Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Wednesday, February 11, 2009

Retro Review - Jet Set Radio Future




"A great update of a timeless classic."

Jet Set Radio Future

Despite not having been able to carve out a niche in the burgeoning 128-bit generation to survive in its own right, for the two or so years that the Dreamcast existed it provided some of the most original and innovative titles ever known to the console market. Amongst some of its most innovative titles was Jet Set Radio (Jet Grind Radio in the US). JSR combined extraordinary cel-shaded graphics with funky music and unique gameplay to provide a once and a lifetime gaming experience. With the arrival of Jet Set Radio Future for the Xbox, who would have imagined that lightning would strike twice?

GAMEPLAY: The object of JSRF is quite simple: graffiti. In the near future Tokyo-to has been co-opted by private enterprise and the last bastion of creative thought and artistic style resides with gangs of rollerblading street urchins who express their individuality by spraying graffiti over corporate art and any Rokkaku police officer who happens to stumble across their path. This urban guerilla warfare wouldn’t be complete with Professor K pumping out some really funkafied tunes through his pirate radio station, Jet Set Radio. Anyone who played JSR will be quite at home with the storyline in JSRF as it is practically the same. However, this is not a bad thing as the gameplay takes the story of the underdogs against the system to new heights.

Having played JSR to death, I was interested to see what Smilebit had done with JSRF to improve what had already been an excellent concept. They have not disappointed. JSRF improves on all areas of the gameplay. To start with, JSRF does away with the manual graffiti system of the first game in favour of just a simple tap of the R button. Some might say that this would simplify the gameplay, but it doesn’t. What it allows you to do is enjoy the game more without having to stop and practically break your thumb copying onscreen prompts. There are no longer any time limits, you can take as much time as you want completing the levels which is a good thing as the levels in JSRF are a lot larger than JSR’s and quite complex.

Grinding has been made simpler and nearly any surface can be ground on. My particular favourite is grinding up telephone poles and across connected power lines. Sounds fun, huh? It is, believe me, it is. The speed and length of the grind can be controlled by depressing the left analogue stick which allows for greater control and ease of tagging on the move. The speed boost is easier to use this time, a simple tap of the B button will set you going for a few seconds but it requires 10 spray cans to do so. Added to the mix a plethora of new multiplayer modes, JSRF takes all the things that made JSR great and improves upon them to no end. 10/10

GRAPHICS: Another thing that made JSR unique has also been improved upon by JSRF. In one word the visual style of JSRF can be described: unreal. It actually looks more like a cartoon than the original. Textures on the characters have been improved, the speed of the game has been bumped a notch without loss of detail (a steady 60fps) and there is no popup that tended to plague the original. The levels are huge and there are infinite grind loops on every level allowing you to appreciate the complexity of the level. Thanks to the improved power of the Xbox, Tokyo-to now looks and feels like a metropolis, with people thronging the streets and cars rushing by. The visceral visual style of the first game has been kept and the city areas feel more alive than ever. Smilebit’s art team have gone overboard as the art style of the game oozes through the screen. For a first generation title JSRF makes me wonder just what Microsoft’s not so little black box can do. The graphics are that good. 10/10

SOUNDS: Nowadays, a good game isn’t truly complete without an appropriate sound track to accompany it. Like JSR, JSRF has a truly ear popping soundtrack comprising remixes from the first game along with new songs that serve to annunciate the style of the game. The music is primarily Japanese pop and American funk and quite catchy (I’m trying to forget Concept of Love, but I just can’t). All the usual suspects return for the sequel, Professor K in particular gets more airtime this time around as he helps guide you through levels with helpful hints and derisive comments. In my opinion though, the soundtrack in JSRF isn’t as snappy as JSR’s. This is maybe a matter of personal preference, but the remixes sound a little bit flat. However, despite that the sounds are very well done. 9/10

LONGEVITY: Perhaps the greatest criticism that can be leveled at JSRF is that it’s not as hard as its predecessor was. The challenges are not quite as challenging and the moves are quite easy to master. That said, after the single player mode has been completed, you’ll be returning to JSRF to play with friends for the multiplayer modes on offer. 8/10

PROS:
+ Phenomenal graphics, it makes JSR look archaic.
+ Fun to play. One go and you’re hooked.
+ Great controls.
+ Large complex levels.

CONS:
- Not very hard.
- People who disliked JSR may not like it.
- Music may not suit everyone’s tastes.
- Nope, that’s about it.


FINAL WORD:
The future is definitely looking rosy for the Xbox if it keeps churning out quality games like this. JSRF is an excellent improvement over the original and can only be seen as a sign of better things to come for the Xbox as a new console, Smilebit and Sega in general. If you have an Xbox, you must have JSRF.

OVERALL: 9/10


Replay: I wrote this review for Gamefaqs some six years ago and despite the fanboy bent I still agree with most of what I said. JSRF was a phenomenal game and is (despite what others might say) much better than the original Dreamcast version. The game has aged extremely well graphically but suffers slowdown on the 360, better played on the original Xbox.

Tuesday, February 10, 2009

Hori Real Arcade Pro EX-SE Arcade Stick



Available now (currently sold out)
Xbox 360 (Japan only)
13500円 (Horistore.com)


With the release of Street Fighter 4 just days away now I was in the market for an arcade stick for the 360. The 360 controller is one of the best I have ever used but when it comes to fighting games and extended use of the D-pad it is awful, games become virtually unplayable. Unfortunately, the 360 has only one option this side of the pacific - the Hori EX2 Fighting Stick. Hori is a well respected maker of console peripherals and sticks but after seeing the EX2 in action I didn't feel comfortable laying down almost $70AUD on what is a rather smallish, plastic stick. After some searching I found the link to Hori's online direct store and discovered the EX-SE, a stick made from all-arcade Seimitsu components. According to the site the production run was limited and shortly after I ordered mine the website sold out. A lucky thing considering how much it would cost to purchase one of the Madcatz fighting sticks from Hong Kong.

The first thing you notice about the EX-SE is the build quality - Hori weren't joking in their press releases, it feels like it belongs in an arcade. The buttons are responsive and sharp while the stick is bouncy inside its square-gate. The shell itself is metal on the top and bottom surrounded by high grade molded plastic. The total weight comes to 2.6kgs. That said, after playing Super Street Fighter 2 Turbo HD for about an hour in my lap I didn't feel too much discomfort (strange as that sounds). The stick uses a square-gate (common to Japan) which takes some getting used to at first. I'm not a professional gamer but I have been playing fighting games since Street Fighter 2 on the SNES and this is my first arcade stick in nearly 10 years - lets just say I need a lot of practice. Using this stick makes you realise why arcade games are a world unto themselves - controllers simply cannot recreate the feeling of a perfectly executed Super finish.

If you have the opportunity to purchase this stick outside of Japan I wholly recommend it. It is built strong with authentic arcade parts and it feels like the real deal. Size is a concern but the stick has rubber feet so you can rest it on a table without scratching it. For Japanese 360 gamers it's the only realistic choice beyond the EX2. My only complaint about it is unlike the Madcatz SF4 Tournament Edition stick there is no place to house your cable when not in use. A small gripe though. The big question though is whether this controller is suitable for casual gamers. The short answer is yes and no. Yes because as far as arcade sticks go you won't find better. No in that price and size are a factor. If I hadn't been so concerned about the future availability of this stick I probably would have bought the EX2. All said and done, if you like fighting games or shoot-em-ups, want a quality controller that you'll be able to pass down to your grandchildren and have the luck to find one at a reasonable price then the Hori Real Arcade Pro EX-SE is for you.

Buy At Any Cost
Buy
Borrow Before You Buy
Don't Buy

*The Hori Real Arcade Pro is also available for the 360 but can only currently be ordered online. It is the same as the EX-SE except that it uses Hori's buttons instead of Seimitsu's. Generally a well received stick, you can read a review of it at IGN

Monday, February 09, 2009

Raiden 4



Available now
Xbox 360 (Japan only)
4485円 (Amazon.co.jp)
No Japanese required

When I was a boy growing up in Australia I would spend most of my free time at the local arcades watching the older boys play games like Silkworm, Wonder Boy, Gradius etc. Towards the end of my arcade infatuation I came to love a 2D shooter called Raiden. It was a generational leap ahead of other games like Silkworm and 1942 graphically and it wouldn't be until the release of the PSX version (Raiden Project) that I would own a semi-decent copy of the game. Since that time I had almost forgotten the skills required to play a game such as Raiden - the difficulty curve that meant the difference between winning the admiration of your fellow slot jockeys or going home early because you're too ashamed to show you face at the arcade centre. The release of Raiden 4 has brought back all of those bittersweet memories (I admit, I was one of those kids who went home early more often than not).

The Xbox 360 has not done well in Japan but that is not to say it has done badly either - as of December 2008 it has sold some 866000 units here (compared to the 473000 the original Xbox sold). I mention this because despite the low sales and stigma attached to the system, it receives the most love from smaller developers unwilling to commit to higher development fees (PS3) or the mainstream (Wii). The 360 has enjoyed a renaissance of old-school arcade games, particularly in the 2D shooter genre, one I had believed to be long dead. As I write this games like Otomedius G (available now), Shooting Love (02/19), DoDonPachi Black Label Extra (02/19) and Death Smiles (04/23) are making their way to the system. A system quintessentially Western yet home to some of the best Japanese gaming experiences outside of the arcades.

Which brings me back to the Raiden series. Released last year in March, Raiden Fighters Aces was a prelude to something bigger on the horizon. Essentially a jam session with the best the series had to offer (strangely lacking Raiden 3 though), it served to reacquaint gamers with a time when being good at a game meant hard work and practice (lest you lose that 60 cents). Raiden 4 hit the 360 in October 2008 with updated graphics, limited Live support and soundtrack of all the music in the levels. Development had been handed off to Moss but you wouldn't know it from playing the game.

The graphics are huge step up from Aces, on par with Ikaruga (i.e. 2D on scrolling 3D backgrounds), it is difficult to keep track of most of the action at times but this is one silky looking game. The gameplay is classic Raiden, from the opening level you need lightning quick reflexes to dodge the hail of bullets coming your way. While not quite at the level of 'shooting hell' you certainly have to keep your eyes wide open. The are lots of options: you can go through the game on the practice level and none of the enemies will fire at you - a good way to memorise attack patterns. You can adjust the screen 0 through 270 degrees. I only wish I could set my TV vertically because you get more detail at 90 degrees. In the Arcade mode you have the option of Light and Original, from what I can tell Light makes your ship profile smaller so it is more difficult for bullets to hit you. Original is what it suggests - arcade difficulty level, more enemies and more complicated attack patterns.

The biggest gripe I have about this game is that there is no online co-op. You can do challenge runs and upload your progress to a leaderboard from which other players can see your replay but it isn't the same as having a wingman alongside you. Also available for download is the classic Fighting Thunder Mk-II the original Raiden as well as the Fairy - both go for 80 points a pop. Overall, an awesome game. If you have to import, do so. Otherwise start letter bombing your local distributors.

Buy At Any Cost
Buy
Borrow Before You Buy
Don't Buy

Japanese version reviewed. At the time of writing this Raiden Fighters Aces has become available for preorder in the US for $29.99. If you want to see Raiden 4 outside of Japan, go and buy Aces!