Showing posts with label vertical-scrolling. Show all posts
Showing posts with label vertical-scrolling. Show all posts

Saturday, June 7, 2008

Kobo Deluxe


Hey, what's going on? Kobo Deluxe isn't a KDE game! Can it be? Blessed respite from the logic-puzzle/strategy doldrums, in the form of an action packed top-down space shooter? By Crom!* It is!

Maybe just because it was something different after the last half-dozen games, but I really enjoyed my time with Kobo Deluxe. Anyone who's played a video game in the last 30 years is familiar with the basic mechanics of these games; use the arrow-keys/number-pad to move your ship in the direction you desire, and press the fire-button to shoot.

Your ship in this game shoots out of its front and back (stern and bow?) simultaneously whenever its firing. The ship is always moving; there's no brakes, no accelerator, and no way to stop. You're in constant, uniform motion. With those two bits of information, you know all you need to know to play Kobo Deluxe. There are no power-ups, and on the 'Classic' difficulty level, one hit = death (the other difficulty levels have a life-bar, and the possibility for your guns to overheat, which didn't seem to have any affect when I played it).

This simplistic approach belies the frustrating, adrenaline-fueled nightmare of fun that actually makes up the game. The magic is in the level design. It's kind of hard to describe your goal... remember at the end of the first Star Wars movie (Episode 4, for the anally inclined) where Luke had to shoot that one spot on the Death Star? It's kind of like each level is populated with these squarish mini-Death Stars that have to be destroyed. Get 'em all, and you beat the level.

Each one has a central node, that destroys the whole structure when you hit it, and a bunch of other nodes (they're a different color) that hold up various pieces of the matrix. All of the nodes spit out something harmful, be it missles, weird spiky bullets, bombs, or what-have-you. So you have to dodge a constant stream of evil things while attempting to clear enough of the outer nodes to expose the central node and destroy the matrix/Death Star.

It's really fun, it gets really challenging a few levels in, and its addictive nature is enhanced by something the greatest gaming blog in the world mentioned when discussing Trials 2: as little interruption as possible between dying and trying again. The fire key doubles as the enter-key, so when you game-over, you can just tap it impatiently for a second and a half and you're right back in the game, at the level you died on. This makes it really easy to zone-out and kill shamefully long periods of time trying to get further.

It's got fifty levels, which will probably be enough to satisfy the person who only dabbles at the scrolling shooters, but expert sh'muppers will probably run through that, eventually. The levels are laid out in the same way (i.e. each Death Star matrix is in the same position each time you play the level in question) but the layout of the matrices, internally, is randomly generated each time, so they're slightly different - sometimes in maddening, level-altering ways - each time you play.

Hrmn... what else should I mention? There's a radar screen, that comes in extra handy in this game, as you can use it to line yourself up with targets that aren't on screen, and make strafing runs. I found the strategy invaluable, myself, but I have the reflexes of a garden-slug, so it may be less necessary to you able-bodied gamers.

The graphics are nothing to write home about, but they look coherent, with a retro style that makes the most of the low-fi visuals, and thanks to their relative simplicity, the game will probably run on just about anything. The enemies and obstacles are all clearly differentiated from one another and easy to spot - I didn't run into any of the sophomoric errors that haunt indie games, where stuff looks nice but is a pain in the ass to play with.

Sound-wise, it's got a typical retro sh'mup score with decent enough sound effects to get you into the spirit of the game aurally as well as visually. Of note is the fact that the game actually generates all of the music algorhythmically when the game is loaded, rather than including a bunch of .wav files in the install. That means less than nothing in today's world of broadband (even when the music's been generated, it only takes up a meg and a half of space; who cares about an extra meg in a game download?), but if you're using the game on a PocketPC or something, it might come in handy, and it's just neat. Go ingeniosity!

Add it all up, and you've rather surprisingly got a sh'mup that has my unqualified seal of approval. Tiny elements of a dozen games get mashed up into a thoroughly satisfying gumbo of gaming greatness. It's not going to change the world, or even change the world of gaming, but if you're in the mood for some semi-twitchy gaming you could do far worse. Check it out.

*- I've been using this phrase since I was 10, occasionally, so please don't think I'm promoting Age of Conan or anything. Though I can't wait to try it as soon as I get my PC upgraded to current standard. I'm just sayin'...

Thursday, May 1, 2008

Kill Everything That Moves


While it's currently unimpressive, I have high hopes for K.E.T.M.* - if it isn't completely abandoned. It's a shmup in the classic twitch style, or aims to be, and it's playable in this early incarnation but from screen shots on the website, it's going to be much prettier.

One thing it's not, in the current incarnation, is twitchy. It's kinda slow, actually. It's very smooth - there's no lag, the framerates are fine, and the controls are responsive - but it's not exactly fast-paced. Your ship moves like a fat man in molasses. Hopefully, they'll fix that, as it tends to make the game feel easy. It might not actually be easy - I didn't beat all of the levels - but it just feels like if I wanted to devote the time, it would only take patience to finish it.

The graphics remind me of DOS games towards the end of when they were viable. Not the top-notch ones, mind you, but the decent shareware ones. See the screenshot? Yeah. That's what it looks like. It's decent enough but low-res. I'm not sure if I was getting it as good as it got: I couldn't get fullscreen to work. It was turned on in the options menu, but that didn't have any effect. All of the other options as far as graphics go were set to their highest setting, but if the option menu isn't actually implemented then I'm not sure what meaning that has.

There's no sound. I mention it because sound was turned on in the option menu, and because many shmups have memorable soundtracks. Would have been nice to at least get a zap sound or something when I shot stuff.

There's a decent amount of variability in the weapons. Flame-throwers, homing missiles, bizarre lasers, a basic gun... they look decent, but don't seem to affect the play much because you just keep shooting and killing stuff with not much effort, regardless of what your weapon is. Maneuvering is basically useless, on account of your ship's slow speed, so that's probably a good thing.

K.E.T.M. is basically fatally flawed for fans of shmups, but it's a decent tech demo. The website that seems to be the official page for the project has a screenshot or two of what must be a much later build, but it also has no links to download any version at all. Unfortunately, it also has a blog, last updated early in 2006, revealing that the lead programmer decided to change the engine and recode the game in Python. I'm guessing that this was an overly-ambitious decision that lead to the project being abandoned, but they're still paying for the domain name, anyway, so maybe not. Here's to hoping: this could be decent.

*I can't actually tell if this is the website for this game or a website for a game with the same name, of the same genre. Looking around, it seems like they acknowledge some sort of debt to the game I reviewed in the article, if nothing else, but they have no playable release and their version looks a lot better. No idea on this one, guys.

Saturday, February 23, 2008

Criticalmass


Wow. We've done 50 reviews! Critical Mass was a surprise - I couldn't stop playing it. It's basically a Galaga clone, and I've mentioned before that I don't really care for 'shmups. It's not even particularly pretty. But it's addictive as all-get-out.

You control a fighter, who's shooting at bugs. They come in waves, with a set type and pattern of movement for each level. It's pretty hard, as running into a bad-guy is instant death, and your fighter doesn't take a large number of hits from the projectiles that the enemies fire. By default, you can only move on the x-axis, and you're locked to the bottom of the screen. This is best turned off - it makes it a lot more likely that you'll crash into an enemy, but lessens the likelihood that you'll be stuck in a corner waiting for a bullet to hit you that you can't avoid. I like having my destiny in my own hands.

Even more excruciating is the fact that you only get one life. If you die, you have to start over from the beginning. Not a big deal, while you're still getting used to the game, but once you get to the point that you can pass a few levels consistently, it's quite disheartening to lose your spot.

Graphically, it looks like a hi-res Galaga-clone more than anything else. It's crisp and sharp, but you can see edges and the creature design - while very good - is simple and geometric-shape-looking. It's pleasing to the eye, but also a bit amateurish.

The sounds are no better and no worse than those of Chromium, which themselves didn't stand out as bad or good. The only place where Critical Mass differentiated itself bunches was a very small and simple place indeed: the levels have names. Names that are funny or punny or both.

I think that there were two reasons I kept coming back for more (and keep coming back for more, almost to my chagrin): those names are one of them. I just want to see what the levels I have yet to unlock are called. The other thing is that it's just so easy to get right back in the game. Unless you've earned a new spot on the high-score list, you just right-click and you're right back in the game. At level one.

As you get better at the levels, they become more fun, and less annoying, because the patterns' predictable nature means you can blow right through them with better scores and less time invested each go-round. I felt like a hamster hitting the pleasure-button in some bizarre experiment every time I right-clicked and started over.

That Jonathan Blow guy would probably hate this game, and call it unfair for using a Skinnerian reward schedule (I have a vague idea what that means, and even less of a clue as to how you pronounce 'Skinnerian'). He seems like a pretentious bastard, and I bet his game's no fun. Critical Mass is fun. It's simple, and it doesn't break ground, and I have no idea why I found it so much fun, but it is what it is with every particle of its being. Much like everything else that is made of particles, but with more fun.

Sunday, February 17, 2008

Chromium

Another of those genres I don't really play much, Chromium is a vertical-scrolling top-down shooter. As far as arcade genres go, this is one of the classics styles of play.

Chromium plays like they all do, basically. You control a ship, and you have to destroy objects by shooting them to earn points. They add a level of complexity by justifying your extra lives: the ship you're actually in is never shown; that ship has an escort of fighters which it controls, who are supposed to protect it.

This means that, unlike in other games (like, say, 1943) where you are rewarded for killing a higher percentage of the enemy with points, but not punished for missing them, you virtually have to kill every enemy on the screen. If they get by your active fighter, they destroy one of your inactive fighters (read: extra lives).

This makes suicide a viable option, among other things. If four dudes are about to get by you, you're better off hitting your self-destruct button. They'll die in the explosion, and you'll only lose one life; if you let them all by, you lose four. Noticing and responding to situations like that in the heat of a frenzied multi-coloured battle elevates the game to slightly more cerebral than your average shooter.

But only slightly. Mostly it just plays like a shooter. The mouse controls your ship; move the mouse to move the ship, left-click to shoot, and double-right-click to self-destruct. Movement is smooth and precise - I never thought I'd think the mouse superior to the joystick for shooters, but this is the second time I've found it so.

The one constant in the realm of shooters is the upgrades: improvements to your guns or armor and/or other little perks that change the game in some way. Here, Chromium disappoints a bit - there aren't a bunch of them. There are only two types: gun upgrades, and ship repairs. Each has three items.

The three gun upgrades are alright, but you never get a spread-shot or anything like that, just a blue gun and a green gun to augment your beginning machine gun, along with a double-fire for the machine gun, and they are temporary (they fire differently shaped 'bullets' in different patterns, so they're differentiate well, they're just not super-interesting). Picking up additional copies of a gun upgrade you've already picked up just adds to the amount of ammo, rather than adding an additional skill.

The ship repairs are equally limited, but with a fun twist. The first two are simple: one repairs your shields, and one repairs your ship itself. The third gives you a super-shield, which is useful but if you don't pick it up, you get an extra man. If you're like me, you end up suiciding as a tactic relatively regularly, and the extra dudes are more useful. If you're actually skilled at shooters, you may find the shield more useful. It's nice to have a meaningful choice in how one will play the game.

Graphically, it's up to par with the games it was inspired by. The graphics are clearly delineated and nicely colored but they have the sort of fuzziness you got with old-school arcade games. It adds a nice retro touch. The enemies are simple but well realized, and they have different types of fire, and shapes that suggest the way they move, all nicely rendered.

The sound is decent enough, but nothing really special. You can set the game to use an audio CD from a CD-ROM drive as the background music, or have it play WAV, MP3, or Ogg/Vorbis files from a playlist. The default background music is typical techno-metal type stuff; you know it from 3/4ths of the action-game soundtracks of the past ten years. It's solid but stereotypical. The bleeps n' bloops n' explosions are at the same level.

If you're into shooters, you owe it to yourself to check this out. It's sure to provide amusement and joyful frustration for a while, at least. If you don't like shooters, Chromium does nothing new with the genre and is highly unlikely to change your mind.