Thursday, August 20, 2020

Game #842: Lunar Knights

 Take me to the moon.
 Lunar Knights is yet another fun handheld Konami game, I mean, most of their GBA and DS games I played were pretty darn good and Lunar Knights is no exception.

 I liked the game's 2-D sprites, they are simple and undetailed but look neat. I hated Aaron's character design, however. Aaron and Lucian are pretty much Naruto and Sasuke rip offs. I know that Django, the Solar boy, used to be the protagonist, so I find it weird how Lucian, the moon dude, is more of a protagonist here. Oh, and in the original, Japanese version of the game, Aaron is called Django, but the localization just renamed everyone because why not.

 While I enjoyed the action and RPG elements of the game, I can't say I was any fond of the stealth sections. Thankfully, stealth is pretty much optional. I hate having to blow on the microphone to whistle and draw an enemy towards the sound. Oh, and falling down a bottomless pits is an instant game over, that sucks!!

 I liked the idea of playing as a duo of characters, but I stuck with Lucian most of the time since I liked his sword and simple Y 3-hit combo. I kept Aaron as a back-up, mostly, since he relies on guns and ranged combat, and can't attack if his energy meter is depleted, unlike Lucian. Thankfully, both characters earn experience points whenever you kill something. But, y'know what? The game offers an interesting variety of enemies that are better tackled with an specific hero, and as soon as both characters team up bosses start having gimmicks that revolve around switching characters.

 You may not know it from reading the title, but this is actually Solar Boy Django's fourth game, albeit it's more of a prequel. Was this game good enough to make me want to delve deeper into the franchise?.. I don't think so, not anytime soon. Plus, this game is pretty much self-contained.
 There's a surprisingly large amount of stuff to do! Beating a level is fine and dandy, but speaking to NPCs may sometimes unlock sidequests on previously explored stages. What's more, as you defeat bosses you unlock elemental spirits to coat your weapons with as well as the ability to visit a NPC and change the climate. Changing the climate may unlock alternate roads on stages towards goodies, while revisiting previously played stages with new elemental spirits may allow you to open up new roads, which might reward you with a few goodies... or entirely new dungeons. These optional dungeons is how you obtain Lucian's alternate weapons.

 There's quite a few things to like about Lunar Knights, and it's yet another fun handheld game by Konami. Man, Konami really had some golden franchises and solid titles back in the day, it makes it all the more depressing how they decided to shift their focus into Pachinko and Mobile.
 7.0

Wednesday, August 19, 2020

Game #841: Dead or Alive

 The origin of breast physics with minds of their own.
 Y'know, I played Dead or Alive, this one, way after I played Dead or Alive 2. It was really good, it is really good.

 The game has a 10-character roster made up of the series' classics, characters that never left the series, except for Bayman who disappeared on vanilla DoA 2. I like how the characters' designs hadn't been finalized by then, so we have things like brown-haired Tina and red-haired Zack. Heck, one of Ayane's costumes has her with pink hair. This game also started the trend of having their females have dozens of costumes while the males get scraps. Every lass has 14 costumes while every lad gets a measly 5.

 I really liked the bonus costumes, a lot of them are lazy repaints, but there are a ton of very cool looking costumes that never returned to the series.

 The game looks really good for a PS1 game, having 3-D models that are almost as soft as what you'd expect out of the Nintendo 64. I'd say they are a happy medium between Tekken 3's detailed, blocky models and Tobal's more simple but softer models. The breast physics are as dumb as you'd expect, with every breast having a mind of their own.

 Characters have a ton of familiar moves, I love how I felt right at home with this game. It goes to show just how great the gameplay was, because it has barely changed. Based off of Virtua Fighter, one punch button, one kick button and one guard button is all you need. It also has the very abusable counter move, back+guard, which adds a lot of almost cinematic flair to the fights.

 The PS1 has a ton of fighting games, a lot of great ones, a lot of bad ones, but Dead or Alive easily falls into the former. Gameplay is simple, fast and responsive, everything I look for in a fighter, but you also get a nice amount of content.
8.5

Saturday, August 15, 2020

Game #840: Onrush

 It's not about rushing forward, but rather, rush through everyone else.
 The soundtrack is glorious, although the female narrator is so cringe inducing, poor lass was handled one of the most tryhard and dumb scripts ever made.

 If you want to customize your character and vehicle with new skins, oh boy, Onrush pulls a fast one on all of us offline warriors, because you NEED to go online to access the in-game store. LAME. To be fair, you can unlock a few paintjobs(Which actually change the vehicles' 3-D model) and what not, but I'm not sure of what you need to do in order to unlock them.

 I love how this isn't a racing game proper, oh no, it's a team based battle game with driving. You'll either have to amass points by using turbo and wrecking fodder vehicles as well as enemy team vehicles, go through gates to add seconds to your team's timer, and whichever team's timer runs out first loses, or "Switch", where you get 3 'switches' and on each switch, which happens after you crash, you can pick between a different set of two vehicles, losing all your Switches isn't a game over, you are simply stuck with two vehicles per respawn, the team that runs out of switches loses though. There's a fun take on king of the hill too. Your Buggy or Dirt Bike will get wrecked frequently, but you can respawn unlimited items in a few seconds. It's fast paced, it's arcadey and I really liked it.

 The game is definitely meant to be played with other people, which is why it sucks so hard how there's no offline multiplayer. The single player mode is lengthy enough, but it feels quite limiting, heck, most stages only let you pick between specific vehicles. Some sort of offline 'quickplay' on any game type would've done wonders for the Single Player content. Plus, it being a Team VS Team game means you are at the mercy of your AI allies.

 Lemme tell you what really blows about single player: Some events are Tournaments, made up of multiple sub-events. If you lose a sub-event, tough luck, gotta start from the beginning. But you can pause mid-race and pick "Restart" to restart the sub-event if it ain't going your way. The fun part? You can't pause the game when you are respawning(4 seconds long) or when you are forced to watch the replay of your death BEFORE the four second timer, so if you lose while you're respawning.... Sucks to be you. Hopefully you didn't lose on the last event.

 Having played the game strictly in single player, I got a bit tired by the time I reached the fifth(out of six) set of events. I had already played every mode, driven on every stage(And the new snow climate wasn't enough to make them feel any fresher) and I wasn't unlocking new vehicle skins to keep me interested. I only finished the game out of a misguided sense of completion for completion's sake.

 If you plan to play online, it's probably a great choice, but I'd think twice about getting the game just to play it offline. I had my fun, yes, but this game needed a offline multiplayer option.

7.0

Wednesday, August 5, 2020

Game #839: Marvel VS Capcom Infinite

 Should've saved this title for MvC 8.
 Marvel VS Capcom Infinite has a bad rep, but here and now I'm about to defend this game from scorned X-men fans, because dammit, it's a good game!

 Alright, so I really dug the new gameplay, not as much as MvC 3 mind you, but still. Which is quite curious considering I prefer MvC's 2 vs 2 over MvC 2's 3 vs 3, but whatever. Making combos is a zinch, and landing hits feels really good.

 I also dug the story mode, which received a lot of criticism, but I disagree and disavow it. It's short and dumb, just the way it should. I kept chuckling at how ridiculous and dumb the plot could get.

 The graphics are not as bad as everyone makes them out to be, and I really dug how beefy and chunky characters like Captain America and Black Panther looked. That said, some of the more human faces can look downright weird, like Dante's and Morrigan's. And as much as I dug these thick heroes, Haggar just doesn't look right. Still, I'll be the first to admit that the game should've gone for a cellshaded look, as this realistic style makes characters like Arthur and X stand out like sore thumbs.

 The roster is a huge mixed bag. Most people HATED this game because it didn't have the X-Men, which I think is ridiculous, and the Marvel side of this game is fine. The Capcom side however.... felt boring and safe. It doesn't help the fact that most characters return from MvC 3 and are pretty much identical to how they used to be. To add insult to injury, the game has a 30 character roster, less than base MvC 3, and even if you factor in the DLC characters we'd still be 2 characters short(if we take into account Shuma and Jill, otherwise they'd be matched). Although I'll admit that even though a lot of animations are recycled, most characters have at least one new move. All that said, I got to play as Jedah in 3-D, so I'm pretty satisfied, overall.

 I thought it was good, I thought it was fun. It's definitely not the best in the series, but it's still a fun time.

7.5

Monday, August 3, 2020

Review #838: Judgment

 I declare it guilty of being amazing.
 Judgment is Yakuza. It's a game that I'd hesitate to call a spin off, because, while it's an open-world beat'em up game, that is set in the very same town of Kamurocho, using the same engine and pretty much the same combat mechanics... it features none of the characters from Yakuza. Sure, the clan Tojo is here, and you might recognize a few very minor characters(ONO MICHIO-SAN!), this game is about an entirely different set of characters and a whole new set of problems.

 You play as Takayuki Yagami, a detective that used to be a lawyer... until the man he defended wound up murdering his girlfriend one month after Yagami managed to prove his innocence. Disillusioned with his own job and under a great amount of guilt, he left his profession to become a lawyer. This makes for an incredibly interesting main character. And it doesn't stop there, throughout this lengthy game Takayuki manages to surround himself with an endearing cast of characters that join him. There's Kaito, his partner in crime and an ex-Yakuza who is the muscles to Yagami's brains, there's Sugiwara, an ex-thief who has his own reasons for joining Yagami, Higashi, a Yakuza that respects Kaito, not to mention Hoshino, a rookie lawyer from Yagami's former firm, as well as Saori, another lawyer from the same firm. Every character gets his and her own time to shine, and since Yagami is not a Supreme God of Destruction, unlike Kazuma and most protagonists from the series, every character feels important. And it also made me wish I could play as the others! Look, I really liked Yagami, but his friends are just as great. On the other end of the spectrum, we have the villains, and they are a nice assortment of threatening bastards and dirty weasels.
 As for the game's plot, it begins with Yagami having to find evidence for a lawyer in order to defend a Yakuza in court from a murder he didn't commit. A murder that happens to be last in a series of brutal assassinations that leaves victims without their eyes. This game was made by the Yakuza team, so of course it ain't as simple as that, and the story pulls all sorts of twists and turns. To be honest, I think this is one of the best stories that have come out of the series, and the fact that we have an entire new set of characters and backgrounds means that they could explore narratives they couldn't with Kiryu and company, making for a very fresh story inside Kamurocho. I'll admit that anyone that has played Yakuza before will have an easy time figuring out which characters have are covered in plot armor and their "deadly wounds" are just for drama, but it's still a very intense and emotional story, I swear, it has a ton very powerful scenes that made the story so great. And it seems Sega of America had a lot of faith in the game's script, because they localized it twice! For the first time since Yakuza 1, you can play the game with a rather colorful dub... or you could go traditional, with the Japanese voice overs, and a more faithful set of subtitles. Necessary? Absolutely not. But it shows that even Sega of America put their A game with Judgment.

 As for the game... it's Yakuza. The entire game takes place in the city of Kamurocho, in which you have the ability to freely roam around, interacting with different minigames or stores, as well as battling thugs who don't know any better. There are a ton of sidequests you can partake in, as well as interact with specially designated NPCs that you can befriend by following their usually silly mini-story. Most of the mini-games from previous games return, however, it seems that the budget was either lower than usual or the famous actor that plays the main character was too expensive, because the hostess bars are gone as well as the Karaoke mini-game, the latter one actually stings a bit since Karaoke's been one of the best parts about Yakuza. I'll die on that hill. As for the Arcade machines, Virtual-On was replaced with Fighting Vipers.
 Takayuki is an interesting fighter because he has two styles he can switch between: Crane and Tiger. Crane is built around fight crowds while Tiger works great for single enemies. And, y'know, at first that's true, but for whatever reason Tiger has a lot of unlockable moves, while Crane has none, thus Tiger becomes way more powerful and way more useful, with Tiger you can even unlock a very powerful, timing based attack('Flux') in which you let go of the attack button at the right time for massive damage. There's a Heat gauge, now called EX, that builds as you land and receive damage, which can be used to pull off EX moves(Super moves) or enter EX Mode, in which you can dodge-cancel your attacks, as well as become faster and stronger. With a few upgrades in tow you can also get brutal Triangle-mashing attacks for both styles. One thing to keep in mind, although only for random fights that happen outside of the main story and side story missions, is that Takayuki follows the law, so if you take too long in a fight the police will come and arrest you! I played the entire game in normal and the police never came, but it is something to be wary of. Overall, I'd say the combat is a step forward within the Dragon Engine, Takayuki is very nimble and flashy, which can take a bit of time getting used to since Kiryu was more straightforward with his fighting style, but once you get used to Tak's animations it becomes as fun, and I'd say even more fun, as always. If there's something to complain about is that enemies have a knack for blocking your attacks mid-combo, making your attacks bounce off and leaving you open for their counterattack, which isn't very nice.

 Mortal Wounds is a gimmick that will probably annoy a few people, I didn't care too much about it to be honest. Y'see, Yagami is no Kiryu, thus getting hit by a boss' super move or by a gun(Even if shot by a common enemy) will reduce Yagami's maximum life points, and there are only two ways to heal this damage: Using a medikit, which is rare and/or expensive, or going to the underground doctor for a check-up, which is slightly less expensive. I felt like this mechanic added nothing to the game, although I'll admit it made me learn to respect a boss once it entered it's powered up phase, but I also didn't feel like it was too annoying. That said, I'm a bit of a completionist so I had money to spare most of the time and if I was unlucky I'd have to visit the doctor every time I started a new chapter, since I probably got a few mortal wounds on the previous chapter's boss.
 Side content is when the game falters a bit. As per usual, side stories is where most of the silly, ridiculous and sometimes slightly offensive humor resides and... they are fine. I laughed out lough a couple of times. But... Takayuki is a detective, and they had to build that into the game. Moments in which you have to examine crime scenes or whatever are fun. Moments in which you have to present evidence or find a person that matches a description? All of them are fun and make sense. You even get a nifty little drone you can fly around, fly in races or sometimes use it to take photo-evidence from places you can't reach. And all of this is fine. But, and it's a huge but, the game has an excruciating amount of poorly made tailing sections. They are SO slow. A few days ago I complained about Ghost of Tsushima's, but boy, I didn't know how good I had it. So, not only are they slow and boring, but it's also ridiculous how dumb they are, you can pretty much run up to your objective's face and as long as the gauge above the screen isn't full they won't recognize you. They are so silly too, because your objective will sometimes walk around in a circle around a block because why not waste your time, or sometimes you'll go through a huge chunk of Kamurocho, slowly walking behind them, only to end up close to were you started. Man, I HATED tailing missions. There's a new lockpicking minigame, which is actually fun, but there's also a mini-game of... sorts in which, sometimes, when approaching a door, it will be locked, and you have to pick the right key. There's no penalty for picking the wrong key besides wasting time, and there's no thought process behind picking the right key. It's just there because I don't know.

 As good as the combat in this game is... man, it's the story that really makes it stand out. It was so amazing that every time a new development happened I forgot all about the horrible tailing missions. If this game didn't have those segments this could've easily become my favorite game in the series. Still, what this game manages to prove, as if Binary Domain didn't already, that the Ryu Ga Gotoku Team are still capable of producing exciting and interesting stories outside their comfort zone. And yes, you could argue that this game still features Yakuza, and it does, but trust me, it's a very different tale.
 8.5 out of 10

Wednesday, July 29, 2020

Review #837: Loaded

 Lock and load, baby.
 While this was the first time I've ever played Loaded, I was actually quite familiar with the game's sequel, Re-Loaded, because when I was a kid, whenever we went to this particular store I'd always spend time looking at PC games, so I'd always come across the PC version of Re-Loaded, and, of course, the comic-book like art always piqued my interest. But I digress, this is about the first game in the duology, so onward and forward.

 Loaded is a top-down twin-stick shooter that released before the PlayStation go its analog sticks, so... yeah, I'll delve a tiny bit deeper into the controls later, for now what you need to know is what the game is. You get to pick between 6 different freaks(More like 5 freaks and 1 'hot' babe, it was the 90's, whatcha gonna do?) and I've got to say, I love the game's art. I love the official art, which looks straight out of a magazine such as 2000 AD, and I love how the game itself looks, having simple 2-D sprites over simple, crude 3-D environments. Each character has a different basic gun, a different bomb as well as different durability and speed levels, so they do feel somewhat different. The game is 15 levels long and it can be played with another player, which is pretty neat. Oh, and the sountrack is phenomenal, heavy rock all the way through, and it fits SO well.
 So how does a twin-stick shooter play without analog sticks? Well... it tries. X shoots wherever you are looking at, and you can hold L1(Or any button, since controls are 100% customizable) to strafe. My hands got cramps after a while when playing this game, something no other game managed to pull in recent memory. Enemies are vicious and love to swarm you while rotation around you, but most of the time, running while strafing and shooting backwards worked really well. When the game is at its best, it is AMAZING. Rock music blaring around you, exploding enemies into chunky showers of blood while the framerate struggles to keep up the pace.... it feels SO good. Yes, the framerate tends to tank a lot in this game, but in a game this hectic it kinda works in its favor. Again, when you are clearing entire rooms of enemies that are shooting at you at the same time... it looks glorious, and the slowdown makes it feel more epic.

 Sadly, the game isn't at its best most of the time. Levels are very... 90's PC game, very Doom. It's a labyrinthine set of corridors and rooms that require you to find the right key to progress. There's a map in the game, but it's useless because it's actually a mini-map, so you'd better remember where you found the blue keycard door. Oh, and you have to choose between the minimap or your ammo/life gauges, toggling between them by pressing circle. While the game is so unbelievably fun when you are blasting enemies, it turns into a boring lull when you are running through empty corridors looking for the door you missed or the door you can now open. A few levels actually have infinite enemies, which also get a bit annoying, particularly because you can actually run out of ammo, turning your gun into a weak pea shooter. And yeah, the game is on the tough side, even the easiest difficulty setting, 'Gamers are Fairies'(It was the 90's...) can get quite tough.
 Loaded is alright. I think it's worth a look for those that are curious, but it's easy to see why it never became a household name. And, in the game's defense, it can be a whole lot of fun, like grin-inducing fun, it's a shame that it has so many moments of aimless searching for doors that totally kill the pace and momentum the game game's best moments attained.
 6.5 out of 10

Tuesday, July 28, 2020

Review #836: Killzone Shadow Fall

 So, basically, it's like space nazis, right?
 Well, Mercenary was the gateway drug into this series, so I said... why not just jump straight to the end with Killzone: Shadow Fall? This game was a launch game for the PS4, I mean, first-person shooters where in vogue during the PS3/X360 generation, might as well start off this generation with another one, right?

 The game picks up after Killzone 3, but you play as an entirely new character, Lucas Keller. Fact is, if you try to dive into the series with this entry... it won't be easy following the lore and the setting, so I actually had to google a few details. Like what were the Helghast and if they were human or not and why they hated the humans, or Vektans since Vekta seems to be the series' choice planet. So... yeah, if you want to understand what you are playing, some extra curricular reading might be necessary. As for the story in this game... it has a few interesting twists, but overall? Forgettable. You play as a Shadow Marshall operative and one things leads into the other and next thing you know both the Vektans and the new Helghast, now forced to share Vekta with Vektans, end up fighting over a new deadly weapon that could wipe out the other race entirely.  In the game's defense, it makes up for the story with some beautiful environments, like, seriously, they are not as detailed as the ones in Ghost of Tsushima(Comparing a launch game with what could be the PS4's final exclusive, nice!) but they are well made and quite appealing. And y'might as well enjoy the scenery, because it seems like the game even forgets about a few characters and what not.
 Gameplay is what you'd expect, it's a modern first person shooter with regenerating health, although it does add a few wrinkles to the formula all of its own. For instance, while you are limited to carrying only two weapons, as per usual, you can't drop your main assault rifle, which can turn into a sniper energy gun by pressing down on the d-pad. It's an interesting decision, to say the least, only being able to swap your secondary weapon. You also get a Drone called OWL, which you can use to hack enemy alarms or a few plot-related computers, as well as to aid you in battle. Swiping on the joystick's touchpad lets you pick between Attack, Stun, Shield and Zipline, and then you execute the action by pressing L1. Yes, it takes a bit of getting used to. Attack has the OWL attack whomever you target, and then it'll just stay in battle alongside you, Stun can, well, stun enemies but it's also one of the few ways you can destroy enemy shields, Zipline lets you Zipline below you, which has few combat related appliances and it's mostly done to progress through levels and Shield which creates a shield in front you, useful when there is no cover close by. I'm not gonna lie, managing the drone with the touchpad, while keeping track of enemies during a fight is a lot to get your mind around, particularly on the early levels, but by the second or third level it should feel a bit more natural.

 In this game, the directional pad is used for secondary, but important, functions. Right is used to activate a Radar, the longer you hold down the button, the larger the area it will cover, but if you hold on for too long it will overheat and alert every enemy. After you use the radar, enemies will remain highlighted through walls for a short while. The Radar is a very useful tool, so you'll get a lot of use out of that one. Down is used to swap between modes with guns that allow it. Up is used to highlight where you should go next. Left is used to heal. You can carry up to two Adrenaline packs, and they are quite useful. If you use one while you are hurt you can skip the wait for your health to regenerate, if you use it while healthy, you'll slow down time when you aim for a bit, or, you could use them as extra lives. The OWL can take damage, and after it takes enough damage it'll go offline for a few moments. If your OWL happens to be online when you die, and provided you have an Adrenaline pack on you, it can revive you on the spot, which never ceases to be useful. There's a very weird caveat with these functions, you can't use them while moving. There's a bit of an exploit, if you start using the radar and THEN move, you can, but you can't trigger these things once you are moving, which is pretty lame. Another little issue, but it's probably my fault, I kept wasting Adrenaline Packs since sometimes I'd mix up the radar and Adrenaline pack buttons(Left and Right).
 Here's the skinny, throughout the first few levels I kinda didn't like the game. It was easy to get murdered, and the drone seemed like a hassle, plus, movement was kinda weird, Lucas wouldn't climb a ledge if I jumped at it, oh no, I had to be at a certain distance, not next to the ledge, and press X when the prompt appeared on screen. Levels were also too large and a bit confusing, and the very first chapter made a poor impression when I died 3 times because I did exactly what the game told me to do("Crouch and come here", and I'd do that but a drone would kill me, Child Lucas, even though I followed instructions to a tee). But slowly I finally understood how to play the game, and wouldn't you know it, I started to have a lot of fun with it. Firefights were intense, but a fun intense, I died quite a few times throughout my time with the game, but it was always fun....

 Almost always fun. The last few levels kinda took a slump downward. Chapter 8 features a horrible 'free fall' section. It looks amazing, because all sort of ruined buildings and debris are falling around you, and it looks amazing, but it's such an annoying section to play because it's so hard to avoid everything. I almost gave up on the game right there and then. Then, in chapter 9, there's this part in which you go into space through a weird blue-energy draft thing, and I got to the top, and the entire environment was completely glitched out. I restarted the checkpoint and... everything around me was glitched. It made no sense, I had no way of going where I needed to be, and the entire environment was glitching out of existence. I restarted the section, instead of the checkpoint, and for whatever reason, while the game has you on a set course INSIDE this object... you are supposed to climb it from the outside. But it's so easy to get inside, I don't get it. Near the end of this chapter comes a brutal shootout that, for the first and only time in the game, actually was the wrong kind of intense. I managed to beat this section by finding a cranny I could hide in to restore my health, while my OWL attracted enemy fire and I popped my head out to deal damage every now and then. And then comes the final, tenth chapter.... and you are given an entirely new set of tools, while removing adrenaline packs and your OWL. And it's a stealth section. It made no sense to shake things up SO much for the final chapter in the game, and it as needlessly hard. Honestly, it made a otherwise decent game finish with a whimper.
 Killzone Shadow Fall is pretty good, but it's also a bit weird. But I can commend it for doing their own thing. For instance, a normal radar would've been much more convenient, but. y'know, they wanted this weird overheating radar because why not? And I like that, they didn't really care about what was convenient, or how the game could easily overwhelm you at first. Now, I'm looking forward to seeing what the rest of the series can offer.
 7.5 out of 10