Showing posts with label shooting. Show all posts
Showing posts with label shooting. Show all posts

Thursday, 20 August 2015

Lucky and Wild - Arcade


Not the best title, try Cars and Guns


It's not quite on the rails shooter fun, it's not quite off the rails shooter fun, but the sheer idea alone of being able to drive down the street using a sit-down racer and then slap two extra guns into the dashboard, makes for a lot of fun assuming one player doesn't mind not being able to drive and just shoots things. Lucky and Wild actually brings something a little unique to the mix-up of sprite based light gun/joystick games.

Nope, not seeing the appeal of coming to this place. Not at all... ... Maybe...

It rides upon the idea of Lucky is an upstanding member of society, straight laced and smartly dressed with a reserved personality, Wild is a gung-ho crazy man who lets the trigger talk more than his mouth but never has a bad thing to say about anyone, together they fight crime and drive around town getting into more scrapes and driving mishaps than the Blues Brothers do. (Don't watch the 2000 film though).

This guy gets off lightly with just a Road Rash beating.

So what we have in Lucky and Wild is a 2 player shooter where one player also has to be dexterous enough to drive AND shoot while the second player just shoots. As such there's the accelerator and brake pedals (no clutch thankfully, we drive automatic here) and in the right hand for player one is a gun, while player 2 just gets the gun and has no control over where player one is driving aside from punching them in the arm if they drive into hazards. The arm punching becomes a quick and effective control method.

Drive and gun, shoot anything and everything that moves while player 1 drives and shoots.

Lucky and Wild plays out like an 80s cop show involving fast car chases and excessive levels of inaccurate gunfire from everyone involved. Except for the gunfire part. Our two protagonists will happily spout phrases and warnings and become more and more upset while their beloved car (which is about as much of a character in this as our heroes) takes more and more damage because the players are either not driving around trouble or not killing/destroying threats fast enough.

I can hear the Peter Gunn theme in the distance... From here to Chicago.

Each level within Lucky and Wild, has a boss and with that boss is a timer to take them down and decipher their weakness. For example, the first boss cannot be shot or blown up and is only defeated if you kill everyone on board (including guys with rockets and grenades) when they pop out to take a shot at you. Later bosses include trucks, monster trucks and more automobile related fun. While at the end of each level you get to go to a cat girl themed repair shop (a sort of cat-house I guess...) and the points/score you earn are converted into replenished health and an abundance of lipstick marks over our heroes faces.

Get points, score bonus, gather health.

The music and sound effects complement each other like Miley Cyrus does a Wrecking ball, badly and worth seeing once but you then wish you hadn't. The sound effects are over the top and actually add to the high paced action of the game while the music tends to be drowned out though what you can hear, fits almost perfectly as a theme tune to an 80s/90s cop show with a fast car. But for the most parts it's the onomatopoeic noises of Booms, Bangs and Phoomps (I'm claiming this one) that will ring out through the speakers in this arcade more than anything else.

More tank than truck, and this is one of the easier bosses.

Overall, Lucky and Wild is worth the play but I'd recommend having two players for the experience, some of the sections can be brutally painful on the health bar with the act of being swamped and swarmed by grenades, rockets, bombs, choppers, bikes, gunmen and plenty more, ALL AT ONCE. But then it's clear that some of these parts are just credit sucks to empty your pocket out, it's not impossible to beat the game on a credit but could end up being more effort than it's actually worth doing.
That's the best body work I've seen after all the bullets and bombs it took earlier

Thursday, 16 July 2015

Line of Fire - Arcade


You're firing, in lines... Maybe.


Sega seem to enjoy milking this game engine in particular for over the top gunnage (it's a word now, I said so) and for giving people the chance to be Rambo. Having reviewed Jurassic Park back in the J section of these reviews, I thought I'd take a gander at Line of Fire.

Missions are complicated and involve a lot of thought and consideration.

The arcade of Line of Fire, sported two heavy machine guns mounted to the cabinet in both the stand up and sit-down versions of the machine which added an extra level of immersion to the game while the game itself did away entirely with the idea of ammo, reloading, driving or guiding any real vestige of control related to gaming and just have you on rails and shooting stuff, you don't even overheat the guns and the power remains at the maximum. Seriously, if this was a gun in the military, EVERYONE would want it. (I already do)

The game puts a huge focus on the importance of timing.

The plot is pretty much that though in Line of Fire, someone has made these guns and you're part of a team (or solo) that have gone in to steal them. In doing so, you get caught and decide to use the guns to escape while kidnapping a driver in a jeep (I think, against his will) and make a Beeline for the nearest pick up point to be rescued while fighting off everything you could possibly imagine that an army would throw at you at even more.

Shots taken at your are often hard to see and camouflaged.

So off you go through the game of Line of Fire shooting everything from soldiers with rifles, grenades, knives, rocket launchers and more to tanks, helicopters, jets, AWACS (which are on your side... not very stealthy really) and a whole host of assorted vehicles that tend to act as bosses at the end of levels to whittle away your health bar and make you use up your explosive "kill all on screen" shots.

Enemy vehicles often blend in with the scenary.

There's a significant challenge within the game in that Line of Fire just bombards you figuratively and literally, with an enormous amount of enemies in faster time than most games will introduce their whole line up, in just one level. The action rare, if ever, lets up but you've got infinite bullets and you'll going to have to make them count while cutting swathes of damage through line after line of opponents and obstructions.

There's multiple routes of travel and most will have very few enemies on them.

While the sound effects in Line of Fire are fairly suitable, I can't say the same for the music which is usually drowned out by the shooting, explosions, bombs, rockets, people dying, people throwing things at you and pretty much everything else in this game. Thankfully, you're not going to be missing much with the absence of music and the focus on shooting and killing takes priority, not such a bad thing but to be honest, this is ALL this game is about.

Bosses are often a long distance affair.

It can be rather intimidating at times in Line of Fire when you're being nothing less than overwhelmed by the sheer volume of attackers and assaults on the player. At times your only real option to escape damage is to use up one of your bomb/rockets or hope that soon after that particular point, there will be health items to shoot and/or bombs to shoot as well to boost your stock of explosive One Hit Kills.

This game causes image captions to be lies... Maybe.

If you can manage to navigate through killing as many threats as possible and also to predict where rockets and heavier vehicles will spawn from, you can last quite a while and enjoy some longevity from your credit, you might even want to play it through to the end just to see the bigger and more powerful bosses, but like other gun-games, it's almost certain you'll want to play it once and leave it at that.

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.