Wednesday, November 30, 2022

MIDI Week Singles: "Swan Song 2000" - Rhythm 'n' Face (PSX)

 


"Swan Song 2000" from Rhythm 'n' Face on the PlayStation (2000)
Composer: Omasu Sato
Album: No Official Release
Publisher: Asmik Ace Entertainment
Developer: OutSide Director's Company


I mainly was lukewarm on this song, knowing nothing about what the actual gameplay was when I started listening to the music from the game.  And really, it is the inclusion of Tchaikovsky's "Swan Lake" that makes this song 100% more interesting, specifically "Act 2 - No. 10 Scène (Moderato)."  Although, seeing what is happening in the game, still leaves me confused about what is actually going on besides creating a face while following visual prompts from the computer, and how the music relates to the gameplay.  It is likely something that you have to play to understand and appreciate.

So instead, I will simply just enjoy the par-for-the-course menu-esque theme with a disco-EDM arrangement of Swan Lake over the top.  It's fun, which is all I can say, and all it really needs to be.


~JWfW/JDub/The Faceplantman/Jaconian

Friday, November 25, 2022

Game EXP: Atari Greatest Hits Volume 1 (NDS) -Atari 2600- Adventure Pt. 2

 


The next three titles in the Adventure games are all from the Swordquest series.  These games were originally intended as a four-part series, but only three games were released prior to the video game crash of 1983.  Like a lot of games, a lot more of the story in-game is told outside of the game itself.  In the manuals for each game, there are some cursory descriptions of what you are supposed to be doing, along with in-game mechanics.  Where the real story comes in, for each game, is from the accompanying comic book that does not actually come with this version of the game.  I will get into this a bit more with each game, but because I feel like it is an integral part of both enjoying these games and actually being able to play them, I needed to bring that up here first/again.


Swordquest: Earthworld

Swordquest: Earthworld. . . is interesting and a mixed bag.

As it is presented in this collection, it is a medium-firm "No."  First, the game manual references a 50+ page comic book that accompanied the original release of the game, which provides backstory to the game, and why you find yourself wandering in a zodiac-themed maze.  The characters Torr and Tarra interact with characters and enemies that feel like they might reference areas and objects in the game.  

Then, a little further in the game manual, it says that sometimes the video game itself will give you clues, like "16 4" which says that there is a clue to look up on Page 16, Panel 4 of the comic.  This comic is not included in this presentation of the game although I was able to find all three comics online.  As it stands, including a game that references a source material that is not included in the packaging and is only available from a 3rd party website is not great from the player's perspective.

I can easily see there is a certain amount of fun in this game from the 10 minutes I played.  Having a full comic book as part of the larger story that you look back to when prompted by the game is a neat gimmick and I can imagine being eight years old and sitting down to play along with a piece of paper with maps and notes along with the comic on a Saturday morning before cartoons start at 10 AM.  But as part of this collection, Atari would have had to include physical copies of these comics because you cannot save your game, exit the game, look up the comic in the Extras menu (because it doesn't exist there) then go back to the game to figure out what that 4th panel on page 16 was trying to hint at as all the while losing the momentum to get back to the game.  But, I guess we all have phones though, right?



I like the concept, and I like the execution by Atari for the original release of the game, but how they include it here, it's going to be a no from me dawg.  But that being said, I think I might actually come back to this once I get passed the feeling that I need to have all of this information from the comic tucked away, to have the comic out, and some paper for notes in order to beat this game

Verdict: No (At Least for Now).

Game 1: Did not finish.


Swordquest: Fireworld

Similar to Swordquest: Earthworld, there is an accompanying comic that the game manual suggests you have some knowledge of as well as to have on hand to decipher clues that you earn by referencing page numbers.  Unfortunately this time around, in the Fireworld, I was unable to complete any of the trials to figure out what the clues could have been because the trials, which are essentially mini-games, here were wonderfully difficult.  And by wonderful I mean they were a pain in the ass, all except the deadly snake pit which was alike a slow-moving shooter.

The majority of the tests that I came across involved dodging objects that would progressively get faster the more you get hit.  So, if you happen to get hit frequently (as I did nearly every time) by the objects be they fiery goblins, flaming firebirds, or jawing salamanders, the speed at which they fly at you increases with each hit, eventually making the test feel utterly impossible.  The other types of tests are in a similar vein, where you have to move the flying objects themselves into a stationary object at the bottom of the screen and one miss means that the objects fall faster and it becomes more difficult (see above).  Pile on top of all of that information that there is a lot of flashing going on from the objects themselves because some of them are spinning themselves, and also your run-of-the-mill memory issues with a lot of objects on the screen at the same time, and you have a hard to control and hard to see screen.


The other thing that I found rather annoying was that the layout of the maze seemed to be procedurally generated because the map I was creating while playing became useless after I tried doubling back to the room I just came from.  Just something I noticed.

Verdict: No.

Game 1: Did not finish.


Swordquest: Waterworld

Hmmmm.  You know, oddly enough, I did not hate Swordquest: Waterworld.

I started the game after going through the manual before even reading the accompanying comic because I thought that the game was going to be similarly developed.  That there were going to be difficult mini-games that were nearly impossible to beat, along with clues referencing a page and some dialogue from the comic to solve the puzzle.  While some of those preconceptions were true, based on what the manual said, I likely should have read the comic first because you apparently need to have a "careful poetic reading of the comic book ... [which will give you] information that will be helpful in selecting the valid word-clue answers from the false ones.", but even though I did not, I felt that this game was at least somewhat approachable.

Like the previous two games in the series, Waterworld has a maze of sorts and you perform one of three (randomly?) selected "skill-and-action tests."  If you successfully pass one of these tests, the following room will show you some or all of the available items to collect, but if you fail, they will be invisible and you will be unable to select them.  Thankfully the rooms appear in a vertical line and there is a roman numeral in the upper left corner that lets you know which room you are in, which is helpful if you decide that you are going to put all of your items in a single room.

While selecting items, the game did flash with two items at the bottom of the screen, presumably showing me a combination of items needed to function as a key.  I think.  I looked through the manual a couple of times to figure out what the end-game goal was and apart from finding the correct combination of items to place in each room, I cannot think of any way else to end the game.  Which I obviously did not.  

You know, I think I will go back and read the comic for Waterworld and reattempt this game because it feels more approachable than the first two in the series.  I like that the rooms are numbered and not procedurally generated, I like that it does not feel impossible to get the right combination of items together through a combination of trial and error and the (hopeful) knowledge from reading the comic (and interpreting it poetically).

Verdict: Yes.

Game 1: Did not finish.


So that is the Swordquest series and closing out the Adventure series as categorized by Atari and/or Code Mystics.  I have seen that the final game, Swordquest: Airworld will be included in Atari's 50th-anniversary game collection,  Atari 50: The Anniversary Celebration which was released back on November 8th.  I cannot say if the comics are included in that presentation of the game.  However, I still feel that you would need to have a dedicated comic available when you are playing any of these games as backing out of the game to pull up a comic from the same game would get very cumbersome.  I guess you could always just print out the comic?

The point is, I felt that so much of the success of these games and being able to successfully play them all hinged on access to the comic and a comic with accurate page numbers at that.  And since that one thing is missing from how this collection is presented, I am really surprised that they were included in this collection with the belief that they could be enjoyed beyond nostalgia and as a video game history artifact.  But that is just me.


~JWfW/JDub/The Faceplantman/Jaconian
I Adore You Still

Wednesday, November 23, 2022

MIDI Week Singles: "Ending" - Sword of Vermillion (GEN)

  

"Ending" from Sword of Vermillion on the SEGA Mega Drive / Genesis (1989)
Album: No Official Release
Publisher: SEGA
Developer: SEGA AM2


Not having played Sword of Vermillion, although having listened to the music, I cannot say if there are themes in this ending theme that are similar or reminiscent of other themes throughout the game, this track is the ending theme, and credits music done right.

As implied by its title, Sword of Vermillion is a fantasy action RPG where you are tasked to save a kingdom by killing the BBEG.  The fanfare that intros the song is a classic fantasy motif all around.  The bulk of the song is not overtly melodic but just builds and builds in a way that congratulates the player for saving the kingdom and likely the world.  This song just exudes heroicness and you, the player, should feel amazing for the feat you just accomplished.  If the cutscene before the credits did not do it for you, then this song is a last-ditch effort to instill you with a sense of accomplishment.  Hell, I have never played this game and I feel accomplished in my recently completed task at work.  

Again, not having played the game and while I am not about to watch the entire 12-hour playthough to find out if the explosions at the end of the song are specifically referencing anything that happened during the course of the game, but I was a little disappointed to find out that there were not any explosions or fireworks during the credits to accompany these sound effects.  But that disappointment was short-lived because of how happy this song just makes me feel.


Good job song.


~JWfW/JDub/The Faceplantman/Jaconian
What Your Mind Conceives

Monday, November 21, 2022

Second Impressions: Dark Souls II: Scholar of the First Sin (PC/SD)

Systems: PlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One
Release Date: February 5, 2015
Publisher: Bandai Namco Entertainment & FromSoftware
Developer: FromSoftware

I wrote an original First Impressions article for Dark Souls II: Scholar of the First Sin back in 2017.  Most of that article was about how I was having trouble getting DSII: SotFS (just Dark Souls II and DSII from here on out) to play nice with my laptop and let me play for more than an hour without crashing.  Now that I am playing it on the Steam Deck, I have had a much more enjoyable experience over the last 63+ hours.  As far as how the Steam Deck has played, I have had zero issues either with compatibility (DSII is rated "Verified" being the highest playability ranking from Steam), and I am running the game on the highest graphics settings.  

During the first month or so though, the DSII servers had been down so I was playing without any writings on the ground from other players or threat of PvP outside of scripted NPC invasions such as The Forlorn and Armorer Dennis.  Then sometime during the week of October 23rd, the PC servers came back online and everything was back.  I did continue playing online during two playthroughs, I was invaded twice, killed one of the invaders, then from that point on I have played in Offline Mode.  Yes, I know I can burn effigies for 30 minutes of PvP-free exploring, but I would rather save my effigies for when I want to use the Silver Catfall Ring (for that extra bit of life when surviving a fall), or before going into a boss fight and want to summon an NPC helper.

I cannot say though that I have been playing a 100% spoiler-free playthrough though.  First, as I did with the first Dark Souls game, I am watching Dan Floyd's playthrough from their PlayFrame channel on YouTube but I am only watching until he starts exploring an area I have not been to.  With the level design of Dark Souls II, being significantly less linear than the first Dark Souls, this has made watching episodes a lot more sporadic.  I read in one article about where to go after the Forest of Fallen Giants that by the end of the game, there are upwards of 17 paths in close proximity to the hub of Majula.  By the end of episode 22 of 68, he is going up against The Executioner's Chariot, but he has not explored into The Wooded Grove past releasing Rosabeth of Melfia.  Conveniently, Dr. Potts is/was also playing DSII, shortly after beating the first Dark Souls and has been posting the occasional picture up on the Twitter, but those pictures are not so much spoilers until after I reach those areas, and even then I probably would not classify them as true spoilers.  More like, pictures of places that look really cool that I have yet to get to (photo credit to Dr. Potts).

Another reason why I am seemingly lagging behind is that I am taking the easy route when it comes to Dark Souls II.  An interesting mechanic that I initially hated was that enemies in this game stop spawning once you have killed them about 12 times.  This means that without a couple avenues, there is a limited number of souls/experience points that the entire game generates meaning there is essentially a level cap.  This can be augmented of course by having specific items equipped (souls ring), by either summoning or not summoning NPCs to help with boss fights (more summons, fewer souls as a reward), joining the Company of Champions Covenant which makes enemies slightly more difficult, but also causes all enemies to respawn again, or by using a Bonfire Aesthetic to reset only a particular area.  What I mean by easy mode, is that I will typically enter a new area and explore that area extensively, killing as many enemies before I either run out of Estus Flasks or my gear needs repairing (at bonfires), so I go back to use a bonfire and the enemies respawn until they stop respawning.  This means that all of the souls I have gotten are primarily used to level up and also makes the trek from the nearest bonfire to the next boss free of enemies and just that much easier to fight the boss.  It also means that I will not be in the position of going up against a boss with a pocket full of souls that I might lose if I die against the boss and die while trying to get back to the boss.  I am currently at level 126, which according to people who are seemingly better at Souls games than I am, is 20-40 levels too high for exploring Huntsman Copse, and only defeated one of the four Old Ones.  But again, easy mode.

When I started my character, aptly named Jaconian, I created a sorcerer because I like having ranged options for fighting and since spells regenerate at bonfires, I do not have to use up souls as currency to buy arrows.  This made engaging the Ogres early on in the Forest of Fallen Giants a lot easier and was a primary source of souls when I was leveling up early in the game.  I initially planned on creating a combination Int and Dex build, but as I found that I was not as quick on the rolls and taking more damage (despite putting a lot of points into Adaptability), I ended up creating an Int/Str build, which has now turned into what the kids refer to as a (mostly) quality build, having most of my stats at 20+, with the exception of Vitality and Faith.  My primary weapon has been both the Sorcerer's Staff and the Craftsman's Hammer with the Staff at a +6 and the Hammer at +2 (damn Twinkling Titanite), although I just found the Black Knight's Halberd, which was my main weapon in my first mostly-complete run-through of Dark Souls, but since it and apparently, every piece of gear I have requires Twinkling Titanite to upgrade, I may just stick with the Hammer.  For now at least.

One thing I am not a fan of is how much of the game feels like it leaned hard into the online multiplayer aspect.  Most of the covenants are all based around PvP, and there are even areas (Undead Purgatory, Belfry Luna, Cathedral of Blue, Grave of Saints) that are constructed specifically around invading others and being invaded by other players.  I mentioned that early in this run of DSII that the PC servers were down so all PvP had been disabled and I got used to playing the game solo with only fear of running into invading NPCs.  Once the servers came back online, I played two rounds online and was invaded twice.  I recognize that being invaded at potentially inconvenient times is part of the dread that is Dark Souls II experience, but that is not something that I look forward to when I play this game.  So after that second game that included online play, I put the Steam Deck into Offline Mode.  Sure, I end up missing a side of the game that it was designed for, but I happen to be enjoying the game this way.  My way.  I want it that way, and I'm lovin' it.  Thanks, Burger King,  Justin Timberlake, and McDonalds.

So that really has been my experience playing Dark Souls II.  I am enjoying the game a lot more than I thought I was going to, knowing about the enemies despawning, and hearing/reading from various sources that Dark Souls II is one of the harder souls games and is hard for the sake of being hard compared to the first Dark Souls and apparently Dark Souls III.  That being said, I am still dying a lot, sometimes it is stupid mistakes like rolling away into a wall and getting caught by a combo attack, other times because I lose track of my health and get hit hard, and others because I find myself outmatched.  I also found that I am enjoying the level design more than I thought, seeing as how so much of the game is built around fast traveling to bonfires further along, but when combined with enemies no longer spawning, it is a great mechanic that would have made traversing to areas long and boring.



~JWfW/JDub/The Faceplantman/Jaconian
Lost in a Dead World

Friday, November 18, 2022

Game EXP: Atari Greatest Hits Volume 1 (NDS) -Atari 2600- Adventure Pt. 1

 


Today's article is the start of the Atari 2600 games, starting off with the first two games in the Adventure category, Adventure, and Haunted House.  As with today's games, a lot of the games featured in the coming weeks will include screenshots of the user manual mainly to show how the games would try to increase their complexity and put into context the often simplified visuals on the Atari 2600 console.  With the 2600's limited 8-bit CPU, it was limited in what it could display on the screen, so having an idea ahead of time about the story in the game as well as the box and cartridge art was important for the player to visualize what their yellow square on the screen was supposed to be besides a monochromatic polygon.  I was aware of both of these games before I played them on one level or another and I did go into both games with an open mind and as unbiased as I could be.

Adventure

Since Adventure is not just a straight-up shooter with an attempt at a simplistic plot, I read through the instruction manual to get a sense of what I was supposed to be doing and while I appreciate that the manual is included in the game, I probably should have had it out (at least on my phone) while I played because there is a lot to remember here.  Not that the names of the dragons are important, but knowing that Yorgie the Yellow Dragon is afraid of the Gold Key or that if a slain dragon is blocking your path, you can use an object by placing it next to/near the dead dragon "and move through the area."  Although you had better hope that the black bat is not in the area because it is likely to swoop in and swipe whatever it is that you are carrying and fly off to some other area of the map.  Like when it took off with the key I found in the blue maze, but it dropped the sword, so that was nice.  Except then it reappeared when I was about to attack the Green Dragon and gave me back the key, but took the sword and I was eaten.

The game has an interesting mechanic/use of the reset button, that allows you to "reincarnate" if you are killed by a dragon and any item you were carrying will respawn in the place where you died, but it will also respawn any dragons that you killed.  Dark Souls-esque?  In my one playthrough (including two deaths at the hand of the Green Dragon), I did manage to find the White Key, and the Gold Key which I used to open the Gold Castle but that just let me into an open room with nothing in it, so after finding the magnet from the bat, I stashed that item in there because I didn't know what else to do with it.  I also found the bridge which the black bat was also flying around on the same screen as the corpse of the Green Dragon, and while running away from the bat thinking that I could use the bridge to cross an impassable black line (river?), the bat flew up to me and traded the bridge for the corpse of the Green Dragon.  I then managed to catch the black bat again on the same screen but by that point, I was kind of over the game.  Maybe?

I feel like this is definitely a game that back in the day, with "day" being sometime in 1980, would have a couple of sheets of either graph paper or binder paper with maps drawn showing the way to where the various keys for each castle are located, where each dragon starts out and frequent shit talking about how much of an asshole that annoying that stupid bat is.  One other thing that stood out to me and should not have been a surprise was that there was no music and very few sound effects.  Moving through the maps was utterly silent, so maybe I should have been playing some Led Zeppelin in the background while either drinking a Tab or a Coors.

I think I can see the appeal of the game and I might replay it again on a different difficulty setting (stupid bat) although I really feel like maps would need to be drawn by me because playing with online maps just feels really disingenuous to this game and even disconnected from the game.

Verdict: Yes.


Haunted House

As I sadly expected, I have mixed feelings about Haunted House.  It is one of the earliest survival horror video games that has you wandering around a darkened house populated with ghosts, bats, and spiders while you try to collect the pieces of an urn so that you can escape the house.  You have matches to give you some light for a short time, and there is a scepter that can repel enemy attacks depending on the gameplay mode.  There is flashing lighting that lights up the floor you are on and a key that unlocks doors throughout the house.  All of the early elements are here.  Maybe I need to play the game in a darkened room on an actual Atari 2600 and not on a 3DS while sitting in my office at work (albeit with the lights still off).

This is definitely one of those games where you need to read through the instruction manual beforehand to know what you are supposed to do, what the items look like, what the enemies look like, what all of the numbers at the bottom of the screen mean, and most importantly, what the floorplan of the mansion looks like; I probably should have had the map pulled up on my phone because had I been old enough to play this when it first came out in 1986, you can bet that I would have had the manual open to the map of the mansion.  Leaving notations where each of the items are so that you can find them again if you do not want to pick them up, and where you end up dropping items if you find a piece of the Urn or feel inundated by monsters and need to clear a room/floor with the Scepter.  Now that I think about it, I do not know if you can permanently kill enemies or if you do just in fact, "drive them off."

I did play for 10 minutes on Game Mode 4 which has locked doors, lights off, all of the enemies, and the master key is randomly placed somewhere in the mansion.  Knowing that the game scores you on how many matches you use, I did briefly consider using matches sparingly, but after bumping into walls for a good 10 seconds, I decided that I should get used to the game by using matches as frequently as needed and just bump into locked doors instead.  By the time my 10 minutes were up, I was kind of glad because I had died four times, I had the Master Key, I found and subsequently dropped the Scepter, and I had previously picked up one of the three pieces of the Urn, but I never made note of where I dropped it (because you can only carry one item at a time).  I just do not think I was fully prepared to complete this game, but having played a bit this one time, I feel more prepared for my next adventure in this haunted house.


Verdict: Yes.

Game 1: Game 4 (Random Key)


While I did end up enjoying the first two games in the adventure collection, I feel like I was not as wowed by them as I had hoped I was going to be, especially since neither of these titles was arcade-like in their "Get the highest score on the leaderboards!" type of game.  I think what ultimately made me give the games the rating I decided upon was that I appreciated the different approach each game took, that, each game had difficulty and accessibility options that could modify some of the core gameplay mechanics, like having the lights on in Haunted House.  I do not know if I would play Adventure again with the same settings because that bat was a real asshole and while I do enjoy a challenge, I would much rather enjoy the game than be punished by the challenge.



~JWfW/JDub/The Faceplantman/Jaconian
Rule with Death and Fire

Wednesday, November 16, 2022

MIDI Week Singles: "Main Theme" - Scribblenauts (NDS)

 


"Main Theme" from Scribblenauts on the Nintendo DS (2009)
Composer: David J. Franco
Album: No Official Soundtrack
Developer: 5th Cell



I played a lot of Scribblenauts, the first time being at PAX09 at their demo booth, and fell in love with the game.  This was just a fun and imaginative game that might have lost a bit of its luster with each sequel after the original (except for the improved controls), but the music from this game and the series, composed by David J. Franco will always make me feel like that spunky young 29-year-old with nary a care in the world trying to come up with different ways to solve puzzles to collect that Starite.  

I had thought about splicing together a lot of the songs that are used for the intros into each level, but I got a little lazy so you will have to settle for the theme to the series, simply titled "Main Theme" because there was no official soundtrack released until Scribblenauts Unlimited in 2012.  But this theme, to me, exudes whimsy and that child-like energy that fortunate kids are lucky to have.  When I see a Starite up in a tree, I might think the easiest way to get at the goal would be to create a LADDER to climb the tree or a CHAINSAW to cut down the tree.  A kid might suggest using a BEAVER to eat the tree to a DRAGON to fly Maxwell to the top of the tree.  This is what this theme reminds me of that feeling, and that makes me happy.



~JWfW/JDub/The Faceplantman/Jaconian

Monday, November 14, 2022

Game EXP: This Way Madness Lies (PC)

Disclaimer:  I received a review copy of This Way Madness Lies from Robert Boyd with Zeboyd Games.  The game was given without the expectation of a positive review, only that we play the game, share that experience however our platform saw fit and create a review of this game to share on social media platforms.  Unless otherwise noted, all pictures and descriptions are from my playthrough of This Way Madness Lies.

 


Systems: Steam
Release Date: November 10, 2022
Time Spent: 12 hours 26 minutes

This Way Madness Lies is a magical-girl comedic Shakepspearean JRPG from Zeboyd, the developers of Cthulhu Saves Christmas, Cthulhu Saves the World, Breath of Death VII, Cosmic Star Heroine, and Penny Arcade's On the Rain Slick Precipice of Darkness 3 & 4If you have played any of those games, then your experience here will be similar, but if you have not, then buckle up.  I will be honest though, out of the three references and styles this game derives from, I was unfamiliar with the magical-girl aspect, although I am aware of Sailor Moon and that the transformation scenes were specifically referencing that anime.  As far as Shakespeare, while I am not as versed as The Kid, I have seen a handful of Shakespeare's plays both in full form and in condensed form at Renn Faires, as well as several film adaptations over the years; Kenneth Branagh's adaptation of Much Ado About Nothing is probably my favorite.  So while I might not have gotten all of the questions correct during Shakespeare trivia, I did know a fair amount of the references.  And as far as JRPGs go, I mean, come on.

This Way Madness Lies follows six girls who are part of a Shakespeare drama club at their local high school, the Stratford-Upon-Avon High Drama Society, where they perform plays by William Shakespeare and in their off time, fight against the Nightmare realm from invading and destroying the continuity in Shakespeare's fictional worlds.  The premise itself is rather silly and even the characters in-game point this out, but the events happening in this game have apparently been happening for a while as the characters confront the invading Nightmare creatures with zeal they have developed before the events in this game.  There is not too much though devoted to how long these attacks on the world of Shakespeare's plays has been happening, but the impression is that it has been going on for some time as a few past adventures are mentioned throughout the game.  Similar to how Cthulhu Saves Christmas was a prequel to the first released Cthulhu Saves the World, I would not be upset about a prequel showing how Imogen and company received their powers and started upon their adventures; but that might be a few years away if at all.

The game is also very classic Zeboyd Games in that a lot of the characters are self-aware that they are characters in a video game and there is a fair amount of fourth-wall breaking.  The writing too is very much in the style of previous games from Zeboyd with witty banter between the characters, the enemy descriptions, and how the game itself interacts with the player.  In This Way Madness Lies there is the added semi-optional mechanic of offering the player a modern translation of semi-Shakespearean English during certain dialogue scenes.  Anytime there is a play being performed or a character from one of Shakespeare's worlds talking, you can, if you want, see a tongue-in-cheek translation of what is being said.  At fist I was a little meh about this mechanic as I felt that I have understood enough Shakepseare to not need a modern translation, but I should have known better because of what game I was playing.  The translation is not intended to be a direct interpretation of the dialogue, but instead is just more comedic writing.  I found it very hard not to screenshot every piece of original and translated dialogue because of how hilarious a lot of the translations ended up being.  There were even a few instances where there were no interactions between characters happening, usually while traveling through worlds between monster encounters, that I wished there was another chance to use the translator.

While This Way Madness Lies is heavily based of JRPGs of the SNES era, there are several liberties Zeboyd Games takes which essentially makes this game somewhat of a JRPG-lite.  First off, you are able to select the overall difficulty of the game upfront, from Easy ("Easy Enemies, For those who love story") up to Hard ("Hardest Enemies, For those who love mastery") and within that difficulty setting in-game, all of the enemies are visible on-screen and some battles are avoidable.  Some of these enemies require the player to time their sprints between enemies like they were Simon Belmont in Dracula's castle, or you can just run into the enemies and engage in battle.  Even outside of battle in the menu screen, you can instigate a battle against enemies found in the level to grind more than would otherwise be necessary to get through the stage.  

Unlike traditional JRPGs, there is no equipping weapons and armor here, instead you equip traits that augment each character's stats, their abilities and consumable items to use during combat.  So while there might some poo-pooing about not being abe to find and equip better gear, determining which abilities each character will have during combat and which traits might better suit the character based on who is in the party has its own levels of complexity beyond picking the most recently earned skill.  And for me, even after 12 hours and fighting every monster I came across, as well as a few self-instigated battles, there were still about 10 or so abilities that I never unlocked per character.

Because this is a Zeboyd game, items respawn after each battle to be used indefinitely, and most abilities during combat are single-use until the character defends and then their used abilities recharge/combe back.  Although when you start the game you can only equip three items, you can find backpack upgrades in treasure chests throughout the levels; some chests are semi-hidden while most are visible but take some treking and minor-maze solving to find out how to get to them.  I usually found that I would have a healing potion, a potion to cure status ailments (although I never really seemed to bother with trying to cure ailments like poison as they never had very noticeable effects, or I just was not paying as much attention as I should have been).  There were also items that could cause damage to one or groups of enemies and I found that I liked having these as options for when I did not want to use up a characters abilities or if they did not have any attacks left (only having buff or ailment causing abilities left).

Unlike a lot of previous Zeboyd games however, the enemies do not get stronger as the battle progresses, which I was happy to see not happen.  But as with earlier games, the characters fully heal and revive if they are killed at the end of each battle, which makes the fact that enemies are sometimes more difficult than your average random monster battle in a JRPG (Final Fantasy, Dragon Quest) a little bit more foregiveable.  It is also nice that leveling up happens to the entire troupe, not just who is currently with you in your party and wether or not everyone survived.  It is just nice consideration to take the player's time into account and not have to worry about all of the characters leveling unequally to the point that one character is level 45 and another character is level 37 while the game levels the monsters towards the highest or lowest level character.

While the game has six primary characters (or does it have more!?), Imogen does fill the roll as the primary main character as she is playable for the entire game while the rest of the characters will swap in and out, sometimes in story-based ways and others in contextual circumstances.  Not having full control over who is in your party is part of the reason why leveling in the game happens the way it does, as you otherwise, again, might have severely under or overpowered characters.  Although by the end of the game, I did have my favorite tactics for going into battle which lead me to having certain favorite characters.  Beatrice for instance has the Toxic Cloud ability that poisoned all of the enemies who would take poison damage on their turns although the enemies would never die from poison, instead taking them down to 1 HP.  She also had the Doom ability which caused 150% dark damage to an enemy that was already poisoned.  I personally found the poisoning ability invaluable especially once enemies got into the 3000+ HP realm as they would take 200-350 damage along with whatever damage my characters did with their own attacks.  Although for whatever reason, possibly a combination of the traits I had equipped to Beatrice (and possibly because I also had the "Unique" trait equipped to Rosalind which made her "Less likely to be targeted by enemies"), but I found that while most characters died infrequently during battle, Beatrice ended up being "killed" 10+ times in the second half of the game.

Let us talk about the music for a bit.  Joshua Queen returns to score the music, who was the composer to Zeboyd's previous game, Cthulhu Saves Christmas.  The music is great and what I would expect from Joshua Queen (I talk as if I know the guy).  There is really only one exception and that is in the first dungeon/area.  The track, "Every Rose" itself is a good song and I have nothing against the song, but just over two and a half minutes into the song, the singing starts.  Granted the track starts back over from the beginning after each battle, but if you backtrack (like I tend to do) looking for every treasure chest and possible hidden locations, you are likely to spend more than two and-a-half minutes without getting into a fight.  Having this particular song as background music felt strange, mainly because I do not remember ever playing a JRPG where there was a song with lyrics playing in a dungeon map.  I could see it being used as the music in the final dungeon battling your way to the final boss, but having it in the first dungeon area felt strange in a way that I can really only explain as off-putting.  Again, the song itself I enjoy, but I question the choice of it being used this early in the game, and there being actual singing.  Maybe I am an old curmudgeon and like my JRPG dungeon music to be instrumental, but I feel like this song could have been looped before the singing started.  But do not be surprised if in the next week or two we end up featuring a song from this soundtrack on MIDI Week Singles.

Something that I wish that was implemented in the game was a skip option whenever the characters transform from their normal going-to-school outfits into their magical-girl outfits.  Each time they transform, the game enters a cutscene that shows each girl with close-up shots as their outfits change, although there is nothing gratuitous and the animations are all very tasteful.  They just take a while as they show each of the four characters, although sometimes due to in-game circumstances there might be fewer.  But the transformation scene does take a while from beginning to end, and I do not know if this was a criticism of the Sailor Moon series or other anime where characters transform, if that was what was supposed to be referenced.  Either way, I wish that there was the option to skip this sequence after the first time through; and keep the length of the last transformation scene for impact.

One last thing that I questioned is only a little bit of a spoiler.  About halfway through the game, the main character Imogen finds herself in a petshop and you are given the choice of one of four pets to choose.  I decided to go with the goldfish mainly because of how different it was from the other fantastical options such as Neko Dragon and Unicorn.  I think I liked the idea of the goldfish maybe actually turning out to be super intelligent, but instead it seemed to be a mundane goldfish.  I cannot comment on how the story progresses for the other pets, but maybe the goldfish is just a goldfish and I should have chosen a different pet if I wanted the pet storyline to abe interesting.  To me, this storyline (for which there is an achievement) did not go anywhere, and while I do like the idea of not everything in a story having a fulfilling storyarch, I was a little disappointed that this in fact did not go anywhere.  Maybe on a future playthrough I will choose the Neko Dragon.

The Steam page for This Way Madness Lies suggests that the game is playable in between 5-10 hours and if you look up at the top, you will see that it took me almost 12 and-a-half hours.  Although I tend to take longer just because of the way I play apparently, reading all of the dialogue, fighting all of the monsters and instigating a couple of fights on my own.  Plus I tended to go into the menu to look over the Items, Abilities, and Traits any time I gained new ones.  Additionally, entering new areas and fighting new monsters with differing weaknesses might require me to go in and more things around to make the characters in my party more efficient.  But even playing at two hours longer than what Zeboyds sees as a full playthrough, I loved that the game is as long (or as short) as it is, and something that I love about Zeboyd games in general.  You get a similar experience to playing a 50+ SNES era JRPG in a quarter of the time and I do not feel like I missed out on anything based on the story that was being told here.  Sure there were references to past events and hints at what could be a sequel (crossing fingers for that and a prequel), but that just helps to make the world feel already lived in and established.

I believe that This Way Madness Lies accomplished what it set out to do, to deliver a short and sweet JRPG, this one of the magical-girl type set in a Shakespearean universe with the obligatory Cthulhu mythos and SNES-era references in the storytelling, monster design, and overall amazing sense of humor.  The writing is again top notch and what you would come to expect from Zeboyd and I am eagerly awaiting either another game in the same universe or their next original game.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental

Friday, November 11, 2022

Atari Greatest Hits Volume 1 (NDS) - Atari Arcade - Home Arcade


This collection of four games is our last of ported arcade games with modified controls.  This collection probably makes the least sense collectively as they are all different thematically, have different scoring systems, and use different control setups.  I decided on the Home Arcade subtitle because you are playing ported arcade games in your home, and almost every arcade I have been to in the last 10 years has at least two of the games in this particular collection, with Pong being the one I have seen the least out in the wild.  As such, these games are ones that I am more likely to play in a real arcade because I know the mechanics and I do manage to have fun playing them even when I find that I am not great at playing them overall.


Centipede

The presentation for Centipede was very nicely done in their attempt to recreate the feel of the arcade cabinet and how you play the game on the DS can be varied.  You have the option of playing either holding the DS like you would normally for most games, or you can turn the system on its side to play with a vertical screen; plus, either have the screen rotated depending if you hold the stylus in your left or right hand.  Then you have the option of playing with the stylus directing Oliver the Elf (because that is what you are in this game according to the Atari 2600 game manual) directly on the screen, or you have the option of using the stylus as you would the trackball that is part of the original arcade cabinet.  I decided to play right-hand vertical and at first, I thought I would prefer to use the stylus to move around directly on the screen, but after the first game, I found that my hand would get in the way of the screen on the bottom which is not good when you have a spider bouncing around that you are either trying to shoot or avoid.  The trackball I actually found to be responsive and I was not constantly swiping the ball to move; although I did not take any measurements to determine if Oliver moved 1/4 the width of the screen for every full trackball swipe.

But Centipede here is essentially the same Centipede in the arcade, although by holding the 3DS vertically, you have to use either the L/R shoulder buttons or the directional pad to fire magical darts from your wand.  Using the directional pad made me feel like I did not have a great grip on the 3DS and using my thumb to mash the R shoulder button became a little uncomfortable (but manageable), although you could hold down the button to rapid-fire.

I am sure there are tactics and a technique to Centipede, something about controlling the jumping spiders at the bottom of the screen and the number of mushrooms dotting the lower third of the screen and where you shoot the centipede so you don't end up with eight heads speeding towards you while still maximizing the number of points you earn each stage.  For me, I would focus on the spider and inevitably hit the centipede at the top of the screen.  I found that I was consistently getting to the second and third stage and in the later games I was at, I think, the fourth stage when I got the game over.

Verdict: Yes
  • Game 1: 4,862
  • Game 2: 5,952
  • Game 3: 10,799
  • Game 4: 11,514
  • Game 5: 11,054


Missile Command

Missile Command was an interesting game because I feel like there is a lot of legacy that comes with the name despite only having played it a few times in an actual arcade. The concept of the game is that you are operating a missile command station while the cities you are defending are bombarded with incoming missiles.  The missiles you fire do not actually hit and knock out incoming missiles, instead it is the explosion from the missile that destroys the inbound missiles so you have to figure out timing based on where your targeting reticule is, and where the enemy missiles will be when your missile explodes.  Add on top of that, that the enemy missiles will sometimes split off to create additional missiles, often not flying off at 90-degree angles from their original trajectory.  Add on top of that, you have three missile firing stations and each station is equipped with a finite number of missiles.  So unless you are very conscious about how many missiles you are firing, how much you are missing, and how many more incoming missiles there are, you could very much run out of defensive missiles before the end of the stage leaving not only your cities but your missile firing stations open to attack and destruction.

Scoring in the game is made up of a combination of how many missiles you have left, how many cities and firing stations you have left, and if you shot down any additional slow-moving aircraft (similar to the alien ship that flies across the top of the screen in Space Invaders).  You gotta save your family!

The control options in this game are firing using the directional pad to fire from specific missile stations and either the stylus on the screen for targeting, or using the stylus on a virtual trackball.  Before I started, I thought that I would prefer the accuracy of the stylus for targeting, but I found that my hand would get in the way of the screen, especially when firing on the left side and that my shots were a lot more erratic.  When I used the virtual trackball, to me it felt more authentic to playing in the arcade and similar to playing Centipede with the trackball.  The trackball was very responsive and I never felt that I had to move the stylus more than twice to get it across the screen to line up the reticule to where I wanted to aim.  Firing in this mode felt less erratic, but I would still lose all of my cities and firing stations by the third or fourth stage.  That being said, I did get my highest score with the stylus method.

While the game does start to feel nearly impossible by the end of the third stage, it still manages to feel fun, if only because there is that nagging feeling that maybe if I had gotten that missile earlier, it would not have split up into four more missiles and I would not have run out with the central missile-firing station.

Verdict: Yes

  • Game 1: trackball 3,085
  • Game 2: trackball 6,140
  • Game 3: stylus 6,560
  • Game 4: stylus 5,615
  • Game 5: stylus 5,905


Pong

Yeah, Pong.  But unlike the arcade version of Pong, in this game, you can only play a one-player game against a computer opponent.  I should not have to explain Pong, but let us remain consistent.

Pong is essentially digital ping pong with some obviously needed modifications.  You control a paddle that hits back a block/ball across a line/net to your opponent who has to hit the ball back without the block/ball getting past them.  The ball can ricochet off of the top and bottom walls and the angle that your paddle strikes the ball can alter its return angle and the speed of the return.  That's it.  The control settings were similar to previous games where I could control the paddle with the stylus, or I could use a vertical slider (still using the stylus mind you) to control the paddle.  I only played one game with the stylus, and despite being the only game I won, I did not like the feel because you control the left paddle, but I was using the stylus on the right side of the screen so I felt more disconnected than using the slider option on the bottom screen while controlling the paddle.

Well, it turns out that playing Pong against a computer opponent was a lot less fun than I was anticipating.  In my first two games, I got into a stalemate as the ball got stuck at the bottom of the screen with both myself and the computer opponent leaving our respective paddles in place, not moving, and the ball bouncing back and forth in a straight line.  So I restarted the game.  In the third game when this happened, I did manage to unstick the ball by quickly bringing the paddle down right before it hit the ball and this seemed to work to dislodge it from the beep-beep monotony, but it did not always seem to work; or I am just bad at Pong.

If I ever play Pong again, it will likely be in an arcade for the novelty of playing one of the first arcade video games, or if there is a modernized version for virtual reality.

Verdict: No.

  • Game 1: [stalemate] (slider) 2 - 3
  • Game 2: [stalemate] (slider) 0 - 2
  • Game 3: (stylus) 11 - 8
  • Game 4: (slider) 6 - 11


Tempest

I cannot explain why I have a soft spot in my heart for Tempest but I do.  For me, there is just something about the vector line graphics, the novel take on a space shooter, and the dial used on the arcade cabinet as the only mode of locomotion for whatever it is that your character/ship/thing is supposed to be as it crawls across the top of the playfield (called the "web").  

A lot of what I love about Tempest is in this presentation too, except the dial controls.  Like a lot of the games, you have the option of two control schemes, but the ones here are vastly different.  First, you can use the directional pad to move around the web by pressing either the left or right buttons, but this, to me, felt very inaccurate, especially in stages 4 and up as there are areas on the web that are very small and easy to miss if there is an enemy or spike making its way up.  Oftentimes I found myself overshooting where I wanted to be aiming.  The second option is to use the stylus, which ended up being my preferred method.  You would think that moving the stylus across the screen would get your hand in the way, and you would be correct, but this felt like the best and most responsive method to play Tempest.  I wish that there was the option to have a dial on the bottom screen that you could rotate with the stylus and have the playfield on the upper screen.


That being said, I still found this presentation of
Tempest a lot of fun to play, not as much as playing it on the arcade cabinet, but that is the trade-off I guess.

Verdict: Yes

  • Game 1: 0  [Don't ask, this was a bad game]
  • Game 2: 2,700
  • Game 3: 6,100
  • Game 4: 1,936
  • Game 5: 11,144
  • Game 6: 6,250
  • Game 7: 7,610
  • Game 8: 6,000

So now we close out the ported arcade games, at least somewhat on a high note with three of the four games receiving/earning a Yes verdict.  At the end of the series, we will do a recap with the full list of games and their respective verdicts for ease of access, or you can click back through the links to the right.  But this selection of games was a more-or-less solid selection of what Atari had to offer in arcades in the '80s.  

In the coming weeks and months we will be moving to the Atari 2600, which does have ports of almost all of the arcade games we have covered these last handful of weeks, although the "Arcade at Home" games will feature in December as we will move onto a couple of weeks with Adventure games; alphabetical and all.  So stay tuned for some more Atari fun next Friday as we jump into the Atari 2600 and I hope that you gained a little bit of insight into the ported Atari arcade games, as well as personal insight on the types of games that I sometimes prefer, be they games from 2020 or 1980.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


P.S.  I still really need to work on my outros.