Showing posts with label em. Show all posts
Showing posts with label em. Show all posts

Friday, 16 October 2015

Time Crisis - Arcade


It's time, for a Crisis

Pedals and guns. An odd combination to be sure but it has a lot of potential and thanks to Namco, they've managed to turn it into an entire franchise through Time Crisis. Use the gun to shoot everyone and everything you possibly can in the shortest amount of time in order to progress through the levels, while using the pedal to advance and releasing the pedal to become indestructible but at the cost of a) time and b) not being able to shoot anything at all.

There are shotcuts to be found too

There's a plot in Time Crisis, as one might hope for and it runs along the B-Movie lines of "Someone has been kidnapped, arms smugglers are attempting to take over some small principality and you're being sent in, lone agent style, to stop the plot, save the hostage and shoot up more people than Rambo, Commando and Robocop combined. 

Quite a few shortcuts

As expected, the focus in the game is on Time and there being a Crisis. The Crisis has already been explained and the Time element is that you'll have approximately a minute to beat the game. However, before people decry bullshit, you gain time in various ways. These range from clearing an area, to shooting yellow/gold enemies which only appear periodically and briefly for a bonus of 2-5 seconds, as well as getting quick-fire accuracy shots for more time and there's always alternative solutions in blowing something up or being quick enough to bypass stop-gap checkpoints as an extra incentive for the especially quick players. 

Whoa! A plot too!

You're given several lives in Time Crisis, depending upon the arcade settings, ranging from 3 to 9 (only the super generous would permit that however) and getting shot by a lethal bullet or explosive or even hazardous surroundings, will results in having one of your health points removed and staggers your view for a few seconds, losing even more precious time. The issue is that if you run out of time, it's game over regardless of the health of which you're carrying on you. That aside, once you get used to the idea that speed and accuracy and bravery will win this, not cautiousness and carefulness, you will make significantly more progress and find yourself only really stepping off the pedal once a reload is required or one of the red soldiers turn up, as these ones are almost certain to be firing lethal shots. Not that the others can't wound, they're just much less likely to do so.

There's quite a variety in locations and settings in the game

Cars, cannons, helicopters, these are several of the larger enemies in the game that will require more firepower to take down. Failing that, there's always soldiers, rocket soldiers, ninjas with claws, ninjas with knives, machine gunners, soldiers with pipes and many other enemies. It's an interesting mix of madness while you'll quickly learn to spot the red enemies and unique enemies as they'll be the ones that shoot you before you realise it. 

Sadly, not the final boss

The music in Time Crisis fits well and has been scored appropriately, a steady set tempo that becomes more manic and intense during the lead up towards the more climatic battles and dips back at the start of a level to ease us emotionally into the next round. Speech has been recorded well and you'll often hear "Action!" as if this game took on the form of a movie or cinematic but it's suitable enough to not be repetitively annoying and often is welcomed as it makes it abundantly clear when the action is back on again.

Only the red guys should be worried over.

It's an impressive game and concept (If Space Gun hadn't done it first...) and for the first game in the franchise, has shown that you can take the old style of the on-rails shooter and make something innovative with it. Unlike Space Gun, Time Crisis is fully 3D using the similar graphics engines that the PSX could manage but for some reason it works very well with this game, scenes and backgrounds are wonderfully represented given the circumstances and everything does feel like a hike through an East European castle with its construction sites, science labs (including 'The Fly' teleporters...) all the way up to the big final battle with the Man-Behind-The-Man bad guy. Who keeps popping up in other games.

Certainly worth several credits and hopefully you'll have a machine that gives you a plethora of lives with which to play around.

Thursday, 27 August 2015

Cadillacs and Dinosaurs - Arcade

Not the most exciting start image, I know.



It's not the first amalgamation I'd consider if someone said "Put two things together and make a game with it from an original comic book" and while I might have chosen Dinosaurs, because they're dinosaurs after all, it's unlikely I'd have chosen Cadillacs. Likely I'd have opted for Dragons and Dungeons... no wait...

Odd when the language doesn't match the threat.

Cadillacs and Dinosaurs started originally as a comic book series in the late 80's, set in post-apocalyptic world where pollution and disasters ransacked the planet, people moved underground for centuries and when they came back to the surface, dinosaurs were around again. Our two main protagonists, Jack and Hannah, fix cars and science dinosaurs respectively while trying to survive in a world where driving down to the corner-shop is likely to get your head chomped by something large and scaly. (Not using a mom joke there...)

I get to punch out T-Rex looking things, awesome.

From this, in steps Capcom to publish Cadillacs and Dinosaurs as a brawl-em-up. Take your two main chars, add in a few extra minor chars, give them some pointless stats details and have them punch, kick and fight their way through multiple enemies, levels, bosses of both human and dinosaur in nature, and some enemies that are a little of both. The special skills are laughable at best, "Good Skill", "Items", "A move everyone else already has" and "Useless" are pretty much the spectrum on that one.

I don't get the appeal of driving a Caddy, but I do get the appeal of running mooks down.

In so far as a plot is concerned, our intrepid heroes embark on a journey to stop poachers from killing dinosaurs and selling the skins, get ambushed on the way home and find out it was a ploy by some nutcase in a lab coat who wishes to fuse humans and dinosaurs together through 'Science' and become the perfect being. Sadly this was doomed from the start as he never wished to become me, oh how fickle life is. Cue this as a reason to fight your way through multiple levels featuring bosses, returning bosses, dual bosses, transformation bosses, bosses that become standard enemies and effectively hitting all the usual feature one might find in the arcade gaming tropes section. Even the obligatory sewer level and elevator level turn up.

No, no mix tapes were dropped here, someone started this fire.

You're not alone in Cadillacs and Dinosaurs (Of which the Caddy rarely turns up but thankfully the dinosaurs do) you've a wealth of weapons to help you ranging from pistols to shotguns, clubs, rifles, rocket launchers, grenades, dynamite and knives with the usual smattering of arcade brawling food items and points items to help push you up onto the bonus lives limits. Depending upon the machine you're playing on, you can have 2-3 players on screen at once trying to work out which dinosaurs are nice/nasty and which enemy is about to hit you before your mates screw it up and take you down by accident.

"Parts to include in beat-em-ups, #12 A boss rush of previous bosses: Check"

I can't say that I know of the source comics or the cartoon series (which may or may not have come out after the game anyway) but as a game, Cadillacs and Dinosaurs shows that the motion and controls are fluid and quite responsive. Running is done easily with a double tap in a direction, jumping and fighting is pulled off easily while the use of weapons and items comes fairly intuitively. There's little difference between the main characters in choice of skills and abilities, they all have combos, they call can run and jump and attack, they all have the "2 button" desperation attack that floors everything around themselves and costs a small amount of health in the process.

"Parts to include in beat-em-ups, #8 Elevator/Lift/Funicular sections: Check"

Graphically everything looks ok, though there's a little chuckle to oneself when you see the Twin Towers stood next to some new-age Mesopotamian Pyramid, maybe they rebuilt it. The levels don't seem to have the same attention to detail one might expect from Capcom and the detail on the standard enemies is somewhat lacking for quite a few of them, however the focus on the dinosaurs and dino-related creatures is sublime and there's a guilty pleasure in punching out a T-Rex type dinosaur while body slamming a boss into several standard enemies.

Thankfully, that IS his final form.

Cadillacs and Dinosaurs also delivers on the sounds, solid and loud explosions, synthed voices punctuating screams and shouts of triumph and jubilation as well as a rather overly enthusiastic "GO" sign that pops up when you need to progress to the right for more fighting. The music however doesn't seem to have been considered suitably for the project in that you can go from 20 seconds of intense rooftop fighting, to a jazzy number in a chaotic hallway before going back outside to a epic, adrenaline inducing rush of music before the boss turns up and it becomes a lower key tune that doesn't have the same rush. It gives the impression that whoever assigned the music didn't have the same ideas as the person that composed it.

STFU! I've got more credits!

Sadly for an arcade game, Cadillacs and Dinosaurs doesn't have much of a replay factor. Once you've beaten it you might give it another go and use another character but there's little deviation from the standard play here. Even before you've beaten it, chances are you've seen everything already and there's little reason to come back and go through it again. Which is a shame as it's quite the fun game to play.

Wednesday, 18 February 2015

Die Hard Arcade - Arcade, in case you hadn't guessed!


Who has bigger billing here? Fox, or Sega? There's only one way to find out, FIGHT!


Normally, one associates a game based on a film to be utter dross. A steaming pile of Atari E.T. Or worse. I could look back over a lot of Movie to Game adaptations and wonder aloud the immortal phrase "What the hell were they thinking?" while recanting various hashes and screw ups over the years from the Atari 2600 onwards, through the NES and SNES days, 8-bit, 16-bit and beyond. But as with all things involving large statistical data sets, eventually you'll come across outliers and extremes at that. Die Hard Arcade isn't quite one of those extremes but it's quite close to it.

The hardest fight in the game, this guy doesn't wash his hands before trying to punch you.

For those not the know, Die Hard is a film. Go watch it, now. When you're done come back and you'll understand the plot of this game almost flawlessly. For those who've already seen it and those that haven't done as they were told, I'll recap briefly the game anyway. Terrorists invade skyscraper, president's daughter is amongst hostages, you're sent in to infiltrate and rescue. Shit goes down, stuff gets blown up and you're left alone (maybe with a 2nd player, it's possible) to fight your way through the game and engage in a few Quick Time Events. Yes this game predates Shenmue, but so do a lot of others.

Given the time, it's not a bad attempt at recreating the film in limited polygons.

What do we have though with Die Hard Arcade? We've a multitude of levels and arenas in which our protagonists steadily get less and less dressed for the occasion in keeping with the idea of the not having any shoes etc, while punching, kicking, combo-ing and blowing up gangsters, crooks, ninjas, fat people, crooked cops and bent fire-fighters with the occasional big robot (yes I know...) and a few VERY large men here and there before fighting the boss, twice.

Hilarious, the boss can't find the child, it's like some whacky slapstick comedy show!

It plays quickly and the transition between one area and another is done smoothly as you watch the characters physically running down corridors wherein your Quick Time Event will take place, either jumping, punching, or kicking as required in order to incapacitate the enemy, otherwise you're going to have to fight a particularly tougher battle than normal. Almost a real credit eater in fact. Each area has its own features, some will have fans that hurt if you walk into them, a radar dish that moves quickly back and forth, weapons and items to use in combat, a fire engine spraying water like it's cannon time at the local riots and so on and so forth. Giving a mixed feel to each area and keeping things a little more fresh and different as they go.

QTEs, win them and kill an enemy outright, lose them and either get hurt or fight some tough characters.

There's a lot of variation even within the combat for Die Hard Arcade, multiple different combos and attacks to perform including back attacks, charged attacks, jumps, holds and combos, holds and throws, holds and combos INTO throws. *take a breath* pistols, machineguns, Anti Tank rifles (stolen from the terrorists I assume), pepper spray (works on masked people too), poles, sticks, brooms, robot arms, rocket launchers, chairs, boxes, barrels and even some health pickups of different strengths. Speaking of which, with pistols you can arrest enemies and take them straight out of the game if you get to grapple them while holding the pistol, a very nice touch indeed! Though if you run out of ammo, you throw the gun, which can cause damage too and is one truly hilarious way of ending a fight.

I don't remember this being in the film...

The music isn't all that memorable but it does play second fiddle to a wealth of explosions and fisticuffs, voices of enemies begging for mercy before trying to sucker punch/kick you, over the top hammy voice acting during cut scenes (always welcome) and a healthy compilation of gunshots, laser blasts (see robots for explanation) and water impacts during various traps and locales. Though the arcade itself can be customised to lower the noise setting, you likely won't hear the music over the sound effects and fighting anyway.

Paid poorly, the window cleaning robots go on the rampage, with lasers...

Despite the linear approach to the game, there's some replay factor in this in that it's just very entertaining and if you've got two players and get through to win the game, you go back to the Double Dragon method of winning in that victory becomes a fight to the death between Player 1 and Player 2. It's a bright and colourful game with enough tongue-in-cheek humour at the source material to be entertaining enough and steadily paced to bring back players for another go at the game. Not quite a long term play but worth a few run-throughs all the same.

Thursday, 9 January 2014

Gradius



Keeping on the theme of the scrolling shooter space-em-up, I'm taking a pickaxe to the next game and mining my way through the craft of game design. Yep, I'm talking about Gradius (Nemesis in some locations). A game which was splurged out in 1985 and brought to the fore, a series of games that would later become parodies of itself in games like Parodius. Which is basically this game with a cheeky look in its eye.

But before a take enough tangents to the curve to come back around on myself, I'll remain focus upon this game for now. You fly ship, ship shooty things, kill things to get power ups, use power-ups, avoid dying, shooty time for big bosses, beat level and prepare to play it again in a different setting. I'm not exactly selling this thing but then again, there's no real plot to this one. (in the game at least, but who really reads manuals? I stopped bothering around the time of Duke Nukem 3D wherein the plot was "aliens invaded, go kick ass". Kind of pointless and not an acceptable medium of delivering a storyline. Do you go to watch a film but have someone tell you the story just before watching it? If so I feel very sorry for you, incidentally do NOT come to the movies with me you oddball)

But what is it about Gradius that makes it particularly poignant that I would write a review about it? Quite a lot to be honest. The graphics are crisp and colourful without being over the top; the music is optimistically upbeat to the point that if it got any more cheerful people's legs would be falling off. It's cute and lively, largely inoffensive and the difficulty ramps up rather naughtily in the background while you're left to admire the cute game for what it is. A rather challenging little number from Konami that does require your dexterity and reflexes if you want to survive it.

The game play was fairly unique at the time. You've 3 buttons of control here, shooting, power up deployment and bombs (most ports of the game decided to amalgamate the shot and bomb button into one, making for a slightly easier game.) No charging of shots here (See R-Type review), just tap it to shoot and tap it quickly to shoot quickly.

Every time you kill a red-ish enemy, or the whole set of type of enemies, you'll be granted a power-up (if you fly into it) where you'll be able to incrementally move across the power-up list at the bottom of the screen. Once you've got the power-up highlighted that you want, you can active it and hey-presto! You’ve got the power-up. The power-ups come arranged in order of Speed Up (too many and you'll just crash into something because your feeble mind cannot comprehend the pixels and speed) Missiles (runs along the ground fucking shit up) Double Shot (your ability to shoot up and forwards to fuck shit up) Laser (fucks a lot of shit up) Option (give you an orb that does EXACTLY what your ship can do in order to fuck shit up by the multiple) and Shield (Which lets you survive having your shit fucked up).

There are some drawbacks, for a start, each power-up you select, resets your power-up count. So collect 2 and opt for missiles, and you're back to having zero in stock. Lasers and Doubles cannot be used together, one or the other only here. The shield will only take 3 or so hits before it fades and that's assuming you're not hit by something that will completely disregard you have a shield and just blast you into nothingness with a rather disappointing sound effect. This of course means, back to square one with no power-ups and no speed.

The first boss, of the first level (naturally, but bear with me here) is a large spaceship that requires you to shoot out the core to kill it. The second boss is a large spaceship that requires you to shoot out the core to kill it. The third boss is a large spaceship that requires you to shoot out the core to kill it... Noticing a pattern? No, I'm not messing about; the first 5 bosses in the game are the same large spaceship! Now the differences before the battle are the sub-bosses which can be active volcanoes, rushed by hundreds of small enemies, tentacle monsters and such. It's not until you get to level 6 and 7 that the bosses change into something more synonymous with the level itself and of course, the 7th boss is the final boss.

It does make you wonder why they didn't have different bosses? When they manage it on the Gameboy version!

It's worth a play however, if only to see what the game series was spawned from with regards to such mechanics in game play. Aside from that you might fair a lot better if you went with the games ported to other formats and sequels where Konami began to up their game.

Or you could fight the same boss five times.