GAME REVIEWS

Sunday, July 3, 2011

Last Armageddon

~ LAST ARMAGEDDON ~
Brain Grey
CD-ROM
1990

Last Armageddon is a painful-to-play atrocity of an RPG, but it seemed to have a heck of a lot of potential when I first got going with it. I found it to be very reminiscent of Efera & Jiliora (another Brain Grey title and a personal favorite of mine) in a lot of ways: E&J's narrator, some of its sound effects, and many of the browns and greens that dominate its unsettlingly bleak canvases are also employed here.


But rather than featuring two spunky anime girls, LA spotlights a crew of mythical monsters out to reclaim a depredated planet Earth from a legion of aliens and robots.


The premise and story are pretty damn cool, and it's fun to watch as your zany beasts learn about different aspects of the planet's history and make discoveries regarding significant, world-altering epochs.



And LA doesn't hesitate to relay its cool story in strikingly graphic fashion.



As if it isn't awesome enough that your party consists of fantastic creatures of legend instead of the usual run-of-the-mill RPG good-guy types, said creatures actually evolve into tougher, fiercer, scarier aberrations as they level up, eventually reaching points where they can merge with other beast types to acquire additional attributes and powers.

Many of the monsters can make use of specific types of armor and weaponry, and the system implemented for purchasing such goods is pretty interesting. Basically, certain members of your party can acquire equipment, healing items, and status-effect relievers whenever you want them to, which is obviously very convenient, as is the constantly available save-game option.

But bear in mind that you can have only one save file going; don't save yourself into a bad position! And bear in mind that this is merely one of the many negatives that plague Last Armageddon, and just by playing the game in the first place, you're putting yourself in a very, very bad position.



LA just doesn't let up with random battles, battles that frequently pit you against seven or eight stern opponents, all of whom can survive multiple rounds of hits. This is especially irritating when you find yourself stuck in a spot where enemies assail you without reprieve (which often happens immediately after a boss fight), making it seem as if you'll never be able to take another step (the attacks do eventually stop after you've punched your way through plenty of fights).



The leveling-up system is terribly unbalanced. Some of your monsters, due to their respective attributes and attack types, can level up much more quickly than others. The first time I fumbled my way through the game, my strongest character was at level 70-something while my weakest was at 17. It was absolutely ridiculous.

And it's ridiculously easy to break the entire gameplay system. With so many random battles to participate in and so many enemies to slaughter, it's only a matter of time before at least some of your monsters develop into such fearsome powerhouses that they're completely impervious to harm. The second time I defeated the game, I put more effort into achieving balance among my party members and made sure to take advantage of situations that allow for quick, painless experience acquisition; and following a routine early stretch of leveling, most of my monsters didn't take a single point of damage the rest of the way.

Even if you don't abuse the system (in which case the game will feel either stupidly unbalanced or extremely difficult), you'll still have to pound your way through so many random encounters that most of your monsters will achieve their final transformations before you're even halfway through the adventure, leaving you with pretty much nothing to look forward to in the second half... unless you're a fan of absurd dungeons. The LA labyrinths (two towers in particular) are ridiculously large and contain billions and billions of corridors. And basically all there is to do in them is fight. There's no treasure to find or puzzles to solve. You just find your way around the enormous mazes and thrash groups of opponents who can take lots of hits but may not even be capable of damaging your creatures.



Boosting the rate at which text messages run their course of appearing and vanishing is the only way to make the battles tolerable, but the game doesn't save your setting, so you have to make the change yourself every time you load up your file. Also inconvenient are the status window and pointless borders that occupy a good portion of the main screen and allow you a very limited view of your surroundings at any given moment. The fact that there is never any clear path to follow just makes matters even more difficult. And as you trek about the land's two continents, expect disasters like earthquakes and tornadoes to occur randomly and abruptly knock each of your party members down to a single hit point.



Put up with all this grief and you'll be struck with additional agony via a horrible ending sequence.



But hey, if you've read all of that negative stuff and you actually still want to play through the game, well, here's something that will come in handy for you:


~ SPECIAL PRESENTATION ~
~ LAST ARMAGEDDON MINI-WALKTHROUGH ~

First of all, note that you won't be able to view certain cinemas in their entirety (and thus will miss out on key items) if you aren't using the "correct" party at the points where the interludes play out. You'll usually want to be in command of the gargoyle party when a cinematic moment is about to go down.

Hang out around your home base for a while and level up. Once your creatures have built up some muscle, venture out to find the four enemy outposts and kill the boss at each one. You'll acquire the ID Card.



Note that you can slay these bosses over and over again to level up quickly and easily. Welcome to the first phase of breaking the game.

Once you've had your jollies at the expense of the hapless outpost crews, head northwest to the ice area and enter the dungeon.



There are three cinematic moments in here: one in the message room, one in the CS room, and one in the CD room. In the CS room, make sure you get the cinema that shows a skeleton holding a book.


In the CD room, you'll get a CD.

Head east of the home base to the mountains. You'll find a "skull gate" where you have to fight a boss.



Beyond the skull gate, look for this strange-looking area:



Approach the opening and you'll get to watch a cinema about a sword in a tree.



Find the twelve red tombstones that are scattered about the land. They're numbered, and you can see their numbers by "searching" them a second time. Again, just concern yourself with the red ones; there are ninety-six others, but you don't need to worry about them.



Head northeast beyond the skull gate to reach a downed ship.



There are three cinematic moments inside the ship. During the second one, you should receive the key to the tower. There's a boss right before the third one.



The tower is to the southeast. You'll need the key to enter it.



On each floor, you need to do three things: find a message on a wall explaining something about Earth's history, find a crystal ball that will open the door to the next floor, and find and pass through the door to the next floor.



On the fifth floor, all of my party members needed to be alive for me to pass through the door to the sixth. On the sixth floor, the crystal ball is easy to find, but the door to the north just leads to a small, empty room. You need to "warp" to a different part of the floor. The secret teleportation spot is a step south from where my character is positioned in this screen:



Yeah, I know, every bit of the entire floor resembles this screen. Well, at least this will give you some general idea of where the spot is.

On the seventh floor, you'll finally get to face the boss of the tower. Then you'll be done with it.



You'll then find yourself on a new continent. You'll be attacked right away by a boss creature.



This is another beast who can be challenged and beaten repeatedly, so level up for a while.

There is a town to the south and a tower to the northeast, but you can't enter either of them yet. You need to enter a factory first. It looks like eight white "squares" set up in two rows of four. Enter it through the lower-left square.



The factory is a huge maze. You'll need to travel from area "E1" to area "E8." A few events will occur inside, and a boss will appear at the end.



Now you'll need to find twelve special objects, one for each of your monsters. The objects can be found in four different buildings: the police station (which is where the item for the dragon newt is), the school (cyclops, golem, sphinx), the church (harpy, gargoyle, skeleton, snake), and the hospital (slime, orc, minotaur, goblin).



The police station has two floors, the school has two, the church has one, and the hospital has five. In the school, you need to search only the first floor. There are no objects on the first floor of the hospital, but there's one on each of its other floors. The dragon newt object can be found on the second floor of the police station.


Once you've found all twelve objects, you'll be able to enter the town.



Visit the weapon, armor, and tool shops, and then head for the northern part of town. An event will occur, and then you'll have to fight.



After the battle, continue on and enter a building where robots are being made. Then head all the way north to the town's castle. The castle has three floors. On the second floor, you'll need to find and talk to the king. On the third floor, you'll fight a boss.



The main computer is in the room behind the boss. After the computer event, leave the castle. You'll now be able to enter the final tower.


The first floor of the tower is large but straightforward (compared to most of the others, at least). You just need to go through the maze and find the teleporter to the next floor.



A teleporter can be found in the southwest area of the second floor; it'll warp you to a spot near the teleporter to the third floor.

On the third floor, head towards the lower left to find a teleporter. Once you reach the fourth floor, a boss will attack you.



The fourth floor is tricky. You can fall back down to the third very easily.



The teleporter to the fifth floor is in a "room" to the northeast. I went all the way to the upper left, then crossed over to the right, and then went back a little to the left in order to get to it. I don't know if you have to go through all of that, though.

The fifth floor has LOTS of teleporters on its walls. Take the wrong one and you'll find yourself back at the beginning of the floor. Have fun.

The sixth floor is pretty normal. Start by heading towards the right.

The teleporter to the eighth floor can be found on the left side of the seventh floor.

You'll have to face the final boss on the eighth floor.


Good luck.

Tuesday, June 21, 2011

Langrisser

~ LANGRISSER ~
NCS/Masaya
Super CD-ROM
1993

I've never gotten along well with strategy-based titles, and I tend to leave them rotting away in my games-to-get-around-to queue. So while I'm typically gung ho for NCS/Masaya products, I'd owned Langrisser for years before I even bothered to play past its first few boards. My innate dislike for the genre was the main reason I'd kept my distance, but the poor cinemas had also proven to be a deterrent: the characters are frequently depicted in awkward, unflattering ways, which is a shame, as the designs themselves are fantastic.



And when participating in a "tactical" affair, I prefer the sci-fi stylings of a Military Madness to the swords-and-shields stuff found here.



Of course, it didn't help matters any that I wasn't exactly giving it my all during those early sessions. I was advancing through the stages but often by taking the quickest, most cowardly route possible, reaping meager gains in experience. I eventually decided to sit down and give the game a serious play (gotta get these damn strategy things out of the way at some point or another), and I actually did get some enjoyment out of it... for a while.


The main problem was that once I'd bothered to learn the ins and outs of the gameplay, I discovered that there simply isn't much substance to it. Actual medieval warfare tactics don't really play any part in this experience. You usually just move your little pods around, find an advantageous piece of terrain to occupy, bump into opposing units, and have at it.


Sure, Military Madness, which I definitely consider to be a superior strategy game, could be described in the same manner. But MM has so many more potential battlefield matchups than Langrisser does. Masaya's effort is basically built on a soldier-horseman-archer system that feels an awful lot like rock-paper-scissors after a while. Yes, you eventually have to deal with beasts such as wyverns and basilisks, and you can ultimately recruit slightly more interesting troops like griffin-riding warriors, but battles feel much the same as one another regardless of who's participating in them. The strategy here involves rudimentary tactics like luring mermen onto land and watching them charge forward like moths to a flame. By the time the interesting creatures show up, your mighty commanders are capable of steamrolling just about anything that may come their way.



The lack of depth really made the game drag on for me, but even during its first few levels, before the repetition and simplicity truly started to bother me, there were problems. Rather than having to think of ways to defeat the opposing army, I found myself concentrating on battering my enemies to the point where the weakest of my allies could deliver the finishing blows and earn some experience. Now, it's certainly fun to have weak-sauce pals sneak away with level-ups that they didn't really earn, but the gameplay shouldn't be weighted like that. Defeating my enemies should be my main concern (at least it should be by some early point), not maneuvering around to pull off experience-grabbing hijinks.


Still, if you're into old-school strategy games of this nature, you'll probably like this one. The music is very good, though you may grow tired of the small batch of in-game tunes (which I did right around the point when the gameplay deficiencies really became evident, marking the beginning of the decline in enjoyment). The battles, during which the participating combatants just kinda smash into each other, are handled quickly and are strangely amusing. And it can be fun to choose new classes and earn new powers as your characters rise through the experience ranks (although choices are ultimately pretty limited). Also, the language barrier shouldn't be considered significant, especially since there are decent (if not completely applicable) Warsong guides available.

Tuesday, June 14, 2011

Altered Beast CD

SEGA/NEC Avenue - 1989 - Japan
CD-ROM


My journey to acquire Altered Beast CD was a lethargic one. After all, phrases like "wasted opportunity" are constantly tossed around in discussions of the title. I'd even been told the game freezes mid-level in order to load from the CD. I already owned the cart version, so CD seemed pretty superfluous to me. It wasn't until brother IvaNEC brought word the CD wasn't a total waste after all that I even considered picking it up. While there's no question Altered Beast CD could have been much more than it turned out to be, it is more fleshed out than its cartridge counterpart and I think I like it just a little bit more.

It's also a fair bit easier, which may appeal to players who dislike the cart based on the high difficulty level. The Duo port of Altered Beast has long been chastised for its difficulty and lack of parallax. Well, the difficulty level here isn't really all that bad and I can't help but point out the arcade original didn't have any parallax either. In many ways, the Duo port is a closer match to the arcade than the Genesis version.



It really is strange Altered Beast CD doesn't feature redbook audio for the stage themes, although there are hints at what could have been in the "Story" cinema, title screen, and the between-levels jingle. Despite the lack of a complete, proper CD soundtrack, those chiptunes still sound pretty damn good. Sound effects got an overhaul, however, and the game now features hearty cracks and booms as you obliterate rocks and headstones, not to mention the voices which were missing from the cartridge are back.

Graphically the game has been altered slightly from the cart with several background palette swaps and a little art revision in stage 1. I believe the changes were made to make the game appear a little more similar to the arcade, but it's curious they went to the trouble for such minor tweaks. As for the game halting to load mid-level, well, it's safe to say I didn't even notice it at first. The scrolling does halt periodically anyway when the game is waiting for you to dispatch an enemy or obstacle, the only difference here is your inability to move for two seconds. Not quite the game wrecking flaw people make it out to be, the pauses are integrated into the levels well enough to be largely unnoticeable.

Alterations include changes in sky and background tree color.


The biggest difference, and indeed the most consequential, between the CD version and its cartridge counterpart lies in how your character handles damage. Where the cart will have you bouncing helplessly back and forth as your life drains away, the CD actually adds a second or two of invincibility allowing you to regain your composure and (hopefully) prevent unnecessary loss of life.


Altered Beast CD really is a superb port of the arcade classic, and if it wasn't for the existence of the cartridge for comparison, I think CD would probably be a little more highly regarded. Altered Beast on the Duo is an extremely solid product in either iteration, impressive even. Still, I'd unquestionably recommend CD first to players looking to give the game a try as only warriors as hardy as the Duomazov clan stand a chance of making headway with the cart.

It's worthy of note that Altered Beast CD requires the BIOS of the Japanese-only System Card 1.0 in order to play properly. The good news is System 1.0 shouldn't run you too much. It's also possible to play the game without issue using a flash cart "pretending" to be a System 1 card.

Thursday, June 9, 2011

GAME SUPPLEMENT: Might and Magic


Might & Magic for the Duo is perhaps the most advanced port in existence of this classic game. Certainly in another league entirely than the NES and PC versions. However, the game has some key differences from the PC ports that will give non-Japanese speakers a major headache.

The game is difficult enough as is, even for native Japanese speakers, I'm told. If you cannot read any Japanese at all, a walkthrough is an absolute must. Walkthroughs for the PC versions will serve you well in most cases but as I mentioned there are crucial differences that can mean the difference between victory and total defeat. For example, most of the side quests that are optional in the PC versions are mandatory in the Duo version.

Since many great, well-written walkthroughs already exist for the game, I'm going to keep things brief here. If you need help on, say, "completing all of Lord Hacker's quests," feel free to consult one of them. The intention of this supplement is to point you in the right direction for victory, not hold your hand every step of the way. Cousin Zigfried wrote an excellent quick-start guide for the Duo version, which can be found here.

Also, it is possible there are more differences between versions than what is listed here. What I've listed are the key differences that affect the outcome of the game.

So, let's get to it...


GAMEPLAY DIFFERENCES
======================

* You are given a preselected party of characters at the beginning of the game. You do not have the option of customizing your party at all; class, sex, name, order, anything.

* The "Search" command is rendered mostly useless in the Duo version; you auto-search every cell you land on. The only (and I mean ONLY) time you use the "Search" command is if you choose not to pick up a bag of gold or open a chest after a battle (say, if you need to discard some items to make room first). After doing what you need to do, you can then "Search" to once again bring up the treasure and the option to pick it up. There are many spots in the PC ports where "Search"ing is required to trigger certain items and events, but this stuff all happens automatically in the Duo version.

* Each character has their own backpack (inventory) in the original. In the Duo version, you only have one backpack for the entire party.

* You can change the order of items in your pack in the original, on the Duo the order of the items is determined by the order in which you acquire them.

* There are certain requirements for getting into the Inner Sanctum, all of which must be completed before you are granted access. As such, you are not given the option in the Inner Sanctum of returning to the game to complete any incomplete quests as you are in the PC ports.

STORYLINE DIFFERENCES
======================

* Your preselected party of characters comes with a backstory played out in a pre-game cinema.

* The entire space-age secret agent/future setting and storyline is jettisoned in favor of a more traditional fantasy RPG plot. In the original PC versions, you play a secret agent from another planet sent to the land of VARN to seek out and destroy an alien with designs on taking over. The actual land of VARN and everything in it is more or less the same, you just instead play a band of travelers from a faraway place with the goal of uncovering the secrets of the land. In the original, VARN was an acronym for Vehicular Astropod Research Nacelle. In the Duo version, it's just a name.

* The primary objective of the original game was to reveal and dethrone the alien impostor King Alamar. The objective of the Duo port is actually to complete five challenges. Dethroning the false Alamar is not one of them.

CHARACTER DIFFERENCES
=======================

* The "good aliens" in E2 from the PC versions have been replaced with generic "supernatural beings."

* The "evil alien" playing the King Alamar impostor in the PC ports is a demon in the Duo version.

* The Og encounter in D4 is completely different. Og himself is the same, and you still need the chess piece idols to talk to him, but instead of asking a chess question as he does in the PC versions, he instead poses a riddle:

"What is needed to burn the Earth..."

The correct answer in the Duo version is "LIGHT"

* The Clerics of the South challenge on the bottom level of Castle Dragadune is slightly different: in the original, the clerics had you ring a bunch of gongs to produce certain tones. In the Duo version you "play" magical musical pools of water. That's right. Puddles.

* The desert traders in D1 always take the first item in your pack in the PC versions, in the Duo version you get to choose which of your items you want to trade.

GAME COMPLETION PREREQUISITES
===============================

There are five objectives that must be completed in order to gain access to the Inner Sanctum. All of these are OPTIONAL in the PC versions; the PC versions have a completely different set of objectives that must be completed in order to gain access (optional here).

Required:

* Free all 6 prisoners from the 6 castles. NOTE: It is IMPERATIVE that you talk to the Wizard Ranalou in the cave in B3 for the game to acknowledge you've freed the prisoners (he is supposed to be the one to alert you of the prisoners in the first place). If you free the prisoners without talking to Ranalou the game will not register that they've been freed. After talking to Ranalou and freeing the prisoners you need to visit the Statue of Judgement in E1.

* Defeat the 4 beasts relevant to the Wheel of Luck challenge in A3. You can spin the wheel after defeating them for bonus experience points. Their locations:

A1 x12,y5 - Dark Rider
A3 x7,y9 - Sea Monster
D1 x10,y5 - Giant Scorpion
D4 x9,x9 - Winged Beast

* Complete all of Lord Hacker's (Blackridge South) quests.

* Complete all of Lord Inspectron's (Blackridge North) quests.

* Complete all of Lord Ironfist's (Whitewolf) quests.


Optional:

I'm not going to go into all of the optional challenges here as there are plenty of walkthroughs out there that detail the PC versions. I'll just say that basically anything that is required in those versions is optional here, including revealing the King Alamar impostor.

Good luck.