Metal Stoker often reminds people of Granada, a Genesis game that follows a neat little tank as it blasts its way across the African continent. A heck of a lot of creativity went into Granada's stage, boss, and weapon designs; fun-loving Face was a creative group in its own right but lacked the sorts of brilliant madmen who made up Wolf Team's ranks, so don't expect to find as many "cool ideas" on display in MS as you would in its prodigal counterpart. Thankfully, you also won't find MS's environments to be as ugly, its bosses to be as wimpy, or its action to be as tame as Granada's. Droves of fast enemies letting loose plenty of bullets make Stoker a difficult game to beat, though with an arsenal of five weapons (including lasers, mines, and energy bursts), your vehicle is certainly equipped for the task. And figuring out exactly when to utilize certain weapons is a significant part of the fun, though having to pause the action in order to make a change means most players will ride the multi-directional vulcan or the convenient homing missiles as long and as far as they can.
GAME REVIEWS
Saturday, May 22, 2010
Metal Stoker
Sunday, May 16, 2010
Genocide
I remember reading a little blurb about this game in one of Electronic Gaming Monthly's features on Japanese titles that were slated for (or had a shot at) stateside release. Usually, the bits they printed were broad, generic overviews with a positive slant, but in the Genocide one, they actually bothered to rip on the game. I still wanted it, though, as it looked pretty cool in screenshots. Obviously, it never made it over here, and I'd read nothing but negative reviews for it over the years, but I was still excited when I finally acquired it. I had hopes that it would join the ranks of Legion, Energy, and other such titles that possess virtues in my eyes despite the fact that the masses deplore them.
And that mistake pretty much sums up Genocide on the whole: nice ideas, very shitty execution. The game plays incredibly quickly; your enemies in certain spots are so fast that they can gang up on your clunky mecha and annihilate it within seconds. You have to devise "plans" in order to survive these cheap stretches, and even when you know what you have to do, you'll likely suffer many deaths or take massive amounts of damage before you finally make it through.
Saturday, May 15, 2010
Private eye dol
This is a very cool, very interesting game, a colorful combination of RPG and digital comic elements. It plays from an RPG-esque overhead perspective, with voice acting and well-drawn anime-style cut-ins accompanying your every action (and you can turn all of that stuff off if you'd prefer a faster-paced experience).
Thursday, May 13, 2010
Military Madness
I make no bones about it: I don't like strategy games. Of all the prominent old-school game genres, strategy is probably the one I like the least. But I actually think Military Madness is pretty darn cool.
In spite of all this, for years, my innate hatred for strategy games would eventually show itself when I'd sit down with MM. Maps that are large and time consuming caused my interest to wane. I'd feel like I was doing the same thing as before, only it was taking longer. While those who were more into the game's nuances would determinedly present arguments against such claims, I just figured I wasn't wired for these sorts of things.
Over time, I gained a greater appreciation for MM's vast lunar theaters. It's during the game's epic engagements that the most memorable military exploits take place. There were times when I thought my battered army was done for, but a ragtag tank crew would seize the day and carry me to victory. And then there were instances when I thought my victory was assured only for the computer to pull off a brilliant move and send my stunned soldiers reeling. Some battles of attrition conclude after dozens of strikes and counterblows, with but a few weary units left scouring a desolate battlefield...
Saturday, May 8, 2010
Marchen Maze
Marchen Maze likes to take people for suckers. It's a cute sort of thing, pitting Wonderland Alice against goofy little enemies atop bright game boards. Colorful backgrounds and sweet tunes help make it quite the charmer. Its play system is pretty interesting: Alice needn't worry about life meters and the like, as her foes attempt to knock her off by literally knocking her off the platforms. She utilizes her special charge-up baubles to blast them from the brink in turn.
Thursday, May 6, 2010
Cobra
Even if you play its incredibly wacky sequel first (as I did), Cobra can still be counted on to provide a digital-comic ride you'll find both wild and entertaining. Space pirate Cobra, he of the PSYCHO GUN left arm, gets himself into all sorts of ridiculous situations, many of which involve strange alien beasts or fearsome female nutjobs.























































