Showing posts with label Impressions. Show all posts
Showing posts with label Impressions. Show all posts

Monday, May 19, 2008

Dragon Ball Z Burst Limit Demo Impressions

I have been mildly interested in getting a few hands on impressions with Dragon Ball Z Burst Limit for a while now. DIMPs, the game's developer, has recently been in the news for some of their 'other' projects and Burst Limit represents the company's first 'HD' console experiment and a good judge of what they may be capable of on a more powerful platform.

Because of this, I was excited when I saw that Atari posted a demo of the game on the Playstation Network as well as Xbox Live. Even though I didn't have much time when it was first put up to check it out, over the course of this weekend I did have the opportunity to download the demo and get in a few matches before other obligations took away my time. While I think it's safe to say that the primary audience for Burst Limit will be fans of the anime/manga (and previous DBZ releases by DIMPs), based on what little I've played so far, Burst Limit should be able to succeed with a cross-over appeal that some of the other titles in the Budokai and Tenkaichi series have been unable to capture.

Unfortunately, it's hard to escape the pigeon-hole of an anime/licensed fighter. There is a difficult balancing act that must be walked by the developer of the game in order to satisfy an enthusiastic (sometimes rabid) fanbase of the source material as well as the often times extremely critical fighting game community. Though some games are able to appeal to one or the other, it's a rare release that is able to find an overtly positive position from both sides. One of the best things that I noticed right off the bat with the Burst Limit demo is the apparent fore-thought that the developers have put into trying to satisfy both parties with their own special nods.


There was nothing really inherently wrong with the Budokai fighting system found in other DBZ releases that wasn't able to be fixed to create a stronger product. The core system has always been a bit simplistic in order to encourage gamers who aren't used to a traditional fighting game, but with the latest releases (in specific Shin Budokai which seems to serve as the base for Burst Limit in a lot of ways), DIMPs and Atari/Bandai Namco have been trying to tweak it slightly to satisfy a core fighting audience. With Burst Limit, due to the increased speed as well as the introduction of new offensive and defensive techniques, the tweaks should offer enough to warrant a second look for someone trying to find a good game to fill the void of a next-generation fighter before the flood hits later this year. It is clear that the primary focus of Burst Limit has been to refine the fighting engine, and it seems to have paid off exceedingly well for the game.

For fans of the anime/manga, Burst Limit serves as a 'restart' of the franchise on next generation consoles. Though some people may be a bit discouraged due to the lower number of characters compared to previous releases the last couple of years, the developers have instead opted for a more traditional story driven experience that should satisfy an ardent fan even if they aren't able to play with their favorite secondary character. The hidden in-fight 'cut scenes' should also reward fans with an unlockable play mechanic that allows them to revisit some of their favorite scenes from the anime in game based on meeting certain tasks (and defeats). The demo covers a couple of battles from Raditz's appearance on earth, so it only provides a taste of what can be expected in the full game (which goes through the Cell Saga), but there are several instantly recognizable in-fight scenes that should elicit a positive response from fans.

Of course there are a few issues I have with the game based on the demo so far, so it's not all smelling roses yet... The game is capped at 30fps, which seems to be both a positive and a negative in this case. While I would've loved to see it featured at 60fps, the cap does ensure that the action is always smooth, which in the case of a fighting game is the most important thing. Secondly, there is a bit of a disconnect in the voice overs and the character lip synch. It's a small complaint, but it is noticeable in game which tends to affect the illusion of an anime come to life as a game (as a side note Japanese voices will be included for those interested). Finally, the cut-scenes in game are not skippable. This isn't a big deal on your first play through, but as I unlocked a couple of the longer ones, I was wishing there was a way to skip past them after their first viewing. No offense to Raditz and Goku and the rest of the 'crew', but there's only so many times I can view the same scene...


Probably the strongest aspect of Dragon Ball Z Burst Limit demo is its general presentation. The game looks slick and in some regards actually seems to improve on the look of the anime. It's amazing to see how far cell-shading technology has progressed from its earliest uses on the original Playstation. The sound work and voice overs are also well suited to the slick look. The game really is impressive to watch and listen to, even if the actual script sometimes leaves quite a few question marks and blank stares...

Overall, I'm more excited about the game than I was prior to playing the demo. I am planning on reviewing the final product when it's made available, so look for that in-depth review in the next couple of weeks. Dragon Ball Z Burst Limit is set to be released in the US on June 10th.



(As a side note, for Dragon Ball Z fans out there, if you pre-order the game at Gamestop, they are currently running one of their pre-order promotions. For Xbox 360 owners, pre-ordering DBZ Burst Limit will also give you the first 7 episodes of Season 1 on DVD and a Burst Limit T-Shirt. For PS3 owners, pre-ordering the game will also include a special Blu-Ray feature of Dragon Ball Z Dead Zone and the Burst Limit T-Shirt. Not a bad deal for fans – especially the Blu-Ray feature...)

Tuesday, September 25, 2007

Sengoku Basara X AM Show Impressions

I've been a bit torn about how I wanted to go about posting the impressions of Sengoku Basara X from the AM Show. I know that going into the event, it was near the top of my list of games that I wanted to see, but based on the hands-on information that I was sent and the videos that came out of the event, I can already feel myself building up for disappointment.

Perhaps it's better that way.

Hype has a tendency of killing a game before it is even available, and the pre-announcement hype that Sengoku Basara X has built is enough to elevate the game to a near impossible to meet level.

With a pedigree of two of the best fighting game developers behind it, Basara X already finds itself in an odd predicament. Though Capcom fighting fans and Arc System Works fighting fans can both appreciate a good game within the genre, both of the groups have their own preferences on what makes a good fighting game. Because of this, the mish mash of influences that can be felt in Sengoku Basara X may feel odd to someone who is looking at the game from the standpoint of a veteran of the Street Fighter series or the Guilty Gear series.

When it comes down to it, I'm not entirely sure just how much Capcom has with the hands on development with Basara X. The game was being built up as the first original Capcom fighter in years, but from everything seen so far and from the hands-on reports, the game is more favorable to the Arc System Works style rather than Capcom's. This isn't a bad thing by any means, but outside of the license, if Capcom is providing as little as it appears that they are providing, gamers expecting a true “joint” project between the two companies may be a little put off by the overall feel that the Arc System Works' touch has.


I've already gone into the controls of Sengoku Basara X once, but I think a refresher is in order since some things have changed slightly from the original reports. The game still relies on 4 buttons: weak attack, medium attack, heavy attack, and an engun button.

The engun system is the basic assist mechanic in the game. As I've stated before, it is a unique reinforcement technique that is similar in a way to the Marvel vs. Capcom series. During the course of the match, the longer you put off pressing the assist button, the more powerful your assist character (or characters) become. Further, the higher the level of your assist character, the shorter the recovery time is before you can use the assist again in a match.

When you press the engun button, the results are taken in context from when you press it. Press the engun button normally, and your assist character will perform a basic “assist attack”. Press the engun button during special moves, and you perform a special attack that will take advantage of both your assist character's attack as well as your special move (think of cancelling a super with another super in Marvel vs. Capcom 2). Press the engun button while being attacked and your character will perform a counter attack.

Pretty basic stuff I know, but the resulting impact of the level system in the game should prove to be interesting in competitive play. Unfortunately, we won't really know what kind of effect it will have until the game is out of location tests since for the most part, the engun system itself has been relatively “unabused” in the early reports.

Outside of the engun system and the button layout, Sengoku Basara X uses basic commands similar to the Guilty Gear series. Aerial dashes, Faultless defences, Back Dashes, Dashes, Dusts... All of these maneuvers are done in the exact same way as most Arc Systm Works fighters. It should be noted however, that despite the similarities, the game is striving for a slightly different “feel” than either Guilty Gear, Battle Fantasia, or Hokuto No Ken. The system may be the same, but it is being tweaked quite a bit to “fit” with the Basara character lore that Capcom is bringing to the mix.


With that said, the game at its state shown off at the AM show was a solid fighter through and through, but seemed to lack the oomph needed to really push itself in front of its competition. Though the game feels a bit loose at this stage, it already shows more promise than Hokuto No Ken, which should put some fears aside for those gamers who don't like Hokuto no Ken.

However, there are some problems that need to be addressed.

The spritework hasn't “wowed” me as much as I feel it should. This could be partly due to my disinterest in the source games, Sengoku Basara and Sengoku Basara 2. I'm sure that for fans of the source material, the character designs will be much more appreciated, but for everyone else, the characters and setting may appear to be a bit underwhelming compared to Arc System Works previous efforts.

I will say though that the historical basis for the series is incredible. If you ever have the time to head down to your local library and begin to read up on the history of the Warring States Period I would definitely recommend it. The number of games that are inspired by this time period in Japanese history are quite a bit more prominent than what most people realize. It's the small connections that you'll make with games that puts a new light on design decisions and the impact that this historical era has had on pop culture in Japan.

The second issue that I'm having is with the animations. Despite the sprites being detailed, one criticism Arc System Works has had to deal with overall with their body of work is limited animations. This has improved greatly over the last couple of years. Though Accent Core may not be in the same calibre of animated quality as Third Strike or Garou Mark of the Wolves, the animations do their job, but just not as well as they could.

The animations in Basara X are hit and miss right now. Though cloth and armor for the characters move naturally overall, there are some moments of uncomfortability with the work that may or may not hinder the finished product. I also have a slight issue with the near static backgrounds. I don't necessarily expect fully animated, heavily detailed backgrounds, but in some cases (such as the ruined battlefield), there is nothing moving that would give you the impression of being a part of a “living” environment. Minor issue, I know, but it is still an issue that stands out to me none-the-less.

All of this wouldn't take much to polish up before its release. And due to the small changes being made between each build seen, I'm expecting that some of the minor details will be cleared up before it hits arcades later this year.

The character roster is a bit hard to judge currently. Though it is getting quite a bit more diverse (latest location test videos showcase Honda Tadakatsu who appears to be a Potemkin-esque fighter laced with a bit more speed), the fighters haven't quite fallen into their predictable templates. This should come with more hands-on time with Basara X. I think a lot of this can probably be written up due to the fact that despite being a 2D fighter, the range considerations and speed of weapons of the different characters rewrites a lot of the rules that would normaly govern a game like Basara X.


It isn't completely unique by any means, but it has been a while since I've seen a fighting game that has as many variables that need to be taken into account before a truly “safe” attack can be made. For example, Date Masamune at first glance looks and plays like a standard shoto, but slight alterations in the archetype “template” changes the way that he needs to be played in Basara X. These sort of tweaks will make the game a bit more intriguing to gamers who have played fighting games over the last two decades, but to a gamer who doesn't devote a lot of attention to really learning a “system”, a lot of these subtleties will be lost.

Right now, Basara X hasn't quite lived up to what I wanted it to be. I know most of this is due to my own excitement about the game, but I just haven't been “caught” by the games reach as much as I have with previous fighting games by Capcom or Arc System Works. I believe based on what I've seen and the reports I've been provided that the game will be a good fighting game, but I'm not sure if it will have the lasting effects that I believe that Capcom was wanting with the title.

The Sengoku Basara license will attract a lot of initial attention in Japan, but currently the system may prove to be a bit too loose for competitive players who may find the game to be branded more towards an intermediate player rather than experts. Add to this the presence of a few questionable glitches that have popped up in early tests as well as some already potentially abuseable moves, and the game seems to balance on a teetering edge.

October already has two more sets of hands-on tests scheduled as well as a private showcase by Capcom. Early bugs are expected, so the fact that Capcom has been testing the hell out of Basara X is promising for the game despite some of its early issues. It is just a matter of time until we find out how Capcom and Arc System Works will react and whether Sengoku Basara X is a cash-in by Capcom or a real attempt to redefine what the fighting genre can be.

Wednesday, September 19, 2007

Oriental Legend 2 AM Show Impressions

It’s a shame that in the last decade or so, some of the strongest examples of 2D gaming in arcades have been neglected by an American audience. This is due to a number of factors - the changing face the US industry, the expected risk vs. reward return, and the contacts that non-US companies are able to make (and keep) in the US for distribution of their titles. Without these factors going in favor of a developer, the chances that the games will even reach the US audience are slim outside of the occasional import-friendly arcades.

IGS can be seen as a victim of these recent policies, as despite creating a treasure trove of under-appreciated classics between 1997 and today, a lot of gamers will be hard pressed to name a single game released by the company for their PGM arcade system. When people speak about the death of 2D gaming, it isn’t necessarily for lack of effort that has caused this down slide, but rather a conscious choice based on perceived consumer wants.

At the AM show this year, IGS allowed for some hands-on time for their latest game - Oriental Legend 2. The traditional 2D side scrolling brawler stood out a bit on the show floor (in a good way), despite only a small number of machines dedicated to the game.

Where-as the traditional 2D shooters have seen a resurgence and continued success from both smaller companies like G.Rev (Mamonoro) and Milestone (Illvelo) to larger companies like Konami (Otomedius) and Cave (Deathsmiles), the 2D beat-‘em up genre has been pretty much stagnant by way of releases for arcades for the last few years.

In a way, Oriental Legend 2 attempts to change that and provide a fresh experience on an old genre.

I spoke about Oriental Legend 2 briefly a couple of months ago in regards to some location test videos that were making their way onto the internet. At that point, a lot of the details surrounding the game were relatively unknown outside of the fact that the game was set to be a follow-up to IGS’s previous “Journey to the West”-themed beat-‘em up Oriental Legend. With the time that has past since I last focused on the game, a bit more information has finally started to make its way onto the internet.

As I stated before, the game is set for release on a new IGS created PGM-based hardware known as the PGM2. Like I speculated, this new hardware isn’t being planned to compete with top-of-the-line hardware changes being made by Taito, Sega, and Bandai Namco, but rather is attempting to find a comfortable niche filling the void that was created when SNK Playmore left the arcade hardware side of the industry. The games created for the system will be primarily 2D games, but outside of Oriental Legend 2 and IGS, I’m unaware of any other games or developers set to begin using the system.

I wasn’t necessarily swept off the floor with the original Oriental Legend when it was first released in arcades, but it was a solid experience that did manage to feel innovative even if it didn’t really evolve the genre. However, what Oriental Legend did right was ensure that there were quite a large number of secrets, hidden areas, and multiple paths that encouraged gamers to continue playing just to see what else might be around the next boss battle or locale.

With Oriental Legend 2, gamers can expect the same sort of experience with the game. The action remains fast, the combos remain seamless, and the enemies swarm just as deadly as before. However, IGS isn’t content with just providing gamers a similar experience. Oriental Legend 2 has a greater emphasis placed on the possible branching pathways and hidden secrets in each of the levels as well as a character progression aspect that adds more depth.

Currently, the gameplay in Oriental Legend 2 is smoother than the first game. The animation and spritework are incredibly well done and a vast improvement over the previous title. They may need a bit more to them however if they plan to attract the attention that some of the recent arcade “high definition” releases are receiving. The basic controls for the game remains the same as the first title, with an 8 way joystick and 4 buttons to control attacking, jumping, magic use, and item cycling.

Oriental Legend 2 reminds me a bit of the classic Capcom developed CPS-2 beat-‘em ups of the mid-90’s in style and difficulty (which at this stage is absolutely punishing). Whether intentional or not, IGS has created a classic credit muncher in every sense of the word. But despite the fact that gamers will be seeing the continue screen over and over again, the overall experience always is encouraging enough to make them sink just "1 more credit" into the game. This is the sign of a good beat-‘em up and a good arcade game.


The game currently has 10 selectable fighters and several different stages each themed on the folklore of “Journey to the West”. Despite being scheduled for a wide release later this year in Japan (and Korea), there are no plans currently to bring Oriental Legend 2 stateside by way of any distributor. I fully expect this title to end up just like the original Oriental Legend. A side note to most arcade enthusiasts, but widely forgotten and never experienced by the rest of the gaming population. For those that get the chance to play it however, the game is a promising example of just much fun a “dead” genre can still provide.

Friday, September 14, 2007

Sega Race TV Impressions from the Show Floor

Sega Race TV has been a bit of a surprise for me. After seeing the game pop up on Arcade Heroes a couple of weeks ago, I've been trying to keep an apprehensive eye on the title. Arcade racers, no matter how polished they may be, are quickly becoming a dime a dozen for most arcade operators. However, since they are also some of the top performing titles here in the United States, this is completely understandable since the developers are often sent to where the money is.

With that said, in a crowded marketplace, a game needs to be able to succeed on style or recognition in order to maintain a corner hold on an arcade goers attention. While GlobalVR and Bandai Namco have been able to do this with incredibly successful licensed properties, Sega on the other hand has primarily focused on resurrecting some of their classic older titles and bringing them out for the next generation of arcade gamers.

When it comes down to it then, a completely original IP being released into the wilds is a semi-risky manuever for a company who has been accused of not taking many chances as of late. Fortunately for Sega (and AM-Plus R&D - the developers of the game), Sega Race TV stylistically is an eye catcher, providing the right blend of arcade racing and customization that fans expect from a modern racer. If the AM show is any indication of the potential that the title holds, Sega Race TV may very well have brought back an old school sensibilty with a focus on nothing but the entertainment value for the dollar that is occasionally lost with some games.

The vital stats behind Sega Race TV are impressive. The game is set to take full advantage of the Lindbergh's capabilities, and graphically, it already has the jump on some of its nearest competition. The real time damage system for each of the cars is well done and the tracks are large and detailed. Overall, the game's design reminds me quite a bit of Sega's own Crazy Taxi in both attitude, vision, and scope of the project. But where-as Crazy Taxi redefined what a racing game could be in the arcades, Sega Race TV has taken the path of going back to its roots and delivering a pure break-neck racing experience.

There will initially be 5 courses to race in Sega Race TV, with the option of up to 4 cabinets being linked for head to head play. Each of the tracks are built for two simple concepts – speed and tricks – but despite the tracks simplicity, shortcuts, hazards, and detours will keep even the same track fresh when raced multiple times since you will never know what to expect.

For example, in the demo stage at the AM Show, when completing the second lap around the track a previously unmoving Statue of Liberty (that isn't quite the Statue of Liberty) bears down a wheel, which it holds in the place of a torch, on the track in an attempt to destroy your vehicle – over and over and over again. This sort of environmental destruction plays a main part in Sega Race TV. Being able to negotiate between keeping the pedal to the metal and letting up enough to avoid being turned into scrap is a major contributer to the challenge of the game.

Sega Race TV is pretty polished despite not scheduled for release until next year. Though the controls can use a bit tuning up, the basic atmosphere of the game has already set the stage for it to become both a great parody and an impressive icon of American culture. It is an interesting take from a Japanese developer on what they “see” as being an over-the-top America that has essentially turned into a giant theme park. The basic cabinet is set up in a pretty standard fashion – sit down unit, gear shift, and rumble steering wheel. However in addition to these basic controls the game also adds a boost button. When the meter is filled you can press the boost button to accelerate to a true death-defying speed. In a lot of ways, this mechanic reminds me of the console racer Burnout.

The TV aspect of the game's name comes from its over-all presentation. Using voice-overs and camera cuts, Sega Race TV gives off the impression of being a television program broadcasting the race. Though it is somewhat minimalist now, Sega has stated that they intend on amping up the effects so long as it doesn't overall deter from the current gameplay.

There are also some customization elements in Sega Race TV. A player can utilize a basic password system to continue where they had left off in order to open up a customization area where different vehicles, tune-ups, and color changes can be unlocked. The more rivals and rankings you clear, the more of the game you open up via password. The game has a standard set of 8 different licensed cars, each able to be uniquely redesigned with spoilers, paint, sponsors, and more.

Sega has stated that Sega Race TV is being planned for a worldwide release, but outside of the March 8th date for Japan I am unaware of any set release dates for other regions. Several new location tests are being scheduled in the coming months, so I'll continue to keep my eye on Sega Race TV. I've been in the mood for a pure arcade racer for a while now, and Sega Race TV may very well be the one to scratch that itch.

Monday, July 16, 2007

Raiden IV Hands-On Quick Impressions

I’m a huge fan of the Raiden series (as I’ve probably said 50 million times). Though a lot of people have criticized the games for not evolving over the last 17 years, the fact that the game play is still as solid as it was when it first hit arcades is a testament to the game’s lasting effects.

While Cave and other companies have spent the last couple of years trying to redefine the shooter genre, Moss (and Seibu Kaihatsu before them) have held firm to Raiden’s roots and its quality through simplicity. Raiden III was a mixed bag because of this, and despite garnering positive reactions from long time fans of the series (and sticking around the top 20 list in Arcadia magazine), it was widely considered old news by those failing to see its appeal.

Predictably Raiden IV has set itself out from the get go to correct the faults of Raiden III and to provide a much more stimulating experience to help draw in a new generation of gamers.

After location tests in June 2006 and October yielded only mediocre results from players, Moss went back to the drawing boards for a bit of a redesign. The effect, while subtle, has changed the game from when it was first seen. The game is brighter, louder, and bigger right from the start. In fact, Raiden IV tries desperately to hold on to your senses right up until the final boss with it’s over the top explosions. In an environment as highly competitive as the Japanese arcade shooter scene, this is a necessary trait. If a game is not able to capture attention it will find more failures than successes.

The backgrounds in Raiden IV are far more detailed than those in Raiden III. However the ship models look like they have only been slightly touched up by Moss’s artists. The game’s difficulty level was improved, but it’s not really evident until you reach stage 3 or begin working on your second loop. The slow as molasses ship from Raiden III has been replaced, but the ship speed still borders on incredibly slow when compared to Raiden IV’s contemporaries. The scoring system was only slightly touched up from Raiden III with a new 5.0X multiplier added which only serves to increase the number of variables for those interested in score attacks or score competitions.

Despite Moss’s intentions (and even with the additional development time), Raiden IV is more of an upgrade to Raiden III than a full fledged sequel. In a lot of ways, Moss could have slapped a new label with a version 2.0 sticker on the old Raiden III cabinets and be on its way. As always with this series, there is nothing revolutionary about the way Raiden IV gets the job done.

And this is where the game has its primary flaws. Like its predecessor, Raiden IV succeeds or fails based on your previous feelings about the series. If you are of the belief that the game play and style of the game is a breath of fresh air in a genre otherwise crowded by bullet hell shooters, Raiden IV will be an enjoyable experience well worth finding in arcades or purchasing a port of when it hits systems in the future.

However, if you are of the belief that this style of shooter is a stale formula that shows a memorable but now archaic past, nothing in Raiden IV will convince you otherwise.

I will be posting images of the game and of the kit as well as hopefully a video or two a bit later this week. As a fan of the series, I'm happy with the purchase, I just don't expect any converts to Raiden based on Raiden IV alone.