Showing posts with label platform game. Show all posts
Showing posts with label platform game. Show all posts

Friday, 27 October 2017

Backlog Beatdown: Taking Out the Trash with Vectorman 2


I’ve been stuck on the fifth level of Vectorman 2 for a year now, and I occasionally play it when the Sega Megadrive Ultimate Collection is in my Xbox 360 to try to get to the eleventh stage, which was what I needed to get the available achievement points. Imagine my surprise when, not only did I manage to win the achievement, but I beat the game as well…
Vectorman 2 is a 16bit platforming game that was released on the Sega Megadrive/Genesis back in 1996. You control Vectorman, an “Orbot” – a robot made entirely out of orbs – as you run and gun your way through a nasty collection of insect-like enemies over twenty-two levels, aiming to find out who shot your ship out of the sky.
This is only the second level, and it's brutally hard.
Mainly because you can't see.
In the 90s, platforming games were one of the main styles of game available on consoles, and the better ones had their own gimmicks and mechanics that set them apart. Vectorman’s most obvious shtick was to morph into different things like tanks, space-ships, and some shapes based on his tougher enemies like scorpions and stag beetles. But the quality of the game comes from doing a lot with a very solid base of game mechanics. The controls were great and responsive, for most of the game there were two buttons (jump and fire,) the power-ups were meaningful, the graphics were of the highest quality the Megadrive could manage, and it was a lot of fun.
It was also very hard. Where I was going wrong was that I wasn’t exploring the levels enough. The game’s power-ups come in Power Sacs, bulbous green eggs hanging from various points that you have to shoot several times to break open and grab what’s inside. They’re dotted in various locations around the levels. Their contents range from health, to photons (the game’s equivalent of coins, which contribute to your score,) to temporary weapon upgrades, to access to the bonus levels and multipliers. It is on the latter power-up that the genius of the game’s design comes through. In most games, most multipliers multiply your score; decent, but it doesn’t really help you progress. In Vectorman 2, it also multiplies your power-ups. For example, a health orb would normally restore one hit point. If you have a 3* multiplier and you grab one, it restores three hit points. The same applies to extra lives, and while the game is competently-enough designed that it doesn’t put extra lives in easy reach of a 10* multiplier, it’s possible to create a good amount of extra lives beyond your starting three.
I did a bit better this time because I explored the levels and bonus stages enough to find the power-ups that increased your hit points beyond your starting four. This was crucial, as I could take enough damage in the later levels to not lose sight of what I was supposed to be doing. When I reached the eleventh level, and found I was half way through with nine hit points and thirteen lives, I found myself thinking ‘Wow, I could actually beat this today!’ and saw the game through to the end.
A lot of the levels had little puns like this.
I like it!
The four boss battles work well. Vectorman can morph into different things and upgrade his weapons – but not on the boss battles. Apart from increasing your hit points, you can’t stack the odds in your favour and rely on upgrades to beat the bosses. You have to do the same thing you always have to do in older games: Analyse their attack patterns, learn their weaknesses and exploit them to your advantage. I admit I had to check a Youtube video to find out how to beat the last boss; after having come so far I didn’t want to lose due to ignorance, but I still had to beat it!
Vectorman 2 is not perfect; the difficulty curve is harsh, and the tank section has fiddly controls. And it’s not a game I grew up with, nor has it engaged me on such a level that I could see myself returning to it. But it is a competently-designed and very fun platformer. If you have it on a collection, or own a Sega Megadrive/Genesis, it’s worth playing.

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

Sunday, 30 November 2014

No Game New Year: Down and Depressed with Deadlight


Deadlight is another Xbox Live Games with Gold download. Zombie Apocalypse games are nothing new, but I hadn’t played one in a 2D side-scrolling platform game before and I thought it would be interesting to see this take on it.

I set myself a different challenge this time: Get through the game without looking at any of the achievement trophies. This is because I’ve ruined games before by playing them and looking for the achievement points; they’re nice to get, and I won’t usually get rid of a game until I’ve got all that are possible, but they take away some enjoyment of the game if you’re too pedantic about it.

This is the title screen; even the music that
accompanies this is bleak and tragic...
The game puts you in control of Randall Wayne, who’s teamed up with a group of survivors of the Zombie Apocalypse in search of his missing family. At the start of the game you’re separated from the group, and you have to run, jump and fight your way through the horde of Zombies – in this game called Shadows – to reunite with your team and your family. That is, of course, if any have survived…

For those of us who remember the 80s and the 90s, side-scrolling platform games were the standard back then. They lost touch once 3d gaming came in; platforming was quite difficult to pull off accurately in 3d environments and not many games managed it. But they never went away either. In the early 00’s we had emulation. In the mid/late 00’s we had retro-gaming. And in the previous/current generation, they seem to be… not making a comeback; there has been a definite shift in what is considered to be mainstream, but they have a strong presence in the sub-triple-A market.

With this new surge of platform games, some elements have stayed the same across the generations, others have changed. What has remained is art style, in that every platform game worth its code has its own distinctive look and feel to it. And Deadlight is BLEAK. The backgrounds look worn down and hopeless, the character models are barely more than silhouettes and the soundtrack evokes misery and despair. The cut-scenes are graphic novel-style drawings and subtitles that remind me, more than anything else, of Watchmen. It makes you feel that, even if you do get to the end of the game, surviving is as good as it is going to get for your character and anybody fortunate enough last to the end.

See what I mean? Bleak.
What has changed from the old platform games is combat. The combat mechanics of platform games have never been complicated, but in new games, the emphasis seems to be taken away from the combat and put on the exploration and platforming. That works well for Deadlight, which boasts a very small number of enemy types; munching your way through zombie hordes gets old at the best of times and is presumably incredibly dull if you can only do it in two dimensions. In Deadlight, you have an axe, a pistol and a shotgun at the very most, and very limited ammunition for the latter two. You avoid combat as much as possible; aiming is quite tricky and you don’t swing the axe very fast. You can’t take many hits before you die, and you’ll find yourself blaming the clunky controls for the occasional plummet, or a missed shot that costs you the game. It creates a challenge where you have to think about what you’re doing in order to proceed; more satisfying than ‘kill everything in the room then go on to the next bit.’

Yet for all that, I can’t decide whether I enjoyed the game. It’s a great game, no doubt about that. It’s a well presented; if not entirely fresh take on an idea that’s becoming stale now. The art style carries it for the most part, and telling a single story that’s over in a few hours is a refreshing change of pace. But my word, it is depressing. Any sense of achievement you gain from completing the levels and objectives is subsequently crushed by the heavy atmosphere and the feeling that no matter what you do, you’re only delaying the inevitable…

I might go back to this later to look for all the achievement points, but for now I’ll move on to something more cheery.

Monday, 7 July 2014

No Game New Year: Half Way Through with Sonic 2! See what I did there?


Hi there!

Once again, I haven’t posted for a while, largely for girlfriend-related reasons though I have to say that I needed to give myself some time to play the games as well!

So we’re at the half-way point of the challenge, and so far I’ve been doing OK. By that I mean I’ve managed to get through the last six months without buying a game or any DLC of any kind, and any games I’ve acquired during this time have been absolutely for free. And as we approach the back half of the year, I’ll take this opportunity to reflect on the challenge, and how it’s made me approach games:

It’s no secret to anyone who knows me that it is easy for me to fall in to the trap of buying games habitually. The huge stack of Xbox games, both original and 360, in my bedroom is testament to that. This year I’ve had to make a conscious effort not to do this. And to be perfectly honest it’s been a lot easier for me than I dared to hope at the start of the year!

This is largely because of the new generation of consoles that are coming out. The line-up for the new generation is the Playstation 4, the Xbox One and the Wii U, and I don’t own any of them. Therefore I can’t be tempted to buy games for them! Not that there are many to get at this point, and most of the ones you can buy were available on previous-gen as well. I’ve spent some time thinking about which one I’m going to get when I am allowed to do so, but that’s a whole different discussion for another time.

When I buy games, I tend to go for the ones on special offer. GAME – the main retailer for games in the UK – often has deals on that mean you can get 4 games for £20, or something similar. The games are usually pre-owned, but that’s never bothered me since I usually buy games because I want them, not because they’re a new release. I’ve got something like 60 games for my 360, and I think only 3 of them I’ve bought new or even close to release. (Both XCOM games and GTAV, if you want to know.) So I walk into a shop, see what games I like and then go ahead and buy them if I can make a good deal out of it. Because of the challenge, I’ve not been going in to game stores, and I actually find it more of a faff to order physical copies online, so it’s not been particularly hard to avoid!

Where the challenge has presented me with, well, a challenge is when it comes to actually thinking about the games I own. I know I’ve been a bit spotty with this over the last few months, but the original idea behind the blog was to post updates about what I think of the games I’ve been playing and whether or not I want to keep them, this that and the other. And I’ve seen some of the other guys playing games on their posts and getting through a significantly higher number of games than I am, and I’m wondering if I should be doing more. Not playing more games; we all have different schedules so if I don’t have time to play as many as I’d like, or as many as other people do, then it’s not really a problem. But I sometimes ask myself whether I should be doing more to say how I’m getting on.

What I’ve been doing, then, is while I play the game, I think about what I want to say about it. Not just for the sake of the challenge, though. I think it’s quite a good thing that, given how much of my time I spend playing video games, it’s good to ask myself why I’m actually enjoying it – and if other people want to know, then that’s fine by me. So I mutter to myself passages that eventually end up in the blog, in the hope that someone’s going to read it and find it interesting…

Case in point: This week’s game.

 
Sonic the Hedgehog 2

This game will always be very special to me. Back in 1994, I got my first Sega Megadrive, (Genesis,) and I’d been after one for literally years. I remember I was 8 years old, and my Mom bought me a Megadrive with Sonic 2 on it. It wasn’t my first ever game; we’d had an Acorn Archimedes computer before that and we’d had plenty of games for it. But the Megadrive was mine, and so was Sonic 2. I played it almost non-stop until the end of the school year when I was bought another couple of games – more on that later. I come to own it now from the Sega Megadrive Ultimate Collection that I’ve spoken about before, and I thought 20 years later, now was the time to give it another play-through.

Turns out I’d forgotten two very important things about the game. The first is how much fun Sonic is! And the second was how hard those old games are.

So Sonic 2 is a great game, it really is. Side-scrolling platformers were hardly uncommon 20 years ago, but few games did it so well. It encouraged speed by having Sonic move incredibly fast for a video game, but punished carelessness by throwing spikes and pit traps in your way. The levels were designed in vastly different styles, each with their own gimmicks, traps and enemies – but with enough similarity to tie it all together. The fact that there were different enemies on each level was actually not that common, if I remember rightly; most of the games I remember playing at the time used the same or similar enemies across multiple levels. The sound track is nothing short of iconic. I know that word should not be used lightly, but just do a quick search on YouTube for the number of people who’ve done videos of Bass Guitar covers of the Chemical Plant Zone theme.[1] And most importantly of all, whether you got through the game or not were entirely up to you.

“Well, no shit,” I hear you cry. “You’re in control of the game; of course it’s up to you whether or not you beat it!” Yes… but it’s not that simple. You have a lot of control over what happens in the game for a few reasons:

  1. Sonic 2 was a competently-made game. That means that it had been play-tested so the dev team knew it all worked properly, and there were no game-breaking bugs or glitches that would screw you over. That’s not to say there weren’t any bugs or glitches in there at all, in fact some of them were quite beneficial, but none of them would harm your progress, and they weren’t even taken out for the game compilation I’m playing it on! Thankfully most of us remember a time before there was scope for games being patched for bugs, so the developers really had to work hard to make sure that everything worked. They didn’t always get it right, but they got a lot more right than many of their contemporaries manage these days!
  2. The game wasn’t designed to be played for you. There were no button prompts, no “Hit the Crawl from the rear or you’ll just bounce off him” or “Jump to avoid these spikes/that pit trap.” If you avoided the traps, it was because you saw them coming. If you destroyed a badnik without getting hurt, it was because you’d considered the best way to approach it. If you managed to beat the bosses, it was because you’d analysed their attack patterns and developed your counter-attack from that. Or more likely, you’d buggered it up fifty times before you got any of it right – which made the game a challenge, but not unfair. There was a lot of trial and error, and the sense of accomplishment from finally getting it right was where a lot of the longevity of these games comes from. I’m still playing it 20 years later!

It was quite strange, playing it through again. Those muscle reactions that I thought long gone were coming back to me as I played my way through the early levels of the game, only to get stuck later on because I kept dying. Rarely from a Badnik (evil robot.) No, I’d always get trapped, or fall down a pit, or drown or something or other. I remember finding the game a lot easier when I was younger and I found myself wondering, are games getting easier in the last few generations? Or am I getting rubbish at them in my old age?

It turns out the answer doesn’t relate to either of those things. In actual fact, when I played this game when I was 8 years old, I had all the cheat codes to it and could select whichever level I want, and was also able to change into Super Sonic any time I wanted as well. So I had plenty of opportunity to practise those harder levels. I actually can’t remember, even in my younger days, playing the game through from one end to the other more than a couple of times, though I did complete the game several times by cheating. I can’t remember any of the codes now, even if I wanted to cheat – though I do remember you input the codes by playing certain tracks from the Sound Test in a particular order. I don’t think they’d work now even if I wanted to do it, because I did play back some of the tracks and my 360 seems to be a lot less happy about doing this than my old Megadrive was. (It crashed after a couple of tracks.)

That being said, Sonic 2 is also a lot harder than today’s contemporary games because here you have a fail state. You start with three lives. You can gain more, but if you ever lose them, you have to start all over again. This just doesn’t happen in modern games, and rightly so, because modern games are sometimes quite a lengthy procedure that would not survive having the whole thing de-railed because you’d died too many times. But in the early games, those lives were your lifeline. You had to hang on to them, and try not to lose them.

Because lose them I do; usually either to aforementioned traps, or boss battles. Some of the latter are ridiculously easy, some are insanely hard, and the last boss battle is borderline impossible. I’ve fallen down on the last couple of bosses several times, and even though it is frustrating, I don’t particularly mind. Let’s be honest; this is what these games are about. Smashing your way through levels, exploring them fully to find their secrets – they will give you cool stuff but you have to earn it – praying that you’re still in good enough shape to battle the end-of-level boss, and then when you’re exhausted and your concentration is slipping, have one last duel to the death between you and the final boss. Whatever happens at that point, it is a fitting end…

I managed to beat the game last Sunday night, and allowed myself a small smile of overcoming the challenge, as hitherto I always fell down on the last couple of levels. But I would like to make a few comments on the game itself, how it is different from the other Sonic games, and what I think of the mechanics involved with it.

For a start, Sonic 2 is a very good sequel. Over the last few generations, we’ve been seeing more and more sequels that haven’t been as effective. On one hand, some sequels iterate rather than innovate, basically releasing the same game 4 or 5 times. *cough* Dynasty Warriors *cough* On the other hand, some games take it too far the other way, and release games where the mechanics and design are so different that it is barely recognisable as part of the franchise. (Less often, though I think some of the more recent Sonic games are guilty of this!)

To contrast, Sonic 2 is basically Sonic 1, but better. He can still do everything he could do before, in the same way – but now he can do more things. Here’s a few alterations to what had gone before that made Sonic 2 an improvement on Sonic 1:

First, the Dash Attack. Sonic’s been able to do this for so long, sometimes it’s hard to remember that it wasn’t always the case. You could now duck on the floor and charge a ground-based spin attack, whereas before you had to do it from a run. This was very useful for opening some item boxes and hitting some of the enemies where precision was required. It’s no surprise that they kept this one!

Second, the Special Stage. This was a massive improvement over the rotating special stage from Sonic One, where one wrong move would take you straight back into the main game. For a start, it was much easier to get to – get 50 rings and find a Star Post, then jump through the ring of Stars that appears there. A challenge, certainly, but better than praying you still had enough rings left at the end of the level. And then there was the Special Stage itself. The sort-of-3D graphics looked amazing for the time, and the setting made the age-old premise of ‘collect the good stuff (rings) and avoid the bad stuff (mines)’ a lot more interesting. Plus, if you did muck it up, the game would drop you back in the same level next time, rather than move it on. This was good because some of the seven stages were actually really hard!

Third, Super Sonic. This was your reward for getting all seven Chaos Emeralds out of the Special Stage. If at any time after this you collected 50 rings and hit the jump button, Sonic turns yellow and becomes Super Sonic. I remember Sonic The Comic (published in the early-to-late 90s, I got most of them up to 1999,) portraying Super Sonic as an out-of-control demon, super-strong, invulnerable and very, very angry. The Super Sonic you control in the game is pretty much like that except he can’t fly. There were no morality issues either; in pretty much every game before 1995, you were either the good guy, or in a very small number of cases, you weren’t. Sonic, Super or otherwise, has always been the good guy and rightly so. Super Sonic is faster than Sonic, won’t take any damage that would normally result in losing your rings and can jump higher. But he’s less accurate to control, which is not good during some of the precision platforming you have to employ late in the game. Also, getting him was something of a blessing and a curse – he drains your rings for every second he’s in the game, and there’s no way to turn him off short of letting him drain them all. And it was almost impossible not to do it because the trigger was the jump button. Try getting through any Sonic game without jumping and see what happens! This was all well and good, except that the best way to collect extra lives was to collect 100 rings, and playing as Super Sonic prevented this. So, the individual levels were easier, but the end of the game was harder as it allowed less room for error.

Finally, Tails/2 player Co-op. Sadly, I think they missed a trick here. True, Tails became one of the most famous characters of the franchise, and the idea of a fox with two tails that can fly is a good one. But as there was no way to make him fly in the game, it didn’t make the slightest bit of difference whether you played him or Sonic. This undermined what could potentially have been a great innovation into the game, allowing Tails to reach harder-to-reach areas. The Co-op mode was, I suppose, a good way to allow a younger player to play with a more experienced player, since Tails couldn’t die or lose any rings. But the second player is shut out of the last couple of levels since Tails doesn’t appear in them, for the story’s sake as much as anything else. You could, of course, allow the AI to control tails, but this rarely helped. His role seemed quite reactive; i.e. if a Badnik hurt Sonic, Tails would attack it. If Sonic lost his rings, Tails would pick them up. He was no use at all on the Special Stage, as he would follow Sonic and his reactions were delayed by about half a second, which meant that he would more often than not run into the mines you were trying to avoid! Most of this was fixed for Sonic 3 though.

So, to conclude, a great game, and I was happy to have the opportunity to play it through again. I think I will cover Streets of Rage 2 at some point as well, but for now, I’m going to decide what to play next in amongst the multitude of things I’ve got to do…


[1] Then do another, much longer search for one who actually got it right…