2236: Games You Probably Haven’t Tried But Should: Croixleur Sigma

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I’m a big fan of the Japanese doujin (indie) scene’s work and have been ever since I first came across the rather wonderful Recettear by EasyGameStation and its equally wonderful localisation by Carpe Fulgur. Much like the Western indie scene, the Japanese doujin scene is the home of the type of games that men in suits decide “won’t provide a good ROI or conversion ratio” or whatever shit they talk about in boardrooms these days.

Unlike the Western indie scene, however, which has a strong tendency to err on the side of “art games” — works that make use of gaming conventions in the service of telling a story or delivering some sort of message to the audience — the Japanese doujin scene has a strong tendency to make very “pure” gaming experiences that, while they sometimes have strong narratives, are primarily concerned with being fun to play and feeling like classic console and arcade titles from the PS1 and Dreamcast eras.

Croixleur Sigma by Souvenir Circ is one such example. I’ve had the pleasure of following Croixleur’s development since it was first released as a rather simplistic, albeit enjoyable, arena-based brawler a good few years ago now, and over time it’s blossomed into a genuinely excellent arcade-style game with a surprising amount of depth. With its recent PlayStation 4 release by publisher Playism, we finally have what is probably the definitive version of Croixleur, and it’s well worth your time and £11.

As previously mentioned, Croixleur is an arena-based brawler specifically designed to channel Devil May Cry’s Bloody Palace mode, in which the protagonist fights their way through increasingly challenging waves of enemies with a mind to completing the challenge 1) as quickly as possible 2) without dying and 3) scoring as many points as possible. In Croixleur’s case, you take on the role of one of four charming young weapon-wielding ladies and hack and slash your way through various types of monsters, hopefully before the 15-minute timer or your two arcade-style continues run out.

Croixleur initially seems disappointingly simple. Tapping the attack button unleashes a basic combo, but this isn’t altered by moving directions or changing weapons or anything. You can jump and do the same combo, or you can dash.

You can probably make it through the game just mashing the attack button, but it would be very tedious. Thankfully, that isn’t all there is to Croixleur, not by a long shot. No, Croixleur is very much based around being as fluid and elegant as possible; every action is possible to “cancel” into another — in other words, while one animation is going off, you can hit the button combination to do something else and that thing happen a lot sooner than it would have if you’d let the animation finish and set it off from a standing start. Effective fighting in Croixleur, then, becomes a combination of hitting weak enemies with your basic attack, dashing to other enemies to get into position, and using the unique special attacks each of the collectible weapons offer in order to best deal with the situations in which you find yourself. There’s also a “smart bomb”-like ability that has a limited number of uses; this is particularly useful against the stronger, larger enemies that less frequently show up.

There are only three basic enemy types in Croixleur: a goblin thing, a goblin wizard thing and a flying eyeball bat thing. While you might think this would cause the game to lack variety, things are mixed up a bit by a couple of palette variations of each: brown ones are weakest, blue ones take more hits and are more aggressive, red ones are strongest and most dangerous. The advantage of there only being three basic types of enemy is that you can learn their attack patterns and “tells” in their animations and be able to deftly avoid their attacks in order to keep up your own assault; in order to get the best scores — and indeed to survive, full stop — you’ll need to avoid taking damage as much as possible.

Alongside the basic three enemies are a few larger types, too: there’s a big monster thing, a gold knight, a silver knight and a fuck-off massive dragon as the final boss. Having significantly more HP — and usually being accompanied by a horde of the basic enemies — means that you have to deal with these powerful foes is somewhat different ways, zipping in and chipping away at their health before they can wind up a powerful attack, or using a special move to pelt them with magic from afar.

Further variation to the game is added through the weapons that you collect as you progress. You can equip up to four of these when you start a new game, effectively allowing you to customise your heroine’s choice of special moves according to how you like to play. There are also a variety of entertaining visual accessories you can purchase with the coins you collect by defeating enemies, and these all have various benefits to gameplay. Plus they look fun.

Croixleur is not a complicated or long game, but it’s surprising how much depth it has. It’s very much an arcade game, and wouldn’t feel out of place on the Dreamcast, with its large, Sega-style countdown timer, ludicrous scores to attain and wonderfully fluid, 60fps action. Plus there’s a ton of unlockable stuff to uncover as well as the ever-present challenge of besting your own high scores — and those of your friends, too, of course.

Give it a try!

2115: Jade Penetrate

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Had a go at a game that’s been loitering in my Steam library for a while today: eXceed 3rd Jade Penetrate Black Package. This curiously named game is the third in a series of Japanese indie “bullet hell” shoot ’em ups that I grabbed in some Steam sale or other and have never really explored all that much. The first two games are rather Touhou-ish, while the third, developed by a different team and having a plot that seemingly has absolutely nothing to do with the first two, draws favourable comparisons to Cave’s Mushihimesama series — that, coincidentally, is coming to Steam tomorrow.

Anyway. This being a Japanese game there is a plot where you perhaps wouldn’t normally expect to find one, involving some sort of “to the death” tournament between what appear to be dragon girls aiming to rule over Pandemonium. As you might expect, angst and melodrama ensues and while none of it really matters to the actual game as such, the character designs are cute, the voice acting is decent and it infuses the game with a certain degree of personality that it might not otherwise have had.

The thing I like about eXceed 3rd is that it’s not the kind of bullet hell game that immediately slams your face into a desk and then flushes your head down the toilet. It’s accessible and easy to understand, though to get the highest scores you’ll need to be a little more technical. There’s just two modes of fire — a standard spread shot and a focused attack, which also doubles as a “precise movement” mode — along with the usual bombs, plus a super-powerful special attack. This charges up over time, but can also be charged by grazing bullets, collecting items and various other means.

Boss fights are split into clear and obvious phases, each with memorable names that assist with the learning process that is so important to this kind of game. In many ways, the boss battles are very much the focal point of the game, with the popcorn enemies during the main part of the level being more “filler” than anything else — though there are still some interesting bullet patterns to navigate through before you can challenge the stage’s boss.

As is so often the case with Japanese indie games, eXceed 3rd runs at an incredibly low resolution — 640×480 — which means it will display on pretty much any screen and run at 60fps without too much difficulty. And as is so often the case with Japanese indie games, because eXceed 3rd has been specifically designed for this low resolution, it still manages to look good despite being technically inferior to pretty much everything else in the modern PC gaming market. The attractive, fluid visuals combine with an absolutely rockin’ soundtrack to produce a shmup that really gets the pulse racing — exactly as it should be.

I don’t feel I’ve played the game enough to comment in any more detail on it just yet, but I enjoyed the little I played earlier, and am looking forward to investigating it further. Pewpewpew!

2013: Starchaser

0014_001Interesting indie game time? Interesting indie game time.

I’m a big fan of the doujin (independently-developed) games that Playism brings to the West. Japanese indie games have a very distinctive character about them; they’re rarely the most technically impressive games in the world (though there are exceptions, like wonderfully gorgeous shoot ’em up Astebreed) but it’s rare to find one that doesn’t feel like it’s been infused with heart, soul and love. The doujin culture in Japan breeds people who are passionate and enthusiastic about their work; these aren’t people who are making games to prove a point, these are people who are making games because they love making games.

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One of Playism’s most recent releases is a peculiar little platformer called Starchaser: Priestess of the Night Sky. This is the work of a doujin circle called Nonlinear, and the designer’s philosophy behind the game is an interesting one: he wanted to make a 3D game where the concept of 3D actually mattered. He has a point; there’s a lot of games out there that are presented in 3D, but which actually only practically play in two dimensions at once. Even renowned games like Super Mario 3D Land/World tend to only have the player worrying about two dimensions at a time for the most part; it’s rare you have to worry about the width, length and height of an environment at the same time in a Mario game, and that format works well for its accessible, family-friendly formula.

Starchaser, then, takes a slightly different approach to 3D platforming. Unfolding through a series of levels on both the inside and outside faces of a series of cubes, you control a young girl as she learns to commune with the stars by navigating through several perilous labyrinths of these cubes. The game starts very simple, but it’s not long before it introduces one of its core mechanics: gravity floors. These checkerboard cubes have their own gravitational pull, so if you’re airborne (through jumping, falling or walking off the side of something) you’ll be sucked towards the nearest one if you’re within its zone of influence. This may well be at a completely different angle to where you were standing a moment ago; Starchaser’s levels unfold making full use of all three dimensions, and you’ll have to look around in every direction carefully to negotiate a pathway towards your destination, making quick-witted use of the gravity mechanic and more conventional platform skills in order to survive.

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It’s actually a really delightful game to play. It reminds me somewhat of PS1-era puzzlers like Kula World, Kurushi Final and the like. At least part of this is due to its somewhat… functional presentation (it won’t run in 1920×1080, and it won’t exceed 30 frames per second) but even with its (apparently deliberate) technical limitations, it’s a joy to play, once you get used to the peculiar control scheme. It’s a very distinctive, original take on the 3D platformer, and a great game to dip in and out of when you fancy banging your brain against some fiendish environmental puzzles and enjoyable boss fights.

Starchaser is available now either direct from Playism or on Steam — buy on Playism and you get a Steam key for free.

1924: Journeying Ever Onwards

So One Way Heroics Plus has pretty much devoured my soul with its wily ways and new features. I’ve been playing it a whole bunch, dying a whole lot and having a great time in the process.

I made a video of two unsuccessful runs earlier; here you go:

I’m really impressed with the additions to the base formula. In particular I’m excited about the fact that there are a number of new quests involved in unlocking the additional character classes; these quests replace the standard adventure to defeat the Demon Lord (or win in a couple of other super-secret ways) and task you with additional objectives, confronting you with new challenges and powerful foes on the way.

The small additions to the game’s interface are great, too. The hotbar in particular is an excellent addition, even if you only use it to quickly access skills like Awakening (your default “stop time for three turns” ability, which is very useful for getting out of a pinch) and Lockpicking. It’s also great to be able to customise the interface somewhat; it’s still a little cluttered thanks to it running in 640×480 (or upscaled 640×480 now, at least) but simple changes like being able to put your gauges at the bottom of the screen and the minimap up the top make it a lot easier to see where you’re going.

More subtle changes only become apparent if you’ve played both games. The pace of levelling has been considerably increased, but in exchange the “Goddess Statues” at which you can “spend” levels to get numerous benefits are considerably more expensive to use, and no longer provide the same possible bonuses every time. Skill merchants offer the ability to learn new abilities in exchange for stat levels, Iron Hags will make a random item for you (including “air”, which just means you’re out of pocket), benevolent Force practitioners will teach you defensive, utility or restorative spells… the list goes on.

And the game is still absolutely packed with charm and a surprising amount of depth. Most notably — and this was true of the original, too — is the fact that, despite initial appearances, the game does have a plot. Or, more accurately, a number of different intertwining narrative threads that only become apparent if you come into contact with the recruitable NPCs, figure out a way to stop the Demon Lord trying to set fire to you long enough to have a chat or try some of the daily “special campaigns” that add small but significant tweaks to the basic formula. A particular favourite that I had the other day was a world where every normal attack had a massive knockback effect on it, so you had to take care not to fight with your back to the encroaching Darkness lest you get slammed into it by your foe landing a blow. It shook up the way I played a great deal; unfortunately I didn’t quite get far enough to take full advantage of it by whacking the final boss of the Force Knight unlock quest into the Darkness — the main means through which you deal damage to this rather unpleasant adversary — but it was an enjoyable journey nonetheless.

I’m well and truly hooked then. And if you’re yet to discover the fun for yourself, I recommend giving it a look now. It’s just $6.99 and it will keep you busy for a very long time. You can grab it from publisher Playism, or soon from Steam, too. (If you buy it now at Playism, you’ll get a Steam key when that version releases.)

1916: How an MMO Taught Me to Be a Better Shmup Player, and Other Stories

Today I’ve been playing a few different games, including Grand Theft Auto Online, One Way Heroics and Crimzon Clover: World Ignition.

Before I go any further, I just want to share a video I knocked up in five minutes using GTA’s built-in video editor. I’m looking forward to having a play with this; I haven’t seen an in-game editor so flexible since Driver on the PS1, and my friend Woody and I used to spend hours making ridiculous car chase movies with that.

But GTA is not what I want to talk about today. Rather, I want to talk a little about the last game I mentioned: Crimzon Clover: World Ignition. As you can probably surmise from the overblown title, this is a Japanese game; those of you with particularly strong game genre intuition will also have doubtless correctly identified that it is a shoot ’em up, specifically of the danmaku (bullet hell) variety.

I grabbed Crimzon Clover this week as part of GOG.com’s recent “tower of sales”. They were selling a pack of shoot ’em ups, several of which I’d had my eye on for a while, and one of which (the rather marvellous Astebreed, which was one of the last things I reviewed over at USgamer) I already owned, but it turned out that removing that from the package actually made it more expensive, so now I have two copies. Anyway, I digress; the sale has now ended, but Crimzon Clover is still pretty cheap anyway, so if you’re looking for some fun arcade-style blasting action, you could do far worse than grab a copy — and remember, there’s no shame in playing on “Novice” difficulty, so long as you don’t use the “Continue” function!

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For those who haven’t been following me for a while, are unfamiliar with the modern conventions of the shoot ’em up genre or with Japanese gaming in general, a danmaku shooter is characterised by its extremely hectic patterns of bullets filling the screen which, at first glance, look impossible to avoid. That is, until you realise that the ship you’re flying has a “hitbox” much smaller than its complete sprite, which means you can get away with “grazing” bullets so long as they don’t hit the (usually explicitly visible) hitbox. In fact, some danmaku shooters ever reward you for grazing bullets without being destroyed.

The other defining feature of a danmaku shooter is a somewhat convoluted scoring system. Crimzon Clover is a little more straightforward than some of the more obtuse systems that renowned genre specialist Cave has come out with over the years, but it still requires something of an understanding beyond “shoot everything” in order to get the truly high scores.

But again, chasing high scores isn’t what I wanted to talk about today; instead, I want to talk about something I noticed while I was playing Crimzon Clover earlier today, and that’s the awareness that I suddenly had of myself using disciplines I’d picked up from a completely different game: Final Fantasy XIV.

Crimzon Clover and Final Fantasy XIV would doubtless not appear to have anything in common at first glance, but bear with me. Boil both of them down to their purest essence and they are both games about learning attack patterns and responding to them. Neither of them depend on randomness for the most part, with every encounter instead being meticulously scripted and choreographed down to the last detail; both of them reward taking the time to familiarise yourself with these patterns and know how to deal with them. In other words, knowing your part of the overall intricate dance of death and destruction on the screen.

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This becomes even more obvious when fighting a boss in Crimzon Clover and, indeed, most other danmaku shoot ’em ups. One thing that both Final Fantasy XIV and Crimzon Clover have in common is a phase-based structure for boss fights: the boss uses a certain set of attacks until you damage it a certain amount (or, in some cases, a certain amount of time passes), then it moves on to something else, then perhaps something else, then perhaps something else after that. The most complex fight in Final Fantasy XIV I’ve done to date, for example — The Second Coil of Bahamut, Turn 4 (aka Turn 9, aka Nael deus Darnus) is split across four different phases, each of which is completely different from the last, and each of which requires learning independently of the others.

Crimzon Clover, meanwhile, is no exception to this rule, with bosses having set bullet patterns and special attacks according to which phase you’re on at any time; the one difference is that phase transitions are explicitly marked on the boss’ health bar in Crimzon Clover (and, again, in most other danmaku shmups) while in Final Fantasy XIV it’s a case of learning when the changeovers happen and how to time them so that you and your party are in a good position to deal with them when they happen. (The fact that Crimzon Clover is designed for one or two completely independent players while Final Fantasy XIV is designed for four to eight interdependent players is another difference, of course, but this added complexity is mitigated a little by the fact you’re not dodging literally thousands of bullets at any given moment. At least not in any encounter I’ve challenged so far.)

The thing I became aware of as I had a go at the first few levels of Crimzon Clover today — I haven’t managed to clear the game yet, as it’s pretty tough, even on Novice difficulty! — was that I was using most of the same skills I used while playing Final Fantasy. I was learning to observe patterns and anticipate what came next; I was moving into advantageous positions before all hell broke loose; I was learning from my mistakes rather than becoming frustrated by them.

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These are all skills that, if we pull back and look at a lot of different games, are fairly common. But I’ve become most keenly aware of them while playing Final Fantasy XIV in particular, and it was a little surprising — and pleasing — to be aware of how applicable they were in a “cross-discipline” situation in a completely different game today. (And yes, Dark Souls fans, I know they’re applicable to that game too, but… I just can’t, okay?)

Also, Crimzon Clover is fucking awesome and if you like beautifully slick, gorgeous shoot ’em ups then I recommend you go grab yourself a copy from Steam or GOG.com right now!

1910: Please Proceed to the Right – One Way Heroics

I’ve been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism.

I made a video, even.

For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall also use the power of written words to explain what’s going on and why you should give this game a shot.

One Way Heroics is a sort-of roguelike crossed with the auto-scrolling levels from old Super Mario Bros. games. If that sounds strange, you’d be right, but that’s what makes the game interesting.

The concept is simple: the Darkness is swallowing the land a bit at a time, and it’s up to you to track down the Demon Lord supposedly responsible for this whole mess and punch him in the face until he stops being such a rotter. The encroaching darkness is represented by the scrolling screen — every move or action you perform causes it to advance slightly, and if you fall off the left side of the screen, you die. Naturally, this opens up the possibility of getting “trapped” in places, so you have to plan your movements pretty carefully to make sure you don’t get stuck.

There’s a selection of different character classes to play, each with their own distinctive pixel-art appearance and base stats. They can be further customised by choosing “Perks” at the outset of the game, which give you skills such as lockpicking, swimming and mountain climbing, or simple bonuses to your base statistics. Each class has its own starting equipment and skills, too, and you’ll have the opportunity to unlock additional skills and abilities as you progress.

This is a game in which you shouldn’t get too attached to anything — the town you just visited, your character, your equipment — and should instead keep pushing onwards. As you progress, the path your journey takes will see you finding new items or upgrading your existing ones with scrolls you discover. Eventually, the basic weapon you start the game with can become something like what I had by the end of the video above: a high-quality sword that is difficult to break, sets things on fire and confuses enemies.

Although your characters and the worlds they explore are inherently “disposable”, there is a degree of persistence in the game: completing a run, whether or not it was successful, rewards you with “Hero Points” that can be spent on purchasing new perks and character classes or expanding your Dimensional Vault, allowing you to carry items across into a subsequent playthrough.

There’s also some interesting online features. Every day, a specific random world “seed” is set aside as one for online play, and while you don’t directly adventure alongside other player characters — it’s not “true” multiplayer — you get updates on how other people are doing and may occasionally run into the ghosts of those who were less lucky. If you successfully complete the game, you’ll be told how many people got there ahead of you and you’ll have the opportunity to compare your performance with them. It’s a simple, subtle and unobtrusive use of online features, and it works very well in the context of the game.

I’ve really enjoyed revisiting this game recently, and was delighted to hear the news that it’s being kind-of remade for Vita by Spike Chunsoft as part of their Mystery Dungeon series. As you’ll know if you’ve played it, this game would be perfect for handheld play, so I’ll absolutely be there when it releases!

For now, I’ve got a Demon Lord to punch in the face.