Tuesday, July 12, 2016

Review: Kero Blaster is pure gaming fun in a charmingly retro package

I was late to the party getting into Cave Story and similarly I was tardy in getting to Cave Story creator Daisuke Amaya’s most recent full game: Kero Blaster.

Like the beloved indie hit Cave Story, Kero Blaster is a quirky game in the spirit of some classic NES games. Unlike Cave Story, which had more of a menagerie of gameplay influences including some light Metroidvania-style exploration and a few RPG elements, Kero Blaster is more straight up run-and-gun action. I’ve heard of Contra used as an example of the game’s style but, though I can kind of see where this idea comes from, the game uniquely stands apart.

The premise of the game is you are an employee of Frog & Cat and tasked with investigating the teleporters this company is responsible for. Although there is a bizarre story told in cut scenes between stages, the game is almost entirely a linear progression of simple side-scrolling action. Moving and shooting controls very precisely and the action rarely lets up. Some new weapons and tools unlock as the stages unfold, and enemies routinely drop coins that can be used to bolster health and upgrade weapons. For a small game, there is quite a variety of locales and spectrum of enemies – expect to see something completely new around almost every corner.

A play through is a fairly short affair at approximately three hours, factoring in some time spent farming enemies for coins to purchase most upgrades. Upon completion a hard mode unlocks, and what a gem of a hard mode it is too. Zangyou (overtime) mode switches plenty of things up. For one, it has its own unique story that’s a direct continuation from where the regular game ends. Even though the stages and enemies are mainly the same, they are switched up to such a degree that almost every level has a completely new feel and challenge to it. Kero Blaster’s hard mode is, in other words, a mandatory experience for anyone who wants to get the most out of it.

Looking and sounding suitably retro, Pixel’s distinctive style shines through. Everything has a certain charm to it.

For its price tag, Kero Blaster is a truly fine experience for anyone who enjoys side-scrolling action platformers. It would be nice if the game received support for more platforms, as it’s currently only available on the computer (via Playism and Steam) and for iOS.

My rating: 9/10

Saturday, July 2, 2016

Hey good lookin’

Yep, sounds like Castlevania. That was my first impression after loading up the demo of Bloodstained: Ritual of the Night. Wow, this game is beautiful, was my next thought. The familiar control scheme fit like a glove. When was the last Igavania? Order of Ecclesia? Eep, I remember barely being out of college when that game released. Too damn long in other words. Tychus Findlay would say: “Hell, it’s about time.” Sorry, random Starcraft II reference.

 I am more excited for Bloodstained than I have been for any game in a long time and, if the demo is anything to judge by, that excitement is well warranted.

Going back to first impressions, while Bloodstained played and sounded just like I would think it should, it’s really the stunning art direction and the very competent application of said art direction that were the real show stoppers. Everything looks great, from the environments to the monsters, and for a side scrolling game it has a surprising amount of “this is a living, breathing world” feel to it.

I’m very interested to see how the story will unfold, although unfortunately story cutscenes and such weren’t a feature for this E3 version of the demo.

Some I think were somewhat dubious of a 2.5D Igavania. I imagine those fears are well put to rest now, although it was never a fear I shared. I’d been hoping for a long time for a 2.5D Castlevania in this style. Konami hasn’t delivered, but IGA is. It’s still in development of course, and I can’t say if the final product will meet my admittedly high expectations. Still, it’s lookin’ good.