Friday, 24 April 2015

Backlog Beatdown: Dusting off Dust: An Elysian Tale

Dust: An Elysian Tale has the coincidence of being both a game that tempted me away from No Game New Year a few months into it and was given way free with Xbox Games with Gold a couple of months later. I saw TotalBiscuit’s first impressions review and I wanted to give it a try, then when I got it for free I forgot about it for a long time.
However, last week I thought I’d give it a go. And what a delightful game it is! It is at its heart a platform game with RPG elements, and makes no apology for it. It’s got good graphics, excellent gameplay and a great story. It’s seriously like the best Super Nintendo game I never played.
The art style certainly looks ‘cartoony,’ but is as good as any 6th-gen game might have been if they’d bothered with 2D platformers. You play as Dust, an anthropomorphic rabbit-like creature that has all the hall-markings of a troubled hero but still manages to sneak in a sense of humour. You’re joined on your quest to save the world and remember who you are by your sword Ahrah which talks to you, and an irritating flying creature called Fidget. You meet a cast of NPCs that are a mixture of anthropomorphic rabbits, bears and toads. You battle a range of enemies that breaks out from the usual mix of ‘like Tolkien, but…’ The visuals are gorgeous, the backgrounds are amazing and the character models are really well put together.
This game really does kick ass...
In terms of gameplay, the controls are fluid and responsive, but its trump card is the brilliant combat system. There are three ways to attack[1]: You can press X to attack with your sword and develop a combo using a combination of X and Y, use Y to create a ‘Dust storm’ which allows a short amount of flight and slightly damages the enemies, or you can use B to have Fidget cast a spell. The real fun comes into combining the effects of the different attacks. For example, in the early stages of the game, pressing B will have Fidget splash a magic missile style of attack, that doesn’t do much damage. Combine that with a Dust Storm and the missile multiplies and flies all over the screen, doing a lot of combined damage. You only have a limited amount of time to do either – your spells and your dodge is limited by an energy bar, and you can do the dust storm for around six seconds before you’ll injure yourself, but you can recover them by landing your attack combos as well. This all makes for a rapid attack system that looks and feels very impressive.
Elsewhere, the platforming is challenging but not insurmountable, the puzzles are not hard to work out but are a little tricky to put off, and the treasure is useful but not essential. This is one of the best parts of the game’s design – you don’t have to feel obliged to do all the side quests and collect all the treasure. If you do, great, and that can add an extra level of fun for the completionists among us, but the game won’t punish you for wanting to get to the end.
I won’t talk much about the story; it’s great but needs to be experienced by yourself. I will, however, mention the sound. The background music is gorgeous; it strikes the balance of being memorable enough for it not to be merely background noise, but not so much that it becomes cheesy or ridiculous. A lot of work went into those compositions, and it shows. The voice acting was very good, and they didn’t ruin it by trying to draw facial animations. And the game’s sound effects are visceral and effective; all the bells and whistles happen in the right places.
All in all, a very well-designed game that does its job, is fun to play and doesn’t outstay its welcome. I might return to this at some point for a completionist run, but the game is as long as it needs to be and I’m ready to move on.


[1] Controls refer to an Xbox 360 controller

Friday, 17 April 2015

Golden Axe 2: Better balanced, and a LOT easier...

A sad fact of my gaming life at the moment is that while I’m busy spending hours deciding what 40+ hour RPG to get invested in next, not being able to decide and spending even more hours on Gotham City Impostors to get one achievement, I found myself wanting to play a game I could just beat. No need to think too hard, I just want to kick ass. Enter Golden Axe 2…

Regular blog readers (all eight of you) will remember that Golden Axe was the last game I finished, and that it took me 21 years from first playing it to beating it.
The sequel didn’t take me quite that long.
As was the case in sequels of the time, nothing much had changed about the nature of the game. It was still a fantasy-based side-scrolling beat-em up. The plot was more or less identical; it just had a different antagonist. The levels were slightly different – there was a little more variation to the backdrop this time around – but still a fantasy based setting. And it was still the same three characters: Ax, Tyris and Gilius. And why not? The formula worked so well the last time, and it wasn’t all that common to mess with it in those days.
So what has changed? Well, I saw two main changes from the previous game:
The first was the way the magic works. Skirting past the fact that the little Wizard creatures you have to beat to gain power can now actually harm you, magic is now a little more flexible in terms of how much you use. You can press the button to get a basic spell, or hold it down to charge up to the amount of power you have. This is both a blessing and a curse. It’s good that you don’t have to commit to using all of your power the moment you cast a spell as in the previous game. It’s not so good because as it will take at least some time to charge even the most basic power, it’s now almost impossible to use magic to break stun-lock. It doesn’t happen as often in this game but it would have been nice to have the option!
The other thing that has changed is the way that attacks have been balanced. In the previous game, it was all about spamming the dash attack. In Golden Axe 2, different enemies require slightly different approaches and the dash isn’t always the best one. The Lizardmen, for example, are best dealt with using a jump attack. The Headless Swordsmen are ferocious but they tend to go down more easily if you come at them from an angle and use your attack combo. It’s still a case of spamming your attack, but there is some flexibility over which one to spam. The minions, and the Skeletons in particular, can be a pain in the bum, but that’s the time to be using your magic – to deny them their advantage of numbers.
This results in a game with a lot less cheap deaths than Golden Axe. Stun lock occurs a lot less, any of the characters work well and there is a lot more variety when it comes to strategy. However, it also meant that I beat the game on my third attempt, having gone through all the characters and chosen Gilius this time, and that only took about 40 minutes in all. I suppose I could go for a score attack if I really wanted to give myself a hard time – you tend to be graded on how much damage you did to how much you took – but that would suck all the fun out of the game for me. Golden Axe 2 is a better designed and objectively more fun game than Golden Axe – but I’m glad it was part of a bundle and I didn’t spend any significant amount of money on it.
Unless someone really wants to play two-player co-op with me, I probably won’t come back to Golden Axe 2; the job is done in my opinion. It was fun while it lasted, but in this case, the game didn’t last too long.

Friday, 3 April 2015

Golden Axe: Taking 21 years to beat a 40-minute game.


Most people who play games have done Golden Axe. It is one of the staple games of the Sega Mega Drive, in a time when side-scrolling arcade beat-em-ups were being ported to the home consoles. I first played it when I was eight years old. I’m now twenty-nine and I’ve just beaten it for the first time. I shouldn’t be too pleased with that, but now that I’m in a better position to concentrate on what the game is doing and how to respond to it, I stood a much better chance of beating it and finally managed it yesterday.

Here’s a setting so generic it’s almost cliché: Evil monsters, lead by the horrendous Death Adder, have taken over the land and kidnapped the King and Princess. Three Heroes, from whom Death Adder has taken their family, their friend Alex and also in two cases their outer clothing, swear to bring vengeance down upon the evil commander. They are Ax Battler,[1] Gilius Thunderhead and Tyris Flare.

Mechanically, the characters are quite similar. They all move at roughly the same speed and have the same moves: While the move animations differ for each character, they all have a regular attack that can develop into a combo, a dash attack and a magic attack. It is only on the latter that there is any significant difference: Magic is generated by carrying potions. The more potions you are carrying at the time you cast the spell, the more damage you do, but each character has a different track of developing magic. Gilius the Dwarf, only has three levels. Ax has four. Tyris has six, but you need to collect four potions just to get her past the first level of spell.

Once I could tear myself away from the many
pictures of Tyris Cosplay girls, I found this one.
I chose Tyris for my playthrough. Apart from my usual habit of playing the female characters if there is one available, I also found she has the best dash attack – purely because the attack goes futher. The regular attack combo is all well and good but locks you in place for too long. The dash doesn’t do a huge amount of damage by itself but it means you’re moving more quickly than most of the enemies, so you can attack two or even three of them before they have the chance to react. The Magic attacks are powerful but with these brawler-style games, it is helpful to remember that these attacks also have a function: breaking stun-lock. If the enemies are attacking from both sides you often find that they’re attacking more quickly than your stun animation allows you to react. At that point, you can cast a spell and no matter how much damage it does, it also has the effect of knocking enemies away. It’s also useful for boss battles – not necessarily for damaging the bosses, but for clearing the screen of their lesser minions which can be a pain to deal with.

The dash attack, though, is where you do the real damage. The minimal amount of damage coincides with a knockback effect, which if you do it close enough to a ledge means that you can take out the minions with one hit. This is particularly true for Skeletons, second only to Dark Souls in how much of a pain in the anal cavity they are. They usually attack in numbers and take a good few attack combos to go down – but there’s no getting up from being pushed off a cliff.

This, I found, was the ONLY way to defeat the last level – the one where, having rescued the King and Princess, he sends you on your way to kill Death Adder’s mentor, Death Bringer. On the way through the castle you find narrow paths and ledges, and with several enemies appearing out of nowhere and attacking you at once, the best thing to do is to knock them off the edges. Problem solved.

The ending sequence is what I’d expect for this level of game; not brilliant, but the fun was in getting to the end and finally beating a game after 21 years. I probably won’t play this game alone again, but if someone wants to play the game 2-player co-op, I wouldn’t say no.


[1] Ha!

Sunday, 15 March 2015

Backlog Beatdown: Catherine. The game to play if you want to spend long portions of your evening going 'What was that all about?'


This is one of the weirdest, yet most enjoyable full-price games I’ve played on the Xbox 360 so far. Given that I own a LOT of games, that’s saying something.

I was inspired to pick up this game from Youtube’s The Completionist. I’d been aware of the game before now on the Xbox Live marketplace, but even though I thought it looked interesting, it was priced at a higher mark than I wanted to spend on a blind buy. Watching Jirard review the game changed that as I had a much better idea of what I was getting myself into, and when I could find a cheap-enough copy on Amazon (it’s not for sale in any of the game shops I usually attend,) I bought it quickly before anybody else did. Finding a physical copy of this game is not easy!

I actually had to click 'gameplay' to get an image off
Google that wasn't fan-art, Cosplay girls, or various
other people called Catherine including Zeta Jones.
The gameplay is divided into two sections, the main one being the Nightmare levels where you have to guide the lead character Vincent through a set of block-shifting wall puzzles to beat the level. It sounds simple, but the genius of this game kicks in when it starts adding variety to the blocks. Regular blocks can be moved and stood on. It’s when the game starts adding blocks that can’t be moved, or trapped blocks that will kill you if you don’t get off them straight away, or ice blocks that you can’t stop on, that things get really interesting. You have to plan your moves or you will box yourself in – but as the floor is always collapsing from underneath you, you can’t take too long about this or you will lose the level by falling off the wall.


I say this a lot but there’s something satisfyingly ‘old-school’ about games like this. Puzzle-action games[1] aren’t common in the triple-A market and you’d only buy a game like this if you knew what you were looking for; as such they’ve had something of a decline in popularity over the last decade. But it is a rare time with the Xbox 360 that I’ve had a genuine sense of satisfaction from finishing a level, as it is down to your skill as a player that you manage it. The game is hard, but not insurmountably so and while you’re essentially doing the same thing all the way through it, there’s always new mechanics to the blocks being introduced.

The other section of the game takes place in a bar, where Vincent hangs out with his friends. This, along with cut-scenes that would give Metal Gear Solid a run for its money in terms of length, is where the story unfolds: Unsure of whether to commit to his long-term girlfriend Katherine, Vincent accidentally cheats on her with a young sexy woman called Catherine. This is a part of the cause of the nightmares, where everybody appears to each other as sheep, and if they fall from the blocks they die in real life. Vincent’s anguish over having cheated on his girlfriend, his deteriorating mental state as he repeatedly gets drunk and loses sleep, and his gradual realisation that some of the people he speaks to in the bar are also having the strange dreams[2] is played out remarkably well. How you speak to and respond to people in the bar, and also text you keep getting from both girls, affects the ending of the game, of which there are a total of nine.

Yes... an Arse monster. Funnily enough not the
freakiest thing in the game...
In all cases, the game does not outstay its welcome. Even with the added block mechanics, solving wall puzzles does get old – but the game ends before that happens. The conversations in the bar happen on a timed basis, so you can’t talk to everyone because at some point, some of them will leave, forcing you to continue with the game. The cut-scenes do an excellent job of moving the story forward; the whole game is paced really well.

I’d more than recommend giving this one a go. I’ve got a lot more to unlock than anyone will manage on one play-through, but like most games, now that I’ve completed it I’m going to put it to bed until I feel like coming back to it.


[1] The game is often referred to as a Puzzle Platformer, but as that kind of game almost always includes a jump function and Catherine doesn’t, I’ll call it what I want.
[2] Oh it’s not a spoiler, you’d have figured it out straight away.

Saturday, 7 March 2015

Backlog Beatdown: Oh, oh, oh, Oh Borderlands we rruuunnn!!! (Sing to A Sort of Homecoming by U2)

If you’re wondering why you haven’t heard from me for a while, it’s because I’ve been playing Borderlands and it took me absolutely ages to complete…

I bought Borderlands in late 2013, before I started No Game New Year. I can’t remember why, most likely because I’d heard it was good and I needed a game to make up a special offer of buy two get one free. Borderlands is a first-person shooter action game with role-playing-game elements. The latter only applies in the woolliest sense; you have quests, variable weapons and armour, and you level up. The obvious comparison is with Fallout 3, but while Fallout prides itself on being gritty and realistic, Borderlands is very much high adventure and silly. And it took me a while to get in to it. I started the game several times and would get as far as the Pisswash Hurdle before I’d start wishing I was playing XCOM. But this time, after watching The Completionist get through the game, I thought I’d give it another go.

This time, I was better equipped to deal with it: Borderlands is a game best enjoyed in short bursts. You can have fun shooting up Skags, Bandits and Spiderants (your main variety of enemy for the first three quarters of the game) and doing fetch quests, and I was enjoying myself. But the pacing is rubbish. For every quest that advances the plot, there are several more side quests that make you feel like you’re jumping through hoops.

I chose Lilith for my playthrough. Her Phasewalk
ability got me out of a lot of tight situations!
The obvious counter-argument here is “Why don’t you skip all the side quests you don’t need to do and advance the plot?” Well, apart from looking for the achievement points, I’m in two minds about this: The game would have been better paced if there weren’t so much side questing. Yet if I skip it, I’d miss probably two thirds of the game. And I wasn’t in a hurry to get through the game. So I played for one, or two hours at a time, doing a few quests, increasing my headshot count and my skill with sniper rifles, and whenever I needed I break I’d stick the Sega Megadrive Ultimate Collection on and have a go through Streets of Rage 2. The quests in Borderlands rarely presented a massive challenge; it was only the Arena levels and the final mission that gave me any significant trouble. I think this was because I’d done all the side quests and levelled up to the point where there wasn’t much challenge left in the game, but I have no problem with that; that’s the whole point of levelling up!

The pacing issues changes once you get to the end. After you beat the missions on The Salt Flats, the game gives you entirely plot-related missions, and a sense of urgency that you didn’t have before. At this point, the game becomes difficult to put down. The principle enemies you have at this point – the Crimson Lance soldiers – are far more challenging than the other enemies in the game and there’s a sense of achievement for taking them down, rather than mindlessly killing bandits. Also, the game becomes quite linear. This is no bad thing, as instead of skirting around obstacles you have to think about how you’re going to tackle them.

The final Boss Battle with The Destroyer took a while, because I didn’t realise there was more than one place you were supposed to be shooting. Once I’d figured it out, I did it one go, and was rewarded with the ending. I know Borderlands has been criticised for having a rubbish ending. It’s true that there is much left unexplained and that you don’t get what you came for in terms of your original objective. But to be honest, I didn’t mind. It fits in with the tone of the rest of the game and leaves a lot open for the DLC and sequels. The only thing that left me unsatisfied is that I would love to have known who the Guardian Angel was, and her level of investment in it.

I have the Game of the Year edition, meaning that I have the four DLC packs as well. I haven’t touched these yet; once I’d reached the end of the game I was ready to move on to something different. I might come back to it at some point. I certainly have no immediate desire to rush out and buy Borderlands 2, which I’ve heard is much the same game with some slight differences. I’m all Borderlandsed out at the moment!

Incidentally, I bought Catherine for the Xbox 360 during my playthrough. This brings the total number of games I’ve completed vs the games I’ve bought to 4-3 to me for this year. I’m toeing the line!

Sunday, 1 March 2015

Star Wars: X-Wing Tournament at Titan Games Stourbridge


I took part in my first X-Wing Tournament today; it was a day of fierce competition and tense matches! I was running a Rebel squad, and my army list was as follows:

Components
Points
Total Points
Total Army
 
 
 
 
X-Wing: Rookie Pilot
21
21
100
 
 
 
 
X-Wing: Rookie Pilot
21
21
 
 
 
 
 
X-Wing: Rookie Pilot
21
21
 
 
 
 
 
Y-Wing: “Dutch” Vander
23
37
 
Concussion Missiles
4
 
 
Cluster Missiles
4
 
 
Ion Cannon Turret
5
 
 
R2 Astromech
1
 
 

 
So, a lot of my strategy was centred on Dutch’s special ability, which is to allow a friendly ship within range 1 to acquire a target lock as soon as he does the same. I invariably deployed in a square formation, usually on the right corner of the board. Here’s how I got on:

My first opponent was Gareth, who was running the one thing I wasn’t expecting: Swarming rebels. Rebel fighters are usually quite expensive but when the Z-95 Headhunters were released for the Rebels, it became possible to buy ships for twelve points each, and since each has to take four hits to go down, tackling them head on is a messy business indeed. Gareth had six of them and also a Smuggler YT-1300 for some extra clout. I managed to take out one of the Z-95s, but after that they blocked anything that remotely resembled a clever move and I lost the game outright.

My second opponent was another guy called Matt, and he was running an interesting combination: two TIE fighters, a Firespray and a TIE Phantom. I recognised that there was going to be a lot of talent on the field, given that Imperial squads usually run numbers, so I decided to press my advantage by taking out the two TIE fighters first. Here the Y-Wing came into its own, as I managed to Ion Cannon the Firespray into an asteroid so that he couldn’t use his considerable firepower. After destroying that, the focus came onto the TIE Phantom and that proved to be a pain in the bum, since I just didn’t have the manoeuvrability to get a clear shot on it. I did my best with the Ion cannon, but in the end time was called and I won the game on points.

My third game was fun and extremely tense. Andy was running a peculiar set-up of Soontir Fel, Howlrunner, Backstabber, a Black Squadron and an Academy Pilot. This struck me as odd as it was the first time I’d fought a squadron with no duplicate pilots, which meant that for once it mattered which one I should take out first. Andy suffered from trying to fly the four TIE fighters in close formation; a powerful move if you can pull it off but if not you end up crashing into each other. This gave me some more time to get into position, and while my first Rookie Pilot didn’t last very long, I was fortunate enough to be able to take out Howlrunner quite quickly. Backstabber was the next to go, but the rest of the match was a deadly game of Cat and Mouse as we tried to outmanoeuvre each other. I wasn’t able to destroy anything else but neither was Andy, giving me a win on points.

My final game was against Russ, who was running two B-wings and an A-wing, rather cleverly deployed. I thought I was doing OK to begin with; I lost a Rookie but manage to take the lesser of the two B-wings with me. However, by this point I was exhausted and my concentration was slipping; I managed to make the mistake of flying my Y-wing the wrong way. I ended up off the board, which meant I had one Rookie left to take on two Named Pilots. He never had a chance, but I made Russ work for it!

So, two wins, two losses, and out of fourteen people I came ninth. I’m quite pleased with that, since as it was my first tournament I thought I was going to get absolutely destroyed. There’ll be time enough later to think about how I could improve my squad, though. I might get an A-wing next, and see where that takes me!

Sunday, 8 February 2015

Backlog Beatdown: Shooting Many Robots with, er, Shoot Many Robots.


After beating both One Finger Death Punch and Mortal Kombat, I decided that I wasn’t quite ready to get off my ‘Pick It Up And Have A Play’ horse yet, and played an arcade game I downloaded sometime in 2013: Shoot Many Robots.

This game reminds me of Metal Slug, and with good reason – it is a classic action platformer. You run, gun and jump your way to victory, using power-ups and upgrades to your weapons. Your enemies are robots, but curiously enough for a video game, most of them seem to have been designed look like they were built for function, not combat. They’re dangerous enough, but it’s a refreshing change to fight something that doesn’t look like it was deliberately designed to kill you.

Side-Scrolling BadAssery. What's not to love?
Make no mistake, this game is good fun. There’s a reason this was so popular in the 80s and 90s: The format worked so well. You run through a Post Industrial environment shooting anything that moves, and picking up anything that doesn’t move. The design of the characters and music put you in the shoes of beer-swilling rednecks who’d love to be doing nothing better, which adds to the light-hearted yet determined nature of the game. And as with the old games, Shoot Many Robots will let you get through the first few levels without trying, before forcing you to think for a moment about what you’re doing and how you’re going to beat the next level. There are obligatory boss battles, and even though some of them have a kind of ‘recycled’ feel to them, this is nothing new for this kind of game either.

But as this game is on the Xbox 360, the developers had to make some token effort to innovate, and they do this by putting in an economy with which to buy new weapons and equipment, a ‘level-up’ system similar to Charlie Murder. As far as I know, all the latter does is unlock some of the game’s later gear. Your characters can carry two weapons: A primary gun with unlimited ammo, and a secondary weapon which is usually more powerful but with limited ammo. But it’s the helmet, armour and trousers where it starts to get interesting, as they affect the way the character moves. Some gear speeds you up; others have more damage resistance but slow you down and can lock some actions like slides. Certain upgrades allow jumps to resist gravity, and you can even acquire a jetpack to keep you in the air for a few seconds. This is more useful in some situations than others. At times you’ll love floating over your enemies bringing death from above; at others you’ll miss the tightness of the controls of the regular gear.

The game also has some multiplayer modes including up to 4-player co-op. I didn’t bother with this, as I don’t usually play games with people these days. I would imagine it would be somewhere between having a laugh with a few friends, and a frustrating pain in the bum as you have to wait for each other to upgrade your gear before you can actually play the game. I think it would have to be played in the right spirit, and with the right people, but if you can find both of those things you should have a good night in at least.

Having been watching YouTube’s The Completionist, I’m developing an appreciation for the kind of gamer who wants to power through games and unlock everything. It’s not my style – I prefer to go get to the end of the game once then come back to it if I really want to – but I can see why some people make that their hobby. Shoot Many Robots is a game that caters for both demographics; getting through the game on Normal difficulty was fine for me, but the individual levels give you a star rating out of 5 and maxing out all the stars on a higher difficulty level will probably give the game a lot more mileage for the completionists among us.

So, quite a good game. Not the best, but far from the worst, and it’s done it’s job for me.