A Thousand Words: Chains of Freedom

Chains of Freedom

the XCOM-esque game Chains of Freedom is a new turn-based strategy game that I’ve just completed. It’s well, uh, something. So I wouldn’t have finished the game if it was bad , but man is there so much that drags it and keeps it from being what could have been. A lot of it.

The first issue is the story and setting. Do you want Brown Age throwback graphics of one Cyrillic wasteland after another? Do you want a plot and setting that’s what you’d get if you prompted an AI to go “Make me a science fiction setting based on Command and Conquer, S.T.A.L.K.E.R, Metro, and throw in a couple of general cliches for good measure”? Do you want characters who are either dull or who you’ll hate from the start?

Then there’s the gameplay. Probably the most distinct thing about it compared to other XCOM-likes is that you have to scrounge and craft for items between battles. This is one of those things that’s a lot better in theory than in practice. Other than that, it’s a pretty standard “cover turn based strategy.” Which is a problem when you get into the final act and the game throws monotonous giant swarm after monotonous giant swarm at you. As if to compensate, the last few encounters and the final boss are anticlimactically easy.

This is a 49% game. And as the last couple of Super Bowls have shown for the team that bears that name, close doesn’t let you win. (Hey, gotta drop a football reference on NFL Draft day!)

A Thousand Words: Buckshot Roulette

Buckshot Roulette

A minimalist and creepy horror/puzzle/party (seriously) game, Buckshot Roulette is “what if instead of a revolver, you used a randomly loaded pump-action shotgun in a game of wits with a creepy big-teethed guy?”

While it might sound like a trolling anti-game, it actually works as a combination of luck and skill. Power ups can see which shell is chambered, can eject a shell, and so on. Whoever can get lucky the most wins. While this isn’t the deepest game, it works for what it is.

A Thousand Words: OutRun

OutRun

Sega’s legendary car driving game OutRun was an arcade time attack game where you control a couple in a Ferrari trying to make it to the end of a series of branching paths before the clock runs out. That is the least impressive thing about it. The most impressive thing is that a game in 1986, even an arcade game, manages to still look fresh and well animated to this day, and have things like a changeable radio and diverging paths. Remember, the console stuff at this time was the likes of Mach Rider.

It took over a decade to finally be able to make an arcade-quality home port of it. Which speaks to how limit-pushing it was/is. While today its most direct legacy of giant arcade machine driving games with steering wheels and frequently even pedals is viewed as outdated kitsch, every game with vehicles owes a lot to this.

A Thousand Words: Riding Fight

Riding Fight

Taito’s Riding Fight is a very unique video game.

It tries to match Mode Seven Style “flat but three dimension” fast movement with brawling. While it doesn’t always succeed, I give it credit for trying, and the presentation and music are excellent. The plot involves superhero-mercs-whoever on hoverboards fighting evil, from Momar Gaddafi (yes the second boss is based on him) to Japanese mystic princesses. The final section involves saving “the young mistress of an important man”, which I really hope was a mistranslation. Otherwise it would be a unique twist on the “Save the princess” (what would his wife think?)

The novelty and ambition alone makes this game worth it.

A Thousand Words: Road 96

Road 96

The game Road 96 is an adventure game in the style of the old Telltale ones where you walk around, do dialog choices, and play the occasional quick time/minigame as one of a series of teenage runaways trying to escape the country of Petria in the mid-1990s. You go through one somewhat different set of campaigns which you can change through varying degrees, either by dialogue choices/actions or picking how you’re going to travel (via hitchhiking, transport, a car if available, or if you’re really crazy, walking).

On one hand, I saw basically every plot twist coming and the setting is a little iffy. Not the graphics, which are good for what they are and have an excellent visual design. Petria is a semi-eastern European country (its strongman leader looks like Brezhnev) whose residents have the demographics and style of 21st Century Americans. And for a desperate-to-escape country, it really only resembles a moderately lower-class area of the West.

The characters make up for all of it, as they combine quirks with genuinely hidden depth. While the story is a little janky due to the nature of the gameplay and has the adventure game problem of your choices ultimately not mattering that much to the main plot, it works and more importantly can jump between tones in scenes without it being seeming forced or jarring.

So yeah, I had a lot of fun with this game, even if it’s not normally my style.

A Thousand Words: Wario Land 3

Wario Land 3

Wario Land 4 is one of my favorite games of all time. Wario Land 3, coming out on the preceding Game Boy Color not long before, is not. This is one of those games that you could tell the developers really just needed more power and focus and it would click. With the GBA and a clearer focus, it worked. Here it didn’t.

This is less linear than Wario Land 4 and has the gimmick in that Wario can’t actually get killed (but can get knocked back and cost the player time that way). The problem with losing time instead of losing health is obvious, especially since WL4 didn’t have any absolute game overs. In fact, this game can be described as slow, slowly moving and slowly backtracking in the semi-open world. A lot of this is probably due to the 8 bit GBC’s limitations, but that only makes it dated.

Thankfully, the graphics are very good for the hardware limitations and do not feel dated, and the chiptune soundtrack is beautifully quirky and excellent. The game just doesn’t really gel and has the “misfortune” of being followed up by a classic.

A Thousand Words: Pearl Harbor

Pearl Harbor

I couldn’t let a Pearl Harbor anniversary go by without reviewing the infamous (pun intended) movie by Michael Bay. Now this is frequently on the list of worst movies ever. However, I liken it to Jefferson Starship’s We Built This City, something that yes, isn’t really good, but is criticized and slammed so much that you kind of have to defend it, since you can enjoy it as a guilty pleasure juuuuuust a little bit. I mean, are you really expecting historical accuracy from Michael Bay?

I didn’t think so. But one fair bit of criticism is Bay attempting his hand at a love story, which is kind of like a romantic comedy director trying to make an action movie. Said love story takes over far more of the plot than it needs, and is probably the biggest criticism I can give other than “Michael Bay.”

So yes, World War II as told by Michael Bay. I can think of a lot better. But I can also think of a whole lot worse.

A Thousand Words: The Woodstock Movie

Woodstock

The Woodstock music festival is probably the most overrated cultural event ever. A ramshackle mess that could have very easily turned into a 1960s Fyre Festival or something much worse, all it gave was a huge mess in an upstate farm, music, and… a documentary film.

A massive reason-perhaps the biggest reason-why the concert is so well remembered is Michael Wadleigh’s masterpiece. Easily the best documentary/concert film I’ve seen, it cuts from the performances (of varying quality in every sense of the word) to interviews with dazed hippies, musicians, and the festival organizers, to things like the rainstorm and Wavy Gravy’s pronouncements, all done with amazing cinematic skill.

I could point out that despite being intended to be sympathetic, the interview subjects and even the whole festival doesn’t exactly look the best. But that’s the beauty of it, with the film being detailed and close (again in multiple senses) enough to give the viewer enough evidence to a make a judgement call. Its main goal was to chronicle, and chronicle it did.

A Thousand Words: Emergency Call Ambulance

Emergency: Call Ambulance

Sega’s 1999 Emergency Call Ambulance is a perfect footnote for what the arcade would become. Released alongside Crazy Taxi that same year, it has the same basic gameplay: Drive very fast under a time limit-in this case to get the patient to the hospital as quickly as possible. Looking at it and Crazy Taxi (which was reviewed much more positively) shows the obsolescence of arcade machines by this point: By now consoles could deliver effectively the same experience at home, so arcades had to sell elaborate experiences unrelated to the actual game.

This is something I’d still have spent money on to pass time. But it’s one of those ‘post-1945 propeller fighters’ that had the problem of simply being too late. Besides, it has a pet Dalmatian that accompanies one patient and gives a subtitled thank-you speech in dog. How can you not like that.

A Thousand Words: Initial D

Initial D

One of the most famous car racing works of fiction and the biggest reason why people know the ‘eurobeat’ subgenre of electronic music, Initial D is the reason why there are so many memes of cars and “RUNNING IN THE NINETIES” and “GAS GAS GAS”. It’s the story of ‘touge’ racing through winding mountain roads, tofu deliveryman/prodigy driver Takumi Fujiwara, and the Toyota Corolla AE86, which thanks to it has gained popularity well beyond what a mid-80s Corolla would get.

Seriously, it’s like how in Red Storm Rising the Iceland invasion was a crazy jury-rigged gamble but so much else treats it like normal and standard. The whole point is that it’s an underestimated clunker. It’s like a tank novel with an M48 or T-54 or something with an ace crew and everyone thinks it’s the tank. But I digress.

This is basically an action show/manga with cars instead of glowing superheroes. The most famous “First Stage” initial (no pun intended) anime adaptation holds this to the core: With early CG and blaring music, characters dramatically take actions graaaaaduallly and somehow have the ability to hold huge monologues and conversations while roaring through perilous streets. It honestly sounds better than it actually is, with the pattern of ‘how is this ’86 winning’ being worn down even then.

But still, that music…