Tuesday, February 27, 2007

Elite Beat Agents - Completed Breezin' difficulty

Why didn't anyone tell me this game was so freaking charming?

I mean, wow, I must have smiled for at least half of the scenarios and two of them were downright touching.

I had heard that this was supposed to be a great rhythm game - and it is. The beats that you have to hit line up perfectly to the rhythm of the songs and feel like a part of it. You have to be quick, accurate, and with the rhythm.

So the whole rhythm part is good, but I never could have imagined how much I would enjoy the stories that accompany the songs. They are often relatively trivial things - a director is being pressured to make a hit movie, a dog is trying to travel home to get to its family, a washed-up baseball player is trying to save kids from a fire-breathing golem (okay, maybe that isn't so trivial). It is the way these stories are told in comic book-like panels with minimal, but appropriate animation and with little touches that just make you smile. Not since Parappa the Rapper has a rhythm game attempted such an endearing story. And this one may be better than Parappa's.

Heck, the game is so charming, it almost makes me forgive the inclusion of Avril Lavigne and Ashlee Simpson songs.

Sword of Vermilion - Got ring from Deepdale

I can't stands no more!

One of the main reasons I started this blog is to compel me to actually finish my games. What do I do when a game bores me? Sword of Vermilion has a bunch of random encounters and the battles just aren't that interesting. There isn't much challenge and not a lot of magic use required other than healing. There aren't really any puzzles to solve and talking to the villagers isn't that interesting. While my initial impressions might have put it to average, the boredom has probably lowered it to below average level.

I'm going to have to take a break from this or at least play another game concurrently. Fortunately, this week's one credit challenge is Elite Beat Agents, which is a game I've been dying to try.

Sword of Vermilion - Grinding around Parma

I have a friend who tends to look to me for all his retro-gaming advice. When new games arrive or are announced for the Wii virtual console, he generally asks my opinion of them. My problem is that while I am well-read on a lot of older games, unles they are on the NES, I probably haven't played them. So, when Sega announced four games were coming to the virtual console, he asked my opinion of them. Sonic Spinball is generally thought of as a nice idea that doesn't work too well, Beyond Oasis is a well-regarded action RPG, and Vectorman was Sega's answer to Donkey Kong Country that, while pretty hard, I think holds up better as a platformer. But Sword of Vermilion? Other than knowing it was an action RPG, I had heard nothing of it. I decided to rectify this.

There is a reason I had never heard anything about Sword of Vermilion. It isn't particularly good, but neither is it particularly bad. It is just kind of mediocre and seemingly forgettable. It has an interesting mish-mash of gameplay modes. Towns are top-down, exploration is first person, and random encounters with monsters place you on an otherwise empty screen with up to eight monsters surrounding you.

The first person exploration is kind of neat. You get a map of the area and that is displayed so you will never get too lost and don't have to break out the graph paper. Before you get a map, like in caves and such, the map area of the screen only displays the squares directly around you.

What isn't so great is the battle system. Since this is an action RPG, combat takes place in real time. You move your character around and the monsters move from an overhead view similar to The Legend of Zelda. Unfortunately, the reach of your sword is almost nothing so you have to get right up next to the monsters to whack them. You get no period of invincibility after being hit by a monster either, so you can take a lot of damage quickly if you are surrounded by monsters, which can often happen if the random encounter decides to give you seven or eight of that particular monster. You can also use magic here, but I have yet to buy any. A heal spell would be really nice.

The game seems to borrow heavily from the Dragon Quest (or Dragon Warrior for most of its time in the US) series. Not so much in gameplay, but in the names and types of items and the role of the church (saving, uncursing, curing poison). Also in some of the menu commands. All that said, the town I am in right now is Parma which seems an obvious tribute to the Phantasy Star series - that's the name of one of the planets you visit in the Algol system.

Monday, February 26, 2007

Castlevania II - Review

I have yet to write a review of an actually bad game. This is probably because I tend to only pick up games that I have heard or good. But sometimes I'll pick up games just because I like other games in a series. And sometimes my opinion just differs from others.

Castlevania II is a direct sequel to the first NES game. You play as Simon Belmont after he has defeated Dracula. It seems that Simon has discovered that, just he died, Dracula placed a curse on him that would cause him to die early. In order to break this curse, Simon must collect all of Dracula's body parts, reassemble them, and then defeat Dracula once and for all. The story itself isn't presented much in the game except for villagers occasionally referring to Dracula and his minions.

Castlevania II also attempted several innovations over it predecessor. While the original Castlevania was a fairly straightforward level by level experience, Castlevania II allows you to roam freely throughout the game world. While the game is still a side-scrolling affair, leaving the edge of one area takes you to the next area. By doing this you can find new places, including towns with villagers to talk to and buy equipment from and mansions which house Dracula's body parts. Castlevania II gives you the ability to hold several different items and choose between which ones to use. You gain hearts by killing monsters and use these to buy items, and by killing enough monsters, you level up and gain more health/take less damage from monsters. Castlevania II also implements a Day/Night system where monsters get much tougher at night and start roaming in villages while many villagers go inside and lock their doors.

All of these innovations could be really interesting, if they were done well, but they generally are not. The fact that the game features quite a bit of exploration should generally be a good idea. You can pretty much go anywhere from the beginning of the game, although you will have trouble with the monsters in some areas. You can also, generally, tackle the mansions in any order although you may often need the right item to progress far. This is one of the big problems with the exploratory aspect of the game. In order to get certain items or progress in areas, you often have to do random things like kneeling in a certain place with a certain item. In most games of this sort, the villagers would give you clues to help you figure out what to do. In this game, the villagers often give you red herrings ("Get a silk bag from the Graveyard Duck to live longer"). You can be assured of getting truthful clues by finding the books in mansion, but these are often incredibly obscure ("A FLAME FLICKERS INSIDE THE RING OF FIRE.") I'd be amazed if anyone were able to finish this game without getting any outside help.

This game retains the play control of the original game. You whip horizontally in front of you. When you jump, you have a set height and distance and have no ability to change your trajectory in mid-air. These things basically worked in the first Castlevania because it was designed around them. Sure, it was frustrating to attempt to jump over a pit and have no way to kill the Medusa head about to hit you and drop you into it, but for the most part, that game didn't require mid-air acrobatics. The sequel focuses much more on platforming to its great detriment. There are several jumps in the game that require you to wait until the last second to jump in order to get maximum height and distance. If you make a mistake and jump too soon you are often dead. Dying because you are a pixel off makes the game feel cheap. The play control in regards to attacking feels pretty good and works well. It is a shame they made jumping so important.

There are a good variety of enemies in the game, at least in the outdoor portions. All sorts of skeletons, ghouls, wolves, spiders, and more make up a pretty good gallery of enemies. The enemies are never too tough so long as you have regularly been buying whip upgrades. Once inside the mansions, the enemy variety drops significantly. All the different mansions have basically the same enemies so you lose variety. Because of this lack of variety, you learn the enemies well and they cease to be too much of a challenge. Also, only two of the mansions have bosses at the end of them (three if you include Dracula at the end of the game) and the bosses are incredibly easy to defeat.

Challenge in general is a big issue in this game. In the first Castlevania, the challenge was largely on how to defeat the enemies without getting hurt yourself. Here, the enemies themselves are easy. The bosses are ridiculously easy - Dracula can famously be defeated before he has a chance to move. The challenge comes in figuring out what random item to use in what random place by deciphering clues or figuring out which of the villagers to listen to. It also comes in making incredibly precise jumps with an annoying jumping mechanic. So basically, the challenge comes from the unfun parts of the game, while the fun monster-killing stuff hardly presents any challenge.

Where this game somewhat redeems itself is in the graphics and sound department. The NES Castlevania series always had some very impressive artwork in the characters and backgrounds and this installment certainly lives up. The outside enemies are colorful and well detailed as are the forest, lake, and other areas you explore. Once inside the mansions, the color palette basically consists of grays, but at least the art is still very detailed, especially in the rooms with Dracula's body parts. The music is absolutely amazing. There is a reason that most video game cover bands do some Castlevania tracks. While the first game had some really good tracks, this game gets all it can out of the NES' 4-channel sound chip. The theme that plays while outside is just incredible and one I would happily have on my CD player.

So, in the end this just isn't a good game. Not because they changed the Castlevania format, but because it isn't well executed. Wandering through the outdoor areas and killing monsters can be fun, but the act of attempting to finish the game isn't. It is even worse than the random exploring required in The Legend of Zelda or Metroid because you are required to do more random things and may actually be led astray. Once you decide to just look up where to go and what to do, the game becomes incredibly easy save for frustrating jumping elements. In such a storied series, this version is definitely a mis-step. Fortunately, most of the of series' fans realize that.

Rating: 4 / 10

Sunday, February 25, 2007

Super Castlevania IV - Beat the Game

I finally passed the hell that is level B-2. It is a totally a Battletoads level. You just have to memorize exactly what to do and when.

After beating it, there is an end of game boss rush where fortunately when you continue you generally only have to beat the boss you just died fighting.

The Dracula fight was interesting. It wasn't hard to figure out what to do (his pattern is pretty easy to see), it was just hard to execute. Sort of like the fight with Paula Abghoul and Fred Ascare, except there you feel like the way jumping works hinders you a bit where versus Dracula, it is pretty much all your fault when you get hit. Really, only when I got greedy did I take damage.

After you beat the game, it starts over in "hard mode". I played it a bit to see the differences. Basically, it seems that enemies are tougher, do more damage to you, you have less time, and there are some additional enemies in places. I enjoyed this game, but it is definitely not worth going through it again.

Super Castlevania IV - One Credit Challenge, Level A-1

I really shouldn't always die on this level. I generally have at least 3 or 4 lives left when I get here. I just always do something stupid like miss a jump on a rotating gear, or mess up when swinging from the moving whip holds. Oh well, at least I can get most of the way through the game on one credit.

Saturday, February 24, 2007

Guitar Hero II - Completed all songs on medium difficulty

I know I am late to the party, but this game is freaking awesome. You can truly feel like you are shredding through some hot rock and metal songs.

In college, I decided to learn the guitar. I had a few lessons the summer before I left and then pretty much tried to teach myself during my freshman year. I learned to play chords and can do that pretty well, but plucking and playing individual notes was always a bit beyond me. I'm sure if I had really dedicated myself to it, I could have done a bit better. I took piano lessons for 10 years and eventually got decent at that. Given all the other distractions at college, I never progressed beyond chords and frankly was fairly happy with that as I could sing along.

Still, I always envied my freshman year roommate who had more guitar skills than me. I dreamed of being able to recreate Slash's guitar skills in Sweet Child O' Mine (okay, this was largely prompted by a girl I was into once proclaiming how sexy that was). Now, thanks to Guitar Hero, I can pretend I'm jamming with the best guitarists.

The game is more-or-less set up like Dance Dance Revolution, having to strum the right fret when it hits the bottom of the screen. This means that two skills really help with this: hand-eye coordination and rhythm. Fortunately, I have both to some degree so Easy mode was genuinely easy for me. Medium mode is requiring much more skill and getting 5-star ratings on all those songs seems like it may take awhile, but I will remain diligent just because I want to rock.

I read an editorial worrying about whether games like these would discourage people from experimenting in actual music. For me, at least, that is poppycock. Playing this game has only made me want to pick up my actual guitar and hone my skills a bit. As much fun as it is pretending that I'm jamming some great songs, I know it would be much more impressive if I could actually do those things. Until then, I'll have to pretend it really is me shredding up Freebird.