Showing posts with label PlayStation Vita. Show all posts
Showing posts with label PlayStation Vita. Show all posts

Saturday, December 2, 2017

Game Review: Shantae: Half-Genie Hero


Shantae: 1/2-Genie Hero
  • Publisher: WayForward / Marvelous
  • Developer: WayForward / Inti Creates
  • Release Date: 20 December 2016
  • Systems: PC, PlayStation 4, PlayStation Vita, XBox One, Wii U, Switch
  • Genre: 2D Action (Platformer)
  • Players: 1
  • Cost: US$20
Previously on the SDP, I reviewed Mighty No. 9, a game that rode high atop a mega-bucks-earning KickStarter campaign, only to crash into a pile of manure upon release.  Another game that also went through the crowd-funding motions at the same time was the new sequel to Shantae, sub-titled 1/2-Genie Hero.  I, myself, contributed to that campaign, spending more on it than I did with Mighty No. 9, for the record.  Upon backing, I opted to receive the PlayStation 3 port, since I have seen no need for the newer wave of consoles.  But, that port got cancelled, along with the one for XBox 360.  I'll say one good thing about how Comcept handled Mighty No.9 -- at least they actually released the PS3 and XBox 360 ports!  But whatever, there's still the PC version, so that's what I fell back on.  #PCGamingMasterRace  So, was all that worry worth it?

The game starts with Tinkerbats invading Scuttle Town -- again.
The story starts with Risky Boots and her Tinkerbat pirates invading Scuttle Town.  Second verse, same as the first.  So it should come as no surprise that Shantae's Uncle Mimic has unveiled a new mechanical contraption, and sends Shantae to gather the parts for it so they won't be stolen by Risky Boots, only for the finished product to be stolen by Risky Boots in the end.  It's basically another one of those "Mad Libs" sequels, as I described Risky's Revenge before.  In your quest to find these machine parts, you will unlock a succession of five worlds, accessible through a map screen as opposed to one giant overworld.  In fact, there are no discrete dungeon areas this time around; instead, all the worlds are self-contained action stages.  This does make them seem shorter than in previous games, but there are still plenty of hidden areas strewn about for you to revisit after earning new abilities.  And, on the positive side, that means less faffing about with sidequests than there was in Pirate's Curse.

While the main story failed to engage me, personally, each world comes with their own sub-plots, which have a bit more going for them... okay, still not much.  For example, the bratty genie guardian who takes over Shantae's role as the defender of Scuttle Town is rather unceremoniously brushed off after clearing the desert world.  But they are tied in with some pretty novel settings, like a factory where young maidens are transformed into "counterfeit mermaids" by having big-mouthed fish latch onto their waists, or even a magic-carpet race, which is in essence just a forced-scrolling platforming segment.  It's nice to see that the quirky sense of humour the series has built up over the years is still in full effect.

Shantae's dance transformation ("Danceformation", then?  ...I'll see myself out.) powers make a return after an absence in Pirate's Curse, where... she had a little run-in with the plot.  How they work this time is you hold a button to bring up a menu, and press a direction for the form you want to take.  It's sort of a hybrid of the transformation systems in the first two games, and is one of the more elegant solutions I could think of, since it lets you page through many options at a fast enough rate, while not forcing you to memorise a button sequence like in the first game.  And there are over a dozen transformations for you to unlock, although a little more uniqueness and utility would be appreciated.  Some of them are useless apart from specific situations, especially the mouse, who can go through tiny, maze-like passages and do little else.  And why do we need two separate forms for moving about underwater?

The new method of selecting transformations is both quick and convenient.
The Shantae games seem to go back and forth as to whether its attack items are consumable or meter-limited, and this time around they are once again limited by a magic meter.  As in Risky's Revenge, I like this because it encourages their use, especially since magic pickups are so common.  Then again, you'll be able to deal more damage faster just by upgrading your hair's damage and attack speed.  But late in the game, after completing an arduous collection quest, you can unlock a tiara that gives you infinite magic power, and this combined with the other items, especially the invincibility shield, make 1/2-Genie Hero game-breakingly easy.  I suppose it contrasts with the slightly harder difficulty at the beginning of the game, where you start with fewer heart containers than before, and must rely more heavily on consumable healing items until you start to upgrade yourself.

Freed from the limitations of past 8 and 16-bit platforms, the character art has been completely redone with hand-drawn animations, and it looks gorgeous.  Their animation is extremely fluid, even on huge boss characters like the Giga Mermaid.  On the other hand, the backgrounds are done with 3D models, and they look extremely basic in comparison to the pristine 2D art, their relative lack of detail fits with the cartoonish art style.  This is the same setup that WayForward has used in games like DuckTales Remastered, so you'd think they'd have come up with some way to spice up the backgrounds somehow, but apparently not.  And why is it that when we return to certain worlds, especially the desert world, the backgrounds have so much detail removed from the first time around?  Maybe it's just a bug in the version I played, I don't know.  #PCGamingMasterRace  The soundtrack, once again composed by Jake Kaufman, brings back many melodies from his songs from previous games, but with slight variations. I think its quasi-chiptune sound has a bit of a Sonic influence to it this time around, and coming from me, that is high praise.

Sprite animation is fluid and expressive, especially on bosses like the Giga Mermaid.
1/2-Genie Hero is not the longest game on the market, but none of the other Shantae games are either.  Expect something in the neighbourhood of 6 hours for a 100% clear playthrough, or 3 hours for a speed run, which is shorter than Pirate's Curse was, but less padded.  Alternate modes have been added since the game's initial release, such as the Hero Mode where all your transformations are unlocked from the start, and Hard Core Mode for extra difficulty.  And if you missed the gameplay revolutions brought on by Pirate's Curse, they have been brought back for the alternate campaign, where we play as Risky Boots and unlock her pirate gear for alternate movement techniques.  However, it is sold as separate DLC (US$10), although people who backed the game when it was on KickStarter got it for free.  While I am lucky to count myself as one of those people, this "sectioning off the best parts of the game as DLC" is a troubling habit for WayForward to start picking up, and especially for my beloved Shantae series.

Come to think of it, as a whole, 1/2-Genie Hero puts the Shantae series at a crossroads of concern.  WayForward's approach to sequels is starting to become formulaic.  If WayForward will ever make a sequel to this, they're going to need some cracking good ideas to elevate it above the status quo they've built up, as they did with Pirate's Curse.  That goes doubly if they choose to crowd-fund it, since it's our money on the line.  But don't be too afraid about it just yet, since 1/2-Genie Hero is still quite good.  It's a short, snacky kind of game, but it's incredibly sweet while it lasts.  If nothing else, playing 1/2-Genie Hero, and knowing that there was at least one good game to come out of crowd-funding, allowed me to end 2016 on a much-needed high note.

Positives:
+ Streamlines many of the series' more time-wasting mechanics.
+ Astounding character animations.
+ The Risky Boots campaign.

Negatives:
- Some combinations of upgrades break the game's balance.
- The backgrounds seem a little basic in comparison to the character sprites.
- The Risky Boots campaign as separate DLC.

Control: 5 counterfeit mermaids out of 5
Design: 4 counterfeit mermaids out of 5
Graphics: 4 counterfeit mermaids out of 5
Sound: 5 counterfeit mermaids out of 5
Value: 3 counterfeit mermaids out of 5
The Call: 85% (B+)

You might also like: Shantae and the Pirate's Curse, DuckTales: RemasteredShovel Knight

Wednesday, November 25, 2015

Game Review: Super Star Wars


Super Star Wars
  • Publisher: JVC / Lucasarts 
  • Developer: Sculptured Software 
  • Release: 
    • Super Nintendo, November 1992 
    • PlayStation 4 / PS Vita, 17 November 2015 
  • Genre: 2D Action (Platformer, Run & Gun)
  • Players: 1 
  • Save: None (SNES) 
America has come down once again with a case of Star Wars fever this year, owing no doubt to the upcoming release of the new movie, Star Wars Episode VII: The Force Awakens. Therefore, in terms of video games, the talk of the town is on the new Star Wars Battlefront for the PlayStation 2 and XBox... sorry, I meant the other Star Wars Battlefront for the PlayStation 4 and XBox One. DO YOU SEE HOW ANNOYING THIS GETS!? Title aside, Star Wars Battlefront (the new one, that is) is yet another of those multiplayer-only shooters in the vein of Titanfall and Evolve, which thought they could get away without any single-player story content but still sell at full price. On its own, it's simply bound to get old fast. In comparison to the old Battlefront duology, each of those games being stuffed with enough features to choke a Sarlacc, it is unforgivable. I haven't played EA's Battlefront yet, nor do I ever plan to, but I'll end this rant by saying the game can go take a proton torpedo up its exhaust port, if you see what I mean.

Fortunately, I have something else to fall back on, as the powers that be saw fit to release ports of Super Star Wars for the PS4 and PS Vita. I'm a bit curious as to this decision, as the original game came out in 1992 for the Super NES, a non-Sony console. Indeed, it used to be available on the Wii's Virtual Console shop, along with its sequels based on The Empire Strikes Back and Return of the Jedi, but those have since been taken down due to an expired licence or something. Well, whatever you're playing it on, you're getting more or less a straight adaptation of the original Star Wars film. A young man, Luke Skywalker, comes across a pair of droids carrying plans for the Death Star, a planet-destroying space station built by the Galactic Empire, and he must bring them safely to the Rebel Alliance. But you already knew that.

Much of the game is played as a jump-and-shoot platformer, similar to the Contra series. Super Star Wars makes some welcome evolutions to Contra's formula, however. Your blaster fires automatically when you hold down the fire button, and while doing so, you stay locked in place so you can aim in multiple directions without also moving around. And perhaps most importantly, you can take more than one hit per life! Yes, you have a health meter in this game, and not only are health pickups plentiful, with little ones coming out of nearly every enemy you kill, but you can extend it with "Health Sword" powerups (because the health meter is drawn like a lightsaber, I guess...). Other pickups include blaster upgrades, invincibility shields, thermal detonator bombs, and Darth Vader heads which doubles the points you earn for a limited time. Over the course of the game, Luke gains a lightsaber in addition to his blaster, and later on you can choose to play as Han Solo or Chewbacca instead of Luke, who lack the lightsaber (and the awesome, almost overpowered spinny-jump slice that comes with it), but start off with a blaster upgrade and/or a longer health bar.
By holding the fire button, you can aim in multiple directions.
But don't think for a second that this is an easy game. It may look like you have a long health bar even without upgrades, and enemies don't seem to do much damage, but there are a lot of enemies. And if you do lose all your health, all your upgrades go along with it. I do hate when games do this, because it makes it that much harder to get back on track. Furthermore, enemies can push you around easily, which makes what few spots of precision platforming all the more treacherous and unfair. Not helping is the semi-isometric perspective the walls and floors are drawn in, making it a bit tough to determine where each platform begins and ends. Oh yeah, and there's no mercy invincibility, either. That seems to be a running theme with 2D platformer games I've chosen to review. Also, there's a timer counting down as you play each level, but before you start panicking, you don't die when it expires (cf. Mario and Sonic), you just don't get a time bonus at the end. Granted, points are important in this game, as you're given extra lives at certain milestones (cf. Sonic again), and trust me, you'll need them.

And then the levels themselves offer their own flavours of unnecessary challenge. The first major wall of difficulty comes in the form of the fourth level, where you're inside the Sandcrawler searching for R2-D2. About half-way through, just after the only checkpoint in the level, you have to get past these laser grids which block you when you get close. You're supposed to get past these by sliding (hold Down and press the jump button), but it's more of an art than a science, and you're liable to get hurt by at least one, if not all of them. And then there's a surprise waiting for you when you get down to the final floor: instant-kill lava, or sand, or something. Normally you can make longer and higher jumps by holding Up and pressing the jump button, but don't do it here or you'll just hit the ceiling and lose distance instead of gaining it. And you're expected to fight a boss over the stuff. And if you do die here, you go all the way back to the middle of the level, just before the aforementioned laser gates. The Sandcrawler scene is not the only tough level in the game -- the one right afterwards has some precision platforming which has claimed many of my lives -- but it does set the tone for the rest of the game.
Vehicle sections punctuate the gameplay experience.
That's not exactly true, however, as some levels break up the side-scrolling action by way of 3D vehicle sections. In these levels, you pilot a landspeeder or X-Wing fighter and gun down a specific number of targets before you're allowed to move on. They use the same perspective-scrolling technology (a.k.a. Mode 7) seen in games like Pilotwings, F-Zero, and Super Mario Kart. It shows effort, which I like, and if I'm in a good mood I would call it fun. But the vehicle controls are a bit too floaty for me to really get into it. It's almost as if these things ride on air or something! (It's funny because that's exactly the case.) And riddle me this: how come we can only change direction by spending jet fuel? The L and R buttons go unused during these levels; if you felt you had no other options, surely they could've been used to turn or strafe, right? Super Star Wars only offers three of these levels, but it's nice to have that variety. I'd say you'll never get bored playing this game, but then I reflect upon how long and monotonous the other levels are and I'm forced to retract that statement.

The soundtrack is appropriately John Williams-y, and the opening cutscene recreates the movie's famous text-scroll admirably. Unfortunately, all the other cutscenes are just scrolling pictures and text; given what the Super Nintendo can do with manipulating images, I felt that more could've been done in this regard. As for in-game storytelling, the levels are all based on events from the movie, albeit expanded for action's sake. As I said with GoldenEye 007, it's always nice to add content to a story you're adapting. So for simply being an adaptation of the source material, Super Star Wars does its job well, and for being a jump-and-shoot platformer, it also does its job well. I can understand if its tough, but mostly fair, difficulty gets to you and prevents you from enjoying it in full. In the end, it's a pretty good game, but play through it again? I'd rather kiss a wookie!

Positives:
+ Subtle improvements to the jump-and-shoot formula.
+ A faithful adaptation of the source material.
+ Occasional vehicle stages.

Negatives:
- Generally intense difficulty.
- Overly long and repetitive levels.
- Floaty controls in the occasional vehicle stages.

Controls: 3 Health Swords out of 5
Design: 3 Health Swords out of 5
Graphics: 4 Health Swords out of 5
Sound: 4 Health Swords out of 5
Value: 3 Health Swords out of 5
The Call: 70% (C+)

You might also like: Contra 3: The Alien Wars, Mega Man X, Super Metroid

Super Star Wars was followed by two sequels: Super Star Wars: The Empire Strikes Back in 1993, and Super Star Wars: Return of the Jedi in 1994, both based on the films they were named after, obviously. There aren't enough differences in those games to warrant their own reviews, but I would like to say a few words on them now while I have the opportunity. All those sequels are equally as hard as the original Super Star Wars, but add a password system for saving progress, which is good, and ditch the timer system, which doesn't really matter. Also, Super Empire Strikes Back introduces Force powers, but they're integrated in a pretty stupid way. You can only get them in one level, during the Dagobah swamp scene, and you can only find them by using the "flying" Force power, which you have to pick up in the previous stage! At least you start out with the lot in Super Return of the Jedi, but why bother when you can play as Chewie, who has a spin attack which refuels automatically and keeps you invincible while it's active?  Remember: let the wookie win.  Either way, if you got through the first Super Star Wars intact and found it fun, try these games out as well. But not Battlefront; that game can go deep-throat a lightsaber for all I care.