#164 Fantasy World Dizzy

Posted: 8th April 2021 by Jeroen in Games
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945th played so far

Genre: Action/Adventure
Platform: Various
Year of Release: 1989
Developer: Oliver Twins
Publisher: Codemasters

Both because of my interest in older games and to prep playing older games, I regularly read the Retro Gamer magazine for a while. I haven’t taken the time to do so in a while, but one of the series I remember reading about a lot is the Dizzy series. It came up often, possibly in part because the Oliver twins were often up for interviews and because there was a lot of love for it (as well as an upcoming at the time Kickstarter campaign), but it seemed I had to play it for myself to really get it. There’s only one game in the series on the list, and this is the one. I hope this will let me see why it’s so beloved.

Our Thoughts

It feels like the action/adventure has drifted, at some point, into its own genre rather than a combination of the two as we (internally) treat these genre combinations on the blog. While Tomb Raider originally had some vague exploration and puzzle elements, it’s hard to see how Grand Theft Auto IV or Uncharted still have adventure game elements. Rather, they are action games that take place in levels that aren’t entirely linear and may reward some exploration, or are games that take place in an open world with a story structure. The adventure element here is how you vaguely interact with the world, as well as a link to the genre in other media.

Fantasy World Dizzy shows how these (often arbitrary) boundaries made more sense thirty years ago. There is an action element to the game in its platforming and timing (jumping a crocodile at the right time so you can keep his jaws wedged open), while a lot of it revolves around basic adventure elements – finding elements and using them in the right place to progress the story or the characters. It’s no Monkey Island, but the core of moving items and combining them is there, with some sideways logic and experimentation as you try to connect the dots. I suspect that similar flowcharts underlie both games.

If the game allowed it, I would have loved exploring that – walking around the area, trying to figure out what goes where, and exploring the world as you do. It doesn’t look fancy, sure, but there’s enough going on here that it’s a neat place to go through.

Unfortunately, the action elements trips it up. First, as you almost had to have in the eighties, you only have limited lives. You have your jumping puzzles and action set pieces, but they are weirdly frustrating. The platforming is just fine, but it’s all that bit too lethal – torches hanging on the wall aren’t just decoration, jumping at the wrong point in a hallway can kill you. It’s an odd decision, as normally you don’t get hurt by background elements that way, and they don’t otherwise add to the challenge, it’s just another silly thing to remember. You lose your lives too quickly for them, forcing you to restart, which deters you from wanting to solve the later puzzles – it takes so long to reach them, and you have to hope you’ll have enough lives when you do, that you can’t have the safe experimentation you need in a game like this to work. Again, thirty years of progress, but I’d have loved a version hacked to give you unlimited lives so you can try things without being sent back to the start of the game every time.

Final Thoughts

The game’s deadliness is really frustrating, as it really hampers your ability to come to grips with what’s going on and feel you’re making progress. It doesn’t need it, because there’s a lot there in this game, and there seems to be enough in here that just resetting you to the screen each time would keep you going long enough.

944th played so far

Genre: Puzzle
Platform: Playstation 3/Playstation Portable
Year of Release: 2008
Developer: Game Yarouze/SCE Japan Studio
Publisher: Sony Computer Entertainment

After Art Style: Intersect a few days ago, we’re now covering another minimalist, black and white puzzle game. This time, if the timings were reversed, I’d say it looks like a knock off of Monument Valley with an even more stripped down aesthetic. There are a lot of Escher-like perspective trikcs that I’ll have to work with here.

Our Thoughts

One of the core gameplay elements of Monument Valley was that of rotating the world and create visual illusions to make it seem paths line up – when it looks like you can walk from one to the other, you can. Echochrome trades on this same illusion, having to create a visual line up or hiding your join behind a pillar so your autonomously walking main character will cross the paths. You can rotate the level and move your camera however you want, but you have very little control over the actual area. All you have to work with is how you can change the perspective.

So you try to hide your gaps behind other platforms and connect walkways where you can to get different goals done – having two characters meet each other, have your character reach specific places and so on, avoiding enemies in certain cases. It’s a nice experience, not quite zen, but the minimal black and white line art and walking mannequins really focus you on the puzzles. The one thing that lets it down is that it’s incredibly fiddly. You’re not just lining up walkways, you have to hit the exact right spot – and there’s an angle it’ll just skip over so you can’t ever line it up. Because it felt this unintuitive, it felt like the game got in the way to be annoying rather than because I didn’t see the solution. It gets in the way of the toy aspect of playing around with the world. It’s a shame as it got that bit too frustrating.

Final Thoughts

There is something quite fun about Echochrome – the presentation is good, the idea is fun (and got copied plenty) and there is a good amount of variety in the puzzles. However, the controls are off enough that I struggled to finish things when I felt I fairly should have gotten it. The rules aren’t clear and that is not a good thing to get to in a puzzle game.

#888 Art Style: Intersect

Posted: 2nd April 2021 by Jeroen in Games
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943rd played so far

Genre: Puzzle
Platform: Nintendo DS
Year of Release: 2009
Developer: Q-Games
Publisher: Nintendo

Looking at the list of other Q-games titles we’ve played and that they published, such as the Pixeljunk series, Starship Patrol and Reflect Missile, it’s clear that they were one of the known indie developers for Sony and Nintendo at the point the first edition was written. I believe Art Style: Intersect, or DIGIDRIVE as it’s known elsewhere, is the final game of theirs on the list, which is quite a remarkable number for a team like this.

It’s part of the Art Style series, which draws on an earlier minimalist game series for the GBA, and the few screenshots I’ve seen show a focus on gameplay over aesthetics – it’s simple and abstract, but that’s something that fit in with plenty of other puzzle games anyway.

Our Thoughts

The core of this game is quite simple – cars in three different colours approach the intersection from four different directions. You need to direct them so they stack up on the same colour, with the limitation that they can’t reverse. When you get multiple of the same colour together, they slowly start giving you points bonuses. The speed builds slowly to add to your challenge, while misdirecting a car can really bite you if they go too far. Add that you can’t reverse cars and you get to a situation where you will start to run out quickly.

It’s quite fun on endless mode as you try to up your scores to get higher, but the versus CPU mode fails in that you get no visibility for your opponent, making it feel like you’re just getting arbitrary bonuses instead.

In the end the game’s downfall is in its simplicity. New modes just change the difficulty and theming, but there’s not much that changes, and what’s there doesn’t have an appeal beyond these short bursts. That’s fine, but it feels like there’s a deeper game in here that could use these options.

Final Thoughts

In the end Art Style: Intersect is a fun puzzle game to play with occasionally, and it obviously won’t break the bank to get it. Like with many puzzle games though, there’s not as much longevity in it, and something focused on shorter bursts of play or that tries to explore the ideas more would have been better. A quicker end state would have provided that goal to strive for.

#171 Herzog Zwei

Posted: 30th March 2021 by Jeroen in Games
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942nd played so far

Genre: Strategy
Platform: Mega Drive
Year of Release: 1989
Developer: Technosoft
Publisher: Technosoft/Sega

Strategy games that predate Dune II and others that created the RTS genre are always odd. When you get something turn based you can easily go back to the likes of Archon, while something like Power Monger has some interface problems that still make it quite clunky and slow to play.

It needed Westwood and Blizzard, through the Warcraft series, to perfect the formula, but both have cited Herzog Zwei as an inspiration for their games. It does look like an earlier Command & Conquer game, but at the same time just the fact that the Genesis doesn’t have a mouse says that this won’t work quite like this.

Our Thoughts

There’s something quite odd about this as an early RTS. As I said, using a controller means your controls are quite limited and you end up swapping into a menu to build each time while the game goes on around you – scrolling through vague icons to work out what you need to do. Then when a unit is build, the main character you control needs to airlift them out of your base to the battlefield, rather than them coming out and immediately attacking. In addition to that, you don’t directly command your units – you give some general command and they go from there.

Aside from that, you also need to capture bases to get extra resources and build your army to attack your enemy’s base. While you can’t take all the actions needed to win – capturing bases in particular is something I don’t think your own fighter can do – you do control the strongest unit on the field. It feels like you’re constantly running around trying to get your units out while also trying to get something done in the level to actually win it.

Final Thoughts

It feels like Herzog Zwei is an evolutionary step, creating a new setup for strategy games surrounding unit buildings and your goals. However, it feels like you have to do a bit too much to actually make as much progress as you’d want to.

#678 SWAT 4

Posted: 27th March 2021 by Jeroen in Games
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941st played so far

Genre: First-Person Shooter
Platform: PC
Year of Release: 2005
Developer: Irrational Games
Publisher: Vivendi Universal Games

In this day and age, it’s already quite uncomfortable to play as a member of the American police, doing SWAT operations, taking down criminals with a lot of violence and all that. I played the original Police Quest and while there were some odd moments in there, it created the idealized, by the books and strict view of policing. Later, as the series moved from its Sierra adventure game roots to more action based games, it was run by Daryl Gates, one of the big proponents of turning the police into its own military police, including encouraging these SWAT teams. Before creating the Police Quest: SWAT series, he was in charge of the LAPD during the Rodney King riots and it would seem he is responsible in maintaining the problems within the American police and beyond that lead to the current BLM protests and the police’s over the top, violent response to it – almost as if they’ve created their own little dictatorship that can’t be questioned.

I’m going into SWAT 4 with trepidation because of that. Daryl Gates was no longer associated with the series, but the change from an adventure game focused on police procedures into a tactical shooter that goes in on shooting and killing the bad guys, snipers and all, shows how a game series where I enjoyed the first changed so much that I don’t quite know what to do with it.

Our Thoughts

And lets be honest, at the start of this blog I wouldn’t have thought as much about it, but just as Tom Clancy games feel wrong to me now, I couldn’t bring myself to really try. The two big targets of your first mission are Alex Jimenez and Lian Niu, two what you’d euphemistically call “ethnic” names, and you’re in a rundown neighbourhood because this would never happen to your white suburban place, right? There’s no option to negotiate or defuse the situation, you just have to figure out whether you’re dealing with civilians (usually dressed in white) or one of the bad guys who’ll indiscriminately shoot at you. Yeah, you can arrest them if they surrender, but it’s all about that firefight.

In fact, to “rescue” all of the civilians in a level you have to restrain all of them, because that one cook might just also be a bad guy? The other suspects are ‘neutralized’ rather than what I really did – kill them. At least I can justify this in other games as them being terrorists, looking to kill you as much as you go after them, and looking to kill many more. Here, it feels over the top and unnecessary – perhaps too close to real life.

The tactical play doesn’t even seem that good. The commands to your squad are clunky and don’t seem to be followed quite well enough. The gunplay is awkward. It’s not that much fun.

Final Thoughts

Based on this game, the stereotype of the shouty, aggressive police officer is completely real and I still regret having paid money to play this game, as it feels grosser now than ever before. No matter what historic value this might have, these days other games do this better and nicer without glorifying a violent police force without examining the effects of this.

940th played so far

Genre: Role-Playing/Strategy
Platform: DS
Year of Release: 2007
Developer: Square Enix
Publisher: Square Enix

It’s time to start mopping up some franchises that had several entries still left – and with the immense series that’s Final Fantasy I need to tackle entry eleven out of twelve (and yes, I’m leaving a mainline series game until last… the lowest numbered on the list after we covered Final Fantasy VI a bit earlier than I expected).

The Final Fantasy Tactics subseries has two entries on the list and we’ve covered the original already. We’ve seen from games like Jeanne d’Arc that these type of strategy games work really well on a handheld system and I’m quite looking forward to trying this entry on the DS as well.

Our Thoughts

There are no real surprises when you start to play Final Fantasy Tactics A2: Grimoire of the Rift. You go out with a team of characters and fight your enemies on a 2D isometric field. You give them orders to move around, attack or cast spells in turn. The game adds a bunch of different objectives to this – aside from killing all or some enemies, you’re also tasked to hold them off for some time or weaken an enemy without killing it. The guest characters stick around for quite a while, which is pretty nice as well.

Although there is obviously a fairly lengthy storyline to follow, there is a big quest focus – almost immediately you can play a bunch of side quests that’ll power you up and take you around the map. If you follow extra restrictions during the battle, you also get a bunch of additional powers. They include your characters being revived if they die during the battle, so they actually feel mandatory, especially as all the other bonuses are worth it. On the other hand, it can be hard to follow them sometimes (especially when you forget to unequip your passive abilities).

As a strategy RPG, you also get to spend time on your characters. As I believe is tradition for the series, there’s a job system which means you get to change your characters’ classes around. They work well as they are, starting you with a solid party, but there’s a lot more management to do there. At the same time your clan gets to do the same – increasing it ranks gets you additional bonuses during the fights that I felt managed to customize them nicely per battle as well. It’s a neat chunk of game to work with.

Final Thoughts

One of the great things about the game is that it gets you started quickly – you get an open world with a list of quests to play with within a few battles. It lends to that feeling that the main quest isn’t what matters – you should go out there and play the many, many side quests on offer and unlock what they give you. It’s a great way to get you started, which I guess shows that they would have trusted their audience. I want to keep immersing myself in it and play around more.

#542 Freedom Fighters

Posted: 19th March 2021 by Jeroen in Games
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939th played so far

Genre: Shoot ‘Em Up
Platform: Various
Year of Release: 2003
Developer: IO Interactive
Publisher: Electronic Arts

Somehow I seem to have left all my IO Interactive games until the end – I played both Hitman 2: Silent Assassin and Hitman: Blood Money pretty recently. I mean, on an 11 year schedule (now confirmed, look forward to the end of this in eight months!) two years is pretty recent. Freedom Fighters is another game of theirs, released between these two, and sets you up in a different way by turning you in a freedom fighter fighting Soviets who invade New York. Oh man, how’s that for an on the nose plot?

Our Thoughts

Plot aside, though, the idea of moving around a city to free your city is done pretty well. You don’t follow a linear map progression (sort of) but get to move between unlocked maps. Even better is that in the first two maps, the two influence each other. On one you need to infiltrate a police station, but you can’t do that until you take out the gas station on the other map to distract them. It feels like there’s a really neat link of progression here to get through the missions.

Supposedly these missions also help you build charisma, which is a point system that as you go along lets you gather a group around you that follows you, growing larger as you get more fame and charisma. There’s a neat idea here, but unfortunately you  start off not having any help and it takes a while to get to the point where the system kicks in.

Unfortunately, I didn’t enjoy getting to that point and was already ready to give up. For a game focused on its shooting, the controls feel inaccurate and floaty, meaning that I was mostly trying to gamble to get it right, rather than feeling that I was in control of what I was doing. It’s quite frustrating and goes against the point of what you’re meant to be doing. It would have been a world to really enjoy and explore if it worked, but as it stands taking down the police station was an exercise in frustration that I mostly just wanted to skip.

Final Thoughts

While the supporting systems of Freedom Fighters works well, the core shooting is so far off that I struggled to get to a point where I felt I could enjoy the bigger game. It feels like a remake would do wonders here, giving you that control and feel you need, but until then I would prefer a way to skip the actual shooting and see the world.

#271 Samurai Shodown II

Posted: 15th March 2021 by Jeroen in Games
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938th played so far

Genre: Fighting
Platform: Arcade/Neo Geo
Year of Release: 1994
Developer: SNK
Publisher: SNK

We’ve covered a number of SNK fighters at this point, including The King of Fighters, Fatal Fury and even card game ‘adaptation’ SNK vs Capcom: Card Fighters Clash. Samurai Shodown II (sic) is another, a series that based itself on speed rather than combos. That’s not as good news for a relatively inexperienced player like myself, but it’s not entirely unlike Bushido Blade‘s focus on a few realistic hits that really worked for me.

Our Thoughts

To a casual player, Samurai Shodown II feels like a standard 2D fighter. The book describes how the game focuses on precise timing to avoid exposing your weaknesses, which fits in with the focus on speed that’s apparently a part of the design goals of the series.

Given that, as I said, I’m not a great player of these games. The only experience I’ve had of the genre outside of this blog (which, to be fair, fills my desire to explore genres beyond my favourites) has been Super Smash Bros Ultimate which goes for something easier than perfect reactions. I struggled, then, to really get into this game and get anything special out of it. It looks fine, but I struggle to consistently play a part and any wins I did get were more down to luck than actual work.

Final Thoughts

I can see how Samurai Shodown II would appeal to people really getting into the timing needed to play the game. However, there’s a barrier here to people who don’t get it and I didn’t find my way in.

937th played so far

Genre: Racing
Platform: Xbox 360
Year of Release: 2005
Developer: Bizarre Creations
Publisher: Microsoft Game Studios

It feels like Microsoft has had the lead in racing games for the past fifteen years, if not more. We’ve played a few Forza games, which are Xbox or Microsoft platform exclusive, and the Project Gotham Racing comes in set in real cities – starting with Metropolis Street Racer, one of those situations where the developers move to a different console, doing the same thing without being able to say that.

The series hasn’t lasted past the fourth installment, which I guess isn’t quite as good as it was released in time for the list but didn’t make it on after all.

Our Thoughts

I don’t know where the world is by the time this post goes up or even more when you read this, but as I write this we are deep in another Covid lockdown and even living in outer London, I haven’t seen the city itself in ages. The one time we went it was for a shopping trip (as was allowed) but the sights we did see came from deserted streets. It made the first city you visit in this game, London, a lot more interesting. I know it recently got a great recreation in Watch Dogs Legion and got a historical one in Assassin’s Creed Syndicate, but seeing it in a list game felt suitably impressive.

And sure, I’ve tried to drive up Wardour Street as an alternative to Piccadilly Circus, but there’s something quite reassuring driving through parts of Westminster down streets I’ve walked down regularly. The speeds at which I was racing down were still too much for me to make sure I did so safely, but it was a weirdly nice feeling when I was able to cover part of a past daily commute in the game. It’s obviously not quite the same, but it feels close enough to work. Even nicer was that the game has a custom race mode that allows you to plot your own races through, which helped both with some sightseeing and to see some different modes for myself.

Now, I can’t judge the other cities’ accuracy quite as well, as I’m not as familiar with the parts of New York that were modeled and our time in Tokyo wasn’t spent on the same level as where the races take place, but they, too, feel right.

The game itself feels quite accessible. The easier difficulties actually feel easier and accessible – not to the extent that you pass everything, but you get a good enough shot at making your goals, and enough wiggle room so you can continue with the occasional failure or mode you struggle to beat. While the game obviously has standard races, it also has other challenges. We’ve seen reaching speeds at the right point in other games like Test Drive Unlimited, but I don’t recall seeing an overtaking challenge before – where the number of cars you overtake is what matters, and overtaking the ‘leader’ wins you the challenge. It’s a nice variation on the way these games play.

Final Thoughts

Obviously, Project Gotham Racing 3‘s representation of London isn’t the main thing that happens, but at the moment it felt like a nice extra thing to have. What the game really provides is a solid racing game that caters to multiple skill levels and feels fun to play, with a variety you might not think you’d see in the relatively constrained maps. The fact that you can build your own races in these areas quite easily helps with that, and I can see how a larger community feel can grow around that.

#150 Sid Meier’s Pirates

Posted: 8th March 2021 by Jeroen in Games
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936th played so far

Genre: Action/Adventure
Platform: Various
Year of Release: 1987
Developer: MicroProse
Publisher: MicroProse

Sid Meier is of course most known for the Civilization series that bears his name, although even from Civilization II he has not been the lead designer on the game, seemingly spending as much time exploring other game ideas instead. You can argue that his work on the first Railroad Tycoon game is just as notable for this list. Today’s game, though, is Sid Meier’s Pirates, which takes some influence from management sims but seems to be more of an action based game. Considering that he originally focused on flight simulators, the mix makes more sense, but having his name on it does give lead you to think in the simulation direction and I’ll see how much of this is a simulation versus an action game.

Our Thoughts

There is a lot to unpack in this game, with a number of gameplay options and variants that are immense, while all feel like they are an important part of the whole. There’s a big manual with the game (that I had in PDF form, perhaps not the best way to get it but these days the GOG version is the best way to play this game) and I tried to refer to it with each different element so I could get it – but even then it was tricky to play the game.

At every point, the game starts with you in a sword fight with a captain. When you win it – pretty much guaranteed on this attempt – you take ownership of the ship and it is yours to sail the Caribbean with. From that point on, the choices are yours. You can try to attack other ships to board them, steal their wares or take control of the ship in your fleet. You can travel between ports to sell your goods or trade between them. You can try to attack those ports to take control for your side – from land or from sea. And if you want to get off your ship, you even have the chance to go treasure hunting.

It feels immensely open, and with it simulating various different eras with different relationships between the nations taking over the area – down to the Dutch only coming in after their independence. Seeing Piet Hein referenced – now a slightly controversial figure, but a hero of the era – did immediately make me feel that at least some research went into the scenarios, which is quite neat. I have to admit that seeing the Dutch referenced in these games is always a bit neat, in a group of nations that were all quite bad at the time.

Anyway, with the historical context that will shift between you get quite a varied open world with a lot of difficulty options that mean you have a lot to do here. The one thing that lets it down is its age – the controls are awkward and slightly different for each section, with some features that can get annoying – there was one point where the controls wouldn’t let me sail out of a bay because I couldn’t turn quick enough, and hitting the edge made you do a 180 degree turn. I assume the remake improves a lot of it, which would really tune this game to be a fun one to keep getting lost in.

Final Thoughts

Sid Meier’s Pirates is a game that had time catch up with it, with controls that feel awkward now. I didn’t play the remake for the blog, but assuming it keeps how open the original is, it feels like a fun, really playable experience.