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Showing posts with label Retro Review. Show all posts
Showing posts with label Retro Review. Show all posts

Monday, December 8, 2014

Retro Review: King's Quest VII The Princeless Bride PC

Just about everyone interested in adventure games has played at least one game in the King's Quest series. The plights and perils of Daventry's royal families delighted gamers for about14 years, unfortunately like many venerable long running series, eventually quality declined, such is the case with Kings Quest VII.



Story:

The Story for this King's Quest entry is centered around Queen Valanice looking for her daughter, Princess Rosella (Star of King's Quest IV) after a not so well received talk about marriage ends up with  both of them going into a pond and getting sucked in the magical world of Eldritch. Now sometimes the premise is silly but the rest of the story manages to be engaging and interesting, that's not the case here. It evolves into a convoluted drama involving a Witch who's angry with you for reasons that are never entirely clear and Rosella's gaining true love. It starts silly and not particularly interesting and stays that way





Graphics:
Graphics in the cut scenes are done to look like cel shaded animation in the style cartoons from the time period. The cut scene graphics are not great by current standards, but not bad either, serviceable overall. The on-screen graphics use the same animation style for the most part, but it's hit and miss in terms of how good it looks. Most of the background characters and enemies are done about as well as the cut scenes, but Rosella  and Valanice often look terrible in motion and don't interact particularly well in their environments.


Controls:
This is the only King's Quest that is a pure point and click, no typing or keyboard necessary. You use your mouse to investigate, navigate and use your inventory. Additionally, making it simpler than earlier incarnations your pointer is a magic wand that sparkles whenever you're near something that you can interact with. Overall basically what you'd expect when playing a point and click adventure game.

Sound:

There's nothing to write home about in the sounds department, the ambient and action sounds go well with cartoony vibe of the game. The music is so-so, not bad, not good, very forgettable, but in keeping with the game. The only exception being the main theme/ending theme which is some and irritating pop song that sounds like it belongs in a barbie movie. It's fully voice acted game, something worth noting back in 1994, and the voice acting is surprisingly good given game voice acting was still in it's infancy. That being said by today's standards most of it isn't good, like most of the game though it ends up solidly mediocre.

Gameplay:


King's Quest VII's gameplay differs from the earlier entries in variety of ways. First as I briefly touched on in the controls section, there's no text interface at all, it's purely point and click. Second as I also touched on, the point and click cursor is a magic wand that twinkles whenever you're near something of note. Third you take controls of two different characters, in alternating "chapters".




There are six chapters where you take control of either Rosella or Valanice. At first each character is in different areas from one another,  that span the
breadth of Eldritch ranging from a volcanic cave, to fairytale town, to a knock off  Halloweentown. Eventually though they cross paths (though without actually meeting each other) so you get to see all these areas from the perspective of both of the royal ladies of Daventry. Aside from being cliched these environments are actually pretty well executed, they're bright, colorful and interesting. Sometimes the attention to detail can actually make it hard to find what you're supposed to interact with but the environments are a place where the game really does things well.



 Of course what's a good environment without a few interesting inhabitants.The NPCs in these areas
self-segregate because you pretty much only encounter characters who fit the aesthetic of their respective towns. This is not the only game that does this by a long shot, but it's boring and predictable. that being said, there still are a few interesting denziens of Eldritch: there's foppish dog Arch Duke Yip Yap who's governing style seems to hinge on making sweeping generalizations, throwing parties and wearing masks, a talking bolder who spends most of his time sleeping, a troll blacksmith who's clearly got a sexual harassment suit on his hands and a surprisingly pleasant and helpful headless horseman. Although naturally not all of these inhabitants are particularly nice, several of them are more than happy to bring your quest to a premature end.

In typical point and click fashion in order to traverse these areas and meet these colorful personalities
you're going to have to do some item collection and puzzle solving. The magic wand pointer makes the collection parts fairly easy. Making things a bit more interesting, once you've collected the items you will need to examine them, most of them time it's just seeing what it looks like from different angles but occasionally it's necessary to continue with the game. Unfortunately this feature wasn't implemented particularly well so it gets irritating more often than not,  because it's not always easy to spot where to interact with a given item. Still, most of the puzzles aren't particularly difficult. The biggest puzzle problems come from some poorly executed backgrounds which even with the help of the sparkly pointer can be difficult to navigate. That being said there were a few puzzles we had to look to walk-through for, mostly due to some pretty illogical conclusions, *almost a spoiler alert* that's just not how you use a rubber chicken.

Getting from world, to world, puzzle to puzzle is pretty linear. The swapping perspectives guarantees a lot of backtracking as the characters visit a lot of the same areas, though not at the same time, Valanice and Rosella don't actually meet up until the very end of the game. There isn't a whole heck of a lot of back tracking while you're the same character though, just a few minor instances of it. This has bad and good parts, you know that for the most part assuming you diligently picked up the items in a given area you're not going to have to wander back there 100 times seeing if there's a new item to be found, on the other hand you're it makes the game more linear and less interesting.

Your reward for traversing these diverse lands, clicking and puzzle solving your way to victory of the evil witch is either a good ending or a bad ending depending on how you handle the last scene. The bad ending isn't really all that bad, it just doesn't really answer any questions for you. The good ending is a little better, giving you an ending that really only makes sense if you've played King's Quest IV, and a full animated ending sequences of cliches set to some really uninspiring pop music. In short, regardless of which ending you get, it's not worth the time put into getting it.



Conclusion:

Overall this is a mediocre title, it's playable if you like adventure games. It started off fun but it got repetitive and boring pretty quickly. Frankly it was a bit of a struggle to even finish it. Honestly while it's not bad I couldn't really recommend it unless you're a die hard King's Quest fan. I give it 2.5 cephalapoints.


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Friday, September 5, 2014

Not So Retro Review: Contra 4 Nintendo DS

When a gaming company attempts to put out a new version of a classic, beloved series, sometimes you just have to accept that it's not going to have that same flair your old favorites did. Sometimes you have to remember that the tried and true formula that made the original titles the masterpieces they were are going to be replaced by new and questionable features in an attempt to add freshness to an antiquated series. Sometimes you just have to accept that it's not going to be the same.

Luckily, in the case of Contra 4, that entire opening paragraph is entirely irrelevant.

If you want to run and gun, if you want to shoot up a base pseudo-3D style, if you want to search desperately for the spread shot while navigating the narrow platforms of the jungle, if you want to be irritatingly be hit by falling rocks on the way to an Alien Fortress on top of a waterfall, if you want to spend an RPG amount of time trying to survive 9 merciless stages with the brutal, console-throwingly difficult 2D gameplay that defined the late 80's and early 90's portion of your childhood, then you probably want Contra 4.

Get Psyched! Oh wait, wrong game.



Graphics:
 Graphically the game is an example of how instead of putting all of our energy into 3D rendering, we should also appreciate just how much we can do with 2D graphics in the modern era. This is a gorgeous game with very nice background visuals with some 3D effects added in nicely. The player sprites are a bit pixelated but animate very smoothly. The game doesn't suffer from intense flickering like the games of old do, which is nice because with all of the on-screen activity it's going to be hard enough to keep track of things. Artistically the game looks a lot like Contra III, which isn't surprising given how most fans loved that one the most. Many of the enemies retain their original look and the player sprites are very similar to their classic counterparts.

Alien breeding programs have eliminated the "ball arms" gene

Controls:
The controls are as responsive as they need to be and simple to get the hang off for the most part. The direction pad on the DS may give you some problems, especially when trying to shoot diagonally which may prove frustrating while you're new to the game. It's a little harder to really mash the shoot button on the DS due to the small size of the buttons and the fact that it causes the whole console to shake. By holding the R button, you can at least stand safely in place while you fire in any direction, which also allows you to fire directly downward without having to jump. If you've only played Contra and Super C with lacked this feature, that's an incredible button right there. The simplicity of Contra's controls will lead to the same problems they did in the old days, such as accidentally dropping down from a ledge when you try to jump too soon after shooting at an enemy below you. The new ability to climb ropes affords itself many opportunities at accidental and deadly dismounts when you're trying to do too much at once and while none of these issues are necessarily new to this game, they are a perennial source of frustration.

Sounds:
The sound effects are crisp although some are rather quiet, so you'll have to strain a little to enjoy that classic 'p-choom' sound unless you've got headphones. The classic ricochet noise which denoted a successful shot on an enemy returns for added nostalgia, though most of the sounds in the game will be more updated. The game's music features some new tracks and several remixes of the ones you remember. If you're playing on Hard then you're rewarded with an enhanced version of the original Jungle track. Arguably the greatest 8 bit music ever, the Base Boss music from the first Contra returns in two of the three base-style levels as you're fighting the final enemy there, offering a more percussive and instrumental version, coming off as more dramatic (though not necessarily better) than the original version.



Gameplay:

 Mad Dog has chosen the passive-aggressive approach
After years of questionable titles and a few decent but very different ones, Konami's Contra 4 on the Nintendo DS is clearly meant as fan service to the long time fans of the run n' gun series, from the game itself, to the bonus unlockables, and even the booklet is made lovingly with long-time fans in mind. The game takes its overall design from the first three Contra games, featuring levels, weapons, music, and bosses borrowed or inspired from Contra, Super Contra, and Contra III: The Alien Wars. Contra 4 takes place soon after the events of Contra III, serving as a direct sequel to that game and ignoring all the rest that came in between (which is good because those storylines were crazy and the characters were wearing shirts). Midst the familiar features, the game brings fresh new ones to ensure that it isn't just a phoned-in reboot. While a few of the levels are clearly inspired by the look of some of the classics, they are set up in brand new, challenging ways while retaining the original feel. This includes the pseudo-3D shooting galley-like base levels which retain the "shoot the red things" goal but with beefed up enemies and hazards. One of the biggest new factors in the game is the simultaneous use of both the upper and lower screen, adding a huge new challenge to a game that was not exactly short on them to begin with. The insane difficulty remains intact, so only elite players will see the end. All in all, the easiest way to describe the game is...it's a Contra game, with all of the good and bad that comes with that status.

 With the addition of only a few new tricks, the core gameplay is unaltered from what we've grown accustomed to, feeling the most like Contra III, which might seem expected, given the numbering, but let's remember that they're 15 years apart. Before starting the game you can select which character you want to use. So if you're like me and sad that you have to be player two to enjoy the benefits of red pants, now you can choose Lance (the red pants guy) instead of that stuck up Blue Pants Bill right out of the starting block. Two other characters, Mad Dog and Scorpion, are also immediately selectable, and if you're familiar with the regional differences between the original Contra games, you know why that's such a delightful addition. All of these initial characters are just color palette swaps of each other, but if you ever felt that Bill Rizer would be better represented as a black guy with a golden rifle then this game's for you.

This seems very familiar

After your support chopper drops you into the jungle, careful not to insult your manhood with a helpful missile or two aimed at your enemies, you'll find yourself in the same position in which you found yourself way back in the original Contra, with a big gun that shoots one small, pathetic round at a time. Even the sound effect is exactly the same as it was in the NES days. Your mission on every level is simple to say but nearly impossible to do, run to the end of the level while shooting everything in sight before it gets you. If you take one shot from anything, you lose a life.

    Enemies come in all forms, from the backpack carrying cannon-fodder guys who used to irritate us on the waterfall (and still do) to durable gun turrets which take many shots to destroy. There's an increased premium on mid-bosses in Contra 4 which help give each level some added depth and challenge on the way to the eventual main boss. Mid bosses are among the most interesting enemies and may take the form of a large alien, a powerful tank, a giant robot, and more. It's not uncommon to encounter a mid boss that's actually more difficult than the level's final boss.

Spreadshot is love

   To help you navigate all of these hazards, your character can climb certain walls, hang on bars and certain ceilings, and can now climb ropes or rope-shaped alien entrails, which does unfortunately open the door to the 2D platformer rope nightmares we all remember, and more than once you'll be lamenting the loss of a life while asking, "why didn't we grab that rope, Bill?" New to the series, you are also given a grapple hook which is used to latch onto hangable objects above you. The grapple hook with shoot all the way to the heights of the level but you're very vulnerable to attack while it's pulling you up there. In an effort to make use out of this new tactic, weapon pods can often be found over deadly chasms, forcing you to shoot them open, jump down just far enough to collect the item before it's lost, and then grapple back to safety before it's too late, which looks pretty darn cool when you pull it off, but is rarely worth the trouble. Perhaps you might feel the use of the grapple hook adds a needless new learning curve in a series that's already too damn hard, but you'd better get used to it, as several key parts of the game require it. Sticking to running and gunning and some light climbing would be ideal but the grapple hook just may save your life one day. Or possibly cost you one.
Grappling can also leave you temporarily headless

Better weapons and powerups are shot out of pods imbedded into the background, or from flying pods which look very similar to those found in Contra III. If you're hoping for some new toys to play with here then you'll be somewhat disappointed as all of the weapons within have been featured in previous titles. However, all of the weapons can be upgraded by picking them up twice, so their functionality will improve in ways you may not expect. In some cases, the upgraded weapon is If you're playing on Easy, they all start off fully upgraded. Being able to upgrade the weapons puts an increased premium on collecting them as well as making it more tragic when you're killed, and your weapon is lost. Like in Contra III, you're allowed to carry two different weapons which is awfully helpful, since you only lose the one who had equipped when you die. Unlike Contra III you can't fire both weapons at once although there was really no tactically sound reason to do so in the first place. You can also discard your weapon, tossing it to the ground. This is useful if you're playing with a friend and are generous enough to share the wealth. It can also be helpful if you know you're about to get hit by something that don't want to lose the weapon permanently. Although if you're new to the controls you'll find yourself accidentally throwing away your weapons at very inopportune times.

Crap.

The levels play similarly to how they'd play in Contra III, with most of them being a side-scrolling format allowing you to climb rails, walls, and ropes in order to get to higher plains. Many portions of the game give you the option to take the high or low path, so you can run along the roof tops of the crumbling city or try your luck on the mean streets below. This would be especially helpful on multiplayer so you can finally get your buddy the hell out of your way, relegating him to whatever path you don't take. One of the levels takes place over the ocean on a futuristic jet ski, sort of like an aquatic version of the hover bike level in Contra III. And to the delight of fans of the original Contra, there are three shooting-gallery levels reminiscent of the bases from the first game. These levels are even harder than they were in 1987 with more tricks and traps awaiting you, but with the faster pacing and new features, may be even more fun than the bases you remember. Or maybe just more infuriating.


Aside from the regular campaign, you can also unlock Challenge Mode, which sticks you in 40 different scenarios, demanding that you complete tasks ranging from completing a section of a level without being able to shoot, having to retain extreme accuracy, taking on a boss without sustaining a single hit, and more. Some of these are unimaginably annoying, and not in the good Contra way, but just in an unfair, irritating way, which I assure you is actually different. For example, when playing some of the Pacifism modes, where you can't shoot, you're basically at the mercy of what the game throws at you. Sure, it might give you 3 paths to take but say enemies are on all three paths, preventing you from jumping, dropping, or standing your ground. What do you do? Nothing, you're screwed. Most of the challenges are fair in some very hidden way, but some of them will have you contemplating just how important a DS really is while you're looking for a hammer. As you complete these tasks you'll be rewarded with various unlockable bonuses which actually manage to justify the injustice you've just suffered. These bonuses...these bonuses are perhaps the greatest example of fan service the game has to offer. The booklet specifically says it offers no spoilers on what these prizes are, and in honor of that they won't be mentioned here, but to give you a small idea, if Contra 4 itself were absent from the game and only the unlockables remained, it would still be worth buying. Seriously.

So the gameplay in general is pretty great, classic Contra at its finest with a few new abilities. But alas, we must also cover the grim matter of the difficulty. First the good news: It's not as hard as Contra III. But then, few things in life are. However, the difficulty of Contra 4 is still insane and will scare off the modern gamer used to endless life bars and unlimited continues. It's much harder than Contra and Super Contra and requires extremely skillful maneuvering and heroic patience. The game can be set to 'easy' but the last two levels won't be available, and it's not as if "Easy" isactually all that easy anyway. If you're feeling extra masochistic, you can put the game on hard, where enemy bullets are almost too fast to see and bosses boast a carpal tunnel inducing number of hit points. As eluded to earlier, one of the hardest things about Contra 4 is that it takes place on both screens, making it very hard to see threats coming from the screen opposite of the one you currently occupy. You either have to look at what's coming or keep and eye on what's happening on your screen, either option increasing your mortality significantly. Plus, enemy fire briefly gets lost in the space between the two screens making it extra difficult to keep track of it. Honestly this is one of the more frustrating facets of the game, and whether it's intentionally meant to increase difficulty or just an unfortunate side effect of an attempt to take advantage of the DS platform, it does beg for an eventual adaptation to a single-screen platform if ever possible. Fortunately the overall game is great enough for this not to ruin it.

Bill must eliminate all the Aliens before 20th Century Fox sues him.

Conclusion:

Contra 4 is a prime example of what can be accomplished two decades into a long-running series when its made with the fans in mind and not just the money. Contra 4 isn't made to appeal to a new generation of gamers. It doesn't even try. This game is solely for those who loved Contra, Super C, and Contra III, loved the punishment and tragedy they dished out, and wanted more. Fifteen years after the last classic Contra, this game proves it can hang with its iconic predecessors and is easily the best Contra to come out in the 2000's. It doesn't try to be new or different, it just tries to be good. There is no fathomable reason that any classic Contra fan wouldn't become an immediate fan of this classic Run and Gun experience.

~Richard

* A few of these screenshots came from IGN.

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Sunday, January 19, 2014

Retro Review: Metal Gear Solid Gameboy/Metal Gear Ghost Babel

  -Introduction-

Metal Gear Solid on the original Playstation remains one of the most popular titles of all time, giving birth to the Metal Gear Solid series of games which remain legendary for their excellent gameplay, captivating storylines and impeccable voice acting. People know all of this already, but what some may not know is that Konami also produced a Metal Gear game on Nintendo's Gameboy Color, nearly two years after the release of Solid. In Japan it was known as Metal Gear: Ghost Babel, but renamed to Metal Gear Solid in North America, presumably to take advantage of the success of its Playstation predecessor.

    Fans who may have seen the GBC version of Metal Gear Solid laying beneath the glass of the display case in video game shops may have dismissed it as a crappy, 8-bit version of a game they love for the small screen. Those people, however, would be dramatically incorrect in their assessment. Featuring a brand-new story, surprisingly solid (no pun intended) graphics, and effective, familiar gameplay, Metal Gear Solid on the Gameboy color stands as one of the most impressive Gameboy titles of all time. There are many modes of play in this game, but for this review, we'll focus on the main game as well as the VR Missions.

    This non-canon story follows Solid Snake seven years after his mission at Outer Heaven. Recruited by Colonel Cambell to defuse another potential world disaster, Snake finds himself back in Galuade to confront the demons of the past as well as the demons of today. This time the terrorist struggle is spearheaded by a renegade group of elite soldiers known collectively as Black Chamber, each member boasting a dangerous special ability. Heading this group is Black Art Viper, a vindictive near-insane warrior specializing in tricks and traps.Snake must stop the terrorists from utilizing a new model of Metal Gear to launch a nuclear weapon.



  -Presentation-

An inauspicious start to the mission.
Graphics:   Graphically, Metal Gear Solid on the Gameboy Color is artistically average during regular gameplay but excels at details and movement. Solid Snake is drawn from 8 different angles, meaning that he will turn to face any direction in which he is running. The same is true for the enemy characters. Metal Gear's use of 8 angles is a subtle detail that goes a long way in improving overall presentation, although the character sprites are too small to show any facial features during the normal gameplay. Environments are rendered colorfully and clearly, and are successful in basically depicting that which they are meant to be, although the overall design of various indoor stages can tend to be a bit homogenous to each other. The game features several cutscenes in between chapters which feature the characters rendered in greater detail amidst generally generic backgrounds. These cutscenes are static much of the time with occasional, simple animations such as a turning head, shaking fist, or the graceful fluttering of Snake's trademark bandana. The Codec screen is designed very similarly to the one in Metal Gear Solid on the Playstation, even with some fun little screen noise effects and static on the images of the speaking characters. On this screen, character's faces are drawn in better detail, but aside from the screen noise effects they remain completely unanimated, even during exclamatory outbursts.


  Sound:  The game's sound effects are about par for the Gameboy Color era, but there are plenty of them, be they entirely different or recycled variants to at least retain some variety. Expect various forms of beeps, buzzes, and thuds. There are multiple explosion sound effects which sound pretty good for what they're working with. Like most Gameboy Color games there is no spoken dialogue, only captions.

And are you related to Sephiroth?
  Music: The music ranges from somewhat boring to excellent. Some of the music is original to the game while other tracks are based on their Playstation counterparts or even harken back to the original Metal Gear game of the 80's. Although none of the music is repetitive to the point of torture, some tracks can start to get old if you're stuck in any one area for enough time, especially since the music for many of the indoor areas is the same. The music really shines during boss encounters, boasting the kind of epic 8-bit boss music Konami is known for. While the boss music in the Playstation version tries for a more "epic" vibe, the music within this game is more of a heavy-metal, action-oriented sound to get the blood pumping for ass kicking. The best piece of music in the game is easily the music which plays during the final battle, returning to the series' epic-style roots and successfully conveying a sense of finality to the battle at hand.

    -Gameplay-
  
Main Game

    The gameplay of Metal Gear Solid on the GBC is the most impressive part of the game. Controls are responsive and movement is fluid and easy to handle. Despite the simplified design, the game incorporates many of the themes seen in the Playstation release. Stealth is a premium in this game, and the player is able to utilize many techniques to achieve it, including wall-hugging, tapping a wall to lure an enemy, crawling on the ground or into a crawl space, as well as in tall grass or under water to remain unseen. The player can also travel through the air ducts either to remain unseen or to gain access to an otherwise unreachable area. Controlling Snake is easy to learn with few detracting quirks.

Good thing snake isn't claustrophobic.
    As with the Metal Gear Solid we know and love, the player will try to find their way through various areas while picking up weapons, ammo, health-restoring rations and keycards for locked doors. Familiar facets of your mission also include having to blast your way through thin walls with plastic explosives, using remote controlled missiles to reach targets that Snake himself cannot, and utilizing night vision and thermal goggles see in the dark and/or detect infrared lasers. Including these themes into the game help to keep the gameplay from becoming a simple run-around in a series of glorified labyrinths.

 The in-game arsenal offered to the player is a bit smaller, including a Pistol, Assault rifle, C4 explosives, Landmines, Grenades, Chaff Grenades, Stun Grenades, and Nikita Missiles. It's enough to keep things more interesting although as with most Metal Gear games, most of your time is reasonably spent with just the pistol or the assault rifle in the case of large fights. Items such as body armor, a gas mask, and a landmine detector make their return as well. The "Fogger" device, which emits smoke to allow the player to see invisible laser beams, is likely the result of censoring, as the device looks suspiciously like Snake's trademark cigarettes and is already in the player's possession at the start of the game. The inclusion of these gadgets help bring the game further into familiar territory and add to its complexity.

  And of course, when out of other options, the player can slip into the trusty box.

I wish I were that relaxed.
  The enemies of the game aren't particularly smart but certainly aren't ineffectual. While knocking them out doesn't seem to convince them that something is amiss, they're fairly accurate with their gunfire and annoyingly effective with their gun-whipping. Enemy soldiers can become suspicious if the player taps on the wall or walks over some kind of noise-making floor, and will become alerted at the sound of any weapons discharging, save for the suppressed pistol. Once alerted to the player's presence, enemies quickly spawn from seemingly nowhere to surround Snake. Reasonably aware players will be able to evade or eliminate the enemies without much challenge but doing so while staying in the same area can be frustratingly difficult with the respawning. In many cases the player can take advantage of a little quirk by changing screens from one area to other in quick succession in order to eat away at the ALERT counter, as it takes a little while for enemies to spawn in the new area if one isn't already assigned there. It can also be annoyingly hard to regain the upper hand on an enemy after being knocked to the ground from a gun-whip, as Snake often won't be able rise and put enough distance between himself and an enemy to evade another knock-down. Snake's inability to quickly turn and attack an enemy in one swift motion can also lead to frustration. The standard battle system is simplistic but it's enough to motivate the player to remain unseen.

A surveillance camera!?
    Other enemies/obstacles remain such as surveillance cameras, gun-cameras, dogs, landmines, and trap-door floors in order to change up where your challenge comes from. Cameras can be temporarily snuffed out with a chaff grenade while mines can be detected with, yes, a mine detector.

There's a reason Claude always lets Jacques go first
 The game's replay value is increased with the varying difficulty levels. Your enemies' attack power and hit points varies with the chosen difficulty level, along with whether or not they can be killed by hand. On Hard or higher, only weapons will kill an enemy soldier which will greatly change your overall strategy experience.

It's on like Donkey Kong other fine Konami® games.
The boss encounters are adequate in providing a climax to each chapter of the game, even if they're not the kind of profound confrontations we've come to eagerly await in the Playstation release. The bosses are generally pretty simple to take down although on harder difficulty levels some of them are extremely frustrating, especially Marionette Owl whom you must fight in the dark and punishes you for striking the wrong target. Appropriately, the most challenging boss fight in the game tends to be showdown between Snake and Metal Gear itself, which is something that pretty much none of the console releases can say. The battle with the iron giant may not feel as epic as the fight in Metal Gear Solid on the Playstation, but it is enough to provide a suitable climax for the game to build to. And for what's it's worth, the design on Metal Gear is pretty darn good.

    The implementation of the Radar is passable but not stellar. It helps give a general idea of where nearby enemies are but it's not great for much else. Unlike Metal Gear Solid on the Playstation, there is no differentiation between dangerous enemies or objects. Soldiers, cameras, dogs, incoming missiles and landmines all appear as a redish dot. It's especially annoying when in a mine field that also happens to contain enemies (although that tends to happen more often in VR Training). There is also no more representation of an enemy's field of vision, so you'll be unable to see which way an enemy is face, and how close is too close.

In spite of the name this floor isn't entirely made of plastic explosives.
    Interestingly and unlike other Metal Gear games, while the overall gameplay remains similar to what we classically know as Metal Gear, the game is laid out in stages/levels, rating your performance after you complete each one (don't feel bad if your rating is almost always "terrible" it seems unavoidable the first time through...and for much of the subsequent play-throughs). It's easy to forget, however, that this format is in place, as there is usually decent time in between "chapters" while you're trying to figure out just exactly what to do to move on. The good thing about the stage format is that since you are unfortunately unable to save more than a single game at a time, you can at least go back to any stage you've cleared if you want to play that chapter over again. However, you will only be equipped with the items that are absolutely necessary for completion, so even if you had, say, body armor, an assault rifle, and a pistol suppressor during your initial play-through, those items will all be absent in Stage Select mode.

    Dying will either send you back to the beginning of the level you're in, or to the last significant item you picked up which, depending on where it was, could either be very convenient or extremely irritating. This is especially true for boss fights as dying there can mean a decent schlep ahead of you in order to get back to the fight. Certain items picked up between collecting the "checkpoint" item and whenever you died will have to be collected again, making death exceedingly annoying and paramount to avoid.

    As progress through the game is made, you'll see that the game's story is not nearly as riveting as the console releases, but it's enough to pique your interest as to what is going to happen next. Snake's inner struggle with his own haunted past is as present as it ever was, and annoyingly, so is his subtle fascination with a female, fellow soldier. As the plot progresses you'll see the government conspiracies that made the series famous as well as the usual, (though not as jarring) twists, unexpected pathos for your fallen enemies, and even a moment of tragedy (well it tries to be but the character at focus is a little too irritating for you to care that much). And of course, the whole stopping-the-nuke thing.

Snake considers himself more of a Bishop.
For the most part, the story is sound all the way through although it does fall short in hyping the eventual confrontation with the 'General' whom pilots Metal Gear in the game's most climactic battle. While the fight itself is good, Snake has had literally zero contact with the character up until this point, as he's only seen sporadically throughout the game, broadcasting threatening messages to the US government.

 VR Training

The evil polygons will pay for what they've done.
    Although the main game itself would be more than enough to be a called a complete handheld title, the game generously offers a plethora of VR Training missions for the player to train on or just have something fun to do after completing the main part of the game. The VR missions are essentially a series of mini-missions requiring the player to eliminate a certain number of targets, reach the goal undetected, or complete one of those tasks in a limited amount of time. Interestingly, there are more VR missions featured in this gameboy release than there are in the Playstation version of Metal Gear Solid. The VR missions include Sneaking Mode, Weapons mode, and an Advanced mode allowing the player to dispatch live targets, offering a total 75 unique stages and 180 challenges to complete, an amazing amount of content considering that some Gameboy Games of the time boast less content than what is featured in the VR missions alone.

Trouble brewing
    As expected, the VR missions take place in a virtual-reality world, basically an 8-bit version of the environment featured in the Playstation version. Some of the levels are even essentially identical to their Playstation counterparts. The mini-missions within allow for unique combat opportunities that don't necessarily appear in the main game, giving the player more opportunities to play with their favorite weapons. VR mode isn't necessarily the most thrilling part of the game, but to have so much bonus content in addition to a full game is a big plus. The incentive to complete the mode comes in the form of an unlockable Sound Test (remember way back when that was considered a reward in a game?).





  -Conclusion- 

 As one of the most complete gaming experiences to be licensed for the Gameboy Color, this fun alternative to Metal Gear Solid is indeed a must-have for any fan of the Metal Gear series or just for those who love quality handheld gaming. With a mountain of pros and very little cons, the game is sure to be enjoyable from start to finish, and one that will have players coming back for more soon after completion. Even among today's highly advanced handheld titles, Metal Gear Solid is certain to be among your favorites once you've make the highly recommended decision to make it a part of your handheld collection. Overall a 4.5 out 5 cephalapoint rating.




~Richard

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Saturday, June 1, 2013

Retro Review: Vegas Dream NES



Vegas Stakes is one of my favorite games so it’s seems weird I didn’t know about the predecessor until a few years back even though Vegas Dream was released for the NES back in 1988. At this point it's been 25 years if 8-bit gambling goodness.



The concept of Vegas dream is pretty simple, you’re in Vegas to win money. You encounter people and events, but all of it is to your ultimate goal of getting as rich as possible at the casino’s expense.

Controls
Controls are simple and intuitive, I didn’t notice a lag or delay but it’s not the sort of game you’d notice it in anyway. 



Graphics
It doesn’t look great and it doesn’t look horrible. They’re pretty standard NES level graphics, though given that’s there’s very little movement taking place in the game they could probably look a lot better. Overall they don’t really add anything to the game and they don’t really take anything away from it either.



Sound
There’s not a lot for random sounds or ambient noise, there are some minor sounds when you make menu selections and when you win at a slot machine, but most of the sounds in the game is in the form of musical themes. Each game has its own theme song and things like the news cast and the marriage have their own individual melodies as well. The music isn’t fantastic but it isn’t bad either. My biggest complaint it that it over uses the high tones a bit.

Gameplay

You’re not going to make your fortune in Vegas by simply standing around hoping the $700 your start off with is going to attract some companions into your pocket,  so naturally the gameplay is largely made up  of playing gambling games.   You have 4 choices on your road to fortune, Blackjack, Roulette, Slots and Keno. Once you select a game you’re presented with a dealer/game attendant who seems to randomly be a man with a square hair cut or a woman with a bob, except in Keno which is always the same girl.


Blackjack plays like any digital Blackjack game I’ve ever played. Place a bet trying to get 21 failing that just beat the dealer’s hand.  It uses standard rules and options, double downs, splits, and insurance. I made most of my fortune in the game making ridiculous black jack bets so I’d say they odds are pretty in your favor, but there’s plenty of times I hit a 5 game losing streak so it doesn’t baby you either.

Roulette is roulette. Pick a number, a group of numbers, or a color and hope for the best.  Roulette doesn’t do you any favors no matter which bet I made I always seemed to be picking the wrong thing. In the session I played for this review I tried maybe 15 bets of varying types and not a one of them paid. As in real life though, if you’re lucky Roulette really pays off.

Slots come in 2 flavors Pot-O-Gold and Jack Pot Bar. Pot-O-Gold comes in multiple Denominations ranging from $1 a line to $100 a line. You can bet on one two or three lines that pay left to right, no diagonals or the other crazy stuff we’re used to now.  Seems to have pretty normal slot machine odds, I didn’t win a million and I didn’t lose my shirt either. Jack Pot bar only has one pay line, right in the center which you can make a $1, $5, $25, $50 or $100 bet on. Odds aren’t as good as on the Pot-O-Gold machines, but when you do win it pays well.

Unlike the other games, keno is always hosted by a girl who looks suspiciously similar to Fuijiko from Lupin III.  Pseudo Fujiko takes the bet you choose (your select it yourself so it can be in any amount from $1 up)  on the amount of numbers you choose from 1-15. You get paid based on the quantity of numbers you hit out of the numbers you selected,  IE. 1/1 is a winner, 2/15 is not.

If navigating the waters of Vegas gambling isn’t enough, you also have to deal the denizens of The Hal Palace Casino in a variety of interactions.  Sometimes is in the form of hotel staff informing you you’ve  got a phone call or a visitor which can result in big pay offs, or more often than not (at least in my case) a fall down the stairs or a chandelier to the head.  In fact in my game I feel down the stairs at least 5 times, several times because of the mysterious phone call and once due to an “accident” at the bar where it’s heavily implied my character got drunk and fell down the stairs. Injuries while hilarious are $200 a pop for hospital bills so it can add up pretty quickly, but often times  the payoff is $5000, so it’s worth the gamble if you’re far enough into the game where a $200 loss isn’t going to bankrupt you.

 Another common interaction is Marriage.  Mr.James  (Ms. Sophie if you’re playing a male) will decide he’s in love with you and wants to marry you after a single date in the hotel bar. If you agree to his proposal it can either result in a con where he takes $200 from you or a $5000 wedding gift from the hotel. Also interestingly even after you’re married Mr. James will date and marry you again in a seemingly endless loop. We got married 4 times in my game and only once was conned obviously YMMV.


The other interactions pop up a little less frequently, a waitress who spills a drink on you and either steals your wallet or gets you a pay-out from the hotel. A man who takes you to the bar to buy stocks, a man who buys you drinks to celebrate your luck (which is how I ended up on that drunken trip down the stairs), and a young man who’ll sometimes ask for change or sometimes ask for $200 with his watch as collateral. Frankly the game is a bit racist as with those last two interactions the guy who approaches is black and it’s more often than not it’s a con. I only got a payout once in the watch scenario, including in previous play sessions, and it was only for $1000 so not really a great gamble.


Naturally, as with any trip to Vegas you risk ending up completely penniless.  If that happens you get one last chance spin on the Jack Pot Bar Slot. If you win some cash you get to keep gambling. If you don’t it’s game over and you’re back at the airport on your way back to wherever it is you came from shamed and sad. If your luck in gambling holds up and you don’t get conned too many times you’ll eventually hit $10million, which is the winning point for the game. When you win you get a small ending scene which shows you being a jerk to what we can assume are your servants at your mansion before heading out to a show. Because that’s the ultimate Vegas dream, finding people poorer than you to belittle! 

 Winning is actually pretty difficult to do in one sitting unless you’re A) insanely lucky or B) playing via emulator and using save states.  So there’s a handy password feature you can use after each big win to make sure you’re never totally at the mercy of mere luck or  in case you don’t feel like doing 8 bit gambling  for endless hours. Unfortunately, The passwords are 26 characters longs consisting of numbers, letters and symbols, so copy everything down carefully  and it’s very easy to get one character wrong and lose your hours of masterful blackjack playing forever. 


Conclusion
Vegas Dream is nowhere near as fun as its much beloved (by me) sequel, Vegas Stakes. But it is decent NES gambling goodness. The random interactions really give it a fun twist as opposed to playing something like Caesars palace, but there are definitely things that could have made it a better game. I personally would have really liked to have seen a Poker option.  I think if I were rating  this back in 1988 when it were new I’d have probably given it a 3 or 4 but by today’s standards I give it a 2. It’s fun, it’s playable, but after you’re over the amusement of falling down the stairs and entering sham marriages, there are better options for gambling games out there.
 




~Stephanie

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