Showing posts with label iOS. Show all posts
Showing posts with label iOS. Show all posts

Wednesday, October 15, 2014

Dance Dance Retrospective: The Mobile Games

At last we have reached the final installment of Dance Dance Retrospective, and with this momentous occasion upon us, please allow me to say... This series was a mistake. A mistake I made whilst blinded by fandom. Pretty much all I did in those articles was describe the changes each game made from one installment to another, no how irrelevant they would be to readers without my level of interest in the franchise. I even planned a video series at one point, but never finished even the first episode once I realised I was wasting all my time on so much minutiae. Oh well, I suppose I let some critical observations slip in from time to time, so it can't have been a total waste. Spoiler alert: I'm going to be doing just that for this article as well.

Okay, so I've covered all of Dance Dance Revolution's arcade games, all the home console games, so what's next...? The mobile market, of course! With pocket-sized touchscreen devices proving their feasibility as gaming platforms ever since the invention of the iPhone, Konami eventually saw fit to introduce their venerable DDR property into the market. Their first foray was DanceDanceRevolution S, which first appeared on the iTunes Store on 25 February 2009. (Ports were later made for Android and Windows Phone platforms, but they were only sold in Japan.) As you might imagine, this game was played by tapping the arrows on a virtual dancepad on the bottom of the screen. As with most mobile games that use virtual-gamepad inputs on a touchscreen, there was always the problem of missing the buttons and not getting any feedback that you did so, but I suppose that could be less of a problem for some gamers. There was also the "Shake Mode", where you shook the iPhone unit in four directions instead of tapping the notes. It was only available for Basic and Difficult charts and, as with any kind of motion control, the lack of physical feedback makes your timing even more imprecise, but as an added bonus, I guess it was fun for a little while. There were 25 songs packed into DDR S, mainly revivals from the Hottest Party games.

Gameplay in DDR S, using a virtual dance-pad at the bottom.
In my opinion, DDR S didn't have the most engaging setlist, but they rectified that issue, in a sense, with DanceDanceRevolution S+ (iOS, 5 October 2009). This game had a price of just ninety-nine cents, but only packed three songs within. That is, unless you count the DDR Store. There were a total of 219 songs released, across 67 song packs, as DLC for S+, spanning more-or-less the entire franchise, including tracks from (the real) DDR X2. There was even an option to purchase a "Starter Pack" of 150 songs for US$65. This was a pretty strong showing, considering that the 2010 DDR games only got a couple of DLC song-packs. And with so much content available, you could pick and choose your favourites to create your own custom Mix. But, I'll say the same thing I said about DDR 2010: if you have to pay extra to get the best content, then the game's just not worth it. Besides, that all-songs pack is a monster case of sticker-shock, you know?

And finally, there was DanceDanceRevolution Dance Wars (iOS, 14 February 2013). Dance Wars followed the example of all those free-to-play games that sprouted up over the past few years. First, a "stamina" system limited how many songs you could play in the main Battle Mode within a certain time frame. (A free-play mode was also available which doesn't include the stamina limit, but you could not unlock new songs this way.) And second, you could invite other players to your "Dance Crew" to unlock content faster. A total of 47 songs were available in-game, mostly revivals from all across the franchise, although only 4 were available without unlocking.

However, I've been using the past tense to describe all these games, because they have all suffered some degree of unavailability. DDR S was taken down from the iTunes Store at some point, perhaps because of S+, which is still available to this day, but recently I've had trouble getting the game's online store to open. And Dance Wars was not only taken down from the store as well, but the online service was shut down on 31 August 2013, barely six months after the game's debut. And with Dance Wars being one of those always-online games, this shutdown rendered the game literally unplayable. I never even got the chance to play it myself due to it not being compatible with my outdated iPod Touch model.

The last time we heard anything from DDR in the North American market was something called DanceDanceRevolution Pocket Edition, which is played on an Apple TV sling-box and an iPhone in your pocket as a motion-sensor, eschewing the physical dance-pad setup entirely. I don't have a lot of information on this edition; apparently it follows the S+ model of a free app with three songs, and about 300 more available as DLC. And it also appears to have been removed from the iTunes Store as of this writing.

And... that's all I've got.

So this is how it ends, huh? It looks like Dance Dance Revolution isn't coming back to the arcades or "traditional" home consoles anytime soon, especially now that we've got the new generation forcing its way onto the market. DDR has managed, of late, to gain a foothold in the mobile-platform market, and I'm just starting to come to grips with this reality. I mean, if other games like GTA: San Andreas and Bioshock can run on iOS or Android, what do I have to complain about? But Konami managed to screw that up too, what with them taking some of their games offline. And having read about Pocket Edition, I should be more supportive of that one, too. For one, they managed to solve the problem of wearing out countless dance pads by taking them out of the equation. And an Apple TV unit is bound to be cheaper than a PS4 or XBox One or what-not... Oh wait, I forgot the exorbitant cost of an iPhone or iPod -- one for each person who wishes to play -- so never mind.

But more so than anything else, my creeping sense of doom for the future of DDR franchise was brought on by the franchise itself. As you may have gathered by reading the past articles of Dance Dance Retrospective, the later games have somehow failed to capture my interest. Maybe it's my own tastes that are shifting towards other genres of gaming, maybe it's a case of running out of new ideas, or maybe they've gone so far from what I interpret as the essence of DDR that they've become irrelevant. And what I envision as the "essence of DDR" may vary from someone else's vision. Like, my vision involves a return to the musical styles of the first few games, with more modern conventions elsewhere, and to cap off a running gag from this series, how 'bout USB UNLOCKS FOR ONCE!! There's always the possibility of DDR making a major comeback, but with the gaming market shifting as it has these days, it may not be in the form we expect. But wherever there's good music, there will always be someone who wants to dance to it. Specifically, to Dance Dance to it.

...

Ah [verb] it, there's always StepMania.

Tuesday, July 29, 2014

Game Review: Shantae: Risky's Revenge


Shantae: Risky's Revenge
  • Publisher: WayForward 
  • Developer: WayForward 
  • Release: 
    • Nintendo DS: 4 October 2010 
    • iOS: 27 Oct 2011 
    • PC: 15 July 2014 
  • Genre: 2D Action 
  • Players: 1 
  • Save: 3 files 
  • Rarity/Cost: DLC, US$10 
Previously on the SDP, I reviewed Shantae, a woefully under-promoted action-platformer for the Game Boy Color. As part of my review of such, I speculated on the possible reasons its franchise didn't take off sooner. But whichever was the case, it seemed ages before a sequel would be produced. There were false starts here and there, such as a Game Boy Advance title which for all intents and purposes was naught more than an internal tech demo. And developer WayForward has kept themselves busy ever since, making such cult-classics as Sigma Star Saga and Contra 4 (future review fodder...?). But in this harsh, unforgiving industry, it's the publishers who hold all the power, and no one seemed to be chomping at the bit to give such an underperformer as Shantae a second chance.

But then as the seventh console generation bloomed into maturity, an alternate avenue appeared: self-publishing games via digital distribution became viable for home consoles and handhelds. And it was through these channels that in 2010, our half-genie hero finally was bestowed upon her a sequel: Shantae: Risky's Revenge on the Nintendo DSi shop. It was soon followed up by a port for iOS devices, and after further delays, a "director's cut" edition for PC, via the Steam store, no less.

The story of Risky's Revenge takes what I like to call the "Mad-Libs" approach to writing a sequel: use the same general concepts as its predecessor, switching about characters and/or objects as needed. This time around, Shantae, the half-genie guardian of Scuttle Town, visits her uncle Mimic to witness a treasure he found on his off-screen exploits. Such MacGuffin item, in the form of a magic lamp, is promptly stolen by lady pirate Risky Boots (hence the title). She can't use it without three magic seals, so Shantae and Mimic come up with the bright idea of finding all the seals before Risky. Good luck with that... I may have been a bit cynical in describing the plot, but there are some genuinely moving moments here and there, such as when the mayor of Scuttle Town sells the town deed, and at numerous points when Shantae's half-blood heritage instill in her doubts vis-a-vis her ability to properly protect her home town. There's some choice humour to be had as well; you owe it to yourself to speak with the NPCs about Scuttle Town every now and then.
The Squid Baron, one of a small handful of bosses to be fought.
As before, Shantae can learn belly-dance moves which will transform her in to different animals: a monkey (for climbing up walls), an elephant (for breaking rocks), and new for this game, a mermaid (for swimming underwater). However, the dance mechanics have been simplified: instead of performing button sequences, all you do is hold the button and let go when Shantae switches to the desired pose. While I should be thankful for not having to worry about invalidating my inputs by messing up the timing, I am somewhat disappointed at losing the creativity permitted by the old system. Oh, and there are only three dungeons to the five from the first game, and one of them doesn't even have a boss to call its own. The overall length is similar, still about 2-5 hours depending on whether or not you know what you're doing, but it still feels like they cheaped out for the sequel. I should forgive this fault given the game's troubled history, so I'm going to let you off with a warning, WayForward.

Besides, not all the changes made for Risky's Revenge led to disappointment. Attack items (Fireballs, Pike Balls, and Storm Puffs) are no longer consumables, but are instead limited by a magic meter. I must say, this decision led me to using these items a bit more often, especially the quasi-shielding Pike Balls. You can also buy a map early on in the game, which reveals the overworld areas for your reference. There aren't any maps available for the dungeon levels, but still, even just an overworld map would've come in handy in the original game. Oh, and the day-night cycle which plagued the original Shantae, and Castlevania II before that, has also been axed. No more having to deal double damage every other couple of minutes? Thank you very much!
The use of attack items is controlled by a magic meter.
One thing that WayForward didn't cheap out on, however, are the visuals. The graphics in Risky's Revenge are roughly analogous to what the Super Nintendo or even the PSone could put out, and as with the first game, the animations are superb. From the way Shantae's baggy trousers flutter in the wind while taking a long fall (with no falling damage), to the death animations of certain enemies, to the 2D jiggle physics, there are a lot of details to take in. And composer Jake Kaufman once again hits it out of the park with his soundtrack, combining Arabian-style melodies, modern beats, and retro-game aesthetics. Sure, most of the songs appear to be re-tooled tracks from the original game, but it still works.

Come to think of it, one could apply that argument to the game at large. A lot of this game's structure comes across as updated iterations of the first Shantae's components. From the design of certain overworld and underworld setpieces, to the plot itself, as I previously described, it wouldn't have taken much more work for WayForward to have just made an updated re-release of the original game. (Which was also my biggest problem with Sonic 4, if you recall. Still good though.) A little more originality would've helped the game, but make no mistake. What we've got here is well-tuned, clever, and engaging. Shantae: Risky's Revenge deserves to be bought, if only to shower a little extra attention on a deserving young franchise. And judging by the upcoming one-two punch of Shantae and the Pirate's Curse and Shantae: 1/2-Genie Hero, combined with the recent digital re-release of her hard-to-find debut title, she may just have a new lease on life.

Positives:
+ A few gameplay changes (i.e. the Magic Meter) work in this game's favour.
+ Some great story moments, both comedic and dramatic.
+ The animations are still gorgeous, but no longer limited by 8-bit hardware.
+ Ditto for the soundtrack.

Negatives:
- It's a little short compared to the first game.
- Some features from the first game have been downsized or cut out completely.

Control: 5 transformations out of 5
Design: 4 transformations out of 5
Graphics: 5 transformations out of 5
Sound: 5 transformations out of 5
Value: 3 transformations out of 5
The Call: 80% (B)

Wednesday, February 9, 2011

Game Review: Sonic 4 Episode I

Sonic the Hedgehog 4: Episode I
  • Publisher: Sega
  • Developer: Sonic Team / Dimps
  • Platform/Release:
    • iOS (DLC), 7 October 2010
    • Wii (DLC), 11 October 2010
    • PlayStation 3 (DLC), 12 October 2010
    • XBox 360 (DLC), 13 October 2010
  • Genre: Platformer
  • Players: 1
  • Cost: 
    • iOS: US$7 (as of August 2011)
    • Wii, PS3, 360: US$15

I may have a lot of ideas stored up in my head about what I want to review in the near future, but it can be a tough job deciding what to bring out next.  A Twitter post from the Video Game Critic website's feed helped matters this time around.  On the whole, I love this site; in fact, I would like to place an independent plug for it right now.  (I can has affiliate?)  But one tweet from whoever is running the site put me on the warpath:
"I am reviewing Sonic 4 (Xbox 360). It's a good-looking game but the people who complained about the terrible physics were 100% correct!"1
I'm gonna have to stop you with a pre-emptive review of my own.  See, what I do on the SDP is not just re-iterate the seemingly questionable decisions made by entertainment producers, much less treat them as absolute evils like everyone else does *ahem*, but research them and explain why they did what they did.  That is what I plan to spend much of my review for as I cover Sonic the Hedgehog 4: Episode 1.  Also note that I am basing my review mostly on the iOS version, which for the most part plays identically to its console brethren, although I will note differences as I come across them.


Ever since it was announced about a year ago, every little decision has been met with scrutiny, and the reactions were mixed between those who couldn't care less, and those who did care and those took it with more than mild disapproval, who sadly seem to be the most vocal demographic on the Internet.  (Allow me to redirect you to the ending of my Twilight saga discussion.)  And we're talking about mostly cosmetic differences: Sonic's build, eye color, using the name Dr. Eggman instead of Dr. Robotnik, and the decision to use 3D character models instead of sprites.  Even though everything done since Sonic Adventure reeks of newness to me, for the most part I couldn't give a [noun].  But we'll start with the thing which I feel most strongly about people hating on: the physics.



The above video, by TsukentoX on YouTube2, is one of the more civil discussions about the physics.  Let's examine the points he made:
  1. If you jump or drop off a cliff without holding left or right, you'll lose all lateral momentum and drop straight down.  Not much of an issue if you play like me and hold the D-pad down most of the time.
  2. When going down a hill, you can come to a complete stop by letting go of the D-pad.  Not so in the Genesis or Game Gear series.
  3. Perhaps the biggest, if most well-documented foible, involves how you go up quarter- and half-pipes.  You used to be able to hold Down and roll back and forth to build up momentum, but not so here.  This time around, you have to hold Left or Right to run up the wall.
I suppose you should know the reason, or at least a possible reason, for all this.  Sonic 4 was co-developed by Sonic Team and Dimps, who did the Sonic Advance and Sonic Rush series after Sega went third-party.  And let's face it, next to their 3D console compatriates, these were some pretty darn good games!  Well, at the very least, producer Takashi Iizuka is aware of the physics matter, and explained it3.  Long story short, they based it off the Sonic Rush engine, which allows for tricks like running up walls and ceilings, thus explaining the third issue I listed.  But was the Genesis engine really ideal for everything we needed to do?  I'm (passively) ordering you to take a step back and evaluate the virtues of both engines for what they are, not by other's standards.


So, on to more positive matters.  Your price of admission nets you twelve acts across four zones, five separate boss stages, and seven Special Stages.  You'd think you could blow through this quickly, especially since the game saves after every level, and you select levels at will from a menu instead of having to go through the whole thing in one sitting like in the old days, but there's still lots to do.  Clearing a stage once unlocks its time trial, and finishing a level with 50 rings lets you get into the Special Stage.  These play out like they did in the first Sonic the Hedgehog, where you follow a rotating maze to the Chaos Emerald within, except this time you spin the maze itself around instead of controlling Sonic.  Oh, and not only do you have to steer clear of exit gates, you're on a time limit and must collect bonuses to extend your stay.  Despite the added challenge, the difficulty curve on the Special Stages is sensible; the first couple can be cleared in one go, whereas the last few will take potentially dozens of tries.  This time around, you can pause and restart as many times as you need, as long as you don't get kicked out immediately.  It might seem like a game breaker, but trust me, you'll appreciate it on the later Special Stages, if only to save the trouble of getting to them again and again.


While everyone else complains about the things that make Sonic 4 different from the Genesis trilogy, I'm more concerned with the things that are too similar.  Specificially, the level themes are repurposed from the first two games.  Splash Hill and Lost Labyrinth are Green Hill and Labyrinth (uhh... I can has effort?) from Sonic, while Casino Street, Mad Gear, and E.G.G Station are Casino Night, Metropolis, and Death Egg from Sonic 2.  Umm...  There's a difference between making people remember the good old days and just being lazy.  But not all of the throwbacks are bad; the music is done using Genesis-style synth instruments and brings back the tunefulness which made the original soundtracks so memorable.  In fact, the only thing they (intentionally) brought back from the newer era was the mid-air homing attack.  It is truly one of the better things they could've added, as it is useful for getting a quick running start.  Yeah, that's how I roll, bite me.  But look at it this way: what if Sonic 4 had been released immediately after Sonic & Knuckles?  Would it have seemed like a more natural progression then?  This has happened before: Sonic 2 added the standing spin dash to Sonic's movement arsenal, and people seemed to like that.


So please, instead of looking at Sonic 4 based on what they added to the mechanics of the Genesis trilogy, try comparing it to everything else that's come out since then.  There's no 3D camera to wrestle with, no treasure hunting, no fishing, no guns, no vehicles, and certainly no human/hedgehog relationships.  In fact, even though it's not a 3D-based game, I'd say they avoided all the pitfalls I discussed when I put the franchise in Game Rehab.  I do acknowledge its issues, minor as they come across to me, but if you're gonna completely trash the game because of them, the only Sonic game you deserve to play is the 2006 one.  Yeah, I just broke you.  Hopefully it will help you to realize that Sonic Team is good again, regardless of which direction they're headed in.


On one final note, I'm going to award separate ratings to the different versions of the game.  The PS3 and 360 versions come out on top by being the most fully-featured.  The Wii version lacks achievements or trophies (yeah, I'm a convert to the church of achievements).  While the iOS version is cheaper than all the rest (I got mine on sale for $3), using a virtual controller on the touch screen of your given device is not as precise as having a physical D-pad and buttons at your fingertips.  Also, the iOS port replaces two of the acts with ones that were cut during development of the console editions.  The 100,000-point challenge in Casino Street Act 2 is stupidly repetitive, but the mine-cart ride in Lost Labyrinth Act 2 is nice compared to other times I've played through this sort of thing.  At least there are no instant-kill traps you have a fraction of a second to react to.  (Taz-Mania says hi.  Steel yourself for a review of this mother soon.)


Control: 3 Chaos Emeralds out of 5
Design: 3 Chaos Emeralds out of 5 (PS3/X360/Wii) / 4 Chaos Emeralds out of 5 (iOS)
Graphics: 4 Chaos Emeralds out of 5
Audio: 5 Chaos Emeralds out of 5
The Call: 75% (B-)




1"Video Game Critic".  Twitter.  30 January 2011.  http://twitter.com/#!/videogamecritic.
2TsukentoX.  "Sonic the Hedgehog 4: Episode I Physics".  YouTube.  13 October 2010.  http://www.youtube.com/watch?v=zyzC3Rse5Gg.
3Takashi Iizuka.  "Picking Up Speed".  Nintendo Power Holiday 2010: p.19.  Print.