Showing posts with label corona virus. Show all posts
Showing posts with label corona virus. Show all posts

Monday, 13 April 2020

Gaming the Pandemic - Day 21: Prince of Persia (Mega Drive)

I'm playing one title from my 627 game backlog every day that the UK is in lockdown. 
Previous entries can be found HERE, but today's random selection is...


Prince of Persia on the Mega Drive


Before I downloaded Transpose yesterday (it was free on SteamVR at the weekend and looks ace) this was actually the game that had been in my backlog for the shortest amount of time. 
It was a thank you gift I received just earlier this week, and with this undertaking every day and playing Pyre and Ape Out quite a lot, poor PoP hadn't got a look in.

This is a game I played a lot back in the day. Although I have neither in my collection today I'm almost certain I played and completed both the Gameboy and SNES versions. Interestingly I discovered whilst researching the game that every version of it after the Apple II original had to be re-written from the ground up. Jordan Mechner was only involved in the original, the sequel, and the 1999 masterpiece 'The Sands of Time'. Every other port, sequel, and spin-off (of which there are literally dozens) was handled in isolation by third parties.

By the time the Mega Drive version arrived in 1993 it was pretty late to the party. This was 4 years after the Apple II original and a year after every other port to 4th and 5th generation hardware (including the Sega's own Master System and Game Gear). 1993 was the same year that the sequel arrived on other systems, a year after Flashback had arrived a knocked this concept into space, and only 3 years before Tomb Raider came along re-wrote the book on this kind of thing entirely. As a result this version was yesterday's news and it did not review or sell particularly well.

Anyone who plays a lot of retro games will know that you never continue on the first level of a game. You're basically wasting that 'continue' because you're starting from the beginning away. So, whatever the game, don't continue, go back to the main menu and start again. 
With PoP you have a 60 minute countdown timer running so it's time you'd be wasting rather than continues - but it's still relevant, and on the Mega Drive there's extra step to this process. 
After you've died on the first level for the first time, head back to main menu and, before you start a new game, change the sounds option from 'Music and SFX' to 'SFX Only' - because it seems the developers used their extra time incubating this version to compose the most irritating music ever conceived! I think I'd rather have Baby Mario screeching in my ear for an hour.

Other than that this is Prince of Persia as I know and love it. I've seen the Domark ports (they handled all Sega machines and the Amiga version) criticised around the internet but I'm struggling to see why. Maybe I'd feel differently if I had this running side-by-side with the SNES version but I didn't, and neither will the vast majority of other people who play it.
I have to say though, and this is very much a matter of personal taste, but I think the earlier versions of game have aged with more style. The Apple II version may have limited detail but this somehow makes the rotoscoped art look even more fluid in action.

The weird thing now is that I find myself in exactly the same position as the original reviewers of this game back in '93. The overwhelming consensus back then was that Prince of Persia on the Mega Drive was only really worth your time if you hadn't already played it on other systems - and it's as much true now as it was then.
If you only have a Mega Drive/Genesis, or maybe the Mini Classic version thereof, then absolutely you should have Prince of Persia in your library. Other than that, this version's appeal will rest on how keen you are to play different versions of this classic title.

Prince of Persia (Mega Drive) - Better than I was expecting and, with the above caveats, recommended.


Saturday, 11 April 2020

Gaming the Pandemic - Day 20: Ape Out (PC/Switch)

I'm playing one title from my 626 game backlog every day that the UK is in lockdown. 

Previous days games can be found here. Today's game is...




Ape Out on PC/Switch

Oh. My. Goodness. I actually have chills.
This game is PHENOMENAL!

Here's what happened:
I played the first set of levels. I took a breath to write this and to buy this game on my Switch because I got it on PC for free and because jesus christ do these guys ever deserve my money.

And now I'm going back to play some more.

Right. Start again.

I love video games. When video games are done properly and the player feels like they are the final component in someone else's work of art... There is nothing else like it.

It's games like Ape Out that make me wish I were a better writer. I don't think there is any way I can properly convey the excitement, the thrill, the pure joy of playing this game. It's an expertly crafted thing. Ostensibly a top down brawler with a style not unlike Teleglitch; the columns and walls of the architecture reaching up infinitely to provide a stylish way to bring line-of-sight
into play. 

The art design is very Saul Bass (if you're not familiar with the name then I'm sure you'll recognise the style) and the music. My god the music. If I were to describe it as 'Percussive Jazz' I'm sure half of you would stop reading but as recogniseable descriptors go it's the best I can do. It accompanies the action so perfectly that it becomes a rhythm game - not overtly so - more in the manor that you can't help but become part of it.

Sound effects add additional percussion literally and conceptually. But I need to take a step back to explain that properly.

You are an ape. You start the game in a cage surrounded by your dead brethren and a guard, and there are two instructions emblazoned on the floor: Left Stick. Right Trigger. I'll spare you what happens immediately after this because it's a beautiful thing to be experienced for yourself - but I pretty much knew after 30 seconds that I was going to love this game.

The game is split into four sets of levels, called albums in keeping with the jazz motif, with each level being a track thereon. In the first of these 'albums' you thunder through a facility of some kind punching armed guards into walls, windows, each other, where they are eviscerated into a pool of blood and loose limbs accompanied by a cymbal clash or a bass drum thump.
Not long into the game another mechanic is revealed. Left Stick Grab. Right stick Aim. From this point you can get hold of an enemy 'human shield' style, in panic they will fire their weapon, only once, but it's enough bring another level of depth to the insane pace of the game.

There are other things that mix up play later on that I'm going to leave you to find for yourself, but suffice to say in what I've played thus far the game has yet to take even a small misstep. It exhibits perfect execution of everything it strives to achieve.

In 1987 I played 'Into The Eagles Next' on my brothers Commodore 128 and a love of top-down games was born. 33 years later I think Ape Out might be best example of this genre I've ever played. Gabe Cuzzillo, take a bow, because this is an amazing example of the focus and vision that auter game development can bring and the pure perfect artistry that is apparently impossible with large teams and, potentially, large budgets. 

And it's so much damn fun I can't even quantify.

Ape Out - Go and play it. Now. Right now.