Thursday, 29 November 2012
Cobra Triangle Review (NES)
As far as we can tell there is very little in the way of plot that surrounds Cobra Triangle. For some reason there is a bloke in a boat who shoots things, but this is the NES, a more simple time when it was all about gameplay.
Developed by Rare, the game is set across a number of levels, each of which is different from the last. One level may have you simply racing to the finish, whilst another could involve removing mines, saving drowning people, jumping waterfalls, going through an assault course or even taking on a huge sea monster in a titanic life or death battle. Variety is definitely the name of the game and it's this that helps to excel the title to gaming greatness.
Graphically, this certainly isn't the prettiest of games. The boat is a triangle shape coloured in with two colours, the backgrounds fair little better mainly consisting of blue for the water and green for the land. It's animated well with the boat tipping up at the back depending how fast you are going and boss monsters being suitably large and imposing.
Importantly though, everything moves along at a high rate and slowdown never once appears to ruin the gameplay. biggest problem is flickering, which is apparent a little more than it should be, this is mainly because in certain areas there is so much on screen and it moves very quickly. Flickering aside, the game holds up pretty well.
The game may look a touch drab but the boat is superbly controllable and allows you to make near handbrake turns and other manouvers with ease. This is essential to the gameplay as the pace never lets up from start to finish. Furthermore, every level really feels like something fresh - meaning you never get bored of just doing the same thing over and over again and you look forward to seeing what the next level will bring. This element helps make the game highly addictive.
Overall, Cobra Triangle is a stunning game. Graphically its certainly not amazing, but they do the job and it allows the gameplay to really shine. Upon release it was mostly ignored by the gaming public, mainly due to poor coverage from magazines - this is probably why it was never remade for the new consoles. In years to come it would be great to see a remake as this has all the style, and a lot more originality than most retro franchises. It stands as another example of why Rare were the hottest property around back in the gaming golden age.
9/10
Monday, 26 November 2012
Dark Chronicle Review (PS2)
The only people who enter or leave the district are a group of circus performers who, unbeknownst to all, are really the servants of an evil overlord who has travelled back in time to destroy those places which constitute a threat to him in the future. Indeed he has spared the town of Palm Brinks because it holds an item which he and his servants simply cannot find. Enter Max, who discovers that the amulet which hangs around his neck is this very item that the evil one is looking for - thus begins the ever twisting and turning tale that is Dark Chronicle.
Presented to us as a realtime adventure game, the bulk of your time is spent searching randomly generated dungeons whilst collecting all manner of items and materials in the process. However, to say that Dark Chronicle is simply a realtime adventure is selling the title short of the large amounts of features and depth that it contains. As well as numerous mini-games, players can design new weaponry, make inventions, take photographs, fish, and engage in a sort of fantasy-based Sim City affair whereby new towns are created to repopulate the arid world.
There is no denying that, in the right hands, cel-shading can be an effective visual tool. Luckily, the developers (Level 5), have managed to apply this cel styling with glorious, often breathtaking results. Whether in cutscenes or in-game, the look of characters and their environment is always of exceptional quality - so much so that it is near-impossible to imagine this game looking any other way. Far from the overtly bright colour palette of Zelda on the GameCube, Dark Chronicle expresses itself in a much more subtle manner - with a somewhat earthy and industrial look (perhaps mimicking a cel-shaded Ico, if you will). The graphical style fits in well with the gimmick of the game - that being to build things. Weapons, inventions and towns can be made out of the many things you come across while exploring dungeons.
In order to build up and transform weapons, objects must be broken down to their residual parts, then added to your existing tool of choice. By using this procedure, several differing types of weapons with a wide range of effects can be created with relative ease. Creating buildings and objects to place in new towns is even easier - you simply hunt around for a 'Geo sphere', which then adds information on what materials are needed to create the object. From there it is just a case of finding whatever is needed and placing your new creation on the screen.
Inventing new things however, requires the player to think a lot more laterally than you might expect. First of all, Max must take pictures of objects such as crates, pipes, belts or anything else that may give him an inventive notion. These photographs are kept in your idea book, and from there you must pick a selection of pictures that you believe could be combined in order to make something new. Max will then try to create it - though more often than not he will not be able to think of anything useful to make.
In order to create things, you will need to search the many dungeons on offer while opening treasure chests and fighting off a wide range of monsters and machines. In contrast with the somewhat complicated inventing process, the controls for the adventuring sections of the game are of the 'simple yet effective' variety. One button is used for attacking and one button for locking on to the enemy; though characters do use two weapons for fighting, this is easily catered for by simply holding down L1 when pressing the attack button to hit with your off-hand - all very effective, meaning players can easily engage in battles without fear of being defeated by the controls.
However, Dark Chronicle contains a number of undeniable faults. Most of these concern the random generation of the dungeons. While in theory this should mean that players are never faced with the same thing twice (giving a constantly new experience), in practice it works in completely the opposite way. What happens is that players are thrown into a dungeon created out of the same core parts and characteristics of each chapter. This isn't really a problem in areas where there aren't a huge amount of dungeons to get through, but certain sections of the game present you with massive amounts of levels in order to progress. After you have seen the same graphical features of a chapter adorned with the same enemies for the seventh or eight time, you really don't care that the level is laid out differently from the last one.
Furthermore, the random placement of monsters within random dungeons means that there is no noticeable difficulty curve. Instead you could be faced with almost unbeatable odds only a few dungeons into a stage, then plain sailing over the final stages. This leads to more frustration as your characters can be unprepared for what they are going to face, leading to death after death with very little the player can realistically do about it.
Problems aside though, Dark Chronicle is a truly captivating game. A great story coupled with decent controls, features and more extra bits than anyone could ever think of. While occasionally there is an awful lot to take in, you are never without something new to do. While the dungeons could have been implemented better, it's only a minor point and doesn't take away too much from what is an essential purchase for anyone who thinks they know what a good adventure game is. In time, Dark Chronicle may well be regarded as a classic example of the genre
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).
Tuesday, 20 November 2012
Gunstar Heroes Video Review (Mega Drive)
A review of Treasure's excellent Gunstar heroes on the Sega Mega Drive.
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