Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, 14 August 2014

Bubble Witch 2 (iOS)

ADVENTURE!!! No, it's bubbles.

There's something about King that means their games are the equivalent of gaming cocaine. Whatever it is that there company agenda is, I hope it's not sinister as their approach to integrate themselves into items and devices has gotten themselves a potential method of taking over the planet. Not through violence but by distracting everyone with brightly coloured games that are a piece of piss of to start playing but quickly becomes a nightmare in trying to master and progress beyond a certain point. Bubble Witch 2 is no different.

What type of tree was that?

Bubble Witch 2 is a bubble popper game which was made popular by the game series Bust A Move, where you have a selection of brightly coloured balls in an arena and get to fire upwards into that arena, more balls to try and pop the balls that are there, by colliding balls of the same colour together in sets of 3 or higher. That's basically it. You can bank shots off the sides, slip them between other bubbles and use special bubbles if you need which can count as blank bubbles that connect and cause an instant correct colour to align. Failure to hit the right bubble will cause that bubble to be "stuck" and the game carries on until you run out of bubbles or achieve the objective.

You WON! Everything falls and gains points.

Thankfully in Bubble Witch 2, there's multiple objectives to be met from "Free the Ghost" Where there's a single ghost block in the middle surrounded by bubbles, all you've got to do is break the 6 bubbles surrounding it to free the ghost, within a very tight limit of bubbles. Other modes include "Get to the top" where you just get 6 bubbles removed from the uppermost line of the field, and "Free the Animals" where you've got to release multiple bubbles that have animals trapped in them. At the time of playing, I've yet to encounter more modes but there could be future levels and updates.

...So here's a witch in a fashion crisis

The first levels ease you in gradually, showing you the ropes and making it almost impossible to lose unless you're going WAY out of your way to deliberately scupper yourself, though if you've got yourself linked into Face book you can also compete with other like-minded 'socialites' for the best score though most will just be glad to have gotten through the level by that point. You can also donate gifts of lives and such for the other players or if they ask for it, tickets to get through to the next set of levels. Thankfully even nobby-no-mates can progress as once you hit the end of a level and win, you automatically go through after a day of waiting. Or pay...

Lesson 2: Grandma and sucking eggs.

Yes it's a freemium game. You can pay for bonus time, bonus balls, extra moves and special and almost anything else you can think of save from actually BEATING the level itself. With enough cash you can pass most things but the challenge is to get through the game without paying a penny. Which makes the harder levels even harder. It becomes a point that you're going to NEED to be lucky to make much progress in the harder levels as you'll be stripped down to the bare minimum of balls needed to beat a level and THEN you better hope it's the right sequence of ball colours. Thankfully, removal of ALL of a colour negates any more from turning up, even if they're already in the "Next to play" position.

Lots of levels, you likely won't see them all.

The game is banking of frustration to make money. "I just nearly beat this level and need one more bubble that's red to beat this, I'll pay for the 5 more bubbles" no reds show up. Or it will after 15 bubbles, you've no real control on that front. It makes a nice change though to see that there's no block on people progressing and nor is there a compulsory purchase, but the structure and difficulty means that you will feel very pressured by the game to buy things you don't really want to. Be careful as well when playing as the game gives you a small amount of in-game cash and there's no "Are you sure?" if you go to spend it, it will just take it on the first button press.

Multiple ball types keep the variation going

The game looks lovely, but then it should do given the simplicity of the underlying engine, the company has made a living out of looking nice and accessible and once again, they've done it here too. Bright, colourful and pleasantly appealing to the eye for almost all ages. A solid core of a puzzle game with just enough unique things to separate it from the others but having said that, I'd personally prefer to see Bub and Bob on either side of the bubble cannon and fight it out with Baron Von Blubba once again.

...someone kill the writer.

It's nice and it'll make them a fortune, but it's the same structure used once again. I suppose if it works, there's no need to fix it.

Monday, 12 May 2014

Spy Hunter (C64)


Thankfully it's not like Tron. Though Tron's LightCycle game was good.


There was always something amazing about cars when I was growing up. Before I knew of the wonders that were traffic jams and being pulled over having been driving at 90+ MPH (not 100, never take that risk... sometimes), but the fact you could get into a vehicle as a kid meant that you HAD to have high speed car chases. Films with car crashes and chases ruled supreme until you were old enough to watch people getting limbs blown off in high detailed blood splat gore. So here I'm going to review Spy Hunter on the C64, simply because it's got a car that has guns built into it.

Fuck this, I can't handle the pressure of such questions.

It's the ultimate spy car. Inspired by the Bond age (heh, bondage) of cars where you get smoke screens, oil slicks, machinegun placements behind the lights and rockets for the most painful enemy you'll encounter. However the game translates into a top-down display of you chasing your car as if from orbit while you navigate in and around roads, avoiding pedestrian vehicles and taking down other spy cars.

You can only shoot the one that has cotton ear buds for wheels. You'll want to though.

In the arcade, you had a sit down cabinet, high and low speed gear shift, buttons on the steering wheel for you to navigate through multiple weapons and then use them to fullest effect against your opponents and a good rendition of the Peter Gunn theme tune. Not quite so in the C64 version, though you do have a nice rendition of chip tune Peter Gunn theme tune and there's a few extra sound effects that don't sound too terrible on the C64. Instead of a steering wheel, you'll get yourself two joysticks (need the extra fire button) or the keyboard.

All the spy gear in the world and we still use a TUG BOAT

You get to start off with your car being rolled out the back of a van and then you're free to drive along and shoot everything. Though that's a bad idea as you're left with few points if you shoot non-enemy characters. While shooting the spiked wheel cars and ramming off the bullet-proof cars will give you bonus points, while also using oil slicks and smoke-screens will help in this regard. There's the challenge of getting around the spiked cars, slamming into bullet-proof cars while simultaneously avoiding other cars and falling off the track. Once again, this is a one-hit kill game, you get spiked, you're dead. Bombed, dead. Go off the road, dead.

The chopper (mad bomber) will quickly become the bane of your play time

During your driving you'll occasionally hit routes where the track narrows, splits up, goes over bridges and have to take a quick exit into a house where upon you become a boat so you can travel down the river instead of crashing your car off a bridge. Once in the water, you'll be boating your way idly down the river with a rod in one hand and getting shot at by torpedoes and mines. Ok so not so relaxed and the idea of having your rod in your hand makes me wonder who here is thinking that was a wanking joke.

I'm all of a second away from having my tyres blown out.

You can start at either Novice (wuss) or Expert (less of a wuss) where you either get one car on the road at a time, or four. Initially at least, as once you get to the next area, it gets harder anyway for both sides. What is interesting, is that you've a 999 timer, while this is on, it's impossible to lose a life. You can die, but it's not game over. But once the counter hits 0, your lives come into effect and the lovely gun car rolls out to take one straight off if you're not ready for him. He'll turn up every time the 999 rolls around but you won't see the numbers from here on. Once you get to the 2nd area, the helicopter comes in to drop bombs on you.

Being a boat stops things like....

The difficulty ramps up steadily in the game, though it's easy to get caught between cars in Expert mode and blown up or smashed apart. Power ups come in the form of trucks/lorries that have the icons on the roof indicating if it's rockets, oil or smoke screens. To gain them, just let the lorry overtake and drive up into the back of it. While of course not being killed from the various enemies around you. Ammo is limited on oil and smoke to an unspecified volume while you get 3 rockets at a time and you CAN miss the chopper with them.

....this from happening. Unless you cheat like I am here.

For those who are looking to an end to the game, you're in for a bad time as there's no actual end to the game. It loops between the 2nd and 3rd areas in that it's either yellow background or ice level (yes, even in this game there's a fucking ice level!) with the usual situation for bridges being out, boats needing to be jumped into and sudden colour changes implemented at all times. It does however have that appeal of being a game you could quickly play again and see if you can get just a little bit farther into it. Or run up the side of the screen and cheat your way to bonus lives, assuming the chopper doesn't get you while you're doing that. It's still fun but feels a little unfinished.

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.


Monday, 21 October 2013

Double Dragon (Arcade)



While not the first beat em up with depth (moving to the background and the foreground) Double Dragon is believed firmly to be the first co-operative playing beat-em-up. This is quite the break from tradition, previous games being of the 1 vs. 1, mano e mano, method of playing where two pointless characters stop everything to kick seven shades of shit out of each other. Or the brawling games known for having one character on a lone quest to stomp out several hundred other characters in the name of stomping for the sake of stomping.

Double Dragon, the great grand daddy of the brawling games. Featuring large sprites, scrolling levels and backgrounds, huge bosses (sometimes) and even a little cut scene at the start showing the motivation anyone needs for punching, kicking, whipping, baseball-batting, knifing, massive number of colour swap dudes to death (and a few dudettes); a woman gets punched and carried off. Can't think of a better reason myself to start a huge brawl against one of the possibly the largest gangs in the world with more members than McDonalds has workers.

The game's premise isn't exactly ground breaking and not something that hadn't been done before in games or films. One (or two, for the first time ever) man, conveniently colour coded in blue and red, sets out to avenge a woman by breaking skulls, legs, and generally beating to death every single thing in his way. Your method of executing this is the now oft recognised means of walking, punching, kicking, jumping, grabbing weapons and using these skills and abilities in a myriad of ways to overcome all obstacles in the protagonist’s way.

Unlike other incarnations of the same game, on different systems, you start out with full access to all your moves and abilities. You have the 8 directional movement, you have your punch button, kick button and jump button. A simple system yet the game allows for more involvement than just this. While you're walking up to enemies and punching and kicking them, repeated hits allow for bonus moves such as roundhouses and uppercuts. Jumping while attacking can give flying kicks, or reverse jump kicks if you're not moving. Double tapping a direction gives the well-known, head butt and use of both attacks at the same time performs the elbow smash which in itself, is a huge game-breaker if used to maximum exploitative means.

Enemies usually come at you in waves of 1 to 3 opponents at a time, bosses are either some HUGE guy(s) (called Abobo... go check the flash game out based on just him) or a very tough clone of the main characters. Or it's the final boss being a cheap bastard with a machinegun that can still be butchered with the same exploit moves. Having said that though, some of the boss set ups can be rather straining on the machine, particularly on the second level where there's a significant slow down as a result of the multiple enemies on the display.

Each level starts with the characters on the far left and progression is made by walking to the right, navigating occasionally ladders and pits which rather unfairly remove a whole life if you're dumb enough to walk into them or unfortunate enough to be throw/knocked into them. Once having walked right enough to run out of the appropriate level, the boss appears and attempts to kill you rather quickly. Interestingly for the game, once a level is beaten you actually are seen to move to the next section in an almost seamless progression before starting over on the right-walking once again.

Just to avoid too much monotony, certain enemies drop weapons or some levels feature extra items that can be used such as cardboard boxes (ow?...no I don't think so), barrels (that's more like it), or gifts like dynamite (who seriously brings dynamite to fight?) knives, baseball bats, whips and such. Each level providing more and more deadly traps from pitfalls at construction yards, broken bridges, walkways and being stabbed by statues or slammed by shifting bricks... yeah that last one is rather Indiana Jones and very much a break in the style of the game, serving as nothing more than a means to drain your coins and credits with heavily punishing damage from what seems to be dodgy collision detection and arbitrary "you're fucked" moves.

The difficulty ramps up exponentially through the game by the use of more awkward locations, the previously mentioned "fuck you" damages from level 5 and that every enemy increases in health for each level you progress. The supposed difficulty however is not from the challenge the enemy provides as each enemy fights the same way no matter what level they're on, it's a grind fest of damaging a health bar you can't see. Unlike games like Final Fight or Violent storm, there's no way of knowing how much damage you've caused to an individual in seeing if you've done 1 bar or 5 bars of injury, or if they're on 50 bars before you fight. As such, you've no way of seeing which moves are the most effective in killing your opponents. But if you're winning and surviving, that can be seen as a progression of sorts.

The co-operative aspect of the game, all depends upon how well your partner can play. While it's an idea to see someone getting beaten up and wanting to jump in and save them with a flurry of wild attacks, the game will register the attacks on the other person, meaning you'll hurt them, maybe even kill them. The potential for knocking someone down and killing them in pits, or hurling huge weapons that bulldoze everyone including your partner, there's a lot of dick moves to enjoy and before long you'll be punching the person playing with you, and the fight continues outside of the game into the arcade and the friendship is over. Maybe, thankfully.

However, despite the dickary potential, it's a solidly good co-operative game that excels in the aim of being enjoyable for 2 people to play. Except at the very end, where if both players have defeated the last boss, the guy with the machinegun, then the real final boss becomes, the other player in an all-out battle on one life (or more if you REALLY want to spend coins) for the right to rescue the punched-out woman from the start of the game. It's an odd situation for a game to encourage a solid co-operative attempt throughout, only to then reward the players with turning them against each other by force and play as opponents. An original game concept in its execution and one that's rarely been repeated in games since then. (Streets of Rage perhaps depending upon choices).

Musically, I think nearly everyone that knows of this game, at the mention of Double Dragon could hum a few bars of the theme tune and likely the first level as well. It's choppy and upbeat for the most part and definitely reeks of an 80s composition vibe heard in multiple tracks released that decade, particularly the earlier years of the decade. It's not something you'd bump your head to, but you'll find yourself humming it along with the game as it worms its way into your ear.

The game though, does suffer from the repetition of repeat plays, being an arcade game you know every time which enemies will appear, holding what and so on but I'm beating at a limitation of coding rather than the game's actual faults. It still holds well on the nostalgia factor and will bring people back for the occasional play just to remember what the game was like and to remind ourselves of how far we've come from such roots. Despite the aged looks and appearance, the game is still just as playable which is more than could be said for a lot of other games and the rather unique aspect the game does have (beyond being the first co-op brawler) was that it had more moves and attacks than say games like Final Fight which relied upon attacking, jumping and special/desperation moves.

I have to say, were I to actually own an arcade, I'd have this one out on the floor. Not at the forefront perhaps, but down the back or the sides, a little darker in presenting than the others but it'd be there, for those willing to explore a little further, willing to see a little more and see the older days as a show of honour. Not without flaws but given it started something, it did it well enough that many games failed to match it. Now THAT deserves recognition in the least.