Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

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.

Thursday, 21 May 2015

Shinobi - Arcade


Not a very good ninja if we can see him.


In what has become a slightly less iconic character for Sega these days, Shinobi was, at the time, a popular arcade platformer with the lovely little ability to play with multiple levels within an area while getting to relive the fantasy days when ninjas were cool and mysterious little things that children wished to aspire to before that lovely little hammer of REALISATION comes slamming down and informs you that ninjas are covert assassins and generally underhanded in their approach to their missions.

Kill peoples, save kids, rather noble really. But, Rocket Launcher???

However, what we have here is a simple, but smart, platform game from the late 80s that takes the idea of the ninja from childhoods and has them gallivanting off around the world to stop some prick from achieving some nefarious goal of similar. Joe Musashi takes it upon himself to travel the world and stop the evildoers from kidnapping children and also stopping world domination/destruction across 5 levels and multiple stages within each level.

I screwed up the special level... And taking this screenshot.

Joe Mysushi has a selection of talents within Shinobi. The ability to jump from the ground to higher platforms and back again, unlimited shurikens (not always prevalent in future games in the franchise), a special one-off move that kills everything on screen or damages bosses fairly heavily, and if he rescues the right kids he'll receive an upgrade to his attacks in the form of a large POW sign that gives him rockets instead of shurikens (What stealth was involved here again?). Sadly, Joe sushiboy is a one-hit wonder and any slight impact from any enemy's weapons will result in his death, though he can bump into some enemies and knock them about a bit. But the general rule in Shinobi is that you're a fragile little thing and getting taken out can be done sooner rather than later and often while being presented with nigh-ridiculous situations and circumstances.

There's a boss? Use the special for a few extra hits on it.

The levels within the game are fairly linear at the start, with the usual progression from left to right being considered the normal approach, but it's about half-way through the second level's second stage that the approach differs and you'll find yourself scanning back and forth through the level while seeking a way and means to ascend to the top while fighting off gunners, sword masters, ninjas and finding more kidnapped kiddies. It's at this point that a new approach to the way one plays the game needs to be developed (and quickly) so that the player can progress without coming up against the key issues of dying repeatedly. Checkpoints are a rarity in the level design and as such the happenstance of seeing the end and dying while it's in sight, becomes a little too regular to be fun.

Even if the boss is an attack chopper.

The audio within Shinobi is fairly lacklustre, the music takes a back foot for the mediocre plinks and plonks of an attempt to sound like some oriental mishmash fusion but is so weak that it comes across as poor ambience at best while the grunts, hits and impacts of shurikens upon metal are far more crisp and more pronounced, curiously it does sound like Joe Sugarboy has been recorded and digitised for his speech (read: grunts when getting hit or bounced about), which makes a welcome change to some of the characters from the 80s making the generic beepy boop noises.

A dossier of the mission... Or, just turn up and kill everyone.

Overall it's a solid little game that has a sharp incline in difficulty that spikes periodically just to try and catch people off guard and to encourage credits from pockets, there's an added frustration factor in Shinobi in that pumping in more credits will still leave you with no progression through the level as you don't pick up from where you left off within the game. Meaning you'll actually require some skill to beat it rather than paying your way through the game from start to finish. Ah the old days where you needed to be good at a game, I miss those.

Thursday, 7 May 2015

Wonderboy in Monsterland - Arcade


Don't you just love when resolutions don't quite work


The original Wonderboy was a rather interesting little platformer that took the Mario approach, slapped in some graphics and sped up the fluidity of the gameplay. This outing of Wonderboy however has taken the adventure approach from platforming and put a lot more emphasis on combat, a pseudo RPG element to the game and thrown in a little exploration with it too.

Kill Dragon, Restore Peace. Nothing about political balance or economies.

You start off as Dicky McNoRealSignificance and before you can say "First Screen Away" you're talking to a fortune teller that lets you know that you're the last hope for the world and must go kill a dragon, and with that, gives you a sword and sends you on your merry way. What you're not told is that you'll have to fight, kill and find a hell of a lot of gold if you want to stand a ghost of a chance at getting anywhere NEAR that goal. As well as finding secret bosses, swords, weapons and everything else in between.

THE FIRST BOSS, is DEATH. (Yes I cheated and no I don't care)

Combat and movement in Wonderboy in Monsterland is very simple. Joystick for the movement, one button to attack, the other button jumps. Blocking is done automatically with a shield as long as you're not attacking and if you've got yourself a shield, while magic is cast by pressing down on the joystick. This does become problematic later in the game when enemies are dropping spells and there's ladders to navigate downwards, by pressing DOWN ON THE JOYSTICK... Anyone seeing this as a problem just yet?

Oooh, secret hidden door leading to more bosses.

Wonderboy in Monsterland, treats us to a rather jovial set of music, uplifting and jaunty as it bounces along with a slightly casual set of tunes with a light spring in their step. There's little sense of atmosphere beyond the entire game being treated as a kid's adventure and it fits in well with the graphics and setting.

"Take my large flute and blow on it... Gently..." -this is why I don't go adventuring any more.

Graphically in Wonderboy in Monsterland, everything is nice, friendly and rather cute. Even Death (your first boss), looks nice and cute for a skeleton wearing a robe and holding a scythe. Everything from snakes and yetis, to knights, demons and the last boss, the dragon, looks like a cheerful reject from some Saturday Morning show. The background and foreground are brightly coloured, clear and crisply presented while the design of the levels suffers a little in the later parts when having to jump and navigate up and down screen and the scrolling isn't enough to get through.

All healed up.
 
That said, Wonderboy in Monsterland, starts innocently enough with fairly linear levels and the unknowing behind each door that it could be a shop, a hidden trader for health and such (though in towns they'll be clearly marked) or a boss you weren't prepared to fight. That said, there's the hidden doors that are initially announced and unless you realise what the game is telling you, you have to press up to enter the door or walk past blissfully unaware that you're missing the chance to get more powerful swords and key items that will either solve the final dungeon or make Dragon very easy to defeat.

For what? A "?" and a "?" and that's all I get?

As for the final dungeon, the ramping difficulty for that last level is vertical to the point of coming back on itself as the maze is incredibly long, doesn't make it abundantly clear when you're going the right way or the wrong way at times (unless you have the bell) and is flooded with previous bosses, leaving you to the final battle against Dragon with likely far less hearts than you should have and few spells left. Though if you've the maximum armour, weapons and such, it shouldn't be a challenge. But with a strict timer throughout that drains lives, respawning enemies that stop dropping items after the 2nd or 3rd kill, you NEED to keep on the move or McNoRealSignificance will be gaining his wings sooner than expected and awaiting more cash/credits from the player.