Crabescent Dithering
Review
Thingy.
Streets of Rage 2
Jul 15th
Streets of Rage 2. For some reason, I can never get tired of this game. It seems like I should. At a glance it is merely another formulaic cookie; cut from the same mould established by golden-age greats such as Double Dragon and Golden Axe.
It’s embarrassing, too! My favourite game—Shadow of the Colossus—is a sensitive, meaningful masterpiece. However Streets of Rage 2—a game which revolves around punching badly-dressed hooligans in the face—would almost definitely sit somewhere in my top ten beside it, cheesy neon-accented brashness and all. But before this all starts to smell like another nostalgia-infused harkening back to the good ol’ days: sleepovers with friends, Coca-Cola cans piled high, chips ‘n’ dip and Genesis games, I think it bears mentioning that I am not alone in this. SoR2 is regarded as one of, if not the best beat-em-up game ever made. Almost twenty years after release, sit anyone down in front of the game and in five minutes they are having fun. That’s clever.
Like many other classics, SoR2’s most notable achievement was striking the right balance with all of its elements, but it didn’t hurt that the game was, and still is incredibly beautiful. Well, maybe “beautiful” isn’t… quite the right word. Kitsch, maybe. Vomit-inducing overindulgent 90s palettes outfit the outlandish ensemble of enemies. Denim-clad knife-wielders, wrestlers, kung-fu experts, ninjas, and bikers round out the more sensible side of the spectrum, while robots, S&M mistresses, jetpack-soldiers and overweight fire-breathing baseball players add a helping of the bizarre. While the cast is tight enough for you to become familiar with each enemy’s attacks, the variety—both in terms of appearance and challenge—is pleasantly diverse, even when compared to modern titles such as Castle Crashers. The heroes you play are similarly gaudy. Max, a gigantic wrestler, Skate, a teen who gets around on rollerblades, Blaze, a thoroughly underdressed martial arts expert and Axel, the American hero (completed with white T-shirt and jeans). Colourfulness is continued into the locations you are taken to as you progress through the game. SoR2 could have been another field trip to the wrong side of the tracks, but instead there are wrestling stadiums underneath baseball fields, secret jungle island bases and amusements parks. Yeah! Implausibility, that’s more like it! Even the more predictably styled early levels have charm. Low-key jazz plays in the first stage’s dive bar, the level boss Barbon calmly polishing a glass. Later, you challenge him to a fight out the back amongst the rubbish bags and trash bins, the rain pounding down. Brilliant.
Each character has marked strengths and weaknesses, and provide very different gameplay experiences. Although there is an impressively varied moveset at your disposal including holds, throws and team-up attacks, the game is very button mash friendly and can be enjoyed thoroughly without the more advanced techniques. Besides, it’s really more in keeping with what SoR2 is all about. Fighting feels brutish and solid. Loud cracks account the strength of each blow and screen shakes punctuate heavy impacts. Combos are delivered slowly and deliberately. It’s brash and grungy. Whenever I go back and play Final Fight I can’t help but think they were truly missing that feeling; the barbaric, severe dirtiness of street fighting.
Which neatly brings me to the soundtrack. Yuzo Koshiro is considered a decorated veteran of video-game soundtracks but in my opinion SoR2 was his best. The persistent squealing and chirping of old video game music can be pretty rough on the ol’ ears, especially since chiptech music has itself evolved into a sophisticated genre of its own and our standards have changed. SoR2’s tracks play the strengths of Genesis hardware masterfully. The techno-pop vibe has a dirty edge to it with plenty of distorted samples and thumping beats, and really helps keep the game moving at a wild clip.
The game as a whole has aged remarkably well. Although graphics and sound have improved significantly since its release, it thrives within the restrictions and stands as one of the most solidly presented games of its time. Beautiful pixel art, responsive controls, huge groups of characters on-screen, two player co-operative play, excellent music. It had everything. Castle Crashers, one of XBox Live Arcade’s best selling releases proves that people still enjoy this genre, and don’t require the expansion of scope that arguably killed off simpler games like this (well, until the cheaper price point of downloadable games came back). Even now it remains extremely popular, with downloadable releases on all three current-gen consoles.
The right words to describe why SoR2 is so good have for years eluded me. I think now it is finally clear; and that I was before delving too deeply. The “secret sauce” didn’t ever exist. SoR2 is the distilled, chimeral evolutionary finale of the genre. That’s not to say that it is some mad scientist’s amoral beast, haphazardly sewn together from the limbs of the best stock. No this was no fluke. SoR2 wasn’t created with hyped zeal, nor was it just rolled off the production line. It was created with a consummate, focused understanding of the beat-em-up genre; add more features and it becomes too complicated, take features away and the taste is bland. SoR2 is just right.
[10/10]
Silent Hill: Homecoming
Oct 14th
It’s hard to really say anything that hasn’t already been said in other reviews about this game – and that is quite possibly the largest issue I have with the game, it’s so safe. Many of the idiosyncratic, old-fashioned game-design decisions that characterised the older games in the franchise had have been “fixed”, and in particular the story is somewhat… watery compared to some of the more labyrinthine and morally contorted Lynchian storylines of other Silent Hills. Both of these aspects of Silent Hill, particularly in Silent Hill 2, made it somewhat uncomfortable to play – not only was the story confusing and horrific, but the control you had over the game was too. Before playing Homecoming that would have been a snide joke, but I wonder now if it really is.
At any rate, I am probably exaggerating the magnitude of these changes; Homecoming is an immensely entertaining game to play – or even watch. The revamping of the combat system to include timed dodges, attacks, and combos actually makes controlling the game more enjoyable and less repetitive or tedious. There are also far fewer trinket-collecting quests and cha-chinking of the ever-present broken locks that seem to plague the small town with the same intensity as the abominations. To me, these aspects never really added anything to the previous games and made prolonged sessions with them irritating, so their removal is a welcome change. Homecoming also has really great graphics and sound, but I can’t help but feel that almost all of that rides on the already carefully established aesthetic of earlier iterations. It is worth nothing however that the new game dares to finally move away from many of the tired, same-y locales that we have seen repeated ad-nauseam in previous SH games (except, of course, the hospital).
The bottom line for this game I think is therefore quite easy to determine – it’s a watered-down version of most of the earlier Silent Hill games with a few modern updates. Perhaps due to this game being created by an U.S. game studio they saw fit to make it more accessible to a U.S. audience, who are accustomed to more formulaic, by-the-numbers horror films and stories. Maybe it was to broaden the scope of its prospective audience. Regardless, what’s left is easily a four-star game that is a lot of fun. I’m already playing through it for the second time! If only I could get the hang of taking down those damn Schisms. Grr.
Lost Planet
Jun 6th
I got Lost Planet a long time ago – I think it may have been the first 360 game I ever bought myself, actually. In the middle of my playing it the ol’ girl suffered the tragic Red Ring of Death. By the time we had it back, for whatever reason I never got back into the game again, until a week ago. I’m glad I’ve given it a second chance. I love this game. It was almost universally regarded as a three star game. I think this is an unfair assessment, and I’m going to write about why.
Okay, I guess it isn’t hard to see why Lost Planet ended up being regarded as just "another decent shooting game". On the surface it really looks like one, but I think it’s more than just that. It boils down to this: since the early days of shooting games such as Space Invaders, almost all 2D shooting games can be diluted down to two actions: where you should be and when you should shoot. The only thing that the third dimension added to the formula was what direction should you be facing. It is how the player has control of those actions and the challenges they are presented with that determine if a game is fun to play. Making a good game is a tough balance – keeping it simple to play and close to the original formula is crucial; but making it different and interesting enough to stand out from the crowd by adding new ideas is equally important. I don’t think there is enough emphasis on this important balance in game reviewing and journalism these days, but enough of my rambling. Lost Planet.
I think Lost Planet is superb in achieving this design equilibrium – it borrows a lot directly from popular games like Halo (a game that I believe is successful because of it’s closeness to "the formula"), but also incorporates some very entertaining game mechanics that don’t stifle, but rather enhance the experience. The result is a game that feels quite different from other third-person action games but retains the all-important core arcade action. Perhaps the most dangerous of these differences is the deliberateness of the player’s movement. At the outset it can be challenging to get to grips with after other games that tend towards being fast-paced and chaotic, but Lost Planet’s deliberate nature makes perfect sense in context. It helps to make the levels work as intended in the setting – open, vast playgrounds where you have plenty of freedom to find secrets and choose your own path.
The reason for this scale is that rambling across snowfields and factories on foot is only one option for getting around. In every level there are a great variety of giant robots to pilot, sometimes buried under rubble, sometimes hidden in secret areas, but always not far away. These robots, or "VS" come in a ton of different flavours – many of which have unique abilities such as being able to wield energy swords, jetpack around or transform into a tank or bike. Furthermore, the player can customise any VS they find on the fly by attaching or removing weapons that are found all over the place. The player often has a choice between using a VS and charging in all guns blazing or sneaking around and taking out enemies one by one. Cleverly, both of these approaches are very similar in terms of challenge, and both have their own ways of making it fun. Despite the levels being very large and open, all of them scale very well and are excellently suited for either approach. It’s easy to underestimate just how hard it is to make this balance work, and it’s amazing how consistently this is achieved.
The other game dynamic that is worth mentioning is "T-ENG" – the ubiquitous energy source used to power absolutely everything in the frozen wasteland that the game is set in. Due to the freezing weather your personal supply of T-ENG is constantly draining away and must be replenished by finding heat sources (usually your enemies…) and sucking them up through your energy-storing "harmonizer". While the weather is always etching away at your T-ENG it is also consumed in order to heal wounds, meaning it is also your health meter. On top of this, many weapons use it as ammunition, and all of the VS you find require it even to move, and can drain it damn quickly if you insist on jet-packing around the terrain. By making T-ENG so valuable one has to make important strategic decisions. Burning it all up on special attacks and superior weapons may give you the upper hand, but leaves you with no insurance should you sustain damage. On the other hand, hoarding it and using non-energy weapons or eschewing VS will mean you can take plenty more hits at the cost of needing to wear enemies down slowly. It’s a excellent, simple dynamic that adds another "layer" of gameplay that remains exciting to wrestle with throughout the whole game.
Lastly I want to touch on a point that confusingly was one of the major targets of criticism – artistic design. I think this game is gorgeous. The levels themselves are stunning. Of particular note are the vast open landscapes and abandoned cities assaulted by constant driving blizzards that make up most of the setting. The game is awash with hazy white and blues, giving the game an beautiful, low contrast monotone quality tastefully punctuated by the bright orange of T-ENG sources you are always seeking. Each of the beasts you find on the planet also bears this frozen-blue hue, with weak points highlighted in bright orange making the designs beautiful and also neatly doing away with the "shoot the bad guy here" reticule or radio-advice that dampens the experience in other shooters. There is a good number of weapons including all the old reliables as well as some pretty interesting new stuff (the homing laser is crazy fun to play around with). Explosions looks absolutely terrific, and are just one facet the relentless special effects the game throws at you. The designs of the creatures, characters, scenery and robots are also terrific. So… maybe the game doesn’t have the same texture detail as whatever other game, but who cares? It looks wonderful.
Lost Planet may not have the most original premise, but if you want a really enjoyable, challenging, and appreciably different shooter with beautiful design and giant transforming robots and giant bug creatures and ridiculously huge laser cannons and lots of explosions and so on, then yeah. You need to get on this boat.
Oh yeah, it also has really excellent multiplayer. That too.
3 Absolutely Superb Turn-Based Strategy RPGs
Apr 4th
The turn-based strategy RPG is a well-established niche genre. There are an abundance of high-quality games and they are exciting to play while still lasting for a good while. Ultimately, if they are good quality they can give some of the most rewarding and fun video-gaming to be had. Here is a list of three that I think are really excellent and should definitely not be missed if you enjoy the genre. I’ll try not to keep these too ramble-tastic but I can’t guarantee it. I love these games.
1. Fire Emblem: The Sacred Stones – Gameboy Advance
Fire Emblem gets so many things right that its lack of popularity until recently completely defies belief. In fact, I’d say that it is so well balanced that there is no appropriate way to change it. The design is astonishingly well thought out – and complemented by beautiful art, an enjoyable light-fantasy storyline, interesting and unique game mechanics, an incredibly clear, and easy to learn rule-set that has a very significant level of depth, multiple story paths, tons of characters, and some of the best hand drawn pixel animation I’ve ever seen. The length of the game is slightly shorter than most and it isn’t very challenging – however both of these things end up working in its favour as many games in the genre are too drively, making them difficult to bother persevering with. Fire Emblem is an excellent way to break into the genre; meanwhile if you even remotely enjoy games of this type, play this one. Its formula hasn’t changed much in 20 years and hasn’t had to – it was always right. If you are interested in trying any of the games in this list – or hell, even if you just like videogames, I urge you to give this a try, it’s so fun!
2. Front Mission 1st – Nintendo DS
Front Mission is for tinkerers. This game is half strategy-RPG, half mech-mechanic simulator. In playing this game you will likely spend at least half of your time individually configuring each mech in your squad in from the weapons to the paint-job to make the perfect mechanised kill-squad. The gameplay is heavily tactical (often outnumbering you with similar-spec units 3:1) but not prohibitively difficult like other SRPGs. There are lots of fun side-quest related activities that can be done for cash, and the game-world is a very nicely realised military-centric future with lots of lovely details littered around the game. The graphics are amazing – especially when you consider how complicated it is to make every mech look great and still offer the millions of combinations of equipment any single one can have. Front Mission also has a very interesting parts-based damage system that adds an extra tactical element to the battles that adds even more depth. It’s also not too long which is a plus in my books – although some of the battles are going to last you more than an hour – they’re epic! Front Mission 1st is an upgraded version of the original SNES game with better graphics and stuff. Oh yes!
3. Bahamut Lagoon – SNES
Very few people have heard of this game, sadly, because it is one of the most creative and fun games I’ve ever played. It’s very specifically designed – an epic geared towards enjoyment by SRPG veterans who will get months of enjoyment out of it. It is hard to think of even one aspect of this game that isn’t fresh and unconventional, so I’ll mention a few that have stayed with me. Firstly – you are assisted by fun NPCs: giant dragons. You have no direct control over them, but they are absolutely integral to you progressing in the game because of their awesome potential power. During battle, you can issue basic strategic commands, and outside the battlefield you must talk to as well as feed these dragons to keep them performing well. What you feed them determines what they will ultimately grow up to become (of about a possible 100 forms!). Secondly, you have absolute control over your army. Each character is assigned to customisable squadrons of four. Additionally, each character has their own item-set, ability set and special attributes which all influence the usefulness of the resulting squad. There are a lot of built-in features to make this micro-management smoother, but if you are like me you’ll love messing with all of that stuff anyway. The storyline is a multi-path large-scale epic (almost too much at times!) and the game does a remarkable job of making each of the many characters interesting. It is not a perfect game in some regards, but it is so different, and so bold about being different that it glosses over any niggling issues the game has and makes you love it. Oh yeah, the music is wonderful and the art and animations are also incredible. Oh yeah, and DeJap did a fantastic translation of it. So now if you don’t know Japanese, you can play it too. Do so.
Also Awesome:
Final Fantasy Tactics Advance, Phantom Brave, La Pucelle, Vantage Master Online, Advance Wars: Days of Ruin, Der Langrisser, Shining Force I & II, Yggdra Union.
Noitu Love 2 Demo
Apr 3rd
Just so you know, Noitu Love isn’t just a weird name – it’s evolution spelt backwards, although the game is self is weird, copiously so – and also incredibly awesome. Really awesome.
For anyone who loves the old-fashioned, blast-o-matic Treasure games such as Alien Soldier and Gunstar Heroes, Noitu Love 2 will feel like home. Seriously, yes, it is that cool. If you don’t know what I’m talking about essentially it’s a platformer. In reality though, it’s more about the hyper-fast gameplay, screen-filling bosses, ridiculously long combos, explosions pouring out of everything almost constantly, wads of ultra-dumb enemies and some beautiful, beautiful pixel art. Although the control setup (mouse and keyboard) isn’t exactly the chummiest match for the super high-speed action, the difficulty is sufficiently lax that (at least in the demo) it pretty quickly has you comfortable zipping around, blowing things up and getting your combo on like no-one‘s business.
The whole demo only takes somewhere in the order of 30 minutes to complete, but it’s a damn fine way to spend 30 minutes. Oh, and it’s for Windows only, so far.
http://www.konjak.org/nl2demo.zip – Download it.
Call of Duty 4
Feb 19th
Anyone who knows about modern video games has no doubt heard of this game already. It’s super popular, and a truly deserving candidate of many Top-Game-Of-The-Year award lists. This game has something to me that I yearn for not just in games, but in anything that has been designed to be enjoyed: polish. It is a meticulously and passionately made game with beautiful attention to detail not just in art, but in gameplay, balance and overall design.
I’ve never been a big fan of games that try to depict real life – those that strive for a photo-realistic look . CoD4 is one of these games, although anyone who has played the game for a short while will know that the game is closer to the arcade games of old than being a realistic, gritty modern war simulator. Everything about the game has been designed to streamline and simplify the game experience: the pacing is frenetic and your control of it is absolute.
It’s not like this is just a souped-up version of the many other war-based FPS games out there, though. The superglossy Saving Private Ryan-esque look is a merely a setting for a game that recalls the video games early 90s. The single player campaign is a beautiful sequence of varied missions that sweep effortlessly through squad based combat, defending objectives, espionage, sniping – each introducing the player to a different way of playing the game, but never moving so far away from what is familiar that it is hard to understand, and never clinging too close to what is safe to be boring – all interspersed with dramatic, in-game cutscenes that heighten the directed, movie-like feel the game has. The sound design is in a class of its own, and in every sense of the word narrates the game perfectly. It’s hard succinctly and accurately describe what a lot of the gameplay experience is like, as it is overwhelmingly the result of so many details coming together, and ultimately is something that must be personally experienced.
The Multiplayer, however, is where the game truly makes itself stand out. As interesting as the campaign mode is, it cannot rival the fun to be had online. Other than the game engine being an excellent setting for an online shooter to begin with, CoD4 adds freshness to the recipe by blending the tactical and arcade aspects of similar games together for something that genuinely feels different, and constantly rewards the player. The most notable, and important result of this blend is the class system. It isn’t by any stretch of the imagination a new concept to allow the player to customise the equipment loadout they are using, but CoD4 approaches this in an interesting new way. As well as the ability to choose a weapon and sidearm, you are able to choose "perks"- special abilities such as a faster firing rate, extra grenades, radar jamming, greater stamina, extra ammunition and many others. The game starts you out with a competent yet limited set; as you play you earn experience points that unlock other equipment and perks that enable you to further explore some of the harder-to-utilise, but ultimately more rewarding gameplay styles.
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The gameplay itself is laced with old-school charm. Every time you score a kill or an assist, points pop up on screen immediately rewarding you. After three consecutive kills a single button activates a radar that shows all enemies for 30 seconds, after five, an airstrike, and after seven an automatic, armed helicopter will come to assist. Every objective in the game requires only a single key to be pushed to be completed, scores pile up quickly, messages spring up constantly, telling you challenges you have completed, ranks you have gained, objectives you have completed. Your ego is being pampered, urging you to pop in another coin to continue the action.
There are also "challenges", which can be completed for large amounts of experience. They not only encourage you to attempt playing the game in many different styles (points are awarded for using each individual weapon available, for example), but also inconspicuously direct you towards developing your skills in certain areas, and gradually garnering a better understanding of the dynamics of the game. Other challenges expand the game in a different way: and often can completely alter your perspective of how to play it. For example: attempting to kill an enemy by purposely tripping a mine they had set, taking someone with you by holding a grenade for too long, vandalising cars, falling from a certain height but not dying in the process, and others. They become rudicrously elaborate later on for the setting, such as killing an enemy, taking his weapon, and then killing him again with it. None of these are needed to advance in the game if you so desire, but they certainly add flavour.
Another significant inclusion is that of "hardcore" mode, which is moderately popular online too. CoD4 has very flexible rules that can be changed at the discretion of a game host, and "hardcore" mode represents a popular ruleset that attempts to make the game more realistic. In hardcore mode you have no radar, no crosshairs, no bullet count – no GUI whatsoever. Damage is significantly increased, too. In this mode you must abandon a lot of what you are used to in modern video games, you are not fed information constantly and rather must concentrate on immersing yourself in the virtual world in order to survive. You have to hear and see where enemies are by being attentive, you must also keep in mind your ammo usage and supplies. It makes CoD4 play almost like a different game, and yet very cleverly the control and style remains perfectly cohesive, and it is very easy to switch between this and the more traditional default mode.
Anyway, the fact of the matter is, this game is wonderful. If you even remotely like this kind of game, try it – it will be the best one you’ve ever played.
PC Game: S.T.A.L.K.E.R. Shadow of Chernobyl
Jul 20th
S.T.A.L.K.E.R. / PC / International
Okay, I’m just going to call it Stalker from here on in. Seriously..! That actually is an acronym too: Scavenger, Trespasser, Adventurer, Loner, Killer, Explorer, Robber. Robber? I think that word stopped being dramatic and started being giggle-worthy about a decade ago. Definitely a backronym. Surprisingly though, all of these terms are appropriate, and that’s interesting. Stalker is a game of many parts. It is part survival horror, first person shooter, adventure, trading and role playing. It’s also an astoundingly beautiful game with a very unique and rich setting. It’s also Russian. Man. When was the last time you played a Russian game, any of you? The last one I remember was that crazy one called Vangers: One for the Road where you drove a bright neon green truck on Mars, running over bugs in order to earn money. It looked like this. Yeah, I thought so too.
When I heard about Stalker, I was really excited. I’m always really keen to play a game by a not-so-well-known studio, and especially games from Europe as they always have a very different vibe, much like with movies. Stalker was produced by Game World, who I now have an immense amount of respect for. The storyline of Stalker sets you up as your typical video-game protagonist, a guy who has been in an accident and yes – has amnesia. You have the word Stalker branded on your arm, which puts you in a club of about 1000 people who generally make a living out of killing and looting the mutated Russian countryside. The game is set in an alternate future where there is a second, more prominent incident at Chernobyl. Everything in the surrounding area, called “The Zone”, has been dramatically affected by the resultant radioactive leaking. The Zone is a stunningly beautiful place just to be. There are a huge amount of abandoned buildings and farmhouses to be explored, as well as vast forests, mountains and swamps. Every area in the game is also inhabited by roaming bandits, soldiers and scavengers just trying to get by, as well as hungry dogs and mutated farm animals, and other, more sinister monsters. I have personally never played a game where there has been such a convincing setting – it’s as remote and as alien to modern day life as any Tolkien-inspired fantasy setting, but instead of goblins and castles there are giant looming abandoned factories and mangy packs of dogs in the distance with flickering, crazy eyes.
Everything that makes this game excellent comes back to the strong sense of atmosphere. But what’s this game actually like though? Well, it’s an FPS. Kind of. Mostly. That’s not really what you come to the show to see, though. Firstly, you have the main storyline, which primarily deals with The Marked One (your character) trying to figure out who he is, and ultimately ends up with each clue leading you closer to “CPP”, the Chernobyl Power Plant, and one of eight different endings. Story is fed to you in small chunks, based around typical FPS missions (kill this guy, find this artifact) that are given to you by your various employers throughout the game. Most of the time missions will only net you more information, and unfortunately this is one of the limper aspects of Stalker. The story (I won’t spoil it here) ends up ultimately being fairly insubstantial. It leaves you wondering how much better it would be if there was twice as much of it for the amount of time it takes to complete the game. There are however many small sub-missions you are able to take from other characters in the game. Most of these missions involve finding someone new and talking to them, or assassinating someone that your employer would prefer to remove from the equation. One that I particularly loved was delightfully mundane. A poor bedraggled looking chap in a bar says begs you to return to his house in the village to retrieve the family rifle, an important heirloom, as he is too frightened of a creature that lives nearby called a “bloodsucker”. The game world as it were, is also packed with stories. Sometimes they are overtly handed to you, other times you might stumble across a corpse with a PDA the poor owner’s last words. There is so much of this, and it is so seamlessly part of the game experience that I can’t help but be totally impressed by it. It’s almost like there is a real sense of community between the Stalkers in the game, evident in the little snippets of conversations you hear when people are talking, or on scraps of paper lying around. Sometimes, when you are walking through a warehouse, you will see a bunch of Stalkers sitting around a fire, chatting away. Maybe one of them is playing the guitar. Perhaps the feeling of completeness is also because of the real-world ties to Chernobyl — that there really IS an abandoned radioactive Russian counrtyside out there. The later areas of the game certainly have an eerie, realistic feel to them. Nothing like an abandoned city to give you the heebies.
There is a rich, original mythology about the mysterious powers of the radiation, and many of the smaller sub-quests you find yourself on throughout the course of the game serve to considerably flesh out what exactly a lot of the characters in the game are doing in the Zone. You may decide to kill virtually any character in the game, and it often significantly changes the story to come. There are two major conflicting factions with differing ideologies roaming the Zone, and during the game you eventually will have to join a faction to proceed any further. This automatically alienates you from many other in-game options you would have had, and significantly increases the number of enemies you need to either fight or avoid, an excellent design choice. There are plenty of other ways to die other than getting into bed with the wrong people though. The radioactive monstrosities you encounter in the game are – in my opinion – some of the more truly frightening in any video game, focussing on the strong atmosphere in the game to extract an embarrassing reaction from the player (especially if you play at night with headphones on..). Cleverly, what makes most of these enemies most scary is that they are fairly uncommon, meaning that almost every time you encounter one it is guaranteed to scare the pants off you.
Which brings me to another very important point, avoiding conflict. This is a survival game. Your character is only capable of carrying 50 pounds of equipment in your backpack. Any more, and you’ll become fatigued extremely quickly, and given the large amount of ground to cover, it isn’t really a feasible option. Between that 50lbs you have to find room for everything to survive. Medicine, food, guns, ammunition, tools, even clothes. Everything you carry down to the last bullet is weighing you down. If you don’t need it, you either need to find somewhere to hide it for later, sell it, or just throw it away. This makes your inventory a constantly changing array of items depending on your current situation. Since you simply can’t afford to carry around enough ammunition to fire at anything and everything, you have to carefully choose when to fight and when to run. You can trade with anyone in the game, however many of the inhabitants of the Zone are wretched, owning nothing more than a few bottles of vodka or some tinned meat. To make matters worse, the ballistics and damage in the game are semi-realistic. Bullets are affected by gravity and the guns are fairly inaccurate past medium-range.
A single shot is quite capable of killing you even with decent armour, making each firefight something you need to consider carefully. You’ll also need to eat regularly to avoid starvation, and venturing into radioactive areas, of which there are very many, can be fatal if you are under-equipped. The Zone is a very dangerous place, and you will spend a lot of time dying. As well as the military, thieves and mutant animals, there is the constant threat of radiation. You have to listen to your geiger-counter constantly to determine if the area you are in is safe, and many of the most tense moments in the game are spent walking through underground passages with nothing but your flashlight and the wildly varying tick of its reading telling you where it is safe to tread. There are some more fantastic radioactive hazards in the zone too, such as areas of extreme gravity that will tear you apart and jets of flame that will materialise out of thin air. Most of these are faintly visible as a shimmering distortion of the air, and you can easily throw a scrap of metal from your supply into the vicinity and note its effects.
So that’s a little bit about Stalker.
I kind of feel sorry for this game. It’s a hard kind of game to market when there are so many excellent entries into the FPS genre that are made by multi-gabazillion dollar companies like F.E.A.R. (yay for acronyms!) and Half Life 2 etc., and I think it’s a shame. As an FPS, Stalker isn’t really anything special. There are plenty of weird bugs, and the code is rather unoptimised (actually, various fixes that almost double framerates are now available through fan-modified code). The game certainly lacks the finish of many high-budget commercial products, but Stalker feels different. Closer to what the design document stated – more a like a game that someone wanted to make out expression. The FPS sections feel pretty normal, but the wonderful sense of being in a bleak, modern-fantasy fueled Russian wasteland combined with the unique style of combining survival horror and traditional FPS elements make Stalker a new game, and a winner too.
[7/10]
Arcade Game: Battle Garegga
Jun 25th
Battle Garegga / Arcade, Saturn / International
All things considered, I think this is the best shmup that I’ve ever played. I feel that many games in the genre are too unbalanced in their approach to in-game mechanics, eye-candy, difficulty, depth and intensity. To me, Garegga supplies a near-perfect experience in all areas. If you have any interest in arcade games one of the first things you’ll notice about Garegga is that it is a stunning game in motion. It has a very strong and consistent artistic approach. Many of Raizing/8ings other shooters have a much more saturated palette, with bright neons fluttering all over the screen and explosions lingering. Battle Garegga carefully manages to keep the frenetic, in-your-face feeling that makes arcade games fun, but dresses it in a much more drab, post-apocalyptic wardrobe. The fantastically detailed pixel art emphasises a gritty, WWII style industrial world. The enemies are beautifully designed, and the game throws many large, multi-section enemies at you in the form of propeller-driven behemoths as well as large tanks and trains. Each level consistently hits the mark with this theme, and each level design is as interesting as the last. Tending away from a long arcade tradition, even the projectiles in the game tend to stick to this artistic style too, veering away from the pink-bullets-of-death approach that cave is famous for. This is surprisingly one of the points that the game is criticised heavily for, although I don’t think it’s detrimental enough to cause any concern. Anyway, you can make your mind up regarding this from the screenshots provided.Where any arcade game really has to shine is in providing accessible, yet deep and rewarding gameplay. Something easy to pick up, but hard to master.
Garegga is probably a little bit too difficult for beginners to the shmup genre, and playing it to completion is something that I could never even hope to achieve with my skill level. Despite this, the difficulty is such that you are able to improve slightly with each play and inch slowly further through the game. The player is given the choice of piloting four types of plane, each with four varieties to each plane. There are also four unlockable bonus planes, and each of those has four varieties too. Once playing, destroying objects in the game will create four types of power-ups that drop off the screen. First is a simple shot power-up that will increase the firepower of your ship. Secondly you can obtain helper aircraft (four is the max) that will fly in a specified formation around your main ship.
The third button changes them between many different formations, which is one of the very fun aspects of the game (there are also a few hidden formations that you can get by entering in special codes). Bombs are acquired by collecting 20 small bomb power-ups. Lastly, and most importantly, are score medals. Every time you kill an enemy craft, they will drop a medal. For every consecutive medal you collect that does not fall off the bottom of the screen, the value of the next medal will double. If you can “medal chain” by collecting many consecutive medals, your score will obviously accumulate much faster, drawing you not only closer to the much-needed bonus lives, but also working your way up the high-score table. Darting to-and-fro, often into the face of danger, in the pursuit of the medals applies a whole overlying level of impressive difficulty to the game, whilst remaining simple and easy to understand.
The best difficulty modifier Garegga has to offer however, is that of rank. Every time you do something good, such as kill an enemy, or even fire a shot, your rank will increase. As your rank increases, the number of enemies, speed of bullets, number of bullets and patterns of enemy fire will become more difficult. This means that you will get a better score if you manage to negotiate them, however it becomes more difficult. Doing anything bad, such as dying, will reduce your rank. I think the best element of this is that it constantly helps you improve your game. You get the best challenge out of the areas you are most familiar with, and then when you reach a difficult section, or a new section you haven’t seen before, after your inevitable first death, the rank will be reduced to a point that you’ll be able to learn how to approach it next time, and maybe make it a little further before the rank goes down.
For all that I have rambled, it is really a game better actually experienced than talked about. The art, the sound, the music, the pace, the difficulty.. in my opinion, are all perfectly balanced. If you are a shmup fan, I highly recommend you try it out!
[9/10]
PS2 Game: God Hand
Nov 5th
God Hand / PS2 / International
God Hand has thus far been a cult success. I think at surface value it has a pretty difficult time selling itself to the general crowd due to its overall general “Devil-May-Clone” look, but the exterior belies an amazing depth. Certainly though, it must be said that it is an atypically difficult game. I have absolutely nothing against difficult games, and when a game can challenge me in a way that doesn’t seem frustrating then I become curious..
What’s it like, then? It looks kind of like Devil May Cry and other modern 3rd person action games, but the meat of the game has much more in common with retro brawlers like Streets of Rage and Final Fight. The mechanics that drive the game are both simple and complicated at the same time, striking an interesting middle-ground between incredible customisability and straight-ahead skill based action. Visual style is also a distinguishing feature. The main character of the game, Jean, is a cocky Vash-the-Stampede-esque martial arts fighter who is immensely entertaining to watch as his fighting moves are extremely varied and have plenty of flourish. Kicking enemies in the nether-regions elicts a comical “ding!” sound effect, enemies fly backwards hundreds of metres when kicked forcefully, and Jean can even maniacally trample enemies under his boots if they’ve been knocked to the floor. The camera angles the game chooses to use are almost always close-up and cinematic, forcing you to concentrate on small groups or single opponents. It feels bold and makes the game very dramatic as all of the action is right up in your face, allowing you to fully appreciate the excellent animation and all of charismatic nuances the characters have.
God Hand is fundamentally ludicrious and attends to one of my favourite fashions in video games – it isn’t afraid to make fun of itself, and constantly demonstrates this, as well as paying homage to many older video-game traditions. It is a game outside the constraints of explanation. No self-justification or explaination, just full-on action-packed fun. Most of the time it’s corny, violent, sexy, silly and oftentimes pretty politically incorrect, but this just serves to make it incredibly B-grade, which is charming in the best way, and unsurprisingly recalls the spunk of Viewtiful Joe (also by Clover). The somewhat zany and overdone anachronistic Wild-West theme is presented perfectly, and is garnished with heavy videogame-ness, such as the giant fruit power-ups (complete with “I love it!” sound effects courtesy of Jean) that recall The Good Old Days. Nice.
Let’s get back to the difficulty. In this case, it doesn’t feel like a dynamic to increase game length, or even give the game hardcore appeal. Instead it is instrumental in making the game as enjoyable as it is. Video games – in general – have two different kinds of difficulty. The first is difficulty based on incentive, where you are tempted to do something daring or technically difficult in order to get some reward, maybe a new item or one of the everpresent “unlockables”. This kind of difficulty is the easily the more common and is an integral mainstay in many action games these days. In these games, finishing a game should be a matter of experience, not skill. God Hand has plenty of risk/reward, but it feels as if it is only there to give it a nicer aftertaste.
The second kind of difficulty is that of survival, and this is what God Hand is all about. The first time you play the first level of God Hand you’ll probably get owned – but this is intentional. After you get a basic understanding of the controls and manage to get to the next level the difficulty increases very significantly and forces you to explore the game’s mechanics more intimately. All of a sudden it isn’t enough to just hammer out the default combo with a bit of dodging thrown in; you’ll have to customise your combo, you’ll need to learn how to manage fighting multiple enemies at once without actually being able to attack them simultaneously, and maintain a healthy balance between taunting the enemies for TP (special ability points) and enraging them to the point that they become impossible. Every time you think you have a handle on the game the challenge is bumped up higher, making the player re-asses strategy and playing style. On top of this there are other dynamics at play – the game’s risk/reward side is layered on ingeniously. The game’s difficulty dynamically changes to one of four secondary difficulty levels depending on how well you are currently playing, and rewards you with more money for staying closer higher. The chances are pretty minimal you will get a chance to appreciate this the first time you play through the game as you’ll be concentrating too much on staying alive, but it all becomes clear as you continue playing. Level One is like learning to juggle three balls – complicated at first, but once you get the hang of it you really can’t go wrong, in fact you can pretty much do it without fail. Level Two is like juggling four balls, all of a sudden more difficult and complicated, but tangible – you know you can do it. The final level is like juggling twenty flaming balls behind your back while balancing on tightrope made of vicious pregnant Albanian seagulls with rabies – the game’s difficulty dynamic is clever though, and it doesn’t feel unfair by the time you reach it.
The core strategy here that allows you to have this confidence is the unprecedented level of control over how you want to play; there are about 120 general fighting moves available to you and a further 20 or so special moves. You can pretty much map them in any way concievable, forming combos and attack strings out of any of them. For many gamers out there who enjoy a good fighting game this prospect is sinfully delectable, and begs you to explore the imaginative and creative ways of dishing out pain usually hidden in the cracks between rules that bind you in other games of the genre. With the intensity of this game’s abuptness this is critical – the depth the game offers isn’t just cool, it’s nessecary. If you don’t learn how to really use the game system you can’t progress, as per difficulty style #2.
God Hand definitely caters to a smaller audience. If you cannot get a handle on what the game asks of you it will take you to the cleaner’s and pay full cost to have you repeatedly drycleaned. If you want an martial arts action game that is seriously concentrated fun and also has heaps of character, this is it, without a shadow of doubt.
[8/10]
PS2 Game: Shadow of the Colossus
Sep 13th
Shadow of the Colossus / PS2 / International
This will probably a trite way to start an entry, but some games are impossible to write about because they are damn good in a way that is so easily defensible. Shadow of the Colossus is a game that mechanically lacks a lot of depth, but makes up by being astonishingly beautiful, engaging and epic. It is at times a frustrating game, and it is not without plenty of flaws, but in the wake of the far more important positives it achieves it almost seems petty to draw attention to them.
Your hand is held the most at the game’s outset – the introduction is appropriately thoughtful and deliberate as if to coax you into the unusually proportioned scale of every element of the game. It leaves you feeling insignificant and small against the world’s openness. After a long ten minutes of almost-silence, you are given control of your avatar, Wanda. It feels almost like a nudge as if to tell you to merely continue what you’ve began watching – walk over to Agro, your faithful horse, and continue out into the rolling vastness before you. The game picks up the pace as you are told how to perform the basic tasks that you will essentially not deviate from for the rest of the game, and the tutorial crescendos as you approach your first colossus. It’s funny, everyone I have seen play this game or who has talked to me about it has agreed that somehow you are perfectly willing to charge headlong into this first battle. There is a wonderful sense of majesty about blindly assaulting that first colossus, clambering somewhat clumsily atop it and judiciously sinking your sword into its head over and over again as it thrashes about violently. Once the final blow has been laid, plunging the game into slow-motion as the heroic boss-climax music fades, everything suddenly collapses. A funereal chant plays, you tumble off the falling colossus, now convincingly devoid of life and vacantly staring into space. You are inevitably caught by the black tentacles that fade you out of the chapter. It feels sad, and significant.
After this, the pace of the game is a brilliantly stilted repeat of the same tension-and-release mechanism. The game feels very unthreatening and mythical, almost like a history, something that has already been determined and you can only uncover slowly as you trace its inevitable and predetermined path, led on by curiosity. Shadow is a game that you watch while playing, it is a tragedy that builds itself up with infinite patience it methodically lumbers forward.
The game is maybe a seventy-thirty balance of travelling and fighting – not counting the sightseeing that is more-or-less inevitable along the way. The gameplay has a classic and retro feel to it. The controls are uncomplicated and yet have enough diversity to provide the player with a surprisingly adaptable level of control. Each colossus represents a different challenge, and at least each one requires you to think laterally in order to defeat it, although.. I think we could have done without the “hints” that you are given if you haven’t succeeded after a few minutes – seriously, what the hell were they thinking breaking the mood like that?
After a while it is evident that some of the ideas used for the colossi are somewhat recycled from one to the next (and sadly in itself seems to prove that a sequel is an impossibility for this unique game format), but definitely remain fresh enough throughout the course of the game to be plenty of fun. The world itself is beautiful, but the colossi are without a doubt the centrepiece of the game’s artistic achievement. Careful attention has been paid in order to maintain a similar aesthetic theme to their design, and yet they all look like one-of-a-kind imaginations. The classical European feel to the architecture is excellently carried throughout the game and creatively implemented in the design of the colossi too. Everything about the world looks so convincingly ancient that you have to remind yourself that it has been meticulously broken and decayed by hand.
After playing for a while it’s obvious this is not a game for everyone. If you don’t find yourself drawn into this game by the more artistic flavour of its direction it is no more than a gimmicky distraction with several major faults that even irk the believers at times. It’s hard not to notice the wildly variable and famously sluggish framerate, the uselessness of the navigation tools provided and the technical difficulty associated with how to properly operate camera control when the object of your concern is so large. If you do find yourself drawn into the world of Shadow though, its charm will inevitably divert your attention so far from these fairly major faults to the point that you barely notice them. This brings me to the point that I was originally making: The essence of Shadow is such that you forgive the faults and just enjoy being in the game. Saying that the framerate of the game is low is like saying that colour of chocolate is too dull – it just isn’t the point at all. Many aspects of the game that are a direct consequence of its design are refreshingly unique and give the game a sense of character that is rather incomprable. No doubt in the future we’ll hear plenty of phrases like, “Shadow-of-the-Colossus-esque travelling sequences“… I don’t believe this is because this is the first game to successfully engage the player by using a setting and gameplay style that is simplistic and yet constantly epic – but I can convincingly say it is the first game I have ever played that has made it feel natural.
I’ve tried to avoid talking about the gameplay as much as I can in this, and I think that actively reflects the way I feel about the game. It isn’t about the actual gameplay, even though it is thoroughly enjoyable. I really hate to say it, but this game is a piece of art. Without the game’s sense of setting; the vast world, the detailed architecture and perhaps most importantly the colossi (which really are part of the setting, not just due to their size but also their majesty) it would be another game in a genre of plenty. It isn’t the same as playing another third-person action game that has giant bosses, Shadow is a strange conglomerate of gameplay styles that out of the context of its design would not make any sense – but when put together works as a perfectly cohesive videogame epic that will always be remembered as an absolute classic and an important step forward in videogame history.
[10/10]








