Tuesday, July 26, 2011

SNES - ActRaiser

Haiku-Review:

these beautiful towns
exist thanks to me - Earthquake!
my level increased

Additional Comments:

One particular genre I've always enjoyed is geographical sims centered around creating and maintaining a complex infrastructure, be it on a world scale, like the Civilization games, or on a city scale, like the Sim City games. I think it's just part of my long fascination with geography, cartography and overall world-building. More outlets to build worlds and drool over maps? Count me in. And so it goes for some time until one day, a friend of mine tells me about this game that combines world-building simulation and side-scrolling action. Hmm, I was a bit apprehensive about the idea as I tried to visualize the two mechanics meshing together rather clumsily, but it sounded intriguing nonetheless. So he let me borrow the game and I went home and popped it into my SNES. My jaw dropped. This was not just some simulation/action hybrid. This was a proud warrior standing tall above a rabble of meek and aspiring titles, all to fall short of ActRaiser's incredible ability to mystify and entrance the player with gameplay never before experienced.

That was me then. Thing is, unlike some of those early games that tricked me with a splendor of "magnificent" graphics or kitschy gimmicks like Donkey Kong Country, that's still me today. Ok, maybe I don't think ActRaiser is the king of kings in video games like I once did, but it still is an incredibly remarkable game that managed to blend two wholly opposing game styles into something that not only worked, but worked well. I will admit, however, that on the basest of levels, neither element is great in its own right (comparing apples to apples), but as a whole, it's more than functional and the various faults or annoyances can easily be overlooked.

Faults? For me, the game's biggest faults lay in the action sequences. While fun, they're a bit too straightforward. I can't quite put my finger on it, but they come across as simple - not in difficulty, but in presentation. Sure, everything that's dished out is brilliant - beautiful music, incredible graphics, and some nice sprite and object usage, but there's this lingering lifelessness that seems to overlap the platforming elements. It's the same sort of feeling I get when I play a Castlevania game - I fully understand why people like these games, but to me, they feel empty, cold or distant. There's something there, or rather, not there, that's keeping me from fully enjoying the experience. Additionally, the controls range from questionable to deplorable. Again, reminiscent of the lack of fluidity found in the Castlevania games, the controls are sluggish and at the worst of times, feel downright unresponsive. This feels most prominent when quickly alternating between left and right movement with the purpose of attacking opponents on either side. And the unresponsiveness really kicks in when attempting to jump and attack - in fact, as many times as I've played this game, I'm still a little uncertain as to how jump attacks are best meant to be executed. But don't think I'm out to find ways in which I can rake this game over the coals. Honestly, for this style of action platformer, the controls aren't that bad. The problem is every once in a while, you'll come across small pockets where you're forced to contend with the more noticeable issues, or should I say, the issues become more noticeable. For instance, I especially found this to be the case in Northwall's Act 2 in regard to some of its narrower vertical sections.

Still, the action sequences accomplish their required goals. They present a worthy case: they are well representative of their respective worlds, fare well in difficulty, and are finished off with a formidable boss - although there are a couple that leave much to be desired such as the pitiful Antlion. But what of the simulation sequences? Uh, hmm.... To be honest, there's very little to complain about, if anything. Other than getting stumped if you let the population stall out far too early, the simulation mode is well made and fun to boot. It's so cool to watch those tiny people face adversity and build a bustling town, despite those giant floating skulls of gold that would love nothing more than to devastate the entire land with their telekinetic seismic powers. Be it in the burning heat of Kasandora, the balmy jungles of Marahna or even the frigid cold of Northwall, these people will stop at nothing to see their lands settled and their communities prosper. Well, almost nothing. You do have to help transform the land, making it suitable for growth, whether it's washing away the sands of Kasandora with rain or melting away the frozen tundra of Northwall with the sun. And with that, my one and only gripe emerges - that little cherub constantly having to state the obvious and request confirmation. Yes, I want to send a ravaging earthquake through these lands. Yes, I want to wash away the desert sand, just like I wanted to the other twenty-three times - are you freaking kidding me!? Why is there no ability to skip over any of this. Sure, I can increase the speed - which is laughable in itself, because seriously, who's going to willingly set their conversation speed to 1? But yea, a speed increase just isn't going to cut it.

So there it is, a game when taken as a cohesive unit, is just simply incredible, but when you break it down to its core parts, there are some grievances that begin to surface. But again, my criticisms are not meant to be taken too seriously. Sure, the controls piss me off in the action sequences, but on the whole, I can easily forgive them, because the bigger picture is simply fascinating. It's easy to sweep the unwanted debris under the rug and just sort of forget about them. Annoying cherub, what? Exactly. Forget about it. The simulation is a total joy and is perfectly intermixed with some eventful action scenes. And add to that an incredible score; heck, not only is the debris out of sight, it's out of mind, by miles.

And speaking of score, I could list the entire soundtrack. It's that good. But I'll just list a few, namely Birth of the PeopleNorthwall, and Peaceful World. Typically, I'm a bigger fan of Sega's chunkier sound engine, but ActRaiser is one of those games that really made the Super Nintendo's sound engine shine. Video game soundtracks had never sounded so awe inspiring, so full of depth and emotion. Somehow, I almost think that there's been very few that have ever managed it since.

Nano-Rant:

Let this be my apology and admission to fraud. I have failed the very core of my mission statement in regards to ActRaiser - to complete these games in full. I must admit that this I have not done. Yea, I beat Tanzra (a joke of a boss if you ask me, although the rest of Death Heim - especially the first two bosses - we're of a different color). But then.... The end - and nothing but. Wait a minute, something's not right.

That's right, the game never looped, thus never allowing me to access Professional Mode. I stared at that end screen for at least twenty minutes; nothing. I strolled over to GameFaqs, just in case I was mistaken on how to access the secondary arcade-style mode. I found nothing that I didn't already know. What pisses me off the most about this is that this is probably the fourth or fifth time I've beaten this game in my lifetime and I still have yet to experience Professional Mode. I know I'm not missing much outside of an upgraded difficulty curve and lack of simulation mode, and based on my side-scrolling control aversion, I should be happy. But it's the principle of the thing. Not so much for Beat All Games, but for the fact that I should have a fully functional game. Argghhhh!!

Rating: 4.5 loaves of bread out of 5

Saturday, July 23, 2011

GBC - Pokémon Pinball

Haiku-Review:

with luck will I find
these wee damnable creatures -
thank god for Savers!

Additional Comments:

What a ridiculous game. No, seriously, mixing pocket monster collecting with the age old scraps of arcades and bars - ye olde pinball machine. But alas, pinball in console form has always been weak tea at best. Pinball will never be pinball without the fast-paced, bumper to bumper, ball-spinning action, and without the ability to really throw your weight into the side of the machine, well tilting just isn't the same - just an embarrassing attempt at imitation. Nevertheless, I've always found myself attracted to console pinball games. Yea, I know they suck compared to the real thing, but still, it's pinball. There's just something about popping that ball through all of the clever contraptions and raking in the thousands upon millions of points. Hell, I remember playing Pinball on the NES way back when as a little kid and loving it. Talk about a crappy pinball mock-up, that game was awful, but it was fun and I was entertained for hours trying to bag the high score.

So, while perusing through some games, I had the desire to play some retro console pinball games. While looking through my NES games, I began wondering what some of the more modern updates might be like, so I delved into some GBA games (ok, maybe modern isn't the right term here, but figuring I mostly play stuff from the 8-bit/16-bit era, yea the GameBoy Advance is modern). I dug up a game called Pokémon Pinball: Ruby & Sapphire. Eh, did I really want to play more Pokémon stuff? Well, it was pinball so why not? Honestly, the game surprised me. It was really enjoyable and the addition of a collection element burgeoned a whole new dimension of fun that I just wasn't expecting. But after a while I got to thinking that there had to be a predecessor to Ruby & Sapphire, otherwise why add the parenthetical? After some digging around, I found exactly what I was looking for.

After collecting about 150 Pokémon, I disparaged over stepping away to play what would obviously be an inferior game, due to the evident limitations between the GameBoy Color and the GameBoy Advance. But as I've stated before, I would like to try and knock out a series in sequential order if and when possible. And my immediate impressions were just that; I was suddenly playing a lackluster title. After fumbling around both the Red and Blue boards for a bit and managing to collect a couple dozen Pokémon, I just wasn't experiencing the same level of enjoyment that I was with Ruby & Sapphire. And after finding out what I had to do to get Mew, forget about it. I mean, come on. The Mewtwo bonus stage is ridiculous enough as it is, but I've got to do it twice? You've got to be kidding me! Jirachi wasn't even this much of  a chore to obtain in the follow-up. But then, figuring that Mew is absolutely impossible to get outside of cheats or glitches in R/B/Y, I guess I should be happy that Mew is this easy to obtain.

Eventually though, the game started to grow on me. Maybe it was just time, after all I've been slowly playing this over the past few months steadily building up my Pokémon database. And for a while, I just enjoyed it for what it was at its core - a pinball game. I spent hours trying to tally an impossibly high score, which isn't all that hard to do by the way once you open up the Mewtwo bonus stage but purposefully fail to complete it. I already had Mew, so why bother? But then the time came where I just wanted to get it over with and finish compiling my Pokédex, which is no easy feat. Some of those rares are damn near impossible to find, especially Pinsir, but more on that later.

Anyways, what started as a simple bump in the road turned out to be a decent game. True, I don't see this as a title that I can sell someone on - one part Pokémon, two parts lame-ass console-based pinball - bleaggh!! But it managed to accomplish exactly what a console pinball game should be, and that's all that counts for me. Besides, add in a bit of a collection mechanic to make it carry a bit more merit than just simply a high score and I'm totally game. It's a time-killer really, and other than offering top score bragging rights, isn't that what pinball is all about?

As far as music? Well as usual, and just like the music from any Pokémon game, I found it wholly detestable upon first listen, but over time it somehow grew on me until I eventually realize that all Pokémon games actually have great music. However, I'm still suspicious that it's all just a dirty trick. Since nearly all Pokémon games last for an ungodly amount of hours, you're forced to listen to these themes for days on end, so it's only natural that you'll grow to like it...or shoot yourself somewhere along the way, praying for tinnitus to set in so you don't have to listen to this cheeky bullshit anymore. Then again, I've spent an unprecedented amount of time on both Morrowind and Oblivion and I still hate the title tracks in those games. Anyways, try out the Blue Field: Catch 'em/Evolution Mode or Seel Bonus Stage for your listening pleasure.

(a not so Nano)-Rant:

Now then, let's talk about Pinsir and what a rat bastard that insectoid, clawed fucker is. The amount of time I spent trying to find this asshole was completely unwarranted. First of all, Mew, who in theory, should be the hardest Pokémon to come by, I managed to capture before I even had 50 total in the database. The thing about Mew is that you have a very specific set of guidelines that need to be followed - beat these games, beat these games again, travel to Indigo Plateau and then you have a 1 in XX chance that it'll appear (XX supposedly ranging anywhere from 16 to 32). Beyond this, I've seen various other arguments for objectives that must be completed in order to catch Mew - I certainly can't vouch for the validity of anything else, although I will admit that I had a Master Ball when I caught Mew. And you know what, Mew was the third Pokémon I had appear after completing the prerequisites.

So, what do we have to do to get Pinsir? Well, other than sit around in Celadon City (or Safari Zone?) - a whole lot of rinse and repeat in regards to Catch 'em Mode and having a hell of a lot of patience. Goddamn, you need some patience to coax this guy into appearing. At this point, I had 150/151 Pokémon (note that my Pokédex actually read 150/150 because I hadn't even seen Pinsir yet). I only had one stupid little creature left to bag and what did I have to rely on? The worst fucking RNG in gaming I've ever seen!!! There it is - it's all on the table now. Random Number Generators: they're great when they work but damn, do they just suck all the joy out of a game when they don't. I don't know how many hours I spent, but it was a good three or four days by the time I picked off my 150th Pokémon until I finally said "Fuck this!" and decided to GameShark it. I had a real bad feeling that was going to be how it all came to an end, and I tried my damnedest to avoid the inevitable. But after three or four days of fighting with a pissant RNG, I just couldn't take it anymore.

Code in hand, I caught Pinsir and quickly gave the game screen the bird. Yea, a big FU will show that game who's boss. I let the rest of my balls trickle into oblivion so I could end this thing (which took forever in itself since I had racked up so many Again's by this point), and sauntered on over to the Pokédex to bask in my 151/151 glory. Wait.... What!? 150/151!?!?!? I saw Pinsir but didn't catch him? What the hell, man!? Well, I guess the game got the last laugh after all...or did it?

As infuriated as I was over the whole matter to begin with, I wasn't going down with this bullshit. No way.... But I also had no desire to wrangle the RNG either, so I entered the code once more, caught Pinsir and proceeded to level him through Evo Mode. Take that, you fucking game - 151/151!! Yea, maybe I had to cheat to take it down, but with an RNG that broken and stubborn, I feel no remorse.

(Hmm, I think I managed more expletives in this one rant than I have in the whole blog to date. [/over-exaggeration])

Rating: 3 damnable RNG's out of 5