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PHRASE OF THE WEEK: DIE JOB DEATH CAR? (Daijobu desu ka - Are you OK?) (C) Sodom
Showing posts with label playstation. Show all posts
Showing posts with label playstation. Show all posts

Thursday, September 23, 2010

Some console game makers and S.T.U.F.F., part un (filler)

I would gladly post my next review, but the reason why I started to make this is... just because I've got lots of them in my mind. So, there it is. The software that might help you to create your own games, but NOT on the PC. Rather than that, on the consoles. Even on the handhelds. Even on the phones. Some might even be reviewed here. But right of the bat, some shrt descriptions for each of them.

Had to omit several game makers since I haven't seen them in action, so... Wait for part two! Like, RPG Maker's granddaddies on MSX and their GBC counterparts. Also, if I missed somethin', call me anytime.

Oh, and if you wanna download and try something of these, leave your request in comments. Pretty much like it. Hee wee go.

DEZAEMON

Platform: NES -> NES
Genre: scroll-shooter

Pretty much the only game from the 'work-right-on-the-console' category on the NES. As many would guess, it creates... that's right, space shooters. Three levels, built-in sprite and music editors. Was released ONLY in Japan. Also... is it me or it doesn't have any place to save the ready-to-use game on?


THE FORBIDDEN FOUR

Platform: PC -> NES
Genre: multicart

Yeahle, the SDK for creating multicarts! Based/hacked/ripped straight from one of the Animal Crossing's built-in ROMs. The original Forbidden Four had Mario Bros., Ice Climbers, Super Mario Bros and The Legend of Zelda (packed with battery save, yah!). With some messing up, you may create your own product... like below. Don't ask me how to do it, though. All in readme. Just one note right off the bat: insert games with corresponding mappers.

And one more thing, in case if you want to insert your own logo like I did. First, try to adopt your new title screen to the colors set by default. Second, if the logo looks glitchy, then try to fix it with Djinn Tile Mapper: select the tileboard with logo in the graphics window (but make sure it's positioned 1:1 like on the picture), search for the game names in the 'Names, scripts and other stuff' (biggest window by now) and hop-la! You see the garbaged logo. Now, if you know enough about what HEX is, you may definitely fix it.

GINCS

Platform: PC -> MD
Genre: interactive novel or something like this


Another SDK, but this time, more, MUCH MORE user-friendly. And really little-known, so lemmie bump it up. Allows you to create text adventure games, supported with pictures, right onto a MegaDrive ROM. All you need is imagination, custom GFX and music. About the music. Theorethically, MVSTracker must do this dirty job, but importing the ready-to-use tracks into MVS0 ends up with having the header different to tracks in the example ROM. And the tracker itself looks pretty limited... to me. Supports either 16-color or 31-color images (with the second screwing up sometimes) and, as you may have guessed, supports MVS format chiptunes. Also, pretty easy system for scripting scenarios (source code of the engine itself's included too).
If you didn't get something about the language, then...
  • Everything without variables - Text! Dialogues! Stuff! May be used with the ENTER key.
  • #loadbkg forest - runs forest.pcx from the 'pics' folder.
  • #playmusic lunituni - runs lunituni.mvs from the 'music' folder.
  • #goto scenario - runs :scenario entry (see below) in the same script. If used without '/i' in the beginning, the content of the previous entry blends with the 'scenario'.
  • #progcall progname - runs PROGNAME.txt in the 'scripts' folder. Any name may used for the script name, but be sure to have MAIN.txt, this one is an autorun script.
  • /i - new line. Not to be used before you the '!' variables (see below), most likely after them.
  • #set fl0000 - turns the fl0000 key on. Notice that GINCS doesn't work with any keys other than fl0000-fl9999.
  • #clear fl0000 - self-explanatory.
  • #if fl0000 - is the fl0000 key on?
  • #if not fl0000 - is the fl0000 key off?
  • :scenario - new entry, named 'scenario' script-wise. On practice, may be called anyhow, just don't make the title too long.
  • !scenario;Run The Scenario - menu. Engages the ':scenario' entry in the current script.
  • ' - dash. Does nothing, used for commenting the script itself.
That was pretty much the first step. Check the example game to see how it actaully works. And, again, the footage:


3D SHOOTING TSUKURU

Platform: PS -> PS
Genre: 3D scroll-shooter, Starfox-like


Never officially went outside of Japan. Sadly. Still, we live in the age of emulation, so there you go! If you thought that Dezaemon series lacked shape (even with Dezaemon 3D on N64), then here you go: you may create something similar to Starfox from the SNES. Not only that, you get the maker bundled with THREE sample games. And the model builder as well. Althrough, I must admit, with lotsa Japanese text, you'll barely ever make something in it.
Nevertheless, the game itself is so-o-o-o-o-o-o speedy (althrough you may blame the untextured polygons) that you would definitely try to make something in it, if not only the lack of translation...

RPG TSUKURU 4

Platform: PS -> PS
Genre: ditto?


Well, everyone knows what RPG Maker for PS is. Allows to create your own RPG by storing it on both yer memory cards, comes with a sprite editor, Anime Maker, blah-blah-blah... Well, THIS GAME is a sequel. J-only, once again. And, most notable change in here is that this installment disposes of the most overused in the world Final Fantasy battle system completely. Instead, we get something like... Chrono Trigger in Hard Mode. Nicey, huh? Also, the graphics are pretty much alike to those you can meet in the latest RPG Makers for the PC. With, needless to say, more memory card space required for the custom characters' sprites (but only those, who battle!). It's all in [you may guess it], but this link may help you to understand where and what.
And almost forgot to tell ya! This game supports custom music now! Only thing you have to do before composing your own songs is to get Ongaku Tsukuru 3.

***

Well, that's all for today! Thanks for visiting and, repeating again, if you need something listed above, just say it in the comments and I'll post the download link. Next time, we're gonna fuck up Fighter Maker for the first PS.

Friday, August 13, 2010

[PS] Quarantine

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Quarantine [Hard Rock Cab]
Genre: racing+FPS
PC/developer: Imagexcel
PC/publisher: GameTEK
PS/developer/publisher: Asmik
Year of release: 1994
Players: 1
Media: 1 CD-ROM
Slots on Memory Card: 1
Additional peripherals supported: none, sadly

Oh men, I haven't played a good dystopian setting game for a really long time... And notice, not the setting where 'an alien force or an atomic explosion menaces our Mother Earth and the human remains should keep the material remains all right', no, that's postapocalyptic. To explain you, why this is dystopian, lemmie explain it to you with a simple example. Every time you get from the bed (after hearing a LOUD honk, of course), you see a large projector screen with the Hilterish face shown on and the catchy title below: BIG BROTHER WATCHES YOU. Or, imagine yourself waking up in your own taxi cab after your own alarm clock signals. You take a quick bite of your own hamburger, prepare your own Uzis and get back to your own job... illegal job that instanly makes you the most wanted not only among few adequate persons (in good point) but also among these Omnicorp patrol bastards (exactly at the same meaning you thought before).
Because, as the motto says, driving a cab in this city is a murder.
Drake Edgewaters got exactly into the same shit. Before he was forced to ride on the edge, he had everything: money, loving wife, adorable children, a nifty lofty house in KEMO City (don't let the eastern feeling of this word fool you, KEMO is actually an imaginary twin of Detroit City)... But Gates seemed that he had to move to any save alpine place afterwards. Crime. That's what both KEMO and Detroit had shared in Quarantine and Robocop universe. The current heads of KEMO were so stupid that they just kept the chaos growing. No need to have a degree in politics to predict that this government was thrown into Carribean to be the dinner for sharks and was replaced with a new party represented by Omnicorp.
Like Prince John, Omnicorp indeed did something useful to prevent the chaos breaching into other cities, but their dictatorship just wanted to see the chaos growing. They merely fortified all five parts of the cities (and lead the town into quarantine mode, hence the name). The borders are sealed. The only thing that would make you come through is the password demanded from Omnicorp that required a *little fee* from you. Weirdly, despite you were criminal or not, OC gives it to you anyways.
Talking about the mysterious schizo virus that made about 60% of the population maniacs kept progressing without any reaction from OC itself. Well, yeah, they promised that they will make a cure that will be applied to every citizen. Still, it actually won't heal anyone. It will terminate the illness just like it will terminate everyone. Why? Well, that's the point of the game. Survive, blaze through all this hell, recover the cure and dispose of it! I'm not going to spoiler this time, guess what it will be.

***

Ride you cab, find the customers, deliver them save and sane (and OH, fast), get greenbucks. That will be the thing you'll do most of the time. Didn't I mention you get a lot of green bucks from only one customer? I mean, A REAL LOT. They will propose you ANY price, just in hope you deliver them savely. For them, of course. But, $875 for just one-minute ride is not really a little price, ain't it?
After all, that price is just enough to patch your car from inside to outside. The risks are pretty high, however. One reeeeaaaaally damaging run (especially on long distance) may end up with outcome of all your prey spent on ammo refill and armor repair.
Technically, it is what you would call Doom clone if you would live in mid-90... but with an attitude! Where Quarantine really worked is in popularizing the blend of FPS and racing games (not sure if it was born at the same time), which was later simplified to just taxi arcade game by such well-known project like Crazy Taxi and a lot of its' budget ripoffs the names of which I always forget. To be honest, however, I always found Quarantine more fun in gameplay features than Crazy Taxi. Sure, Crazy Taxi, as well as it's sequel, wasn't 2,5D, featured more bright locations, pumpy soundtrack... But, you know, both these games were originally made for the arcades and adopted to the arcades by default, so that says everything. Timer is enabled not only when you carry a passenger, but also when you are currently looking for him. Also, considering that the main visitors of the arcades are teens, this series were pretty tolerant in violence. You couldn't really kill stuff, only push it with your cab...
...while Quarantine actually had a lot of methods to KILL stuff, ANY stuff. It didn't really cared about the teen rating as it was one of those games that made violence fun (NOT REAL LIFE VIOLENCE DAMMIT!! Despite one of the game designers actually dreamed of riding taxi the same rad way when he was doing some crisis money... And used his dreams in this game. Remember kids, videogames help to prevent RL murders!). Cars, cabs, pedestrains, future customers, maniac killers, random grannies - all to get rid of your thirstiness for destruction. The level of violence is always compared with GTA4 series, with the latter being FAILing against this gamie. While in GTA4, the people you made suffer became fully dead after some heavy weaponry, in The Big Q, they ALWAYS SQUISHSQUASH, which can't be unfun, I swear... Unless it makes you puke.
There are a lot of methods to pull the infinite population of KEMO City down, but all they may be split into three categories: 'use your arsenal, let them boom' (with the most variations available) and 'be a tank, smash it apart'. There is a third category, however, which is really fun but rarely used: 'low on time? take him away!'. That works with the passengers only; when you see that you DEFINITELY can't deliver him or her in time, you simply eject the seat and hear your customer dying. Could be morbid in real life, but it's just a game, where there are still lotsa customers, right?
The soundtrack. Ahem... Well, it was one of the first games to use the soundtrack not made for the game specifically, no. Instead, it used lotsa songs made by random Australian alternative rock bands! About how it made the OST awesome... Flatout OST SURE was bigger and better, but the age of Quarantine actually makes me tolerable on its' music. So, it was really cool for its' times. Still is, but, personally, I find most of these ten tracks 'backgroundish'. What I really love there, however, is the authors' pick for track one: 'Berlin Wall'. That's the great choice to start the game with, while the latter tracks just keep the atmosphere pumped. In fact, that's why I called these 'backgroundish'. And now, sorry guys, honestly sorry, but I need to make myself into writing the next paragraphs... [sings] I'm the one who says it... the one who says it's... TRUE!...

***

So yeah, when this thingie became localized in Japan, it was renamed to Hard Rock Cab for some reason. But, for your information, for some really weird reason the same game was released in Japan under TWO names: Hard Rock Cab on PS and Death Throttle on 3DO. Okay, I find this plain stupid.
...and I'm still laughing on how they have left the original 'Quarantine' title where you usually start the game (WELCOME TO QUARANTINE. PRESS KEY TO START. Notice: not 'Hard Rock Cab').
So how the port feels like? Ehrm, I guess that you wouldn't expect that, but... PC perfect. Apart from Japanese text in dialogues, controlling it WITHOUT keyboard (obviously) and, last but not least green blood (whad-da-fuck?). Every scream from the original is here. Every single texture is on its' place... couldn't imagine that they would be able to fit a game that requires 4MB RAM from your old comp into a console that has only 2. Yay!
Control-wise, it's like Duke Nukem Total Meltdown. Two simple-to-understand control schemes which can be a bit messy when you're in the game. These got 'check'. But. To my frustration, this game doesn't feature the support of Dual Shock, which, considering that you still don't feel how you CRASH into the wall, how your car receives a heavy BADABOOM, how your car DRIFTS (in fact, it turns as slight as Doomguy from his heavily-awarded game) and you don't feel how your car, after it thrusts up, LANDS on the ground. This game would be simply perfect (yet still not for anyone) if not only these. When you crash into the wall, actually, you literally feel yourself like a ball in the pinball machine. These were on PC, these were deported to the PS. Oh ass... I wish the vibration feature would be here.
Another not-so-good feature that was deported directly from the original (I'll list it and end the review) is that, well... is that when you have a passenger, you usually get the compass that points to the destination area, but even with it, you may end up trying to arc the large wall (not a building unless it's really long) without any proper results, which ends up in catapulting your passenger away. There is a minimap, however, and it really helps if you get into such situations. Also, it's more accurate than compass, but there is a big problem: the fade in/out time is kinda long. It seems to be eternity when you try to use the minimap a lot. So, using compass makes you lost while using minimap slows the gameplay down.
Overall, I told you absolutely nothing about the port itself but rather listed all the major problems that the original game had (as well as the port). But in any case, I guess you will be really amused if you'll hear that... the PS version has no slowdowns. At all. Doom had. Hexen had. Duke Nukem Total Meltdown had. But this runs as smoothly as a feather! Guys, am I smoking something?
Oh, and you may save almost EVERYWHERE by using only one slot of memory card. you will hardly meet any game that saves this way, I swear.

BOTTOM LINE:
Basically, I don't have much to say. Quarantine is not a game for everyone. But, if you're the man who liked this game, then this port should be on your shelf. Of course, it has no extras at all to be superior to the PC original, but technically, you'll rarely ever meet a port like this. I pray for Asmik. Period.

SCREENSHOT TIME!

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Ehrm, wasn't that Alternative Rock? Anyways, pretty kickass title. 
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Pretty enough for a game like that. 
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AND THEY HAVE LEFT THE ORIGINAL TITLE! Wow. 
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This screenshot has a feeling of like you're riding on the territory of an airport. 
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...ack, Japanese.
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Squishing zombies is fun. And only try to disagree with me!!

Saturday, August 7, 2010

[PS] Hexen: Beyond Heretic

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Hexen: Beyond Heretic

Genre: FPS
PC/developer:
Raven
PC/PS/publisher:
GT Interactive Software
PS/developer:
Probe Limited
Year of release:
1997
Players:
1
Media:
1 CD-ROM
Slots on Memory Card:
15
Additional peripherals supported:
none, sadly

As a kid who loved both Doom and Heretic, I really loved Hexen as well. Yes, it was kinda darker and more complicated in gameplay than its' predcessor, but I understood it SHOULD BE that way. I have been always wondering what 4th weapon does every class have, what are the secrets in this game, loved the pre-final-boss episode in the graveyards (and Zedek, Traductus and Menelkir boss fights as well) and even considered infinite Wings of Wrath to be a glitch of sorts... And guess what, I still like it.
So, when I heard about Hexen being ported to PlayStation, my eyes started to shine, literally. After watching some videos on YouTube that cover this port, my hopes on seeing a good port became evaporated, but even with that, I've finally downloaded it from Rom Hustler. And started playing through it. Even if I understood that the port was a complete shit. So why didn't I tried to beat the N64 port? Maybe because the N64 pad is more complicated in usage than the PS one? Ah, screw it.

***

For those who completely forgot WTH is going on,a short recap of the story so far. So Corvus, the elven protagonist of the prequel, killed one of the Serpent Riders, D'Sparil, another Serpent Rider named Korax started to terrorize the world of Hexen. The only thing I actually don't get is how Korax may ride on the serpents when HE IS A SERPENT... Doesn't that look pointless, huh? Oh well, back on topic. So, the inhabitants of Hexen live under tyranny of The Legion, The Church and The Arcanum, each led by Zedek, Traductus and Menelkir respectively. One creepy night, these men decide to make a deal with Korax who promised to give them incredible powers in change of their lives (so they would be almighty zombies, sort of), and therefore, make life in Hexen even worse. The new protagonists, Baratus (fighter), Parais (cleric) and Daedalon (mage) dedicated their next hours of life to dispose of all four villains and become the owners of Serpent Riders' Hemisphere, an ancient relic that allows to decide the fate of any world existing in the Universe.
As you can see, the plot is nothing really special, but you know, that was only a warmup. The level design, the atmosphere, well, EVERYTHING is in spirit. THIS kind level of level design will never get out of your memory if you love it (compared to Wolf3D and Blake Stone levels which were exciting to play but not really memorable in their structure); I still remember how that goddamn Menelkir's tomb looks like, even if I haven't played it for months!..
But, to be honest, this is only a supporting factor. The most unique thing I distingushed from the other 'Doom clones' I had as a kid is that the gameplay itself tries to go, at least, a bit farther from your regular Doom clone (now, by the context, it's needed to leave this without quotes). Mostly by popularizing so-called 'RPG elements' which are popping up nearly in every single new blockbuster game (and the latest one that used them (kinda) wisely was S.T.A.L.K.E.R.). Three character classes, armor points, hub system a-la Spyro the Dragon (one 'home' level, several sublevels, plus a secret one in each of five chapters (except the prologue and epilogue)), puzzle solving, freqeuent usage of mana - these are, perhaps, all the RPG elements included in the game, which doesn't, however, distract you from the main point of the game - killing stuff. And solving puzzles, of course. These two will take most of your time when you play this. And the balance between 'kill-solve', unlike Heretic, goes more to the right than the left this time... But not that much. What? Oh, I hear. Wanna mess up with bloody stuff, huh. Pleasure. Set the Nightmare skill level before you start and you will not only be unable to stop your blood boiling, but also you won't get the puzzles solved that easily, thanks to the traditional massive respawns.
Puzzles, by the way, may not be that easy as you progress, but most of the time you just have to do what you are supposed to do in this chapter. Just to fill the holes, spoiler time. First chapter - just follow into the opened portal doors and pull all three required switches. Second - pull SIX switches this time, but only to activate the sealed doors that lead to the boss. Third - collect all the gem planets, apply all of them on the astrological board, fight the badguy. Fourth - exactly the same, only this time you collect gears to make the castle clock work. Fifth - fight three menaces of Hexen and, in case of victory, unseal the passageway to The Ultracheap Badass Final Boss Of This Game - Mister George Bush. No-no-no, kidding. Korax himself, what else were you thinking?
Classes. Probably my #1 favourite gameplay feature in the entire game. As said above, there are three classes in this game, all throughoutly balanced (but most pick the mage for some weird reason. They miss Heretic or else?). What's even more interesting, not only physical characteristics and weapons are different in each class, but the usage of several inventory items too! Let's take the most widespread one, that may be used as an alternate weapon, flechette, a bottle with green, yucky and poisonous liquid inside, for an example. Baratus is the fastest, consumes the least mana (and it case if it ends, the weapons may be used as melee ones) and has the biggest resistance against enemies' hits. One problem: his first truly long-range machine of chaos comes under number three. Him using flechettes as grenades may compensate this a bit, still... Parais is a golden middle between the other two classes in EVERYTHING. Speed, strength, weaponry... Yeah, about weaponry: he gets the first long-range weapon under slot number two and his flechettes are used to actually POISON the enemies. You know, the green clouds look no good. And are no good, which is good for us against the brainless monsters. As for Daedalon, he owns the coolest weapons in the game, indeed. For a starter, he gets a wand that may hurt the dumbies even on really big distances, albeit very poorly. But afterwards, he will be able to freeze everything in sight and even throw thunders (really effective against centaurs who block with their shields like fighting game turtles); his flechette appeal actually marks the cameo appearence of the timebombs from Heretic, the sequel! But! Despite this coolness, he's so physically weak... He walks as slow as Momo's turtle rides a bicycle made in good ol' USSR for kids with a hydropump engine placed behind! And he's the weakest in health among all the classes. So, as you see, the perfect balance. Everyone is good and everyone is bad at the same time. Make yer pick, gentlemen.
Talking about goodies returning from Hexen, I guess that I would give a pair of words to this too. Like, you still may turn your haters into... no, not chicken, this time you would mash them for a barbecue. Pigs, what else were you expecting... Also. Chaos Device is back, but now, it doesn't transport you back to the start in case if you get grounded (Banishment Device now does this), but rather pushes the legion, that is about to slash you apart, aback. Needless to say, it's now a more freqeuent item to run into.
And now about what you won't find in Heretic. Obviously, this game has three BFGs and all they look awesome, but before you start seeding death everywhere, you ought to collect three part of your future work instrument. But again, this show is really worthy to look at, ain't it, boys?
Okay, I told everything that's worth knowing about this game if you haven't tried it yet. And if you haven't done it yet, give it a shot, no matter if you will like it or not.
What I find weird, however, is that unlike his big brother, Hexen was officially ported on consoles, including the first PlayStation. Alas, while the creators of Saturn and N64 actually did made a really decent adaptation, Probe (the creators of really good ports of MK1&2, including really smoothly programmed MK2 for the PS) decided to move this into cash projects. Hence the quality.

***

One question to Probe. I know that the RAM constrants of PlayStation really suck, but hey, DO YOU GUYS CALL THESE GRAPHICS? This actually looks EXACTLY like Doom on Super Nintendo, plus floor/ceiling textures and bigger screen resolution. That's it. The one-sided enemy sprites, pixelated textures and screen area are still here. And don't tell me that it's the console which can't afford more juicy graphics than this. Otherwise, take a look at Doom again, but on the PS this time. Freezy framerate, the illness of almost every FPS classic ported to these times' consoles, is still here, but Williams actually managed to retain all the textures and enemies (sans Archvile, sadly), plus every enemy is covered with sprites for all 8 sides! So sorry, but your Hexen deliberately fails at this attempt and has nothing that this port has. But what's more interesting, the turning and the physics are EXACTLY the same as in the SNES Doom, which is making things just ridiculous as hell (I would keep talking about Williams and Probe messing up with BOTH Mortal Kombat and classic FPSes and ending up with having ridiculously same results, but you know, that'll be just pointless trash talking, so moving on).
In addition to really poor graphics, you may also notice that the dark fog has been added on every level. To my knowledge, such thing is implemented into modern games to put some more emphasis into atmosphere and cover the not-so-graphics away from your eyes. But c'mon! The graphics are already piece of junk so nothing would be really hidden, huh? Also, this fog is so useless that it even hampers when you, for example, are fighting the second boss. Thanks to the fog and pixelated screen, you can barely see from where this flying fucker throws fireballs! Therefore, you're unable to save Wings of Wrath for this run. Crammit.
From what this port really suffers as well, is from re-e-e-a-ally ba-a-ad programming and several enemy/platform replacements. Like, in the original version, your character will make a 'buh' sound if you stand in front of the wall and press the 'Use' button. In the PS port, he will buh every time you press 'Use', even if you don't stand in front of the wall (in clunky fashion of SNES Doom, AGAIN). And yes, they have managed to fuck the balance up. Fighter's gauntlet usually killed that two-headed dimwit, ettin, in 3 hits. Now it takes SIX hits to finish him up, the fighter just throws his fist A LITTLE BIT faster. Okay, Probe, I don't get this 'new addition'. How could you come up with such a stupid idea?!
For the replacements, let's give Darkmere a look. Originally, there were black statues holding 'firedishes', sort of. Here, they are replaced with three torches. It would be okay if those could be hanged on walls only, but later on, when I see the same torches 'flying' in the air...
Enemy replacements. For some unknown reason, the Seven Portals has all the serpents removed, leaving centaurs to mess up with. No, serpents ARE in the game, but only brown ones. Greenies are nowhere to be found, even on Light Crucible which had both types just in one level. Oh c'mon, what's wrong with you assholes? It's a fucking palette swap, goddammit!
All the sounds are on their places, thankfully, but the music... the music... well, for some reason (YET AGAIN) they reconverted the music into redbook quality, therefore, leaving only 1/3 of the original soundtrack alive. Aw damn, couldn't you use the privileges of XA so I shouldn't listen the Seven Portals theme on Shadow Woods and miss one of my favourite themes, Zedek's Tomb, huh?
This version has very, very neat (I'm not kidding) FMVs, but sadly, no matter which class you'll pick, it will always show the mage. Damn, will you ever stop me swearing? Were you unable to XA all the music and waste a bit more time on rendering same cutscenes with the remaining two characters?
Loading times. Well, these are okay, since every level loads in 10 seconds, but the saving times... I bet you don't want to wait thirty seconds while your game saves. Yeah, I counted. Thirty. It may look like nothing on words, but on practice, it feels like eternity. By the way. Wanna know why it takes thirty seconds? Well, the entire savegame occupies the whole memory card, all 15 blocks (compared to Duke Nukem Total Meltdown's 3-6 blocks). Awwwwwww, do I need to have EVERYTHING I've done logged? You don't need these dead bodies in any case since you can't do anything with them, why remembering their positions then? Can you simply store the puzzle progress sequence in just one or two bytes instead of remembering every switch, item and weapon I interacted with?! What the fucking fuck where you thinking, Probe?!!

***

Now there's no need to continue listing all the major fuckups done with this port. You already understand that it's just plain lame and looks and behaves like SNES Doom in many ways. All what was excusable for a 16-bit console will never go well with 32-bit one. So... the review is over?
Hee-hee, not yet. There is at least one good point in this thing. Controls. There, you may choose one of about twenty control mappings (compared to the same DNTM's three schemes) for your comfort. But where the comfort really ends is the use of 'shift' and 'inventory' buttons, you just gotta get used to them. While holding 'inventory' doesn't really do anything but switches the items with left and right on your D-Pad, the Shift button... Well, by holding it, you may change weapons (there is no reverse weapon tracking, however... and they swap as fast as in Serious Sam on the XBOX), use the items, look up or down and ascend or descend in case if you use Wings of Wrath. While the first two functions won't be a real bother, the remaining ones, apart from being rarely used, are just komp-lee-kei-t'd. Like, you wanna fly up. All you gonna do is to hold Shift + Jump + Up (almost said Ctrl + Alt + Delete, wow). And now imagine that a lot of serpents are attacking you from the ground. And that you're playing on hardest difficulty. They sure will burn your alter-ego's skin up before you press all the required buttons, for sure.
Plus, among all the level replacements, there is a good one, after all. Do you remember Korax appearing on the wall when a new chapter was about to begin? Well, now this wall doesn't disappear so cheaply, instead, it quickly scrolls down making a loud clang afterwards Now that's the thing that should be implemented into PC Hexen...
As I said at the very beginning of the review, I started playing through this version. And guess what, I made it to chapter three, Heresiarch's Seminary (a.k.a. Monastery)! So why couldn't I do that on the original Hexen? Why do I load up the ISO of this crapling into pSX emulator instead?! Why do I see all this pixelated mess that's called 'mawnstarz' again and again but keep moving the storyline on?!!
...these are the questions I would never find answers to.
Anyways, bottom line.

BOTTOM LINE:
Considering that PlayStation was a more affordable console than SEGA Saturn or Nintendo 64, this port indeed had potential. But none of it has been pushed forward. No optimization at all, crappy design, even more crappy programming... And that's Probe, the guys who made some really decent Mortal Kombat ports! I may give them a credit on leaving all the levels in their original order (unlike Doom for the same console), but OH MA GAWD, how much have they suffered... The only reason you have to download this port (neither buy, nor rent, only download - they haven't deserved their loaf of bread this time) is kickass FMVs. Otherwise, if you can't stand its' B-sides quality, beware of this thingie. It's cheaply done, after all.

P.S. Some may say that I have overloaded this review with mentioning yet too much other classic FPSes, mostly Doom for Super Nintendo. My fault. But still, why can't I let myself say that it's technically worse than all the stuff I told about above?!
P.P.S. Also, my longest review so far. I mean, sixteen kilobytes of pure text?! Doubtin' that you have read the whole thing entirely...

SCREENSHOT TIME!

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Zedek before he orders an execution. 
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So far, it looks accurate... so far.
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Korax's dirty face. 
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Frankly, even with such amount of enemies the game keeps the same framerate! 
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This damn guy takes six hits  instead of three now. WHY?!!

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'WHERE IS THE SERPENT?!' - ''He told me to kill you while he's out...'

Tuesday, August 3, 2010

GONE?! (filler)

Have to rewrite more than the half of Hexen (PS) review. For no reason, I suddenly got 2 kilos of text instead of 7.

GAAAAAWWWWDD WWWHHHHAAAAAAIIIIIIIIIIIIII???? That's TERRIBLE TERRIBLE TERRIBLE.

Another addition to a terrible day (caught fever, have to be in bed for entire day, waiting for sister to bring me pizza from her friend's BD, and now THIS).

EDIT: The day was terrible. The evening is good actually d:P

Monday, July 26, 2010

[PS] The Neverhood Chronicles



The Neverhood Chronicles [Klaymen Klaymen: Neverhood no Nazon]

Genre: adventure game
PC/publisher: Microsoft
PC/developer: The Neverhood
PS/publisher/developer: Riverhillsoft
Year of release: 1998
Players: 1
Media: 1 CD-ROM
Slots on Memory Card: 1
Additional peripherals supported: DualShock, PS Mouse

I hate the gaming press when it comes to f***ing a product that IS great and that anyone actually wants to play to (take God Hand for instance). I just hate it. With passion. The Neverhood got into the same situation. Exactly the same.
It was a battle between the critics of GameSpot and the funkiness of the world of Neverhood… where the second got squished by a tank and received the score of 4,9 (When Skullmonkeys, a less amazing, but still charmful sequel got 5,0. WTF?). Okay, as you say, the story and puzzles might be weak there, but are they SO weak that you have to stomp it?
I still have a word for these guys to say…
WHY SO SERIOUS?!
AND YOU CALL IT BAD?!
Geesus Howard. I may understand it when a person didn’t really liked this game when he tried it only once, but seeing critics trying to beat A WHOLE game and treating it like a piece of cum is…
Ah, enough rushing, because unless I stop it, this will never end.
Let’s get to the thing instead.


***


If you are not familiar with this game yet, here’s a short recap of what’s going on (may contain spoilers, you’ve been warned). So, in a faraway galaxy, a clay creature named Hoborg the King built a new planet named The Neverhood. After getting bored of a few days living on it alone, he additionally creates a friend, Klogg, by using only one seed from his crown. This tiny thing will soon became an object of Klogg’s attention… As well as his throne. His property. His planet!!.. So, without any hesitating, the crown is being stolen… and Klogg becomes a retardedly-looking clay figure. Still, Hoborg is out cold. Klogg is the only owner of this deserted (by now) planet.
Basically, it’s not that deserted, but for such a planet, the cast of actual characters (until you get to the good ending) is pretty low. Along with the fact that most of them are minor. What are they? Well, Hoborg and Klogg themselves, obviously – that’s two. A big evil Robot Bil who spends the end of his rusty days surviving a punishment, pretty much like Sisyphus’s: sitting in a pit and being unable to get his lovely teddybear back (one more warning: this game is ultraweird) – that’s three so far. A couple of beasts called Weasels, yet who don’t have anything to do with the actual weasels – that’s five. Guy From The TV who has the only line in the entire game yet whose theme became used for some stand-up comedy shows – six. A random spider which may be found not too far from this guy – seven. A fluffy little mouse who stands in front of a BIG block of cheese – eight. A ‘talking eye’ which can be only seen through a little window there – nine. A Whack-o-Hammer little troll – ten. Three random squishy clay sheep – fourteen. Bear Retrieval Squad – sixteen. A creepy pterodactyl monster thing that Klogg summons as we invade ‘his’ castle – seventeen. Two Venus Fly Traps – nineteen.
And last, but not least, Willy Trombone. Goofy and hungry, like, as usual (he doesn’t care what he would have for dinner, even if it will be Weasel’s leg); he’s actually the son of one of Hoborg’s predecessors. And thanks to him, we’ll have an alter-ego to mess up with. Klaymen (forgive the incorrect spelling of the name you damn spellchecker, I warned you too).
Yeah, he’s silent pretty much most of the time. But that wouldn’t really bother him right now: the first time he shall actually talk to someone is in the ending. Before, we’ve gonna explore a damn lot of weird and funny locations which are made of clay. ENTIRELY, lemmie tell you.
The adventure will not be just a walk in the park. If you don’t know how to beat this game, then you’re doomed to, for example, stuck in a laboratory, without knowing how to actually shrink Klaymen. Sometimes, for a puzzles like this, the solution is situated just nearby your nose, though it wasn’t made to look that obvious…
Well, never mind. I’m gonna say that after the release of this port, the character of Klaymen became some sort of a star in Japan (a burning star, still, but in any case, Riverhillsoft & KIDSMIND Inc. made up their own Neverhood game, Klaymen Klaymen Gun Hockey, which had a minor at the gameplay BUT lost the atmosphere of the original). So why don't we get started checking the port out right now? Was it really worthy?

***

Talking about differences between PC and PS versions… Well, it’s still The Neverhood, but with some slight changes. First, the entire game is in Japanese (even some titles embedded in the clay were translated like nothing happened, yay!). Second is the availability of the Dual Shock support (why?). Third, you may listen to the entire OST in the options menu (another fanservice for those who can’t live without Terry Scott Taylor’s jazz?). Fourth… well…
Let’s get deeper into the Spanish Main this time. The game uses one, two or three screens per loading which means that you’re doomed to listen to the music themes from the beginning again and again multiple times. The game uses the CD even when you want to see Klaymen’s idle animations or just get gulped by a Venus Fly Trap at the beginning of the game. The loadings here are not very long, 10 seconds maximum. What? You say that roaming in Hall of Records in that case would be hell annoying? Calm down. It would be. Keyword: WOULD. But that won’t work with the creators of this port. If you try to walk through it on the PS version, you’ll find yourself amused and astonished. THE ENTIRE HALL OF RECORDS THING IS NOW THREE SCREENS ONLY! With all the records removed, obviously. You get into the room, hit the light switch, move on, see the wall where the goddamn long ‘This Game’s Bible’ is supposedly meant to be started and, after moving a bit further, just a bit… you see the disc. And the end of the room too. So, it’s sure a nice attempt to overcome the console’s RAM limitations. ‘Can’t fix it? Cut it down.’
Loadings may be, perhaps, the worst part of this port (not the game itself), but that can’t really spoil the fun, right? Not even a single texture or a FMV (including the ones where you see The Neverhood first-person style) was removed (apart from the location listed above), so, design-wise, this one is perfect. Possibly, the only moment where loadings may be annoying is the storyline movie narrated by Wiri Trombonkendan (used his Japanese name, just lemmie laugh a bit on it…) which loads segment-by-segment even if you collabed the entire thing. And, like on Windows, you can’t get past this one! Oh well. At least it’s a reason to go away for a while, like, shopping or just making a fridge clearing.  
Back to the start of this review, some more minor differences, just for kicks and to get all the pieces of the complete picture altogether. First, some sounds in the game are being edited for some reason (like the ‘ding’ sound when you complete a puzzle being pitched up and Bil’s grunt inverted). Second, you get an intermission letter in Japanese when you start the game. Third, you get little help screens a-la Skullmonkeys, again, in Japanese, and again, when you start the game. Fourth, the mail is still present in this game, albeit you don’t get random ‘write back or die’ letters this time, instead, there’s ONLY one ‘write a reply’ letter. RAM constraints much?

***

Unlike a lot of cheap and not really cheap PC-to-console ports which I’m going to review really-really soon, the controls are comfortable. Kinda, if you’re using a gamepad. And exactly, if you still own a PS mouse. Yes, this game is one of those that actually supports mouse! It’s an adventure game, after all… Oh, by the way, this game doesn’t really need a shitload of slots on your memory card to save. One is enough, with three ‘subslots’ to save on, which really makes sense. The only inconvenience is that when you beat the game, all the saves of your current game will be blocked for usage, unlike in the original... Okay, now that makes ABSOLUTELY NO SENSE.

BOTTOM LINE:
Basically, when I first heard of Neverhood being ported to PlayStation, I spent almost all the New Year’s Eve of the year 2008 (Americans may replace this with ‘Christmas Eve’) to find the ISO of it. With the links on SNESorama and all other popular game ISO resources being shut down, I finally got it on the 20th-30th page of the results of my googling for this game. It was on Yoshitora’s Blogspot, uploaded on Rapidshare (ffff, I hated this filehoster very much) but even despite the filehoster’s unreliability, I finally got it. And, lemmie tell you, it was a great self-present, seriously. This thing would be forgotten with time, however, if the port would be crappy. But it isn’t. At least because you’re reading these lines.


Crash Nicker

SCREENSHOT TIME!

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New shiny title screen. Not in clay like the pause menu in the PC version, but still makes sense.
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One of the few moments in my life when I'm damn sorry I dunno Japanese... Or is that because I don't have a Japanese-languaged keyboard?
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One statue there is, like, three shrinked Klaymens high.
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One of the few cases where the final 'puzzle' is not the hardest.
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Best escape scene ever, I'd give my testicles to prove that... But! My testicles are more of value than that stuff.
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'Don't jump on it you piece of--'  [gulp sound]
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What I forgot to mention in the review is the progress bar... aw well, who cares.