Review of the Month; Sayonara Umihara Kawase Chirari

Seems like Agatsuma wants to take the best out of Sayonara Umihara Kawase in the likely case it will be the last game in the series. However, I’ve been wrong about the handling of this game all this time, arguing against its Western release on the 3DS, then later for Vita, but luckily I was proven completely wrong and both versions saw a release in English. Digital only, but a release nonetheless. I’ve said previously that purchasing video games has become a somewhat political issue in certain circles, where people have began to emphasize support of the companies over the quality of the product itself. My initial purchase on the physical release of Sayonara Umihara Kawase was this. I am admit for being a fan of the series and that I do certain things that your normal fan would. However, that doesn’t take away the fact that the game itself is a top notch puzzle platformer. Some would say that it’s the best, but tastes vary and I’m more inclined to say that Sayonara Umihara Kawase is the most exciting and rewarding platformer we currently have, but the nature of the game will put some people off.

They even revised the logo a little bit
They even revised the logo a little bit

With the Vita release, Sayonara Umihara Kawase Chirari, or just Chirari if you got to know her well enough, boasts the same levels and characters from the 3DS original release, but with no 3D support, stabilised 60 frames per second, some new levels, comes with the original Super Famicom Umihara Kawase and the limited edition came with a character you can out on your cup of noodles. As mentioned, the Western release is digital only and this is reflected in the price. For whatever reason they didn’t think up any good translation to Chirari, just replacing with a… plus. Doesn’t really sound as good.

Umihara Kawase is a nice game series in that while every game is very similar to each other, the series has changed slightly with each instalment. The Super Famicom game is very straightforward and there’s nothing else but you and your line. It starts rather simple and easy overall speaking, but just few stages in you can do acrobatics that are required later on accomplish the stages. The skill ceiling is very high, and getting good with the game won’t happen in one night, unless you have magical understanding of pendulum physics and high controller execution skills. The game has an interesting dynamic, where the fish enemies play about 50/50 of the stages’ difficulty with their movements and positions.

Speedruns and such make the game look far more easier than it really is

The second game on the PlayStation saw few release versions, and some of the demo discs have stages not seen elsewhere. Umihara Kawase Shun changes things tiny bit and emphasizes on stage navigation while taking the emphasize on enemies away a bit. That alone changes how the game is played slightly, but what makes this game stand from the SFC game that the line is now a bit shorter, but much more springier in nature. You can also see that the game had better budget overall, as the game is far more colourful than its predecessor with better sound quality to boot. Shun saw a port to the PSP, which is absolutely abysmal due to porting developer, Rocket, managed to mangle the code to the extent of breaking the game’s physics and mechanics. It’s an unplayable mess. However, there is Umihara Kawase Shun Second Edition Kanzenban on the DS, which brought in the original developer duo in to oversee the process, and was considered the best portable version of Shun. It comes with the SFC game in it, thus making it an excellent piece overall.

The music in Umihara Kawase games has always been this sort of relaxed take on them, not hurrying you in any ways. Some could call the pastel coloured elevator music, but that’s part of the charm of the series

Sayonara Umihara Kawase may be the swansong of the series, but if this will be the case, the series will go with a nice bang. Umihara Kawase has come to a point, where it abandons the slight arcade roots it had and dumps the live system from previous games. No longer you traverse from the first stage to the next through doors and choose different routes this way. Sayonara Umihara Kawase introduces a map screen, where you can see your progression. Stages can now be replayed at will, and every successful playthrough is recorded as is your failures. Backpacks served as lives in previous games, but here they serve as collectibles that unlock illustrations, music and stuff in the Gallery mode. There are still different routes on the map screen and thus multiple ending stages. When at least one is finished, you unlock Survival Challenge, which is essentially the classic Umihara Kawase mode; you start from first stage with limited lives and need to play through your selected route in one go.

Umihara herself has grown up in few ways since her first game, and Sayonara introduces two extra characters to play with. Childhood Umihara is a separate playable character from her current self, and to go with that we have her friend Emiko. The two share a checkpoint ability, where at certain points in the stages a checkpoint flag pops up. In case of failure, either character will return to that point, but it only works once per checkpoint. The second character is Noko, a time travelling police and Umihara’s descendant. Sure, why not. Her power is to engage bullet time for more accurate action or something.

Sayonara builds on top of Shun’s idea of having the stages as your primary challenge. There are some enemies placed in challenging locations, but they’re not the main thing to look for. Pits, spikes and other stage hazard are the thing that most likely will do you in. There is a good amount of care put into developing and building the stages, and as usual there are few different ways to finish the stages themselves, unless the stage us built around a mechanic or gimmick. The whole game is now in 3D, and some of the elements was made to take advantage of the 3DS’ 3D output. However, this is damn useless and drops the framerate down to 30. For a game that requires high level of execution with point accuracy, you want to have a good framerate that allows you to react and act at the right time.

The physics and mechanics are very similar to Shun too. While the difference between SFC and Shun is very clear, how the line functions in Sayonara Umihara Kawase is very similar to Shun to the extent I can’t make any proper difference. The only thing I can say is that Shun’s rope physics are a little bit more bouncier, and that lends itself to high speed acrobatics a bit better in contrast to Sayonara’s ever bit more controllable line. It’s like in the middleground between SFC and Shun of sorts.

With Vita lacking any 3D effect, Chirari doesn’t suffer from this. You may like the 3D on the 3DS, but it brings nothing to the table here. Playing both 3DS and Vita versions brings out the best and the worst in the two devices, but Umihara Kawase just plays better on Vita. This is partly because of the 3DS’ design, but also because the Slide-Pad and D-Pad on the system are subpar with mushy buttons. Chirari simply plays better due to more responsive buttons. As everything that was found in the 3DS was directly ported to Chirari, some of the sprites look slightly pixelated on the Vita’s screen. While most of these are just passing things, it hits your eyes a bit. The same applies to the 3D models to some extent, and as such things like this should’ve been addressed properly. However, this also shows that the porting most likely didn’t have the highest budget out there, and the extra stages and all either were something that didn’t manage to be finished by the end of the deadline, or were planned but never realised in the 3DS version. The map screen also was turned from horizontal plane to vertical for whatever reason, but it works just fine.

In the end, Sayonara Umihara Kawase Chirari is an excellent game because of the 3DS original was an excellent one already. The few saw edges it has can be forgiven for stable 60fps and better screen. The visuals may too sweet and cute to some. Out from the two, Chirari does better on the scale due to Vita simply having better controller hardware. This is highly important as the series has always been all about the gameplay, and that’s what really matters with games. In addition, Chirari comes with those few new stages and packs with the original SFC Umihara Kawase much like Shun Second Edition Kanzenban did. With Shun on the PSN (or at least in Japanese PSN), the Vita currently is the console to play the whole series on one device.

Walking fish. Sometimes I wish fever dreams would stay away from the waking world
Walking fish. Sometimes I wish fever dreams would stay away from the waking world
I miss when they had proper manuals
I miss the time when they had proper manuals, not these slips

Microsoft has been changing their Xbone policies a lot.

Ever since Microsoft was laughed at by pretty much everybody in and out the game industry, they’ve been periodically changing their policies with Xbone. It’s a very positive thing to see Microsoft taking in all the flak and reassessing their position with the console. They’ve had so much negative press since the E3 that it would have been a sort of miracle if they had stayed with their initial plans rather than taking a different approach.

Now Microsoft has made another good step, which emulates SONY’s policies, which dictate that the console is free of region locking. Free region home consoles are becoming a standard, which is a definitive welcome change in the overall scenario. Now if the rest of them could be free of region limits outside the account the user is tied to.

SONY has been rather good example on their account system, where the user is able to open an account to any region store where he wants. There’s some gray area what needs to be to fully utilise them, but that’s something that hasn’t been hurting anyone and mostly has brought more profits to SONY and its partners.

While Nintendo was initially somewhat a forerunner with the whole ‘net connectivity with the Famicom, they’ve been far behind how the current world functions. There should be no restrictions why I shouldn’t have the option to have one account that works on all Nintendo systems that have the ability to function with their current Virtual Console or whatever it’s called now.

Microsoft has been rather humble while still trying to lift their image. Still, what we’re hearing from the is just about the console, what it does, what doesn’t need to be attached to it in order to function and so on. Mostly we’ve heard stuff that isn’t really relevant for an actual game console to have to function, and no region locking is actually the first news that has some level of impact on what people will play on the console. Now, Xbone has larger library of games, if you’re willing to import.

Nowadays importing has become just as easy as any Internet purchasing. I’ve have no idea how customs are handled in various other countries, but locally it’s as simple as getting a letter, which states that the customs officials have taken package until the customs are payed. From their website you fill in a form and pay the customs according to the form and the package is released. Even after customs most games will be cheaper to import form outside Europe rather than buy them locally, which is pretty sad when you think about it. Back in 1997 importing was hard. You had to know certain people who knew certain people, or had an access to a random import service. I have no real recollection if ’97 saw an Internet shop that was willing to ship abroad from US, but I think there was at least one. Back then some of the prices were about as much inflated as the worst eBay prices.

Microsoft also took out the compulsory Internet connection a while ago, which makes the machine itself rather import friendly as well. It’s sad to think that home consoles are doing better on the region free front rather than the hand held consoles.

What region free consoles gives to the customer is power to decide over their purchase in more free way. With the Internet there are no boundaries where or how you can get your item, whatever it may be. Only legislation stands in your way. Only electronics seem to have bullshit limitations why you shouldn’t be able to use them in any given region. GameBoy didn’t have region, as you could buy any game from any region during holidays and play it on your machine.

As region free console allows the consumer more freedom on choice on his purchases, this also means a slight paradigm shift how the company has to approach their systems. SONY’s account based system is a good middle ground, but it’s unfortunate to see that they still enforce use of PSN Cards, as an European credit card can’t purchase US/JPN games those regions. This is somewhat comical, as I’ve been able to buy Japanese Virtual Console game with my European console. Is the system intended to work like that? No, but at least it works and they’re getting my money for the product I want to purchase.

It’s damn weird that the user has to cheat the company in order to purchase their product in more legit way.

With region locked consoles and games the companies have been established that the software won’t work within certain region, which on the other most likely has lessened number of complaints and similar contacts. I know one person who called local SONY branch and complained that his game didn’t work on the PlayStation he bought from a ship validated by them. Turned out the had bought the game from Russia. General source of complaints from older times would have been picture being a mess due to wrong signal, black-and-white screen and with machines their power overloading due to different output from the wall socket. That’s why we have power bricks and socket adapters. This is also why I’d rather see hand held consoles using real batteries, and you wouldn’t be tied down to a rechargeable battery. Unfortunately, the 3DS and Vita consume way too much power for any sensible use of AA-batteries in them.

Honestly speaking, there’s very little chances that we’re ever going to see completely region free console, if it has an Internet based service. This is because of various business contracts with distributors between regions varies widely between regions. Then you have the in-game license issues, which actually prevent some of the older games being released on modern consoles… like Mega Man Legends 1 and 2. And that’s mostly because CAPCOM refuses to pay money to get more money.

However, you wouldn’t find me complaining much if the future consoles and their account systems would have similar loopholes as PSN.

Well, it’s a good thing that Xbone is region free, as it’s a glimpse of sanity in a place which wants to see what you’re doing all the time.

PSN Guilty Gear Accent Core+ still eluding Europe

Guilty Gear AC+ was released last week in North American region. Japan has had the game for some time now. Where’s Europe’s slice of this deal

Originally the game was supposed to appear on digital stores around the end of summer. Then it went by and nothing came. Then again, people do have a variety of opinions on when summer ends, so I didn’t give itmuch thought. However, a few months ago I grew impatient, and now that there’s no news on PAL region release, I’ve given up.

This is not good service.

I want to say that they lost a customer with this kind of inaction. When the PSN release was announced, fighting game community got excited, and now we Europeans are left out in the cold. Literally, if you take notice that it’s -18c outside now. I find it interesting that there are actually regions that were left without the game overall and the game’s director wanted to know if these regions would like to have the game.

Why do this kind of stupid children’s play with digital downloads? I see no reason to call digital distribution easier foranyone when things like this arefar too common. I see no reason of any sorts that would keep digital games from being released across the world at the same time. Yes, I know there are legal questions and all, but those are secondary questions and easily avoided with proper agreements.

If digital distribution is not any easier and far more reaching that physical store distribution, why bother? While it’s true that I could just open NA account and purchase NA PSN points, it defeats the purpose of having it digitally. Importing aphysical copy had its merits like the 60Hz NTCS instead of 50Hz PAL for an old example and simply getting better game optimization as in Devil May Cry 2’s case. With consoles nowadays, especially with the HD twins, there is no real reason to divide sales regions like this at all.

To be fair, I have bought few Japanese PSN releases. These games are games that would never see light in the west, but GGAC+ is clearly a game that sees a PSN release in Europe as well, right?

Review; Double Dragon: NEON

WayForward, I apologise for doubting your skill to treat us a good Double Dragon game. Still, I believe most of you can understand my initial stand. Double Dragon was a big part of my own childhood to the extent that it was probably the first game I ever played on an Atari 520ST. Having a completely new game of Double Dragon doesn’t just have games to stand up against, but immense amount of nostalgia as well.  Now that’s out of the way, let’s move to the review proper.

Double Dragon is a well established franchise that has been dead for some time now. I say dead because it really never got a completely new game since the 90’s and the GameBoy Advance game was just another remake, thou its tweaked fighting mechanics makes it one of the best DD gamesout there. The franchise has good games, and games that should just be forgottenaltogether. Just like that horrible cartoon that I never saw for better or worse. I kinda liked the movie, thou it had nothing to do with the games and was only good for the same reason ascertain Korean cartoons; a reason to chug down whiskeywith certain apple lemonade to forget what you’ve just seen. Granted, I really liked how the film began with the village burned down, but everything just went downwards from there. Not enough down to get things up thou.

So yeah, there’s twenty five years of history behind Double Dragon series, so WayForward had a pressure on their neck. It’s far too early to see whether or not DD NEON has sold enough to warrant a sequel, but the other fans I’ve already talked to have found this game extremely enjoyable on many levels.

Making this game asks for something special. It’s not enough to take the core template and shove it into a new code. You need to watch at the core idea, the spirit of the game if you will, and recreate it with care. If you go too far from the idea and try to implement something that’s not true to the original core, then you’ll lose something vital and bury that under everything else. DD NEON walks on a very finely sharpened edge, and does slightly waver to the other side of the two.

Double Dragon NEON starts in the way it’s always supposed to; Marian getting punched in the baby maker and taken away. From now on it’s Billy’s and Jimmy’ job to save her from whoever snatched her. The first impression is very good, and the pace game kicks in is very good. I originally showed high concerns on the pace of the game, but I can now say that they were completely unnecessary. The gameplay speed is pretty spot-on. Because of the more lax speed it runs on everything can be observed with haste. However, because none of the moves are canceleable like in fighting games, the player needs to take care when to attack and when to avoid attacks. Some of the enemy attacks can’t be distracted, so it’s not uncommon to find yourself getting knocked back in the middle of your combo. Then again, all attacks are indicated pretty clearly and there’s quite a lot of time to react to them, if you pay enough attention. The pace as a whole might not seem fast, but actually it’s rather hectic in its own lax way.

In your use there’s the normal punch, kick and jump buttons. Grabbing has now itsown buttons, as does ducking/evading, Special Moves and Running. This is where DD NEON falters the most; there’s just too many damn buttons for this kind of simple game. Running could be accomplished with double tapping forward, and grabbing should have been combined with the punch button. Y’know, the traditional way of doing things. Special moves could’ve been done with both punch and kick at the same time. I guess ducking/evading is the only one that is needed… no, not really. Evading can be combined with he jump button; pressing jump and any side at the same time would make the character evade. You’d lose the ability to duck, but that wouldn’t change the game at all. Then there’s the High Five function in the Right Stick. Yes, you can high five in bro-cop mode and that’s awesome. Press all three together near your bro, with combination of directions and hey presto, you have a three button system that has an immense amount of use. Actually, we need to discuss how many buttons are needed in a game at a later date.

Combining the pace and the buttons creates pretty damn satisfying experience. While the enemies are reused, they’re always in something different. There’s Elite Williams, who wear commando gear whereas normal Williams are just your normal 80’s street punks. There’s multiple colour variations of Linda, who’s smoking hot in this game. I mean, her new look knocks socks off. There are also female ninjas, and few different types of Abobos. They never really get old, because there’s always something new in them. Punching these bad guys is immensely satisfying as you practically feel the weight of your attacks being delivered. However, there’s certain levels of floatiness in the jumps and the controls are rather rigid. They’re not really tight because you can’t cancel the attacks as previously mentioned. Having evasion canceling your attacks would’ve been a welcome addition, but it works well without that as well.

Special moves are a nice addition, and the way they’re integrated works with the core of the gameplay without messing with it. There’s two kind of skills; Stances and So.. Sosetsu… Moves. You gain Mixtapes from enemies, from where you gain levels. Every move can be levelled up to level ten, and every move has its own theme in the selection window. After all, the player learns them from Mixtapes. And yes, they looks like actual tapes (C-cassettes to be exact), and that’s just pretty damn nifty.

Speaking of how things look, this game is pretty damn gorgeous. I’m not talking about the graphics, as they’re pretty standard forwhat we’re excepting for modern downloadable titles. What I’m talking about is the design of the world. It’s so over the top 80’s that it makes me laugh. Every enemy has a good flavour of anarchetypical goon in there, and then some. The final boss Skullmageddon is nothing short of Chinese Skeletor, and that’s just awesome as hell. I’m not going to lie; I was still sceptical of this game until I saw a YouTube: video of the final battle and the end credits. The neon colours, the landscapes, everything just clicks properly and works. It’s a cohesive world, of which like we really don’t see much any more. It’s also a damn fun world.

While the game is a parody in many ways, especially when it comes to the tropes of the genre, its really earnest in how it does it all and embraces everything. It’s honest and extremely awesome. It’s honestly awesome. There’s no way around it. There’s some few design choices they could’ve done in the visual department, like the player energy bars; they could have mirrored them to have an even HUD, and the 2nd player bar shouldn’t be there during single player game. Without it you could relocate the flashing PRESS START higher up. There’s also a missed chance to have 1ups as arcade tokens/coins that are inserted in a small animation next to player energy meter. There’s truckloads of references and jokes thrown all around, and…. Well, if I was the bad guy, I WOULD complain in the loudspeaker if the good guys were destroying my helluva expensive plasma TVs on my damn space station.

Yes, this game has a space station level. It’s the second unique area you enter, and it’s pretty damn awesome as well.

I understand if people are complaining because of the selected style, but rather than just wanting yet another serious DD game, this is a welcome change. We need more colourful games midst all these green/brown/grey games we’ve had for some time now. It all complements its parody-like nature very well, even if the game isn’t a parody at all. It’s all rather meta in a weird way, and I hate using the word meta.

I also have to condemn the Game Over screen for being awesome. Just wait ’til you see it.

But what about the sound design?Sounds works very well, voices are awesome and spot on, especially with Skullmageddon (who also sings you the end credits song) and the music is just 11/10. No really, the soundtrack is spot on with everything else in the game. It complements the stages, the designs, and the core. I was so afraid to hear the Double Dragon theme getting a bad version, but we get three different versions of it and they’re all from pretty damn awesome to fuck yeah awesome. Then few songs (no, actual songs) that are so 80’s that I thought I started regressing back into my childhood while hammering a pot stand in the metalworkshop earlier today. You can imagine how my co-workers looked at me when I started laughing like a maniac by myself while having a gas torch next to me and a red hot steel in my right hand and an anvil hammer in my left. For some reason they stayed away from me for the whole day. Their loss, because the soundtrack is just… awesome. You can pick it up from bandcamp for the price you wish, but for this kind of work I’m willing to give some money to the composer.

The version I played was on the 360 because PSN didn’t have it yet and I couldn’t wait enough. Also, I’ve got more controllers in the 360 whereas I just have one proper PS3 controller (and one arcade and the six button one) and I really want to do the High Fives. I’ve yet to see any difference between the platforms.

So, is the game any good?

Yeah, it’s good. I can see why a lot of people really wouldn’t like it, as everything previously said can also be used against the game. It’s Double Dragon alright, and it doesn’t need to be anything more. If it was anything more than it already is, they might as well make a completely different game with different set of ideas and core. NEON is a love letter to the 80’s and to the Double Dragon franchise a whole. It’s well worth the price, especially in this day and age where you pay 60 bucks for a five hour game. NEON is a good change of pace from pretty much every game that has been recently released, and anyone even with slightest of interest on the game should download the demo and give it a go. I doubt you’ll be left emotionless.

Still, there’s things that will bug anyone. For one, you can’t use an arcade controller with it properly. This is an arcade game at its heart, so it shouldn’t be a no-brainer to add support to the controller. You can even remap every button, except the High Five one as its tied to the Right stick. Honestly, the controls are the biggest gripe, but how they work, but they are designed to use majority of the buttons on a controller pad. The controls should’ve been designed with a simpler approach. WayForward always has things like this that hold their games back from being truly amazing. They’re little things, but God lives in he details. It’s not about fine tuning the game, but rather giving attention to certain aspects and not overlooking simplicity. It’s a very Americanized game, if you will. This kind of take on any franchise is welcome breeze, but only once in a while. I wish the next game will be more down to earth and would draw from the original concept art rather than taking its own spin on the whole deal.

Still, because of games like this WayForward happens to be my favourite developer at the moment. They make original games quite a lot, and they all meet the minimum quality quota. Then we have games like Bloodrayne Betrayal and this, which stem from existing franchise, but with a new twist or two while still keeping the heart of the original.

This is one of those games that I’d love to play with my brothers. We haven’t played games together since we were… damn, almost fifteen years ago. Still, I’d believe they’d enjoy this game as well.