Showing posts with label retro. Show all posts
Showing posts with label retro. Show all posts

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)

Tuesday, November 16, 2021

Sky Jaguar (MSX) Review

 

Sky Jaguar (MSX) Review

Release Date: 1984

Date Played: 11/16/2021


Sky Jaguar was released by Konami back in 1984 in the arcades and ported to a few select consoles.  This is the MSX port of that game that was released that same year.  Personally, I'm not sure how the game did in the arcades or with its console sales (since I was 2 years old when it came out), but I can tell you that the MSX port, while being primitive, is still a lot of fun and addictive.

You play as a plane in a primitive 8-bit vertical shmup.  You'll notice right away that the colorful graphics look very chunky and are reminiscent of Xevious. This isn't a bad thing and makes the game stand out for its time. As with all MSX games, the scrolling is essentially nonexistent and the background moves forward in pretty distracting segments.  If you focus on them too hard, it can mess with your brain a little bit.  So it's better to keep your eyes on the enemies.  When I say focus, I really mean it because a large majority of the enemies will either dive straight towards the bottom of the screen hoping to hit you or will scroll sideways until they spot you and then kamikaze directly towards you while firing off a hail of bullets.  This, and the way the enemies come in waves, reminds me a lot of Galaga.  The screaming sounds as the enemy combatants fall towards the bottom of the screen only helps to make that comparison since it sounds like it was pretty much stolen from Midway's sound engineers.  Speaking of enemies, there are a lot of different types for a game of this era.  Some are simple ships while others are abstract shapes like barbells and triangles.  Some enemies turn invisible and others fire in unique patterns that you have to memorize in order to pass them. It adds some nice variety and learning the enemy behavior is the big draw of mastering the game. Despite the abundance of different types and behaviors, almost every enemy in the game is a popcorn enemy and dies in a single hit.  The difficulty comes from the game throwing more and more enemies at you that also fire more frequently.  

As for the gameplay itself, the game controls well and it's a lot of fun sweeping back and forth taking out the waves of enemies. Since most enemies fire and attempt to crash directly into you, bullet herding is a very sound and effective strategy.  Sweeping back and forth across the bottom of the screen draws bullets and enemies to one side while you juke to the other. Occasionally, an enemy will drop a powerup.  The first of these that you collect will give you a double shot that really helps with aiming and connecting with the bad guys.  The second one you pick up might allow you to fire more rapidly, but it's difficult to tell.  These powerups might be one of the earliest examples of a powerup in any game ever.  I would be curious to know more about that. As for the stages themselves, there really aren't any and the game just continually "scrolls".  The game tracks your progress over time with a rising counter called "scenes"  but these are tied more to the number of waves you complete rather than a individual stage.  That being said, the backgrounds do change as you move along.  At first you're over a city.  Then, you progress through a canyon, a forest, a desert, and the ocean.  At the ends of scene 3 and 8, you'll encounter a fortress to destroy that serves as a sort of boss encounter but these only take a few shots at their weak points to dispatch.  They are also heralded by the only music in the game which is a nice change and is greatly needed in a game with no soundtrack. This music is sinister and really lets you know something big is coming up.  After scene 8, the game loops and has the same enemy patterns and types.  Only their speed and number of shots increases as you finish each additional loop.  

The game can get a little tough and overwhelming after a few scenes and this is especially true if you die and lose your powerups.  Luckily, the game tends to replenish your power ups relatively quickly and it also awards extends at 10k and then every 40k after that.  There are no continues, but you should be able to make it pretty far with a little practice.

Like I said, the game is very primitive but is still a good time even today.  It holds up a lot better than many of its contemporary peers and makes you want to chase a bigger high score every time you play. I would recommend this game to any shmup fan out there.  I think it's a shining example of how to make a game that stands the test of time.  It's also a great example of a really good early attempt at solidifying the shoot-em-up genre.  Konami did well with this and I have to give them a thumbs up.

I was able to make it to about a third of the way through the second loop before getting a game over on my best run so far.  This gave me a score of 105,740 at scene 11.  

Final Status: Completed (1 Credit Cleared / 1-ALL)

Final Score: 7/10 (Good and still fun today)

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)