Random Game #4 – Galaga [Xbox Live Arcade]

GalagaWhen you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

Ever since I can remember, my dentist’s office has had a few arcade cabinets. Between them were the likes of Ms. Pac-Man, Centipede, and Frogger, but my favorite was Galaga. The others were awesome, but there was something about the space setting and the shoot ‘em up gameplay that drew me in, and continues to do so. The port for Xbox Live Arcade was the first time I owned a home version of the arcade classic. As best as I can tell, it’s an arcade perfect port with minimal bells or whistles. It’s also an easy 200 Gamerscore, not that that matters, or anything (maybe a little). It’s a fine version of one of the best and most influential arcade games of all time.

Galaga was originally developed by Namco released as an arcade game in North America in December 1981. This port was published by Namco Bandai Games on July 26, 2006. Outside of a Japanese release on the Wii’s Virtual Console, this is the only standalone digital release of Galaga on the seventh generation video game consoles. However, it was released on many Namco compilations, and that’s without a doubt the best way to own it.

Random Game #3 – Drill Dozer [Game Boy Advance]

Drill DozerWhen you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

I don’t fully recall how I came to own Drill Dozer but I imagine I acquired it from Best Buy a year or so after its release. I remember reading about it in Nintendo Power at the time. It seemed interesting, especially because it was something different from Game Freak, and it was well received, but it wasn’t for me. This, more than likely, was because I didn’t have a job at the time. As best as I can remember, it played like a cross between Mr. Driller and a Treasure side-scroller akin to Gunstar Heroes. It looked fantastic, had a unique premise, and I don’t remember it being terrible, although I didn’t finish it. Thinking about it now, I ought to return to it.

Drill Dozer was developed by Game Freak (you know, the Pokémon studio) and published in North America by Nintendo on February 6, 2006. This was a Game Boy Advance game, and as the Nintendo DS had been released about a year-and-a-half earlier, I imagine this would’ve been one of Nintendo’s final GBA games. It, along with WarioWare: Twisted, were the only GBA games that utilized a rumble feature.

Random Game #2 – Turok: Evolution [GameCube]

Now how could a teenage boy resist that cover?
Now how could a teenage boy resist that cover?

When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

Turok: Evolution was one of the first games I got hyped for. It was released soon after I started paying attention to video games and to the teenager that I was, it seemed too cool. A first-person shooter set in a dinosaur world? How could I have not been interested? Looking back now, I remember the campaign’s diversity and different environments the most. The multiplayer saw more than its share at my house too, although it played second fiddle to the likes of TimeSplitters 2 and Super Smash Bros. Melee. This was a favorite of mine back then and I have nothing but good memories of it.

Turok: Evolution was developed by Acclaim Studios Austin (formerly known as Iguana Entertainment) and published in North America by Acclaim for the PlayStation 2, Xbox, and GameCube on August 31, 2002. A PC port was released exclusively in Europe on October 24, 2003. Lastly, a Game Boy Advance version was developed by RFX Interactive and published on August 26, 2002.

Random Game #1 – Final Fantasy Chronicles [PlayStation]

Final Fantasy ChroniclesWhen you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

As far as Final Fantasy branded items go, Final Fantasy Chronicles is somewhat unique. It was only released in North America, sort of. This is a compilation of two games previously released in North America: Final Fantasy IV and Chrono Trigger. Both games feature additional content compared to their original SNES releases. Most of the additions are minor, but each game now includes an opening cinematic and Final Fantasy IV’s script has been revised. I haven’t played these versions, but I have played these games and without question, they’re highlights of the role-playing genre; specifically harkening back to of the most popular eras of the Japanese RPG.

Each game was originally developed by Square and these versions were ported by TOSE. Final Fantasy Chronicles was released for the PlayStation on June 29, 2001 courtesy of Squaresoft.

Pac-Man Friends [Android] – Review

Pac-Man FriendsWhen it comes to video games, I’m pretty easy to please. If you were to look back at the articles I’ve published here, I haven’t really ripped into a game or severely criticized one. I also haven’t written too much about mobile games. I’ve played many, really enjoyed a few, but avoid the majority. A game like Pac-Man Friends is why. Continue reading Pac-Man Friends [Android] – Review

Ghost Squad [Wii] – Review

Ghost Squad
Ghost Squad, you know, Global Humanitarian Operations and Special Tactics Squad.

Light-gun style games are almost always lacking in content, but feature-rich in replayability. Ghost Squad for the Wii is no exception. It was originally developed by Sega AM2 and released into the arcades in 2004, but was ported to the Wii by Polygon Magic in 2007. I just played through it with a friend and it literally took us less than a half-hour.  There’s a handful of reasons to replay the game, but with the exception of one, they’re hard to justify actually do so. That said, this brief experience was a blast as the game was well-executed. Continue reading Ghost Squad [Wii] – Review

Bayonetta 2 [Wii U] – Review

Bayonetta 2Bayonetta 2 was released for the Wii U a few weeks ago and it follows up 2010’s Bayonetta in spectacular fashion. Platinum Games refined the formula of the original and managed to top it in every way imaginable. During the course of my playthrough, it was apparent that I was enjoying my time with it considerably more than I did with the original. For a while it was hard for me to determine how much of that was attributable to the knowledge of the gameplay systems I carried over from my recent playthrough of the original. It was definitely a factor, but this game had enough chutzpah to keep me entertained for its duration. Continue reading Bayonetta 2 [Wii U] – Review

Nanostray 2 [Nintendo DS] – Review

Nanostray 2When I think of shoot ‘em ups, which happens from time to time, the Nintendo DS isn’t the first platform that comes to mind. It received a handful of great games, I’m sure, but I don’t have many. In fact, the only traditional shoot ‘em up I have for the DS is Nanostray 2. I put in a couple of hours recently, and while I didn’t surpass the halfway mark, I know I don’t necessarily want to play more of it. There’s plenty to do, I would even say it has a robust amount of content, but I didn’t grow an appreciation for the way it played.

The game had cooperative and competitive modes for two players.
The game had cooperative and competitive modes for two players.

There were a few modes to choose from and I mostly played the adventure mode. In it, I followed along to a sparse story revolving around a virus corrupting machinery – the nanostray virus. This amounted to fully voiced introductory and concluding cutscenes bookending each stage. There was an arcade mode where I was able to play the stages I had unlocked through the adventure, which wasn’t many. Of the single player modes, challenge and simulator were the final two modes. The former tasked me with completing specific objectives, which unlocked mini-games in the latter.

There was no shortage of content to experience, to be sure, but I never really gelled with the game. When I come to this genre, I generally come for fast-paced action. There wasn’t much of that here. On top of that, I didn’t find the controls to be as responsive as I would’ve liked. In general, the game left a sluggish impression on me. That’s not to say it was easy. I found it to be very tough, another reason why I didn’t get too far. The stages themselves were tough to conquer but progression in adventure mode was strict. I had a set of lives and three continues to get as far as I could, and after a handful of attempts, I got halfway through and decided that was good enough for me.

Graphically, the game was pretty impressive. I believe that's a calling card for Shin'en.
Graphically, the game was pretty impressive. I believe that’s a calling card for Shin’en.

Nanostray 2 had a lot to offer, but I just couldn’t dig it. The sluggish impression it left on me and tough difficulty turned me away. This was the first Shin’en Multimedia game I’ve played, but they were halfway known for this type of game when this game released in 2008. I suppose this game and its predecessor acted as spiritual successors to the studio’s previous works – the Game Boy Advance’s Iridion games. The studio has carved out a niche for their shoot ‘em ups on Nintendo handhelds (even the Nano Assault series on the 3DS) and while I didn’t completely enjoy this one, I’m not deterred to try their other games.

Pokemon Trozei! [Nintendo DS] – Review

Pokemon Trozei!Pokémon Trozei! is a game I’ve wanted to play for many years. This comes naturally as I’m a fan of the franchise and puzzle games, in general. Even more so with it being a Nintendo DS game, meaning it was well-suited for bedtime play. I finally encountered a copy of the game for a fair price not too long ago, and have recently completed the single player campaign. It was a brief playthrough, but I found it to be a solid matching puzzle game with a unique style, all its own.

Each gameplay field was limited to less than a dozen Pokémon.
Each gameplay field was limited to less than a dozen Pokemon.

The game followed the exploits of Lucy Fleetfoot – a secret agent intent on rescuing stolen Pokémon. Following the guidance of her commanding officer and equipped with the Trozei Beamer, Lucy was able to track down storage units containing stolen Pokémon, and transfer them to a safe place. Her Trozei Beamer allowed her to see what Pokémon were in the Poké Balls, and when four or more like Pokémon were lined up, safely export them. In gameplay terms, this translated to sliding rows and columns of Pokémon icons around on the touch screen.

Games like this are usually noted as match-three, but this one started off like a match-four, requiring me to match four like Pokémon. But, once a row or column (no diagonal matching) of four Pokémon was matched, a Trozei Chance would happen. When this occurred, the requirements were lessened so I could match three like Pokémon, and if I was successful again, I was able to match pairs. Almost always, this resulted in large chains, clearing most of the Pokémon from the play field. The columns would plummet quickly, and the half-second I still had to line up multiples was ample time to react.

The campaign was void of story beyond the initial setup, although Lucy would do battle with bosses of the rival organization. In these instances, they spouted quick diatribes regarding Lucy’s cause and promoted their nefarious intentions. These quick little segments highlighted the unique art style of the game, which didn’t truly shine in the gameplay. The Pokémon icons were cool too, and highly distinguishable (to a fan like me, at least) but the character designs were evocative of 1960s spy cartoons, circa Nickelodeon during the 1990s.

Lucy Fleetfoot herself.
Lucy Fleetfoot herself.

It took me roughly three hours to complete Pokémon Trozei! and of that time, nearly an hour was spent battling the final boss. I didn’t spend any time with the multiplayer, but it seems like it’d be fun and that there’s some variation in the available modes; plus, it’s has single-card play which is always awesome. There’s a Pokédex of sorts to complete in-game, but it’s nothing more than a listing of the Pokémon, which totaled about 380 when this game was released. I didn’t find it incentivizing, personally. Still, I did enjoy the basic gameplay the game offered. It provided a unique take on the match-three formula and the implantation of the touch screen was perfect.

Bayonetta [Wii U] – Review

Bayonetta
Looking back, this game made reference to many Nintendo, Sega, Platinum, and Clover games.

Bayonetta 2 looks nuts. I’m dying to play it, especially after reading Kotaku’s month-long coverage of it in the period between its Japanese and North American launches. Before jumping into it though, I had to familiarize myself with its predecessor. Thankfully Nintendo, Sega, and Platinum Games thought ahead and bundled the 2010 original with the sequel. I’m woeful to admit that I didn’t play Bayonetta when it originally released. Or even years later, when I’d see copies at GameStop for less than ten dollars. That’s not to say I wasn’t a fan of it from the moment it was announced. It was developed by Platinum Games after all.

The studio has been one of my favorite game developers since their 2006 inception. I feel this way because the studio’s spiritual predecessor (Clover Studio) was also on that list. Together they’ve created so many stellar games, including, Vanquish – easily one of my favorite action games of all time. It’s easy to laud the work the studio and its creators have architected. Well, maybe The Legend of Korra excluded, but that’s a budget licensed title… So, of course I was ready to play Bayonetta when I purchased it two Fridays ago, and the game was quick to set the hook.

Bayonetta is crazy. She wields four guns - two of them on her feet!
Bayonetta is crazy. She wields four guns – two of them on her feet!

Opening in a graveyard, the camera weaves around tombstones engraved with the introductory credits. Eventually, director Hideki Kamiya’s is reached, and it’s unfortunately being urinated on by Bayonetta’s stubby Joe Pesci-like partner, Enzo. She’s performing burial rites for a colleague, in the process summoning a group of atrocious angels. As they descend to Earth, her tough man acquaintance Rodin is resurrected and she begins wailing on the monsters while an extremely candy-coated, techno-infused version of a 1950s jazz standard plays in the background. In the process, Enzo flails around and Rodin tosses her ludicrous amounts of handguns which she burns through in a comical sequence.

I knew to expect this type of zaniness and there was a lot of it, but the game didn’t maintain this spirit 24/7. There was a long stretch where I wasn’t fully compelled to continue on. I was partially turned off by lackluster rising action and a dearth of interesting set pieces. For what seemed like hours after the mind-boggling introduction, there was little narrative development. As she suffered from amnesia, the game was mostly about Bayonetta searching for who she was. Three more characters were introduced during this middle period (Jeanna, Luka, and Cereza), but the storytelling focus turned heavily towards textbooks that illustrated the background history on the setting and characters. This wasn’t always pertinent information to her quest.

On top of that, I was struggling with the combat system. I wasn’t to the point where I was going to rage quit, but I definitely had the rage. There were many reasons for this. Firstly, dodging just before being attacked triggered Witch Time. This slowed down the enemies and was absolutely crucial. When I battled groups of enemies, my focus couldn’t remain on a single enemy and as a result, I couldn’t activate Witch Time consistently. I’d get a beating for being unable to do so. Secondly, I couldn’t jell with the combo system. I played this game for hours and relied almost entirely on mashing the punch button. In this regard, I damned myself by not experimenting more, but the game seemed so harsh, as if it was punishing me for doing so. I went so far as to purchase a Wii U Pro Controller, thinking it may alleviate some of my issues.

Performing specific combos resulted in massive hair attacks. Yes. I said hair attacks.
Performing specific combos resulted in massive hair attacks. Yes. I said hair attacks.

Eventually though, I began to figure it out. That process began by learning to use healing items. My perception of the game’s difficulty was lessened because of this. It proved to be a huge boon too, as dying over and over had become incredibly demoralizing and rage inducing. Likewise, I saved up enough money to buy a few accessories from Rodin. Two in particular were very helpful. The first activated Witch Time whenever Bayonetta was struck, allowing me the opportunity to retaliate in a big way. The second was a great defensive item. If I pushed the analog stick in the direction of an enemy as it attacked Bayonetta, she would counter. This helped prevent enemies from breaking combos and allowed me to set the pace of fights – not the enemies.

At the same time, the characters were developing more and the narrative was coming together. Luka, and Cereza’s contributions to Bayonetta’s story had become clearer and they became more than just a quick cutscene distraction here and there. She had also regained full understanding of who she was and how she interfaced with her doppelganger, Jeanne. The boss fights were stacked towards the end too. Boss fights were always enormous set piece affairs, one of the game’s highlights, but they were fairly infrequent during the meat of the game. With the characters and narrative coming together and having finally figured out how to enjoy the game, I did.

The game's set piece boss fights were definite highlights.
The game’s set piece boss fights were definite highlights.

Bayonetta had a stringent three act format in my experience. Not just in the narrative. I’m able to easily look back and chart my enjoyment into three sections. In the beginning, I was awestruck and intrigued. Well into Bayonetta’s quest for self, my interest had waned as the story was failing to captivate me entirely and the combat was growing frustrating. However, everything turned around as I began to take advantage of all that was available to me and as the story components were falling into place. My time wasn’t entirely enjoyable, but honestly, I made the game harder than it should’ve been. At this point though, I’ve familiarized myself with the concepts and implementations and will be able to take that knowledge with me as I begin Bayonetta 2. I think I’ve died enough to play it.