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!

Tuesday, May 20, 2008

YOU WA SHOCK - The World Ends With You is good?!

At a glance, The World Ends With You looks like another one of those inane Square-Enix games with angry Tetsuya Nomura teenagers running around doing generic JRPG jibba-jabba. Actually playing it, though? That's when you realize that it's probably one of the best, most focused games they've ever made. It's also one of the best games available for the DS.

Unfortunately, a few people I know have been turned off by the game's aesthetics and storyline within the first 20 minutes, which is a bummer. Yes, the protagonist, Neku Sakuraba, is initially an angst-ridden amnesiac with character design by Tetsuya Nomura. He wakes up in Shibuya and finds that he's trapped, forced to compete in a bizarre Battle Royale for seven days, or die. The story works, surprisingly, because it's incredibly fast-paced, and Neku develops into a fairly likeable character within a couple of hours.

I'm going to resist talking about the story, though, because The World Ends With You is a landmark of RPG game design that will probably end up being ignored completely. It's absurd how many stupid, endemic RPG design problems this game fixes in one fell swoop, especially considering that the game's directors were all graphic designers from Kingdom Hearts II.

There are so many good ideas here. Combat is entirely voluntary in nearly all situations, which is an incredibly good decision considering the open-world feel of the game. The way it works is - there's an icon in the bottom right corner of the screen when you're running around Shibuya. Tap it, and you'll "scan" the area, allowing you to read the thoughts of the omnipresent passers-by, and see "noise," which are angry-looking grafitti symbols that represent groups of enemies.

The thoughts of others are represented by blue thought bubbles, which you can tap to get the equivalent of a generic villager's conversation in any other RPG. You don't get to be privy to the secret hatreds and fetishes of an entire city, unfortunately (or fortunately? man, whatever) but the developers still had some fun with the concept. The oddest thought that I've run into was one written entirely in Japanese, which serves as one of many examples of the localization team's gold-plated balls.

Similarly, tapping on any of the noise symbols floating around a general area will start battlin'. You have a roughly two second period to tap up to four noise symbols, which will create a multiple-battle chain. The more enemies you chain together, the higher the difficulty, experience and drop rate of each progressive battle will be. There's even an item you can buy in the post-game that lets you chain up to sixteen battles together, at which point the risk-reward ratio becomes positively insane.

There's more! At any time, you can go to the items/equipment/save menu and drag a little slider around to adjust your level. Even if you've accumulated 60 levels' worth of experience, you can drop yourself tp levels 1-59 just by dragging the slider around. What's the point of crippling yourself like that? Well, the lower your level, the higher the enemy drop rate becomes. The best way to get really insane loot drops is to play skillfully at a really low level, where death is but a moment away.

Orrrr you can fudge the numbers a little bit. The only thing level determines is your HP. You can improve all of your base stats permanently by ingesting any of a huge number of food items from shops scattered throughout Shibuya. And man, this part is fucking great, too! The way this works is, both Neku and his partners can eat 24 "bytes" of food per day in real time, which represent the process of digestion. Every battle you fight digests one byte of food. A soda only takes 2 bytes to run through your system, and will only slightly cure your hunger pangs (affinity with your partner, basically), while a bowl of the ultra-rare Shadow Steak Ramen will take a full 24 bytes to digest, and permanently raise your base drop rate a little bit once finished. There are also a plethora of drugs, herbal supplements, donuts, soups and salads, mexican hot dogs etc. which all have various effects on your system and a charming description to round everything out.

Right, so: how does combat work? It's nuts, is what it is, taking place on both screens of the DS simultaneously. Neku appears on the bottom screen, his partner (dictated by the story) appears on the top, the same enemy group appears on both screens, and you get to fight them simultaneously on both screens while they do the same to you.

You control your partner with the d-pad. Tapping left and right starts a combo attack against an enemy in the specified direction, pressing up jumps, and down either blocks or sidesteps enemy attack. Neku, in the meantime, uses a variety of stylus-based inputs to attack enemies. These come in the form of equippable "pins," of which there are several hundred, each granting a different attack (all pins can be levelled up and "mastered," as well, and some even evolve into new pins, so there's that, too). Some cause Neku to slash an enemy when you swipe an enemy with the stylus, some let you drop boulders or fire lightning bolts by tapping enemies, and there are even a few that let you blow or yell into the microphone to attack the entire area with a huge shockwave. The game's official page actually has a bunch of excellent videos showing the battle system in ation, and I emphatically advise you to check it out if this sounds interesting. Or confusing.

The whole thing verges very close to total chaos in terms of how much visual stimulus the game expects you to pay attention to (it's been pointed out by others that combat mirrors the info overload present in a dense urban center like Shibuya), but more smart design choices alleviate most of the initial frustration. You can set your partner to act automatically either after a set period of inactivity, or all the time. You can adjust the game's difficulty, too, and even retry a battle on the easiest difficulty setting after getting a game over if you'd like. It'll even return to the difficulty you were at originally once you finish the battle. How incredibly courteous!

The game is rife with little courtesies. Every time you turn the game on, your equipped pins gain experience equal to the amount of time elapsed since the last time you played. Turn the game off for a couple days, and you'll come back to find all of your pins either levelled up or mastered. The bestiary allows you to easily see the effects of reducing your level on item drop percentages, by toggling back and forth between "adjusted" and "default." There's a crazy mini-game called "Tin Pin Slammer" that lets you use all of the pins you've found to play what can only be described as a cross between pogs, Street Fighter II and Motos. You can play it with up to four players via wi-fi, even!

If you've tried The World Ends With You out and found yourself put off by the initially groan-inducing jRPG goofiness, you oughts to give it another shot. If you've never heard of this shit before, go check it out. It's the best game Square's made in nearly a decade.