Showing posts with label action games. Show all posts
Showing posts with label action games. Show all posts

Monday, 14 December 2015

Musou Games: Things That Make Me Go "Weeeeeee!"


A sizable number of the games that Tecmo Koei have ported to PC have turned out pretty terrible. One exception to this is Dynasty Warriors 8 Xtreme Legends, which is actually quite good. I've been playing it of late, as RWBY had whet my appetite for more games like this, and the game has reminded me of two things. First, these musou (aka Warriors) games pitting players against hundreds upon hundreds of enemies to hack and slash their way through are surprisingly fun for something so simple. Second, the practice of removing the first "E" from "extreme" is something that really should just be left in the 90s.

Now, I'm not one of those people who religiously goes out and gets every single iteration of Dynasty Warriors that hits the market. I've never been able to justify that, and ditto for similar series like Samurai Warriors or Dynasty Warriors: Gundam. However, I do like to keep abreast of them and grab something new every few years, at least once per generation cycle.

Dynasty Warriors: Gundam
There is something so very appealing about hearing the crunch of your weapon tearing through a dozen or so enemy troops and watching them go flying as your character does his moves, doing combos, building meter, and unloading special attacks. Add on top of this that there are so many different characters with their own weapon types plus various factions to play as, and then you have a whole lot of replay value on your hands.

Some folks are quick to dismiss these games as being mindless. Sure, they aren't on the same level as Bayonetta, the Devil May Cry series, or God Hand, but they aren't trying to be. The beauty of series like Dynasty Warriors is that it taps into a primal joy while playing them. It's an environment where you can turn off your brain, run around a map, smash, slash, and bash all of the things, and love every minute of it as the flashes, combo counts, and KOs mount up. As much as the word gets overused these days, it really is a wonderfully visceral experience playing these games.

Hyrule Warriors
Even better, they've been branching out over time. At one point, it was nothing but Dynasty Warriors if you wanted to play something like this. Then we started to see other games doing this like Samurai Warriors. Now we even have licenses. Want some musou Gundam? Go for it. Fancy a bit of Dragon Quest musou? Try out Dragon Quest Heroes. Want to fight hordes and hordes of baddies in Hyrule? Go get Hyrule Warriors.

It's early days yet, but I could see this trend continuing. There's certainly an appetite for it. What will we see next in the world of musou? Persona? Final Fantasy? Obviously, a Star Wars musou would be amazing. There's a lot of potential for these sorts of games still. They're simple, but can really pull a person in as they run around slashing up everything, shouting, "Weeeeeee!" all the while.

Wednesday, 9 December 2015

Early Thoughts on RWBY: Grimm Eclipse


Not too long ago, a game based on the RWBY series made its way onto Steam's early access doodad and I was kind of curious about it so decided to give the thing a try. The developers say that they're going for something along the lines of Dynasty Warrior and that is very apparent as the game throws tons of enemies at players in big groups to hacked and slashed through. There are only a couple of levels to try out so far, but it's about an hour of content so you're looking at around four hours if you want to get through everything once with each of the four characters.

Everyone does play fairly differently from each other. Ruby has her scythe and tends to swing it around in big arcs, making her more adept at taking down large packs of enemies herself. Weiss uses a rapier and attacks much quicker than the others. Blake has her sword but feels much better at focusing down single targets like bosses. Yang uses her fist weapons to punch everyone and can lock onto targets pretty easily.

Each character also has some sort of integrated gun in their weapon but I've not found much use for these things yet. There was one enemy type in the mines where it made a lot more sense to shoot at them from far away since they radiated a weird green goop and damaged for a lot on death, but other than that all the rest of the baddies needed to be dealt with up close.

The girls each have three special moves that consume bars from a meter at the bottom right of the screen. They're some sort of assortment of single-target and area of affect abilities with the different characters leaning a little bit one way or the other depending on the person. The meter itself most often gets refilled by either leveling up for a full recharge or by landing a certain number of attacks in a row without being hit by enemies for a trickle of recharges. There are a few other instances for this like when being revived by a team mate and from a few of the options in the talent tree, but these don't happen nearly as often.

Combat itself is very fast-paced as one would expect from a musou game. It's fluid with large packs of enemies to fight. There's about 10 different types of baddies so far ranging from weaker fodder that attacks in swarms to stronger ones that have much larger hit point pools, can defend themselves, and have special attacks. The levels themselves are fairly linear corridors so enemy encounters tend to be around certain areas where trouble breaks out and the girls have to fend off the creatures, or there will be an area that they get stuck in for a period of time and have to fight against several waves of enemies. There was also an escort mission trying to get a bomb on a mine cart to fall into a pit, which was surprisingly entertain considering how dull escort missions in games can often be,

This is all done in a straight up multiplayer environment where up to four people can play together. One person will be the host while everyone else hops on board. The game scales its difficulty on the fly as people join and leave the session, usually by adjusting the number of enemies spawning as best as I can tell. You can theoretically be in a situation where you're playing by yourself if you host your own game and no one joins, but I've found quite a few people playing and not run into this myself. It's actually a lot of fun playing with others in RWBY anyway. Also, more than one person can play the same character, as they don't get locked out as someone selects them. So, if you happen to really want to play as Ruby, for example, and someone else has her already, don't sweat it, you can play her as well.

One minor, annoying issue with the multiplayer is that if the host leaves for whatever reason the game will reset to the last checkpoint as it assigns someone else in the group to hosting duties. This results in having to redo some of a level, which is a bit of a drag.

Redoing content is also a thing if your whole group gets incapacitated, making it a must to try and help fallen allies back up by running up to them and holding down E until they're back on their feet. Interestingly, you can still fight while doing this and just need to focus on staying close enough to the person who is down while holding the E, which is nice when compared to other games where you might be forced out of combat to help the downed teammate. Also, there is an ability in the talent tree that significantly speeds up your ability to raise others that is totally worth unlocking.

Speaking of talent trees, there is a very simple one here. Each session, players start at level one on their character and gain experience points by defeating enemies, completing certain objectives, and finding little artifacts hidden throughout the levels. Once the character reaches a new level, they'll get a point that they can spend in the tree, which is divided into four sections, one for each of the girl in question's special moves, and another which is like a general quality of life section for stuff like health regeneration, the size of your special ability meter, defenses, and so forth. It's not much right now, but does give a little bit more customization options to the player, which is nice.

I should note that with the way experience points are awarded, it does seem as though it goes to whoever lands the killing blow on an enemy from what I could see while playing. There were cases where I'd be using a more single-target focused character like Blake and be tearing into a boss, do 60% of the damage but still not get any experience despite doing the lion's share of the work, then on another session I'd be on Ruby, dive into a pack of mobs that the rest of the group were on and gobble up a ton of experience from landing a bunch of killing blows. I'm not absolutely certain this is going on because it can be tough to see the little note that you got some XP, but it certainly seems that way.

So far, the game is looking pretty good. There are only two missions in this build of the game, one in a forest, the other spanning an abandoned city and some mines, but the environments look nice. The characters too look quite good. The show is a sort of CG anime, so it translates quite well to a game. I have noticed that the frame rate is a bit iffy right now and had to make sure my drivers were up to date in order for the game to run smoothly. It is in Early Access, so this doesn't really surprise me.

The voice acting is actually decent as well thus far, but they are just getting the voice actors from the show, so this probably shouldn't come as a surprise. The girls don't actually say very much right now, though, other than some quick comments when they kill monsters, find goodies, or enter new areas. Much of the talking is done by whoever the person overseeing a particular mission happens to be.

With that, this little bit of RWBY that is available thus far in Early Access is pretty fun. The combat is fast, the characters are varied, and the aesthetic is nice, While there isn't a lot of meat on the game's bones just yet, it is making a good first impression. Often times when I grab something on Early Access, I get it, play it for a while, then forget about it. With Grimm Eclipse, I actually find myself looking forward to future updates with more content being released so that I can try it as soon as possible.

Friday, 23 October 2015

Freedom Planet and Waxing Nostalgic for the Genesis

After being engaged in a grueling staring contest with it as the game sat in my Steam library for months, I've finally gotten around to playing Freedom Planet. Its aesthetic had caught my eyes as it screamed 16-bit. The character designs, the environments, and the use of color all brought back a flood of memories from the heyday of the Sega Genesis. The game really does bare a resemblance Sonic the Hedgehog and it isn't just how it looks but to some extent how FP plays as well, as it does go for the "Gotta go fast!" mentality that is so prevalent from Sega's series. All the while, there's an element of exploration from trying to find all of the collectibles scattered around a level. Part of me kept thinking that I should be annoyed by this while playing the game because it does make for bit of a stilted experience from all the zipping around at full throttle, then slamming on the breaks to look for stuff. However, that just wasn't the case. The ambience of the game, combined with the platforming, and boss fights made me enjoy FP quite a bit and overlook that.

For someone who quite likes revisiting games of old and has a soft spot for the Genesis, FP really is something special. It can't be said enough how much the developers nailed the whole 16-bit Sega era in terms of visuals and animation here. The game looks like something straight out of 1994 or so when games on the Genesis were starting to look really good. There's a lot of detail without going overboard, smooth animation, and the color palette really pops off the screen.


The levels are actually really big. While there's a clock counting up from the start of each stage, I quickly began to ignore it. Exploration has always been a big thing to me, as I've mentioned before while playing Skyrim, so poking around and finding all of the things was far more of a priority than speed running the game to complete stages in as little time as possible. I'd go so far as to say that speed running the story mode levels on the first playthrough does FP a disservice. A lot of the fun comes from poking around trying to find everything, It brings back a lot of memories of playing Metroid and games of that ilk, just methodically checking every nook and cranny.

About the only area of the game that left me with mixed feelings was the voice acting. While it is very good, there's just so much of it. The cut scenes are very long in FP. They have a Saturday morning cartoon vibe to them, and do bring out the occasional chuckle, but they really do a number on the game's pacing. After downing the boss for a level, while I do like a bit of a break for advancing the story, a bit more brevity would have done wonders here. This is pretty much the one area where they game falters for me.

While the voice acting was a bit much, the music is amazing, and I can't get enough of it. The composer really nailed the feel of 16-bit platformer soundtracks. Thematically it's spot on, and the instrumentation does an interesting job of straddling itself between the bleepy bloopiness of the 90s and more current sounds. It's easily one of my favorite soundtracks to come along in the last few years.

With the huge wave of pseudo retro games to come out in recent years, there's just so much to choose from. Action games, RPGs, platformers, adventure games, you name it. Players have some hard choices to make when considering picking up a game of this ilk, but I'd definitely have to recommend Freedom Planet. It does so many things right when it comes to recapturing the feel of Genesis-era action platformers. If you like Sonic and have a soft spot for video games of the early 90s, you owe it to yourself to check this game out.

Thursday, 14 May 2015

Feature: GTA V Comments (Part IV) - Stunt Island

Barnstorming circa 1992
In 1992 game developer Assembly Line and publisher Disney Interactive unleashed Stunt Island on an unsuspecting public.

Before buying Stunt Island I hadn't read anything about it and YouTube had zero videos of the game (owing to the fact it didn't exist yet). My decision to buy the game was based entirely on the information on the back of the box and how heavy it was in my hands. The manual was thick with instructions and it "thumped" into the sides of the box when I shook it. In 1992, I often considered a PC game's worth by the weight of the box and the sound of all the "extras" sliding around inside, so basing a purchase on this criteria wasn't unusual.

Tuesday, 7 April 2015

Review: Trapped Dead: Lockdown (PC)

Who doesn't enjoy Zombie games?

*random guy sheepishly raises hand*

It's cool, you're excused.

Trapped Dead Lockdown is a neat little isometric-view hack-slash-and-shoot zombie annihilation game. You choose one of five characters (each their own class) and live out their own personal missions inside a city gripped by a zombie apocalypse. The world is about as cheerful as you'd expect, with all the typical tropes of characters being the worst possible people you could imagine when things start to get hairy.

Wednesday, 11 March 2015

Preview: Batman: Arkham Knight (Multi-Platform)

batman arkham knight
If there's one thing that Batman is really good at, it's making twisted enemies everywhere he goes. Besides Arkham Knight, a lethal Batman doppelganger created for the game, there's the usual Rogues Gallery of villains including the Riddler (in a more active role this time around), Penguin, Two-Face, Harley Quinn, and Scarecrow, who appears to be the mastermind behind the terrible things that happen in Batman: Arkham Knight.

Tuesday, 30 December 2014

Review: Watch Dogs (Wii U)

Starting a new franchise is never an easy task. Some games make it, and some don't.

When you have a big developer like Ubisoft behind you there is more at stake but there are also more resources to draw upon to create the game. Watch Dogs is one of those new franchises that had some new elements embedded into it that made it interesting enough to look forward to. It came out on most of the video game systems in the Spring but took around 6 extra months to come out on the Wii U. So, here it is.

Monday, 29 December 2014

Review: Escape Dead Island (PC)

escape dead island

Maybe it's because it's the close of 2014 and the beginning of 2015, and another birthday for yours truly, that I'm feeling too old, decrepit and tired to have any patience for video games that are slapped into lock-step with tried and true formulas that have proven effective in the past but stopped filling me with awe or, hell, interest.

And that, predictably, is where Escape Dead Island comes in.

Thursday, 6 November 2014

Review: Sunset Overdrive (Xbox One)


Starting the game up I wanted so badly to love Sunset Overdrive. After all, I'm a huge Insomniac fan, with standees of Ratchet & Clank throughout my basement and I proudly wear the achievement of completing every single game in that series (even the mobile one). I never really got into Resistance (although I'm still willing to give it a proper try) and for some reason, Fuse hasn't even made it into one of my machines even though I own it. Come on, Insomniac, give me something to love if you aren't giving me the Ratchet and Clank HD remake until next year.

I closed my eyes and started to play. (Then played with my eyes open after that.)

Tuesday, 14 October 2014

Review: The Incredible Adventures of Van Helsing II (PC)

What happens when the world's most famous monster hunter turns freedom fighter and overthrows the mad scientist despot running the creepiest little country in Europe? Well, he sure doesn't get to enjoy his victory overly long.

The Incredible Adventures of Van Helsing II picks up right where the first game ended and throws players right back into the battle for Borgovia, this time challenging the would-be warlord General Harker for control of Borgova's streets and Borgovia's future. Much like any real revolution, there's a lot of slogging around in the streets.

Tuesday, 8 July 2014

Review: Guacamelee - Super Turbo Championship Edition (PS4)

Guacamelee - Super Turbo Championship Edition

Guacamelee steps back into the ring with a “Game of the year edition” treatment: Super Turbo Championship Edition! Aside from being a nod to Street Fighter, this rendition gives us an overhauled story which features some new abilities, enemies, and the surprisingly satisfying ability called INTENSO, but is it worth donning Juan's mask once again?

Tuesday, 24 June 2014

Review: The Amazing Spider-Man 2 (360)

Movie-tie in games should almost be treated as a separate entity since the quality level on them seems to naturally start off with a handicap. For every Goldeneye, we get an ET… with many more movie tie-in games being destined for the garbage dump than any Hall of Fame.

The Amazing Spider-Man 2 is no Goldeneye, and mercifully not an ET either.

Thursday, 29 May 2014

Review: Soul Sacrifice Delta (PS Vita)

Soul Sacrifice Delta isn't quite a sequel, yet it still feels like a fresh game. It improves upon many aspects that people disliked about the previous game, and adds a bevy of new content on top of it to encourage us to take another look through Librom's pages.

A major gripe with the first soul sacrifice was that of the difficulty curve. Delta mixes this up by rebalancing a lot of the offerings, as well as the damage and HP of earlier monsters. Going back to early quests makes you feel sufficiently powerful, while the late game pacts are incredibly challenging in some instances. Your most powerful offerings can also be upgraded into Black offerings, giving increased potency at the cost of fewer casts. This may not always be worth the trade-off, but some spells become more powerful than they ever were before.

Tuesday, 20 May 2014

Review: Earth Defense Force 2025 (360)

earth defense force 2025 Playing Earth Defense Force 2025 made me think of watching Mystery Science Theater 3000. The movies on that show were bad in so many ways – script, acting, visuals and special effects. But somehow that one element – the silly, uproarious commentary made by the smartass fellas – made it enjoyable to sit on your couch and watch a movie with extremely low production values. Earth Defense Force 2025 has spectacularly bad graphics, a script full of mindless dialogue and totally dreadful voice acting. But that one quality component it does have, good third-person shooting gameplay, can let you overlook the lesser attributes everywhere else and have an unexpectedly entertaining time.

Wednesday, 14 May 2014

Review: Strider (360)


Strider Hiryu was one of the original 8-bit Nintendo Entertainment System-via-Capcom’s badass characters, the super-agent ninja with the cat-like agility and razor-sharp sword – the Cypher – starring in Strider. From that origin in 1989, he remained a popular figure in the Capcom franchise collection, finally making a return in 2000 to the PlayStation in Strider 2 that was a well-received update.

Monday, 10 March 2014

Review: Strider (PS3)


The original Strider games in the Arcade and for the Nintendo Entertainment System hold a place in my young-gamer heart. The Arcade game was ridiculously cool (if not ridiculously hard to match) and was easily one of the set pieces of many an arcade in the late 80's whereas the Nintendo version shortly followed with one of the better action based games of that era. It feels rather odd to refer to the current game as a "Metroid-vania" as this game came out in the exact same time period in gaming… but when you've only made 3 games in your life span, you tend to get overlooked.

Wednesday, 29 January 2014

Review: Metal Gear Rising: Revengeance (PC)

The whack-a-doodle nonsense of the Metal Gear universe is delivered by Metal Gear Rising: Revengeance. Within the first 30 or 45 minutes, cyborg protagonist Raiden guts a towering Metal Gear then "befriends" a (sadly underutilized) robot dog. Why? There's something about child soldiers, private military contractors, Raiden's past life as "Jack the Ripper" and in all likelihood a Ronco product that slices, dices, and minces.

Tuesday, 17 December 2013

Review: Charlie Murder (XBLA)

charlie murder
Many a rocker has been accused of bartering his soul to the devil, or some variation of evil entity, for attaining rock stardom. Charlie Murder doesn't sell his soul to become the rock legend he is now, but jealousy has fuelled a rival death metal band, Gore Quaffer, to trade theirs in order to get the power to destroy Charlie and his bandmates. That's the heavy-metal backdrop that drives the brawler hybrid (mostly brawler, a good portion roleplaying game) Charlie Murder for Xbox Live Arcade, the new title from Ska Studios, makers of the excellent Dishwasher brawler series.

While there's a lot to like about Charlie Murder, including good multiplayer and that infusion of RPG character building, it lacks the charisma of both Dishwasher titles and doesn't quite capture the brawler soul either of those two games did.

Wednesday, 4 December 2013

Review: Knack (PS4)


While anticipating the launch of the PS4 I couldn't help but look forward to Knack. Amidst the usual offerings of racing, sports, and shooters that typically litter the landscape during a system launch I was happy to see the return of something more in line with my kind of game: the platform action-adventure. The genre seems to be a bit of a dying breed but it is still my favourite. When the PS3 launched, there really wasn't a title that fit this category with Genji: Days of the Blade being the closest. On the Xbox 360 we had Kameo: Elements of Power.

Monday, 2 December 2013

Review: Batman: Arkham Origins (360)

Batman: Arkham Origins is a prequel, which focuses on the early years of Bruce Wayne being Batman and provides an initial point of contact with his future arch-nemesis Joker.

The story is centralized around a Christmas plot by Black Mask to kill Batman by offering a bounty of $50 million. Needless to say, the assassins start coming out of the woodwork: Deathstroke, Deadshot, Bane, Killer Croc, Firefly, Shiva, Copperhead, and Electrocutioner all make appearances to try and stop the Dark Knight. Your job is to remind everyone that you're the G**DAMMNED BATMAN!