Damn, it's been a while!
There's a few reasons for that. Most relevant is that I've been playing other games, which I really should write about at some point. I've even made some progress in Project X Zone... you can take that as indication to how I feel about E-SWAT: City Under Siege.
I didn't exactly wax lyrical about it last time, but now that I've managed to go through the game and watch the final boss die, I feel even worse about it. The levels get even less fun, becoming extremely repetitive and much harder. I really can't stress enough just how poor this game is.
I'm somewhat ashamed to say that I didn't beat E-SWAT entirely legitimately. The Mega Drive Ultimate Collection lets you keep three save-states per game, and I used them to maintain my progress between levels. Thanks to the terrible penalty of losing a weapon when you die, there's barely any point in retrying some levels. I guess in Contra fashion you might be able to swap to a useless weapon so you lose that one instead, but I really don't feel like giving this game any credit for strategy.
Do you like hard run and guns? Do you like bad endings to video games? Have you played all the good run and guns? Play E-SWAT. Or better yet, don't.
Emily picked my next game as Astonishia Story, a PSP RPG from Korea. Apparently this is actually "Astonishia Story R", a remake of the first game in the series, but you know how it is with Western JRPG releases.
We have a day out planned tomorrow, so I probably won't make much gaming progress.
Saturday, 2 April 2016
Monday, 7 March 2016
#8: Solstice: The Quest for the Staff of Demnos
I complained to Emily so much about ESWAT that she picked another game for me to beat; it's inserting itself in my queue just before, but it doesn't replace it, so I still have to play that shitshow again soon.
Thankfully, she picked a good game, Solstice: The Quest for the Staff of Demnos, a game I originally bought purely because of the awesome Tim Follin soundtrack. It's an isometric puzzle platformer with pretty well-known difficulty, so I wasn't really sure how long it would take me to beat it. About 12 hours, it turns out.
You're dumped straight into it after a brief introduction, with no idea where to go. The game controls quite well, but it offers few clues that help you to play it; Shadax (your homie) does not have a shadow and individual tiles can be of several different heights - there are no visual cues like shading or lighting to know this. Many rooms are only beatable with trial and error. The goal of the game is to reassemble the Staff of Demnos (six pieces) and confront some evil wizard.
Aside from walking, jumping, picking up and dropping blocks, there is one other action you can take - using a potion. The four potions make you invincible, destroy all moving objects, freeze all moving objects or reveal all invisible tiles respectively. All of these effects only count for the current room. There are refills for each colour, but only a limited amount, so knowing where these are is fairly important. However, if you plan your route carefully then you'll barely need to use them.
At first I played randomly, exploring the various rooms and working out where things were. Eventually I decided that the map was too big for me to memorise, so I started making some maps on graph paper... they aren't perfectly accurate, but I was still able to gradually fill them in as I explored more. There is a missing room that I forgot to correct, but it's not overly important.
There are many extra lives scattered through the game, which you will need. There are also credits, which have a rather irritating function. These credits are essentially one-use save points; they remember your keys, staff pieces and location. If you run out of lives, you'll be transported back to the last credit you used; so if you keep dying, you lose more and more progress. It may be in your interest to skip credits early on in the game to come back to them later, despite the time loss.
I started my finishing attempt a few hours ago; I had already seen maybe 85% of the game, but the last part was by far the most difficult, relying on everything learnt until that point. One set of rooms in particular took me maybe 20 minutes to get past, because of strict timing constraints. In fact, I had no lives left for the final stretch (though there is a nearby credit) so I was anxious. Finally I prevailed, though I no idea what to do after finally completing the Staff! As a small act of mercy, the game makes you permanently invincible at this point (spikes still kill you), so I wasn't too worried. There's no final boss; a cut-scene plays and you get to listen to more awesome music.
I recorded my playthrough should you wish to watch; the video is about 55 minutes long. Emily also scanned in my maps, so you can take a look! I had to stitch these together from five A5 pages...
After fucking ESWAT I have Maximo to play through, choice courtesy of SwoodDude who is currently trying to raise funds for a new computer. You should take a look at his stream, where he and some friends are currently developing an indie game!
Thankfully, she picked a good game, Solstice: The Quest for the Staff of Demnos, a game I originally bought purely because of the awesome Tim Follin soundtrack. It's an isometric puzzle platformer with pretty well-known difficulty, so I wasn't really sure how long it would take me to beat it. About 12 hours, it turns out.
You're dumped straight into it after a brief introduction, with no idea where to go. The game controls quite well, but it offers few clues that help you to play it; Shadax (your homie) does not have a shadow and individual tiles can be of several different heights - there are no visual cues like shading or lighting to know this. Many rooms are only beatable with trial and error. The goal of the game is to reassemble the Staff of Demnos (six pieces) and confront some evil wizard.
Aside from walking, jumping, picking up and dropping blocks, there is one other action you can take - using a potion. The four potions make you invincible, destroy all moving objects, freeze all moving objects or reveal all invisible tiles respectively. All of these effects only count for the current room. There are refills for each colour, but only a limited amount, so knowing where these are is fairly important. However, if you plan your route carefully then you'll barely need to use them.
There are many extra lives scattered through the game, which you will need. There are also credits, which have a rather irritating function. These credits are essentially one-use save points; they remember your keys, staff pieces and location. If you run out of lives, you'll be transported back to the last credit you used; so if you keep dying, you lose more and more progress. It may be in your interest to skip credits early on in the game to come back to them later, despite the time loss.
I started my finishing attempt a few hours ago; I had already seen maybe 85% of the game, but the last part was by far the most difficult, relying on everything learnt until that point. One set of rooms in particular took me maybe 20 minutes to get past, because of strict timing constraints. In fact, I had no lives left for the final stretch (though there is a nearby credit) so I was anxious. Finally I prevailed, though I no idea what to do after finally completing the Staff! As a small act of mercy, the game makes you permanently invincible at this point (spikes still kill you), so I wasn't too worried. There's no final boss; a cut-scene plays and you get to listen to more awesome music.
I recorded my playthrough should you wish to watch; the video is about 55 minutes long. Emily also scanned in my maps, so you can take a look! I had to stitch these together from five A5 pages...
![]() |
| The upper halls; starting location is near the middle of the keep-like structure on the right |
![]() |
| The dungeons and path to the final area (last 10 rooms or so aren't drawn) |
Labels:
:solstice,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
Tuesday, 1 March 2016
#6-8: SEGA Arcade Classics(?)
Not too long ago, I acquired the PS3 version of SEGA Mega Drive Ultimate Collection (Sonic's Ultimate Genesis Collection for Americans). I mainly bought it to play the Shining Force and Phantasy Star series, but there are many other MD games I've never really cared about on there. Emily attempted to remedy this by picking three games in a row from the collection.
The first is Alien Storm, a simple brawler that I knew little about. Unusually for the genre, it also includes numerous shooting-gallery style sections, which are a neat break from the usual gameplay, if not particularly deep. The three characters seem extremely similar, so there's not much replay value there. Health packs are scarce, so reducing damage in every situation is important. Instead, there are plenty of Energy pickups; this allows you to use your full-screen attack but it also seems to have a passive strengthening effect on your normal attacks.
The game has 8 stages; on my first attempt I reached 6 but the gauntlet of bosses followed by an autoscroller finished me off. To compromise (the only brawler I'm any good at is Golden Axe) I changed the settings down to Easy and enabled a turbo-fire option which makes the shooting galleries trivial. I'm glad I did; while it was definitely a little too easy for me, the final boss took almost 2 minutes straight turbo-fire to destroy, which would have ruined my mashing finger. In summary, a decent brawler, but nothing special.
Next up was Tip Top (Congo Bongo to some). Technically Emily didn't pick this one, but I tried it out at random and guessed it would be very short, and I was right. Essentially, it's a lot like Donkey Kong and Donkey Kong Jr., except the perspective is isometric. One slightly different mechanic is that you can either climb onto blocks or jump; climbing is slower but consistent, whereas jumping is very difficult to judge correctly and will bounce you back if you hit the side of a ledge. There seem to be miscellaneous other ways to score points, like jumping off collapsing blocks, but the main way is to just keep progressing.
There are four boards with various hazards, and the gameplay loops after the fourth, though they add more enemies and so on. You've seen this set-up before. Again, it's not a particularly stand-out game (the home versions bombed horribly for some reason) but there's nothing really wrong with it other than the terrible sound. Play it if you're bored of Donkey Kong, I guess.
Third comes ESWAT: City Under Siege. This game is aggressively terrible and you should never play it. Nothing about it is fun. It's far too difficult, the graphics and music aren't any good, and it's too long for what it is. Bizarrely for a run and gun, it's also confusing in dull ways.
No, I haven't beaten it yet. I'll add another paragraph when I do.
The first is Alien Storm, a simple brawler that I knew little about. Unusually for the genre, it also includes numerous shooting-gallery style sections, which are a neat break from the usual gameplay, if not particularly deep. The three characters seem extremely similar, so there's not much replay value there. Health packs are scarce, so reducing damage in every situation is important. Instead, there are plenty of Energy pickups; this allows you to use your full-screen attack but it also seems to have a passive strengthening effect on your normal attacks.
The game has 8 stages; on my first attempt I reached 6 but the gauntlet of bosses followed by an autoscroller finished me off. To compromise (the only brawler I'm any good at is Golden Axe) I changed the settings down to Easy and enabled a turbo-fire option which makes the shooting galleries trivial. I'm glad I did; while it was definitely a little too easy for me, the final boss took almost 2 minutes straight turbo-fire to destroy, which would have ruined my mashing finger. In summary, a decent brawler, but nothing special.
Next up was Tip Top (Congo Bongo to some). Technically Emily didn't pick this one, but I tried it out at random and guessed it would be very short, and I was right. Essentially, it's a lot like Donkey Kong and Donkey Kong Jr., except the perspective is isometric. One slightly different mechanic is that you can either climb onto blocks or jump; climbing is slower but consistent, whereas jumping is very difficult to judge correctly and will bounce you back if you hit the side of a ledge. There seem to be miscellaneous other ways to score points, like jumping off collapsing blocks, but the main way is to just keep progressing.
There are four boards with various hazards, and the gameplay loops after the fourth, though they add more enemies and so on. You've seen this set-up before. Again, it's not a particularly stand-out game (the home versions bombed horribly for some reason) but there's nothing really wrong with it other than the terrible sound. Play it if you're bored of Donkey Kong, I guess.
Third comes ESWAT: City Under Siege. This game is aggressively terrible and you should never play it. Nothing about it is fun. It's far too difficult, the graphics and music aren't any good, and it's too long for what it is. Bizarrely for a run and gun, it's also confusing in dull ways.
No, I haven't beaten it yet. I'll add another paragraph when I do.
Labels:
:_sega_ugc,
:alienstorm,
:congobongo,
:eswat,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
Sunday, 28 February 2016
#5: Shadow of the Colossus HD
There's not a great deal to say about Shadow of the Colossus that hasn't already been said, but that won't stop me.
Team ICO are a strange developer that only have three titles to their name: Ico, Shadow of the Colossus, and the as-yet unreleased The Last Guardian. All of them share ideas and visual design elements without explicitly being in a series; there are some small ties between Ico and SotC. I'm sure the same will be true when TLG finally comes out, which has been in development for almost 10 years.
Shadow of the Colossus is one of those games that makes your brow furrow. You're clearly doing some inadvisable, awful thing, yet you want to see it through to completion. You only have the word of a few characters to go on through this; the game has speech, but almost no dialogue. The land you journey through is mostly empty, your closest companion is a horse, the circumstances that brought you here are described only vaguely. Even the creatures you are sent to destroy mainly see you as a curiosity instead of a foe. No matter what you do, something seems off.
Injecting such a feeling into an otherwise very sterile game is an achievement.
It's not perfect, though. The original suffered some horrific frame-rate drops during the colossus fights, but this HD version improves upon that. There's barely anything to actually do once you've beaten the game; exploring the environment is interesting, but it's not gigantic, and the lizard/fruit-shooting isn't exactly fun past the first time. There is a Hard Mode and time trials are available, only offering re-runs of the game you've already experienced. Some of the colossi are infuriating, with tiny windows of opportunity for damage.
I enjoyed this game immensely. Like many of its proponents, I want to see more information about its back-story, the surrounding world, the characters' motivations... but perhaps that would spoil its charm. As an enigma, it continues to interest me even though I don't have the controller in my hand.
This game comes packaged with Ico HD, which I'll get round to eventually.
At this point, Emily started picking really short games from the Sega Mega Drive Ultimate Collection, so I'll write one post which describes them together.
Team ICO are a strange developer that only have three titles to their name: Ico, Shadow of the Colossus, and the as-yet unreleased The Last Guardian. All of them share ideas and visual design elements without explicitly being in a series; there are some small ties between Ico and SotC. I'm sure the same will be true when TLG finally comes out, which has been in development for almost 10 years.
Shadow of the Colossus is one of those games that makes your brow furrow. You're clearly doing some inadvisable, awful thing, yet you want to see it through to completion. You only have the word of a few characters to go on through this; the game has speech, but almost no dialogue. The land you journey through is mostly empty, your closest companion is a horse, the circumstances that brought you here are described only vaguely. Even the creatures you are sent to destroy mainly see you as a curiosity instead of a foe. No matter what you do, something seems off.
Injecting such a feeling into an otherwise very sterile game is an achievement.
It's not perfect, though. The original suffered some horrific frame-rate drops during the colossus fights, but this HD version improves upon that. There's barely anything to actually do once you've beaten the game; exploring the environment is interesting, but it's not gigantic, and the lizard/fruit-shooting isn't exactly fun past the first time. There is a Hard Mode and time trials are available, only offering re-runs of the game you've already experienced. Some of the colossi are infuriating, with tiny windows of opportunity for damage.
I enjoyed this game immensely. Like many of its proponents, I want to see more information about its back-story, the surrounding world, the characters' motivations... but perhaps that would spoil its charm. As an enigma, it continues to interest me even though I don't have the controller in my hand.
This game comes packaged with Ico HD, which I'll get round to eventually.
At this point, Emily started picking really short games from the Sega Mega Drive Ultimate Collection, so I'll write one post which describes them together.
Labels:
:shadowotc-,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
#4: WarioWare: Smooth Moves
It's a Wii, Wario!
The WarioWare games are an odd bunch; essentially, you're repeatedly given very simple tasks to do in a tiny time limit. The task is usually obvious, prompted by a short phrase or perhaps even a single word like 'Unlock' or 'Straighten'. Each instalment has taken advantage of some kind of gimmick. 'Twisted' was a GBA game with an accelerometer in the cartridge, so most of its games revolved around spinning the console in some way.
'Smooth Moves' is the Wii game, so of course it relies on its motion controls. For this reason, it's a frustrating mess! I don't enjoy party games most of the time anyway, but when it feels like my inputs only have a vague relation to what happens on-screen, it's much worse. Still, the main factor in winning each 'microgame' is reaction time, so I was able to get through without too much trouble. However, occasionally Emily had to tell me what I was doing wrong. The samurai microgame is particularly egregious, relying on relatively precise Wiimote placement, decent reaction time and a lack of prompts in the harder version.
This in mind, I didn't enjoy WarioWare: Smooth Moves but I can understand people who do. It seems like a decently fun way of wasting time (especially in groups, which it is obviously meant to be played in) - for me, that's exactly the issue. I want games with more depth.
The WarioWare games are an odd bunch; essentially, you're repeatedly given very simple tasks to do in a tiny time limit. The task is usually obvious, prompted by a short phrase or perhaps even a single word like 'Unlock' or 'Straighten'. Each instalment has taken advantage of some kind of gimmick. 'Twisted' was a GBA game with an accelerometer in the cartridge, so most of its games revolved around spinning the console in some way.
'Smooth Moves' is the Wii game, so of course it relies on its motion controls. For this reason, it's a frustrating mess! I don't enjoy party games most of the time anyway, but when it feels like my inputs only have a vague relation to what happens on-screen, it's much worse. Still, the main factor in winning each 'microgame' is reaction time, so I was able to get through without too much trouble. However, occasionally Emily had to tell me what I was doing wrong. The samurai microgame is particularly egregious, relying on relatively precise Wiimote placement, decent reaction time and a lack of prompts in the harder version.
This in mind, I didn't enjoy WarioWare: Smooth Moves but I can understand people who do. It seems like a decently fun way of wasting time (especially in groups, which it is obviously meant to be played in) - for me, that's exactly the issue. I want games with more depth.
Labels:
:mario_wario_ww4,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
Friday, 26 February 2016
#3: Kirby: Nightmare in Dream Land
First you draw a circle...
I have a mixed relationship with the Kirby series. I respect the interesting game mechanics, the music and sharp design. However, I also resent the low difficulty, the way every game barely improves on the previous one in the series and how much of an obvious cute pointless mascot Kirby himself is.
The most pressing issue for me is the controls, though. I'm well aware that most people don't have any issue with them, but they vex me to no end. Jump on a button and a d-pad direction? The momentum Kirby generates after pressing a direction for maybe 3 frames? The gust of air he spits out, killing the enemy in front of you that you wanted to swallow? Every tiny thing about his movement has resulted in me rolling my eyes at least once.
This might seem at odds with what I said about the difficulty; that's actually the problem! All of the games are very easy (though they often include challenge modes), so they don't require you to be any good at the game to beat them. Every time I make some kind of input error it annoys me, but the game barely notices, throwing barrels of extra lives and health refills at you almost up until the end boss falls over. While it suits many gamers just fine, I feel like I'm being patronised.
Even with all this, Kirby: Nightmare in Dream Land is excellently put together. I felt frustrated, but not overly so. The levels are interesting and varied, finding secrets is actually fun, the music keeps your spirits up, it's not too long or too short.
I've already beaten the next game because it took me too long to write this post.
I have a mixed relationship with the Kirby series. I respect the interesting game mechanics, the music and sharp design. However, I also resent the low difficulty, the way every game barely improves on the previous one in the series and how much of an obvious cute pointless mascot Kirby himself is.
The most pressing issue for me is the controls, though. I'm well aware that most people don't have any issue with them, but they vex me to no end. Jump on a button and a d-pad direction? The momentum Kirby generates after pressing a direction for maybe 3 frames? The gust of air he spits out, killing the enemy in front of you that you wanted to swallow? Every tiny thing about his movement has resulted in me rolling my eyes at least once.
This might seem at odds with what I said about the difficulty; that's actually the problem! All of the games are very easy (though they often include challenge modes), so they don't require you to be any good at the game to beat them. Every time I make some kind of input error it annoys me, but the game barely notices, throwing barrels of extra lives and health refills at you almost up until the end boss falls over. While it suits many gamers just fine, I feel like I'm being patronised.
Even with all this, Kirby: Nightmare in Dream Land is excellently put together. I felt frustrated, but not overly so. The levels are interesting and varied, finding secrets is actually fun, the music keeps your spirits up, it's not too long or too short.
I've already beaten the next game because it took me too long to write this post.
Labels:
:kirby_adv-,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
Sunday, 14 February 2016
#2: Balloon Fight
Well, I already beat it. Last night, in fact.
For those not in the know, Balloon Fight is a simple action game where you fly around and beat people up. Both you and enemy fighters are held aloft by balloons - you get two, they get one, but they have the luxury of being able to re-inflate them if they land on something solid. At this point you can deliver them a sweet flying kick to remove them from the stage. The other way of killin' dudes is letting them drop into the water, where they will either drown or get eaten by a gigantic fish.
Controls are heavily momentum-based, and there are essentially only three inputs: left, right and flap. The game doesn't give you any time to get used to this, so you'll probably get dunked a few times before you start a decent run through the game. The levels loop after 12, which I got past a number of times, so I call this mode beaten. Two-player play is available, but it's simply a cooperative version of this mode.
There is also another mode, called Balloon Trip. This is a simple side-scroller (which goes to the left, for some reason) with lots of lightning bolts to avoid and balloons to pick up, usually in precarious places. After a couple of tries I managed to grab all the balloons, so there's not much else to do!
Fun, short game. Decent difficulty, not much aggravation. Worth being called a classic.
My next game is Kirby: Nightmare in Dream Land. I've played the original a bit.
For those not in the know, Balloon Fight is a simple action game where you fly around and beat people up. Both you and enemy fighters are held aloft by balloons - you get two, they get one, but they have the luxury of being able to re-inflate them if they land on something solid. At this point you can deliver them a sweet flying kick to remove them from the stage. The other way of killin' dudes is letting them drop into the water, where they will either drown or get eaten by a gigantic fish.
Controls are heavily momentum-based, and there are essentially only three inputs: left, right and flap. The game doesn't give you any time to get used to this, so you'll probably get dunked a few times before you start a decent run through the game. The levels loop after 12, which I got past a number of times, so I call this mode beaten. Two-player play is available, but it's simply a cooperative version of this mode.
There is also another mode, called Balloon Trip. This is a simple side-scroller (which goes to the left, for some reason) with lots of lightning bolts to avoid and balloons to pick up, usually in precarious places. After a couple of tries I managed to grab all the balloons, so there's not much else to do!
Fun, short game. Decent difficulty, not much aggravation. Worth being called a classic.
My next game is Kirby: Nightmare in Dream Land. I've played the original a bit.
Labels:
:balloonfight,
:kirby_adv-,
beatenin2016
Location:
Barnsley, South Yorkshire, UK
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