Showing posts with label retro. Show all posts
Showing posts with label retro. Show all posts

Thursday, December 8, 2016

Holiday Card: Pirate Pop Plus

There are various points in the nostalgia triggering spectrum that is gaming where gaming was, in a word, pretty ugly. Truly retro pixel art, that is, atari style is pretty hideous. Early 3D is pretty grim - I don't mean the sprite based faux-3d of Duke Nukem or Doom, but the shortly after those titles. But one of the true stand-outs for ugliness is the original gameboy.

I played many hours on the original Gameboy, so the four "color" LCD stylings of Pirate Pop Plus look fine to me. The faceplate, seen in the screenshots, adds to the effect and reminds me of playing Gameboy Color emulators (or whichever, the one Metroid Fusion was on) which is pretty pleasant. But I would totally understand if you took one look at these screenshots, turned three hundred sixty degrees and bubble-walked right out of the room.

Anyway, PPP is a rehash of a decade(s) old arcade game, Pang or Buster Bros or honestly who knows which? I can remember playing this game years back in the arcade, but I could never remember the name. Essentially, in this case, a pirate appears on screen and produces a bubble. When you hit the bubble with your harpoon, it pops in two or three smaller bubbles. Repeated down one size and once you've obliterated the bubble or take too long he's back again with another bubble. And repeat til you lose. PPP distinguishes itself with a world-flipping mechanic, in which the pirate appears at random and picks up, down, left or right to be the new down. Often he'll pick the direction you're already facing, but then you can shoot him in the ass.

PPP also has a currency system, in which gold coins drop and can be traded into a vendor for new characters, new music and then a lot of silly stuff that doesn't do overly much but is sort of fun. The cosmetic side is cute, but requires a lot of grinding that likely goes beyond how much fun you'll get out of the game. I had a good two hours with it, and I'd probably play it more, but I have so many games to work my way through you know how it is.

The gameplay on the most part is quite enjoyable. When the gravity gets flipped, you have a weird bonus round where you can 'land' on bubbles to pop them very quickly. If this happens at the right time, you can rack up quite a few bonus points, but it's also the most dangerous point. When you first touch the ground, you bounce, and you can't fire while you're in the air. The end result is a period of extreme vulnerability, which isn't much fun and is basically the main point I die at. The other thing is your spear can ONLY ever pop one bubble, which frankly isn't well thought out on the developer's part. You can end up in the later levels with piles of bubbles all clumped together and chain spearing just won't get through them all. Not sure why it doesn't linger for a split-second to pop multiple.

You can also run into an issue where you fire a spear as the pirate appears, and drive it into his rump while expecting to hit something else. End result is much the same.

In conclusion, I'd say PPP is good if the graphical style tickles your fancy. It's a fun little game with a little grind on the side to make it a bit more interesting. I do wish it had more power ups, or perhaps more interesting power ups as most of them are pretty dull. Definitely a lot better than, oh, quite a few titles I fired up while grinding cards only to find them utterly unplayable.





Monday, December 5, 2016

Play relevant month: Broforce

You can talk about the toxicity of hyper-masculinity if you want, but there's something truly epic about the 80s era of action hero. Banal, ridiculous and adorned with giant muscles alongside giant guns and often giant chins, this was the point where PC didn't quite come into the picture but film making had decided exactly how they wanted to do it. For better or worse.

Broforce is both a tribute and a homage to this lost, actually kind of tedious to watch era of film making. I don't know what Broforce originally intended to go about making, but as we'll explore, Broforce is about bros very much re-creating that action film charm. As an aside, bro in this case is both the name of all the characters - with such classics as Bronan, Brobocop and Ellen Ripbro - and a description of their bro-dentity. Bros are generally slanted toward male, but there are female bros, just as there are female action heroes.

I'm a bit disappointed there's no Brofee, but I guess she isn't distinctive enough? Ah c'mom, Pam Grier was awesome in that movie. Whatever!

Broforce succeeds because it doesn't worry about... To be frank, much of anything. It's a side-scrolling run and gun shooter, or a jumpnshootman as I like to refer to other games of this nature. But the elements that make Broforce different lies in the name. The bro. The bros. And the attitude of mayhem that may, in a way, fit the bro moniker just as well.

Bro-hem.

Sunday, October 30, 2016

Retro reviews: Phantasy Star II

Phantasy Star 2 was released in the odd period between the NES and SNES, where it felt like developers really weren't tapping the power of the Genesis at all. The original Final Fantasy is its immediate FF neighbor in the West, and while Phantasy Star 2 is visually more enticing than that, it is so much worse looking than FFIV. It's funny how these games are divided by years, but as a teenager, it never really connected how big the gaps in development were. Graphical quality was increasing in huge jumps, as both the technical development improved and the sprite art improved as well.

Actually it's kinda funny how people in the modern day have zero concept of the gaps between game releases. I read some complaint about how Alex Kidd in the Enchanted Castle (which is bad, don't get me wrong) made a guy "thankful" he had a SNES as a child. Alex Kidd predates the SNES by like, a year or something. You weren't playing Alex Kidd when the SNES was available, unless you rented it, at which point you were renting an old goofy Genesis game.

In spite of the fact I owned a Sega Genesis - a generation 1 model, in fact, bought almost on the day of release in North America- I never finished PS2. The game was rather unpleasant in terms of difficulty curve, as it never really became super obvious as a small child that 90% of RPG difficulty
could be mitigated with grinding and just drawing maps. The game is already far enough back that my only memory is getting the first new party member, and how awesome the box art is. It also seems to have nothing to do with anything, but hey, whatever. That art owns.

I really miss the era of non-anime box art for western releases of Japanese games. It went away sooner than later, but that is some trippy shit instead of the cool but kinda plain Japanese release art. Stuff like this dying out reminds me why I hate weebs.

RPGs on the SNES and Genesis were more expensive than their less memory equipped cartridge compatriots, owing to the necessity of adding additional physical media within their plastic prisons - the so-called 'battery backup' that actually really was. (I've read some games, however, had flash memory instead) As such, PS2 - and many of its ilk - weren't games my friends and I bought when I was young enough that this game was new, but rented. It's such a weird thing, remember how you'd basically "borrow" these games from a store and you'd often be praying weekend to weekend - or weeks apart - that someone didn't send your saved game off to oblivion.


Monday, September 12, 2016

Summer of Sonic: Wrap-Up


Tables of Contents for the Summer of Sonic;



Sonic the Hedgehog
Sonic 2
Sonic 3 & Knuckles

Sonic CD



Sonic 4 E1
Sonic Heroes
Sonic Adventure 2
Sonic ATS

Sonic Lost World
Sonic 4 E2
Sonic Generations
Unleashed + Dolphin Colors












After the break are a couple closing statements and thoughts on the series, good and bad, as well as my favorite Sonic game and so forth. And yes that table of images looks even worse on my end. I have no idea why blogger hates me so. Sorry. It also won't let me set them up in chronological order.


Friday, August 19, 2016

Summer of Sonic (6): Sonic 4 Episode 1

To go back to a point I started to make in the previous review and then stopped, let's talk about how I'm dividing up the eras of Sonic games. I'm of the general belief that paradigms shift in a gradual way that does not become obvious when looking for extreme granularity. Sonic, in my mind has three eras, but trying to define the when and where of those eras is tricky. To put in very evident signposts, very clearly: Sonic 1 is early era, Sonic Adventure is middle era, Sonic Unleashed is modern era.

Actually defining where the early era ends is the most difficult: Simply put, the pixel based Genesis/Mega Drive, Game Gear, SMS games are all very evidently early era. But Sonic gradually went into weird places, and while the Dreamcast is the middle era, the exact points around it I don't know.

The modern era, as I said elsewhere, lies with Sonic Unleashed. Everything I've read has stated that Unleashed is where they nailed down the 3d and got it working in a way used in Colours and Generations, and that's where I imagine it is going to stay. At least for the games Sonic Team's repulsive inability to stick to a working model doesn't rear its head.

It's very true, however, having played Sonic Adventure 2 (and hating it, yes) that Sonic's 3D begins all the way back there in some capacity. You can feel the outlines of the new ideas taking shape, but it's not there yet, and that's why I'm defining it like that. The middle era is when Sonic didn't "get" 3D, but it's still Sonic, I guess. Sonic Heroes was better about this, but it's still not quite Generations.

Meanwhile, Sonic actually has quite a few 2D games. Rush, Advance, so on and so forth. Many of these were developed by DIMPS, and while I don't personally like the DIMPS games, they went to them for the atavistic throwback that is Sonic 4 Episode 1, a modern era game desperately trying to be an early era game.

The results are... Interesting...

Sonic 4 Episode 1 is the sixth of nine games in the Summer of Sonic! The previous main entry is here, while the next bonus entry is here while the next main entry is here. Those two won't be up open initial posting, but that's just how this works.

Tuesday, August 9, 2016

Summer of Sonic (4): Sonic 3 and Knuckles

Welcome back to the Summer of Sonic, which has now reached what many will join me in calling the apex of the series, and likely the most pointless review of anything I will ever write in my life. Were I to review a loaf of bread, it would likely carry more meaning, since at least I could say something more than one of the few examples of fanboy squealing in my life.

Just kidding. There's a lot of interesting stuff to talk about, just not in the concept of a review.

Sonic 3 (and Knuckles!) is the name given to combining Sonic the Hedgehog 3 with Sonic and Knuckles. In their original incarnations, Sonic and Knuckles was capable of accepting another game on top of it. They referred to this as 'lock on' technology, which they then ... Never used again to my knowledge, typical Sega. You could play Knuckles in Sonic 2, and practice the special stages with other games even. Other games locked on would do this for whatever reason, it would pick a random special stage and you could get some practice with the mechanics.

Sonic 3 inversely featured the ability to save your game, which doesn't sound impressive now, but was completely unusual for a Sonic game at the time. S&K itself can't save, but it's very short, in fact Sonic 3 is pretty short as well. Combined together, though, as a kid the save thing was really helpful.

I'm going to address the game as a unified title and not individually; they're both completely playable, but the game was split in development and re-combined later, so I think this is the game "as intended" and we'll just go with that. (Although yes, as intended is up for debate, since development cut Sonic 3 in half, so who knows what they'd really have done?)

This is review four of nine in the Summer of Sonic; the preview review is here and the next one will be here whenever I get it up.

Sunday, July 24, 2016

Summer of Sonic (2): Sonic the Hedgehog 2

So the Summer of Sonic, brought to you by spending $10 at humble bundle on the Sonic anniversary special, continues spinning on. You can check out  the previous entry here and the next entry, when it goes up, here.

Sonic 2 is more interesting to talk about than Sonic 1, for several reasons. It is a big step forward from the original game, on essentially every single level. That isn't especially interesting, but I guess we'll get into that. What is sort of interesting is that Sonic 2 was produced at the same time as Sonic CD, which leads you to see some interesting changes in design and ideas, but also it feels like something is missing from Sonic 1. Did it go to Sonic CD? I'm not really sure, but Sonic CD (which I've only played a little of, for now) certainly feels and looks more like the original than 2 does.

The other interesting thing is the fact Sonic the Hedgehog 2 introduces the first of what will eventually become an avalanche of side-characters of all shapes and sizes. What is interesting in this is it begins a certain weird facet of Sonic and how Sonic is evaluated.

Everything Sonic does wrong - other than the blatantly obvious, like shipping an unfinished beta as a product - is generally along a spectrum. People complain there are too many characters, and that's true, but Tails, Amy and Knuckles were all well received at the time. It's all in the transition, a moment of 'knowing when you see it' (usually when Shadow shows up) but each individual doesn't seem so bad back in the day.

Even Shadow is pretty damn hilarious at the moment, mind you...

Like, right at the beginning, with nearly the best game in the series, you can already see it starting to fall apart. Corporate mismanagement aside, it's already there, waiting in the weeds.

Tuesday, July 12, 2016

Summer of Sonic (1): Sonic the Hedgehog

I had been thinking about picking up Sonic: Lost World whenever I next saw it on sale when humble bundle dropped the Sonic 25th anniversary bundle. I was going to buy it, when I realized it had tiered keys, which I rather hate. Then the latest Steam sale began and... Ugh... So I just cashed the $10 tier.

This steam sale was terrible! None of my friends really bought much of anything. Oh, it was also the highest grossing steam sale. Hurray for average consumers! You've gone mainstream, Valve, extract money from da dopes. Whatever. I bought a bundle.

And then decided I should review a chunk of Sonic games, to go with said anniversary. I'm technically a Sega and Sonic kid; my parents bought me a revision 1 Genesis and it is probably the console I've played the most in my life. I'm not going to review every Sonic game (good lord) or even every Sonic game in the bundle, rather spend the next eight weeks going through a selection of them depending on how much I enjoy myself.

Sonic the Hedgehog, the first, has a copyright of 1991 on the title screen. I can actually remember getting this game as a rental even, right after it came out. I remember because I was so upset I couldn't get Sonic to move when I first tried to play it. Turns out the controller was half-plugged in and the d-pad wouldn't work. That moment always stood out to me as memorable, mostly because he would jump up and down but he could not go fast. Since I didn't own it, I never actually beat Sonic the first as a kid, doing it much later in maybe 2010 or so.