Showing posts with label NES. Show all posts
Showing posts with label NES. Show all posts

Monday, August 29, 2016

AO (Video Game)

Some of you are probably wondering "Why aren't you reviewing Shin Megami Tensei IV this week?" and you would be justified in wondering that. Unfortunately, I wasn't able to get the game finished, or even to the point where I could write up a third or so of the game in a first impressions. On the other hand, I've been playing a little indie puzzle-game that I got in the mail recently.
About a week ago I saw a post on a forum I frequent about a game that was published by the publisher of this one, Bomb on Basic City. During my correspondence with the publisher, they offered this game to me for review as well. It sounded like it would be cool, so I accepted, and now here we are.
I'm unaware of any kind of deeper meaning behind the title. There is of course the obvious character in the center. I'm not sure whether it's Japanese or Chinese (Which is kind of embarrassing) but I'm pretty sure it reads as "AO" or something to that effect.
AO is a top-down puzzle game similar to Super Monkey Ball. You've got a thing that you need to roll to the exit, avoid the obstacles, don't fall off the edge. The added challenge is in the fact that you're rolling a rectangular box around instead of a ball. It starts out deceptively easy and becomes pretty hard as the game progresses.It's pretty cool at first, but as time goes on it gets somewhat tedious. It's not a bad game by any means, but some of the later levels seem to have been deliberately designed to be intuitive. However, that makes it all the sweeter when you ultimately figure out how to get to your destination. On that front I would say that the game is incredibly satisfying. On the other hand, there is absolutely no replay value whatsoever. Best I can tell there are one or two different solutions to each of the thirty-three puzzles, possible three for some of the more open levels. There's no story, there are no characters, just you, the instructions, your box and the levels. Not to say that every puzzle game has to be Portal, just that it'd be nice to have some kind of a theme to it. You can't just re-release the original Tetris over and over, you've got to add new play modes, new background elements, things like that.
Let's go over the mechanics quickly. You've got your block, which can be rolled lengthwise or width-wise.There are two different kinds of switches. Light switches, which merely require one or more halves of the block to rest on top of them to activate, and heavy switches which require the block to be standing on-end to trigger them. These switches can add platforms to the level or remove them. Which they do is up to the player to find out. There are teleporters that take you to a designated spot, (Again, up to the player to find out) hard floors that can be rolled on any way, weak floors that can only be rolled on horizontally, and the goal, where you have to stand the block to complete the level. All of this is shown in the manual, and again on the screen around the single-player mode. This means that the entirety of the level is always visible on-screen, which is good because it helps you figure out what all you can do. Plus you don't have to have the manual at all times to figure out what to do. The issue with this is that the levels never fill the whole screen, and the stakes don't get amped up all that much. I was expecting some kind of gigantic, screen-filling level that made use of all of the mechanics that the game had, as opposed to a gigantic maze full of light switches tied to two bridges and one heavy-switch tied to a single platform required to get the block in the right orientation so you can get it onto the island where the exit is. After that you get a screen with your score. If you press start you get dumped back to the title-screen.
Your score is determined by how quickly you completed the game. Your score goes down by about one point per every second and a half by my count. As if there's any reason to care about score. It's not like the game just ends when you run out of time/score either, you can keep going for as long as you want, and I did. I beat the last ten levels of the game with triple zeroes across the board.
I will congratulate the developers for not feeling the need to include lives in the game, because you will roll off the edge a lot in this game, and forcing you to play through the whole thing over again just because you depleted an arbitrary number would basically make the game impossible to complete, or just deplete the players patience. Just like most of the NES library.
Then there's the soundtrack, or rather the single loop that keeps playing in the background in perpetuity. Fortunately this can be turned off by pressing the Select button, but it shouldn't have to be. With the lack of enemy AI, the two animations in the game, the six tile types, and a total of three splash-screens with very little detail to them, you'd think there would be enough space on the cartridge to fit a decent sound-track. Not much, just give me five decent tunes and I'll be happy.
All in all, while I don't think that the game isn't worth playing, it's certainly not worth the $35 asking price, especially not for the thirty-three levels that it's got. If there were maybe a hundred or so levels with more complexity and better variety, then it'd be worth at least twenty bucks. I also doubt that the game is hiding any kind of unlockables behind a score-wall, because I played through the game twice and found nothing other than a mild dislike for the color blue.
There's only one additional mode that I can find, and that's competitive two-player. The map is replicated in green in the lower right and the two players race to see who can complete the game the fastest. It's not much, but it's something. I would have also liked to have seen co-operative two-player where one player controls the X-axis and the other the Y-axis, kinda like Katamari Damacy's multiplayer.
Speaking of which, the controls are a bit touchy. I can't count the amount of times I rolled off the edge because the controls react too quickly when you're trying to roll around tight edges quickly. Thankfully the game doesn't go full-on amateur and keep moving the box when you're holding the d-pad down. The d-pad is the only thing you use to control your block. That's not bad, a limited control-scheme is alright when the game isn't particularly demanding.
By the way, in case you haven't figured it out yet, this is a new NES game. As in a game someone made for the NES in this day and age. I commend the dedication the developers and publisher had to have to put out an actual physical NES game in a box with a manual. The cartridge is pure black, and it's not like the old unlicensed NES carts like the kind you'd see back in the day. This is a legit cart based on the old NES cartridge molds. The ridges, the arrow, everything. It's a three-screw cart, but still. As for build-quality, it has only a bit more give to it than regular NES carts do when I squeeze it, and it's not made of the kind of brittle hard plastic that tends to make up the hilts of dollar-store knives and swords. The one thing I feel the need to mention negatively is that the cartridge bows outwards at the bottom like a bunch of my original licensed NES games do. I would have liked to see them improve a bit on that design-flaw, but it's not like it's a huge breaking point.
The manual that comes with the game is only four pages long, but it is printed in full color, and gives a decent summary of what the game's about and what you need to do. The unfortunate thing is that there are actually six pages in the manual, two of which are blank.If those two had been printed on then a whole piece of paper could have been cut from the manual without losing anything. Plus, the manual's contents aren't exactly well-arranged, and the text is pixelated to hell. I have been informed that Second Dimension is aware of this however, and will be fixing it as soon as possible.
Something that kind of bugs me is that the cartridge itself comes inside a thin plastic bag inside of a cardboard box instead of the thick plastic sleeves that NES games came in back in the day. Plus, the case for Bomb on Basic City tells me that Second Dimension are capable of putting out a game in a plastic box, which would be infinitely preferable to cardboard. Even if they kept it at the same size as the actual NES boxes and just changed the material to something sturdier, it would be a lot better. Then again, this is just my outright distaste for cardboard boxes and slip-covers talking.
The interesting this is that they apparently didn't harvest parts from other games, AO cartridges are made of entirely new material, which is a good thing in my book. Probably costs less in this day and age of people charging extortionate prices for Super Mario Bros./Duck Hunt carts too.
While AO is short, it's pretty satisfying to complete and not what I would call a waste of your time. However, the levels that we got seem like a chunk of a much larger game, akin to that of the shareware versions of Doom, Quake and Wolfenstein. If this was part of a bigger whole, like Portal was to The Orange Box, or something like that, the $35 asking price wouldn't be too much, but as it is I'd much prefer to pay somewhere in the order of $10-$15 dollars for a physical release and somewhere closer to $5 for a digital one. The core problem is that I've played games like this for free on places like Newgrounds and other flash sites for most of my life, and I can't get that price-point of "free" out of my head. With a bit more polish and a bit of interesting context a sequel might be well worth a $30+ price-point.
In the end, I give AO a 5.1*. I feel like the developer can and should do better. Maybe move up to SNES or Genesis for the next game? At the very least you'd have access to better sound hardware.

Thank you for reading my review. If you liked it, please feel free to toss me a few bucks on my Patreon. Anything you can give me helps, even if it's just a dollar.

Game provided for review by Second Dimension. It can be found for purchase at Second-Dimension.com. Cover scanned by me.

Thursday, August 21, 2014

Azure Striker: GUNVOLT first impressions.

Azure Striker: GUNVOLT is a game on the 3DS eShop that comes out on Friday, August 29th.
I have to say, first impressions were good. Good music, good game, decent controls.
You play as Gunvolt, the Azure Striker. He's a blonde dude with a ponytail that goes down past his waist, and as his name suggests, he fights with electricity.

The sprites look absolutely stunning. So do the backgrounds. Visually it's a treat to behold.
Unfortunately, something I noticed is that bits on the HUD tend to overlap with other pieces of it. Gunvolt has an energy meter below him, and it is sometimes obscured by the forefront of the heads-up display. Not exactly game-breaking, but it's a little annoying.
The controls are a little less good. They're competent enough I suppose, but I don't appreciate only being able to shoot in two directions.
Years of Contra and Castlevania have trained me to want to shoot diagonally or upwards when there's an enemy in that direction. I hope it's not something really simple, because that would be pretty embarrassing.
And so onto the soundtrack. My god they did a great job on the soundtrack. It's like The World Ends With You almost.
I haven't heard a lot from the soundtrack so far, but what I've heard so far is great.
After dying once, a piece of awesome music starts up (More awesome than what's in the rest of the soundtrack) and Gunvolt gets a Super Saiyan aura around him. And he kicks tons of butt.

There are a few weird issues with the voice-acting, in that sometimes clips seem interjected at random.
All of the voice acting seems to be in Japanese, but to be honest that's actually kinda cool. It gives the game a certain mystical flair that a lot of games these days lack.

So all in all, aside from hand-cramps from the way I had to hold the 3DS, I had a lot of fun with Gunvolt in my hour or so spent with the game.

With the purchase of Azure Striker: GUNVOLT you can also get a free demake version of the game (Available between August 29th and November 28th), known as Mighty GUNVOLT. It features Gunvolt, Beck from Mighty No. 9 and the angel, Ekoro.
Ekoro is from a game that we never got in America. A rail-shooter called Gal*Gun.
Mighty Gunvolt is an NES styled demake of Azure Striker: GUNVOLT. A rare case that you see an official demake.
It marks the first appearance of Beck, the hero of Mighty No. 9 in any game, and Ekoro in an American release.
Maybe if there's enough positive response to this game Gal*Gun will get released here.
Anyways, it's a lot like Megaman in almost every way. The graphics, the gameplay, the difficulty......
The music is a pretty cool set of chiptune remixes of the soundtrack from Gunvolt.
At first, I thought that the enemies and stages were a little too nerfed compared to the ones in Azure Striker. Then I reached the first boss and found out that the difficulty had been seriously cranked up. I thought the first boss I got to in Gunvolt was hard...
Personally I think it went a little too far in the NES styling. First off, there aren't any 3D features. Second is that it uses the NES aspect ratio as opposed to the widescreen aspect ratio of the 3DS.
And third, it uses a lives system, which has always annoyed me. Plus, there's no options menu or save feature. It's got a lot of the good things about classic NES games, but it's also got a lot of the things I dislike about NES games.
The weird thing is, that if I was really good at Mega Man or Mighty Gunvolt I could probably beat it fairly quickly. It's only five stages, and I personally think that it's worth the price of free, but I wouldn't buy it myself.
NES style games have been taking a resurgence these days, but a lot of them are ignoring a lot of the good things we've gotten out of these almost forty years of gaming innovation.
Not taking advantage of the 3DS widescreen is a little bit annoying. Not having save features is also annoying because we've had them since the original Zelda and a game in this day and age not having any kind of save feature is bizarre.
I'm the kind of guy who likes to see the older things improved with better technology. That's part of why I like a lot of remakes. They usually polish the problems with the game while improving what we liked about the original.
So after having rambled on about the things I didn't like, I do have to say that if they would add in some modern save features and remove the lives system it would be a lot more tolerable to me.
Anyways, Beck seems a little overpowered. Gunvolt is pretty cool to play as, but Ekoro has her own stage.
Beck can slide under low ceilings, Gunvolt puts out an energy line you can control with the D-pad or Joystick, and Ekoro can make a defeated enemy join you and back you up with extra firepower, as well as fly short distances.
The boss for the stage Ekoro goes through is a tentacle monster that's held a girl captive.
And it sends out octopi to rub up against her cage suggestively.
Anyways, I'll see you on the 28th with my full Azure Striker: GUNVOLT review!
If I feel like being punished some more I might decide to go up against Mighty Gunvolt again.
Azure Striker: GUNVOLT will be priced at $14.99 on the Nintendo eShop, and will be bundled with Mighty GUNVOLT.

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