Friday, January 13, 2017

Review #367: Gekido - Urban Fighters

 A whole lot of heart, but not the punch to back it up.
 Oh, Gekido, your heart is in the right place, but... but you just couldn't make the cut. Let me tell you Gekido's tale, a tale about a game that wanted to be the next big beat'em up game, the next Streets of Rage or Final Fight, if you will, a tale that ends in disappointment.

 While the game's instruction manual talks about a kidnapped girl, and paints this grim picture of New Tokyo... there's none of that in the game. Seriously, there's no story, there're no cutscenes, only a handful of pre-battle quips by some enemies. So hopefully you didn't expect to play this game for its engrossing storyline. Luckily there're plenty of modes for you to sink your teeth in. Urban Fighters is the main mode, in which you go from stage to stage beating up baddies to a pulp. Arena is a fighing game mode in which up to four players can do battle in closed-off arenas, not to bad! Shadow Fighter is an Arcade ladder of sorts focusing on fighting. Then there's Survival, once again for the Fighting mode, and an unlockable 'Street Gangs' mode, which I really don't care enough about to unlock, and you'll see why in a bit.
 The game gives you three attack buttons: X, triangle and square produce different kind of attacks, and there're specific button string for each character in order to produce combos. Movesets are rather extensive for a game of this kind, and they may involve pressing up to three buttons at the same time, a movelist menu would've been nice, since you'll just resort to mashing buttons. R2 let's you pick up items and weapons, such as pipes, guns or barrels, L1 jumps and L2 crouches. Pressing all four shoulder buttons at the same time will produce an AoE attack that consumes an orange energy gauge... although you can use it even if it isn't full at the cost of some health. Lastly, there's a blue gauge, Rage, which is unleashed by pressing circle. It's got up to three levels and each level does something different: Level 1 is a special attack, level 2 makes you stronger for a while and level 3 makes you stronger and invincible for a while as well as enhancing your AoE attack. Sounds pretty solid so far, right?

 And then it all falls apart. My biggest pet-peeve with beat'em up games is how hitting enemies feels, you'll be doing a lot of mashing, and killing repetitive hordes of enemies, so it will get repetitive, so it's a necessity to make hitting enemies feel crunchy, feel satisfying. But here it's anything but. Hitting enemies is like hitting air, there's very little audiovisual feedback, which feels very lame. It doesn't help that enemies have a lot of invincibility frames on some of their moves, and sometimes hit detection feels really sloppy, just try playing with Ushi and watch all your moves miss. Enemies are also rather cheap, some will shoot you while they are offscreen, others will hit you as soon as a stage starts, without giving you so much as a chance to do anything. Dogs are the most annoying enemy, since they have huge priority on their grab move, so be careful when approaching them! Lastly, sometimes the controls feel a bit unresponsive, particularly the Rage button, you gotta press it really hard, and I tried my controller with other games, so I know my button was working perfectly!
 The presentation leaves a lot to be desired at both a technical and an artistic levels. While Joe Madureira's art is fantastic, character designs are very generic and forgettable, the only memorable design in the entire game is Tetsuo, and that's because he is a Bruce Lee clone, so he is memorable for all the wrong reasons! The five unlockable characters also feel very... random? Why is Gorilla a playable character? Why is the mummy sub-boss from level 3 playable? Why them over the other generic-looking bosses? Why? They don't have importance on the story, none of them do(Except Angela and Akujin, but I digress), so why did they decide to make those playable? Why? As for the technical aspect of the presentations, the graphics are rather poor, and while the game's cover boasts about the artists involved in the game's soundtrack... it feels as if there're only 2-3 songs in the entire game. What the hell??

 What's really sad is that you can tell that the devs' hearts were in the right place. Every staple of the beat'em up genre is here, the elevators, the enemy dogs, the pipes, the train, everything. They even added an extra fighting mode, and characters have a decent assortment of moves! But the entire game was built around the main mode, Urban Fighters, and it just doesn't work very well. Hitting enemies isn't satisfying, enemies are cheap, stages and characters are plain and forgettable.... It gets a lot of things right, but the fundamentals? That's where the game failed. Gekido can be fun, Gekido can be entertaining... but it will never be what it could have been.
 5.5 out of 10

Review #366: Metal Slug Anthology

 Guns, tanks and loading. A whole lot of loading.
 It's Metal Slug, baby! You know, the Neo-Geo's sweetheart, the 2-D sidescrolling action that has you playing as a soldier mowing down hundreds of soldiers and heavy duty armed vehicles! Present in this anthology are Metal Slug 1, 2, X, 3, 4, 5 and 6, only missing 7 and XX, which had not been released at the time.

 All 7 games play exactly the same way: Equipped with your infinite-ammo pistol, you must go from the left side of the screen to the right, killing and destroying anything and everything that comes your way. You may come across Prisoners of War which, when rescued, will bestow you with rewards, from mere points to limited-ammo weapons, like machineguns, flamethrowers or shotguns.The enemy comes equipped with all manner of destructive vehicles, so it's only fair that you come across vehicles of your own in order to lay waste to the enemy. They are fun, short, arcadey games.
 Playing the games in this collection grants you limited customization on the options, you can change the difficulty, turn auto fire on or off or switch free play with continues. A bit too basic, but it's enough. Beating each game unlocks bonus artwork, which is an OK extra. That said, these games have a couple of shortcomings that are hard to ignore. Most noticeably, loading times, they are very short, but they are everywhere, even on the character select screens! It's absolutely ridiculous as the PS2 should've no trouble running these games, heck, the stand alone Metal Slug releases run much better than these versions! Secondly, while I can understand lacking the home-releases' bonus modes, you can't activate 'Fixed fire' for the vehicles, which is a pain in the butt since you will more often than not self-destruct them accidentally.

 As for the individual games...
 Metal Slug 1 is pretty good when analyzed in a vacuum, but when you compare it with what's to come... it's understandably lacking. You can't pick your character(Player 1 must be Marco and Player 2 must be Tarma), and there's only one vehicle type. This version also adds load times between missions. All in all, this is but an appetizer of things to come.
 6.0

 Metal Slug 2 is a complete enhancement when compared with 1. New weapons, new vehicles, new characters and the addition of transformations! It's a fantastic game that is sadly plagued with slow-down and the new loading times between screen transitions and even when selecting your character.
 8.0

 Metal Slug X is a remixed version of 2 of sorts. The stages have been entirely recolored, enemy placement has been revised, and you will find new or different vehicles in new places. It also fixes the slowdown that was so invasive in Metal Slug 2. But SNK wasn't content with just that, oh no, there're new weapons, like the enemy chaser, new enemies, like the zombie dog, and Super variations of weapons! It's more than just a 'remix' of 2, it's more than a 'fix', it makes Metal Slug 2 completely obsolete. Sadly, this version has the same Loadin Screen issues as the Metal Slug 2.
 8.5
 Metal Slug 3 is probably my favorite of the bunch. This time around, every stage has branching paths and while the end boss is the same, different routes of the same stage can house entirely different enemies and hazards, which is brilliant. It also helps that this game has some of the longest, best and most exciting stages in the franchise, the final stage being a standout. There's also a new zombie transformation, which is as hilarious as it is useful. All in all, this entry doesn't add much new, but what it does, it does superbly. As per usual, this PS2 port adds all sorts of Loading Screens whenever you've to do a screen transition.
 9.0

 Metal Slug 4 was the first game in the series not made by SNK, but by Playmore, and it shows. Tarma and Eri got the boot in order to make room for Trevor and Nadia. There's a new weapon, dual machine guns and, thankfully, vehicles now self destruct if you press R1 instead of shoot+jump, which is so helpful. Besides the two newcomers, which are palette swaps of pre-existing characters, the bosses and a very few amount of new enemies... everything in this game is reused from previous games, heck, the stages look as if they were assembled from pre-existing assets. It feels lifeless, like they weren't even trying and just wanted to pump a new game just because. At least it kept the alternate routes introduced in 3.
6.0

 Metal Slug 5 adds the Slide maneuver, which isn't needed or particularly helpful but is fun to do. It adds nothing new to the formula besides new enemies and stages, which is more than Metal Slug 4 can say for itself. At this point, this is just more of the same, and if Metal Slug wanted to remain relevant, it was gonna need to shake things up.
 7.0
 Metal Slug 6 is the last game featured in the disc, and it's quite good! The Neo-Geo was old by this point, so this game was released on SNK's atomiswave plaque, which allowed for a couple of neat new graphical tricks. Regardless, this game does something that should've been done before: Each character has unique abilities. For example, Tarma can fix vehicles by kicking them, Marco's got the strongest gun, Eri starts with bonus grenades, etc. Brilliant. There're two new characters, Ikari Warriors and King of Fighters alumni Ralf and Clark. They are brilliant new additions, Ralf can withstand one hit as well as perform his vulcan punch, at the cost of having less ammo on weapon pick ups, and Clark can pull of his Argentine Back Breaker.
 Disappointingly, Auto-Fire can't be turned on for this game, so it's back to mashing. At least now you can store up to two special weapons... albeit they are lost upon dying. I didn't seem to come across alternate routes, which is rather sad, and they removed the sliding, which I really liked! The Final Level is kind of a drag as well.
 All that said, this is the only game without intrusive loading screens, which is fantastic, and as a whole, it's a great addition to the franchise and exactly what it needed in order to rejuvenate the series.
 8.0

 The sad thing about this collection is that it's mostly made up of great games, but while entirely playable, this are undeniably sub-par renditions of these classics. Trust me, the loading screens are very short, even if frequent, but you can get used to them, but that still makes them inferior to both their Neo-Geo counterparts as well as the stand alone home releases.
 8.0 out of 10

Thursday, January 12, 2017

Now Playing: Gekido - Urban Fighters

 Meh.
 Gekido is... kinda bad. The intent was there, I'm sure that they meant to make a great beat'em up, but... it simply isn't very good.

 I just finished the game with Travis, and it quickly turned into an endurance run. Dogs can seemingly grab on to you if you approach them, enemies shoot you offscreen, other enemies jump you as soon as the stage starts... And the controls aren't very responsive, at least the special move. Enemies and stages are forgettable as well as the playable characters. The OST is very limited and repetitive, and scoring hits lacks rewarding feedback.

 All that said, the game is kinda fun. Kinda. There're also a ton of different modes, so that's something.

Wednesday, January 11, 2017

Archile's Grab-bag: Compulsive Buying in 2017 Edition

 It's a new package! Which means more games and more debt!
 Suikoden III: I'm not very familiar with the Suikoden franchise, mostly because it's pretty expensive, but I did play a bit of 3, so I've been meaning to give it another whirl for a while. I'm expecting this one to be good.
 The Hobbit: I played this one all the way to the end on PC. I actually... liked it a fair bit. I must've been rather young, as the consensus is that this game kinda sucks. Regardless, I hope I get to enjoy this one as much as I once did.
 Twisted Metal Black: So I've admitted that I don't like Twisted Metal during my 2017 awards, so why oh why did buy TM Black? The reason is two-fold. A) I used to own this game and B) This game's savefile unlocks a costume on the fantastic War of the Monsters. And you may even add C) It was five bucks cheap.
 Transformers - Devastation: I'm not much of a fan of Transformers, seeing how I grew up with Beast Wars, but this game looked fun. It's made by Platinum, and the gameplay looked very flashy, which is something I can get into.
 Tony Hawk's Downhill Jam(DS):No, I do not mean to play the entire portable Tony Hawk offerings, because I'm pretty sure they are gonna be washed down games at best. But, but, Downhill Jam isn't your average Tony Hawk game, this game seemed, to me, perfect for a on-the-go game, which is why I wanted to get it. But I also wanted the full experience, which is why I also got it on PS2.
 Gekido - Urban Fighters: I used to own this game, and I remember being very hyped about it... but the end result disappointed me. I want to give it another chance, because this game should be right up my alley. I hope I can finally get into this game, I hope I can enjoy it because it seems like my kind of game.
 Tony Hawk's American Wasteland: Another Tony Hawk game! This was the last game on the Ps2 hardware and it introduced Bikes into the mix. I've seen some reviews and it seems reception is mixed: It's either the best or the beginning of the end. I like Underground 2 so much that I think, I think I'm gonna love this one.
 Koudelka: I remember watching this game trailer somehow. I think the game's introduction came bundled as a demo with another game? Regardless, ever since I saw that CG opening I fell in love with Koudelka and have been meaning to play it for a looooong while. I hope it's good, and I hope I can get into the rest of the Shadow Hearts franchise this year.

Review #365: Battle Arena Toshinden 3

 Clunky, wonky, stuffy, stiff... and somehow still fun!
 Enter Toshinden, one of Playstation's first original fighting game series as well as one of the first weapon based 3D fighters. Battle Arena Toshinden 3 is the culmination of Eiji's story, featuring the most characters, stages and mechanics yet!

 The game offers the usual suspects when it comes to modes: Arcade, VS CPU, VS Player, Survival and Practice, which is fair for its era. The Arcade ladder is a bit long, consisting of over 16 battles! At the start of the game you can pick any of 14 fighters, but as you play you will unlock more for a total of 32 characters! To be fair, most of the remaining 16 fighters are clones of the main cast, so they are not wholly original, and a few of these characters look like generic no-personality throw-away designs, like Leon or Tau. Still, there's a ton of characters, and unlocking everyone is sure to take you a while.
 Battling is done with the four face buttons, Square and Triangle are used for weak and strong slashes, while X and triangle do weak and strong kicks. Double tapping up or down, or using L1 and L2, will let you roll into the background, a feature which I found useless most of the time, as block, by holding back on the D-pad, works just fine. As a 3D fighter, combos in this game are performed by juggling your opponent using both attack strings as well as command special moves. I felt like the controls were a bit unresponsive when trying to pull off moves, and it doesn't help that characters feel very stiff when they move, but regardless, it was kinda fun, the game's engine allows for some pretty spiffy combos.

 Above your health bar lies a a small gauge, when filled, by dealing and taking damage, it will begin to blink as it runs out. While it lasts you can pull off Super and Desperation moves. Lastly, you get to 'Soul Bombs' per fight, which act as super moves of sorts by pressing weak slash and weak kick at the same time. Simple and uncomplicated.
 Character models look fine, although, and I can't believe I'm saying this, I think some designs are a bit too colorful. Animations are rather stiff and lack finesse, but you can get used to them. Curiously, you can run the game at either 30 or 60 FPS by going into the Options menu. Playing in 60 FPS will turn the backgrounds into untextured globs of paint... but I can deal with that if it means 60 FPS, that's the way I played the entire game!

 If I were to sum up the game it would calling it a mixed bag. Animations and attacks look stiff and lame, but there're also a few very crunchy, satisfying moves as well. Some character designs look really cool, but others are pathetically generic. You could certainly do much better than Battle Arena Toshinden 3, but you could also do much worse.
 6.0 out of 10

Tuesday, January 10, 2017

Now Playing: Battle Arena Toshinden 3

 Yes, another fighting game. Sue me.
 Color me surprised, I expected Toshinden 3 to be terrible, and it kinda isn't! I mean, it's clunky, it's wonky, it's rather stiff... but it's kinda good. I managed to pull some badass looking combos which actually surprised me a bit, it seems like... it seems like it plays better than Toshinden Subaru(4)!

 Basically, as stiff and lame as the game is, it can be kinda fun. Some animations look really good, others don't, some characters are kinda cool, others are terrible... It's a mixed bag. Everything in the game is a mixed bag leaning towards fun. And I'm definitely reusing that line in the review.

 And that's all I've to say up to this point. It has some good things, some bad things and there're a dozen other better fighting games you can get on the PS1... but it's still worth a look for fighting game aficionados.

Review #364: Tobal No.1

 Not gonna be number 1 any time soon...
 Tobal No.1 is yet another original idea from Squaresoft back when they were at their prime. I'm pretty sure it was their first fighting game, and while flawed, it would set up the foundation for the superior Tobal No.2 as well as some elements which were borrowed by Ergheiz.

 The game offers a Tournament Mode, which is actually the game's Arcade Ladder, a VS Player mode, as well as a Practice mode hidden underneath the Options menu. There's another mode, Quest Mode, which you must tackle in order to unlock the 4 bonus fighters. This mode... is not good. It's played in third person while retain the same control from the main fighting mode, which means that it controls like garbage. Turning around is clunky and tedious, the platforming is all kinds of annoying and moving around is imprecise and very, very wonky. It makes for a very vexing time. Bonus points for at least trying, but don't feel too bad, Square would get it right with Tobal No.2 and Ergheiz.
 But fighting is where it's at, and man is it swell! You've a low attack, mid attack and high attack as well as dedicated jump and block buttons. Mixing different directions, as well as the jump or block buttons with the attack buttons will result in all manners of different attacks and combo strings. I felt like there's not much potential for combos, but the movesets are deceptively extensive and every character has his or her own moves. While tearing down the enemy's life bar will KO them, you must also watch out for ring outs, as you can fall off the stage.

 The in-game camera is a bit of an oddity... it doesn't always try to give you a side view of both characters, as sometimes the camera will trail behind for a sort of back camera, or will lean too far to a side. It's not unplayable and it probably won't mess up your moves, but it's certainly weird for a fighting game.
 Props for Akira Toriyama's character designs. These are the most unique characters he has ever designed, and not only are characters different from each other as far as moves go, but also visually. There's a ton of variety, from a chicken man, to a big woman wrestler, to more grounded and generic characters like martial artists Chuji and Gren. It's a very colorful cast, and not something we see nowadays. Animations are also exquisitely smooth, it's quite a treat watching all these characters in action.

 Tobal No. 1 is a more than decent fighting game, but it's a bit lacking. It lacks modes, it could've used a couple more characters, and it's most ambitious mode, Quest Mode, is an annoyance. That said, when it comes down to the fighting mechanics, they are solid if a bit limited, so it's not the best fighter to play competitively. If you can get Tobal No.2 go for it, as it fixes Tobal 1's shortcomings and polishes what already worked well.
 7.5 out of 10