Friday, September 29, 2017

What I'm Playing (Volume 27): Mega Man 10

Yet another terrible American Mega Man cover, necessitating using this sweet promotional art. 9/10 are bad (8 has an OK cover). I just don't get it!

And I finally lurch to the finish line! I first started documenting my progress through the classic Mega Man franchise in March of this year, although I foolishly used save states on 1-6 and ruined the experience, necessitating my circling back to them in the last month or so. But now I can officially say that I have finished every classic Mega Man game, depending on whether or not you consider Mega Man & Bass, the Game Boy games, and the Wily Wars to be part of the series. I don't, but will probably get to them all if I can pick up a Wily Wars repro cart (rerelease it, please, Capcom!) as I am such a big fan of the series.

So how was Mega Man 10, the last of the series (maybe ever, with how Capcom has treated Mega Man in the last few years)?

It was good! They really haven't made a bad Mega Man game in the classic series, so this is no real surprise. Even 7 and 8 have their own interesting quirks that make them fun.

The tenth game in the series operates on a very similar framework to 9, but definitely changes up the visual look a bit. While 9 looked like it reused Mega Man 2's sprites in entirety, Mega Man 10 has a new look, although it's definitely still 8 bit and retro. But it's certainly more in the vein of 2 and 9 than of 3-6.

The controls are again excellent, and the look is good, although not as good as 5 or 6, curiously. I never really understood adhering so closely to the look of 2, as that's hardly what makes the game great. Pretty much anyone will tell you that 6 looks the best, but that 2 or 3 are preferable for other reasons. I kind of wish that they had taken a few more visual risks to look more like the late NES games, or even the gorgeous 8, but 9 and 10 are operating about 25% on fanservice, so I get it.

The music is good, although not quite as good as in 2, 3, or 9. But it doesn't detract from the game at all, and there are plenty of memorable tunes, with a lot less rehashing of old songs than in 9, for example.

The great thing about 9, the creation of varied and interesting weapons that are more or less necessary to get through the stages, is largely forgotten here, and greatly reduces the need for a Mega Man 10 at all. This was the core thing that made 9 stand out so much from the other successors to the NES games, and so 10 feels much more stale than the 9th iteration.

The stage design is also not quite as interesting in 10, as it tends to rely more on BS cheap deaths rather than on the cleverly designed levels of 3 or 9. These deaths come more often than in any other game in the series, with the exception perhaps of 2. Fixing this weakness was a great service in 9, which replaced the false difficulty of 2 with really tricky and interesting platforming that required pure skill rather than memorization. 10 regresses in this regard.

The robot masters are not bad, and fighting them is actually a joy. Each has their own interesting pattern, and had no easily exploitable patterns that I could see.

I actually enjoyed the cheesy story here, and the cut scenes were clearly lovably done.

The game features two playable characters, Mega Man and Proto Man (you can also play as Bass with DLC). I only played as Mega Man, so I won't evaluate this aspect of the game, but you should be aware of it.

So Mega Man 10 to me is far more in the pantheon of 4-6 than 2 or 3. It's a fun, standard Mega Man game that shares many of the weaknesses of the games, and most of the strengths. If you like Mega Man, you'll enjoy it.

I'll give it an 8.0/10.

-TRO

Tuesday, September 26, 2017

What I'm Playing (Volume 26): Puzzle Quest: Challenge of the Warlords


Puzzle Quest: Challenge of the Warlords (PQ) is a Bejeweled clone. Before you stop reading, being a clone doesn't make a game bad. KC Munchkin is an excellent game despite being a Pac-Man clone, as is Ms. Pac-Man. What matters is the degree to which the clone diverges from the existing pattern of play in its progenitor, and whether or not those changes help to provide an interesting or different spin on the game that distinguishes it enough from the original to make an original and interesting take.

Candy Crush Saga, for example, is an excellent Bejeweled clone, as it adds in the novelty of having preset and challenging levels, an excellent presentation, and the ability to compete against and help out your friends.

So is PQ a bad game? That depends on the innovations it provides! In this case, Puzzle Quest provides a polished version of Bejeweled, but throws a layer of classic RPG onto it. The Bejeweled portions of the game are the simulation of combat, and throws in a  few wrinkles on the classic Bejeweled formula. For the first point, this is a competitive puzzle game, but not in the same way that the vs. versions of Tetris, Puyo Puyo (Dr. Robotnik's Mean Bean Machine), or Dr. Mario are. In those games, you both play simultaneously on separate boards. In PQ, you both use the same board, and take turns. This completely changes the pace of play, changing it from a race to rack up points to a thoughtful game in which you survey the landscape and make not only the play that's best for you, but also the play that blocks your opponent from making a good play on their next turn.

In addition to the "battling" nature of combat, the game also enables you to gain levels and specialize in a certain kind of strategy. You can select from a few classes, and each has their own strengths. Some classes specialize in gathering the colored mana to use spells to damage your opponent directly, protect yourself from damage, or heal yourself. Others specialize in collecting the skulls on the board to damage your opponent through making matches. Once in the game, you can level up to add more to your skills, allowing you to strengthen your chosen approach to victory.

The AI of the game is excellent, which means that you'll need to be good at Bejeweled to win. The bosses in particular have stacked the deck against you, but once you've mastered the mechanics, every match is winnable.

You can travel the world discovering more of the story, and completing quests, almost all of which involve playing Bejeweled to defeat enemies and returning back to the questgiver. The combat is fun, because it's Bewjeweled, which rules! The little twists on the established formula makes it a unique approach using familiar rules.

So the core gameplay is fun and unique, but the game isn't perfect. The soundtrack is positively dreadful. Imagine finding a 90s keyboard (musical instrument), and hitting a preset titled "medieval". The sound vomit you're imagining, like every terrible band at every terrible medieval festival you've ever been to, is the result. Play this one on mute, please. All the two and three tambourine anyone could ever hope to avoid.

The game is, frankly, way too long. What exacerbates this is that randomly generated creatures appear on the world map all the time, making getting from one area to the needed one to complete a quest a 15 minute affair, every time. While the combat is fun, after 20 hours it can get a bit dull, and you can really want to get to the final boss, as I did.

In the PSP version, which I played, you can get companions you provide your team with certain abilities, including doing 10 damage to undead enemies, adding to your masteries and resistance percentages for spells, and others. While a cool idea, from what I can tell, these companions do not actually do anything, which is a critical bug in a cool function.

The plot for the game is incredibly stupid, as is the dialogue. It tries to weave some interesting narrative, but fortunately spends far more time on the core matching mechanic, which lessens the blow a bit.

So if you like Bejeweled, I'd recommend giving PQ a shot! It's a good and unique clone with plenty of warts, but will give you hours of enjoyment if you like the archetype. I'll give it a 7.8/10.

-TRO

Monday, September 25, 2017

The Joys of Speedrunning


I've always found myself a bit fascinated by the concept of speedrunning video games. Like many people, I watched that Mario 3 speedrun about 10 years ago when it came out. You know, the one where the guy bounces on every bad guy for the autoscrolling levels so that he finishes with 99 lives. I later found out that this was tool assisted, which means that the inputs were programmed into an emulator, accounting for its pure perfection. But the concept has always been interesting, particularly in games where the difference between a tool assisted speedrun and manually inputted speedrun are very close. Super Mario Bros., for example, is very close to "optimized" for human play, as the record for a tool assisted run (2:54 and milliseconds) is only a few seconds off the unassisted run (2:56 and milliseconds).

I used to speedrun extremely casually, if only against myself. On my train rides into D.C. for work a few years ago, I used to beat Pokemon Emerald over, and over, and over again, trying to beat the elite 4 as quickly as possible. I had my time under 10 hours, which I thought was pretty good (and is still better than anyone else I've ever met), but the world record time, without using any glitches, is 2:33. Oh boy. Keep in mind that this is not even a competitively run game in the speedrunning community, and the wide range of outcomes in the records, spanning nearly half and hour from the 1st place finish to the 10th, shows the variability and lack of consensus on the "best path" to complete the game. In Super Mario Bros., the "best path" is absolutely known, although they may make a gamebreaking discovery of a new glitch or trick at some point, so the spread is about a second between first place and tenth.

So I casually have tried out speedrunning against myself in the path, and have enjoyed it. But the most serious recent attempt at speedrunning I've had is in the Mega Man Legacy Collection for PS4. I've been beating all of the Mega Man games on it, and enjoyed them so very much that I decided to give the challenge mode a shot. In this mode, you undertake various challenges, trying to complete them as quickly as possible. These can include things like "beat Dr. Wily from Mega Man" as quickly as possible. When you complete it, you are rewarded with either a Bronze, Silver, or Gold Mega Man head. You can also have your time posted on the leaderboards, which anyone can watch to see the tricks you used to finish the challenge quickly. I have found that repeating these challenges over and over and shaving seconds at a time off my best time has been oddly therapeutic and immensely enjoyable. I set a personal challenge to get gold on all of them, and thus 100% my first set of achievements on PS4 or PS3, which will be fun to show off. But it's very invigorating to set a new PR, and even more so to reach the pinnacle of human perfection and get a Gold. I've finished over 20 of the 50+ challenges with a Gold, and am committed to finishing all of them, which is definitely setting back progress on Mega Man 10 and my other games in the backlog. But I'm really having fun, and think that for a certain subset of the gaming population, this would be a really fun opportunity to greatly improve at a game. I now know that I could probably clear Mega Man 2 without continuing after practicing all of the bosses over and over, and working the most challenging parts a ton. And each of the games from Mega Man to Mega Man 3 would all flow much easier for me due to my repetitions in those games in the challenges. I'm working through the Mega Man 4 challenges now, which means to me that I'm approaching the 50% mark, which is great. I'll be very excited to see that 100% in my profile for the game.

To be clear, I'm not a great speedrunner. Most of my times, even the gold ones, are a solid 30% slower than the top of the leaderboard. But I'm improving, challenging myself, and enjoying the fruits of my labor. That's enough for me.

-TRO

Friday, September 22, 2017

Thursday, September 21, 2017

Battle of the Breakdowns



There was once a time that I sat down and attempted to figure out which breakdown is better, that in Lamb of God's 11th Hour and Ruin. I think I had almost settled on 11th Hour, but then realized, why bother? Both are pretty much the pinnacle of one of the greatest bands in modern metal, and deserve to be enjoyed on their own. And you should enjoy them as well!

-TRO

Wednesday, September 20, 2017

Song of the Day (Volume 19): Bleed


Of my last 13 posts, I've had one extremely long reTROview reTROspective, 11 What I'm Playing full reviews, and one song of the day, so I think I've earned a few days of Song of the Day.

BLEED. Please note that this video is pretty unsettling, so feel free to just listen if you'd like!

Tomas Haake is a top 5 metal drummer, and probably top 3, and this technical monstrosity demonstrates that pretty nicely. Can you imagine the shin splints from all those double bass triplets? And the time it took to get all of those varied timings on the riff hits down? Incredible. I'm still in awe that they played this live when I saw them this summer.

-TRO

Tuesday, September 19, 2017

What I'm Playing (Volume 25): Mortal Kombat XL


MORTAL KOMBAT!!!! You know you just said that in the voice. Anyway, I've always been a Street Fighter guy. Mortal Kombat was cool for some initial shock value, but the gameplay of Street Fighter II was simply light years ahead of Mortal Kombat, and as they were generally in the arcades around the same time, I usually pumped my tokens into SF II. But I did always think that Mortal Kombat had a great look, and a great concept, and that if they simply cleaned up the enemy AI a bit, and advanced in their fighting mechanics at least to the level of SF II, they'd have themselves a good original game. Mortal Kombat II was MUCH better than the first game, but then Mortal Kombat 3 was dreadful, and I never really went back to the series.

But my friends had gotten Mortal Kombat X for Xbox One, and told me how great it was, so I picked it up. It was cheap, I'd heard good things from other sources, and they wanted to play online, so I went for it. So how is it?

It's no Street Fighter V. Which in itself is no Street Fighter III. But it's a solid, enjoyable fighter that doesn't take itself too seriously.

The basic mechanics of Mortal Kombat are all here. including a few newer system innovations from other fighters that help to pick up the otherwise boring playstyle a bit. Again, this is my first MK game I've played seriously at all since 3, so these innovations might have been picked up in some previous iterations of MK, all I know is that this is the first that I've seen them, so I'm treating them as new.

The fighters now include a now standard power meter that builds up by taking attacks and delivering them. You can use this meter to perform powered up versions of special attacks, or save it for the end to deliver an "x-ray" attack, which is basically a fatality in the middle of the match that usually deals about 33% of the enemy's life bar. Meter bonuses, as is typical in the genre, are given for certain things include counter attacks and first hit bonuses. While I found the powered up specials fairly underwhelming, particularly compared to their counterparts in SF III, IV, and V, it was a nice change that added flexibility to the characters, and the x-ray attacks are a nice touch of the brutal nature of MK added in as gameplay, rather than a post-match sign of disrespect.

You can also dash forward and backward now, a nice change that increases the mobility of your characters.

There is an excellent story mode that really puts Street Fighter V's dull one to shame. And it's WAY better than Guilty Gear Xrd Revelator's abomination of a story mode that basically has you watch an hour and a half long anime movie. Ugh. Seriously, there's not a single fight in the story mode. The mode is fully animated, features pretty good voice acting, and nicely walks the line that Mortal Kombat usually does by not taking itself too seriously. There are plenty of cheesy moments in it, but they're never really played up as serious ones, which is nice. What's better is that the story mode puts you in the role of a wide variety of fighters, and has you fight around 4 matches with each, while you're introduced to the story and the Mortal Kombat universe. This is an excellent opportunity to try out some of the new characters, as well as experience the new spins they have put on old characters.

One method in which they change up the old characters is by giving each character three basic loadouts (can't remember exactly what they're called at the moment) that change different elements of the character. So Liu Kang can go full offensive and use a loadout that lets him add fire to his punches, or he can use another loadout to gain the opportunity to heal himself by switching stances. This allows you to pick not only your character you want, but also nudge them more towards your preferred playstyle.

The game controls fairly nicely, although it sometimes is too forgiving on inputs, defaulting towards performing a special move too easily. For example, while crouching and trying for an uppercut, you can accidentally perform a down+left+y button press that will result in a special move, when that wasn't your intent. While Street Fighter V went a good deal towards improving the noob friendly nature of the inputs and combo system, this takes it to an absurd end.

It also feels like the competitive balance between characters is not great. There is a clear upper tier of characters, and a clear lower tier, and it feels like a huge gap between. This gap is far more than other competitive fighters, and results in frustrating experiences if you happen to like weaker characters, and a resulting lack of diversity in selected characters. To qualify this, I'll say that I know very little about competitive Mortal Kombat, so this is just based on my seat of the pants sense following a few weeks of play, rather than my more robust understanding of competitive Street Fighter, Guilty Gear, or Super Smash Bros.

The biggest downside of MK XL is the online experience, which has been pretty awful. This may be an Xbox Live thing, or a MK XL thing, but regardless, my experience was very negative. The matchmaking was extremely bad. I came into playing online following completing the tutorial and story mode, and without playing a Mortal Kombat game in years, and completely dominated. I understand that there's a beginning period in which you're getting matched, but it should have ramped up much quicker. I won my first ten matches in a row without losing a single round. I faced people that clearly knew 0 about fighting games, leaping into crouching uppercuts over and over, unleashing moves that left them highly vulnerable, not blocking, etc. It's fine that there exist people like this online, but after 5 matches, you would have thought they would have bumped me up a tier. I'm sure that given enough time, this problem would work itself out, but playing online quickly became stale without serious competition.

The worst part of the MK XL experience was, however, the actual online game experience, which is fraught with lag in just about every match I played. We aren't talking about split seconds of lag, however. We're talking about full seconds in which everything on screen would completely stop. It was the worst competitive fighting game experience online I've ever had. Even the experience of playing Street Fighter x Tekken and Ultra Street Fighter IV online on my PS3 was far superior to this. And the experience of SF V and Guilty Gear Xrd Revelator absolutely leave my experience with MK XL in the dust.

So I'd say that MK XL lays the ground work for a seriously enjoyable MK experience next go around. I think the controls need a bit of rework, and the online experience needs a complete overhaul. But it's a great improvement in gameplay for a franchise that has long thrived on style over substance, and doesn't do anything to change it's delightfully gory signature look and feel.

I'll give it a kool 7.5/10.

And that's it! I'm finally done with my gaming backlog! Hopefully I'll beat Mega Man 10 tonight or later this week, bringing the classic Mega Man chapter of this year to a close. The next game I'll play after Mega Man 10 is teased in the image below...

-TRO

Monday, September 18, 2017

What I'm Playing (Volume 24): Mega Man 6

The American art here is finally close to decent...but the Japanese is still way better.

Mega Man 6...the last in a noble line of NES Mega Man titles, and honestly not a bad one. Again, it follows the formula fairly closely, but like its two predecessors, the sixth game attempts to make some minor alterations to the formula, and mostly fails to improve.

The biggest changes here are the structure of the levels, and the two new powerups to Mega Man, which replace Rush. These powerups involve you merging with Rush to take one of two separate new forms, Jet Mega Man and Power Mega Man. Jet Mega Man can fly for a limited distance by holding the jump button, and Power Mega Man can charge up his attacks to blast through blocks to reveal secret locations. These secret locations play a large role in the other big change, the layout of the levels. These changes make for good fun, but mess up the balance of the game a bit. Unlike past uses of Rush to navigate around difficult locations, the Jet powerup doesn't have a finite supply of energy, in that it will automatically recharge once you hit the ground. This makes it so that the Jet powerup can be used over and over again to dodge difficult areas, with little to no downside, other than that Mega Man can't fight as well in the Jet suit. One major irritation of the powerups is that each time you use one, it shows a cut scene of Rush merging with Mega Man. While this was cool once, it would have been nice for it to be turned off for future transformations, or to be skippable earlier. As it stands, you'll need to wait a few seconds to skip it, which is annoying when you're transforming 5 times per level.

In several of the levels, branching paths can be found, usually using the Power or Jet powerups. Following these secret paths leads you on an easier path to the boss, and rewards you with a letter B, E, A, or T. Finding all of these letters unlocks Beat, your old friend from Mega Man 5, who can help you on your journey. This was a great idea, but is pretty poorly executed. For one thing, the "secret" paths are not difficult to find, nor are they difficult to get to. This makes each path kind of cheap, rather than the reward you might expect for finding secrets, like you'd find in a Mega Man 7 or Mega Man X. But it was a good idea at least, and laid the foundation for later releases.

The general strengths of the series remain strong. The soundtrack is again excellent, the controls are perfect, the visuals are the best ever on the NES (for any game), and the slowdown is really cut down here. The levels are fun and varied, and live up to the Mega Man reputation.

The Robot Masters are fairly boring here. Almost all of the bosses are extremely easy, and have very few variations in their patters, making beating them a breeze. Their designs are also somewhat lacking, requiring a fresh approach as shown in Mega Man X.

The plot is so tiresome that it's embarrassing. Using the same plot twist three games in a row...weak. And this one is the most thinly guised one of the lot, which makes it even more abysmal. Bad on you, Capcom.

So Mega Man 6 is another Mega Man game. It often gets criticized for not standing out from the crowd, and that's true. But it tries, and has some good ideas that it plays poorly. And the formula it's built on is enough to carry it to "good status". I'll give it an 8.2/10.

-TRO

Friday, September 15, 2017

What I'm Playing (Volume 23): Mega Man 5

Getting closer, America

Mega Man 5 is the least innovative of the classic Mega Man series, but that doesn't necessarily make it bad (just a bit lazy). It leans again on the Mega Man formula of platforming 'n stealing boss weapons, but feels a bit more fun than Mega Man 4.

Mega Man 5 takes the approach that the Mega Man franchise has an established, working, enjoyable formula, and it plays within it to great effect. There are few alterations to the game's formula, some mostly good, and one quite bad, but these are small and don't affect the game's quality much.

For example, Capcom executes a great idea to have Mega Man collect the letters 

M-E-G-A-M-A-N-V 

hidden throughout the levels. Finding all 8 will enable you to unlock Beat, a new robot bird friend, who can be summoned to attack your enemies. While collecting these letters was fun, they actually weren't, in the vast majority of cases, hidden that well. All but one was in plain sight, and only two or three were at all difficult to get. If these secrets hidden in a more challenging manner, like in Mega Man X, this would have been better, yet you have to give credit to the fifth game in the series for trying something new, if small, to alter the formula a bit.

A few levels feature some unique and new playstyles, most of which work to good effect. The Star Man level is in low gravity, which would be cool if it wasn't basically like being underwater, something that had been done since Mega Man (I'm pretty sure). More impressive, however, are the switching gravity sections in Gravity Man's level, which enable Mega Man to walk on the ceiling at times, and the boss fight features rapidly switching gravity, in which you'll fly from floor to ceiling and back, trying to shoot Gravity Man as he passes in the opposite direction. The level and robot master fight are among my favorites in Mega Man history, and represent a nice little tweak to the formula. Wave Man's stage also features a fun section in which you ride on a jet ski which automatically travels right. You can control the jet ski to shoot your enemies, as well as jumping over them as they come from both the left and right sides of the screen. I feel like they could have done more with this idea, and later did in Mega Man 8 with the snowboard and Mega Man X with the powersuits, but the attempt was welcome, and it was a fun diversion.

The graphics are again superb, with the best presentation to date. The sprites are excellent, and slowdown is at an all time low, showing Capcom's increasing ability to program beautiful and complex visuals while staying within the limits of the NES' power, similar to other late NES titles like Little Samson and Mega Man 6. The levels are the most detailed yet, and are really wonderful to look at.

The music is better than in Mega Man 4, and has several memorable tunes. The sound effects are again excellent.

The robot masters are much better than the boring ones in Mega Man 4, although not quite up to the par set by 1, 2, and 3. But Star Man, Gravity Man, and Stone Man are also excellent designs, and fun and unique battles.

The difficulty is similar to that in the fourth game, representing a happy medium between so easy that it becomes boring, and so challenging that it is unfun. The challenge feels rewarding here, although I enjoy more difficult games, generally. The penultimate castle in the game is very challenging, and is one of my favorite castles in Mega Man games.

Despite being a generally good game, Mega Man 5, has its weaknesses. It probably adheres a bit too closely to the formula, although it does try to differentiate itself in small ways. The new Rush Coil is positively dreadful, lacking the fun interaction present in Mega Man 3 and Mega Man 4. It's plot is even more tired and hackneyed than Mega Man 4, which is a remarkable achievement in and of itself. If you can't see the plot twist coming, you're not too bright. It again begs the question as to why it wasn't on the SNES, although it looks and plays perfectly fine, and does forge new ground on the NES, so it can be forgiven this.

An unremarkable late NES game that is nevertheless fun and does its best, I'll give Mega Man 5 a 8.4/10.

-TRO

Thursday, September 14, 2017

What I'm Playing (Volume 22): Mega Man 4


Mega Man 4 gets a lot of hate, and deserves some of it. As the first of the three Mega Man games that appeared on the NES after the launch of the SNES, it represents a highly polished and mostly faithful continuation of a series that was perhaps running out of steam.

Visually speaking, Mega Man 4 is gorgeous. The Mega Man games only get better with time, with 6 being the best looking, and 1 being the worst. But the advancements are far more marginal here than in the great leaps forward in the second and third games. Other than that, the only major difference between three and 4 is the addition of an innovation which would carry forward into essentially every Mega Man game from 4 onward, the ability to charge up your shot to power it up.

While some people argue that this is a balance busting change, due to the fact that the charged mega buster does nearly as much damage to bosses as their weapon weaknesses, I don't think that this is the case. While it is true that the damage is similar, the reality is that charging the buster makes dodging harder, and takes time, due to the fact that you are now focusing on doing two things at once, and that the shot takes two seconds or so to charge up. Using the weapons is definitely easier than a charged shot, but the gap is definitely more narrow, undercutting one of the definitive aspects of the series. Adding the charge also significantly slows the pace of the game, as you are heavily compensated for taking time to charge up the shot before moving on. Later games like Mega Man X and the Zero series utilize the charged shot in better ways, although I don't find this to be the heretical change that many do.

Other improvements come in terms of tinkering with the existing designs from Mega Man 3. The Rush Jet is FAR superior in Mega Man 4, as it flies in one direction, with you only being able to slowly adapt the height of Rush. This reduces your ability to lean on the Rush Jet too hard in avoiding difficult areas.

The levels are again well done, with plenty of challenging platforming elements, and plenty of beautiful and enjoyable enemies to defeat along the way. The difficulty is definitely harder than 2, although much simpler than 3, so it probably represents a nicely challenging game for the more casual Mega Man fan, although people who want a challenge will probably gravitate more towards 3.

There are plenty of weaknesses to the game, however, besides the overblown concerns about the charged buster shot. The music isn't as good as in 3, and is far worse than 2, although it's still solid. When your progenitors are so excellent, even good work can seem pedestrian, so this problem is less important than you might think.

The plot twist at the end was about as hackneyed and predictable as you could get, so the designers' attempt at telling a slightly different story with better storytelling elements is pretty much a flop here.

Some of the robot masters are simply so stupidly designed as to be farcical. Who remembers that legendary robot master, Dust Man? To boot, some are so simple to beat as to be completely lacking in value whatsoever, including Toad Man.

All in all, Mega Man 4 is my least favorite NES Mega Man game, although I'd still take it ahead of X3. It's one major innovation is mostly panned, although I find it to be only a weakness, rather than the crushing force of the game. The main problem with Mega Man 4 is that it does basically everything worse than 3, and begins to beg the question of why this game was developed for the NES rather than the new SNES. That question, however, should be shouted louder and louder with the next two games, as the SNES was at least new at the release of Mega Man 4, while 6 was released several years into the SNES' lifespan. But judging based on Mega Man 7, maybe it was a good decision to keep our happy robot friend in the 8 bit era for a while, and let X dominate the SNES.

I'll give Mega Man 4 a 8.0/10. It's still a good game, but it stands in the shadow of greatness.

-TRO

Wednesday, September 13, 2017

What I'm Playing (Volume 21): Mega Man 3

The U.S. cover for Mega Man 3 gets closer...but it's still quite awful.

Well, strep hit my house this week, which was bad. But it gave me a lot more free time to play video games, so I've got about a week and a half of What I'm Playing to catch up on now, including one non-Mega Man game!

But on with the Mega Man reviews, for now. Mega Man 3 represents the last big leap forward in Mega Man innovations, in my opinion. This doesn't necessarily make 4, 5, and 6 bad games, but I think the formula was mostly set by 3, and it set an extremely solid foundation to make some super fun games, so I don't hit 4, 5, and 6 as much as others do.

The third game in the series introduces two big new changes. First, Mega Man can now slide using down+a, enabling quicker travel, the ability to go through narrow gaps, and most importantly, more maneuverability against bosses. And boy, will you need it!

Second, Mega Man 3 introduces us to the character of Rush, Mega Man's robotic canine companion, who can turn himself into a jet, a submarine, or a trampoline to enable Mega Man to reach otherwise impossible locations. This is a nice change, as it changes the boring and lifeless items 1,2, and 3 from Mega Man 2 with a nicely animated and lifelike character with which you can identify as a friend and ally.

Besides these gameplay functions, the third game improves on the second in several ways. First, the game's difficulty is so much better balanced than the second. While the second is genuinely easy (not just easy for a Mega Man game) with the right boss order, Mega Man 3 gives bosses invulnerability for a second after being hit so that you can't shoot them repeatedly and kill them before they have any chance of retaliating. The game is also more conservative with its placement of healing items, and enemies drop them less frequently. The stages are also much more difficult, and introduces the requirement to go back to four old levels once you've beaten the first eight, only these four old levels are now much more challenging. In these levels, you'll get to fight old friendly faces from Mega Man 2, a nice nod to the second game.

The visuals in Mega Man 3 are also much better. The backgrounds are now fully detailed and beautiful, with enormous and fantastic sprites that represent some of the most beautiful animation on the NES, although 4, 5, and 6 all surpass it in that area.

The storytelling approach of Mega Man 3 is also improved, featuring a new character, Proto Man. Proto Man appears and challenges you at various stages along your journey, and you can't quite help but wonder if he's holding back on you, and if he's a friend or foe. His intertwining story with the standard "beat robot masters, beat Wily Castle, beat Wily, accept false repentance from Wily" storyline helps to add a fresh spin on the entrenched Mega Man approach.

Mega Man 3 has its weaknesses, however. The soundtrack is again excellent, but really can't compare to the second game. Gemini Man's theme, however, is one of the best 8 bit tracks ever.

The enhanced visuals of the game are accompanied by the worst slowdown (and flicker) in any Mega Man game, and it frequently happens at times which make precise shooting, dodging, and platforming extremely difficult. This is a bug that makes the challenge much greater, and not in a good way. 

The robot masters also lack the panache that made the Mega Man 2 masters so memorable, and some are downright boring, or feel like lame retellings of the robot masters from the first and second games.

Rush also at times feels overpowered, particularly the Rush Jet. Using the Rush Jet enables you to simply fly over challenging situations, and you have enough ammo to power the jet that you can use it repeatedly throughout the level to avoid some of the challenge. As the levels are themselves very challenging, this can be relieving to some, but I find it to take away some of the thrill of completing the levels.  

On net, I would argue that Mega Man 2 and Mega Man 3 each get a piece of the puzzle right, and I would have really liked to see the best parts of the puzzle combined into one perfect gem of a game. But I do think that due to the gameplay improvements, appropriate difficulty, and improved storytelling, Mega Man 3 is the superior game, by a hair. I'll give it a 9.6/10.

Mega Man 4 is up next!

-TRO

Friday, September 8, 2017

Thursday, September 7, 2017

What I'm Playing (Volume 20): Mega Man 2

The North American cover art for Mega Man 2 is slightly better than for Mega Man, but this Japanese art is still way better.

Mega Man 2. Simply saying the words will get essentially every retro gamer short of breath. One of the finest NES games of all time, the second game in the Mega Man franchise is held up by most as the best in the series. So how did I like it?

The game builds on the brilliance of the first game by adding in a few new features and polishing up some old ones. Mega Man can now get E-tanks, items that he can hold on to and activate when low on health to survive tough boss battles. The game also has 8 robot masters rather than 6, resulting in a longer and more enjoyable experience. To compensate for the longer length, the game has a password system which enables you to pick up where you left off, the most important innovation of any in the series.

As far as polish, the game is simply gorgeous in every way. The sprite work is again excellent, but the backgrounds for each stage are far better than in Mega Man. The game features plenty of bigger sprites, and the tech is mostly capable of handling it. The music for the game is my favorite soundtrack on the NES, bar none. Each stage has a catchy and enjoyable tune, and there are probably five truly exemplary songs on the game. The robot masters are well designed, and several are among the pantheon of the most beloved in series history, including my favorite Air Man, Wood Man, and Metal Man.

Despite the hype, however, Mega Man 2 is not perfect. The game is far too easy for a Mega Man game. Extra lives drop early and often, and the game gives you tons of health and energy drops to make rushing through the game too simple. While the robot masters are tough with the basic arm cannon, once you have their weapon weaknesses, each is a snoozefest. Some bosses can be killed with as few as one hit (charged fire weapon against woodman) from their weakness, and the low degree of invulnerability each boss gets after being hit makes it easy to spam these weapons and rack up quick kills. What's more, the concluding bosses are just as easy. No longer are there challenging humps to get over like the Yellow Devil. Even the end bosses are extremely simple, taking little more than a few attempts to beat. While the difficulty would perhaps be acceptable with limited continues, the unlimited continues in Mega Man 2 make it so that there is little challenge in beating the game.

What's worse, the challenge that does exist in the game is completely arbitrary and based entirely on you knowing what's coming, rather than giving the player any chance. One classic example comes in the section in which you must drop down a stage, avoiding laser beams that will kill you in one hit. If the obstacles aren't navigated nearly perfectly, you'll get killed immediately, and there's no chance to assess the lay of the land and develop a plan. If you never died once on these lasers, I'd be stunned. This is bad level design that does nothing to reward good reflexes or skills, and requires pure rote memorization and replication. But these moments are relatively few, and could be more easily forgiven if they were accompanied by true challenge, which they rarely are.

The game is also plagued by slowdown at times, a function of the increased detail of the stages and enemies, I'm sure. While it's annoying, I find it worth the investment, but wish they'd been able to make it this beautiful without sacrificing the play quality.

So Mega Man 2 is a wonderful creation, but not the perfect creature than many Mega Man fans pretend. It has its warts, but it's really a fun experience that every video game fan should enjoy. I'll give it a 9.5.

My next What I'm Playing probably won't come tomorrow. I just reached Wily Castle in Mega Man 3, so I doubt I'll be able to clear out the entire castle tonight. But I think it safe to say that Monday should bring a review of Mega Man 3 and the definitive resolution of the 2 vs. 3 debate.

-TRO

Wednesday, September 6, 2017

What I'm Playing (Volume 19): Mega Man

Rockman??? I just can't do the North American Box Art. Sorry.
Known as Rockman in Japan, Mega Man is one of my all time favorite series of platformers. When I started this blog, I started out the gaming portion by talking about Mega Man, and noted that one of my biggest regrets is using save states to beat Mega Man 1-6. While I still used save states to beat them this time around (I'm working through 1-6 at the moment, spoilers), I did nothing using save states that couldn't have been done with regular hardware. If I had really wanted to leave my NES on for days, I could have, but instead I just used save states when I wanted to turn it off, but would have liked to keep my progress, rather than stopping at difficult moments and repeating them over and over again until I won, like last time (for shame). This is particularly important in Mega Man, as the game tragically lacks a password system to save your progress, making save states really important unless you really want to leave your NES on for days.
So how did the game hold up while taking a more adult approach to it? It was fantastic! I recall not enjoying Mega Man as much due to the lack of passwords and some of the polish of the newer Mega Man titles, and that is all still true. But the reality exists that while Mega Man 2 solidifies the Mega Man brand, trimming some poor practices, polishing up some old ones, and introducing a few new ones, the Mega Man formula is about 90% there on Mega Man.
Like in subsequent Mega Man games, you begin with the chance to choose your level from a set. When you make it through that first level, you get to take the end boss' weapon, and use it on subsequent levels. Each boss is weak against one of these special weapons, making it important that you experiment with different weapon types in order to beat these challenging baddies.
Clearing each level is a not so simple task of jumping over enemies and obstacles, and shooting your basic arm cannon and your special weapons to reach the boss, kill him, and take his weapon. Once all six of the bosses have been beaten, you then have the chance to tackle Wily Castle, defeat the sinister Dr. Wily, and save the day.
Mega Man is a remarkable NES accomplishment. The graphics are bright and fun. The sprite work is superb, and imbues the characters with character that jumps out at you with no exposition whatsoever. The storytelling aspects are excellent, with the flexibility present for you to tell your own story, at your own pace, following your own path. The innovations involved in having the choice of level to select, and being able to steal enemies' weapons, are really excellent, and deserve every ounce of credit which they have been given. 

The music, while perhaps not quite to the level of Mega Man 2, is still a gem of the 8 bit era. There are so many memorable tunes on this game that it is, in some ways, a shame that the second game has stolen so much of this game's thunder, although deservedly so.

The controls and gameplay are mostly perfect, as Mega Man performs the way you feel that he should. The level design is excellent, and the bosses at the end are well designed, and feature several classic Mega Man villains, including Guts Man and Cut Man.

While there is slowdown at times, it is much better than the slowdown in Mega Man 2, which itself is much better than the slowdown in Mega Man 3. So on that count, Mega Man suffers, but it's the best of the bunch, in my opinion.

Part of the lack of slowdown, however, comes from the lack of detail in many of the stages. The characters are all well animated, but most of the backgrounds of the stages are fairly nondescript, frequently featuring solid colors.

The game could, indeed, have benefited from a password system. And the game is really hard, and sometimes unfairly so. But most of the really hard sections can be bypassed after an hour or so of tough practice (here's looking at you Yellow Devil), and the unfair sections are usually navigated cleanly after a few iterations, making them more of an irritation than true brokenness.

Mega Man, flaws and all, is one of the best NES games of all time. It doesn't always get the love it deserves, but it's a true gem of 8-bit platforming, and set the stage for some of the best games of all time, including Mega Man 2, Mega Man 3, and Mega Man X. Here's to you, Mega Man.

I'll give Mega Man a 9.2/10.

Next up, as I already spoiled it, is Mega Man 2, followed by some hard hitting reviewing of Mega Man 3! Tune in for the next two articles where I definitively answer the question that everyone has been arguing over for the last thirty years, which classic Mega Man game is better, 2 or 3? Not really. But I'll give my answer in two more posts!

-TRO

Tuesday, September 5, 2017

What I'm Playing (Volume 18): Castlevania

Seriously some of the coolest box art for an NES game.


I'm really on a roll lately. I spent the long weekend at least partially wrapping up some retro games I'd been working on for a while, so I have TWO new What I'm Playing coming this week. And maybe a third, if I get some time tonight and tomorrow. 

The first game I finished was one I've been working on for a while, although I took a break in the middle. It's Konami's Castlevania, the first in the legendary series of games that took a big U-turn in Castlevania: Symphony of the Night (Playstation) to adopt more Metroid/Zelda characteristics. But this game on the NES is the originator of the series, so that's where I started, having been inspired by the fantastic time I spent with Castlevania: Aria of Sorrow. And the first Castlevania game is quite different, although still enjoyable in it's own way.

You play as Simon Belmont, a member of a long line of vampire killers. Dracula's castle has appeared, as it does every 100 years, and as the current living and quite swole Belmont, and possessed of a tremendous whip, you must siege the castle, cutting your way through hordes of zombies, skeletons, bats, and a wide range of horrifying monsters inspired by classic horror films, books, and tall tales. You start only with your whip and your jumping, and have to find your way through the castle.

Along the way, you can find special items that can be used, including a throwing knife, some kind of boomerang, an axe, and the legendary HOLY WATER (more on this later). You can also find hearts that will enable to use these items. You can only hold one special item at a time, which makes the choice of which item to carry technically important, although the holy water is almost always best.

The game has many strong points. It's music is superb, and it looks fantastic for an early NES game. The backgrounds are filled with loving details, and all of the sprites are clear and crisp. 

The enemies come at you fast and furious, and you will die. A lot. The challenge of the game is well balanced so that you feel like you're learning even as you die and need to continue. Speaking of continues, you have infinite of them, and you'll need them! The stages are big and filled with lots of variety, and each stage has a unique identity which makes it a breath of fresh air.

The game tells a tale as old as time, and tells it well. With very little exposition, you get the sense of the story, and are immersed in it well. The game's ending is marvelously campy and lovable, with tributes to the actors who played the monsters featured as bosses, and you have a delightful celebration upon the conclusion of the game.

I am still not sure regarding the controls of the game. On the one hand, the controls feel clunky and unresponsive, far more like an Atari 2600 game than a polished NES title like Ninja Gaiden, Super Mario Bros., or Mega Man. On the other hand, I wonder about how effective those controls are in effectively immersing you in the world of Dracula's castle. Belmont frequently feels ganged up on and crushed by the hordes of monsters, and the clunky controls sell his underdog status. I lean towards not liking them, but they did add a certain value to the game, I suppose.

The single biggest weakness of the game was the balance of the items. The holy water is completely game breaking, if you can hang on to it. Most of the bosses are a cake walk with the holy water, as it puts the boss in stun lock while you beat on it with your whip. For the careful player, the holy water means a breeze through every boss in the game, save for the penultimate one. Getting there, however, is not so easy, if you have to hang on to the holy water without dying. I think the game would have been a bit stronger with a few additions. They could have toned up the power of the other items, or created compelling reasons why each should have to be used. 

They tried this, for example, by making the dagger have a much longer range than the holy water, while the axe can hit enemies above Simon, while the holy water drops down below onto enemies. But the duration with which the holy water burns when it hits the floor makes it so you can sling it around with little accuracy and still get your desired result. The hearts are also very plentiful in the game, and leave you with little incentive to conserve them for harder battles. Each charge of the holy water only takes 1 heart, and hearts are dropping all the time, including big hearts worth 5 hearts. They could have also maintained the balance by making the holy water cost 5 hearts, making it a high risk, high reward item that you'd have to use carefully. But the challenge of the game was such that just having holy water was frankly a relief, in the situation that I managed to carry it all the way to the boss. But I would have liked being able to play around with different item combinations and strategies, while the balance of the game really forced you to rely on one item alone.

But for it's blemishes, Castlevania is a very good early NES game. It blazed a lot of new ground in its visuals and music, and while clunky, the gameplay is immersive and ultimately satisfying. It's storytelling strengths exceed its balance flaws, and is a recommended play for fans of horror games, platforming, 8-bit gaming, and gaming history more generally. I'll give it a 8.6/10.

My next game is one I've been meaning to circle back to for months, and shouldn't be too hard to guess...

*Shakes fist in defiance*
  
-TRO

Friday, September 1, 2017

What I'm Playing (Volume 17): Advance Wars: Dual Strike


I am really cooking lately. This is my third What I'm Playing this week! At this rate, I may end up finishing 50 games by the end of the year, which would be incredible. Anyway, on to Advance Wars: Dual Strike.

High school, for me, was filled with playing a lot of games by Intelligent Systems. My friends and I all loved the two Fire Emblem games for the GBA, and the two Advance Wars games. We frankly preferred Advance Wars, however, due to the hotseat multiplayer that allowed you to play against your friends with only one GBA. We spent many Biology classes passing our little GBA SP back and forth under the desk (sorry Mrs. Fombelle!). So when they came out with a DS iteration of the game, I was very excited.

But I can't remember if I beat it or not, and my cart didn't have any completed save data on it, so I'm assuming I never did. I was feeling getting back into the seat of command of the Orange Star army, so I added it as the next in my handheld queue.

And it was just so great to be back in Cosmo Land. Or is it Macro Land? Nope, it's Omega Land, which is functionally identical to both of the settings of the two previous Advance Wars games. Which is fine by me, as Advance Wars: Dual Strike felt like a remarkably pleasant and nostalgic walk through memory lane.

The Advance Wars games are turn based strategy games, in which you control your army of soldiers, tanks, ships, and aircraft to push back your enemy and seize the day. Gameplay largely revolves around capturing properties, which provide you money each turn and allow you to build bigger and bigger armies with which to crush your opponent. In order to capture these, you must send your infantry out to enter the property and capture it, while building enough vehicles to protect these infantry from attack. The game ends once you've killed every enemy on the map, or once you have captured the enemy's headquarters. Sometimes there are more complex victory conditions in the campaign, but most revolved around one or the other of these two options.

The game's campaign is 27 enjoyable missions long, and follows your path to pushing Black Hole out of a new land. The story is a hackneyed and tired environmental screed in which Black Hole is destroying the environment to power their military force, and I love it. Story, after all, is not why you turn on this game.

The campaign has a decent difficulty curve, although the beginning and end of the game were much better on the curve than the last missions. The last mission was frankly laughably easy, and the third to last even easier. But the beginning is a master class in gradually introducing the player to the wide range of gameplay options available to you, featuring introductions to basic movement and capturing, gradually increasing the power of vehicles available to you, and increasing your capabilities slowly, so as not to confuse the new player. Because there are a TON of options available to you as a commander.

Speaking of options, the flexibility of the game is one of it's main strengths. Customization is the rule of the day, and the game is balanced (enough) to make you able to play with any approach you like. Want to build ranged units and drop artillery and rockets around your opponents ears? Choose Grit as your commanding officer (CO), and enjoy his increased range and power of his ranged units. Want to push down your enemy with pure brute force, eschewing tact? Pick Max and wreck some face! There is a roster of nearly 20 COs, each with their own approach and tactics, and the vast majority being playable to some advantage. Each CO also has Powers and Super Powers, which build up through a meter while you deal and take damage. Once you unleash them, it will give your army a wide range of bonuses. Add to these COs the dizzying array of different units you can build, and each round of the game can take on new life as you attempt to try to beat that mission that's been troubling you in a slightly different way, or just feel like playing with a different strategy.

In addition to the campaign, the game features a huge array number of bonus maps that you can play to level up your COs, master your craft, and just have fun! You can also play against your friends using the hotseat option, or play wirelessly using 2 DSes (spelling?). Unfortunately, there are no online options to speak of, but as an early DS release, I can understand this.

The DS version comes with a number of mostly great new features. One is that the status screen is now displayed at the top, showing you information such as the amount of defense a particular terrain gives you, the amount of money being generated from a property, and plenty of others. Another is new dual screen battles, in which you fight on two fronts. Winning on one front comes with huge advantages, as you will then be able to gang up on the remaining front once you've knocked out your opponent. Speaking of ganging up, the DS version now allows you to battle with 2 COs at once. This allows you to mix and max your strengths and weaknesses, and makes for some fun interplay. You can also use tag powers, which enable you to use one COs' Super Power, take your turn, and then take the other COs Super Power, and move all of your units again! While fun, this is a bit unbalanced, which is one of my main critiques of the game. You can also use the touch screen to command your units, but I never did, so I can't really speak to it.

The game still looks great, has good music, and plays very well. There are tons of unlockables to get with the points you earn in battles, and you earn more points based on how well you do, as well as how challenging the battle is.

The main downside of the game was the competitive balance in the later part of the campaign, as well as the overpowering nature of the tag powers. The tag powers are one of the reasons why the late game is so simple, as it makes completely destroying your opponent before he gets a chance to move a breeze. It also allows you to control for your CO's weakness in a way that wasn't possible before. So, for example, if you are on a map that starts you off with a ton of indirect units, you can choose Grit, abuse those units until they are gone, and then switch to a more balanced CO for the remainder of the fight. No longer do COs really have defined weaknesses, which is not as much fun.

With that being said, Advance Wars: Dual Strike is a superb game with nearly infinite replay value, as long as you have a friend who likes playing! It's a standout on the DS, and a truly must have title for this beloved little handheld.

I'll give it a 9.2/10.

I'm still not sure which handheld game I'll be playing next, so it'll be a true surprise!

-TRO