Friday, October 10, 2008

Fantasy Zone II Remake & Mega Man 9

First: yes, the Fantasy Zone II Remake in the recently released Fantasy Zone Complete Collection is pretty dang fantastic. Kurt Kalata's got a writeup over at HG101, and there's a youtube video you can watch here - it's got a link to a demo of the Windows version, too!

Mega Man 9, too, is pretty great. It's a lot less interesting to me at face value, just because hey - it's Mega Man 9, y'know? This franchise has had its time in the sun, and while People Who Played Video Games In the Nineties really dig Mega Man, the fact of the matter is that, uh, getting the chance to play another installment with intentionally anachronistic graphic design doesn't quite instill me with giddy excitement.

That said, they did a good job with the game. The level design is excellent, and occasionally a little sadistic. Sometimes it feels like there aren't enough mid-stage checkpoints (there's only one per stage, besides the one before each boss). It's a tough game. And yet, while you may initially struggle through a stage the first couple of times, a second attempt after finishing it will often reveal that hey, this game's not that hard after all. I think that's a good thing.

Most stages are built around setpieces or build on interesting new play mechanics that haven't been seen in a Mega Man Game before. One stage introduces swinging pendulums, which react to your movement while standing on top of one. The first time you run into them, they're spaced pretty reasonably over a bottomless pit, allowing you to come to grips with their behavior. The second time is similar, but this time there are spikes positioned just so, forcing you to swing the platform precisely through the gap and in to saftey. The third time you run into one of these things, it's suspended halfway up a room lined all the way around with spikes. The only exit is through a 2-tile-wide hold in the bottom of the room. That's some gutsy shit.
There's also a downloadable Endless mode, which Capcom is charging $3 for. Kind of a shame, because it's really neat and should be included with the game by default, I think. The way it works is, you start at the beginning of a randomly chosen 10-screen long stage. There's a warp at the end. Reach it, and you'll be warped to another randomly chosen 10-screen long stage. A lot of these stages are modeled after famous stages from Mega Man history, including that damned disappearing block section in Heat Man's stage from Mega Man 2. Every 30 screens, you get to fight a boss. Die, and the game records the number of rooms travelled as your best score. It's pretty dang clever!

Conclusion: You did a pretty good job, guys. Please do not make a Mega Man 10. I don't care how well this game sells. Don't do it.

Monday, August 11, 2008

Fantasy Zone Complete Collection - M2's Final Battle?!

Fantasy Zone Complete Collection is the 33rd entry in the Sega Ages 2500 series, which you may know as the best old game compilation series ever. I wrote about the 32nd entry, Phantasy Star Complete Collection, back in April. While other developers tend to view compilations as shovelware at worst and a quick buck at best (the distinction is tenuous), developer M2 has always gone out of their way to present old games in the best light possible.

Fantasy Zone Complete Collection, sadly, looks like it's going to be the last Sega Ages entry ever. Unfortunate, to be sure, but worry not! M2 is clearly bringing their A-game to this loving tribute to one of Sega's most underappreciated franchises.

Along with Outrun and Space Harrier, Fantasy Zone is the Sega game that seems to best represent the often romanticized design attitudes of the nearly-dead game giant. It's Defender with gorgeous graphics and FM samba on the soundtrack, a two-way scrolling shooting game with a joyous sense of creativity and a slowly creeping tinge of the bizarre. How else do you explain the series protagonist, Opa-Opa, a pastel-colored creature with cherubic wings and tiny bootsies protruding from his underbelly (the wikipedia entry describes him as a "sentient spaceship")? The answer frequently offered up by the collective consciousness of People Who Play Video Games is "drugs, dude," but who can say for sure what the mysterious pseudonyms representing the Japanese men responsible for crafting '80s arcade games did in their spare time? I'm not going there.
So what's M2 offering up in this collection? In their Phantasy Star Complete Collection, they let you adjust the game difficulty for all of the games on the collection, offered options to increase walking speed and a turbo button for speeding through battles. Those features, in addition to the lavish display options and archival materials that have become a Sega Ages standard, made a bunch of beloved-but-crusty RPGs playable in a reasonable amount of time, and appreciable to a modern audience.

Fantasy Zone Complete Collection is a lot more ambitious. After releasing Fantasy Zone to the arcades on their workhorse System 16 board in 1986, Sega followed up with a sequel for their decidedly non-workhorse Mark III console, entitled "Fantasy Zone II: The Tears of Opa-Opa," eventually porting it to the Mark III-based System E arcade hardware. What M2 is doing is slightly insane, and mostly incredible: they've developed a new System 16-based version of Fantasy Zone II, the version that should have existed but never was. In 2008!


It looks wonderful. The remake's official homepage as part of the Complete Collection can be found here, with screenshots and information aplenty. The other relevant piece of info about the game is that cult-favorite game composer Manabu Namiki (Trauma Center 2, various Cave shooting games) will be handling the sound design for the remake. And, y'know, it'll be $30 at Play-Asia. I'm psyched!

Wednesday, August 6, 2008

An Update for a Rainy Day

Note: I started writing this at about 5 p.m. earlier today. Blogger was going through maintenance around then, and the end result was that I lost about half of this entry. As a good friend of mine pointed out, "I put all my chickens in the chicken box."

I'm sitting in the library, waiting for a sizable thunderstorm to pass on by. Colorado Weather Rules dictate that this will be within the next thirty minutes or so, which means it's time for me to link you to fun stories from around the internet. Pretty much what I usually do here, these days.

-Actionbutton.net, the Palatial Estate of Tim Rogers (formerly held by largeprimenumbers and insertcredit, in that order), is currently in the throes of the "Action Button Dot Net Manifesto." It's billed as the "twenty-five best games of all time," with Tim Rogers writing twenty-five monstrously long reviews, uploaded three-at-a-time every Wednesday. The criteria for making it on the list?
The choices on this list — save for one — are not made with the intention of riling anybody up. We have chosen simply and mathematically and scientifically. The criteria for a game’s inclusion — well, the criteria are actually pretty dodgy and antisocial, though let’s just pretend that we picked games that we really love — a lot — and that possess a clean aesthetic, self-assured graphical and sonic presentation, streamlined mechanics, and common-sensical level design.
As with all things written by Tim Rogers, you should probably not take him especially seriously, because if you do then you will probably say something stupid in a Kotaku comment section or worse. My advice is to read all the articles out loud, angrily, preferably in the company of friends. Every review so far mentions Godhand in some way, with the reservation that it is not in the list. I wonder.

-Braid came out on the Xbox Live Arcade today. I've only played it for about an hour so far. While not confident enough to emphatically recommend a purchase right now, I would strongly advise checking the trial out, if you get the chance. If you figure out how to get all the puzzle pieces in the first world, I think you'll be sold. Jonathan Blow, the game's designer, put up a walkthrough for the game over here, whose contents say more than I can about the game at this point, really.

-Edge has a pretty fantastic interview with Thunder Force VI director Tez Okano about his work on Segagaga, which you can read here. The anecdotes are fucking great:
"I was involved in every aspect of the game. I designed the game but also supervised the program, the sound, the graphics – everything. I was director, producer – everything from just one being: me! I was also in charge of promoting the game. You have to understand that we – no, I – had just about ¥30,000 (£142) to promote this title! I used ¥20,000 (£94) to get a mask made that I could use to go and promote the game everywhere! This mask was made by a true professional pro-wrestler. In many ways, the game established some industry firsts in terms of budgets alone!"
Also, I have to link the final shooting game segment, which is mentioned a couple times in the interview. Hearing about it is one thing, but seeing it? Yeah, you pretty much have to.

Monday, July 28, 2008

The Bionic Commando remake's Japanese trailer is staggering

Seriously. Have you seen this thing yet? Dayummmn. (also fuck you gametrailers for exploding out of my blog's margins, ok?)

I was already looking forward to the game, which promises to render Hitler's exploding head in Vibrant 3D Turbographics, but this pretty much sent the Frothometer off the charts. I'm most impressed by the way that it takes footage from a western-european-developed game and, through careful use of the Japanese-provided art assets (from Shinkiro, no less) and the creation of a faux-70s super robot theme song, manages to create the convincing impression that Capcom totally made the game on their own. Also: why does the game have a CERO B (ages 12+) rating in Japan and an M FOR MATURE rating in the US? Censorship of Hitler's exploding head? I sure hope not!

Also awesome: the game comes out on the Xbox Live Arcade in two weeks, after contentious art-game-thing Braid and before Potential Shooting Game of 2008 Galaga Legions. It's part of some promotional thing that Microsoft is doing, where they release all the really good looking games on their service one after the other, and then presumably it's right back to sudoku.

Oh, and Sub, if you're reading this... do you recognize the vocalist in the trailer? I trust your knowledge on this kind of thing.
EDIT: Ok, I found this Capcom blog entry about the comic-con Bionic Commando panel.
...one of the things he wanted to do show us was what Capcom was doing for promotion for the Japanese version of BCR, witch is a total nastalga trip feturing a new theme sung by Anime singer Ichiro Mizuki (Mazinger Z, Great Mazinger, GoLion) only done in Japan.
So yes, confirmation on that front.

Also, my good friend Lee Slone pointed out that you can download the entire soundtrack for the Bionic Commando remake on itunes. I thought you could download the song from the above video, titled "Go Go Bionic," but based on the song length and preview I get the impression that it's just a joke song or something. Bummerrr.

Besides that, there's also this recent trailer for Thunder Force VI, which I was adamantly dismissing as vaporware right up until a few weeks ago.

This should pretty much sum up my thoughts on the subject. Official site's over here. Helllll yeah.

Friday, July 25, 2008

supabonk.mid + youtube

You may know Jacob Kaufman (pseudonym "virt") as the composer for games like Shantae, Contra 4, and a whole bunch of schlocky and semi-schlocky licensed games with disproportionately excellent music. Also: a few incredible side projects. Assuming nothing has changed since his blog last updated, he is currently employed as a sound designer for game developer Volition. What you may not know is that he recently started uploading a video series to youtube and it is going to change your life forever.


Failing that, I think you may laugh. Plenty of further contact info in the video itself!

Friday, July 11, 2008

Special E3 News Digest

Alternate title: Making the Best of Irrelevance -First, as a follow-up to the Game Center CX article from a few days ago, Gamasutra recently reported that XSEED Games is localizing the Game Center CX DS game for release this Winter. It's gonna be called "Retro Game Challenge," and I'm expecting stupendous things. Frankly, so should you. Jeremy Parish does a good job of explaining what's so cool about the game over at his 1UP preview:
In effect, it chronicles the history of 8-bit gaming, perfectly capturing its fairly humble and simple beginnings with basic platformers and shooters as well as the sophisticated titles that characterized the NES' twilight years. The eight imaginary titles in Retro Game Challenge are, quite frankly, strong enough to have been legitimate releases on the NES -- which makes this an excellent classic-game compilation whose only real drawback is that the titles collected never actually existed. But even that's not so bad, since it contains a number of convincing (but fake) magazines to help contextualize its imaginary catalog of releases -- even going so far as to offer hints, cheats, and teasers for upcoming releases.
Also stupendous is XSEED's announcement that they'll be bringing the Korg DS-10 Synthesizer to the US. This actually comes out in Japan next week, and it sounds phenomenal - it's a full-featured synthesizer, an actual piece of music software developed by people with a long track-record of making funtastic music doodads like the Kaossilator.

The big difference is that the Kaossilator and other similar devices have less functionality than the DS-10 due to the lack of dual touch screens, and actually cost far more - the DS-10 is going to cost about $50 in Japan, probably $30 in the US, while the Kaossilator retails for about $200.

If you need further convincing, this clip from 1UP is slightly unintentionally hilarious in addition to being an excellent overview of the software. Beyond that, there are a bunch of demonstration videos on youtube, including one in which game music composer Nobuyoshi Sano (Ridge Racer, Drakengard) uses 4 DS' at once using the software's built-in wifi link-up feature. Hell, I might as well just embed it right here.





-Second, Nintendo officially announced Rhythm Tengoku Gold for US release on the DS later this year. It's gonna be called "Rhythm Heaven" - no surprises there, thankfully. There's been a rather unfortunate lack of coverage of the game so far, which is a shame, because it looks like it'll be a wonderful follow-up to one of the best music games ever. Video below!



If you never played the original game, the pithy phrase that people tend to throw out when describing it is "Warioware + music game." That's accurate in respect to the game's charming sense of personality, but it doesn't do the genius of the game's design justice. Each of the game's stages is a short, 2 minute long contextualized challenge using only the A button for control. The first stage, for example, has you punching soccer balls and light bulbs in time to some jammin' music. Every few stages is a remix, which mixes the previous few stages together in wonderful and inventive ways. And then there are the obligatory extra games, including an hilariously full-featured GBA drum simulator.

The DS version looks like it has similar gameplay with a stylus-driven interface, and I'm looking forward to seeing what they do with the rest of the hardware, y'know?

That was E3. David Cabrera archived an extensive collection of fan umbrage to the FFXIII 360 announcement, too. Go check that out, and have a good day!

Thursday, July 10, 2008

Game Center CX tidbits

Have I ever mentioned how much Game Center CX rules? I don't think I have, so let me defer this explanation to David Cabrera, who said it better than I could ever hope to without resorting to borderline plagiarism:
It's a TV show where they put a man in a room with a videogame and they don't let him out until he's won. This is a more entertaining prospect than you'd think! "Retro Game Master" is either sarcastic or a misnomer, as the whole point of the show is that Arino is an likable, average guy and he's not very good at videogames. This show is about chuckling along with Arino's many failures and the cruelty of 8-bit games, rooting for him as he presses on, sticks cold compresses on his forehead, and hits the "a-ha" moments where he figures out how the game works. In the endgame you feel a real vicarious sense of accomplishment for the guy, in a situation where he may or may not win.
Right, so. Why bring up the show at a time like this? Two reasons!

First, the show was recently picked up for possible US distribution by Japanese production company Stylejam, and two episodes of the show were screened at the New York Asian Film Festival last week. The show's localized name for the US market is "Retro Game Master," and it looks like there's a decent chance that the show will get a DVD release or even cable TV exposure. Quite a few blogs covered the screenings in detail, including Matthew Hawkins' Cinema Pixeldiso column, Wired's Game Life blog, and - again - David Cabrera's Subatomic Brainfreeze (personal fan favorite). If G4 picked this show up, I'm pretty sure I would actually maybe watch the channel occasionally, or at the very least un-delete it from my TV.
Arino proves that this is not a practice limited to the US.
Besides the above news, TV-Nihon recently fansubbed most of the first season of the show. I say "most" because while the "challenge" segments are always included, in which host Shinya Arino dukes it out with various games of indeterminate age and origin, the rest of each hour-long episode is not, in most cases. Some of these segments are pretty rad, and usually involve interviews with famous game directors and visits to game centers. I'm pretty sure their omission is because of the way the show was repackaged for Japanese DVD release, but it's still kind of a bummer.

That said, the Ultra Man and Ultra Seven episodes on TV Nihon's tracker are both full-length episodes with all of the show's segments included, so I'd advise checking those out first. And as always, Crunk Games' Game Center CX episode guide is still the best repository of information related to the show available. And before I forget, the DS game is ridiculously wonderful.

Man, I need to get back into the swing of things. I finished Persona 3 last week, so maybe I'll talk about that next? Hmmmm!