Showing posts with label Beat 'em Up. Show all posts
Showing posts with label Beat 'em Up. Show all posts

Thursday, 24 March 2016

A Look Back at Gaiapolis

Elaine in a castle
There was a time when Konami pumped out a lot of really great beat 'em ups. Hell, there was a time when Konami pumped out a lot of really great games, but that's a story for another day. Right now, we're here to set our gaze back to 1993 when the company released Gaiapolis. It's not exactly one of their most well-remembered games, which is a shame, but it was a good romp and a beat 'em up that tried to do things a little bit differently.

Right from the get go one can see that the game was trying to break away from beat 'em up convention. The perspective of everything happening on screen is from a much more overhead view rather than seeing everything from the side. It works quite well and allows for a lot more freedom of movement than other games in the genre. Instead of being on that constant march from the left side of the screen to the right, players would guide their character left, right, up, and down.

Granted, quite a lot of time was spent going from the bottom of the screen to the top. However, going in these other directions made the levels feel larger and more natural when compared to the much more simple, linear experience one would get when traversing the stages of most other beat 'em ups.

Also, the game was a looker. Around this time, Konami was making some very pretty games, particularly for the arcade. Their sprite work could be quite detailed and they were using rather bright colors in many of their games. The result were games whose visuals really popped off the screen and caught the attention of those passing by, enticing them to drop a quarter or two into the game and give it a go. Gaiapolis was one such example of this thanks to the high fantasy settings and anime-inspired character designs.

Another thing that the game did to set itself apart from its competitors was to implement some basic RPG elements. Characters would gain experience whenever they defeated an enemy, leveling up once they had gained enough, as well as occasionally coming across a new weapon that they could use that would make them stronger. Also, there was a surprisingly fleshed out story, especially for this being an arcade game. After each stage, there would be a simple cut scene with some portraits and dialogue text as the characters discussed their situation and what to do next. It wasn't much, and Gaiapolis certainly wasn't the only example of this happening in arcade beat 'em ups as Capcom was experimenting with similar ideas in games like The King of Dragons, but adding these aspects to the game resulted in a greater sense of progression than what one might have found in other comparatively simple games of the genre.
Gerard versus a robot
The story itself is simple enough. The Kingdom of Avalon has been destroyed by the Zar Harc Empire, and now Prince Gerard Himerce wants to take revenge for what happened to his kingdom. If players aren't all that keen on vengeful princes, they have two other characters that they can choose to play as. First there's Elaine, a half-human and half-fairy who looks an awful lot like Nei from the Phantasy Star games. Alternately, one can go with the dragon warrior Galahad if they prefer. They all handle a little bit differently, but not by a huge amount.

It's interesting to note that this also made the game fairly long as far as what one would usually find in an arcade. Gaiapolis clocked in at over 60 minutes to complete, and probably closer to an hour and a half for most people. By arcade game standards this is an eternity. Most of these things would take 30 minutes tops someone to beat, and, really, taking longer than that could feel like one was becoming pressed for time, or at least instilled a slight fear of missing the bus or appointment. Gaiapolis was pretty darn massive by comparison. In order to address this, Konami included a password system whereby players could jot the thing down and pick up from where they left off at another time. Granted, password systems can be pretty obnoxious as anyone old enough to remember those things can attest to, but it was a huge help in getting through this game without being stuck in the arcade for hours on end.

Of course, the big question with a game like this is, "How's the beating things up part?" To which one would have to answer, "About what one might expect." It's not the most exciting response that could be given, but it is accurate. Trudging through any given level, players smash their way through wave after wave of Zar Harc cannon fodder, which aren't all that difficult if one makes even the slightest effort to avoid being swarmed. These guys largely feel like an opportunity to get some experience points and hopefully level up, giving players a greater sense of accomplishment, rather than any kind of serious opposition.

On the other hand, the bosses themselves are where players will really feel like they've done something important. These enemies were quite large and usually had a decent amount of mechanics. One would have to make a point of learning their patterns of attack and adjusting accordingly. For their time, these were some pretty neat fights.

NES version of Gaiapolis
The NES version of the game in all
of its 8-bit glory.
Helping to keep combat in general a little more interesting were helper pets that could be found in treasure chests from time to time. These would be creatures like an armadillo, a baby dragon, or a little rodent in armor with a war hammer. They didn't look like much but could be quite helpful in fights.

Unfortunately, Gaiapolis never received an official home port. Konami was very hit and miss in terms of which arcade games they gave ports to, generally leaning toward the miss side of things. Unexpectedly, though, a team of Taiwanese pirates (the coding kind, not the swashbuckling Yee-har-ar type) took it upon themselves to make a bootleg version of the game for the NES. It doesn't make a whole lot of sense, but here we are. The game isn't completely horrible, which is nice, and it does make for a quaint novelty, but one can't help but wonder why they didn't opt for the SNES at least if they were going to put themselves through all that work anyway. Other than that, the game has largely faded into the mists of time outside of Elaine inexplicably becoming an unlockable character in Konami's equally obscure Battle Tryst.

So, there we have it, Gaiapolis. One more of Konami's classics that far too many people are either forgetting about or never knew existed in the first place. The game is well worth trying out for anyone curious. It's an enjoyable enough beat 'em up and a reminder of when Konami was still one of the dominant forces in the arcade.

Friday, 20 September 2013

Foul Play Quick Impressions (PC, Xbox 360)

Like beat 'em ups?  How about Victorian England?  If so, Foul Play may be of interest to you.  In it you play as 19th century British adventurer Baron Dashworth, as he recounts his exploits in a play before a live audience.  It's a very stylish brawler with some interesting ideas.  Jeff gives some brief impressions of what he's experienced so far in the game in the video below.

Tuesday, 13 August 2013

Review: Dragon's Crown (PS3)

Dragon's Crown is a throw-back game that borrows heavily from side scrolling beat-'em-ups. The end result is a modernized interpretation of a classic genre.

Side-scrolling fighting games were a dime-a-dozen back in the stand-up arcade era and Dragon's Crown takes queues from the best of them. Beautifully rendered fantasy theme akin to Golden Axe, growth and development through looting and buying of upgrades (River City Ransom), elegant yet simple combat system (Final Fight), and most importantly the use of multiple players on screen (Double Dragon, Captain Commando).

Thursday, 27 June 2013

Review: Fist Puncher (PC)

riot breaks out

So, another day, another beat 'em up. There's certainly been a bit of an uptick in releases for the genre of late. Thus far results have been mixed with Sacred Citadel on one end of the spectrum (the terrible end), and Dungeons and Dragons: Chronicles of Mystara on the other far more entertaining side of it. Where does Fist Puncher fall into this? Much more towards the pretty good side of things, but it isn't without its flaws. The game provides a good amount of face punching action, and a bunch of unlockables, but it also suffers from very inconsistent difficulty and only has local multiplayer.

Wednesday, 26 June 2013

Review: Dungeons & Dragons: Chronicles of Mystara (PC)


I've always been a big fan of beat 'em ups. From the genre's early days playing the likes of Double Dragon and Bad Dudes to its renaissance in the 1990s where we were showered with hit after hit with games such as Streets of Rage, Final Fight, and legions of arcade classics, there's so much to like about these games. Capcom was the publisher to lead the charge with this, and they pumped out tons of beat 'em ups. My favorites from them were their games carrying the Dungeons & Dragons license.

Sunday, 21 April 2013

Review: Sacred Citadel (PC)

Boss fight against Queen Digestya
Queen Digestya is one of the few somewhat interesting bosses in
Sacred Citadel
Growing up, I played my fair share of beat 'em ups. It was a genre that was pretty hard to miss in the early 1990s with games like Final Fight, Streets of Rage, and Golden Axe dominating consoles and arcades. Eventually companies got to thinking it would be fun to toss in RPG elements first by adding a level up system, then fancy loot with even fancier stats on it. Capcom was particularly good at this, creating some of my favorite beat 'em up / RPG hybrids like The King of Dragons and a pair of Dungeons & Dragons games. Sacred Citadel appears to try and hark back to those days, being a beat 'em up with some role playing elements tossed in. Unfortunately, as rose tinted as my glasses can be towards the glory days of this genre, Sacred Citadel falls well short. It's biggest problem is that the game is just too easy. AI in the title is so poor that everything feels incredibly tedious while traversing it.

Tuesday, 31 July 2012

Early Impressions: Kung-Fu Strike: The Warrior's Rise (PC)

It came out a while ago for XBLA, and has now made it's way to PC.  So, Mr. Nash takes a look at the latest version of this fast action martial arts brawler.

Thursday, 7 June 2012

Review: Noitu Love 2 Devolution (PC)

Noitu Love 2 Screenshot 1

When it comes to retro side-scrolling action games, I'm usually a lot more comfortable with a gamepad than a mouse and keyboard.  The pad just feels more natural for those sorts of games.  Granted I grew up playing a lot more console games than I did anything on the PC, so all those years with an NES pad have hardwired some rather rigid preconceived notions into my head as to how an old school action game "should" handle.  Noitu Love 2 is the first game to come along and challenge me on this, as it proves that these sort of games can be pretty darn fun with a mouse and keyboard if the control scheme is well thought out, and there's a good level of frantic goings on...erm...going on...