July 5, 2021
[Comic] Baraduke 2 promotional mini-manga

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Here’s another scanlation for a short, obscure video game comic! This time it’s for Namco’s arcade space shooter Bakutotsu Kijuutei: Baraduke 2.

The original Baraduke was released in 1985, and its premise of a spacesuit-clad action hero who is revealed to be a woman predates Nintendo’s Metroid by a year. That hero, Kissy aka Toby Masuyo, does not appear in Baraduke 2 (although the UGSF timeline published later retcons that she did); instead the player 2 character Takky—named for designer Yukio Takahashi—graduates to player 1 status in the sequel, and she is accompanied by new character Hommy. This isn’t super relevant to this manga, but I thought I’d give you the background because the identity of the main character is left ambiguous in the text.

Anyway, this manga was published in Namco’s official PR magazine NG: Namco Community Magazine, in the September 1988 issue, to promote the release of the game. The credits for that issue list Jun’ichi Ishikura as illustrator, which I think means he drew the comic, and I have assumed that he also wrote it. His other works include a Bomberman gamebook and a series of instructional manga.

The manga is brief at 4 pages, acting as a prologue and setting up the context for the game’s events. Dialogue is sparse, leaving space for some cool, dramatic action panels. It’s intended to be read in standard Japanese right-to-left format. I’ve left sound effects intact in the art, with captions for approximate equivalents.

Share and enjoy!

https://mega.nz/folder/AZ4wEZAI#trFkc8kbkgaVblsLMED3fA

November 15, 2018
[Review] Touch My Katamari (PSVita)

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This is a good, if short, example of a Katamari game. It’s rehashy and the microtransactions are bad but it’s essentially fun.

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October 3, 2018
Legend of the Valkyrie, low-res pixel style!
I’ve been reading comics from the excellent Shiftylook project, which was unfortunately wiped from the face of the Internet. Fans have backed up most of the material though! One of my favourites was the...

Legend of the Valkyrie, low-res pixel style!

I’ve been reading comics from the excellent Shiftylook project, which was unfortunately wiped from the face of the Internet. Fans have backed up most of the material though! One of my favourites was the Valkyrie comic, especially Leigh Davis ( @jailbirdcomic )’s run. Their writing and art was so wonderful! I loved the humorous action with this fun cast of characters.

Valkyrie, Sandra, Krino, Moonlight, Sabine

January 2, 2018
[Review] Klonoa: Door to Phantomile (PSX)

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December’s game for the retro game club I organise was chosen by @cameronreigle​ (check out his art!). Although I had to rush through it in four days late in the month, I found it a charming and well-put together platformer with much to recommend it.

Keep reading

May 22, 2016
[Review] Me & My Katamari (PSP)

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Katamari’s concept is so elemental and fun that any game that uses it is bound to provide a good time, to me at least. This was no different but it seems held back by the limitations of the platform. The controls aren’t perfect and there’s not a whole heap of variety, but it maintains the core mechanics and delivers a charming package.

I’ve previously played just the PS3′s Katamari Forever, which has lots of content and many wild types of levels. Unfortunately its default puts an irritating visual filter over gameplay. That’s not a problem here, but you have other issues due to the PSP hardware. For one, you don’t get two thumbsticks for movement. In the Japanese and PAL versions you apparently don’t even get one, using the D-pad and the face buttons as a second D-pad, which is awkward at best. I was fortunate enough to pick up the American release which enables you to use the PSP’s thumbstick in place of the D-pad. It helps, but then you lose symmetry…

Compared to Forever, there’s also a lot more same-y levels. Sure each one asks you to prioritise certain types of objects, but I didn’t feel motivated to change my strategy around that, or even able to work it into my play most of the time. A lot of them are also in the same environments and the same methods work each time. The 5 optional special levels change it up nicely, but I wish there were more of them. You also have more loading times and breaks during gameplay, but that might be unfair for comparison since Forever seems to be the first game in the series to iron that out, on a much more powerful machine.

Basically I think playing Forever earlier has ruined me for the older games. It’s too bad because this is otherwise pretty solid. It’s as charming as any Katamari game can be; the conceit this time is not the King ruining the cosmos but just one group of islands. Animals then turn up to request different kinds of katamaris to replace them. Running around the home base island is fun, as each animal you help starts populating it. The music is a very strong set, with quirky hits from the first game (whose soundtrack I have partaken in many times) and others I hadn’t heard.

Hang on. Do I need to explain Katamari? You can absorb things smaller than you to get bigger, with the scale going from the tabletop to continental. You roll a ball around with a complicated control scheme; moving around is your only real action. The world is a delightfully Japanese low-poly wonderland set to an eclectic mix of tunes. It’s all capped off by a sense of wackiness that is a real joy to experience. These components are the Katamari formula that this game shares, and why I loved it. It’s just a shame the content seems lacking, at least after playing Forever (not to mention the multiplayer mode I couldn’t access on my e-1000).

May 29, 2014
[Review] Star Fox Assault (GCN)

So having played Adventures, I could finally continue the Star Fox saga in order. The current canon anyway, which goes Lylat Wars-> Adventures-> Assault-> Command. The original Star Wing was retconned by 64, and Star Fox 2 was never canon anyway but I still intend to play them as well, as Command’s multiple endings gives a good excuse to explore the other non-canon corners of that universe.

My friend Scraps helpfully lent me his copy of Assault, another borrowing for which I’m glad, as it doesn’t feel like Assault has quite the staying power of other Star Fox games. It’s another experiment you might say and like Metroid Prime Hunters seems to have been built around the multiplayer, with the campaign added afterwards with the existing mechanics. This may be related to the never-released arcade adaptation, much like F-Zero GX/AX.

This one’s a Namco production, and its strengths, especially as a fan of the series, are its adherence to the lore and continuity and how it builds on them. It does a great job expressing this cool world in an impressive way, with developed settings, characters, and sci-fi concepts. It also manages to ccapture a very epic feeling to the events of the game. It adds explicit FTL travel by warp gates, new characters Panther as a member of Star Wolf and Slippy’s dad Beltino, as well as the game’s major antagonists, the hivelike Aparoids. No new planets aside from the Aparoid homeworld but it gives a new level of realism to many established locations such as Corneria and Fichina.

The characters are a strength of the series, and Assault gives them lots of chances to converse between and during missions. They even bring back Tricky, which made me very happy so soon after Adventures. The relationship between Fox and Krystal is developed a little clumsily though. There’s also a little problem with Fox in that his voice actor and model don’t convey much emotion, so as the protagonist he didn’t hold up too well.

Let’s talk about the gameplay though. As I alluded to the missions are mainly in multiplayer maps, with objectives to do. You can hop in and out of the Arwing or Landmaster when you need to, and there’s a lot of on-foot running and gunning. The controls for this mode can be customised but are generally a bit awkward, which sucks because you spend so much time like that. The maps are often a little small for proper Arwing All-Range action too. The first mission fools you into thinking this game will be a scrolling shooter like everyone wants after Lylat Wars, which makes all the pilot stuff a rude shock. They do try to mix up the pilot gameplay though. There’s lots of weapons to use in different situations, and terrain varies from mission to mission.

So you have three different control schemes to master that need to be switched between in many missions, and things like laser upgrades for the Arwing or a pilot’s weapons don’t affect the other mode. It feels a little bolted together.

On balance the game doesn’t top the Star Fox charts, but it remains the most modern-looking and with an in-depth plot, which definitely counts for something. It’s just a shame that the campaign (which is uniquely linear for the series) pushes the roaming on-foot structure so much, because the few Arwing scrolling stages were good fun and work better, for my tastes anyway. It also has lots of impact plotwise on Command, which I’m now playing, which makes me appreciate the continuity the whole series has kept up with (since 64 anyway). As for whether you should play it? Trust your instincts.

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