I know everyone else in the world who's at all interested in the PS4 is drooling over the "triple whammy" of games--the Final Fantasy VII remake, The Last Guardian and Shenmue III--that were announced at E3 2015 a couple of days ago.
I understand that, I really do, but if I were to be honest (and why wouldn't I be on my own blog?), I'd admit that I'm far more intrigued by Keita Takahasi's Wattam than I am by any of the aforementioned titles.
Which is kind of strange, as I can't say I have a single clue as to what the hell is going on in the trailer that can be watched below.
Still, I wouldn't pass up a chance to put Wattam and its weird collection of characters through their paces, as the ages-old saying goes.
Sadly, that would require me to purchase a PS4--something that isn't likely to become a reality anytime soon, if ever. If Keita and his crew of crazy game-makers (they previously developed the first two Katamari Damacy titles, after all) were to port Wattam to, say, the Vita, though, I'd be all over it like rainbow sprinkles on a frosted doughnut.
How about you fine folks? Are any of you chomping at the bit to sink your teeth into this outlandish-looking PS4 effort?
See also: 'Everything you need to know about Wattam, from Robin Hunicke & Keita Takahashi'
Showing posts with label odd. Show all posts
Showing posts with label odd. Show all posts
Wednesday, June 17, 2015
Wednesday, May 08, 2013
Step aside, Super Mario Sunshine--it's time for me to play some Shake Kids!
At long last, "the day" has arrived.
No, not the day I sell my body (or soul ... or whatever else) so I can afford to buy a PC Engine LT and still have some spending money left over for other games and systems.
Rather, it's the day when I can finally start playing through the classic (not really) Japanese PlayStation platformer, Shake Kids!
Actually, I've already spent about an hour with this delightfully odd import, so why don't I share a few early impressions of it here rather than make you wait for its eventual "Great Gaymathon" review?
Before I chat about Shake Kids' graphics and gameplay, though, I thought I'd share a few thoughts on its packaging, which can be seen in photos throughout this post.
Unfortunately, there isn't much to say about this Digital Kids-developed, On DiMand-published title's cover and disc art, or even the contents of its instruction manual, as all of it can be summed up with what sometimes seems to be the Internet's favorite word: meh. (The game's logo is especially atrocious, if you ask me.)
To be honest, its likely some would describe its graphics, soundtrack and gameplay as "meh," too, although I'm personally finding both aspects to be at least somewhat appealing in the early goings.
A good part of the appeal for me is in the game's oddball setting and premise--the latter of which puts players in the shoes of one of two characters (a fairly generic-looking boy or girl) who, for some reason currently unbeknownst to me (I can't understand the story), use cocktails shakers as weapons against the assortment of baddies they encounter during their side-scrolling adventure.
Strangely, said cocktail shakers quickly return to their owners after they've been thrown, as if they're chrome-plated yo-yos rather than shiny bar implements. Most enemies can be taken out with a few well-placed hits, by the way, although that's not the only option made available to players. Another: after scooping groups of baddies into their shakers, gamers are transported to an alternate reality that can only be described as a disco-ball-topped dance floor, where they shake their butts (and everything else) until the trapped enemies expire.
As for why you do this: I have no idea. It's cute and reasonably fun, though, so who really cares? (The same can't quite be said about the rest of Shake Kids' gameplay, I'm afraid, which, at least in the early stages, is too straightforward for its own good.)
All of the above is portrayed in rather rough (graphical) fashion, it has to be said. Of course, it's clear from the second you start the game that this title's makers, like many of their counterparts at the time, struggled with the transition from sprites to polygons.
Still, I find its blocky graphics to be pretty charming in a Rankin/Bass Productions (of "Rudolph the Red-Nosed Reindeer" fame) sort of way.
I do wish the game's artists and designers had gone a little further with its look, though. Too often, Shake Kids' locales and even enemies are the definition of drab. A few more touches like the house that's shaped like an octopus (encountered at the very beginning of the game) could have made the final product so much more enticing.
Thankfully, drab is the last word I'd use to describe this import-only title's music. Of course, it's hard to hate on a soundtrack that's so full of energetic, late-1990s flair.
I'll continue to poke and prod at Shake Kids! in the coming days and weeks in the hopes of experiencing enough of it to be able to produce yet another "Great Gaymathon" review. In the meantime, you may enjoy checking out this YouTube clip, which shines a light on a number of the elements I've mentioned here.
No, not the day I sell my body (or soul ... or whatever else) so I can afford to buy a PC Engine LT and still have some spending money left over for other games and systems.
Rather, it's the day when I can finally start playing through the classic (not really) Japanese PlayStation platformer, Shake Kids!
Actually, I've already spent about an hour with this delightfully odd import, so why don't I share a few early impressions of it here rather than make you wait for its eventual "Great Gaymathon" review?
Before I chat about Shake Kids' graphics and gameplay, though, I thought I'd share a few thoughts on its packaging, which can be seen in photos throughout this post.
Unfortunately, there isn't much to say about this Digital Kids-developed, On DiMand-published title's cover and disc art, or even the contents of its instruction manual, as all of it can be summed up with what sometimes seems to be the Internet's favorite word: meh. (The game's logo is especially atrocious, if you ask me.)
To be honest, its likely some would describe its graphics, soundtrack and gameplay as "meh," too, although I'm personally finding both aspects to be at least somewhat appealing in the early goings.
A good part of the appeal for me is in the game's oddball setting and premise--the latter of which puts players in the shoes of one of two characters (a fairly generic-looking boy or girl) who, for some reason currently unbeknownst to me (I can't understand the story), use cocktails shakers as weapons against the assortment of baddies they encounter during their side-scrolling adventure.
Strangely, said cocktail shakers quickly return to their owners after they've been thrown, as if they're chrome-plated yo-yos rather than shiny bar implements. Most enemies can be taken out with a few well-placed hits, by the way, although that's not the only option made available to players. Another: after scooping groups of baddies into their shakers, gamers are transported to an alternate reality that can only be described as a disco-ball-topped dance floor, where they shake their butts (and everything else) until the trapped enemies expire.
As for why you do this: I have no idea. It's cute and reasonably fun, though, so who really cares? (The same can't quite be said about the rest of Shake Kids' gameplay, I'm afraid, which, at least in the early stages, is too straightforward for its own good.)
All of the above is portrayed in rather rough (graphical) fashion, it has to be said. Of course, it's clear from the second you start the game that this title's makers, like many of their counterparts at the time, struggled with the transition from sprites to polygons.
Still, I find its blocky graphics to be pretty charming in a Rankin/Bass Productions (of "Rudolph the Red-Nosed Reindeer" fame) sort of way.
I do wish the game's artists and designers had gone a little further with its look, though. Too often, Shake Kids' locales and even enemies are the definition of drab. A few more touches like the house that's shaped like an octopus (encountered at the very beginning of the game) could have made the final product so much more enticing.
Thankfully, drab is the last word I'd use to describe this import-only title's music. Of course, it's hard to hate on a soundtrack that's so full of energetic, late-1990s flair.
I'll continue to poke and prod at Shake Kids! in the coming days and weeks in the hopes of experiencing enough of it to be able to produce yet another "Great Gaymathon" review. In the meantime, you may enjoy checking out this YouTube clip, which shines a light on a number of the elements I've mentioned here.
Monday, February 04, 2013
My Month with Chulip, Part 4
Well, the first month of my "Bye-Bye, Backlog" project is over and done with. How did I do? Not so well if you were hoping I'd actually finish my first selection--that being Natsume's odder-than-odd PS2 title, Chulip.
Still, I gave it my best shot and put a good 12 to 15 hours into this sucker, which is saying a lot when you consider how completely obtuse Chulip tends to be.
Actually, that's the main reason I've yet to finish it. Although I absolutely loved the game when I started playing it, over time it came to feel like a chore--thanks in large part to the fact that getting to its end credits seems to be all but impossible without the use of a guide or FAQ.
Don't get me wrong: I'm usually not against calling on such things. In the case of Chulip, though, it often feels like I'm tethered to them (as in, I have to turn to them over and over again in order to make any real progress), which I can't help but find a bit (or a lot) irksome.
Am I giving up on this title now that January's over? Not at all. Yes, my focus throughout February will be on my second "Bye-Bye, Backlog" selection (which I'll reveal first thing tomorrow), but I'll also continue to spend some time with this one until I've "beaten" it.
So, expect to see a "Great Gaymathon" review of this Punchline-made game sometime between now and the end of the month. In the meantime, look for weekly updates about my February "Bye-Bye, Backlog" selection starting this Sunday.
See also: Previous 'Bye-Bye, Backlog' posts
Still, I gave it my best shot and put a good 12 to 15 hours into this sucker, which is saying a lot when you consider how completely obtuse Chulip tends to be.
'Chulip Fan Sprite' by iamnotapixelartist |
Don't get me wrong: I'm usually not against calling on such things. In the case of Chulip, though, it often feels like I'm tethered to them (as in, I have to turn to them over and over again in order to make any real progress), which I can't help but find a bit (or a lot) irksome.
Am I giving up on this title now that January's over? Not at all. Yes, my focus throughout February will be on my second "Bye-Bye, Backlog" selection (which I'll reveal first thing tomorrow), but I'll also continue to spend some time with this one until I've "beaten" it.
So, expect to see a "Great Gaymathon" review of this Punchline-made game sometime between now and the end of the month. In the meantime, look for weekly updates about my February "Bye-Bye, Backlog" selection starting this Sunday.
See also: Previous 'Bye-Bye, Backlog' posts
Labels:
Bye-Bye Backlog,
Chulip,
impressions,
kissing,
My Month with Chulip,
Natsume,
odd,
PlayStation 2,
PS2,
Punchline,
simulation,
strange,
weird
Monday, January 28, 2013
My Month with Chulip, Parts 2 and 3
I know my previous post about my month-long playthrough of this quirky PS2 game was called "'Bye-Bye, Backlog' diary entry #1: Chulip (PS2)" and, as such, as this one should be titled "'Bye-Bye, Backlog' diary entry #2 and 3: Chulip (PS2)," but I decided late last week that header was a bit too unwieldy and as a result changed it to the one you see above. Anyway, I'm sorry if that confused any of you.
I'm also sorry I didn't publish this post last week as I promised I would at the start of this project. I would have, I swear, but the fact is my lone PS2 memory card decided to give up the ghost shortly after I began playing Chulip earlier this month. Thankfully, I was able to replace it on Tuesday, and I restarted my playthrough the very same day.
Since then, I've spent about 10 hours with this overwhelmingly odd game. The question is: am I still enjoying it? I'd say so, yes, although I'd also say I'm not enjoying it as much as I thought I would after I wrapped up my first hour-long experience with it.
Before I get to why that is, I'd like to mention a few of things that keep me coming back to Chulip despite the fact that I'm feeling a little let down by it at the moment.
* First, I love Chulip's weird-to-the-point-of-being-unsettling character designs. Although I usually prefer games that feature a more uniform art style, I think this one's mix-and-match aesthetic is a perfect fit for its overall "feel" (which, for me, is the video game equivalent of a David Lynch film).
* Speaking of unsettling, does any other word better describe the looping, lo-fi voice snippets that accompany every conversation the game's pint-sized protagonist has with his many (strange-looking) neighbors? I certainly can't think of one. (Don't take that to be a complaint, by the way. I actually find the voice snippets to be pretty funny--albeit a bit creepy, too.)
I'm also sorry I didn't publish this post last week as I promised I would at the start of this project. I would have, I swear, but the fact is my lone PS2 memory card decided to give up the ghost shortly after I began playing Chulip earlier this month. Thankfully, I was able to replace it on Tuesday, and I restarted my playthrough the very same day.
Since then, I've spent about 10 hours with this overwhelmingly odd game. The question is: am I still enjoying it? I'd say so, yes, although I'd also say I'm not enjoying it as much as I thought I would after I wrapped up my first hour-long experience with it.
Before I get to why that is, I'd like to mention a few of things that keep me coming back to Chulip despite the fact that I'm feeling a little let down by it at the moment.
* First, I love Chulip's weird-to-the-point-of-being-unsettling character designs. Although I usually prefer games that feature a more uniform art style, I think this one's mix-and-match aesthetic is a perfect fit for its overall "feel" (which, for me, is the video game equivalent of a David Lynch film).
* Speaking of unsettling, does any other word better describe the looping, lo-fi voice snippets that accompany every conversation the game's pint-sized protagonist has with his many (strange-looking) neighbors? I certainly can't think of one. (Don't take that to be a complaint, by the way. I actually find the voice snippets to be pretty funny--albeit a bit creepy, too.)
Labels:
Bye-Bye Backlog,
Chulip,
David Lynch,
impressions,
My Month With ...,
My Month with Chulip,
Natsume,
odd,
PlayStation 2,
PS2,
Punchline,
quirky,
sony,
strange,
weird
Thursday, April 12, 2012
I'm going to be really bummed if Guild01 isn't brought to the States
Don't worry, I'm fully prepared to be bummed--especially after seeing the game's completely WTF-ish Japanese box art.
Even if it sported a better cover image, though, I'm not sure I could see too many North Americans buying Level-5's four-game compilation should it actually see the light of day here.
That's too bad, because the quartet of commercials below make Guild01's contents seem pretty compelling:
(Here's another commercial, featuring the same snippets of gameplay, in case any of you are especially curious.)
Personally, the Guild01 title that I'm drooling over the most is Yoshiyuki Hirai's Rental Bukiya de Omasse, which tasks players with crafting weapons and then renting them to various heroes.
Of course, the other three games that are included in this omnibus release--Yasumi Matsuno's Crimson Shroud, Yoot Saito's Air Porter and Goichi Suda's Liberation Maiden--sound awfully cool, too.
Anyway, here's hoping someone (Level-5? Atlus? Aksys? XSEED?) decides to bring Guild01 to North America--and to other regions, too--in some form or fashion.
(Via andriasang.com)
Even if it sported a better cover image, though, I'm not sure I could see too many North Americans buying Level-5's four-game compilation should it actually see the light of day here.
That's too bad, because the quartet of commercials below make Guild01's contents seem pretty compelling:
(Here's another commercial, featuring the same snippets of gameplay, in case any of you are especially curious.)
Personally, the Guild01 title that I'm drooling over the most is Yoshiyuki Hirai's Rental Bukiya de Omasse, which tasks players with crafting weapons and then renting them to various heroes.
Of course, the other three games that are included in this omnibus release--Yasumi Matsuno's Crimson Shroud, Yoot Saito's Air Porter and Goichi Suda's Liberation Maiden--sound awfully cool, too.
Anyway, here's hoping someone (Level-5? Atlus? Aksys? XSEED?) decides to bring Guild01 to North America--and to other regions, too--in some form or fashion.
(Via andriasang.com)
Labels:
3DS,
commercials,
compilations,
Goichi Suda,
Guild01,
imports,
Japanese,
Level-5,
odd,
Yasumi Matsuno,
Yoot Saito,
Yoshiyuki Hirai
Thursday, February 02, 2012
Who wouldn't want to play an RPG with characters who look part Teletubby, part Tingle, part Pikmin, part Mr. Driller and part Mii?
I don't know why, but I find this soon-to-be-released (in Japan only, for the time being) eShop game's characters--which look as though they're part Teletubbies, part Tingle, part Pikmin, part Mr. Driller and part Mii (I know, that's a lot of parts)--oddly captivating.
Actually, I find its gameplay to be oddly captivating, too. According to andriasang.com, you begin the game by capturing the aforementioned critters (actually, they're "electric wave people") using your 3DS' camera and AR technology before tossing them into dungeons to battle baddies, collect treasure and, of course, rescue "an important person from the demon king." (To see all of the above in action, watch this trailer.)
Denpa Ningen RPG--which was made by the folks at Genius Sonority, whose previous credits include Dragon Quest Swords and Pokemon Coliseum--will hit the Japanese eShop on Feb. 8 carrying a price tag of ¥800 (about $10). Here's hoping it eventually finds its way onto the eShops of other regions, too.
Actually, I find its gameplay to be oddly captivating, too. According to andriasang.com, you begin the game by capturing the aforementioned critters (actually, they're "electric wave people") using your 3DS' camera and AR technology before tossing them into dungeons to battle baddies, collect treasure and, of course, rescue "an important person from the demon king." (To see all of the above in action, watch this trailer.)
Denpa Ningen RPG--which was made by the folks at Genius Sonority, whose previous credits include Dragon Quest Swords and Pokemon Coliseum--will hit the Japanese eShop on Feb. 8 carrying a price tag of ¥800 (about $10). Here's hoping it eventually finds its way onto the eShops of other regions, too.
Labels:
3DS,
cute,
Denpa Ningen RPG,
electric wave people,
eShop,
Genius Sonority,
imports,
Japanese,
Mii,
Mr. Driller,
nintendo,
odd,
Pikmin,
rpg,
Teletubbies,
tingle,
weird
Thursday, March 17, 2011
I'm a bit horrified by BurgerTime HD
When it was revealed a few weeks ago that an HD revamp of the arcade classic, BurgerTime, would soon be released (digitally) for the PS3, Xbox 360 and Wii, I was intrigued. After all, the Data East-developed original was one of my favorite games as a kid, and I still play both the arcade and Famicom/NES versions with some regularity.
Anyway, as I just said, initially I was intrigued by this so-called BurgerTime HD, which is being developed by Monkey Paw Games. After seeing it action, however, it probably would be more accurate to describe my feelings as horrified.
My main beef with what's displayed in the video above is the game's setting. Why does it appear to be set in space? Granted, it's difficult to image an acceptable setting for a game in which players are tasked with assembling giant hamburgers, but surely the developers could ape the original's "burger factory" theme a bit more closely?
Despite my overall lack of interest in this title at the moment, I'm still planning to keep an eye on it between now and whenever it's released. Who knows, maybe the final product will be far more appetizing than what's shown in this teaser?
Anyway, as I just said, initially I was intrigued by this so-called BurgerTime HD, which is being developed by Monkey Paw Games. After seeing it action, however, it probably would be more accurate to describe my feelings as horrified.
My main beef with what's displayed in the video above is the game's setting. Why does it appear to be set in space? Granted, it's difficult to image an acceptable setting for a game in which players are tasked with assembling giant hamburgers, but surely the developers could ape the original's "burger factory" theme a bit more closely?
Despite my overall lack of interest in this title at the moment, I'm still planning to keep an eye on it between now and whenever it's released. Who knows, maybe the final product will be far more appetizing than what's shown in this teaser?
Labels:
BurgerTime,
BurgerTime HD,
Monkey Paw,
odd,
PS3,
psn,
videos,
wii,
wiiware,
WTF,
Xbox 360,
Xbox Live
Subscribe to:
Posts (Atom)