Posts Tagged ‘PC Software’

Soldner-X: Himmelssturmer (PC)

Saturday, May 30th, 2009
Soldner-X for the PC

Soldner-X for the PC

The future… Soldner-X: Himmelssturmer (the initial S is more of a Z sound, apparently) is, rarely for this millennium at least, a commercial shoot ‘em up developed not in Japan but by German team SideQuest. When it was released in late 2007, quite few parallels were drawn by some critics to both Project X (Amiga and PC) and X2 (Playstation) which weren’t exactly complementary; the only positive comparison is that Team 17′s titles are both beautifully presented and that’s equally true with Soldner-X, from it’s packaging through to the online highscore tables, superb soundtrack and quite frankly gorgeous graphics. But the negative comparisons are down to details such as the default “normal” difficulty setting eating cute Labrador puppies for breakfast (and for players like myself who prefer not to use continues generally, that doesn’t seem to be an option because completing thing is probably going to require them), the movement controls being inertial, the levels taking quite a while to traverse and the worst “crime” of all for some was the use of energy gauges.

And presumably SideQuest were offered a very reasonable cash-in-hand discount on the latter since there are no less than three gauges to worry about during play! Starting with the most important of the lot, the Soldner-X‘s current energy level is in the upper status bar where it cuddles up next to the weapon power indicator; whenever the player takes a hit, that charge level goes down until it reaches zero at which point the ship explodes from not having enough energy or possibly a fatal overload of irony! There are two ways to replenish the bar, one is grabbing a passing energy power-up (which feature green hearts with a number of spots to denote how much power they provide) and the other is to simply complete a level. It’s not all bad news however, because when the energy drops below 20% the ship’s “berserker mode” kicks in; this results in the ship developing a slight jitter vaguely akin to a caffeine overdose and more importantly decreases the amount of damage each impact causes whilst upping the damage done to attackers by the player’s guns. I seem to spend about half of my playing time in berserker mode!

Tanks for the memories...

Tanks for the memories...

Since I’ve already mentioned the weapon power gauge I’ll cover that next; it’s the blue one in the upper status bar and works in tandem with the active weapon selected from the list of five in the lower. Every weapon takes energy to fire and, whilst the ship’s default pulse and beam weapons recharge if left unused, the remaining artillery automatically shuts down when it runs out of juice; collecting its own power-up or the weapon cooler item will rejuvenate it for a time. The chaining system adds some complexity to proceedings. Although there’s no complexity here so simply shooting anything attacking the ship increases the current chain and charges that third energy bar at the bottom right of the screen; if enough power is squirreled away, the power-up next to the charge bar is released for the player to grab. Chain energy can either be lost because the weapon in use is switched (by the player or automatically if it runs out of power) and the bar actually needs to be charged multiple times to actually release a bonus, with each of these cycles ending with the player being prompted to change weapon.

So if I’m going to aim any major criticism at Soldner-X it’s probably going to be about complexity; along with keeping an eye on the ship’s energy, players need to watch the status of the weapon’s battery and the current chain charge to avoid losing the hard won energy. This isn’t a game where going in with all guns blazing works all the time, in fact there are several points where players need to decide if it’s better to battle on with the current weapon or switch to something with a bit more kick and lose the chain energy they’ve built up. That’s pretty involved for a genre usually about getting down and dirty with the lasers, but once it’s figured out it at least becomes a little more instinctive.

The Soldner-X takes on a saw point of the second stage.

The Soldner-X takes on a saw point of the second stage.

It’s hard to write about Soldner-X without mentioning the sheer beauty of the thing, everything from the cut scenes (which can thankfully be skipped) through to the player’s craft and its foes are highly detailed and the game runs at a minimum of 1,024 by 768 pixels with HD support for those who have it available. The sound is worthy of note as well, a collection of up-tempo tunes during the game with a separate track kicking in when going berserk and more mellow pieces for the menus and spot. Even the packaging is impressive stuff, the limited edition version I’ve got comes in a shiny black outer sleeve bearing the title logo which in turn contains two DVD cases for the game and soundtrack discs and the hardback tactical guide. When I was naïve in the 1980′s before the popularity of 3D gaming all but killed off my favourite genre commercially, this is how I thought games would look and sound in the future!

The big question has to be if Soldner-X: Himmelssturmer warrants the price tag. The criticisms of the difficulty are fair comment, although the impression I get is that it was aimed more at gamers who like a challenge and it not only offers easier modes but holds the hands of new players as features are introduced by popping up information windows during play. The levels are massive with nastiness in every bite but at least there’s some graphical variation and nice detailing such as the Blade Runner style advertising hoardings of the first level to break things … assuming you’re able to simultaneously concentrate on that and the bedlam around the ship of course.

The nicely presented Soldner-X title page

The nicely presented Soldner-X title page

I’m not entirely sure I could recommend it unreservedly at full retail price (I paid about fifteen quid with the shipping for the limited edition, a special offer that is still running at Play Asia at the time of writing) despite enjoying it immensely and having no intention of leaving the disc to gather dust after this review is written even if I have to start using the damned continues, but for those shoot ‘em up fans who can handle themselves behind the control stick of a fighter it’s at least worth looking into – with large levels, over twenty different power-ups and secret keys that unlock more content later in the game there’s a lot to do. Oh, and if I actually wore a hat I’d be taking it off to whoever took the risk of publishing Soldner-X – hopefully there’ll be more where that came from because the scrolling shoot ‘em up is very sadly neglected on the commercial front in the West these days.

Soldner-X: Himmelssturmer has been available for Windows-based PCs for a year and a half, with a Playstation 3 version being released via PSN at the end of 2008.

Outrun 2006: Coast 2 Coast (Xbox)

Tuesday, February 17th, 2009
Outrun 2006: Coast 2 Coast for the Xbox

Outrun 2006: Coast 2 Coast for the Xbox

After last week’s prod around the excellent Outrun 2, it seemed like a sensible idea to follow on with a look at what is essentially its sequel; Outrun 2006: Coast 2 Coast is the home computer and console take on the arcade follow-up Outrun 2 SP (or Special Tours), which took the original game, replaced every gorgeous location with a different but equally attractive one and, along with hiking the overall speed of the game up a little, gave the cars the option to ride the slipstream of vehicles in front of them to get their top speeds up even higher than before. As with it’s Xbox predecessor, Outrun 2006: Coast 2 Coast has a straight Outrun mode where the fifteen arcade stages can be attacked in the usual manner of racing a stage and deciding which comes next at intersections in the road but, surprisingly, it also contains the original fifteen from Outrun 2 as well, all of which are exercised regularly during the mission modes.

Gazing at a gorgeous sunset... at over 220Km/h

Gazing at a gorgeous sunset... at over 220Km/h

Yes, along with the all-out Outrun race modes there are mission modes in a similar vein those in Outrun 2, although this time they’ve been divided into two distinct groups; the more driving-oriented activities such as drifting, races against computer-controlled opponents and so forth are all presided over by Flagman, the rotund character who resembles Father Christmas on dress down Friday and usually waves the cars off at the starting line. The more surreal games have been placed under the scrutiny of Clarissa who is, despite her casual attire, a hard task mistress who cracks a metaphorical whip and insists on a high standard of driving skill from the player.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

Although the photograph taking and memorising sequences of fruit are no longer present from the previous game, what the petite dominatrix in the passenger seat wants can still be somewhat deviant; along with more mundane tasks such as not crashing or passing as many vehicles as possible (sometimes involving convoys of big rigs), the missions range from the violent, such as smashing every other vehicle off the road with a temporarily indestructible car, to the surreal as the player avoids meteorites that tumble from the sky to embed themselves into the road surface, being caught in the tractor beam from a hovering U.F.O. or dribbling what must surely be ten feet of beach ball along with the nose of the car. No, I’m still not making this up…

Some of the scenery can't be appreciated until you can watch someone else driving!

Some of the scenery can't be appreciated until you watch someone else playing!

One major change between Outrun 2 and this new incarnation is the way that new items are unlocked. Gone are the Top Trumps and ridiculous Ferrari-labelled tat such as teddy bears and paperweights, instead we have Outrun Miles which are accumulated after races or missions are completed; these can be traded in like air miles to gain access to new cars, select paint jobs for the ones already unlocked, add extra soundtracks to the play list and open up missions including two long runs that take the driver through fifteen stages of either Outrun 2 or Outrun 2 SP scenery (the latter being available on some Outrun 2 SP arcade cabinets, apparently only enabled if the operator so chooses). The actual roster of cars is far larger in Outrun 2006: Coast 2 Coast, with each of the fifteen existing in its regular state and a racing-ready “Outrun class” version which is more expensive, but has better performance.

The woodpecker infestation was getting seriously out of hand!

The woodpecker infestation was getting seriously out of hand!

Considering the huge popularity of their original Xbox port of Outrun 2, I’m sure that the temptation was there for developers Sega and Sumo Digital to rest on the laurels of their existing code, merely tweaking it to add the slipstream and extra car roster in order to produce a home version of Outrun 2 SP. The quite brave decision to redesign the mission mode games, the inclusion of the tracks from the first game and particularly the alteration of that unlocking system really are deserving of praise (especially now that I can simply save up for the Outrun class F40 and the two mixes of Magical Sound Shower!) Outrun 2006: Coast 2 Coast still drives like an absolute dream and, with the thirty stages, two different sets of mission modes and a generous helping of Ferraris to choose from, this really should be enough to keep even the most well-practised Outrun 2 player busy for a substantial amount of time.

The versions of Outrun 2006: Coast 2 Coast squealing sideways around corners here were the Xbox and Windows PC ones (I’ve found the latter to play best using a USB analogue Dual Shock clone pad, with the left stick for steering and right assigned to accelerator and brake – it takes a bit of getting used to after the Xbox controls but does work quite well) but it also exists for the Playstation 2 and PSP and of course the arcade original.

Spectrum Ten (PC)

Tuesday, January 20th, 2009
Spectrum Ten for Windows

Spectrum Ten for Windows

“10 Sinclair Spectrum Retro Games” the Spectrum Ten DVD case inlay boasts, along with a montage of screenshots. And on flipping the box over, that blurb goes on to add that they’re “original game files and emulator included fun classic games many number 1 selling hits back in the day” (sic). This horrific lack of punctuation (which is even worse than my first drafts) is pretty much representative of the presentation throughout Spectrum Ten, it’s generally poor across the board. The CD itself is barren (since all of the files occupy a miniscule 2.8Mb of disk space) and the autoplay merely fires up the installer for the Retro Soft branded Spectrum emulator. After that, users are pretty much left to their own devices and since getting a game running from the default state involves attaching the tape image, then pressing the J key and then control and P twice to get LOAD”" it’s all very authentic (and fine for people like myself who already knew the process) but hardly user friendly. Again, the lack of any instructions on the inlay to explain that process is a serious issue and the blurb describing it as “simple to operate” is a whopper up there with Bill Clinton saying he didn’t inhale or the small print on insurance policies!

Spectrum Ten - playing Chopper Mission

Spectrum Ten - playing Chopper Mission

The constant use of the word “retro” all over the box is also questionable to be honest because even if I’m being generous only three of the ten licensed games included were actually released during the Spectrum’s commercial lifespan; a 3D shoot ‘em up called Deathscape, Red L.E.D. offering some Marble Madness style isometric action and the Airwolf inspired Chopper Command just about sneaks in as a commercial title since it was at least published in Your Sinclair as a type-in listing. The remaining seven are a pretty mixed bag; Green Light, Hang The Man and Lunar Cargo 2 are all relatively recent and uninteresting BASIC games and, whilst Area 51, Grand Prix Drivers, Vigilante Patrol and the rather surreal Loco Bingo are a far better prospect, the fact that most of these titles were released after the start of the new millennium draws a large question mark over their retro credentials as well.

Don’t get me wrong here, I’ve reviewed Loco Bingo elsewhere and, despite having a couple of reservations, it’s a typical Jonathan Cauldwell game (you control a sentient train that has to marshal numbered trucks made from a highly unstable material into oblivion in the correct order to win at televised bingo… no I’m honestly not making this up!) and that’s never a bad thing. His other contributions are at least fun in the short term but, whilst they’re enjoyable, calling this a collection of classics is pushing the envelope so far that the stamp is in danger of falling off. It needs titles like Manic Miner or Jet Set Willy (even if Area 51 does a passing impression), some of the Ultimate titles (even if it’s the early ones like Cookie or the excellent Jetpac) or Horace Goes Skiing, games that the average thirty-something reminiscing about their youth will actually remember playing.

Spectrum Ten - playing Area 51 and G.P. Racers

Spectrum Ten - playing Area 51 and G.P. Racers

What Spectrum Ten eventually reduces down to is three good, four average and three rubbish BASIC efforts, all bundled together with a badly flawed Spectrum emulator; the sound output is distorted and playing Red L.E.D. is all but guaranteed to cause the emulator itself to crash and burn before even one level can be played through. Considering what could have been included on a disc with over 600Mb of free space available (such as scanned cassette inlays, a decent menu-driven front end to make using the games easier, an emulator that didn’t break on one of the games provided or even a half decent read me file that explained how to get things loading in the first bloody place) this package is a major let down on a pretty much every front. If it’s on sale at pound shop prices, it’s worth getting for the Jonathan Cauldwell games (use a decent emulator like Spin or Spectaculator to run them) but don’t bother getting it if you’re trying to revisit your youth.