Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Monday, January 17, 2022

Xevious (NES) Review

 

Xevious (NES) Review

Release Date: September 1988

Date Played: 16 January 2022


Introduction:

Xevious is an early and highly influential vertical shmup developed and released by Namco to arcades in 1982. Although it is very primitive and simple by today's standards, it laid the ground work and invented many of the common elements we see in shmups to this day. It was then ported to every console and computer under the sun and was extremely prolific in the pop culture scene of the time. The NES version, released in 1988, is fairly true to the arcade version and is a decent port that I am choosing to review here today. 

Hardcore Gaming 101's publication, Guide to Shoot 'em Ups Vol. 3 Devotes nine entire pages to the original Xevious game while every other game in the guide has 2-3 pages on average. You can tell that they considered the game to be extremely important and worthy of so much reflection and even chose to begin then entire volume with this game despite it's title falling last alphabetically. It's a very important entry in the history of video games and I feel like the title is well known to pretty much every gamer out there even if they haven't played it. Although it has faded from popularity over the years and has a very basic gameplay structure, it is one of the most important shooters every made and is still very addictive and remains a bona fide classic.



Story and Legacy:

Much like many of the games that came in the early 80s, there is no in-game story to speak of. Instead, the story is usually pieced together from outside sources like the game's instruction manual.  In the case of Xevious, there was a pop culture boom centered around the game and it led to the creation of comics, artwork, novels, cartoons, and even a terrible and very rare animated movie.  I won't get too deep into the lore of the game and it's overly complex and oddly fleshed out story here because there just isn't enough room... and, honestly, it's a little embarrassing that so much effort was put into the background of such a simple and seemingly superficial game. But, I will give a brief synopsis to whet your whistle. 

Basically, from what I can piece together, there was an alien race who populated Earth long before the humans.  A catastrophic event was about to occur, so they fled the planet to find a new home.  Eons later, humanity had taken its place on Earth and was living its normal life when the ancient aliens decided to return.  Before their arrival, a bunch of their technology started sprouting up from the ground in anticipation of their return and wiped out mankind. You play as the pilot of the Solvalou ship and return to Earth to find it completely overrun by the aliens.  So, you do what any good pilot does and you start blasting them to kingdom come while trying to save the world. While even this small synopsis seems like huge overkill for the game, I encourage you to do your own quick internet search and dive into the hilariously complex background story of Xevious.  It's honestly quite shocking.

From all of the pop culture references, story, and insane amount of ports, it's easy to see that the world was enamored with this game. You may ask yourself why this is the case because it's just a simple game where you shoot stuff and there's a million just like it. After some research, you'll soon learn that Xevious introduced several huge developments that were milestones in the gaming world.  Firstly, Xevious was the first game with a vertically scrolling screen.  Up until this point, everything just took place on a static screen like Space Invaders and the backgrounds never moved.  It was also the first shooter to have a background that was anything more than a black screen or starfield.  The developers had to create terrain and different locations in the game to make the player feel like they were going somewhere as the screen was scrolling by.  It's a simple idea, but was revolutionary at the time.  If that weren't enough, the game also introduced the concept of gameplay secrets into the industry. There are hidden towers and other various secret scoring mechanics and 1UPs scattered around for you to discover by bombing certain locations on the map.  This added another element to the already addictive gameplay and caused many an arcade goer to pump extra coins into the machine to try to find all of the secrets that they could.  This, of course, led every other video game company out there to add secrets to their games to inject some much needed novelty to the whole experience.  

If this weren't enough in terms of ground breaking mechanics, Xevious was also one of the first games to introduce the concept of a Boss Fight.  Before this point, games just had more and more progressively harder enemies.  But, this game introduced 4 giant fortresses that you have to stop and battle before you're allowed to continue.  Of course, I don't need to tell you how influential this was to games in the future.  If you've ever played one, you know.

I think I've made my case for how important this game was... and still is.  It took the world by storm and in addition to all of those other "firsts" it still has one more...

Xevious was the first video game to ever have a TV commercial advertising it. No wonder it was a huge success.

Presentation:

In the modern age of 4k gaming and photorealistic graphics, Xevious isn't much to look at.  This was, after all, a game created in the early days and what you see in the screenshots are what you get.  You fly over grassy fields with brown roads.  There's the occasional river, tarmac, desert, and forest thrown in here and there.  But, the whole experience is very monotonous and seems to have only 5 or 6 colors used in the entire game. Other than the enemies and trees, nothing has any texture to it and appears to just be flat and basic shapes. It's par for the course at the time, but doesn't hold up very well anymore.  The game takes place in South America, which is a cool setting for a game, but you would never know it unless you're able to progress far into the game and start seeing the Nazcal Lines in the background.  It's a nice touch and is a memorable part of the game, I only wish that it was introduced earlier in the experience.  Some early variety in the setting would have been a nice touch.

To accompany the gameplay you're given a memorable but bizarre soundtrack.  The startup music is very catchy and fun even if it only lasts about 4 seconds.  However, the music during gameplay is a fever dream of dissonant and seemingly random patterns of 16th notes played in a loop.  It's one of the worst songs I've ever heard in a game to be so prominently featured.  It's grating to the ears and induces a sort of anxiety when you hear it similar to a kid just banging out random notes on a piano at full volume while you're trying to have a conversation with his parents in the same room.  I normally play all of my games with a surround sound setup, and I had to literally disconnect it to play this game because it was so painful to endure.  Not only that, the NES port pauses the music every single time an explosion occurs.  Meaning, that whenever you shoot an enemy, there is a hiccup in the music.  It's such an incredibly bad experience in the sound department that it almost ruins the whole experience. I would advise you to play with the sound turned off.



Gameplay:

While Xevious was basically one of the founding fathers of the genre and created a lot of the mechanics and tropes we still see in the genre, it's gameplay really just boils down to a basic vertical shmup.  You have your ship at the bottom of the screen and you have freedom of motion to move on both the x and y axes.  You have a basic shot and there are no powerups.  In addition to this, you have a reticule set a fixed distance in front of your ship and you can use it to target and bomb enemies on the ground.  I'm not sure if Xevious was the first game to ever use this idea in a vertical shmup (I know Scramble did it in a horizontal shmup), but I always refer to this mechanic as the Xevious Bombing Mechanic in all my other reviews as it's probably the best known example of this.  Other games like the Twin Bee series, Dragon Spirit, and Layer Section all borrow and use this mechanic as well and it's a somewhat common feature in a lot of storied game series. Unfortunately, I feel like it forces you to have to focus your gameplay onto two planes simultaneously and takes away from the fun inherent in the simple nature of a shmup.  You'll have to bomb installations, tanks, and turrets on the ground while also dealing with the onslaught of aerial enemies that come in several different varieties.  They are all very simple visually (some are just a black ball, or a disc, or a basic rocket ship) but have challenging and difficult attack patterns you'll have to memorize. Some can be very annoying like the previously mentioned black balls that seem to vanish right as you're about to shoot them or the tiny enemies that suicide bomb you at lightning fast speed. There is a primitive ranking system that will send different patterns of enemies at you based on how well you're doing or if you've died recently.  It can keep you on your toes and make it difficult to learn the game, but you'll start recognizing the enemy's behavior before too long and will get the swing of things.  In addition to the air and land enemies, there are the aforementioned boss fights which are all identical and involve surviving and huge barrage of bullets from the enemy base until you can bomb its core and advance. 

There are no individual stages in the game and is instead an unending and continual scrolling experience broken up into 16 sections.  These sections try to be varied somewhat with different background layouts and enemy patters, but still come across as repetitive due to the reuse of gaming assets. They are at least broken up by patches of forest that signify their starting and ending points. If you don't have the game memorized, you'll have to manually count these sections to figure out how far you've progressed into the 30min long 1st loop of the game.  If you die you're sent back to the beginning of the section you were currently on (sigh...).  Luckily, if you're cleared 70% of the section, the game takes pity on you and starts you at a checkpoint towards the end.  This is a nice mechanic that I enjoy, but would have preferred respawning right where you die.  Since there are no powerups, you don't really need a checkpoint system other than to frustrate the gamer (and I guess get more quarters in the arcade) and pad out the experience.  The game is pretty fair with its extends and you'll earn an extra life at 20k points and then every 40k after that. With the hidden 1UPs scattered around you can stockpile plenty of lives.

Despite this, the game is still very tough and can seem a bit unfair and unbalanced at times. Many times you'll play for 15 minutes and make it half way through the 16 sections without ever getting hit a single time only to hit a seemingly impossible section where you die over and over again before hitting a game over. Not only are there these huge difficulty spikes, there are also long and boring sections that require almost no effort and you'll just be sitting there not really doing anything other than dodging the occasional indestructible and oblivious enemy.  The game really needs some balancing tweaks and I think these were addressed in the many remakes and sequels to the original.

Once you clear the 16 sections, the game infinitely loops by taking you back to section 7 with an increased difficulty.  There's no real ending to the game and the final goal is to continue to play until the score reaches its max score of 9,999,990 which is much easier said than done.

Conclusion:

Xevious is still a lot of fun to plan and can be quite addictive despite its tedious nature both in terms of gameplay and presentation.  I don't personally like the ground bombing mechanic in shmups because it forces you to position yourself in precarious places in order to hit ground units and makes you have to split your attention between two playfields.  Quite often, as is the case in the Twinbee franchise, this can almost ruin a game for me.  However, in the case of Xevious, everything is so basic and uncluttered that the ground bombing mechanic, while not very likable to me, is still tolerable and does add some much needed variety to the game.  The backgrounds, while revolutionary for the time, are very boring and all seem to blend together and make the while experience even more repetitive.  Couple this with the insane and ear destroying music, and you have a recipe for a shmup that most modern gamers aren't going to want to put any effort into learning.  The extreme difficulty spikes interspersed between long and boring sections only serves to mix an element of frustration into the tedium that really hurts the game overall.  

The game pretty much created the vertical shmup genre as we know it.  It's highly beloved and influential but seems to be the case of an important game where other's stood on its shoulders to create something truly remarkable.  James Naismith might have invented the game of basketball, but you won't hear him mentioned in any lists of the greatest players of all time along side the likes of Michael Jordon, Kobe Bryant, or LeBron James.  I feel like this analogy is a good representation of where Xevious stands in the annuls of shmup history.  

Don't get me wrong, everyone should still play it.  But, I doubt very few modern gamers are going to fall in love with this game if they didn't already have nostalgia for it.

Final Status: Played (can't really be beaten... 5 hours invested)

Final Score: 6/10 (still a little fun)




Saturday, November 20, 2021

Task Force Kampas (PS4) Review

 

Task Force Kampas (PS4) Review

Release Date: 29 February 2019

Date Played: 20 November 2021


Task Force Kampas is a vertical shmup developed by Casiopea Wave (great name by the way) and published by East Asia Soft.  Since I consider myself a huge fan of the genre, I knew I had to grab this game when it was released physically for the PS4.  Luckily, I didn't have to wait very long to play the game (which isn't usually the case with my gigantic backlog) and was bouncing with anticipation to dive in.  You can tell right from the onset that the developers know what they're doing when it comes to evoking a strong retro aesthetic.  Whether it's from the throwback style gameplay of a shmup, from the pixilated graphics with a colorful 80's color scheme, or from the awesome new/synthwave soundtrack, Task Force Kampas comes out with all guns blazing and really hits the mark.

After booting up the game, you're greeted by a beautiful 16-bit inspired title screen.  Selecting play will take you to the character select screen to chose from 1 of 3 starting characters that all have a slightly different strength for your style of play.  Midori begins with an extra bullet in her spread shot, Psychobaby begins with a narrower but more powered up supershot, and La Yaya has more HP.  The two unlockable characters have some interesting gimmick upgrades that make them serve as the hardest and most powerful character respectively.  I won't spoil them for you, but you'll definitely want to spend some extra time with these two. All of the characters, except for one, seem feasible for getting a clear in the game and you can have a lot of fun playing with them all.

Once the game begins , you'll see your character sprite zipping around the screen with a glorious vapor trail behind them.  Although the character sprite isn't very impressive, the vapor trail gives them a nice touch that I've not seen before.  Unfortunately, all of the 5 characters share the same sprite design and are only pallet swaps of each other. This was a bit of a missed opportunity to add some more flavor into an already spicy game. Immediately, you'll start seeing meteors, eyeballs, rockets, spaceships, and a handful of other enemies begin to bombard you by raining down a hail of bullets or by crashing into you.  There are only a few enemies in the game and they are repeatedly used throughout the game's very short 3 stages.  There are no set patterns or waves in the game and all enemy placement is randomized, so this game is all about your skill reacting to what's being thrown at you.  The bullets themselves always fire directly down, so you'll have to bob and weave through them rather than bullet herding or tap dodging your way through the assault like in a standard shmup. You'll also notice the background is almost always entirely black with the occasional tiny planet scrolling by. At first, I thought this was lazy game design, until I realized you really need a solid background to be able to make heads or tails of all of the chaos on the screen. This chaos is only intensified by a very severe and noticeable screen shaking effect that occurs anytime a bullet of yours collides with an enemy.  For almost the entire playthrough, you're going to be experiencing this constant jostling. Luckily, it doesn't really detract from the gameplay and serves to ramp up the intensity whole experience. I actually really liked the effect and think it brings a lot to the game. The play control is very fluid and responsive and the game runs at a nice framerate.  Your character is a bit chunky and it can be difficult to squeeze your way through some of the denser bullets in the game, but it never feels impossible.

As for the gameplay itself, it's about as basic as it comes.  You hold down a button to shoot and you can also dodge.  That's it.  As you kill enemies, your shot will upgrade itself to become more powerful.  You can track this by the gauge on the right bottom of the screen.  Opposite from this on the bottom left is the health gauge.  Taking a hit from an enemy will deplete the gauge and give you a few seconds of invulnerability.  After this refractory period wears off, your health will regenerate as long as you're not firing.  This can be quite dangerous because the screen can fill up with enemies very quickly.  So, it's a measure of risk vs. reward if you want to try to refill the health bar.  One of the neater aspects of the game is that after you lose half your life, the graphics of the game darken and look even more lo-fi.  This not only gives another boost to the cool factor of the game, but serves to alert you that your health is getting low without having to glance over at the health gauge in the middle of all the chaos around you.  Recovery is very possible and you'll quite often use this healing mechanic to your advantage. Dodging piles of bullets and enemies while not firing; all while praying you don't accidentally crash into something just to refill that last little bit of health is where the intensity of the game really shines.  As you kill more and more of this army of foes, little dinosaur tokens called Cocos will appear and float toward the bottom of the screen.  You can collect these for bonus points and for a nice and meme worthy, "Thank" message.  If you collect enough of these little guys, you'll eventually get one as a pet that is tethered to you and follows you around.  This serves as your option and will shoot upward to help you out and can be a real boon when things get tough.  This is especially true when you're not shooting and trying to heal and the only damage output and protection you have is your little friend shooting down the occasional enemy as it tags along behind you.

Halfway through the stages and right before the boss fights you're given the chance to select an upgrade from two choices. These are always randomized just like the levels themselves and you'll never know what you're going to get. There's a double shot which does as described, a super shot that makes your bullets do more damage, and a health upgrade.  All of these upgrades are very useful and can really help you clear the stages.  Unfortunately, for the player, these disappear after defeating a boss and you go back to your basic shot.  The exception to this is the health upgrades which seem to carry over for the duration of your run.  You'll want to focus on upgrading your health as much as possible because the game is very short and builds up intensity quickly.  You need as much health as you can get to survive.  On harder difficulties, 2 hits might give you a game over.  Picking up a couple of health upgrades might get you an entire extra hit and could be the difference between success and failure. As mentioned earlier, the game is only 3 stages long with 3 boss fights.  There are no continues so you're relegated to having to 1 credit clear the game in order to beat it.  After this, it loops infinitely and gets more difficult every time through.  This makes the game feel like more of a score attack where you're trying to see how many points you can grab and how long you can survive.  On each loop you'll face the same handful of enemies as before with no new attack patterns. They just shoot faster, move quicker, and come in larger numbers.  It's a bit of a disappointment and a missed opportunity to add some longevity to the game, in my opinion.  The three stage bosses are very campy and awesome.  First, you'll face the Squid, then the OGGCC (a giant crab), and finally the Marine Mantis.  All of these are very fun and have great attack patterns and designs.  Sadly, they don't seem to get any more difficult or have any additional patterns on subsequent loops or higher difficulties.  Only their HP seems to increase. To shake things up a little bit, there are five different difficulties to the game ranging from Easy all the way to Ultra Extreme.  This helps add a little more to a game that is suffering from a lack of content.    

As for the aesthetics, this game stands heads and shoulders above it's peers.  The art style is very 80s inspired and has a sort of brown, orange, yellow, and pink look to it that is so quintessential to that time period.  If you saw the artwork from this game painted on a van in 1982 it wouldn't feel out of place at all.  It's very nostalgic for me and I love the art direction they went with.  In addition to that, the music is fantastic.  It has a synthwave feel to it that verges right on the cusp of feeling like a new wave song from the 80s and elevates the game even more.  The boss music for the crab is heart pumping and exhilarating and is my favorite in the whole game. The music on the final boss is another standout because it's fully voiced and has some laid back and smooth vocals with a great hook. Surprisingly, the lyrics drop a giant F-bomb several times in the middle of the chorus which makes an otherwise family friendly game receive an M rating.  This is a bit of an odd choice, but you can tell the developers don't really compromise and picked a song that they really love.  

As glowing as this review has been thus far, there are some negatives about this game that keep it from being one of the greats.  Firstly, it's way too short.  You can play through the first loop and basically beat the game in 8 minutes.  Obviously the game is designed to be short and is focused on surviving as long as possible and earning the highest score you can while going through more and more difficult loops.  I watched several people play online and read a few reviews and they were all talking about how difficult the game was and that it would take you a while to make any progress.  They claimed it was, "though as nails," and "hair pullingly hard."  Personally, I didn't find this to be the case at all and was able to clear the game on my second try.  On my third attempt, I bumped up the difficulty to Normal and made it through 3 loops of the game with a high score of 6,804,450.  Then, I cleared it on Hard, Extreme, and Ultra Extreme (2-ALL 4,299,660) in about 35 minutes.  I noticed that I was unlocking a lot of trophies and looked at the list and the only one I hadn't unlocked yet was for dying 5 times.  Meaning, I completed all of the content of the game in half an hour and only died 4 times.  I went ahead and suicided to get that 5th death and unlocked the platinum trophy at around 40 minutes with the game.  So, if you're a trophy hunter, this game is for you. Secondly, there needs to be more enemies as you progress through the difficulties and loops and the other enemies and bosses need to vary their attacks.  The only enemies that ever really felt like a threat were the missiles that cascade down the sides of the screen and home towards you.  If you're too close when you shoot them, they explode and deal you damage.  After several hours with the game, I would say 80% of my deaths were caused by these missiles.  For a game that throws so much at you all at once, it seems very lacking for actual threats.  Finally, although you do unlock some screen filters, a couple of extra difficulties, and 2 extra characters, the game could use more content to work toward.  Everything came way too easily.

So, my final conclusion is that Task Force Kampas is a really fun and awesome game that has a wonderful style; but, is lacking severely in length and content.  Everything about it just needs... more.  The gameplay is addictive, but after clearing 2 loops on the hardest mode without much trouble and unlocking all of the trophies, I felt like I had seen everything the game had to offer.  That's pretty disappointing because I wanted to keep playing. I hope this developer decides to make more shmups because I'm a huge fan of what they did here.  

Final Status: Completed (beaten on hardest difficulty and all content unlocked)

Final Score: 8/10 (Great... but too short)