Tuesday, March 2, 2010

Review: Sin & Punishment (WiiVC/N64)

10 years ago cult-favorite developer Treasure put out Sin & Punishment, an English voice acted on-rails shooter, for the Nintendo 64, but only made it available in Japan. It's the N64 game that I came closest to importing purely on the basis of how it looked and what I had read about how it played. There's a grandiose anime-inspired, more mature (for N64) storyline with StarFox-like action, but you control a person instead of a plane. It was a game that looked extremely desirable in tiny screenshots on the back pages of EGM magazines. Now that Sin & Punishment has finally come stateside on the Wii's Virtual Console service, it was time to see if I was actually missing out.

For starters, let's get the unmet lofty expectations out of the way. S&P does not belong in the pantheon of all-time great N64 games, but it is still an incredibly stylish and unique product that has moments of absolute brilliance. Visually the game has a low polygon count for its characters, but not unexpectedly so, given its turn-of-the-millennium release. That said, the character models are rather grotesque, but in a way I find undeniably appealing. Everything has sharp, pointy angles, rigid joints and muddy textures. It seems like Treasure was trying to pull off something ambitious and cinematic with the designs, but I'd argue the game's all the better for these shortcomings as the characters literally look uncomfortable in their own skins.

This individualized discomfort seems to be one of the key elements of the story, but the character models alone do a better job of conveying this than any part of the formal plot in S&P. You control a guy who occasionally transforms into a giant mech-like monster and a girl who fights through an alternate future dream world and ultimately against the evil plot of their supposed-friend who I think they originally shared a common enemy with. So the story here, told mainly in non-interactive cutscenes, is nonsense that can be casually watched for awkward laughs, but thankfully skipped at will. As for the English voice acting, it's on par with some of the worst out there. All of these sloppy elements combine to create a broad feeling of camp that may have been awkward had this game actually been played in the US 10 years ago. S&P's overall presentation has aged both extremely poorly and extremely well, if that makes sense.

The design elements of S&P are worth noting, but are overall somewhat inconsequential to what this game is about. Like other games from Treasure, particularly those from the shooter genre, S&P leans heavily toward the hardcore sect. You control a character that, at times, must strafe, double jump, target, and shoot and/or sword slash at the same time, with each of those actions mapped to separate buttons. The control scheme has a sharp learning curve that requires significant practice to even handle properly, much less master. None of the three control setups offered are ideal on the Gamecube controller that I used to play the game, but hopefully the Classic Controller is more intuitively functional. S&P isn't a game that gives you much time to feel this stuff out either (though there is a tutorial mode) as you're quickly thrust into barrages of unrelenting enemy fodder at the game's outset that never let up. Still, it only takes about an hour to get through everything, so learning takes place on successive playthroughs more than over the course of one. As a side note, I would personally prefer a more movement-sensitive targeting cursor, as the sluggish one you're given makes parts of the game frustrating that could have been simply challenging. If it's not already clear, I recommend playing this game on Easy difficulty before engaging with Normal.

The strength of Treasure's game is its epic set-pieces. The ocean fleet chapter is particularly thrilling. The protagonist stands atop a floating platform that dramatically sweeps past armed frigates, waves of jet fighters, and countless energy blasts. Players would do well to get into pattern-memorization mode in such levels if they hope to get through with the least damage and highest score. After the sea battle the scene shifts to the sky where you must then take out a giant satellite fortress. Once destroying that, a huge asteroid mass hurtles towards your transformed mechanized monster friend and it's up you to tail the rock and detonate it before impact. There are quite a few tricky moments in this chapter, but in general it makes for an intense ride. Speaking of epic, the final boss fight is against some kind of evil clone Earth, and feels like an updated take on Space Invaders. When Sin & Punishment puts you in these larger-than-life scenarios, it's easy to get wrapped up in the excitement and discard the half-hazard story behind the action.

As with many elusive products, Sin & Punishment seems to be viewed by many critics through rose-colored glasses, glossing over the game's faults in favor of hardcore allegiances. To be fair, it does appeal to those tastes, but all in all it didn't live up to the expectations I've harbored for this game over the past decade. Perhaps the best news to come out of the Virtual Console version of S&P is that Nintendo plans for an international release of Sin & Punishment 2 for Wii this year. I have to imagine this sequel will control much more naturally given the light-gun style aiming that will be implemented into the Wiimote controls. The original Sin & Punishment still remains a stylistically unique, frantic shooting experience, but one would do well to keep their expectations in check before getting all huffy towards Nintendo for depriving US and European gamers of it for so many years.

:screenshots from Giant Bomb and IGN:

Wednesday, February 24, 2010

Review: StarTropics (NES)

It's about time I put a non-generation-spanning franchise game under the microscope here, so I present my critique of Nintendo's StarTropics. This Japan-developed but US-only release really presents itself as a game that Americans are supposed to like. You take on the role of Mike, a baseball-loving, yo-yo-swinging adventurer from the island of Americola. If the title wasn't a giveaway, the setting of StarTropics is a series of islands, each with a humorous "cola" ending on their title. The game is broken up into 8 chapters, each taking place on a unique island, except for the final two which are on a spaceship. So we've got baseball, soda, aliens, and action/adventure. Maybe Japan had our 1990's interests down pretty well.

With each chapter, StarTropics presents a smaller story that needs to play out in order to progress further with Mike's overarching plot to find his scientist uncle who mysteriously disappeared. This leads our protagonist to traverse numerous underground caverns, littered with puzzles, enemies, and secrets. It's very Zelda-like in the way you usually advance from one screen-filing, top-down perspective room to the next, but the controls are altered in a significant way, and not necessarily for the better. StarTropics surfaces are basically laid out as large grids, limiting your movement to only four directions. More the issue though is that Mike is always stuck on the grid and can never stand in-between "tiles." This means if you move one way and immediately recognize that as a bad move, Mike will still need to fully subscribe to the original command, stop, and then turn around. This grid makes sense for the jumping puzzles that use actual tiles and switches, but makes regular ground movement horribly stilted.

The lack of fluid control does seemingly make the game more difficult, but StarTropics is actually a very fair game, despite the frustration it can cause. Dungeons are conquered with sometimes lengthy trial and error, slowly progressing and figuring out the tricks to passing through each room. The nice thing about this is once you figure out how to beat a room, you'll likely breeze through it on successive visits, making the restarting process feel like the game is trying to teach you rather than punish. Boss fights often require you to use the surrounding environment to defeat them, adding a level of strategy to the projectile-dodging. In general, the puzzles and action in StarTropics are smartly designed experiences that both with and despite the controls, feel very unique.

The art direction is initially one of the main draws here. The tropical ocean backdrops are a nice change of pace from the high fantasy worlds that are so commonplace in this genre. I found the whole setting to be pretty amusing, as all the islands are filled with what seem to be sun-tanned Caucasian natives. Pale-faced Mike clearly hasn't spent enough time outside in Americola to fit in with his beach-bum relatives. Visuals in the overworld are pretty bland and blocky, but the caverns have a zoomed-in perspective that lends iself to a higher degree of detail. Unfortunately, most of the caves look pretty similar, with only some palette-swapping taking place occasionally (but with purpose). The alien levels are the obvious black sheep here, presenting a jarringly divergent aesthetic of pipes and ducts to the previous crevices and rocks.

For all the connotations critics draw to the original Zelda adventure, I found the gameplay experience of StarTropics to be entirely different. Most of this has to do with the tone of the game being rather upbeat and tongue-in-cheek. I know when I first played Zelda I was much younger, but the dungeons in that game were terrifying. By comparison, StarTropics feels more like The Goonies, with a kid exploring some caves and fending off the occasional ghost (OK, perhaps I was afraid of The Goonies too, but I'm guessing most kids weren't). With the trial and error process in the dungeons, I continually had to die and restart the levels, making me consistently aware that I was playing a video game where I needed to get past some challenge. The story of StarTropics is mainly corny fun, and doesn't pull you further into the world so much as simply make you recognize that it's done some cool or cute things. This is partially due to the largely episodic nature of the chapters, but also the cliched implausibility of its alien invasion conclusion.

Maybe this review reads as a little more harsh than I mean it to, but while StarTropics pulls off a fun and unique challenge, it's also a game that I'm glad to be finished with. Maybe this says more about me than the game, but 8 chapters feels like just the right length for a game of this structure and type of difficulty. I should probably seriously avoid Demon's Souls. Thus, I leave my time with StarTropics very well satisfied, and willing to play its sequel (Zoda's Revenge) at some point down the road, but it's not at the top of my queue.

:screenshots from VGMuseum:

Tuesday, February 16, 2010

Opening Saturday: Solberg / Cruzen @ CEM

Craig Elmer Modern announces its first exhibition opening this Saturday, February 20th, in the form of new works by artists Dan Solberg and Jake Cruzen. CEM is located at 3194 South Grand Avenue in St. Louis, MO. The opening reception is scheduled to take place from 7-11PM.

UPDATE: Thanks to all who came to the opening or otherwise showed your support. It was a great reception and Jake and I are very thankful. To see pics from the night, go here. Official images of the artwork will be up on my site this week.

Saturday, February 6, 2010

Review: Castlevania II - Simon's Quest (NES)

Another famous game franchise entry is up for review here in the form of the sequel to Konami's side-scrolling action/adventure game, Castlevania. Unlike so many follow-ups, Simon's Quest actually innovates and dramatically changes the gameplay structure of its forebearer. These deviations don't work in all cases though, making Castlevania II a game that strives for more ambitious inventiveness than it's ultimately capable of fulfilling.

The alternative tone is apparent from the outset as whip-cracking protagonist Simon Belmont begins his quest in a small town absent of enemies, but instead inhabited by townsfolk who offer cryptic "clues" for Simon's journey as well as selling items as merchants. The only direction given the player is the paragraph of prologue during the title screen dictating that Simon must recover five pieces of Count Dracula, whom he defeated in the previous title, in order to rid himself of a deadly curse which has been cast upon him. The player can choose to exit the town screen to the left or the right, which seems to offer a degree of open-worldness, but the left option is a far too difficult path at the beginning of the game. This is one example of many in Simon's Quest where the game appears to offer the player distinctive choices when in actuality there is only one correct solution.

Upon exiting the town the player will have to fight though enemies to get to the next destination, which, for the most part, is a breeze. If the player simply upgrades Simon's equipment at every opportunity in the towns and finds hidden items along the way these monsters will continue to be pushovers. Even the boss characters can be beaten with ease given constant attacks with the right weapon. Defeated bad guys might drop hearts which act as the game's currency. Simon's Quest also cycles through day and nighttime settings every few minutes, with enemies at night being more powerful and espousing more hearts as a reward. There will probably be a couple occasions where the player must grind through some enemies outside of a town to build up enough hearts to purchase a desired item for sale, but usually normal world traversal will yield enough moneys to serve one's needs. Simon begins with three lives, and will lose all stored hearts if he is killed in action so it's best to think strategically about when to venture away from towns and when to grind through nearby enemies to play it safe.

Simon's Quest is a very difficult game, not because of its enemy forces, but because the game is incredibly vague about what the player is supposed to be doing in so many situations. The "clues" from townspeople are most often not helpful or incorrect information. There are three acquirable crystals that are essential to progressing in the game but even in the instruction manual it's not explained how they can be used. Apparently having one equipped and holding the "down" button in the correct locations will open up new pathways. This obtuse trial and error process also rears its head with the countless fake floors and walls that reveal themselves after being doused with holy water, requiring throwing vials of water every step just in case there might be something secret that would otherwise be overlooked.

Unfortunately, the way to make Simon's Quest a much more fun and manageable game today is to sparingly use an online walkthrough to inform players on these otherwise indecipherable situations. It seems reasonable that if someone was to play this game when it was just released that a number of the abstract solutions to the game's challenges would have been spread through word-of-mouth. Given that Simon's Quest is a much older game now, using a free guide is the way to go unless an extensive timeframe has been set aside to play it.

Castlevania II does have plenty of positives going for it that both show innovation for the series and help compensate for some shortcomings. First and foremost the game has an excellent soundtrack that players may find stuck in their head hours after putting down the controller. The score includes the debut of Castlevania series staple "Bloody Tears," which sounds especially great considering it's coming off a NES cartridge. Simon's Quest's day and night cycle may not have truly capitalized on the feature, but it was still a pretty novel addition at the time. The main purpose of the device, other than some combat variety, is to keep track of time. Remembering back to the prelude text, Simon is growing weaker because he's been cursed, and so the sooner he can defeat Dracula for good, the better. This brings about another emerging gameplay system: multiple endings. Depending on the speed one completes the game, they could be rewarded to one of three endings depicting whether or not Simon was fast enough to reverse his condition and truly kill Dracula.

Castlevania II certainly has its problems (botched localization, lack of instruction, and an incoherent hint system), but knowing about these issues ahead of playing will prevent them from being much of interruptions. This is a case where some limited exposure to help texts or even just taking into account the troublesome scenarios listed in this review, will make for a far less frustrating game experience and allow for the positives of the game to shine. Not to make too many excuses for a game that clearly misses the mark on some important design decisions, but there is still a considerable amount of fun to be had here.

:screenshots from VGMuseum: