Showing posts with label 8-Bit. Show all posts
Showing posts with label 8-Bit. Show all posts

Thursday, December 30, 2021

Tanuki Justice (PS4) Review


Tanuki Justice (PS4) Review

Release Date: 16 October 2020

Date Played: 30 December 2021

Introduction:

Tanuki Justice is a charming 8-bit inspired side scrolling action platformer.  The developers, Wonderboy Bob & Storybird Studio, proudly display their inspirations with this cute, fun, and difficult game. You can see, hear, and feel the influences of Mega Man, Ninja Gaiden, and even Contra in this throwback to the golden era of gaming when the NES reigned supreme. 

You play as a Tanuki (a Japanese Raccoon) and his sister (in 2 player mode) who have to platform their way through 7 stages while taking out countless anthropomorphic enemies on their quest to save the world. It's a basic story that we've seen a million times and fits in nicely with the old-school feel.  Honestly, you don't need anymore exposition than the brief but well illustrated cut-scene before you're dropped right into the action. Everything is presented in a fantastic feudal Japan art style that really helps the game stand out and gives it a nice little boost to its appeal.



Gameplay:  

Like most, "Nintendo Hard" games from yesteryear, Tanuki Justice gives us easy to learn but difficult to master gameplay.  Present are the one hit deaths, respawning enemies, and tight platforming that drove me into a rage when I was a child.  You're armed only with your double jump and a very short range and weak throwing star. You can fire in all 8 directions and can even lock your shot or character in place with use of the trigger buttons. In addition to this you have a massively destructive magic attack that can be unleashed once the meter is filled. This will usually make quick work of any enemy you come across and will even take a pretty sizable chunk out of the bosses you'll encounter along your way. Filling the meter is as simple as destroying the enemies you come across or by collecting crystals hidden in chests around the level. In addition to these crystals, you'll also find powerups for your throwing star, 1-ups, and shields.  All of these are highly essential and you'll want to grab everything you can find.  The shield will prevent you from taking a hit and basically serves as an extra life.  The throwing star upgrade greatly increases the range and power of your puny base shot and is a necessity for most of the game. Although it doesn't increase your very limited range as much as I would have liked, completing many of the levels without it feels like an almost insurmountable task at times because you won't be able to reach enemies without getting right in their faces. 

As you go through the diverse settings of the games stages that range from bamboo forests, undergrown caverns, graveyards, and even a ninja temple, enemies will come at you from all directions and will sometimes even spawn right in front of you as they jump out of doors at the last second.  Knowing when to move forward or hold back and wait for the opportune moment is key to this game.  Often enemies are placed in a precarious position that will put your skills and reflexes to the test. Sometimes, they pop out of nowhere and basically sucker punch you in the face and cause you to die. A lot of the time you don't have the chance to react to this and just have to know where the enemies are going to be before they get there. This is especially true in the second half of the game where you'll need to play the stages again and again to memorize the enemy patters and carefully learn to route your way through the hazards of bottomless pits, spikes, disappearing platforms, and dozens of lethal enemy types. Yes, this game is just as challenging as those incredibly difficult games from the NES days.  Luckily, the developer takes pity on you and allows you to respawn right where you died until you run out of lives.  If you're forced to continue, you have to start at the beginning of the stage, but it's never that far to go as the levels are action packed but brief.  Also, you're given unlimited continues on Normal and Hard difficulties.  This makes the game beatable as you're allowed to retry each stage as many times as you need until you get it right.  And, by the way, you WILL need to retry the later stages several times for sure. After you finish a stage, it's unlocked in a level select for that difficulty.  This of course allows you to practice each stage to your heart's content. At the end of each stage, you'll face off against one of the fun and well thought out bosses. They all have engaging patterns that you'll have to learn to master them.  While difficult, I never found any of them to be annoying or frustrating and was able to get the kill after only a handful of tries and usually enjoyed my time doing it.

The trophies in the game, however, ARE extremely frustrating, draconian, difficult, and downright impossible. Many of the trophies focus on beating the game in a certain time limit, or without dying, or without killing a certain number of enemies.  I was absolutely shocked to see that more than half of the trophies in the game have a 0.0% completion rate.  As in, NOONE, has EVER done these tasks.  I think it's a little brazen for the developers to think that their game is so unbelievably amazing that they expected the community to basically want to perfect a world record caliber speed run just to unlock them.  



Presentation:

This game is oozing with charm from ever aspect.  The main characters are unbelievably cute in their design and their little furrowed and menacing brows only make them even more adorable.  The same can be said for the dozens of well designed enemy and boss models. All of the stages are bright and colorful and feel very different not only in design but also in art direction.  There are many memorable and striking set pieces that are thrown your way as you work through the game.  I won't spoil these, but they certainly stand out in several of the stages and remind you that you're playing on a current gen console and not something from 1985.  

The music is also quite good and has some catchy tunes to it.  My daughter and her friends were hanging out in my game room while I was playing, and I caught them all humming along to the soundtrack.  If that's not a compliment to the composer, I don't know what would be.  Once again, you can feel a strong influence from Mega Man and Ninja Gaiden.  Perhaps a little TOO strong because I heard little hints of melody taken directly from those games and chord progressions that I know were lifted from some of my favorite stages in those games.  It's not blatant or malicious, but you can tell that some of the hooks were um, borrowed, from the NES greats.  



Conclusion:

Tanuki Justice is exactly what it was developed to be.  For better or worse, it feels like it could have been released in 1989.  You have the very short game length (less than 20 minutes if you're good enough) that is made artificially longer by its extreme difficulty and having to retry levels over and over.  This is made more obvious by having unlimited continues.  You'll soon realize that most stages are only a two or three minutes long.  It's a tough balancing act and I'm not sure the developers could have done any better.  You don't want to pad out your game because you need keep it short and energized like they were back in the day.  But, you don't want to scare off modern gamers by limiting their continues and trying their patience to the point of them quitting. Pleasantly, I think Tanuki Justice successfully walks this tightrope and give the player just enough challenge to make them feel like they're playing a game from that period, but has enough leeway to actually allow them to finish it.  

I can honestly say that if this game had been released on the NES or Sega Master System three decades ago, it would be considered one of the best games on the system and a bonified classic.  It's a fantastic recreation of a game from that time period and can stand toe to toe with them.  Unfortunately, this game wasn't created in 1989 and was released in a time where we're going through a retro themed game renaissance.  Other 8-bit inspired indie games over the last few years have taken the framework of these classic games and evolved and improved them to create something magnificent and groundbreaking.  Some of these games have even won game of the year by beating out AAA multi-million dollar franchises with insane pedigrees.  Tanuki Justice doesn't do that. It doesn't try to break new ground or alter the formula in any way.  It pays homage to the games that inspired it by trying to be exactly like them... and it succeeds.  The only problem with that is that there already so many games just like this and you could just play them instead. I wish it had gone out of its way to bring something new to the table. Personally, I was able to beat it, but didn't have any desire to put more time into it because I felt like I had seen it all before. It made me say to myself, "Man, I should play Ninja Gaiden again."

Final Status: Beaten

Final Score: 7/10 (Good) 

Thursday, October 21, 2021

Bloodstained: Curse of the Moon (PS4) Review

 

Bloodstained: Curse of the Moon (PS4) Review

Date Released: May 24, 2018

Date Played: October 21, 2021


I was so excited when Koji Igarashi, the creator of Castlevania Symphony of the Night, was launching a Kickstarter to fund the spiritual successor to that game.  Afterall, he had made one of my favorite (if not actual favorite) games of all time when his masterpiece came out on the PS1.  So, I decided to fund his campaign (something I'd not done before nor since).  More and more money kept flooding in and I watched as they added stretch goal after stretch goal.  As we all know, the game raised an insane amount of money.   I waited patiently for my copy to come in the mail.  When it arrived, I put it into my PS4 and played it right away.  How did I feel about that game?  Well, I'm not going to tell you.  Because this review isn't even for that game!  It's for an 8-bit prequel that was one of the stretch goals from the crowdfunding campaign.  It can't be any good right?  After all, it's just a little extra game that was tossed in with the main event... right?

Wrong.  Bloodstained: Curse of the Moon is a full on 8-bit marvel that stands toe to toe with the games that inspired it.  It was obviously heavily influenced by Castlevania III on the NES.  So heavily inspired, in fact, that one review I watched said the game was in danger of copyright infringement. While this is a snarky comment meant to draw a laugh, there's some serious truth in those words. It plays almost exactly like Castlevania III, and that's not a bad thing.  Honestly, if this game had been released on the NES, it would be considered one of the best games for the system and would be a classic that everyone waxes nostalgic about whenever the topic arises.  Not only that, it hangs up there with some of the best retro-inspired indie games of the modern era.  

You play as Zangestsu, a samurai who is tracking a great evil to a mysterious castle. He has a short sword attack and several sub weapons you can collect/switch out by attacking floating lanterns.  These sub-weapons use energy that can be replenished by collecting mana bottles (just like Castlevania) As you clear each of the first 3 stages, you can recruit an new ally to help you.  The first is Miriam.  She is more agile, has a longer reach, and can slide on the ground. Next is Alfred, a wizard who is very weak but has strong sub-weapon attacks.  Finally, Gebel is a vampire who has an awkward attack but can turn into a bat and fly.   All of these characters have their strengths and weaknesses and utilizing them correctly is key to your success.  You can switch between the characters at any time (provided they haven't died) and will typically be using them all in every stage. There are many areas and shortcuts that are only accessible by one character, so keeping them all alive is a big focus of the game.  Learning which sub-weapons are best used in each area is very fun and is more thought out and balanced than the Castlevania games, in my opinon.

The difficulty balance of the game is one of its strongest suits.  From the beginning, you have the choice of Normal mode.  After that you can chose from Veteran or Casual difficulties.  Veteran mode acts much like the Castlevania games on the NES.  You have limited lives and can get extends by collecting the rare 1-UP item, or by scoring more points.  Also, getting hit knocks you back... and anyone who has ever played one of the old NES games will tell you that this will be the main thing that gets you killed.  There's nothing quite like taking a single hit from a medusa head that knocks you back into a pit of instant death.  Luckily, the game has a pretty forgiving checkpoint system.  When one character dies, you go back to the previous checkpoint with the remaining 3 characters to give it another shot.   Once they all are dead, you lose a life.  Surprisingly, this still drops you back at the checkpoint instead of the beginning of the level.   Casual mode is much easier and basically eliminates the "Nintendo Hard" mindset of the game.  You have unlimited lives and knockback is removed. This adds some much needed accessibility to people who don't have those die-hard reflexes developed yet... or perhaps lost a bit of their edge from their childhood.  Personally, I liked Veteran mode the best and would recommend it for anyone's first playthrough.  It's a good challenge, but isn't nearly as difficult as the games that inspired this one.  Luckily, the game has a solution to this.

After finishing the game, you'll unlock other modes that can make the game much more difficult, add new stages, change bosses, and force you to take routs different than your previous runs.  Also, there's nothing that says you HAVE to recruit the other characters.  You're more than welcome to just ignore them... or kill them (a surprise is waiting for you if you do).  Running through all the different permutations of ally recruitment unlocks additional endings and even more modes... and is one of the best features of the game.  You can run through all 8 stages in about an hour, so the game was designed to play again and again.  The levels have a good length and exploring all the different routs you can take is a joy.  It makes those additional playthroughs feel less tedious for sure. Also, the boss fights are pretty great.   They are the most memorable and fun parts of the game and I enjoyed each one its own way.  Yes, this even includes the final boss on the highest difficulty without recruiting any allies (which took me about 10 tries).  Trying to beat each of them using the various characters was a blast.  I can't even remember the last time I enjoyed learning boss patterns this much.

Since you're going to be playing through the game several times, the stages better be pretty entertaining.... and for the most part, they are.  You start in a town before catching a train, then travel through a clock tower, take a ride on a rickety ship, before arriving at the castle sewers, and finally working your way to the tip top to face off against Gremory, the final boss.  Of the 8 stages, some feel a lot stronger than others.  The first stage, in particular, has fantastic sprite work and a lot of cool parallax scrolling.  Towards the middle of the game, things tend to blur together and the stage design can get a little repetitive. This never lasts too long and the rest of the level design is more than good enough to make up for it. The game looks fantastic for an 8-bit game.  It's certainly not something that could be put on the NES for real, but it almost seems like it could. There are effects, death animations, and enough sprites on the screen to cause your NES to burst into flames if it tried to run this game, but it does perfectly capture the way playing one of those old games felt. This hits me right in the nostalgia and brings me back to those days of my childhood sitting in front of the TV with my friends and passing the controller back and forth while trying to make just a little more progress.  

These games are known for their music, and Curse of the Moon comes pretty hard and packs a lot of heat in this category.  It's not quite as memorable as some of the Castlevania music from the past, but it's close. There's some catchy melodies and rocking beats that range from baroque to metal.  It's what you would expect to hear and checks all the boxes you could ever want for a game like this.   It would certainly hold its own with the best of the best soundtracks from the chip-tune era.  

Technically, the game ran great.  I saw no flicker or slowdown like you would expect from an 8-bit game.  There were no crashes, patches, frame-drops, or any other technical problems while I played.  I mean... this isn't exactly pushing the system too hard.  Still, there are a lot of ways the development team could have dropped the ball on this one, but they didn't

So, what's my final conclusion?  This is a great game.  If you're a fan of those side-scrolling staples from 30 years ago, this is a must play.  Even if you've never played one of them in your life, this is a great starting point to jump in and give one a try.  The fact that this is a supplemental bonus to a larger game is even more impressive.  I'm so glad that this game got a retail release.  I want to go back and play it again before too long.  And, let me tell you, that's a strong statement considering I just beat the game 8 times in a row over the last 10 days.  I was able to unlock every trophy in the game... and I never got bored doing so.

Final Status: Completed (unlocked everything and finished all modes)

Final Score: 9/10 (Amazing)