Welcome in, 2009! MISSION COMPLETE.
Wednesday, January 7th, 2009Happy New Year, Spwug!
Man, do I wish I had a working camera last weekend. Magfest 7 was a five-day bash in Alexandria VA to start 2009. From the ball drop to the Sunday zombie march out of the Hilton, it was wall-to-wall-to-wall-to-wall gaming, music and comraderie!
(0) BUT FIRST, BREAKING NEWS.
-According to reports that went out today — Electronic Gaming Monthly, a 20-year veteran magazine, and one of the most well known gaming publications out there, will launch it’s final issue this month.
EGM, and parts of 1UP.com were sold by it’s parent company Ziff-Davis to UGO to stave off it’s losses, after filing for Ch. 11 bankruptcy protection last year. Simply put, UGO now owns 1UP.com, and maintains that the website’s features will remain, but the side effect was EGM’s sudden conclusion.
This blogger remembers vividly the first issue he’d seen in 7th grade — a blitzkrieg of gaming news and info in the heyday of 1990, when Mega Man 3 graced it’s cover. I had no idea just how deep the well of video games ran, and EGM was the light on my helmet. Yeah, Gamepro is still shambling along, and I still have a dusty pile of GameFan magazines laying around, but there was an air of legitimacy with EGM. If it wasn’t covered by EGM — and what wasn’t in that magazine? –then it must not have been good. Time sure have changed, but I sincerely hope those dedicated folks are able to bounce back and find a new mag — or build an even better one.
(1) MAGFEST 7 GAMING, or CRYBRINGER’S CAVE-TASTIC WEEKEND.
Old friend I hadn’t seen in years, much old and new school gaming, and another fantastic performance by The Smash Brothers describes my overall experience with Magfest 7. But honestly, my MISSION as soon as the cabinets got turned on were THESE. I finally got to play three of the most popular shoot-em’-ups by CAVE/AMI! The original arcade boards, in full glorious stereo sound, rich graphical detail, and housed in modern seated cabinets. All three games were runaway hits at the con, bringing in a constant stream of players, and rousing exclaimations of “OMG” or “How can you DODGE that!? That’s ridiculous!” If you’ve read my previous posts, I’d made mention of one or more before. But with several loops and about six hours of total play under my belt, I’m a changed man.
Mushihimesama:
-I’ve actually had a BRIEF run in with the import PS2 release of Mushi, but hardly cracked the first stage. Having done two full runs on both Normal & Maniac difficulties, I can say this is about as pure a vertical shooter as you can get. The title Mushihime (Insect Princess) character Reko has three types of weapons (normal vulcan, wide shot and focused beams,) with two flavors of helpers that either shadow her movements or form up on either side. Said helpers fire long lasers that compliment the main weapon. Tapping the fire button, as most modern shmups do, means faster movement. Holding the button gives a constant stream of firepower with slower movements to get through the stickiest of enemy salvos. Mushihimesama is five decently sized stages, promising a blistering amount of enemy fire throughout. From the smallest of foes to the stage bosses, each hit or kill adds to a combo counter that multiplies the score — seeing a big fat +20,000 hit counter rapidly climbing as the player punishes a boss is a real rush. I’ve long since memorized the soundtrack and drawn plenty of Mushi-inspired artwork, so it’s easy on the eyes & ears… but that’s about it. While it allows 2 players, it feels like a purely solo affair is the best way to clear it and see any extra bonuses. After clearing Maniac difficulty, I was well satisfied and looking for crunchier, more complex shmups to dig into. Luckily…
Ibara:
…There’s Ibara. And “crunchy” is a great description. I tried this in a PS2 re-release — and it’s clear that it’s not nearly as tight or crisp visually. Gameplay is identical, but the devil’s in the details: Ibara pits 1 or 2 players against the assault of the gothic lolita-dressed Rose Sisters, and their army of very-not-child-safe tanks, airships and fortresses; COVERED in spikes, blades and all sorts of painful looking details — said guns and cannons firing shurikens, broadswords(!), knives and Really Big Bullets. The player gets to answer back with five different weapons to pick up in battle, equipped individually on up to three drones, in any combination. Thus, a player can have their main gun, with a flying rocket launcher, flamethrower and 5-way spread gun all at the same time! On top of that, with each super bomb in stock, the player can charge said bomb up, and fire an invinicible super beam; the “Hadou Gun” that nullifies any enemy fire that runs into it, does insane damage to enemies trapped in it, and stays on screen for minutes at a time. Even with that safety net of hot lead, player death erupts in a shower of bullets that does damage to the enemy too.
If it sounds busy, it is. If it sounds intense, believe me, IT IS. Ibara revels in it’s bold, stylish presentation, and delivers on some heavy gameplay — although compared to Mushihimesama, it’s a bit easier in difficulty. Not much, but enough to notice. The last of the three though…
ESP Galuda 2:
…is a big, beautiful, sexy, steampunk inspired BEAST of a vertical shmup. CAVE/AMI pulled out all the stops for the third of their ESP “series” (Galuda 1 & Ra.De.) Stay with me on this one: Genetics, super-science, alchemy, whatever you want to call it, but the three characters; Tateha, Ageha & newcomer Asagi, wage a battle against an imperial family of cyborg psychics (this author assumes…) Shot types differ between the three, and the most basic system is like Mushihimesama. But instead of support drones, the old ESP Ra.De. powered shot and chargeable super bomb/shield returns. And then there’s Kakusei Mode. Pressing the secondary button engages/disengages a ‘bullet-time’ mode that drastically slows down enemy fire. Normally as you kill opponents, they drop green gems, and these gems power Kakusei Mode. If an enemy launches a volley of bullets and is killed before nailing the player, their bullets are converted to gold instead of gems, and racks up extra points. If the player uses up all their gems (a total of 500 to collect) Kakusei Over mode kicks in, DOUBLING the bullet speed and making enemies attack more aggressively! A screen full of fast, angry red bullets is a scary thing. But ESP Galuda 2 goes even further, as if the Kakusei mode button is held, the screen goes into a negative image and Zesshikkai Mode is on.
Now, instead of just changing to gold, every enemy killed turns the screen full of bullets turn into MORE bullets… now AIMED at the player. The player gets an even bigger bonus score for each ‘flip’ of curtain fire from normal to homing and so on, but the same rules apply. Slow down enemy fire for gold, or risk a Zesshikkai Over mode with faster aimed bullets!
Whew! Deep, huh? One can play the game without ever using Kakusei, Zesshikkai or their Over variants (or if they REALLY wanna challenge themselves, they can waste their gems and tackle the whole game in fast-forward!) But the risk vs. reward aspect is VERY tempting and the mechanics of the game are very well executed througout!
(2) SOUNDTRACK UPDATE!
-Even more CAVE/AMI fandom here, as I got an advance listen to the soundtrack for the latest game, Dodonpachi Daifukkatsu. I’ve mentioned it before, but for this gamer a soundtrack can make the experience (or break it.) I’m happy to say, I’ll be ordering this CD VERY soon. If I didn’t know better, I’d say composers Manabu Namiki, Yoshimi Kuzo & Asuza Chiba melded the DDP series (and Namiki’s signature) techno style with live guitar and a decidedly… hip-hop sort of rhythm! “Shadowing World ~ Obverse” hits it’s listeners with a funky R& B drumbeat, a slithering guitar solo and a very pop/game music flourish throughout. The end credits theme, “Who Decided About ‘Dying Peacefully?” at times feels like a young modern hip hop ballad. Of course, boss themes like “Element Daughter” & “Longhena Cantata” rage and throb with brutal 808 beats, and “][|/34<#!” (”Hibachi”, for the l33t impaired — the second half of this repeat video link) is one of Namiki’s better PSYCHOTIC Amen-breakbeat spamming sessions — you get points with Crybringer if you can trick him into thinking his speakers flatlined.
“Numerous Blinking Lights In The Night Sky Towards A Shining Future” and “The Battle Was Just ‘To Continue That Future” are just pure Namiki and a real showcase of his musical know-how. Elegant chord progressions, sharp melodies, excellent atmosphere… I CANNOT wait until an arrange album appears, as these are MUSTS to include. If the rest of Basiscape gets a hold of them, watch out…
(3) THERE IS NO NUMBER THREE.
(Mainly because Windows Vista seems to want to think for me instead of letting me do it. I love this new laptop, and don’t have a problem with Vista overall per se. I guess it’s just unfamiliarity with the machine that irks me… now– QUIT SELECTING WHEN I MOUSE OVER STUFF!!!)
That’s about it for now. Best to pace out the new year, eh? See y’all next week!












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