Showing posts with label scroller. Show all posts
Showing posts with label scroller. Show all posts

Thursday, 27 March 2014

Splatterhouse 2


Splatterhouse 2: Electric Boogaloo, with more blood.


In keeping with the blood gore and violence of the previous review, I thought it might be nice to take a little trip back to West Mansion with the further exploits of Rick, the Terror Mask and the ongoing mission to save Jennifer from the infernal reaches of the darkest pits of flesh-covered hell, that is Splatterhouse 2 on the Megadrive (....genesis).

What's different from the last outing you ask? Why should I pay it any heed I hear you cry out from your definitely not blood-stained gaming these days? Because... well it's more of the same to be perfectly honest. Though if you tone down the graphics of the arcade version and slap in a few more levels and a few more dynamic situations within the levels themselves, you've the essence of what is a fairly typical sequel going from Arcade to Megadrive/Home machines.

Not as graphically appealing, in more ways than one.

You control (P)Rick (Heh, classic) once again as he dons the infamous Terror Mask and pretends even less to be Jason Voorhees while he walks menacing through the game punching out anything that's even remotely misshapen of the fleshy variety as he meanders from point A to point B and leaves a spritely trail of blood, guts, gore, pus, ichor and bodies in his wake. This game really does push the limit (at the time) of what is meant by a violent video game nasty and in doing so has gone all out to have (at one point, certainly) the blood running down the screen. In fact, I even took a screenie of it.

See, told you I took a screenie.

This is after you walk along a stream floating with dead Screaming-Mimi's, punch your way through infected fish waters, drown a few hapless enemies and then wander into a shed (why?) in the middle of nowhere for what I presume is simply because Rick never worked out how to move in the foreground and background before the third game! Once inside you get accosted by various gardening implements before using one of those weapons (Get the chainsaw, ALWAYS) to attack abortions hanging from ropes and hooks, then a giant flesh jaw head thing (I... can't think of much else to say on it) before it naturally, explodes into a shower of pulped flesh.

This is just ONE level, most of the others are far worse.

No... really? Never would have guessed that.

Bosses that explode intestinally, churn up into little blood piles, eye-screaming explosions, wither and die away, head melt, ignite, have their eyes skewered with large impalements and a whole host more violent things you can do with Prick's amazing abilities to walk through the undead and unholy armies and solving everything with a few left-handers.

Good job that almost everything is either made of exploding flesh or has a glass jaw as Rick himself is one slow bastard these days. His lumber gait is made all the more obvious with the drop in animation and graphics but having said that, he's still huge and more than an imposing figure on the battlefield. What is lost in detail is made up for in size. Though that also adds to the challenge as you'll find yourself unable to avoid various attacks and enemies because you're such a big target (lay off the food, fatty)

One of two left levels, this one is the harder and it's on level 2.

Story wise, you learn a little more on the start of each level and the game basically has you trying to save the girl by punching the fuck out of everything. Hands, monsters, more monsters, bosses, more monsters, but not that giant blue behemoth... don't touch him. Then having a slight twist of having to kill a monster that escaped from "hell" for want of a better word which hurls disembodied heads at you before becoming a batwing creature and trying to speed slam you while you're... you guessed it... punching it.

Rick has the low kick and the slide attack as well, but to be honest, it's all about punching. Some monsters will approach too low for the usual and if you manage to hit anything with the slide then you can credit yourself with doing double damage but if the enemy survives it, you'll be standing up straight into them for an instant damage. Not so bad perhaps but you've usually got just 4 hits and most bosses can tank damage or have multiple forms. 

The action rarely ever lets up in this game. Even quiet spots require something to be punched.

Despite the drop in graphics from the arcade to the console, the music for the system is a lot more varied than the previous game and the tone and pace of it much more suited to the game than the arcade's attempt. Boss battles are usually more intense and frantic while levels are slightly slower (depending upon the level), lift music is a lot more interesting when you're being assaulted by monsters and escape music really adds to the urgency of having to flee from a large squid monster or a collapsing house. It helps, it adds and it fits (mostly) to the game.

The big question for the players is, can you cope with the change from the original game to this in quality of graphics and a slightly more wooden game play set of mechanics? If you can then it's likely you'll enjoy this too otherwise the downgrade might be too drastic, in which this sequel begins to smell like it was rushed out the door or the ambition might have been to release this in the arcades, couldn't' find an appropriate backer so ported it to the Megadrive only to be forced to reel most of the content back JUST to fit onto the cart.

BOO! Yeah I got nothing really to add here.

Overall, it's the weakest game of the initial trilogy and I totally didn't rush this review at all on the last minute of Wednesday to meet my own arbitrary deadlines. There's just so little different from the arcade to this game.

Monday, 6 January 2014

R-Type



Continuing with the theme of shooters, from last review, this time I thought I'd carry on with the scrolling shoot-em-ups and tackle something a little more recognised in the gaming world. Let's see if you can guess it before I finish this para-RTYPE-graph, no? You failed and I never said I was going to play fairly either.

R-Type was released in arcades back in July 1987, and eventually ported to almost every possible platform imaginable ranging from the ZX Spectrum up to modern day remakes on the Xbox Live Arcade delivery platform, R-Type was a different model of game compared to the 1985 release of Gradius (another side scrolling shooty space shippy game, which will be reviewed later).

Taking the rather simple idea of Spaceship on the left, moving right, shoot everything that moves and some things that don't move, kill boss, cheer and look embarrassed when the bigger people look over at you playing the arcade, rinse and repeat method. R-Type added a few things that most games up to that point hadn't really done, the most iconic of which were the charge shot and the "force" pod. The charge shot being where you held the fire button, charged up a large shot and released a big blast of sprite-damage towards your enemies and often took out most of them, and some of the bigger ones as well, in one go. While the Force pod was the indestructible (not always impenetrable) shield/weapon add-on that could be affixed to the front of the ship, the rear of the ship to shoot backwards, or launched off to cause remote damage to enemies.

This alone led to many different ways of playing the game and forcing people to play the game. Weapons themselves could be from bouncing lasers, spiralling helix-style lasers, floor and ceiling sweeping flame throwers and additional pods for protection and firepower that would hover above and below the player's craft, to the missiles and bombs that would drop automatically when firing. The dynamics meant that there's multiple ways to attack the enemies and some of course would be better than others, depending upon the level and the deviousness of the designers.

Yes you will die. Yes you will have to learn and pumping in credits is NO cure as you're moved back to various start/checkpoints rather than just going straight back in where you died. Oh and all your power ups are GONE. Which is a real bitch as the first weapon power up gives you the Force pod with no powers, regardless of the situation and subsequent pods deliver the build up of firepower for the respective different weapon types.

And you're as slow as a snail on dope, again.

Game mechanics aside, the game itself is a tough one, often unrelenting in its aggressive nature and brutally punishing when under-powered or incorrectly powered for the level. Flame walls might be a great attack for those enemies on the ceiling and floors, but it's not going to do shit against the airborne enemies flying towards you. While the Helix laser will brutally slaughter airborne enemies, strafing runs against the ceiling and floor enemies will be a task. The bounce laser might be the middle-ground here but it's woefully lacking in power compared to either of the other 2 main weapons.

The other key issue with the mechanics as far as a game play issue goes, is that while firing rapidly, you cannot charge your blast-shot and while charging your blast-shot, you might have to release it early in order to fire the rapid shots again. So another faux-difficulty/dynamic of the game presented to you early on, with just the right amount of insufficient time to get used to it fully before you bite the big one and start over.

But we can't ignore that these things made cash and money, and making your game easy wasn't the way to winning the coinage back then. Or these days either. Though the idea does come to mind to make all arcades free play and give people time limits within the arcades. £10 gives you an hour... coloured wristbands for players just like in swimming pools that allocate time limits... Might be an idea there...

Music wise, the game has its catchy moments, particular for the boss battles (assuming you survive long enough) where you get to hear the same few bars of composition repeated until you either kill the boss or it kills you/disappears. Take too long on a boss and it'll either sod off or will leave the arena, usually by going through you slowly. But it's catchy enough to be memorable which is more than can be said for quite a LOT of arcade game bosses and such, certainly putting on a slightly higher level than most arcades which are often forgettable even after years of playing them.

Having said that, the game does look impressive for 1987 (same year as double dragon, operation wolf, actually a rather good year for arcades), each level fitting a theme from space-industrial, natural caves, biomechanical and such, all done extremely well given the graphical limitations of the time and the enemies themed and crafted with such detail that it feels like playing levels from various games. Which in a way isn't great as the levels have no real cohesion aside from "These things are trying to kill you, go fuck them up" with your potentially adequately powered spaceship. Or at least your amazing skills of getting-the-fuck-out-of-the-way.

It's a fun game if you've the time and patience, but that often comes with a steady learning curve at the cost of cash. Or a good emulator.