Showing posts with label retro. Show all posts
Showing posts with label retro. Show all posts

07 October 2023

Gex Got Going

In August of 2022, I wrote about the short-lived Gex franchise and how it tried to go toe-to-toe with the likes of Mario and Sonic, only to fall into obscurity. 

Well, Limited Run Games dropped this trailer, and I couldn't be happier:


There's no release date as of this writing, but it almost doesn't matter. I'm just happy that Gex has a home with Square-Enix rather than getting sold off to a crypto scheme. 

02 October 2014

Velocity 2X Review (PSVita)

Velocity 2X
"Aw, Hell, yeah!"
What works
1. Everything is an improvement. 
The first Velocity game had a straightforward, NES-era sensibility to it, reminiscent of games like Metal Storm or Contra. The art direction and level design was simple, some might even say bland or samey, and enemy variety was a tad underwhelming, but it was cohesive and solid, everything fitting together perfectly. On top of that, it had very tight controls and unparalleled gameplay. It was almost perfect, hardly feeling like a Playstation mini
Velocity 2X might seem like it does very little to build on its predecessor, with many changes so subtle, they can be easily missed, and it's doubtful many will appreciate them. The artwork is still overall minimalistic with its textures and color palettes, but many levels have such fine details and subtle touches (like waterfalls that surprise you with a sense of height) that it's easy to get lost in the sheer beauty of certain spots.

2. Gunning and running. 
When I first saw the screenshots of the "on foot" segments, I was a little bit worried. It seemed like the step the folks at FuturLab took off the ship was a timid, cautious one that played it safe and checked with its neighbor. Frankly, it looked like an endless runner. Don't get me wrong, that would have made sense, and I love many of those games like Jetpack Joyride and Canabalt, but it would have felt like a token gesture toward expanding on the original concept. Luckily, I was so very wrong and I couldn't be happier about it. It is, in fact, a fully-realized sidescrolling platforming shooter with puzzles and exploration. There's even some combat and physics thrown in for good measure. It reminded me of Major Havoc with a touch of Metroid, all with the slick polish of WayForward's Bloodrayne: Betrayal. Kai Tana has extremely fluid and graceful animations, whether it's leaping across a disintegration field or firing her palm blaster (which makes me think of Vanessa Z. Schneider from P.N.03, a stylistically similar title I also happen to love) or even waiting for an elevator.

3. That certain... I don't know what. 
Actually, I do, but it's a little hard to describe. The short, crude version of it is: it makes you feel like a badass. Word is that the development team had to insist on a female lead even as far back as the first game, when we never left the ship. I, for one, am glad they stuck to their guns and delivered an awesome character who manages to be dead sexy, and does so on her own terms. When you're standing in a chamber of crystal deposits firing that hand cannon in a circle, shards of glass and debris falling all around you, it's hard not to let a smiling, "Aw, Hell yeah!" escape your lips. Before long, you're taking down Vokh patrols like it's second nature. You'll be flinging bombs at switches and turrets like you can see the future. You'll have distributing telepods down like a science. All, this, and you'll know it's you doing it, not some contextual action script set to Quick Time Events or button-mashing. That's a hard feeling to achieve, and this game nails it.

What doesn't work 
1. The side scrolling stages have room for improvement. 
It was often difficult to use the teledash while jumping or falling, and it would be nice if I could simply tap the screen rather than aiming exclusively with the controls. It would also be nice if your telepod inventory was separate from those you have for the Quarpjet (there's a notable size difference). I actually managed to just about break the game because I didn't realize I'd used up all my telepods back on the ship and got myself stuck. Of course, I could probably have backtracked to the ship, but since I didn't realize the inventory was shared, I thought it was a glitch. On that note, while the idea of the telepods to get through narrow hazards is great, it felt like I was having my hand held for far too long. At various points in the levels, there are these pads you're meant to stand on and aim your telepod at. I could understand these in the level wherein you're introduced to the mechanic, but having them throughout the game feels like there's no strategy to it.

2. Speaking of telepods... 
While micromanagement of telepods is vastly improved, namely the fact that you can retrieve spent pods through the map screen, the "shortcut" of hopping over to the last pod dropped by double-tapping the triangle button is a surefire way to get innards smeared across a bulkhead. At least two out of three tries caused me to drop two more pods where I stood. That double tap has to be just perfect, and I could never do it on command. The sidescrolling stages didn't have this problem, which makes me wonder if this could possibly be a runtime issue. 

3. Speed Pads Are Worthless. 
Velocity is a thinking man's shooter. In a game that already invigorates its genre by favoring pre-planning and exploration over twitch reflexes, having parts that railroad the player onto a fast track feels tacky. What's the point to the thrill of the added speed if you've got to be that much more alert with your teleporting? It's not even as though they're placed in strategic locations that would give you the best of both worlds if you were quick thinking enough to hit each one in rapid succession. To be fair, toward the end, one mission had them placed so close to upcoming walls that I had to resort to the old control method of teleporting, which was admittedly a nice touch. Still, I'd rather speed pads have been part of the DLC or bonus missions.

4. Mission 42 became the bane of my existence and nearly led to a ragequit. 
As great as touch controls are for teleporting across the map, it's not half as precise as it could be. I was convinced I'd found a bug because no amount of tapping could get me into a space after deactivating its force field. I restarted the level twice before I found out, practically on accident that the actual "'portable" area in the space is so small that even aiming the cursor with the analog stick felt like threading a needle on the roof of a speeding train.

But my absolute biggest gripe...
5. The calculator is not scientific. 

I mean, come on, guys. You know the Vita can handle it. Hell, the PSP could have done it (though the lack of a touchscreen would make things a bit tricky). I'm not looking for graphing capabilities or currency conversion or reverse Polish notation, I just want to know the spirit of the great warrior shaman SoCaToah is watching over me wherever I take my Vita.

What I'd like to see next. 
By favoring exploration, Velocity solves the problem of the Vita being widescreen. In typical SHMUPS, the gameplay favors verticality, with many arcade cabinets having their monitors mounted sideways. Velocity, meanwhile, started on the PSP, and therefore added a more pronounced X-axis to the movement repertoire. That said, I would love to see a version of Velocity that favors a vertical screen, namely a smartphone. Between Playstation Mobile and Playstation Now, I'd really love to see what Futurlab can do with more visual real estate.

Cooperative play may not be any sort of a game changer, but it may be a fun idea to explore. As a fan of The Last Starfighter (which, given some of your alien companion Ralan's lines, I think the developers are, too), it would be a great exercise in teamwork to relegate flying to one pilot with weapons and teleporting to a co-pilot.

07 September 2013

Control Issues: Offspring Fling!



So I bought Offspring Fling! which you should totally do as well, and the game is awesome. It's a platform puzzler that many people compare to the Kirby games, though I get more of a Lemmings-meets-Flicky synergy from it, but whatever it makes you think of, it'll always be good. You play a cuddly, floppy-eared... well, I think she looks like a Clefairy or possibly Wigglytuff... something that'll make an awesome plushie. Anyway, this loving mother has been separated from her children, and she has to explore a modular environment, gathering them up, and returning them to safety. The main twist is that, like real children, they're a terrible burden on their poor mother. You can't jump as high depending on how many of the little rascals you're holding over your head, and you can't fit through certain spaces with as few as one. This is where flinging comes in. Don't worry, your little bundles of joy are built like tanks wrapped in bubble wrap and goose down, and won't even yelp a little at being hurled at the walls, as long as you don't throw them into naturally-occurring pools of acid or in the path of ravenous lizard monsters. On top of that, the little guys can actually help you save them by activating switches, breaking brittle blocks, or even stunning those mean ol' lizard things. It's not exactly rocket science, but kudos to them for knowing to sit still and not step off the switch or the precarious ledge they may land on.

There's not that much to say about the game, but that's not a knock against it. It's very straightforward, very pick-up-and-play, and tends to use gameplay to teach you how its mechanics work. Most levels fit on one screen, giving you the chance to think ahead and strategize, and many exist entirely to teach you various gameplay mechanics, like how many babies you can hold over your head at once or how many of them can stand on narrow platforms (the answers being, respectively, a lot and hardly any). The graphics are bright and colorful, with lots of little details and nice animations. The music, while a tad repetitive, isn't annoying and fits the cutesy-but-not-cavity-inducing atmosphere. The puzzles are challenging, but not punishingly hard, overall extremely forgiving (one of the early levels practically forces you to mess up to teach you to restart a level if you get stuck).

My only honest gripe is in the nuts and bolts of the hardware support. Of course, I don't blame the developer for that; developing for the PC (as well as Mac and Linux) is tricky enough without all the hassle that comes with getting controllers to work. For however bad consoles get knocked for bad user interfaces, the PC side of the equation is the wild west by comparison.

Here's the thing: I don't like PC gaming. I don't hate it, I don't think PC gamers are elitist snobs or losers throwing away money or that consoles are better or any of that stupid nonsense. I simply don't like playing with a keyboard and mouse. It's just so unnatural to me and while stuff like Starcraft or most shooters work well with the keyboard and mouse, playing Offspring Fling! that way simply feels weird, downright wrong. Sadly, I didn't have that many great options at my disposal. I don't like dealing with drivers or most config programs, and even if you find a fairly user-friendly one, compatibility with a specific game is still a roll of the dice. I looked around for a few controllers like the Logitech F310 and some wired XBox360 controllers, but they were kinda pricey, the F310 got some real iffy reviews, and I don't care much for the design of the 360 controller (especially the D-Pad, which this game plays best with). I also looked at a retrofitted N64 controller that connected through USB, as well as an adapter cable that would let me use an original XBox controller I had lying around. That's when I remembered my Thrustmaster. It's this PS2/PC hybrid controller I got a few years ago for the first PC I ever bought (grew up in a Mac household). It looks almost exactly like a PS2 dual-shock except for some really nice triggers below the shoulder buttons. I wasn't sure it would work with my current version of Windows, which is 7, as I barely got it to work on XP. Still, I figured there was no risk in trying (unlike the others which would have meant dealing with returns in case they didn't work), and dug the guy out.

Time was not kind to the Thrustmaster. It apparently hated being stuffed in a bag with random cables for years and really let itself go. It still worked fine and dandy, but the rubber for its grips had some kind of chemical breakdown. It's sticky and so far has not come clean at all.

I persevered:





The moral of the story is: NEVER GIVE UP and the best solutions are always the simplest ones.

I may have to take the controller apart and run the casing through the dishwasher or, more likely, wrap the damn thing in athletic tape, so it'll look like a burn victim. In any case, it's all about the games.