|
Post by toei on Sept 29, 2020 21:28:30 GMT -5
btw, if yall like Out Zone, you need to play Psycho Chaser.
|
|
|
Post by Sarge on Sept 29, 2020 22:12:42 GMT -5
You can definitely tell FixEight is a spiritual sequel. It improves on things from Out Zone, yet strangely takes a step back in others. I don't think the shooting feels quite as good here. I did like the last guy with the special homing shot and reflecting lasers, though. I think if you took the continue-in-place and lack of an energy meter from this game and applied it to Out Zone, you'd have a better game.
This is probably a 6.5/10 for me.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 29, 2020 22:40:45 GMT -5
btw, if yall like Out Zone, you need to play Psycho Chaser. I just bought this game, but I haven't had a chance to play it yet. It's definitely a full on shmup, though, even if your "ship' look like he's running. I mean, even the enemies look like they're ships. The game looks fun and I need to get around to playing it soon.
|
|
|
Post by toei on Sept 29, 2020 23:14:45 GMT -5
@opwuaioc It's a robot, and he/it is walking. The enemies are also all ground-based. I agree that it's a shmup, though - it's like Elemental Master, Undeadline or Aleste Gaiden, in that you control a character who's walking on the ground but they normally always face up and the screen auto-scrolls. Out Zone kind of plays like that when you're using a certain weapon.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Sept 30, 2020 14:27:42 GMT -5
@opwuaioc It's a robot, and he/it is walking. The enemies are also all ground-based. I agree that it's a shmup, though - it's like Elemental Master, Undeadline or Aleste Gaiden, in that you control a character who's walking on the ground but they normally always face up and the screen auto-scrolls. Out Zone kind of plays like that when you're using a certain weapon. Sure, visually that's what's happening, but it controls exactly the same as a shmup, no? Only the sprite animation really differs.
Out Zone looks hella fun. Too bad it was never ported to a console.
|
|
|
Post by EasyHard on Sept 30, 2020 15:07:10 GMT -5
Started playing Metal Slug Advance (GBA) yesterday. It's nice to have a lifebar and a continue system that is based on level/checkpoints and not just "more lives (quarters)". The lifebar also means the designers can put health items in levels, a mechanic that doesn't really work with the traditional lives=health paradigm.
|
|
|
Post by Ex on Sept 30, 2020 22:13:16 GMT -5
Started playing Metal Slug Advance (GBA) yesterday. I had considered playing a Metal Slug game for this theme. But then decided not to, as MS along with Contra and Gunstar Heroes are the internet's poster children for this sub-genre. I decided to play other R&G games not in those series instead, for variety's sake. However, the MS games I was considering playing were these if anyone's curious: - (That's totally not Arnold on the cover.)
Bloody Wolf originally released as arcade game in 1988, developed and published by Data East. In 1989, Data East ported the game to the PC Engine, and in 1990 it was localized for the TurboGrafx-16 and published by NEC. I decided to play the TG16 version, because it includes an extra stage, more hostage dialogue, and additional cutscenes, among other minor differences. In Bloody Wolf for TG16, the player ultimately controls two protagonists; Snake and Eagle. These are two commandos from the "Bloody Wolf" special forces. They receive orders from their commander to destroy the enemy's weapons base, rescue hostages, and save the kidnapped President. Gameplay is presented in a partial-overhead view, allowing for side scrolling and vertical scrolling camera angles. The player has a multi-directional aim, a melee knife attack, a variety of guns, as well as different sorts of grenades. The player can also jump, allowing for platforming elements in stages. Occasionally the player can ride a motorcycle, or even swim. When rescued, hostages reveal useful information, and power-ups are often found in areas where hostages are secured. Every stage ends with a boss fight, then a short cutscene to carry the narrative. +No nonsense classic run 'n' gun gameplay. +Makes you feel like Rambo and Big Boss had a love child. +Well designed combat scenarios require constant tactical changes. +Unlimited continues makes beating the game less daunting. +Consistently challenging in a fair way... -...except the BS final boss. -The OST is kinda weak. -The graphics are lackluster and drab. -Some bosses are reused. -A password system would have been nice. Bloody Wolf is a very solid action game, with a great sense of humor. Seriously, the TG16 version's plot consistently surprised me in an intentionally amusing way. I also appreciated how every stage would present new configurations of enemy challenges to overcome. Sometimes you'd need to strategically use your grenades, or a flamethrower, or carefully negotiate a knife fight... no one single attack method will get the player to the credits. Anyone who grew up in the '80s watching that era's macho action flicks, and enjoyed doing so, would do well to play Bloody Wolf. It's a manly man's game, full of blood, bullets, and brofists. Ex's time to beat: 55 minutes Ex's rating: 8/10I recommend Bloody Wolf to Sarge . - That's gonna wrap this theme up for me! Here's what I finished:Bay Route Arcade 7/10 Bloody Wolf TG16 8/10 Caliber .50 Arcade 6/10 Crime City Arcade 7/10 FixEight Arcade 7/10 Midnight Resistance Arcade 6/10 Out Zone Arcade 8/10 Prikura Daisakusen Arcade 6/10 Sunset Riders Arcade 7/10 ThunderFox Arcade 6/10 Now it's time to go get spooky in 64-bits!
|
|
|
Post by Sarge on Sept 30, 2020 22:24:38 GMT -5
At some point I really do need to play through that. Also:
|
|
|
Post by Ex on Sept 30, 2020 23:22:11 GMT -5
At some point I really do need to play through that. I definitely think you'd enjoy it. I'm still not sure which version (arcade or TG16) is superior. Arcade may have more flash and even funnier Engrish.
|
|
|
Post by EasyHard on Oct 7, 2020 18:42:26 GMT -5
Played and finished Operation Logic Bomb (SNES). It's a good top down game and has kinda a freaky and dark vibe with the weird alien music at periodic moments. I guess the mechanical crab antagonist was an experiment that got loose and needs to be shut down? Couldn't find a manual to clarify unfortunately. The core top down combat is much more manageable than Super Smash TV or even Contra 3's overhead stages, but this game has actual level navigation and progression to make it feel like a proper adventure. OLG is certainly a much more interesting game to complete because of that, and a full playthrough doesn't require a significant investment in time or effort. There also just aren't that many top down run 'n gun games on the SNES once you start listing them...
A lot of the tension comes from making the full health stations spaced quite far apart, without letting you really know when one is coming. In another game these would be tied to level or boss completion, or else randomly dropped as you get low on hitpoints, but OLG is one continuous journey without repeating enemies. A couple bosses feel like there is no strategy that doesn't rely on also having some buffer health, which is very different from the basic enemies for which it is very easy to reveal how to pick them apart without getting hit. In general the game lets you inch your way into dangerous situations, killing or wounding enemies at range before they get more dangerous (and keeping off screen enemies from firing). Only a few times towards the end does it have traps from multiple sides. While the game and difficulty are tuned well enough to be quite fun, I'm predicting that the long term appeal of revisiting Operation Logic Bomb is hurt by the limited combat encounter design.
|
|