Tag Archives: mechanics

Mad Rat Dead: Prepare to Die

One of the best things about Nippon Ichi Software is the company’s willingness to take some risks and put out some highly creative, artistic titles alongside its longstanding cash cow franchises.

A reliable source of these fascinating “B-tier Nippon Ichi” titles is designer Yu Mizokami who, to date, has given us the Yomawari series of horror games and contributed to the excellent (and perpetually overlooked) Lapis x Labyrinth. Now he’s back once again with a brand new but equally stylish title: Mad Rat Dead, which aims to blend rhythm action with 2D platforming.

Both are genres that demand committed, attentive players with an eye for detail and a willingness to put in some practice. But can these two styles of game work together? Let’s take a closer look.

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Atelier Meruru: The Apprentice of Arland – A Princess’ Work is Never Done

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As Princess Merurulince Rede Arls faces down the formidable task of expanding the tiny little hamlet that is Arls kingdom into a bustling city of 30,000 residents in the space of three years, she clearly has a lot of work ahead of her.

More to the point, she has a lot of different types of work ahead of her, too, meaning she’ll need to carefully balance her time between cooking up alchemical creations in her workshop and heading out into the field to listen to the requests of the people, slap down the local monster populations and generally go rather above and beyond the expectations of someone of her social standing.

She loves every minute, though, and you’ll be right there alongside her as she takes on her many and varied challenges. In this part of the Atelier MegaFeature, we take a look at how Meruru crafts items, and how that helps her long-term objective of developing the kingdom.

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SpyHunter: Who Needs Stealth?

Midway’s 1983 title Spy Hunter is a fairly well-loved title from the golden age of arcade games. While some would argue it’s not quite as well-known as the Pac-Men and the Space Invaderses of the world, it’s still a game a lot of people have fond memories of.

Its top-down combat racing action provided an interesting blend of different genres to enjoy; there was the high-speed skilful manoeuvring of racers, coupled with the focus on high-score chasing typically associated with shoot ’em ups. And it had a distinct sense of style, too; originally intended to be a licensed James Bond game, the game ended up becoming iconic for its use of Henry Mancini’s Peter Gunn theme as its in-game music. And early example of a video game being genuinely “cool”.

When a mechanical reboot and narrative sequel showed up for PlayStation 2 in 2001, then, it had quite the shoes to fill. How well did it pay homage to the original while providing an up-to-date experience for the early 21st century gamer? Let’s take a closer look.

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Atelier Meruru: The Apprentice of Arland – Building a Legacy

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Atelier Meruru: The Apprentice of Arland concludes what was the original Arland trilogy for PlayStation 3 with another twist on the formula that makes it a very distinct game from its predecessors.

Blending elements of the game structure from both Atelier Rorona: The Alchemist of Arland and Atelier Totori: The Adventurer of Arlandit was a fitting conclusion to the series — at least until Atelier Lulua: The Scion of Arland put in a surprise appearance, anyway, but that’s a story for another day.

In this part of the Atelier MegaFeature, we’ll take a look at these things Atelier Meruru has in common with its predecessors — and how it manages to stand out as its own distinctive experience through its own additions to the formula. Let’s jump in!

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MotorPsycho: The 7800’s Best Motorcycle Racing Game

When contemplating video games from years gone by, it’s all too easy to focus exclusively on the “classics” — those defining experiences that went on to have a huge amount of influence on everything that came afterwards.

But the highly influential and historically significant nature of these games means that, by this point in time, most of the things which can be said about them have probably already been said. These days, I personally find it much more interesting to dive into the dustiest of dusty archives and dig out some stuff that, while perhaps not as well-regarded as the “greats” from over the years, might do some unusual, experimental and creative things with established formulae.

One of the best things about Blaze’s Evercade retro gaming platform is that the people behind it clearly understand this. And so, while the Evercade’s Atari Collection 1 cartridge contains established, all-time early ’80s classics like Asteroids and Centipede for Atari’s monstrously popular 2600 console, it also features 1990’s MotorPsycho — a double-whammy of overlooked goodness in that it is 1) a game that will likely be largely unfamiliar to a lot of people today, and 2) it came out on the Atari 7800, a console no-one bought. So let’s take a closer look!

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The Coma: Recut – Extracurricular Horror

Good horror, as we’ve previously talked about on The MoeGamer Podcast, is about more than just spooky scary skeletons and gallons of gore. And good modern horror games tend to be a natural evolution of the narrative-centric adventure game genre.

A good example of this is The Coma from Korean developer Devespresso games, which originally released for PC in 2015 before getting a “Recut” version for PC, PlayStation 4, Xbox One and Nintendo Switch two years later. This is a game that challenges players to solve a seemingly supernatural mystery while on the run from a ruthless killer — and without any means of fighting back.

At the same time, there’s some interesting narrative content designed to get you thinking, too. It’s a fine use of your time this spooky season — so let’s take a closer look.

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Super Robin Hood: Feared By the Bad, Loved By the Good

The Oliver Twins are an important part of British gaming history, and Super Robin Hood is a particularly noteworthy title — its original incarnation on the Amstrad CPC was the duo’s first commercially successful game, and the first of many games Codemasters would publish for them.

The version of Super Robin Hood we find on the Oliver Twins Collection cartridge for Blaze’s Evercade retro gaming system is a substantial reimagining of this game rather than a note-for-note remake. The original Amstrad CPC version came out in 1986 while the twins were still at school, whereas the NES incarnation found on the Evercade cart hit the market in 1992. This was after the boys had decided to do this programming thing full time — and after they’d really figured out a few things about what makes a solid game from a design perspective. At least their poor old CPC didn’t have to work 23-hour days any more!

While the twins’ myriad Dizzy titles are their more well-known work, there’s a lot to like about Super Robin Hood — particularly this later reimagining. So let’s take a closer look!

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Tanglewood: Outfoxed at Every Turn

Following the initial batch of ten cartridges for the Evercade retro gaming platform, one of the releases that people were most excited for was cartridge number 11: a double pack featuring arena shooter Xeno Crisis and platformer Tanglewood.

We’ll get to Xeno Crisis in due course, but I wanted to make a point of looking at Tanglewood first. Because while Tanglewood was, like Xeno Crisis, a successful Kickstarter project that ended up being released on both Mega Drive and modern platforms, it’s Xeno Crisis that has had the lion’s share of attention to date. And you know how much I love an underdog. Or an underfox, in this case.

Fortunately, Tanglewood is a lovely game in its own right, so I’m glad I decided to give it a look first. Let’s explore together!

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Petal Crash: Like the Game Boy Colour Never Left

One of the things I miss the most about eras of gaming gone by is the way that different platforms had their own distinct capabilities — and, by extension, their own distinctive look and feel for their software.

On the flip side, one of the things I enjoy the most about gaming today is the fact that a lot of developers are very keen to pay tribute and homage to these platforms of the past while incorporating modern design philosophies. In many ways, this idea of “enhanced retro” gives us the best of both worlds — the comfort of a classic platform’s familiar aesthetic, coupled with all the things developers and players alike have learned over the course of gaming’s history.

A great example of this at work is Petal Crash, a new puzzle game from Friend & Fairy, published by Freedom Planet developer Galaxy Trail. Let’s take a closer look!

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Star Ixiom: Still Shining

Let’s take a moment to catch up. Star Luster is a space combat game by Namco, originally released for Famicom in 1985. Despite it being an obvious homage to an incredibly popular Western game — Atari’s Star Raiders — it never came West.

35 years later, Star Luster finally got a worldwide release as part of the Namco Museum Collection 1 cartridge for Blaze’s Evercade retro gaming system. This was my first contact with a game that I ended up absolutely loving — and after looking into it further, I was surprised to discover it got a sequel for PlayStation in 1999. A sequel which got a fairly middling reception because the press of the time compared it unfavourably to its rough contemporary Colony Wars — and, of course, because relatively few people in the West had any clue that Star Luster existed.

35 years after the release of Star Luster and 21 years after the release of its sequel, I find myself in possession of a copy of that sequel: Star Ixiom, a game I’ve been looking forward to playing since I was first blown away by Star Luster’s sheer playability. So let’s take a look at what this space-based blastathon has to offer — and how well it holds up today.

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