Friday, January 9, 2009

Palm pre

So I was expecting that Palm's keynote at CES would be the final nail in the coffin. No more vague promises of a new direction. No more limping along behind other smartphones. There would be closure now, one last uninteresting new product to seal their fate and shatter my hope in a Palm revival.
I didn't expect the Palm pre.

Saturday, January 3, 2009

Sanvein

Sometimes I think that the wrong games get sequels. I understand the rationale. You've got a successful game with lots of sales. Why not give the public more of what they like? Why not take the chance to improve on the formula? Don't get me wrong: I don't have anything against these sure-fire sequels. It's just that sometimes I feel a bit of pity for the sequels that should have been. There are so many games I've played that had fun and interesting ideas but for whatever reason were relegated to one-shots. Whether it be due to some gameplay flaws, lacking presentation, poor marketing, or just bad luck, some games don't get what they really deserved: a second chance.

Shooter Starfighter Sanvein already had a few strikes against it. It was released under a budget label. Its package, though an accurate depiction of some of the games elements, is a bit bland. On top of that, the localization was obviously rushed. Flipping through the instruction manual reveals not only a paltry page count, but a lax editing job, as well. Paragraphs are copies of the previous section, unrelated to the heading they fall under (a particularly grievous error, as I'll cover later), and the control instructions seem to be taken from a racing game. It's easy to see why most people would give up on this game based on first impressions. Too bad for them.

The game is pretty easy to figure out from a pick-up-and-play standpoint. Each level (or floor, as the game calls them) is an arena that consists of a number of enemies that must be destroyed to advance. A clock counts down as you blast away opponents. Take a hit and lose ninety units (Pips? Intervals? They count down too fast to be seconds) of time. Run the clock to zero, and the game is over. On a larger scale, the hexagonal floors make up the composition of each of the five stages, with each floor (save the first) only being accessible if one of its six sides has a cleared floor touching. Here's where the play gets interesting.

You don't pick up items to increase your firepower in Sanvein. Your secondary weapon recharges on its own and does a constant amount of damage. Your primary weapon, on the other hand, changes attack power based on the number of cleared floors touching the current one. That means if a floor is surrounded by three completed floors, you play through it with an attack power of level 3. This is hard to pick up without observation, since the section on attack power in the instruction manual is actually a copy of the ship control section preceding it, leaving the player with only a picture to illustrate what I consider to be one of the best parts of the game. The time limit and the power-up mechanic combine to force the player into a balancing act. Is it worth the lost seconds to make myself strong for this next floor? Should I risk taking a hit and losing even more time? This constant need to prepare causes me to do what rarely comes to mind when I play shooters: think ahead. After a number of playthroughs, I do find myself using the same old shoot-em-up skills, i.e. pattern memorization and twitch reacting, but it's in addition to strategizing and not instead of it. The constant flux between these two play styles (fast action during the floor execution and slower planning during the floor selection) is part of the appeal for me.

I would have loved to see a sequel to Sanvein and the improvements it would have brought: refinement of the gameplay and new stages to compliment the meager number of stages in the original. It says a lot when a budget game doesn't make enough to warrant a sequel, but its really our lose. In the end, I can live without the sequel, given the amount of fun I've gotten from the game. I just think it deserves more attention than it has.

Other Things I Like:
  • Time limits on choosing floors. You would think that being rushed to choose your next stage would be annoying, but it works in the confines of the games. You have three free seconds to choose the next floor before it starts eating into your main timer. This doesn't rush your choice, as you can pause the game at anytime, but it does put a penalty on traversing the board and encourages you to proceed on a path rather than jumping from board edge to board edge.
  • Ship variety. Each ship has a different velocity, turn speed, and weapon. These difference force a different strategy for each ship, changing the game in a way that, at least for me, justifies multiple playthroughs.
  • Soundtrack. There's no denying the electronic themes went well with the cyberspace setting, and it was more varied than you'd expect.
Things I Didn't Like:
  • Weird timer units. I wish they would have used seconds and milliseconds. It's hard to get a grasp on how boned you are from the timer, and the fast-paced nature doesn't lend itself to doing the conversions on-the-fly.
  • Cluttered. I like the style, but sometimes the background would cause me to take a hit that I couldn't see coming. The metal bullets look cool, but there's a reason most shooters have neon projectiles: visibility. Maybe they could have used some brighter accents.
  • No independent aiming. This is a bit forgiving, since it's more of a design choice, and the game was made around it, but I can't count the number of times I wished I was able to shoot with one thumbstick and move with the other. The symptoms of a post-Geometry Wars world, I suppose.
If Sanvein has caught your interest, it's not that hard to find in a secondhand store. Hell, it's on Amazon sealed for as little as $4.

Monday, December 29, 2008

Wii Love Nostalgia

I didn't pick up Namco Museum Remix for its copious roster of classic arcade titles. Nor did I buy it to play the "remixed" versions of Galaga, Pac 'n' Roll, Rally-X or Motos. I bought it for one reason and one reason only: Gator Panic.
Back when there was still a arcade in every mall, I can remember one of my favorite redemption games, this tropic take on Whack-a-Mole. It was one of though staples of my early arcade memories. In my mind, all arcades had Skee-Ball, all arcades had Cyclone, and all arcades had Gator Panic. So lo and behold, I get a bit maudlin when I read the previews for the Namco Museum Remix collection and see that it includes a virtual rendition of my favorite means of alligator abuse. It was a bigger thrill than realizing that Cosmo Gang was a franchise.
Was the whole museum package a bit lackluster? Yes. Did the controls leave a bit to be desired? Yes. Was Gator Panic Remix a bit of a disappointment? Sigh. Unfortunately…
Still, I'm glad I bought it. At around $15, I get a few cherished classics (Mappy? Cutie Q? Hell's yeah.) and a short trip back to the arcades of old. Besides, this is the only way I'll get to relive those 'gator whacking days.
…Unless, of course, you know where I can buy a Gator Panic machine…

Sunday, December 28, 2008

Come All Ye Playful

As far as video games go, I think I like getting cash for Christmas. Why settle for a couple of games when I know where to get ten for the same price?
While I've been expanding my collection, I've also been discovering it. After complete Dark Cloud 2, I decided to forego Rogue Galaxy, for something a bit less engrossing. three RPGs in a row seemed a bit much. I started off with Gotcha Force, which was a surprising amount of fun. Of course, it's collection-based gameplay goes a long way in endearing itself to me. Unfortunately, I had to limited myself to merely beating the game. If the internet is to be believed, there are over 200 borgs to collect, plus rare, crystal, silver, gold and shadow versions of each one. A bet more time than I'd like to devote.
After that, I turned my attention to another little known title, Sanvein. Again, pleasantly surprised at how much fun I had. I'll definitely speak at length about what I like and don't like about the game, since most of the reviews I've seen have missed a few of the key points.
Now to find my next conquest. I still have Star Fox Assault at the top of my to-fully-complete list (getting gold medals is hard), but I still need a new game to actually try.

Friday, November 21, 2008

Lairs Upon Layers

This is why Samurai Jack is so great:

Scissorsmith: At the fork in the road, follow the rocky path. It will take you to the dragon's lair.
Jack: Where will the other one take me?
Scissorsmith: Space Ace!

- From Samurai Jack: Episode XXI

Tuesday, October 21, 2008

Gaming Update

The release of Tetris Party was a welcome event this Monday, given the amount of TGM I've been playing. All the new modes seemed like fun, and the prospect of online play was exciting.
Was exciting.

Turns out I suck at competitive play. My rating has been on a steady decline since I've picked up the game. Maybe I don't have the right mindset for versus, or maybe I wasn't ever that good, but my last few rounds of online Tetris action have left me a bit shy of pursuing any more matches, for awhile at least.
What I'm not shy of, though, is Art Style: CUBELLO. It's close relation to the bit Generations series was enough to merit attention, but the price point was a bit of a clincher. Simple gameplay, a clean interface and a soothing  soundtrack make for an addictive little outing. It's enough to make me consider giving ORBIENT a try.

Oh, and Dark Cloud 2 is great. It's taken a backseat to newer offers the past couple of days, but it still remains as engaging as it ever was. Should I go looking for invention ideas or rebuild this town? Will I make this weapon into a Drill Wrench or a True Battle Wrench? Should I fight with the Ridepod or transform into a monster? So many aspects of the game are fun and rewarding that I've had trouble deciding how to proceed. I can only see it getting more engaging from here.

Who Needs Sleep?

I don't like sleep.

It's a surprising statement to hear, I know, considering how often I'm found with my eyes close. I've even had a fair share of enjoyable dreams, even dreams that I don't regret waking up from. That doesn't mean I appreciate the way drowsiness seems to sneak up on me at the most inopportune times.

I can't remember the last time I've meant to go to sleep. It's always a class-time nap or a doze in front of the TV. Quite frankly, I've just stopped planning for sleep. I have so much that I want done that, if I could help it, I would put off the whole sleep thing for a few years, you know, until I can devote the proper time to it.

Ah, how I long for insomnia.

Sunday, September 28, 2008

8-bit Fidelity

I have an interesting relationship with Mega Man 9. The deaths are cheap, the checkpoints few and the patterns unforgiving. Yet, there have been several occasion where I've actually smiled after a die. I thinks it's because I understand that the old-school mechanics and difficulty were a design choice. This is the way the game was meant to be, and it's a welcome change of pace from the admittedly challenge-deprived Dark Cloud.
Still, with my rapidly growing list of games and even more rapidily growing list of responsibilities, I don't know if I'll be able to allocate the time  that Mega Man 9 deserves. Maybe once October 6 or 20 rolls around, though…

Saturday, September 13, 2008

Warrior-Architect

Dark Cloud was hard to get into at first. Explore a dungeon level. Leave the dungeon. Restock my supplies. Go to the next level. Repeat. On occasion something more interesting would happen. I might break a weapon. Maybe I'd lose a character and half my money to foolishness. Regardless, the game was becoming less and less rewarding. Then, I started getting into the Georama mode.
In Dark Cloud, each area has a village area and a dungeon area. The village is mostly empty when you first arrive. To fill that village, you have to find Alta, which contain houses, shops, people, everything you need to rebuild.
For one, this appeals to my affinity for collection. Each level becomes a chance to expand by acquisitions rather than an aimless search for the exit. Each piece collected in turn fuels the next appeal aspect of Georama. But, rebuilding the town isn't merely about collecting all the pieces. Each resident you rescue has certain aspirations for the placement of their homes. The game essentially becomes a puzzle, making sure this home is close enough to the shop while keeping enough tree around that home, all in a limited space. For me, the end of the area comes when I've completed the town at 100%, not when I beat the dungeon boss.
It all comes full circle, though, as the more you build up the village, the more items you get for the dungeon crawl, some necessary for the progression of the story, some merely to ease the difficulty. Suddenly, I'm no longer trapped in a level-by-level grind to the end boss, but an entertaining cycle of battle and building. Now if I could just make it through a dungeon without breaking my best weapon, I might start to fully enjoy myself.