Showing posts with label singleplayer. Show all posts
Showing posts with label singleplayer. Show all posts

Thursday, 30 April 2015

Puzzle Bobble 2 - Various


Bubbles, Bobbles and Puzzles.


Bright, colourful, loud and cheerful. The key elements of a fun game aimed at as many audiences as possible and based upon the popular Bubble Bobble series, Puzzle Bobble 2 is Taito's foray into the world of bubble pop games, made more famous recently by games like Bubble Witch 1 and 2 on Facebook and smart phones and involves the player trying to overcome various set pieces or go toe-to-dragon-toe with opponents both of the Artificial Intelligence and the Stupid Intelligence.

So many choices, some more expensive than others.

Puzzle Bobble 2 takes the light-hearted approach to gaming with the use of Bub and Bob, the character bubble-dragons of the game Bubble Bobble, and sets them in the odd gaming world of Bust-a-move. Where players are presented with a wall composed of various coloured balls and bubbles and have to connect additional balls and bubbles together in order to pop them with the objective of either clearing the screen of bubbles or surviving longer than your opponent as they attempt to do the same.

This is just enemy one. He's a pratt.

After so many shots, Puzzle Bobble 2 will lower the arena or add an upper layer of new bubbles to the arena, giving a limit on the number of shots you can take or keeping the game flowing and continuing while you play against your opponent. If you manage to pop multiple bubbles, you'll be rewarded with bonus points for the feat while in Vs. mode you'll also begin to flood extra bubbles to the bottom of the playing field of your opponent. This being the only way to lose, when the bubbles in your arena extend beyond the point where you can launch them.

Fire bubbles, pop in sets of 3 or more and bonus drops fill up the opponents area.

The puzzle mode for Puzzle Bobble 2 sports a series of differing arenas with different balls and layouts for players to test their skill and accuracy while navigating a board towards a multitude of differing endings. That said, it's not an easy feat to get there and harder to actually beat some of the levels that will require some incredible trick-shots and ricochets to be able to win and progress onwards. The Vs. mode in the game pits the players against a series of cute creatures with increasingly difficult algorithms that will hit the best shot more readily as the player continues, up until a final boss battle and then receiving their well-deserved ending.

You win, "big whoop, wanna foight abaht it?"

The only real problem with the game is that it can be very difficult to judge where to place shots and how the physics of the engine works if you've already been used to playing more recent games like Bubble Witch, as in those types of games you could squeeze shots between gaps that you physically are unable to do in Puzzle Bobble 2, whether by design (to get more cash out you, oh spend-happy player) or through limitations of the hardware and programming (I'm still thinking it's the cash incentive), it can come across as particularly jarring when key shots that work in later games, do not work in this one and are likely to cost you that round of play (and a credit).

You're crap, and beaten by an annoying cartoon kid for that matter.

However, it's still a cute and very appealing game, the music and audio puts it on par with the cheerful Saturday Morning Cartoon Club of games and the presentation is one that puts the player back a few years to the point where cartoons were fun and interesting things rather than being the non-sensical meshes of animation and crowbarred plot devices they seem to have become today... Or I'm just old. Oh God I'm old.

Thursday, 16 April 2015

E-Swat Cyber Police - Arcade


A pre-runner for Crackdown? No not the Sega game... nevermind, it's a review.

Sometimes it becomes clear that a game like E-Swat - Cyber Police is using another game engine. What we basically have here is Shinobi or Rolling Thunder (likely Shinobi if it's SEGA) but with cops and robots riding the success of Robocop in the cinemas. While OCEAN may have had the license for Robocop games, it didn't stop SEGA trying to jump the bandwagon with their game, E-Swat - Cyber Police.

Generic cop vs. Skateboarder. Someone film it and cause controversy.

You play as Beatwalker McGenericCop, on the street and ready to shoot everyone and everything. You name it, it's going to get a bullet of hard justice in the face. Skateboarders? Shot. Hostages? Shot. Guy holding a knife? Shot twice. While you take your generic coppy guy out for a stroll, you have to foil three hardened asshats who just robbed a bank and took a hostage with them. One breathes fire and has a bin lid for a shield, another has a boomerang (has anyone EVER used one of these in a threatening manner?) and the last can twirl an anchor on a chain like it's a Kusarigama (look it up).

Congratulations, you're a dick in armour.

Once you've caught the three initial miscreants that can soak up more lead than onions, you're given the upgrade of a cop-lifetime. You get to become Roboc- E-Swat - Cyber Police, where you wear the most bulked out armour you've ever seen and your arm gets a machinegun wrapped around it. Now you're licensed to get shot at by the more heavily armed mobsters out there and giant gorillas (I'm not joking).

Looks like Friday Night in Hackney.

In what is a basic platform, run/gun game, you make your way from left to right and use your ammo (yes you can run out) to shoot down everybody that moves and then try to collect enough ammo to avoid having to melee your way through the game. When you get damaged as the E-Swat - Cyber Police, you also can see the physical damage to your suit just in case your ability to read a health bar is marred by the game. In some places you can leap into the background or up onto a higher platform while most of the game will be spent trying to dodge every bullet, knife, laser and flame thrown at you.

Yes, that looks... reasonable.

Yep, moving and escaping from damage is a tough one in E-Swat - Cyber Police, given you're the size of a walking tank that walks more slowly than a geriatric treading through glue, yet have the strength and agility to leap nearly 20ft into the air if you need to, you're still going to take a lot of hits and wounds from enemies that can mob you and spray firepower like it's going out of fashion. If it's not the gangsters with their rockets and flamethrowers, it's the background that can spawn gun turrets almost at will or the hugely overpowered boss fights that start interestingly and end disappointingly.

It's quite a bit one-sided at this point.

As an example in E-Swat - Cyber Police, your first big boss fight is against a guy in a similarly powered suit that you have. Beating him leads to him running off (why you can't shoot him in the back I don't know) until he's rigged a building to blow up and while it's falling and you're INSIDE that building, you have to fight his private army and escape the building, then you can arrest him. The second main guy to take down sends a tiger, a gorilla (See, I wasn't joking) and a Monster Truck at you and then later bosses are just generic robots/tanks that really lack the almost-creative flare of the original set of bosses.

I didn't sign up for this!

While the levels don't exactly grab the imagination, there's some different layouts and settings the game puts you in with no real cohesion between them in E-Swat - Cyber Police. You're at the docks for one fight, then a football stadium or similar, then a city street, industrial site, docks again until the final few levels that take place in one huge hidden establishment. Otherwise it's the grab-a-large-dice-time-and-roll-out-the-randomly-assigned-level-layout-for-the-next-one, style of level sequence.

Time to bring the house down.

All in all, E-Swat - Cyber Police isn't really a bad game but it is a game that's been done before and done better by the likes of Shinobi and even Rolling Thunder (maybe not so much on Rolling Thunder, but definitely and more memorably with Shinobi) it's not terrible, but it's not great either, an unhappy midground that will have it over looked by games that sit on the more extreme ends of the see-saw.

Thursday, 12 February 2015

Alien 3: The Gun - Arcade


Thankfully, more monsters than in the film.


It's an odd circumstance when you take a film that doesn't have much in the way of action and try to fit it into the sphere of gaming that is an arcade game. Players are not likely to pump money into what is basically "Space Monster BOO!" and you can expect even less for them to be entertained by it. It needs a challenge, it needs action and it needs to be unfair enough to force people to keep playing but not too unfair that people give up on the grounds that it's just a sink for credits and cash.

If you can't work this out, you're going to lose, fast.

Alien 3, as a film and basis of this game, does not provide the suitable backdrop for the arcade game. So a little (read: LOTS) of artistic license has been used to work this game. For a start, there's more than one alien (hooray!), there's multiple types of aliens and enemies such as robots, tanks, droids, cyborgs and most of this was never in the original film.

There's quite the myriad of monsters, body parts and action here.

Plot wise, you do follow SOME of it. You're two surviving marines from the 2nd film that have remained on the original ship, except it's been overrun and infested with Xenomorphs. Grab gun, infinite basic ammo and some "kill all" grenades and let the acid-blood-bath begin! Or we would if the game was that fun to play. While battling aliens and other enemies, you get to see set pieces from the film, run across the surface of the planet, see the factory installation of Fury 161, run the gauntlet with the other prisoners and then finally battle the "Plot" Alien boss and dunk it in liquid metal before a showdown with the Bishop Android/Man.

"We'll help!" By which they mean 'Get in the way ALL the time'

Your bosses and enemies are Aliens based, apart from the robot ones which seem to be thrown in there at the last minute and take their cues from Revolution X for annoying boss tactics. Including "Not being hurt when the game wants you hurt instead" and the more annoying "Only one part of my body is vulnerable and you're NOT seeing it any time soon" types that can't help but give you a beating before teasing you briefly like a cheap stripper in a backwards club.

Anyone remember this in the film?

The music cannot really be commented upon, as it is barely heard during multiple playthroughs, the balance seems very one-sided towards the sound effects which come through rather 'tinny' and the odd speech sample makes it sound like ALL the voices were done by one person irrespective of whomever is talking, be it player characters or NPCs. Bullets sound far too metallic and aliens have that odd rasping noise synonymous with plenty of other monster games as if it's been taken from "Bad Sound Effects volume 82 - monster edition"

Or that part where the robots ran around shooting people? That in the film either?

But what of the gun? It's a bulky lump but does feel almost like you're holding something worthy of blasting aliens, but doesn't seem to match the damage inflicted upon the monsters within the game. Mainly because each time you down them, there's a chance they get back up but damaged and attack in a different way, then they could be shot AGAIN and wait a little longer in writhing agony but if you get too close (because you're in an on-rails shooter no less) they might lunge yet again. You have to keep hitting them until they're dead. By dead, we mean they've changed colour and stop physically moving. However the gun is large, meaty looking and has two key functions; the trigger for shooting and a button for hurling out instant-death to most enemies and significant damage to bosses.

Grenades and flamethrowers add to your weaponry, sadly not too often enough.

Items and power ups are far and few between. You might be able to find some health, perhaps a few extra grenades and very occasionally a flame thrower that instantly kills whatever it hits, but will never last long enough for you to make significant progress and the delay between trigger pulling and impact is longer than the bullets so you're likely to be slapped about by the aliens anyway for a while you adjust to the delay.

Red vision, or how to make the game harder by doing very little.

That said, there is some replay value in the game, in that there's multiple routes one can take through a few of the levels and trying to get better and better scores is always available for the competitive streak in some people, but the annoyance and unfairness of the aliens and some of the attacks hitting while ignoring the damage you're dealing, will turn many people away from this game.

Thursday, 29 January 2015

Sharknado: The Game - iOS


Pay to not play as much.


While I'm a fan of the "Forever Runner" series of games, made more popular and famous by the game Canabalt, it's not really the first game to do that kind of approach. Having played a lot of arcade games, the first ones were along the lines of trying to keep going for as long as possible to get the highest score possible, it seems the Forever Runner games are taking that quick, pick-up-and-play approach to instant gaming, further helped by titles like Flappy Birds for the side-scrolling variety of play and then there's the 3D versions with games like Temple Run and now, Sharknado: The Game.


Play from the start or spend chum in boosting to level 2, 5 and 9 respectively.
From the off, we're establishing that this is the game, not the film on which the game is based, and as such we don't get to see Tara Reid trying to avoid sharks by screaming loudly and being all breasty about it. Neither do we see a multitude of people having their heads taken off by projectile sharks launched from the circulation and upward draft of high speed air currents. What we do get however is a Forever Runner game where we try to avoid obstacles, attack sharks, go surfing and ultimately kill a tornado while riding a shark and carrying a chainsaw.

So at least some of the original film's artistic license with physics, remains.

Get coin, avoid shark, pick up Razzie.

The controls are simple enough, swipe left and right to change your "lane" as you travel into the screen, rather than tilting it, so it's more keeping in line with the Despicable Me: Minions game, while swiping up will make our hero jump and swiping down will make our hero slide. However, each round of the game is split into three sections. The first involves running down a street towards the Sharknado while avoiding barricades, vehicles and various sharks, the second has our hero surfing up a torrent of water while sharks swim towards him and lastly the final section is our hero riding a shark, while holding a chainsaw, surfing it THROUGH the Sharknado itself while cutting up enough sharks to kill the entire Sharknado.

And then it's back to the start but harder and faster.

Tyre Iron does some damage.

For the sheer audacity alone, it's funny the first few times. After that it becomes par for the course and we get to focus on the other mechanics behind the game. Coins, weapons and chum. Coins are often found amongst the level and usually in places where you have to negotiate around some risky little problems but all coins that are collected are stored and can be spent on things like the weapons. The weapons allow our hero to basically be immune to sharks (and nothing else...) in that he clobbers the shark into a bloody pulp and the weapon weakens a little each time. Once it's used up, the sharks must be dodged again. It does give you a little breathing space however. Lastly there's the chum, which lets you retry levels without restarting and can also boost your starting level to a later one. Chum being earned by killing lots of sharks and each successful defeat of a Sharknado multiplies up the score.

The "Boss" so to speak, killing it from the inside.

It can be a fun forever runner if you want to try it out, the music and audio are clearly tongue in cheek when the starting lyrics for the 2nd round are "Go go go go, Sharknado, runaway from the Sharknado" and sung in a rather kitschy style, you can't help but chuckle at the game. But then perhaps that's the problem, we're more laughing at the game and its source material than laughing with the game despite that the game is clearly making fun of the films, it's falling short of being enjoyable in the long term. But, it's worth giving it a try if only to see yourself killing a tornado full of sharks with a chainsaw.

Thursday, 15 January 2015

Rogue Legacy - Steam


So it begins, a legacy of dead characters.


The king was murdered; the betrayer stands within the castle and rules in his place, he is your ancestor. Something it keeping him alive and while he lives, the injustice remains rife. You attempt to right the wrongs that have been made to set order and balance back on the path of righteousness. The loss is more personal, your father went into the castle to resolve this issue and was never seen again, now it’s your turn as you leave your children behind and head to the traitor’s keep. Charon, agent of death stands before you and relieves you of your worldly possessions as you enter with but your armour and weapons and inside you step to continue the Rogue Legacy.

The only stable room in the set up

This is the gist of the game without giving too much away at first. It’s a platformer rogue-like and the rogue-like element here is that the cast you enter changes its layout each time (unless... you unlock the ability to keep it), and each entry into the castle will cost you your remaining cash but all cash found in the castle is kept for buying upgrades, armours, runes (empowering modifications) and the such. Within the castle lies a wealth of traps, monsters, mini-bosses, 4 main bosses and then finally (if you get this far) the last boss and a definitely final boss if we’re talking tropes at this point.

Select your sprog to go and die for your cause.

Much like games like Infinity Blade, we’re talking about generational progression. Your character, of whichever background (more about that in a moment) will be killed and stored in the gallery for all time. When you start hitting around the 40 lives lost mark, you begin to realise there’s quite an enormity behind losing. Not unlike the original Cannon Fodder which had tombstones for every single person lost in combat that would soon litter the level select screen.

Looks a bit crap, but later the castle will be quite a size with all unlocked items accessible

Each time you begin an attempt on the castle, you get to pick from one of three offspring of the previous attempt. Or basically a randomly generated set of characters which includes their classification, perks and demerits. Ranging from having Barbarians that have slim builds and more likely to be knocked back on a hit, to ninjas that don’t activate spikes because they lack a pulse in their limbs (it makes sense in context) to Paladins that are colour-blind, or longsighted (around you is blurring) short-sighted (around you is NOT blurry) to not being able to see incoming projectiles from off-screen and so on. It gives a very large pool of variation which can include being gay (a fan of the man/woman depending upon your gender and then makes one wonder how there’s a next generation... but I digress). This also includes the spell you will be taking with you ranging from throwing axes, knives, fireball walls, bouncing balls, homing attacks and more.

You died. And there's all the people you killed. Also, this one suffered coprolalia

As said, it’s a platform game, levels are randomly generated and each castle layout has the objective of killing 4 bosses and then the final boss to beat the castle before New Game+ is activated. The problem is you will die, a lot, and as a rogue-like you need to accept that fact and realise it is part of the game mechanic. Dying will return you to the HQ where you keep your cash from that run and can spend it on upgrades to stats, abilities, classes of characters, how much money Charon takes from you, unlocking new helpers that will give you new abilities and improving battle %’s for things like critical hits (if your particular class CAN do critical hits... Hokage, looking at you).

New equipment? Costs money. New runes? Costs money. Pattern much? Costs Money...

Graphically, the game is a strong call back to less serious looking platformers with plenty of cartoony styled graphics and animations (seriously, I love the hero’s running animation), monsters are sufficiently detailed with bosses really taking the biscuit on account of their size while scenery and backgrounds are lavished with those cute little nods and tips of detail that really bring the whole package together.

Spikes, Skeletons and monsters, oh my!

The music is select of a nice set of compositions, depending upon which area of the castle you’re in or if you find a juke box, there’s nothing overbearing or underwhelming and everything plods along at an agreeable pace while stopping short of becoming that ear-tick where you end up humming the same few bars over and over. It’s sufficient and fits the bill with some interesting use of instrumentals within the pieces themselves. The sound effects are diverse enough with your character having multiple sounds for being injured; spells and attacks use diverse effects to accompany their use.

Some of the locations are rather otherworldly, that's a huge moon too.

Overall it’s a fun game with a lot of replay factor though the random number generator can really stitch you up if you’re unlucky and have to play through multiple, horribly and awkwardly laid-out rooms. Sometimes you’ll die in the first few levels, other times you’ll die after a few bosses are beaten, but the random generation and the upgrading mechanic will keep players playing this for a long time. But not as long as it could have been, eventually there will be a point where insufficient progression will be made, where it’s impossible to continue on with the game and there’s nothing left to attain or unlock and then it’ll wither away because everything’s been done and there’s too much focused direction for the player to hold onto, the game being more rogue-like than rogue leaves it satisfying for a while but eventually unfulfilling.