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Showing posts with label Gameboy Advance. Show all posts
Showing posts with label Gameboy Advance. Show all posts

Monday, 5 February 2024

Goodboy Galaxy Review (GBA)

 

So called homebrew titles have come on leaps and bounds in the last few years. Now, we have reached a place where developers can create titles for older consoles and have them fit perfectly into the indie marketplace. Indeed, we think it’s only a matter of time before one of the big developers decides to dive into the world of retro consoles with a fully-fledged retro release.

We’ve covered an ever-growing number of these games including, Micro Mages, Alwa’s Awakening and Witch N’ Wiz, as well as some of the compilation which have made their way to Evercade, who could forget the excellent Tanzer after all? The latest of these to reach our door is Goodboy Galaxy, a platform exploration game for the GBA.

The plot is simple and follows a space dog called maxwell as he fly’s around various planets solving quests and making friends. It’s all one large collectathon, but that doesn’t mean it isn’t fun. Each character you meet along the way will require help in some way (normally finding things) and will then give you their friend card upon completion. Some also give you other items as well to further aid your exploration and allow you to get deeper into galaxy.

Goodboy Galaxy is not a Metroidvania game though, thanks to the well-placed gates around each planet. Maxwell can jump, has a shield which will absorb damage and has a blaster. However, when you pass through one of the gates on each level something will be disabled. This could mean losing your jump, meaning you must think creatively about switches or platforms, or losing you weapon or shield meaning you are much less protected. It’s a gimmick that lasts throughout the game and allows a series of short but interesting puzzle platform sections to be thrust on the player. There are of course ways of getting around these to reveal secrets as well.

It's good then that Maxwell handles excellently. You must get used to the game as it has its own mechanics such as the firing pace of the weapon and the jump working slightly different than how you would expect, but once you’ve played it for a while it all becomes second nature. It’s cleverly done and shows real thought has been put into how players are expected to traverse around the worlds.

The look of the game is classic Gameboy Advance platformer. Bold colours and large cartoon like sprites are the order of the day and you can’t help but smile at the heavy nostalgia and generally joyful vibe. It fits the style of game perfectly, as does the character design which effectively takes animals and objects and puts bigger eyes and jackets on them. Each planet also sticks with the bright feel, while also being distinctive from each other to keep the overall look from becoming too samey.

Overall, Goodboy Galaxy is a fun game that would have easily found an audience if released during the original GBA years of handheld dominance. It’s like finding a hidden gem for the system and hopefully it will find a much larger place when it releases on modern consoles (Goodboy Galaxy is also currently available on the Evercade). There’s a lot of fresh ideas here and if you are looking for something new that seems like something old then this is an excellent place to start.

Overall 8/10

Monday, 28 November 2016

Castlevainia: Circle of the Moon Review (GBA)


Written by Dan Gill

Launch games play an important role in selling a console on release day; Super Mario World, Halo, Sonic Adventure, Tetris, Wipeout – all great games, all big successes.  By its launch in 2001, the Game Boy Advance would’ve sold if the only game released was a tarted-up port of Super Mario Bros. 2 (OK, that was released, and was pretty good to be fair), but the GBA was blessed with a handful of great titles to choose from on day one (certainly in Europe), but probably the biggest and most “home console”-like game on offer was Castlevania.

Following on from the critically successful Symphony of the Night rather than the N64’s 3D titles, CotM has you taking protagonist Nathan Graves through a labyrinthine castle in the hunt for his mentor, Morris Baldwin.  Morris is captured by Dracula in the opening scene, so the player needs to make their way through the castle, exploring all its nooks and crannies for items, magic and abilities to aid in their quest to rescue Morris and destroy Dracula.

The items in question range from new abilities to access previously unavailable areas, spells, clothing and armour, and your standard secondary weapons.  This is the big draw of the title; the exploration aspect firmly puts CotM in the “Metroidvania” section of Castlevania’s history. Seeing unreachable areas and returning to them at a later point once the relevant ability has been required. 

The series’ staple whip (although not the “Vampire Killer” from earlier games) and secondary weapons return, but this time they’re joined by new abilities which are acquired from boss fights.  These expand Nathan’s move set, giving access to more of the castle.  Standard stuff, but the real addition to the game comes in the form of the Dual Set-up System (DSS).  The system utilises cards randomly (and rarely) dropped by enemies.  Each card is either an action or attribute, and takes its name from gods and goddesses from Roman myth.  When one action and one attribute card are combined and triggered by pressing R2, they’ll take effect.  These effects range from increasing attack to offering a protective poison cloud to summoning creatures.  The combinations are varied, and can only be discovered by trying them out (in the case of summoning, a button combination needs to be used).  It adds real variety to the game, and can help out in some tricky moments (namely the boss battles).

The difficulty throughout is pitched pretty well; you level up as you beat enemies RPG style, so there’s a real sense of progression when you return to weaker enemies later on.  The only point at which you may run into issues is when fighting the bosses of the castle.  While they start off being reasonably challenging but beatable, the challenge quickly ramps up a few bosses in (damn you, Adramelech!), and requires either amazing dexterity, a high character level or a good DSS combination (or any amalgamation of the above) to overcome each one, but as tough as the bosses are, they’re never unfair.  There are attack patterns, there’s always a window of opportunity for retaliation, and finally overcoming one of these behemoths grants a great sense of achievement.

An ever-expanding map, hidden areas, backtracking, this has it all; it’s fun to navigate and looks nice with it.  It’s just a shame that the colour palette is so dark. While playing this on a GBA SP or Game Boy Player avoids this issue, remember that this came out at a time before Nintendo included any built in lighting as standard for its handhelds (Game Boy Pocket Light being the only exception at the time).  If playing on an original GBA you’ll struggle to see some of the enemies, and will really struggle to see doorways on the Castle map.  It’s a shame, as some of the gloomy artwork is very atmospheric and fitting for the title, but it seems that it wasn’t designed with that dark screen in mind.  The only upshot of this is that you won’t quite be able to make out the few frames of animation used for the player character.  Nathan often looks like a two page flick book animation when walking. It’s a shame, as most of the animation for the enemies is much better.

Where the title really stands out is in its presentation is the music; a wonderful soundtrack pops out of the GBA’s little speaker, harking back to the 16 bit tunes of Castlevania IV and The New Generation.  It’s a catchy score which is most likely to encourage you to pop in headphones and show it some appreciation. This is due in no small amount to using a combination of old tunes with new. Personally, I never tire of hearing “Vampire Killer”.

So, is CotM as good today as it was fifteen years ago? In short, yes.  The exploration remains enjoyable, and you can normally find where you’re supposed to go next.  If you’re collecting the cards for DSS combinations you may grow weary of the low drop rate, even if you have equipped Nathan so that his luck stat is through the roof.  There’s also a fair bit of level grinding required to take on some of the game’s bosses (many a save game was re-loaded after losing to the Zombie Dragon), but no more that you’d find in a JRPG.  It’s a game that brought the gameplay style of Symphony of the Night to a handheld, which was a pretty big thing at the time, and it’s a game well worth revisiting if you never beat it the first time around.  Even if you have, there’s the option to reply through the game as a magician, fighter or thief version of Nathan, forcing you to change your tactics through each play through.

Sure, it’s been bettered by a few of its successors, but some of its traits remain unique to the title, and it’s worth a few more hours of your time; especially as you now have the option of playing it on a backlit screen, just prepare yourself for those boss battles.

Overall 8/10

Wednesday, 31 December 2014

Rock 'N' Roll Racing Review (Gameboy Advance)


Rock N Roll Racing started life back in the 16-bit days of the Super Nintendo and Mega Drive. At the time it was a breath of fresh air across a very arid landscape of numerous Mario Kart clones. Indeed, with tongue firmly placed in cheek, it seems once again it is time to drop into the world of mullets and nitros... Now come on, with a combination like that, how could you go wrong?

The story goes that in 2833, intelligent life was found on the planet of Bogmire. The inhabitants of this strange world became addicted to the art of racing and started using souped-up cars to bomb around the planet. Something else that caught on quickly was Earth's rock music and thus from these strange beginnings the Rock N Roll Racing Commission was created. Set across six planets each with a whole host of tracks, Rock N Roll Racing is good over-the-top racing fun.

After selecting your racer of choice players must battle against three other opponents with the aim of collecting enough points at the end of the season to qualify for the next planet. Far from being a simple case of racing around the circuit, tracks are often reminiscent of a battleground with both cars and terrain capable of blowing an opponent into a different universe. Cars come in four different types, starting with a sand buggy-type contraption and working up to a full-on battle hovercraft.

Each vehicle can have numerous things added to it in order to help you through - these include mines, missiles, nitros, better tyres, and thicker armour. But the real skill comes in being able to take on opponents with as little as possible, as when you reach a new planet one of the opponents will have a new car meaning you need to upgrade - and rest assured these contraptions do not come cheap.

In terms of cosmetic issues everything is faithful to the original game. In fact this title is more or less identical in every way to the Rock N Roll Racing of years gone by, but that is not necessarily a bad thing. Different planets are varied and contain a fair amount of detail both on and around the track and the isometric racing viewpoint acts well to keep players going where they should be. Cars look rockin' enough to fit in with the premise of the title and it all moves along at a breakneck speed without any problem.

Of course, the gimmick of the game is the soundtrack and though only a minor point it really helps to make the game seem that little bit more over-the-top. While jamming round the track with missiles flying and parts of cars littering the corners, the tunes of "Born To Be wild" and "Paranoid" (among others) blast out over the action. Obviously, the Gameboy can't cope with complete songs, so instead we get an instrumental version, but it's effective nonetheless.

Along with the music comes an incredible enthusiastic commentary that runs through each race. Coming out with phrases such as "Let the carnage begin!" and "Tarquinn lights him up!", it is undoubtedly cheesy but then again if you buy a game called Rock N Roll Racing, what exactly were you expecting? The commentary helps keep the fun in the title along with many other little touches that create something which endeavours to make you smile more often than not.

Accompanying the decent graphics and sound is a solid handling model and responsive control setup. The cars are a joy to drive and very easy to get to grips with. After your first race you should be able to grasp the controls enough to be able to fire well-aimed shots at your opponents while taking a ninety-degree corner. Indeed after a few races - as well as fighting off the other racers - you will find yourself trying to grab all the extra money packages laid around the courses as well and while the action can become a touch samey due to the fact certain tracks must be raced upon more than once, nothing really takes away from the feeling that you are having a lot of fun.

In conclusion, Rock N Roll Racing gets away with being a straight port of a fun, over-the-top and cheese-filled experience. It will not change the world but if you are after a game that offers nothing but pure enjoyment then you cannot really go wrong with this reincarnation.


Monday, 17 December 2012

Castlevania: Aria of Sorrow Review (GBA)


Set in the year 2035, Dracula has been completely destroyed and his castle imprisoned in a solar eclipse meaning he cannot reform. The Belmont family have long stopped waiting for his return and disappeared into history (until Dawn of Sorrow).

Enter Soma Cruz who, along with his girlfriend, is mystically transported inside the eclipse. Here a new threat is awakening, as Dracula's powers will soon begin to burn in the heart of an heir. Aria of Sorrow marks a change in style for the Castlevania series; both in terms of look and play mechanics. Long gone is the medieval Gothic feel. Instead characters lean towards a much more Japanese cyberpunk style, all androgynous men and long white hair, far from the headband wearing valiant knights of yesteryear.

The new Japanese style works brilliantly to reinvigorate the mood of the series. There is also a move back to Symphony of the Nights multiple weapons. Furthermore as the adventure unravels Soma begins to find he can absorb powers from defeated enemies. This adds a lot more depth to your play and gives yet more weapons and magic spells to be played around with.

Graphically the game is gorgeous, with ridiculous levels of detail apparent in the background art and the castles evil minions. This is the game that the developers finally realised that though big castles are meant to be dark, the Game Boy Advance does not like it. The move to cyberpunk allows a much lighter colour scheme which allows the player to see what is going on.

Soma Cruz is just about the most playable character to be found in a GBA game. He jumps, dashes, fights and flies with an ease and grace that shames most games. The excellent controls coupled with the games addictive quality will keep you pushing forward to find the next section long into the night.

Cleverly, the learning curve has been set just right. Very rarely do you find yourself in a situation where you feel overwhelmed by what you're facing. When something truly nasty is about to test you to your limits you can be sure there is a handy save room nearby. This means you never come across a boss monster with one hit point and no magic left. Everything just seems a whole lot more fair than in the previous two GBA outings.

Overall, Aria of Sorrow improves and develops upon its predecessors. Better graphics, sound, story, gameplay and style all add up to a brilliant action adventure with a touch of RPG about it.

8/10

Thursday, 22 November 2012

Breath of Fire Review (Gameboy Advance)


Over the years, the Breath of Fire series has always managed to be overshadowed by some other title. On the Super Nintendo, Breath of Fire 1 & 2 were overlooked through a combination of Western RPG apathy and the emergence of Legend of Zelda: A Link to the Past. Later, on the PSone, things were much the same. Breath of Fire 3 launched to critical acclaim, but few people would look outside of their Final Fantasy 'comfort' zones - so it was inevitable that when the fourth instalment of the series arrived, many more would fail to acknowledge it. The Game Boy Advance now offers players another chance to sample one of the most magical adventures ever made.

The story surrounding the first game in the series (and which may appear a little fragmented if you weren't paying attention) is a magical yarn that helps to pull you in, and really makes you care about what is happening to the world. It starts when our hero Ryu is rushed from a burning building, with the story of a prophecy ringing in his ears. The great thing about Breath of Fire is that very little of the story is disclosed, with Ryu not having a clue what is happening, but gradually uncovering small pieces of information as the adventure unfolds.

Scripting is first-class, with twists and turns that always keep you guessing until the very last battle. The action is presented in a typical turn-based adventure style. Most of the time you'll walk around the map screen engaging in random battles; it then switches to the battle screen where you can choose your commands - standard fare for anyone who is familiar with turn-based RPGs. The action breaks down into a fairly simple scheme- go to a village and talk to people, then go to the cause of that village's problem and enter a tower or dungeon. Kill a big monster at the end, gain some new skill that allows you to enter the next area, and so on until you finish the game.

Although the way things are done is fairly straightforward, the magical setting makes you push on to see the next part of the story. Graphically, while designed for the Super Nintendo, everything is perfectly acceptable. Sprites have been polished to make them sharper, but apart from that things are kept fairly simple. This is in no way a bad thing however. Far from being just functional, the graphics help to give the game a unique look that sets it apart from other role-playing games.

Characters constructed out of limited colour palettes are bright and vibrant, with well-animated movements. When exploring, it is easy to tell where you are in the world as no two areas look the same (and also contain different enemies). Over the years we have played a lot of RPGs, and every now and then one of them tries to do something a bit different - or so we thought. Let us bring your attention to the Playstation 2 game, Final Fantasy X, hailed upon release for the way in which battles were made more flexible by being able to switch characters in the middle of a fight. Well, guess what? You can do that in Breath of Fire too, and this game originally came out in the early-Nineties (and Dragon Quest games were arguably doing it even earlier).

The title has more innovative touches than possibly any other single RPG. As well as the tagging system 'borrowed' by FFX, all the characters in your party gain experience at the same level. This means that while in other games characters outside of your main party remain weak, in Breath of Fire you can switch characters without fearing they will not be able to cope with enemies. Characters also have a number of individual actions available to them - find an object for Gobi for instance and you can travel around underwater inside a big fish- with doing so meaning you will not be attacked, letting players explore areas without fear of constant random battles. Furthermore, when Mina reaches a certain level she can warp the party to any town you have visited - this is positively a breath of fresh air.

It allows players to freely explore without needing to worry if they will make it back to safety when weak. These are just a few of the extremely helpful features that the game offers, thus easing frustration and aiding progress. In terms of difficulty, the game is well-structured with a near-extraordinary understanding of both pace and learning requirements. To start with, you only have two characters to control and they are both very weak. The characters do not really know what is going on and are not aware of their true powers - thus a lot of the time enemies that appear will be too strong for you, forcing you to run instead of fight.

At first this seems like a flaw, but it is only after you have made it past the first quarter of the game that you realise it is intentional. From here, characters begin to get stronger and realise their destinies, this makes battles a lot easier. Everything is set up to merge seamlessly with the storyline and is an amazing accomplishment.

Overall, Breath of Fire is one of the finest RPGs to appear on any format. Though bettered by latter incarnations of the series, the original remains both innovative and a pure joy to play. While not the most difficult game to beat, it offers up a sturdy challenge - and when games are this long, you don't really need a Final Fantasy VIII-style level of hardcore 'comfort', do you? This title has charm, humour and an epic storyline to round it off, and if you tire of the adventuring you can even opt for fishing. How many other games can boast that? A brilliant game guaranteed to get you hooked (no pun intended).