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Wednesday, 30 September 2015

No Mercy Review (N64)


Retro wrestling games can be a strange thing to go back to. Most consist of simply picking wrestlers with identikit sets of moves and then hammering away at which ever button makes moves happen until the controller breaks or someone wins. There are of course exceptions to the rule such as Fire Pro and also some of the Playstation and N64 wrestlers such as No Mercy. As a newcomer to the game we dived in to see if it still holds up today.

The final game from Acclaim’s Nintendo series built on the excellent foundations laid down in Wrestlemania 2000 and pushed the concept just about as far it could go on the hardware at the time. There’s no button bashing in sight either as the unique grapple system is based on timing and single button presses. A simple system is in place with the A button being used for grapples and B for strikes. Holding down the buttons then allows for stronger but slower moves. Once you have grappled you can then press a direction with A or B to perform different moves.

As a system it works well with the left and right shoulder buttons being used to counter moves and block strikes respectively. Pulling off moves and taunts gradually fills your attitude meter which will eventually start to pulse. When this happens you need to perform a taunt which then turns the pulsing bar into the ‘Special’ bar for a short period of time. When ‘Special’ is flashing you then have access to your superstar’s trademark moves. This includes their finisher but also any other unique turnbuckle or grapple techniques as well.

Though each superstar can carry out a fairly wide range of moves many of them are repeated through the roster. This can make the game feel a little samey after long periods of play but certainly doesn’t derail the experience. The other issue the game has is that it moves at a much slower pace than many grapple fans will be used to. You’ll also have to get your timing right as superstars need to complete their animation cycles in order to do their next move. This means pressing grapple slightly too early will result in nothing happening. 

The biggest thing which shows up the game is when you need to take part in handicap matches. Slamming one opponent and then trying to focus on the next opponent will almost always be too slow and thus allow the remaining wrestler to grab you first. It was the only really frustrating match type we found with all the others (including Ladder Matches, Royal Rumble and Hardcore Matches) working excellently.

The main draw of the game is the excellent single player mode on offer. Each belt has its own set of storylines assigned to it for you to complete. Most belts have a set of around six to eight sections with different branches to take on depending how you get on in each match. Completing a belt storyline allows that belt to be defended in exhibition modes and can then also be defended as the champion’s storyline in the campaign. You also get to see how much of the belt’s storyline has been experienced with a single run through normally resulting in around fifteen to twenty-five percent completion.

There are also a whole host of things to unlock as you play. As well as new moves and costume parts you can also buy a few superstars in the Smackdown shop with the in game currency acquired while playing the single player mode. Most can be unlocked in the game as well and they range from Referee Earl Hebner and Jim Ross to Jerry Lawler and Legend Andre the Giant (though you’ll have to survive a very long and tough survival mode to have any chance of getting him). 

Another real strength of the game is the excellent roster of superstars available. As well as the high profile stars from the era such as The Rock, Steve Austin and HHH you also get pretty much all the rest of the roster at the time. This is important as there are storylines for the Light Heavy Weight, European and Hardcore titles so having a sizable roster of wrestlers who were active in those divisions adds an excellent level of authenticity. It also acts as a snap shot in time of the WWE as you can play as wrestlers such as Crash Holly and Essay Rios who only ever really worked on the lower card. It’s a great way of experiencing the ‘attitude’ era and matching up many peoples favourite wrestlers. The fact that a handful of the superstars have passed away (such as The Big Bossman, Crash Holly, Eddie Guerrero etc.) means this is likely the best way to remember your favourites.

Overall, No Mercy still holds up as an excellent wrestling game and we would recommend any grapple fan to seek it out. It’s a little slow and is obviously not going to look great on huge HD televisions but once you get used to it there is a fun and rewarding game here. The grapple system still works and the story mode is one of the best ever seen, it’s full of things to unlock and play with and it’ll keep you occupied for hours.

Overall 8/10

Monday, 28 September 2015

Disgaea 5: Alliance of Vengeance Review (PS4)


It seems like a life time ago that Etna erupted onto the scene in the first Disgaea game. From that moment massive number crunching became a way of life for many console gamers and there have been few games since that are so humorously twisted and crazy. Disgaea 5: Alliance of Vengeance is the sixth console game in the series and the first for the PS4 and as you might expect it has more than enough packed into it to keep you occupied for hundreds of hours.

As usual the plot revolves around an overlord trying to take power. This time it is Seraphina who is the daughter of the king of the Gorgeous Underworld. Along with a host of other odd overlords she bands together with the mysterious Killia to try and destroy the evil demon emperor Void Dark who has decided to take over the entire universe. There are also Prinnies.

It’s another mad cap adventure with Seraphina fascinated by the fact she can’t use her magic to charm Killia and the two jet around the universe on a giant space ship which is used as your hub between levels. Instead of different regions for each episode you are now going to different realms which adds a nice epic feel to the game as you try and repel Void Dark.

We could spend pages talking about all the systems in Disgaea by now and this version adds even more into the mix. All the previous systems such as the geo-panels and skill levelling return and work much in the same way as the last version of the game. There is a new revenge mechanic which raises damage given and reduces damage taken when a bar is filled by your team being attacked. Overlords also get special attacks when in the revenge state – these are wide ranging and include skills like turning into a giant or charming the enemy.

Later in the game there is also a squad system which allows your team to be split into different groups and differing effects then being added to the leaders of the group who take the battle field. The item world is now more ridiculously packed with things than ever with copious amounts of random events and encounters that you’ll need more than one lifetime to uncover. There are also side quests to complete and extra levels that stretch way off into the distance after the main campaign has ended. This game could literally last you forever and it’s highly unlikely you are going to see all it has to offer.

Despite all the systems we found this fairly friendly for newcomers to the series. Each new element is explained well (and also quite quickly) and there is the option to skip tutorials for anyone who already knows how they work. It’ll certainly take a while to get to grips with things but there isn’t an assumption that gamers will have followed the series all the way to this point so if you’ve ever wondered about Disgaea this is as good a place as any to start.

One very good change is a slight adjustment to the geo-panels. As well as being slightly textured now they also display more information when highlighted. This information includes what colour the panel is which means colour blind gamers no longer have to see their best strategies scuppered by a light green block sitting in amongst the yellow ones.

If there is one slight criticism we have it is that the dialogue doesn’t seem as on the mark as in the best of the previous games. The exchanges between Seraphina and Killia never really reach that of Etna and Laharl or Adell and Rozaline. It’s still very solid and entertaining but just lacking a bit of magic and chaos and nothing that made as chuckle as much as Valvatorez and his continual battle cry of SARDINES!

Overall, Disgaea 5: Alliance of Vengeance keeps the series’ trademark high standard of quality going. This has to be among the deepest strategy games ever and if there’s anything with more content outside of an MMO we’ll be amazed. If you like Disgaea then this is a justification to own a PS4 and you can’t really give a game much higher praise than that. 

Overall 9/10

Wednesday, 23 September 2015

Fairy Fencer F Review (PC)


The latest in a slew of JRPG’s that have been heading towards the PC recently, Fairy Fencer F serves up last year’s PS3 adventure with an extra helping of dessert although the only real change to the PC version is the inclusion of a 1080p resolution option, slightly sharper graphics and an option to play using the mouse and the keyboard, full controller support comes as standard.

This bright and happy RPG is brought to you by Compile Heart and as such it shares some similarities with the Hyperdimension Neptunia games, most notably the battle system and dungeons are very similar in style. You play as Fang, a laid back generally lazy guy who is content with simply eating and sleeping his way through life, upon hearing a rumour that if he manages to pull a certain sword out of a stone all of his life’s wishes will be granted for him, he gives it a go, succeeds... and lo and behold, he inadvertently becomes a Fencer. 

Almost straight away, a colossal quest is dumped upon him by the fairy Eryn who appears from the sword (Fury) that Fang just released from the ground – it is her duty to resurrect the goddess which can only be achieved by acquiring enough furies (weapons containing fairies who can then be fused with a human in order to create a greater warrior otherwise known as a Fencer).

Initially Fang does not take this revelation too well as all he ever really wanted to do was chow down and not do a lot until the end of his days (this becomes a bit of a running joke in the series). Eventually, he succumbs and agrees to help Eryn where on his adventures, he is quickly joined by Tiara – a stuck up girl who also has a bit of a masochistic side. He is later joined by Harley – a fairy researcher, Galdo – an energetic young man who loves eating almost as much as Fang, Ethel – a rogue fencer whose only reason for existing is killing and Pippin who can only be described as a green cat-like humanoid. There are also two optional characters that can be recruited if certain conditions are met.

All of the characters have their reasons for joining and whilst they are fairly one dimensional in their personalities, the dialogue is generally quite fun and humorous and unlike the Hyperdimension Neptunia games there isn’t really too much dialogue to flesh out their personalities further. In a game with a combat system as fast paced as this one, it works like a treat. The cut scenes in which the plot is advanced are to the point, the characters do not beat around the bush with unnecessarily drawn out dialogue and they will most likely only last a few minutes which definitely works in its favour. 

Next onto the really fun part, the combat - which is blisteringly fast and quite frankly, the most interesting part of the game! Each Fencer’s weapon never changes and so instead, you have the option to upgrade it using WP - which is a ubiquitous form of currency that can be used to pay for learning new attacks, new spells and a wide variety of skills. Over time, you’ll acquire different attacks and unleash massive combos upon enemies which are pleasant to watch. Each character also has their own special skill, for example Fang has a ‘Serious Face’ mode which is quite amusing as he does 1.5x normal damage. However, this also consumes SP at the same time. 

In order to plough through dungeons at light speed, you’ve got to utilise your furies and engage in a ton of ‘world shaping’. In order to awake either the goddess or the vile god, you’ll have to pull the swords out of their stone cold bodies – this can only be done by using a fury. Once a sword has been successfully removed from the bodies of the gods, the furies will then be imbued with their power – which effectively enables you to stab the furies into the earth and alter the properties of the dungeon based on what powers they have – you can easily gain 100% exp, increased money and item drops from this process although it can be a bit of a double edged sword as with each power up there is a power down – so choose wisely. 

The game utilises a tension system so after X amount of being battered or vice versa, battering enemies, your tension gage will fill up and you’ll be able to Fairize which is essentially where you can transform into a more powerful version of yourself by combining with your fairy. Visually this does look quite cool although on the whole the graphics are quite simple – on par with most Hyperdimension Neptunia games and looking somewhat like I’d imagine a HD version of Rogue Galaxy (Yes, it’s a PS2 game...) might look like. 

When not in battle or in a dungeon, the game plays out like a standard visual novel – the art is fine and the colours are vibrant but the characters are quite static overall. One of my gripes was that the FPS of the game would randomly drop during battles for no apparent reason – this occurred both on my laptop and my desktop which is a much more beefy machine so I can only attribute this to poor optimisation of the game. 

The game effectively consists of a dungeon – plot – dungeon – plot mechanic which is fine although approximately halfway through the game – it does a 'Bravely Default' style manoeuvre and you end up back tracking through a number of dungeons which are exactly the same as what came before. Battles are also far too easy and this takes some of the fun out of it given that it’s almost impossible to die (unless you deliberately choose to kill yourself by going mad with 'world shaping'). 

Musically the game is also swings and roundabouts, some of the songs are quite nice and the song that is heard when the game loads up is quite good although some of the other tunes aren’t really memorable and won’t stick in your head for very long, the sound effects are standard and the English voice acting got on my nerves after 10 minutes as usual. Luckily the option to switch to Japanese is included as standard.

Overall, it’s a solid JRPG with an addictive battle system which is let down by the repetitive plot, minor technical glitches and generally being way too easy.

6/10

Monday, 21 September 2015

Fire Pro Wrestling Returns Review (PS2)


It’s taken a very long time for Fire Pro wrestling to make its way out of Japan. One Gameboy Advance game did get released but aside from that the series has been the realm of importers. Even when Fire Pro Returns was released outside of Japan is was so hard it find in Europe that it may as well not have been. Canny Europeans though have been able to get hold of the game by setting up American PSN accounts and downloading it from the store. It’s well worth the effort.

Fire Pro is a very different type of wrestling game than those brought up on the Smackdown franchise will be used to. To start with it has a 2D retro look and hasn’t really moved forward in this respect since the days of the SNES version of the game. What it does allow though is mass customisation in terms of creating wrestlers and programming them with logic. The best thing about this is that there are numerous edit packs online that you can download to fill up the five hundred create a wrestler slots. Unlike previous games in the series you’ll need to do this if you are a fan of the big American wrestling franchises.

Fire Pro R mainly focuses on the Japanese associations and though there are a few legends around like Andre the Giant there is far from the roster of American favourites found in other versions of the game. The process is now a little more difficult as the main fan maintained website (Fire Pro Club) is no longer in operation so you’ll have to look around for the many wrestler packs converted to both PSN and PS2 memory card format (though Fire Pro Arena still is). There are many sites out there that explain this whole process and we found it very easy to get to grips with. It basically boils down to finding a save you want to use as your base save and then loading any other saves into memory card slot 2 and using the in game importer to move over any wrestlers that you want.

In terms of how the game plays it uses a simple but effective grappling system. There is no button mashing with wrestlers locking up when they touch. From that moment whoever inputs the command the quickest wins the grapple and attempts to execute the move. You can try and use any move you like at any time with the caveat being that if your opponent is not worn down enough they will likely reverse it. There is also a wide range of turnbuckle and running moves, Ground attacks, MMA style manoeuvres on the mat and you can even dive in and out of the ring. The Japanese wrestlers in the game are wide ranging is style and it can be fun just messing around with them as they are often very different from what western grapple fans have come to expect.

As well as moves and styles there are a host of different match types you can try out. Survivor Series style eliminations matches are possible along with exploding land mine and barbed wire death matches and MMA and round based bouts in an octagon. There are also cage matches though the AI is somewhat broken and will simple run out of the cage straight away if you leave the ‘escape’ option on for a victory condition. The big thing for this version of the game is a booking simulation mode which lets you try and create events which go over well with fans. It’s interesting but we found ourselves leaving it quite quickly. The down side is that this mode has replaced any type of single player tournament mode so any matches you will be having will be set up by you. This is a real shame as the title tournaments in Fire Pro D allowed you to go through and face everyone in turn which gave you a good idea of which wrestlers would be fun to go and try out.

You can create your own title belts but the mode is somewhat bare bones as your champion won’t even take the belt into the ring with them and can only defend the title in the type of match you have the initially set the belt to be defended in. There are other issues as well with the translation of the logic settings being completed botched for the most part. A number of the skill parameters and behaviour settings don’t actually relate to anything like what they would appear to.

There are of course community guides out there but it’s difficult when you are initially trying to get to grip with everything. So Fire Pro R does require some work from the player to get the most out of it. You’ll need to find some save packs for WWF/E, WCW, TNA ect and make sure you can find them converted to the right file type. You’ll also need to do a bit of reading around if you want to create your own creations and get them to act like you want them to. But it is worth it as for a fairly short amount of time spent you can end up with five hundred odd of your favourite wrestlers to carry out matches with.

Overall, Fire Pro R may not initially be the friendliest of games for newcomers but it’s certainly one of the best wrestling games of all time once you have it set up. You’ll find yourself going back to tinker with things and setting up tournaments to watch your creations take each other on. The in ring action never seems to get old and there has never been a game with such dream match potential as this. The Smackdown franchise may have the glitz and glamour but Fire Pro R has unrivalled gameplay and we’ve lost countless hours to it.

Overall 9/10