Tag: 2009

  • G.G. Series #5: Ninja Karakuri Den (SUZAK, 2009)

    G.G. Series #5: Ninja Karakuri Den (SUZAK, 2009)

    Developed/Published by: SUZAK / Genterprise
    Released: October 14th, 2009
    Completed: 23rd April, 2015
    Completion: Finished all 60 levels at the cost of many, many continues.
    Trophies / Achievements: n/a

    I’m obsessed with weird cheapy games—well, Japanese ones, anyway. I’ve made a habit of collecting any Simple Series games I can find (like most folk in-the-know, I adore the EDF series) and I’ve always been interested in the G.G. Series, a series of really cheapy ($2) games thrown out on the DSi eShop.

    (Confusingly for collectors, there’s also the GO Series put out by Gamebridge, which includes a bunch of re-badged G.G. Series games in Europe, but in North America just seems to be a grab-bag of other weird cheap stuff.)

    Anyway, Ninja Karakuri Den is the first of the series released in North America (though the fifth in Japan) and I’m going to surprise you (possibly?) by saying I loved it. For $2, anyway. It’s a simple little game that’s anything but the Ninja JaJaMaru-kun clone you might imagine—your ninja constantly jumps, every platform he jumps from crumbles, and the idea is to modify your jump height and dash and slash to destroy all the cogs on screen while avoiding/killing enemies to progress.

    It’s great! It really is! The controls are initially a little complex until you work out you want to be dashing and slashing more or less exclusively, but most importantly they feel great. Combined with the cute graphics and just-enough-content for $2, I ain’t complaining.

    If I was to complain, I’d probably moan that there isn’t a better way to continue than just hitting retry to brute-force your way to the end, and that the bosses are a repetitive low-point of the game. And, honestly, now I’ve done all 60 levels I don’t really see a point in fighting for a high score or anything.

    Basically, Ninja Karakuri Den is one idea done well for just long enough. Could it be longer, have more enemies and maybe platform types? Sure. Did I enjoy it because it was such a pleasant surprise as I was expecting nothing good at all? Very likely!

    Will I ever play it again? No, but I’ll be happy to drop the $12 for the other six games in the series released in North America and that’s a big, big recommendation.

    Final Thought: I don’t really have any other thoughts so actually I’d like to open the floor—have you played any of the G.G. Series? Any particular stand-outs? Oh, hang on, I don’t allow comments on the site. Let me know on Bluesky?

  • Starship Defense [aka Starship Patrol](Q-Games, 2009)

    Starship Defense [aka Starship Patrol](Q-Games, 2009)

    Developed/Published by: Q-Games / Nintendo
    Released: December 18th, 2009
    Completed: 15th April, 2015
    Completion: Finished all 30 levels, 16 perfects.
    Trophies / Achievements: n/a

    I feel like I’ve talked about tower defence here already, but apparently I haven’t. Must have been on Twitter, then.

    Here’s my thoughts on tower defence games: I have a “they’re hypnotically… ok”/hate relationship with them? They’ve got a loop that is undeniably compelling—build a thing, watch it perform, did it work? Repeat—but they also (often) have a problem that comes with that: if you don’t know what the thing you are building is supposed to do exactly, you’re going to be annoyed as you watch it fail. Also because the games tend to have multiple waves, unless you’ve been building for future waves—in a way that will feel sub-optimal for earlier waves, likely—you can get wiped out towards the end in a way that can feel somewhat annoying.

    These problems are definitely apparent in Starship Defense! I picked it up in a “god, apparently I have all these Nintendo points on my DSi” splurge right before Club Nintendo ended in the hope it would raise some more Club Nintendo points (I think it got me 10) and because I’ve generally been interested in Q-Games’ output on Nintendo systems. I had managed to forget totally that I hated Pixeljunk Monsters (their earlier tower defence) and didn’t really like Trajectile (or at least, I tired of it quickly.)

    Anyway. Starship Defense looks nice—it’s almost a pencil-on-paper look, but not quite. Maybe they just thought it was too dull when they did it with black space. And I like the feel of the top screen being a Galaxian-like formation of baddies. Unfortunately, I just wasn’t crazy about the tower defence. You only get a glimpse of the route enemies will take right before they start to take it, and it makes planning for future waves difficult. Enemies are split up into two kinds, normal and stealth (stealth being the “flying” enemies you usually get in other tower defence games) and there are only three weapons that can attack stealth enemies, only one of which is cheap/immediately available, and it’s weak and unsuited for attacking other enemies, so you need to know exactly when and how to combat the stealth waves.

    (This is problematic, because there are several special, expensive weapons you will never use because it only makes sense to use the one most powerful weapon that damages both stealth and normal enemies. I beat the game, generally, using only 4 of 8 weapons.)

    I suppose tower defence games are for people who want to replay levels to get a perfect—in some respects my criticism of Starship Defense is personal. I’d much rather be playing a game where I’d be able to change tactics on the fly or have enough information, in advance, that mistakes would be my fault rather than the fault of ignorance. I don’t find it fun to replay a level where I’ve “solved” a bunch of waves to get to the wave where I should have done something different, and the game even discourages tactics changes (destroying a weapon costs energy, so you can’t switch a weapon’s position without, generally, paying double.)

    Starship Defense still offers that pride, however. Pride of having a really nice, weapon-loaded ship, and seeing it get to work. And it’s only got 30 levels, so it’s a nice “hit” of tower defence if that’s what you’re looking for?

    Will I ever play it again? Nah. And I hope this reminds me not to play a tower defence game again unless it does something really, really different.

    Final Thought: It’s slightly disappointing this didn’t take more cues from vertically scrolling shooters, with enemies flying in Galaxian formations, or the player placing fighters that can only move left/right in rows? There’s probably something there!

  • Wario Ware D.I.Y. (Nintendo, 2009)

    Wario Ware D.I.Y. (Nintendo, 2009)

    Developed/Published by: Intelligent Systems, Nintendo SPD / Nintendo
    Released: 29th April, 2009
    Completed: 10th February, 2015
    Completion: Finished all the Nintendo-developed Wario Ware games and read all the 4-koma!
    Trophies / Achievements: n/a

    Aye, so… I actually started this in, like… March 2014, because that was around when Nintendo had announced it was closing the servers for a whole raft of Nintendo DS and Wii games, and this was one of them. I was all “oh no! I’ll need to download all of those good levels people made and save them to my cart!”

    However, turns out that while my Nintendo DSi will connect to my router, a lot of these (all?) of the Nintendo DS games don’t actually use the on-system wi-fi connection (or something?) and so couldn’t actually connect to my modern router. I could have faffed about with my router settings, but I wasn’t actually bothered, so I forgot all about it after finishing Fire Emblem: Shadow Dragon (which I finished, ok, shut up.)

    Without the ability to upload levels I’ll be honest I didn’t actually bother my arse trying out the level creation stuff, and anyway that’s my actual job so fuck that for a game of soldiers. And without the ability to download levels, I was stuck with the pre-installed ones, which, much like Wario Ware: Touched! all use the touch screen, so they’re crap compared to the brilliant ones on the GBA. Totally forgettable and dull.

    But at least there aren’t too many of them! The best thing about Wario Ware D.I.Y. is, however, the weird inclusion of loads of 4-koma. If you’re not familiar, 4-koma are a very Japanese style of four panel comic strip, usually super absurdist and often quite wordy compared to your usual, western style of three panel comic strip. These are great. They’re all super funny and you have to unlock them by playing Wario Ware D.I.Y. every day, which sucks, but it’s something to return to, which I did every time I remembered, which, apparently, was rarely, because it nearly took me a full year.

    However, the 150-odd 4-koma were worth every penny, even if nothing else about this is particularly good post server shut down.

    Will I ever play it again? Nope.

    Final Thought: A brand-new game idea!

  • Soulcalibur: Broken Destiny (Project Soul, 2009)

    Soulcalibur: Broken Destiny (Project Soul, 2009)

    Developed/Published by: Project Soul / Namco Bandai
    Released: September 1st, 2009
    Completed: 25th March, 2014
    Completion: Uh… there’s no actual story mode or anything in this. Not even an Arcade mode. I just… stopped.
    Trophies / Achievements: n/a

    Apparently Soulcalibur is how you write the name of this series? Huh. Well… you know, Soulcalibur on Dreamcast is the first time I remember being “wowed” by graphics. It’s rare, but it happens. I remember standing in G-Force Games on Union St.—never a game store I’ve been fond of, I’ll spill—and seeing the attract mode run; Kilik all swingin’ his staff about. I was genuinely impressed.

    So, later I bought a Dreamcast and Soulcalibur and basically devoured every single piece of content. It was enjoyable! Anyway, a while ago Soulcalibur: Broken Destiny was put on PlayStation Plus and it works on a PlayStation Vita, so I thought I’d give it a wee go and see how I felt about it, having not played a single Soulcalibur game since the Dreamcast one.

    The PlayStation Vita screen is nice, isn’t it? Because weirdly, there’s something about the PSP-level graphics on such a nice, crisp screen that I found… impressive. Like these graphics are just good enough that I’m drawn back to that “wow” feeling, without being so good I don’t notice them or feel weird about them. Just before the uncanny valley, or something.

    However, I’ve since discovered: I don’t remember or never knew how to play Soulcalibur, and I don’t really care to either.

    Will I ever play it again? No.

    Final Thought: So, there is a bit of the game that you could expect me to want to complete, the “Gauntlet” mode which is sort of a silly story mode/tutorial. Despite being cute, even borderline amusing, it’s hundreds of incredibly short “react instantly to your opponent’s move” tutorials that are boring and teach you nothing really about the systems of the game. So I didn’t.

  • Resident Evil 5 (Capcom, 2009)

    Resident Evil 5 (Capcom, 2009)

    Developed/Published by: Capcom 
    Released: March 5th, 2009
    Completed: 11th February, 2014
    Completion: Completed the main game on normal and then beat the two DLC chapters.
    Trophies / Achievements: 645/1400

    Finishing Fable III and discovering I had apparently purchased the DLC for it led me to dig through my past purchases; found I’d also done this for Resident Evil 5 at some point in the past (probably when they were on sale.)  So in a bid to—as with Fable III—get my money’s worth I loaded up the game that I originally finished on the 27th of February 2010 to play through the DLC.

    So should this be my thoughts on the game, or the DLC? Because I’d be lying if I said I particularly remembered the game. In fact, here’s what I’d say if you were like “what did you think of Resident Evil 5?” last week before I played through the DLC:

    Ehh. It was fine, I think? I feel like it replaced all the amazing pacing—that ebb and flow—from Resident Evil 4 with a relentless go-go-go that was pretty bloody tiresome. But then considering it was co-op, I guess they were working backwards from the Gears of War series, which took what Resident Evil 4 did and made it brutally Western. And Japanese developers are so desperate to appeal to the West even when… what they were doing already did. Story was definitely nonsense, and the African setting is the kind of thing you could do something really clever with, but your common-or-garden ignorance spoiled that obviously.”

    Video games are weird. Here I am, doing my best to finish them, and, you know, within a few years I barely remember them at all. But that’s the case, really, with all media that I consume once. When I die, I’m pretty sure the only things I’ll remember are Father Ted and the good seasons of the Simpsons. A game either has to hit so hard it leaves a crater—your Walking Deads, your Sword and Sworcerys—or be so short or replayable I revisit it over and over, like a movie I love. These triple-A shoot-me-dos? All these things will be lost, like tears… in rain. 

    What was that from again?

    Will I ever play it again? No.

    Final Thought: Oh! The DLC! Utterly forgettable 45 minute long blips that showed what was going to happen with Resident Evil Giraffe-Blowy, which split up the game into discrete chapters with their own play styles. So one’s purely a classic RE scare-a-thon and the other’s a non-stop shooty-shooty-shoot. I forgot how nicely tuned (if tank-like) the player’s controls are, though! The end.