Thursday, 16 June 2016

#10: Maximo

Yes, I finally beat this thing.

Maximo is a 3D platformer in the same franchise as Ghosts 'n Goblins. Here's a list of things it keeps from that venerable series.
  • Your armour explodes as you take damage (though you do have more health)
  • You wear boxers with hearts on (or other patterns, not sure they do anything...)
  • It's very easy to jump off platforms into lava/water/etc.
  • It's hard
It's not the hardest game I've played, but it wasn't satisfying enough for its level of difficulty. The camera was often a major culprit, forcing me to make leaps of faith when it got stuck behind something. Also, combat is rather finicky, with a long lag time after several swing animations. Of course, this is part of the intended difficulty; this isn't a mash-happy action RPG, oh no, you have to place your sword with accuracy.

The game proceeds through five worlds, in typical era-fashion. Graveyard, Swamp, Snow, Hell, Castle. Though the fourth is literally in hell, the third one made me feel like I was. At the very least, Maximo can actually affect his velocity mid-air, mainly through the use of the double jump, but sliding floor is never fun. Most of my deaths were in the Snow and Hell areas. Oh, and about death...

You have a normal lives system, but there are also these special blocks you can destroy which release fairies. When you get 50 fairies, you lose them and gain a special coin. What's this coin for? When you run out of lives, you have to pay Death to revive you, even though you are explicitly on a mission for him. At first, you pay one coin, but if you keep running out of lives, the price goes up. That's not annoying at all. By the time I had finished (I continued twice in the last world, because there are no save points), my revival price was four coins.

Where the game becomes interesting is in its power up system. Chests and enemies randomly drop from a pool of abilities; quite a variety here, like letting you throw your shield, or shoot your sword with power. You can pick up a lot of these at once... I think I managed 12 at one point. You have several 'lock points' on your ability bar, and are free to swap the order of abilities around. When you die (just a life, not a continue), you lose all the non-locked abilities. You start with three, and gain one per world beaten. This wouldn't be so bad, but I was going for an extra challenge where you keep four essentially useless abilities through the game, so I never did get any use out of those extra slots.

The music is just remixes of that one theme from Ghosts 'n Goblins. You know the one.

Each world is topped off with a boss encounter (of course), which are all simple pattern-based things with one weak point. Work it out and they become trivial. After the fight, you get to choose between a save, suit of armour or the useless ability I mentioned before. Yes, you can't save freely; you have to pay 100 gold coins at specific points in the world hubs.

Final thoughts? OK. Not great. Frustrating, but only people who like frustration are going to buy it. Not sad it's over. Not sad I spent £2 on it.

Tuesday, 7 June 2016

Half Way Ish

It's June! Almost half way through 2016. GOAL CHECK!

Watch few video game streams
Haha, no, I've watched tons.

Don't play League of Legends
Managed this one. It doesn't bug me that often, though I am occasionally tempted to watch some LoL play.

Stream game playthroughs
Barely. I need to stream more.

Record and submit speedruns
I have recorded some ILs of El Shaddai months ago, but other than a few Ultima II attempts, not much has happened on this front.

My strategy game prototype
Done lots of work on this! It's still not ready to show, though. While my natural engineering instinct is to fix things that seem broken to me, I need to knuckle down and create an actual playable demo or something, just to make proof of concept.

Redo the website
I keep thinking about it, inevitably while on the train to work, but not a lot has actually been done. I guess my main problem is that I don't really know what I should focus on. Doing searches online for other online game database type dealios reveals a lot of them, but they never really get to the obsessive level of detail I'd like.

So, not so great.

On the gaming front, there's rather a lot to report... my backlog of things to write posts about is huge! So, I'll totally flake out and make a summary...

Emily and I have been zooming through my Musou collection to try and make our progress look less pathetic. To that end, we've beaten Dynasty Warriors 3 (this was hard!), Dynasty Warriors 4 (not as hard) and Dynasty Warriors: Gundam (Amuroooo). I also beat Samurai Warriors Chronicles (mostly while at Emptyeye and Silver's apartment), Dynasty Warriors Portable (that's what it should be called anyway), Samurai Warriors: State of War (Samurai Warriors Portable), Dynasty Warriors Vol. 2 (Portable 2), Dynasty Warriors 8: Empires (PS3 version, so 20fps powerrrr) and Warriors: Legends of Troy (fun, but not many characters).

Even after all that, we still have fifteen left that we currently own, including Xtreme Legends and stuff like that. Onwards~

Saturday, 2 April 2016

#9: E-SWAT: City Under Siege

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.

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...

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)
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!

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.

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.

#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.