GAME REVIEWS

Friday, September 17, 2010

Bubblegum Crash

~ BUBBLEGUM CRASH ~
ARTMIC / Naxat Soft
HuCard
1991

BC's story really doesn't do much for me. It focuses on a group of gals who decide to investigate some mysterious bank robberies. The little troop goes from place to place and from person to person, finding clues and unearthing truths that just aren't very fascinating.



Sure, many other digital comics require players to partake in the same sort of fetch-questing, but the quality CD ones usually feature superior eye candy to make the location hopping a little more tolerable, not to mention music that isn't a complete afterthought and at least a few effective attempts at drama. Here, my attention drifted, as nothing remotely exciting happened until a brief cinematic sequence that preceded an interactive (but unchallenging and lusterless) bike chase.



But as boring as things had been to that point, the worst was yet to come. The final stretch is a first-person maze sequence, a downer of a gameplay element in almost every comic that employs it. This one is even worse than most, though, as it has you participate in random battles that never play out quickly but are practically impossible to lose. You'll have to put up with lots of these pointless fights (which always pit you against one of only two enemy types) and search dozens of rooms (almost all of which are "labs" or "warehouses" that contain absolutely nothing) before you'll finally solve the labyrinth and face a wimpy final foe.



It's during this maze trek that the game goes from dull to dreadful, and the short, subpar ending sequence does nothing to redeem the by-then-floundering effort.

Thursday, September 16, 2010

Power League '93

~ POWER LEAGUE '93 ~
Hudson Soft
HuCard
1993

Well, not much has changed since Power League V. '93 even utilizes many of V's tunes. Granted, we're talking good music here, but I wouldn't have minded hearing some good music exclusive to this title. The visuals are largely redundant as well...



...and the old post-game show and scoreboard animations have definitely worn out their welcomes.



One adjustment worth noting is that '93 is tougher than V: base hits aren't nearly as easy to come by here. This tweak is no write-off, but to be honest, I kind of enjoyed racking up stats to fill the league leader board in V. And any player worth his salt will be celebrating a championship before long in '93 anyway.


Not this crap again...

Frankly, the only PL I had less fun with was IV. But I must note that I was unimpressed with this title mainly because it's extremely similar to V, which I'd already played through. Shoot straight to this episode and you'll almost certainly find it to be a great baseball game.

Wednesday, September 15, 2010

Power League V

~ POWER LEAGUE V ~
Hudson Soft
HuCard
1992

Churn out enough sequels and you're bound to fall prey to redundancy at some point. Power League IV was an enjoyable baseball title on its own (and thus not a total waste), but it was also a largely irrelevant addition to the PL line. Hudson rallied for the fifth episode and delivered a product that would've made perfect sense as the immediate followup to PL3. 5 is a great game, boasting visual enhancements over its predecessors along with irresistibly catchy in-game music and gameplay that feels more refined than 4's.


The batters are a good deal larger in this episode, but they sometimes assume awkward-looking stances.


The field graphics haven't been altered a whole lot since PL2, but what's good is good. The action is a little slow compared to PL4's, but if anything, the game is better off for the adjustment.


The old pitching system is back, meaning you have plenty of control over the ball as it makes trips to the plate.


The computer doesn't put up much of a "fight." Gotta love those eighteen-run innings. Home runs actually aren't all that common, but you'll typically bombard your opposition with line-drive base hits. This episode is even easier than PL4...


...so don't be surprised to see your entire lineup on the league leaders list. But lack of challenge didn't ruin the first PL, and it doesn't ruin this awesome title either.


No surprise here. More stadiums!


Players sometimes fall down after swinging strikeouts. Personality had kind of been waning since the first game, but it's back a bit here.


These celebration scenes have worn out their welcome...


...but PL5 is still a winner.

Tuesday, September 14, 2010

Power League IV

~ POWER LEAGUE IV ~
Hudson Soft
HuCard
1991

This is the first Power League title that felt a bit superfluous. It's a good, fun baseball game, to be sure, but it isn't much different from the series's previous outing. There are new pitching mechanics to master, but opposing teams pose less of a challenge than PL3's stout squads, and most of the new material is of the "bells and whistles" variety.


Visually, not much has changed from PL3 (or PL2, for that matter).


Addressing the new stuff won't take long: there are nighttime games, animated bits on the scoreboard, and more stadiums to play in. It's all nice but kind of insignificant when there's nothing really fresh about the gameplay.


The most noticeable mechanical tweak concerns the pitching system. You aren't granted as much control over pitches as they head towards the plate--no more of that waving-them-around stuff. This new system doesn't feel great at first, but it's more realistic and requires more skill and thought than previous PL pitching systems. Pitchers seem to last longer as far as pitch counts go (perhaps to account for the inevitability of more balls being thrown), which is cool.


The game keeps track of a few more statistical categories than its predecessor. Don't be surprised if the league leader board ends up filled with your players, as PL4 is easy and, for a Power League vet, unrewarding.


Even celebration scenes seem eerily familiar.

Monday, September 13, 2010

Power League III

~ POWER LEAGUE III ~
Hudson Soft
HuCard
1990

PL3 was an unexpected freebie in a delivery I received quite some time ago. I was actually pretty excited about the toss-in, being that I'd been a big fan of World Class Baseball for many years and, to that point, hadn't yet had the opportunity to try any of its sequels. PL3 did indeed improve upon the venerable original in a number of ways, though once I'd gotten around to playing PL2, I realized that some of the "innovations" I initially lauded 3 for were, by the time of its release, old hat for the series. Regardless, 3 is different enough from its immediate predecessor to warrant a look, and if you haven't played any of the Power League games yet, rest assured that this is good stuff.


Not much has changed from PL2 presentation-wise. 3 remains more realistic in look and feel than the original title. I really like the wild, bass-heavy track the game employs when there's a runner in scoring position.


This time around, there's more variety when it comes to batters' appearances--which basically means that some dudes are quite a bit chubbier than others.


While PL2's action is heavy on line drives, fly balls get more lift here, making fielding easier and the action more realistic.


You'll run down those flies in three different stadiums.


The post-game show displays league leader boards among other notes. Up-to-the-second stats are shown for pitchers and batters during games and saved throughout the season...


...the length of which can be adjusted.


The computer-controlled opposition is smart and tough. Expect a lot of low-score games. Pitch counts are far more important here than they are in PL2.


Wrap your season up with a seven-game series against the other league's champion. There's no superhuman team to challenge for the championship here. While PL3 is a great game all around, the series was clearly traveling down a more-realistic road with it and gradually losing something that was distinct about the original.

Sunday, July 25, 2010

Macross 2036

~ MACROSS 2036 ~
NCS/Masaya
Super CD-ROM
1992

This is one of the PC Engine games that I made daily supplication for back in the TG-16's "heyday." Rumors constantly abounded about 2036 making the trip overseas, but of course, it never did. So I had to wait a number of years (ten, to be precise) before finally getting my hands on it. And once I finally did obtain it, I played it over and over again, pulling off one-life completions, conquering its various difficulty levels, and reveling in its intense action and sweet aesthetic elements. It continued to earn my regard to the point where I viewed it as my favorite shooter of all time.



I'm a Robotech/Macross fan, have been for many years, and playing a Macross-based game presented in the manner in which this one is was like a dream come true for me. Much of the music was lifted straight from the great Super Dimension Fortress: Macross soundtrack, providing fans of the show with quite an aural treat and contributing to the impeccable atmosphere of the adventure more than any other individual element. The tracks are dynamic: the abrupt change in tempo exhibited midway through Mission Five’s theme is more reminiscent of Tool tunes than it is of Robotech‘s straightforward riffs. The soundtrack reaches its apex during Mission Two, where it starts off in explosive fashion to accompany the heroine's journey through an asteroid field littered with Zentradi attackers. Not only does it rock and get me pumped up to the extreme, but it's actually scored to the action, matching up dynamically with the events onscreen. Just as the explosive track settles into a beautiful, melodic interlude, the game holds back attackers and serves up a pretty sight of red asteroids dancing about the playfield. Superlative design and coordination here.



The situations that you'll find yourself in, from blasting Zentradi mecha on a rubble-laden planet Earth to playing a protective role during a desperate outer-space offensive, are so faithful to original show concepts that they'll make you feel as if you're participating in an actual episode if you're a fan (and what fan didn't wish to be a part of this universe?). Indeed, with its abundance of animated cinemas and obvious focus on plot, 2036 comes off as a segment of the show that you can take part in rather than as a mundane sidescrolling shooter.



Knowledge of Japanese is hardly necessary to feel right at home with the game’s startlingly true-to-the-source-material atmosphere and imagery. No language barrier can diminish the impact of scenes depicting enormous laser cannons obliterating entire armadas or gigantic vessels smashing into one another.



Of course, amidst all of the animated festivities, there is a game to participate in, and as a pure sidescrolling shoot ‘em up, 2036 ranks among the best. With the press of a single button, you'll have your jet spewing forth lasers while releasing both rising and plummeting missiles. Remember to make optimal use of these devastating weapons by firing constantly and covering as much ground as possible, as you never know when or where you’ll reveal a one-up Minmay icon (cute stuff) or a force field that'll grant you temporary invincibility. And to help you deal with your speedy adversaries, your Valkyrie comes equipped with a radar system that alerts you when you’re in line with an oncoming enemy and lets you know from which direction said enemy will be making its attack.

In addition to standard lasers and missiles, 2036 presents you with an impressive fourteen different auxiliary weapons to make use of. You’ll have to earn the right to carry them into battle, however. Points are awarded each time you take down a Zentradi attacker; these points are used in determining which brands of secondary weapons will be available to you following each stage.



Perform at a high level and you’ll be trusted with the more explosive devastators in battle, some of which are quite original in design. One impressive arms system takes the form of dual cannons stationed right behind your ship; the cannons themselves provide protection from enemies attacking the rear of your vessel as they spew a veritable rainbow of spreading missiles at your adversaries.



Your decision as to which weapon to take into battle (you can use only one secondary gun per level) can prove to be critical. Different strips call for distinct strategies; cannons that appeared to be useless during early phases of the adventure can become tools of destruction if utilized properly later on. Initially, you might not find much use for a satellite that hovers above your ship and fires lasers towards the bottom of the screen, but during Mission Five’s descent into the enemy’s labyrinthine factory, said satellite becomes a godsend. Your choice in weaponry will also play a vital role during Mission Four’s all-out-war scene. Glance at the background and you’ll witness an incredible battle taking place between Earth’s forces and the Zentradi invaders. With enemies attacking from every which way, it’s a good idea to make use of a particular spread weapon that hurls fireballs at various angles all around your ship.



Of course, the time will come when, if you’re a skilled-enough player, you’ll wish to move on to a higher difficulty level (the game offers four settings in all). At that point, you’ll have to scrap your previous strategies. Accept the challenge offered by Hard mode, and those spheres of fire will be too weak to take care of the enemy hordes. A powerful needle-thin laser can get the job done--but its severe lack of range will make fancy flying on your part a requirement. Crank 2036's difficulty up a notch and its aerial wars become as hellishly intense as those in any other Thunder Force-style shooter.



The elements of speed and strategy at work here are complemented by fantastic superficials. Graphically, Mission Three is awe inspiring, with a line-scrolling moon surface reflecting the action in its icy, crystalline blanket. Be wary of the crystal structures that protrude from the terrain (and be sure to sneak down between said structures in search of hidden treasures!).



And the point at which you'll realize that you’re immersed in a truly special experience will likely come during one of the game’s dramatic boss encounters, when your Valkyrie finally switches to its Battroid mode, requiring that you rotate the machine and aim its endless streams of shots. With a little practice, you'll be spinning and shooting as efficiently and effortlessly as Macross's mega-pilots ever had--which will be necessary if you're to defeat the Zentradi's incredible boss behemoths (who are introduced with fanfare at the beginnings of their respective levels).



Perhaps the concern exists that all of these superlatives are being hurled about by a long-time Robotech fan with a supersubtle eye. Rest assured that with its stirring soundtrack, seamless integration of strategic elements, and intense higher difficulty modes, Macross 2036 is worth any shooter fan’s time. Those familiar with the series will get the most out of the experience, however, as even the most bitter curmudgeon will recall and revisit the feelings that accompanied each viewing of the classic television show. For the saga's most loyal fans, the time has finally come to take flight and earn your wings.



Just as you’ve always wanted to.