Showing posts with label blog. Show all posts
Showing posts with label blog. Show all posts

Friday, 10 May 2013

Gaming's great intros part IV: Wave Race 64


During the mid to late 90s, video game intro sequences had become big news, and it was unusual for any major release not to be accompanied by a flashy FMV/CG based movie. Nintendo's decision therefore, to persist with cartridges as opposed to shiny CDs as the preferred choice of storage medium meant that the newly released N64 needed to show the world that flashy intros were not just the preserve of the disc spinning Playstation and Saturn.

Enter Wave Race 64, with its outrageously uplifting (and not to mention cheesy) music, ridiculously accurate physics and the most impressive water effects of the entire generation...which actually look a lot better than much of the subsequent generation.

From the moment the camera first sweeps around the gloriously designed Dolphin Park (check out that lens flare!), you are left under no illusion that something truly special is unfolding. Watching the riders blast through the sparkling azure waters with squeaking dolphins in tow, gives some indication of just what the N64 could do in the right hands. The supreme attention to detail, coupled with those mind boggling physics and and huge grin factor made Wave Race 64 a real jewel in Nintendo's crown, elevating it above its main rival at the time; Jet Moto on the Playstation (which often felt strangely numb), and making it the premier jet ski game of the day (niche section, I know!).

Wave Race 64 remains to this day, one of the most feel good games I've ever had the privilege to play and own, and even now, just watching this intro makes me feel fantastic. It's also one of the few games that still has me almost slack jawed in awe at just how pretty and well designed it is. So with summer (supposedly) approaching fast, it's the perfect time to break out the Kawasaki jet skis and get racing!

Wednesday, 8 May 2013

A decade too late? In defence of Astonishia Story


Astonishia Story is a RPG/SRPG developed by Korean company; Sonnori. It was initially released on the PC in 1994 and then in 2002 it was given a remake (also on PC), which was ported to the GP32 handheld and eventually Sony's PSP.

As I write this, I'm painfully aware that my opinion of the PSP port of Astonishia Story leaves me very much in the minority (possibly of one). Almost everywhere I've looked, this game has been ridiculed, derided, and often dismissed as useless, boring and even unfinished. I'm not so sure it deserves such harsh treatment though.

Adlehyde meets Gregminster?
Now although I do have a genuine affection for it I'm not one to ignore the facts, Astonishia Story has some pretty major faults to contend with. It has by far the most abysmal (and literal) translation I've ever come across in an officially released title (yes, even worse than Breath of Fire 2 and Paladin's Quest), it is littered with grammatical errors, the characters are also overly clichéd as is the story and when you place it up alongside the visuals in some of the PSP aristocracy, it looks like belongs in 1994 (because in essence, it does).

Add to that lot, a strangely severe imbalance between enemies which can see you skip through a few fights with relative ease, and then get nailed for no apparent reason, and it's not difficult to see why so few people give it the time of day.

Impressive if a bit generic character portraits.
However...

Those aforementioned indiscretions aren't enough to dent my enthusiasm. This quirky and old fashioned Korean RPG has bucket loads of the 'X factor' that many of us crave in a video game, and as a result it holds a special place in my heart.

The 2D visuals, while looking somewhat dated are beautifully drawn and boast delightfully intricate animation, which actually isn't too far away from the level of Suikoden 2 and Wild Arms. In fact I'd probably say that graphically Astonishia is very reminiscent of RPGs from the peak of the 16bit era...only with an added flamboyance.

Each town and village is packed with the kind elaborate detail that borders on unnecessary, such as ticking clocks and birds flying overhead, and I know this doesn't sound overly impressive in 2013 but to me it's an indication of just how much the developers cared about the overall look and feel of the game. Though never mind blowing, the world map is also pretty and is somewhat reminiscent of Chrono Trigger, with the usual sprawling mountain ranges and and rolling hills. The characters, both lead and NPCs are well designed and each main star comes with their own beautifully styled portrait that pops up for conversations (again, very Suikoden). This adds a deal of personality to each scene...more indication of effort on Sonnori's part.

Random encounters have been given the boot.
Sonically there isn't much to blow the mind...and Chrono Cross, it certainly ain't. The typically pleasant and generic RPG tunes are present and accounted for, along with a few stand-out pieces to raise the bar at important moments in the story. All in all it does a good job of transporting you back to a simpler time.

Astonishia's Achilles heel is oft seen as its much maligned story. I can only comment on the English language translation and unfortunately it is dreadful. In fact I'm genuinely surprised Ubisoft chose to publish the game in this state, and I can only surmise their QR department was on holiday that week...or they just didn't care. Either way it's a real shame because there are numerous moments when I could see glimpses of an excellent story poking out from under the layers of dodgy spelling and lazy grammar. Anyone who's experienced Enix's botched translation of Lennus (into Paladin's Quest) will know what I mean here. And even though the game's ability to convey moments of emotion have been stunted, there are still both heart warming and heart wrenching scenes to be appreciated.

The battle system is probably this game's shining light and is both efficient and challenging. Those who have dabbled with the likes of Fire Emblem, FEDA or Langrisser will feel instantly at home with the grid based, strategic layout. Tactics play a significant part in each battle, to the extent that a couple of wrong moves can see your party get wiped out...which brings a stop the monotony often experienced with battles in many turn based RPGs

Can't beat a nice RPG grid!
All this geniality is nicely wrapped up in a glorious and typically over the top anime styled intro...complete with obligatory cheesy guitar work. Textbook brilliance if you like that sort of thing (I do).

So if you're the kind of person who has more than a passing interest in 90's RPGs, specifically the era of the SNES/SFC, Mega Drive and PC-Engine, and can put up with a few (substantial) foibles, then you should really consider giving this outcast some consideration. It has so many of the ingredients required to make a solid and enjoyable RPG and what's more, because it's so unpopular you can pick it up for next to nothing...result!


Astonishia Story did spawn a sequel of sorts, known in the west as Crimson Gem Saga. This game was actually translated properly and is a real leap forward in terms of graphics and sound. It is definitely worth checking out too.

Thursday, 2 May 2013

Too weird for the west? Part 2: Shounen Ashibe

The cuteness knows no bounds...
Today sees me back on the trail of interesting Japanese games that never saw the light of day outside of their homeland, and also back again with a Super Famicom platform game.

Now if (for some reason) you've been searching for the cutest game ever, then you can probably rein in the hounds and call the hunt off right now, because Shounen Ashibe is going take some beating. Developed by Nova Games (the same studio responsible for the rather lovely Xandra's Big Adventure), it features a ridiculously cute seal cub named Syo as the main character, and his mission (I swear) is to wander around a theme park of sorts collecting chicks, apples and baby rabbits. Those of a Call of Duty disposition should probably grab a bucket at this point...

Yay for parallax scrolling!
Given that this game was one of the earlier Super Famicom releases (way back in 1992), it's genuinely impressive to find it full of neat graphical touches, the likes of which were often lacking in these smaller scale efforts. The levels, though a bit empty at times are especially pretty, and help show off a decent portion of the machine's potential, with swanky parallax backgrounds and vivid design. The main focus though is rightly on Syo, and the little seal dishes up a hat-full of adorable animations (along with squeaks), the best of which is surely when he hangs off a ledge waggling his flippers.

In between stages there are entertaining water based bonus levels to take part in, which help to keep things fresh. Though never particularly trying, they do add to the game's overall appeal and fun factor. There's also an RPG style over-world, (akin to Light Fantasy or Chaos Seed) where you can talk to people, progress the game and probably find out what's going on in the story...unfortunately I don't yet read Japanese so it makes no sense to me, looks nice though!

Far too happy given his current location...
Syo's adventure differs slightly from the common platform fare of 'reach the exit' by requiring the player to collect a certain number of items before the end of each level. this involves head-butting things to find said goods and at one point even heading basketballs into the open mouth of a hippo (so run of the mill, I know). Again, not revolutionary by any stretch but definitely a plus point.

Despite it’s overly cute appearance, Shounen Ashibe is a refreshingly deep and thoroughly enjoyable platform romp. It’s not exactly the last word in 2D hop and bob, but it is very easy to fall in love with ...that is if you can stomach all the cuteness. And this actually got me thinking, if there existed in 1992, the large amount of young female gamers that we see today, then this off-beat little gem may well have been granted passage out of Japan.

I do love a good over-world! 
Although it still saddens me that it took over 15 years to get my mitts on this game, it has definitely been a case of better late than never! And if like me, you simply can't resist the kawaii stuff then Shounen Ashibe is an absolute must...even if it is a bit tough to track down these days.

Shouldn't be funny but is...
If you enjoyed this post, then you might also enjoy Too weird for the west? Part 1: Gegege no Kitaro

Monday, 29 April 2013

Vampires, whips and 16bits



Throughout the years much has been much written about Konami’s wondrous Castlevania series (a boat load in all honesty). And for one instalment in particular there is very little that has not been said, no part of the game left upraised and no dimly lit Transylvanian corridor unexplored... I am talking of course about the legendary SNES offering; Super Castlevania IV. Even though this game has been pulled apart on innumerable occasions, it has not deterred me from adding my own two penneth’s worth into the mix.

Released in 1991 as part of the Super Nintendo’s first wave assault on the gaming landscape, Super Castlevania IV arrived on the scene carrying with it the heavy burden of reputation - the rabid love for its predecessors was a force to be reckoned with. Although on the face of it, seemingly not much more than a simple 16bit re-working of Simon Belmont’s original NES outing, it soon becomes apparent that the cosmetic Mode 7 upgrades are just the beginning of this vamp-tastic (yes that’s a word!) adventure. Konami unleash upon us an array of undead baddies, eerie vistas and demonic overlords that will test even the most intrepid of vampire hunters.



Once again the game focuses on the tale of the unfortunately named Simon Belmont and his quest to slay the biggest and baddest undead fiend of them all; Dracula. Belmont must navigate the vast labyrinths and mazes of his nemesis’ castle (as well its substantial ‘grounds’) and using his trusty whip, slay hordes of minions and generally kick arse along the way (there may also be some swinging involved...but thankfully not of the fruit bowl variety).

Visuals – 8.5 / 10 


In what is a rare occurrence for a Konami game, the graphics do not immediately blow you away and in fact for the first 20 minutes or so you could be forgiven for wondering what all the fuss was about. This is not to say the appearance is initially poor (far from it), the graveyards and outer reaches of the castle are immaculately drawn and ooze atmosphere, it’s just that it’s all a bit...brown, or maybe “earthen” is a better term. Though this does fit in with the gothic and chilling undertone of the game, it can feel a little samey.



Anyways, as with many of the finer things in life, once things get up and running you are treated to a Konami master class in how to how to “do graphics”. There is gorgeous use of parallax scrolling, seeing the night sky drift past the dilapidated walls is heaven for any 16bit fan! The sprites for the legions of evil creatures are beautifully drawn and then we get to the bosses which manage to put a decent amount of later Super Nintendo games to shame. From the delightfully translucent giant skull to the brutish take on Frankenstein’s Monster, these end of level titans are as jaw dropping in their appearance as they are in their difficulty.

And as was the way in the early 90’s, Super Castlevania IV takes huge advantage of the SNES’ (still mind boggling) Mode 7 trickery...leading to one of the most talked about and impressive scenes of the 16bit era. Yes, the chandelier bit is as good as everyone says it is...there is just something immensely satisfying about dancing over giant swinging light fittings! The scene’s cemented renown in gaming folklore is very much deserved.

Sound – 10/10


As any fan of the series can attest to, music is one of Castlevania’s strongest and most enduring features, and the SNES version is no different. It is well known amongst fans of the console that the Nintendo’s second grey box had the capacity to produce some quite staggering musical scores, so it is rather pertinent (to me at least) to say say that Super Castlevania IV’s is up there with the very best that the system has to offer.



The soundtrack is dark and foreboding – classic horror stuff and you could honestly be forgiven for thinking it was scored by an actual orchestra...on a cartridge! The use of organ (or the midi version of it anway) fits in perfectly well with the baroque style ambience of the game and adds a genuine feeling of darkness to each level you tackle. For my money, a video game soundtrack is only truly exceptional when I find myself listening to it outside of playing the actual game, this one has been on my iPod for a number of years now...and it will not be going anywhere soon.

Playability – 9/10


Once again here Super Castlevania IV starts off at leisurely pace, the first couple of sections are nothing more than an evening stroll around the castle grounds slaying a few slow moving monstrosities...this does seem trying initially but later on you realise that the period of familiarisation was actually a must. The gameplay is similar to earlier incarnations of the game but with some much needed improvements; Mr Belmont can now whip all around the place (or at least in eight directions as opposed to just four) which makes for some lovely diagonal action. The whip (aptly named ‘The Vampire Killer’) can also be held in front of the player and swung around like a flail; this inflicts less damage in exchange for much more frequent hits. An extra treat also comes in the form of sub-weapons such as daggers and axes which come in handy when the going gets tough.



Although controlling Simon initially feels slightly cumbersome, once you have the hang of it, the system feels very natural and then we get to Konami’s pièce de résistance: the whip can be used to latch onto and swing over various obstacles which allows you to reach otherwise inaccessible areas. Although this kind of thing seems standard today, it was revelatory stuff for the series and gives the game a much more fluid platform style flow.

Longevity – 8/10 


The game is stretched out over 11 magnificent and varied levels, cunningly each one is just that bit tougher than the last so you never feel like you've run into a wall of difficulty. Make no mistake though, this is a hard game and death is never far away. Even though you learn that certain jumps require super precision and certain enemies have a pattern you’ll probably use continues and become familiar with the password system. If you’re not skilled at the platform genre then making it to the end and besting this beast may be a tremendous test of patience. The game is best suited to committed folk looking for a challenge and a bit of exploration to go with their platform escapades.

Sadly the western releases of the game were blighted by the usual censorship shite that we had become used to. Dripping blood was replaced by green ‘slime’, certain religious crosses and removed and the obligatory topless statues were given some clothing to keep them warm...but even this overly nannied approach though does not detract from what is an awesome spectacle with tonnes of replay value.



Overall In more recent times, Super Castlevania IV has (in my eyes at least) been eclipsed by the nigh-on perfect Symphony of the Night for the PSX. Never-the-less it is still a veritable classic and one of the Super Nintendo’s flagship titles, whilst it does begin at a rather sedate pace and maybe lacks the initial wow factor of a Super Mario World or F-Zero, those willing to persist with it will find true quality the likes of which is all too rarely seen.

I am a long time fan of this fantastic game and, in this reviewer’s humble opinion it absolutely carries the torch for a time when video games were not only scaling new heights of technical excellence, but were also crafted with genuine heart and soul...something which seems sadly lacking in many of today’s releases. Super Castlevania IV is dripping in both class and charisma and although I dislike the phrase, it really is a tour de force that once again shows what Konami could achieve at their brilliant best...and when playing with Super power.

Go out right this minute and buy it!


Score 9 out of 10

Saturday, 27 April 2013

SFC box art number 6: Super Mario Kart

Full name: Sūpā Mario Kāto
Genre: Racing
Developer: Nintendo
Publisher: Nintendo
First released: 1992

Here we have a video game colossus that really needs no introduction. If you're a fan of console gaming, then it's likely at some point you've played Super Mario Kart (or at least one its various offspring). A great many games are often hailed as revolutionary or genre defining, but in this case that tag actually does apply.


Although there's nothing hugely clever or jaw droppingly pretty going on here, I've always found the Super Mario Kart artwork totally bewitching. The ingenious use of some of gaming's most lovable characters and the promise of bags of vivid and colourful fun, is one of the most powerful images of the 1990's. Mostly though it harks back to an age where Mario still had a bit of belly and a weft of innocence about him, and when a young lad from Liverpool (me) was left wide eyed at the prospect of racing a koopa trooper around a beach!


I think the biggest tribute that I could pay to Super Mario Kart is that even though it was released some 20 plus years ago, it still remains the most fun I've ever had playing video games. And I honestly can't see anything displacing it.

Friday, 26 April 2013

SFC box art number 7: Vortex

Full name: Vortex - The FX Robot Battle
Developer: Argonaut
Publisher: Pack-In-Video (Japan)

So we arrive at number 7 in my Super Famicom box art countdown, and what's this...no giant mechs thus far?! Fear not, as this will now be addressed with the very interesting Vortex. Developed by British company Argonaut; Vortex was one of the first (and few) games to show off Nintendo's shiny new Super FX chip and gave 16bit gamers a taste of what Transformers could have looked like on the SNES.


I've got to be honest, part of me thinks this box art should have been number 1 in the list, but the RPG fan boy in me (and my girlfriend) just wouldn't allow it. It is however, absolutely stunning.

It's very rare I've come across a piece of Super Famicom art that's so foreboding and so...epic. The level of detail on show on the giant mech (named 'Morphing Battle System') beggars belief and the background only serves to exaggerate the scale of the metal behemoth. This picture looks like it's been taken straight from the cover of a sci-fi novel about a distant and apocalyptic war.

The reverse side brings with it a slice of reality with some screens of what the game actually looks like, but seriously, you tend not to pay it much attention.


Although Vortex is a fine game, and uses the SFX chip remarkably well, I can't help feeling that it suffers from a classic case of the artwork being just too awesome for the game to keep up. That said, what Argonaut achieved with just a measly 4mbit cart is astounding, and I'd have loved to see what they could have done with a bigger 16mbit cart.

This particular example was purchased from the wonderful Genki Video Games. Check them out!

Thursday, 25 April 2013

SFC box art number 8: Dolucky's Grass Baseball

Full name: Dorakkii no Kusayakiu
Genre: Sports
Developer: Zoom
Publisher: Imagineer
First released: 1993

Ok here's the thing, I like cute stuff. Doraemon, Keroppi, Moogles...I have a real soft spot for them all. So you can imagine the first time I saw this little round ball of fur stepping up to bat, I was smitten! Dolucky's Grass Baseball is a typical Japanese baseball title, with a RPG style career mode and the ability to challenge your friends to multi-player antics.

The game features developer Zoom's mascot; NECO as the main character, and sees him and his equally adorable friends from the forest don their soft drink sponsored baseball kits and play some ball (I think that's the correct term). I'm not sure where this one sits in the pantheon of great baseball games, but I certainly had lots of fun with it.


I absolutely adore this artwork! From the charming font right down to NECO's comedy sized feet and stuck out tongue, this box art just screams fun. And I would imagine that most other fans of cutesy Japanese characters will be in kawaii heaven with the vibrant and colourful images that adorn the entire box (and if you think that's cute, then just wait till you see the manual).  


I'll be honest, being English I have no idea about baseball (rules, teams etc), and I did buy this game solely for the artwork, but I was pleasantly surprised at just how much of a grin it was and how much effort Zoom seemed to put into it...especially the characters. This makes it even more of a shame that the scheduled US release of Doluck'y Grass Baseball (which was to be renamed Zoo Ball) ended up getting cancelled.

Wednesday, 24 April 2013

SFC box art number 9: Garou Densetsu 2

Full name: Garō Densetsu 2 Aratanaru Tatakai
Genre: Fighting
Developer: SNK/Takara
Publisher: Takara
First released: 1993

Instantly recognisable to all fighting game fans, Garou Densetsu (released in the west as Fatal Fury) was SNK's attempt at muscling in on the 2D brawling craze caused by Street Fighter 2. And what a series it is! Boasting BIG sprites, colourful characters and the very impressive plain shift technique, Garou offered a striking alternative to the Capcom standard.


I became interested in the art of SNK titles (and in the games themselves) the first time I happened upon a feature about Art of Fighting in an old magazine, but it wasn't until seeing a preview of Garou 2 in my beloved Super Play, that my love for all things SNK really blossomed.

Though Garou 2's artwork is not as "pretty" as that of something like Wonder Project J, there is something about it which appeals greatly to me. Seeing this rag-tag band of fighters strutting their stuff in hand drawn glory drew my attention instantly, and you can almost hear the shouts of "Power Wave" trying to escape the cart inside.


This dramatic style is carried over to the reverse of the box, which shows Terry Bogard's signature 'Fatal Fury' baseball cap lying discarded on the ground (thrown there in victory, I hope!). And as an added bonus there is a typically (for the time) epic message below the Garou logo, which speaks of the Lone Wolves taking on the world...if I'd read that in 1993, I'd have took up martial arts there and then!

Admittedly, I never enjoyed the Garou series as much as Street Fighter, but in terms of artwork alone, South Town's finest definitely scores the knockout blow.

Tuesday, 23 April 2013

SFC box art number 10: Wonder Project J

Full name: Wonder Project J: Kikai no Shōnen Pīno
Genre: RPG/raising sim
Developer: Almanic
Publisher: Enix
First released: 1994

A curious and totally enchanting video game, which centres around a young robot boy (or Gijin, as they're known) and his exploits in learning to be more human. Inspired heavily by the story of Pinocchio, and with an added layer of Steampunk goodness; Wonder Project J represents heartfelt gaming at its best.


At first glance, you could be forgiven for thinking that this title actually pre-dates Magic Pengel as Studio Ghibli's first foray into the world of video games, and it's not difficult to see why. Pino (the main character) looks like he'd fit right in to the machine heavy world of Laputa or the vibrant cities of Howls' Moving Castle. And whilst there was no direct involvement from Miyazaki and co, the influence the company's works have on this game is there for all to see.

The clever meshing of medieval (grand castles, rural villages etc) and industrial revolution settings makes for a truly extravagant fantasy world.

Being a bit of a Ghibli nut and a fairly big fan of anime style art in general, this charming design leapt out at me immediately. From the striking design of the characters (check out Pino's joints!) to the stunning location in the background, Wonder Project J was always a shoe-in to make my top 10 list.


This game could have sold on its box art alone, but when you add in the fact that it is genuinely brilliant too...well, the package is complete.

Monday, 22 April 2013

Box art: Super Famicom top 10


I like video game box art.

I like it a lot. So much so that I have been known to purchase more than the odd stinker of a game just because the picture on the front box was very pretty or interesting (Pachio-kun Special, anyone?). I know that to some people this practice is absolutely bonkers, but those who feel the same way will totally understand me.

I also like the Super Famicom...a lot.

In recent months my collection has swelled considerably and I now own a very healthy 147 complete in box (CIB) titles for my beloved 16bit box of tricks. And this got me thinking, in amongst this horde are some truly stellar examples of box art at its best, so I've been trying to tackle the difficult (and very fun) task of ranking them in top 10 format.

Anyways, starting today I intend to countdown through the list and try to explain why each example is appealing to me.

So, if you're a fellow box art nut, then please join me for the ride...

Monday, 24 December 2012

Simply having a pixely Christmas Time

Season's greetings one and all!

With the festive period very much in full swing and the Big Day almost upon us, I thought I would take a little look at how Christmas plays a part in some of my favourite video games...tis the season, after all.

Shenmue - Dreamcast


Ryo nearly manages a smile at Christmas!
For me, there are very few sights in the gaming world that compare with that of the wonderful city of Yokosuka covered in snow and lit up at Christmas time. And as you would expect from such a magnificent game, Shenmue makes you feel as if you are really there, trudging through the crisp snow, downing cans of Jet Cola and spending all your pocket money on addictive capsule toys! And what's more, you can do all this (and so much more) to the accompaniment of some wonderful background music.


The very first time I played Shenmue was in the lead up to Christmas of 2001, and for this reason alone it will forever remain a special Christmas game to me...plus there aren't many better ways of hibernating the winter away!

Secret of Mana - Super Nintendo/Super Famicom


Christmas is saved, thanks to Salamando!
I'm not sure I've ever played another game where you have to beat the living daylights out of Father Christmas in order to help save the world...but here we have it with Square's masterful Secret of Mana! Upon arriving in the Ice Country, you find out that the jolly fat man has been kidnapped and as it turns out, possessed by the spirit of Frost Gigas. In order to stop him wreaking havoc you need to take him down fast...a few well place swings of a Flame Sabre and a couple of Fireballs help knock the sense back into Claus and save the day.


Secret of Mana will always be one of my all time favourite video games. It offers up a very rare experience, and the chance to save Christmas within it's joyous world makes that experience even sweeter.  

Christmas NiGHTS - Saturn


Nightopia, the ultimate Christmas destination...
The original NiGHTS was always a rather magical experience for me, but once you get the Christmas edition and (if need be) change the Saturn's internal clock to December...the fun starts to get really festive! Elliot and Claris journey once more to Nightopia and team up with the whimsical jester known as NiGHTS, this time to rescue the Christmas Star from the evil Gillwing. Flying around around Spring Valley while it's covered in a deep blanket of snow and with a gorgeous instrumental version of Jingle Bells as your musical accompaniment is genuinely out of this world!  


Christmas NiGHTS is not the longest or most complex game you're likely to play this year (only 2 levels long), but it another piece of unbridled joy from Sega and one which would put a smile on the face of all but the biggest of grinches.

Batman Returns - Super Nintendo/Super Famicom


Festive cheer...Gotham Style!
Not content with making one of the most accomplished beat-em-ups of the 16bit generation, Konami also saw fit to smother Batman Returns in a wonderful Christmas inspired glaze! The Penguin and Catwoman are intent on bringing chaos to Gotham during the holiday season...cue the Dark Knight and his dazzling array of moves and gadgets. In order to save the day, you must knock seven bells out of the baddies...which strangely enough, could be compared to shopping on Christmas Eve.


Although it's by far the darkest use of Christmas within this list, there is a definite allure to prowling the lawless streets of Gotham and dispensing some seasonal vigilante justice.

So there we have it. I sincerely hope this little list of games adds to your festive cheer!

To everyone who reads my written meanderings; I'd like to extend a massive thank you for your support and encouragement throughout the year. I wish you all a very happy Christmas and all the best for the New Year.

Thursday, 20 December 2012

Too weird for the west? Part 1: Gegege no Kitaro

Obviously not a winning lottery ticket...
Being a bit of a Super Nintendo fanatic, I've always been partial to the odd crazy platform game. Unfortunately for me I'm also a member of the PAL community...which in Nintendo's translation book, I could wear means 'leper'. As a result of this I sadly missed out on many of the wackiest and often finest titles this happy-go-lucky genre had to offer.

Now I'm not going to sit here and preach that all Japanese games should have been released in the west because...well lets just say; Super Bikuri Man. In some cases though the lack translation and release of certain titles was a genuine loss to those of us outside of Japan, Seiken Densetsu 3 being possibly the most famous example.

Thankfully through magazines like Super Play and now, the maturation of online retailers it's easy for people like me to hurl themselves head first into the curious and wonderful world of Japanese gaming's shining stars. And then give them a once over to try and see if they really were missed over here.

So lets start with this; the loveable (and equally infuriating) Gegege no Kitaro - Fukkatsu! Tenma Daiou for the Super Famicom.

The subtitles say it all...erm, yeah! 
Gegege no Kitaro - Fukkatsu! Tenma Daiou (roughly translated as "The Ghost of Kitaro"...I think) is a magnificent looking and exceedingly strange (even by these standards) platform game by Bandai, based on the long running manga and anime of the same name. As far as I know the story goes something like this: Kitaro is the young looking, but actually very old last surviving descendant of an ancient tribe made up of half spirit/half human folk. He also has one eye missing...though this is strangely not a problem! Anyways, he receives a letter informing him that he will soon die, and so off an exciting quest he must go.

Putting the boot in.
The visuals in this game grab hold of you from the minute you flip the switch, even though it was released fairly early on in the console's lifespan it is achingly pretty. From the myriad of (frankly unintelligible) cut-scenes to the actual levels themselves, Gegege no Kitaro is stunning and does a staggering job in showing off just what the Super Famicom could do. Most pleasing of all though is how well Bandai have managed to capture the likeness of Kitaro's world, the characters from the original manga and series are brilliantly represented and alongside the legions of bizarre enemies, are right of out of top drawer.

More sumptuous eye candy... 
Gameplay wise there's nothing much that hasn't been done before so you're unlikely to find your mind blown wide open, but what the game does it does very well indeed. The controls are pin sharp and super responsive...especially for a third party title and Kitaro himself has a impressively weird line-up of moves (that can also be powered up) to help him take down the scores of paranormal baddies. From firing nails out of his eye socket (yep!) to electrocuting himself ala Blanka, you can guarantee that disposing of his foes will be fun...as well as rather challenging.

Facial expression perfection here!
Though the levels are are a bit on the short side they are quite stunning to behold. Each one is packed full of lush and vivid backgrounds which again, considering this game's release date is breathtaking. Bandai also made good use of the Sufami's parallax capabilities which adds much to this visual splendour...funny how 16bit fans will always appreciate a nice bit of parallax eh! There are tons of enemies skulking about so you're never left short on action and then there's the obligatory end of level bosses, which are all hard as nails.

I spy with my little eye...sorry.
As I've touched on previously Gegege no Kitaro is tough, brutally tough in fact, and there are times when this does sour the experience somewhat. Platform games are at their best when they're challenging, but it really does need to be fair and proportionate...so if you're prone to the odd bout of pad throwing rage then approach with caution! One way to ease this ball breaking difficulty level is to grab a friend and utilise the two player option. Every level gives Kitaro a different 'helper' for player 2 to control, each one comes with their own kooky set of moves and weapons which adds to the fun and the madness (more importantly). Historically, these games are more enjoyable with a friend and the same is definitely true here.

Guess what...I died here too!
Overall then, it's not too difficult to see why Gegege no Kitarou was never selected to make the jump form east to west...although if it had, I'm sure it would have garnered a very loyal following (with me included). I can't help feeling that it's just a bit too weird and the fact that both the anime and the manga are not massively well known outside of Japan won't have helped either. Whilst on a personal level I consider this a great shame, I'm also quite thankful that as a kid I was spared the sheer rage that this game can induce!

Saturday, 15 December 2012

All you need is love...

As we all know, there are some ludicrously talented people out there. I'm lucky enough to read some of what these people write, and feel it's time that I try to share their work with anyone who reads this blog.

So without further ado:

Future Retro Gamer

A fantastic site, jam packed with news, reviews and blogs. The content is written by supremely talented people and I'd urge anyone with an interest in gaming, old or current to pay them a visit.


Australian Retro Gamer

Written by the retro gaming legend from down under, if you want quality content on a plethora of systems then this is the place to be!


Retro 101

Newly relaunched and ready to rock: 

"A new website and a host of new designs are giving Retro 101 a much needed shake up. The website is now much more flexible and allows articles to be published much more quickly and thus give you that nostalgic buzz more often. A host of new graphics created by talented young designers have also added a much needed identity for us."


Kimimi's blog

Right now, my number one source for the more obscure video game...she has taught me much (including how to run on Boku no Natsuyasumi!). Get yourself over there to see something new.


Retro Games Collector

Showcasing the very best in gaming collections, and providing quality, practical advice about retro systems. One of my favourite sites.


Sombetzki

SHMUP legend, arcade legend and now I find out; fighting game legend! Plus, all round top bloke.


Quite Cross

Another all round top man, has a very enviable games collection and has been known to write poetry...about cricket!


Tinpot Gamer

A slice of what's nice! Lots of well written reviews on a wide range of video games.


Gaming Hell

Ah, Gaming Hell. This site is that good, it actually makes me want to play Pit Fighter over and over again just so I don't get into heaven! Astutely run by the long suffering 'Ed the Editor', anyone who enjoys video games should visit at least once!

Visit the site

Level Up Gaming

One of my favourite sites to call on for well written and thought provoking articles. Articles are written by a number of contributors so the style never gets too familiar.


Bigman Runs

The thoughts of a big man...who runs. Our good friend, Jay McNeill and his musings on various issues.

Visit the site

Nerds Review

NerdsReview.com is the completely unnecessary blog devoted to reviews by nerds and for nerds. 'Nuff said really.

Visit the site

Gamer Spy

Articles written by our very own Blanka fiend...always worth a look!


So there we are. The next time you're wandering the internet and looking for somewhere to go, stop off at one of these fantastic haunts and say hello! 

And remember...love is all you need.

Triple Threat Top 10!

Some of the rowdy bunch that captured my heart...
For many years now (more than actually I care to remember, to be honest) fighting games have been my biggest attraction in the wonderful world of video games. From the first time I picked up IK+ on the Commodore 64 I found the allure of controlling master marital artists irresistible, and through the years this love only intensified with the barrage of staggering triumphs that were released in the genre. There is no other family of game that offers such diversity and depth of character, as the world of the fighting game (AM2's Fighting Palm tree, anyone?!). And it's testament to the genre that even today, the likes of Arcana Heart 3, Tekken Tag 2 and BlazBlu are keeping the torch lit. Just goes to show, knocking seven bells out of your mates will never get old!

Anyways, after a chance Twitter conversation with fellow brawling connoisseurs; Messrs Dave Bird and Anton Sombetzki, we decided to each jot down our top 10 favourite fighting games and then compare the lists...vs style! Given that we each enjoy differing gaming palettes, the variations in selections should hopefully make for some interesting reading.

This is the first time I've embarked on compiling this list so, here goes...or as Anton put it: "three dudes, ten games, one week!"

By the by, this not my take on the "definitive" or "greatest" fighting games. It just those which I hold dearest, and the systems on which I fell in love with them...so please don't be offended if a certain game hasn't made it.

1. Street Fighter II Turbo: Hyper Fighting (SNES/Super Famicom)

Funny what some new colours and a speed increase can do, eh...
As anyone who knows me (even a little bit) could probably tell you, I am bit of a Street Fighter nut, and Street Fighter II Turbo: Hyper Fighting is my most beloved of the lot. In fact it is not only my favourite fighting game, but also my favourite game...period. I can honestly say that I have never felt the same level of anticipation or love for any other video game, nor has there been another game that I have ploughed the same (obscene) number of hours into in all my years of rolling quarter circles. For me this game has absolutely everything; a near perfect balance, an intelligent and diverse character roster, fantastic visuals and sound effects and possibly the most hated villain the fighting game world has ever seen. It was and still is a shining beacon for Capcom at their very best.

2. The King of Fighters 98 (PSX)

Dragon vs Wolf, in stunning SNK-ovision!
Pound for pound, the best King of Fighters game there is, and probably the best 3 on 3 fighting game I've ever had the privilege to play. KOF 98 is a kind of 'best of' from the previous instalments (94 to 97) and it certainly shows. It has probably the finest roster of characters I've ever seen in a fighting game with characters shipped in from all over wacky world of SNK, a ludicrous amount of depth and some wonderfully extravagant (but not over the top) combo attacks. What sets KOF 98 apart from all other fighting games though, is the sheer amount of minute detail that SNK stashed away inside it; little touches like Kensou choking on a pork bun and Terry's hat falling off when you lose a bout, are almost insignificant but show just how much effort was poured into the game. While it did borrow a lot from other games (namely Street Fighter), KOF 98 remains my favourite fighting game of its generation.

3. Tekken 2 (PSX)

Brush head biker, batters armoured thief...in a forest, why not!
The first Tekken game kind of passed me by (as did a lot of early polygonal 32bit games) but when it's sequel (imaginatively titled Tekken 2!) arrived on the scene it, demanded that I sit up and take notice of it. From the (even now) gorgeous CG intro sequence to the excellent soundtrack, Tekken 2 remains to this day my favourite poly-fighter. Where Namco truly excelled themselves though was with the sheer depth of this game...there are no other brawlers from this period with anywhere near the same amount of scale to them. There is a bewildering array of oddball fighters to choose from, and more than enough variety to suit all styles of play. More than this though, each character has a distinct personality to them that really helped to pull me in. Add to this a fascinating tactical approach to each bout, where a considered approach would often be rewarded (as opposed to the rather speed heavy/move spamming approach we now see in current Tekken games) and you are in for a royal treat.

4.  Street Fighter Alpha 2 (Saturn)

The Capcom geekometer is off the charts here...
I adore the Street Fighter Alpha series, it was definitely the logical way for Capcom to take Street Fighter at the time, and Alpha 2 is my favourite of the three. Although it has a smaller roster than Alpha 3, I've always considered it to be the most balanced of the series and I'd also say it's the prettiest, too. There are three distinctly different fighting styles you can choose from, lots of very impressive super combos and a mountain geek-tastic cameos in the stages stages (my favourite bit!). I've chosen the Saturn version of Alpha 2 here because it was the most faithful port around at the time, little (but significant) touches like the water reflections in Gen's stage and a number of extra animation frames just push it above the PSX version.

5. Capcom vs SNK 2: Millionaire's Fighting (Dreamcast)

After years of clamouring, the fans got their way...and it was good!
It's probably not wrong to call this game 'the fan boy's wet dream'...it's certainly how I felt when I got my hands on it. Happily for me though, the game managed to live up to the hype that surrounded it. The choice of characters on offer here is frankly insane, with a plethora of fan favourites making the cut. CvS 2's stand-out feature though, is it's choice of combat styles; there are three from both the Capcom and SNK stables, plus the ability to customise your own...this allows for some truly in-depth and epic tinkering, I found myself spending hours here just getting the balance tight for my own style. While the game is not perfect; a lack of Robert Garcia and a gimped Ryo Sakazaki are unfortunate, it is still one of the most magnificent fighting games I've ever picked up.

6. The Last Blade 2 (Neo Geo CD)

SNK's prettiest ever game?
Big shout time here. I consider The Last Blade 2 to the best looking game that SNK produced, and this is what initially drew me to it. The stunning vistas of feudal Japan, intriguing characters and innovative battle system, make for a splendid (and indeed my favourite) weapons based fighting game. It's slightly less comic book style than the (also magnificent) Samurai Shodown but manages to keep that manga feel to it...the SNK artists really outdid themselves with this one. Although the access times on the Neo Geo CD version mean you have to wait an eternity between bouts, this just adds to the anticipation...and lets you go and make a sandwich!

7. Street Fighter III Third Strike (Dreamcast)

The purists choice...and with good reason
Yes, its another Street Fighter game (sorry), but it really is hard to argue with the pedigree of Third Strike. After playing Alpha for so long, I initially found it difficult to get into Street Fighter III but once I picked up Third Strike and got to grips with it's intricacies I found it to be Capcom's best since Hyper Fighting. The new parry system allows for some epic counter attacking and for once, the new characters were of a pretty high standard (except for Urien in his undies!). The old favourites are not left to rot though with Capcom breathing new life into Ryu and Ken et al...this means loads of fun relearning them all over again! This game spent has spent so much time in my little Dreamcast, and I picked it up brand new just for £10, can't say fairer than that!

8. Garou: Mark of the Wolves (PS2)

Finally, Garou plays as good as it looks...
I've been a fan of the Garou/Fatal Fury games from the very beginning, but while each game was interesting and well presented I could never help thinking that not a single instalment was as polished, or as well executed as a Street Fighter game...at least until Mark of the Wolves was released. SNK tweaked the system and made it more conventional (I know that sounds like a sell out but it honestly brings so much more to the game), giving it a much nicer flow while also introducing some new miscreants to the party. The overall result is incredible! I actually felt like all other Garou games had been made just to facilitate the arrival of MOTW. Sure, the game borrows heavily from other franchises but this doesn't diminish it's quality one bit. Although I own Mark of the Wolves for the Dreamcast too, I found myself ploughing the most number of hours into the Japanese PS2 version.

9. Fighters Megamix (Saturn)

This was the ultimate SEGA get together!
There was a list of reasons why I wanted to own a Sega Saturn back in the day, and top of that list was Fighters Megamix. An epic coming together of some of Sega's most beloved franchises...it read like a who's who of fighting games! The fact that I could pit Akira against Bahn was brilliant, but to be able to then pit Bark against the Hornet car from Daytona...in a cage match was just too much! AM2 also saw fit to add to the ability to dodge, which enabled some sneaky counter attacks and a genuine extra layer of scope to the game. Fighters Megamix may lack the slick presentation of Tekken 2 but in terms of depth it runs Namco's finest very close indeed, and that helps propel it into this list and makes it the finest 3D fighting game I've ever played.

10. Killer Instinct (SNES)

Insane combos at their best!
When I first laid eyes on Killer Instinct I was gob-smacked by how stunning it looked but also fairly sceptical of what Rare seemed to be trying to achieve. Their formula of Street Fighter II + Mortal Kombat + massively insane combos struck me as a bit naughty and more than a bit lazy, this all changed however once I finally got my mitts the game. KI's biggest draw by far is the combo system, which is nothing short of brilliant. It takes a little while to learn what move links to the next but once you get the basics, you won't look back. As previously mentioned, it looks glorious and has one of the best soundtracks on the SNES. It may not be the most original game in terms of characters and settings but it certainly is bags of fun, and that surely, is the point.

So there we are then, my ten favourite fighting games. I hope you enjoyed reading the list as much as I enjoyed putting it together. Please feel free to vote, comment, share and subscribe...oh and check out my comrade's lists too!

Honourable mentions:

Samurai Shodown 2, Fighting Vipers, Dead Dance, Virtua Fighter 2, Street Fighter IV, World Heroes Perfect, Neo Geo Battle Coliseum, Soul Edge, SD Hiryu no Ken, Waku Waku 7, IK+, Flying Dragon, Last Bronx, Arcana Heart, Galaxy Fight, Super Smash Brothers, SvC Chaos, Gals Fighters, Rival Schools United by Fate

Vote for your favourite game?




There is just about enough time left for to mention a game that, while very popular would never make into (or even close to) my top 10 list...the elephant in the corner:

Mortal Kombat (Arcade and every console)

Ridiculous...
I'll come out with it straight away, I just don't "get" Mortal Kombat. Never have and probably never will. That's not to say I've never tried though, I've played (and indeed owned) at least four instalments of the series, and can honestly say I've never once enjoyed playing it. I don't know if it's the fact that it's too American, had stupid and ugly graphics or just that Midway managed to spawn a truck load of games based on nothing but overly gratuitous violence. For me, a fighting game must have depth, interesting characters and a fluid feel to it, Mortal Kombat has none of these. In fact the best way I can sum it up is like this; when my mate first got his SNES copy on 'Mortal Monday', I rushed round to his house to play it...within 30 minutes we were back playing Street Fighter II. Case closed.