Saturday, February 12, 2011

Pathologic – PC

As I’ve been playing Pathologic this past week I have repeatedly wanted to write something on it. Having now finished it – an exhausting but gratifying experience – the hundreds of words I’ve written and re-written don;t seem to summarise it well. In short though: despite its flaws: I find it to be one of the best games to have been overlooked. (some would say worst, but herein lies the debate)
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Pathologic is not an entirely unloved game of course, various places have praised the obscure Russian FPS/RPG/adventure. Notably Rock, Paper, Shotgun, whose write-up encouraged me to buy it. I must warn you though, RPS’ write-up is so full of factual errors and spoilers that you’re actually better off not reading it. Other places like Gamasutra compared it to Deadly Premonition, as a game which is interesting but not a triple-A blockbuster full of polish.

Pathologic is unlike anything else I can think of. It may contain recognisable elements found in other games, such as dialogue trees and firing guns, and its bartering system does seem to have influenced the later released STALKER, but as a whole the game is excitingly unique and still so, despite being released in 2005.

Most places have already covered the story: you choose one of three people in a remote Russian Steppe town, with the intent of stopping a plague which threatens to engulf the entire country. The trains have been stopped and no one leaves until things are fixed. As the situation deteriorates the authorities continue send ever more brutal figures with the intention of regaining order.

That’s the gist, but what most places won’t tell you is that while the 4 standard endings are fairly boring, the secret ending obtained by keeping alive two sets of important people is possibly the greatest mindf**k in gaming history. So many people waste so many words on lesser games with irrelevant stories, whereas a game like Pathologic which suffers from what appears to be a mangled and unedited machine-translation (or just really bad human translation) still manages to eclipse so much of everything else out there. As someone on the RPS comments section said, other languages appear cute when mistranslated, but Russian when mistranslated seems to take on this profound gravitas. It also makes everyone appear frighteningly deranged.

Obviously it’s cheating to claim a game has a great story but then deny explaining why for fear of spoilers, but believe me when I say that at the end, the final (secret) revelation is jaw-dropping. It negates a lot of previous events which will upset some, but for sheer humiliating deception, there are few other games like it (Panzer Dragoon Saga and Metal Gear Solid 2 are the only ones that come to mind).



Besides the story, there are a few other major things which make me love the game.


Illness

Very few games if any deal with illness or disease in interesting ways. If they do, it usually behaves like poisoning in old RPGs, dropping your health until it self-cures or you take an antidote. Something I’ve always wanted to see in games actually is the topic of diabetes. I don’t know anyone who has it, but imagine a game where you’re about to eat food to restore health and you need to read the ingredients to make sure it doesn’t have sugar (sugarless and you can eat it, sugar and it’s only good for trading or for emergencies). Imagine if you had to maintain a supply of insulin for regular shots. Dead Rising 2 introduced Zombrex, but it was a very restrictive system and not handled particularly interestingly – in fact it was little more than a lock-and-key puzzle with window dressing. Such things would add an interesting dynamic to a game involving survival.
Pathologic allows the possibility for you accidentally to contract the Sand Plague which ravages the town. Once caught the infection builds, occasionally blurring your vision. Once over a certain level you start losing health when you sleep, forcing you to take restoratives (such as painkillers) before sleeping to prevent you from dying. To counter the growth of the infection and hold it back you can buy/trade various types of antibiotics. Some are best at slowing it, others at decreasing it. None of them cure the plague (it can be cured, but you need these rare curative items for the end-game). Taking the antibiotics though deteriorates your health (bad for the liver, don’t you know), and increases exhaustion, forcing you to sleep more frequently. This is a fantastic system, since once you have the disease it needs constant management and affects pretty much everything else, from health to fatigue. You can drink coffee to stave off the sedative affects of the antibiotics, but this is bad for the health. Lemons will wake you up, but they increase hunger so you need more food. And so you’ll find yourself sitting in bed, measuring out your pills for the subsequent days and trying to gauge which need to be taken at which time. If you liked Resident Evil’s need to manage limited ammo supplies, this need to manage medication will appeal. It’s a brilliant system.


Economics

Pathologic has, in my limited experience, the best economic system of any videogame (games with online trading components such as MMORPGs don’t count). And if I’m wrong, tell me, so I can go play the games which do it better.

Most games don’t actually have economic systems. They allow you to buy and sell crap, but there isn’t the feeling of a functioning economy. Prices are always the same wherever you buy/sell something, and they seldom fluctuate. Games like Fallout 3 will try to fool you by having a bartering skill which affects prices, but this is simply a number which deviates the standardised base price until you’ve built up its levels. In coding it’s something like this: BASE PRICE + (100 – BARTER LEVEL). As you increase your barter level, the price goes down. Yawn. The old space trading game Elite had a fairly good economic system, with variable prices, but none of the goods you dealt in were of any major significance to the game itself – they were just merchandise you hauled. STALKER had a cool trading mechanic, but this appears influenced by Pathologic. Metro 2033, a fairly recent FPS which I’ve got on order, proudly claims that the bullets you use in your guns are used as currency, which sounds quite cool.

As I said though, Pathologic is the best I’ve encountered. You can raid bins to steal junk for trade (sowing needles, razors, broken watches, empty bottles to fill with water), and you can also buy some junk (clothing stores are great for needles and fishhooks). These otherwise useless items can be traded with the townspeople for valuables such as bullets and medicine. Teenagers will trade bottles of painkillers for razors, while little girls will give you antibiotic pills in exchange for sowing needles. It might not seem realistic at first, since obviously they’re priorities during a pandemic are a little screwed up, but after a while you’ll come to trade these valuables as well. Bullets are useless if a man dies of infection, and what good is fighting a disease if you starve to death? Selling items for money is important too, since some NPCs can repair your clothes and weapons, which degrade. The majority of what you end up trading will have a beneficial affect on your playing, forcing you to prioritise items.

But the best thing about all this is the fluctuations. As one person on HG101’s forum out it, the game attempts to mimic the hyperinflation found in Germany after the first world war. When you start the game food prices are cheap, but as news of the plague spreads people start panic buying and food rises tenfold. A small fortune suddenly can only buy one loaf of bread. Hoarding items is also foolish, since once the authorities arrive and clamp down, prices are forcibly reduced thereby making your collection of tradable goods almost worthless. Different stores also sell for different prices, and there’s even a blackmarket that always has something of interest, but for a high price. Everybody in town also has their own unique supply items – the local security patrols are a good source of tinned food for example.

Random hoarding is always a bad idea, and the game forces you to think about your actual needs when planning ahead. I desperately hoarded bullets, but by the end game I had plenty spare and would have been better served with stockpiling food during the cheaper days. In no other game that I’ve played has economy and item management played such an integral role or been handled as brilliantly. More games would benefit from some intelligent design in their bartering systems, or least some variables to affect things.


Art direction

Pathologic is not ugly. People will accuse it of ugliness, and say it looks like a game circa 2000, but these people aren’t seeing the bigger picture. Ignore the low-polygon count and poor animation, and look at the art direction. It’s not how much your game can pump out in terms of graphical effects, it’s what you do with it that’s important – it’s your original vision of how things will appear. Pathologic’s problem is they clearly had talented artists with a unique vision, but not the skill to recreate it in game form to the level that today’s shallow gamers expect. You just need to view the various hi-res paintings located inside people’s homes to know these people have artistic ability. Or look at the architecture: yes it repeats a little too much, but there’s a kind of grim beauty to those buildings. Look at the Cathedral, Commandant Savurov’s mansion, the enormous abattoir or the crowning Polyhdron – the architecture is imposing yet exquisite. I’ve heard people compliment Gears of War’s gothic architecture as being visually striking, the difference here is its developer had the money and man-power to make it really shiny and polished.

Here’s some things I noticed during my playing:

On the first day I found the villagers burning a local woman they accused of being a clay witch who murdered the town head, Simon; after she failed to harden and crack, they admitted they were mistaken and so set off the find the real clay witch. Life it seemed, was cheap out in Russian Steppes. On the fourth day some idiot destroyed the town’s only water supply, because he’d been told to boil water to kill bacteria and so assumed that all water was dangerous – thousands would now be short of water in a time of epidemic. And so it went on, dealing with madmen, tyrants and a town of uneducated cattle workers.

Most places (especially RPS) claim the game is borderline unplayable today, but I don’t agree. We’re not talking about the original System Shock here, which even after patching to feature a dedicated mouselook I still can’t bring myself to complete. Pathologic’s mechanics are no more archaic or difficult to deal with than those in Deus Ex or System Shock 2, two games I have replayed recently in preparation for Deus Ex 3’s release. You walk, jump, aim, shoot, interact, click through dialogue trees and handle item menus via the mouse – none of which is difficult to deal with. There’s also the standard quicksave and quickload functions, making the game totally painless despite reports of its high difficulty. In fact I found the game a little too easy playing as the Bachelor.

What appears to drive people away from Pathologic is that it isn’t instantly gratifying and it isn’t fun. It makes you work for progress, and admittedly your walking speed is too slow. But the storyline, when you can understand it, is epic, and for those who enjoy desperation of a resource-based and intellectual variety, it’s a substantial and worthy game to work through. How many other games infect you with a disease and then place you in a situation where you’re standing in a store bartering with the owner, trying to decide if it’s worth trading in the last of your antibiotics for a piece of beef to stave off the hunger that will kill you in less than 6 hours?

Pathologic, from start to finish, is a game of futility, desperation and grimacing through difficult periods. Illness, hunger and exhaustion almost become tangible as you crawl down the next filthy alley, clutching a half-broken army rifle and mumbling to yourself to make it to the next house. Everyone appears to be a lying self-serving bastard, you question who to trust, and by the time the army arrives towards the end, bringing with them their own brand of Imperial oppression, you quite relish the idea of everything going up in flames courtesy of heavy artillery.

It wasn’t fun or pleasant, not in the same way a fantastic game like Double Fine’s Stacking is, but in terms of mechanics and narrative I loved every second of Pathologic. If you liked something like Deadly Premonition, and are prepared for something which is functionally even more challenging, then Pathologic is an experience to be remembered.




Wednesday, February 9, 2011

Net Yaroze on PS1 – we need YOU

The Net Yaroze project started in March 1997 and was Sony’s attempt to allow bedroom coding for the PS1, making it something of a predecessor to Microsoft’s Xbox Live Indie Games. And it worked, because on many months in the UK there was a free full Yaroze game given away with the demo of Official PlayStation Magazine, and some were astoundingly good – almost commercial quality (almost). Sadly it only came to my attention after the fact that Sony closed the official servers and members forum in July 2009, destroying all the archives of what had been created. Worse still, I’ve discovered that dozens of quality games, which never found release on OPM’s demos, have potentially been lost forever. Our only hope to archive this slice of history in its entirety, is if former members happen to have downloaded and still have some of these files... And so I present to you an incomplete list of every Yaroze game ever. Much like Derboo's entry on Korean doujin, we need to expand awareness of this before it vanishes.
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The Official PlayStation Magazine with demo was too expensive for me to buy when at high-school, but luckily a friend had a subscription. Every month it became our ritual that he would get his mag, play the demo extensively for a few days while regaling classmates about its content, and then he would lend it to each of us in turn – the main draw of this was never the actual game demos, but the Yaroze games, since if you were lucky you’d have a full game sometimes on par with a NES or even SNES title. Many were also multiplayer! Sometimes the Yaroze wasn't very good, but it was still fun to discuss. I’m told the US never had Yaroze games on its OPM demos, which is a shame since you were really missing out on something awesome.

It’s important to understand the atmosphere of the era, a time a when games were changing rapidly. Previously this kind of bedroom coded content was limited to home computers such as the C64 or Amiga, or perhaps even further back the Famicom with its version of BASIC.

To see homebrew on the leading console was quite exciting. Universities were ordering Yaroze kits to teach game design courses, while teenagers with coding experience could order one for home use. The quoted price was a fairly high barrier to entry (about $750), especially since you also needed a decent PC and internet connection, but I heard reports from more than one person that after sending the cheque and receiving their Yaroze, Sony never bothered to deposit the money, meaning they essentially got to make games for free.


From what I can tell Yaroze members had access to a private server and forum to trade creations as they were being worked on, and when a game was completed, and if it impressed Sony, it was selected for European demo distribution. Not every game made it, and so there were plenty which were exclusive to this private forum. Speaking with former coders it appears to have been a fun little club, with members trying to outdo each other and sometimes sharing assets. For a full list of the OPM demos and their Yaroze contents (plus scans of the demo covers), this website appears comprehensive.

The above is only a fraction of the games which were actually developed though. Several years ago when I first dabbled in Torrents I found a download for a 53-in-1 Yaroze compilation, obviously hacked from what was available. The title proudly proclaims: Fixed by Freefall of Paradox. Considering how several of the games within weren’t on the demos, Freefall must have had access to games which had only been privately distributed. At the time I’d wrongly assumed it contained all Yaroze games.

A few years later I stumbled across another download, this time for 83 games. It contained many missing from the previous collection, but it also lacked three which were previously available: a Legend of Zelda clone, a program titled Goomba Bros which wouldn’t load, and a vertical 2D shmup called Rayfire.

In recent months I contacted some former Yaroze members, and it became evident that even the 83 compilation was missing a lot of games, some of which ended up on the final send-off demo on issue 108 of OPM. After several months of searching and begging, someone finally donated me a copy of this demo, allowing me to compile a reasonable list of all Yaroze games.

Numbers in brackets after the name indicate which issue of OPM they were featured in, though this isn’t 100% comprehensive. The selection of games which repeatedly ended up on demos is strange, since Incredible Coneman isn't that great (it's an extremely slow polygon Pacman clone). Whereas games like Hover Racing (not to be mixed up with Hover Car Racing) don’t appear to have ended up on a demo at all, despite being an extremely competent F-Zero / Wipeout clone. Many games are also not so great, so I’ve put (!!!) next to my favourites in case you’re keen to try some. Not that I want to criticise the users, since managing to complete a game is an tremendous achievment - and for many, this would have been their first major project.


On hacked 83 compilation:

3D Breakout Game
3D Demo
Alien Looter
A Bob
(!!!) Adventure Game (44, 77, 108)
Appointed Station
Bendy Demo
Between The Eyes (42, 87, 92)
Blitter Boy Operation: Monster Hall (40, 42, 92, 108)
Blockz (77)
Bom!
Bouncer 2 (supposedly 29 but actually 30, 42, 92, 108)
Breach
Car Demo
Car Racing
Cart
Cat Game
(!!!) Clone (27, 42, 87, 92)
Columns
Combat3d
(!!!) Decaying Orbit (49, 108)
Defender
(!!!) Dog Tale (28)
Emotion
Fatal Fantasy VII
Feedback Demo
Flag Demo
F-Racer
Fujiyama
Funky Beans
GasGar
Gas Girl
Gikadiver
(!!!) Gravitation (34, 42, 86, 92, 108)
(!!!) Haunted Maze (38, 42, 83, 92)
(!!!) Hover Racing (aka: Hover120, different to Hover Car Racing, more like F-Zero)
(!!!) Hover Car Racing (not to be confused with the above; 35, 42, 92)
Incredible Coneman (32, 42, 92)
Inertia
Insects
Invaders From Mars!
Jagot
(!!!) Katapila (107)
Laydion Limit Breaker
(!!!) Magic Forest
Mah Jongg (39, 42, 79, 88, 92)
Manic Miner
ManicX
Nana Tan
Net Yaroze Intro
Opera Of Destruction (48, 77)
One on One
Pandora's Box (45, 77)
Ping
Ping Ping (107)
(!!!) Psychon (37, 42, 92)
Pune Yaroze
Pushy 11b (37, 42, 87, 92, 108)
RC Race
Revolution
(!!!) Robot Ron (82, 86, 108)
(!!!) Rocks 'n' Gems (33, 42, 77, 82, 86, 91, 92)
Roller (108)
Sam The Boulder Man
Second Offence Demo
Snave
Snowball Fight (77, 108)
Sound 2 Light
Sphere (83)
Squeak (106)
Stonegate
Super Bub (43, 77, 81, 91, 108)
Super Ramp Skater
Tan Tank
TankX (49, 108)
(!!!) Terra Incognita (31, 42, 88, 92)
(!!!) Time Slip (48, 106, 108)
Total Soccer (41, 42, 83, 86, 92, 108)
Tunnel Demo (26)
(!!!) Ver.T (awesome 2D shmup)
Video Poker Simulator (46)
Yaroze Rally (77)
Z2



Exclusive to older 53 compilation:

Rayfire (2D shmup)
Super Goomba Bros (doesn’t work)
Zelda (a simple Zelda port/clone)


Games on OPM Demo 108

Arena
(!!!) Down
GIT
(!!!) INVS (also OPM 88)
(!!!) Samsaric Asymptote
Shroud
Yarozians (also OPM 82)

Samsaric Asymptote


ENTIRELY MISSING:

Banjo Invaders
Break 3D
Breakdown
Car G1
Connect 4
Dash
DX1 (hori shmup by Marc Lambert)
Hipower Battles
HSFK
Kamix+ (previously Tetixx)
Olly
Pssst (OPM 77)
Sandstorm (Omar Metwally)
Space1
Stars Wars (beat-em-up by Marc Lambert)
Starship
STG01
Surf Game (OPM 77, 91)
Tokui Waza (Omar Metwally)
Tokui Waza 2
Track N No Field (Steven Lewis)
Up
Yakata (aka: Super Mansion, released 18/4/97, by ~hecpsx / Sato)


And these are just the games which I know exist but aren't available, the number which I don't know about is theoretically infinite. Do you know of a Yaroze game which exists but isn't on this list? Post in the comments!


As you can see there are at least 20 games which cannot be played. These definitely existed, since there are clips of them on Youtube, and I’ve managed to find archived TXT files pertaining to their distribution on the private Yaroze forum. The most annoying omission for me is Yakata, aka Super Mansion, since it appears to be a polygonal Resident Evil clone, without the combat. It looks great anyway, and it was distributed among members, since I managed to find an internet archive of the accompanying text file for the game, complete with instructions for loading it on Yaroze hardware. But not the game itself!

So here is my plea. The world of Net Yaroze is on the brink of being forgotten and lost forever. Sony closed all archives of it. Universities in recent years have been selling off their Yaroze equipment complete with all discs. Few websites talk about it and those that did are now dead – a lot of stuff I had to get via the Wayback machine! And despite the valiant efforts of hackers, there are still titles not included in the compilations. Beyond the tragedy of losing unique data, is the sad fact that we’re not praising or discussing what it represented. People criticise Sony for so much, and yet here they were, allowing anyone to create games for their leading hardware. Sure it was limited compared to the official dev kit, but it was something.

If you’re a Yaroze coder and you’ve got the games in the missing list, talk about them. Take screen grabs. Archive them online. Talk about the games not on the list! Let the world know about them. Even if you’re a curious bystander to all this, play some of the games. Write about them. Make blog entries. Preserve the knowledge online. I’ve started by compiling a list, so make use of it, expand it, add to it, help it to grow (at the very least somebody add it to Wikipedia, because their page as per usual Wikipedia standards, is woefully inadequate).

Save the Yaroze.

I had considered writing a major HG101 article on every Yaroze game, with three screens for each and a mini-review, since there exists nothing like that currently, but seeing this huge list, and the many titles I’m missing, I don’t think I’ll be able to do this. It’s just way too much for one man.

I did find a series of forum topics attempting this, but it seems to have pattered out before completion (only 5 of 8 parts were completed) and for the most part lacked images. Sadly, the author is also extremely and unnecessarily negative – he appears to hate Yaroze with extreme prejudice, and so I’m not going to link to his AVGN-style ramblings. Yes, a lot of games are bad, but a lot are awesome and have some great ideas.

For those who’ve never experienced the Yaroze, I recommend it. The hacked compilations are online, hosted by Megaupload, and work fine on a chipped PS1 and reasonably well via emulator after some plugin tweaking. It’s now perhaps not as easy to appreciate their low-budget charms as it was back in 1999, but some of them are still worthwhile. Terra Incognita plays like a 3D Landstalker clone and is all kinds of awesome – it’s also now available for iPad for like a dollar. Haunted Maze is something I’d pay $6 for on PSN today it is so good (make sure to use an analogue controller!). Timeslip I’d also pay for - it’s the best time travel game ever made, and I’m not BSing (it’s now been ported to XBLIG and I highly recommend everyone check out at least the trial version - they even updated the visuals!). Samsaric Asymptote has a weird name but is a super cool retro shooter. Decaying Orbit takes planet landing to an all new level, while Down is more addictive than it should be (all you do is drop down a tunnel avoiding the descending spiked ceiling, but damn, it works!).


For more info check out Yaroze Scene:
http://www.yarozescene.co.uk/

It’s a dead website, but the owner kindly links to the Wayback archived version of it, with many of the images still available.




EDIT:
I should add... If any hackers feel capable, I'm willing to provide the files for the games missing from the 83 compilation (that is from the 53 compilation and 108 demo) in order to create a new and definitive compilation. They seem to be stored in a mixture of EXE and FPC file formats. In an ideal world we would be able to find the games from the rather large MISSING list, and create the ultimate compilation containing absolutely everything.


Monday, February 7, 2011

The Dongin game and why it might be dying

What's a Dongin game? I've shown a few in the past, like the old Korean Street Fighter II DOS version and the much more recent Gomanna. As some may have guessed by now, Dongin is the Korean translation for Doujin, meaning games created by amateur developers.

I'll introduce a few more examples in the following weeks, but for now I'd like to call awareness towards an issue fellow gamer & researcher Kim Jinjin has brought to my attention. In Korea, age ratings for media, including video games, are mandatory and binding. Publishers have to apply for rating, which takes time for the procedure and costs a certain fee. If a game doesn't have a rating, it is simply illegal to distribute it. But of course, that would't affect free amateur games, would it?


Well, the RPG maker fan community Nioting (then Nioti) received what boils down to a cease & desist order by the Game Rating Board in September last year for offering unrated games for download. In reaction to that the community has closed their game upload forum (http://nioting.com/zbxe/?document_srl=183142). This hasn't been a mistake by the rating board, either, as there are even seperate fee rates explicitly meant for non-profit games offered online. Taking a chart with the rates from http://vermond.tistory.com/116, it is in Korean, but mostly numbers, so you'll get a rough idea:



Applying for a rating of a 10 MB platformer might not be too much with about 40 bucks (21,000 Korean Won for 10 MB or less, times 2 for action games), but a 350 MB big RPG speaks quite another language. 168,000 Won times 3 for RPGs = roughly 450 US dollar are a bit steep for any possible product that doesn't have any kind of budget to begin with. Add to that the fact that games have to be rated even before distributing them for open beta tests, and re-tested after major updates, and you get a very grim picture of the future of Korean indie games.

Of course persecution is very sporadic as of now and will never be entirely thorough. It definitely makes the distribution on more well-known platforms unnecessarily difficult, though, and sends a very negative signal towards developers who might have been working on games but now have to think twice about putting any more work into something they can't legally share with others online. It also shouldn't be forgotten that with this, technically distribution of any old dongin games, as well as foreign indie games on Korean servers is illegal as well.

Sunday, February 6, 2011

A few Bionic Commando Rearmed 2 MP3s

For some reason I'd thought the Bionic Commando Rearmed 2 soundtrack would be ripped by now, but I've been around the FF Shrine Forums all week and nothing's popped up. So, I decided to record a couple themes - namely, the first level song and the credits theme. I would've done more, but only my 360 is currently hooked up to my computer at the moment, and since I bought the PS3 version, this was all from the demo. It doesn't seem like there's an official soundtrack planned like there was for the first game, sadly enough. And yes, Simon Viklund, the composer from Rearmed returned to score this one, except the music is mostly all new. The credits theme is awesome - it rearranges the stage 1 song in several different styles, and it's over seven minutes long.

Level 1


Credits


Mediafire Download

Anyway, as it turns out the Joystiq review was hardly an aberration and a lot of the critics are pretty harsh on it. I'm still of the opinion that it's pretty damn good, but in the process of cutting all of the leftover cruft from the 8-bit original designs, they really didn't put anything else new and interesting in its place. Well, I guess the sniper rifles and helicopter segments, but those are kind of stupid. The biggest complaints (beyond the DRM crappiness) is that it removes the advanced enemy AI and enemy weapon stuff that was introduced in Rearmed, mostly on the higher difficulties...which I didn't care for much anyway, so hey. I actually saw one review called the enemies bullet sponges. Seriously? Have they never played a game from the 8-bit era? That's like calling Super Mario Bros stupid because those dumb mushroom things just walk forward waiting to be pounced. Anyway, it's always possible they can patch a harder mode in, though I actually thought the patch to the original Rearmed sorta screwed up the balance.

Update 2-6 - Toaplan Shooters, Deathsmiles, Tinstar




Even if you're not familiar with the name, chances are you're at least familiar with Toaplan - their most popular game, at least among the English speaking audience, was Zero Wing, largely for its infamously hilarious introduction in the Mega Drive version. They developed tons of shooters during the genre's heyday - 18, to be precise, according to this expansive article on Toaplan Shooters. Other notable ones include Tiger Heli, Sky Shark, Twin Cobra, Hellfire, Truxton, Dogyuun, Batsugun...the list goes on. They unfortunately closed in 1994, but several staff members went on to form their own companies, including Cave.

Which brings us to our next article - Deathsmiles, which officially marks the first time a Cave shooter was brought to a home console outside of Japan. While the gothic lolita theme tends to put people off, it's not nearly as bad as one would expect - I'd argue it's almost a secret Castlevania shooter, with some excellent music to boot. (It's also not nearly as aggravatingly moe as Arcana Heart, for a frame of reference.) This similarly expansive article goes over the details of the scoring system in great depth, as well as some of the creepier tie-ins that were released. Cave's gotta make money somehow, right?

And finally there's Tinstar, a silly Wild West shooter for the SNES developed by the Pickford Brothers. This one I'm not too familiar with, but it's got a uniquely silly style. Our featured article is Chaos Seed, a really interesting blend of a dungeon building simulator and an action-RPG. It was released twice - for the Super Famicom and Saturn - and while it was never translated, I put up a substantial tutorial to help things going. And Your Weekly Kusoge is Predator for the NES, which features Arnie wearing bright pink hot pants.

Tuesday, February 1, 2011

Bionic Commando Rearmed 2 First Impressions


So it's getting late and I'm trawling the internet to see what other people have to say about Bionic Commando Rearmed 2. Half the people are whinging about the DRM in the Playstation 3 version - the same kind as in Final Fight from months back which requires you to be logged in the PSN to play it - which is stupid and annoying on Capcom's part, but hardly a deal killer. The other half are nodding in agreement over the 3/5 review that Joystiq gave it. People should know better by now, that this was the same site that discredited the excellent Nier because the guy reviewing it didn't understand what a big red glowing GO HERE on the mini-map meant. I'm not going to go line by line down the review (and certainly not going to link it), because for the most part, it is factually correct, although some criticisms are strange, quite frankly.

One of the major complaints is that most of the weapons are superfluous in the face of the standard weapon - which isn't wrong, but the original Bionic Commando was also pretty much the same. It completely fails to mention how the level designs have been drastically improved over the NES' (and original Rearmed's) somewhat haphazard designs, including multiple paths through each stage. They write off the cheesy humor but apparently forgot to use the little Metroid Prime-like scanner thing, which has some pretty hilarious descriptions for the random things lying about. They also forgot to mention that the music is, once again, COMPLETELY BADASS, and if it weren't getting late I'd be lugging my PS3 next to my computer to record the soundtrack. About the only thing I can agree on is that the boss fights are indeed pretty lame.

Huh, I spent way longer than I wanted to complaining about some guy's opinion on the internet.





As for the jump button - I spent a good portion of the first level swearing not to use it out of principle, then I got over myself and found it pretty fun to use. It's rarely essential, but it does make navigating the levels easier - they do seem to have been built with the jump button in mind, but it's completely possible to navigate around them using the arm if you want. Jumping and then shooting at your arm has a fun rhythm, one which was missing in the original game since you couldn't jump without springs. It does feature some slightly altered physics which took me about an hour to fully get used to, especially since I had the original game's so deeply ingrained in my gamer conscious, but like the rest of the game, it's not really better or worse, just different.

The only other complaint I can muster is that it's only 30 FPS. (Give me my PC version, Capcom!) It uses nVidia PhsyX now (the PC version of the first game did, too) and it does look nicer (especially the jungle level), but I prefer smoothness over detail. 





At any rate, I definitely can't say that it's better or worse than Rearmed on any level. Things like this take time to sink in. The original Rearmed was the Secret HG101 Best Game of 2008, but I realize now a lot of that had to do with some level of nostalgia, going through such familiar areas but vastly improved, somehow. This one is all new, and doesn't so much build off of its predecessor so much as just tweak and changes things around. I don't know how much of that was strictly necessary, but it does make for a more unique experience, at least.



Retro Gamer 85

A look at the latest issue (actually it came out a few weeks ago)
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I want to say, firstly, that I don’t pay for these issues. I receive a complimentary copy when I write an article. In this issue it was a 2 page piece on Portopia, Japan’s first ever adventure game. But since I have the issue, I thought I’d share some screens since it generally quite an awesome mag. Also, they somehow managed to find hi-res Secret of Mana art, which I thought had been lost at Square. Surely that's the most gorgeous cover ever to grace a magazine?


GamesTM’s deputy editor Ash Day has an 8 page article on the Mana series, chock full of obscure information as you’d expect from the former retro ed on the mag.

Also, funny story: on my last day at RG back in January 2007, we had an email from Square-Enix's PR department saying the guy behind Secret of Mana was going to in London the next day and would anyone like to talk to him about his games? Well, with less than 24 hours notice we didn't really have time to prepare, plus I was leaving for a new job, so no one at the office was able to head down to London and see him. EDGE may have made it, but generally it was sloppy, sloppy, sloppy PR work on SQ's part. I won't name names, but he knows who he is, so well done for not informing the press in a timely manner.




There’s a two page feature on an extremely obscure piece of hardware, the Tatung Einstein, written by former editor Martyn Carroll. RG’s new hardware format is now only two pages, which I find is rather a shame. Previously common systems, where coverage is over abundant, used to have 4 to 6 pages, the really cool obscure stuff is stripped down to only a couple, which barely scratches the surface. My interest has always been the unknown, and just as I was really getting into the Einstein piece it ended. I suppose there’s an argument about there not being enough information to fill 4 pages, but I suspect it’s more to do with the always pervasive fear that the bulk of the readers will be scared off by the unknown or less mainstream (a fear which was present even when I was staff on the magazine – despite my best efforts to nix it).







What RG has always done best is its making of articles, where developers talk about their games. This elevates an article beyond superficial nostalgia into a timeless historical document. I’ve always thought there are only two sources you need for older games. RG because it has more developer interviews than anyone else, and Hardcore Gaming 101, because we cover the stuff few others do, in more depth than anyone else does (and we have developer interviews!).

This month there’s Sonic Spinball, Jnr Pacman, Where Time Stood Still and The Pit, which apparently influenced Namco to make Dig Dug, so historically very significant. That’s 4 games which have their inner secrets revealed – you won’t find that in EDGE magazine (and yes, I still begrudge EDGE’s very existence).




Another new aspect which I like is FUTURE CLASSIC. Since it gives an excuse to look at slightly older games which aren’t quite retro yet. Most places have such a perverse aversion to anything which isn’t current, and I find that sad. People talk about older films all the time, released at any time in film’s history, but with games we seem to have this mentality of either only looking at the very old (retro), or stuff which is brand new. So I fully welcome this. Sadly, there were a few readers who have been writing in to complain about Future Classic, and in my view these narrow-minded people are damaging to games as a whole. I look at RG as an almanac of all that isn't right now. So if it's 5 years or older, I'd welcome some intelligent and insightful coverage.

Overall a good issue, even if they hardware coverage is a little too brief.

I don’t have another article due until issue 88 or 89, so don’t expect another one of these for a while, readers.