Showing posts with label Arcade. Show all posts
Showing posts with label Arcade. Show all posts

Wednesday, February 24, 2016

Game Review: Crisis Zone

So... that last article left me a little down-hearted. I certainly didn't expect to praise something else above a Studio Ghibli movie, that's for sure. But knowing that When Marnie Was There was, potentially, the last movie they'll ever produce makes it even more bittersweet. Come to think of it, what's so "sweet" about "bittersweet" anyway? Because I'm feeling pretty dang bitter right now! Anyway in these trying times, I manage to find solace in the following words: "And now for something completely different". Let's see, where did I leave off before I got sidetracked with Indie-Cember 2 and the SDP Music Awards? That's right, I was going through the Time Crisis games! Yeah, let's get back to that.
Crisis Zone
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade, March 1999 
    • PlayStation 2, 19 October 2004 (as Time Crisis: Crisis Zone) 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1 
  • Save: Memory Card (80KB) 
You know your media franchise has hit the big time when you can afford to make a few spin-off entries. For Time Crisis, this would be Crisis Zone. In many ways, it follows the example of Time Crisis 2, the last arcade entry to have been released before. It's got the same cover-pedal mechanics, and the same health and time rules. That's not what sets Crisis Zone apart, of course. What does so, however, is the equipment that your player-character brings with him on his job: a sub-machine gun and a riot shield. And wouldn't you know, they figure into the gameplay itself.

To differentiate itself from the other Time Crisis games, Crisis Zone's arcade cabinet supports one player only, and uses a light-gun controller shaped like a sub-machine gun. Not having to pull the trigger for every shot you wish to fire is no doubt a good thing, especially given how relatively heavy the new controller is. In addition, each scene in each level is packed with destructible objects which build up score bonuses as you knock them down in quick succession. However, the game's difficulty is also balanced to account for the inclusion of rapid fire. Whereas most enemies in other Time Crisis games will happily go down with just one bullet, that is generally not the case in Crisis Zone. In fact, just about every enemy, right down to common foot soldiers, have their own lifebars to display how much of their vitals you have to whittle down. I don't mind this per-bullet weakness so much, except there doesn't seem to be any location-specific damage (i.e. more damage for a head shot) as in most shooters.
Destructible scenery is more prevalent here than in other Time Crisis games. (PS2 version.)
You and your team members are also equipped with riot shields. In most Time Crisis games, player-characters generally stick behind one point of cover until they're allowed to move on to the next one. But having a portable shield on hand allows your avatar (and thus, the camera) to move about more freely. It's not player-controlled movement, don't get me wrong; you're still stuck on a fixed path. Honestly it doesn't affect much as far as gameplay goes, but it's a cool development choice when you think about it, as it leads to an experience that couldn't exactly be emulated by other Time Crisis games.

As for the story, it's pretty much just another excuse plot. Crisis Zone takes place in a shopping/office park in suburban London, as it gets overrun by a generic pre-9/11 terrorist unit. They get answered by an international defence force, which surprisingly is not VSSE from the other Time Crisis games. You, the player, play as one of their number, a mister Claude McGarren (or "Croid McGalain" in the -- likely mistranslated -- arcade version). The three levels you have to liberate are a shopping mall, a park, and an office building, followed by one final boss level. Each of them lasts about six to eight minutes, so as with the rest of its arcade-based peers, it's not much for first-play length. Unlike the other Time Crisis games, you can play them in any order. I suppose this is great for those who aren't as good at the game and can't clear any particular level with just one credit, but once you're comfortable with your skills, there's not much reason to do so.
Special weapons return in the PlayStation 2 edition.
The home version of Crisis Zone came about in 2004, as Time Crisis: Crisis Zone for the PlayStation 2. In addition to the arcade mode and the prerequisite graphics upgrades, this port offers a second story, a "Crisis Mode" with stand-alone challenges, and the option to use two GunCons for dual-wielding action. Come to think of it, this came out at about the same time as Halo 2, which made dual-wielding cool again, so I wouldn't be surprised if Namco had taken cues from whatever preview material was available at the time. Another unlockable feature is the option to use alternate weapons, as in Time Crisis 3. Unlike in TC3, where alternate ammo is limited and must be replenished by shooting special enemies, the handgun and shotgun just need to be reloaded as with usual machine-gun. And remember what I said about the machine-gun being weaker to balance for its rate of fire? Handgun and shotgun rounds are strong enough to drop most enemies in one or two shots, to compensate for their lesser rate of fire. Furthermore, when you have them enabled, there are certain points where you can try out special weapons like rocket launchers, flamethrowers, and even a laser rifle. These segments are brief, but deadly fun. As home rail-shooters go, Time Crisis: Crisis Zone is another great package, and a suitable follow-up to TC3.

As for the arcade game it's based on? Meh, it's okay. The machine-gun controller gives it a different feel from its cousins in the Time Crisis series, and the levels are designed around that experience. These changes don't amount to much in the end, but then again, the formula which Time Crisis II arguably perfected didn't need to be changed any more than it was. The best way I could describe Crisis Zone is, then, "TCII with a machine gun". You should be able to form your own opinion on the game based on that statement.

Positives:
+ Plenty of destructible targets.
+ The more constant character movement makes stages feel more dynamic.
+ The home edition is loaded with extras.

Negatives:
- No location-specific damage (still).
- The story is generic.

Control: 4 SMGs out of 5
Design: 4 SMGs out of 5
Graphics: 3 SMGs out of 5 (Arcade) / 4 SMGs out of 5 (PS2)
Sound: 2 SMGs out of 5
Value: 2 SMGs out of 5 (Arcade) / 4 SMGs out of 5 (PS2)
The Call: 80% (B)

Tuesday, November 24, 2015

Game Review: Time Crisis 3


Time Crisis 3
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
  • Arcade, 2003 
  • PlayStation 2, 21 October 2003 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1-2 
  • Save: Memory Card (212KB) 
Previously on the SDP, I reviewed Time Crisis II, which codified many well-received conventions which stuck with the rest of the series -- the "Growing the Beard" entry, if you will. So, how do you follow that up? With Time Crisis 3, obviously. It follows much of TCII's example, sharing the same two-player setup and its improvements to the life mechanics, but does it do anything on top of that to set itself apart? Oh, it finds a way.

In TC3, you play as yet another pair of colour-coded VSSE agents, but the circumstances they're dropped into are a bit different from the usual fare. The setting is Astigos Island, a place heavily inspired by Greek islands such as Mykonos and Santorini, and it is currently under invasion by the army of the neighbouring Zagorias Federation, and its general (and the game's final boss), Giorgio Zott. In terms of writing a believable story, that's already a step up from the megalomaniacal villain of, say, TCII. In the various cutscenes, your player-characters also interact with a resistance fighter named Alicia Winston. While she doesn't have any effect on gameplay, this is an improvement from a storytelling perspective, considering that the usual role of women in Time Crisis games is that of the damsel in distress. As arcade-based light-gun rail-shooters go, being a genre filled with excuse plots, I was not expecting the story in TC3 to be as juicy as it was, but there you go. Granted, the voice- and motion-acting don't take themselves seriously enough to match the story, but baby-steps, people!
Shoot soldiers in yellow outfits for special weapon ammo.
Story aside, TC3's unique selling point is its multiple-weapon system. How it works is while you're hiding behind cover, you can pull the trigger on your light-gun to toggle between one of four weapons: the Handgun, the Machine Gun, the Shotgun, and the Grenade Launcher. The catch is that, with the exception of the Handgun, ammo for these weapons is finite, and must be replenished by shooting yellow-garbed enemies (the same ones who gave you bonus time or points in previous games). This is no quick gimmick, fortunately, but rather the game is designed around this additional functionality. On the upside, the ammo-bearing mooks are just frequent enough that you should seldom run into shortages. On the downside, there are also a lot of armoured enemies which take four or five regular shots to dispatch, not to mention all the bosses. Yeah, I get the sneaking suspicion that the game wants me to use all those extra weapons. You can still use your handgun for the whole game if you're a veteran raised on the old games, but your trigger finger will hate you for it.

In addition from the extra efforts put into the story and gameplay, the content has been buffed up considerably, too. Both the arcade and Rescue Mission stories take around 30 minutes to clear, which doesn't sound like much, but is still an improvement for this series. It feels like a longer journey, too, because each stage within each act takes place in a different setting. In act one, for example, you go from a beach, to a wrecked ship, to fighting the boss on a moving Jeep. That said, TC3 seems to have copied its action setpieces from the last game. The first act's boss takes place on a set of moving vehicles, the second act takes place on a train, and the third act includes a mini-boss battle with, of course, Wild Dog. As with the home port of TCII, TC3 lets you unlock unlimited continues and ammo for both your main and sub-weapons through repeated playthroughs and other achievements.
The Rescue Mission mode adds weapon upgrades and sniper levels into the mix.
Previous Time Crisis home ports experimented with either a second story campaign or a set of extra challenges, but the PlayStation 2 version of TC3 has both. In service of the former, beating the game once unlocks the Rescue Mission, a second story starring Alicia, the aforementioned resistance fighter. Much of her story runs parallel to that of the arcade mode, so you get to experience some of the same setpieces from a different angle, but there are new experiences thrown in as well. Every couple of stages, the format switches to a sniper-based setup, where you point your scope at distant targets and move on when they're all gone. These bits finally make use of the GunCon 2's extra functions: whilst zoomed in, you can use the D-pad on the back of the gun to move your field of view around without going back into hiding. The multi-weapon system from the arcade mode also shows up in Rescue Mission, but with a twist. Each of your three sub-weapons has their own experience meter which fills up with use, and when filled, increases that weapon's damage, fire rate, and/or ammo capacity. It's a neat addition which even further encourages the use of your alternate weapons, but I wonder why they couldn't have patched it into the arcade mode as an unlockable extra.

Time Crisis 3 is yet another example of how to do a sequel right. Now that Namco knew what they were doing, they were free to experiment with new mechanics. And not only did they do so, but they managed to design the game around them, for better or worse, so they come across as less a tacked-on gimmick and more an integral part of gameplay. Having a more intriguing story than the usual arcade shooter fare is a bonus, as well. Is it the best light-gun shooter around? I'd love to say so, but there's one other game which makes a strong case for that title, and you'll find out about it soon on the SDP!

Positives:
+ The multi-weapon system.
+ A longer run-time compared to the rest of the series.
+ The "Rescue Mission" mode in the PS2 edition.
+ Probably the best story the series has ever had and will have.

Negatives:
- An over-reliance on armoured enemies.
- The action setpieces seem recycled from Time Crisis II.
- Motion and voice-acting is still a little campy.

Control: 3 special weapons out of 5
Design: 5 special weapons out of 5
Writing: 4 special weapons out of 5
Graphics: 4 special weapons out of 5
Audio: 3 special weapons out of 5
Value: 4 special weapons out of 5
The Call: 85% (B+)

Sunday, October 11, 2015

Game Review: Time Crisis II


Time Crisis II
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade, 1998 
    • PlayStation 2, 1 October 2001 
  • Genre: 3D Action (Rail Shooter) 
  • Players: 1-2 
  • Save: Memory Card (74KB) 
Previously on the SDP, I reviewed the first game in the Time Crisis series. Despite its flaws such as the steep difficulty curve, I find it sad to remark that it's become increasingly hard to find in arcades these days. The same cannot be said of its sequel, Time Crisis II, which launched in 1997 or 1998 and is still relatively common to this day. Now, how could that be the case? And why did Namco wait until the PlayStation 2 came out before making a home port? On the off chance I'll be able to answer those questions, let's see what's changed.

Our excuse plot this time around concerns an industrialist named Ernesto Diaz, who has just finished launching a network of communication satellites into space, only as a cover for sending nuclear weapons up there as well. This time around, VSSE sends two agents (named Keith Martin and Robert Baxter) to stop him in his tracks, kicking off a series tradition of colour-coded heroes in red (for Player 1) and blue (P2) outfits. There's also an allied informant named Christy Ryan who tips off VSSE about the evil plot, but she gets captured in the opening cutscene and doesn't show up again until the final chapter. This game doesn't nearly pass the Bechdel Test, is what I'm trying to get across. Oh, and Wild Dog returns, this time demoted to the rank of mini-boss.
TCII finally adds a visual warning for shots that are about to hit you. (PS2 version.)
But where TCII fails to innovate in terms of story, it does so in gameplay. At long last, there is a visual aid to warn you when an enemy shot is about to hit you, in the form of a red ring called a "Crisis Sight", as the game puts it. It only lasts for half a second or so, but when it is on screen it stands out, and let's face it, it's better than nothing. Oh, and if you remember struggling to keep your time limit up in the old game, you're going to love this: instead of carrying over throughout the whole game, your time limit resets for each scene, and if it runs out, you merely lose one life instead of the whole game. Also, your gun's magazine holds nine bullets instead of the six from before. That's something else, I guess. I know this doesn't have much to do with difficulty, but TCII replaces its predecessor's time-based ranking with a more traditional scoring system. You get point bonuses by landing shots in quick succession, landing a series of shots without missing, and by landing shots on the hard-to-find gold-uniformed enemies who gave time bonuses in the last game. Shooting an ally character, by mistake or otherwise, docks you a few points instead of a whole life as in other rail shooters, which again helps make for a less stressful experience than usual.

The story mode is once again on the short side, clocking in at 15 to 20 minutes, and combined with the more forgiving mechanics, it makes the game feel like less of a challenge than before. The PlayStation 2 version fails to include any additional campaigns, as with some other games in the series. That's not to say TCII lacks any replay value, however. To get the full experience, you'll want to play on both the P1 and P2 sides, as they will occasionally branch off into different paths and converge later on, giving the different players chances to see scenes from different angles.

As for the home version, there are numerous unlocks to be had. For your first play-through, you'll have a limited number of continues, but this can be extended by either beating the game or using up all your continues, until you eventually unlock the Free Play option. By beating certain score and/or time targets, you can unlock alternate fire modes similar to the special weapons in later games. On top of that, there also shooting-gallery minigames to be unlocked, some of them based on Namco's old gun-game machines, and a series of "Crisis Mission" challenges which you'd be mad to attempt to earn all the medals on.
Both the first and second-player sides branch off to different paths at times. (PS2 version.)
Speaking of the home version, it is backwards-compatible with the PlayStation's GunCon, but also came bundled with a new light-gun model designed for the PS2: the GunCon 2. The GunCon 2 adds a few extra buttons, including one below the handle if you want to pantomime reloading the magazine, along with a D-pad up along the back. Even though TCII doesn't use these extra buttons for any specific features, the D-pad in particular is a very ergonomic option when used as a button to hide and reload with. As for re-creating the two-player experience of the arcades, your options are either split-screen or to link up two PS2 consoles by their iLink (a.k.a. Firewire) ports. Don't remember iLink? That's probably because it was abandoned by later models of the PS2, even before the redesigned version from 2004. Besides, this option would require you to own two TV monitors, two PS2s, two copies of the game, and two GunCons. If you're that intent on re-creating the arcade setup, you're probably better off buying an original arcade cabinet.

If I had to guess why, I'd say the lasting appeal of this game owes itself to the inclusion of a two-player option. The Time Crisis II arcade cabinet basically consists of two side-by-side machines which can either run independently or in co-operative multiplayer. Think about it from the arcade operator's point of view: you can get more income from a game that supports two people than with one, i.e. the first Time Crisis. As for the home port, it's nice that Namco went above and beyond the call, and added unlockable content to pad out the game's short running time. But TCII's lasting legacy is how it brought its series to a more accessible level of difficulty, and whether it makes the game more fun or too easy to be fun is a call best left for you, the player.

Positives:
+ New mechanics and rules make the game more accessible.
+ The two-player co-op mode.
+ The new GunCon 2, designed for the PlayStation 2 version.

Negatives:
- The new mechanics do take away most of the challenge from the first game.
- Still on the short side.
- Imperfect multiplayer options on the home version.

Control: 3 crisis sights out of 5
Design: 4 crisis sights out of 5
Graphics: 3 crisis sights out of 5
Sound: 3 crisis sights out of 5
Value: 3 crisis sights out of 5
The Call: 75% (B-)

Tuesday, September 22, 2015

Game Review: Time Crisis

Time Crisis
  • Publisher: Namco 
  • Developer: Namco 
  • Release: 
    • Arcade: 1995 
    • PlayStation: 31 October 1997 
  • Genre: 3D Action (Light-gun Shooter) 
  • Players: 1 
  • Save: Memory Card (1 Block) 
Once upon a time, arcade light-gun games followed a strict formula. Shoot the bad guys, don't shoot the innocent bystanders, and shoot outside the screen to reload. I've covered a few of those kinds of games already. But in 1995, one company added a new dimension to the formula. That company was Namco. That game was Time Crisis. And that new dimension was a foot pedal added to the machine, with which the player could hide from enemy fire. Over the past twenty years since the original's release, the Time Crisis series has been a mainstay in arcades, with a fifth entry (not including spin-offs) recently having been rolled out as of this article. The series has also carved out a niche for home console gamers, as the premier light-gun game series on the PlayStation family. So, the question I have to end my introductory paragraph with is, does the first game still hold up?

In this game's story, you are Richard Miller, a leather-jacket-clad operative from the spy agency VSSE, and your mission is to rescue the princess of Sercia from the villainous duopoly of deposed prince Sherudo Garo and mercenary Wild Dog. Oh, and some ninja with a claw who serves as the first act's boss. Okay, the story's not that important; it's basically the save-the-princess template updated for the pre-21st century. But Time Crisis has other selling points to fall back upon anyway. The arcade machine uses a foot pedal, which you hold down to advance and release to hide behind cover. You can't just turtle your way through the game, though, since you can't shoot enemies unless you're out of cover. Also, the game runs on a timer, which is extended by clearing each scene of action, and if either the timer or your stock of lives run out, the game is over. Upon starting a game, you can also choose an alternate time-attack mode, which limits you to one of the three acts but also gives you infinite lives, which is a suitable choice for beginner players.
In addition to enemy fire, you have to duck to avoid obstacles.
Time Crisis is not a game for beginners, however, especially if you're used to later, more forgiving games in the series. Only a few of the enemies' shots will land a direct hit if you don't duck out of the way, but if there is a tell for the hurt-shots, it's very hard to... tell. Maybe the damaging bullets are coloured red, I don't know. A rule of thumb is to pay attention to the enemies' uniforms. The red-clad enemies will almost always fire a hurt-shot when they appear, and thrown weapons (grenades, knives, etc.) will always hit unless you hide or, if you're really good, shoot them out of the air. Furthermore, on occasions you must duck to avoid larger obstacles, such as cranes, crates, and cars, which would knock you about otherwise. Fortunately, these obstructions are accompanied by an on-screen warning. Oh, and be on the lookout for the guys in golden uniforms. They don't fight back, and disappear if you let them go, but they're good for a few extra seconds of time, which in this game is very valuable.

The PlayStation version instead uses a special light-gun controller, the GunCon, with two buttons which work the same way. These controls may be customised to the extent possible; not only can you switch which button hides and which pauses the game, but you can even control whether you hide by holding or releasing the button. You can even use a second controller, preferably a dance pad or the pedal from a steering wheel, as the pedal if you absolutely have to emulate the full arcade experience. The GunCon itself, however, is a bit more complicated to set up. In addition to plugging the controller plug into one of the front ports on your PlayStation, there's a second cable which you have to plug in between the video cable and the TV/VCR/etc that it's plugged in to. And then you have to calibrate the gun sights every time you boot up the game. However, you'll have an even worse time of it if you're using a regular controller. This game pre-dates the DualShock controller, so analog stick controls are not supported, leaving you with the relative imprecision of the PlayStation D-Pad to move your cursor about.
The Special story mode in the home version offers
branching paths based on your performance.
On the other hand, the PlayStation version offers its own benefits, apart from the obvious one of no longer needing to hunt down an arcade which still has the first game in operation. This version includes a second story mode on top of the arcade version. This new story takes place in a hotel run by an arms-dealing villainess named Kantaris. (Honestly, there's so little character development to be had that, I don't know why I bother giving you everyone's names.) What's novel about this mode is that the level progression branches off at multiple points, subtly leading you to one area or another based on your performance. For example, if you clear out a room in the first area before the elevator doors close, you'll go down one path, or down another path if you can't make it in time. It's a tall order to try and get all four of the possible endings, given the difficulty of acheiving these unique objectives on top of the base difficulty of the game itself. Honestly, it's a good thing this extra mode was included, because the arcade mode only lasts about fifteen minutes (not including the time lost from re-playing sections of the game after continuing, which is pretty much inevitable), which is short even for the series' already short standard.

The graphical style employed in Time Crisis is typical of the PlayStation era, with low-polygon models and a a hybrid of realism and anime art, allowing for expressive (if unchanging) faces without looking too outlandish. The enemy character models come with multiple coloured uniforms which tell you, at a glance, what role they serve in their futile quest to stop you, such as the aforementioned accurate red-shirts (pretty much the opposite of you'd expect from Star Trek). Whilst there are no bonuses for hitting the head or other weak points, the enemies' death animations do react to where you hit them, such as twirling to the ground when you shoot them in the leg, or half-flipping backwards with a headshot. The music is forgettable and most of the line-reads in the performance are awkward at best, but the gunshot sound effects are impactful and change from room to room, simulating the changing acoustics, and the announcer who tells you "Wait", "Action!", and "Danger!" is just present enough to tell you what you need to know, but not too present as to be annoying.

The impression given by the original Time Crisis was one of trying to find its bearings. It employs on mechanics which were changed and/or abandoned for subsequent entries, and runs the risk of either alienating or intriguing series fans weaned on later entries. It's got that old-school NES thing going on, where it compensates for having a shorter duration by making it really tough to beat. If that's your thing, great. If not, at least it makes beating this game all the more rewarding.

Positives:
+ The cover-pedal mechanic puts a fresh spin on the genre.
+ The game's rules offer more challenge than other entries in the series.
+ The bonus campaign in the home version.
+ Little touches like death animations and gun sound effects.

Negatives:
- The difficulty level is the most unforgiving in the series.
- Limited ease of control if you're not using a GunCon.
- Silly voice-acting and bland story.

Control: 3 gold uniforms out of 5
Design: 3 gold uniforms out of 5
Graphics: 4 gold uniforms out of 5
Audio: 4 gold uniforms out of 5
Value: 3 gold uniforms out of 5
The Call: 70% (C+)

Tuesday, September 16, 2014

Dance Dance Retrospective: DDR 2013

So it's come to this, huh. Not content with recycling the title "Dance Dance Revolution" for the 2010 PS3/X360/Wii release, or the 2001 PSone release based on 3rdMIX, or the first American/Asian arcade release based on 2ndMIX, Konami released a new arcade entry in their long-running dance simulation series, only to saddle it with the un-embellished title yet again. It is what will heretofore be referred to as DDR 2013 (JP: 14 March 2013, AS: 28 March 2013), and yet again it is, sadly, exclusive to Asia. Although I can say, for once, that I've played this game in person the last time I visited Japan, and I can tell you from my own experience that the game was... ...meh. What complaints I do have regarding about DDR 2013 are the same complaints might levy at such franchises as Call of Duty or Madden NFL. There's nothing mechanically wrong with DDR 2013, and if the new content doesn't entice you, there's still all that old material to fall back on. But whatever concerns I've had with this series have not been addressed, and all in all, it does practically nothing to excite me as a consumer. Oh well, maybe I'll go over the usual description routine and something will jump out at me.
Here's an idea of what the new cabinet design looks like.
Only five years and three games after their last cabinet redesign, Konami rolled out yet another machine design for DDR 2013. This new machine is painted predominantly in white, which combined with the game's light pink/blue colour scheme, gives off a sort of pastel aesthetic. Keeping in Konami's tradition of cutting costs, the USB ports for loading custom step charts AND STILL NOT USER PROFILES have been removed, although I doubt anyone was using them anyway, and the panels on the bottom no longer light up, which if nothing else useful to tell if something was wrong with the pads. Although they did add storage bins at the bottom of the cabinet for you to stash your bags and stuff, and as a veteran arcade connoisseur, trust me, that is a good thing to have. But all in all, what was the point of going through all that trouble? Is there some ground-breaking new feature in DDR 2013 that signifies a new era of this venerable yet long-in-the-tooth franchise?

The 2ndMIX Mode from the last game has been removed, although all the songs from it are available in the main game mode from the get-go. So has the Happy Mode from X2, but that was just some artificial limitation on the songs and difficulties available to the player, so no big loss on that one, I guess. And so have all the course modes. Okay, now that's a bad thing. And they made it so the game won't even run unless the machine is connected to the Internet and set up for eAmusement. Apparently it's all part of some scheme for properly sharing income between Konami and the arcade itself, but whatever it entails, it even further precludes the release of this game outside of Asia. Even worse, when you get right down to it it's a form of copy-protection. But there's an upside to this approach after all. Because of the game's always-online nature, a new handful of songs gets uploaded to DDR 2013 machines every month or so. One of these upgrades also changed the menu interface a bit, giving birth to the unofficially-titled "Dance Dance Revolution 2014".
Each player gets their own Groove Radar. That's... something, I guess.
I'm officially going to break with tradition and not include a notable songs section. For one, this game is new enough that I don't yet have a handle on what songs have stuck in the minds of the fandom. And besides, to be honest, none of the new songs stood out to me. There are no English-language pop licences, for example. Perhaps because Konami knew they weren't going to sell DDR 2013, and X3 before it, outside of Asia, they felt they could get away with just licencing J-pop and such. I could understand that argument, but even though this product was not intended for my personal consumption as an American, it's just disheartening to be left in the cold, so to speak, eh? And besides, in this Internet age, the Japanese gamers this game was marketed to might also be a little more worldly in their musical tastes, so what's the point of such exclusion? (Then again, this series didn't even have Japanese-language songs until 5thMIX, not including side games, so there goes that theory.)  Oh, I almost forgot: DDR 2013 does also feature "Caramelldansen (Speedycake Remix)", that Swedish song which spawned an Internet meme... back in 2007. I suppose in five years we can expect "Gangnam Style" to show up in a new DDR game. (Although given the current state of Japan-South Korea relations, that might not even happen.) Seriously though, that fact serves as a fitting metaphor for how relevant Dance Dance Revolution is with the gaming scene at large. In short: not much so anymore.

It's been over four years, but with this article, I've finally finished detailing the "core series" Dance Dance Revolution games. There's just one more article to go, where I break down the mobile games. Perhaps this is where is where DDR might finally manage some relevance in this evolving games industry? Find out on the final installment of Dance Dance Retrospective!

Thursday, August 21, 2014

Dance Dance Retrospective: X3 vs. 2ndMIX

Previously on the SDP, there was the 2010 DanceDanceRevolution. And it sucked. Well, inasmuch as a DDR game can suck. But earlier from that same year, there was a new arcade edition, DanceDanceRevolution X2. And it was good. But it would turn out that X2 was the last arcade DDR game, to date, to have been sold outside of Asia. But it wasn't the end of the series, for a year and a half later, Konami released DanceDanceRevolution X3 vs. 2ndMIX (JP: 16 November 2011, AS: 16 December 2011). I also have yet to play this edition in person, even during my latest trip to Japan back in March. But even though Konami did not sell X3 in North America or Europe, they did release a new home game suspiciously similar to it: DanceDanceRevolution II for the Wii (NA: 11 October 2011, EU: 16 November 2011).

X3 features a blue-and-white colour scheme, and many of the features from X2. Two new features are exclusive to eAmusement/PASELI users: they can view both machine and eAmusement high scores on the music menu, and, similar to X2's Marathon Mode option, pay per song in Quick Play Mode. As hinted at in its full title, X3 also includes a HD remake of Dance Dance Revolution 2ndMIX. It is entered through a button prompt on X3's title screen, just like the 2ndMIX mode from 3rdMIX. The songs from 2ndMIX Mode were eventually added to the main game in a later update. As to why they chose this entry to remake, I'm curious. Perhaps the first game had too little content, and the more popular 3rdMIX had too much content. And yes, you still have to enter a hidden panel code for the Maniac level.
2ndMIX Mode's menu screen in DDR X3.
DDR II, meanwhile, shares with X3 some songs, UI elements, and of course the core gameplay, but in other ways differs from it as well as the Wii DDR games before it. There are no alternate modes that use the Wii Remote, Nunchuck, or Balance Board, but they did bring back the Double mode from the core series. Also, the majority of songs come in two flavours: the traditional 1-to-2-minute edits, and the full-length versions. And this isn't like in 5thMIX or DDR X where only a scant handful of songs were long versions; this is done for all the licenced songs, and most of the Konami originals which weren't already from previous games. The unlock system also seems to have borrowed a page from the PS2 days. Unstead of a separate single-player campaign, you unlock new content by playing in the free-play mode and earning points. The "Replicant-D-Action" system also makes an appearance, but it's been simplified greatly from its appearance in X2. All you have to do is clear any three songs, and the Replicant-D-Action folder will become available. When you play any song therein, the folder disappears until you play another three songs, and so on.
Double mode in DDR II. A mainstay for most of the series finally makes its Wii debut.
DDR X3 features 515 songs, plus 30 songs in 2ndMIX Mode, and DDR II features 83 songs. In X3, you've got your usual stable of J-pop licences and Konami originals, including ones from DDR 2010, seeing as how that game was never released in Japan (lucky buggers). However I will admit that, apart from the boss songs, the "notable songs" section will be shorter this time around than the ones for previous games. Not including the revivals for 2ndMIX mode, there are only six new licenced songs, all of them Japanese, and they culled most of the licences left over from X and X2, just to add insult to injury (or is it the other way around?). And I've long since stopped keeping up-to-date with the other Bemani games -- which, I remind you, aren't made available outside of Asia -- so there's nothing in the selection of crossover songs that catch my eye. But maybe it's just me; if you absolutely must have material from jubeat Copious or Reflec Beat Collette, then go nuts, I guess.

As for DDR II, I feel a little conflicted. First, the bad news. There are two -- count 'em, two -- Justin Bieber songs in DDR II. And one by Miley Cyrus. And one by Selena Gomez. And one by Willow Smith -- you know, that "Whip My Hair" fellow. And two songs with Bruno Mars, who isn't nearly as embarrassing. Yeah, you can tell Konami of America courted the teen-pop crowd this time around. But it's not like those are bad songs to dance to; not like those boring slow songs from the last game. So now, the good news. Since (the 2010) X2 was never given a proper home port, the Konami originals (mainly Bemani crossovers) that weren't already included for the (the 2009) X2 and Hottest Party 3 have been revived for DDR II, including such assumed classics as "smooooch", "Gold Rush", and "Mei". Other notable songs include:
  • "Connect", as made famous by Claris. (X3 only) The theme song from the anime series Puella Magi Madoka Magica. For some reason, X3 uses a cover version of this song, as well as with...
  • "Heavy Rotation", as made famous by AKB48. (X3 only) Why Konami would need someone to cover one of the biggest names in J-Pop, I couldn't tell ya.
  • "Say a Prayer" by Des-Row & Maxi Priest, and "Still Unbreakable" by Des-Row and Vanilla Ice. (II only) Unremarkable songs, but it's neat that they're collaborations between Bemani and non-Bemani artists.
Certain songs were made available later on for machines connected to the Internet, a form of DLC if you will, as tie-ins with certain events.
  • Daily Special: Added five songs from other Bemani games. During the event, different ones were unlocked on each day of the week.
  • Append Travel: Added four songs from jubeat Copius Append, another Bemani music game. Also let players earn Append Points to spend on items, however this feature expired in September 2012.
  • Konami Arcade Championship 2012: Added seven songs. Five of them are remixes of Konami originals from 2ndMIX.
  • Tsugidoka!: Added four songs from other Bemani games.
  • Extra Tour: Gradually introduced the Evolved songs as selectable Extra Stages.
The new round of boss songs are:
  • "Amalgamation" by Mystic Moon. (X3 only) A fairly high-speed (170 BPM) trance/techno song. Originally the Extra Stage on X3; replaced by "Unbelievable (Sparky Remix)" in an update.
  • "Unbelievable (Sparky Remix)" by jun feat. Sarah Jane. (X3 and II) A happy-hardcore song in the vein of "Silver☆Dream" and "Kimono Princess". Originally the Encore Extra Stage in X3; later replaced by "Nephilim Delta" and demoted to Extra Stage in an update.
  • "Nephilim Delta" by L.E.D-G. (X3 only) A darker-sounding gabba-techno song, its high-speed (220 BPM) eight-note runs play like an even more turned-up "Afronova" or "Arabiatta".
  • "Silver☆Dream" by jun. (X3 only) A revival from Hottest Party 2.
Other boss songs include:
  • X3 revived the "Tokyo Evolved", "Osaka Evolved", and "New York Evolved" series from Hottest Party, Hottest Party 2, and New Moves/Hottest Party 4 respectively, as part of the "Extra Tour" update. 
  • DDR II revived "deltaMAX" and "888" from Universe 3, and the other boss songs from X2
  • "PARANOiA Revolution" by Climax of Maxx 360, and "Trip Machine Evolution" by DE-JAVU. (X3 only) The latest remixes of these fan-favourite songs from the first game. These are playable in 2ndMIX Mode, as Extra Stages, and certain nonstop courses. 
  • "Love Is the Power (Re:Born)" by NM. A remix of the end-credits songs from 2ndMIX. It's not a particularly hard song (only level 10 on Expert), but when played as an Encore Extra Stage, you have to get all Perfect marks or better; so much as one Great kicks you out of the song. 
  • "London Evolved" by TAG Underground. (X3 and II) The new set of Evolved songs, bearing three variations, this one is more trance-like, specifically reminiscent of "Roppongi Evolved" from X2
  • "Tohoku Evolved" by 2.1MB Underground. (X3 only) Yet another Evolved song, specifically a remix of "London Evolved". Technically there is only one version of "Tohoku Evolved", except that the last note is a randomised corner-jump. This song breaks the DDR speed record, with a certain passage reaching a whopping 1,020 BPM. A tribute to the victims of the natural disasters which hit north-eastern Japan earlier in 2011, this version incorporates voice samples such as "Our thoughts and prayers are with you". 
Come to think of it, "Tohoku Evolved" would have been a poignant send-off to the Dance Dance Revolution series. Scratch that... it should have been the series' send-off. We've got only two more entries to go on Dance Dance Retrospective, and I have a bad feeling about them.

Wednesday, June 4, 2014

Shooter Month: 1943 (NES)

1943
  • Publisher: Capcom 
  • Developer: Capcom 
  • Release: 
    • Arcade, 1987 
    • NES, October 1988 
  • Genre: Shoot-em-up 
  • Players: 1-2 alternating (Arcade), 1 (NES) 
  • Save: Password (NES) 
  • Rarity/Cost: Common, US$10-30 (NES) 
Previously on the SDP, I reviewed 1942, one of Capcom's earliest arcade games. And it sucked, at least the NES port. Well, it turns out that its sequel, 1943, also got ported to the same system, so have its developers learned some new tricks? Well, not exactly, if only because the 1942 port was developed by Micronics, whereas Capcom did the 1943 port themselves. But regardless, is it any good this time around? Read on.

As can be assumed from the game's subtitle*, "The Battle of Midway", 1943 returns gamers to the Pacific theatre of World War II. There are only 16 stages to the 32 in 1942, but this time around, most of them are split up into two parts. They start out high in the skies, where you have to make your way through aircraft of all sizes, the usual fare. But then you spot what looks like a small flotilla of ships in the water below. Before long, what do you know -- you've entered the second phase of the level, where you strafe those ships, taking out their turret guns in addition to fending off the usual planes. At the end of this section, you'll encounter some sort of boss ship, named after one of the Imperial Japanese Navy's own ships for that added touch of historical accuracy. Oddly, you don't have to destroy the boss completely; rather, you have an unseen time limit when fighting these bosses. When "time" runs out, you'll either move on to the next stage if you've destroyed enough of its weak points, or be forced to re-play the section if not. I don't see why they have to complicate matters so, but whatever.

*Fun Fact: The Japanese release of 1943 instead carries the subtitle "The Battle of Valhalla". So much for facing up to their past...

In addition to dodge loops, the A button can unleash screen-clearing super attacks. (NES version shown.)
The level progression format isn't the only thing 1943 shakes up from its predecessor. As opposed to having a set number of lives and losing one each time you get hit, you instead have one life and a "fuel gauge", which depletes with damage, and also slowly over time. For some reason, you'll never crash by automatic fuel loss alone, you'll just stay with a sliver of fuel until you get hit or find a replenishing power-up. I suppose I should be thankful for taking yet another time limit out of the equation, but that annoying warning music is holding my tongue on that affair. (Still better than the NES 1942's music.) Speaking of power-ups, you can equip several unique weapons by picking up other items. There's a wide-reaching 3-way shot (which, by the way, is way over-powered in the NES version and I love it), a thumb-saving auto-cannon, and a slow and generally useless shotgun. Notably, unlike in most games of this type, you can shoot power-up items multiple times to change their type, which I guess is better than having fixed types, or worse, items that change type automatically. (And I thought you were perfect, Raiden Project...) And just as before, you might even chance upon the item which gives you two wingmen for that little bit of supporting fire.
Certain plane types are coloured uniquely for better visibility. (NES version shown.)
Of course, 1943 got a port on the Nintendo Entertainment System, but considering the failings of the first game's port, is 1943 any better? Actually, yes. In lieu of trying to render the same realistic colours (for the time) generated by Capcom's up-to-date arcade hardware, the vivid colour palettes for both the backgrounds and foreground objects keep everything looking distinct from one another.  The music's far, far less of an earsore, although you could chalk that one up to the original version for having better music anyway. Although the "danger" music, which plays when you're at low fuel, wears just as thin as the one song from the first game. On top of the aesthetic trappings, the NES version adds two notable changes to gameplay. One, you can hold the fire button to charge up a high-powered shot. Sure, you won't be able to do it with the turbo switched on, but hey, that's why you can turn off the turbo on those special controllers. Second, by shooting at certain secret spots in each of the levels, you can reveal upgrades for your plane's stats. It's still easy to die, but hey, it's (based on) a coin-op game; gotta keep that turnover rate high. Like 1942, the home version offers infinite continues, and this time around there's even a password system which saves your progress and upgrades. Anyone who's taken the time to write down longer passwords for games like Metroid, Kid Icarus, and Metal Gear will be happy to know that these codes are only five letters long.

In short, 1943 offers the same stripped-down appeal of the original 1942, but with a number of twists on the formula to keep things fresh. And for once, they didn't mess up the experience on the NES. In fact, it's worth trying both of them out, as they provide unique takes on the same concept. If you want to check out the original, you can get it as part of Capcom Arcade Cabinet, a download-only title for PlayStation 3 and XBox 360. But if for whatever reason you wish to stick with the NES, you can sleep soundly with its interpretation of 1943.

Positives:
+ High and low-altitude sections offer some level variety.
+ Better and more varied music than before.
+ A satisfactory NES port with a few improvements of its own.

Negatives:
- The low-fuel warning beeps.

Control: 5 battleships out of 5
Design: 4 battleships out of 5
Graphics & Sound: 4 battleships out of 5
The Call: 90% (A-)

Tuesday, June 3, 2014

Shooter Month: Space Invaders

Space Invaders
  • Publisher: Taito, Atari (Atari 2600) 
  • Developer: Taito, TOSE (NES) 
  • Release: 
    • Arcade, July 1978 (JP) / 31 December 1978 (NA) 
    • Atari 2600, 1980 
    • NES, 1985 (JP) 
    • Game Boy, October 1994 
    • Super NES, November 1997 
    • iPhone, 15 July 2010 
  • Genre: 2D Action (Shoot-em-up)
  • Players: 1-2 Alternating 
  • Save: N/A 
In honour of my recent trip to Japan, I'm dedicating an entire month of reviews to that very Japanese of gaming genres... No, not visual novels; I'm talking shoot-em-ups! Yes, the Land of the Rising Sun has been a specialist in this genre, producing shooters of multiple settings (with airplanes, spacecraft, and even witches as characters) across a wide spectrum (okay, primarily on the hard side) of difficulty levels, from the simple yet skill-testing affairs of yesteryear to the "bullet-hells" of today. Yes, the field of shoot-em-ups is a crowded one, but if you keep your core interests in mind, some of them are bound to stick out. And enough titles have done so for me to kick off... Shooter Month! First on the menu is the one which kicked off the whole craze, not only the grand-daddy of shooter games, but the first great Japanese video game...* Space Invaders.

*Not the first Japanese video game, mind you. Tomohiro Nishikado, the designer of Space Invaders, had worked on several games before, including the Pong-like Davis Cup and Soccer, which he claims are the "Japan's first video game[s]".

Now, I know what you're thinking: "I know Space Invaders, everyone knows about Space Invaders! Its alien characters have become mascots for not only its studio Taito, but for gaming as a whole! Why bother reviewing it at all? And you call yourself alternative..." First of all, don't be so quick to hypothetically judge me, man. Second, you're right. We all know Space Invaders works. But... why? What makes it tick? And why did it catch on as well as it did? I started thinking thoughts like these whilst playing the Famicom port of SI, which I picked up over in Tokyo. And so, in a transparent attempt to fill up space, I shall endeavour to answer these very questions.

We'll start with a basic treatment of the gameplay. You control a moving gun turret shaped like the US Capitol building (huh). And in front of you is a phalanx of alien creatures, who will advance on your position and occasionally shoot laser bolts at you. Your objective is to shoot all of the on-screen beasties out of existence. Shooting the aliens scores you points, and you're awarded with extra lives at certain score milestones. Gotta love having an excuse for scoring points. When they're all gone, do it again, only a little bit faster, and so on. That's it. There's no backstory given to where these aliens come from and why they're invading... whichever territory your avatar represents. But, if you've been spoiled to need more incentive than that, then you're beyond my help Space Invaders is one of those games you play for the simple experience of playing it. It's a little hard to explain myself on that one, but sometimes you don't need an explanation.

Barriers don't offer much piece of mind when they can be broken so easily. (Arcade version.)
I'll be honest, whatever memories I have of playing Space Invaders when I was a wee little gamer were not entirely pleasant. I remember thinking the game to be hard, and even scary a little. See, as the aliens move side-to-side across the screen, when one of them hits the edge, they reverse course, and move a step down towards your position. This means that if given the chance, they will eventually collide with you. To make matters worse, the more aliens you take off the screen, the faster the rest of them move. Furthermore, the background music loop is a descending scale of four notes, which increases in tempo as more enemies are eliminated. (Fun fact: This was because the game's hardware could only run faster when fewer elements were drawn on-screen, but when Nishikado-san noticed it, he kept it in for the challenge.) Way to use multiple senses to put the player on edge, game. But far be it from me to condemn the game entirely based on those qualities. In fact, I have to give it credit for its ability to instill such strong emotions in the player with the bare minimum of artistic elements, and even a virtual absence of storytelling.

You may also notice that when you start out, there are four barriers between you and the aliens. Both your and their shots can damage these barriers, until eventually a hole or two gets cut through them. Admittedly, they're not much for protection. So, why even have them there in the first place? But tactics aside, their mere presence brings a very peculiar allegory to mind, at least my mind. Think about it: your avatar has the ability to move freely, at least along a one-dimensional line, and can dodge attacks or even hide behind objects for protection. Meanwhile, your opponents march lock-step in a fixed, gridlike pattern, never breaking ranks even as their peers are knocked out beside them. Sound familiar? If not, then you're not thinking of the American Revolutionary War, wherein the Native Americans and anti-British rebels came up with the genius idea of eschewing "conventional" warfare in favour of utilising the cover of their environment. To be fair, I'm not sure that's what Nishikado-san had in mind whilst designing Space Invaders, but it's a nice bonus thought to keep in mind and enhance the experience. Regardless, I guess it's true what they say: war never changes.
Later ports offer various colour and background options. (Super NES version shown.)
Home ports of Space Invaders are ubiquitous, given its early release and later influence, and are virtually too numerous to count. There's the Atari 2600 version (1980) which, despite its different looks, is credited as the first home port of an arcade game. There's the Famicom/NES version (1985) which was never released outside of Japan, likely due to Nintendo of America's restrictions which I may have discussed before. There's the Game Boy version (1994) which offers multiple background colour options when run in a Super Game Boy, and the Super NES version (1997) which has all that without the added fuss. And there's the iPhone version (2009) which is essentially arcade-perfect minus the control interface, but I find a tad overpriced at US$5. (Then again, I spent almost 800 yen for my copy of the Famicom version, so what should I care.) But really, you can't go wrong with any of them. Space Invaders is a shining example of how even the simplest of concepts can create the deepest of experiences.

Positives:
+ Simple but straightforward shooter gameplay.
+ An effective increase of challenge.

Negatives:
- Bare-bones aesthetics.
- The stress of increasingly-speedy targets.

Control: 5 barriers out of 5
Design: 4 barriers out of 5
Graphics & Sound: 5 barriers out of 5
The Call: 95% (A)

Wednesday, January 1, 2014

Dance Dance Retrospective: DDR X2

The advent of a new decade (get it, "New Decade" is a song from this game... read on) brought with it a chance for the Dance Dance Revolution franchise to redeem itself. On the one hand, there was the arcade release of DDR X, an otherwise okay entry which got shafted by poor machine construction outside of Japan. And on the other hand, there was the one-two punch of the home games X2 and Hottest Party 3, which couldn't decide whether they wanted to appeal to casual or hardcore DDR players. Well, with such stakes as I've described just now, I'm proud to announce that the arcade sequel DanceDanceRevolution X2 (not to be confused with the 2009 PS2 entry of the same name) was good.

...

I assume. Regrettably, I've never played on an X2 machine, ever since its rollout in 2010 (Asia: 7 July, NA: 31 December). Sure, I've played its new songs on other DDR games, but the nearest X2 machine to where I am is up around New York, and we all know what I think about the Big Apple. Even worse, I took a vacation to Japan just weeks before its launch over there, leaving me stuck to play on those crummy old deluxe X cabinets. And even worse worse, I'm planning to visit again early next year, but by now all the arcades in Tokyo have replaced their X2 machines with newer entries in the series (if the arcade listings on zenius-i-vanisher.com are to be believed). Edit 16 September 2014: Never mind, I've finally managed to play on a real X2 machine. And it was good. But enough about my personal anecdotes, let's talk about the game.

The new music menu screen with the Cover Flow layout.
DDR X2 -- that is, the real DDR X2 -- has a green-dominated colour scheme and (re-)introduces the Cover Flow format on its music select screen. As far as actual gameplay is concerned, X2 introduces new gameplay options which I'd say are useful for pro players. First are the Hidden+ and Sudden+ modifiers, which like the original Hidden and Sudden mods hide the arrows at the bottom or top of the screen. The difference with the "plus" versions is that you can adjust how far you want to hide the arrows by pressing the Up or Down buttons on the console during gameplay. (Arrow-speed mods can also be adjusted on the fly in this fashion.) And second is the Risky option, where missing one step or Freeze Arrow will kick you out of the song instantly, except you can still play any stages you have left. On the flip side, beginner players can eschew the traditional, full-featured Pro Mode in favour of Happy Mode, which features a limited songlist focusing on easier charts, so if that makes you comfortable, then go nuts.
Hidden+ and Sudden+ look something like this.
(From Beatmania IIDX 12: Happy Sky.)
Once again, X2's hidden content requires an e-Amusement profile to unlock. And once again, Konami released unlock codes for regions that were never graced with the presence of e-Amuse (read: America and Europe). Furthermore, X2 is the first arcade DDR game to support PASELI, a debit card which can pay for games coinlessly. In fact, there's also a Marathon Mode in which PASELI users can pay to play up to seven songs in a row. As with e-Amuse, it's only available in Japan, and you can't even set up a PASELI account over the Internet if you don't live in Japan, so don't get your hopes up. Fortuantely, the international versions of X2 bring back the ability to save high scores for each song and chart on the machine itself, a feature which was created for SuperNOVA but dropped from the sequel in favour of doing so with e-Amuse.


DDR X2 features a total of 444 songs, including the following:
  • A handful of classic Dancemania licences (including "If You Were Here" from 2ndMIX, and "Captain Jack" and "Dam Dariram" from 3rdMIX) have been revived, in the fashion of the X-Edits from the last game, including Challenge charts with Shock Arrows. This time, however, they actually stuck to the original cut of the song and just stretched that out a bit at both ends.
  • "Ice Ice Baby" by Vanilla Ice. Yup, the same cruddy version I tore down in my last entry.
  • Since Konami also sold X2 in the rest of Asia, they threw in unlockable Mandarin Chinese-language versions of a few songs, including "iFuturelist" and "Nijiiro" from SuperNOVA.
  • "Gold Rush" by DJ Yoshitaka-G feat. Michael a la Mode, a crossover from Beatmania IIDX 14: Gold. A lovably infamous song recogniseable by fans for its energy, stupid lyrics (like the recurring reprise of "Make it make money"), and the sequential name-dropping of the Beatmania games mid-song. In X2, it is joined by two alternate versions, the "DDR AC" and "DDR CS" versions, which replace those references with the arcade and console DDR games, but otherwise use the same charts.
  • "smooooch" by Kors K, a crossover from Beatmania IIDX 16: Empress. A bouncy happy-hardcore track whose background video, with three cartoon princesses bouncing about, has inspired parodies and tributes from both sides of the Pacific.
  • "Mei" by Amuro. Not a boss song, but it should be. In its IIDX appearance, the hardest chart on this two-minute track had two thousand notes, and whilst its DDR counterpart is nowhere near as complicated, with a level-18 Challenge chart, it's still among the hardest songs in X2.
  • "ΔMAX" (read: "Delta Max") by DM Ashura, a revival from DDR Universe 3. Not a boss song in this game, but its tempo starts out at 100 and, throughout the song, gradually increases to a blistering 573.
    • Fun Fact: The number 573 appears elsewhere in DDR, namely the default high score in certain versions, and other Konami games as well. That's because the name Konami can be "translated" to "573" through a system of Japanese wordplay known as "goroawase".
  • The boss songs are revivals from the 2009 series:
    • The Extra Stage is "Kimono Princess" by jun.
    • The Encore Extra Stage is "Roppongi Evolved" by TAG Underground. The first time an Evolved song was used in an arcade release, this one boasts an exclusive fourth version not found in the 2009 home games.
  • In addition, X2 introduces a new system for boss songs called "Replicant-D Action", lifted from the newer Beatmania IIDX games. For all intents and purposes, this doesn't work without an e-Amusement profile. The songs in RDA and their requirements are:
    • "Pierce the Sky" by JAKAZiD feat. JN. Unlocked by clearing any 20 songs from the X2 folder.
    • "Sakura Sunrise" by Ryu☆ (Ryutaro Nakahara). Unlocked by clearing any 2 songs from each of the 12 folders.
    • "Shiny World" by Capacity Gate. Unlocked by clearing 6 courses and one Drill Course.
    • "Posession" by TAG Underground. Unlocked by clearing any 100 Challenge charts, and getting an AA grade or better on "Pierce the Sky" and "Sakura Sunrise". The difficulty level on which those AAs were achieved determines which difficulty "Possession" can be played on.
    • "New Decade" by Sota F. Unlocked by getting a full combo on any 15 charts, and getting AA or better on and "Sakura Sunrise" and "Shiny World".
    • "Anti-Matter" by Orbit1 & Milo. Unlocked by playing Trial Mode (where two players can play one song for the price of a single-player game) three times, and getting AA or better on "Pierce the Sky" and "Shiny World".
    • Getting AA or better on each of the above songs earns a medal. When all six medals are earned, the song "Valkyrie Dimension" by Spriggan (Yoshitaka Nishimura) is automatically selected as an Encore Extra Stage. When this song is finished, pass or fail, all six medals are erased from the player's profile and can be earned again. Rinse and repeat.
Sounds like fun, doesn't it? Well... remember how I said that X2 machines were few and far between in my sphere of experience? What hurts matters more is that there was never a home port of X2. Sure, the individual songs showed up in other games, but this was Konami's big chance to bring Dance Dance Revolution into the seventh generation, and they blew it. Again. But think about it from their point of view: by 2010 the last console generation was for all intents and purposes dead, and the Guitar Hero/Rock Band craze was about to fade as well, so perhaps consumers wouldn't have the stomach to purchase another plastic peripheral for another system. Konami did bite the bullet after all and make a DDR game for the latest and greatest systems, but... ah... that's a story for next time on Dance Dance Retrospective!

Monday, August 19, 2013

Dance Dance Retrospective: DDR X

It took me until the 15th anniversary of Dance Dance Revolution to talk about its 10th. Go figure. But whatevs, the time is right to talk about the game that took DDR into its second decade: 2008's DanceDanceRevolution X.
The new DDR X cabinet. ...In Japan.
For the first time in ten years and goodness knows how many games, Konami designed a new cabinet for the arcade version of X. The machine boasted a HD widescreen display, a new external light patterns, including LED bars along the sides, and USB ports which, rather than support profiles as I would've hoped :-(, replace the PlayStation Memory Card ports for the purposes of transferring edit charts from the home versions. At least... in Japan. In order to cut costs, the machines sold in America and Europe were co-manufactured by Raw Thrills... Seriously!? It's not bad enough that Raw Thrills produces inferior games in genres already conquered by the Japanese; now they have to go and ruin one of their franchises directly!? The result is that the HD monitor tends to lag behind the sound, throwing off timing (results may vary), the pads were constructed out of a single piece of metal instead of the "grid" pattern used before, thus being easier to break (again, results may vary), and those pretty light-bars on the sides were taken out. And the USB ports, while still present, were not supported by the home version, but instead a Web browser-based program which only supported a selection of songs from SuperNOVA on, and I couldn't even get the darn thing to work. As in SuperNOVA2, an e-Amusement kit is required for unlocking songs, and unlock codes were unveiled for regions in which the kit was unavailable.

So enough about the outside of the machine, what's going on inside? DDR X makes its own little attempts at modernising the experience, starting with a new difficulty rating scale. The old 1-to-10 scale from the MAX and SuperNOVA eras has been replaced with a scale going from 1 to a possible 20. All difficulties using the old scale have been adjusted, by a roughly 1 1/2-times increase. For example, "PARANOiA" Expert has gone from level 8 to 12, and "MAX 300" Expert from 10 to 15. As of 2013, the highest level ever achieved on this scale by an official chart is 19. And for those of you migrating to this series from Pump It Up!, this scale is also roughly analogous to the scale they introduced in PIU Exceed, back in 2004. It appears that Konami was only now trying to catch up with its competition... specifically, where its competition was that many years ago.

Want proof? DDR X also marks the debut of the Shock Arrow, which damages your Groove Gauge if you're stepping on any of the panels as it crosses the Step Zone. If this sounds like the mines from In The Groove (refresher), they are indeed similar, but with two differences. Shock Arrows always cover all four step directions, and if you hit them, all the arrows on screen will flash invisible for a brief moment. Sadly, the Shock Arrows are a bit under-used, only appearing on Challenge-level charts (themselves copies of other charts with Shock Arrows replacing some notes) for a scant number of songs, and you can't add them to edit data. At least it's fun to play with them every once in a while, and they would return for the next few games.
DDR X employs a new art direction for its background stages.
In contrast to the wide variety of colourful, computer-esque settings that the SuperNOVA games offered as backdrops, there are only six to be found in X. Some are grungy cityscapes, which tie in to urban elements like chain-link fences and masking-tape tags used in the predominantly yellow-orange UI. And then you lay eyes on the birthday cake stage and things start to get more complicated... They brought in new announcers, too: Justin and Wil-Dog from the band Ozomatli, who also contributed a song to the home version. Aaand... they suck. Their uncomfortable mixture of American street slang and gratuitous Japanese makes them the most grating out of all the announcers this series has ever had. On the bright side (figuratively, anyway), DDR X also adds a handful of new modifiers. The Screen Filter option darkens part of the background, making the arrows easier to see, which is a Godsend if sun glare has been a problem wherever you've been playing (in my case, the Jersey shore). You can also change the design of the arrows from the options menu, similar to what the later home games allow.

Notable new songs include:
  • "30 Lives (Up-Up-Down-Dance Mix)" by The Motion Sick. An alt-rock love song built around the Konami Code, of all things. And yes, they do work the code into the stepcharts. Made for the DDR Song Contest 2008.
  • "A Geisha's Dream" by Naoki & SMiLE.dk. Pretty groundbreaking in that it's a collab between Konami and non-Konami acts, but in the end it just serves to cement SMiLE.dk's association with the DDR franchise.
  • "Always On My Mind" by the Pet Shop Boys. This country classic was re-worked into a post-New Wave version by the band in 1987.
  • "Here It Goes Again" by OK Go. And yes, it does use the "OK Go on Treadmills" music video.
  • "U Can't Touch This" by MC Hammer. And yes, it does pause at the "Stop, Hammertime" line.
  • A selection of old licences from 1st and 2ndMIX have been revived in the form of "2008 X-Edits". The steps bear plenty of resemblance to their original charts, all of them boast Shock Arrows on Challenge, but unfortunately, the edits made to the songs themselves kinda suck. It's like they tried to avoid using any passages from the original cuts. I realise that the cuts from older games are shorter than nowadays, but these are just jarring to anyone familiar with them. The following songs have been revived in this manner:
    • "Butterfly" by SMiLE.dk (1st)
    • "Boys" by SMiLE.dk (2ndMIX)
    • "Dub-I-Dub" by Me & My (2ndMIX)
    • "Get Up'n Move" by S&K (2ndMIX)
    • "Hero" by Papaya (2ndMIX) (Only available on home version)
  • In addition to the X-Edits, Shock Arrow charts are available for the following songs:
    • "Dance Celebration" by Bill Hamel feat. kevens
    • "Flight of the Phoenix" by Jena Rose
    • "Horatio" by OR-IF-IS
    • "On the Bounce" by Neuras
    • "Saber Wing" by TAG
  • The five X-Mixes, which are medleys of new songs. Like the Nonstop mixes from the Solo games and the Long Versions from 5thMIX, these require 2 stages to play.
  • The following songs have been revived from the Hottest Party games, making their core series debut: 
    • "Beautiful Inside (Cube::Hard Mix)" by NM feat. Alison Wade (HP)
    • "Super Samurai" by jun (HP)
    • "will" by Naoki (HP)
    • "Into Your Heart (Ruffage Mix)" by Naoki feat. Yasmine (HP2)
    • "Loving You (Epidemik Remix)" by Toni Leo (HP2)
  • The new boss songs are listed below. In the arcade version, depending on the total difficulty ratings of the songs you chose before, you may get different songs.
    • "On the Break" by Darwin. First available as a Final Stage.
    • "Saber Wing" by TAG. First available as an Extra Stage.
    • "Horatio" by OR-IF-IS. First available as an Extra Stage.
    • "Saber Wing (Akira Ishihara Headshot Mix)" by TAG. First available as an Extra Stage.
    • "On the Bounce" by Neuras. First available as an Encore Extra Stage.
    • "Trigger" by sonic-coll. First available as an Encore Extra Stage.
  • In addition to the boss songs, X also features "X-Special" charts, new Challenge-level charts for numerous classic songs, similar to the Groove Radar Specials from SuperNOVA2, but instead of trying to max out any one element of the Groove Radar, they're just all-around challenging. X-Special charts are available for:
    • "PARANOiA" (1st)
    • "Trip Machine" (1st)
    • "PARANOiA Max (Dirty Mix)" (2ndMIX)
    • "PARANOiA KCET (Clean Mix)" (2ndMIX)
    • "SP-Trip Machine (Jungle Mix)" (2ndMIX)
    • "Afronova" (3rdMIX)
    • "PARANOiA Rebirth" (3rdMIX)
    • "PARANOiA Evolution" (4thMIX)
    • "Trip Machine Climax" (4thMIX)
    • "Healing Vision" (5thMIX)
    • "Candy" (MAX)
    • "MAX 300" (MAX)
    • "Kakumei" (MAX2)
    • "MaxX Unlimited" (MAX2)
    • "Dance Dance Revolution" (Extreme)
    • "The Legend of MAX" (Extreme)
The home version of DDR X was, yet again, made for PlayStation 2. Thankfully (IMO), the shop system from the Extreme and SuperNOVA games has been scrapped; instead, you unlock most songs and content by playing through the Street Master Mode, which deals out missions in the context of stories for each of the game's characters. In practice, these are simple text-box vignettes which provide the most transparent excuses for getting them to dance against one another -- think the DDR equivalent of Professor Layton. Although I did enjoy the quiz missions where you choose an answer by getting the corresponding grade in a song. Don't take it too seriously, and you'll find it a fun way to see all the game has to offer.

With its anniversary out of the way, Dance Dance Revolution will now join the 7th console generation! ...Or not. Read what happens next time on the Dance Dance Retrospective!

Monday, July 29, 2013

Game Review: Ghost Squad

Ghost Squad
  • Publisher: Sega
  • Developer: Sega AM2 / Aritificial Mind & Movement (Wii)
  • Release:
    • Arcade, 2004
    • Wii, 20 November 2007
  • Genre: 3D Action (Rail shooter)
  • Players: 1-2 (Arcade), 1-4 (Wii)
  • Save: 1 block (Wii)
  • Rarity/Cost: Common, US$10-20 (Wii)
Anyone remember Target: Terror, that arcade light-gun shooter by Raw Thrills? No? Good on ya. Pretty much the only thing it contributed to its genre is that it's possible for one of these games to last longer than twenty minutes, although in doing so stripping out all the fun, charm, and gravitas (whatever gravitas remained in this genre) brought upon by its Japanese competitors. One of those competitors was Ghost Squad by Sega AM2, which not only started showing up in arcades around the same time as Target: Terror, but years later got a home port on the Nintendo Wii -- wouldn't you know, also around the same time as Target: Terror. So, what does Ghost Squad do right over its American rival? More importantly, does it do anything right?

I'll start with the plot, inasmuch as an arcade game meant to get players on and off the hot seat as fast as possible can have a plot. Unlike Target: Terror, where your only motivation is that your targets are terrorists and that's bad, the antagonist force in Ghost Squad has a name: the Indigo Wolves. Their rap sheet includes kidnapping the President of the United States -- twice, in two of the game's three missions -- and the president of an arms company. Because... evil. And so a non-governmental force called the M.O.P. dispatches squads of ghosts (not literally, I just wanted to make a pun from the title) to dispatch the Indigo Wolves' threats. As such, there's a fair bit of immersion to be gained from taking orders from a remote commander and "leading" computer-controlled team members, even if they bear no impact whatsoever on your game. So does the arcade version's controller, a big hulking thing which I think is modelled after an MP5. (Then again, it gets hard to keep holding the darn thing up during extended play, so forget about it.) But the immersion is quickly lost when you realise its characters have no characterisation to speak of, or for that matter, when you bear witness to the goofy voice-acting. So maybe Ghost Squad's story isn't so great, but more importantly, does it play any good?

Alternate fire modes may help you out.
It should; this isn't Sega AM2's first ride in the light-gun rodeo, so a lot of Ghost Squad's mechanics had become familiar by the time it was made. You shoot terrorist characters who will occasionally attempt to shoot at you, you don't shoot hostages or other unarmed persons under penalty of losing health points, and you change your magazine simply by pointing your gun (Wii Remote) off of the screen. No pulling the trigger (pressing B) or shaking the gun (Remote) necessary. Huh, that's new. Not exactly; Sega AM2's earlier shooter Confidential Mission (Arcade/Dreamcast, 2001) also handled reloading in this manner. But it's nice to see it implemented here on the Wii as well, since having to shake the gun (Remote) tends to mess up your aim, if not your focus, in a way that simply flicking your sights off to the side does not. In an actually new feature (for the arcade scene, at least), you can select your weapon type when starting a game, and most weapons feature alternate fire modes (single-shot, burst fire, full-auto, etc.) which you can toggle by flicking a switch above the trigger (pressing Left/Right on the Control Pad).

This game is short. There are only three levels, and very short ones at that -- I'm talking at least five minutes apiece -- and not even a final boss after it all to tie up the story, such as it is. That's not to say Ghost Squad doesn't have its ways of hooking you in for repeated play-throughs. By collecting experience points (in the Wii version only, I'm afraid), alternate paths will be unlocked for you to choose between during repeated visits, as will new weapons for you to try out. In addition, you'll be tasked with completing special objectives (again, also built upon from Confidential Mission), mainly in the vein of using your gun's (Wii Remote's) Action (A) button to defuse bombs, restrain hostages or fight in hand-to-hand combat, or simple sniping and protection segments. Mess these up, and you're still allowed to continue, maybe with a blow to your life meter. But completing these tasks, in addition to landing head shots or other special hits, fills up a separate "GS Meter". Filling this up gives you extra ammo for your alternate fire modes, thus providing a tangible... not really, more like "direct"... at least non-score-related reward for skillful play.
Tasks like defusing bombs are done with the Action (A) button.
In a genre which has become as formulaic as the arcade light-gun shooter, innovation is nine-tenths of the law, and Ghost Squad boasts enough exclusive features to help it stand above the crowd, even to this very day. Even better, these memorable traits have survived passage to the Wii, and then some. But this genre has often suffered from a lack of substance, and Ghost Squad is sadly no exception. It takes a lot more effort in this regard to make an arcade game suitable for the home experience, but given its progression of unlockables (including the goofy Ninja and Paradise modes), it's certainly worth more than one spin. Just wake me when you can pack in more than three levels.

Positives:
+ Sharp controls.
+ Many unlockable paths and weapons.
+ Silly additional modes are good for a laugh.

Negatives:
- Only three stages.
- Poor voice acting.
- An insubstantial story.

Control: 5 hostages out of 5
Design: 4 hostages out of 5
Graphics: 3 hostages out of 5
Audio: 1 hostages out of 5
Value: 2 hostages out of 5
The Call: 70% (C+)