Wednesday, November 2, 2016

DoDonPachi Resurrection (PC) Review


Shmups!  I love to play them, and we don't get near enough of them in the US.  DoDonPachi Resurrection was one of those that was released for a home console (Xbox 360), but not in the US.  Therefore, I was happy to jump at the chance to play and review the PC port of the game.

Strangely, the system message are set to Japanese when I first loaded the game.  Thankfully the menu was in English, so I was able to change that quickly.  You are also greeted with a multitude of game types.  There is Ver 1.5, which seems to be the core game.  Next is Ver 1.51, which has some slight changes, plus you can get crazy points, but no achievements, sadly.  Then there is Arrange B, which is like a score attack for a stage, and Arrange L, which doesn't have bombs or allow you to pick a ship, but you can change the position of your options (little satellites that shoot with you).  Too bad this is the only mode that allows you to switch option positions, since I don't like the ship you are stuck with, but really like the position switching mechanic.

Next are the three Black Label choices.  The one just called Black Label is a harder version of the core game, where enemies shoot many more bullets.  Novice is an easier version, and Arrange is, well, slightly arranged.  Also, Arrange doesn't allow you to choose a ship, but instead gives you a unique one to use.  Too bad it's only used in this mode, since I really like this ship.  Besides those, you can do Score Attack or Training versions of any of the aforementioned modes.


Like most bullet-hell shmups, you move your ship around and shoot at lots of enemy crafts while dodging a ton of bullets.  In DoDonPachi Resurrection, tapping the shoot button will fire your shots in more of a spread pattern, perfect for large waves of weak fighters.  If you hold the button down, it concentrates your fire into a narrow laser.  This is much stronger than the normal shot, but more focused, ideal for bosses and other tough enemies.  I actually really like this system, since you can quickly and easily switch your shot type, with only needing one button.  The only real downside is mashing the shot button so much when going through the stages.  It would get really noisy with an arcade stick!  In some of the modes, you can set each shot as a different button if the mechanic doesn't appeal to you.  I only played the game with an Xbox 360 controller, and the stick moved the ship a bit too quickly for my tastes, which resulted in many a crashed ship.  I don't think the keyboard and mouse would fix that problem for me, so I'd have to try out some different controllers to find a perfect fit.

In some of the game modes, you can select bomb style, power style, or strong style (but can you be the king of it?).  Bomb style is just what it sounds like, you have a stock of bombs.  Power allows you to use Hyper mode, but you don't have bombs.  Strong style is a combination of the two.  Personally, I need the bombs more than the hyper mode.  The bombs not only protect you by destroying enemy bullets, but they also do damage and even activate automatically when you are hit (in most of the modes).  Hyper mode requires filling a gauge, but when you activate it, your shots are much bigger and stronger.  Seeing it with the spread is screen-clearingly fun!

As fun as the game is, I did have a few problems with it.  Mostly, it is the numerous little systems in the game that it doesn't explain (or if it doesn't, I haven't found where).  Hyper mode requires filling a meter...sometimes.  Others, it takes from you bomb stock.  I'm not sure which is when.  There's also a Red Gauge in some modes.  I have no real idea what it does or how to fill it.  I assume the enemies fire more bullets when it is full, but that is just a guess on my part.  Black Label has numbered chips to collect.  I don't know how to make them spawn as certain numbers, or exactly how they work.  I only know they are multiplier chips because of the achievement descriptions.  Lastly, many enemies have laser attacks.  These aren't avoidable, so you have to use your laser attack, which shields you from them.  I eventually figured that out, but knowing it ahead of time would have been nice.


Being a shmup, a normal game only lasts about 30 minutes.  Of course, the point of these games is not usually to beat it, but to beat it on one credit.  I'm not sure I ever could beat this particular game on  one credit, as the later levels are really crazy with the shots everywhere.  Plus, the secret boss at the end is beyond ridiculous with its attacks and HP.  I do want to get better at the game, since I think it is fun (except the secret boss).  If you are a stickler for achievements, the game has 100 of them for you to try.  They are spread across the various modes (mostly normal and black label though), but 100 seems like an excessively high number.

DoDonPachi Resurrection is a fun shmup that I would definitely recommend to fans of the genre.  It's not the most clear in terms of mechanics, but it does offer multiple modes to play around in.  For shmup fans, I would say it is worth the price, as you will get your money's worth playing all the modes, getting better at the game, and maybe even trying for the long list of achievements.


The Good:
The two shot type system works surprisingly well, lots of game types.

The Bad:
Even on the default setting, the later levels are crazy.  It can be really easy to lose yourself in all the pretty effects everywhere.

The SaHD:
The secret boss got really boring after fighting him for 20 minutes.  It really needs a lot less health, that is ridiculous.

(Review code for DoDonPachi Resurrection was provided by the publisher)

Monday, October 31, 2016

Trillion: God of Destruction (PC) Review


Trillion: God of Destruction is part sim and part strategy RPG, combined together in a game I rather enjoyed on the PS Vita.  You take control of the Supreme Overlord, and must train your chosen vassal to make them strong enough to defeat the underworld eater with one trillion hit points.  It's a very daunting task that has you managing stat growth, rest and attacking the beast in short bursts to whittle down its massive HP bar.

The game is divided into two main parts: training and battle.  Training is basically selecting things from menus to increase your experience in one of 6 areas.  This experience is used to purchase stat upgrades, active skills, and passive skills.  Each training increases fatigue, which in turn increases the chance for getting a bad result from training (either lower experience gain or even injury).  So, you have to balance getting stats and resting, while also juggling the time limit before Trillion eats its way through the Netherworld.  What, you thought it would wait for you?

Battles are all grid-based and resemble strategy RPGs, or more accurately, mystery dungeon style games.  All turns are taken at the same time, depending on speed.  So, if you are fast enough, you can move twice in the span others move once.  You can move or attack in the eight adjacent squares.  Each character also has special attacks that consume MP when used.  Besides the fights against Trillion itself, there are smaller fights in the Valley of Swords and the mock battles against Mokujin.  The latter is very useful in figuring out how best to battle Trillion...except for the final form.


Time ticks down for every choice, from training to resting.  There is a constant counter on the menu that shows how long you have left before Trillion moves.  However, you can flee the battle with the mighty beast and buy yourself more time.  There is a limit to this, so you can't do it indefinitely.  When Trillion does inevitably destroy one of the overlords, another steps up to take her place, and even inherits some of the experience to make it easier the next time.  Easier does not mean easy, as it is very much possible and probable that you will lose your first run through the game, even with its numerous extensions.  Still, future runs are easier with new game+, so you can eventually win.

I played a few hours of the PC version on my i7 with 16GB RAM.  The game looks its best on the PC, and the frame rate was really smooth in battle.  However, there were two separate times the game soft locked on me.  Both times it was trying to load up a tutorial message, and got stuck on a black loading screen.  I'm not sure why that is, since many other similar messages happened without incident.  Since the game is not very action heavy, the keyboard and mouse works fine for the game, but I still prefer to use a controller.

Trillion: God of Destruction is a game I very much enjoyed on the Vita, and this version looks slightly better.  I had a few hiccups when playing the game, but it is still a game that I would recommend to JRPG fans, as it is a very unique offering and worth trying out.


The Good:
Best looking version of a game I enjoyed playing.  Very unique blend of training sim and mystery dungeon RPG.

The Bad:
Very easy to fail your first run, too many random events.

The SaHD:
The third form of Trillion is really a pain in the butt.

(Review code for Trillion was provided by the publisher)

Tuesday, October 25, 2016

MegaTagmension Blanc VS Neptune + Zombies (PC) Review


MegaTagmension Blanc VS Neptune + Zombies is certainly a mouthful, but also a spiritual sequel to Hyperdimension Neptunia U: Action Unleashed.  As such, it is a 3D action game where you hack and slash your way through groups of enemies and tough bosses.  After reviewing the PS Vita release, I have come back for seconds with the PC release on Steam(here).

The game follows the Gamicademy movie club as they seek to make a zombie movie to help out their school.  They quickly enlist Blanc to write, direct and star in the movie.  It's a very silly story, frequently lampooning the zombie apocalypse genre.  To make your way through the game, you take on a series of 'cuts' (basically missions) that go through the film club's ordeals while making the movie and saving the day.  It's fairly linear, which is an improvement over Action Unleashed, but still has good replay value.  Some scenes are slightly different depending on who you choose to use.  Each mission is short, but overall you get several hours of gameplay spread over the 12 chapters.

The action in the game is solid, although I prefer the previous game's special move system to MegaTagmension's cooldown.  The tag mechanic works well, but I rarely ended up needing it.  There's a weapon upgrade system that has a combo of being confusing and not very useful, ensuring that I almost completely ignore it.  The multiplayer can thankfully be done by yourself, and offers some very unique boss monsters to fight for their loot.  It's a fun addition that lets you play with other people (still strangely no local co-op).  I only tried online a few times, and it worked really well for me when I eventually found a game/had people join me.


While it is probably possible to play the game with the keyboard and mouse, that is no way to play an action-heavy game.  The Xbox 360 controller comes to the rescue once again, and it feel really good.  It ran flawlessly with the game, and I think it plays better than it did on the Vita, and certainly better than on the Playstation TV (Vita TV for those in the know).  The game also looks better in this incarnation, as would be expected, and runs really smooth on my system (i7, 16gb ram).

MegaTagmension Blanc VS Neptune + Zombies is a fun action hack and slash game.  It is more focused than the previous offering, and I would recommend it for fans of that game or any of the Neptunia series to try out.  It isn't that hard, and you can play with your friends (or strangers) online.  It's not going to replace the main series, but it is a very fun diversion for 10-20 hours.


The Good:
Fun hack and slash action game, good character selection, fun story.

The Bad:
Bosses can be much stronger than the stage level suggests, ignorable crafting system.

The SaHD:
Still hoping for the Vert themed game... (although Iffy's was fun)

(Review code for MegaTagmension Blanc was provided by the publisher)

Thursday, October 20, 2016

Azure Striker Gunvolt 2 (3DS) Review


Azure Striker Gunvolt 2 brings back the run and gun action of the previous game, but adds a much appreciated extra - a whole new character.  The formula is similar to last time, you pick a stage, run through it trying not to get hit, and beat the boss at the end.  Copen, the added player character, will fight the same bosses, but in a different order, giving players a different experience in his journey.

Gunvolt is an adept with lightning powers, and his abilities are near identical to those from the last game.  As such, his gun isn't his main source of damage.  It still does a tiny bit, but its main purpose it to tag enemies.  By default, he can tag up to three enemies (or even stack them on fewer targets), which will focus his lightning attack onto them.  This attack is much stronger than just using his voltage field, but that has its own uses too.  Since it is a field around him, it can destroy physical projectiles, making a useful shield.  It's also used to power occasional things in the environment.  Using his powers drains his EP meter that you can let refill slowly on its own, or press down twice to charge it up quickly (but you are open to attack during this time).

Gunvolt can also dash and jump, but cannot dash in the air without an item (bummer).  If he still has power left in his EP meter, taking a hit will drain some of that instead of doing health damage.  This is paramount to your survival in the game.  There are plenty of times where you can't avoid damage, and have to use the shield to avoid HP damage.  When he defeats some of the bosses in the game, Gunvolt gets a different shot type for his gun, which can make it easier to tag some enemies.  Lastly, Gunvolt has three SP marks in the lower left of the screen that allow him some special attacks.  The default is a strong attack, and he quickly learns a healing one.  This was very useful to me, but it is a very weak heal.  There are other SP skills he learns, but I didn't end up using any others, since I needed the heal so often.

Copen, Gunvolt's rival, is also playable in this game, and plays differently than his blue counterpart.  For starters, his gun does more damage, and is his main source of attack.  Copen also has an air dash.  However, his air dash consumes a refillable resource called Bullits.  These also power his anti-damage shield, called prevasion, like Gunvolt's.  There are a few times where I ran out of Bullits when air dashing around, causing me to fall in pits.  One of the hazards of trying to rush through a stage combined with old habits.  If you dash into an enemy, it marks them so Copen's attacks will track the target.  This is a really useful function that I discovered on accident, since I didn't see the game point it out.  It is hidden in the Help section, but I doubt I would have looked there if I didn't stumble upon it by accident.


Where Gunvolt gets different shot types from bosses, Copen can somewhat mimic their attacks.  This is yet another meter he has, but it really feels natural to me as an old Megaman player.  In addition to the nice attacks and damage they cause, Copen can still use his gun while using the boss attacks, meaning he can dish out some serious damage in short order.  It's one of the big reasons I had much more fun using Copen than Gunvolt.  The other was the difference between their prevasion shields.  Using Copen's takes away from your mobility (air dash), where Gunvolt's takes away from your attack (can't use the voltage field).  However, I had the same problem charging both of their respective meters.  Pressing down twice to charge didn't always register, regardless of which pad I used to control them.

Overall, the game wasn't too hard for me.  There were a few tricky spots, especially with Gunvolt, but I was able to persevere through them.  With Copen, I was able to dispatch all the bosses without dying, thanks in part to his playstyle and stronger heal.  Admittedly, I think the game would be better if you could dodge all the attacks the bosses have.  There are several that hit the entire screen, or enough of it to effectively do the same thing.  It goes against my Megaman/Monster Hunter instincts, but you are supposed to abuse the anti-damage shields for both characters to get through without taking damage.  Still, I'd rather all attacks be avoidable.  Especially since most bosses have cheap hits that are hard to survive even with the shield.

Gunvolt also has some RPG elements.  Killing enemies gives experience that will level you up.  Levels grant more health, so the game becomes easier as you play through it.  Also, there is equipment that you can craft.  The pieces necessary to craft them come from the bonus game at the end of every level.  It takes a lot of luck or grinding to get most of the pieces.  By the time I had finished the game, I only had enough pieces to make one thing for each character.  Copen's was a skill chip I really wanted, which is nice, but if I got that far without it, I probably didn't need it at all.  If you do want them, then replaying levels and attempting the challenges is the only way to go.  Too bad you have to replay a stage to attempt the challenges for it.

The missing mid-battle dialogue was such a big deal after it was removed from the first game.  While on one hand I am glad to have it included in Gunvolt 2, on the other hand it is useless.  If the game stopped so you could actually read it, it would probably be better.  As it stands, your character banter while the action is going on, meaning you either take lots of damage to try and read it, or just ignore it.  To make matters worse, the dialogue box and character portrait takes up valuable screen space, making the fight even harder.  It's sadly better to just turn them off.


It only takes about 3 hours to make it through one of the characters' story, so double that for the whole package.  Even so, it's a game that I can see myself replaying, just to get better at fighting the bosses, and figuring out which weapon is best for each.  I wouldn't want to replay the levels just for material drops, but that would happen as I was re-playing through the game, and it is certainly an option to other players out there.  There are also challenges to try and complete for extra items, but you unfortunately can't get most of them your first time through the stage.

Overall, Azure Striker Gunvolt 2 is a very fun game.  It is very reminiscent of the old and awesome Megaman X games, while being different enough to not be a copy.  The game isn't very long, but there are reasons to replay the stages, and having two different characters is always a plus.  The prevasion shield is a useful mechanic, even if I think the game relies on it a bit too much.  I had a ton of fun playing as Copen, so I hope he continues to show up in the game.  I would definitely recommend the game to fans of the first Azure Striker Gunvolt, Megaman games, and side-scrolling action games.


The Good:
A fun and challenging side-scrolling action game that I can see lots of potential in learning enemy/boss patterns in order to improve.  Playing as Copen was a lot of fun.

The Bad:
Have to replay stages/grind to get drops to make equipment you don't really need.  Some enemy attacks unavoidable.

The SaHD:
The ice/slippery level is really annoying.  Can we as a gaming community just stop doing these kinds of levels?  It was cute the first few times, back on the NES, but they just aren't fun.  Do any players actually enjoy them?

(Review code for Azure Striker Gunvolt 2 was provided by the publisher)