Like Shanghai, there’s not much to discuss when it comes to Rocky. Based off the popular film franchise, this 1987 Master System game was developed and published by Sega. Assuming the eponymous star, I needed to outclass three rival boxers to succeed. Rocky moved automatically, although I had a modicum of influence. The same is true for the type of punches I threw. Although I didn’t play much I found it quite confusing. A different training minigame took place before each bout and granted a helpful buff if I overqualified. Simple at first blush, I was able to button-mash my way through the first fight and two minigames. This tactic failed me in the second match and that’s ultimately where I tapped out. For such a simple game, the manual implied a convoluted level of control, something I didn’t grasp and didn’t care to. If I did, I would only have to outwit one more boxer to reach the end. It’s a tough, short, and good looking game that I didn’t find enjoyable enough to keep on fighting.
Perhaps the greatest love letter to the Final Fantasy series came from within the walls of Square Enix itself. Featuring the protagonists and antagonists of the first ten games, this title brought them together in a universe-melding fashion. Two warring gods summon these individuals to do their bidding, which plays out in a cross between the fighting and RPG genres. I’ve yet to play it myself, but I’ve heard tell of Tridrakious spending upwards of 100 hours with it, so the game has to have considerable depth. Another game I’ve got to get around to. Too bad it lacks much content from Final Fantasy XII though.
Dissidia Final Fantasy was originally released for the PlayStation Portable in Japan on December 18, 2008, in North America nearly a full year later on August 25, 2009, and another month later in Europe – September 4, 2009. It was developed and published by Square Enix. I picked it up from All Your Base in Broken Arrow, not too long after the shop had moved into PJ Gamers.
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.
Here’s another recent acquisition – as in purchased this year. I remember picking it up at a Goodwill earlier this year and haven’t played it yet. It’s precursor though, my friends and I played that a great deal. While not a big fan of the property, I’ve always thought the Clash of Ninja series punched above its belt in terms of licensed anime fighting games. The games are lacking in a lot of the same ways most fighting games are: no in-depth single player mode or story and little extras to keep playing outside of multiplayer. The combat has always felt really good though – very fast-paced, partial to button-mashing, but great fun locally.
Naruto: Clash of Ninja 2 was developed by Eighting and published by D3 Publisher in North America on September 26, 2006. However, it was originally released in Japan on December 4, 2003 – nearly three full years earlier.
Fighters Megamix for the Game.com wasn’t a good game. The other fighting game on the system, Mortal Kombat Trilogy, fares no better in my eyes.
Both games resemble their “big brother” versions, but playing them on the system just isn’t worth it. Whereas Fighters Megamix’s combat felt slower and more precise, Mortal Kombat Trilogy’s played more fast and loose. I button mashed my way through fights and managed to pull of some combos; I couldn’t tell you if they looked cool or not because of the system’s poor screen quality though.
Mortal Kombat Trilogy had a large character roster, fatalities, and gameplay that’s more suited to jumping in and having fun, but it’s still on the Game.com and it’s not very good.
That Sega would allow some of its series to appear on Tiger’s Game.com is unfortunate; as unfortunate as Nintendo similarly allowing some of it series to appear on the Phillips CD-i. Fighters Megamix was one of those games, and I know that you’re probably thinking “I’ve never heard of that game before so what do I care?” Well fine. The “actual” Fighters Megamix appeared on the Sega Saturn and was a mashup of Virtua Fighter 2 and Fighting Vipers, plus a few characters from other Sega games.
Fighters Megamix on the Game.com is a total bore. It has a character roster of eight from the get-go, with an additional four unlockable special fighters. The few characters I played as did seem slightly distinct, but the horrendous blurring caused just by moving was hard to get over. Not to mention the game’s attempts at duplicating 3D by “scrolling” stages.
Fighters Megamix is a poor game that I can’t find any motivation to play. With “barebones” fighting games such as this one, the best incentive to repeatedly play it is the multiplayer mode. While Fighters Megamix does have multiplayer (!), I also believe that continued play of fighting games requires an appreciation for learning it, and this game isn’t worth learning.
I’ll often times try to find a game that my friend Jeff and I can play through. I’ll look for something that’s not very long and will provide some form of entertainment. When we last hung out, I came across a copy of Fugitive Hunter: War on Terror and I knew it met these criteria. Fugitive Hunter: War on Terror was developed by Santa Monica, California based Black Ops Entertainment, and released for the PlayStation 2 on November 18, 2003 courtesy of publisher Encore.
Fugitive Hunter: War on Terror follows the exploits of one man, Jack Seaver and his travels to hunt down fugitives. Before beginning the game I thought he might’ve been a bounty hunter, but he’s actually a member of a fictional government agency whose responsibility it is to hunt down America’s most wanted fugitives. Jack travels around the world hunting fugitives who pose increasing amounts of risk to America’s safety.
Most of the game was a first-person shooter. Controlling Jack, I’d venture through straightforward levels taking care to mow down every baddie I ran into. These thugs ranged from local gang members to Al Qaeda. There was a variety of weapons and many alterative fire options, although I mostly stuck with shotguns which obliterated enemies from far away.
An interesting feature to the FPS gameplay was the ability to lock-on to enemies. By pressing the square button, my reticle would automatically hover over an on-screen enemy. Aiming and moving was a little too sensitive, so I appreciated this feature, but I did over utilize it. I refrained from manually aiming unless the lock-on feature wouldn’t target an enemy. This simplified the game and made it seem like a guided experience; linear levels coupled with intense auto aiming meant all I had to do was move and pull the trigger. It didn’t always target the “best fit” enemy. While my reticle might have been right next to an enemy, it might target someone in the corner of the screen. Instances of this happening led to a few deaths.
Besides tracking down Jack’s target, I’d also have a few secondary objectives of finding or destroying important items. These were sometimes hard to locate even though the levels were linear. I nearly gave up in the first level until I realized my objectives were represented on my radar by a white dot. I was surprised by how competent the gameplay was, with the exception of items being too nondescript. Black Ops Entertainment had a solid track record up to the game’s release; having developed the PlayStation James Bond games they had much experience with the genre.
A gameplay element that didn’t stand up to scrutiny was the fighting. Before Jack could capture the fugitives he had to wail them into submission. At this point the gameplay switched from a FPS to a fighting game. I had a limited selection of moves and the most viable way to deal damage was with combos. After I hit on the fugitive a little, his health bar would flash indicating I should do a combo. It’d take a few combos to capture a fugitive and these weren’t always guaranteed; even though they were simple combinations of two buttons, combos didn’t seem to register all the time. Plus, the final fugitives attacked ferociously and didn’t leave much time to get hits in. Regardless I beat the crap out of and CAPTURED OSAMA BIN LADEN! How many other games can lay claim to that opportunity?
There’s a lot I like about Fugitive Hunter: War on Terror, albeit ironically. The whole premise of being able to beat up and capture Osama Bin Laden is weird, maybe a little exploitative considering what America had gone through a year or two prior. Jack constantly spewed awful one-liners and when he’d fight fugitives, he’d converse back and forth with them. After he’d capture the fugitives he’d perform an unnecessary and outlandish attack on the enemy; much of the game makes it seem like it’s a ten year old’s interpretation of a bounty hunter. But, the premise is unique and the gameplay – with the exception of the fighting – is solid. Good for a couple of hours of laughs with a friend.
Real quickly I wanted to talk about the demos for two games that I won’t do a full first impression of.
The first is Deadliest Warrior: Legends. It is a downloadable fighting game released for the Xbox 360 and PlayStation 3 based on the TV series of the same name. I chose from a roster of famous warriors spanning history, but there were only two in the demo. I could move my character around in full 3D space and attack with multiple weapons, but the movement and combat felt loose. My wins came very easy and I didn’t really like the feel of the game, but I be it’d be a hoot with a second person. Deadliest Warrior: Legendswas developed by Pipeworks Software and published by 345 Games.
The second game was just released today; it is Insanely Twisted Shadow Planet. Its demo gave me the impression there wouldn’t be any voice over, that the game’s narrative would be conveyed through animated cutscenes. A good choice considering the game’s art is striking. I controlled a space ship through a side-scrolling world, not really being sure of my objective. I ran across upgrades for my space ship and had to do a little backtracking once I found an upgrade that would allow me to progress farther, and yes, the game is apparently inspired by Metroid and Castlevania. I really liked the look of the game, and could imagine enjoying the gameplay as I ventured into unusual new areas. Insanely Twisted Shadow Planet was developed by Shadow Planet Productions aka Fuelcell Games and Gagne International and published by Microsoft Game Studios for the Xbox 360.