Posts Tagged ‘Playstation 2 Software’

1945 I&II (PS2)

Tuesday, March 24th, 2009
1945 I & II for the Playstation 2

1945 I & II for the Playstation 2

After purchasing a cheap Playstation 2 in 2008, my beloved and I were having a shuffle through the selection of games in one of the bigger high street retailers and there, nestled amongst a couple of old FIFA titles if memory serves and priced up at a couple of quid, was 1945 I & II, a compilation of two games that sports what must be the most unwieldy name ever. Although that name didn’t initially ring any bells, with me being something of a shoot ‘em up fan (in the same way that bears are somewhat prone to defecating in forest areas) a quick glance at the screenshots guaranteed Gamestation a sale because for reasons best known to the publishers (presumably it’s a misguided attempt to ride the “retro” bandwagon by trying to make the games sound like an extension of Capcom’s 194X series) these are merely re-titled versions of the Psikyo shooters Strikers 1945 and Strikers 1945 II, both of which are classy examples of vertical scrolling shooty goodness.

The player is presented with all manner of game options from play area positioning (and indeed the option to rotate for that authentic arcade experience) to difficulty level and a choice of six aircraft each with different attributes. Its well worth spending a few goes to acquaint yourself with each of those planes too since the differences between them are quite substantial with the power and spread of the weapons, how the support drones work and even the smart bombs varying from craft to craft. There’s something for every kind of shoot ‘em up fan player and my personal favourites are probably the Spitfire mk. 7 in 1945 with it’s drones firing energy bolts that slowly grind across the surface of enemies and do huge amounts of damage and the 1945 II Hayate which is supported by a group of small planes that swarm around bigger enemies and give them a good kicking whilst the player is left free to hammer whatever else is about.

Getting in a spot of training... railway tracks, training, geddit?

Getting in a spot of training... railway tracks, training, geddit?

When battle is joined, it takes place over some wonderfully detailed backdrops and skirmishes rage high over patchworks of fields, railway marshalling yards and arctic seas to more military targets such as air strips and shipyards. The attackers are equally well designed with most of the smaller ones based very loosely on 1940s military hardware (including something that vaguely resembles a V-2 rocket). Quite a bit of thought has gone into the environments and one very nice touch is that the order of the first group of three or four levels (depending on which game is being played) aren’t fixed, instead the game shuffles them around. The designers really went to town over the larger attackers, which usually start out as vast battleships, tanks, Zeppelins or aeroplanes but, as their armour is stripped away by the player, usually transform into huge mechas! Because despite the general World War 2 appearance and the title bearing even more of a resemblance to 1942 and it’s brethren with the “Strikers” removed, the threat here isn’t the Wehrmacht but instead comes from much further afield…

I don't remember reading about large aircraft turning into mechas during the second world war...?

I don't remember reading about large aircraft turning into mechas during the second world war...?

The two games are both difficult on their default settings with 1945 II probably being the harder of the two and the range of aircraft and weapons available mean that even if players get exceptionally good or bludgeon their way to the end with scads of continues there are still five other craft to take to war that will change the balance of the game and, as mentioned previously, little tricks like varying the starting missions add to the overall replay value greatly. The overall package does appear just a teeny bit “cheaty” though, because all publishers Play It have done is take the two existing Strikers 1945 titles previously sold separately on the Playstation and pushed them onto a single disc for the PS2; nothing has really changed apart from one issue, 1945 II in particular is now incredibly eager for the player to continue playing because the fire button acts as start when the continue message appears – in fact, I can’t remember ever actually registering a score with the game because of this “feature”, it’s far too easy in the heat of battle to use a credit without intending to and that’s pretty annoying for players who are either playing for score or those who tend not to continue.

An idyllic rural scene... with a full scale war overhead!

An idyllic rural scene... with a full scale war overhead!

1945 I&II isn’t like other compilations such as the Midway Arcade Treasures or Capcom Collection series because there are no bonus materials or features to unlock on the disk. I get the feeling it was produced either as a half-arsed attempt to cash in on retro gaming or as a bit of classy, hardcore blasting action but, whilst the cynic in me is absolutely positive it’s the former because there’s no analogue stick support, that overly sensitive continue problem wasn’t dealt with and returning to the main menu from one of the games feels rather kludged, I’m pretty willing to let those issues slide personally – for the pennies the disc seems to go for at the moment (and it’s unusually common for such a niche title) it’s worth picking one up just for the challenge.

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.

Space Invaders: Invasion Day (PS2)

Tuesday, January 6th, 2009
Space Invaders: Invasion Day for the Playstation 2

Space Invaders: Invasion Day for the Playstation 2

They came from outer space… again. The Space Invaders have returned once more to cause more carnage, but this time it’s different because, unlike either the arcade original and Taito’s own re-workings or even Activision’s attempt to revisit the franchise on the original Playstation, Space Invaders: Invasion Day (referred to as Space Raiders in the NTSC territories) doesn’t deal with the aliens trudging towards the player and instead picks up the story after the outer defences fail and the cities have been overrun by slimy creatures.

The opening movie is more like a science fiction blockbuster, this is Space Invaders does Independence Day with just a dash of Starship Troopers to taste; after the lavish (and pretty long-winded at five minutes) cinematics introducing the protagonists and explaining some of their angst-ridden back stories (boyfriends missing, friends and colleagues slaughtered, you get the gist) it’s time to start whooping E.T.’s ass. But before diving into battle, the player is given the option to select if they want to take on the invaders as Justin (the last remaining member of a teenage gang, sporting a rather fetching jacket with a top row Invader on the back), Ashley (a photographer searching for her boyfriend Roy) and Naji (the only survivor of a S.W.A.T. team’s doomed last stand against the invaders).

Justin had decided that the council\'s campaign to keep the city tidy really wasn\'t working...

Justin had decided that the council's campaign to keep the city tidy really wasn't working...

The view of the action is third person with the camera usually being placed somewhere above the player to give a clearer view of the action and, since this is something of an adopted son to the Space Invaders family, our heroes can only move left or right and always fire in the same direction, forwards into the fray. Each character has different abilities (although actually noticing those differences takes a little effort) so Naji moves slowly but gets the heaviest artillery, Ashley is more nippy but armed only with a couple of Lara Croft-style handguns and Justin is the all-rounder – each character can also carry grenades and a very limited stock of their own unique special weapon, although where the average street punk or photographer gets one of those from is never adequately explained…

One point of note is that, although power-up weapons and smart bombs have a finite amount of ammunition, the characters never run out for the weapons they start with; the level of pseudo realism in games that means I can’t just keep hammering the fire button like a wazzock has always been something of a bugbear, so Space Invaders: Invasion Day wins at least two brownie points from yours truly for that even if it loses one for the ridiculous score multiplier – if there is a single player out there who can play this thing well without hammering the fire button I want to know their email address so that I can tell them what a bloody show-off they are! The game itself offers two modes of play, story and survival; in story mode events unfold in cut scenes between single player fights, leading to a surprise I won’t spoil at the start of the final boss battle. Survival mode is far more carnal, pitting one or two humans against the nasties with all guns blazing and no continues… this is a bit more like the Space Invaders of old, although there are still the loads between waves and those drawn out boss battles to deal with.

It turned out that Roy was a figment of Ashley's imagination!

It turned out that Roy was a figment of Ashley's imagination!

Despite my liking Space Invaders as a game, looking back at the original with the kind of hindsight that intervening thirty years gives, one of the biggest issues now (as opposed to then when we simply didn’t care) is probably the repetition; essentially, the player chips away at a group of aliens one at a time until they’re all destroyed before moving on to next wave – the scene even remains the same during each level (although the camera angle does at least change between waves) until the boss destroys at least a part of it. That “rinse and repeat” mentality isn’t an issue if you’re dealing with a coin-operated game where goes should only last a finite amount of time, but that repetitive nature still holds true for Space Invaders: Invasion Day and even a single campaign in story mode is a drawn out affair. I’d have to say that the survival mode is what retains at least some of the “dip in and shoot stuff” fun of the Space Invaders franchise and the chances are that any long-term enjoyment will come from there rather than repeatedly bludgeoning through the story – if you see a copy going for a couple of quid like I did then Space Invaders: Invasion Day might be worth having, otherwise there are better options for both third person shooters and Space Invaders available.

The version of Space Invaders: Invasion Day giving as good as it got was for the Playstation 2 – players can also take a pummelling from the Gamecube version.