Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Friday, 10 April 2015

Contra - Arcade


Enough crap, it's Arnie and Sly.
 
Some will argue this is one of the hardest games out there in the Run and Gun category of gaming. I however, feel that the follow up game to this one is FAR harder but that's for a later review, possibly. That being said, it is still a very tough game and the arbitrary limit of continues on the machine itself is just only a small part of that problem. Though it's not a very big problem as it's great to see games that have that one thing that a lot of games nowadays are missing, challenge!

It's an odd perspective/ratio and keeps you from seeing too far ahead.

Contra follows that lovely idea of starting from the left and running you rightwards (usually, more in a second) where you'll be jumping platforms and hammering the shoot button to fire in as many directions as possible at the limitless spawning enemies, the set-piece enemies and all the way until you meet the boss of the level and have to blow it up. There's no back-story mentioned in the game and to be fair, it's really not needed as the premise is simple, "Run, Gun, Kill, Win" though that last part is a little bit of a challenge.

"We really wanted to be Aliens" is all this game screams.

You've your usual spectrum of weapons in Contra, gun, machinegun, fireball thrower (avoid this like the plague), laser, Spread/Scatter gun and the rarely found, occasionally picked up, Barrier which makes you invincible to everything except falling off the bottom of the screen. The guns have their uses, machinegun negates the need to press the button but lacks the stopping power of the bigger guns. Laser is highly powerful but requires a lot of accuracy which isn't that easy in this game as there's a sort of sweeping direction movement going on with the aim rather than the arbitrary key 8 directional points. Spread/Scatter gun is great for clearing out waves of enemies but only does heavy damage when up close so that all shots hit at once. Fireball thrower... Well, the less said, the better. There's enough variety there for those that like it and a weapon for everyone's preference. (Mine's the spread gun, stay off it)

Mix it up with some pseudo-first person fighting

The controls in Contra are an odd bunch at times. They're less precise and more fluid than the home console versions of the game and by that I mean that you can shoot in angles between the 8 key directions (Up, down, left, right and all 4 diagonals) as the game takes a sort of turning momentum when you're pointing to consecutive directions, but if you change suddenly from Left to Right, you'll switch immediately, however in turning from Left to Up/Left and Up, you'll spray in multiple directions while the aim turns towards the new directions. Going from Left to Up with a slight pause though, will switch the direction immediately, this tends to catch most people out when trying to aim for something that's going to kill you and needs to be shot, as it's usually miniscule in size and very fast.

Some of the bosses offer quite the challenge. Others offer a HEAVY challenge.

There's plenty to hear in Contra, ranging from the pops and squeaks of dying enemies, explosions from bosses, klaxons going off as bosses are damaged and near death/destruction while there's the semi-synonymous noise of dying that seems to have carried from most games across the series, they're clear and precise and don't strictly interfere with the music which is another bonus point in favour of the game. Konami seems to have nailed it perfectly with Contra in that the levels, challenges and bosses in the game are punctuated with suitably appropriate music and most key boss music really sets the adrenaline going, especially after the tunnel levels.

It's not a boss, it takes about as much damage as one.

Graphically, Konami looks stunning. The action and motion is fluid as you traverse the levels and the gameplay is never overwhelmed by what's going on but the looks and appearance of the mechanical structures, odd alien-esque biomechanics (Though I feel Geiger might have been more than a slight inspiration here...) and even the ice levels, jungles and underground tunnels are lavishly designed and realised through the artistic merit of the game.

Space American Football Player Boss... The what now?

It is a tough game though, while there may be several camps of people decrying it as either IS or IS NOT the toughest game of the genre before we start looking at games like I Wanna Be The Guy or platform bullet-hell games, it's difficult but not the toughest. That said there are some issues regarding jumping and shooting accurately especially when trying to aim for diagonal shots but these were ironed out in the console releases (Which have far more levels too).

Laser, Scatter/Spread, rapid fire. All good weapons, just don't get the fireball gun. It's crap.

Play Contra if you can in the arcades, it's quite different from the NES version of the game and will have enough surprises and similarities that would interest and keep a steady gamer curious as to what changes there are. Just remember there's a credit limit before it's an auto-game over and there's no 30 lives cheat for this one.

Monday, 16 June 2014

Super Probotector/Contra 3: The Alien Wars


And so it begins, on the SNES!

I do have a rather fond relationship with the Probotector/Contra series of games, to a point. That point being this game in particular in which having played the first and second game in the series, then getting a SNES and seeing "Super Probotector" (an odd thing to name all games "super" just because it's on the Super Nintendo, causes a problem when you already called it Super on the NES... Right? SUPER Mario brothers...) and seeing the 8bit classic, favourite and challenge of a console brought to the 16bit era and sitting back and going "....wow..." having spent the first few minutes of the game running through a war-torn city, jumping into a tank, taking out barricades, tanks, being hit with an airstrike, somersaulting over fireballs and eruptions before fighting a giant mutant tortoise. FOR THE FIRST LEVEL.

The dynamic ways in which you'll have to fight enemies, are numerous.
It runs the same format as the other games before it have. You've yourself and maybe a second player, running from left to right with your guns, killing everything that moves and trying to get to the end where you can kill a boss. (usually... this game does mix it up a little). Accompanying this is your new abilities to climb walls, hang from ceilings and supports and now have the ability to select different weapons or fire both at once in a "web of death" spiralling move. You can also carry bombs that wipe out most enemies and do some damage to bosses too.

Because being stalked into the stratosphere wasn't scary enough, bring the spiked walls.
First thing you'll notice is that the graphics are stunning. There's no two ways about that one and the detail and focus on the 16-bit version here is mind-blowing, especially if you've not seen the games after this point. Destroyed cities look like truly dilapidated remnants of once former glorious locations, industrial landscapes as far as the eye can see, deserts within acres of canyons while riding a hover bike through along a fully maintained single road... Ok lost the plot a little on that one. But every single enemy, from standard alien creature up to giant flying armada space boss, looks stunning. The detail has been lavished on in every regard.

"I felt like such a twat when I turned around and saw what really scared them away..."
The gameplay hasn't suffered either. It's fast, it's fluid, your character runs and jumps as smoothly as the best of them and the added collar/shoulder buttons help with the standing still and shooting in all directions function while the jump and shoot are nicely placed as per muscle memory would accept while the switch and bomb buttons are added on and tend to be less used than the others anyway. (Unless you've an auto fire joypad, then it's double gun time!... yes I did do that back in the early 90's). If you die in this game it's for one of two reasons, either you've faced off against an enemy you've never met before or you didn't react in time. The controls are too solid for that to be the error here.

Once again, the computer can do something more cool than I can.
Musically and sound-effects wise, the game is fairly crisp, making good use of the onboard sound capabilities of the Super Nintendo, giving us heart-pounding beats and music filled with adrenaline to the point it'll be dripping from your ears while the shouts, screams, explosions and gunfire is almost constant but never quite enough to overpower the musical ensemble. Though some of the compositions rely on bridges that are dependent upon the character reaching a certain point in the level and it's not quite so smooth in such a transition.

Post-Air-Strike stance.
The multiplayer still holds the same issues that the first games did. If one person tries to make a huge jump that's beyond what you can manage if the screen doesn't scroll, and the other player doesn't jump... Then it's a quick trip to fuck-you town, population YOU.

First boss, suffering from Ectopia cordis (go look it up)
The game will overwhelm you at first, there's just SO much going on in each level, even the top-down levels where your view changes to a birds-eye-view of the battle, the shoulder buttons used to turn left and right and the d-pad to run around, jumping now makes you duck under bullets and some of the weapons take on different properties, the laser in particular is now a short range constant stream rather than the high powered beam weapon it was in the previous level.

Mode 7 used wonderfully here to show level 2. Though you really need to see it in action.
Your power ups range from the mundane but useful machinegun (of which you have anyway), crush gun that's short range but explodes powerfully, the flamethrower that acts like an actual flame thrower, homing bullets that do exactly what you'd expect; builds a house. No. The spread/scatter gun making it's almost trademark appearance and the laser. Bombs that will stop most bullets and small enemies and will also damage larger ones and the occasional Barrier that will give you a colour-coded shield that lets you know when it'll run out.

Level 1 and I get a tank, sadly not much else later on.
Throw in 3 difficulties of varying toughness, including the Hard Mode being the ONLY way to get the True Final Boss (a brain in an armoured suit that chases you up a pit while you're helicoptering out). Some obstacles also become invincible, some bosses speed up or hit in different movements, some enemies will now attack rather than sit in the background. There's a BIG jump from Normal to Hard mode that you will not see from Easy to Normal. In fact, with the Easy mode, you'll wonder why you even bothered, especially when most bosses are rather idle during the fights, the last boss has the 4 easiest options when fighting and you can likely outrun bullets. While conversely for hard mode, you'll be shot faster than you can say "what bulle...?", the last boss hammers you with every option and tends to favour even the grey snake special (you'll dread it when you see it) and then suits up for a final fight afterwards, and the giant turtle on level is invincible save for the heart (you can't break other bits of it).
The video game equivilient of "I'm a huge TIT", with guns.

It's a good example of how to do a strong, solid, run-n-gunner. Learn from it.

Thursday, 31 October 2013

Duke 3D



NO I am not talking about Duke Nukem Forever (yet) or Manhattan Project (yet).

This is Duke Nukem 3D, a game that brought with it controversy with supposedly excessive violence and raw porn in a game. (Yeah right... a few badly animated gifs) which kicked off censors in ways that most hadn't expected since the Mortal Kombat fiasco and followed on with people crying to the skies for us to think of the children (on a game that's rated 18, so why are they playing it?) and stating how life and society are collapsing around us and we'll all live in sin and base needs or writhing orgies and death and murder and...

What a load of bollocks. One thing I hate more than people decrying games for being corrupting, are those that seem to think that just because something doesn't fit into the world view, it must be stamped out or it'll cause the end of the world as we know it.

In some cases, that's not a bad thing.

But behind the uproar, behind the mask of bullshit of focus groups braying for blood like loud-mouthed toddlers, there's a game and that's what I'm looking at today.

With the main competition being Quake, a 2D based shooter being released at the same time as the full 3D games, was always going to be compared as the last solid bastion against the new age of the prosperous future. While Quake was a full 3D game with focus on combat and showing the 3D arena, Duke was able to utilise the BUILD engine to put a 2D engine game into one of the brightest, most colourful (language too) and humorous games of the 1990's.

In a plot that is summed up probably more quickly than I'm about to do, "Aliens have invaded, go kick their ass", starting with Duke leaping from a crashing spacecraft, watching it fall and explode while landing upon a rooftop and immediately presented with the idea of blowing up canisters to cause things to open, dropping down an air vent into a deserted street by a porn theatre and the fighting begins.

With a massive number of weapons, sporting kicking (Both legs on early versions), pistols, shotguns, ripper guns, RPGs, pipe bombs, shrink guns, laser trip bombs, dual-handed mini rocket launchers and a freeze thrower with bouncing projectiles, Duke is well armed and well equipped to run his testosterone fuelled, muscle headed, one-line quoting ass from here to the final boss. Much in the style of doom, each level is ended by either slapping the end button or killing the boss of the level across 3 (initially) episodes.

On the way you'll be assaulted by an army of alien invader, mutated cops (into pigs... how droll), machines and robots while also encountering every movie and film reference possible from the 70s to the present day from Alien to Star Wars, Terminator to Evil Dead, Space 2001 to Independence day. Practically every level has some reference be it audio or visual to any number of aspects of pop-culture.

The game uses a huge array of textures and structures, with some very clever Build engine tricks to allow for rooms above others in a sort of 5th Dimensional space (coined by Marathon originally), allowing for more convincing levels set with a city, a space ship/moon and another city across the episodes. As cartoony as the graphics are, you can still identify the levels and what the intentions were, while red brick walls are very red still and not the dulled out and brown-washed mess a lot of modern games happen to be.

In many levels, there's the inclusion of "babes" that hold various positions of being offered cash to "shake it, baby" or moan "Kill me" of which killing any of these traps will cause more enemies to be spawn, usually those that require several shotgun rounds and likely, the Octobrain enemies. While other areas of the game act as touch plate spawn points for enemies to trigger or appear as soon as you step on a specific part of the floor or enter specific rooms and then in comes the army. Not hidden behind a wall, not teleported in from another room, but actually CREATED right then and there with no warning at all other than hindsight from playing beforehand. In later levels there's a lot of this type of trap.

The designers and makers of this game and levels show their colours as being children of the 70s and grew up in the 80s, in one level you'll find the obelisk from 2001, another you'll find a smashed up terminator complete with outstretched hand and more subtle take-that's such as a Burger House with drive thru, being supplied by a dog-pound from next door, accompanied by the genitally based quip "Nobody messes with MY meat" to really hammer the joke home and bypass all the subtlety one could have mustered.

A lot of the humour is beaten over the players head until they're forced to groan about it or just left scratching their head at the missed joke as it sails over their head at mach-1. The humour is there, but like a lot of time-based jokes, it falls flat when people no longer remember the incident, such as the OJ case with footage of him fleeing, large signs of "Innocent?" and "Guilty!" dotting the landscapes.

Game play however, is smooth and fluid, with Duke running around about as fast as the Doom Marine does (and he turns up too in this game in a secret area), generally outpacing most of the planet and sprinting the world over in short time, even faster when taking steroids, while jumping and ducking allows for a few extra ways of navigating levels that many wouldn't have been accustomed to doing since the days of Doom. The extra functions and abilities found within the engine put it head and shoulders above most of the games on the Build Engine and slaughters all Doom Style games save for the best one or two (of which I will be reviewing later).

Multi-button switches, switch combos to unlock doors, flat platforms over platforms, destructible areas that react to the player blowing stuff up, moving carts/train (noticeable on the Subway level), underwater swimming, falling damage, and many more bonus features not found in your standard Doom Engine game, all await you in Duke 3D. Though in some cases you cannot help but feel that some of the features were written in with JUST one aspect of one level in mind and nothing else. That said, there's a lot of features and tricks that can be made within the BUILD engine (that comes on the CD of the game) where you can create and design your own levels and make your own episodes. For some this aspect might be more appealing than the actual game and certainly had myself making a myriad of games when I first started the game, way, way, back.

The satirical edge aside for the humour, there's a very disjointed feel to a lot of the levels when you're jumping from one to another, going from an adult theatre to a red-light district then to a prison, is rather jarring to the flow of the game and then to a submarine and a factor, before turning up at the San Andreas Fault, one can't help but feel these levels could be done in any order and it'd make NO difference to the overall experience. There's no story to be told beyond getting from a to b and a brief (see VERY brief) talk by Duke to the boss of the episode followed by a short, stop-frame, FMV of him doing something... usually ripping off a head and shitting down a neck.

While there is a large level of outrage over the needless sexualisation and objectification of women within the game, serving as either eye-candy for the player or a pointless additional reminded to beat the level and save people, the game wouldn't have suffered at all had it simply removed this aspect of the game, because otherwise the world gets invaded and everyone's dead except for Duke, Aliens and a few scantily clad women. It's a misogynistic view of the future but one that fits Duke's mentality and atmosphere, whether rightly or wrongly and for that matter, suits the character rather well as a guns-blazing, meat-headded, steroidal ass-hat, but one that's fun to play as.

What is apparent, is that there was little clue at the time that this game would accelerate the brand into super stardom and become something many would remember fondly but never find it accurately re-made with ports to the play station, N64 (yep even on Nintendo), and other consoles through the times, other future games being released beyond Duke 3D with one being a return to the platforming roots of the first 2 games then the stunningly, ACTUALLY released, vapourware of Duke Nukem Forever (and it should have remained vapourware). Nostalgia masks this game as being something far greater than it was and all the hype and failures of recent time’s only further cement this game in being something far more than it actually was.

As a game, it's interesting to see a take on Adult that doesn't just rely on gore and swearing but also sexualisation, which a lot of games didn't for a LONG time, and quite likely because this did it and nobody dared to match it in the same shameless manner, while games in the past had facets of sexualisation, few were as readily accessible as this one (except porn games, but that's just obvious and I don't expect anyone to defend porn games because it takes too long type with one hand). Must take balls of steel to implement that as your object in a game's release.

Maybe one day, someone will release the source code and we'll get to enjoy duke in the same way we enjoy Doom with lots of ports and online functionality pushed through the roof and huge levels way beyond the limitations of the build engine.

Until then, we've only this to go back to and play it fondly.