Showing posts with label brawler. Show all posts
Showing posts with label brawler. Show all posts

Saturday, September 10, 2016

DMC: Devil May Cry

I mentioned at the tail end of the Sonic wrap-up that very few 90s characters, mascots and their ilk, have survived as long as Sonic has. Although much emphasis is put on the value of 'the brand' insofar as doing remakes and reboots, very few brands actually hold up for all that long. The "Devil May Cry" series is an oughts brand, which lasted for what ultimately looks like 12 years, with this being the final game - at least for now - and one I don't think was especially well received. It's also a reboot, because reasons. REbootsons.

As I warbled on about in the Sonic reviews, I do not have much affection for "early 3d" games. I've actually never played a resident evil game, nor a tomb raider game, or Legacy of Kain or a myriad of other series born from the experimentation of this era. I've never touched a DMC game until this one either, and I'm pretty sure if I go through the list of games released around then I skipped a lot of them.

And a lot of the ones I did play I wish I could go back and un-play.

DMC is, to my understanding of genre nomenclature, generally discussed as a 'spectacle fighter' and may in many ways be the beginning of that genre, though I think far more popular is the God of War series which probably diverges heavily in terms of gameplay. I wouldn't know, since spoilers I haven't played God of War either. That has less to do with disliking 2005 era 3d games (lol) and more to do with the fact I've never owned a Sony console. I borrowed a Playstation to beat FFT, FF7 and FF8 but that's about it.

I didn't really go into DMC expecting much; the game isn't exactly a critical success and to my understanding killed the franchise, though that might be a bit harsh. On the other hand I'd read the game does some pretty interesting things in terms of storytelling, so that's sort of unexpected...


Tuesday, July 5, 2016

Bad Gaming, maybe: Sacred 3

One of the interesting things to me about living in this "accursed millennial age" is the outlook people have on sequels, reboots, remakes and that weird thing where Doom4, which is a sequel to Doom64 and not Doom3, was just titled Doom in spite of referencing Doom. which is weird. But the thing that interests me is the fact people complain a great deal about it happening, but usually the complaining doesn't actually matter. It most cases people who complain are invested fans. You think the people who lined up to buy Doom 3, who later complained about "the flashlight" (hint: light the darkness with the shotgun like a proper doom slayer) didn't come back for more when Doom came out? Yeah, they did. They complain then they buy.

In Sacred 3's case, it seems to have done so. This is pretty unique to me.

I haven't played Sacred 1 or 2, but I have played Sacred Citadel, which was a button mashing pretty decent side-scrolling brawler. It wasn't exactly stellar, and I think I reviewed it at a C grade a couple years back, but it was decent enough at being what it was. It had bright colorful art and a silly, vibrant style that matched up with it well. It was a humorous game, in that janky european way, so that and that alone colors my expectations.

Meanwhile Sacred 3's rating on Steam is ... Man, it is bad. It is "Mostly Negative" which is a pretty low bar. I mean, for example, Bound by Flame is "Mixed" and Blood Knights is "Mixed" as well. Both of those are janky, weird games, and Sacred 3's rating is far lower. I mean that is bad, that is hobo in a greasefire bad.

So when the humblest of bundles ran a Deep Silver 2 bundle, which put Sacred 3 with all the DLC up for a $1. And some other games, most of them I already have. So yeah, $1 to see this "mostly negative" disaster? Sounds like a plan!


Sunday, May 17, 2015

They actually removed THQ from the credits: Warhammer 40k Space Marine



My personal relationship with Warhammer, and more specifically 40k, is a cliche tale. Almost generic. I played back in the late 90s, probably like 98 or somewhere around there, when the game was in its second edition and I have no idea what fantasy was like. There's a legion of people out there like me, who played a year or two, had some fun with the game then moved on with their life. In the same way there's no end of thirty something Transformers fans like me - manchildren who reconnected with the franchise at some point - there's no end of late twenties to late thirties dudes who remember the good times with Warhammer.

40k is patently ridiculous, and ridiculous with patents (look up the stuff about Games Workshop vs Chapterhouse, it's absurdity in action) but that is a big part of its charm. When done well, it carries itself with just enough of a smirk that the insanity doesn't register as the capricious nihilism and you can still, well, have fun with it. It's sort of like a crazy heavy metal van. Done well, and it's ridiculously cool, done poorly and much like the van it just feels ... Like bad things are coming.

Relic on the most part had a pretty good, but not great, handle on 40k. There were a lot of points where it largely felt in Dawn of War like they wanted to put their own spin on things but couldn't quite get there. Relic might still have the GW license now, I don't really know, given their wikipedia article is out of date and who largely cares. Games Workshop itself is now something of a joke, coasting on that positive energy but making no further gains as a company. I'm sure in 15 years whoever is building the best "formative years" brand will be coasting by as they are. Maybe that's privateer press, maybe not.
ya I noticed

As an old man thinking about getting back into painting miniatures, I can tell you Games Workshop is priced to the point of absurdity, but anyway, back to vidya games.

Warhammer 40K: Space Marine is Relic's attempt to branch out into other genres than just endless rehashes of RTS scenarios that, I think, sort of fell out of favor with the rise of the crippling might that is f2p MOBA games. You can sort of respect the attempt, innately, but you can also seriously begin to wonder how it's going to go.

Saturday, April 18, 2015

Kicking it Old School: Double Dragon Neon


80s nostalgia is pretty funky at times, with some games endlessly referenced as glorious masterpieces and others often forgotten. Castlevania for example comes up a lot, and I'd be the first to admit I've brought it up, but hilariously I think it might actually be well known not because Castlevania itself is a classic (which it is, but) however because the second game was so bad and the series kept going for quite a few years until I think recently fizzling out. Perceptions of what is "enduring" often seems to rotate around how the series continued into not longer being marketable.

I'd really like an Altered Beast indie game, on that note. Can someone get on that? Simple platforming, measured methodical pace, turn into a dragon? You'd think with the rise of furry games on Steam this would have a built in market. Maybe one of the modes could be, I don't know, a unicorn? Bam. Dollars.

Regardless, Double Dragon is remembered but I think it might be remembered due to being referenced or being in movies or other general things. (You got fifty thousand on Double Dragon??)  It's strange, it's like nostalgia only sort of works nowadays if people keep bringing it back up. Feels like I live in a generation where people are real eager to go 'so do you remember...' Double Dragon: Neon, however, is basically the 80s revival you want for every franchise you ever loved even if you never thought about Double Dragon. Like Altered Beast. And Sonic the Hedgehog.

I went there.

Neon is beautifully referential and direly tongue in cheek but quite concerned with being a fun game, which adds far more to the actual validity of the game for me than all the nostalgia in the world. It does use the fact it is homaging to punch a woman in the gut in the opening, but I guess if there's a way to justify brawling through legions of dudes, it's the fact they punched your girlfriend in the gut?

I honestly could have done without that, reference or not.

Tuesday, September 30, 2014

Whoops forgot to play games month: Remember Me

Yeah, kinda forgot to do much in the way of proper gaming for the month of august. I did play a great deal of MMDOC and some Beatbuddy, but neither are really worth talking about. Beatbuddy, as an ultra short review, is very pretty and relaxing but ultimately just rather dull. I'd hit puzzles where the solution was "swim very fast" and just stare at the screen in confusion. Because I was bored. Remember Me, however, is an interesting enough bit to actually get into.

I have to admit I was really excited, or at least mildly excited, about this game when I first saw images of it. The concept work is really interesting stuff, the memory ideas seemed neat as well, though it does have this sort of weirdly sanitized drug culture feeling to it. I was also really shocked at the general sentiment in the media that the main character was considered in someway unmarketable. Really? Nilin is like the best looking new protagonist design I've seen in years. Supposedly the issue is she's female, and men don't want to look at a girl when playing a third person game.

I dunno, this is just not something I'm wired to understand.

Remember Me, as to the game itself, is a touch weird to get into. The game is the strangest mix of high concept and generic video game. An hour in and it is still spewing random tutorials at you or vaguely explaining boring stuff like 'hit guy with special power up to break up the monotony!' and you're like 'zzzzz'. Nilin's gorgeous model aside, the game is pretty boilerplate. Inversely, the world of neo-Paris is fantastic, a really unique near future bit of sci-fi with lots of craziness and world building, all centered around what legitimately feels like a hopelessly defanged portrayal of drug culture.

On the other hand, neo anything feels like a dated 80s reference. Who calls anything Neo anything after the Matrix? I'm sure there's a guy in his late teens or mid-twenties who is like 'Neo-Paris? Keanu Reeves Paris? Whoa, what?'


Monday, December 16, 2013

Better than expected: Sacred Citadel

I picked up Sacred Citadel for less than a dollar when I grabbed the Deep Silver Humble Bundle. The game was recently released, but also didn't review especially well and I guess was considered something of a right off by the publisher for it to be slammed into the bundle. (right off? write off? Am I making a pun? Yes, unless you hate puns, then gosh no that's a typo) The bundle also had like, Risen 2 which I am willing to try for a dollar, and Sacred 2 which I've heard is actually pretty ok? So Sacred Citadel was just some like, throwaway 60~ metacritic game I almost didn't bother to even add to my steam list. But I did, since you get XP for your steam level and blah blah the metagame.

Sacred Citadel is a brawler, standard 2d style. I haven't played a brawler in a couple years, other than trying out Golden Axe on an emulator and finding it a bit too stiff to be enjoyable. Sacred Citadel is, I think, very close to Golden Axe, other than having what I imagine are more recent innovations to the genre. I am fully aware "more recent" can extend back something like twenty years here, yes sir.

In terms of presentation Sacred Citadel kinda surprised me out of the gate with its music. The music and game sounds are actually quite good, nothing too epic but suitably catchy to mix in with the gameplay. The art style as well is quite pleasing, it's very rounded and simple, but I'm a massive fan of 2d sprite style work and this is one of the nicest. I can understand that this is a matter of my subjective tastes, but when I'm playing a relaxing pick up game I like the screen to feel comfortable and visually simplistic.

There's lots of variety in the visuals as well - the game takes place across quite a few different landscapes, although they are mostly just a level plane with a pretty background, you do see some set pieces and the odd bit of jumping puzzle. The game also has a sense of humor and isn't some serious production, with a campy goofiness to it that definitely works with the art style and the game's status as a punchy brawler. If you want to just pick up a game to play for 5-10 minutes, I think Sacred Citadel does a pretty solid job of being a light hearted murdering spree. Some of the enemy designs are really creative and neat to watch in action, lots of personality in the art style.

Combat is - And now we get into the downsides - Pretty hit or miss. The controls are very simple and on the most part quite responsive, but your character can feel a bit floaty. For one, a button mash issues a combo, and your character (to the best of my knowledge, I only tried out two) doesn't really seem to care if there's anything to hit. As with many games the developers decided your character wants to move with the button mash sometimes, so you end up wondering where the idiot is going when you come out of a dodge roll and turn the wrong direction. The other issue is that enemies tend to knock you around nonstop, and you don't feel very steady on your feet. Enemies also have massive amounts of health as you get further into the game.

I don't really understand the appeal of being stunlocked all the time, so you end up feeling like you're supposed to dodge around and block a bunch. That's fine, but between the slightly off controls you end up with a great deal of wiggling around, not having fun. Enemies don't take well to being led, either, but then go down a bit too easy once they do. This might be a product of playing a Shaman, who is a light looking lass in a pink leotard. I don't know, because the last time I switched characters, it reset my other character and I don't plan on going back through the game with everyone if I can't level them in parallel. No idea why this is missing, maybe it isn't, but I can't figure out how I reset my ranger otherwise.

Regardless - Enemies have way too much health for this, probably as a component of the leveling system but I've found in some boss fights I end up fighting the added spawns what feels like nonstop, since you can't really get in to punch them down in the middle of also dodging a boss. There's also a couple enemy attacks that just shouldn't be in the game - one of the act 3 enemies yells and tosses a grenade into the air. It doesn't do much damage I don't believe, nor is it aimed at you all that well, but it's very hard to visually track in a busy screen and it knocks you down.Again, and again, and again. Especially when you're trying to focus on their caster bodies, who also knock you down...

Outside of stunlock, hit boxes are a little off on a couple enemies, and there's maybe too many lines of depth. Some aerial enemies can be oddly precise to hit while other foes are not. It lends a somewhat slapstick feel to the game and while it does sound nitpicky you need to bear in mind brawling is about all you do in this game. They really should have nailed down the feel of it. Getting knocked and bonked around the screen just doesn't work for me.

The voice acting in the game is outright terrible, though I'm not entirely sure that isn't intentional. It's very campy and silly, and the story is also pretty campy so maybe that's what they were going for. It doesn't bother me and I did chuckle here or there, so I'm not griping, just being level. The sound work is excellent however - hits sound solid, enemies chant and warble and everything has a bunch of wacky noises. I have no idea what the chant the orcs make it supposed to mean but they end up with way more personality than you'd expect.

Sacred Citadel also suffers a little for its RPG system - Which is to say, half of it is really obvious and cool. I'm totally good with gold, potions, gambling and loot. Those are all enjoyable things to put in a game! But there's some other stuff that the game doesn't really seem to want to explain. The B button on ye olden xboxen controller does some sort of special and I can not quickly determine which special I'm getting or what precisely some of them do.

I assume it's like golden axe where your special box picks what you do, but I'm not quite certain. There's also some sort of crystal system that does ... Something? I have no idea and it's completely unexplained in the in-game help files. Whether they're like materia or a temporary bonus or whatever, I have no idea and can't figure out how you even access them. (I actually googled it - Apparently, you just equip them and then they tick down whenever you're in combat. That's it. Why couldn't it just say that on screen? Is that hard to explain?)

You can argue it's probably documented somewhere, but shouldn't a brawler meant to be enjoyed with drunk friends be more or less an instant pick and play title? Seriously the one vendor offers you shit and doesn't say on the screen 'equipped and activated immediately, lasts for the duration giving a bonus for that time'. Like sure it's magic and she ain't gotta explain shit but ... No, no way, the game should explain itself.

Overall, Sacred Citadel doesn't hold tons of lasting appeal and is a pretty shallow title, but it looks nice and is easy to pick up and play. I think it's intended for a different sort of market - This would be a great game to fire up big picture mode and blast through an hour or so playing with buddies, maybe with some sort of drinking game involved. I think you only need one copy in that case, so it's probably worth grabbing on sale if you ever see yourself making use of that, but otherwise it isn't really as good a title as it should have been. There's real no reason to have every enemy in the game chain stunlock you and a bit more work on the "heft" of the gameplay would have really helped.

I wish more games were as easy on the eyes as Citadel, though. As 2d games go I haven't seen one so soothing in a while.