Showing posts with label snes. Show all posts
Showing posts with label snes. Show all posts

Friday, June 11, 2010

Super Castlevania IV


Platform:  Super NES
Developer:  Konami
Released:  1991
Genre:  Platformer

The Game
Dracula has once again risen to plague the land.  Simon, a member of the Belmont clan and sworn to face and defeat the evil vampire, must take up the legendary whip Vampire Killer and meet his destiny in Dracula's castle.

Super Castlevania IV used to occupy a somewhat strange area in the Castlevania series.  It was built to be a remake of the original Castlevania and was considered so over in Japan.  When it was ported over to America, however, Konami's American branch presented it as a sequel to the previous games in the series.  It continued in this dual role for some time, but now it is universally considered to be a remake only.  Which is a good thing, really, because otherwise it would have made an already confusing timeline even more convoluted than necessary.

It still carries the moniker "Super Castlevania IV" here in the English speaking countries despite this clarification.

The Characters
Simon Belmont is our hero, purportedly one of the greatest if not the greatest member of his clan.  If nothing else, he seems to be the most highly revered.  But like most silent action game protagonists, he's got very little in the way of characterization.  About all we know about the guy is that he's plenty determined to plant the tip of his whip right in between Dracula's beady little eyes.

Dracula is Dracula.  You know the drill, surely . . . swanky nobleman type with mysterious powers and an unending streak of evil several miles wide.  He also drinks the blood of the living, leads an army of monstrous minions, and has some prime Gothic real estate.

The Writing
You are Simon.  You gotta kill Dracula.  Doesn't get much simpler than that.  Nor does it get any more complex.  But that's to be expected for this type of game.

The Gameplay
SCIV is notable for upgrading Simon's abilities from the original Castlevania with many of those abilities becoming staples of the series from that point forward.  Instead of just flicking his whip out in one way over and over again, Simon can now attack in almost any direction . . . though whipping downward in any way requires him to be up in the air.  He can also hold the whip out and flick it around lightly (while still able to cause damage) in whatever direction the player presses, one of the innovations that was carried over in several later titles in the series.  He can latch on to fixed points and swing Indy Jones style from platform to platform.  And so on and so forth.

Overall, I was half-impressed and half-disappointed in the gameplay.  Being able to whip in virtually any direction was a most definitely welcome addition, the whip flicking worked well both offensively and defensively, and Simon moves very well.

But!

You can jump onto stairs, you can jump down from them, but you can't jump up from them, causing a bit of frustration.  It doesn't matter how dire the situation is and how helpful it might be for you to jump up to a higher platform from the stairs to get away from congregating enemies, Simon is stubbornly stuck to those steps as if they were all made of glue.  This becomes especially annoying with the stairs that connect right to the edge of a platform.  Several times I found myself trying to jump from that platform to another one, but because I was just a single pixel to far to one side, I would end up flailing helplessly on the jump button while Simon stood there on the top step and looked at me all confused, saying "What?  What?!  I don't know what you're wanting me to do!"

Whenever Simon gets hit, he flies around like the victim of a 10,000 volt current.  I understand that this is supposed to be a hazard and is a common element of both a lot of platformers in general and Castlevania in particular, but in this game, it really does seem like he's been caught in a miniature explosion, throwing him several yards to one side.  The overblown nature of this effect is especially felt in areas where getting hit is both almost entirely unavoidable and invariably results in getting tossed down the nearest pit.  Simon really should have taken his anti-convulsants before going into Dracula's lair.

I was both impressed and disappointed right from the beginning by by dual layered fortress level (1-2).  Though a simple gimmick, I rather liked it and it gave some extra depth (Get it?  Two layers?  Depth?!) to the level, but sadly it was not repeated again in later levels.  I thought it was at one point and was all excited until I realized that there was just stuff hanging down on another, non-playable layer in front of me.  I find it kind of strange that they would not take further advantage of this game mechanic throughout the rest of the game.

Still, overall, it's not too horrible bad.  It all evens out to a pretty standard platform experience.

The Challenge
This game can't seem to make up its mind whether it's trying to be super-easy or super-hard.  The difficulty curve does indeed gradually curve upward overall, but in specific instances it will shoot up and down erratically at breakneck speed.

One of the parts where it seems to be easier than it really should is whenever you die and start the level over.  At the beginning of the game and every time he dies, Simon starts out with a basic leather version of his whip.  It's short and it's not very powerful, but pretty much without fail the very first candle you snuff out will provide you with a whip upgrade.  And then within the next five to ten candles, you get the second and final whip upgrade.  If they're just going to hand out these upgrades like it's Halloween and you're wearing your very best vampire hunter costume, then what's the point of having the upgrades at all?  I think I killed approximately seven monsters in all with anything less than the fully powered up whip.

One of the parts where it seems to be harder than it really should is whenever spikes are involved.  Fuck you, spikes!

End bosses seem to be a mixed bag.  One might be somewhat challenging, the next taken down with a mere flick of your whip in its general direction, and the one after that a nightmare from which you may never wake.

The Graphics
I gotta say, the graphics are pretty nice.  Each area is pretty creepy, the sprites are fairly lively, and there is some good use of the SNES' Mode 7 feature, including one stage that has the background constantly rolling in the background, making it look like you're moving through a massive funhouse tube.  The boss sprites are pretty imaginative and well made . . . I can see why a lot of them were reused in Symphony of the Night.

The Music
I wasn't really paying attention to the music for the most part (oops!), but what I recall of it was pretty good.

The Bottom Line
I'm gonna be up front here . . . the straight platformer Castlevania games aren't my favorite things in the world.  I'm one of those guys who much prefer the Metroidvania style entries that eventually took over the series.  Still, this wasn't half bad.  Good graphics, decent gameplay, and the addition of some of the things that I like about the later Metroidvania games all add up to a pretty good installment.  Points off for being just one of a few remakes of the original Castlevania, but still a pretty good game despite that.  Worth playing.

Thursday, May 27, 2010

Shadowrun (SNES)


Platform:  Super Nintendo
Developer:  Beam Software
Released:  1993
Genre:  Action RPG

The Game
Jake Armitage is having a bad day.  But most days in which you die and wake up in the morgue aren't going to be your best, and that's just the situation in which Jake has found himself.  Unable to remember exactly what happened to him, he has to follow a thin trail of clues in order to figure it all out.  As he makes his way around the Seattle Metroplex in the year 2050 he has to dodge all of the people trying to kill him a second time, find help wherever he can get it, learn the path of a shamanic magician, and take down a couple of megacorporations to bring a conclusion to his adventure.  Just another day in the life of a shadowrunner.

Shadowrun is based on the popular pencil and paper RPG system of the same name.  Set in the only somewhat distant future, corporations more or less rule the parts of the world that the remnants of the sovereign nations no longer hold (and some of those chunks as well) and magic has returned to the world.  Shadowrunners are mercenaries willing to do virtually any job for the right price, finding profit by slipping through the cracks of civilization and doing the jobs the corporations aren't willing or able to dirty their own hands with directly.

The Characters
You can hire on other shadowrunners throughout the course of the game, but the only main protagonist is Jake himself, and he only speaks a few times, making any determinations concerning his character fairly difficult.  At the very least he seems prepared to finish the job he's been given and do the right thing when it comes down to it.

The bad guys - primarily taking the form of Drake, a dragon in charge of his own little corporate empire - are usually distant and cranky, but they're undeniably evil because . . . well, I guess they just are, dammit.  It's really a black and grey morality at work here.  The best baddie is undeniably the Jester Spirit, however, with his sadistically amusing dialogue and interesting character arc.

While characterization in this game isn't exactly deep, it's still there.  Virtually every NPC and PC you meet has their own distinct voice, all speaking with different accents, turns of phrase, and attitude.  Some of them - like Norbert, my favorite little maniac dwarf shadowrunner - are actually pretty damn entertaining at times.

The Writing
The story is a mildly complex plot that holds up pretty well, even if specific motivations are rarely called into question.  There are a few good revelations and a couple of decent twists . . . nothing great, but enough to keep a player interested and entertained.  In the end and despite a few oddities here and there, it definitely gives the feel of a typical Shadowrun adventure.

The dialogue is where the writing really shines, however.  As mentioned before, each character has their own particular way of talking, meaning you won't get bored chatting up four or five people with identical speech patterns.  The writing also has a good bit of clever wit about it . . . one of the runners you can hire on is a shaman named Dances With Clams, and he makes ocean references from time to time.

One thumb up.

The Gameplay
The game works on a point and click interface that would have been more at home on a PC than on the SNES.  Examining, manipulating, and picking up things isn't really so bad, but having to hit a button, move the cursor over, and then start spamming the button some more whenever one wants to initiate combat is a little bothersome, especially since no one else - including any runners you may have hired - aren't bound by any such restriction.  You also can't move Jake around while any of the cursors (manipulate, attack, magic) are active, meaning that while your enemies are free to go wherever they want while they're filling Jake with lead, Jake has to stand rooted to one spot while he returns fire.

Also unfortunate is the dialogue window.  While talking to people, you receive certain words and phrases that you can repeat to them for more information or tell to other people to get more info or advance the story in some way.  The unfortunate part is that after a while you collect an exorbitant number of keywords, and unless you already know exactly which ones will and won't get a response, you have to go down through the entire list, one word at a time, until you find just the right one or two that will make things proceed.  And if you forget or miss that one little word somehow, you might go nuts trying to figure out what you did wrong and end up starting the whole process all over again.  I remember that the first time I played this game, I was stuck in the first section for what seemed like hours all because I somehow missed saying "Lone Star" to this one guy tucked off the back office of a building.

Still, it's not too horrible.  The system is, overall, workable.  The karma system is okay.  Basic, not too deep, but it does its job.

The Challenge
I've played and beaten this game several times before, but even knowing exactly where I needed to go and exactly what I needed to do when I got there, it was still fairly challenging for me.  I'd like to take this as a hallmark of a well-balanced game, that it can be challenging (if not as challenging) for veteran players and newbie players alike.  It helps keep one from getting bored with it too easily.

The Graphics
For the most part, the graphics are beautiful, showing off worn-down slums and shiny, glittering office buildings alike with wonderful style.  The overall map of the game is pretty small compared to most SNES games, but it makes up for it by making each section of that map unique, a collection of greatly varied environments from a car-lined junkyard to a Gothic cemetery to high-rise offices to underground computer labs, with almost no cloning of rooms whatsoever.

Where the graphics fail is regarding small clickable objects, a common problem with a lot of early point and click adventure games.  One of the first items you're supposed to pick up is a scalpel from the morgue Jake wakes up in.  Unfortunately, the scalpel is only about three pixels long, so it takes a little trial and error to even discover that it's something you're supposed to take unless you already know what you're looking for.

The Music
I love the music in this game.  It's got a kind of "rock noir" sound to it a lot of the time, and I found myself quite often singing along with the catchy background tunes.

The Bottom Line
I'm an avid fan of the Shadowrun setting, having been playing and GMing it off and on since high school.  I can't say I'm horribly impressed with this particular outing . . . I'm not particularly fluent in the first edition version that this game is apparently based on, but I'm still fairly certain that a lot was cut out or changed in the transition.  Prickly little things like a very shallow stats system and having a character use magic and cyberware without any sort of detriment.

Still, I don't hate it, either.  It plays pretty well and is a decent diversion for a slow afternoon.  Let's just call it middle of the road and leave it at that.

Friday, May 7, 2010

Goof Troop


Platform:  Super NES
Developer:  Capcom
Released:  1993
Genre:  Puzzle-based Action Adventure

The Game
While out on a relaxing fishing trip, Pete and PJ get kidnapped by dastardly pirates and carted off to the nearby island of Spoonerville.  Goofy and Max give chase, determined to save their neighbors.  To do so, they have to work their way across the island, solving puzzles and whacking pirates across the noggins with barrels, potted plants, or anything else they can get their grubby mitts on.

Goof Troop the game, for the uninitiated, is based on Goof Troop the cartoon series, which was part of the 90's Disney heyday, back when both their TV shows and animated movies didn't suck major balls.  It was part of the same great lineup of Disney TV toons as Darkwing Duck, The Little Mermaid, and Aladdin, the last two of which (in my own personal opinion) managed to equal or even outshine the movies they spun off from.  How the big D's TV branch went from creating top notch entertainment like this to making crap like Cinderella II: Dreams Come True (originally the pilot for a TV series which got nixed, bumping it to direct-to-DVD) is beyond me.

The Characters
Goofy is . . . well, Goofy.  I think we all know Goofy.

Max, Goofy's son, is thankfully here the younger, fun-loving TV version and not the whiny emo teenager brat from A Goofy Movie.

Pete is Goofy's greedy, sour neighbor and (often backstabbing) sometimes friend.  When it turns out that the pirates kidnapped him because they mistook him for their long lost captain, he milks it for all its worth, ordering the pirates about and generally living it up.

PJ is Pete's kid and Max's best friend . . . and about the only thing he does in this game besides get kidnapped and then later saved is worry briefly what's going to happen to him and his dad if the pirates figure things out.

And finally there's Keelhaul Pete, the real captain and the final boss of the game, who's mighty unhappy with the impostor who's shown up in his absence.

Oh, there's also a bunch of pirates, who are trying to stop Goofy and Max, as well as the peaceful villagers of Spoonerville island, who . . . man, I dunno.  I figured they were there to give hints and clues and advice or whatever, but mostly they just spout needless exposition.

The Writing
Very simple, very basic, but surprisingly true and authentic to the show.  The only dialogue and narration is in short cutscenes at the beginning and end of the game as well as between each stage, but I can see what little there is being used if they'd actually had an episode of Goof Troop about pirates kidnapping Pete and PJ.  The characters are in character the whole way, and that's pretty cool.

The Gameplay
Pretty damn good, I must say!  And not just for a licensed product, but just as a general game!  I'm as shocked as anyone might be!  That's why I keep using these exclamation points!  Wow!

The game is primarily puzzle based, trying to figure out what combination of tools (wooden planks to close up small gaps, bells to make the pirates follow you, grappling hooks to grab things, stun pirates, close up large gaps, etc.) you need to get past an area, or what order you need to kick blocks around into the holes so that doors will open.  There's some minor inventory management puzzles, as you can only carry two items at a time, which are surprisingly not annoying and are relegated mostly toward the end of the game, where they add a little more challenge.

There is action involved, what with the pirates that are coming after you, but oftentimes said action is part of the puzzle as well.  Some doors won't open until you've defeated all the enemies in the room, and the game will force you into coming up with inventive ways of dealing with the pirates instead of just straightforward bashing their skulls in.

All in all, big thumbs up!

The Challenge
There were a few puzzles that had me scratching my head for a few moments, but for the most part everything - both action and puzzles - was easy and quite simple.  This is unsurprising and perfectly understandable, however, as the game was almost certainly created primarily for younger children, for whom it would provide a good deal more challenge.  And even though I zipped through the game with little to no problems, I was having more than enough fun that the low difficulty was entirely forgivable.

The only point where I actually did find myself sitting up and taking notice was the final battle against Keelhaul Pete.  It still wasn't all that hard, but he's a mean old bastard, that's for sure.

The Graphics
The design of the characters and rooms was great, marred only by spotty textures.  Being a game based on a cartoon, I think that it would have benefited much more from having mostly flat colors, similar to the visuals in The Legend of Zelda: Link to the Past.  The pseudo-realistic feel that they seemed to be trying for didn't really work out so well.

Still, it wasn't an eyesore or anything.  I probably only noticed because, y'know, I was trying to pay attention to that kind of stuff for the review.

The Music
Catchy, pleasant, and inoffensive.

Y'know . . . Disney music.

The Bottom Line
Wow.

I really didn't expect to like this game, but I do.  I really really do.  Looking it up on Wikipedia after beating Keelhaul Pete revealed that it has a cult following, and I can see why.  It's simple, fun, and potentially addictive.  It doesn't fall into the same trap as most other licensed games, as well, that being to just make a crappy little half-made game and slap an already existing property onto it.  Capcom could definitely have made this game with original characters and no one would have known the difference, but the fact is that both the Goof Troop setting and the mechanics of this game work rather well with each other, making it where two things that are perfectly good separately have been combined to make something great together.