Showing posts with label run and gun. Show all posts
Showing posts with label run and gun. Show all posts

Thursday, 30 July 2015

Robocop - Arcade


"Half man, half machine, all computer game" -Actual advert.


In what was one of the forerunner films of the 80s and finally put the police as the heroes in a "5 minutes into the future" setting of Detroit, Robocop (1987) was something of a breakthrough with violence and story even for an 80s action film. The premise being that a cop, freshly moved in from another precinct, is out on duty with his cop-partner and gets a call to respond to a robbery, shit goes South, things get fucked up and he ends up becoming a shotgun target for the gang that committed the crime.

The less said on this the better...
Rather than leaving him dead, the company OCP which owns hospitals, insurances, banks, the police etc. (Gives us a lovely little privatisation situation possibility there) decides to use the dead officer in a new project that basically gives him a brain wipe, suits him up in titanium and sends him back out on the street as a robot cop... Hence, "Robocop", who is now a walking tank, and systematically starts claiming back the streets while corrupt politicians are throwing money around and trying to keep the crime going.

Enforcement Droid 209 series, the first one at least...

The film is well worth the watch despite also being one of the most violent films of the 80s, nay, all time. The tongue-in-cheek attitude to modern media and the (at the time) current trend of evolving technology and the economy are rather accurately lampooned and seen with considerable foresight in such a way that even today it's clear to see that some of the humour still pays off with the steadily increasing trends that were identified nearly 30 years ago.

Since when did anyone have a chainsaw in this film?

As a game based on a movie, you're going to have to be familiar with the movie to get the references that are used within the game, as the game follows this rather closely and uses locales, weapons, bosses that reference events happening within the film. Although even without the game/movie knowledge, there's still the fact that there's a game underneath the graphics and audio even if some of the references will be rather out of place and seem like they're thrown together for the sake of the game. Such as the first boss being ED-209 which is a giant of a robot walker, but makes sense if you've seen the film as you'll identify what he is straight away and the audio bytes synonymous with its identity. (20 seconds to comply, I think you'd better do what he says Mr Kenny...)

Powerups, while strong, are few and far between

Your game will take you through the city streets with a mishmash of gang members carrying knives and guns to grenades and the occasional use of a motorbike (Given the Emil incident in the film when they blew up a petrol station, see... more references), to the slums of the gang, a working scrap metal factory (not in the film), a drug factory/warehouse (with a very out of place boss) then the involvement of criminals taking over OCP which leads to the 2 more futuristic levels and repeat of earlier bosses but are beefed up for the ED-209 series. So some of the game follows the film and takes liberties with others, the film does have a scene involving OCP HQ but not to the same degree that the game makes out.

There's lots going on at this scrapyard. Fairly certain H&S will complain though.

And where the hell did jet-packing enemies come in? Robocop himself gets a jetpack in the 3rd film which was released WAY after the game was, so it's a bit of a random moment in this instance but fits in with the style and flow of the game.

Pimp my Ride meets ED 209.

Control-wise, Robo moves along at a steady pace for someone weighed down with hydraulics and titanium armour but can jump faster than he walks... fair enough, it's a game. Shooting comes in the 5-way directional flavour in that he cannot shoot downwards unless walking on stairs at that angle, any attempt to aim downwards invariably has Robo ducking and shooting in that direction instead. However, it's functional, gets the job done and the controls and the rate of fire set in such a way that you can almost always avoid gunfire and other such issues if you're careful and don't just charge head-first into bigger issues.

This week on "Shit that never happened" this boss!

Your usual cap-gun (The Auto 9 from the films) does sufficient damage to be useful even if it's supposedly the weak "standard" weapon. You can hammer the fire button and butcher the health bar of bosses quite readily. Alternatively you might find other weapons like 3-Way shots which can be just as lethal up close to the more heavily armoured enemies like the chainsaw-nutcase; armour piercing shots which shoot through items and blockades and does a lot of damage but limited in ammo. The final weapon is the Cobra Cannon from the films, which is a huge blast of a shot that slaughters most enemies and cripples bosses in 2-3 hits but as with most of these weapons, you'll find them at a point where you end up with little to no ammo left to use for the actual boss fight. So most of the fights will be you and a pop-gun Auto 9. Unless you're very conservative.

That's hardly fair! But who cares, bring it!

The music within the game takes directly from the films, the first level being a good rendition of the Robocop theme tune and the boss music taken from the fight between Robocop and ED-209 in the OCP tower from the film. Later levels take tunes from other key points within the film such as the car chases and scenes set within the warehouse. Further sound bytes are taken from the film such as Robo's pseudo catchphrase of "Dead or Alive you are coming with me" during boss battles, or "Drop it" at the start of most levels or against key opponents wielding the heavier firepower within the game, such as the Cobra Cannon.

See above for Jetpack comment in review.

You can power through the game on credits, each time you die you get the chance to continue back where you were with another credit, though it cannot be recalled if there is a maximum number of continues that one could use within a single session, some games for example have a max of 6-7 continues before you get a compulsory Game Over, while others will not let you continue once you get past a set level (usually when on the final level), but in this case for the most part you'll get back up with full health and time and be straight back to the battle. Which is usually enough for the rest of the level and/or boss except on the final few levels when the firepower directed at your can be criminally overwhelming.

Some could say I've played this a bit before.

But you do have some respite, there's 2 bonus levels that act as "shooting ranges" in a sort of first person perspective and gaining high scores here will gift you with extra food/health for the next level, while in levels you can occasionally find the baby-food pickups that will replenish limited health or the even more rare bonus containers that will increase the maximum health Robo can have (and not fill it at the same time) while dying will reset that health level back down again upon continue, making levels harder as a result of failing and PAYING to continue the game again. Not quite a working economy model there.

If you're not careful you CAN kill hostages... If...

Of course, it's not quite enough but then again, that's the whole point of getting cash out of the players. It is however a good game which is quite strange given that a lot of licensed games are not very good and are running solely on the merit of the original film/franchise. In this case however, you've got a very good game which pays homage to the source material in a closer way than a lot of other games would do, is very playable and responsive and keeps in with the theme of the original material. It does take some different routes like the Wrecking Ball (no Miley here) boss that features not in any film (save the 3rd, but again, way after this was made) and the junkyard battle which isn't part of the original film at all, nor are the super-powered ED-209s, or fighting 2 ED-209's at the same time in the last session of the penultimate level only to then take on ANOTHER tower of climbing, ANOTHER ED-209 (with rockets! which you can punch!) and then the final duel with Dick Jones though sadly you can't blow him out a window.

...I win.

It's still a fun, fairly enjoyable and reasonable game, looking very gritty in the right places and fitting in with the gritty theme of the sort-of futuristic Detroit and firmly stylised after the first film. It could have done a lot worse and given that it's made by Data East, which has been hit and miss quite regularly with their games, shines through as a diamond amongst the shit.

Friday, 10 April 2015

Contra - Arcade


Enough crap, it's Arnie and Sly.
 
Some will argue this is one of the hardest games out there in the Run and Gun category of gaming. I however, feel that the follow up game to this one is FAR harder but that's for a later review, possibly. That being said, it is still a very tough game and the arbitrary limit of continues on the machine itself is just only a small part of that problem. Though it's not a very big problem as it's great to see games that have that one thing that a lot of games nowadays are missing, challenge!

It's an odd perspective/ratio and keeps you from seeing too far ahead.

Contra follows that lovely idea of starting from the left and running you rightwards (usually, more in a second) where you'll be jumping platforms and hammering the shoot button to fire in as many directions as possible at the limitless spawning enemies, the set-piece enemies and all the way until you meet the boss of the level and have to blow it up. There's no back-story mentioned in the game and to be fair, it's really not needed as the premise is simple, "Run, Gun, Kill, Win" though that last part is a little bit of a challenge.

"We really wanted to be Aliens" is all this game screams.

You've your usual spectrum of weapons in Contra, gun, machinegun, fireball thrower (avoid this like the plague), laser, Spread/Scatter gun and the rarely found, occasionally picked up, Barrier which makes you invincible to everything except falling off the bottom of the screen. The guns have their uses, machinegun negates the need to press the button but lacks the stopping power of the bigger guns. Laser is highly powerful but requires a lot of accuracy which isn't that easy in this game as there's a sort of sweeping direction movement going on with the aim rather than the arbitrary key 8 directional points. Spread/Scatter gun is great for clearing out waves of enemies but only does heavy damage when up close so that all shots hit at once. Fireball thrower... Well, the less said, the better. There's enough variety there for those that like it and a weapon for everyone's preference. (Mine's the spread gun, stay off it)

Mix it up with some pseudo-first person fighting

The controls in Contra are an odd bunch at times. They're less precise and more fluid than the home console versions of the game and by that I mean that you can shoot in angles between the 8 key directions (Up, down, left, right and all 4 diagonals) as the game takes a sort of turning momentum when you're pointing to consecutive directions, but if you change suddenly from Left to Right, you'll switch immediately, however in turning from Left to Up/Left and Up, you'll spray in multiple directions while the aim turns towards the new directions. Going from Left to Up with a slight pause though, will switch the direction immediately, this tends to catch most people out when trying to aim for something that's going to kill you and needs to be shot, as it's usually miniscule in size and very fast.

Some of the bosses offer quite the challenge. Others offer a HEAVY challenge.

There's plenty to hear in Contra, ranging from the pops and squeaks of dying enemies, explosions from bosses, klaxons going off as bosses are damaged and near death/destruction while there's the semi-synonymous noise of dying that seems to have carried from most games across the series, they're clear and precise and don't strictly interfere with the music which is another bonus point in favour of the game. Konami seems to have nailed it perfectly with Contra in that the levels, challenges and bosses in the game are punctuated with suitably appropriate music and most key boss music really sets the adrenaline going, especially after the tunnel levels.

It's not a boss, it takes about as much damage as one.

Graphically, Konami looks stunning. The action and motion is fluid as you traverse the levels and the gameplay is never overwhelmed by what's going on but the looks and appearance of the mechanical structures, odd alien-esque biomechanics (Though I feel Geiger might have been more than a slight inspiration here...) and even the ice levels, jungles and underground tunnels are lavishly designed and realised through the artistic merit of the game.

Space American Football Player Boss... The what now?

It is a tough game though, while there may be several camps of people decrying it as either IS or IS NOT the toughest game of the genre before we start looking at games like I Wanna Be The Guy or platform bullet-hell games, it's difficult but not the toughest. That said there are some issues regarding jumping and shooting accurately especially when trying to aim for diagonal shots but these were ironed out in the console releases (Which have far more levels too).

Laser, Scatter/Spread, rapid fire. All good weapons, just don't get the fireball gun. It's crap.

Play Contra if you can in the arcades, it's quite different from the NES version of the game and will have enough surprises and similarities that would interest and keep a steady gamer curious as to what changes there are. Just remember there's a credit limit before it's an auto-game over and there's no 30 lives cheat for this one.

Monday, 26 May 2014

Contra/Probotector (GB)



Such a familiar font, I do miss the old games a lot at times.
Given the last review, I thought that it'd be nice for me to review a few more Gameboy games in this month. My next being Contra/Probotector on the Gameboy. It's certainly an interesting game given the Gameboy's processing power and management of resources. Considering what the old 'boy was capable of, it's quite impressive as it stands.

It's creative, I'll give the designers that much.

Konami took it upon themselves to make what seems to be a mix of the first Contra/Probotector game, elements of the second Contra/Probotector game and throw in a lot of original content to the mix for it to becomes something quite impressive. There's some of the bigger elements thrown in such as musical renditions of level music from the original, some of the boss music makes it in there too and it's a nice return to the originals in that capacity.

Not sure if this should have been the first boss as it depends upon firing in a direction not previously used.
Possibly an issue with the game and size of the carts, but there's only five levels and none of them are particularly long nor infested with multitudes of enemies. You've three of the 2D side-scrolling platformer levels and two that use the pseudo-top-down view of the second NES game rather than the almost 3D tunnel view of the first game's alternative levels. While there's a lot borrowed here, there's also a LOT that's new and unexpected.

It can be difficult at times to identify the enemies, especially when they're shooting at you

The levels follow a similar pattern, going from city/industrial, military base, jungle, alien mesh and then alien mesh corridor, skipping a few of the more redundant and repetitive levels. There's no ice/factory levels (thankfully, I hate ice levels in almost any game) and the final boss is... curiously non-reactive but having said that, the pen-ultimate boss is rather a challenge. I'm getting ahead of myself however.

Roll in, get blown up, join the army!
The controls are very solid for the game, very responsive and very fluid, while jumping is a little out of sorts from the other game, in that you jump a little higher than one might expect for the Contra series, the emphasis is mainly on navigating the level, shooting the occasional enemy that pops up and then going toe-to-toe with the boss. What's refreshing in this game is that ALL of the bosses are unique and not encountered elsewhere in the other games of the series. So there's the thankfully good news that you'll experience new things.

Despite the lack of colours, the detail remains impressive for the alien architecture
Weapons wise, you start with a machinegun which is auto fire enabled, probably to stop people hammering the buttons on the Gameboy, and can upgrade to the scatter/spread gun, a homing bullet series of weapons which is actually quite overkill on bosses, or there's the fireball gun which thankfully is more like the second NES game in terms of use and effectiveness and not the first. So it actually DOES something rather than make the player want to end themselves just to go back to shooting standard bullets again.

Ok, Geiger can't be sued any more... what? Too soon?
The bosses range interesting from a submarine, to a chain-link tank, flying robot combos, a laser toting spider and a blob in a jar. Yes you did read that last part right and thankfully, while it does nothing, the "not quite end of the game" boss before it, is quite the challenge. Even mid-point bosses are nothing like anything in any of the NES games or Arcade games for that matter and as such, you'll get to see new things in this game rather than recycled bosses and sprites.

It does nothing...
It flows fairly well and the gameplay is easy enough that most of the difficulties are rendered moot by the control system. That said, there is the occasional problem with jumping over gaps in that the first few you jump over most likely will cause you to do in that you've got to be really close to the edge in order to make the jump. It's not quite the annoying level of pixel perfect landings but it's close to it. The oddness of the jumping physics in this game makes it a little awkward in that particular regard. Otherwise, a fun game if a little short on the fun and goodness.
A winner is you!