Re: Games Beaten 2020
Posted: Sat Apr 04, 2020 11:12 pm
1. The Legend of Zelda: Link's Awakening (Switch)(Adventure)
2. Final Fight [Japanese Version] (Switch)(Beat 'Em Up)
3. Ziggurat (PC)(FPS)
4. Magrunner: Dark Pulse (PC)(FPS)
5. The King of Dragons [Japanese](Arcade)(Beat 'Em Up)
6. Captain Commando [Japanese](Arcade)(Beat 'Em Up)
7. Knights of the Round [Japanese](Arcade)(Beat 'Em Up)
8. The Witcher (PC)(RPG)
9. Tenchi wo Kurau II (Arcade)(Beat 'Em Up)
10. Dark Sun: Shattered Lands (PC)(RPG)
11. Lichdom: Battlemage (PC)(FPS/RPG Hybrid)
12. Star Wars: Republic Commando (PC)(FPS)
13. DOOM 64 (PC)(FPS)
14. Half Dead 2 (PC)(Adventure)
15. Powered Gear - Strategic Variant Armor Equipment (Arcade)(Beat 'Em Up)
16. Torchlight II (PC)(RPG)
17. Battle Circuit [Japanese](Arcade)(Beat 'Em Up)
18. Hard Reset Redux (PC)(FPS)
Battle Circuit
This marked the end of Capcom's run of arcade beat 'em ups, so it is the fitting choice to end the Capcom Beat 'Em Up Bundle. It's strange that this almost hallucinatory massacre of robots, alien strong men, and one dude with a seriously huge head and a car like Snidley Whiplash in Wacky Races is the final product of a run that really got going with Final Fight, but by the end of things, I think Capcom was just seeing what crazy things they could do. Unlockable powers? You got it. Bizarre plots, bosses, and levels? You got it. A killer plant? Why not? By this point, it was everything but the kitchen sink.
That is both Battle Circuit's strength and weakness. It's ridiculous, it's fun, but it's also so over the top that I just feel lost. Not as in lost in the action, but lost in the insanity of it all, with an end result that has made me less interested on repeated playthroughs.
Battle Circuit is a fantastic game, but it's at its best as a surprise, and by now I've lost a lot of that magic unfortunately.
Still, in terms of design, it's pretty much the peak of how Capcom could push the genre. They got in, they changed, they got out, and the genre pretty much died in this form. What a shame.
Hard Reset Redux
Ok, so this game is an updated release of a game that had only come out a few years before it. You shoot robots, and in the strange cyberpunk world of Hard Reset, you have two guns that can transform into a variety of others, widening your arsenal up to ten depending on how you choose to spend your upgrade points, each with its own unlockable alternate fire mode.
Of those 10 options, I used...2. The basic machine gun and the rocket launcher were all I needed; the shotgun had moments of usefulness, but just moments, while all the other weapons were just weaker rocket launchers for me. That's ok, though, because I didn't just use guns. Hard Reset is big on environmental objects as weapons. See that explosive tank? Guess what you can trigger to blast apart your foes. Got an air conditioning unit? Spark electricity off it to fry some circuits!
The game is at its best when you enter an area full of killing options and go to town, unloading, dodging oncoming enemies, and using the world around you to create deathtraps. It's very well done, especially in the first half. In the second half, the level design gets messier, and while levels always consisted of going from point A to point B, it just feels much more apparent in the latter. That's likely because the second half didn't originally exist in the base game and was added on for the Redux release, and whatever magic went into those earlier levels just didn't feel as present. Not to mention the grey color palette of the first half suddenly seems fantastic compared to the near constant brown of the second.
Hard Reset Redux also suffers from a terrible ending, in that there isn't one. The game just stops. Between levels, you'd often get treated to a comic book-style presentation that, I admit, I really enjoyed. The plot was bananas, but it kept me interested in the flow of events just to see the artwork. After beating the big boss, some guy shows up, tells me "You made it," and the credits roll.
What? That's it?
What I like about this game, I really like. What I don't like, I really don't like. It makes this one hard to pin down for me. For all of the exhilaration of unloading near-infinite bullets into robot faces, there is just as much "you mean I spent 45 minutes just to go back to where I started and open a door?". Your mileage may vary.
2. Final Fight [Japanese Version] (Switch)(Beat 'Em Up)
3. Ziggurat (PC)(FPS)
4. Magrunner: Dark Pulse (PC)(FPS)
5. The King of Dragons [Japanese](Arcade)(Beat 'Em Up)
6. Captain Commando [Japanese](Arcade)(Beat 'Em Up)
7. Knights of the Round [Japanese](Arcade)(Beat 'Em Up)
8. The Witcher (PC)(RPG)
9. Tenchi wo Kurau II (Arcade)(Beat 'Em Up)
10. Dark Sun: Shattered Lands (PC)(RPG)
11. Lichdom: Battlemage (PC)(FPS/RPG Hybrid)
12. Star Wars: Republic Commando (PC)(FPS)
13. DOOM 64 (PC)(FPS)
14. Half Dead 2 (PC)(Adventure)
15. Powered Gear - Strategic Variant Armor Equipment (Arcade)(Beat 'Em Up)
16. Torchlight II (PC)(RPG)
17. Battle Circuit [Japanese](Arcade)(Beat 'Em Up)
18. Hard Reset Redux (PC)(FPS)
Battle Circuit
This marked the end of Capcom's run of arcade beat 'em ups, so it is the fitting choice to end the Capcom Beat 'Em Up Bundle. It's strange that this almost hallucinatory massacre of robots, alien strong men, and one dude with a seriously huge head and a car like Snidley Whiplash in Wacky Races is the final product of a run that really got going with Final Fight, but by the end of things, I think Capcom was just seeing what crazy things they could do. Unlockable powers? You got it. Bizarre plots, bosses, and levels? You got it. A killer plant? Why not? By this point, it was everything but the kitchen sink.
That is both Battle Circuit's strength and weakness. It's ridiculous, it's fun, but it's also so over the top that I just feel lost. Not as in lost in the action, but lost in the insanity of it all, with an end result that has made me less interested on repeated playthroughs.
Battle Circuit is a fantastic game, but it's at its best as a surprise, and by now I've lost a lot of that magic unfortunately.
Still, in terms of design, it's pretty much the peak of how Capcom could push the genre. They got in, they changed, they got out, and the genre pretty much died in this form. What a shame.
Hard Reset Redux
Ok, so this game is an updated release of a game that had only come out a few years before it. You shoot robots, and in the strange cyberpunk world of Hard Reset, you have two guns that can transform into a variety of others, widening your arsenal up to ten depending on how you choose to spend your upgrade points, each with its own unlockable alternate fire mode.
Of those 10 options, I used...2. The basic machine gun and the rocket launcher were all I needed; the shotgun had moments of usefulness, but just moments, while all the other weapons were just weaker rocket launchers for me. That's ok, though, because I didn't just use guns. Hard Reset is big on environmental objects as weapons. See that explosive tank? Guess what you can trigger to blast apart your foes. Got an air conditioning unit? Spark electricity off it to fry some circuits!
The game is at its best when you enter an area full of killing options and go to town, unloading, dodging oncoming enemies, and using the world around you to create deathtraps. It's very well done, especially in the first half. In the second half, the level design gets messier, and while levels always consisted of going from point A to point B, it just feels much more apparent in the latter. That's likely because the second half didn't originally exist in the base game and was added on for the Redux release, and whatever magic went into those earlier levels just didn't feel as present. Not to mention the grey color palette of the first half suddenly seems fantastic compared to the near constant brown of the second.
Hard Reset Redux also suffers from a terrible ending, in that there isn't one. The game just stops. Between levels, you'd often get treated to a comic book-style presentation that, I admit, I really enjoyed. The plot was bananas, but it kept me interested in the flow of events just to see the artwork. After beating the big boss, some guy shows up, tells me "You made it," and the credits roll.
What? That's it?
What I like about this game, I really like. What I don't like, I really don't like. It makes this one hard to pin down for me. For all of the exhilaration of unloading near-infinite bullets into robot faces, there is just as much "you mean I spent 45 minutes just to go back to where I started and open a door?". Your mileage may vary.