Showing posts with label duelling. Show all posts
Showing posts with label duelling. Show all posts

Friday, 24 July 2015

Outfoxies - Arcade


No foxes are involved


It's every once in a while a game really surprises me as to just how inventive an arcade game can be. It's been a long time since I saw anything like this one and with Outfoxies, I can only really liken it to a sort of 2D version of the original Power Stone, or Super Smash Brothers with less in the way of items and combat.

Some large and creative areas here

Outfoxies is about over the top arenas, crazy characters and duelling spies one on one in a very action orientated game that seems like the semi-final showdowns in numerous James Bond films, especially with one particular character that seems to be a direct copy of Tee Hee from Live and Let Die (You know, the tall guy with the metal claw arm thanks to a hungry gator... or croc, I forget and I don't stop to ask when running from such things).

Dead on a dead whale... How embarassing.

Your characters in Outfoxies, range from Any Job for Cash man, Psycho Twins, Naughty Chimp, Professor Chairbound, Madame Killer, Circus nutcase, Tee Hee rip off and High Class Hit Woman. Each character brings something fairly unique to the table aside from speed and strength bonuses, the professor in a chair is able to turn aruond and negate most projectile damage with his reinforced wheelchair at the cost of mobility, the chimp is faster but takes more damage while the more generics of the group are John Smith (Great name) and Betty Doe (Missed a trick there, should have been called Jane).

Rocket, grenades, machineguns, swords and more to use.

Each character has their own level and the missions are all to kill the other spies for cash. Levels range from cargo planes while in flight, to circus tents (complete with their own human cannonball cannon), to boats on the oceans in storms, an aquarium and a train while it goes through tunnels. The levels themselves are dynamic in that things change all the time. The train will periodically go through tunnels, forcing combat inside the carriages. The ship and plane levels will tilt and sway violently with the combat that takes place, the aquarium will flood and fill with chompy little critters at the first opportunity and each level will generously spawn a variety of weapons.

Obligatory "I Win" sticker

Combat takes place in Outfoxies with a simple interface, the joystick moves you around while the attack button will generically attack and the jump button, naturally, jumps you from place to place. You can jump and down through levels and floors, climb onto things, pick up and toss barrels and crates and assault your opponent with a mixture of guns, machineguns, rocket launchers, grenades, flamethrowers, swords and weapons based around the level in which you fight. As such your own fists aren't all that powerful and as such, you'll often be scrambling for death-dealing weapons, particularly the explosives.

Hi-explosives at the Hi-Top

Each round takes about a few minutes, combat can be fast paced or get bogged down in a simple exchange of blows back and forth as one person gets floored only to rise and floor the other. If one character has higher strength/defense then it's clear who the winner is going to be at that point (usually the CPU player), otherwise it becomes an issue of who gets the explosives and who gets slapped hard with the death cannon rocket launcher.

"I'm on a boat, I'm on a boat..."

The sounds within the game are your usual set of explosions and booms with a little focus on the music but with so much going on you barely will be listening to it. However the digitised speech for every item pick up, enemy interaction and as an announcer voice, serves the game well, as does the final few speeches given by the Last Boss within their mansion (bonus points for 3 attack dogs and the more vicious fluffy, yappy dog too) really add to the overall experience of the game.

Last level, run a gauntlet into a bossfight

That said, Outfoxies has flaws. The screen gets far too small to see clearly unless the fight is very close together, which is ok if it's human vs human but against the computer, you're disadvantaged by an algorithm process that negates the need to be able to see clearly. In 1 vs 1, the game is a lot of fun and the sheer size, scale and scope is remarkable for an arcade game to the point that I'd like to see it redeveloped, though once you add more weapons etc, you're looking at games that already exist. Certainly an overlooked game and if you find one of them around, play it, you won't be disappointed in the entertainment.

Thursday, 5 February 2015

Monster Maulers - Arcade


There's monsters, these people maul them.


There's a rarity that pops up every now and then. A game that takes an idea and runs it in a slightly different direction and either flumps hard into the ground enough to bury itself from head to arsehole or just manages to rise above and become something unique in a heavily saturated arena of games of similar ilk.


Pick a boss, after that you're told what to fight next.
The idea of 2 people fighting together is not that novel. Done since Double Dragon if you're looking at the co-operative side of things, or against each other made famous by games like Mortal Kombat and Street Fighter 2 (I said famous, not originally). But few games have tried that 2 vs. 1 method in which you take Ryu and Ken from Streetfighter and have them fight against a boss (Street Fighter Alpha 3 actually DID this in various format versions) or have Sub-Zero and Scorpion team up to beat the ever-loving-shit out of Goro and such.

It's certainly creative on the enemies, if only I didn't look like a Dragon Ball Z reject.

There's a distinct difference though between having a 2vs1 game and a brawler. I'm not talking about a game where the players team up to slaughter hundreds of low level enemies with a few bosses, I'm talking about games where 2 players can take on 1 boss that's either stronger, faster, more prioritised or such. Mugen games allow for such combinations depending on the version (once again).

Speaking of rejects, here's the Blanka reject, complete with lightning/magic.

Monster Maulers however, is one of the few games that allows for two players at once to combat the bigger badder bosses/monsters in a sort of StreetFighter style that negates the Final Fight approach to co-op combat. One or two players will pick from 3 characters, to systematically attack and assault a rather varied and colourful selection of bosses and opponents a la Street Fighter.

I got eaten, it was an odd turn of events but the vorephile's will like this game.

The story is fairly forgettable; three barely-clad, plastic-looking, evil wannabes that would look entirely at home on a Japanese Kids Show of generic anime central, try to take over the world by holding it to ransom with a huge blimp with bombs that are launched to create some giant monsters in key places around the world. In response, a scientist warns 3 people that they need to go and punch, kick and energy blast these monsters to the beyond and then go and punch out a flying blimp warship.


This guy can also eat you, while this playable character does the most impressive splits I've seen.

Which in fairness, is probably more written in that paragraph than the game itself has managed to produce, sarcasm not withstanding on that one.

This dragon can also eat you. I'm noticing a pattern.

Cue you (and a friend if you have them and wants to play this game) picking an initial location to do battle with some of the more unique creatures seen in a beat-em-up. I don't mean unique as in the kind of flamboyant personality that hasn't been seen (or just not very often) but unique in that I honestly cannot remember the last time I saw a full-sized, armoured Centaur in a beat em up game. Or a giant combative Moai Head from Easter Island or even a large brain-pede thing... for what of a better description of a flying centipede/brain organism... Actually that was the description.

Yes, you too can hurl Centaurs across the room, and laugh at their pink dye-job.

From Giant Brains with armour plating, to Centaurs, Demons, Colour changing dragons, Easter Island heads, Giant Carnivorous plants and Slime Monsters, there's a great level of diversity and variation between the game's main bosses and enemies. Which then let's it fall flat on its arse with the final few monsters and bosses in the last level (which, oddly enough, plays more like a beat-em-up from Final Fight with the multiple smaller robots and such) where the bosses are just some prick in a robot suit.

In true old school style, they turn red when angry.

Dull. Especially when compared to the creatures you've spent 80% of the game fighting, breaking apart and forcing them to incur physical, modified and permanent damage. To then go up against the equivalent of a few robot looking shapes tossed together and spun around repeatedly like they just discovered there's a fucking rotate function in flash animation!

Sadly the final level, is very weak.

It's a shame really, it just stinks of a lack of effort on the last part of the game. Yes, the main antagonists are human (apparently, not really explained how people can do what they do... but oh well) but why not have them mutate into something rather than just being hidden inside or riding a large robot? "More attacks" is a possible answer but having seen some of the monsters fought earlier, that doesn't seem to ring true.

The boss before the boss time.

The main characters have a little bit of variation, despite all three looking like they're all 2nd rate contenders for the most generic hero team in the world. Your all-rounder guy, fragile but fast and combo-licious female addition and the slow but heavy hitting other main guy, form your little triumvirate. Each as a variety of attacks in the light, medium and heavy flavours and use of them in different guises, at different point, in different positions, can result in very different outcomes from combos to grabs and holds, to throws and so on. There's a lot of positional dependency for what constitutes the need for a low punch or a sweep, compared to when to punch in mid-air as opposed to grabbing and air-tossing the boss aside.

The range of speed and slick animations are quite impressive.

This can be a rather hit or miss set up with the addition of the fast movement and quick-paced combat. On top of that, there's the special moves from fireballs to powerful attacks and wall jumping which the monsters will either succumb to, block them, reflect them back in the case of projectiles or outright no-sell the attack and simply hit you with something that never worked against you before but does now, or counters with something you've never anticipated but happens to hit harder than anything has up until now.

Grabs, holds, combos, specials, all manner of attacks to unleash!

Having a second player with fast reflexes and good communication will allow players to pull off team-moves where both characters do a move together. Don't count on it though. Psychically fuelled TWINS will not be able to synchronise themselves into working together well enough to achieve much with these moves and on top of that, even these moves will get the same treatment as aforementioned.

Besides, suplexing Moai Head monsters, where else you going to get this?

That said, it's a fun game. Monsters always have double the health the main characters have (which essentially pushes focus on it being a 2-player game but a single player can tank the damage and survive especially with high lives if the arcade machine is set to "kind" mode). The great variation between monsters and settings, some with their own pre-boss fight set up too.