Showing posts with label final fight. Show all posts
Showing posts with label final fight. Show all posts

Thursday, January 8, 2015

What I'm Playing, December '14

at 1:10 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

December just goes to show that two weeks off is a lot of time to work on video games. People always act like it's weird or bad to take off work to do the thing I enjoy most in life: stay at home, sleep in, relax, play video games, and watch movies. Like somehow it's lazy of me to want to do those things, but going to the beach to get drunk for a week is this grand achievement. Sorry I enjoy things that you don't, other people. Sorry! Bye bye!

Special Recognition for Starting and Finishing


Mighty Final Fight (NES / 3DS VC)

This kind of dumb game brings Final Fight to your NES in a package that is admittedly more complete than the SNES port (it has all 3 characters but still no 2-player). There are also some Final Fight 3-ish special moves that I actually barely figured out and definitely didn't need to easily beat the game. My opinion on Final Fight and Capcom beat-em-ups has always been that they're overly simple and boring. Mighty Final Fight fits that generalization, but being a more condensed game at least presents a clear vision of you know what I'm just going to do a Weekly Beat-Em-Up on this. I like doing those.

Ultimate NES Remix (3DS VC)

Probably definitely shouldn't have bought this one. The premise of challenges built into NES games I've already played isn't that enticing. Then again, I loved indiezero's Retro Game Challenge and people on the Internet said "this is RGC but for real!" Also, the idea of remix stages which trade elements between games - like playing as Link in Donkey Kong! - seemed pretty neat.

While the game is addictive enough to beat, the content isn't nearly as complete as a comparison to Retro Game Challenge suggests. Where Challenge presented eight complete games and open-solution challenges within them ("beat Stage 1 without dying", "collect 1000 gold pieces"), Remix is more like WarioWare, where you are dropped arbitrarily into a situation and given an immediate goal ("kill all three Goombas on screen", "grab the 1UP before it falls"). In both cases the challenges are used to teach the player about the game, but RGC teaches the player goals and lets them learn the means, while Remix explicitly explains mechanics and tasks. This is what makes it a minigame collection while RGC was an anthology.

The game works with that premise, but is ultimately diminished by the lack of originality in the remix stages. While a few transplant elements from one game to another (play as SMB2 Peach in Lost Levels or play stage 1-1 of SMB in SMB3), most just add arbitrary restrictions that don't qualify as remixing so much as adding difficulty. For instance, decreasing the sight radius in SMB3 or giving Glass Joe a one-hit-KO punch in Punch-Out!!. There is way too much repetition in the remixes - considering there are only 50 such stages (75 if you count the bonus stages) and 16 games to work with, you'd expect each to be represented a couple times. Yet the vast majority of the remixes concentrate on the Mario games, with almost no creative takes on Kid Icarus, Excitebike, Kirby's Adventure, or half the other included titles. I realize Mario is the fan-favorite, but what's the point of reviving all these other games if you aren't going to give them any attention? The Mario games are the ones everyone's already played a million times (and that stand alone best) - Kid Icarus and Metroid for instance benefit much more from remixing.

Games Finished


Maximo: Ghosts to Glory (PS2)

The PS2 era sorta-Ghosts 'n Goblins game that was handled by Capcom's Western division. Check out the Platformer of the Month feature for more coverage.

Secret of Mana (SNES / Wii VC)

Secret of Mana belongs to an elite club of games that I've done a complete 180 on, from unmitigated dismissal to unmitigated fandom (Wonder Boy 3 and Max Payne 3 are two others I can think of right now). Mana is a weird game, built around a mixed real-time/turn-based combat system, AI companions, and usage-based leveling. The trick, as I've written before, is taking it in context of WRPGs rather than JRPGs. This isn't a slow-paced action game. It's a turn-based game with real-time positioning.

Getting the dragon and free open-world travel makes a big difference too. The game starts off with a weirdly cumbersome map - it's mostly linear, but there are islands you need to jump between, which requires finding the right cannon to take you where you need to go. Not a huge deal until you set the game aside for five months and come back without any idea how to get around or sane world structure to help. The dragon opens things up, making it easier to revisit areas and allowing quite a bit of non-linear exploration.

Maybe I fixate more on how I've come to like Mana than why I like it because the latter answer is simple. 1.) It has an incredible soundtrack. 2.) Character-building is entirely player-determined - you not only pick your fights, but pick which weapons/magic to use and in turn upgrade. 3.) Real-time combat provides strategic non-deterministic positioning - i.e. you can change the way a fight goes just by standing in a different place. 4.) Good boss fights that require unique puzzle-solving (e.g. the wall that heals itself and closes in on you). 5.) Minimal story.

Ninja Gaiden (NES / Wii VC)

Part of the Immaculate Conception of NES platformers, Ninja Gaiden alongside Super Mario Bros. 3, Mega Man 2, Castlevania, and Super C defined what it meant to be an action game in the late 1980s. Though they're all challenging in their own right, Ninja Gaiden is the one best known for insane difficulty. So perhaps it's fitting that it took me longer to beat than any other game I've ever played - yes, I've been working on Ninja Gaiden for approximately 20 years now, since I first got it on NES around age 6.

That being the case, I was kinda surprised that I knocked it out in a single sitting in just a couple hours. If ever I was led to suspect my new ADD meds are making me better at video games, this seems like proof.

Anyway, this is one of my higher ranked NES games, though I've never pretended to like NES games all that much. This is just one game that has satisfying action AND cool art AND great music.

Ninja Gaiden II: The Dark Sword of Chaos (NES / Wii VC)

This one increases the complexity of the level design with gimmicks, and of enemies with tracking behaviors, making for a more refined, but perhaps less distinguished version of its predecessor. It was actually the first one I beat - I picked it up as a reprieve from Ninja Gaiden II '08 and before I knew it was facing off against the final boss. Maybe it's familiarity, but this one also feels like it has the smoothest difficulty curve in the series. And the best music. But that ninja shadow gimmick is lame.

Actually against bosses the shadows are pretty cool to manipulate tactically. It's just in levels that they're pointless.

Ninja Gaiden III: The Ancient Ship of Doom (NES / Wii VC)

The least popular of the original trilogy, this one was hurt mostly by history. After the departure of the creative lead on the previous two games, the former art director took over. I don't know what that means, but what resulted was a game that is thematically the tightest but poorly balanced. It also feels a lot more flat and linear than the previous two, even if it makes solid use of unique level elements. The enemy design feels like a step down from 2, heavily featuring stationary turrets that slow the game's pace.

Worst of all Ninja Gaiden III had a rough localization process. See, as originally developed, the game is clearly the easiest of the three. It is much more linear and has a password system, lots of 1-ups, and gracious power-ups placement. This original Japanese version is what I played. The localization unit felt the game was too easy for a series known for sadistic difficulty - honestly, I agree - but they went too far in ramping up the challenge. Limited continues is an obnoxious twist that Ninja Gaiden had never needed before. Piled on top of way more enemies and double damage rates, they ensure the North American edition is a serious chore.

Ninja Gaiden II (Xbox 360)

What a delight this was. I genuinely do not understand why this game was ill-received or how reviewers had the audacity to call it redundant. Where Ninja Gaiden '04 is an action adventure that mixes Prince of Persia platforming with Zelda mazes and Devil May Cry beating them up, Ninja Gaiden II is pure murder action. It's more intense for it, and certainly harder to take in long sessions, but if it's fast-paced combat you like, this is the one to go for. Haven't put much time into hard (Mentor) mode yet, but if this isn't a new classic, I'm not Sammy Davis Jr., and I don't even know who that is.


I have more to say about Ninja Gaiden II, but I'll save it for the game of the year awards....

Ninja Gaiden Black (Xbox / Xbox Originals)

Alright truth time. I beat this one many years back, but I got so caught up in Ninja Gaiden Christmas Fever that I felt like I had to blow through it again. So, while technically this does not belong on this list, I just wanted to see a fifth Ninja Gaiden. It's an addiction, you know?

Black remains it's totally own awesome thing. It's slow and methodical, simple with inputs and weapons, and ultimately a game that is all about the enemies. NGII gets so bogus fast that it's hard to keep track of individuals so much as group tendencies, and the game's preference for large homogeneous groups emphasizes that. Black, by comparison, is nearly a fighting game. You need to know every move from every enemy and how to respond accordingly. Flying Swallow the military guy when he reloads? Always counter claw fiends as soon as they materialize? Izuna Drop, Izuna Drop, Izuna Drop? It seems a bit rigid, but enemy movement is so dynamic and the environments so varied that learning techniques gives way to adapting them to spacing.

It's also extremely cool that the game introduces new enemies for higher difficulties and Mission Mode - and I don't just mean more powerful palette swaps, I mean entirely new enemies. The speed also picks up as things get harder - I think I'd say the first stage of Hard mode is paced comparably to the first stage of NGII normal (Warrior) mode.

Games Started


Superhero League of Hoboken (MSDOS)

This is sort of a point-and-click-adventure-meets-RPG, but really it's just an RPG with a point-and-click interface. It's interesting to see a game with finite random battles (win enough and they go away), and I definitely like that there are no healing spells or items. I could really get into this game... if it wasn't called Superhero League of Hoboken. Unfortunately the 90s comic book humor really doesn't work for me here any better than in Comix Zone. It's occasionally funny, but generally just plain ugly.

If you think this image is funny, you will love this game.

One and Done


Bonk 3: Bonk's Big Adventure (Turbografx-16 / Wii VC)

Was doing a Let's Play of this, probably should save my commentary for the video. It's alright, not the worst Bonk I've played and not the best. Bonk just isn't that great a series. It seems pretty decent when it's been half a decade since I seriously played a Mario game, but then I play Super Mario Bros. 2 or New Super Mario Bros. Wii for 20 minutes and realize it's not. I did beat it, though not very impressively.

Friday, December 19, 2014

The Weekly Beat-'Em-Up 12/7/14: Mighty Final Fight

at 3:12 PM
Everyone needs to let off a little steam sometimes. We here at GNG find that it helps to beat up as many people as possible at a regular interval. Luckily the video game medium has provided us with a safe, harmless environment in which to release our overflowing rage. That's why Golem and I are taking on one classic arcade-style beat-'em-up a week and bringing you this action-packed... questionnaire.

Game: Mighty Final Fight
Year: 1993
Developer: Capcom
Publisher: Capcom
Platform: NES, GBA, 3DS VC, Wii U VC

Ah yes. Baby's first Final Fight. Up through the mid-1990s, Capcom was supporting the NES alongside the SNES with original games continuing familiar properties. Hence Mega Men 5 and 6, Disney games like Darkwing Duck, and our own Mighty Final Fight. This one takes the same characters and locations of the arcade hit and instead of pixelating down the artwork, replaces it with a super-deformed style not totally dissimilar to Technos' NES hits, River City Ransom and Double Dragon.

Though a contemporary of Final Fight 2, Mighty suffers the same shocking limitation as the original SNES port: no cooperative play. As such, I'll be "flying solo" for this particular WBEU.

So anyway. Can Mighty Final Fight translate the visceral thrills of second-wave beat-em-upping to the unfamiliar 8-bit world or capture the terse challenge of its NES brethren? Fight on and find out.

How is the game's aesthetic appeal?
Yourself: It's a late NES game, so of course it's pretty technically competent. There's no slowdown or clipping to speak of (uh, unless they were fixed in the VC version), and the sprites are more colorful and detailed than the standard fare. Still, the boring (if colorful) urban/industrial settings of Final Fight are really not very exciting to look at. The chibi look captures a sillier side of familiar characters, but it is honestly a bit hard for me to look at these visuals and not wish I was just seeing the arcade Final Fight.


The music strikes a similar balance: it's well made and chipper, but none of the songs are particularly interesting beyond a beepy hook.

How was the control and move variety?
Yourself: The basic moveset is bog-standard: walk, jump, punch; if you really feel like it jump-kick. Touch to grapple is here but dashing isn't. As with the older, wiser Finals Fight, combos have what I guess you could call a long suspension time. That is to say, in both this and Streets of Rage, if you push attack three times quickly, your character will jab twice then uppercut. In Streets of Rage, if you stutter (or move) for a split second between button presses, your character will repeatedly jab, never moving past the first attack of the combo. In Mighty Final Fight, you can jab twice, hold off for almost a full second, then attack again to get your uppercut. This serves two purposes: 1.) it lets you re-position mid-combo or stun an enemy on one side of you while quickly knocking another down, and 2.) it prevents the player from infinitely chaining their quick jab which stuns the enemy without knocking them down or back.

Sorry, this game is so boring to write about I figured I'd get technical. Also, there is a level up system similar to Double Dragon's - kill enough enemies to gain a level which increases health. I think special moves are unlocked each level, but honestly I only figured out how to do one (with Guy): hold right while comboing to get a less useful two-hit kick combo. I noticed not every enemy gave me the same amount of experience, which seems cool, but I couldn't figure out what was affecting that. Didn't seem to be strings of flawless kills. 

How is the player character variety?
Yourself: Variety is one of Final Fight's strong suits, with the ever-popular town boyar Dan Haggar providing grappling mixups the likes of which Streets of Rage never dreamed. Mighty Final Fight sorta has that. We've got all three fan favorite dudes: the fast-walkin fast-punchin Guy spews out fists of fury that provide a wide cover window, Hagrid walks so slowly I couldn't even play as him, and Cody is your regular middleman. Enemies have so much health (like six to seven knock-downs worth of health) unfortunately that the power trade-off for Cody just isn't worth it when Guy is so much survive-worthier. I really couldn't play as Haggar. I made an honest effort and I lost three lives on the first level and the embarrassment just couldn't continue that way, which is sad, since in Main Final Fight I main final Haggar.


How is the pick-up variety?
Yourself: Oddly enough, the pick-ups are character specific. Once in a very great while (as in maybe 3 times in the course of the game) the player will be bombarded with angry barrels that if punched will yield tasty treats and a weapon or two. Cody gets his famous knife (an obvious Street Fighter IV nod), Haggar gets a sledgehammer (unfortunately giving a cold shoulder to his more famous pipe from Marvel vs. Capcom 3), and Guy gets shuriken because what else can a ninja do.

The sledgehammer is your pretty standard slammer with a fixed durability, while the shuriken provide 8ish projectiles with instant knockdown. Fittingly for Cody T. Balanced, the knife sits in between, useful for a few jabs or a single toss. The problem with the weapons is that there's no dynamism to their placement - each is so overpowered that it's basically a guaranteed kill against the next 3 or 4 enemies, but they only ever spawn in the same place in each level

How is the enemy variety?
Yourself: I think there are four enemies? Maybe five? There's the normal guy who just walks up to you and punches, a speedster who walks up to you quickly and punches, a woman with no distinguishably unique behavior, a knife guy who flips over you and throws knives, and a big dude who has longer reach. There is not a lot of depth to the individual foes and they behave 90% the same as each other. The big guy does a lot more damage, so he's at least a more serious risk. The knife guy is the most unique, as he seems to pace a bit to try to get you in his sights instead of mindless charging. He can also do a flip to cover a lot of ground and get behind you.

Oh, when I looked up screenshots I was reminded there's also a guy who blocks. The trick to him is grab don't punch. Which is already the trick to winning. He's like the enemy that tells you how to beat the game. 

How does combat work one-on-one?
Yourself: It is hard to honestly say. The fact is, enemies in this game are extremely easy to stun-lock, and after that they're extremely easy to wake-camp. Let's explain these semi-made-up terms, since they help elucidate what makes combat games work.

"Hitstun" is the term for the period of inactivity in the recipient of an attack after the attack lands. In Mighty Final Fight, every punch causes a short (~300ms) period of hitstun on an enemy. Though this is not true in every situation in every game, in Mighty Final Fight, a stunned enemy is vulnerable to another attack. "Stun-locking" is the activity of continually attacking the opponent while they are stunned to keep them in a stunned state. There are a lot of ways to counterbalance stun-lock, one of which being the forced third hit knockdowns I discussed above. When the enemy is knocked down, they're invulnerable for a moment and can get back up and get a new chance to attack.

Except not in Mighty Final Fight. That's where wake-camping comes in. "Wake-up" is the act of a character rising from a knockdown (usually invulnerable) state. Wake-up often grants a short period of invulnerability to allow the character to regain equal footing with their opponent. When there is no wake-up invulnerability, as in Mighty Final Fight, it is possible for the player to stand next to a downed opponent and attack just before they wake up, catching them in an attack before they have any chance to react. This can be called "wake-camping".

Because every enemy except bosses can be stun-locked and wake-camped until they die, the only challenges in Mighty Final Fight are landing a first hit and managing two foes at once. I'll get to the latter in a second. Landing a first hit is a simple timing affair. Often it's easiest just to approach an enemy from above or below and walk right into them for a grab - this shortcuts past their attacks. With everyone but the knife and big dude, Guy has a long enough punch to hit them from outside their range.

The problem with avoiding this tactic (as many beat-em-ups have cheese methods, like jump-kicking in Double Dragon) is that taking any damage at all, particularly in the later stages, is immediately damning. Recovery is so rare that if you take just a single punch from each enemy, you will run out of lives before the end of a stage. So the only way to win is flawlessly.

How are enemy groups formed?
Yourself: This is an NES game, so as they say on TV: "Three's a Crowd". And one of those three is you. So it's just two enemies at a time. In fact, unless it's the very last enemy in a round, I think there will always be exactly two opponents on screen. Like types are never paired, so even from the start you're always fighting a Regular with a Speedy. Of course, only 5 enemies means only 10 possible groupings, so, considering there are more than 10 fights in the game, there is a lot of repetition. Knife guys are kind of the only real threat, as they tend to keep their distance while you're trying to bug the other guy.

How does combat work against crowds?
Yourself: Continuing from above, what you're trying to do is get both of them into the same stun-lock wake-camp loop. As with most beat-em-ups, the player can attack two enemies at a time if they're both in range, so the strategy tends to be to get the two together. The best way to do this? Throw one at the other. This will knock both down and they'll land almost right next to each other. All you have to do from there is wake-camp both at once.

How is the stage variety?
Yourself: Very dry. All of the enemies have been introduced by Stage 2. Stage 4 doesn't even get its own boss. The only mixup in the mix is Stage 3, which has something so shocking I had to do a double take: pits. Yes, the gimmick feature from every single beat-em-up ever made, the one that was even in Renegade, is back for another round. The large pits that take up most of the walkway are admittedly probably the hardest part of the game, leaving very little room to maneuver. Knife guys in particular have an easy time knocking you in with one toss. Since it's possible to punch - but not grab - an enemy when they're partially off-screen, it is difficult to utilize the small space to throw enemies into the deep.

There are also occasional barrel parts (<1 per level) where steel drums roll in from the edges of the screen and you can punch them for a health item or weapon. There are even two bonus stages based around this minigame, where a high hit rate can grant an extra life or even a continue. 

How is the boss variety and how do boss fights generally work?
Yourself: There are four bosses here, all borrowed from Final Fight proper. I don't remember if Abigail was a muscley punk dude in the arcade game, but that felt weird. The first and last guys like to stay to the sides of the screen - the first bounces his way back and forth across and the final boss (as must, legally, every beat-em-up final boss) shoots a gun. Both can be defeated by the same trick: keep out of their horizontal plane to avoid their attacks and move in for a couple punches and a grab when they are recoiling.

Mass Effect fans can try their hand at talking their way out of fights!
The middle of this boss sandwich is composed of guys that pressure you and occasionally charge. Again, there's a simple trick for both: run away until they do their bull rush, then dodge and quickly get behind for a punch and a grab. Abigail in stage 3 is a bit harder than Samurai Dave in 2 just because s/he pressures more and I think charges faster. Stage 4 repeats both of these bosses, separately.

How is the learning curve and difficulty?
Yourself: Pretty much what you'd expect from such a low enemy game (see Burning Fight or Cadillacs and Dinosaurs for the closest comparison). Since you'll get plenty of one-on-one time with each new enemy, by the third or fourth conflict you'll have a pretty good sense of each's timing and range and exactly how to handle them. That is to say, by Stage 2 the enemy learning curve has ended. Perhaps knowingly, Stage 3 is your big "gimmick stage", so the challenge lasts one level longer, but 4 and 5 are a real drag.

Play again or recommend?
Yourself: This is about as solid a "pass" as you're going to get. I've never found myself a fan of the Capcom school and Mighty Final Fight does not improve on the formula - sparse enemy variety, redundant conflicts, and a bare-bones move set. Even a Capcom fanatic will find little to love, as the game is absent the iconic giant sprites, meaty stuttering combat, and 2-player shenanigans that make their games favorites. I guess for an NES Final Fight, Mighty is all you could expect - I just don't see why anyone (in 2014) needs an NES Final Fight. Try one of the dozens of SNES or arcade Capcom games if you really need a fix; even the lackluster Cadillacs and Dinosaurs is significantly more enjoyable than Mighty Final Fight.