Magicoal appears to be an action-RPG in the Zelda vein, but rather than having players go around slashing things to pieces, it has them employ a myriad of magical powers to complete various tasks. Indeed, while blade wielding has its place in the playable characters' skill sets, the game's hack-and-slash mechanics are somewhat lacking, and approaching missions with the mentality that enemies must be carved up will lead to a very clunky experience. You'll enjoy far more success and have a great deal more fun if you set about eliminating your foes via magical means: call on gigantic claws to emerge from the turf, summon elemental spirits to turn the tide of battle, and sic relentless fire dragons on your hapless adversaries.
GAME REVIEWS
Sunday, November 6, 2011
Magicoal
Friday, October 28, 2011
Body Conquest II
Of course, there will be plenty of battles for you to participate in as you poke around the abodes of your enemies. And of course, Games Express put together an all-girls lineup of adversaries for you to contend with. The strange-looking females don't stand much of a chance, as your valiant lady slayer is a quick study when it comes to learning techniques that bring most clashes to an abrupt conclusion when utilized.
The fact that your foes can be dealt with quickly and easily is a very good thing considering how slowly events unfold otherwise. Regardless of the hero's dilly-dallying nature and refusal to do anything but stroll leisurely about the countryside, there isn't enough of an adventure here to make for a lengthy experience. BC2 is a simple mimicker that counts on elements of smut to entertain nutcases who are intrigued by promises of pervertedness. If you are such a nutcase, though, know ahead of time that while the text (which is in Japanese) contains plenty of smut-speak, the only visual elements that will satisfy your hunger for naughty fare are the bare breasts and butts that a few of the combatants flaunt. There's also this, uh, "coming-of-age" scene:
Sunday, October 23, 2011
Fushigi no Yume no Alice (Alice in Wonderdream)
With horrid controls and a fantasy-land setting that belies its devilishly unforgiving nature, Wonderdream reminded me at once of the Genesis dud Fantasia. Fantasia's own creators ultimately admitted that their game was a regrettable, unfinished rush job, an abomination so clunky and unpolished that players couldn't help but feel they were fighting a losing battle as they haplessly bumbled into one beating after another. Whether Face had neither the time nor the resources to shape Wonderdream into something playable or simply were content to release what they might've proclaimed a "high-level challenge" is something we may never know, but their "efforts" led to a debacle that brought back that "losing battle" feeling for me. Alice is a stumbling, incompetent heroine who struggles to perform even the basic mascot-platformer bounce-on-their-heads technique, resorts to a terribly weak and silly-in-concept "howl attack," and slides about a land that contains no shortage of thin columns and bottomless pits.
While Wonderdream's dreadful gameplay reminded me of fear-inducing Fantasia, the environments it had me explore called to mind a number of superior 16-bit titles. Faussete Amour's pastel-shaded countryside, The Legendary Axe's log-laden rapids, Rastan Saga II's distant woodland structures, Chiki Chiki Boy's dense jungle, and Castle of Illusion's cake-and-candy realm all have drab counterparts here. (Castle even lends clownish foes to Face's atrocity.)
Wednesday, October 19, 2011
Gulliver Boy
The graphical goodness extends to in-game elements: towns, sprites, and maze areas all look fantastic. The overworld graphics aren't impressive at all, but the more involved I got in Gulliver's quest, the less attention I paid to their inadequacy.
Most of GB's battles feature gorgeous backdrops, and the creatures you wage war with are detailed and well drawn, though the designs themselves are often of the unalluring sort.
A flick of your II-button turbo switch will enable you to plow through the scrums in effortless fashion. Gulliver and his allies level up extremely quickly, so it's easy to stay one step ahead of their adversaries. Plus, you can see most roving monsters on the field screen, so it's often possible to avoid combat entirely if you're just not in the mood to fight.
There are plenty of other little things that add to the enjoyability of the experience. Portraits of the bosses in their daunting glory are often replaced mid-battle by ones that show the villains battered and beaten.
You'll briefly engage in mecha combat of the bump-and-run Ys variety while exploring an underground tunnel network.
And while most of the music is merely inoffensive chip fare, there are some entertainingly wacky vocal numbers to enjoy.
Considering all of the things that GB's designers did well, it's somewhat surprising that they dropped the ball with an element they probably thought would make for a novel hook. You can purchase goods and sell 'em off later for considerable profit, but money is of little use in the game. You don't need to buy traditional RPG articles; hell, you can even dodge the fee that's charged for resting at inns, as saving is free and your characters are automatically healed whenever you load your game up.
But the mishandling of commerce turned out to be inconsequential. I was thrilled to discover a sea-buried sum of 500,000, not because I needed the cash for anything in particular but because it was a neat event that added to the game's charm. There are fantastic cinemas to watch, memorable confrontations to partake in, and atypical locations to visit as the proceedings meld Dickensian tales of young-rogue adventuring and old-Europe exploration with intrigue of the sci-fi sort. The combination makes GB worth picking up if you're at all into lengthy adventure games.





















































