It has occurred to me that I haven't
posted much about SNES games. This is mostly a product of my small
SNES collection, so to help rectify this I've decided to write about
some random SNES roms. After landing on a few Japanese-only RPGs,
which I don't feel qualified enough to get into, I ended up with
Dimension Force, which I had never heard of. There doesn't
appear to be much of a difference between it and the North American,
D-Force. This 1991 shooter was made by Asmik Ace
Entertainment, a company that has been around since the NES era, and
is still active today, but has never made much of importance. The
most notable of their releases to me is the terrible The Ring:
Terror's Realm for the Dreamcast.
Tuesday, November 29, 2011
Tuesday, November 22, 2011
Spider-Man vs. NYC
I grew up playing Spider-Man vs. The
Kingpin for the Genesis, and it is one of the earliest games for
the system that my family owned. Maybe it was because of that, or
because it was at the height of the comics boom, when everyone loved
Spider-Man, but my brother and I loved this game. It's really not a
very good game, but all that mattered was that it is a game that a
kid can play as Spider-Man. It was the first game developed by
Technopop, a company that only lasted through the nineties, whose
only other notable game was the early console FPS Zero Tolerance,
also for the Genesis.
Sunday, November 20, 2011
A Defense of Tank Controls
It has always bothered me that some
people completely dismiss a game based on the way it controls. The
goal of controls is to give the player a way to interact with the
game, and, to me, a game has good controls if they facilitate logical
interaction with a game. Basically, if the controls allow the player
to do what needs to be done in the game, then they are good controls.
Most complaints that a game has “bad controls” seem to boil down
to a player that wants one game to control like another instead of
attempting to understand why the other control scheme may be more
suited the that particular game.
Saturday, November 19, 2011
Brown Before It Was Cool: Desert Strike
It's strange how much things stay the
same. Back in 1992 EA's biggest success was a military shooter based
around real world weaponry and a fictionalized version of a modern
conflict in the Middle East. Some people were saying that it was in
bad taste. It was a whole big thing. On the other hand, much of the
success of Desert Strike: Return to the Gulf was based on the
way it was different from the other shooters at the time. It isn't
about just blowing up everything on screen and never getting hit by a
single bullet, but about going around, completing objectives, and
tactically dealing with any opposition there might be.
Wednesday, November 16, 2011
Deadly Premonition
This is video game blog Poverty Game Night. You can
call it PGN. Everybody calls it that. For those that can't tell
just by that reference, this post is about Deadly
Premonition. I can't remember the last time
I've had such a difficult time articulating what is so great about a
game. Even though the game is flawed in most every way, it is more
than the sum of its parts. It is a game that is utterly bizarre and
strangely fascinating.
Tuesday, November 15, 2011
The Legend of Moneypenny: James Bond 007
Released amid the furor around
Goldeneye for the N64, James Bond 007 for the Game Boy
didn't get attention. There are quite a few reasons for this. For
one, it was released in 1997, very late into the life-span of
monochrome Game Boy games and not long before the release of the Game
Boy Color, so it wasn't really a time in which any game for the
system got a whole lot of attention. Secondly, the game could not be
more different from the game that popularized first-person shooters
on consoles. It is not surprising that the game goes overlooked
considering the situation, but it is quite interesting. It is the
first game from Saffire, a small developer formed out of Sculptured
Software that didn't make anything particularly noteworthy before
going out of business in 2004.
Friday, November 11, 2011
Off on a Tangent: Piracy
I don't think publishers these days
understand how good they've got it. They love to complain about
piracy and used game sales, and are intent on redefining the concept
of software ownership in order to “protect” their works. Compared
to how things have been, publishers have the most control over their
games than ever before. Consumers no longer own software, they own a
license to software, and this license allows the publisher to
basically make any restrictions they want on the product. It just
annoys me that publishers completely ignore the negative effects on
the honest consumer out of fear of theoretically losing money.
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