Showing posts with label Dragon Buster II. Show all posts
Showing posts with label Dragon Buster II. Show all posts

Thursday, December 22, 2016

My favorite games of 2016 that weren't actually released in 2016

Well, this is the last of my "favorite games of 2016" posts.

I'm sorry the previous pair--here's one, and here's the other, if you've yet to read them--were so 3DS-centric, by the way. The fact is, other than the couple of hours I put into the Chrono Trigger DS port early this year, most of my "gaming time" in the last 12 months was devoted to 3DS titles.

Aside from the occasional "old" game, I mean.

Speaking of which, the titles discussed below, all of which were released before 2016 (most were released years, if not decades, before), are the ones I enjoyed the most this year.


Dragon Buster II (Famicom)--No one's ever going to call this one of the Famicom's best games. Hell, only a handful of folks are likely to call it one of the system's many overlooked gems. Still, there's no denying it's an intriguing title that's worth exploring if you've had your fill with that 8-bit console's "classics."

Just make sure you don't go into Dragon Buster II thinking the experience is going to be on par with, say, The Legend of Zelda or Faxandu or Crystalis. This cart has nothing on that trio in pretty much any area--music, graphics or gameplay. I spent a good number of hours with it in 2016 anyway, though, because I find its stark, dungeon-crawling action strangely captivating.

You see, Dragon Buster II is one of those games that offers players very little information. You're plopped into labyrinthine stage after labyrinthine stage with no map and no direction or assistance other than "find the key that'll allow you to leave." Said key is hidden inside a random enemy, which means you have to stalk each cavernous locale until it appears.

That Dragon Buster II compels despite its barebones premise, and despite its low-rent visuals and utter lack of backing music, goes a long way toward explaining why I devoted so much time to it this past fall.


Great Greed (GameBoy)--I've been meaning to play this Namco-made RPG (known as Bitamina Oukoku Monogatari in Japan) ever since some kind soul brought it to my attention in the comments of an earlier post--or maybe it was on Twitter or Facebook?--a number of years back.

Why did I wait until 2016 to bite the bullet and give it a go? I honestly don't know, although I have a feeling I dragged my feet for a good, long while because I was turned off by Great Greed's one-on-one, Dragon Quest-esque battles.

I'm now kicking myself for being so foolish, as the enemy encounters here are both snappy--and not just because there are so few participants--and a lot of fun. On top of that, the game's soundtrack is shockingly good and its many environments are wonderfully atypical for the genre. (My favorite is an old record factory--complete with spinning disks that have to be strategically traversed.)

Admittedly, the text in the North American version is rough--to the point of being nonsensical most of the time--but even that generally adds to Great Greed's charm. Sadly, I've yet to beat the game, but I'm planning to do just that early in 2017.


Monster Manor (3DS)--My 3DS Activity Log says I've put more than 35 hours into StreetPass Mii Plaza games so far this year. Almost all of that time was spent with the Prope-made Monster Manor, I can assure you.

Although it's not a game you can play for long, all of my five- and 10-minute stints with it apparently added up over the course of the last 12 months.

Monster Manor's the only StreetPass Mii Plaza title I still return to with any regularity, by the way. (Well, other than Puzzle Swap.) Why? I love its part Tetris, part RPG gameplay, for starters. I also love its wacky assortment of guns (the weapon of choice in Monster Manor). Its colorful cast of ghoulish baddies is a plus, too.

Sigh, I'm going to be so sad if this kind of experience isn't replicated on the Nintendo Switch.


SaGa Frontier (PlayStation)--It's been years since I last played SaGa Frontier. Which is a shame, as this weird, non-linear RPG is one of my all-time favorite games. As for why I returned to it earlier this year, that would be the fault of a guy named finchiekins. He approached me a few months ago about playing SaGa Frontier concurrently, with the goal being to record a podcast about it in 2017.

Sadly, I'm nowhere close to completing my playthrough of Lute's story. Still, I'm getting a kick out of revisiting some of my favorite locations in the game, like Koorong, Manhattan and Shrike. I'm also having a blast reacquainting myself with Kenji Ito's rocking soundtrack. More than anything, though, I'm loving SaGa Frontier's mind-blowing battles, which to this day make me giddier than those found in pretty much any other RPG.

Honestly, if I could play this on my Vita, I'd probably plunk more hours into it than any other game in 2017.

Which games--old or new--did you enjoy the most this past year? Share your thoughts and feelings on them in the comments section that follows.

Tuesday, February 16, 2016

Shall We Do It? (Dragon Buster II)

On a whim, I decided to play the ancient Famicom game known as Dragon Buster II for the very first time over the weekend.

What prompted me to boot up this Namcot-made title? I'm not entirely sure, although I have a feeling I read Video Game Den's rather glowing review of it at some point in the recent past (I'm always scanning that site for morsels of retro-gaming goodness), and that's what pushed me to give it a go on Sunday.

If this is the first you've heard of Dragon Buster II, at its heart it's a dungeon-crawler. Unlike today's Etrian Odyssey titles or even yesterday's Wizardry releases, however, this one is presented in top-down fashion à la The Legend of Zelda or even StarTropics.

That's not to suggest Dragon Buster II looks or even plays like either of those last two 8-bit classics. Instead, it calls to mind old-school roguelikes--though I'm not sure any of the elements included in Namcot's creation are randomized. (Dungeon layouts certainly don't seem to be, although enemy placement as well as treasure chest and exit door locations may be.)

Actually, now that I'm thinking about it, Dragon Buster II is similar to another of the company's long-ignored IPs: The Tower of Druaga. The former is a lot more engaging than the latter, though, so if you're like me and the very thought of Druaga makes you yawn, don't be afraid to give Dragon Buster II a try at some point down the line.

One of my favorite aspects of this cart-based adventure, by the way, is that its protagonist primarily uses a bow and arrow to send baddies to the great beyond. Even better, the arrows he shoots do more than just plunk off of the dungeon walls that surround him throughout his multi-faceted quest; rather, they ricochet off of them in a manner that is equal parts satisfying and thrilling.

Two other interesting components of this 1986 release: fog blankets (in more of a figurative than literal sense) each dungeon upon entry, and you clear the surrounding area with every step you take. Also, found within the boundaries of these underground chambers are a number of unique-to-the-genre foes like dinosaurs and beings that resemble the Creature from the Black Lagoon.

I've encountered a few niggles so far, too, I have to admit. The most noteworthy one is that there isn't much variety to Dragon Buster II's environments, as far as I can tell. After you've traipsed through the brick-walled dungeon as well as the mossy and icy ones, you've seemingly seen them all. Granted, it's possible I've yet to encounter a couple of locales, but I doubt the ones I've missed are worlds beyond the current offerings in terms of their aesthetics.

Another complaint can be leveled at Dragon Buster II's confounding lack of a soundtrack. For about 95 percent of the game, all you hear are your own footsteps and the sound of your arrows pinging off nearby walls. It's only when you approach one of the titular beasts that any actual music comes into play. I guess the title's developers may have done this on purpose, to add a bit more suspense to its dragon battles, but I can't say I think the trade-off was worth it.

Oh, well, I've enjoyed the time I've spent with this Famicom cart so far--even with its overly quiet and repetitively tiled dungeons.

Have any of you played Dragon Buster II? If so, what do you think about its looks, sounds and gameplay?

See also: previous 'Shall We Do It' posts