Showing posts with label Video-Games. Show all posts
Showing posts with label Video-Games. Show all posts

Blocken - 1994 - Kid/Visco



In these times of super-computer fueled video-gaming extravaganzas it's easy to forget that a game is supposed to be fun from time to time. Of course, everyone's definition for "fun" differs. Some people think it's fun to enter a living world where they can lose their real-world persona. Some want to gather with friends and share in the experience first-hand. Others might want to challenge their mind with riddles or unique interactive puzzles. Sometimes you just want to watch pretty colors float around and listen to chirpy sounds while you veg-out.

This vegging-out style of play is most often referred to as "casual-gaming." Most cell-phone type games fall into this category, as well as your factory installed solitaires and Minesweepers. These are games you can pick up, play for a few minutes, then put back down without worrying about saving your place or forming an attachment to it's characters (if any.) Modern casual-games have a more robust structure than early games like "Tetris" or "Breakout". Sure, they are still quick to play, but they are often surprisingly deep at the same time. Better graphics can give simple game-play a simple story and a few simple characters. Sure, you won't give a damn about those tiny depthless people, but a little gloss and shine can make a rather bland "Space Invaders" clone into a fresh new experience.

Sometimes simply mashing two good ideas together is enough to bring the fun back to otherwise tired modes of play. Take the block breaking action of "Breakout," add the vertical down-scroll of "Tetris," some head-to-head action and sprinkle it with lots of pink and blue glitter and a mind-blowingly stereotypical anime-school-girl and you have "Blocken."



Why will you play this until your rods and cones are blunt and useless? Continue on to find out!



As expected, there is very little story to be found in "Blocken." It would seem that an evil sorceress has made off with some sort of magic jewel that our heroine wants back. And...that's it. This can be neatly summed up in a few quick screens:



Bad-girl makes off with the jewel in her vanity-powered super tank. Along for the ride is Mr. Purple Pirate-Bird. More on both of them later.



Good-girl thinks she can catch up to the tank on foot. Maybe they need to do a better job on the physics classes in Japan?



Good-girl is chased away by a psychedelic rainbow-ball that eventually turns into the games logo. Wait, what?



There are four difficulty settings to choose, from "I'm just waiting for the coffee maker to warm up" to "That one guy that died from playing video-games for days without moving" to "Utada Hikaru." (Just Google her name along with "Tetris") Even after several attempts I couldn't get very far in the third tier, but that doesn't mean I won't give it another shot. Damn you obaba!



The game attempts to form a plot by sending you around to different places on a world-map. Really this is just a device to gradually raise the difficulty and throw increasingly weird characters at you. The configuration of the blocks on each board also change up with each character. While the boards never reach the creative heights of some of the more traditional block-breakers, they are still fun to play though and present enough difficulty to keep you going for just one more round.



Here's the basic play-field. It's your standard block-breaking set-up. Most blocks take only one hit to break while others may take two or more. There is a row of bumpers at the bottom that will return your ball once before breaking, while at the same time sending the bricks down one space. There are also special star blocks that release orbs that you can collect. You can then use these collected orbs to send a blast of blocks over to your opponent with the hopes of ruining their day. The best way to totally piss on their parade is to store up eight orbs, which releases a massive volley of bricks as well as both turning your paddle into a flaming horror and your ball into an invincible killing machine that can cut through bricks like warm butter.

There are two ways to win:



The most obvious way is to clobber your opponent with a barrage of maxed out power-ups. This results in a crushing-press win for max humiliation!



Then there is the clear-win where you manage to clear your side of the board before your opponent can send a new volley of bricks your way. You'll also have to keep the ball in play without it touching the bumpers on the bottom thereby sending more bricks scrolling down. If you can manage this you've earned your bragging rights and can feel free to make as many references to your ass and your opponents face as you wish.



Once you make it past the gauntlet of cotton-candy hairdos and testosterone-poisoned muscle-men you'll reach the second set of levels. These seem to be set just a hop skip and a jump away from your hometown. Over the river and through the skull shaped mountain caves to some crazy chick's Barbie Dream Castle of Doom we go. And lo! Who is on yonder welcome mat but none other than Mr. Purple Pirate Bird from our motivational opening film. It's not clear in that pic but he's sporting a dashing black eye-patch, just in case you were wondering why the hell I keep calling him a pirate. He could also be spewing a hail of "Yar!" and "Shiver me spindly little birdy legs!" and "Raise the suet feeder and cast off for the Johnson's bath on the way back!" but since I can't read Japanese I guess we'll never really know for sure.

Would a bird-pirate have a little chirpy man on his shoulder?



Here's a look at one of the tougher guys from level two. I assume all four of those large objects hold an extra boss to fight for each level of difficulty. I'm not entirely sure what's going on here. Some sort of Navy-themed robot with a boat-style life-preserver and a large red phallus hanging between his legs? I mean, that's what it looks like to me, 'sall I'm sayin'.

Seeing as how I'm a wuss when it comes to the higher levels of "Blocken" I can't say much else about the other bosses. I'm sure they are all totally awesome and a million times more crazy than the last. Like some sort of baby with a spider body and a huge penis, or maybe a block of tofu with a huge penis. I mean, the sky's the limit, with a huge penis!



The ending for the first-level game is pretty disappointing. The crazy-girl with the surprisingly large boobs gets away with the jewel, while the Pirate Bird totally gives you the "I'm gonna get me some tonight!" look. This is probably the "bad" ending.




The second-level ending is much happier. Sailor-chan totally pwns the crazy tank-girl and gets all up onz, pushin' that phat rock all up in her grill. The next shot shows another stone on a chess board in some distant land. Well, I'm guessing that's what's happening. At this point no one really cares anyway. It's probably the equivalent of "Sorry Sailor-chan, but the real jewel is in another castle." Bastards!

Despite the super-thin attempts at a plot, "Blocken" is very fun to play. The controls are very smooth and the pace is set just right to lull one into a false sense of security just before a rain of terror begins to fall. Each round moves by quickly. You only get one life per-game, but being able to continue at the same place makes playing through to the end quick and enjoyable. There isn't much in terms of strategy other than "don't miss the ball" and "catch all the power-ups." You're not going to play "Blocken" because you're looking for a soul wrenching odyssey of the heart and mind, you're going to play "Blocken," again and again, because it is fun.

There's not much to say about the sound, but what there is you can check out in
this 545k MP3 of "Blocken" sounds.

First Impressions: Final Fantasy XII



Oh man. Only 13 days to go until I can quit my job and finally devote my life to video games! (OK, wishful thinking.) But seriously, the Wii arrives two Sundays from now, and with it the new Zelda! (Which the press is loving, BTW.) So close! I'm also expecting to grab a few virtual console games if we can manage to figure out how to set up the wireless network. Any of my tech friends want to help us? Please? (Cable modem to computer to Wii, FYI.)

As for what I'm currently playing, that would be Final Fantasy XII. The short story is that I have issues with it, but it's starting to grow on me.

The longer story is that I think that Squeenix is very close to making a game the completely plays itself.

We all know ("we" being anyone that has played video-games for the past few years) that classic RPGs are becoming more like movies and less like games, often touting their lengthy cut-scenes as a major selling point. (Side-note: when does a cut-scene become a movie anyway? Doesn't Xenosaga have some that are over thirty minutes? If Battlestar Galactica can get away with five minute "webisodes" then I tend to think we've long since crossed into the realm of game-as-film.) FFXII takes this lack of user control one more step by including the "gambit" system. Basically, each character can be given a list of orders to follow when engaging in battle. You can have them fight the closest enemy while at the same time watching out for anyone whose HP drops below fifty percent. If that happens, they will cast a cure spell or toss them a healing potion before jumping back into battle. All without a single button press from the player. These can be sent for the entire party, and there is an almost infinite range of commands. All the user needs to do is steer the party around the field. Sure, boss battles might require a few breaks in the fight while the user changes a few setting or, gasp!, actually turns off the gambits and bravely takes control themselves. Doing so, however, shows us where the conspiracy against self-control truly shines.

It is very difficult to effectively control the entire party manually. First off, no one will do anything until you tell them to. That sounds obvious, but what I mean is that usually a character's "ready" meter will automatically start to fill at the start of a battle. Not so in FFXII. You must issue an order first, then the character will start to get ready. This is OK for one character, but try doing it with three and things start to fall apart. Characters can spend more time waiting for your commands and just standing around taking hits than laying the smack down themselves. This doesn't even take into account the cumbersome field menu system. It would seem that players are forced to use the hands-off gambit system to hope for anything close to success.

The other major game system I have problems with is the "license grid." This is similar to the "sphere grid" from FFX, only totally broken. A character needs to buy a license in order to be able to cast certain spells, wear certain armor, use certain weapons and learn certain skills. You can spend a million gil buying every cool new weapon, but unless you've also bought the corresponding license (using license points) you cannot use them. On the other hand, you can buy licenses far in advance of your chance to pick up the equipment at a shop. This would seem to be the best route, planning for the future, but here's the catch: instead of making each character unique, this makes them all exactly the same. Everyone's grid is the same. There's no way of knowing what skill or equipment will work best just by looking at the license grid, so why potentially waste the points on something you won't want to use? Plus, it could be a very long time before you can even make use of a license, so why bother? What results is constantly having to go to a shop, see what's new and what's better than what you already have, go to the license grid, see what you can learn, see if anything on the grid matches the best item in the shop and on and on for every character.

Both of these new systems only serve to bog the game down with numbers. Each character is only a set of numbers to be built up to bigger numbers. Their path through the game in meaningless when every path has the potential to be exactly the same. It's like (nerd alert) simple handing your D&D character sheet over to the DM and just watching him roll dice. "You're fighting. You won. You're fighting. You won. You all buy that new sword. Cut-scene!"

I've never been one to enjoy war sims and the like, games where you are a general and give orders to troops, then stand back and watch the carnage. I want to be a character. I want to feel as if I'm helping them on their individual path to greatness. So far, FFXII is nothing but a hoop-jump through bland eye-candy with an overbearing and muddled plot. Still, I'm only about 10 hours into the game, so things may sort themselves out. Either way, this is a sad note for the PS2 and the classic Final Fantasy series we've all grown-up with to go out on.

(Oh, and why did they record all of the dialog in a stainless-steel bathroom?)

All of this really makes me look forward to the DS remake of Final Fantasy III 'cause, you know, that is going to be fun.