Wednesday, October 03, 2018

Six 'seasonally appropriate' games I'm planning to play in the lead-up to Halloween

I've already completed a pair of Halloween-ish games in recent weeks: Creeping Terror for 3DS and Undertale for Switch.

They'll soon be joined by the following sextet of spooktacular titles, all of which I hope to play between now and All Hallows' Eve.

I can't promise I'll finish all of the games discussed below, mind you. I will start them, though, and then put as much time into them as I can before the calendar flips over to November.

Avenging Spirit (GameBoy)--If you're a bit of a Japanophile like I am, you may know this game as Phantasm rather than Avenging Spirit. You also probably know it's fairly well regarded by people who've played either version. That makes a lot of sense once you're clued in to its premise. A group of mobsters kidnap your girlfriend and then kill you. Now you're a ghost. A ghost that can possess other people. Make use of that unfortunately acquired skill to track down your lover and take revenge on the thugs who took your life. It's all quite thrilling--or at least that's how I'd describe the few minutes I've put into Avenging Spirit here and there--if not entirely "seasonally appropriate."

Avenging Spirit for GameBoy

Death Mark (Switch)--I first became aware of this horror-themed visual novel when it was released (in Japan) for the Vita last summer. At the time, I didn't even know what kind of game it was--all I cared about was its stunning box art. So when the news broke a few months ago that a localized version of Death Mark would hit Western store shelves in time for Halloween, I almost fainted. Sadly, publisher Aksys Games switched out the Japanese release's cover illustration for one that's a bit more "by the numbers." Oh, well, I'm still excited to see how it compares to the other VNs I've played so far.

Dark Souls Remastered (Switch)--I thought I knew what I was getting myself into when I fired up this game's network test a couple of weekends ago. Boy, was I wrong. Not that I'm complaining; I actually enjoyed it--even if I did die innumerable times, and even if I did find it sort of suffocating. I will admit that this bite-sized portion of Dark Souls Remastered stumped me now and then, but I figured things out eventually thanks to a bit of internet sleuthing. Something else I'll admit: I'm still not sure this is my kind of game. I'm going to give it a go anyway, though, because I'd rather try it and hate it than ignore it and wonder "what if?"

Luigi's Mansion (3DS)--The original Luigi's Mansion is another one of those games that I've "always meant to play." Or maybe I should say I've always meant to play it for more than 30 minutes or so--because that's about the longest I've spent with it to date. I blame that appalling lack of attention on my nearly decade-long disinterest in playing games while tethered to a TV. This 3DS port of the game should solve at least part of that problem. Hopefully it'll solve the other part, too; in other words, hopefully I'll actually finish it this time around.

Magical Chase for PC Engine

Magical Chase (PC Engine)--What I'm about to say may shock some of you: I've never been the biggest fan of this Quest-made shoot 'em up from 1991. Admittedly, it's likely my feelings on the game have been colored by the astronomical prices that tend to be attached to copies these days. That's not all of it, though. I'm also not too keen on what I see as Magical Chase's discordant theme. I mean, your "ship" is a broom-riding witch--why do you fly it through bright and colorful environments that look nothing like the creepy locales typically associated with such beings? Still, as much as I wish it were a little more like Cotton, I can appreciate its designers' attempts at creating something different. I'll try to remember that during this latest playthrough.

Super Mario Land 2 (GameBoy)--OK, so Super Mario Land 2 isn't exactly a Halloween-esque game through and through. It does feature a "zone" that fits the season at hand, though--or so I've been told. I can't say so myself, because I'm a Super Mario Land 2 virgin. (Gasp!) Of course, this isn't the first time I've suggested I was going to start my way through this title, though it will be my last. Why? Because I've already bought it (via the 3DS eShop). Here's hoping it's only a matter of time before I reach the "Pumpkin Zone" alluded to earlier.

Are you planning--or hoping--to play any spooky or scary games in the lead-up to October 31? If so, which ones?

Sunday, September 30, 2018

A few thoughts on Creeping Terror (3DS) now that I've played and finished it

When Sushi Typhoon Games unveiled Creeping Terror in late 2016, I was stoked. A 3DS title inspired by the classic survival-horror game, Clock Tower? Sign me up!

Unfortunately, Creeping Terror didn't hit the North American 3DS eShop until Halloween day last year. For me, that was at least 24 hours too late. I wanted to play it in the lead-up to the holiday, not afterward.

So, I passed on it--with the intention of returning to it in advance of this All Hallows' Eve.

Of course, I completely forgot about Creeping Terror shortly after its release. Thankfully, an acquaintance reminded me of it a couple of weeks ago via an Instagram post.

In rapid succession, I bought, downloaded, and started playing the game. And after a little more than five hours (spread over seven or so days), I finished it, too.


What's my opinion of Creeping Terror given that experience? Here are a few thoughts:

If you've been looking for a "new" Clock Tower, you've got one in Creeping Terror--Clock Tower creator Hifumi Kono had nothing to do with Creeping Terror, but it can sure seem like he did when you're playing it. Not only does this 3DS title and Kono's Super Famicom standout have the same vibe, but the two games share a number of other traits as well. For starters, they look a lot a like--despite the fact that Clock Tower's claustrophobic world is crafted using sprites while Creeping Terror's is made up of polygons. Their gameplay is remarkably similar, too, though the 3DS title's is quite a bit more user-friendly. (Clock Tower is a old-school point-and-click affair, while in Creeping Terror you move the main character with the system's circle pad and interact with your surroundings with its face buttons.) All in all, Creeping Terror feels like a modern Clock Tower in most respects, which is just what I was hoping for when I bought it.


Unfortunately, Creeping Terror's protagonist is just as slow as her Clock Tower counterpart--The developers who brought Creeping Terror to life made a lot of improvements to the Clock Tower "mold" while doing so. That's not to say what they produced is the absolute best side-scrolling survival-horror game to see the light of day. For that to be true, its main character wouldn't move like she lacks leg muscles. The run button helps, but only a bit. (And even it becomes almost useless when an enemy starts chasing you.) Oh, well, it adds to the tension--even if artificially.

Every character besides the protagonist is an idiot--That's par for the course in slasher films, right?  And it's probably par for the course in slasher games, too. (I say probably because I've experienced far fewer of the latter than the former.) Still, Creeping Terror's cast seems especially dumb. They're constantly suggesting you split up or otherwise unnecessarily put yourselves in danger. I'm sure some of this is tied to keeping the gameplay focused on the protagonist, but I'm also sure it could've been handled in a far more elegant fashion.


Creeping Terror doesn't feature much music, but what it does feature is more than fitting--First of all, I've got to say I like that playing this game is a predominantly silent experience. Most of the time, all you hear are ambient noises, like creaking floors or dripping water. (Or the Mario-fireball-esque "ploink" that sounds whenever you turn on or off your phone's flashlight app.) Actual music only enters the picture right as one of Creeping Terror's antagonists are about to arrive on the scene. Believe me when I say the tune's not only fitting, but mighty effective in getting your attention (and in getting you to haul ass to safety).

The localization is disappointingly stilted--No offense to the person or people who handled Creeping Terror's localization. I know this work is tough. That said, the English text in the North American release of the game is pretty stiff. It almost feels like a "first pass"--like with a little massaging, it could've come across as a lot more natural. Don't worry, it's not so bad it'll make you drop the game; it's mostly just awkward.


How many items does a stranded school girl really need?--Creeping Terror's protagonist only has enough room in her jacket--or wherever she stuffs all the things she finds lying about the game's environment--for six items. That doesn't sound like much, but don't worry; it's plenty. After all, you seemingly come across a candy bar (eat it and you restore a bit of stamina--important when you're running from an enemy) or a portable phone charger in every other room. If your playthrough is anything like mine, it won't take you long before you barely even notice their existence. Which is a shame, as it keeps Creeping Terror from being a thoroughly terrifying engagement.

If you like making use of your system's 3D abilities, crank up its depth slider while playing Creeping Terror--I rarely play 3DS titles in 3D. Doing so usually either brings on a migraine, or makes me feel like I'm about to get one. That said, I made an exception for Creeping Terror after giving that aspect a try. Not only did it help immerse me into the game, but it also helped me see the on-screen action. (Most of Creeping Terror's set pieces are eye-strainingly dark. Switching to 3D mode makes them a little less so.)

See also: 'five things that made it really easy for me to put more than 60 hours into The Alliance Alive' and 'five reasons I've fallen head over heels in love with Sushi Striker'

Monday, September 24, 2018

Second Chances: Tennis (NES)

A couple of years ago, I published a "Second Chances" post about another NES tennis game, Jaleco's Racket Attack. (Read it here.)

In that write-up, I regaled the four or five people who actually read it with the trials and tribulations I had to endure during my most recent experience with that 1988 release.

Basically, Racket Attack is a hot mess. It's slow, slippery, and frustratingly difficult. Well, guess what? Some of those same words could be used to describe Nintendo's Tennis from 1985.

OK, so Tennis isn't exactly slow. Or at least the player sprites don't move slowly. No one is going to accuse the ball of racing through the air, though.

Tennis' speed is the last thing you'll need to worry about should you ever play it, however. No, far more worrisome and irksome are the following:


* When it comes to player-controlled characters, you've got just one option--a white guy with dark hair.

* As for opponents, there are just five in the entire game. They're also caucasian men.

* Your repertoire of moves consists of two serves (a fast one and a slow one), a "flat" forehand, a similarly struck backhand, a lob, and a volley.

* Every match you play in Tennis takes place on the same "hard" (concrete) court. Look elsewhere if you care about carpet, clay, or grass surfaces.

* Speaking of which, the game lacks a tournament mode, a "world tour" mode, or even a rankings ladder. Your only choice is to play one-on-one matches against the five opponents mentioned earlier. (Each one represents a different difficulty level.)


This tennis title would be annoying enough if that were the extent of its "cons." Unfortunately, it isn't.  In fact, the game's final noteworthy negative is the one that impacts gameplay the most.

What is it? It's that positioning your character sprite in Tennis is an overly finicky exercise. If you're not in the right spot, you'll totally miss the ball. Or you'll hit it but send it many feet wide of the sidelines.

Given all of the above, why am I even writing about about this ancient cart? Or what prompted me to give it a "second chance" it seemingly didn't deserve?

It all started when I subscribed to the just-launched Nintendo Switch Online service and downloaded the complementary NES app.

After playing a few rounds of Balloon Fight's "Balloon Trip" mode (as you do), not to mention a couple of go-throughs of Donkey Kong, I clicked on Tennis without giving it much thought.


It looked and sounded and felt just as antiquated as I remembered, of course, but for some reason I didn't exit out of it after a handful of games.

In fact, I kept on playing until the end of the match, which I lost by the rather humiliating score of 6-0, 6-3. (Although in my defense, I came back from 5-1 down in the second set and even saved a bunch of match points along the way.)

Time for me to sashay away from the game once and for all, right? Wrong. I'm actually kind of pumped to play it again.

I can't guarantee I'll give it the time of day after I defeat even one of its handful of opponents, mind you, but until that happens, I'll probably return to it now and then to see if I can make any headway against the competition.

Have any of you played Tennis? If so, what do you think about it?

Friday, September 14, 2018

Seven game announcements from yesterday's Nintendo Direct that made me grin from ear to ear

I don't know about you, but I was far from thrilled by the E3 2018 Nintendo Direct.

Don't get me wrong, I loved seeing Fire Emblem: Three Houses in action. (Finally!) The footage of Daemon X Machina showcased during the above-mentioned presentation similarly blew me away. I'm not much of a Pokémon or Super Smash Bros. fan, though, which probably explains my lack of enthusiasm toward the company's most recent E3 extravaganza.

The latest Nintendo Direct, though--the one that went live yesterday? That was my jam.

I approached it assuming I'd get a fresh glimpse of the Yoshi Switch game that was revealed over a year ago as well as new details on titles like Pokémon: Let's Go, Super Smash Bros. Ultimate, and the upcoming Luigi's Mansion remake for 3DS. Oh, I knew that wouldn't be the full extent of this broadcast, but I also didn't think it would offer up much else--especially in terms of reveals that would wow me.

Boy, was I wrong. Not only did almost all of the following announcements came out of nowhere for me (the Animal Crossing and Katamari Damacy ones were rumored in the days and even hours leading up to the Direct's drop), but they also thrilled me to pieces. Keep reading to learn why.


A new Animal Crossing is coming to Switch in 2019--Given the earth-shattering sales of previous portable entries in this long-running series of "slow living" games, a Switch entry was the definition of a no-brainer. Still, many thought Animal Crossing would hit the system sometime in 2018, so its absence until now has made some of those folks (including myself) antsy. All is forgotten and forgiven with yesterday's news that the game is coming in 2019, right? Not quite, but it's a start. And, really, I put hundreds of hours into the Animal Crossing release most consider the worst (City Folk), so it's safe to say I'll be singing a decidedly positive tune by the time this next one is plopped onto actual and virtual store shelves in the coming 12 or so months.


All of the Final Fantasy love--You might think the news that both Final Fantasy Crystal Chronicles and Final Fantasy XV Pocket Edition HD are Switch-bound would've prepared me for the news that a bunch of other Final Fantasy games are coming to Nintendo's hybrid system, too. Nope, it didn't. When World of Final Fantasy Maxima was revealed, I responded with a pleasantly surprised, "oh!" I was unable to produce sound when Chocobo's Mystery Dungeon EVERY BUDDY! popped up, though, and the same was true when Final Fantasy XII: The Zodiac Age waltzed onto the screen. Admittedly, I'm more than a bit bummed that almost all of the above seem to be digital-only releases (Final Fantasy XII is the only exception, according to word on the street), but I'm going to buy them anyway.


Katamari Damacy Reroll--I'm a firm believer that everyone could use some Katamari Damacy in their life. This Keita Takahashi-created series is so colorful, energetic, and wacky--not to mention fun--I'm sure it would make even the biggest sourpuss grin like the Cheshire Cat. (But, you know, in a less creepy fashion.) I do wish this release included a remaster of We Love Katamari as well as the first Katamari Damacy title, but Bandai Namco's probably planning to sell it separately. And you know what? I'll purchase it, too--as long as Reroll proves to be a solid effort.


Kirby's Extra Epic Yarn--I don't know how many of you are aware of this, but I adore Kirby's Epic Yarn. In fact, I love it so much I named it my favorite game of 2010. As such, I was beyond bowled over when it dawned on me that I'll soon be able to play an enhanced version of it on my 3DS. I'm sure a lot of people would prefer to see this on the Switch, but I think the 3DS is the perfect place for it. It'll fit right in with Poochy & Yoshi's Woolly World and Hey! Pikmin, wouldn't you agree?


Luigi's Mansion 3--Although I can't say I was shocked to learn during yesterday's Nintendo Direct that the company is prepping a third Luigi's Mansion title, I was shocked to hear--and see--that it's so far along. Something else that shocked me: some folks are calling it ugly. Did we watch the same footage? I mean, sure, it's not the absolute best-looking game I've ever laid eyes on, but the same could be said of other Switch standouts like Super Mario Odyssey and The Legend of Zelda: Breath of the Wild. At any rate, I can't wait to get my hands on Luigi's Mansion 3--even if nothing changes about its graphics between now and whenever it releases in 2019.


Town--Talk about "out of nowhere." Did anyone see this coming--a Switch RPG from Game Freak that doesn't have Pokémon in its name? That's a big plus as far as I'm concerned, though I know not everyone will feel the same way. Of course, I tend to love the company's weird side projects--see HarmoKnight and my favorite 3DS game ever, Pocket Card Jockey--so I guess you could say I was destined to at least like this one, too. My only concern at the moment is that Town's likely to be a digital-only release. Which is fine in many respects (it likely means it'll be cheaper than your typical "boxed" game, for instance), but also suggests it may not have as much content as a retail offering.


Yoshi's Crafted World--First things first: I think this game's name is disappointingly lazy. That said, maybe the person or people who came up with it want it to remind people of the last Yoshi title, Woolly World? Whatever the case may be, all I really care about is how Crafted World plays, looks, and sounds (and in that very order, too). I obviously can't say how it plays, though the footage shown off yesterday certainly makes it seem like a worthwhile platformer. I can, however, say it looks quite wonderful. For me, the aesthetic is just different enough from Woolly World's to be completely enticing. Should the soundtrack live up to the gameplay and visuals, Yoshi's Crafted World should be a feast for the eyes, ears, and, well, fingers.

Did you watch yesterday's Nintendo Direct broadcast? If so, what did you consider to be the stand-out game announcements? Which ones thrilled--or even disappointed--you the most?

See also: the Japanese version of yesterday's Nintendo Direct

Monday, September 03, 2018

Manual Stimulation: Pizza Pop! (Famicom)

As a youngster, I regularly turned up my nose at Jaleco's NES offerings.

For me, they were way too rough around the edges. I preferred comparatively "cleaner" games like the ones made by Nintendo, Konami, and Capcom.



That's not to say there weren't exceptions. I bought and played the hell out of the company's Racket Attack, for example. (Don't take that to be an endorsement; it's not. The game's terrible, even if I have a soft spot for it.)

And I remember renting and enjoying its home port of City Connection on a few occasions, too.



Despite my anti-Jaleco bias, I'm sure I would've given Pizza Pop! more than a second look back in the day had it not been a Japan-only release.



Sadly, that wasn't the case, and so I had to wait until a few years ago to finally experience this wacky platformer (via emulation, of course).



Was it worth the wait? In some ways yes, and in some ways no. On the positive side, Pizza Pop! looks and sounds great. I particularly love its cartoonish aesthetic, though its boppy, poppy backing tunes are a ton of fun as well.

On the negative side, though, there's the fact that this game seems to revel in being annoyingly cheap (from a difficulty perspective).



Something that was without a doubt worth the wait, or at least worth what I spent on it, is this game's instruction manual. Why? For starters, it's full of color. This is especially true of its story spread (pages two and three, above), but it's also true of the ones that follow.



Sadly, that's one of the only places you'll find any unique illustrations in the Pizza Pop! booklet. You will encounter a number of screenshots throughout, however. They don't really make up for the lack of drawings, but in this kind of situation you've got to take what you get.



This manual's biggest missed opportunity, as far as I'm concerned, is that its pair of "character" pages (12 and 13, below) feature in-game sprites rather than line-art depictions of the game's enemies.

Oh, well, at least the baddies that fill the Pizza Pop! stages are a good-looking bunch.



What do you think of this latest entry in my "Manual Stimulation" series? Also, if you've played Pizza Pop!, what did you think of it? Share your thoughts in the comments section of this post.

See also: some photos of Pizza Pop's packaging