Monday, 6 April 2020

Gaming the Pandemic - Day 14: Mr Shifty (PC)


The latest randomly selected title, played daily from my 631 game backlog for every day that the UK is in 'lock-down' is...

Mr Shifty on PC


There's a thing that happens a lot in games media, the internet probably has a 'clever' name for it but to me it's just plain old 'judging a game for what it isn't' - as opposed, obviously, to what it is. I can only imagine, given the game's unfairly harsh reception, that it fell victim to this thinking.

Mr Shifty is a game viewed from the top down perspective in which you take on swarms of enemies with your fists and whatever else comes to hand.

Mr Shifty is not Hotline Miami. Maybe it wouldn't have found a publisher without Hotline Miami, maybe it was inspired by the success of Hotline Miami... But it isn't Hotline Miami. Nor is it trying to be.

Without a single second given to backstory or plot, Mr Shifty throw's you straight into the deep-end of an unrelenting onslaught. a basic plot does unfold as the game goes on but it completely generic and is delivered in a very knowing way. Sometimes this kind of thing can backfire, I've seen games make fourth-wall breaking jokes about fetch quests while sending the played on unending fetch quests; joking about it doesn't make it less annoying. Fortunately for Mr Shifty the jokes are usually quite funny and are online ever sidelines to it's frenetic action.

Levels are swarming with various enemy types, some have guns, some fight with their fists. As the game goes on other will arrive wield sword, grenade launchers, and flame throwers. There are subtle differences in the way these can be most effectively attacked but never in a way that slows down the breakneck pace. Even the light puzzle elements, moving laser traps of increasing complexity, are tackled at full pelt.

Shifty's main mechanic is the use of something I've seen often referred to as 'blink'; the ability to teleport or warp short distances. There is a small dot that hovers a fixed distance from your avatar, it shows exactly where you will shift to when you hit the appropriate button. It's a simple thing but one which unpins the core mechanic beautifully.

There's a very silly moment in the very silly film Transporter 2, where The Stath essentially dodges bullets as he runs down a corridor - Mr Shifty is basically that: The Video Game.

It's one of those games where the levels are short, death is frequent, and the restarts are instant - my record so far is 83 deaths in one level.

Pretty much my only criticism of this is that the game could really using some kind of rating system - like those you see in many Japanese games - to give the player an idea if their level complete time and number of deaths is good, bad, or average.

The game is short, three or four hours, I know this because I'm on the final boss level now, I paused only to write this when the game crashed (thankfully, all progress is safe). Whether that length bothers you is a matter of personal taste. I tend to prefer a short game that is designed to be replayed other one that is padded out with a sub-hollywood story, but you may feel differently.


Mr Shifty - Definitely recommended for action fans


Sunday, 5 April 2020

Gaming the Pandemic - Day 13: Jungle Trouble (ZX Spectrum)


The latest in my attack on (at least) one title from my 631 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

Back to the vintage days again as the randomiser chose...

Jungle Trouble on the ZX Spectrum



Mike Richardson is a name that means the same to me that Shigeru Miyamoto might mean to you.

As half of Durrell Software (interestingly wrongly credited as 'Elite' on the covertape I'm playing from) Mr Richardson was responsible for Turbo Esprit. A game I first played in 1987 and one I have loved ever since. It's easily in my top five games of all time. It turns out, 3 years before Turbo Esprit Mr Richardson was working with even less ram (16k) on a little game called Jungle Trouble - and it is delightful.

The entirety of Jungle Trouble is just a single screen divided into 4 'events' over 3 levels. First you have to hopscotch over the crocodile invested river, then you have to fell four trees, then rope swing over a pit of fire. Finally. You have to jump a chasm that opens in the ground just when you think you're 'Home'. There are also three monkeys who interfere with whatever you're up to.

This is it. This is the whole game. There are entirely two sound effects. Walking and dying, and there are 6 colours - including black and white. As video games go it doesn't get more basic than this, and that, usually, is a really bad sign.

I'm not really a fan of nostalgia. I'm not immune to it and I understand it's a powerful thing but too often I see it's rosy hue creep into peoples opinions - often without them noticing. Very old games are an area where I've seen this the most, so let me break this to everyone gently. The vast, VAST, majority of games from the early eighties and before are absolute rubbish. The majority of the Atari VCS library: Awful. 16k Spectrum games: Unplayable.

And yet there are always exceptions.

Jungle Trouble has it's idiosyncrasies... Without reading the instructions you would never find the axe required to chop down the trees. It takes trial and error just to realise that you have to release 'run' before you can jump. The keys are 5=Left, 6=Down, 7=Up, & 8=right - these were the cursor keys for the Spectrum and I've never seen them used before... Nevertheless, it kind of works. Still.

To get any longevity from the game you'd have to be obsessed with beating your high score on each of the speed settings (Charmingly, it literally just increases the speed that everything in game runs out) and I'm not pretending anyone is going to spend time doing that in 2020. But as an example of a properly vintage game that is actually playable - and enjoyable - nearly 40 years after it was made, Jungle Trouble is a lovely thing.


Jungle Trouble (ZX Spectrum) - Don't listen to me, play it yourself




Previously...

Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) quick burst Space Pirate Trainer in VR

Day Eight was the disappointingly awkward Draconus on ZX Spectrum

Day Nine was the idiosyncratic Ring of Red on PS2

Day Ten I lost half my text while trying to explain how Assassin's Creed Syndicate on PC was a pleasant, is simplistic, surprise.


Day Eleven was the utterly broken Perfect Dark on GBC


Day Twelve was the fun Rescue Raiders knock-off Glory Days on the GBA


Saturday, 4 April 2020

Gaming the Pandemic - Day 12: Glory Days (aka Super Army War) (GBA)


Latest in my attack on (at least) one title from my 632 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

A step forward from the GBC yesterday to the GBA today as the randomiser has chosen...

Glory Days on the Game Boy Advance

Way back in 1984 there was a game on the Apple II called Rescue Raiders. A forerunner of Choplifter, it featured similar gameplay to that later game combined with light Real Time Strategy elements. 3 years later, initially on the same machine, came the slightly better known Wings of Fury. Similar to Rescue Raiders with it's side on view but with a more attack focused outlook and the helicopter swapped for a WWII, carrier launched, Hellcat fighter.

For some reason, 20 years after Rescue Raiders first saw the light of day, a french developer called Neko (who spent most of their days phoning in cash-grab licensed games for whomsoever hired them) decided to take these two classics, smoosh them together, and remake them into a game called Glory Days which was then rebranded to the mind numbingly generic 'Super Army War' in the US.

Being a wholesale rip-off of two good games means that Glory Days is itself a good game. You fly either the chopper or the Hellcat over the battlefield as the good-guys advance from the right and the bad-guys from the left, attacking with the weapons specific to either vehicle.

During their advance your troops capture bunkers, these generate extra cash, which in turn generates extra troops. So in destroying the enemy you help the ground troops advance to the next bunker and eventually to the enemy base for victory. Pretty standard RTS stuff, just simplified into a side on view.

The depictions of the troops, tanks, choppers, and fighters are all small but quite detailed. The style is pseudo-realistic and while it looks nice, to my tastes the pixels of Wings of Fury on the Amiga - or even the GBC - were more attractive. Glory Days is by no means a bad looking game, it just lacks a little personality. Additionally, on the original GBA or even the front-lit SP, Glory days can be quite hard to make out when there is a lot going on. It looks great on the Micro though and if that's not an option the DS is a great alternative.

I'm not generally a fan of the RTS genre but so much is taken care of automatically in Glory Days that I found it didn't bother me at all. In the earliest levels strategy is as light as choosing which targets to hit, more depth follows later in the game but it never takes away from the feeling that your actions in the air are having the most direct impact on the tide of the battle.

Basically, this is game that steals directly from too highly addictive classics and essentially lets you play them both at the same time. It may leave a bad taste in the mouth for some, but on pure entertainment value it's a hard game to fault.


Glory Days (GBA) - Perfect pocket plagiarism. 'Wings of Rescue Raiders' if you will.



Previously...

Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) quick burst Space Pirate Trainer in VR

Day Eight was the disappointingly awkward Draconus on ZX Spectrum

Day Nine was the idiosyncratic Ring of Red on PS2

Day Ten I lost half my text while trying to explain how Assassin's Creed Syndicate on PC was a pleasant, is simplistic, surprise.

Day Eleven was the utterly broken Perfect Dark on GBC


Gaming the Pandemic - Day 11: Perfect Dark (GBC)


Latest in my attack on (at least) one title from my 633 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

The GBC is one of my favourite handhelds so I was intrigued when the randomiser chose...


Perfect Dark on the Game Boy Color

Made as a showcase of what the hardware could achieve, Perfect Dark has big, beautifully animated sprites, lots of in game speech, lots of colour, a rumble pack built in, support for infrared transfer and even content for the mighty Game Boy Printer.

Sadly, the usually reliable folks a Rare were apparently so busy doing all this that they forgot to make an entertaining game.

Viewed from a weird kind-of-above, kind-of-side-on, not-quite-isometric view, the game tries to offer about four different types of gameplay. This is admirable, but only one of them is actually any fun - and one of them is game-breakingly bad.

Firstly, there's the run around killing guys sections. Thanks to the tiny screen and large sprites your only hope here is to stand toe-to-toe and trade bullets until someone dies (and hope it's them). The game tries to balance this out by letting you search the corpses for health and bullets, with which it is admittedly pretty generous, but which is also very slow and repetitive.

Secondly there are door 'puzzles' which are literally 4 colour, 'Simon says' efforts... should you forget the sequence the only way to quit and retry is to get it wrong another 2 times... every bit as enjoyable as you'd imagine.

Next there's the shooting galleries. It's the very definition of damning with feint praise to say that these are the most entertaining sections in the game. They are little Operation Wolf style affairs that mix up the pace nicely and work well.

Lastly, and most frustratingly of all, given the pedigree, we have what is laughable called the 'Stealth' mechanic. During the game you can walk and run. Walking is 'stealth', if you can walk up behind an enemy undetected they can be killed with one shot. Given this is the GBC the simplified concept is sound. However, given this is the GBC, the screen is so small (made smaller by a health bar covering the entire right side) that the stealth approach is like trying to sneak up on someone in a lift. Does that sound bad? How about if you add an insta-fail mechanic to the mix? Yeah? no.


Perfect Dark (GBC) - A great example of how all the polished presentation in the world can't save a very bad game.




Previously...

Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) quick burst Space Pirate Trainer in VR

Day Eight was the disappointingly awkward Draconus on ZX Spectrum

Day Nine was the idiosyncratic Ring of Red on PS2

Day Ten I lost half my text while trying to explain how Assassin's Creed: Syndicate on PC was a pleasant, if simplistic, surprise.

Gaming the Pandemic - Day 10: Assassin's Creed: Syndicate


The latest in my attack on (at least) one title from my 634 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

After a run of pretty old stuff the random game selector has picked something almost up-to-date today...


Assassin's Creed Syndicate on PC


Now, as anyone with a sizeable backlog can attest, it's a bad idea to pick up every game available for free or in one of those ubiquitous 90% sales. Personally I will only add a free game to my library if I was interested before it was being given away. By way of example I have only grabbed 2 free titles from the Epic store since they've been going; Ape Out, and this; Assassin's Creed Syndicate.

Until now, the most I've played of the whole rambling Assassin's Creed franchise was about an hour on the second one while babysitting at my brothers house back when it was new. I wasn't particularly taken with it to be honest - but I've been interested in Syndicate for a while because, as I grew up on the fringes of London, I always love seeing the old city in games.

I've found myself in the habit of given a little background on a game when I write these things, but I'm finding it pretty difficult AC:S. I'm presuming that the future people are able to do some Quantum Leap thing with assassins from various times? I have genuinely no idea. Needless to say that there are some folk that need assassinating back in Victorian London and I'll be in the business of doing so by controlling one of two twins; Jacob or Evie Frye.

In terms of how the game plays, having not played much of the series before, I was put most in mind of Prince of Persia 2008, a game of which, to put it lightly, I am not a fan. This may lead you to believe that I wouldn't enjoy Assassin's Creed Syndicate, after all, the traversal in autopilot that I hated in PoP '08 is taken to it's natural conclusion here - you literally just run at everything and the game takes care of the rest. The difference though, is that while PoP '08 is ostensibly a platform game (in which the player controlled nothing that makes platform games fun) AC: Syndicate is not, it's stealth game, albeit a fast paced one in which it is very difficult to fail. For the free running/climbing aspects I actually think it would be a far worse game if you did have full OG Tomb Raider style control of your avatar - the size and detail of the environments would make it infuriating just getting from point a to point b on your period defying GPS.

...and I've lost the rest of this post for some reason... :-(

Basically to my surprise I enjoyed the game in a very 'bubblegum' kind of way. Helped no doubt by the fact I don't play a lot of open world games.



Previously...

Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) quick burst Space Pirate Trainer in VR

Day Eight was the disappointingly awkward Draconus on ZX Spectrum

Day Nine was the idiosyncratic Ring of Red on PS2


Gaming the Pandemic - Day 9: Ring of Red (PS2)


Latest in my attack of (at least) one title from my 636 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

The random game selector has actually picked two titles today, but the one I'm going to talk about is


Ring of Red on Playstation 2 (Played on 60gb PS3)


The other one, Crazy Cars on the C64 was so irredeemably terrible that I actually played it for less time than it took the tape to load. But still, another one off the the backlog list at least.

Crazy Cars (C64) - Avoid like Covid 19

There's a tenuous link, I guess, between the old 8 bit days of Crazy Cars and Ring of Red which was released exclusively for the PS2 in 2001

The cover tape on the front of the August 1990 issue of Your Sinclair featured a demo of Back to the Future II, about which 'young me' was very excited. Having rushed home with my copy and waited patiently for the tape to load I soon discovered that this game was awful. Fortunately, also on the tape that month was a full and complete copy of Rebelstar II, which was definitely not awful, but also scratched my naive desire for a movie tie-in game. Rebelstar II, in case you're not familiar, rips off all of its character and enemy designs from the Alien movies.

And thus, on that day, my love of Turn Based Strategy games was born.

It's a genre completely at odds with my usual tastes (I grew up with the arcades) so I have to make a special effort to discover new games in this area. I think I remember reading a retrospective of Ring of Red and the author being so enthusiastic about it that I decided to track down a copy - it's certainly not a game that's been in my backlog from its release date and equally not something I've stumbled across at a boot sale or CEX.

Set in an alternative universe post-WWII Japan that has been geo-politically divided between East and West, Ring of Red has you as the pilot of an AFW (Armoured Fighting Walker), a hulking mechanised tank of the kind that apparently rule the battlefields of this other reality.

In gameplay you control the AFW and two infantrymen who provide both small arms fire and other support roles. Battles take place on a standard grid with units getting the usual allocation of movement and firing ranges.

So far, so every-TBS-ever, but Ring of Red really starts to stand out when two units are engaged in direct combat. Rather than the sort of canned animation that is usual for the genre, here you take direct control of the mech and issue real time orders to the support troops. Even though this is rather limited (interactions are ostensibly 'forward', 'back', 'stop' and 'fire') they have a real impact on events. The battle combat system is based on range and time; get into the optimal range, take time to aim, and the resulting damage will be maximised.

All this is viewed from a low angle next to your unit which provides a tangible sense of scale and a real immersion in the battle.It does make Ring of Red a very slow game, but for me this had an almost mesmeric effect - the game has a unique rhythm that I found captivating.

There are issues, though most of them lie with polish and presentation. The most jarring is the translation job, which is all over the place. At one point early on I was asked a question with two possible, detailed options as answers, and then given the option to answer either Yes or No... Unfortunately this was not the only nonsensical passage I came across in my short time playing.

On the positive side the game certainly has a consistent, if perhaps overly brown, art style.The graphics in the combat sections are borderline low-poly and the AFWs look all the better for it. They have a real sense of size and weight.Outside the combat the game reminded me a lot of the Ace Combat series on the same hardware; the tone is similarly serious on the subject of war despite the fantastical setting.

Ring of Red has left me with a dilemma that I knew was coming when I started this endeavour: The desire to keep playing without the capacity to do so. I'm also wary that the last game I completed was a TBS and I'd rather mix things up than return to the genre so soon. For now I've marked it as s priority play on my spreadsheet and it will be in the mix to return to when I'm done with Pyre.


Ring of Red - Idiosyncratic, but recommended for fans of the genre




Previously...


Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) short blast Space Pirate Trainer in VR

Day Eight was the unplayably dated Draconus on ZX Spectrum

Gaming the Pandemic - Day 8: Draconus (ZX Spectrum)


The latest in my attack of (at least) one title from my 637 game backlog every day that the UK is in 'lock-down'.

I'm not planning on completing them, just playing them for long enough to know: A) What they're all about and B) If they're good enough to continue playing ASAP

Back in the eighties today, and the newly re-programmed random backlog game selector (need to think up a pithier name) has chosen:


Draconus on the ZX Spectrum


For the uninitiated (ie about 80% of people outside Europe) the ZX Spectrum was an early home computer released in 1982 by the Sinclair corporation. Much like the original Playstation it was the least powerful among it's peers (the C64 and Ampstrad CPC) but the most popular due in a lower price and vast range of software.

With just 48k of RAM and games that loaded from cassette tapes, programmers, a lot whom were teenagers, were able to do incredible things with the humble 'Speccy'; with notables such as Xcom's Julian Gollop cutting his teeth on the hardware.

Draconus was a 'budget game'. These were games that were either old and re-released or, as with Draconus, from smaller developers with no brand to bolster sales. Budget games sold for £1.99 or £2.99 and could be found in corner shops and WH Smiths and generally places where you wouldn't usually find games for sale.

As with any game of this age the the instruction manual is essential... unfortunately, as you can see from the picture, this game is in my collection on a Sinclair User cover tape (a free cassette stuck to the front of a magazine, they usually included demos and free, older, full games). The instructions for a game on a cover tape were printed inside the magazine itself - a magazine I don't have. Fortunately it's 2020 so I just looked them up online. No drama.

I play a lot of very old games but still, Draconus took a lot of getting used to. I guess it's the budget nature of it's development but even compared to spectrum games of the same era Draconus has very simple animation and very flakey collision detection. But, having read that was very well received upon release, I decided to persevere.

The game has you play as a humanoid-lizard who can also transform into an aquatic lizardoid-lizard, but not at will, you have to first find the 'morph helix' and then stand on a morph stone. Alongside the 'Morph Helix' there are other items that need to be collected in order to progress parts certain areas in the game, so it turns out, Draconus is essentially a Metroidvania. This is interesting for a number of reasons, not least that Metroid wasn't released in Europe until January 1988 - the same year that Draconus was published.

As much as I'd love pretend that Draconus holds up as well as Samus Aran's first appearance I'd be lying, to you and myself. The aforementioned collision detection and the inaccuracy of movement makes Draconus a difficult game to enjoy . It has impressive scale and detailed graphics for it's age but that can't excuse the issues at hand, issues that are exacerbated by the games choice of the kind of floaty enemy that I dislike to this day (I'm looking at you Rogue Legacy).

So I'm afraid I gave up on Draconus, 'Budget Game of the year 1988', without seeing the vast majority of its purported 100+ screen of action.


Draconus - Sadly, impossible to recommend for all but the die-hard Spectrum completist.



Previously...

Day One was the excellent Luminees II on PSP

Day Two was the fun-but-probably-better-in-co-op Sanctum 2 on PC

Day Three was the pretty ropey but maybe worth a second chance on PS2 Dead to Rights 2 on Xbox

Day Four was the utterly stunning Pyre on PC

Day Five was the horribly aged but undeniably addictive skate it on the Wii

Day Six was the endearing and surprisingly competent Enduro Racer for the Sega Master System

Day Seven was the fun for a (very) short blast Space Pirate Trainer in VR