Chris Ingersoll

Mega Man 10

March 21, 2010

Two years ago, fans of the “classic” Mega Man series were knocked off their sofas with the announcement of Mega Man 9, a retro-revival of the franchise that dominated the NES like no other third party offering could. We downloaded it from the Wii Shop Channel, fired it up, and loved every spike-riddled jumping minute of it. Heck, I personally named it my Game of the Year for 2008, and I didn’t even bother with any of the additional downloadable content like Proto Man and Endless Mode.

Now imagine my reaction late last year when I heard that Mega Man 10 was going to hit in early 2010. 

Mega Man 10 does very little to stray from the formula that has been tried and tested for over 20 years. Eight new robot masters wait for you at the end of thematic stages filled with tricky jumps, dangerous traps, and annoying enemies. Beating one of these renegade robots allows you to claim his weapon as one of your own, giving you more options as you progress through the game. Even after ten iterations (not to mention the X and Zero spinoff series) the Mega Man team still manages to come up with some insidious new tortures, like the see-saw platforms in Blade Man’s stage or the sandstorms that periodically sweep through portions of Commando Man’s lair (and threaten to sweep you into spikes and/or pits). Just about every one of the stages has something new, in fact; the initial segment of the final stage might just be the crowning achievement of the entire franchise.

While the platforming action is still as devious as ever, where MM10 loses a little steam is with your new toys. Like MM3 following MM2‘s broken Metal Blades and other solid weapons with clunkers like the Search Snake, Top Spin, Needle Cannon, and Spark Shock (that’s half of the weapons available for those counting along), the arsenal in MM10 isn’t nearly as fun as the offerings in MM9 (which were all fairly awesome — or at least useful). Several of the weapons are actually more effective when you miss with the initial projectile, and a few are just awkward to use in general (the Thunder Wool you get from Sheep Man sadly belongs to both of those categories). Other than experimenting to figure out which weapons cause the most damage to bosses, I spent a good deal of my time in MM10 mostly using the Arm Cannon, and I didn’t even have the excuse of a powerful charged shot like with the later (non-9) games. 

Of course, that’s me speaking as a series veteran whose formative years were spent perfecting runs through Quick Beams and disappearing blocks. The more recent gaming generation(s) didn’t have dormant muscle memory to help them out when MM9 flung them into beds of instant-death spikes, nor were they protected by the hard-wired paranoia of nasty enemies leaping out of pits and slamming into you mid-jump. To put it simply, MM9 handed them their faces and never apologized — until now. In addition to having Proto Man available from the start (although his runs will not count for certain online scorekeeping), MM10 offers an “Easy” mode specifically designed for newcomers. The enemies are weaker, your weapons are stronger, stages are littered with pickups that restore ALL of your energy (making a surprising return from the original MM title) and many of the trickier jumps feature additional platforms that will catch you where only sudden death awaits you on the normal difficulty. Don’t be fooled: there are still PLENTY of ways to die, even with the “kid gloves” on, but it is still a vastly easier experience compared to the norm — or, heavens forbid, the unlockable “hard” setting (which even I won’t touch). My run through normal officially finished after 3.5 hours, although in reality my multiple “learning” trips through the final stage probably brought my total to nearly 6; by contrast, my post-victory run through Easy (using Proto Man, who is a little weaker than Mega Man in several aspects) came in at just under an hour with no continues (and only a handful of lives lost). Granted, it helped that I already knew what to expect, but that’s still a striking difference.

Ultimately, MM10 is still the same rock-hard old-school platforming that fans of the Blue Bomber have come to love and expect, but somewhere along the way it lost a little of the nostalgic charm. That said, the easy mode makes MM10 a better option for new fans just getting into the series before they “graduate” to normal mode or MM9 (not to mention the classic games available on the Virtual Console), and series veterans will still love what MM10 has to offer (especially some of the achievements/challenges). It just isn’t quite the must-have that I felt MM9 was.

Plays like: Guess. Go on, guess. Here’s a hint — it’s the tenth game called “Mega Man”.

Pros: Easy mode is a great option for those who need/want it; platforming insanity is still there for those who love it

Cons: Most of the weapons are outright useless except to exploit boss weaknesses

 

Glory of Heracles

March 21, 2010

Glory of Heracles is the latest game in a series centering around the legendary Greek hero, but the first to make it outside of Japan. From what I understand, usually Heracles is the primary character, and while that’s technically true this time around there are two other characters in the game who are claiming that name as their own as well (one of them is a party member, the other an NPC). This identity confusion is coupled with a group of amnesiac characters who are all immortals but none can remember why they are so blessed/cursed. Their journey of discovery is an interesting one, and there are several twists along the way to keep you guessing. 

The combat system used in the game is as much of a throwback as the source material, but it too has some interesting tweaks that . You give all of your characters their commands and targets for the round up front, and they are generally locked into those choices even if circumstances change during the turn. Sometimes this means that they are attacking already-incapacitated enemies, but the game actually has an “overkill” system that rewards this with replenished MP; if a character’s target is overkilled prior to his action then he will randomly select a new target if any are available. Complicating things a bit are front and back rows for each side, and different weapons have different reaches. There are also various skills (both active and passive) that can be employed for more impressive attacks than basic blows; some of these skills are learned via leveling up after praying at various temples, but a good deal of them are granted by whatever you have equipped. Managing the skills of your gear is a key part of the game’s strategy.

The real attraction to the combat, however, is the magic. The magic bestowed by Prometheus (who famously stole fire — aka magic — from the gods and gave it to man), uses five flavors of ether, indicated by meters at the top of the screen.  Usually ether is converted from fire/water/earth/air into “dark” or vice versa. If there is insufficient ether to power the spell when it comes time for you to cast it, you will suffer a backlash loss of hp that is usually pretty significant. You can also intensify your magic (and some skills) via QTE-like touch screen microgames, which keeps your attention on the action instead of just mindlessly mashing the A button. The effects themselves are over-the-top and crazy; you have the option of full, brief, or no animations, but even if you’ve selected to watch them you can always skip them, which is very welcome.

Overall, I enjoyed Glory of Heracles over most of the 32 hours I put into it; there are some camera issues in the 3D towns, but you just learn to deal with it. There’s also a New Game+ feature, but you don’t actually carry over any skills or equipment; you get to skip the tutorial and some other options are unlocked, but I didn’t really explore it that deeply. It’s a fun adventure and worth your time; nothing really ground-breaking and must-own, but Glory of Heracles is unique enough to stand out in the crowded DS RPG library.

 

A popular subset of board games are those that are effectively role-playing games without the actual role-playing (not terribly unlike video game RPGs). They typically feature plastic miniatures, interlocking cardboard tiles, a booklet of scenarios, and lots of dice; one player is usually designated as the antagonist and controls the enemies and traps while the others represent the heroes and typically work together to defeat the scenario. 

Claustrophobia, designed by CROC and published by Asmodee, is one such dungeon crawl, although featuring play for only two players. It borrows the setting and theme from a previous game by the same designer (Hell Dorado), in which desperate humans on a devastated Earth have actually attempted to colonize parts of Hell. Needless to say the resident demons are less than thrilled about the existence of “New Jerusalem”.

One player is in charge of various human characters. The main human warrior (in most scenarios) is called The Redeemer, who has special abilities that vary from scenario to scenario; the remainder of the human player’s forces are comprised of condemned prisoners conscripted into service and come in two varieties: hulking Brutes and nimble Blades for Hire. The actual composition of the humans’ party varies in each scenario, but never exceeds five Warriors (two Brutes, two Blades, and the Redeemer). The humans also have a small number of advantages (special one-use cards dealt out randomly from a deck of fifteen) and occasionally some additional equipment like shields or even a blunderbuss.

On the other side are the Demons and their seemingly endless hordes of Troglodytes. Each scenario has a specific type of Demon, with its stats and abilities indicated on reference cards; the demon player can usually only summon their Demons twice per scenario and never have more than one in play at a time (mostly because only one Demon figure is included; they have access to up to eleven Troglodytes, however). Troglodytes pretty much define “cannon fodder”, but can gain various abilities temporarily via the “Board of Destiny,” which I’ll get to in a minute. The demon player can also draw Event cards that are largely analogous to the humans’ Advantages.

The turn sequence starts with the human player rolling action dice equal to the number of warriors they have in play. Each die is then assigned to one of the warriors, which will determine their movement, combat, and defense skills for that turn; the Redeemer’s gifts also trigger off specific values being assigned to him. Then in the humans’ action phase each warrior can move and explore the catacombs, drawing a random dungeon tile from the stack and having the demon player position it on the table; warriors can also engage in combat either before or after moving (but not interrupting a move; if you move first, you stop once you fight). Once all of the human warriors have performed their actions the game moves to the Threat Phase.

During the Threat Phase, the demon player rolls at least three “Dice of Destiny” and assigns them to his Board of Destiny. This board contains ten spaces with varying requirements (“two even dice”, “a total of seven”, etc.) and corresponding effects. After assigning dice, the demon player may summon warriors by spending Threat Points (usually accumulated via one of the Board’s options); Troglodytes cost one TP each, while Demons require five. There are restrictions, however: demons can only be summoned on tiles with at least one unexplored passageway, and only if no human warriors are present on that tile. A key part of the human player’s strategy will be managing exactly where the demon player can summon enemies; of course, there are abilities on the Board that can circumvent these limitations, so no position is truly “safe”. The demon player then gets an action phase just like the human player and then the process repeats until the scenario is over.

Movement is governed by two inherent rules. The “Tunnel Size Rule” that prevents any more than three warriors from each side from being present on a given tile; some tiles are exceptions and allow either only one or up to five from each side. The other governing rule is the “Blocking Rule”, which prevents a warrior from leaving a tile if he is outnumbered by opposing warriors. Some warriors have abilities that modify the Blocking Rule; Brutes have the Impressive talent which basically imposes the Blocking Rule on all opponents at all times, while Blades have the Elusive ability that allows them to ignore the Blocking Rule entirely. There are ways for the demon player to access these talents as well, and if those two abilities are ever in conflict they simply cancel each other out and the normal Blocking Rule is in effect.

Combat is quick and simple. The active warrior selects his target (all Troglodytes on a tile count as a single target) and then rolls a number of dice equal to his combat score. Every result that equals or exceeds the target’s current defense score (usually three) causes a wound. It only takes a single wound to slay a Troglodyte, but Demons usually take several hits before they go down. When a human warrior receives a wound, the human player chooses one of the lines of action to “turn off”; an action die assigned to that line in future turns results in the warrior being “exhausted” and unable to move, fight, or put up more than a token defense. The sixth wound dealt to a human warrior kills him.

A scenario can usually be completed in around 45 minutes to an hour. But despite only allowing two players to go at it for such a short time, Claustrophobia consumes a TON of table space. The dungeon tiles are enormous, approximately five inches square of extremely thick cardboard. Many scenarios require at least ten of these tiles laid out in a serpentine manner. Then there are the human player’s card stands, which are one of the neatest innovations offered by the game if a bit bulky. These stands hold reference cards for the human warriors and has indentations to accommodate the action die and damage markers. On the demons’ side of the clutter is the Board of Destiny, made of the same heavyweight cardboard as the dungeon tiles but about eight inches square, plus his accumulation of Threat Points. Then you need space for rolling dice, unused miniatures (mostly on the demon side), referring to the scenario in the rule book, and two small decks of cards. It all adds up rapidly, to the point where an eight-foot table that can normally accommodate three one-on-one games is dedicated to just this one game; anything smaller will probably require some compromises.

But greedy spacial requirements aren’t necessarily a reason to dismiss a game. Unfortunately, a high price tag often is. In addition to thirty-six thick dungeon tiles, cardboard reference cards that are placed in plastic stands, a dozen dice, plastic damage markers, and various cards and tokens, Claustrophobia also includes seventeen fully painted miniatures! That all combines for an MSRP  of around $65, which can be a lot to ask for a one-on-one game. It’s a solid game (both mechanically and literally) with some neat features, but there are better games available for much less (and to be fair, a few that cost more, like Agricola — although they usually support more than two players). If you can find this for less then retail it should become more appealing, as few games of this nature can boast such a short session time. Regardless of what you’re willing to pay for it, adding to the value of Claustrophobia is the fact that additional scenarios are available online from the creators, expanding the game beyond the six that are included in the box; also included is a bidding variant that allows advanced players to modify the existing scenarios to provide a further challenge.

 

Otaku wrestling enthusiast/assassin Travis Touchdown returns to the Wii two years after successfully climbing the ranks of the United Assassins Association. He still has his beam katana (originally won via online auction), he still has his pro wrestling moves, and he still has the hots for UAA head Sylvia (despite how she screwed him over the first time). But things have changed in Santa Destroy since Travis’s last appearance…  and Travis is motivated by more than just the prospect of Sylvia’s affections.

The main theme in this rare sequel from “punk” producer Suda51 is revenge — and lots of it. Travis is seeking to avenge the murder of his best friend, which in turn was motivated by revenge for actions Travis committed in the first No More Heroes. As Travis mentioned near the conclusion of that game, “vengeance begets vengeance,” and this vicious cycle will take Travis all the way to the top once again. Of course, due to the rise in popularity of the UAA thanks to the previous game, the competition is a bit more fierce this time around — and Travis has to start over from Rank 51. 

Working his way up through the UAA rankings won’t be quite as tedious as it was last time, however. Travis no longer has to earn entrance fees for his rank fights (the UAA has a lucrative corporate sponsor in Pizza Batt — formerly Pizza Butt in the first game), for starters. Of course, he can still take on odd jobs to raise cash for training, clothes, and new equipment if he wishes. Travis’s strength and stamina training as well as most of the jobs this time around are all presented as NES games, with all of the “Nintendo hard” difficulty that entails. Further streamlining the process is the removal of the (intentionally) dull overworld from the original; as soon as Travis leaves his room, all he has to do in order to get to his next location is select it from a menu; also gone is the need to sign up for each job before actually being able to go there.

With all of that padding out of the way, NMH2 is a much faster-paced title than its predecessor. None of the action has been cut; Travis still carves through a variety of mooks with relative ease, sending blood and cash spraying everywhere as he finishes them off with deadly strikes or crushing suplexes. Travis has a couple of new tricks up his sleeve, including a new “Darkside mode” that literally turns him into a tiger and an “ecstasy gauge” that fills as he hits enemies without receiving damage; when full, Travis can unleash a Darkside mode on command rather than needing to rely on a post-deathblow random chance. The controls work exactly as they did last time, with Travis able to mix up high and low strikes and physical attacks to get past his enemies’ guard. A new option this time around is to play using the Classic Controller instead of Remote and Nunchuk, probably due to the large amount of 8-bit nostalgia throughout the game. Further mixed into the play are a handful of stages played using characters other than Travis, each with their own unique abilities. A few other diversions include a “bullet hell” style shooter based on Travis’s favorite anime series and and a small sidequest where Travis tries to get his cat Jeane back into shape (she got overweight in the interim between games).

Of course, the main attraction to NMH2 is the same as the original: the boss fights. There are over a dozen of these battles (not the fifty-one that Travis’s initial ranking might suggest, as awesome as that would have been) most of them are as over-the-top as the originals. After completing the game a “deathmatch” mode is unlocked that allows you to replay these fights; they will come at you on the also-unlocked “bitter” difficulty, so be prepared for some epic encounters.

NMH2 isn’t perfect, however. Much like the original game, parts of the sequel are intentionally a bit “off”, like the one returning 3D job (the least-liked one from the first game) and the fact that the overall storyline and characterization seems to be pretty flimsy at first glance. Suda51 always injects his games with a heavy dose of symbolism, and not picking up on that can be detrimental to seeing the game as he intended. Fortunately, NMH2 is still quite enjoyable even if you miss the fact that, say, the relationship between Travis and Sylvia represents that of gamers and game producers. The game may not make as much sense as if you did, but don’t let that get in the way of your fun. 

Plays like: No More Heroes. Obviously.

Pros: A lot of the “boring” bits of the previous game have been excised to keep the game’s pace much faster than the original. The reverence for old-school 8-bit games is also a nice nostalgic touch.

Cons: The game gets lost in its symbolism at times, resulting in an overall weaker narrative than the first time around (which was admittedly pretty screwy itself)

 

Pinball Hall of Fame: The Gottlieb Collection was first released in 2004 for the PS2 and PSP. Its Wii release, six years later, would have been much more impressive had the Williams Collection not been there first, in 2008. The two games both feature rock-solid pinball physics and sound, accurately recreating the arcade experience of over ten tables each; the step-by-step description of how each table plays is still a spectacular and invaluable feature. However, Gottlieb’s tables are hindered by their age; many of the tables are from 1984 or earlier, and their primitive nature shows — as does the fact that this title predates the Williams release by a good four years.

There are a total of ten pinball tables available in The Gottlieb Collection, plus the Play-Boy card game table that predates the use of flippers and a couple of other arcade oddities. Four of these tables are available for free play at first: Genie, Big Shot, Victory, and El Dorado. Each table has a single goal (as opposed to the five goals per table in the Williams Collection); achieving that goal will often unlock another table, although some tables unlock other features instead. And… that’s it, really. There are no harder “Wizard goals” as in the Williams Collection; many of the Gottlieb tables are so simplistic that there is no way for them to even support ten distinct goals if the developers wanted to do so. The Gottlieb Collection also has the same modes as the other title in this series, with Tournament Mode and Challenge play in addition to the usual Arcade mode. 

There are a few interesting highlights that make the Gottlieb Collection worth a look, especially for the pinball enthusiast (for the few of us who exist). One table in particular, Goin’ Nuts, only had ten physical copies ever made; given its crazy timer-based emphasis on multiball play it’s not hard to see why, and having it on this disc is an awesome experience. Other standouts include Black Hole, Teed Off, and Victory; not coincidentally, Teed Off and Victory are two of the “newest” tables on the disc.

For all of its limitations, The Gottlieb Collection is still a quality title, and it retails for a bargain $20 right out of the gate. It’s far from an essential purchase for most gamers, and even pinball fans  can probably make due with just a weekend rental. Still, it’s hard to argue with its MSRP; I’d almost pay $20 just to have access to Goin’ Nuts alone.