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Mega Archive: Part XL: From Last Action Hero to Virtual Pinball

I know, you didn't think I'd realize that 40 is XL and not XXXX, didn't you? I'm not as look as I dumb, turns out. Anyway, after passing that incredibly low bar, I'm back once again for more delicious Sega Genesis/Mega Drive tapes. Well, at least that's what I'd like to report but we're still neck-deep in the holiday shovelware rush of November '93 and that means more licensed tie-ins. Five of them, to be exact, some of which are notoriously poor. The rest are racing and sports games for the most part so this won't be my favorite update to write but... this is the life I chose, I guess. The Mega Drive life. Drive-a-Live?

Now that we've passed the 500 mark, I keep wanting to put up a signpost or something, you know? Like "this many miles left to the end of the road" with the number of remaining games (about 400, if you're wondering), or maybe a chart that compares the Mega Drive to how far other consoles managed to reach with their (licensed) libraries. For instance, we passed the N64 a while back: that lightweight couldn't even make it to 400. Conversely, the NES, SNES, and PS1 will forever be specks in the distance even once we're done here: they had libraries in excess of a thousand games, and several thousand in the case of the last of those. Heck, the Switch is up to something like 3,000 and stuff is still coming out on it as we wait for news on its fresh and shiny successor. I don't even know what would qualify as a "good tenure" in terms of a console's total number of games available by today's standard but given Mega Drive was leading the western world in sales for a time you can't argue it didn't do its darndest.

I was going to do some graphs once I hit 500, wasn't I? Whoops. Just have to settle with ten more of these Mega Archive entries instead; that's already probably plenty of listening to me go on and on. Be sure to check in with the Mega Archive MegaSpreadMegaSheet for all the info and links you might want and plenty more you probably don't.

Part XL: 501-510 (November '93)

501: Last Action Hero

No Caption Provided
  • Developer: B.I.T.S.
  • Publisher: Sony Imagesoft
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: N/A
  • Genre: Brawler / Vehicular Combat
  • Theme: "Magic Ticket" My Ass, McBain
  • Premise: Action movie buff Danny Madigan is shocked when he is warped into the world of his favorite series, but not so shocked that he can't spend the whole time pointing out plot holes and illogical inconsistencies. And that little boy grew up to be CinemaSins, lord help us all.
  • Availability: It's a licensed game nobody should want based on a movie more people should watch.
  • Preservation: Starting with a real banger this month, Last Action Hero is the video game tie-in for the Schwarzenegger movie of the same name, one notorious (at the time) for embracing the ironic meta commentary typical of the 1990s to deconstruct the Austrian Oak's prolific '80s career. The movie was actually a great deal of fun if you were the same type of wiseass action-movie-loving kid as the movie's floppy-haired protagonist, getting so meta as to include an animated cat police officer (he gets results so no-one bats an eye) or identifying a mob plant because he's being played by F. Murray Abraham ("he killed Mozart!"). The game's nowhere near as fun, sadly, scuttled as it was by both the usual licensed game deadline restrictions and a bizarre set of rules inspired by all the legal scrutiny games had fallen under due to the ongoing Senator Lieberman/Night Trap business. For instance, action icon Jack Slater could no longer use guns (too violent) and had to politely punch everyone out instead and there's no way you could put a kid in a brawler so the movie's main character was conspicuously absent (though I guess they had a point there). The movie got lambasted quite severely and I bet having an exceptionally poor tie-in probably didn't help. It may be an ignominious introduction but this is also the first Genesis game from British developer B.I.T.S. (later Bits Studio) who would perhaps become best known for the Die Hard game-only sequel Die Hard: Vendetta (apparently originally supposed to be a N64 game?). We'll be seeing more movie tie-ins from them soon enough.
  • Wiki Notes: SNES double-dip. No additional work needed.

502: NFL Football '94 Starring Joe Montana

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  • Developer: BlueSky Software
  • Publisher: Sega
  • JP Release: 1994-02-04
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: Joe Montana Football
  • Genre: Football
  • Theme: Football
  • Premise: Football
  • Availability: Like all games in annualized sport simulation franchises it was obsolete within a year.
  • Preservation: Who's ready for some football? Well, I never am, but here we are regardless. Sega had been trucking along with their Madden NFL competitor series Joe Montana Football for quite some time by this fourth entry so they had a pretty firm grasp on the figurative pigskin, once again handled by Californian studio BlueSky Software thanks to their Sega exclusivity contract. We're mostly talking iterative improvements here, carrying over the digitized (and very robotic) "sports talk" live commentary from its immediate predecessors and switching back to the vertical perspective of the field that had become the genre standard by this point. Despite the franchise being named for him, this would be the last game of the series to feature Montana's endorsement: later games would drop the "starring Joe Montana" and just stick with the generic "NFL Football [year]" format, which continued right up until the final days of the Genesis. Which is to say, we're going to see many more of these games and I'm going to have even less to say about them each time. Look forward to that.
  • Wiki Notes: Screenshots and a header image, with minor edits everywhere else.

503: Nigel Mansell's World Championship Racing

No Caption Provided
  • Developer: Gremlin Graphics
  • Publisher: GameTek (NA) / Konami (EU)
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: 1994
  • Franchise: Formula 1
  • Genre: Racing
  • Theme: Cars Go Brrm
  • Premise: Let this "Nigel" man sell you on Formula 1 with this high-speed racing simulation game.
  • Availability: Nope, another endorsed/licensed sports game.
  • Preservation: Welcome to what the British F1 scene looked like in the early '90s, with the affable but dull mustachioed Nigel Mansell representing the circuit in this nation for many years as a perfect metaphor for a sport that should be way more exciting than it actually was. The same could be said of this game, which perhaps takes to the simulation aspect a little too faithfully as well as feeling a bit antiquated compared to other racers from this era (Daytona USA is only five months off). While simultaneously released on Mega Drive and SNES, and from the same developer no less (Gremlin Graphics, another British studio making their Genesis debut this entry), the two games have some significant differences chief of which is that the Genesis version follows the vehicle from a third-person perspective while the SNES version opts for a first-person driver's seat view. If you were a fan of the 1992 F1 season this game gives you plenty of options for real-life drivers and courses alike, but there were more compelling alternatives out there for racing fans in general including the previous year's Lotus Turbo Challenge and the upcoming Lotus II RECS (both originally from Gremlin Graphics as well). Also, don't ask me why Konami were the ones publishing this in Europe. I guess they saw some sense in publishing a British-made F1 game with a British F1 spokesman in the only territory likely to give a hoot.
  • Wiki Notes: SNES double-dip. Just needed the European box art/release.

504: Pink Goes to Hollywood

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  • Developer: HeadGames
  • Publisher: TecMagik
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: April 1994
  • Franchise: The Pink Panther
  • Theme: A-cat-emy Award Nominated
  • Premise: The Pinkest Pu- wait, let me start over. The Fuchsiaest Feline makes his Genesis debut with this movie-themed platformer.
  • Availability: Licensed game. We're due another reboot though.
  • Preservation: Oh, hey, I remember this game. I rented it for SNES back when I was still a dumb kid who didn't realize the Pink Panther cartoons were based on live-action Peter Sellers comedies where the titular cat was actually a gemstone. My enduring memory was that it wasn't terrible but nor was it particularly notable; in terms of licensed feline platformers I'd probably rank it above the Chester Cheetah games but just below Virgin Interactive's The Lion King. (Man, "ranking the licensed cat platformers" would be a truly cursed project. Free blog/video idea if anyone wants it, though.) So yeah, a '90s platformer video game based on a '60s animated series (which, fine, did actually get a reboot around this time) and tacitly named for a controversial '80s British band whose biggest hit was about say gex: that certainly has "youth demographic" written all over it. We have another new face with this game's developers: HeadGames, a short-lived outfit from San Francisco that worked briefly with Sega of America on some other licensed games before being folded into edutainment developers CAPS Software in 1995. That we've already introduced two new developers that will be working on almost nothing but Genesis licensed games from here on out should give you some insight into the wonderful future we have awaiting us on the Mega Archive.
  • Wiki Notes: SNES double-dip. Just some Genesis-related release info.

505: Race Drivin'

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  • Developer: Polygames
  • Publisher: Tengen
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: Hard Drivin'
  • Genre: Race Drivin'
  • Theme: Race Drivin'
  • Premise: Race Drivin'
  • Availability: It's in Midway Arcade Treasures 3 but nothing more recent than that.
  • Preservation: This region-exclusive Genesis port of Race Drivin', a polygonal sequel to Hard Drivin', comes to us courtesy of original arcade developer Atari Games's console software publisher alter-ego Tengen and our old friends at Polygames, formerly Sterling Silver Software, which had also developed the Genesis port of Hard Drivin' way back in 1990 (covered in Mega Archive #6, so it was an early one). The arcade machine was packed with all sorts of high-tech features, including force feedback on the steering wheel and triple foot pedals including the clutch. Naturally, none of those vehicle accoutrements made it into the 16-bit home versions, which also struggled to keep the polygonal graphics at a decent framerate (for both SNES and Genesis they reduced the gameplay window and put some static dashboard graphics in the empty gaps). That fidelity issue was cleared up somewhat by this game's enhanced Sega Saturn port, though the issue there was that it was exclusive to Japan. Dunno if Race Drivin' wins "Best Game" for this Mega Archive entry but it certainly clinches "Most Imaginative Title".
  • Wiki Notes: SNES double-dip. Needed some MD screenshots.

506: RoboCop 3

No Caption Provided
  • Developer: Eden Entertainment
  • Publisher: Flying Edge
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: November 1993
  • Franchise: RoboCop
  • Genre: Half Shooter/Half Shoot 'em Up/All Licensed Dreck
  • Theme: Shootin' Dudes in the Balls.
  • Premise: OCP's trying to knock down Old Detroit for their new Delta City and make thousands of innocent citizens homeless in the process. RoboCop's having none of it, even if he has to fight through the RoboNinjas of OCP's new Japanese owners to stop them. God, this movie's dumb.
  • Availability: Wouldn't you know it? It's another licensed game. OCP's not reviving this one.
  • Preservation: Oh jeez, RoboCop 3. The one where they switched actors from the inestimable Peter Weller, killed off the second most appealing character in the franchise, and then gave the guy a jetpack and a streetwise hacker orphan to protect. Just saying, there were better RoboCop movies to make a game around, including all of them. Well, at least this one doesn't have any cyberwitches or whatever it was that gave Minotti so much trouble with that Xbox adaptation. I'm more familiar with the home computer version of this which went for a very early polygonal FPS type of game that ran like molasses, but the console version pretty much plays like all the other RoboCop games: a side-scrolling shooter where you occasionally (by which I mean "most of the time") have to aim diagonally up to shoot crooks popping their heads out of first-floor windows to throw dynamite at poor old Murphy. They do pay homage to that jetpack though, putting RoboCop through shoot 'em up levels as he flies through Detroit. Motown more like Mow 'em Down. That's all I got; RoboCop 3 bums me out too much to bring my A-game.
  • Wiki Notes: SNES double-dip. Needed some Genesis-specific releases and screenshots.

507: Sensible Soccer: European Champions

No Caption Provided
  • Developer: Sensible Software
  • Publisher: Renegade / Sony Imagesoft
  • JP Release: N/A
  • NA Release: N/A
  • EU Release: November 1993
  • Franchise: Sensible Soccer
  • Genre: Soccer
  • Theme: Soccer
  • Premise: Soccer, but it's sensible.
  • Availability: Sensible World of Soccer showed up on Xbox 360 but that's as recent as this series goes.
  • Preservation: Ah, Sensi. The premier European soccer sim is one that, true to its ironic name, doesn't take itself too seriously while all the same having an eminently playable, more action-oriented core built for quick and tense matches. Of course, it's still a soccer game, so my antipathy is out in full force here but I'll admit to finding a few moments of joy back in the day for what would prove to be one of the last of the "approachable" soccer game franchises out there. After this it's International Superstar Soccer, Pro Evo, and FIFA, all of which quickly lost me due to their stronger focus on simulation aspects which gave them slower paces and steeper learning curves. This version of Sensible Soccer is in fact the first sequel, Sensible Soccer 92/93, which came out shortly after the original and is pretty much a mildly improved iteration (so, like every other annual sports game). That first Sensible Soccer never left the European home computer market. We'll see this franchise one more time in 1994 for its International Edition, which arrived just in time for the FIFA World Cup of that year.
  • Wiki Notes: SNES double-dip. Mega Drive-specific screenshots and releases.

508: Spider-Man and the X-Men in Arcade's Revenge

No Caption Provided
  • Developer: Software Creations
  • Publisher: Flying Edge
  • JP Release: N/A
  • NA Release: 1993
  • EU Release: November 1993
  • Franchise: Marvel Comics
  • Genre: Brawler / Platformer
  • Theme: Superheroics on a Budget
  • Premise: Spidey and a few of the strongest X-Men join forces to beat up the worst villain of all: a nerd who loves video games too much. Nice to feel seen by my heroes, I guess.
  • Availability: Licensed game. One I doubt Marvel wants to acknowledge.
  • Preservation: Our second Acclaim game this month is none other than this Marvel crossover that managed to disappoint two (admittedly overlapping) audiences simultaneously. Switching between five characters—Spider-Man and the four X-Men of Cyclops (boring), Gambit (creeper), Storm (overpowered), and Wolverine (Canadian)—the idea of the game is to complete each character's two solo "chapters" before teaming up for the final showdown against the bowtie-sporting antagonist Arcade in his giant mech. Some effort was made to match the powers and level design to each of the characters but it's not enough to exonerate the dull gameplay and annoying, maze-like levels. I'm a fan of Software Creations's original works (none of which made it to Genesis, sadly) but their licensed games and ports left much to be desired.
  • Wiki Notes: SNES double-dip. Genesis screenshots.

509: Thomas the Tank Engine & Friends

No Caption Provided
  • Developer: Malibu Interactive
  • Publisher: THQ
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: Thomas the Tank Engine
  • Genre: Edutainment / Simulation
  • Theme: Dun-dun-dun-dun, Dun-dun, Duuuuuun
  • Premise: Help Thomas and friends (and other coworkers, with whom he merely shares an acquaintanceship) round up all of Sir Topham Hatt's loose carriages and deliver them to the station.
  • Availability: Licensed game. There's been several Thomas games since though and I'm sure they're all as equally compelling.
  • Preservation: Long before his absolutely canon star turns in Skyrim and Resident Evil 4, Thomas the Tank Engine featured in kid-friendly games like this, which presented what was more of a mini-game collection of simple, easy challenges suited for its younger audience revolving around navigating train tracks. I don't think there's ever been a stage in my life where I wasn't perturbed by those giant, expressive faces on otherwise inanimate objects. It's like, what the rules of this world? Can anything sprout a face and start talking to me? What about the toilet when it's in use? These were the type of intrusive thoughts that kept me awake at night as a child, and so I'm happy to see that others have embraced the scare potential of these uncanny locomotives through the above famous mods or the recent survival horror sim Choo-Choo Charles. At any rate, there's not much to say about this baby game beyond that it lets you choose the color palette of your chosen engine just in case you wanted to create the ultimate blasphemy that is a red Thomas. James is the red one, goddammit. What the hell is wrong with you?
  • Wiki Notes: SNES double-dip. Could this be a new Mega Archive record? No extra work needed.

510: Virtual Pinball

No Caption Provided
  • Developer: BudgeCo + Electronic Arts
  • Publisher: Electronic Arts
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: January 1994
  • Franchise: N/A
  • Genre: Pinball
  • Theme: Channeling Your Inner-Bakalar
  • Premise: Play some pinball or build your own table in this 16-bit take on Pinball Construction Set.
  • Availability: The original Pinball Construction Set had its source code officially released to the public, but that's about it as far as "new releases".
  • Preservation: We finish this batch with perhaps the most original game this entry in Virtual Pinball, which belongs to the time-honored practice of giving players a fully-featured level editor to work with. It's an adaptation of BudgeCo's 1983 Apple II game Pinball Construction Set—part of a series of level editor-enriched Apple II games that Electronic Arts put out all from different developers—given a 16-bit facelift. There are of course limitations in putting a game like this out on console instead of home computer, chiefly that it's impossible to share creations and the cartridge memory can only fit ten tables in total all of which have to be crafted from prefabricated parts, but its neat that budding game designers could have something like this to tinker with on the Genesis. It might not have Sonic or Mötley Crüe MIDIs to sell it, but I bet you'd get a lot of pinbang for your pinbuck with a game like this. Developer BudgeCo is simply the label used by Bill Budge, the original creator and programmer of the Pinball Construction Set, who has had an interesting, mostly "behind the scenes" career having switched from EA to 3DO to Sony Computer Entertainment then back to EA and finally to Google, from which he officially retired a few years ago.
  • Wiki Notes: Our only other game this month that wasn't a SNES double dip. Needed some body text and a header image.
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Indie Game of the Week 368: Pseudoregalia

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Hey team, we're back with another explormer on Indie Explormer of the Week, but wait! Put down those rotten fruit, dear sirs and madams, as there's a significant change-up this time: this explormer's a 3D explormer! Quite the novel shift to the staid formula around here, right? Pseudoregalia kinda feels like... if the Klonoa team at Namco played Team Ico's Ico, was inspired to whip up a platformer—fully 3D this time, rather than the hybrid style from before—with the same saturnine tone (connecting it thematically to the downer ending of the first Klonoa) and then whipped up a quick proof of concept PS2 tech demo before Namco nixed the whole thing, and this is that long-lost demo that someone uploaded to the internet decades after the fact. The protagonist is some kind of Toriel goat-woman (whose actual name we learn at the very end of the game) who finds herself summoned to a dark area full of cages, collects a few power-ups to escape the dungeon, and finds a whole castle connected to a bunch of other areas like a bailey, a keep, a theater, and a library and continues making her way through the place to figure out where it is she needs to go and for what purpose. The game is very light on story, though there's the occasional bits and pieces of inscrutable lore, and heavy instead on exploration and platforming. Specifically, some remarkably challenging 3D platforming where you continue to acquire various Mario 64-esque techniques to increase your horizontal and vertical distance. And also maybe a little bit of combat thrown in there just for flavor.

The combat's definitely the lesser part of the equation so I'll cover that first. The heroine collects a cross-shaped club weapon (vaguely tonfa-esque) relatively early and can use it to bash enemies. Doing so allows her to collect mana which can be spent towards a heal, a similar system to that in Hollow Knight, with eventual upgrades to increase the damage dealt, the mana generation on each hit, and the heal amount respectively. The game doesn't really tell you that you have a lock-on or anything about healing before you're faced with the first (and, turns out, penultimate) boss fight shortly after starting the game which is something of a trial by fire, and an early indication of the mostly hands-off approach the game has to instructing or directing you beyond what is absolutely necessary, which for many is a pivotal quality of an explorer that wants to focus on the exploration side. After that tough encounter though, barring a few tougher enemies like the maids or the persistent ranged attacks of the big hands, the enemies mostly serve to break up the platforming sequences which are much more prevalent. If anything, they're a welcome source of mana and healing if one sequence in particular has been causing you to fall off the world (which thankfully just respawns you near the exit with less health) over and over.

I can already tell that this is going to be fun.
I can already tell that this is going to be fun.

The game truly shines during those times where they've set up a room of obstacles and platforms, some of which feel very out of reach, and tasks you with figuring out your way over to them. Of course, a lot of the time the solution is "I clearly need an upgrade I don't have yet" but once you've intuited the obscure order of destinations to visit to acquire said upgrades, the game becomes that much more engrossing. This is a natural progression of any explormer of course, especially where the traversal upgrades aren't just the key to overcoming specific roadblocks but increase your ability to get around just in general. The game's high jump, long jump, wall-running and other equivalents all contribute to an easier means of getting around quickly and dexterously and there's always that wonderful feeling where, due to the upgrades combined with all the training you've had up until this point, that you're performing platforming feats that would seem remarkable to a version of you from several hours ago. The apex of this particular feeling of platforming supremacy come from the optional challenges you can initiate by hitting a purple crystal in certain rooms: this generates a bunch of orbs for you to collect, either in a specific order or in any order you wish, and usually grants a cosmetic item if you're able to finish the course under a time limit. They're inessential, because they tend to be murderously tough even compared to the rest of the game, but it's where you can enjoy the game's platforming controls at their peak efficiency.

Initially I was a little put off by Pseudoregalia's "tech demo" aesthetic—which I'd describe less in the sense that it feels unfinished but more in the sense of how Super Mario 64 or Bubsy 3D (which really represent the full quality spectrum of early 3D platformers) kinda didn't have any idea what they were doing with regards to a consistent art style or visual language—but it won me over once I realized what the game was attempting with it. That is, an homage to the loosey-goosey feeling of those early PS1/N64 platformers combined with a dreamlike illogical sensibility that turned out to be more germane to the game's plot than I first realized (and yet another reason why I immediately thought of Klonoa, beyond just having Klonoa on the brain recently). It's true that Indie 3D platformers tend to look a bit archaic due to the relative expense of creating games in 3D even to this day, especially when there's more important considerations to get right like the platforming controls and constructing an explormer map that has a natural (if not naturally obvious) intended progression path, but all but a few like Pseudoregalia are too risk-averse to make their games appear experimentally strange the way the earliest 3D platformers could be. What matters is that the simplicity (and occasional obfuscation) of Pseudoregalia's blocky environs don't distract from the exceptional platforming core that powers the game.

This is me every time I open the fridge after it's been a while.
This is me every time I open the fridge after it's been a while.

I've played a few Indie 3D platformers, and fewer still those with an explormer focus, but what makes Pseudoregalia memorable isn't so much that genre rarity but the total package of its dreamy if rudimentary-looking aesthetic and how that belies a carefully-designed and occasionally-intimidating set of platforming challenges, with all sorts of the usual power-ups and traversal abilities to find and acquire. I won't say that it didn't frustrate me occasionally, especially when you're not quite sure if you need a new upgrade or if you're fine as you are and are just missing something (one sequence where you move around in the dark had me believing that you needed some kind of torch power-up until I realized that your sword glows whenever you throw it away, explaining why that mechanic exists at all), but finally conquering the game and its many challenges made it all worth it. If you want a 3D platformer that can move and feel the same slick way many explormers do towards their endgame, Pseudoregalia's one of the precious few outside of a Nintendo product that can pull it off, provided you can get past its look (or, ideally, are as equally entranced by it as you are the gameplay).

Rating: 5 out of 5.

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Mento's Month: April '24

Game of the Month: Marvel's Guardians of the Galaxy

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April's been a relatively chill month as far as my gaming is concerned, which is how I like it given Mays tend to be comparatively busy with all the daily (or close to it) blogging I tend to do for May Madness and its many variations over the years, including a new one about to drop this week. As such, the only "big" game on my list that I managed to complete in April was the Eidos-Montréal adaptation of Marvel's Guardians of the Galaxy which, much like the Avengers game, is sourced from the original comics rather than the Marvel Cinematic Universe. That means a blonder Star-Lord, a Gamora with more face tattoos, and some unfamiliar alternative backstory that the game quickly catches you up to speed on. I'm glad I was able to get a better sense of how GOTG fits into the "traditional" Marvel universe after enjoying those James Gunn movies, but that's really only one quality of many in this game that I'm thankful for.

Marvel's Guardians of the Galaxy pulls a typically "cosmic Marvel" storyline about an infinity stone running amok, drawing in various figures from the Infinity Stone Saga series (though sadly I didn't get to see Galactus or the Living Tribunal show up; maybe next time) and then grounding the OTT ridiculousness of those storylines with the inherent humanity (or alien equivalent) of the flawed, traumatized, doing the best they can to hope for a better tomorrow ragtag group of ex-convicts, mercenaries, and adventurers that are the Gardeners of the Galaxy (patent pending). The game sticks to the traditional five—Star-Lord, a dispossessed "Terran" with a human mother and a very important alien father; Gamera, the brainwashed "daughter of Thanos" who is seeking a new path after finally escaping from his influence; Drax the Destroyer, the overly literal (and overly frank) hulking warrior looking for a reason to keep living after fulfilling his quest for vengeance; Rocket, a not-raccoon (according to him) former lab experiment and current technical whiz that struggles to trust others; and Groot, an empathetic "forest sentinel" of a now-destroyed arboreal world who found a family in Rocket and the other Guardians—but makes sure to still feature movie-popular members like Mantis and Cosmo, though Yandu is missing (and still very much pre-redemption arc) and Nebula is... well, probably someone they were hoping to bring back in a sequel game, maybe.

The Guardians crew, plus dog.
The Guardians crew, plus dog.

The game plays like a combination of a Tomb Raider—something Eidos-Montréal has experience with, being the main developers of Shadow of the Tomb Raider, the third game of its most recent reboot series—and a team action game like the Avengers, for which they lent support development to Crystal Dynamics. I got also a lot of The Last Story from its approach to a party-based real-time action game with a tactical element where you don't so much serve as the main muscle but the support. You only ever play as Star-Lord who relies on his admittedly pretty sweet pair of Halo pistols with elemental powers that are unlocked throughout the game, shooting at targets while instructing other members of the Guardians to perform their strong but cooldown-limited attacks to soften up larger groups or eliminate major threats quickly. A typical melee would either have you take on a large group of enemies with a few troublesome leaders, where a "divide and conquer" strategy might win the day, or else fight one or two larger foes with multiple health bars that you'll need to whittle away at while you wait for some cooldowns to end. As leader, you'll also be required to help any Guardians in trouble, either by distracting the enemy that has them on the ropes or by picking them up from the floor like they were companions in any other third-person shooter. There's also the option to "huddle up": this mechanic not only perfectly plays into the running goof that is Star-Lord's frequently-unreliable tendency to rouse the group with an encouraging pep talk, but gives the game its chance to have a cool hero team sequence (and requisite Mama Star-Lord-approved "classic rock" needledrop) when you hit the right prompt and give everyone a huge (if very temporary) boost.

I also love the visuals in the game, making the outer space part of the Marvel universe one that has a lot of trippy '60s/'70s flair by drawing on the original Jack Kirby artwork for the Infinity Wars (and other early cosmic Marvel) storylines. Things are just arbitrarily striped or polka-dotted or given garish color schemes and it not only makes all the sci-fi-typical asteroids and starship wreckages and seedy space ports more interesting to look at but also gives the game its own very distinct aesthetic. The monster designs are very cool too, where even a repurposed mining robot turned durable enforcer has a sleek and otherworldly appearance (they seriously look like something out of Evangelion). The game takes an opportunity to draw on a lot of Marvel lore for both its main plot and a whole host of incidental audio logs, journal entries, or one-off cameos like the Collector's museum on Knowhere, the dubiously legal trading post situated inside a dead godlike alien's head hovering around the rift at the end of the universe. Like, how can you even go wrong with a setting like that?

Last, I just want to say that the writing is very good, finding that comic ensemble energy that the movies helped to polish with certain comedic character traits like Drax misunderstanding metaphors or Rocket's casual misanthropy while still giving the game some earned serious and/or heartfelt moments (many of which are optional and relate to the collectible gifts you can find for your teammates) throughout. If I had to point to any problems with the game they would probably have some relation to how unoptimized it is for previous-gen systems—an ongoing issue with many new PS4 and Xbox One games I've played in the last couple years—especially with regards to its absurdly long load times, and I really didn't care too much for the few sequences where you're directly controlling Star-Lord's ship, the Milano, since there was something oddly unintuitive about the way it handles. Minor gripes, though, so I have to admit Jan was in the right about this one. It's probably my favorite superhero game since... maybe Arkham City? Hope to see another one of these eventually, despite how unlikely folks make it sound, but even if Eidos-Montréal's next game turns out to be another Deus Ex as has been rumored I'd be perfectly OK with that also.

Darling Indies and Other Gaming Tomfoolery

The tomfoolery was particularly potent this month since I had the ugly notion of penning an April 1st blog, which I then proceeded to take too seriously to the extent that I ended up tricking myself more severely than anyone else. The idea was to take 64 in 64, my recurring Nintendo 64 feature, and instead tweak some variables to make it an Xbox 360 feature called 360 in 360 instead. This required that I play two games for six hours each, which might've been pushing things for the sake of a one-off joke, but it finally gave me an opportunity to try the fourth Star Ocean game, Star Ocean: The Last Hope, which had been sitting unplayed on my shelf for well over a decade and change. Of course, my original plan was to play this copy of Warhammer 40,000: Space Marine with a view to completing it before the six hours were up, but despite an imminent sequel no-one's thought to make it backwards compatible on Xbox One yet. I guess that's on Embracer and their well-established talent for forward-thinking. Anyway, Star Ocean: The Last Hope seemed fine as real-time action RPGs go if not something I have the time to invest in right now (the achievement set is a nightmare too, so that's another disincentivizing factor) and the second game, Grabbed by the Ghoulies (which, as has been pointed out, is not a 360 game), had some neat ideas for a haunted house brawler with plenty of mission design variety but just as many player-unfriendly choices like some obnoxiously difficult encounters and an end-game speed challenge for the best story conclusion that you could only attempt once per new game. I did at least manage to finish Grabbed by the Ghoulies shortly after the six hours were up though, so that's another semi-classic Rare game scratched off the ol' bucket list.

The Legend of Zelda: Tears of the Kingdom

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I also started Tears of the Kingdom this month and... man, I just really don't care for the new Zeldas at all. This one doubles down on everything I didn't like about Breath of the Wild and adds more bullshit besides, and then makes it twice as long even though I was dangerously close to burning out on BOTW several times far from its conclusion. Turning this game into Banjo-Kazooie: Nuts & Bolts does not endear it to me in the slightest, because fiddling around with those awkward Ultrahand controls for minutes on end to bolt a bunch of random detritus together only for it to fall apart or explode or float away just puts me in a spot to keenly understand how my remaining time on this Earth is rapidly diminishing at a rate heretofore unacknowledged, blessed as I was to play games that didn't waste my time quite as overtly or as painfully as this overbloated mess does. I could stick to the combat except there's precious little to zero incentive to fight anything because you'll just wind up breaking your best gear, using up some of your remaining meals to heal, or else just die and lose a bunch of progress (including compendium entries, which sure was nice of them). Maybe I'll turn around on it and see in it that everyone else apparently sees, especially those headcases that think these 100-hour ordeals are anywhere close to the concise perfection of a Link to the Past or an Ocarina of Time, but right now it's looking like the one Zelda game I won't be able to bring myself to finish. And I completed Skyward Sword and Spirit Tracks without issue.

The Zoomers turned Zelda into Rust. That's so skibidi of them.

...Or, at least, that's how it started.

I have been slowly acclimatizing to the game and the new powers, and there's no escaping just how much content there is out there to find and add to one's itinerary of quests, sidequests, side-activities, shrine hunts for some much needed health/stamina upgrades, and just general fucking around looking for Korok seeds or a new cave with one of those bubble toads or taking pictures for your compendium even if most of these distractions feel like there's no immediate rewards behind them. (Of course, it might just be I haven't found the right NPC yet—I just found some woman very eager to reward me for how many wells I'd jumped down. Wells, huh.) Using Ascend to quickly scale trees or Rewind to visit sky islands on the express falling block transit opens more opportunities to collect crap I probably don't but still might need, like all these opals, all the while catching a glimpse of another half-dozen targets on the horizon. It's still got that wanderlust appeal of the previous game, even if I'm still not wholly won over by the amount of crafting puzzles involved. Plus, I miss having explosives at my beck and call; there's so much you can do with phantom bombs that appear in your hand whenever you need them. Could be that I get all the previous game's powers back at some point, but there's no space on my quick use wheel for them so I dunno. Also, I'm still very very slowly getting used to which trigger button does what and I still end up throwing my weapon away one time in five whenever I'm trying to Ultrahand another Frankenstein construct together. I guess one benefit of a game this needlessly big is that you have all the time to eventually adjust to any control scheme no matter how convoluted.

About the extent of my engineering skills. This seems wholly safe, I dunno.
About the extent of my engineering skills. This seems wholly safe, I dunno.
Oh right, this is the goatse shrine game. I vaguely recall having to think about that image again when this game was new and getting press. I gotta stop making it worse by referencing it, it's starting to get pretty painful on the whole. Agh.
Oh right, this is the goatse shrine game. I vaguely recall having to think about that image again when this game was new and getting press. I gotta stop making it worse by referencing it, it's starting to get pretty painful on the whole. Agh.

Tears of the Kingdom might be next month's GOTM or I might've dropped it entirely for any of the other large games in my backlog—and man do I have several—so I guess it's a wait and see for now.

Oh, right, speaking of wasting time I'm still playing Pictlogica: Final Fantasy. The wait duration for the next area unlock is 120 hours now, which is kinda stupid even for the usual F2P tactic of preying on the impatient. You want to keep players right on that there fishing line by making these delays just annoyingly long enough to get them to fork up for an access pass, but forcing them to wait entire weeks at a time is just going to push them away all the faster. Like there aren't a whole bunch of F2P gacha games they couldn't be wasting away with instead of opting to just sit there for days being denied entry to more chocobo pixel art. Anyway, picross is good times. Expect more picross in the months to come. I have a problem.

WonderSwanning, Mega Driving, and Sixty-Forging Ahead

Maybe the least essential Klonoa game, but still kinda neat.
Maybe the least essential Klonoa game, but still kinda neat.

Over here in the retro corner it's been mostly business as usual. I should probably try to make it sound more exciting than that given how much time and energy I pour into my old game pursuits but, as always, most of what I do is for my own edification and amusement and drawing in an external audience is a mostly incidental happenstance. Just mentally going full solipsist this month, don't mind me.

The third entry of Anyway, Here's WonderSwan featured the first game I was invested enough to complete in full, at least if you don't count the short runs of something like Magical Drop, and was also where I had my first encounter with WonderSwan Squaresoft. Blue Wing Blitz is a fascinating "Front Mission but with airplanes" strategy-RPG that seems a little too involved to play in a foreign language but from what I did see it was enough to provide an insight into the type of portable experiments Square was looking to explore at the time. Meanwhile, said game I was compelled to finish was Kaze no Klonoa: Moonlight Museum: the first of what would be several portable Klonoa games, which switched focus from the main series' trademark "two-and-a-half dimensional" platforming action for something that more closely resembled the puzzle-platformers that usually work better on portable systems. Something about the slower pace and the ratiocination factor fits that smaller world so much better, somehow. Other featured games for Part Three included: a Super Robot Wars entry I wasn't in any place to decipher, lacking as I am in Japanese language and mecha anime expertise alike; the Arc System Works portable fighter Guilty Gear Petit, which already ranks up there as one of the better-looking games for the system that I've seen so far even if fighters aren't my deal; and Gomoku Narabe & Reversi Touryuumon, a pair of anodyne board game adaptations which are easy enough to play even without knowing the language.

The Mega Archive dipped into the library of its CD cousin once again with Mega Archive CD: Part IX, providing what has now become the standard mix of Japanese RPGs, FMV disasters, and slightly enhanced Mega Drive ports. Vay was the game I was most drawn in by this time, as a CD-enhanced but otherwise dry turn-based RPG notable perhaps only for having a Working Designs localization (so that's more shoehorned-in jokes) and a general premise that sounds much like that of Krull, one of my favorite fantasy movies growing up. Other highlights of this autumnal Mega Archive CD include: Ground Zero: Texas, a FMV shooting gallery with an entertaining Invasion of the Body Snatchers sci-fi story which recently saw a remaster; Dark Wizard, a first-party strategy RPG that mostly uses summoned monsters for its troops and follows four different story "campaigns"; and Arslan Senki, a Fire Emblem-esque adaptation of the manga/anime about a Persian prince (not that one) retaking his kingdom after his monarch father is betrayed and killed in an invasion. Even if this entry was mostly Mega Drive remasters, there were still a few exclusives worth a look.

Finally, we had the forty-first episode of 64 in 64 this month which saw us take on Bomberman 64: The Second Attack!, a sequel that tries to walk back some of the more divisive elements of its predecessor to create a sort of "best of both worlds" 3D Bomberman amalgam; and Mahjong 64, an utterly unremarkable mahjong sim that I nonetheless had to figure out how to make entertaining after a quiet hour of rons, pons, hans, and yakumans. Neither game was terrible I'm glad to report, though I'll admit to being somewhat underwhelmed by both. Hopefully the blog itself made up for all that interactive mediocrity with some facetious self-deprecating commentary on how I'm probably the last person who should be dropping bombs or tiles, respectively.

My hint for the next two games to feature on 64 in 64: The pre-select choice is possibly the strongest licensed game on the system that doesn't involve British spies, and the random pick is a surprisingly lucky selection that sees us finish off a small batch of N64 games based around a specific theme or format.

The "Indie Game of the Week" of the Month: Ghostrunner (One More Level / Slipgate Ironworks, 2020)

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Due to being a curated affair, conversely to the crapshoots that are my regular retro features, this month's four Indie Games of the Week were uniformly excellent if only lacking in a few areas. A typical "four out of five" sweep in other words; I'm getting worse than IGN with my lack of scoring variation, but then I do tend to gravitate towards games I'm probably going to like (which, now that I've written it out, occurs to me as being a very normal thing to do). Top of the heap this time is the stylish cyberpunk FPS-parkour Ghostrunner (#366), though I suspect I was just won over by how slick it was. Definitely not the usual type of game I feature on IGotW (though the structurally and mechanically similar Severed Steel came up not too long ago) but one I was glad to add to the roster, given its unusual focus on tactically maneuvering around an arena for a surefire kill while avoiding same from the incongruously accurate goons. Just the platforming alone, usually such a hard sell in a first-person game, was effortlessly engaging with its combination of wall-runs and grapple hooks. Made me restless to try out that long overdue Metroid Prime 4 reboot. Maybe I'll fold and get that remastered version of the first game (though I'll admit to being intrigued by the ultra-sharp Dolphin emulated version with its modded keyboard and mouse controls; I should be in the clear to play that, since I do own the original GameCube version after all).

The other three games were, well, I guess proof if proof was needed that I have a type when it comes to the usual fare for IGotW. Specifically, they're all 2D action games with a heavy explormer focus. Salt and Sacrifice (#364) is the follow-up to Ska Studios's Salt and Sanctuary, one of the first in a wave of games to marry elements of 2D explormers and FromSoft's Souls series, which turned out to be a match made in heaven (albeit the uncommon sort of heaven that is murderously difficult to survive). To distance itself from its predecessor, it went for a more Monster Hunter affectation with its large number of "mage" bosses that often show up and cause trouble while platforming before bailing on you. Once you've joined "the hunt" for a specific mage, though, you can use an indicator to follow them back to their lair and finish them off for good, procuring a bunch of crafting ingredients for cooler gear in the process. I'm not sure the new additions did much for me but the unblemished core was still appealing enough as a fan of both its components.

Eiyuden Chronicle: Rising (#365) is more of an action-RPG with just a handful of explormer indulgences, specifically as it relates to a bunch of elemental barriers that you eventually earn the means to destroy as the story mandates. Most of the time you're just doing odd jobs for the bustling frontier village you adopt as your home in the process of finding some enormous treasure to take home to your scavenger family. It takes a little after Valkyrie Profile, much like Team Skullgirls's Indivisible before it, by giving you multiple party members each with a dedicated attack button so you can mix and match their attacks to create effective combos that keep enemies airborne and harmless until they either die or you run out of steam. It's meant to set the stage for Eiyuden Chronicle: Hundred Heroes, which came out shortly after the review went up, so now I'm established enough in that world to take on that Suikoden-like in the (hopefully near) future.

Last, we have the pretty 9 Years of Shadows (#367), which is a much more traditional explormer experience of traversal upgrades and the like. Set in a world vaguely drawing from Greek mythology and giving the protagonist some elemental powers to switch between (which recalled the semi-recent Record of Lodoss War: Deedlit in Wonder Labyrinth, another one of these that took Symphony of the Night as its clear inspiration) it's a showy game but also a relatively shallow one given a relatively small number of power-ups and enemy types. The movement is really good though, especially once you start unlocking the alternative "forms" of the elemental armors you find: they're built to help you quickly traverse certain hazards and environmental features like waterfalls or wall gaps and will quickly switch between forms automatically so you don't, say, accidentally wander into a poison room without the requisite green/nature armor equipped to mitigate the harm. It's a very accommodating game that has plenty to offer if you're looking for a more low-key explormer with some attractive visuals and a moderate level of challenge (barring a couple of nightmare bosses).

The Bonus Indie: Boomeroad, Doronko Wanko, and Nottolot (Bandai Namco, 2024)

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At the end of last month Bamco put out three gratis games on Steam that they presented as something akin to tech demos from smaller divisions within their company that were intended to give the new employees assigned to them some valuable experience in creating a game, familiarizing them with every step of the (typically quite long) development cycle from the concept phase to the final tests and tweaks. Sort of like an internal game jam. I hear Double Fine and Game Freak are also fond of this practice, tossing the figurative pigskin to those lower down the totem pole to see what sort of potential these newbies might have in them as they work on original one-offs between their usual tasks of fetching coffee and tedious quality assurance. All three of these games are very brief—about an hour in length, if that—but ably demonstrate some novel concepts that, while as yet unpolished, could feasibly become fully-featured video games of their own if only as the sort of lower-scope downloadable game that we generally (and often erroneously) consider "Indie". I wanted a chance to check out all three of these just in case these fine auteurs-in-training end up working on the next Tales RPG, possibly even integrating these presently-inchoate game concepts into a themed dungeon or something. Given it's Bandai Namco though, one of the biggest publishers on the planet, it's hard to really make the case for them being Indie. Too short and too ambiguous in its Indie credentials to qualify for an Indie Game of the Week: that's a candidate (or three) for the Bonus Indie section if I ever heard it.

Boomeroad has you control some kid (he kinda looks like Quote from Cave Story, though I'm sure that's coincidental) as he makes his way through perilous ruins floating in mid-air. By finding two distinct monoliths he is able to open the way to the next region of the ruins with the ultimate goal of entering a large tower in its peak. To get between all these floating blocks and other detritus though, he makes use of an ancient boomerang that can create temporarily solid rails in its wake. The player can then ride these rails from one spot to the next, even creating new paths in midair—however, until the player touches ground again, they can only generate so many meters of rail before they run out. The game has two small-to-moderately-sized areas to explore, each with five optional collectibles which serve to extend how far their boomerang rail juice will last, and then taps out with an open-ended conclusion fit for a larger version of this game to explore in further depth. It's a pretty chill game all told and in its current state it's a bit too easy to break the game's progression by flying over most of the obstacles; however, that merely serves to demonstrate the boomerang tech better which is probably more the goal here. I could definitely see this being incorporated into some wind/air-themed elemental dungeon should Tales ever take to platforming challenges the way Ys has in recent iterations. It could still fly as a full game on its own too of course, with perhaps a little more moderation and polish. The pathing for the boomerang could definitely use some work too.

It's like a 3D Kirby's Canvas Curse, just with more laser turrets.
It's like a 3D Kirby's Canvas Curse, just with more laser turrets.

Doronko Wanko is a game where you just absolutely trash a bougie open-plan household from its oversized nursery on the second floor to the expensive wine cellar beneath the kitchen, using your tiny but surprisingly absorbent Pomeranian body as the muddy paintbrush for the biggest canvas a little doggo could wish for. The basic mechanics are to shake mud in order to cover the floor and nearby furnishings with a healthy coat of grime and a button that rolls around in the muck you've made to replenish it. The logistics of this infinite mud loop aren't worth thinking about too hard; the goal is simply to spread mess everywhere with a running tally of how much damage your antics have caused this family of four whose only sin was to leave you (mostly) home alone. Milestones in this tally unlock new items: some are cosmetic, some act as platforms to get you to new areas, others just serve to add even more chaos into the mix by way of something like a back-mounted paint cannon. The "trash a normal suburban house" genre has been in decline since its peak in the Wii era with Elebits/Eledees, and the game wisely supplements its very straightforward mission with dozens of bonus challenges to decipher and accomplish, though most boil just down to either spraying mud on a thing or picking up a thing with your mouth and have it create even more clutter. There's also an endgame and you do have to work a little to find it, but for the most part it's a free-form mischief simulator that allows you to live everyone's guilty secret pleasure of turning a well-ordered world upside down as a cute little canine. Only issue I have is that name: in Japanese Doronko means muddy and Wanko is just a generic cute dog name (an English equivalent might be Mr. Woofy) but it doesn't really sell the premise as well overseas. I'd probably call it something like Pupheaval, but then I'm a monster as has already been thoroughly established.

Safe to say this place has been completely ruined. That'll teach those humans to care for an animal.
Safe to say this place has been completely ruined. That'll teach those humans to care for an animal.

As for Nottolot, well, there's not a lot to say. You play as a spherical robot that has broken free of its futuristic assembly line and wishes to escape to the outside world. Its only ability besides rolling around is to hack into and control other robots, each of which has some sort of hemispherical indentation for you to stick into. You'll want to do this because every robot is set on destroying you on sight: once you've hacked in, though, you're safe. Each of the three robot types also has its own abilities: the little walkers are protected from electrified floors, the flying guys can obviously fly, and the spiderbots can walk across specially marked walls and ceilings. Each has a time limit once you hack in that limits how far you can take them; once the limit ends the robot self-destructs whether or not you're still inside. (The game doesn't necessarily get into if these robots are self-aware too, though given you're treated as an aberration I assume not. Otherwise this hacking business could get really morally gray real fast.) Again, pretty short game with only three stages each with three parts, and it follows Boomeroad's lead (or maybe vice versa) in giving players a few tricky-to-reach collectibles for a tiny extra bit of longevity, but it definitely feels like a demo more than a finished product. I'm pretty sure I won't see any robot hacking in a Tales dungeon any time soon but who can say, they've delved into sci-fi before now (usually of the "ancient advanced civilization that done messed up" variety). Just a few minor but cool things I wanted to note: the game keeps its tutorial instructions on-screen at all times, minimizing any confusion you might have about what each robot can do, and it'll even highlight what the pause button is if you leave the game idle (just so you don't get chumped by some wandering robot). The other is that the sound design is real crisp; when your guy is rolling around it sounds like an expensive camera getting jostled around. Chill music too.

Hacking ass and smoking grass, or however that bumper sticker goes.
Hacking ass and smoking grass, or however that bumper sticker goes.

I'd say of the three Doronko Wanko feels the most like a fully-featured game though, conversely, also the one with the least amount of room to grow. I'm not sure how you'd expand on the idea besides by making the house bigger or full of more stuff, and it's already pretty expensive and busy. The other two could feasibly be expanded into commercial Indie-tier games or, as previously stated, integrated into a larger game as some kind of dungeon-specific gimmick. I guess the one thing we all learned here today is that I'm getting impatient for new Tales games again. Anyway, they're all free on Steam and have that short and sweet approach that's easy on the scheduling (you could beat any one of them in a single lunch break) so go ahead and check them out if you haven't already.

The Weeb Weeview

If I'm being honest, I haven't checked out too many of the new shows this season. There's certainly plenty of them to choose from but I've mostly been dedicating my anime time this month to catching up with That Time I Was Reincarnated as a Slime, which just began its third season. So I'll talk about that and then suggest some shows where I've either checked out the premieres or have heard good things. I might recommend a video from this learned otaku from the Great North (Ottawaku? Except I think he's from Vancouver) who tends to be very insightful on all matters anime; I've been taking a few suggestions from his round-ups of late, especially when it comes to those that qualify as "enjoyable trash" in his view since those tend to make the best "sticking something on while I'm eating" fodder. Naturally, a lot of isekai makes its way into that category also, and I've got two new ones this season I've been watching after having read some of the manga they were (possibly indirectly) drawn from. I'll mention those after the main event here.

So, yeah, back to Reincarnated as a Slime, or Tensura for short (an abbreviation derived from its original Japanese title). The specifics aren't all that interesting—middle-aged business dude gets randomly stabbed, reincarnates as a slime deep beneath a fantasy world, through various circumstances ends up befriending a sealed, catastrophe-level True Dragon called Veldora (who's a total bro, by the way), escapes the underground and establishes a new city in the middle of the monster-infested Jura Forest, and gradually rises up as a major political power player in the world—but the core of the show's appeal is in its portrayal of the protagonist Rimuru as not some teenaged idealist struggling to find their place but a responsible adult that, while certainly having his vices (his final dying request to his subordinate in Tokyo was to erase his PC's hard-drive) is able to approach problems (and problem people) with a measured, proactive, but ultimately empathetic mindset. That he's also this agendered slime being capable of devouring anything in his path almost doesn't factor into the equation except when something he can't reason with decides to make trouble in his neighborhood. As the cast of mostly monsters continues to expand, it's taken on the tone of an ensemble comedy and the humor's been pretty good all-round if perhaps a little too beholden to anime tropes. In the rare times it does action, those scenes are really electric due to how powerful everyone in Rimuru's orbit has become due to his ongoing support and some unique rules about how monsters grow stronger once they're given names (which I've seen a few other shows do too, most recently Fluffy Paradise).

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I am ride or die with all of these weird monster people now.
I am ride or die with all of these weird monster people now.
The plot of one of the slice-of-life spin-off side-stories has Rimuru trying to think of a way to introduce Japanese entertainment to his populace, and would you look at that: a WonderSwan reference just out there in the wild.
The plot of one of the slice-of-life spin-off side-stories has Rimuru trying to think of a way to introduce Japanese entertainment to his populace, and would you look at that: a WonderSwan reference just out there in the wild.

I've completed the first two seasons and am now catching up on all of the bonus content that showed up in the interim, including some interstitial bonus recap stuff, just in case they introduce a character into the main series because I'm that invested now in the extended ancillary cast of loveable goofballs and the way the show keeps humanizing its more sympathetic villains and winning them over to Rimuru's pacifistic, pro-civilization way of thinking (either that, or getting them addicted to manga). It's almost become a Suikoden game with the number of named characters populating the Jura Forest Federation all offering their distinct talents and points of view.

Other shows, of which I'll probably talk more about next month, include KonoSuba (another funny isekai also in its third season), two brand new isekai called Chillin' in Another World with Level 2 Super Cheat Powers and As a Reincarnated Aristocrat, I'll Use My Appraisal Skill to Rise in the World (very descriptive titles), the second cour of Delicious in Dungeon, and the highschool brawler Wind Breaker. I've my eye on a few others, but it's going to come down to what I have time (and/or sub money) to watch. Man, but do they make a lot of this anime stuff though.

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Indie Game of the Week 367: 9 Years of Shadows

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Welcome back to Indie Game of the Week, where we'll be reviewing an Indie explormer. Look, I know. I've been stuck on this one gear for quite some time. It's just... whenever a new explormer comes out and hits the zeitgeist, like it has recently for Tales of Kenzera: Zau and that Prince of Persia thing, I feel my status around here as The Explormer King start to slip all the while the demon known as FOMO rears its ugly head. The only way to purge either of those negative emotions from the ol' map-mulling melon is to dip into my reserve of unplayed explormers and take advantage of this weekly feature to satiate the traversal-upgrade-hungry beast within. But while my myriad neuroses make for fascinating reading, we should really be focusing on 9 Years of Shadows from Halberd Studios instead: a 2D explormer with gorgeous pixel art, a story vaguely related to the Greek gods and muses in a post-apocalyptic world laid under by a powerful curse, and a fluid gameplay style that finds equal challenge in its platforming and combat alike which has very much opted for Symphony of the Night as its inspirational patron.

The protagonist is Europa, a young woman turned halberd-wielding warrior after she was orphaned by the same curse that took the lives of so many. She's tracked its possible source to a tower named after (or is) Talos, the bronze giant who protected Europa's namesake from Greek mythology, and finds the place filled with mindless monsters and traps. Along her travels she encounters a spirit that calls itself Apino and resembles a floating teddy bear: Apino saves Europa after a chance encounter with a demon named Belial and becomes her steadfast companion, with many of the mechanics revolving around their partnership. Europa also keeps meeting the eccentric members of an orchestra who have been separated and terrorized by enemies in the tower: most of the game's sidequests involve defeating specific bonus bosses (who are otherwise optional) to win the musicians' support. I've no idea what all this is earning me, but I suspect it might be one of those "true ending" situations. Europa also pulls a Samus by letting us listen in on her thoughts whenever she enters an elevator transition: she'll muse about the people she's met, the dangers she's faced, and her memories of the outside world for as bleak as they often are.

I always appreciate an attractive save room. Less sure what purpose these rooms have outside the meta though.
I always appreciate an attractive save room. Less sure what purpose these rooms have outside the meta though.

The primary mechanic that 9 Years of Shadows does a little differently to the great crowd of these games is in how it handles health and its recuperation. Europa has both vitality and a light bar: the former is her health and usually consists of just two pips, after which she immediately dies. The light bar acts more like a shield, absorbing hits for as long as it's active. However, it's also used as the source for Apino's attacks, which provide ranged support and are usually needed to reveal a boss's weak point or activate certain switches. Whenever the light bar empties, Europa is vulnerable; however, by hugging Apino (which is seriously cute, but takes a few seconds) she can recover a major amount of her light bar. Pretty soon you can also acquire an upgrade that lets you complete a small QTE to recover light as soon as the bar empties provided you're quick enough to register it. What this creates is a system where you might be a few hits from death at any point in a fight but can otherwise heal yourself indefinitely if you're able to carve out enough time to do so: a similar system can be found in Hollow Knight and several others. One limitation is that you can't recover the light bar unless it's completely empty, so it's often the case that you'll take a hit and must quickly go on the defensive to avoid any further damage before you can recover. You can, however, shoot off a few of Apino's bullets to empty the bar yourself if you find an opportune lull in a boss fight for a quick recharge. It's an elegant system that only occasionally lets you down in boss fights where attacks are relentless, giving you few opportunities to heal: one of those came fairly early on in a battle against one (later three) sea serpent creatures, where they would sometimes charge across the screen too fast to react to. Most other boss fights have been incredibly easy in comparison, giving you plenty of moments for recovery, leaving the boss difficulty somewhat uneven.

Other mechanics tend to be pretty familiar stuff to explormer veterans. You eventually acquire different elemental armored suits for Europa, each providing a means to pass through certain areas (the red armor for overheated zones, the blue armor for underwater sections, etc.) as well as an associated traversal ability. An example would be the green armor and its power to transform Europa into a tunnelling snake, which works similarly to the morph ball except every time you move you can't stop until you hit a wall, creating a few navigational puzzles in the process. While the platforming is fluid and fun enough the combat tends to be more of an afterthought; Europa has a default three attack combo and a finisher which does considerably more damage, but that's about it and you don't really learn any new moves beyond Apino's firepower (which, given its ammo effectively doubles as your health, isn't something you might want to rely on for damage). You can upgrade each suit of armor but this only increases its attack damage by a miniscule amount and provides no other benefits that I can tell. Since the game lacks an XP/level system and most enemies only drop a small amount of currency, which you can acquire in chests in larger amounts, there's usually no reason to hang around and fight everything you see unless you're trying to fill out the in-game bestiary. Add to this that most enemies are the same crystalline-looking golem things and it's not an aspect of the game that feels like it saw much attention. The bosses, conversely, come in all shapes and sizes and when you add in the many optional battles there's plenty of variety to be had.

Character art is really sharp in this game, and you get one of these splash screens with every new suit of armor. Shockingly, getting to electrocute fools is actually the least impressive of the upgrades.
Character art is really sharp in this game, and you get one of these splash screens with every new suit of armor. Shockingly, getting to electrocute fools is actually the least impressive of the upgrades.

On the whole, while there's much to like about 9 Years of Shadows from its competent enough combat and exploration, plus its very attractive pixel art and equally striking hand-drawn animated sequences, it struggles to find much of an identity for itself. This is something many Indie explormers have contended with, which I've been in a position to discover firsthand as I continue to glut myself on a neverending stream of the things, and it's hard to take a game to task for being a perfectly decent if standard iteration on an increasingly well-worn formula. To me, explormers are like pizza: even the less compelling ones are still good eatin' but they're so often obligated to sticking to the same toppings every time (and risk-averse to putting something wild on there in case there's too much flak) that you really can't be eating it every meal, or every other meal, or else you'll quickly grow tired of it. But, man, when a good pizza like 9 Years of Shadows comes along at a time when you're craving some cheesy, meaty goodness, it's hard to be too mad at the fact that you'll probably forget all about it within a few days. Oh great, now I gotta go get a fucking pizza.

Rating: 4 out of 5 pepperoni.

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64 in 64: Episode 41

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Welcome back to the bonus stage of history with this, the most elucidating and entertaining Nintendo 64 retrospective blog series of all those that are currently on your screen right now (aiming high with these approbations) known to those in certain circles, as well as everywhere else, as 64 in 64. We're four episodes into this final season now and I'm working on tying up all the loose ends I've created like it's the final season of Lost and I've left way too much enigmatic nonsense on the table. Just saying, don't be surprised if the finale has the random chooser app suddenly wake up and realize it dreamed all this.

In the interest of said loose ends, our pre-selected choice this week is the third game I've covered in its particular franchise out of four games to have graced the N64, so I'm not quite sure how I plan to shoehorn in that fourth and final game. The randomizer pick, coincidentally, also has us returning to a particular genre I've explored previously but in that case it's not one I'm in any hurry to revisit again for completion's sake. It's almost like that thing just chooses whatever the heck it wants, huh. This will be a pretty low-key episode all told but at least I didn't have to deal with anything too torturous, though I guess that's maybe a knock against it given how quickly this site has taken to schadenfreude with the popularity of Blight Club. Buncha animals around here, feasting on an endless trough of despair and misery.

Speaking of despair and misery, we'd best get to these rules. It's been a month I'm sure everyone's forgotten them already.

  • We play two N64 games for sixty-four minutes apiece. I'm using the royal "we" here, since I'm not about to find someone willing to join in on all this self-flagellation.
  • The first is chosen by me from the small number of half-decent N64 games still remaining, the other is selected randomly from the much greater number of zero-decent N64 games by some software I keep choosing to anthropomorphize. That little guy is truly spoiled for choice these days.
  • I've tried to dig up all I can on each game's history while providing a play-by-play of my struggles with it over the allotted hour, followed by a candid appraisal of its longevity and how likely it is to join the Nintendo Switch Online retro emulation library. Sometimes you need to justify spending an hour with a nothing-game by writing way more about it than you need to. Oops, I'm getting too inside baseball again.
  • This feature is not permitted to even breathe the same rarified air as the vaunted few already in said Nintendo Switch Online retro emulation library. They've already met whatever esoteric qualifications Nintendo has for its older games to earn a second life. Good for them. I wish Nintendo would say I was worth preserving. Wait, did I say that out loud?

I realize I may have tricked some folks with my ribald April Fools' gag earlier this month, but I assure you this is a real series that is truly on its forty-first entry. The others are all here in the table below. I swear they won't all redirect to one Mr. Astley swearing his eternal fidelity through the medium of song. Just most of them.

Episode 1Episode 2Episode 3Episode 4Episode 5
Episode 6Episode 7Episode 8Episode 9Episode 10
Episode 11Episode 12Episode 13Episode 14Episode 15
Episode 16Episode 17Episode 18Episode 19Episode 20
Episode 21Episode 22Episode 23Episode 24Episode 25
Episode 26Episode 27Episode 28Episode 29Episode 30
Episode 31Episode 32Episode 33Episode 34Episode 35
Episode 36Episode 37Episode 38Episode 39Episode 40
Episode 41Episode 42Episode 43Episode 44Episode 45
-=-Episode 46Episode 47Episode 48-=-

Bomberman 64: The Second Attack / Baku Bomberman 2 (Pre-Select)

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History: Bomberman 64: The Second Attack! is the third Bomberman to grace the Nintendo 64 and the second that Hudson developed themselves (the other, Bomberman Hero, was instead outsourced to A.I.). It plays much like the original Bomberman 64, allowing players to pump up bombs to create larger booms and offers Zelda-like 3D dungeons to explore in a mostly linear fashion with puzzles and well-hidden collectibles, with a few additional new mechanics. The story is set directly after Bomberman 64 but with a new cast of characters (mostly; a certain blue jerk makes a return) including a shapeshifting mascot familiar named Pommy who assists Bomberman and a potential love interest in the rival hero Lilith.

Hudson spent quite a while being rivals of Nintendo themselves, pushing their own hardware platform the PC Engine/Turbografx-16 for most of the 16-bit generation, but even so they were still very busy producing games on every Nintendo platform up until the company was eventually dissolved in 2012 by its parent Konami. Prior to that, much of Hudson's talent left to form NDCube: a Nintendo subsidiary that now directs the Mario Party series as well as other Switch party games like Clubhouse Games: 51 Worldwide Classics. The Hudson N64 games with the highest (if not necessarily the best-regarded) profiles were the three initial Mario Party games, but they also developed and/or published several others that we might yet bump into (though at this point the only remaining ones are Japanese-only, so they'll probably be random picks if anything). I hadn't heard of Vatical Entertainment before, and it turns out there's a good reason: they were only active for three years (1999-2001). They also published the North American localizations of Bomberman Max for GBC and Bomberman Party Edition for PS1, suggesting a strong enough relationship with Hudson. They have just the one other N64 credit: Vicarious Visions's snowmobile racer Polaris SnoCross (kinda fitting given Vicarious Visions would later be consumed by a blizzard).

I was a pretty big fan of Bomberman 64 even for all its faults but I'd never tried this sequel until now, in part because it didn't review all that well at the time. Despite that, I've been curious for a long while about how (if at all) it tried to improve on the formula set out by the somewhat mechanically-odd Bomberman 64, which didn't quite take to 3D as naturally as Mario and Zelda did, and what sort of plot continuation it pursued after Bomberman 64 introduced cosmic cubes and betrayal twists to its universe of cute little armored goons blowing each other up. That first game got pretty dark, all things considered.

16 Minutes In

The beige boxes can't be destroyed, but this silver one with the crosses sure can. I just need an explosion big enough to reach it (or I could just drop a bomb down from above).
The beige boxes can't be destroyed, but this silver one with the crosses sure can. I just need an explosion big enough to reach it (or I could just drop a bomb down from above).

The intro gave us quite a bit of story to set us up here: Bomberman found an egg at some point while travelling the galaxy after the conclusion of Bomberman 64 but while waiting for it to hatch he gets caught in the gravity well of a black hole and ends up teleported to a mysterious base where soldiers of a "BHB Army" imprison him and take away his Fire Stone. Turns out the Fire Stone is one of seven gems that govern reality (where have I heard something like that before?) and is the reason Bomberman seems to have an infinite supply of incendiaries. While in chokey the egg finally hatches into a floppy-eared monstrosity calling itself Pommy (frequently, since it's always talking in third-person) who recovers the Fire Stone and allows Bomberman to escape by doing what he does best: blowing everything up.

First thing I noticed here is that the gameplay has shifted to something closer to the original 8-bit/16-bit Bomberman games while still retaining a few choice aspects from Bomberman 64. Gone are the radial explosions, instead going back to the cardinal cross blast waves with a few modern touches: for instance, if the flame hits an angled wall, it will travel along it for a while. You can still inflate bombs by holding onto them and these larger petards will create the big radials of the previous game, but you'll need a glove power-up first as per the old rules. Speaking of, you also need the kick power-up to boot explosives towards enemies and the remote bomb is here as always if you're lucky enough to find it. If anything, the remote makes things too easy: the first boss fight I had, against a fire dude calling himself Baelfael (also what it's called when you are unable to escape a fight in a RPG), actually went out of its way to disable the remote bomb power-up to keep things fair. Speaking of whom, I was in said boss fight just before the timer went off and accidentally wandered into the moat (actually a sewer) around the fight arena and instantly died, so I'll be in a rematch the moment this next segment begins.

32 Minutes In

Wow. What are the odds.
Wow. What are the odds.

Baelfael has faeled his last bael and shortly after we are introduced to Lilith who, in a twist I find slightly uncomfortable, looked like a normal human being but with Bomberman proportions. Evidently Bomberman wasn't as put off by this uncanny Funko valley business as I was because he was soon head over heels despite some very suspicious behavior from the moment this heroine suddenly appeared, chief of which being that the game introduced her as "Lilith, the Scourge of the Starways". Nope, no red flags being raised here. After that, we're told what our next objective will be after feeding bombs to the local boss: we have to destroy the gravity generator that's at the center of this artificial planet we're on, and doing so will allow us to escape and hopefully not also destroy the planet and kill everyone on it. Well, not that I haven't been doing a fine job of that already as I make my way through this gross-looking sewer-base. I just entered said generator room when the timer pinged again.

I found some mysterious (and well-hidden) capsules while playing and I suspect these are the multiplayer cosmetic items that were also very carefully concealed in Bomberman 64 too. One involved reaching a secret room in the moat of that boss fight (once I'd removed the water, of course) and the second required setting up a bunch of remote bombs that I could hop across to clear a gap: the two strategies most of the cosmetic hunts in the previous game required also. I don't think I'll go collectible crazy this time around, but these things do tend to require more puzzle-solving than the regular gameplay loop provides (which involves way fewer puzzles and way more explosions) so I might find myself distracted from time to time regardless.

48 Minutes In

Great, Regulus is back, except now he's calling himself Bulzeeb and is somehow even more of an edgelord. Everyone needs their own Shadow the Hedgehog I guess.
Great, Regulus is back, except now he's calling himself Bulzeeb and is somehow even more of an edgelord. Everyone needs their own Shadow the Hedgehog I guess.

The gravity generator room was just a gauntlet to remove a bunch of shield generators protecting the target, then blowing up said target. Plenty of enemies to fight but it didn't seem necessary to go after them: however, since some of the shield generators needed some platforming nuance to reach it seemed prudent to clear out any nearby enemies first rather than let them interfere. I figured I'd be timed in some way—like the shield generators come back online after a minute or so—but there was nothing that demanding. Might be something they introduce for the later ones though. After that we were treated to one of those "all the bad guys have a meeting to let you know who is who" cutscenes and then we had access to the world map, which gives you two options: the ocean planet or the wind planet. The shop is also available on the world map, so I made sure to buy a health upgrade as well as a couple of cosmetic items with my remaining change. Oddly, the first item up for sale was Wario's moustache. I guess Wario Blast established they inhabited the same universe? Last, as soon as we touched down on the ocean planet (which is called Aquanet, so I hope Hudson cleared that with the hairspray people) Pommy, the disturbing little gremlin that he is, evolved into "Knuckle Pommy" based on all the random food items I kept picking up in the previous world. Won't make much of a difference to me though, as I'll explain below.

So, let's talk about Pommy's role in the game. Far as I can tell he's one of those asymmetric co-op additions like Tails in Sonic 2 that you can let your skill-deficient kid, younger sibling, or partner control since he (she? they?) is effectively immortal. Too many cooks is definitely a factor in any Bomberman when you're dropping explosives all over the place though, so I'm not sure how helpful it is to have two of you causing mayhem given how relatively narrow these rooms can be. The Pommy evolutions, which I'm sure have some sort of hidden logic to how you activate them, will change Pommy's attributes or give them new attacks. Since I've no second player around to test these mechanics on Pommy's just been hanging out so far, though they make it a point to go hide and cower during boss fights (presumably as, much like in Sonic 2, they can become a tad too easy with an invincible helper—same reason for taking the remotes away).

64 Minutes In

Aquanet has a bunch of water-level lowering puzzles, as you might expect from any N64 water temple level. It's usually pretty obvious where the water's coming from if you need to stop the flow.
Aquanet has a bunch of water-level lowering puzzles, as you might expect from any N64 water temple level. It's usually pretty obvious where the water's coming from if you need to stop the flow.

I spent this last segment exploring Aquanet, which was probably a poor second choice given how much of this world involves eluding the high water levels or else dying instantly. At one point I broke a wall barricade which had a whole bunch of water rush in on the level I was standing; I figured as soon as the cutscene was over I'd immediately drown, but fortunately it was only waist-high. Bombs don't work great in the water as you might surmise and this world had a whole bunch of annoying enemies, including crabs that sap you of power-ups if their bubbles hit you and seals that will take any nearby bomb and pick it up and throw it back at you like they were playing fetch. Worst of all was Pommy giving Bomberman shit every five minutes about not being able to swim; fortunately, once you have the glove power-up you can also pick Pommy up and throw it into, let's say, a large body of water. Let's see how buoyant you are, you furry Kirby knock-off.

Truth be told I had a pretty good time here. The worlds feel like they have more personality to them than in the previous game, fitting not only the aesthetics around the current theme but also enemies and puzzles too. A 3D map of the world that's visible on the pause screen gives you some idea of where you're going, if not always a clear route, but the game's been fairly straightforward so it's probably not a major factor. Again, gotta assume if there's map tech involved that the worlds are going to start getting a bit more non-linear and complex to navigate before too long. Either way, though it backtracks on the divisive ingenuity of Bomberman 64 for the sake of being a watered-down hybrid, I can't say I found The Second Attack all that disagreeable. I'm sure there's a major component of the Bomberman fandom that still wonders why these games bother with single-player campaigns in the first place.

How Well Has It Aged?: There Wasn't a Third Attack For a Reason. Eh, it's fine. It's Bomberman. Hard to screw up Bomberman too badly, especially when you play it safe like this one. Usual assortment of robot villains to explode one after the other and outside of that you're spending your time destroying parts of the environment for power-ups and hidden buttons/exits. Bomberman level design always seems to start and end with "what if Zelda but he stopped getting new items after the bombs, because what else do you really need at that point?" as a philosophy, and I can't say it's not a sound one.

Chance of Switch Online Inclusion: Konami. Been a while since our last Konami game and those pachinko fiends continue to be unpredictable when it comes to licensing their back catalog. Recently they've been busy putting new Silent Hill, Metal Gear, Contra, and (of course) Bomberman games into production so they've certainly been making an effort but I still don't think they're invested enough to dig up their old N64 games and make those available again, especially with the poor reputation of the N64 Castlevanias and experiments like Hybrid Heaven. My hope that they localize all the Ganbare Goemon games in one compilation continues to look sadly improbable.

Retro Achievements Earned: 2 (out of 50). Most of these are highly conditional, arbitrary stuff that you wouldn't think of doing if there wasn't an achievement attached to it. Like dropping a remote bomb on all four pillars in the arena that hosts the Baelfael fight. There's also a large number reserved for the Pommy transformations, so that's probably going to require a few playthroughs and a guide open nearby.

Mahjong 64 (Random)

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History: Mahjong 64 is a relatively barebones and straightforward mahjong simulator that was released early in the platform's lifespan in Japan only. Its framing device is that you're at a school for mahjong and must complete the curriculum to graduate, earning enough credits from mahjong victories to pass from one grade to the next—this includes competing with fellow students as well as learning how to play the game more effectively. Despite the simple name suggesting it got there first, it was actually the second mahjong game to be released on N64 after Konami's Mahjong Master (released the previous December) out of a total of seven mahjong games for the system. It's also the second mahjong game we've covered on here after Imagineer's Mahjong Hourouki Classic from Episode 34, but don't hold your breath on me "finishing the set".

Publishers Koei were best known at this time for their strategy simulation franchises like Romance of the Three Kingdoms (Sangokushi) and Nobunaga's Ambition (Nobunaga no Yabou), none of which ever saw a N64 release. They would in fact only publish two games for the system: this and Operation: WinBack, a third-person shooter that was developed by their subsidiary Omega Force (the musou guys) which has the distinction of being the first third-party game to be included in the Switch Online N64 library. Mahjong 64 would also be Chat Noir's sole N64 game: these contract developers almost exclusively made mahjong games for whomever would pay them.

You know what they say about bad luck and black cats crossing your path and here's that aphorism in action with Mahjong 64, possibly the dullest-looking N64 game I've yet encountered. I got drowsy just looking at the box art, despite the spiky action bubble. That said, I can at least handle mahjong unlike shogi or hanafuda so I don't imagine I'll be completely lost over the next hour even with the language barrier. Maybe I'll find some way to make this interesting to read about? Doesn't seem like the random chooser app wants to help my SEO any, but I suppose there are worse things they could've saddled me with. So many worse things. In fact, let's stop talking before I give it too many ideas.

16 Minutes In

Mahjong's a very involved game where almost every combination of tiles has its own name. This particular hand is called 'trash'.
Mahjong's a very involved game where almost every combination of tiles has its own name. This particular hand is called 'trash'.

Wow, this... sure is mahjong all right. After getting through a few preliminary menus where you contribute a name and gender (the text input was almost interesting: rather than give you separate keyboards for hiragana, katakana, and romaji they just had the hiragana set and then had you choose which character you actually meant from a separate menu, including dakuons. Like I said, almost interesting) I'm dropped on a map screen of the mahjong school campus and left to figure out which one will take me to a mahjong game. Fortunately, it was the building on the cursor's default starting position and it didn't take long until I was slapping down tiles like the best of 'em.

I wasn't sure what approach this game was going to have with its school framing gimmick, like whether it was one of those "puzzle" mode type of variations you might see for games like chess or shogi where the board is set up in a mid-game state and you're told that you can checkmate in three moves if you know what you're doing. Perhaps those would be the "lessons" to help you get better at judging what type of yaku to aim for or what would be the more reliable, safer option. Something like a thirteen orphans hand would be nice and all, but maybe not worth sacrificing a fail-safe like a meld of dragons. I'm sure this all sounds like gibberish to a non-mahjong type, but I'm often curious about the intentions of a mahjong game developer when the playing field is already stacked with so many identical sims already; you'd hope they're not just trying to coast along by putting out a cheap adaptation of a board game enough people are into that it's guaranteed to sell at least reasonably well, but maybe I'm expecting too much creativity and ambition from a game literally called "Mahjong 64". Well, even if this game is as basic as it comes, I can at least spend an hour playing regular mahjong without issue. Hell, I've done it often enough in any given Like a Dragon playthrough.

32 Minutes In

As is often the case, a good hand in mahjong might be worth even more than you anticipated. I knew I'd get points for having a hand that was all-simples, all-pons, and had three sets in different suits of the same number (4), but I didn't realize this would be worth 8 han in total. That extremely smug expression my character is making is well-earned.
As is often the case, a good hand in mahjong might be worth even more than you anticipated. I knew I'd get points for having a hand that was all-simples, all-pons, and had three sets in different suits of the same number (4), but I didn't realize this would be worth 8 han in total. That extremely smug expression my character is making is well-earned.

Not much to report, I'm still in the same game I was in before though with that last hand I may have secured victory. I finally figured out what button it was to acknowledge an opportunity—what happens in mahjong games is that an opponent discards a tile that starts flashing, which is the game prompting you to take action by taking that discard into your own hand. There are various reasons why you'd want (or not want) to do this that I won't go into here but I'd been trying every button to make the menu pop up that would tell me what I could do with that discarded tile, and it turns out the magic button was down on the Control Stick. I guess because your position is always the southern player (positionally at least, if not in how the cardinal directions play a role in mahjong since those switch every round) there's some intuitive sense in that but, I mean, you have two main face buttons right there: just have one to confirm that you want to leave the discard where it is, and the other to take it for your hand. Simple enough, right? Whatever, I figured it out before it cost me a ron (i.e. the "I win" button) so it's all good in the hood. The mahjong hood.

Let's talk aesthetics. The game's characters are fairly unappealing because someone decided to use pre-rendered CG rather than sprites and there's this polygonal hand model that is used whenever a player places down tiles (and has male and female versions) which feels like a needlessly expensive indulgence given it doesn't look too hot either. However, the tiles themselves appear nice enough with their little shadows and the music's been surprisingly fun: there's a whole bunch of tracks I've heard so far, and while they're the typical jazzy and/or Chinese restaurant muzak you'd find in any mahjong adaptation like this I'm surprised there's so many of them. I imagine what's actually the case is that there's a distinct BGM for each "wind": once you hear "South" playing, for instance, that's a simple but effective indicator that you're currently South. Could also just be instead that they composed a whole bunch of VGM for this and wanted to use it. Now, if only I could keep the kanji for the four winds straight... (I remember East is the tripod-looking one since East is usually the most important, but I confuse the other three all the time.)

48 Minutes In

The results of the first match. Kinda figured we'd all be highschoolers given the setting, but there's no '21 Jump Street' universe where the guy on the right can pass off as a student. Even Steve Buscemi carrying two skateboards would be more convincing.
The results of the first match. Kinda figured we'd all be highschoolers given the setting, but there's no '21 Jump Street' universe where the guy on the right can pass off as a student. Even Steve Buscemi carrying two skateboards would be more convincing.

Somehow, the player that I scored a ron against in the previous segment was able to keep on playing with negative points so we finished that game with me ahead and I earned a certain amount of currency that I imagine goes towards my mahjong GPA or something. A menu popped up and I chose the top option and I was back to playing the same group again, so I hope it was "rematch" and not "restart" since I'm never going to be that lucky again. Then again, it's not like progress is all that important considering I'll never play a second more of this game once the sixty-four minutes are through, but there's always that slight pang of regret whenever you feel like you may have accidentally wiped your own progress.

Boy howdy, I wish I had more to say about this perfectly anodyne mahjong game. A few observations behind the odd way this game handles riichi, then. Riichi, after which the Japanese style of Riichi Mahjong is named, is a move you can do when you only need one tile to complete your hand and you've yet to reveal any part of it (which you'd need to do if you wanted someone's discarded tile). You're basically boasting to the table that you're on the cusp of winning and doing so gives you bonus points once you do win, but the drawback is that it costs 1,000 points (out of your starting total of 25,000) to declare riichi and if someone else wins those points are lost forever (though they do get returned if the game's a draw). What's different here is that in most mahjong games once you've gone riichi the game puts you into auto-pilot, automatically ditching any tiles that isn't the one (or one of the ones) you need to win: here, you still have to manually discard tiles as usual, so evidently that QoL convenience hadn't become mainstream yet. The other thing I want to say about riichi is that the player's unsightly polygonal hand always whips out the riichi stick—like an ante you throw in to let folks know riichi just happened—in a super flamboyant way, like you're some kind of badass card shark. Tile shark. Whatever the mahjong version would be. It makes those occasions when you don't win after such a showboat declaration that much more clownish in retrospect.

64 Minutes In

And so, we end this playthrough in much the same manner as how we started: with basically nothing going on in this dumb hand. Who the hell needs one of each wind?
And so, we end this playthrough in much the same manner as how we started: with basically nothing going on in this dumb hand. Who the hell needs one of each wind?

Well, things didn't go quite so well for me this time. In one round I declared riichi right after the dude on my right, who then immediately countered my riichi with a ron, which in common parlance would be a "sit your ass right back down" move. Not only did I get dinged for his moderately strong hand but winning in the round immediately after you called riichi is worth additional han (it's called ippatsu, or "one shot"). The only wins I managed to pull out in this second match were a few single-han (the ol' han solo) wiener victories so I'm glad this last segment ended before I had to face the music for my failure. They can't flunk me if I drop out of school early. That's just math. (Man, I'm saying "riichi" so much it's starting to look like a foreign word.)

So that's that. An hour of mahjong. Exciting stuff, but as I said at the head there's worse ways I could've spent this time and I'm sure the random chooser app will discover one just in time for next month's episode. I don't play enough mahjong games to know if this one was much better or worse than what was already available, but I can't say it left a particularly positive impression overall. The wind indicator never seemed to move much—more that it indicated what the table wind was, not what everyone's current round wind was, which is a mahjong jargon sentence I'm not sure even I understand—and I mentioned that missing riichi QoL feature before, which is probably one archaic design choice of many. I think it could've used a bit more visual pizazz besides its creepy CG marionette hands or at least leaned into its school gimmick a bit more by having Persona-style teen drama between rounds instead of it being just a bunch of adult learning seniors going to a highschool annex to be taught mahjong, which isn't the kind of glamorous vibe I want from a gambling-adjacent parlor game like this.

How Well Has It Aged?: As Well as This Ojiisan Sitting on My Right. I don't think there's much call for dedicated mahjong games unless they're part of a bigger whole such as in Like a Dragon or they're something designed to quickly match you with other humans like a Mahjong Soul type of mobile gacha thing. Plus, the tech has probably improved quite significantly since 1997 (which, as I'm sure you need no reminders about, was almost 30 years ago).

Chance of Switch Online Inclusion: Nah-jong. There's no universe where Koei Tecmo decides to dedicate any amount of time they could be musou-ing to reviving this for Switch Online. That said, if Nioh 3 has a mahjong mode in it where winning could grant you a bunch of colored loot or a new collectible tea kettle I wouldn't be at all shocked.

Retro Achievements Earned: N/A.

Current Ranking

  1. Super Mario 64 (Ep. 1)
  2. Diddy Kong Racing (Ep. 6)
  3. Perfect Dark (Ep. 19)
  4. Mystical Ninja Starring Goemon (Ep. 3)
  5. Donkey Kong 64 (Ep. 13)
  6. Doom 64 (Ep. 38)
  7. Space Station Silicon Valley (Ep. 17)
  8. Goemon's Great Adventure (Ep. 9)
  9. Bomberman Hero (Ep. 26)
  10. Pokémon Snap (Ep. 11)
  11. Tetrisphere (Ep. 34)
  12. Rayman 2: The Great Escape (Ep. 19)
  13. Banjo-Tooie (Ep. 10)
  14. Rocket: Robot on Wheels (Ep. 27)
  15. Mischief Makers (Ep. 5)
  16. Super Smash Bros. (Ep. 25)
  17. Mega Man 64 (Ep. 18)
  18. Bomberman 64: The Second Attack! (Ep. 41)
  19. Forsaken 64 (Ep. 31)
  20. Wetrix (Ep. 21)
  21. Harvest Moon 64 (Ep. 15)
  22. Bust-A-Move '99 (Ep. 40)
  23. Hybrid Heaven (Ep. 12)
  24. Blast Corps (Ep. 4)
  25. Kirby 64: The Crystal Shards (Ep. 2)
  26. Ogre Battle 64: Person of Lordly Caliber (Ep. 4)
  27. Tonic Trouble (Ep. 24)
  28. Densha de Go! 64 (Ep. 29)
  29. Fushigi no Dungeon: Fuurai no Shiren 2 (Ep. 32)
  30. Snowboard Kids (Ep. 16)
  31. Spider-Man (Ep. 8)
  32. Bomberman 64 (Ep. 8)
  33. Jet Force Gemini (Ep. 16)
  34. Mickey's Speedway USA (Ep. 37)
  35. Shadowgate 64: Trials of the Four Towers (Ep. 7)
  36. Body Harvest (Ep. 28)
  37. Star Wars: Shadows of the Empire (Ep. 33)
  38. Gauntlet Legends (Ep. 39)
  39. Toy Story 2: Buzz Lightyear to the Rescue! (Ep. 29)
  40. 40 Winks (Ep. 31)
  41. Buck Bumble (Ep. 30)
  42. Aidyn Chronicles: The First Mage (Ep. 20)
  43. Midway's Greatest Arcade Hits Vol. 1 (Ep. 39)
  44. Conker's Bad Fur Day (Ep. 22)
  45. Gex 64: Enter the Gecko (Ep. 33)
  46. BattleTanx: Global Assault (Ep. 13)
  47. Last Legion UX (Ep. 36)
  48. Hot Wheels Turbo Racing (Ep. 9)
  49. Cruis'n Exotica (Ep. 37)
  50. San Francisco Rush 2049 (Ep. 4)
  51. Iggy's Reckin' Balls (Ep. 35)
  52. Fighter Destiny 2 (Ep. 6)
  53. Charlie Blast's Territory (Ep. 36)
  54. Big Mountain 2000 (Ep. 18)
  55. Nushi Tsuri 64: Shiokaze ni Notte (Ep. 35)
  56. Castlevania: Legacy of Darkness (Ep. 14)
  57. Tetris 64 (Ep. 1)
  58. Mahjong Hourouki Classic (Ep. 34)
  59. Mahjong 64 (Ep. 41)
  60. Milo's Astro Lanes (Ep. 23)
  61. International Track & Field 2000 (Ep. 28)
  62. NBA Live '99 (Ep. 3)
  63. Rampage 2: Universal Tour (Ep. 5)
  64. Command & Conquer (Ep. 17)
  65. International Superstar Soccer '98 (Ep. 23)
  66. South Park Rally (Ep. 2)
  67. Armorines: Project S.W.A.R.M. (Ep. 7)
  68. Eikou no St. Andrews (Ep. 1)
  69. Rally Challenge 2000 (Ep. 10)
  70. Monster Truck Madness 64 (Ep. 11)
  71. F-1 World Grand Prix II (Ep. 3)
  72. F1 Racing Championship (Ep. 2)
  73. Sesame Street: Elmo's Number Journey (Ep. 14)
  74. Wheel of Fortune (Ep. 24)
  75. Mortal Kombat Mythologies: Sub-Zero (Ep. 15)
  76. Yakouchuu II: Satsujin Kouro (Ep. 40)
  77. Mario no Photopi (Ep. 20)
  78. Blues Brothers 2000 (Ep. 12)
  79. Dark Rift (Ep. 25)
  80. Mace: The Dark Age (Ep. 27)
  81. Bio F.R.E.A.K.S. (Ep. 21)
  82. Ready 2 Rumble Boxing (Ep. 32)
  83. 64 Oozumou 2 (Ep. 30)
  84. Madden Football 64 (Ep. 26)
  85. Transformers: Beast Wars Transmetals (Ep. 22)
  86. Heiwa Pachinko World 64 (Ep. 38)
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Indie Game of the Week 366: Ghostrunner

No Caption Provided

Continuing this trend of being incidentally relevant—this IGotW's game was, until yesterday, also the weekly freebie for the Epic Games Store—we have the extremely slick first-person "acrobatic kill" simulator Ghostrunner from studios One More Level and Slipgate Ironworks, a game with high enough production values that I'll probably get figuratively slapped by those who take umbrage at anything being called "Indie" once it passes beyond a certain budgetary level (OK, fine, it's also published by 3D Realms which is owned by Saber Interactive which was, at the time, fully Embraced, so sue me). Truly, I care deeply for such distinctions. Ghostrunner sees the player as the last member of the titular peacekeeping force that were betrayed and slaughtered almost to a man after Mara, the Keymaster, staged a coup against the ruler and architect of the last urban metropolis standing tall in a post-apocalyptic world. With no Gatekeeper around to keep the Keymaster in check, it's down to the very last of these Ghostrunners to repair their broken circuitry, recover all their flashy moves, and take the fight to Mara to avenge their fallen kin and save the city from her tyranny.

Ghostrunner mostly splits its time between first-person parkour platforming business and tough battles where a single shot from even the weakest (yet remarkably accurate) enemies is enough to finish you off. You're quickly taught your main skill—a mid-air dash that can slow time temporarily when held down, useful for dodging bullets last-second and swooping in for the kill with your katana—and eventually acquire more as the game proceeds, each with their own cooldowns. Platforming might involve grappling to points in the environment, running across walls, sliding under gaps or down slopes to build speed, and using the dash to clear the gaps you can't quite manage with your normal jumps alone. There's a certain alacrity to the game that, like with all the best masocore games, will quickly respawn you after any death so as to not disturb the rapid pace it wants to maintain.

Nice of this dude to just glitch-freeze in this posthumous pose so I could take a picture. Oh wait, I wasn't going to mention it. Nah, this shot was all my incredible timing.
Nice of this dude to just glitch-freeze in this posthumous pose so I could take a picture. Oh wait, I wasn't going to mention it. Nah, this shot was all my incredible timing.

Speaking of which, I have died a lot so far. It has yet to deter me, but it can be a bit aggravating in situations where you might need to clear a whole room of enemies and there's no mid-spree checkpointing available. However, most of the time the enemy groups are small enough that you breeze right through and the platforming, though certainly not easy, doesn't feel anywhere near as stringent. What has occurred to me, and often, is that I just need to improve at the game's combat, using all the options available to juke around enemies and move in closer for the kill without just sprinting right at them like a buffoon. What's been helping immensely is an upgrade I acquired—there's a whole of bunch of these, incidentally, but they use a Tetris grid system that restricts how many you can equip at once—where I can just reflect bullets back at enemies by swinging at them with perfect timing. Naturally, this isn't foolproof (and nor am I bulletproof) especially now that goons with machine guns have shown up but it often means I don't have to be so cagey when there's too much open distance between me and my would-be murderer. As long as I get that timing right, anyway. As I've progressed, I've found more upgrades and new abilities and the limited upgrade system means I can figure out which of those abilities operate the best with my playstyle and just double-down on what's effective. Even early on it was invigorating with its sense of speed and style, but as I continue to fine-tune the game to my own specifications I'm finding that I'm enjoying it that much more as I play.

But man, does this game look good. I've had this new system for just over a year now but I'm always skittish about taxing that cute little 3060 GPU of mine so I've not been playing anything too high-spec just in case, but the moderate buzzing (not quite whirry enough to be worrisome) means it's getting plenty of exercise trying to maintain this very pretty game at the prohibitively-high framerate such a gaming experience demands. It's one of the few games I've played since getting the new system where I couldn't even imagine my PS4 handling it at this level of graphical fidelity, let alone my previous PC which was maybe just about powerful enough to run a calculator app provided I didn't give it any long division to do. I'm gearing up a May-long feature that will test its mettle against all the games I couldn't previously get to run so this will be a good warm-up for that.

202 deaths? Oh, is that all? Good thing this was only the fourth level...
202 deaths? Oh, is that all? Good thing this was only the fourth level...

So yeah, even as annoyingly difficult as Ghostrunner can be I'm finding I'm enjoying my time with it quite a bit. There's always that compulsion with hard games to shake off every failure because you know the eventual victory will be all the sweeter for the struggle, and the key to making that work is to make said inevitable failure as painless as possible; to make it extremely easy to get up, dust yourself off, and jump back into the fray by making restarts near-instantaneous and without forcing you to recover too much lost ground. The large melees against up to tens of opponents are the only big hurdles that have slowed down progress to an unsatisfactory level, but for the most part it's just a rollercoaster of cool moves and grisly takedowns and it feels great when you're in that flow and things are going swell. Worth pushing past that awkward start when I was dying too much from not being able to follow the game's timbre because now I'm having a blast with it. Curious to see how it (and my opinion on it) will change throughout its full trajectory; I'll be sure to supply a post-playthrough addendum as always if things shift one way or the other.

Rating: 4 out of 5.

Post-Playthrough Edit: Well, as predicted Ghostrunner got much better as it went on between all the new powers and the new enemies to take apart (I liked the sword dudes) but man did that final boss stink so let's just call it even and keep it at a 4 out of 5. Though the cyberpunk tropes are all stuff we've seen a dozen times before the sheer amount of style combined with the slick maneuvering and one-shot, one-kill combat (for both sides) meant it was greatly entertaining throughout; one that rewarded inventive approaches to problems when applicable. My per-stage death count even stopped being in the triple figures after the review went up, such was the game's careful tutelage of its mechanics. I'm very much done with the game after that horrific last gauntlet, but I'd certainly be interested in finding out what Ghostrunner 2 has to offer someday.

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Anyway, Here's WonderSwan (Part Three)

Swannichiwa, everyone, and welcome to another episode of Anyway, Here's WonderSwan. Like all ugly ducklings, I've always regarded swans with a sense of wonderment but could never be one (I think that's how the story goes) so getting up and close with (a virtual approximation of) Bandai's WonderSwan has been nothing if not eye-opening. We're three entries into this feature now and I've plenty of WS games I still want to check out and plenty more besides that I'm sure will be dumped on me to poorly decipher with the extremely limited Japanese at my disposal. Still, much like a jar of those mercurial Jelly Belly jelly beans, you've just gotta take a handful at a time, drop them into a glass of warm milk, and chug down that coagulated mess one labored mouthful at a time. Oh, what, you think there's a better way of eating jelly beans? I'd like to hear it. (Please don't fill the comments with jelly bean consumption tips, I'm just being facetious for the opening bit. It's getting so hard to write these things.)

There are rules to observe but nothing too restrictive: in each entry I have five WonderSwan games chosen for me by a random chooser app that I randomly chose from the several available (see how they like it) and I spent some amount of time with each, delineating what they are, where they're from, who worked on them, and how well the game has held up after twenty years of incremental portable gaming advancements. Since the device was made by Bandai, there's also going to be a higher-than-recommended quota of anime licensed games, so I'll probably talk about those licenses too. Gotta fill that imaginary word count somehow. Last month I sat down the Random Chooser Union to hash out the first of what I hope to be many (personally) beneficial rulings going forward: the "Lucky 7s Clause", which turns every seventh entry into a user-chosen game choice instead of a randomly-determined one. Since we're covering games 11 through 15 this time, that means #14 is our fortunate winner and I've elected to use the opportunity to try out a WonderSwan-exclusive spin-off from a well-regarded (if not particularly busy) platformer franchise from Namco.

If you are just joining us, be sure to check out Part One and Part Two by pressing on the words that are all orange and shit.

Anyway, here's WonderSwan:

#011: Super Robot Taisen Compact for WonderSwan Color

No Caption Provided
  • Developer: TOSE
  • Publisher: Banpresto
  • Release Date: 2001-12-13
  • Inscrutability: Major
  • Is This Anime?: Yes. Several.

Field Report: I should've figured we'd be dealing with a Super Robot Wars game eventually. The system has six of them, for the record, though three appear to be a single game broken up into a trilogy of releases. Banpresto's been making these crossover mecha anime strategy games since the 8-bit era—the first two both released in 1991, for the Game Boy and Famicom (NES) respectively—and this "Compact" version was the tenth overall. This one's actually a remake of the first Super Robot Taisen Compact which released on the standard black & white WonderSwan back in April '99; this release simply colorizes it, though there may be a few other enhancements here and there.

Banpresto was a struggling minor game company called Coreland until Bandai bought a majority share, changed its name to Banpresto (a portmanteau of Bandai and "presto", the magician lingo for making something suddenly appear, perhaps say after only a few months of game development), and had them work on licensed games for properties that Bandai had procured the rights to. Their biggest success by far was Super Robot Wars, which spun off the Compati Hero series of crossovers, to the extent that they often needed contractors like TOSE (the biggest contract game development firm in the world, or certainly the busiest) to meet demand for all those warring little TV mecha.

Most Super Robot Wars games look like this. Grids and icons. Thrilling stuff.
Most Super Robot Wars games look like this. Grids and icons. Thrilling stuff.
I just shot the bejeezus out of this faceless dude. Serves him right for asking to go 'down low' and then suddenly withdrawing his hand. What the hell, man.
I just shot the bejeezus out of this faceless dude. Serves him right for asking to go 'down low' and then suddenly withdrawing his hand. What the hell, man.
This is Amuro Ray and his Gundam, currently in the middle of going 'down low' with this high five. If only he knew what villainy awaited him.
This is Amuro Ray and his Gundam, currently in the middle of going 'down low' with this high five. If only he knew what villainy awaited him.

SRW is your typical strategy RPG, so that just means moving units around on a map and ganging up on enemies to take them out one at a time. Of course, I've have done a lot better if I could read any of the attack descriptions—most of my units had several to choose from, though more than half were usually greyed out because I didn't fit one condition or another—and I ended up losing a few of my units to some bad luck. One instance had Char Aznable, one of the few Gundam characters I can recognize, take out one of the Gundam protagonists (it wasn't Amuro Ray, but that dude was present) and then decide he'd done enough and just bailed. That first fight then ended shortly after with some kind of floating battleship emerging from the enemy base and all the allied units leaving the map one after the other; I wondered if I lost due to a time limit or some other fail state, but I was given the option to save right after so I guess it was the intended path to complete that map.

Either way, without understanding what's going on, what options I have available, who anybody is, and what anyone is saying to anyone else there's a limited amount of engagement here. It seemed kinda slick, at least? Not to mention the type of session-based RPG that might be perfect for a portable. I'll admit that I'm sorta tempted to find one of the few SRW games that can be played in English to see if I can piece together what the deal is (or just play the second Project X Zone, since it's mostly the same deal).

Time Spent: It took about 30 minutes to clear that one map.

#012: Blue Wing Blitz

No Caption Provided
  • Developer: Squaresoft
  • Publisher: Squaresoft
  • Release Date: 2001-07-05
  • Inscrutability: Major
  • Is This Anime?: Nah.

Field Report: Hooray, we have our first Squaresoft game on here. Squaresoft famously stormed away from Nintendo systems after the latter refused to budge on producing a CD-based console, though Square themselves weren't averse to the occasional release on non-optical media: they still had an interest in developing for portables, it turns out, but given their beef with Nintendo they took those ideas to Bandai and WonderSwan instead of Game Boy Color and Advance (if only for a while, in the case of the latter). Blue Wing Blitz is a typically off-beat idea of theirs, one that took their earlier Bahamut Lagoon SFC strategy RPG comprised of mostly winged units fighting over floating islands and then married it to the modern military stylings and vehicle customization of Front Mission (the same team worked on both) to create this game about a colorful group of flying aces taking on missions in their fighter and bomber planes in open rebellion against a technologically-superior expansionist empire (so what else is new for Square?). Each named character has a distinct aircraft and role to play in combat.

I'm not going to explain who Squaresoft are but I do want to confirm my intention of eventually trying out every Squaresoft game they put out on WonderSwan, including all the Final Fantasy and SaGa ports. They published ten in total, seven of which they developed themselves and three of those were unique to this system (Blue Wing Blitz being the third and last of them). In terms of staff we have SaGa creator and all-round game designer oddball Akitoshi Kawazu as the producer, the aforementioned Front Mission team on development, and Kumi Tanioka as the composer. This was actually one of Tanioka's first big solo projects while employed at Square: she'd achieve greater renown through her work on the Final Fantasy Crystal Chronicles sub-franchise, almost all of which were solo projects of hers too, before leaving Square and going freelance in 2010.

Each map looks like this. The idea being that up to two allied planes and two enemy planes can dogfight in one 'square' on the map. Makes things more dynamic and exciting when it's suddenly two-against-one.
Each map looks like this. The idea being that up to two allied planes and two enemy planes can dogfight in one 'square' on the map. Makes things more dynamic and exciting when it's suddenly two-against-one.
Actual combat is menu-driven, giving you a bunch of maneuvering commands to outfox your opponent. Definitely requires more literacy than most strategy games.
Actual combat is menu-driven, giving you a bunch of maneuvering commands to outfox your opponent. Definitely requires more literacy than most strategy games.
Yeah, I ain't fighting this thing. It's got like eight cannons and those are just the ones I can see.
Yeah, I ain't fighting this thing. It's got like eight cannons and those are just the ones I can see.

This game is much more complicated than I first anticipated, owing to its focus on aerial combat. There's multiple maneuver types you can employ in addition to your weapon types so dogfights tend to be battles of procuring a superior position over your opponent before swooping in for the kill. It's somewhat intuitive as they give you a tiny action window to help make sense of where you are in relation to the other guy, whether you're currently above or below or chasing or being chased, and you can work out from there which approach will make the most sense. Every "round" includes an attack stage and a damage stage, and the battle ends after four of these exchanges following which you can either fly away or stick around for another assault. The tutorial I played had one rival airplane, a guy that I couldn't seem to beat, before I was instructed to shoot the crap out of a non-hostile stationary ground target (it was a shed) which was much easier. The story then kicked in and the protagonist and what I believe to be his female instructor (and probably future love interest) then had to deal with this enormous war blimp that showed up out of nowhere and started shelling my man's hometown, and I wasn't anywhere near confident enough about my grasp on the game to attempt to shoot it down.

I will say that they definitely thought about how a "Front Mission in the skies" would work, with aerial warfare that would be riveting if I knew how any of it ticked, and the concept of an anime war drama a la Valkyria Chronicles sounds like it might be fun. Going to have to wait until a fan translation appears though, since the mechanics seem a bit too involved to play blind.

Time Spent: Around fifteen minutes.

#013: Guilty Gear Petit

No Caption Provided
  • Developer: Arc System Works
  • Publisher: Sammy
  • Release Date: 2001-01-25
  • Inscrutability: Minor
  • Is This Anime?: You'd think, but no.

Field Report: Guilty Gear Petit is, as you might extrapolate from the name, a compact version of the anime fighter Guilty Gear and the first of two spin-offs that Arc System Works produced for the WonderSwan Color. In the chronology of the series, we're talking halfway between Guilty Gear X and Guilty Gear XX, so maybe like a Guilty Gear X and a Half. It uses a chibi "super deformed" style to make the otherwise elaborate character designs work on a tiny handheld and even features a spin-off-unique fighter in Fanny, a nurse with a connection to Dr. Baldhead (before his atonement arc as Faust) and who fights with a similarly idiosyncratic style.

Arc System Works established themselves as contract developers at first, frequently working with Sammy, Sega, and Bandai (the last of those possibly prompting their presence here) before starting their own original projects like Guilty Gear. Sammy had been and would be the main publisher for the Guilty Gear franchise, at least for the first few years, and that's the case here too. By 2001 Sammy had more or less begun to bow out of video games to focus on their pachinko and pachi-slot enterprises, eventually acquiring and merging with former hardware makers Sega to allow the latter to control the video game portion of their portfolio while they focused on shooting balls around tables. Kind of like if Bakalar merged with Grubb to form a single "SuperJeff" unit where he could just play pinball and leave all the games talk to his more hirsute half. Man, that's a weird mental image right there.

A better look at Fanny and a syringe so massive there's no way it doesn't defy the Hippocratic Oath.
A better look at Fanny and a syringe so massive there's no way it doesn't defy the Hippocratic Oath.
Potemkin Buster is definitely strong, but his best special is when he rolls that baby carriage down that huge staircase and absolutely flattens his opponent with it.
Potemkin Buster is definitely strong, but his best special is when he rolls that baby carriage down that huge staircase and absolutely flattens his opponent with it.
It's the power of Arc System Works's art team that even on a limited portable system the stages look so vibrant and detailed. Anyway, I'm just going to enjoy this relaxing scene before a thousand dolphins show up.
It's the power of Arc System Works's art team that even on a limited portable system the stages look so vibrant and detailed. Anyway, I'm just going to enjoy this relaxing scene before a thousand dolphins show up.

The default character options are Sol Badguy, Ky Kiske, Potemkin, Millia Rage, May, and new girl Fanny (Jam's in this too, but I guess she's a secret/unlockable character). Like any non-scrub I went for Potemkin and spammed his Potemkin Buster to complete the story mode. It's a really effective move, I'm surprised more Potemkin players don't use it. Actually, I couldn't get the half-circle motion to work and I forgot all his other moves so I just went for normals. Did the job on the default difficulty though: due to Potemkin's enormous reach, only the late-game fights against Jam and Fanny gave me any issues, the latter apparently serving as the boss of the game.

I'm not a fighter guy so getting into individual characters and checking out their meta in the lab didn't really appeal, and the game's like other portable fighters at this time where it felt a bit too streamlined for its own good (I own Street Fighter Alpha 3 for GBA as well, and while remarkably smooth for what it was it didn't hold my interest long either). Plus, I'd want to be to able to read the story if I'm taking on that mode with the other characters. Got some RetroAchievements out of it at least.

(I couldn't tell you what the smell of this game was. Maybe a pepperjack cheese mixed with fresh grass cuttings?)

Time Spent: That story completion run took 12 minutes and I've opted to retire on top.

#014: Kaze no Klonoa: Moonlight Museum

No Caption Provided
  • Developer: Namco
  • Publisher: Bandai
  • Release Date: 1999-05-20
  • Inscrutability: None (Fan Translated)
  • Is This Anime?: Nope. Not an STD either.

Field Report: Kaze no Klonoa: Moonlight Museum ("Kaze no Klonoa" simply meaning "Klonoa of the Wind", the franchise's Japanese title) is a portable spin-off of everyone's favorite... cat... boy... rabbit... thing? from Namco, Klonoa. It was released right in-between the two main games—1997's Klonoa: Door to Phantomile for the PlayStation and 2001's Klonoa 2: Lunatea's Veil for PS2—and was the first of several portable Klonoa spin-offs. Moonlight Museum looks and plays much like its GBA successors Empire of Dreams and Dream Champ Tournament (albeit with fewer colors): the game ditches the "2.5D" visual gimmick of the core games and switches the focus from action to puzzle-platforming, dropping you into maze-like levels and having you figure your way out. Moonlight Museum's basic plot has Klonoa and his flying companion Huepow (I guess they met up again?) visit the titular institution to track down missing fragments of the moon: a bunch of eccentric artists took them to spruce up their creations, and now Klonoa has to enter the worlds of those artworks to recover the fragments. (Jumping into portraits to be whisked off to magical worlds was a big thing in platformers at the time, what can I say?)

And so we meet Namco proper on this feature. We had a tangential encounter through Final Lap Special (#009), which was a spin-off of a Namco arcade racing franchise developed by a third party, but for this original Klonoa entry they showed up in person. Persons. People. Pretty sure Namco is more than one guy, anyway. Namco would eventually develop five games for the WonderSwan, each of which was a unique(ish) entry in a pre-existing franchise of theirs: seems they weren't averse to developing on the platform, but maybe weren't going to take any big risks with a new IP either. In total, they developed a WonderSwan game each for Klonoa, Tekken, Famista, Kosodate Quiz: My Angel, and Mr. Driller. I know which one of those I'd prefer to try out next (and it's totally the Japanese-language trivia game about raising a daughter).

The artists are a kooky lot, but Klonoa never resorts to throwing hands with them. In fact, there are no boss fights whatsoever.
The artists are a kooky lot, but Klonoa never resorts to throwing hands with them. In fact, there are no boss fights whatsoever.
This puzzle involves throwing the block to the right (it travels until it hits a wall) to stop the wind turbine, then using the floating ball to double-jump your way over to the pointy star thing. Typical enough puzzle and thankfully one that doesn't incur any risk to my catperson (or to my achievement chances, crucially).
This puzzle involves throwing the block to the right (it travels until it hits a wall) to stop the wind turbine, then using the floating ball to double-jump your way over to the pointy star thing. Typical enough puzzle and thankfully one that doesn't incur any risk to my catperson (or to my achievement chances, crucially).
Some stages have you swap the orientation to Portrait Mode, usually those of a more vertical persuasion. WonderSwan kinda pre-empted a lot of smartphone gaming, huh. Well, except I haven't seen any gacha games yet.
Some stages have you swap the orientation to Portrait Mode, usually those of a more vertical persuasion. WonderSwan kinda pre-empted a lot of smartphone gaming, huh. Well, except I haven't seen any gacha games yet.

As in all the other games, Klonoa's main skill is a "wind bullet" that allows him to carry inflated enemies and toss them around: not only does this temporarily put the enemy out of commission but you can throw them at switches to activate them or leap off them in mid-air for a double-jump. Klonoa can also do the same for certain blocks, which won't be destroyed when thrown/leapt off. Most of the puzzles revolve around this technique, as well as special qualities of certain enemies—the "boomies", for example, will explode after a certain amount of time which can be useful for destroying barriers—or stage hazards and features, the latter including things like vertical wind flues that push you towards the ceiling unless you block them. It's a pretty inventive game, usually introducing at least one new mechanic in each of its 36 normal stages (there's also six ultra-hard "EX" stages that unlock in the post-game). The loop of each stage is to find three moon fragments and head to the exit, though there's the optional goal of finding 30 smaller gems found either as tiny diamonds worth one each or larger crystals worth five. Despite slowing me down quite a bit, I've been pursuing the Retro Achievements set for the game which requires you to complete every stage with all gems and without getting hurt: it started getting a lot tougher around World 4 due to the number of annoying enemies to deal with.

This is the first WonderSwan game covered so far that I felt compelled to finish, in part because it never stopped being surprising and in part because I got that completionist tick burrowing into my skull. Right now I just have the EX levels to tackle, but the whole "no damage" thing might be a dealbreaker so I'll leave those for another day. On the whole the game wasn't that taxing, even with the all the bonus requirements foisted upon me by the RA set, but it was a pretty solid base for the portable Klonoa games going forward. Puzzle games have always been the best genre for this format, after all, so it made sense to double-down on that aspect rather than try for the spectacle of the PS1/PS2 games which a black and white handheld was in no shape to replicate. Glad I decided to do a deeper dive on this lesser-known Klonoa and here's hoping the WonderSwan has some other games of a similar caliber. (Speaking of which, I bought that Phantasy Reverie remake compilation a little while ago so I should probably get around to booting it up.)

Time Spent: It took around six hours to roll credits.

#015: Gomoku Narabe & Reversi Touryuumon

No Caption Provided
  • Developer: Sammy
  • Publisher: Sammy
  • Release Date: 2000-01-13
  • Inscrutability: Minor, unless you don't know how to play these board games.
  • Is This Anime?: Pretty boring anime if it was.

Field Report: Well, this should be a short one. Gomoku Narabe and Reversi are the two games you can play on a Go board that aren't Go. They're both much simpler than Go too, at least in terms of figuring out what to do if not in figuring out how to be better at it than your opponent, so they're well-liked by kids. In Gomoku Narabe the goal is to make a straight line of five tiles while blocking your opponent's attempts to do the same, and in Reversi (also known as Othello) you place tiles on either side of an opponent's piece to flip it to your color with the goal being to have the most tiles when the board is full. Sammy put out three of these "Touryuumon"—which means gateway, in a metaphorical sense of a barrier to overcome—board game adaptations for WonderSwan and this is the third and last, following Mahjong Touryuumon and Shogi Touryuumon.

I've already dropped some lore above about Sammy's status as a developer in the early '00s, but I'll add to that by saying that they published eight games for the WonderSwan in total and four of those they developed themselves. Those eight include all three of these Touryuumon games and the two Guilty Gear Petit fighters; the others include the two strategy games Anchorz Field and Armored Unit as well as Nice On, one of only two golf games for the system.

More like a Rever-sea of black pieces. Which are my pieces. CPU choked harder than Desdemona (too soon).
More like a Rever-sea of black pieces. Which are my pieces. CPU choked harder than Desdemona (too soon).
The classic trap is to create a chain like this but leave the middle out, in case the other player doesn't connect it visually themselves. Well, two can play at this game (literally the case for Gomoku).
The classic trap is to create a chain like this but leave the middle out, in case the other player doesn't connect it visually themselves. Well, two can play at this game (literally the case for Gomoku).
Damn you, rule of three. I thought you only applied to Nintendo bosses, not here too.
Damn you, rule of three. I thought you only applied to Nintendo bosses, not here too.

The one Reversi game I played resulted in a resounding victory over the default CPU level, so most of my time was focused instead on the Gomoku mode which the CPU was way better at. In fact, I couldn't beat it once. Half the time the CPU managed to outfox me by creating an "open" row of four—that is, a row that doesn't have either end blocked off—which in Gomoku terms is basically "checkmate in one move" and unsurviveable. The other half of the time I kept falling afoul of some odd rule that I couldn't read. A little bit of research later and I realized the game was actually playing under the Renju ruleset, which prohibits the black player (who always goes first, in a reversal of the chess standard) from making certain moves as they'll have too much of an advantage otherwise. The one I kept running into was the "three and three" rule, which prohibits the black player from creating two open rows of three tiles as I guess that makes it too easy to follow up with a win. After a few of those, I elected to change the player settings so that the CPU was always black instead and I didn't have to worry about triggering any of those mysterious penalties again, but I still couldn't squeeze out a win.

Truth be told, I've only become a little more interested in Gomoku recently due to watching the vtuber Sakura Miko lose miserably against her fellow Hololive members despite having more practice with the game; it's become one of her more fan-beloved running goofs of late. Anyway, these two board game sims seem perfunctory but entirely disposable, perhaps best suited for pass-and-play with a sibling in the middle of a family road trip. I doubt they would keep my attention for too long but at least I have zero linguistic issues playing them. Maybe I'll get more out of that mahjong one?

Time Spent: 5 minutes on Reversi and 15 on Gomoku for a total of 20 minutes.

Current Ranking

(* = Don't need fluent Japanese to enjoy this.)

  1. Kaze no Klonoa: Moonlight Museum (Ep 3)*
  2. Flash Koibito-Kun (Ep 1)*
  3. Magical Drop for WonderSwan (Ep 1)*
  4. Gunpey (Ep 2)*
  5. Judgement Silversword -Rebirth Edition- (Ep 1)*
  6. Final Lap Special (Ep 2)*
  7. Densha de Go! (Ep 2)
  8. Gomoku Narabe & Reversi Touryuumon (Ep 3)*
  9. Guilty Gear Petit (Ep 3)*
  10. Blue Wing Blitz (Ep 3)
  11. Super Robot Taisen Compact for WonderSwan Color (Ep 3)
  12. Inuyasha: Fuuun Emaki (Ep 1)
  13. Meitantei Conan: Nishi No Meitantei Saidai No Kiki!? (Ep 2)
  14. Metakomi Therapy: Nee Kiite! (Ep 2)
  15. SD Gundam Eiyuuden: Musha Densetsu (Ep 1)
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Indie Game of the Week 365: Eiyuden Chronicle: Rising

No Caption Provided

Welcome to an unprecedented episode of Indie Game of the Week. The unprecedented part isn't the genre—it's another 2D explormer RPG, sure, but I'll say the tone is very different to last week's Salt and Sacrifice—but rather that I managed to actually get the stars to align for once: I'd been putting off Eiyuden Chronicle: Rising for a while due to my usual procrastinating over RPGs but then I somehow remembered that the big anticipated game this was meant to be promoting as a sort of short-form prologue hype-builder (think Bloodstained: Curse of the Moon to Bloodstained: Ritual of the Night) is actually due out in a matter of days. In other words, this is my most SEO-tastic IGotW in a long while. Hell, I might even get comments on this one, that's how present and zeitgeist-y it feels. Of course, the subject of this entry itself came out two years back, but no-one's ever accused me of punctuality.

So, what is Eiyuden Chronicle: Hundred Heroes, and what specifically is Eiyuden Chronicle: Rising in relation to it? The former was pitched (via its Kickstarter) as a Suikoden-like, or perhaps a "Pseudkoden" if you're an incorrigible punhound with nothing of the filter that allows most wordplay fans to seamlessly integrate into society. It's not just an Indie homage either (like, say, Citizens of Earth) but rather a spiritual successor by Suikoden's own original creator Yoshitaka Murayama. A curious coincidence is that Murayama left Konami before Suikoden III was completed, and if the trailers for Hundred Heroes suggest anything it's that it takes after 3 specifically with its triple protagonist format, one of which speaks for a nature-loving tribe in a shamanistic role and another as an ennobled knight with conflicting goals borne from loyalty, duty, and doing the right thing. Maybe he didn't like the direction Konami was taking his version of 3? I mean, they did add an angry duck-person called Sgt. Joe, and who'd want to see that happen to their baby? Anyway, we'll find out if Hundred Heroes is going to be a contender in an already busy year for RPGs once it arrives on the 24th.

I took this because I wanted a shot of being showered in gold coins while beating up gargoyles, which is most of this game in a nutshell. The damage number was just a nice coincidence.
I took this because I wanted a shot of being showered in gold coins while beating up gargoyles, which is most of this game in a nutshell. The damage number was just a nice coincidence.

Its "prologue" Eiyuden Chronicle: Rising, conversely, doesn't feel like a Suikoden at all. It has just the three playable characters and is a 2D action-RPG with a slight explormer edge, blocking off areas in dungeons until you have the right gear or abilities to break through their barriers. If anything, it immediately recalls the likes of Valkyrie Profile (another underappreciated PS1 franchise) and more recent Indie homages like Indivisible, but I'd put it closer to that Sakuna: Of Rice and Ruin game that came out a few years back or the 2D Vanillaware RPG-brawlers like Muramasa or Odin Sphere. There's an emphasis on combination attacks to soften up foes or apply a lot of heat very quickly once a boss is in a temporarily vulnerable state, and these combos tend to include your whole roster (hence the Valkyrie Profile comparison) each of whom get a dedicated face button for their attacks. A typical example might involve you air juggling a foe with your heavyset character Garoo, followed by a multi-hit mid-air blade combo with your flighty rogue type CJ, and then finishing it off with ranged attacks as the enemy flies backwards with the magic-user third character (who is, I guess, a mild spoiler). The combat isn't particularly elaborate though it has an alacrity to it which is greatly appreciated if you're just mowing down small fry because you're out there farming drops or chasing down an alternative path in an early dungeon that you've only now acquired the means to access. Tougher enemies and bosses can be juggled as easily as anything else but tend to hit a lot harder to compensate; they require a mote more caution before you go whizzing through knives akimbo. I will say though that the combat can be oddly stiff sometimes. Often I might hit another (that is, not the currently active) character's attack button only for them to show up and just stand there; it's like the game sometimes chooses to have that button be only "bring the dude out" rather than "and then have the dude attack", and it's easy to mess up combos and get smacked in the face when it's being all mercurial like that.

The dungeoneering in Eiyuden Chronicle: Rising's case is mostly in service to its town-building aspect and vice versa. You spend a significant (I'm talking 70-80%) of the playtime doing sidequests for the townsfolk of the frontier settlement of New Neveah. Each rewards a stamp on protagonist CJ's card like she was saving up for a free cup of coffee: the game makes it clear early on that the card/stamp system was a test designed to screen new wandering adventurers to see if they had the town's best interests in mind before they were allowed to run roughshod on the local dungeon, the Runebarrows, but CJ grows to like it so much that she gets increasingly unhinged about collecting stamps from everyone she meets no matter how big the task they have. It largely serves as a means to reward you for excessive sidequesting, most of which involves walking two screens and talking to the right guy and then walking back to the sponsor. Others want easily found resources from the nearby dungeons, from basic construction materials like lumber and stone to precious ores, meal ingredients, monster drops, or items dropped only from specific boss fights (almost all of which are repeatable). The SQs worth doing are those that improve the local vendors, increasing their stock of items or upgrading their services. There's plenty of them: weapons, armor, accessories, meals, potions, item storage, tools for resource collecting, bartering your resources for better ones, and an inn that provides baths that can provide you with a day-long buff to stats, experience gain, or your item encounter rate (it goes away whenever you rest to restore the party's HP to full).

For whatever reason the game lets you rename your weapon once you've upgraded it for the first time, but only through a limited number of provided prompts like it was a Dark Souls player note. Still, while 'Finger But Hole' wasn't available I was at least able to call it this. Pour one out for the King.
For whatever reason the game lets you rename your weapon once you've upgraded it for the first time, but only through a limited number of provided prompts like it was a Dark Souls player note. Still, while 'Finger But Hole' wasn't available I was at least able to call it this. Pour one out for the King.

Eiyuden Chronicle: Rising is the type of game that is somewhat svelte in both its runtime and the amount it actually has to offer in terms of a loop and a progression. You're mostly going back and forth from the town and dungeons to complete SQs and purchase upgrades until you feel secure enough to follow the main story progression and the tougher fights in store. The chill village-development vibe sometimes puts the game closer to an Atelier or Rune Factory in terms of tone and pace, which was probably a smart choice if this was meant to be a brief aperitif; one that wasn't ever going to offer a lengthy RPG experience to sink your teeth into, unlike the full game for which it's ostensibly out there driving up hype. Visually it's an attractive enough game though I've never really taken to that paper doll animation approach, and the UI is clean and easy to navigate with plenty of fast travel options and other conveniences. The auto-save isn't exactly generous—it seems to occur only after completing major story quests, not sidequests, so you might want to manually save often if you're just out there farming for a new weapon upgrade or some such optional side-trek—but it's not a particularly challenging game given how there's little chance of wandering into a high-level area you weren't prepared for what with all the explormer-style giant rocks, long gaps, and color-coded barricades keeping you out of those danger zones like nature's bouncers. One could argue that it's hopelessly repetitive even with the constant influx of new upgrades (which are quickly cycled out due to the game's relatively compact form), but to that effect it's also a game that's always giving you plenty to be getting on with. "It's got a lot of busywork" might not work as a positive for most yet all the same I'm kinda enthralled by its modest charms with its speedy, Ys-like combat being enough of a hook to keep everything afloat. No idea what, if anything, from this game will be relevant to the final product—unless there's some centuries-long timeskip involved, I could certainly see one or all three of your playable characters showing up in Hundred Heroes as well, especially since they've a hundred slots to fill—but a relaxing if farm-heavy RPG does hit the spot occasionally, especially if that spot happens to drop a lot of ores and gemstones whenever it's hit.

Rating: 4 out of 5.

Post-Playthrough Edit: Well, the game is definitely better towards the end than it was at the start, mostly due to all the new abilities you pick up throughout the game. Protagonist CJ becomes a whirling tempest of slice-y death towards the end, and there's a real fun post-game accessory you can get that makes every hit a critical, with the concomitant dramatic "blaow!" sound effect and screen shake. So that's fun. Reminded of me of stomping around Bloodstained as a ludicrously overpowered Miriam. The whole game's loop of farming in dungeons for resources doesn't ever really abate, but with the fast travel options almost every one of the game's ~130 sidequests takes seconds to complete. Clearly padded to all heck, but what choice did the game have when its world is that comparatively small? Hopefully Hundred Heroes has had more time in the oven to find a better content/time-consumption ratio.

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Mega Archive CD: Part IX: From Vay to Arslan Senki

Welcome back, all you Sega crazies and CDs nuts, to another update to Mega Archive CD: a chronological look at the Sega CD/Mega-CD library as I work on sprucing up their Giant Bomb wiki pages. We've passed Halloween '93 in the standard Mega Archive series so now it's time to do the same for our reflective friends in Mega Archive CD. This group of nine has everything you've come to expect from the Sega CD: FMV abominations, RPGs with fancy anime cutscenes, slightly improved ports of Mega Drive originals, and several licensed games.

Now that the Mega Drive is almost all EA sports games these days, I'm finding myself anticipating working on new entries for Mega Archive CD that much more. Too bad it received less than a quarter as many games as the Genesis did. Speaking of which, we'll be back on the November holiday grind for Mega Drive next month: we've got some real doozies coming up.

Be sure to check in on and follow the Mega Archive Mega Spreadsheet for past (and future) MD and SCD games covered here, which I'm happy to report can now be viewed by other people. Boy, Google Docs sure can be fun sometimes.

Part IX: CD77-CD85 (October '93 - November '93)

CD77: Vay

No Caption Provided
  • Developer: Hertz
  • Publisher: SIMS (JP) / Working Designs (NA)
  • JP Release: 1993-10-22
  • NA Release: July 1994
  • EU Release: N/A
  • Franchise: N/A
  • Genre: Turn-based RPG
  • Theme: Fantasy (Plus Mecha)
  • Premise: A prince of a fantasy kingdom is about to marry his betrothed when the wedding is suddenly raided by anachronistic power-suited foes, whom kill the prince's parents and kidnap his new wife, forcing him to recruit a ragtag group of warriors to get her back. Any RPG that starts the same way as Krull (1983) is already a winner.
  • Availability: Coincidentally enough, a company named SoMoGa put this out on iOS a decade ago and just a few months back followed it up with an Android port. Seems pretty faithful.
  • Preservation: The Mega CD's early library included a lot of RPGs, certainly in a greater concentration than the Mega Drive saw at any point, which suggested to me that the early third-party adopters for that system saw an opportunity in the CD format to focus on games that would benefit from more elaborate and dramatic presentations, especially as far as audio is concerned. This was of course something many devs had learned from working with the preceding TurboGrafx-CD and something I believe Squaresoft was very envious about, stuck as they were with whatever exclusivity deal they had with Nintendo and the SNES with its stubborn adherence to cartridges and sound chip music. Vay feels very much like a continuation of that early practice, presenting a pretty traditional RPG experience—less so the story, that posits a scenario where a high-powered, semi-autonomous, sci-fi mech suit crash-lands on a technologically primitive fantasy world and proves to be beyond anyone's abilities to cope with—that was enhanced by what was possible with the optical medium format. Vay then received a typically flippant Working Designs localization, adding levity to an otherwise serious revenge/rescue story: it was the second Sega CD game they worked on after Lunar: The Silver Star, and we'll be seeing them twice more when we hit 1994. Hertz, meanwhile, had worked on a few Mega Drive ports for other companies (usually subcontracted through SIMS, the JP publishers here) and I guess put everything they had into this Sega CD original project, as they sadly did not survive the year.
  • Wiki Notes: Needed some text and a bit of sprucing up elsewhere. Also a header image.

CD78: Lethal Enforcers

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  • Developer: Konami
  • Publisher: Konami
  • JP Release: 1993-10-29
  • NA Release: November 1993
  • EU Release: 1993-11-19
  • Franchise: Lethal Enforcers
  • Genre: Light Gun/On-Rails Shooter
  • Theme: Police Shootality
  • Premise: Supercop Don Marshall takes to the streets to enforce the law, lethally.
  • Availability: Unlike many less popular arcade FMV light gun games, there's been nothing in the way of a Lethal Enforcers remaster. That's Konami for you.
  • Preservation: Hey, we're back here on the mean and apparently extremely sunny streets of Chicago where every criminal is indiscriminate with their shooting because they're all wearing shades and can't see shit. We covered Lethal Weapon back in Mega Archive #34 and with many of these MD-to-MCD ports there's a bunch of improvements, though in this case the improvements are more in the service of getting the game closer to arcade parity (though obviously the Sega CD FMV can only be so sharp). Like with the MD game, Lethal Enforcers was only ever sold with the Justifier light gun as a pack-in: you can't find it without the gun. Or at least, you can't get a regular-sized box of Lethal Enforcers as I'm sure many of the copies showing up on eBay et al "lost" the gun someplace. It always turns up where you least expect it, like in your luggage while lining up at TSA. One curious thing about this port: in Japan, the Mega CD release predates the Mega Drive one. I wonder if Konami worked on this first...?
  • Wiki Notes: Triple-dip, between the SNES and the Mega Drive. Just needed the Sega CD box art and releases.

CD79: Bram Stoker's Dracula

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  • Developer: Psygnosis
  • Publisher: Sony Imagesoft
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: Dracula
  • Genre: Brawler
  • Theme: Fiendish Fisticuffs
  • Premise: Jonathan Harker's fiancée Mina caught the worst STD of all—vampirism—so Harker goes to kill the NTR (Nocturnal Transylvanian Resident) who might have had something to do with it.
  • Availability: Deceased for good this time, one hopes.
  • Preservation: Our second MD port this entry is Bram Stoker's Dracula, a licensed video game to tie-in with the 1992 Francis Ford Coppola movie and not to be confused with Ham Stroker's Dracula, which was a very different enterprise altogether. Like Lethal Enforcers, we covered this game's MD version back in Mega Archive #34. Unlike the Lethal Enforcers Sega CD port however, which just made visual and audio improvements courtesy of the wonders of the CD platform, the SCD Dracula plays very differently from the MD version owing to its different development team and could be considered an entirely separate game. In fact, our wiki already makes a distinction between the differing versions, which does make me wonder whether or not we should be separating them out into individual wiki pages, but that seems like more work than I'm willing to do right now for a movie tie-in from Sony Imagesoft. For clarity's sake, the Mega Drive version from Traveler's Tales played vaguely like Castlevania (fitting the theme) with large levels to platform your way around, while the Sega CD version feels more like a FMV brawler where you walk to the right a lot while punching bats. The protagonist of this game is Jonathan Harker, who in the movie was played by Keanu Reeves with an accent he must've found somewhere behind a tent at a Ren Faire, but this game's hero is definitely not Keanu Reeves. He looks (and animates) more like Keanu Reeves's pool shark uncle after he got drunk enough to "assume" he knew kung fu. The game's also really, really bad: it feels ancient, like Irem's Kung-Fu Master with constant annoying enemy spawns and the occasional trap you can poorly attempt to avoid with the very limited jumping distance. Could make for a good seasonal Blight Club game, at least. Bite Club. Man, I'm just doing all of Giant Bomb's work for it.
  • Wiki Notes: MD double-dip. Very few edits needed.

CD80: Cliffhanger

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  • Developer: Malibu Interactive
  • Publisher: Sony Imagesoft
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: N/A
  • Franchise: Cliffhanger
  • Genre: Brawler / Action
  • Theme: Dropping Girlfriends Down Chasms
  • Premise: Sly Stallone and Michael Rooker play former professional partners who had a falling out after one disappointed the other, but are forced to work together in the face of a grave threat. Wait, that's Guardians of the Galaxy Vol. 2.
  • Availability: Licensed game so nope.
  • Preservation: Unlike the other Mega Drive to Sega CD ports in this entry, this was a simultaneous release with the cart version and yet you'll still find some extra content in addition to the usual presentational enhancements which I guess means they made this one first and took out anything a cart couldn't handle later? Is that how game development works? Man, I worked in game development and I have no idea. Said enhancements are of course your standard grainy FMV clips from the movie (including about five minutes of the first act to set everything up) and CD music closer to the original score, and the extra content appears to be a 3D avalanche-evading snowboarding level I doubt anyone asked for, but you can't argue that it didn't make the Sega CD version that much more of an attractive proposition. Of course, I'm speaking in relative terms here: this is still a terrible movie tie-in that feels vaguely like the Spider-Man brawlers of the era in that they tried to break up all the punching with some "climbing while things are constantly flying at you" action stages. Movie's fun enough though. It's Die Hard on a mountain. (I think I said that last time? I covered it in Mega Archive #39, i.e. the most recent one as of writing.) I always did think it was a little messed up that it doesn't actually end on a cliffhanger.
  • Wiki Notes: Another triple-dip. I've spent more time than I'd like to believe writing about the Cliffhanger game.

CD81: Ground Zero: Texas

No Caption Provided
  • Developer: Digital Pictures
  • Publisher: Sony Imagesoft
  • JP Release: N/A
  • NA Release: November 1993
  • EU Release: 1994-02-18
  • Franchise: N/A
  • Genre: On-Rails Shooter
  • Theme: Everything's Trigger in Texas
  • Premise: Aliens have taken over a small town in the Lone Star State and replaced some of its population with their own shapeshifting agents. Are you a bad enough hombre to shoot first and check later if they were actually body snatchers or not?
  • Availability: Remastered in 2021 for PS4 and Steam.
  • Preservation: Oh hey, it's Ground Zero: Texas. One of the lesser celebrated of the big FMV shooting galleries on the platform, it must've been someone's favorite if it received a lavish Screaming Villains remaster. For those unaware, schlockmeisters Screaming Villains has rescued quite a few Sega CD FMV games from the dumpster of gaming history: they also worked on the 25th Anniversary Edition of Night Trap as well as remasters for Double Switch and Corpse Killer (both coming soon to Mega Archive CD). In Ground Zero: Texas, a group of shapeshifting aliens called the Reticulans (which I figured were so-named because you point reticles at them, but there actually is a Reticulum constellation out there; if that's an intentional pun then it's a good one) take over a southern rural town as a foothold for a planet-wide invasion, and it's up to some paranoid special forces operatives to flush them out. Mostly by switching between four camera feeds to shoot at random civilians who suddenly pull a raygun out of nowhere: it's that kind of fast-reflexes light gun game (albeit one that doesn't actually support light guns). Digital Pictures went all out on the budget for this one, even hiring enough Hollywood talent that they had to make good with the various unions involved in big movie productions, all just to see their hard-earned footage get reduced in visual quality to the point you can't make anything out half the time. Sometimes the tech just ain't there yet.
  • Wiki Notes: Pretty detailed page already. Just needed some releases and a header image. I yoinked one of the remastered screenshots from its Steam page: a slightly rotund dude in a Stetson shooting at people in front of a taco stand, all of which scream "Texas" to me.

CD82: Puggsy

No Caption Provided
  • Developer: Traveller's Tales
  • Publisher: Psygnosis
  • JP Release: N/A
  • NA Release: 1994-01-06
  • EU Release: November 1993
  • Franchise: N/A
  • Genre: Platformer
  • Theme: Pugg Life
  • Premise: True alien chads fix up their own rides rather than phone home for a pick-up like some kind of finger-glowing wuss.
  • Availability: Nope. I'm sure Puggsy's waiting to hear back from the ToeJam & Earl reboot devs.
  • Preservation: Our fourth Mega Drive port for this entry is, again, one that received enough new content to be worth adding here. I guess you can just assume that's the case for every SCD port going forward too, but in Puggsy's case it includes FMV intro cutscenes, CD music, and new levels and boss fights. Puggsy, if you don't recall from when we covered it on Mega Archive #33, is about an alien that resembles a space hopper as he makes his way across levels through a combination of standard platforming and some before-its-time physics engine tomfoolery with carryable objects that each have their own physical properties (some roll, some bounce, etc.). Traveler's Tales would later make a mint just releasing the same Lego platformer over and over, so it's reassuring to see here that they made something pretty ambitious early on in their careers.
  • Wiki Notes: Double-dip, just needed the Sega CD releases and box art.

CD83: WWF Rage in the Cage / WWF Mania Tour

No Caption Provided
  • Developer: Sculptured Software
  • Publisher: Arena Entertainment (NA + EU) / Acclaim (JP)
  • JP Release: 1994-06-24 (as WWF Mania Tour)
  • NA Release: November 1993 (as WWF Rage in the Cage)
  • EU Release: January 1994 (as WWF Rage in the Cage)
  • Franchise: WWE
  • Genre: Pro Wrestling
  • Theme: Shoots and Ladder Matches
  • Premise: Despite all my rage, I am still working on a wrestling game's wiki page.
  • Availability: Legally I don't think WWE can release anything with the WWF brand any more. Not without a bunch of panda goons stopping by and tossing furniture around as an intimidation tactic. When WWF's panda goons come calling, you're the one that's endangered.
  • Preservation: The Sega CD got exactly one wrasslin' game and you're looking at it. Well, to be exact, you're looking at me being unkind to it and to some extent the entire WWE institution in text form as I explain that this game is actually just WWF Royal Rumble with a few (but not as many as you'd hope) bells and whistles owing to the new platform. One of those is of course the addition of cage matches, in which wrestling talent is put behind bars instead of, in a more perfect world, the erstwhile owner of the business. We get some introduction voiceover clips, and previews of wrestler specials in glorious monochrome FMV, but someone forgot to commission any musicians so it reuses the original tinny Mega Drive sound chip renditions of all the entrance themes. It's like when you play those old PC ports of Final Fantasy VII and Final Fantasy VIII and it's wall-to-wall MIDIs on the soundtrack; you guys realize you published these on CDs, right? Anyway, if the urge ever strikes to play as the Headshrinkers or the Nasty Boyz in a wrestling game that somehow doesn't offer a tag team mode (in 1993), by all means have at it.
  • Wiki Notes: Screenshots and releases.

CD84: Dark Wizard

No Caption Provided
  • Developer: Sega
  • Publisher: Sega
  • JP Release: 1993-11-12
  • NA Release: March 1994
  • EU Release: N/A
  • Franchise: N/A
  • Genre: Strategy RPG
  • Theme: Tenebrous Thaumaturgy
  • Premise: Four warlords challenge the titular dark wizard after he conquers the nation of Cheshire. Dude must really love cheese or something.
  • Availability: Oddly, for a first-party RPG, it's never been rereleased. Didn't even make it on the Genesis Mini 2.
  • Preservation: Here we are with Dark Wizard, Sega's own sorta answer to Fire Emblem—though it's structurally closer to Master of Monsters between its unit management and hexagonal battlefields—which combines a strategy RPG where you summon units both generic and unique to overwhelm enemy commanders with a lavish anime production with a whole lot of talky cutscenes. It has four campaigns, each of which renders the others non-canonical due to how they address the death of the ruling monarch: the crown prince who seeks to avenge his father, a feisty knight captain who decides the prince is too much of a wuss to win the kingdom back on his own, a sorceress tricked into assassinating the king, and a vampire lord hoping to use the confusion to take over himself. Each have their own strengths and weaknesses, from their leadership potential to their economy income to their magical skills, as well as their own unit types and champions. It's apparently a real long game too: the promotional materials at the time suggested it would take 300 hours to see everything, which strikes me as unlikely. In Japan, the game is called Dark Wizard: Yomigaerishi Yami no Madoushi ("Resurrection of the Dark Wizard") but they dropped the mostly redundant subtitle for its North American release (and, like many RPGs, it passed over Europe entirely—ironic that the country that has the real Cheshire never got to see this fantasy version of it).
  • Wiki Notes: This was one of the most detailed Sega CD pages I've encountered so far, so very little work was needed. Minor edits only.

CD85: Arslan Senki

No Caption Provided
  • Developer: BEC
  • Publisher: Sega
  • JP Release: 1993-11-19
  • NA Release: N/A
  • EU Release: N/A
  • Franchise: Arslan
  • Genre: Strategy RPG
  • Theme: Not the One With the Talking Christ Lion
  • Premise: Prince Arslan must recover his vaguely Arabian kingdom from invaders after his father, the King, is betrayed and assassinated.
  • Availability: Licensed game, so... best bet is the more recent Arslan: The Warriors of Legend video game adaptation from Omega Force. Hope you like musou.
  • Preservation: Our final game for this Mega Archive CD entry is Arslan Senki, another strategy RPG. However, this one's based on the novels/manga/anime of the same name created by Yoshiki Tanaka. It's meant to be a companion piece to some OVAs that were produced after a couple of animated movies and uses the same character art, as far as I can tell. While Dark Wizard was sort of Fire Emblem but also sort of not, this game is the same except for the "sort of not" part. I'm sure diehard FE fans can point to many areas where the two diverge, but the moment I walked up to some nobody enemy goon and attacked him and was shown an animated cutaway that took off so many little vertical beans of health from his HP gauge I was immediately like "oh, huh, so it's one of those." I dunno, aping that series probably felt like a safe bet given this property has a whole mess of warfare in it while also following a bunch of important named characters around. I kinda wonder if Arslan Senki would've played like Suikoden instead had it come out five years later: a lot of similarities between the two franchises, especially as being an effeminate white-haired prince with a handful of loyal retainers trying to raise an army to take back his throne is almost exactly the plot of Suikoden V too. Incidentally, this is our one and only encounter with BEC on any version of the Mega Archive: they were a Bandai outfit (the acronym stands for Bandai Entertainment Company) that they formed with Human Entertainment which mostly assisted other Bandai-affiliated developers like SRW's robo-wranglers Banpresto but would infrequently put out games of their own. Anyway, Arslan (both the game and the anime) seem kinda neat so maybe I'll consider making it a Game OVA subject when summer rolls around.
  • Wiki Notes: Skeleton page, so needed a bit of everything.
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Indie Game of the Week 364: Salt and Sacrifice

No Caption Provided

Welcome all to another edition of Indie Game of the Week where we dare to go far, far outside of our gaming comfort zones in pursuit of the unknown and the untested. My daring choice this time is an explormer that has Souls tendencies; not something I tend to cover all the time on here, nope. This goof really kinda hinges on the assumption that I have regular readers and aren't just being randomly discovered by visitors who accidentally clicked on the wrong link on their Twitter feeds, huh. So, yeah, it's business as usual in my neck of the spooky, monster-filled woods as I check out Salt and Sacrifice, the follow-up to Ska Studio's similarly grim Souls-fest explormer Salt and Sanctuary. It really felt like this game just disappeared without a trace after its release; besides former staffer Jason Oestreicher giving it props (it made his 2022 GOTY list) I didn't really hear much about it. Shame, because it's shaping up to be something I'm definitely into, given it wisely saw how many more Soulsian explormers had popped up since Salt and Sanctuary—which at the time was a novelty, rather than the norm for modern Indie explormers—and chose to distance itself with a few meaningful changes to the formula. (And also way more color; Ska Studio is best known for their early monochrome enterprises so it must've shocked them to discover their various graphics programs had entire chromatic palettes to choose from.)

The world of Salt and Sacrifice has your morally flexible protagonist arrested for a crime of the player's choosing (this also determines your starting item, like a bunch of bombs for arsonists, though I am curious as to why they weren't taken from you) and opting for the alternative to prison and execution which is to become an "inquisitor": nominally holy warriors press-ganged into dealing with a scourge of villains that have adopted monstrous guises and equally monstrous magical powers, running rampant around several corners of the world. Sending violent criminals to fight monsters must be seen as a win-win for the justice system of this world, I'm sure. Your arrival to the embattled area has your warden killed in action, followed by yourself: however, since you drank some kind of mystical whatsit to bind you to your current mission, not even death can end your sentence prematurely. Not until the mages are all defeated, anyway. Gameplay-wise, it's an action-RPG like its inspirations, with a variety of different attacks (based on the weapon type), a block, a dodge roll, a ranged weapon that is accessed by a different attack button for convenience's sake, and a Rage system that allows you to cast spells and buffs depending on the gear you have. Said gear can be upgraded or replaced as you keep playing, the former option existing for those sets that have particular applications (like high resistance to specific elements) or just happen to be aesthetically "your thing".

This would be a relaxing and attractive place for studying the blade (while everyone else is partying) were it not for the corpses and this creepy wicker dude here in his Balatro skirt.
This would be a relaxing and attractive place for studying the blade (while everyone else is partying) were it not for the corpses and this creepy wicker dude here in his Balatro skirt.

As in the previous game, levelling up essentially means buying nodes on a dizzyingly large skill tree: while intimidating at first, the only nodes of importance are those connected to your preferred melee and ranged weapon(s) and your armor type (light/heavy). Every other node just increases your stats: the usual assortment of utility stats like endurance (higher equipment weight limit), vitality (health), luck (more item drops), or will (more stamina) as well as the more focused combat stats like strength (heavy weapons), dexterity (light/ranged weapons), or arcana (magic). Most weapons tell you what they scale with, and if that's not enough of a hint then the nodes that allow you to equip stronger versions of that weapon type will naturally be connected by a bunch of nodes for the associated stat you'll need to use them effectively. It's a bit strange they still have this system for incremental stat increases instead of just the usual left-right sliders, but then those loquacious cads also added a little bit of lore to every single node to give the game that much more flavor text to consume for us fantasy prose-loving nerds.

Truth be told, I was fully expecting this to play out much like the original Salt and Sanctuary, but while the combat and the vibe are certainly similar—wouldn't be a Soulslike without dodge rolls, parries, and a bleakly saturnine atmosphere—the structure's quite a bit different. For one, the game now employs a discrete stage-based format not too dissimilar to the original Demon's Souls, where you can continue to make progress in one world after opening up the route to the next but you'll more than likely run into obstacles both figuratively insurmountable (higher-level enemies and bosses) or literally insurmountable (a traversal tool you don't have yet). I'm the stubborn sort that spent hours in the Hinterlands, the unnecessarily-huge opening area of Dragon Age: Inquisition, so I'm not comfortable leaving this first locale behind until I've explored (and noted down) the furthest contours I can presently reach and all the bosses I'd rather hold off on until I'm better equipped to deal with them. A sensible person might be better off heading to new areas as soon as they're available, as the difficulty curve and key item acquisition is no doubt configured for that approach. Still, though, the bosses I've met in the first region that live beyond the point where I could've bailed and left for the next world have been (mostly) reasonable, so it doesn't feel like I'm getting punished for procrastinating. Will always appreciate a game that can roll with my obstinacy.

What is this, Path of Exile? A fractal? The London subway? What happens when you give spiders cannabis? What my first attempt at any Bridge Constructor level invariably looks like? A visual metaphor for my psyche?
What is this, Path of Exile? A fractal? The London subway? What happens when you give spiders cannabis? What my first attempt at any Bridge Constructor level invariably looks like? A visual metaphor for my psyche?

The game also takes to another classic explormer, Metroid 2, for inspiration in that in addition to the unique progress-blocking bosses you also need to follow your core directive to seek out wayward mages and devour their souls. A mage, if one's ever nearby, will continue to pester you with magic attacks and summons before vanishing after some amount of damage; however, if you find a certain totem you can "join the hunt" and this will allow you to track your quarry around by following a wispy UI compass marker that will eventually allow you to corner those pesky mages in their lairs and put an end to them. Each mage is focused on a particular element—lightning, fire, ice, water, and venom are the ones I've found so far—and every mage of a single type more or less fights with the same tactics, though the tougher ones tend to add more to their repertoires to keep you on your toes. More importantly, both the mage and its summons drop special elemental loot that can be transformed into equipment tied to that element, such as weapons that employ that element as damage, accessories and armor that can defend against that element or provide other benefits, and trophies to decorate your tent if you're the nasty type looking for bragging rights. Defeating one electromancer, therefore, might provide the gear you need to make the next electromancer that much easier to handle—or, in the case of weaponry, make mages of the opposing elements more vulnerable to your attacks. This first region alone had two "regular" bosses and at least seven mages, so they're a much more ubiquitous threat than they first seem. I've not played a whole lot of MonHun, but I recognize much of this system from that series; especially the parts where the boss keeps running away, because that's always fun.

For a Soulslike game, it's also pretty forthright and user-friendly about most of its mechanics, though perhaps less so with a few. For instance, it tells you what all the stats do, which is something Souls didn't for the longest time. Whenever you level up, you're given items you can then spend on the skill tree: this means there's no point hoarding salt (the level-up currency) if you're holding out for one high-value node or another since those skill tree items will sit comfortably in your inventory until you need them. The other currency, silver, is always halved every time you die (salt just needs to be recovered from your corpse, as is standard) but you can spend it on items that provide a slightly smaller amount of silver when used which works as a sort of makeshift bank system. I was slightly unhappy about all my silver disappearing before I realized what was what, but then so far I haven't found a whole lot of merchant NPCs with anything worth buying. Their XP items especially give you a terrible return on investment. There's no map, which is typical for Souls if less so for explormers in general, but the discrete stage-based format does alleviate this somewhat by making each area manageably compact. You might still want to take personal notes of various roadblocks all the same though: there's been pulley/ziplines I've been spotting everywhere that I now realize I should probably be keeping tabs on. Ammunition also replenishes at resting spots like the usual potions for healing and mana recovery, and all three can be upgraded further with rare items. Subsequently, there's no reason to not go nuts with ranged attacks if an opportunity to kill something from afar affords itself, though most enemies are surprisingly strong jumpers so be aware your distance advantage won't last long. There's also a limited form of fast travel within areas—some of the checkpoint obelisks have torches on them, and these are the ones you can warp to—and traversal in general feels fairly swift, though I've yet to acquire anything along the lines of an air-dash or double-jump yet which really gives these explormers the fluidity of movement that they thrive on (especially if you're going to be backtracking a lot).

I eat those mages like groceries.
I eat those mages like groceries.

On the whole, the significant changes made to Salt and Sacrifice does give its gameplay loop a different enough feel to the original to stand out, while still playing to that original's strengths of a semi-deep combat system of techniques, air-juggles, and careful maneuvering along with a typically bleak atmosphere. The hub area is enormous and slowly fills with NPCs as you rescue them, with multiple options for character and gear improvement should you ever feel overwhelmed with the current degree of enemy opposition, without necessarily diminishing too much the high challenge level for which this format of game is notorious. Progress has been painstaking without feeling too much like I'm getting batted around by foes way beyond my ability to handle—though the hydromancers and their tactic of endlessly summoning flying minions that project invincible shields over the boss and then spend the rest of the time hovering out of reach have definitely been testing my patience—and I'm getting the itch to keep on exploring and activating those little dopamine kicks whenever I open up a shortcut or find a new traversal tool that'll mean a bunch of free loot in the near future. It's all good stuff for this lizard brain of mine.

Rating: 4 out of 5.

Post-Playthrough Edit: Despite some iffy hitbox business towards the end of the game (I get that the tougher late-stage bosses would use bigger AoE attacks, but they really ought to terminate at the end of their visual effects) and the amusing chaos wrought by having many optional mages floating around trolling you, the normal enemies, and each other (which, while funny, gets in the way a lot especially in platforming sections) this ended on a pretty positive note for me. I'm still not won over by MonHun mechanics in general but it was novel to see them in an explormer, at least. Very much a worthy successor to Salt and Sanctuary, doing enough different with a sufficient amount of new ideas into which they could transplant their already solid combat and progression systems.

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