Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Thursday, 25 February 2016

Xybots - Arcade


How... do you pronounce that?


Take 2 players, drop them into a maze filled with increasingly more difficult layouts and monsters/robots and make it part Third Person Shooter and you've effectively got yourself Xybots.

It's quite a bit daunting at the start

In taking from possibly the idea of Gauntlet but giving us an "in maze" view rather than the typical top-down view, Xybots not only takes the approach of giving us warning messages the first time anything new happens, much like in Gauntlet, but it also lets us see the action happening in the playing field. The view itself is split up into 3 parts. One screen for player 1, one screen for player 2 and the rest of the screen, which is the upper half, is dedicated to stats, layouts and the map for both players.

And then the difficulty kicks in

Play takes place for Xybots in the same arena for each player. As the players move and progress through the maze, they'll gradually map the maze out from their views. Sometimes players start together, sometimes they don't but they ideally have to find the same exit (and there's warps to other levels too). This leads to possible routes of attack where players can flank and ambush enemies that have specifically-directional shields. In other cases this isn't a good idea as the game may flag up that shooting each other will hurt and most hits take 10% of your ever-fading life bar.

Maps and sensors, though costly, will save a lot of time.

Yep, Xybots is one of those countdown games where the longer you take, the less health you'll have in the next round and such. However the game is unique with its control system in that not only do you navigate with the joystick to move forwards, backwards, sidestepping left and right, but turning is done by twisting the top of the control to turn 90 degrees either left or right depending upon the direction turned. If you're not aware the game can do this, you'll find several first few maps that have you running sideways down a corridor until you either learn it, get killed or miraculously get to the end of the corridor while being shot at.

Some enemies have shields, some fire back. Beware those that have both functions.

Enemies are the rather non-descript entities ranging from spaceships that pick up items and move them around, including coins which are used to buy things at the end of levels, health, keys, weapons and so on. Large robots that move and shoot at you while taking several hits to be killed fully, smaller robots that take similar hits but can selectively use shields to block and fire, insect looking things that move almost erratically and hammer the player with a huge level of shots while they themselves can only be shot at JUST the right time. Every now and then you get to meet a Master Xybot which needs to be shot repeatedly in key places to succeed and losing will knock you back some 10 or so levels. Sounds very fair to me.

Each new event gets a lovely little (annoying) message about it!

Speaking of sounds, the music in the game takes a very lacklustre approach and while it doesn't overwhelm the ambience of the game, there's plenty of room for extra that could be better used to build upon the mechanics of the game. While the sounds are the usual bleep and bloops we've come to expect from this time period, it's interesting to behold the digitised speech mechanic within the game. Otherwise it's clear that most of the focus has gone into the graphics of the game and the gameplay.

And there's bosses too... Good luck.

It's a fun game initially though the first few levels are a little too gradual on the difficulty curve while later levels will ramp it up to becoming a vertical way that eventually flexes back upon itself. Stick to it a little and have someone competent playing alongside you and you'll do well to enjoy this game.

Thursday, 11 February 2016

Night Slashers (Arcade)


It's like killing monsters... Actually it's just killing monsters.


Data East has a history of hit and miss gaming. This one is more of a "skewed off to the side" kind of game. In the same vein as Final Fight, Mutation Nation, Violent Storm and other such brawlers, Night Slashers takes a sort of Van Helsing approach to gaming and pits three characters (The Heavy, All Rounder and Nimble Minx) against a medly of monsters from various franchises and source materials and you get to beat them up in a variety of fashions and ways.

How's it "uncanny" if he knows lots of martial arts?

You've your strong character, a mix of cybernetics and cheesy rock with a dash of California in there. Capable of picking up monsters and leaping around while using combos and attacks others can't. Your all rounder character that looks very synonymous to Van Hellsing while having a balance of combos and moves and then there's the token bonus nimble character that nobody really wants to pick as they can't take a hit as well as the others and has more moves than most people will bother to try and learn to be effective with them before having to select another character as they've just lost their last life... again. Night Slashers knows its cliches and falls into the same trap as almost every other similar game (Undercover Cops... Monster Maulers... Dynamite Cop 2... I'll stop there...)

...maybe

INTROOO!!! Actual fighting is not as fun/easy.

Plot wise for Night Slashers, you get various monsters roaming the world and these 3 people are going to fix it. By killing everyone and not looking for a cure. Zombies are roaming the streets, Doctors have gone mad, Frankenstein's Monster is stalking in the shadows, a pastiche of Dracula causes trouble, someone gets to punch out a helicopter, a Mummy fights using wrestling moves (not bad for an emaciated guy...girl...dead person), all because some demon is returning to this plane of existence and your characters need to kill it. (No spoils but if you've seen certain episodes of Buffy The Vampire Slayer, you know what to expect. Yeah that episode with the possessed book that got scanned into a scanner...)

Give it now! Cut this 'running away' shit and get to the fighting!

Graphically, Night Slashers is certainly riding high in the blood, guts and gore department. Everything you fight and kill dies (un-dies?) in a violent or gruesome fashion while cut-scene images look impressive and reek of 90s comic book stylings which adds to the cheesiness of the game but not in a negative manner. Likewise, getting critical hits on enemies throws up a comic book style effect to illustrate that you just hit harder than you ever hit before and often resulting in an instant kill with standard enemies. The largest problem, graphically speaking, is that the animations of the creatures and the characters becomes less fluid depending upon which movements the characters are forced to go through, usually getting up or moving more dynamically beyond the point of the generic "menacing walk" down the street.

At least he has an idea of what to do

Having said that, the audio in Night Slashers tries its hardest to give the player an experience with the music that ultimately falls flat in places but ambles along amicably enough to set a suitable mood without the emphasis on being too serious while not being overly slapstick (the graphics and Over The Top violence do that already), and while it's impressive to hear digitised speech and sound samples for the combat, it's rather repetitive to hear the characters repeating the same words over and over, ad nauseam, every time they get up or do a special move. The first few times it's ok, after that it simply becomes dull and monotonous.

Obligatory lift level

There's little here to come back to for Night Slashers, after the first time the game is beaten, aside perhaps to see the excessive violence and cheesy horror setting and in all regards, even that isn't enough to determine more credits from pockets. Repetitive gameplay despite the option for more attacks and combos and an awkward control system coupled with monsters and bosses that get stupidly high levels of priority in attacks, bury any chance of a real replay interest with the very undead it has with its own monsters.

Don't care, kicked your arse already.

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.