Lionheart for the Amiga might be described as being like Thundercats except not lame. The story of the game is that Valdyn, a half-man/half-cat swordsman nicknamed Lionheart, is sent on a quest to retrieve the Cat People's priceless Lionheart jewel, which has been stolen by the evil wizard Norka. As an extra incentive, Valdyn's woman was turned to stone by Norka, so he needs to find a cure for her, too. Shortly after beginning his quest on the back of a flying dragon, however, Valydn is shot down by Norka's airship and crash lands in a forest far from his objective, so now he has to fight all the way across the land, through forests, swamps, volcanic lands, and the city and fortress.
Sunday, April 21, 2024
Lionheart (1993)
Lionheart for the Amiga might be described as being like Thundercats except not lame. The story of the game is that Valdyn, a half-man/half-cat swordsman nicknamed Lionheart, is sent on a quest to retrieve the Cat People's priceless Lionheart jewel, which has been stolen by the evil wizard Norka. As an extra incentive, Valdyn's woman was turned to stone by Norka, so he needs to find a cure for her, too. Shortly after beginning his quest on the back of a flying dragon, however, Valydn is shot down by Norka's airship and crash lands in a forest far from his objective, so now he has to fight all the way across the land, through forests, swamps, volcanic lands, and the city and fortress.
Friday, February 16, 2024
Volgarr the Viking (2013)
Volgarr the Viking was one of the old Kickstarter success stories, a throwback to Rastan intended to be particularly challenging and gameplay-heavy. "A game with no real challenge is like a cheeseburger with no meat...We're here to put the meat back in the cheeseburger!" the creators, Crazy Viking Studios, said, and they meant it. Volgarr the Viking is a tough game that demands practice and memorization of the best ways to overcome difficult parts.
Being a viking, Volgarr is resurrected by Odin and sent out to fight whatever happens to be in front of him. That's about the extent of the story, although there are multiple endings based on how you play and the endings reveal certain things, such as how Fafnir the Dwarf was transformed into a dragon. The creators weren't kidding when they talked about a "time when games were about the game, not about the cutscenes or cinematic presentation."
The pixel art isn't a lush knockout on the level of Henk Nieborg's work or the Metal Slug games, but it's solid enough and the graphics are very clear, with characters easy to distinguish from backgrounds at all times, which matters in a challenging gameplay-first game. Despite the Norse theme of the game, Volgarr will cut his way through a variety of Lovecraftian fishmen and lizardmen and other giant bugs and sea creatures.
The music is deliberately non-retro and features stirring compositions by Kochun Hu that stand up well to anything short of Basil Pouledoris's Conan the Barbarian score. There are many sword-and-sorcery B-movies that wish they had music as good as this game does.
To get into the details of how it plays, Volgarr can swing his sword and also throw spears that when thrown into walls also serve as platforms for him to jump on to reach high places. He can move while attacking with the sword but must stop in place to throw a spear. He can also double-jump in midair and stab downward while falling. Similar to Rastan but with a few extra wrinkles thrown in and making progress mostly means knowing which sequence of moves to make in particular situations. Volgarr also has various layers of protection. Get hit once and he'll lose his helmet, get hit again and he'll die. His shield can block attacks but it will break unless a reinforced version of the shield is picked up.
Unlike a lot of modern games, Volgarr doesn't feature liberal use of checkpoints or saving, so if someone plans to get good at the game, they'll do best to carve out some decent time for the game and be willing to die and retry many times until they master just a single level, never mind the whole game. And then even more so if someone wants to get the best possible ending.
Sunday, January 21, 2024
Sword of Ianna (2017)
Sword of Ianna is a sequel/demake of Blade of Darkness created by the Spanish Retroworks. The premise is that the player controls Jarkum, a descendant of the barbarian Tukaram from Blade of Darkness, who is called by the goddess Ianna to retrieve her sword and defeat another great evil.
Thursday, November 16, 2023
Vandyke (1990)
Vandyke is an overhead, vertically scrolling arcade game released by Japanese studio UPL (Universal Play Land). You control the typical muscular barbarian-type hero as he slices through hordes of monstrous enemies. You start out swinging a sword but can power-up by picking up alternate weapons such as a very long flail, bombs, or boomerang-like throwing stars. The game is very accessible, with easy to pick up controls (attack and jump), appealing graphics and music, and a fast pace.
You start out fighting enemies like giant scorpions, toads, and cavemen. The first boss is a mutant elephant with a snake-like man for a trunk. Level 2 introduces the undead skeletons and giant bats, with a medusa-like boss. So far, so normal.
Level 3 is when things start getting a little offbeat. Immediately after starting, the player is beset by what appear to be sashaying, giggling leather daddies with clawed gauntlets on their right hands. Combined with other odd enemies like the men trapped inside rolling disks and the way the hero (it's not clear if his name is truly Vandyke or why the game is called Vandyke at all) strikes bodybuilder poses whenever he grabs a health power-up, it becomes apparent that the game is something of a send-up. It doesn't go into all-out parody, but it's clearly not taking itself very seriously, either.
Beyond that, there's not much to say about Vandyke. It's a fun play but gets quite challenging by the end, and the reward for completing it is a simple screen of the hero looking content, not much more than a simple "Thanks for playing!" message. UPL and the particular creators' output was eclectic, but they didn't do any similarly themed games before or after Vandyke.
Sunday, October 29, 2023
Targhan (1989)
Targhan was the creation of Silmarils, a French studio with a knack for visually striking games with lush pixel art. The game's manual includes some backstory about where the hero, Targhan, comes from, stating that he comes from a village called Edengarfin and that he had grown up to be a great chief of his tribe, but that he left because a legend of an "Evil One" with a great secret kept him restless. The game covers Targhan's quest to defeat this evil wizard.
Targhan has the classic sword-and-sorcery hero's uniform: a great, chiseled physique; a long, thick mane of hair; short trunks with a belt; boots; metal wrist bands; a sword; and that's it. He can pick up a maximum of five sub-items like shurikens to use for distance attacks, healing potions, and necessary quest items like keys. He wanders through verdant European forests with deer trotting through the background, to crumbling ruins, to imposing castles. Most of the enemies are humanoids, sometimes rat-headed men and sometimes just men in scary-looking armor. Somewhat at odds with the S&S vibe is that you'll sometimes come up against elf woman archers and in one section you apparently invade a village of dwarves nestled among treetops, killing every guard that gets in your way. It seems the elves and dwarves are as bad as everyone else in this land.
Targhan resembles sideways hack-and-slash games like Rastan but in motion it's quite different. The animation is a bit stiff and the controls seem perhaps influenced by Barbarian's style of holding the fire button while moving the joystick to perform combat moves. When Targhan goes into combat against a humanoid opponent, the fighting is definitely more Barbarian-style, with the opponents hammering at each other until one falls, so it's important to master the timing needed to connect with your swings and hit the enemy before he hits you. Perhaps the creators envisioned a system of thrilling swordfights with impressive attacks and counterattacks, but in practice the most effective technique is generally to just hold the button down and never stop swinging straight ahead. The enemy will try to close in get hit, bounce back, and repeat until dead. For flying enemies like bats, just wait until they descend to attack and then nail them with one swing.
Assuming one gets sufficiently comfortable with the fighting and jumping, the game really becomes a puzzle/adventure game, about knowing which way to go first and which objects to gain to unlock deeper parts of the game. Occasionally Targhan will find scrolls with bits of text that provide hints, but also you just have to work it out through trial and error. For instance, one of the first things necessary is to explore an underground cave system, but obviously you can't see in the dark. The solution is to go back to the surface and wander until you see a small yellow pixie-like creature approaching you. Instead of killing it (which is possible), allow the creature to approach, where it becomes apparent that it's friendly and it begins to follow you. When you return to the caves, it transforms into a floating light source that allows you to navigate the caves without any issue. Like classic adventure games like King's Quest, it's probably helpful to try to map the game out and figure out where all important objects are and the most efficient path to collecting and using them. Then you just have to survive all the fights and vanquish the wizard to get an anticlimactic ending.
Targhan's no hidden gem but it's not a bad game to play as long as one is patient and willing to put up with its shortcomings for the sake of exploring its little fantasy world for a while. Although it didn't spawn any direct sequels, it wasn't the end of Targhan as a video game hero as Silmarils brought him back a couple of years later as a recruitable companion in its RPG, Ishar: Legend of the Fortress. He's classed as a barbarian in that game and is a tough fighter.
Monday, October 2, 2023
The Scorpion King: Sword of Osiris (2002)
Scorpion King: Sword of Osiris was released to tie-in with...The Scorpion King movie that spun off from Stephen Sommers's Mummy films. Often this means death for video games, but Sword of Osiris had the good fortune of being developed by WayForward Technologies, which around the time of the game's release had begun to distinguish itself by creating games that hearkened back to the glories of 16-bit console gaming in an era where 3D game design was still finding itself.
The game is meant as a sequel to the film and begins with the player controlling Kelly Hu's character, Cassandra, who is lured to a temple only to find that the villains, the wizard Menthu and his partner Isis, have tricked her into thinking they were keeping the Scorpion King Mathayus prisoner.
It's one of those fake-out levels video games sometimes use, where the player controls a side character who's meant to be killed/lose the big boss fight at the end of the level. Menthu and Isis defeat Cassandra and kidnap her while the real Mathayus enters the temple to rescue her, so the player repeats the same level but in a slightly different way because Mathayus, being the Rock, plays differently than Cassandra. He can switch between a sword (strong but more limited range) or dual sickles (weaker but covering more area), and he can use the sword to walljump to get to higher platforms. Once completing the introductory level, the object of the game is laid out: Cassandra mentally contacts Mathayus and directs him to uncovering a magical gauntlet called the Hero's Gauntlet, which will help him find the Sword of Osiris, the only weapon that can destroy the Scorpion Stone, which the villains are planning to use to conquer the world. The Hero's Gauntlet, similar to Thanos's Infinity Gauntlet, has four notches in the knuckles that are unlocked after the Mathayus defeats the boss enemy for each level. Picking up fire jewels sometimes dropped by enemies powers up Mathayus's weapons, lighting them up with flame and dealing double damage with each attack but taking hits from enemies depowers them until more jewels are found.
Sword of Osiris isn't a particularly difficult game. Enemies tend to have easy patterns to recognize and adapt to and the game generally avoids the sort of dirty tricks that were common in 1980s and 90s games; e.g., blind jumps leading to instant death. The main thing to grasp in terms of overcoming it is knowing which weapon to use in which situations. It's also not a very long game, with only seven levels, but ultimate victory could be delayed in that gaining the Sword of Osiris, needed to defeat the final enemy and unlock the true ending, can only be done by locating six runes that lie within treasure rooms hidden in each level beyond the opening. Being thorough will allow the player to find the runes but it's easy to miss one or two before you know what to do and that means restarting the game and going back through earlier levels. The game does have a simple password feature to note progress, so it doesn't have to be completed all at once.
WayForward's game are generally not very ambitious in terms of design, but they tend to be very competent and reliably fun meat-and-potatoes action games while sporting excellent pixel art and animation. Sword of Osiris was one of the first games that showed what the company could do - the next game it released after was Shantae, which is now known as a classic Gameboy Color title and the foundation of the company's signature franchise. Sword of Osiris is vibrantly colorful and adequately scratches an itch one might have for some classic side-scrolling hacking, slashing, and platforming. It's superior to any of Rastan's home ports, for one thing, and if it was released today with the license scrubbed off of it, it would probably be welcomed as a quality entrant in the retro game design scene. There's also an argument to be made that it might be better than its source material. The Scorpion King movie was serviceable but it didn't spark a sword-and-sorcery revival despite somehow spawning four more direct-to-video sequels. Sword of Osiris is probably more well-crafted as a game than The Scorpion King is as a movie, although neither is essential.
Friday, September 8, 2023
Bleak Sword DX (2023)
Bleak Sword was originally released on Apple Arcade in 2019, but got an expanded DX edition this year. It was intended by designer Luis Jiminez to do something like Dark Souls on a touchscreen, so it's all about brutal combat with a simple interface. You attack or dodge, with some basic variations, and defeating enemies requires you to study their patterns, make sure you're not in the way when they go for a big attack, and then let them have it while they're open. It's actually a pretty easy game, at least on the PC.
It has a striking presentation. The music is by Jim Guthrie, who was a big factor on Sword & Sworcery, which Jiminez cited as a major influence. The non-boss enemies are small and rendered in minimal pixel art graphics, but what leaps out about the graphics are the diorama-like arenas where the battles take place, some of which add environmental hazards like out of control mine carts.
The game definitely falls more in line with the modern grimdark style, especially the type popularized by Dark Souls. It's a grungy, seemingly hopeless world overrun with demons and slimy predators. Lots of undead and necromancy, with a hero who dutifully trudges through everything because it's really the only thing he can do. Just kill as much as he can until he hopefully ends whatever curse the king has foolishly unleashed. There's a sense of delirium that hangs over everything.
Supplemental viewing: Conquest
Tuesday, August 8, 2023
AmiGameJam 2022
This year's Amiga Game Jam happens to have had the theme of sword and sorcery. There were nine submissions made between October 31 and July 31, and voting is still underway for the next 11 days. Seems like a good idea to have a brief look at the entries (note that most are more like demos or even "proof of concept" than fully completed games).
It plays a bit like a fantasy version of Robotron and as Rogue-lite games go the difficulty curve seems relatively gentle. It's pretty generic fantasy - people often have differing ideas of what "sword and sorcery" means, as we'll see in some of the other entries - but it's fun, easy to get into, and the dungeons are just short enough to make it easy to play just one more.
******
Gothicvania, by Amiten Games, is clearly inspired by Castlevania. Infernal creatures are menacing the town of Valencia and it's up to warrior-sorcerer Sir Lucas to use his magical, fire-spewing sword to defeat them.
This could be a pretty good Castlevania clone if it's completed and such a game would be welcome on the Amiga since the official Castlevania port currently has a 2.98 turd rating on LemonAmiga. As it stands right now, Gothicvania is pretty rough around the edges, with awkward animation and collision detection. Hopefully the creators will continue working on it and fleshing it out.
******
The Last Dungeon, by PixelPlop, is a Zelda clone, specifically the dungeons that you play in the original NES Zelda. Unlike Zelda, you get a choice of protagonists, a barbarian or a wizard (literally sword and sorcery), and it's got a slightly grittier feel than Zelda, with details like bloody pentagrams on the floors and grislier enemies.
As an an attempt at recreating that Zelda feel, it works quite well and really just needs a bit of polishing at this point.
******
Rastan, by basementApe, is exactly what it seems to be: porting the original arcade game to the Amiga 500 as closely as possible. Rastan was ported to numerous systems but the Amiga never got it for some reason, but this version is gathering a lot of interest because it looks and sounds fantastic. It's not an exact translation - aspects of the arcade like the swinging vines have been replaced by moving platforms and the controls haven't been fully implemented - but if things keep up this could end up being the best home version of the game, exceeding even the Apple IIgs version.
******
King Arthur: Rise of the Round Table, by Latebit, is a beat-'em-up in which you control Sir Lancelot as he battles a gang of enemy knights. It doesn't last long (defeating all the knights seems to just restart the demo) but there's some quality pixel art, the combat is easy to pick up (high, middle, and low attacks) and the overall look and gory style recall the classic Moonstone. There's some real potential if they stick with it and expand it into a full game.
******
Jack in the Pit, by earok, involves you being knocked from a cloud into a deep pit, so you have to grow a beanstalk all the way back up while various elements try to rip it down from underneath you. The game was apparently created in only 48 hours but it's an impressive piece of work that looks and plays better than many games that have more protracted development times. It's not entirely clear how it fits the theme aside from being broadly fantasy, but at least it's fun.
******
Caravandalf, by Peter and Gordon Mackay, is a caravan shooter (trying to get as high a score as possible within a time limit) in which you control a wizard (Gandalf the Grey?) as he soars through the air blasting enemies. It could definitely use some music, but it's a fast-paced bit of fun for what it is.
******
Holiday, by lifeschool22, is a "photo RPG" that tasks you with surviving a vacation to Spain in 2018. You have to find items like sunscreen to help you survive the oppressive heat. What does this have to do with sword and sorcery? *shrug* Game jams!
******
Roguecraft, by Badgerpunch Games, is an Amiga expansion of Rogue 64, a Rogue-like C64 game the creators did a couple of years ago. It's the usual Rogue-like game in that you explore a randomized dungeon, most likely getting killed repeatedly as you learn how the game works and what potions do, but this one has a lot of style.
Not counting Rastan, which at least has the advantage of a classic arcade game providing a blueprint, this is the most impressive overall submission. The impressive graphics are reminiscent of HeroQuest and it generally seems like a fully finished game. It will be interesting to see how the judging goes, but the best of the lot would seem to be between this and Rastan.
Saturday, July 8, 2023
Dark Adventure/Devil World (1987)
Konami got in on the Gauntlet craze with its own 3-player take-off (its first 3-player game) called Dark Adventure, but they gave their game a different slant by favoring a pulpy, Indiana Jones theme instead of Dungeons & Dragons.
Dark Adventure's attract mode informs us that our three heroes, Condor (i.e., Indiana Jones), a pretty blonde reporter named Labryna, and Zorlock, another archeologist who seems inspired by Belloq from Raiders of the Lost Ark, are holding a press conference to announce the discovery of a strange sarcophagus. Condor slides open the lid, the box explodes with light, and the three characters vanish as a voice declares, "Those who tamper with the sacred ark...are DOOMED!" On starting the game, the heroes appear in a strange land of demons and the only way out is to fight their way through to the demon king and slay him.
Condor of course has a whip, Labryna a sword, and Zorlock a spear, and each can also fling sticks of dynamite around. As with Gauntlet, the characters' health steadily (and quickly) declines and can only be restored by picking up soda cans that occasionally appear. The monsters mostly appear from stone generators and exits must be unlocked by finding keys. Complicating things, however, is that levels often feature multiple exits and taking the wrong one can cause the players to loop back to levels they've already played. More powerful weapons, such as laser guns or bazookas can also be found occasionally, or power-ups that can speed up the characters or extend their melee range.
Dark Adventure makes a strong first impression. The graphics are quite nice, with an appropriately dark color scheme and characters that are taller and more detailed than Gauntlet's. The first level features you battling hordes of minotaurs and then suddenly the music picks up as a giant sword-wielding slime monster starts chasing after you, booming with each footstep. Killing this creature will cause it to collapse back into the muck, but if you linger too long the monster will reappear, so there's a sense of urgency created. Unfortunately, the game isn't consistent in keeping up this atmosphere and it feels like it played its best hand right away. There are some cool monsters and sights still to be seen - e.g., demonic trees that try to ensnare you, bat-winged men similar to those Solomon Kane fought in Wings of the Night, and lava-based levels with their own giants - but not much with the impact of that muck giant chasing you on the very first level. Among other creatures the come against you are rats, giant spiders, bats, and the undead skeletons do finally arrive relatively late in the game.
Konami also produced an alternate version for two-player cabinets called Devil World.
Devil World deletes the Zorlock character as an option, and includes some significant changes such as ditching the non-linear progression and starting the characters out with ranged weapons that can be upgraded with a Gradius-style system in which you pick up orbs that can be saved up and traded in when you have enough for whichever weapon you want. On the downside, the game is stripped down a bit in its rogues gallery and its audio presentation.
It never got a home port. Perhaps it just didn't make much money in arcades but it seems like the concept would have been good for an NES adaptation that could have shifted the design more toward something like a more horror-tinged The Legend of Zelda, similar to what Blood Omen did years later.
Wednesday, June 7, 2023
Diablo (1996)
Thursday, April 27, 2023
Magic Sword (1990)
A little while after doing Black Tiger, Capcom took another crack at "Heroic Fantasy" with Magic Sword. Up to two players can take control of a hero who must ascend 51 floors of the Dragon's Tower, defeat the wizard, Drokmar, and destroy the Black Orb that gives him his power. Wizards and their towers...
Unlike Black Tiger's leaping and climbing gameplay, Magic Sword places more emphasis on plain hacking and slashing through mobs of enemies, although some areas do require the player to leap across deadly pits. Magic Sword's primary gimmick is that the player can collect keys that unlock prison cells throughout the tower, freeing their inhabitants (who call out to you with poorly translated lines like "Get rid of me!") so they can fight alongside you. The other party members - Amazon, Big Man, Ninja, Thief, Wizard, Priest, Knight - have particular strengths and weaknesses. Collecting a magic ring will allow you to recruit a Lizardman, arguably the best companion, to your side. The player can also collect various power-up items that have effects such as raising attack or defense or revealing locations of hidden chests. Altogether, the game has a lot of options to test out so the player can settle on what they like best.
At first the number of floors to go through will seem daunting, but as it turns out most of the floors can be cleared very quickly, especially if you just want to move along instead of trying to clear out every single chest on every floor. Every few levels a boss enemy will be revealed, usually a variation of a dragon or chimera. The pacing and user-friendly controls and gameplay help offset the game's running time, making it easy to jump in and start cutting through the enemies, who respawn quickly, freeing prisoners, breaking open treasure chests, and charging for the doors to the next floor.
The graphics are of Capcom's usual high quality, colorful and with well-defined characters. The main hero, shirtless with his long braided blonde hair, is reminiscent of John Jakes's Brak the Barbarian. Manami Matsumae contributes a dramatic musical score. A relatively uncommon feature for arcade games but something that had been appearing in some PC and console games at the time was giving the player a choice between a good or bad ending after defeating the wizard. You could either destroy the Black Orb as directed, or allow yourself to be corrupted by taking it for yourself.
Thursday, March 16, 2023
Gauntlet II (1986)
Gauntlet II, once again designed by Ed Logg, is so similar to the original that it feels more like an expansion to the original game than a true sequel. In fact, it was sold as a conversion kit for the original arcade cabinets. It looks and sounds largely the same, but it adds a lot of gimmicks, mostly involving the environment.
Players are now free to choose the same class if they want, with their characters distinguished by their color. Players can push certain blocks around, there are more environmental traps like pools of acid that shift about, teleporters, and force fields that drain health. One of the most entertaining additions is the addition of a Tag mode in which a character can become "it," causing every monster to seek them out until the player can tag a partner and make them "it" (becoming "it" in single player mode makes no difference since the monsters all want to kill you regardless). It's possible to pick up items allowing extra abilities to the player, such as ricocheting shots off walls.
There are a handful of new monsters to fight, the most noteworthy being a giant fire-breathing dragon that takes an enormous amount of punishment before going down.
Although it has a lot of the same flaws as the original, the additional gameplay elements lend it a little more longevity and liveliness as the game can keep the surprises coming for a while.
Wednesday, March 8, 2023
Warrior Blade: Rastan Saga III (1992)
The game doesn't appear to share much talent with the previous two games in the series, aside from Masahiro Takaki on music, and it seems that the big plan for the game and getting the series back on track was to largely ape Golden Axe. Instead of a purely horizontally scrolling experience, characters have a bit more room to maneuver up and down and it plays like a traditional brawling game as cooperative players try to take down groups of enemies without being surrounded and struck down from behind. Instead of simply swinging his sword, Rastan has a set of moves he can use, such as charging attacks and even grabbing enemies so he can bash their faces with the pommel of his sword or fling them at their partners. It's mostly standard stuff for the genre, only distinguished by the fact that few games besides this and Golden Axe use a S&S theme.
The graphics look great. The characters are large and well-detailed. Rastan in particular looks very much the Conan clone he was always intended to be, like he stepped out of a John Buscema or Neal Adams drawing. Enemies include classic sword-and-sorcery types like serpent men, rival tribesmen, armored knights, living skeletons (of course), fishmen, and cloaked wizards. Some of the boss enemies are quite befitting of the genre, such as the skeleton of a dead king on his throne that moans "help me" as demons fly out of his carcass, or a giant tentacled sea monster. The stages, most of which can be selected in any order, have names like The Enchanted Castle of Zananstaff, Mahadidekaradi Spiral Tower, or The Palace of Black Demon Religion. There are also interlude stages in which the heroes engage in battles on horseback or while rising into the clouds on the backs of dragons. The heroes themselves don't use a lot of magic, but amusingly you can occasionally summon a wizard and can force him to cast screen-clearing spells on your behalf by booting him in the ass until his meter is spent.
In its own time, the most eye-popping thing about the game was that it used a gimmick Taito had previously busted out for its Darius and Ninja Warriors games, which was to place two monitors side-by-side in one cabinet to create a widescreen image. Not a big deal now, but it really made games standout in arcades back then.
At the game's conclusion, Rastan, mercenary as ever, divvies up the winnings with his friends and parts ways with them, frustrated that he hadn't found what he was looking for and continuing to seek a kingdom for himself. And that was the end of Rastan's adventures in video games, not counting a half-assed attempt years later to throw him in a different barbarian-themed console fighting game.
Tuesday, February 28, 2023
Cadash (1989)
A couple of years after releasing Rastan, Taito and designer Hiroshi Tsujino unleashed Cadash, which might serve as an indication of how the tides had shifted in fantasy since the decade had begun. Cadash broadly resembles Rastan in that both games were side-scrolling hack-and-slash types (there was no crossover between the teams behind each game), but while Rastan was a pure sword-and-sorcery experience that was made to be a sort of unofficial Conan game, Cadash is a multiplayer, party-based game that tilts more toward the sort of high fantasy that had come to dominate the genre by 1990.
Up to four players can play Cadash simultaneously, each person choosing from a fighter (the closest to the older Conan/Rastan type), a magician, a priestess, or a ninja, each of course with particular strengths and shortcomings. Perhaps following Gauntlet's example a bit, or simply riding the RPG mania that gripped Japan after Dragon Warrior and Final Fantasy blew up, each character has a set of hit points, upgradable equipment, and experience levels, and before getting to the monster fighting players can wander a town speaking to NPCs to get hints about what to do; e.g., when in the gnome village, you need to find a magical item that will shrink you down to their level so you can enter their homes and shops and teleport to the next continent over. Instead of simply going in one direction, the dungeons are somewhat nonlinear and exploration could lead to finding chests with extra power-ups, although a time limit meant the players needed to stay focused on the goal.
By the time Cadash was released, people were starting to perceive Dungeons & Dragons as less of the classic sword-and-sorcery experience it was at the start, where adventures were often just about taking care of localized issues or simply raiding dungeons while picking up a lot of cash, and more like epic adventures where parties were akin to Tolkien's Fellowship of the Ring and the fate of the world, if not all creation, was at stake. The story in Cadash is that demons are rising up to conquer the surface world behind their leader, Baalogue, whose name is a mistranslation of Balrog. Baalogue kidnaps the king's daughter, so the king hires the heroes to get her back and end the menace.
It's a reasonably entertaining game, especially with more than one player, and it being not terribly long offsets how the level design can be a bit dull. It's not nearly as visually or musically inspired as Rastan, but it's not bad in those aspects, either.
Friday, February 3, 2023
The Witcher 3: The Wild Hunt (2015)
Tuesday, January 17, 2023
Victor Vran (2015)
It's hard to look at Victor Vran, a monster hunter in pseudo-Elizabethan gear with a wide-brimmed hat, and not think he looks at least a little reminiscent of Solomon Kane.
Victor Vran's mission in his game, designed by Haemimont Games of Bulgaria, is to cleanse the Eastern European-ish city of Zagoravia from an infestation of demons that have completely upended the place. The only survivors left are the city's beautiful young queen, her guards, and some advisors. Many other demon hunters attempted this before Victor, but he's the last one (besides a young woman who also appears shortly into the game). The good news is that Victor has special abilities that he gained from making a deal with the devil in the past (so he's maybe more akin to the movie version of Solomon Kane...).
Victor must use melee weapons, ranged weapons, bombs, and demon powers to exterminate the hellish vermin from Zagoravia. There are undead skeletons (our old friends), giant spiders, vampires, zombies, ghostly apparitions, living gargoyles, and elementals, among many others. The gameplay is inspired by "action RPGs" like Diablo, but with a more direct, action-oriented approach compared to Diablo's furious mouse-clicking gameplay. Victor Vran plays better with a gamepad as Victor doesn't just run and attack but can dodge-roll and even execute wall-jumps to access areas at higher elevations. There are also no classes for players to choose - Victor always begins the game the same for all players but can be slightly customized as he levels up and players decide what style of Victor they prefer. Fundamentally, it's still rather similar to Diablo, though, in the sense that the game is viewed from a distance above the action and Victor must annihilate literal hordes of nasties and then pick up money and weapons they leave behind before progressing. Many of these weapons have only minor distinctions in terms of damage output and specialized effects and are best sold for extra money back at the queen's castle.
Despite the flexibility offered through Victor's abilities, the game isn't very much about elegance in its combat. Overcoming the game's challenges often comes down to simply hammering at everything in front of you and making sure your lifebar doesn't erode faster than theirs, but if it does you can just hit a button for the health potion and renew yourself, and health refills aren't rare. One of the game's attempts to offset this matter of attrition is through challenges for each area, such as requiring that you rush and defeat a certain number of monsters within a restrictive time limit or equipping things that will deliberately handicap you. It's not a very difficult game otherwise, and it's relatively short, which is probably for the best considering its repetitive nature.
The graphics are quite nice. The regions you explore are full of gloomy detail and the environment tends to get smashed up as you battle through without ever losing an important sense of clarity for the player. It's easy to get caught up in just running around the game's crypts, smashing up the sarcophagi, hoping money or health potions will fall out like you're in a world of piñatas. This does tend to happen in a lot of RPGs, where players are trained to rummage through boxes and barrels for special items.
Conceptually, the monster hunter gimmick might remind some of the Witcher, especially in modern times, and the game very much plays into that by casting Geralt of Rivia himself, Doug Cockle, to play Victor. Cockle doesn't do much to differentiate the heroes from each other and if you were only listening to the game you might easily confuse it for another Witcher installment. The game's voice acting is fine, but the story itself is uninspired and generic and feels bolted on top of the game instead of woven into it, which seems to have been the case as the game spent a while in Steam Early Access and the story was apparently one of the final elements added before its official release.
Thursday, January 5, 2023
Valfaris (2019)
Valfaris is a semi-sequel to Slain, overseen by Slain's team of Andrew Gilmour and Thomas Jenns. While Slain was a straight fantasy that emphasized swordplay, Valfaris shifts to a sci-fi theme in which the hero wields guns as much as melee weapons. It might be coincidental, but the death metal/gothic/space opera mixture of Valfaris makes the game come across like what you might get if someone decided to combine Contra with Warhammer 40K, especially the old school extra++ grimdark 40K of the 1980s.
Sunday, December 25, 2022
Batbarian: Testament of the Primordials (2020)
The reason it's called Batbarian is because you control a barbarian and his sidekick, a magical bat. The game opens with them being chased off a cliff by a horde of ogres. The barbarian falls so long that the game introduces you to its sense of humor by doing a gag based on the guy falling so long that he starts getting bored. Eventually he hits the ground, deep inside a cavern. He picks himself up, reunites with his bat friend, and they head off to figure out how to escape this strange place.
The game is a Metroidvania with the gimmick that the bat is luminous and can be manipulated by tossing different kinds of fruit for it to eat, and you can get power-ups that allow you to switch among different elemental affinities. Up against an ice-based enemy? Switch the bat to fire mode to make the enemy thaw enough for you to damage it with your sword. Some switches are operated by light, so you'll need to toss a fruit over to the switch so the bat's light will turn on the switch and open the door or create the platform you need to advance. It's an interesting concept in a genre that has rapidly become crowded over the last decade.
It's a light-hearted, humorous game, with the humor slanted more toward farce. It's not funny in the same way as Age of Barbarian, where the humor is based on a specific familiarity with the genre, but more like something you'd find in the old Dragon magazine comic strips, broadly poking at fantasy cliches. Sometimes it's genuinely funny, but most of the time it's merely smile-inducing.
It's a pretty nice-looking game. The graphics are a bit on the miniaturized side, but they still convey a lot of personality and atmosphere. On the downside, between the player character, the bat, and the extra sidekicks you can acquire through the course of the game, things can get very chaotic when combat picks up a lot. Are you tracking your guy or your partners along with the bad guys?
It's also probably one of the more challenging examples of its genre. Metroidvanias tend to emphasize exploration more than anything else and often make the player feel very powerful by the end thanks to all the powers you gain, but Batbarian likes to make the player work for everything by throwing out increasingly tricky combinations of enemies and requiring deft handling of the hero, the bat, and your partner. Although there's an RPG-like leveling system, upon a level-up the game presents the player with a slot machine that, based on when you click, will determine if your offense, defense, or "awareness" increase (awareness seems to increase the radius of the bat's illumination?). The slot machine isn't too hard to use, but it's also a needless bother and if you're not paying attention to it, you might get stuck picking up more awareness increases than is advisable and then handicapping yourself in terms of attack/defense power by the later stages of the game.
The biggest issue the game has is that it's yet another pretty good Metroidvania in a genre that's stuffed with similarly pretty good examples. You could pick it up and have a decent time playing it, but you could say that about many other games as well and when really top level games like Hollow Knight are out there, you need to be better than just decent to stand out. The barbarian theme is amusing but not explored very deeply beyond gags about how he expresses himself in dialogue scenes (do you pick the brutish option or the eloquent one?).
Friday, November 11, 2022
Doman: Grzechy Ardana (1995)
Doman: Grzechy Ardana (Doman: Sins of Ardan) is something of a Golden Axe clone based on a Polish sword-and-sorcery comic drawn by Andrzej Nowakowski.
The player controls one of two characters, Doman himself or his sidekick Baurus, that I assume are the heroes of the comic (it's hard to find information about Doman in English...) and you simply walk down a path slaying everyone dumb enough to get in your way.
The moves are heavily inspired, if not outright swiped from the classic Barbarian, and the controls are similar in how you hold the fire button and then push a direction to perform a specific move. Holding the button and pulling away from an enemy will execute the famous twirling decapitation attack from Barbarian, for instance, and it will decapitate the enemy if their health bar is low enough.
The game was created by World Software, which caused a brief mid-90s stir in Eastern Europe through games that were crudely made but hilariously over the top in their gore and general subject matter. The year before releasing Doman, they made a beat-'em-up called Franko: The Crazy Revenge!, which involved a couple of heroes cleaning up the streets by splattering the blood of street punks all over the place. Not a particularly well-made game, but memorable and funny in a time when simply being edgy and gross was enough to ensure a certain amount of attention. Doman is a bit more advanced than Franko, but only just so. The graphics are little more refined and the controls are a bit easier to use, although it's still very difficult and, like Franko, the levels do go on for a bit. There are some between-level cutscenes and you get the occasional image of Doman reclining on a throne just like Conan did in the movie. The game could have used something like at least one layer of parallax scrolling, but you get the sense that these guys were just having fun cranking out games they wanted to see and were lucky enough to get paid for doing so.
Tuesday, October 4, 2022
Battle Axe (2021)
Battle Axe is the Kickstarted brainchild of Henk Nieborg, who wanted to create a game inspired by Gauntlet, Golden Axe, Knights of the Round, and Capcom's Dungeons & Dragons games. The game itself doesn't explain much of a story (not a big deal), but the Kickstarter campaign outlines a Seven Samurai-like scenario in which an evil sorceress sends her orks out from their northern wastelands every seven years to round up new slaves. The player chooses from a selection of three heroes who have answered the pleas for help from the populace: a red-haired pirate who lugs a cannon on his shoulder, a dark elf woman who wields twin blades, and an old wizard.
Nieborg got his start in the early 90s, coming out of the German demoscene and doing graphics for Thalion, working on Ghost Battle, Lionheart, and Ambermoon. After Thalion dissolved, Nieborg's art showed up most prominently in The Misadventures of Flink and the Lemmings spin-off, The Adventures of Lomax. His pixel art stands out especially for its verdant colors and details. He's hung around the industry and has worked in 3D, but with the resurrection of pixel art in indie games, there's now an opening for him to be appreciated for his art in ways that weren't there before. Lots of games feature pixel art, much of it well-done, but there's a repetitiveness to a lot of it, as if the creators were all imitating or taking their lessons from the same sources. Nieborg is an original with his own style. He's one of those sources that the newer developers are aping, much like how many fantasy artists take cues from Frazetta but rarely get the sense of color and mood that Frazetta was so great at.
So Battle Axe is a very nice-looking game. It's on the cartoony side but only just so. It's not meant to be really heavy in terms of mood. A recurring aspect of the four levels is that the action mostly happens on a floating plane, so a bit of parallax scrolling can happen in the background despite the overhead view. Nieborg chose to base the game's resolution on the Sega Megadrive, but it looks more advanced than what a real 16-bit console could do, more like something that would have been released for the Neo Geo. It really does feel like a long-lost Neo Geo game, albeit one with music by Manami Matsumae, who worked on Capcom games like Magic Sword.
In terms of how it plays, Battle Axe does play a bit like Gauntlet in the way it involves monster generators that have to be wrecked, but what it most reminds me of is a fantasy take on Shocktroopers (see? Just like a Neo Geo game). It's fast-moving and quite challenging even on the easy setting. It's easy to get tripped up on traps, especially since the view is a bit more zoomed in than in Gauntlet. The screen can get a little busy at times, somewhat obscuring the gameplay, but it's doesn't cross the line into feeling unfair (contrast with Xeno Crisis, a game Nieborg didn't design but contributed graphics to. A decent but often frustrating experience). Each character has melee or ranged attacks and a rechargeable special move. The game has attracted some criticism for its short length (only about 30 minutes to complete), but that ignores that the game's difficulty will require most players to spend some hours learning the stage design and monster placement and figuring out which characters are most agreeable to their style. There are no continues - you have to finish it in one shot, die and you have to restart. The game is relatively expensive for an indie production, though, and it's advisable to wait for a sale on it.
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