Showing posts with label fighter. Show all posts
Showing posts with label fighter. Show all posts

Friday, 23 October 2015

Metamorphic Force - Arcade


"Send in the Furries..."


Take the idea of Captain Planet and have it saved by a bunch of furries and you've got Metamorphic Force in a nutshell. The idea is that nature is annoyed, someone turned up to rule the planet and what we have as our saviour group is a bunch of people that fight and can turn into various creatures as a powerup for stronger attacks and fighting styles. A little like Bloody Roar in some respects except it's a scrolling brawl em up rather than a one-on-one fighting game.

Thankfully nobody has the power of "Heart"

Metamorphic Force runs on the idea of hammering every enemy repeatedly but interestingly it also allows you to attack enemies that are down for the count. It also runs on the health idea being a number rather than a life bar, allowing for players to pop in more credits to boost their health so they don't die, but you still get the option anyway if you die as it is (more cash for the makers after all).

And the fur flies...

The game is fast however, your movement, combat, attacks and so on are done with very quick reactions from the game itself and the levels are decently short enough to be enjoyable rather than having them drag on for too long. Especially once you're transformed into your beast form, you'll find yourself mowing through the enemies with scant abandon.

Bosses attack the player too with psychadelic strobing.

Having said that for Metamorphic Force, it looks... Actually it's hard to state how it looks. It looks like it should belong on a Saturday morning kids show akin to some mutated post-adolescent tortoise saviours (or something like that), while the actual art style gives rise to almost everyone either looking like they're made of plastic like they're already action-figures or everyone is a muscle bound greased up hunk. Which looks ok on some characters, on others it is down-right weird.

Ice boss... Ice Golem... In the Ice World...

You've your usual mooks and monsters in the game with a selection of more powerful bosses that inevitably come back for a reprise in the "Boss run" level of the game before heading to the final level where you get to punch out God before he turns into a wrestling dragon monster. (What is it with wrestling and dragon monsters these days...). There's no

There's just something "off" about the model of the enemies...

Musically, Metamorphic Force goes straight for the jugular and doesn't let go. It slams in with a heavy intro composed to summon up the blood within players and overplays the sense of urgency worse than Brian Blessed on Open Ham night. It's certainly entertaining but it does shoot way too high for its target and over achieves to the point of becoming almost detrimental to the experience of the game. Though Hamminess is solid throughout the game with the over the top voice acting from the bosses which all really add to the fun of the game and I certainly wouldn't want it any other way.

Compulsory fire zone to offset ice zone!

The only real complaint to Metamorphic Force is that it's a touch too easy and a tad too short. Most levels fly past quickly and while it feels great making such progress and each of the levels is gloriously unique and devoid of cohesion between them all (as most brawling games are), you're left feeling that you wanted to experience the game a little more in ways that aren't just replaying the game over again.

It's silly, it's funny and as long as you don't try to take the game seriously in the first place, you can have a lot of laughs with the mindless fighting.

Thursday, 17 September 2015

X-Men vs. Street Fighter - Arcade

ICONIC APPROACH, MUCH TITLE!

It's the crossover nobody asked for and yet nearly everyone welcomes with its loud, proud, almost flamboyant use of colour, speed and graphic clarity, it's X-Men Vs. Street Fighter. Taking a medley of X-men characters ranging from The Juggernaut (bitch!), Wolverine, Storm, Rogue, Cyclops, Gambit, Sabertooth and more. While also throwing in various Street Fighter characters as Ryu, Ken (Seriously, what self-respecting Street Fighter doesn't have these two... oh wait... THAT one...), Chun-Li, Bison, Charlie, Akuma (secret but easy to find), Dhalsim and more, ranking up a total of 8 from each franchise and pitting 2-on-2 battles using a tag-team system.

Could be a bit of a match up here, in theory entirely unbalanced, as a game, fight time!

Taking the usual battle system found in many other Capcom titles, X-Men Vs. Street Fighter uses the 6-button layout for combat. Meaning it has a set of punches and a set of kicks ranging from weak to medium and strong/fierce giving you 6 buttons for attack. Throw in the joystick for movement and pulling off special moves and you're sitting pretty for some fairly intense action ranging from fireballs to combos, aerial attacks and launchers, high jumps and teleportation with also the option to switch out your player for the other partner by pressing both strong attacks at the same time, letting the partner that's out of the fight regain some health.

And the hits keep piling up!

What's interesting for X-Men Vs. Street Fighter, is that there's hyper moves, the energy for which builds up over time either by being struck or hitting the other player, or pulling off special moves and for each bar that's completed, gives the player the change to use a much more powerful, usually devastating, hyper move that usually involves doing a special move and hitting more than one attack button of the same type i.e. two punch buttons rather than one. Often causing a large steady, multi-hitting beam move, or an uninterruptable combo if the first strike lands. If you can mix-combo these into a standard combo, you're pretty much laughing at your opponent.

Ahhhh.... Viennaaaaa....

Battles in X-Men Vs. Street Fighter, take place along a myriad of locations, ranging from a shopping mall, the back of a blackbird (the plane, not the small creature, though that would be fascinating to see for about 2 seconds), a gas storage plant, a backstreet surrounded by police, a TV show and several others, all which have a lavish level of detail within and often have a few hidden extras in the background, like one level showing Blanka and Beast in the background, while other levels will change based upon either the time taken in the fight or depending upon which round of combat you're in. It adds to a little extra variation we're not normally used to seeing.

Flashy Special Elite Alpha Finish! (Mk 3, upper)

The music in X-Men Vs. Street Fighter, changes depending upon the players being swapped in and out. When a player is defeated, the next player to join the battle usually has their theme tune ringing out from previous games (namely Street Fighter Alphas and X-Men: Children of the Atom) adding to an odd but welcome mix of audio. Every hit, impact and strike sounds like lightning and thunder going off and power moves often sound as powerful as they are destructive to the other players health bars (and your own, often your own). While the graphics are fast, fluid, looking like comics/cartoons in appearance which can be a little jarring to some of the more realistic backgrounds but everything looks how it should and plays steadily.

As if I'd leave out a Raging Demon move...

With a final boss that is worthy of the X-Men franchise (and reused from an earlier game) taking up over a whole screen and with some incredibly cheap moves (it IS the final boss...) there's a lot in this game that will bring fans back for more. Though people that don't appreciate or like this genre of game might want to give it a few cursory goes, but would do better watching the more capable players for what the game is really able to showcase.

Thursday, 10 September 2015

Dungeon Magic / Light Bringer


4 People off to kick arse, take names and kill demons.


Basic Premise, take four archetypes from the Dungeons and Dragons gaming series, Warrior, Monk/Thief, Elf/Archer and Wizard/OldGuy, give them all a back-story that is drawn out over four levels and have them save the world from a demon that you know is going to wake up just before the end of the game to be fought. That's effectively what Dungeon Magic is but my brief description is like saying a nuclear bomb is just a big firework.

Your typical choice. Youngish Knight, Dark-Past warrior, Female Elf Magic, Old-man More Magic

Dungeon Magic takes up to four people, and really needs four people if you want to experience the full story, to play through a non-linear set of levels and dungeons. The true mastery in this game is that there's multiple routes, all of which are filled with tricks, traps, enemies and bosses. It's almost guaranteed that you could play this game and every time you play it, you'll face different threats and opponents unless you're someone who only takes the same route every single time. Throw in extra secrets like hidden doors and walls and you've a true glut of gaming potential just in the level design alone.

Really wasn't expecting this.

Each character in Dungeon Magic has a weapon, ranging from Sword to Arm Brace (I've no idea what it's called), Bow and Staff for the main characters respectively and each weapon can range from standard, to fire, ice and lightning giving bonus damage to specific enemies (and bosses) or negating damage from those that are resistant to it. Sadly you can't drop a weapon until you die or pick up another one. Add to this that you can find extra axes, knives, torches, shields (LOTS of them) from chests and other enemies and you've a great selection and potential for causing more damage to your opponents.

UNLIMITED POWAH!

The characters within Dungeon Magic also have your standard melee combo attack, a charged attack which is different depending upon the character and a super charged attack which takes longer to charge but does much more damage and impact. For example the Warrior character has a leaping sword strike while the archer actually fires the arrow, charge it up more and it becomes a flaming leaping sword attack or a high powered arrow capable of skewering multiple enemies. Throw in some grapples and throws along with a finite number of desperation attacks that don't draining your health and you've a large variation between each character that makes the game worth playing through as all of them. Collection of treasures and items will either boost your health or give you experience points and with enough of those, you'll level up, which basically gives you a bigger health bar. But at least they kept the IDEA of experience points in the game for us.

It's got scales, it's also going to be very big.

Enemies in Dungeon Magic have a large variety, ranging from "Mad Box" (It's a mimic for legal), wolf men, lizard men, spiders, snakes, dragons, living plants and animated skeletons. While bosses range from giant snakes, to huge knights, Dridders (Spider/Human combo), demons and more powerful demons. Though hazards range from spears being dropped at key buttons, spikes, pits (non-lethal, just painful) falling rocks (not everyone dies), poison sprays, petrification beams, arrow machines, conveyor belts and plenty, plenty more. Add to all of this a time limit which wipes everyone out if they stay in a room for too long and little ghosts that cause minor damage when the timer is getting low and you've enough of a reason to haul arse and get a move on.

Hmm... I think... Maybe... It's a trap...?

From an aesthetic standpoint, Dungeon Magic looks impressive, although there are times where the dungeons do get rather repetitive within a level, but there's little tips and nods towards the plot where the dungeon steadily becomes darker and more "infected" while the plot progresses and waters that healed and did nothing to the player, now begin to poison and hinder them instead. Enemies all look rather impressive (except the blobs, for blobbish reasons) and the graphic effects of fire, lightning and such are illustrated very cleanly.

Levels get monotonous eventually.

Sounds and music are a mixed bunch in Dungeon Magic, while the sounds and effects are crisp, clean and clearly audible, including even the speech of monsters dying, players dying and the almost memetic "you just powered up" which seems like a large acknowledgement to Altered Beast, the music within the game lacks the volume that such an orchestral fanfare should have. There's the idea behind this of an epic scaled accompaniment piece of music with the game but it's lost behind the battles and fights going on, which is a shame as there's a lot here to be really appreciated if the game itself wasn't almost entirely overshadowed by another Dungeon based game that had a more official backing from the original source material.

Odds on, these chests will attack you.

That's not to say there aren't flaws to Dungeon Magic. The puzzles within the game can be difficult to figure out (I.e. WHERE is that damned switch, oh it's behind the foreground where I can never see it clearly) and some characters are massively inferior to others. Such that the Warrior/Knight character is possibly the weakest while the Wizard is likely the strongest and most powerful character as a result of his charged attacks and special moves. But any player can do well with the other main characters too, if they pay particular attention to the game's hints and clues (if found on their travels).

Lots of rooms, but almost all of them can kill you.

Having said all that for Dungeon Magic, it's a very long game too. Easily taking around an hour to beat and longer if you're finding some of the levels a nightmare to navigate. In particular level 3 which involves finding 4 keystones and destroying them before the game will let you progress. So if you're looking for a fun game that will take you a while and has a great replay ability factor to, you would do well to give this one a try.