Showing posts with label wind. Show all posts
Showing posts with label wind. Show all posts

Monday, 30 December 2013

Second Wind



While recently many of the games I've reviewed have been commercial releases, punted out by corporations and professionals that produce multitudes of games and such in vast numbers. I thought I'd review something with skill and talent in that hasn't be blighted by the "Triple A" touch of video games I like to refer to as "Thrown enough cash at it to solve a 3rd World Country's starvation issues" and instead is made simply by a few people, with little more behind the motivation beyond the fact they WANT to make the game.

I really should review INDIE games a lot more. There's a lot more variation in the different games and yes, there's a LOT of crappy ones, but the true gems shine even harder for that matter. When you do find something that glorious, you cannot help but be impressed by the concept, the originality, the execution or all of the aforementioned aspects at once.

This one is a flash game from what I can tell so far. It might be available on other formats though as far as I can tell, it's just on flash. But what a game it is.

A little background, Rogue-likes, as the name suggests, are any games that fit a model identifiable with the game Rogue. In which you wander around a dungeon that's randomly generated and continue to progress to harder and harder levels, taking on harder and harder enemies while collecting weapons, items, spells etc to level up and hopefully get to the bottom and win the game. In a manner of speaking. Second Wind, takes the bare bones of this concept and removes the structure of dungeon floor space by having everything that happens as a randomly occurring event.

For example, on the first level, which is set in a dungeon, you'll explore places and perhaps happen upon a monster, an event of skill/strength, shops selling either weapons, armour or health potions, Non-Playable Characters that have their own interactions and quests, or one of the many avatars for what qualifies as Gods within the game itself. Finding one could mean finding another one in the next move, or not finding another one for the next 20 or so movements. So you could find a text that explains a snippet of the world you're in, and never see it again for the next 30 games, or bump straight back into it the next time you press "explore" but that's random number crunching for you.

This does get annoying when you NEED to get to a certain location in order to progress to the next level.

Each enemy is a parody or rip-off of other enemies found within similar games. Usually accompanying the enemy is a very out of place description, something jovially cutting about the genre and then something equally humorous to found when defeating said enemy. For the most part it's very light hearted on the humour and will often give you a chuckle (assuming you GET the reference) the first few times you fight the adversary.

Given the RPG roots, there's the usual Health, Gold, Level for each character. Health being the main decider between "alive" and "dead" though you can return once from death as part of the eponymous "Second Wind" ability. Your character will have 3 abilities during any fight depending upon which character you chose, of which there are around 20 different types of character from fighters to magicians, martial artists to knights etc. You'll also have Dexterity, Power and Armour ratings which will determine how much Armour Penetration you can do, how much damage you can do and how much damage you can soak up, in respective order.

The catch is that there's a BIG difficulty spike from the first level to the second level and you'll find sometimes that going too soon will result in you fighting enemies you cannot harm because you cannot get past the armour. OR you'll have to rely upon other attacks/abilities that will bypass armour entirely. Such as the Parry technique for fighters, that will return a % of damage back onto the enemy but you have to survive the damage first of all. So if you really cannot damage an enemy, you'll have to run and lose cash or die (and sometimes you can't run at all, because you lack the stats to succeed in running away like a prick).

Story wise, you're someone who has ventured into the dungeons of a world ruled by several Gods. Your purpose to rise to the higher levels, transcend realities and battle the Gods of the world. How you play and how well you do will determine whether you ruin reality or rule it as either MasterMcShitBag or a nicer person. Though the criteria for meeting such endings isn't entirely clear as to getting the best ending or middle ending, though the worst endings are clear for either joining the last boss or losing to him. As it turns out, the best ending is met by killing the last boss without killing any other Gods, which makes it a rather herculean task as the deaths of the other Gods will anoint you with the huge stat boosts that will allow you to fight the last boss on relatively fair terms.

Thankfully you can continue repeatedly in the third level as it's purported to be some form of ascension and as such, leaves you on another plane of reality where you can respawn ad infinitum. It doesn't make it mean much more than repeatedly having your arse handing to you.

Though there's a fairly enjoyable story, it is hidden within "pages" that can be found as random events, detailing the events before the game, leading up to the game and the circumstances found now that shape the course of the protagonist. It can however be entirely bypassed and the game becomes "Whose balls do I break next?" while running around looking for more fights to get stronger and stronger. In these senses, it does become a grind fest and most people will find that, as the monsters get stronger, there becomes a limit at which experience is not gained as much and that is the game's way of telling you to move the hell on and kill the bosses already of that level.

The music within the game has become one of the few games where I've actually sat and done nothing in-game just so I could hear the music playing, particularly for Boss fights and the Final Boss fights. It's a suitable mix of epic and exciting that leads to a satisfying build up, though if you're too overpowered, can detract from the overall expectation of wanting a long, solid battle.

That having been said, it's not going to be everyone's game. You really have to have an affinity for a) grinding through levels to get to higher points and a rather expansive knowledge of tropes for, and around, dungeon crawlers, rogue-likes and other such games, but mainly anything closely associated with Dungeons and Dragons (the tabletop game, not the cartoon series... Even if Eric was whiny, but the best character out of the bunch). However for those that DO get this genre, as esoteric as it might be, there's a rather witty wealth of game contained within that will make even the most ardent player sit back and chuckle softly with a wry smile upon their faces.

Though having said all that... I now want to watch Eric and his shield running around, being sarcastic.

Monday, 7 October 2013

GB Link's Awakening



The Zelda franchise has been a staple product by Nintendo for decades with little changing from the core mechanics of the game. Swords will be grabbed, things collected for power, hookshots to be acquired, water dungeons to be feared, items to be traded for more and more items.

Take a look at any of the games and you'll see the same pattern repeat with perhaps a little sub note "This time it's sailing" or "This time it's flying" or "This time you're also a wolf" and so on and so forth. Monsters will be killed, princesses will be saved, Gannon (usually) gets his shit slapped back and forth (or his shadow in this case).

But why do I look at this game? Why do I ignore the 2 NES iterations for now and focus on the poorly viewable Gameboy edition? Because I feel that this game is the most suited for its console. If you were to give me a Gameboy and tell me that I had to have one game super-glued in there for the rest of its existence. My mind will likely go to Zelda rather than Tetris, Pokémon or similar themed games.

It all starts innocently enough with Link (Or dickshit if you like to rename things) being ship wrecked and waking up on an island beach where he is found by the local inhabitants, missing all of his items from his previous adventure. Would be nice to just once, start a game with all the items and weapons and KEEP them the whole time or upgrade them. Not throw in some convoluted idea of having them taken/lost/broken etc.

So dickshit wakes up and hops out of bed, talking to the nearest big-nosed citizen of the island hands back the shield he found with "dickshit" written on the inside and assumes that was his name too. Rather fortunate he wasn't a teacher with a series of heavily defaced school desks, lest he though the name was "Dave fucked Becky 4 evar" and a whole series of badly drawn, spunking cocks. Though perhaps that's just difficult to write in ASCII these days... ~ c===3 Nope, there's no excuse.

Shield in hand, Dickshit then takes it upon himself to get his stuff back together and get off the island while occasionally popping in and out to help with various problems and situations that have arisen for the island goers. Particularly that with his arrival, the monsters are getting restless and someone needs to collect 8 items (8 bosses... why does 8 seem so predominant in Zelda lore anyway?) to wake up the mystical Wind Fish that will grant a wish, or some such bull, and let Dickshit escape the island. The bosses don't want this, the island-goers want to help and various towns and villagers will aid and support throughout.

But no Zelda game is complete without side missions and quests. One long ongoing quest is the item trade, starting with a Yoshi doll and trading all the way up through bananas, pineapples, sticks, dog meat, necklaces, scales and finally a magnifying lens... "Good trade" of which helps you read the magical answer to the final dungeon. Or just read a guide. Alternatively, collecting 20 secret seashells and going into the secret seashell hut will give you the Level 2 sword which gives you laser shooting abilities at full health and generally causes more pain than the Level 1.

As you progress you'll find various dungeons, contained within are monsters and beasties and the more fun hearts that boost your health, an item that will help you get to the next dungeon and/or kill the current dungeon's boss. Another steady consistency for the series, dungeon 1 contains a feather and is needed to get to the boss and jump over holes to get to dungeon 2. Dungeon 2 contains a power bracelet that lets you pick stuff up which you need to do to break the boss's container, and pick up items in the way to dungeon 3. So the whole island can be explored and searched though only when you've enough items to fulfil those criteria.

Yes there's another hookshot and yes there's a water/swimming based dungeon though the real pig of a dungeon is the Eagle Tower where you've got to think in 3 dimensions quite extensively with little precursor for it.

During the game you'll find clues and hints to the nature of the island, help save and rescue people that will aid you in your quest and find all manner of rupees, items, shells and other such that will boost your stats and strength in various guises. You'll quickly learn where the shop is and how to get around the island quickly with regards to teleport spots and mystical musical notes. Which plays a key theme of the game with 8 instruments needing to be found to awaken the Wind Fish (in name only, for it is neither).

As it transpires the game is very much the big twist in itself except for the "you're really asleep" twist it turns out you're an unwilling participant in something else's dream and to escape the island you'll need to wake that creature up, but the bosses and nightmares of the dungeons don't want that to happen as it'll make everything disappear (and they do mean everything). Leaving a little moral dilemma of wondering whether you really should be waking up the sleeping dreamer if it means the end to all the creatures, all the villagers, the semi-focused love interest, who are all blissfully unaware of what may happen or what will happen should you succeed. To escape you have to end them all.

Now, this draws up various metaphysical arguments, like if you should care that something is about to fade out of existence that previously just popped into existence? Who is dreaming the dream? Why do chickens attack if you hit them repeatedly? ... Ok maybe not that one. Should you feel bad that an island ceases to exist just to free you from the binds that hold you or would it have been more noble to leave the inhabitants alive and living their day to day lives while you co-habit their realm with them?

Those more in touch with their thoughtful sides of nature, may have reservations about a game that forces you to destroy the entire game-world upon completing it having already exterminated the evils contained within. It's certainly not the thought provoking situation one would expect from a game that has you riding down rapids rides, playing songs with giant frogs, riding a flying rooster, or phoning an old guy for hints on where to go but talking to him in person is something he's too shy to do.

It certainly takes the shine off the heroes' perfect edge. The ending also makes you out to be a bastard too, given who you watch fade out when the dreamer awakens. (Unless you beat the game without dying once...)

Controls are very responsive to being used, navigating yourself in the 8 main directions of the compass points, your A and B button can be switched out for any combination of items you have, be it sword and shield to hookshot and bombs, arrows, magic powder, shovel, fire rods etc. Usually you'll have the sword and feather for navigation while using the power bracelet really should have been a passive item for picking up and lobbing stuff around. While moving and navigating dungeons and maps has you walking off the edge of the screen to the next area, for some that might feel a little claustrophobic from the SNES version having scrolling areas but given the Gameboy's graphic limitations and blurring, it makes the best of the situation and does admirably so.

Combat can be a little awkward at times if you're being bounced into something that causes injury, draining more hearts and then being knocked down a hole. Most holes will cause damage and respawn you at the point where you entered the screen while some (usually indicated, not always) will drop you into an area underneath though this is particularly notable for the 7th dungeon where you can fall down several floors to navigate around the dungeon. Though be particularly careful in the 7th dungeon as there's a way to trap a key item in a place you can't get to and bollocks up everything.

Though, with a game this fun, I don't mind playing through several times. Though the 1st dungeon boss can rebound you down a hole, forcing you to climb back and by the time you get there, he's back to full health... Lovely. There are parts that grate.

It certainly grows upon you and the longer you play it the more familiar you'll become with the game. Eventually you'll know exactly where everything is in the map and know how and where and when to get from the Animal Village, to the Raft Adventure, or back to the shop that now calls you THIEF!!! for stealing the 980 rupee item and doing a runner. Incidentally, EVERYONE will call you that afterwards and going back into the shop is an instant death for returning to the scene of the crime. Varying degrees of punishment and retribution on that one, everyone calling you thief and showing an inherent distrust of you, to dying for returning to the shop (perhaps with the intention of returning the item, but likely because you forgot you five-fingered-discounted the bow and arrow set like a cheap bastard).

There are moments of annoyance however when the game intentionally gives you a very useful item or colleague (Flying Rooster... Looking at you...) which acts as the key to attaining the level 7 dungeon, only to have it revoked by the end of the dungeon and ends up with some guy that looks after chickens and won't give the Rooster back. A formerly dead Rooster that you resurrected... What a git. Without it, you can't "hover" any more and are limited to jumping with the feather and running shoes to a 3 hole gap (maybe more if you're fortunate) and it feels like the potential to really explore has been removed.

The pace and flow of the game is very balanced and the game doesn't leave you at any point thinking it's too small or too large. The island size is perfect for the means and modes of transportation than are available and the dungeons evenly spread far enough to give you a suitably sized sight-seeing tour of the surrounding neighbourhoods before getting down and scrappy within the dungeons and duking it out with all manner of nasties and bosses. Special mention going to the Stalfos Knight that you have to fight several times before he does a runner.

An enjoyable romp from to start to finish brought down by a few glitches and game-breakable errors that could be happened upon if you're not careful. (Incidentally, DO take the powder with you to the final boss fight...)

Now time to get my fire rod and burn that fox and all the chickens I can find.