Xevious and I didn't happen to cross paths during the game's heyday; in fact, it wasn't until I picked up this PC Engine rendition that I got to experience the "classic shooter" for myself. I really wish I had kept my distance, as this is as bad as vertical blasting gets on the PCE. Five seconds into my first session, I was actually grimacing, such was my displeasure. That the visuals are terribly antiquated wasn't the primary problem; I mean, I expected them to be hideous coming in. Splotchy forests, motionless waters, and silly dirt sketches didn't do nearly as much to repel me as did the "music," which consists of an incredibly brief string of high-pitched notes played over and over again. The sound effects are just as irritating, particularly the obnoxious blare that accompanies bomb drops. You'll make those drops and fire away with a boring two-stream pea shooter in an effort to annihilate small, dull "circle-with-a-dot-inside" adversaries. I've waged war against cooler enemies in Atari 2600 games, so let's establish this right now regarding where Xevious' designers went wrong: technological limitations were not the issue; lack of creativity was. And primitive certainly needn't mean repulsive or annoying.
GAME REVIEWS
Thursday, May 19, 2011
Xevious: Fardraut Densetsu
Tuesday, May 17, 2011
Lady Sword
Tits are Lady Sword's hook. Tits are your incentive to plod haplessly through dungeons that are overly large yet strangely devoid of interesting puzzles and obstacles, to endure too-frequent random battles and unspectacular musical tracks, and to fumble around with a cumbersome setup that requires players to press the Run button in order to access essential maze maps (a pointless requirement considering all the main-screen space that's wasted on nothingness, and an annoying one when step-by-step map consulting becomes necessary in dark or trap-littered areas). Were Lady Sword tits-less and bold enough to stand solely on its merits as a first-person dungeon crawler, there's no doubt it would be deemed a title that stumbles in more ways than it excels.
All that stumbling doesn't mean that Games Express got nothing right in their endeavor, however. In fact, whoever was responsible for Lady Sword's monster designs did a hell of a job. The variety in the cast is laudable; I met what seemed to be over a dozen different breeds of beast just during my inaugural reckless dash to first-floor slaughter. The designs are a bit too cartoony for my liking, but I do get a kick out of how certain enormous bosses and mini-bosses are sketched as stooped to account for being crammed into lairs too restrictive for their hulking frames.
Monday, May 16, 2011
Volfied
Well, the first part of this review is going to be difficult for me. I feel like I should explain how this strange little game works, but that's no simple task, so bear with me. You control a tiny spacecraft that leaves red lines in its wake as it flies about the playfield. Create a box with said lines to mark off territory as your own; the enclosed area takes on a new appearance as you continue with your veritable conquest-by-doodling. Claim 75% of the round's land and you'll get to move on to a new rectangular realm. Three kinds of enemies take issue with your "three-fourths of this country are mine" declarations: yard bosses who possess missile-attack capabilities, smaller creatures who can be obliterated if you obtain and make good use of a laser cannon, and odd electrically charged orbs that blaze mindlessly along until they ram into your ship. While the electrocution corps settle for nothing but head-on assaults, their prancing cohorts merely need to come in contact with a box-in-progress to deplete your life stock by one.
Saturday, May 14, 2011
Yuu Yuu Jinsei (Victory Life)
The Life board game seemed pretty neat to me back when I was really young. I couldn't have cared less how the game is played or what it's all about, but I did know that it involves moving neat little cars down a road, and that was cool enough for me. I was an easily amused little goofball.
Now I'm a much bigger goofball, and as the whole "little cars" thing doesn't carry quite as much weight as it once did, I had to acquaint myself with the "technicalities" of the Life experience to get into this PC Engine take on it. The automobile element is still present, of course, and you get to choose a driver from a set of ten rather doofy-looking folks.
Wednesday, May 11, 2011
Space Invaders: Fukkatsu no Hi
I didn't like Space Invaders even back when it was "all the rage." There just wasn't enough speed, strategy, or spontaneity to the SI experience. I guess I never quite got the alleged "quaint" appeal of the slow, dull manner in which the stick-with-their-partners aliens proceed with their "invasion"; and I reaped nothing but boredom from the required repetitive utilization of basic tactics. Also, it wasn't long before I discovered "shoot-from-the-bottom" shooters that have so much more to offer. Demon Attack is much more dynamic and colorful and features a wider variety of aliens to blast, and most of its creatures are tougher to annihilate and far less predictable than the average antennae-topped Space Invaders punk. Action-packed Spider Fighter gives players something to look forward to in that it grants them super-fast gunfire once they make sufficient progress, while SI changes things up merely by allowing its aliens offsides starts in later rounds. Even the not-exactly-thrilling-itself Centipede comes off as veritably manic in style when compared with SI thanks to its more-crowded playfield.
The bottom line is that Space Invaders bored me. I would lose patience with it so early during any given session that I'd often go right ahead and blast up my own damn defense barriers so I could get at the dopey aliens that much more quickly.
Needless to say, I really didn't ponder the possibilities of what HuCard Space Invaders would have in store for me. Hell, sitting through just a few seconds of this horrid antiquity...
I couldn't wash my hands of the whole abysmal affair yet, though, as there was still the special "Plus" mode to experience. So with the goal in mind of getting the obligatory give-it-a-try session out of the way as quickly as possible, I started up a game of Plus and watched a pointless "polygonal" spacecraft-tossing exhibition.
First things first: it's fast. Everything happens so much more quickly here than in the terribly methodical original. There are many more alien types to deal with, and the creatures here have three-way shots at their disposal in addition to the usual straight-line bomb attacks. They occasionally align themselves in formations more complex than the facile rectangle-of-rows that their ancestors assembled in. You're provided with numerous neat auxiliary items with which you can fend off your wily new adversaries. Decent-looking backdrops spell the old black nothings that classic battles played out atop. And accompanying the upgraded action is actual music (as opposed to the "tense" lines of blops that had previously passed for a "score").
Friday, May 6, 2011
Maison Ikkoku
You'd expect a HuCard digital comic to seem a bit lacking presentation-wise when compared with its CD-ROM peers, and indeed, Maison Ikkoku is as primitive a member of the genre as you'll find on the PCE, at least where audio and visuals are concerned. There's nothing rudimentary about what it requires players to do, though; this is no "click away 'til the end" sort of affair. While the item-finding and puzzle-solving requisites shouldn't prove too taxing for most, interaction with other characters is where matters get dicey and demand delicacy, and prudent management of the protagonist's limited finances is essential.



















































