GAME REVIEWS

Tuesday, January 25, 2011

Farzyarth no Jakoutei (Neo Metal Fantasy)

~ NEO METAL FANTASY ~
Human
Super CD-ROM
1992

It's unfortunate that this game garners little reverence, as it's a fantastic old-school RPG that does practically everything right. Following the lead of the legendary Phantasy Star II, Neo Metal Fantasy takes a traditional tale of adventure and infuses it with science fiction elements. You'll still explore a green-field-dominated overworld, purchase shields and healing items, and visit caves and castles. You'll also pilot giant mecha, meet mechanical centaurs, and take off into outer space. NMF's not quite as atmospheric as the compellingly bizarre PS2, and it's nowhere near as challenging, but it proceeds at a faster pace and is even more enjoyable to play.



As you'd expect in a game that draws inspiration from PS2, the dungeons are extremely large. We're not talking about labyrinths consisting of pointless space and redundant corridors, though. This title offers variety in its location designs and plenty of good stuff to find via thorough exploration.



Well-constructed mazes aren't NMF's greatest asset, however. No, that would be its bosses, who are absolutely ENORMOUS. We're talking full-screen terrors here.



The artwork employed for regular adversaries is also very nice, and the fast-paced battles are handled with a neat system that makes you earn magic points by defeating your well-drawn foes.



Most of the good guys are pretty cool too, with centaurs and a little blob accompanying your standard warriors and sorceresses. Of course, wherever there's a little blob, there's bound to be comedy, and NMF delivers the laughs, especially during a sequence that sees your characters deck themselves out in cult garb to do some sneaking around.


Nope, nothing at all suspicious about those three...

The story delivers some drama as well. There aren't many cinemas early on, and the ones that are present occasionally stumble with awkward character depictions, but most of the later intermissions are exciting and well choreographed.



The music is another element that sees its best moments during the latter half of the game. The gameplay, on the other hand, is rewarding all the way through. Constantly entertaining and afflicted with not a single significant flaw, NMF can make a strong argument for a spot amongst the best 16-bit RPGs.


(Be sure to check out Justin Cheer's excellent NMF walkthrough here.)

Friday, January 21, 2011

Insanity

Aetherbyte - 2009 - U.S.A.
Super CD-ROM


Out of the depths of the Interwebs in 2009 sprang independent developer Aetherbyte Studios, bringing with them news of the first new TurboDuo game in five years. “New” here is subjective, however-- Aetherbyte’s Insanity is a port of the 30-year-old arcade/Atari “classic” Berzerk. As a kid growing up I was familiar with the game in the form of a port titled Clone Wars for the Kaypro IV running under CP/M. When my family got a PC running MS-DOS in 1991, I moved on to more advanced games and all but forgot about my two-shades-of-green monochrome childhood.

Only the color and speed of the robots differentiate one level from another.

To be honest, I was not expecting much from Insanity. I was not particularly excited about the game as even back in 1987 Clone Wars was only entertaining for so long. Expectations being as low as they were going in meant that I actually had some surprises in store for me. Gameplay is definitely faithful to the original, which is by far the game’s biggest detriment. Some enhancements to the gameplay would have worked wonders for Insanity; as it stands, the shoot-all-the-robots-in-a-room formula is dated and, let’s face it, boring. Room layouts are seemingly chosen at random from a pool, clearing a certain number of rooms advances you to the next “level.” Cheap deaths abound in Insanity as you’re often dropped into a room a few paces from an enemy who fires off a lethal shot before you’ve even had a chance to take a step. Levels are differentiated solely by the type (color) of robots roaming the premises, which brings up an important point: there is only one type of robot enemy in this game, palette-swapped from level to level. This is a prime example of an area just begging for improvement where a little initiative and creativity would’ve gone a long way. Also inexcusable is the lack of any sort of high score table. I mean, isn't the whole point of this type of game getting a high score?

Robot love?

Visually, Insanity is as its worst with the “room” graphics; these aren’t even palette-swapped from level to level. I find the color choices not very complimentary which gives the game a bit of a chintzy feel to it. As with the gameplay, a little variety here could have turned the general feel of the game upside down.

Spend too long destroying robots and you'll encounter a strange looking robotic face.

It might sound like I have nothing good to say about Insanity, but that’s just not the case. Starting a new game you’re given the choice of a PSG or CD soundtrack. Being the chiptune fanatic that I am, I eagerly selected PSG for my first Insanity run through. My
ears were met with an average sounding tune... that in mere seconds went from average to pretty damn good. New level, new tune, even better than the first. Before I knew it, I was honing my robot slaughtering skills so I could forge further just to he
ar the next tune. What Aetherbyte has done with the Turbo’s sound chip h
ere is impressive for what amounts to an independent developer’s first attempt; the tunes are catc
hy and seem to utilize good instrumentation. Insanity is no Batman or Dungeon Explorer aurally, but frankly doesn’t sound out of place next to the rest of the Turbo library. I find myself digging the chiptunes so much I haven’t spent a great deal of time with the enhanced CD soundtrack, although my handful of plays with it sounded good.


What Aetherbyte doesn’t provide in gameplay improvements they make up for with four different game modes. In addition to our standard mode, we’ve got Hyper mode, Arcade mode, and what is known as “Predator” mode. Of the other three, Predator mo
de proves most interesting while Arcade mode seems most superfluous.

Robots are invisible in Predator mode, only appearing as outlines every few seconds.

Arcade mode emulates the simplistic style of the arcade original.

I’d be lying if I claimed Insanity didn’t have a unique charm to it. Sadly, it’s difficult to get too excited about ports of 30-year-old games unless they’re really bringing something new to the table. That said, every developer has to start somewhere. With that in mind, Aetherbyte makes a promising debut with Insanity. You have to give them credit for the speed at which Insanity was developed: less than a year from concept to pressing. As of this writing they’ve already announced their next project-- a compilation of “enhanced” versions of more arcade “classics.” Unfortunately, the last thing the Duo needs at this stage of the game is more ports of three-decade-old snoozers. The Duo needs... DESERVES fresh blood. After sharpening their teeth on these musty old relics, I’d love to see what Aetherbyte could do with a fresh id
ea.


Tuesday, January 18, 2011

Brandish

~ BRANDISH ~
Falcom / NEC Home Electronics
Super CD-ROM / Arcade CD-ROM
1994

Brandish is an excellent overhead-view dungeon crawler, an absolute must-play if you're at all into games that ask you to explore mazes, collect items, and solve puzzles. I wept streams of tears as I neared its conclusion, as I really didn't want the experience to end.



The game actually might not seem all that wonderful right off the bat. It plays a lot like a typical first-person title even though it isn't one (the simple action of turning causes the playfield to rotate ninety degrees), so the control scheme takes some getting used to. Also, the graphics aren't so hot. But I was surprised at how natural the controls felt after just a short while, and the quality tunes (the Tower theme in particular is excellent) make up for the mediocre visuals.



Exploration is the name of the game, so you needn't do much cryptic-clue deciphering. Inability to read Japanese will make one or two puzzles difficult to solve, but for those, you can simply check out a walkthrough for the SNES version of the game, as the solutions to the conundrums in question are basically the same in that rendition.



Brandish's levels are laden with items, secrets, and interesting enemies. They remind me of the labyrinthine floors of Legend of Xanadu's gigantic tower, though they aren't nearly as challenging as those fiendish areas (and they're actually more enjoyable to explore). So if you made it through LoX's devilish final dungeon and enjoyed the experience, this disc is a safe bet.



Another great thing about the game is that it gives you lots of options in regard to how you'll proceed. For instance, I chose to smash up most of my enemies with the protagonist's fists rather than with weaponry; and as I administered one pummeling after another, my character gradually became stronger, so I was able to sell off weapons to earn cash for acquiring other useful items.



Also noteworthy is the final boss, a hardy cyclopean turtle-like thing protected by energy cannons and gates of laser fire.



There's so much to look forward to with every step you take in Brandish. It's always fun to find out what's around the next bend.

Friday, January 14, 2011

Winning Shot

~ WINNING SHOT ~
Data East
HuCard
1989

The realization that I would be having fun with this game occurred the instant my little avatar took a swing and SMASHED the ball across the course. Players absolutely DRILL their drives in Winning Shot; the ball goes way up high and gets really big in a manner reminiscent of the World Class Baseball "pop-fly effect." For video-game golf shots, this is pretty exhilarating stuff.


Amazing!

I know you're thinking to yourself that I'm getting all pumped up over something really stupid, but you need to understand where I'm coming from. You'd be surprised by the number of PCE golf games I've seen mishandle this simple play element. Power Golf 2's shots sputter their way towards the hole, while Ganbare's barely seem to get off the ground. Even the masterful Fine Shot Golf kinda misstepped by having its ball simply launch itself into the sky rather than showing a dude actually hitting the damn thing. But here we've got a game that executes first shots in a cool way.



Thanks to a slow-rising power bar, it's quite easy to pull off those impressive drives. Winning Shot's entire pre-green play system seems easygoing initially; the game even hands you what it believes is the ideal club for each shot (and it's usually right on with its choices). But don't go thinking this thing will be a cakewalk. You'd better familiarize yourself with the hole layouts and the variations in shot arcs that the myriad club types produce. Most importantly, you'll need to figure out just how far your shot will go at each meter increment (and for every club at that), as there's a huge difference between, say, a full-power shot and a "90%" one.



Putting can also be a challenge. The game doesn't help you out much except to give you a general idea of the resistance your shot will be facing, but that's somehow enough once you get used to the system. In fact, to my eyes at least, putts play out here in more realistic ways than they do in many titles that try much harder to be credible simulations.



If you're not satisfied with how your shots are turning out with the character you're using, you can always give one of the other selectable golfers a try. You can even adjust each player's "ability points" as you see fit.



So, what are the negatives here? Well, the music is bad. Turn the game on and you'll immediately be hit with loud, abrasive cacophony. Things get a little quieter but not much better during play. Also, there's only one course to tour. But some of the hole designs are very interesting and feature smart, creative placement of islands and hazards. Sometimes you can even stumble upon sneaky shortcuts to the flagstick. And tournament mode attempts to spice things up by offering bonus dough to players who pull off particular feats (such as a hole in one or the longest drive) on certain holes.



Winning Shot is a real oldie, but I honestly wouldn't have guessed that from its mechanics and presentation elements. I recommend it to folks seeking a fun golf title.

Wednesday, January 12, 2011

Thunder Blade

~ THUNDER BLADE ~
Sega / NEC Avenue
HuCard
1990

Thunder Blade is a hybrid blaster that alternates between vertically scrolling fare and "into-the-screen" sequences. Both of its play modes are afflicted with the same disastrous flaw: they're choppy as hell. Honestly, I'm not one to allow visual elements to make or break a deal, but the jerkiness here is revolting, and it impacts the gameplay significantly. Hit detection is way off during overhead play (which actually often works in the player's favor) while it can be hard to judge the positions of environmental hazards during the behind-the-'copter scenes (which, of course, is not beneficial to the player at all).



Still, TB is not difficult. Unless you're actually concerned about your score, you can easily steer clear of enemy flocks throughout the overhead strips, and there's a peculiar gameplay quirk that, if discovered, will allow you to cheese your way through the sub-levels that follow. The game also isn't epic in length, but by the end of its fourth and final stage, I'd had my fill anyway.

As hard as I am on it, Thunder Blade is not terrible. It's, uh, functional, I suppose. But I see little reason for anyone to go ahead and purchase it, as neither of its play modes stands up well. Space Harrier and After Burner II are faster and more challenging than the forward-flight levels here, not to mention that they feature smoother visuals and better tunes (though TB's music actually isn't bad). And we don't even need to look to CD to find about a billion PCE verts that crush TB's traditional blaster segments.


The choppiness in the vertical levels is completely unjustifiable. The bland, ugly terrain; small, simple sprites (the same few of which appear over and over again); and wimpy weapons don't comprise an adequate explanation. We're not talking ambitious stuff here.


I'm not letting these parts off the hook either, as Space Harrier, After Burner II, and even Jimmu Denshou show that stages of this style can be pulled off pretty well on the system.


Most of the bosses are large machines that require you to weave amid periodic blasts and annihilate cannons.


The final fight is reminiscent of boss confrontations in Burning Force, though BF's bosses are cooler and tougher than this thing. BF, of course, is much better on the whole, as are many other similar titles.