The Manhole packaging utilizes cover space to pledge that children will be entertained by what the game has to offer, a declaration that may as well be taken as notice to those of us beyond our prepubescent years that thrills are not in store here. Indeed, there's nothing thrilling about the title's point-and-click-and-watch play style (as there's never any risk of anything horrible happening) or its simplistic manner of presentation (as its "action" wasn't even deemed worthy of receiving full-screen treatment). It doesn't hide the fact that it takes its cue from famous works of children's literature (including Alice's Adventures in Wonderland and the Chronicles of Narnia) and perhaps takes its acts of homage too far, ending up a mere exhibition of mimicry in some places. At its best, it's an odd and intriguing one-strange-thing-after-another little adventure, delivering successions of wacky happenings like some sort of kindergartner-targeted Yellow Submarine.
GAME REVIEWS
Friday, May 27, 2011
The Manhole
Thursday, May 26, 2011
Doraemon Nobita no Dorabian Night CD
As I've detailed the particulars of my disappointing experience with the Dorabian Night HuCard in the piece I posted about it, suffice it to say here I feel DN is stocked with great concepts that are ultimately let down by unexciting gameplay. Having identified gameplay as the element Hudson was least likely to have tinkered with in producing this CD revamp, I found the disc unalluring. A new, crudely drawn opening sequence introducing DN's geeky good-guy assemblage failed to generate the slightest bit of enthusiasm in me; a cinematic redo of the HuCard's procession-commencing sketch also wasn't up to the task.
Tuesday, May 24, 2011
Chew Man Fu
Hudson Soft had a plan in mind for this one. When it comes right down to it, Chew Man Fu doesn't amount to much more than a game of Sokoban with kick-the-ball and color-matching elements incorporated and without much thinking involved. Of course, crafty developers have ways of masking shallow, derivative gameplay, and if the embellishments they come up with are effective enough, their efforts can win players over in spite of whatever unmeritorious material lies beneath the surface. And so wily Hudson wastes no time before introducing us to CMF's cute little pig-tailed heroines and the crew of oafish, silly-looking beasts who oppose them. The gregarious gang is placed in levels done up with bright, pretty colors to carry out its simple duties while being serenaded by extremely pleasant musical tracks.
Sunday, May 22, 2011
Zipang
My noble brother Alexei is the big Solomon's Key fan in the family; I'm just the doofus who always confuses the title with Spelunker for some reason. Foggy-at-best recollections did little to pump me up for Pack-in Video's PC Engine revamp of SK ("That cave game?"). I did have good reason to believe I would enjoy it, however. An upgraded rendition of a game Alexei loves seemed like a safe bet, as my stout sibling is nearly infallible. And the presence of the Pack-in moniker on a cover is typically a harbinger of enjoyment (perhaps only for me, but whatever...). Speaking of covers, what a wacky sight this game's is. It's tough not to go into the Zipang experience with a general feeling of positivity.
Thursday, May 19, 2011
Xevious: Fardraut Densetsu
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.
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.





















































