Showing posts with label Contra. Show all posts
Showing posts with label Contra. 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) 

Wednesday, December 8, 2021

Blazing Chrome (PS4) Review

Blazing Chrome (PS4) Review

Release Date: 11 July 2019

Date Played: 8 December 2021


Introduction:

Blazing Chrome is a 16-bit inspired 2D run and gun platformer developed by JoyMasher.  It wears its influences on its sleeve and draws heavily both from the Contra and the Metal Slug franchises. The game takes place in a post-apocalypic world where humanoid machines have taken over and a small resistance group of the remaining humans have set out to defeat them. If this plot sounds familiar to you, you're not alone. It's basically just the plot from Terminator 2: Judgement Day. No one is going to doubt that this is a cool premise for a game, novel, book, movie, what-have-you.  After all, Terminator 2 is a beloved movie and was a HUGE hit when it came out.  Unfortunately, this setting been played to death. We've seen it again and again and you can only beat a dead horse for so long. Yes, it certainly evokes a sense of nostalgia from the early 90s, but I couldn't help but feel that the developers could have picked a less cliché setting for their game to make it stand out and be something novel and unique. Give us something that serves as an ode to those games that came before it rather than serving as one of many clones that did nothing more than try to sit at the cool kid's table of game development. Take what your influences did before you, stand on their shoulders, and combine your knowledge with theirs to elevate the things you love to a new height. Give your audience a glimpse into your passion and they'll love you for it. 

Sadly, the developer of Blazing Chrome didn't do this and instead pumped out what I consider to be a pedestrian and phoned in attempt at genre that is crying out for a retro-inspired masterpiece.  If you played a Sega Genesis (Sega Megadrive) at any point in your life, you've played a game like this.  



Presentation:  

In terms of looks, Blazing Chrome knocks it out of the park for achieving that gritty 16bit look that was so prevalent in the early 90s. It has some great sprite work, nice backgrounds with cool parallax scrolling, cool boss and enemy designs, and a very nice color pallet.  The game looks the part and could actually fool someone into thinking it was being played on a 16bit console. The art direction is nice and has a good focus.  There levels mostly feel distinct from each other and have some memorable sections. There are also some really impressive pseudo 3D effects they do towards the end of the game.  One of these is a simple on-rails shooter section that has you traveling into the background in a 3rd person view similar to Space Harrier or Panorama Cotton.  It's well done, but doesn't quite live up to the high standards of those two games.  But, nevertheless, is a joy to observe.  In a similar fashion, there is a section of the final stage where you're teleported into a VR world and have to dispatch enemies while avoiding obstacles that scroll towards the screen.  It's a really inspired idea and was the standout moment in the game for me. If only the game creators were able to put this sort of exciting and unique inspiration into the whole game, we might have seen something truly remarkable. 

You're also given some screen filter options to make the game feel like you're playing on a pixelated CRT screen.  Personally, as someone who games daily on an actual CRT screen, I never use these.  But, if you're after that nostalgia high, maybe these will help you get a little closer.

As for the sound, it doesn't fair so well.  I'm not sure if it's a bug or a poor mixing issue, but Blazing Chrome is super quiet.  For a game that's all about attitude and having all guns blazing, the sound is very puny and weak.  I did an internet search and heard that there is a issue with the game where only the sound comes out of the middle channel.  I'm not sure if it'll ever be patched, but the music is quiet, thin, and doesn't have any bass or presence to it at all.  It sounds like it's coming out of an old-timey radio with a 2 inch wide speaker. I'm not sure anyone has ever wanted to listen to some pumping and rocking music coming out of a Victrola, but that's what we were given.  I basically had to crank the volume on my sound system to even have it audible.  Even after that, the music was still pretty muffled, undynamic, and just generally lackluster.  It certainly has the feel that the developers are striving for with a rock/metal feel with drums, distorted guitars, and the sort of composition you would expect.  However, the chord changes are banal and repetitive and there's no real good sense of melody or hooks to keep you engaged.  The best way I can describe it is that it is filler music that you would tolerate in between the cool sections on a soundtrack. The problem is that the game never gets to those good sections.

Gameplay:

I know, I know... I've rambled on enough about the aesthetics of the game when all anyone cares about in a 2D run and gun is the gameplay.  So, how does Blazing Chrome hold up?  Just fine.  It plays exactly like you would expect it to and has the same control scheme as games like Contra Hard Corps and the Metal Slug games.  You run and shoot in 8 directions.  Holding R1 will lock your shot angle so you can maneuver around and keep firing in the locked position. You can jump, slide, and cycle through the 4 weapons available to you (provided you've already collected them). Also, if you're within range, you can melee an enemy.  This reminds me a lot of Metal Slug, of course, but the attack is much stronger here and can even serve as your primary source of damage.  I found myself melee attacking most of the bosses. In addition to this, you can also collect helper drones to assist you.  These will provide a shield, extra firepower, or a speed increase.  This provides you with a decent arsenal to help you on your way.  You will also be able to enter into a vehicle/robot suit at several points in the game just like in Metal Slug (...once again).  They provide some extra firepower until they take too much damage and you have to bail out.  Just like always, this a lot of fun and serves to add some pizazz to the game.  Unfortunately, these only appear in 3 levels and your time with them is all to brief.  Lastly, there are a couple of speeder sections where you're on a hoverbike and have to avoid obstacles while shooting the enemy.  These sections, while different than the rest of the game, are kind of annoying and are more dreadworthy than something you look forward to.  Surprisingly, for a game called Blazing Chrome that tries too hard to inundate you with it's radical renegade attitude, it never really makes you feel like you're that powerful or awesome.  The guns and explosions are... milquetoast. It's like lighting the fuse on a giant bomb only to have it give off a tiny pop with a smattering of confetti. 

One hit deaths are present here, but dying only causes you to lose your equipped weapon and one of your lives.  Once you're lives are depleted you're allowed to continue from the most recent checkpoint.  These checkpoints are fairly forgiving and there are several in each level.  You'll also earn an extra life every 20k points which helps immensely and you can accumulate quite a healthy stock of lives before too long. Still, Blazing Chrome can be pretty difficult in places and will cause some frustration in players that aren't used to this sort of game. Luckily, the aforementioned checkpoint system really makes beating the game much more manageable than the games that inspired it.  There are unlimited continues on Easy and Normal mode, but Difficult limits you and is only for the most hardcore of players.

From the onset, you're given the option to select from 1 of 2 characters.  Mavra, a female resistance leader, and Doyle, a converted robot.  I can't tell if there's any gameplay difference between them, but they both have cool designs and are a bit endearing and likable. After you beat the game for the first time, you'll unlock 2 more characters that are a female and male ninja respectively. They only have melee attacks that can be charged but can't pick up any other weapons. They really add some additional difficulty to the game with their limited range and charge times and can take some getting used to. Still, they are fun and add a little more playability to the game. 

Finally, there are some additional modes like mirror mode (where the game is reversed) that feels a little lazy for a content addition and a boss rush mode.  If you truly love this game, there's enough here to keep you busy for a while.



Conclusion:

All this being said, while Blazing Chrome really works hard to feel like the games that inspired it.  It just doesn't live up to those standards.  A lot of the enemy placement feels poorly designed and unfair.  Enemies will appear at strange angles and elevations that make it almost impossible to kill them before they fire off a flurry of bullets at you.  You won't have time or room to react sometimes and basically have to know the enemies are coming before you get there.  It feels more like a memorization game that I would like, but that still isn't uncommon in these sorts of games... but it does almost feel as if the enemy placement wasn't very thought out before hand and each level is just a series of tedious and sign inducing sections strung together. 

All of the negatives and positives I have to say thus far aren't very grievous or alluring. The don't make or break the game. The real issue with the whole experience is that the game just feels a little... hollow to me. As I'm playing it, I'm just going through the motions of playing a 2D run and gun without really having a good time. I beat it with every character on Normal difficulty, and the sheer idea of having to learn the game well enough to beat it on Hard difficulty put a pit in my stomach. Having that sort of physical dread come over you when thinking about playing a game lets you know that it's time to move on to something else.

While Blazing Chrome is inspired by great games, it doesn't feel inspired itself.  I found it to be more tedious than fun a lot of the time and I had to force myself to play it.  There was nothing there that gave me that urge to keep getting better or instilled an desire in me to experience more.  I would finish a single stage and be ready to put the game down. You know how a video game company will rip-off a really good and popular game trying to jump on the bandwagon of the newest trend but it always feels rushed, lazy, and not quite as good?  Blazing Chrome feels like it's doing that... but to a popular game that came out 30 years ago. I know the developers weren't setting out to make a game that feels like a cash grab. Obviously, they care about this style of game and want to make something amazing. They just didn't quite get there this time. Still, they have some potential and I would like to see them improve in the future and give us something amazing. There's a fun game here, but with the renaissance of 2D indie titles that have been pumped out over the last decade (many of which not only rivaled, but surpassed the games that inspired them) Blazing Chrome can't really hang in there and go toe to toe with those games and falls short of the developer's goal.

Final Status: Beaten

Final Score: 6/10 (a little good)