GAME REVIEWS

Monday, April 4, 2011

The Ravaging of Cosmic Fantasy

A beloved series pays an ill-fated visit to the other side of the tracks...

We game-playing nerds must be an amusing lot. We harbor unyielding allegiances to cartridges that relinquished their spots on store shelves decades ago, consoles that delivered their swan songs during epochs of gaming antiquity, developers who landed on skid row last millennium. The disputes we engage in for the sake of dust-covered relics and their long-forgotten creators can be heated, indeed; but friendships with other living, breathing humans are frivolous fodder when a beloved character or franchise must be guarded from attack. Various aspects of video games can hold special appeal for us, and once sentimentality enters the frame, a transcendental bond is formed; provide us with precious memories, and we'll maintain and defend your legacy.


Few other games have done as much to earn my reverence as Cosmic Fantasy 2. When I'm paying homage to the characters that have charmed me, the tunes that bring tears of nostalgia to my eyes, the plotlines that entrenched themselves in my video-adventure recollections via moving moments, it's a given that my old friend CF2 will receive more than just a small share of accolades. I've taken four trips through it--four trips through the Japanese version, that is. The US rendition has hosted over a dozen of my excursions. But Van, Babs, and Pico--2's lovable trio of heroic misfits--aren't the only friends I've made in the CF universe; I've also forged alliances with stars of the opening episode and the subsequent ones, as they and I undertook similarly delightful endeavors together. True, I never hesitate to express my displeasure with the first chapter of CF4, but that's because I care far too much about the series to let such an egregious misstep slide.


And I hope that my willingness to decry an ill-executed episode demonstrates my reasonableness when it comes to assessing the saga on the whole. There's no doubt that I'm ferociously loyal to the CF titles, but as I do with my other game-related associations of affection, I try to remain sensible and call caps on their perceived virtues. I am well aware that CF2 comes nowhere close to achieving perfection, no matter how much it means to me. Thus, while I'm always happy to provide discourse on its merits, I have waged few arguments over the years in support of it. In many cases, the criticisms that people level at it are indisputably valid. In numerous ways, the game could have benefited from additional polishing, from more effort devoted to refinement, prior to its release.

Its strengths made it worthy of receiving proper treatment. Unfortunately, it was released for the PC Engine as a product with clear (and, in some instances, perplexingly odd) flaws. It was eventually given a shot at redemption, but not in the comfortable realm of the PCE where the series otherwise resided.

Now, anyone who is acquainted with me, who has partaken in discussions on video games with me, who reads the blather I post on this site, knows very well that I am fiercely devoted to one console in particular:

The Genesis, of course.

And that's where Cosmic Fantasy took its act when the time came for some makeup work. To be more specific, the first two episodes of the series were redone and released on a single disc for Sega's Mega CD system, equipped with a fresh new moniker: Cosmic Fantasy Stories.


What was so wonderful about all this was not merely that a couple of my favorite adventures were being all shined up for an appearance on a machine I'm enamored with. The true blessing here was that the people at Riot responsible for executing the port ably identified the aspects of the originals that needed to be improved. They knew that the opening episode made for but a fair frolic through primitiveness and that the followup had been allowed to leave the developers' shop in incomplete condition. They committed themselves to righting Laser Soft's wrongs, to giving these quaint questing stories the overhauls necessary for them to take the form of true epic masterpieces.


The project surely was epic, but only in the manner in which it failed. Cosmic Fantasy Stories is one of the most unabashedly awful disasters I've ever experienced in gaming.

The horrors I'd endure at its hands were completely unforeseen at the outset. A mere moment is all it took for the dual-game release to get me all psyched up for the seemingly certain delights it had in store for me, as it opens with an extremely cool cinema set to a superb adrenaline-pumping number.


Disappointment did not set in once the game proper began. No longer does the first episode come off as a victim of graphical garbage-work. The field visuals it sports here are at an appreciably higher level, roughly on par with PCE CF2's.

Town Scenes
(Top: PCE CD CF; bottom: MCD CF)

Strangely enough, after but a short time spent exploring the first maze area, I felt wistful for the simplistic looks of the original's labyrinths. It would be hard to present any sort of technical argument in defense of my outlook (though what I would consider "odd" color choices had detrimental effects on all areas of Stories' visuals), and in any event, the new-look battles only came off as more and more impressive as I made my way through the back-to-back journeys. The screen-wide combat artwork here is far more pleasing to the eye than are the limited background portraits sported by PCE CF and gives MCD CF2 an undeniable advantage over its PCE backdrop-deprived forebear.

Battle Scenes
(Top: MCD CF2; bottom-left: PCE CD CF; bottom-right: Turbo CD CF2)

The enemy art does come off as sharper and better in the Engine renditions, however. This is not the biggest deal in the world. I'm more perplexed by Stories' omission of background art for boss battles, a move that, ironically enough, leaves the first PCE CF with the best-looking boss fights of the games involved here.

Boss Battles
(Top: MCD CF2; bottom-left: PCE CD CF; bottom-right: Turbo CD CF2)

Even if they had been augmented with backdrops (as they should have been), Stories' "climactic" battles would have ended up throwaways, as the bosses are absurdly easy to beat. Only a single CF2 fiend takes a respectable stand here; his cohorts all disgrace themselves by making the trip as lowly pushovers. (It should be mentioned in Stories' favor, though, that some significant confrontations that played out with regular enemies in PCE CF2 feature true bosses here.)

That these fellows are so easily hammered is not due to the fact that Stories' version of the first episode allows you to take more than two characters into battle--but this does bring us to another of Riot's improvements. While other characters tag along with Yuu and Saya for stretches at a time in PCE CF, the player is never allowed to make use of these allies during combat, which makes absolutely no sense at all. MCD CD remedies the situation by granting you control of your entire party when monsters approach.

This was a common-sense alteration. And Riot's remodeling crew no doubt felt they were making similarly sensible adjustments by eliminating segments of the PCE game that seemed to have very little purpose. Stories does away with required antics such as stumbling around a makeshift prison cell until a rescuer arrives.

Unfortunately, in some cases, Riot went a little too far in their endeavors to do away with time-wasting activities. A memorable PCE CF scene sees Yuu and Saya come under attack by an infinite number of mighty enemies. It's fun to see just how long you can hold out against evil's illimitable forces, but the outcome is always the same: the heroes end up battered in necessary defeat.

Stories dispatches with that "enemy forces" stuff, choosing instead to suddenly show the heroes as battered following an ambiguous, hacked-into sequence--which is really stupid.

And that's hardly the only instance of stupidity on Riot's part. In what was surely another misguided move intended to make life a little more pleasant for the player, certain dungeons here act as homes to not a single enemy inhabitant. Perhaps that sounds like a good thing, as such dungeons contain no random battles to button through. Unfortunately, there isn't much of anything at all to do in these large, labyrinthine sections of very-dead space save for trudging along, bumping into countless dead-ends, and finding unnecessary and unexciting healing trinkets. One wonders why these locations weren't simply omitted altogether.

Oddly enough, that same crew so hellbent on saving our time decided to redesign and enlarge certain mazes that really didn't require any sort of reworking. Yes, most of these locations contain random battles; but there is seldom anything to stumble upon within them save for dead-end wall after dead-end wall and the occasional worthless junk-item.

I can live with a few botched maze jobs, though. I have a harder time tolerating the "remixed" soundtrack here. Many of the PCE versions' tunes were reworked into cacophonous renditions of their old selves (with CF2's classic numbers the victims of especially offensive mutilation). A few wonderful tunes were removed entirely to make way for lackluster new tracks. Stories also puts us through misery via terrible sound effects.

But even with all the questionable decisions and unnecessary changes that were made in its creation, Stories' take on the first CF is tolerable except perhaps for an irritating cave maze housing horrible creatures that can turn your party members to stone with a glance. You're certain to experience a good bit of terror in that awful place...

...but just wait. It's a very small taste of what awaits you in Stories CF2.

You might recall that PCE CF2 left out status effects entirely, much to the chagrin of players who enjoy delivering diatribes regarding "lack of depth." Well, once you've had your fair share of run-ins with the countless paralysis-causing monstrosities in Stories 2, you won't want to know from another status inducer ever again. The effects that MCD CF2's merciless and terrifyingly powerful monsters afflict you with over and over again make what was once a wonderful role-playing experience into something unbelievably awful and annoying. Even more of a problem are the "super attacks" that enemies are granted (in both episodes, but they become far more of a concern in 2). Valiantly made progress can come to an immediate halt should irritable foes decide to stop your party members right in their tracks or wipe out most of their remaining vitality with single brutal swipes.

A few areas are inexplicably easy in Stories 2--"breaks," apparently. One of these areas is not the post-final-boss celebration scene. Yes... after the final boss... when you're just supposed to walk around and say your farewells to everyone...


...you will be ATTACKED. Repeatedly. Truly, this game establishes a new definition for "merciless."

At least, you would think, you have the traditionally wonderful Cosmic Fantasy cutscenes to look forward to for all your troubles. Yeah, you would think that. Stories actually DROPS some of the original cinemas in favor of text-based skits. Occasional improvements in animation hardly make up for such noticeable omissions; indeed, dropping cinemas from a Cosmic Fantasy game (good ones, at that) is simply unforgivable. This entire "effort," in fact, is an unforgivable maiming of material that I love.

Cinematic Scenes
(Top: PCE CD CF2; bottom: MCD CF2)

But let's have some fun (for once here) and take a look at how the Rim shower scene fares in Stories. Perhaps we should be thankful that it, unlike some of its fellow interludes, was spared from execution.

Shower Scenes
(Top: MCD CF2; bottom-left: PCE CD CF2; bottom-right: PCE CD CF Visual Collection)

Well, no surprise here. Stories doesn't even offer the best shower scene. It does give us this, though...


Nice. Not nice enough to earn my allegiance, though. Nor my forgiveness.

Saturday, April 2, 2011

The Local Girls of Hawaii

Excite Software - 1993 - U.S.A.

CD-ROM



Excite Software's unexciting "girl" series continues in The Local Girls of Hawaii with yet another underwhelming entry.

Like the others, Local Girls offers a collection of images of various scantily clad girls, 58 in total. Also like the others, Local Girls offers nothing in the way of features. No audio, not even a simple slideshow mode to cycle through the images automatically is anywhere to be found.


Unlike the others, a good number of the girls here are shown topless. Also unlike the others, many of the images are downright ludicrous with fish and other tropical wildlife superimposed over the photos.

I'm not even sure what to say.

While the poor dithering never reaches the laughable lows of Bikini Girls, the image quality on many is still pretty lackluster.



Whereas Bikini Girls originally retailed for $150, Local Girls is a "bargain" at only $90 (price difference probably having something to do with the difference in total number of images). It boggles my mind that these discs fetch anything over $1 today, they certainly aren't worth it.

Monday, March 7, 2011

Bikini Girls

Excite Software - 1993 - U.S.A.

CD-ROM



What a complete and total waste of money, especially considering Bikini Girls retailed for an incomprehensible $150 in 1993. It has come down a bit in price over the years, but not nearly enough. This, folks, should be a $0.99 bargain bin throwaway.


Bikini Girls compiles a total of 217 images seemingly culled from Sports Illustrated Swimsuit Edition magazines and various swimsuit calendars. Why you'd want to use your game console to look at this sort of thing is beyond me, but apparently someone thought it was a good idea.


A sample of Bikini Girls' "finest."


Excite Software's no-frills approach is evident before you even open the case; a regular full-size jewel case wasn't in the budget, apparently.


It seems a proper graphic utility for the digitizing process wasn't in the budget, either. Some of the images are dithered so badly you can literally barely even make out a human form in the pixelated mess. I know the console's capabilities, and I know for a fact that the Duo is capable of so much more (see C. Covell's High-Res Slideshow).


Uhh.....


...


What the hell?


For anyone considering buying Bikini Girls, don't bother. Rest assured, I've included all the "best" shots right here for your perusal. To put a $150 price tag on a product so poor is not only highway robbery, it's insulting.


Tuesday, February 22, 2011

Sol Moonarge

~ SOL MOONARGE ~
Irem
Super CD-ROM
1993

I have mixed feelings about this RPG. There were times when it annoyed the hell out of me. Then things would happen that made me admire the ambition and creativity that went into it and think about how great it would be if it didn't insist on repeatedly mucking things up with its flaws.



I don't like the characters much at all. Understand that just prior to playing this game for the first time, I'd revisited Cosmic Fantasy 2 and Kabuki Den, which star some of the video-game characters I'm fondest of. Then I sat down with Moonarge and encountered a blonde-haired Pinocchio clone and his odd-looking cohorts. I felt like I was controlling a bunch of Sesame Street puppets. Granted, the wacky theme paves the way for some funny moments to occur (primarily early in the adventure); but when I'm tagging along with a video-game crew for a fifteen-hour quest, I like to have some sort of emotional investment in the affair, and it just didn't happen with this overly caricaturish bunch.



The random-battle enemies are also lame; impressive designs such as a fiery golden spike-head are few and far between. And while the bad-guy graphics are sub-mediocre, the overworld visuals border on horrible. Some locations feature a lot of colors, but the shades are poorly matched, creating big, bright, kaleidoscopic messes. The game shoots itself in the foot when it splatters too many colors on screen at once; the places that do look cool generally keep things simple.



The soundtrack has its fair share of nice tunes, but some of them are maimed by poor, abrasive sound quality, making them reminiscent of bad Genny-sound-chip ditties. A few of the ones that came out okay truly manage to shine, including a very exciting boss number.

My gripes about the gameplay generally involve the way-too-frequent random battles. And I guess I just stated the primary problem: there are just too damn many random battles. Laying off the dash button can help a little bit, but then exploration becomes a slower and more tedious task; and some areas will toss you into fights every few seconds no matter how slowly you're proceeding. The fact that the enemies win initiative far more often than your party members doesn't help.



But at least Irem did a lot of cool things with the battle system. You can divvy the damage you do among the entire band of enemies or concentrate the full force of your blow on just one unfortunate beast. The fights are generally fast paced (slowing down only when an enemy performs an attack that affects your whole party and you have to sit through the repeated animations, but I've endured much worse). There are decent-looking backdrops, and your characters celebrate in amusing fashion when they're victorious. Plus, one character you use early in the game gets killer animation bits for his critical hits (it's a pity all of the characters weren't granted such exciting attack theatrics).

The designers also did well with their take on RPG commerce. When you're looking at an item in a store, the game shows the effects on stats said item will have for each party member. And if you decide to go ahead and buy it, you can equip it right then and there without having to exit the shop menu and open a new one.

But perhaps the best element of all is the dungeon design. "Dungeon" might not be the most appropriate term, though; perhaps "challenge area" would be more accurate, considering the variety of challenges that await you in certain places. You're asked to do a hell of a lot more than trek through mazes: you'll ride enormous spinning gears, climb brambles up castle walls, assume different animal forms to pass unusual trials, and do plenty more.



Should you overcome the challenges, you'll have some fantastic bosses to look forward to fighting. These guys have lots of tricks up their sleeves; you can't just trade blows with them. There's a haunted mirror that pits you against scowling versions of your own party members; there's the swordsman Brack with his amazing show of swipes among petal storms; and there's a polygonal nightmare that delights in interacting with (and butchering) your little character avatars at the bottom of the screen.



Yes, it was an up-and-down ride for me, and I think my expectations for the game exceeded what it actually delivered, but it does get progressively better as the journey goes on, and my final overall impression did fall on the positive side. I have a feeling that more people will like it than don't (and like it more than I do, at that). Still, you might want to keep in mind that for the $30-40 the game often costs, you can purchase ten other PCE RPGs, many of which may prove superior.