Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts

Friday, August 15, 2008

DS Game Review: Bangai-O Spirits

Last year when I was told this game was coming out I did not believe it. There was no reason for me to believe it after all. Bangai-O was an obscure action title for the Nintendo 64 (in Japan) and the Dreamcast (International release) and the Dreamcast version was the one I had originally played. It doesn't look like a Dreamcast game with tiny little 2-D sprites and fairly mediocre graphics but once the action starts to ramp up you realize why serious hardware is required to play it.
The game was developed by Treasure, a small privately owned developer in Japan. Ever since one of my favorite games, Gunstar Heroes, Treasure has dedicated themselves to making the games that they want to play, catering to a hardcore video game crowd not just by making difficult arcade style games, but making difficult arcade style games that reak of quality. Their shooter hit Ikaruga has made them synonymous with oldschool style games. Though it wouldn't be fair to say they're trapped in the past as they take old concepts and twist them with new and innovative game mechanics and graphical experiments to create something positively unique.
Though they often times make licensed games, or even work as a second party to big companies like Sega, Nintendo, and Konami, Treasure has even managed to make excellent games with licenses and under pressure from much larger developers. They're the little team that could, and every once in a while one of their sought after original titles is released. Unfortunately, Treasure games are targetted at a niche audience, so often times they're not produced in high numbers and quickly become rare. In any case I could talk about Treasure for hours, but I'm here today to talk about Bangai-O Spirits.
Up until about the Gameboy Advance era, Treasure wasn't known for releasing sequels. Their policy was that once a game is finished, it's a complete work, and there's no need for a sequel. This changed a bit as Treasure said if they feel like they can improve upon a game they're revisit it. Though you can argue whether or not they have improved upon past games with their sequels is up for debate, but we'll save that for another time.

Bangai-O didn't seem like an obvious choice for a sequel. It was well recieved but not very widely known. There was room for a sequel with more levels and what not but it was also fine as a stand-alone title. The premise of the game is that you fly around in this little (at least the sprite on the screen) robot and you'd launch either homing missiles or reflective lasers at your enemies. The gimmick was the more danger you put yourself in the more missiles (up to 400!) you could launch when you used your special attack. The sprite-based game could cause so many bullets and explosions to fill the screen that it would even cause the Dreamcast to grind to a hault with slowdown. Some people would say this is a bad thing, but when you're playing a Treasure game you'd feel ripped off without slowdown because it means they weren't trying hard enough. It also helps you adjust to the frantic pace of the game so its mostly intentional. In any case the game was also filled with horrible Engrish which was hilarious and a, well, sort of a story? All that mattered was that the game was ass seeringly difficult yet it was one of the funnest, most addictive, and unique games on the Dreamcast.Bangai-O Spirits isn't a direct sequel, but it expands on the original in almost every way. Obviously, you've got more levels and new weapons which make the game a bit deeper and more strategic than the original. The weapons allow you to mix and match like Gunstar Heroes with varying results and melee weapons like the sword and the baseball bat change the dynamic of the gameplay completely. Some weapons are perfect for one level, and completely useless in the next, forcing you to use your head and promoting trial and error. For most games trial and error sounds like a bad thing, but in Bangai-O and Spirits the levels short enough that even if you die for the umpteenth time you don't get frustrated and you usually know what you did wrong which is amazing in a game where most deaths come from being swarmed by bullets. Another interesting thing about Bangai-O is that not all levels are balls-out action, but rather slower paced puzzles, which really helps mix things up and keep it interesting.
Besides your regular shots which you have a selection of mixing and matching now with the regular homing and bounce shots to the more exotic drill-tipped break bullets or napalm missiles, you can do the same for your special "EX" slowdown-creating-screen-clearing-blast-of-death. Reflect works sort of like the game Giga Wing where instead of launching your own missiles you send the enemy projectiles back at them. There's also an EX move that lets you freeze time for three seconds which doesn't seem like a lot but in this game it's an eternity. Direct is another EX choice, which clumps all your shots together for one devestating forward blast. The game's tutorial references the "Wave Motion Cannon" from Space Battleship Yamato when explaining Direct EX. The EX attack works a little different from the original game. Not only do you have to put yourself in direct danger to make a bigger blast, but also you need to have a few seconds to charge up before releasing in order to get the full potential. Because of the DS's graphical limitations it can't do the 400 missile shots, so instead it makes your missiles larger and larger for the maximum of 100 of the largest missiles that are about three times the size of Bangai-O itself and it's truly a sight of devistation to behold. In the original game you also refilled your EX bar simply by causing explosions, here however the "space fruit" isn't just for points, and you need to collect it in order to refill your EX bar making things a little more challenging.
Unlike the original game there isn't really a story, which is fine because there really shouldn't be one. The tutorial introduces a few characters and makes some self-referential humor, definitely displaying that they know what kind of gamers they're targetting with this niche game. It's pretty amusing I don't want to spoil it, and there's even an "ending" of sorts after you beat the "Treasure's Best" levels. Speaking of levels, I didn't count, but there's apparently over 160 in the US version which has been tweaked and improved over the Japanese one which is also common for Treasure titles.

I haven't tried to multiplayer yet, but it exists, and the game also comes with a level editor which is Treasure's wat of addressing the original game coming to an end. Interstingly, the game uses a "sound transfer system" and you can save custom levels to your computer by recording the sound, then put them on the Internet for other people to download by playing the sound through headphones over the DS microphone. I have tried this with some custom Japanese levels and it works great. Lots of American levels are popping up on Youtube already and I hope the trend continues so I'll have an excuse to keep playing this game for years to come.
Treasure has delivered one of the best titles on the DS, though it isn't for everyone. Casual gamers might find themselves scratching their heads at the difficulty, the unique gameplay elements, and non-linearity and lack of any kind of story. Hardcore shooter fans and even puzzle-gamers might find a lot to like about Bangai-O Spirits however. Though it doesn't replace the original game, it makes a lot of adjustments and improvements to the formula that really makes this a must have for fans of the first Bangai-O. At first I griped because it doesn't control the same, using two x/y axis in a sort of Smash TV or Robotron sort of way. Once you get used to it though it becomes second nature and the game gets a bit easier. Once you learn the pros and cons of the various weapons and attacks and the weaknesses of the enemies the difficulty shouldn't scare you away like it would for say, Contra 4, though this game was designed with Treasure's fanbase in mind, so expect to die... a lot... Unlike Contra however the deaths never seem cheap or frustrate from the addicting gameplay.

In any case don't be afraid to try something new and support one of the most dynamic privately owned video game developers in the business. I've been getting reports that this game is difficult to find in stores due to it being a niche title and not being heavily produced, so grab it before it becomes rare! Trust me, if your mind is sharp and and your reflexes are in need of a workout then Bangai-O Spirits will deliver. BANGAI-O! GO!
Score: 10/10, it's not for everyone but it perfectly achieves what its set out to do and is one of the best, and most unique, games on the DS.

Monday, April 14, 2008

DS Game Review: Front Mission

Although I got the game Front Mission months ago I finally got around to finally beating it mainly because I've been on one of my giant robot kicks again. I've known about Front Mission for a long time, but it's a series that's remained in Japan for the most part except for the PlayStation installment Front Mission 3 and the PS2 sequel Front Mission 4. I've played neither of those games though I'm no stranger to Japanese turned based strategy games/Turn based RPGs.

I found the original Front Mission for DS surreptitiously as I didn't even know it existed and I wasn't aware at first it was an enhanced port of the original Super Famicom game that for whatever reason (Probably Squaresoft thinking it too hard/complicated for their Western audience, something they did a lot of back then.) Knowing the name and the reputation it has among fans of mecha like myself I bought it for a bargain price that I still don't understand since everywhere I see it today is much more expensive.

In any case let's get to the actual game. Front Mission is a strategy role-playing game, with an emphasis on the strategy part. It reminds me a lot of Battletech in both the oddly Western robot designs and the whole squad based combat angle that the game takes. There are two scenarios you can play in, the beginner's campaign which is the original campaign from the Super Famicom original and the more advanced campaign made specifically for the remake so it's a little shorter. Both tell the same story from different sides of a war that's being fought on a newly formed island in the Pacific in the near future. The story is simple, but full of interesting plot twists as you uncover a military conspiracy. The same events happen in both campaigns, the second campaign referencing the first quite a few times, even having cameos from some of your characters in the first game. It was a neat addition, and I'm sure the Japanese kids who were addicted to this game when it was originally released really got a kick out of it. I did and I've only known the characters for a few months now.
Besides the leveling up of characters and learning skills aspect the game-play is really bent more towards the strategy aspect. You get over a dozen troops and you can literally spend hours tweaking and customizing your robots or "Wanzers" as Front Mission calls them. Wanzer is short for "Wandrung Panzer" which means "Walking Tank." You can choose which arms, legs, body, a variety of hand held and shoulder mounted weapons, and an energy boosting backpack that makes up your Wanzer. The customization is by far the deepest element of the game, though the combat isn't a walk in the park.

Basically your Wanzers are situated on a pseudo-3D isometric scene separated into a grid. The environments are pretty well drawn, upgraded from the Super Famicom version, and they range from all types of scenes from urban fighting to forests, mountains, deserts, etc. You move your Wanzers around on this grid, and a supply truck that can repair and reload if you have one, and engage the enemy from long, medium, and short ranges. The long range weapons like missiles and medium range weapons like bazookas are essential to success because an enemy can't counter attack when you're attacking them from a distance. The short range weapons like other guns and melee attacks however require you to get up close and personal and unless you destroy the weapon they're attacking with or stun them they'll most likely counter attack you. If you try to do a melee attack and the enemy has a gun however, he'll get the first shot. The damage is randomized and you can destroy an arm, legs, or torso, the latter causing the entire enemy to blow to smithereens if you destroy it. Later in the game you do get the skills to target certain parts and it helps immensely.
When you attack somebody the view changes, and you get to see your little customized robot kick ass in a nicely animated and more detailed little scene. Every part has its own sprite which makes the customization even more interesting. My only complaint about combat is just how broken long range attacks are. You're limited on missile ammo but they're usually rather powerful and they don't require you to put your units in danger. There's also items like chaff that throw off missiles but for the most part missiles are insane and I've won entire missions with long range barrages alone. They don't completely break the game though, and I really enjoyed the simple combat as well as buying new weapons to see what they do.

I also need to stress the length of this game. If you go through both campaigns you're looking at easily over 60+ hours of game-play especially if you're obsessive compulsive about customizing your Wanzers like I was. This game is best in small doses though, I really don't recommend anybody sit down and go through several missions at once because you really need a break after some intense tinkering with parts and fighting for your life in a mission only to be presented with a whole new collection of parts.

I can't really recommend this game to everyone because you need to devote a lot of time and effort into it to really get the most out of it. If you do give it a chance though you're in for a lot of the old Squaresoft magic with an intelligent story, inexplicably fun game-play, and lots and lots of robots beating the crap out of each other. I don't know why Squaresoft didn't release this on the Super Nintendo but I think it would have been a classic in the West if they had. As it stands now the game is a bit dated, but that shouldn't be a problem for anyone who enjoys old-school graphical style as it's certainly not ugly just dated compared to what the DS is capable of. There are some sweet CGI cut-scenes in the second campaign at the very least. It's a game that I feel like I missed out on that I'm glad the Nintendo DS let me experience.

8 out of 10

Tuesday, October 30, 2007

A New Toy: Yobo's FC Game Console

So a friend of mine just bought an old Nintendo Entertainment System (NES) last week off of eBay and I helped him replace the old, bent up 72 pin cartridge connector. It works like a dream now and to be honest I really got kind of sentimental about my old gray brick that I sold off for fifteen bucks a few years back when I was still in high-school like the moron that I am.

Anyway we were out looking for games at a local store that still carries old cartridges from trade-ins and for that same fifteen bucks sat the "Yobo FC Game Console," a popular Nintendo clone that's sold legitimately in the US ever since Nintendo's hardware patents ran out. I instantly had to be a copy-cat and buy up some games for myself, but unlike my reckless Sega Genesis collecting I promise to keep myself in check (As if I need something else to distract me). I'm only going for the honest to goodness classics or games that I personally have nostalgia for. In any case this little silver Yobo box has been a good jump start back into the land of NES games for me. I was just impressing some freshmen with my Super Mario Bros. skills, one of which had never played the game in his life, and goddammit do I feel old now.

In any case let's talk about the FC Game Console or as we've been affectionately calling it: the Yobo. Originally it was a Famiclone called the NeoFami (the name of the NES in Japan is the Family Computer or Famicom). A third party hardware company called Yobo decided to import the little box, roughly the size and height of two NES games, to the US with a 72 pin cartridge connector for US games and they were even nice enough to use Nintendo's proprietary NES controller ports so that you can use real honest to goodness Nintendo controllers. As you can see in the picture I got myself an old NES pad and a zapper that both work perfectly fine with the Yobo. We also tried out an NES Advantage arcade stick without any trouble. The two controllers the Yobo comes with are actually pretty nice and really comfortable with what's essentially a SNES style layout. They feature both slowdown and turbo functions which are also appreciated though like the Yobo itself they feel flimsy and shoddily constructed. Though I like the Yobo's sleek and minimalistic look (and the blue LED on the power button is a nice touch) there's always the fear of it breaking due to its cheap build.

The Yobo's game playing isn't perfect. The good thing is games will usually start up after only one or two tries which is nearly impossible with an original Nintendo (though those replacement pins have done wonder's for my friend's eBay trophy). The Yobo is built on an NOAC or NES-on-a-chip which means most of the functions that the hardware of the NES was responsible for are now being done on a single tiny chip. The problem with this is that in some games the sound will be off or the colors will not match perfectly with the original. This is only a minor complaint as I haven't had any serious problems so far. The only major games that the system is completely incompatible with are Castlevania III and Gauntlet and I can live without them (especially because Gauntlet II will work). I haven't run into any serious graphical glitches in other games though the system is prone to a bit more slow-down than a real NES, also not a problem for me. I might talk about some particular games at a later date. As you can see in the picture I snagged a copy of the marginally rare yellow-label Metroid that works like a dream in the Yobo.

Like I said, the Yobo is only a start. Though I don't feel like getting a legitimate NES again any time soon I'm thinking of grabbing a Generation NEX for Christmas. I've read it has many of the same problems as the Yobo but it's a much slicker, more legitimate looking device that also plays Famicom games (Which means I can pick up that fun little Macross shooter). This comparison by Run! Jump! Shoot! also recommends it as a good replacement model for the original though at $60 I'd much rather buy a Yobo. But hey, if we're talking Christmas gift then why not. If you want to get in on NES collecting and you're on a budget I can't recommend the Yobo enough. It's basic, it's got wonderful AV output that's probably better than that of the original NES, it works with all NES peripherals and most of all it's cheap.