Saturday, December 31, 2022

River City Girls 2 Vs Sonic Prime: The Biggest Battle of December 15 2022

Forward

My nonexistent readers may recall that I had earlier planned to review River City Girls 2 this Summer, because Wayforward had originally planned to release River City Girls 2 this Summer.  I had, in fact, planned out a whole series of articles on the assumption that the final entry would be a review of that game, but it turns out they needed more time they make the game, and delayed it to a later date, which turned out to be December 15.  

Coincidentally, that is also the time Netflix premiered the first season of Sonic Prime, so I decided to once again make an event out of RCG2's release by comparing these two properties that released on the same day.  Note, however, that this is still not my full review of River City Girls 2; that will have to wait until I have played more of it, as this is a long game.  It turns out that is just as well, because the developers haven't quite finished the game either, shipping it with issues that will likely be patched in due time; more on that later.  On the other hand, Sonic Prime was also released unfinished but in a different way; Season One has been cut down from an originally planned 13 episodes to just 8, and as such I was able to watch them all in a relatively short time.  Thus I can offer a more complete picture of that one.

Still, it might sound odd to compare two different media and pick a winner.  I guess it is, but to make it somewhat more fair I'm narrowing it down to categories both can qualify for.  So let's begin!

Round 1: Visuals

Both of these media are strong contenders in the looks department.  River City Girls 2 carries on the strong art direction of its predecessor; it's a pixel-based game but one that takes care to make its environments all visually distinct instead of mass-producing them via tilesets.  The characters are also well-designed and drawn, though many of the enemies are recolors of each other.  This, however, is actually to the game's benefit; doing this lets you get a feel for how they fight without their appearance getting repetitive.  In fact, that's overall a good way to describe this whole game; it's gloriously colorful, with the color pallets used to amplify any given vibe in any given environment the game is going for.  Uptown is a gaudy neon-drenched hub of business in a proud beat-em-up tradition, while Downtown is a grotesque sea of grunge, rust, graffiti and garbage so detailed that you can almost smell it.  I even found a haunted forest that gave off stronger haunted forest vibes than I expected to find in an urban beat-em-up.  If there's one possible complaint, it's that most of this is still more of the same we got in the first game, but I do notice improvement.

Sonic Prime is a 3D cartoon, but it, too, is quite dedicated to being over-the-top colorful and detailed (at first), as well as cognizant of how such things can set the mood of different sorts of environments.  This is good, because the point of Sonic Prime is to put its characters in different sorts of environments. (More on this later.)  What's more, this is clearly striving to be the most game-accurate Sonic cartoon ever.  We start our adventure in a lovingly-rendered 3D rendition of Green Hill Zone, complete with a loop-de-loop, rings, and familiar robotic enemies, before warping between a number of alternate realities.  The character designs are mostly what you'd expect based on their games, but they've never had such great facial expressions as they do here.  Furthermore, they get partial design tweaks to match with each new alternate universe we visit. (Again, more on this later.)  But with all of that said, it does feel like there's an uneven quality to it.  Most of the other alternate universes look rather underwhelming compared to New Yolk City, the alternate reality that Eggman rules. (Once again, more on this later.  Actually, this is getting tiring; let's segue to plot now.)

Round Winner: River City Girls 2.

 

Round 2: Writing

River City Girls 2 is a silly game, as was its predecessor, but mercifully, this time it's not all driven by misunderstanding and blind lust.  Instead, the plot is that the Yakuza, led by Sabu, are patrolling the streets itching for revenge on our hotblooded heroes and heroines...again.  I find it a relief that this time, you're unambiguously on the side of justice and doing a good deed for River City.  

But while that's a substantial point in this game's favor compared to its predecessor, in some regards its narrative also feels like a step down.  The first game's plot centered entirely around Misako and Kyoko's love-quest, and while they were shallow characters they were also thorough ones, constantly commenting on events going on.  Kunio and Riki could be unlocked for play but did not have their own dialogue.  This game gives you all four protagonists from the first and also two more you can unlock, and this time they all have their own dialogue...except not quite.  

For starters, while they all have their own voices, a lot of the script has been copied and pasted between characters; it's not nearly as much as I feared based on an early preview of the game but it's still more than I had hoped for.  This is a particularly big issue when it comes to interacting with NPCs; characters who canonically know each other should reflect that in their conversations instead of acting just like the characters who don't.  A notable moment of this came around the time I unlocked Provie, a character first seen in River City Ransom Underground.  She gives a backstory talking about how her best friend is a girl named Chris, also first seen in River City Ransom Underground, Chris has gone missing and Provie is looking for her, willing to fight her way through Yakuza to do it.  But when you first meet Chris in this game, she's aloof and suspicious, even if you're playing as Provie.  What should have been a sweet reunion instead became a glaring example of this game's dialogue cutting corners it shouldn't have.  Also, this game continues its predecessor's practice of having manga cutscenes at various points, but some of these assume you're always playing as Misako and Kyoko, so if you're not, the transition to and from those manga cutscenes is jarring.

But the most consistently notable issue with this game's dialogue is that compared to the first game, nobody talks all that much.  You'll go long periods of time with none of your characters remarking on what they're doing in-game, and while it's feasible that some beat-em-up players will like it better this way, this game is a sequel to River City Girls; one of the hallmarks of that game was the banter between its protagonists, it's likely that fans of that game in particular would prefer to have more gab in the sequel, and the developers announced unique dialogue between characters early on, so this relative quietness really is a letdown.  It also makes the experience feel a lot less "deliberate" this time around.  In most beat-em-ups, the linear structure of levels keeps in mind what you're doing on its own, but many River City games, this one included--actually, this one especially--are non-linear, and so while the stakes are technically a lot higher this time around, your characters often don't remark on that, and this actually makes things more confusing since it's easy to forget where you supposed to go.  Instead, you must consult your pause menu for that, but neglecting what has become practically a standard for open-world games these days, this game does not distinguish between main quests and side-quests, so what exactly is most crucial to do tends to get lost in the crowd--and it doesn't help that this time around, searching for things is constantly part of the challenge.  There was a time I was supposed to be looking for Marian, but lacking any clear idea of where to look, I got sidetracked by a side quest to rescue a bunch of cats, and only once I wandered into a place where someone lived who knew Marian did I even remember I had been looking for her.

What makes this lack of dialogue even sadder is that when dialogue does happen in this game, it's often quite funny.  Some people have different opinions on this, but I find the back and forth between characters in this film to be fairly charming.  I smiled at most of it, and sometimes, I laughed hard.  But with Wayforward's fixation on making everything a joke, you do get some missteps.  For example, this game reintroduces Ken from Kunio Tachi no Banka, but his depiction here is so different that it just feels like an insult.  Ken in his original appearance was a proud and serious character who was being duped by Sabu, and ended up being betrayed by him.  Instead of going from there, this game puts him back in service of Sabu, in fact as a dedicated bootlicker, and makes his personality obnoxious while also making him too pathetic to feel menacing.  Moreover, Wayforward can't exactly get away with this by claiming the game is in a new continuity, as earlier this year they released Kunio Tachi no Banka with the retroactive title River City Girls Zero, giving the impression that this game is meant to be a continuation of that game's events.  One of this game's writers, Adam Tierney, has revealed that he wrote most of this game before working on localizing KTNB, and I get the sneaking suspicion that he wrote this game before even playing most of that one.

Sonic Prime is a new animated take on Sonic the Hedgehog, and compared to past cartoons, this one is attempting to be more like the video games Sonic originated in.  There's a twist, though; this is also a multiverse story.  It starts with Sonic being way too reckless in fighting the good fight and shattering a mystical crystal he was not supposed to shatter, which causes...honestly it's not quite clear what it causes; get used to that in this show.  Whatever it is, though, it warps Sonic into an alternate reality where Eggman has conquered the world, or at least Green Hill Zone.  Oh, and no; it's not that alternate reality where he's won, nor that other one people like a lot less.  Before this show even premiered, a big complaint many fans had is that it missed a great chance to revisit old Sonic continuities that had been previously established.  That was a particularly sore point because this show was made by Wildbrain, which (in tandem with SEGA, presumably) holds the rights to DiC's old Sonic cartoons, so the opportunity was definitely there.  Instead, this show teleports Sonic into alternate canons original to it; some are comparably less interesting than what we could have gotten, while the most important one bares a strong resemblance to the setting of that Freedom Fighters cartoon near and dear to many Sonic fans, while also being annoying for not just taking the opportunity to outright be it.

It's often considered bad form to judge a work for what it isn't rather than what it is, but unfortunately even by the latter metric, Sonic Prime's writing leaves a fair amount to be desired, and the first place I noticed this is in Sonic himself.  This show is meant to be canon with the games, but it also attempts to shoehorn in a character arc for Sonic, about him learning to be less of a jackass and value his friends more.  The problem with this, beyond the fact that it is quite shoehorned--but probably also stemming from that fact--is that Sonic usually doesn't feel like that jackass in this show.  On the contrary, he's frequently the one talking about how awesome friendship is, some would say to cringeworthy degrees.  It's only in flashback scenes that are put in this show to make a point of what a jackass Sonic has been that he's actually shown acting like a jackass, which makes them seem out-of-sync with his characterization the rest of the show.  Speaking of out-of-sync, while some of this show's events are played in chronological order, it also does a lot of jumping back-and-forth in time, ala Batman Begins.  So again, while starting a show with a jackass version of such an iconic character as Sonic was a risky move in itself, this show only partially commits to Sonic feeling like a jackass.  What Sonic is throughout much of this show, though, is unbelievably stupid.  Early on, he blatantly ignores several warnings not to do things, setting in motion the main conflict of the series.  Later on in the series, after figuring out that he had traveled to another universe and thus the versions of his friends he met there did not know who he was, Sonic is suddenly warped to yet another alternate universe and has to figure these things out all over again.

Another sore point about this show's writing is that it's more concerned with taking people on a wild ride full of spectacle than it is with any of it making much sense.  We're never really told why Sonic shattering the mystical crystal causes him to start warping into alternate universes, nor why no version of himself is present in these alternate universes, nor why in one of these universes Dr Eggman lives with a bunch of his weird relatives, nor why another one of the alternate universes has Green Hill Zone mostly flooded, and while I accept that these are mysteries they're holding back on explaining for later, even more basic things often go unexplained in this series.  For example, in the universe where Eggman and co rule over New Yolk City, most of the animal denizens Sonic meets seem to be unable to talk to him or even notice he's there.  You might assume that something has rendered them into some kind of zombie slaves, except you never seem them doing any sort of work, and then to complicate things even further, Tails and Big the Cat are among those animal characters but they actually can talk; why they're exempt from whatever hypnosis or some such the others are under is unclear.  Moving along, animals no longer seem to be used to power robots in this universe, nor are they transformed into robots along the lines of one of the old DiC Sonic shows, but then all of a sudden, this universe's version of Amy Rose shows up and she has been transformed into a robot, and does have an animal powering her.  So again, it feels like this show establishes weird rules that it doesn't explain and then throws in equally inexplicable exceptions to the rules to twist that knife.

A final complaint I have is with Dr. Eggman's family, or maybe alternate versions of himself or maybe just buddies: While they do get the occasional laugh, most of them are essentially one-joke characters.  Beyond Eggman himself--who so far is unfortunately not used for much more than exposition dialogue--we've got a surprisingly athletic beatnik samurai--he's okay, actually--an old man whose one joke is that he's old, a lazy slacker whose one joke is that he's always playing a game on his tablet, and a baby whose one joke is the dreaded "Comprehensible Incomprehensible" (Or is it vice-versa?) shit.  You know, the bit with a character uttering something that couldn't possibly be interpreted as coherent speech (unless it's meaning the same thing every time) and another character immediately responding in a way that lets the rest of us know what the first character was actually meaning.  I won't sugarcoat it; I absolutely HATE this trope.  I hated it in Lassie, I hated it in Star Wars, I hated it Guardians of the Galaxy, I hated it in Tangled The Series, I hated it in examples I can't remember right now, and I hate it here.  I understand that fictional media are often unrealistic, but the problem here isn't that it's unrealistic, it's that, again, this is the same fucking joke every fucking time, and often that one joke is a character's whole fucking identity.  So yeah, so far I am not not a fan of the Eggman Council, and would have preferred Eggman and his robot minions on their own; at their peak they're a lot funnier than this.

With all of this scorn dumped on Sonic Prime up front, you're probably thinking I hated it all, but in fact, there's a lot I think it does pretty well.  Watching this show was a sentimental but surreal experience that kind of felt like falling two decades back in time, to an era before the Sonic series had crapped out several of its most infamous games and Sonic Team would then scramble to tear most of the supporting cast out of important roles to appease the crass but loud critics who blamed "Sonic's crappy friends" for the series' decline.  This show puts at least some of Sonic's supporting cast--Tails the Fox, Knuckles the Echidna, Big the Cat, Rouge the Bat, and Amy the also-Hedgehog--back into the spotlight, with much of the story being about Sonic's attempts to mend relationships that have broken in the various alternate universes he visits. (Shadow is in the show too, but so far seems to be trapped between dimensions or something like that.)  Is that meant to be some "meta" apology about how this series destroyed too many potentially great things in the name of progress?  I don't know, but it does feel more like a return to the Dreamcast/Gamecube era of Sonic, and what that era's fans want, than anything we've seen for years, and I generally enjoy the way these characters are portrayed here.  

Again, though, it also feels somewhat surreal that we're back here all of a sudden with scarcely any attempt made towards easing in people who don't remember that era.  This show doesn't spend much time at all with the default versions of the cast before warping into alternate universes that throw in subversive takes on them, and I question how effective subversion can really be to people with no expectations of how these characters are "supposed to" be.  Yet simultaneously, some things about this show seem retooled to make it simple enough for children to grasp, such as the whole show so far taking place only in different versions of Green Hill Zone, and Rouge being among Sonic's core group of friends rather than an antihero and member of Team Dark, as she was the last time she was relevant in the games.  This weird combination of factors and the partial ambiguity of for whom this show is even intended just brings us back to my earlier point about how this show is less concerned with making sense than with taking viewers on a wild ride.

The thing is, it's actually pretty good at that.  Sonic Prime is structured in a similar way to many Netflix original series, with a plot that veers in a lot of unexpected directions and episodes usually ending on cliffhangers, baiting you into binge-watching.  I might have resented such emotional manipulation if there wasn't much payoff, but in fact, this show does a decent job following up on things it teases.  For example, this show has rarely teased existence of an alternate universe only to leave it immediately after.  The one time it could be argued that this happens is towards the end, where it is used to make a point about not shirking one's responsibilities, and in a wise choice, the briefly visited alternate universe is too dull to resent its briefness.  But ultimately, what lets this show pay off its suspense, is all of its action, so now let's segue again.

Round Winner: Sonic Prime.

Round 3: Action

River City Girls 2 comes armed with the same fighting system as its predecessor, and that's a good thing.  It's got two basic attack buttons, plus also a block button and a special attack button, and these, sometimes in combination with each other, can be used to execute all manner of attacks...at least eventually.  You do need to unlock the better ones, and some of these you unlock automatically as your character levels up, but others you will need to learn in dojos.  Still, it won't be long before you build an arsenal of moves that make for a satisfying experience.  The controls for most of these moves are easy to learn, with the challenge coming from knowing when to do them, and the sound design makes it all the more deliciously crunchy.  From the grunting and yelling of the characters fighting, to the smacking noises their blows make on impact, to the sweet jingle of the money they drop, and even Megan McDuffee's catchy and percussion-heavy soundtrack, this game seems well-crafted to make you feel like you're "in the zone" with its fights...but it it does ship with one unfortunate issue that worsens it.

The first River City Girls was a surprise hit, not without its critics in terms of writing (myself among them), but well-appreciated not only for its unique premise, but also its robust fighting system that superficially resembled that of old-school beat-em-ups while having a lot more moves and some very complex juggling and combo mechanics under the hood--and it all ran smoothly at 6o frames-per-second, making it a snap to control all of those complex mechanics.  Only one thing was glaringly absent from this gameplay: It didn't have online multiplayer.  People could still do co-op the old-fashioned way, sitting side-by-side in the same room, but outside of arcades, you might not be able to find people who appreciate your desire to play a game about anime schoolgirls getting into street brawls, so the lack was sorely felt and Wayforward made online play a priority for its sequel.  Even after a substantial delay, though, it hasn't been implemented without a cost.  Unlike its predecessor, River City Girls 2 initially ran only at 30 FPS, and the difference was painfully noticeable in its controls.  To its credit, Wayforward immediately provided a workaround to this issue in the form of a beta build that restores the gameplay back to its 60 FPS glory, but this does not work online, and half a month since the game's release, there still is no other fix.  As such, if you dare to play this game online you will only experience it in frustratingly bastardized form, so while this gameplay is currently just as good its predecessor's, we will need to wait longer for it to truly break the new ground we've been requesting for over three years.

Sonic Prime also has a lot of fighting; as would be expected from a Sonic property, much of it is animal-on-robot violence, though you do get the occasional exception.  While these fights keep the show energetic and compelling enough, overall they aren't very intense.  Most robotic foes go down in just one hit, and while that does, in fact, reflect how most robotic foes are in most Sonic video games, the big difference is those video games aren't relying on enemies for their main sense of excitement.  Since this show very much is, the relative lack of bite to its battles can be considered a flaw.  Instead of adding weight to much of this, the show tries to compensate by having its battles run on longer, with larger quantities of foes to fight, and at least the belligerents move about as fast as you would want from a Sonic property, but frankly, a lot of the time it just looks like characters are being thrown at other characters, often for minutes on end.  It's not outright boring, and to be fair, there's a good chance it's as light as it is because the show is primarily aimed at children, but still, other Sonic media have gotten rougher than this so I don't see why that's a valid excuse.  The best fight we had this season is, tellingly, the one that most bucks this trend, being a fight between Sonic and Shadow that was confined to a flashback.  This meant we got to see a fight that still moved quickly but also left some ambiguity as to who had the upper hand and didn't ever feel like either of the fighters were just ghosting through each other.  More of this, please.

Round Winner: River City Girls 2.
 

 Conclusion

River City Girls 2 wins this battle two-to-one but I am not done with it yet.  I should note here that while I had only just started playing it when I started this article, now that I have finished the article, I have also since beaten the final boss, but I still intend to do extra stuff and go through the same fights but with different characters, not to mention also playing the game once some of the currently rough bits have been truly patched and work better.  I have plenty more to say about this game on both a gameplay and plot level, so look for a full review some time in the future; hopefully the near future.  But if you're more of a Sonic fan, also stay tuned as I will be sharing my thoughts on Sonic Frontiers, too.

Monday, October 10, 2022

River City Saga Three Kingdoms: Summer of Beat-Em-Ups Part 5

 

Forward

A funny thing happened on a way to this entry.  The game that made me want to do this series of articles, River City Girls 2, was scheduled for release in late Summer, hence it seemed like a good finale to a Summer of Beat-Em-Ups.  Then, however, it was delayed, though likely not for too much longer, as Wayforward is sharing plenty of information to build hype.  Still, River City Girls 2 will not make it out by the end of Summer 2022, and coincidentally, neither will this blog.  As such, River City Saga: Three Kingdoms will be the final entry...and honestly, I'm relieved.  It turns out that when you play just one sort of video game for months on end, you tend to get bored of it, especially when it's a genre of games that in themselves can be quite repetitive.  I won't let my thinning patience with it all influence my opinion of this game, but that is the big reason I delayed so long in getting this article out; I had to take breaks.  Also, does anyone even read these?  Maybe, and if I was actually doing this as a career, I would have toughed it out and gotten these out sooner, but I'm not so I allow wiggle room.

Still, I try to finish what I start, and so even if it's a day or so after Summer, let's take it to the streets one last time, until River City Girls 2 finally waddles out.

At a Glance

While this plays a lot like River City games you've already experienced, it transplants it into the world of Romance of the Three Kingdoms, a Chinese novel loosely based on a true story, so with Kunio and co assuming the roles of various historical/literary figures, we essentially get an artistic license taken with an artistic license taken with Chinese history.  This all prompts me to issue a disclosure; I have very little familiarity with Romance of the Three Kingdoms, so I can't tell you how faithful of a retelling this is--and couldn't even begin to tell you how historically accurate that makes it.  I can recall reading another review that says it kind of rushes through the novel's plot and only goes a certain amount of chapters in, so I figured I would repeat that here, but otherwise I can only rate the story this game tells as its own thing.  Also, because I have quite a bit more familiarity with River City, I'm going to call everyone in this story by the names of those characters playing as the ROTTK characters, which will save me the time of having to look up reminders of whom they're actually supposed to represent.

Welcome to River City!  Just Kidding; It's China

So if the above section didn't make it clear enough, this game takes a break from the paved modern streets of River City to visit ancient China.  Or at least, the version of ancient China featured in operas and Kung Fu movies.  That means that this game features probably the largest area of navigable terrain yet in a River City game, with multiple towns you can visit and at least one area representing the countryside between each.  I wish I could say that was a good thing, but travel through an organic nation with lots of curvy roads and rivers when your character's controllable movement is limited to just four basic directions, will inevitably feel fudged a lot of the time.  I found myself frequently pausing to check the map of China shortly after I entered a new area to make sure I had entered the right area, and frequently I found that I needed to go back, because I had taken the wrong exit, quite literally.  Sometimes exiting a town through the gateway at the east edge won't take you down a road that looks like it heads east from that town, and you might have to try another exit to the north or south.  At least you get some limited fast-travel options, but as predicted you do need to go to the locations manually first.

Well, at least it looks pretty.

Finally, Brown Hair!

With my main critique of ARC's past Kunio games being that too many characters lacked color, being stuck with 8-bit limitations even when this prevented them from looking like their official character art, I am overjoyed that this game, in the process of giving these characters ancient Chinese makeovers, also gives them flamboyantly colored anime hair that is closer to their official art and looks right at home next to the equally colorful Chinese landscapes and festooned towns.  While this game utilizes the now common ARC Kunio motif of flat sprites in an otherwise 3D environment with mostly 3D props, everything has a consistent enough color scheme that the art styles never clash.  All in all, it is fair to say that the color is by far the best thing about this game's graphics.  They also have clearly done a fair amount of work to dress everyone in the theme's attire, while keeping them recognizable. 

As charming as the character sprites are, though, they inevitably get overshadowed by the true stars of this game's graphics, the portraits that represent these characters during the game's many conversation.  These large, vibrantly colored and high-definition renditions of River City's iconic characters are some of the best illustrations I've ever seen of them, and most characters get several to represent the different emotions they'll be showing in the game.  Expressions are as big and hyperbolic as you'd expect from an anime-styled series and some, mostly those by Godai, are downright hilarious.  So while ARC finally has the colors down really well, these images make me wish for a game whose animated character sprites have the same quality as these images, and such is certainly possible to make in the modern era.

One thing that separates this game's graphics a little bit from those of many of the other retro-styled beat-em-ups released lately, is that this one is not hiding that it's running in a 3D engine.  There is an actual camera viewing the action head-on with the depth effects you'd realistically get from viewing a scene, meaning that as characters move further north they look smaller, while as they move further south they look bigger.  That's not a bad thing; it's just pretty noticeable at a time when most games of this sort make an effort to look older than they are.

If I had any bad thing to mention about this game's graphics, it would simply be how homogeneous they are.  As appealing as the game's vibrant and colorful depiction of ancient China is initially, it isn't really shooting to do any more than that, many towns blend together in your memory because they follow similar art styles, and these are pretty much the stock motifs of ancient China that you'd get from pretty much any other depiction from the era of mass-media.  Which brings us to the music, which also goes all-in on the theme.

Chime, Gong, Chime Chime Etc.

This game approaches its soundtrack mostly in what might be the most straightforward way a Kunio game set in ancient China could, with covers of iconic Kunio songs done with iconic Chinese instruments.  The game doesn't even shy away from that stereotypical "Dingdingdingding dingding dingding diiiiing" motif that has symbolized China for decades.
 
The result, while it generally feels appropriate, is of mixed success.  Some of these songs, like the character select screen and shop themes from River City Ransom, don't exactly benefit from their new orchestration and mostly sound tacky, but others, like the Double Dragon theme song and the Sabu's Mansion theme from Kunio Tachi No Banka, (rechristened "Fancy Fight" when covered in River City Girls), sound quite spectacular.  A surprise highlight is a new theme for Misuzu, which is mostly based on her boss theme from Kunio Tachi no Banka but also incorporates some of the music from her gang's stage in the original Nekketsu Kouha Kunio Kun/Renegade--and all while also sounding suitably Chinese, too!  
 
One conspicuous absence is the original "Running Around the City" theme from River City Ransom, and instead our standard overworld theme is one of several original compositions in this game.  It's probably for the best that they didn't try to make a rockabilly song work with Chinese instrumentation, but what we get instead loops far too soon for how often it plays in the game.  It ended up getting grating and I was happy when entering towns, as they gave me a break from that.

Once Upon A Time in China

As stated before, I am very unfamiliar with Romance of the Three Kingdoms, so I can't really review this game's plot as an adaptation, only as its own entity.  

We open up with China in the midst of The Yellow Turban Rebellion, as Kunio and his closest friends (at least in this story), Goda and Godai, after fleeing a corrupt officer, decide to form a volunteer militia to crack down on the rebels, and help people with a variety of tasks while they're at it.  There's the occasional amusing joke here, but unfortunately this isn't the best first impression because the Yellow Turbans are quite uninteresting antagonists on almost all levels.  We don't get much insight into their ideology, their sprites are basic, and they don't put up much of a challenging fight.  Because I wasn't given much reason to care about these events, the many conversations that happen to describe them also aren't very interesting.  

I'm wondering if some people just gave up on the game in those early moments, but that would be a shame, as the story actually gets much better after you've defeated the Yellow Turbans.  Kunio and friends fall in with various government officials, but they turn out to be of varying moral character, and the heroes that rose to prominence battling against outlaws soon find themselves rendered outlaws due to disagreements they have with their leaders.  It's an interesting plot that keeps moving in new directions and introducing new characters, of course played by various iconic denizens of River City.  

However, for as many characters as make an appearance, the story doesn't keep most of them around long enough to feel like they enhance the game much, and when a big selling point of this game is that River City characters are reenacting Romance of the Three Kingdoms, that's a problem.  What makes this worse is that, while some of the characters will fight alongside you instead of just being bosses (a few will do both of those), you only ever get to play as Kunio, at least if you limit yourself to singleplayer.  There is also a co-op version of story mode, but the other player only plays as a servant to Kunio.  Unfortunately, that's probably an inevitable side effect of making a beat-em-up follow the plot of a novel written many centuries earlier; doing this mandates where any character can be at any given time and so while it would be nice (and possible) to have the ability to switch between which present characters you were playing, in some cases there would be no other character there to switch to.  Now seems as good a time as any to segue into talking about the gameplay.

Beat-Em-Up With Chinese Characteristics

This game mostly keeps the control scheme introduced in River City Rival Showdown, so conceptually, it's in a good place, but in execution it's a bit worse.  

Actually, allow me to clarify: This game keeps the button functions from that game but I played it on PC, and I couldn't actually get it to recognize my controller so I just had to keep it on Keyboard settings and link my controller to that via JoyToKey, so I set it up to reflect the default 3DS controls in River City Rival Showdown.  With as easily as I got past that problem, I almost feel like I shouldn't make much ado about it, but in many games released on Steam these days that problem wouldn't even be there, so I do consider it a substantial point against this game.  Moving on, though, there are some other issues that make this feel overall more clunky to play.  

First while there is still a run button, unlike in Rival Showdown, and in fact, unlike the vast majority of games that have a run button, you don't just hold it down when you want to run and release it when you don't.  Rather, in your default state you walk, when you tap the button you switch to run mode, and tapping it again will switch you to walking.  This is far from game-breaking, but it is a downgrade.  All things considered, there usually isn't a reason not to be in run mode, but one thing that will make you want to slow down on occasion is that this game is full of melee weapons to pick up and use, and in run mode you tend to run past them.  Also, you will almost certainly get hit in this game, probably you'll also get decked a lot, so there's a lot of starting and stopping involved in battle, and when the same button input activates walk and run mode, it isn't always easy to remember which one you're currently in while you getting mobbed, floored, or getting mobbed while floored!  Knowing that essentially requires you to remember how many times you pushed the button, and you wouldn't have that issue if simply holding the button always meant one thing and simply not holding it always meant the other thing!

Also, for whatever reason, while in almost every other game's menus, the game's most commonly pressed button would be your "confirmation" button, here it is inexplicably the grab button instead.  That is weird.

There aren't really any other control issues to mention, but there are plenty of mechanical ones.  The grab button once again grabs both enemies and weapons, but you need to press the kick button to throw them; there is no longer any putting them down gently as there was in RCRS, which sucks because that is often useful when want to go unarmed but keep a good weapon for later.  Unfortunately, you're going to be wanting to do that often here, because blocking can now block the weapons, too.  This game went for a trinity of basic attack types that each have their own advantages; punches charge the special gauge fastest (more on that later), kicks are the most powerful, and grabs can ignore blocking, and that would be a fine balance if weapons weren't part of the equation, but because they are, they can be blocked, and you can't grapple when holding a weapon, a big part of the combat you'll be doing is just unpleasantly messy.  I should point out that enemies also know how to grapple, and I found myself in many cases where I drop a weapon so I can grab a blocking enemy, only to find that enemy grabbing me first, sometimes suplexing me afterward.  I've opined in the past that weapon combat in the River City series is kind of lame to begin with, and it turns out that making the weapons a whole lot weaker in many situations was not the way to fix this.

Then there are special attacks.  This game initially seems to keep intact River City Rival Showdown's policy of giving you a special attack meter, which drains as you use special moves.  In truth, though, this one is a lot more messy.  The majority of special moves no longer detract from the meter, and since many of them can break through blocking enemies and are a safer way to do that than grappling, I took full advantage of this feature, but as a result there were many situations where a few moves got a lot of use and most others got hardly any.  Not helping this is that most of these special moves do not utilize complicated button combinations, so many flat-out replace basic attacks when equipped.  This proves to be a problem in cases where a special attack comes with both advantages and drawbacks; for example, you can equip a move that will change your basic sword strike into a theatrical maneuver wherein the character first pauses to pose, and then charges forward, potentially slicing through whole crowds of enemies.  Cool, yes, but that pause can really cost you if you're so flanked by enemies that they'll knock you down before you can get in the charging slice, making you wish you could just do basic sword strikes to get them out of your hair the old fashioned way.  You can fudge around this by going to the pause menu to equip or de-equip special moves depending on what function you want a single button press to do at the moment, but this would still flow much better and be much more fun if so many moves weren't mapped to the exact same simple button input, and mutually exclusive because of it.  A few other, more powerful special moves, do indeed use the special meter, but all of them deplete it completely, meaning that you don't really have the ability to string powerful special attacks together into combos.  That's a real shame, as these are some of the coolest moves in the game.  Your first "last resort" special attack will slow down time and allow you to slash through enemies with a huge blade while that lasts, and later you can also learn a flying bicycle kick that cuts through whole crowds of enemies.  As it stood, I still found myself using these moves a lot, but didn't see any need to unlock many of them.

The final tools at your disposal during combat are "tactics".  These use another meter that works similar to that used by a handful of special attacks, except it's harder to fill but can have multiple uses as a compensation, and give some of the rare reminders that Kunio is playing a general in this game.  With a simple combination of buttons, players can subject their enemies to several types of artillery barrages, many of them purposefully bizarre, or order postmen to deliver supplies to the battlefield in a hurry.  These generally aren't usable often enough to feel like a core gameplay element, but they do make battles more fun when they actually are, and the accompanying cutscenes feature some of the finest sprite animations in the game.

And Now, the Truly Awful Part of the Gameplay

While the beat-em-up gameplay you'll be doing in this game is at least serviceable and intuitive, your progress through it will frequently be gatekept via platforming segments.  You've probably played two-dimensional platformers viewed from the right side of the protagonist, and you've probably played three-dimensional platformers viewed mostly from behind the protagonist, who can not only move in directions but also rotate.  You probably have not played three-dimensional platformers viewed from the right side of the protagonist, who has the ability to move in all directions but never rotate, and this game may have a lot to do with why you probably haven't.  

Make no mistake, side-scrolling beat-em-ups have often featured multi-tiered environments and platforming to some degree, but it was kept simple so the limited movement and perspective didn't hurt much.  River City Saga Three Kingdoms commits my most hated sin of game design in making the part of the game that is different from its core gameplay also be much, harder than its core gameplay, and worse still, mandatory to get through before you can go on with its core gameplay.  Technically, when your current quest requires you to pass through a platforming segment, you can choose to go grind on more enemies instead, but there is simply no progressing in the plot until you bite the bullet and bungle your way through that segment.  It can be difficult to figure out where exactly your character intersects with an environment, where to jump and even jumping too soon can be just as bad as jumping too late.

The kindest thing I can say about these things is that the only penalty you incur from falling into pits is losing a little bit of health; had these falls actually killed you, I would be ready to call this game almost unplayable.  However, it actually does get near that level of frustration in moments where you're supposed to move back and forth, left and right as you climb up a region via various platforms at different heights; falling in these areas truly does mean having to do it all again, or at least much of it again.  There aren't too many of these moments, but they are always a major buzzkill.

There is another recurrent complaint that critics had about this game, that is that it requires you to collect things at various points in the story and give them to certain people.  I find this very easy to pass thanks to a guide for where they are being posted on Steam, but I can imagine that people who don't know where would just give up, particularly given just how confusing the travel itself is.

We Can Be China Heroes

There is another mode to this game, and it seems made almost as a compensation for most of the flawed things I described above.  China Heroes Mode saws this game's experience down to something more akin to a conventional beat-em-up, in which the only goal is to fight your way through a bunch of enemies, then a boss, repeating for several more stages that progress in the same order as the main games events and with the same enemies, but without any leveling up, unlocking new moves, fetch-quests, or NPC conversations.  Strangely enough, enemies will still drop coins, even though you cant spend them.  Most enticingly, this mode lets you play as a bunch more characters, 24 altogether, although you need to complete prerequisites in |Story Mode to unlock them.

Sounds good so far, but in fact, this mode is pretty undercooked, and bogged down by myriad issues of its own.  The diverse abilities of the different characters are not explained anywhere, so it's on you to just fiddle around with the controls and figure them out.  You had better do it quickly, because there is no saving progress in this mode, and while it's obviously shorter than the main game, it's still an excessive length to expect someone to complete within one sitting.  Also sometimes you have continues and sometimes you don't, and this isn't explained either.  

Unfortunately, while in some regards this mode is less obnoxious than the main one, it's while you're slogging through this ordeal of beating a whole bunch of enemies to proceed that it truly dawns how messy this game's combat mechanics really are, and some of the issues are grandfathered in from River City Ransom as a whole. Compared to the elegantly pre-scripted behavior of enemies in TMNT: Shredder's Revenge, these AI mechanics are highly randomized, and such was acceptable in River City Ransom and most derivative games because they usually gave you the option of running away from enemies, or sometimes even around them, if you got too battered.  Healing up and powering up would help you get through eventually.  But take out the option of not fighting sometimes, as well as the roleplaying, and the random nature of it all is just too unfair to soldier through.  Oh, and speaking of things that were removed and things that are unfair, for some reason you can't block in this mode.  Most of your enemies can't either, but some bosses can.  Why they made this choice I don't know; perhaps they ad realized that blocking in the Story Mode is overpowered, and instead of tweaking it they just threw the baby out with the bathwater.  I've never had much respect for game developers who react to flaws like that.

Incidentally, this mode allows up to four players to cooperate online, but I couldn't find anyone playing.  It's also not cross-platform, which doesn't help.

It really is a shame that I feel so let down by this mode, because it is what interested me about this game.  For what it's worth, it has by-far the most playable characters ever in a Kunio beat-em-up, and it isn't afraid to go wild with choices, such as Abobo, Kunio's counterpart from the Feudal Japanese spinoff of River City Ransom, the River City Girls versions of Misako and Kyouko (the core series versions of those characters are in this game too, though only core Misako is playable), and even a tiger (that I haven't unlocked).  I wanted to love this mode for that reason, but it's just marred with far too many flaws.

Which sadly is a fair summary of this game as a whole.

I Can't Even Think of a Clever Title Here

Back when I reviewed Pokemon Masters, I closed the review out by admitting that while the review's tone was almost entirely negative, the game was at worst, okay.  That can essentially be said here, too.  There is some time-honored fun to be had in River City Saga Three Kingdoms, and I think the several things it does well, like graphics, are worth crediting as such.  But this game was promoted alongside Kunio's 35th Anniversary, and for something of that magnitude, it should have been better than okay.  This should have been one of the best Kunio games ever made.  Instead, aside from a few truly impressive aspects, this is just one more River City Ransom, with lots added to change things up, but usually not for the better.  Moreover, while I think a number of tweaks could really improve its mechanics, we'd still be left with Kunio in Romance of the Three Kingdoms being something less than a match made in heaven.  Simply too much has to give in order to tell a pre-established story accurately, making the iconic characters feel wasted on the scenario.

Also, it deserves repeating: Those platforming sections suck.

Summer is Over, and That's Okay

With that, Summer of Beat-Em-Ups is officially over, a bit too late but who cares?  I worked somewhat hard on this, and I must say, it really tested my patience with this genre.  It seemed like a good idea at the time, a way to celebrate how an old genre is back in vogue, but part of me wonders how long it would stay in vogue with how stale it felt after a while...but to be fair, all but one of these were Kunio games.  I think I also did it because I've often gotten on a high horse lecturing newcomers about Kunio in light of River City Girls welcoming a lot of outsiders into this fold, and maybe this was karma, of a sort.  Sometimes things you feel enthusiastic about will disappoint you and make you wonder why you cared so much.  But I still wish this series the best going forward...I'm just not quite sure what the best is.

Time to go play some other genres.

Saturday, August 6, 2022

River City Rival Showdown: Summer of Beat-Em-Ups, Part 4

 

 

 

Forward

After a nice change of pace visiting the Teenage Mutant Ninja Turtles, it's back to River City, possibly for quite a while.  In the first review I did for this section, I said that River City Tokyo Rumble left a lot to be desired, and that ARC's take on the River City series would get worse but then get better.  The worse game I spoke of was River City Knights of Justice, and the better game I spoke of was this one.  

Perhaps I should explain: I have no exact schedule for when I release these reviews, and though I have the order I release them in more-or-less planned out, it's not a clean process of "finish game 1 and then review it, finish game 2 and then review it", etc.  All of it instead has to fit into my schedule, be what it may, and so I actually had beaten two of the 3DS River City games and started playing the third before I wrote that first review.  

Having now had much more time with River City Rival Showdown, I mostly stand by my statement in that first review.  This is a beautiful, charming game with a commendably enhanced version of the gameplay style established in River City Ransom, and a lot of fun to play.  Incidentally, this game was developed somewhat concurrently with River City Ransom Underground, probably around the time that Conatus Creative was meeting with ARC System Works to negotiate the rights, and it seems quite possible that this game took inspiration from that one in its approach to graphics and controls.  If so, I approve of the changes.  If not, well, I still approve of them.

Unfortunately, there is also a more contentious addition to the formula that can drag the experience out, and this has largely worn out the game's welcome for me.


At a Glance


This game is of special note among games that continue the legacy of River City Ransom in that it's not actually a sequel to that game, but a remake.  Well, sort of.  Remakes of video games are, for better or worse, generally much more faithful to the originals than remakes of movies; for example, game remakes give you the same level layouts, bosses, and music compositions, but with better graphics and the music rearranged with higher-quality (and sometimes real live) instrumentation.  That's great and all, but it doesn't necessarily provide enough justification for people who own one version to buy another.  Yet this is a remake in more movie-like terms; it tells essentially the same story as River City Ransom, with the same characters (albeit now using their original Japanese names in this translation), and is the same genre of game, but the story beats are different (and variable), the map is more detailed and conducive to exploration, many characters have more depth due to the additional dialogue, the roleplaying game features are expanded with loads of NPCs you can talk to, and the beat-em-up gameplay is intact but expanded with (arguably) better controls, and special moves that are regulated by a power meter, but all new kinds of devastating and fun when done correctly.  Also, you're on a clock similar to The Legend of Zelda: Majora's Mask.  Bad guys are stirring up trouble and it's on you to root out their conspiracies, fighting them when necessary (ie, always), and if you haven't gotten some important things done after three days, they'll come attack you at Nekketsu High School instead.

Welcome to River City!  Please Consult Your Map...

 
The original River City Ransom was a non-linear game by beat-em-up standards, allowing and even requiring some backtracking, but it still started you at one school and mostly demanded you to mash your way east to another, where the final showdown lay.  This game goes full-RPG with a complete overhaul of the world and its orientation.  While some locations resemble those in River City Ransom, the layout of the city is quite different and leans heavily on a bottom-screen minimap to help you navigate to where you need to go, which varies a lot. This game maintains the bizarre but classic beat-em-up logic of your character only being able to face west or east, and thus, only attack in those directions, but you can still walk or run north and south in addition to those directions, and the game takes full advantage of this to let you go down streets headed in all four.  It's confusing at first, but after a few go-arounds familiarize you with the area it isn't hard to run anywhere in the city fairly quickly, and if you want to go even faster you can take a taxi.  That's all good, because you can't afford to waste time in this game.

As noted last section, you're on a time limit in a game that lasts three days plus a finale on the fourth.  Most of the game uses real-time, except you only experience 3:00 to 11:00 PM of each day, and if you choose to go to restaurants to heal yourself and boost your stats, you will pass it faster.  Finally, you also lose some time if you get knocked out, so try not to be.

Still, don't be too afraid to stop and admire the scenery, because surprisingly, this game is gorgeous.


Color Me Impressed

 
This game has quite a distinct art direction compared to past River City games, and the best way to describe it is vibrant.  While the colors on display aren't necessarily bright and flashy, there are so many colors that it's hard not to be visually stimulated.  It doesn't exactly look realistic; some of it almost seems crayon-like, but it still is incredibly detailed.

With how much more enthusiastic I am about this game than ARC's past Kunio games, it's only fair to start this review talking about Kunio himself.  The bad news is that he still has black hair, and the game's boxart still depicts him with brown hair.  However, if you take his in-game sprite as its own thing, Kunio looks pretty great here.  His sprite is still based on the one he had in the original Downtown Nekketsu Monogatari, but he now wears a snappy red shirt beneath his school uniform, and the game goes wild giving him a lot of fun animations and facial animations.  Even in games limited to 8-bits, sprites in this chibi style have managed to have some hilarious expressions, and this one takes advantage of increased pixel count to take them even further.

The other characters fair just as well, or sometimes even better.  They are colorful, wear a wide variety of clothes, often have designs that fit well with their archetypes, and the game isn't even afraid to venture outside of the River City series' usual chibi bounds to depict characters of other ages and other body types.  The game goes to admirable lengths to convey its story by having characters be in different places depending on the time of day, and also what you do, which adds to the sense of this being a living, breathing world.

Yet even so, the most impressive thing about these visuals is surely River City itself.  Grungy urban environments feature so heavily in beat-em-ups that they almost start to feel like antagonists in themselves, but this game has a more positive attitude, embracing the urban jungle as an opportunity to create an animated matte painting.  Every perfect imperfection you would expect is here, such as cracks in the pavement, traffic warning signs, graffiti, and the occasional trash bags and cardboard boxes, and they coexist with the more purposeful trappings of city life such as trees, benches, and shiny storefronts to fill each site with color and intricate patterns, which draw your gaze in while never being so bright that they feel oppressively busy.  There's still plenty of people who jump you, but there's now more people that don't, and they complete the sense that this is overall just a very lived-in place.

Having heavily praised this game's visual storytelling, let's talk about its conventional storytelling, which as it turns out, is also quite good.



Beyond "Barf"

In Part One of this review series, I argued that there's a big risk in adding a big and detailed plot that to the sort of game that doesn't need one.  Dialogue and cutscenes inherently create breaks in the actual gameplay, and if they aren't entertaining in themselves, that will wear out their welcome in a hurry.  For the first time in this review series, I think a River City game really goes that extra mile needed to make this sort of deeper storytelling work.

For starters, this game provides a bit more context for why bunches of delinquents from various walks of life are inconveniently running around causing trouble at the same time some creeps from Reihou High have threatened you.  Turns out that Yamada, the psychic villain, can now use his powers for more than just levitating and hurling objects; now he can also warp people's minds and turn them into zombies.  They don't want your brains, but they do want to conquer Nekketsu High School; that's pretty much all they talk about, and as the school's main guardian, you're a target.  

That makes sense on at least a fantasy level, but it does threaten to homogenize the dialogue when a big part of the fun in this series is seeing what unique characters quip as they fight.  Fortunately, the game includes a fair amount of conventional gangs to balance this out.  Many of these still don't give much explanation for why they're attacking you, but it wouldn't be River City without that colorful cast of characters, and besides, some do give an excuse; not that any of them are good, but many are funny.  Also funny are the reactions these people elicit from Kunio, who fortunately is much more likable in this game than he was in Tokyo Rumble.  He's not much of a self-importantly macho buffoon here; rather in this game Kunio feels like the designated hero because by River City delinquent standards, he's relatively sane.  He always relishes a fight and is quite confident in his ability to win it, but he also can't help but be a bit befuddled by how weirdly trigger-happy so many of his peers are.  It's a somewhat similar sort of observational beat-em-up humor to what was done later in River City Girls, but unlike that game it never slides into tasteless nihilism that implies that even the protagonists of these games are necessarily bad people and that their lives are too petty to care about.  The well-written text and Kunio's great facial expressions work together to sell this sort of observational humor.

Even the bystanders have some reasonably decent dialogue.  Most of them remark on some things you can do and places you can go yourself, so at least initially, you will want to take a listen what they have to say.  For example, I spoke to a woman who mentioned that she was eager to go work out at a gym that would soon open in an upscale part of the city, so I went there myself, found the gym to be staffed from the Tiger Bros from Nekketsu Kakutou Densetsu, and learned that if I passed their challenge, I could earn special moves.  Not every bystander has something that "educational" to offer, and more than a few just converse about doing whatever they're doing or what they've noticed going on around the city.  But as unremarkable as it gets, this dialogue never really feels forced.  It does a good job at its primary purpose of making River City feel alive, and again, a lot of it is genuinely funny.  I do notice the occasional typo in the game's text, but it never reaches the lows of making it impossible to understand.

However, while I've said repeatedly that this game is funny, I do want to warn that this English script (and maybe the Japanese script, too, but who knows?) is very heavy on references to the era it was written in.  A major early plot point involves Kunio getting publicly shamed online, there are pretentious bro-types who ask him which of them has more "swagger", a girl gang leader whines that Kunio is oppressing her just for being a man and fighting back when they attacked him, a bystander mentions posting on a website called "Dumblr", a new gang member gets chastised as looking like a hipster for not pulling his bandana over his mouth, and more such things that were relevant in 2017, when this released.  Are they still relevant now, almost half a decade later?  Well, I still laughed at a lot of this game's script.  But your mileage may vary, and I could see this sort of humor really dating the game down the line.  There is, however, one factor in this game that makes this sort of trendy/trend-mocking dialogue quite forgivable: This is a game about uppity teenagers being uppity teenagers, in a series about uppity teenagers being uppity teenagers, and you'd expect much of what these people say to be frivolous and fleeting.  So while this sort of dialogue might be genuinely cringe-worthy if it appeared in a movie set hundreds of years ago or in a fairy tale world, or starring talking animals, in this game's context it feels less pandered and more authentic.


Finally, the Fighting!

Risking some ire but with good intentions, River City Rival Showdown has substantially overhauled the controls and gameplay compared to past River City games.  I said earlier that I suspected this game's developers were somewhat influenced by River City Ransom Underground's control scheme, because much like that game, this game tones down the excessive context-sensitivity that made past games' combat too button-mashy, in favor of giving old actions new buttons all their own to give you more ability to fight the way you choose. (Note: There is an option to use controls more like the original River City Ransom, but I never felt the desire to try it out, so right now I can't say how well that works.) The layout for punching and kicking remains unchanged, but it is no longer possible to jump by pressing both at once; jumping now is done exclusively with the designated button in the last two River City games I covered in this review series.  The last of the face buttons now inherits the grab action (both for weapons and enemies).  Instead of double-tapping a direction to run, you do that by holding the right shoulder button, and while that seems like it's not much of a necessary improvement, the left shoulder button provides an immense improvement by controlling blocking.  Gone are the days of just pressing the basic attack button and hoping the code knows when to punch and when to block, and I truly don't want to go back.  Holding both shoulder buttons while tapping something else will activate some special moves; assuming you've unlocked them, of course.

Speaking of special moves, this game also resembles River City Ransom Underground in that it adds a meter that special moves drain, meaning that unlike in the original River City Ransom and its initial sequels, unlocking special moves does not make more basic ones completely obsolete.  You now have to be judicious about when and how you use the special moves, as well as attending to recharging the meter to use them, which you do by damaging the enemies; the more damage, the more meter charge.  As compensation for what may seem like a nerf compared to past River City games, many of your special moves here are a lot more powerful, and I think it's a huge improvement...mostly.  
 
While the meter is a fine addition to the moves that rely on more complex button combinations, I often resent that it is also bound to those you can activate with a single button press.  The basic punch, kick, and melee weapon strike all have a rapid-fire version you can learn, and as with in past Kunio games made in this chibi style (though differing from some that aren't, like Kunio Tachi No Banka), when enabled they just replace the basic version.  Thus choosing to enable such upgraded versions of these attacks can backfire in situations where they drain special meter power that would be better used for more powerful specials still.  There is one way to alleviate this problem, though; wait until a bunch of enemies come up to Kunio overlapping each other, and then hit them all with whatever mach special you've got to earn far more special power than you spent.  I'm not sure this was an anticipated gameplay feature (though as I'll explain later, there's some reason to believe it was), but there's still a simple, "skinner box" sort of fun to baiting in enemies to farm for power.

And it all comes together in a combat style that is a lot of fun in general, and reasonably deep to boot. I did still find myself using some special moves a lot more than others, but it really does make a difference to know when to use them or not use them.  As with most River City games, you purchase special moves for the most part, but some you will earn at key events in the story.  Probably the best of those plot-earned moves is Turbo Stone Hands, which lets you charge through a whole crowd of enemies, but there is also a more clumsy but really fun move that sacrifices your current weapon/piece of trash to spawn a big laser beam to tear through all in its path.  Of course, the system for unlocking these moves will raise some questions, like "How did Kunio learn these moves?", and "If Kunio knew these moves, why couldn't he use them before at times they would have really come in handy?" and some may resent that you need to figure out the right path through the story to get them, but once they're unlocked, you retain them...and more on that later, because it's part of something really important to the game.

Overall this is a really fun refinement of River City Ransom's already fun but rather messy gameplay formula.  There are a lot of special moves to learn, and they will let players customize Kunio to fit with their own preferred play styles.  It's not perfect, though, and while exploring it to master all of its nuances can feel very rewarding, doing so will also make you aware of some major flaws.  As noted earlier, you can fill your special meter quickly by hitting a bunch of enemies at once, and with how much more devastating your special attacks can be than your regular attacks (we're talking like one hundred-something damage vs one damage, in extreme cases), this is almost an indispensable gameplay mechanic.  Because of the above, it is constantly easier to fight multiple enemies at once in this game than to fight one-on-one, and while that is ludicrously unrealistic, it would be just fine as gameplay if there weren't many one-on-one fights...but there are.  Those aren't the majority of fights, but they are essential fights to finish the game, and also some of what start as group encounters actually have one enemy much tougher than the rest, meaning you'll take most of them down, but then be left with the same old situation that plagues one-on-one fights in this game.  Entirely too many one-on-one fights in this game will at least initially boil down to you trying whatever you can to charge up your special meter so you can deck enemies with a suplex, drop kick, or other such really powerful specials, because your basic attacks simply won't do.  If you remember my review of River City Tokyo Rumble, you have probably already deduced you'll be cheesing your way through by consuming food in the pause menu.

There are also a few of what seem like coding oversights that increase the unbalanced feeling of this combat.  Not a lot of attention has been paid to making sure that every move has another move that can override it, and this leads to some of them, like headbutts and top spins, feeling pretty near unbeatable, reducing the fight down to you hoping they don't choose to do these moves when you're attacking them.  There are also issues with how the special meter works during grappling specials.  If you have enough power in the meter, you do the attack, but if you don't, you fumble the enemy and what power you do have in the meter is still consumed.  This sort of risk might increase challenge, but arguably not in a fair way, and while it doesn't ruin the experience, it's a definite example of what gamers call "adjusting to the game's crap factor".  You'll definitely learn to roll with it if you stick with this game, but that's partially because sticking with this game will probably occupy a lot of time, and that segues into the game's most innovative but likely also contentious feature.

Failing Upward

This game, once again, gives you only a limited time to thwart its villains.  On paper it lasts three days, plus however long the finale on the fourth day lasts, but as you only experience each day from 3 to 11 PM, in practice it's only 24 hours, give or take a few factors.  Going to restaurants and the sauna automatically consume time, meanwhile fights that take place in "events" will pause the timer, and you can unlock an item to slow it down.  Add in that some events can only be experienced at a certain time and place and some of those only on a certain day, plus the somewhat unbalanced combat system, and you have a game that isn't easy to win.  Chances are high that you will get the bad ending your first time, maybe even your first several times, so don't be ashamed to start on Beginner Difficulty, ignoring the game's statement that Intermediate is for people who have played River City games before.  

But this game's plot also loops like in the movie, Run, Lola, Run; after a failure you can start again from the top, but retaining your knowledge of this world and what's lurking within it, and because it's an RPG, you also retain your level, stats, and earned special moves.  So with you smarter and Kunio tougher, you get closer and closer to victory each time.  Theoretically Kunio might level up so high that there is no challenge left, but that is the worst case scenario and more likely the player's skill will play a big role in finally clearing the game faster.  This game provides both incentives to get better at it and opportunities to demonstrate that you have.  It's not like restarts from the beginning of a game to force replay and build muscle memory are new to games, in fact this philosophy used to be standard for many games, but with RPGs among the earliest adopters of save features, it's at least interesting to see that make something of a return here.  While this game does have a save feature and you can technically reload from right before a failure, since progress is to at least some degree tied to how high your character's level is, it's often more convenient to restart the whole quest from the start so you can power up more.  It might be one of the most unique innovations to the genre in recent memory, and it's surprising that this is the series that did it. 

Having said all of that, this style of game design has always been double-edged, and there's a reason it's all-but extinct.  Life is often complicated; things come up, homework is assigned, you might get a job that has abnormal hours, and even in your leisure time, you will probably have obligations outside of video games, and with all of that in mind, it's not fun to allocate some of your time to finishing a video game when you don't even know how much time it will take to finish.  Furthermore, while most players indeed get better at a game when forced to play it again and again, that offers no guarantee that they will enjoy it more, and chances are even high they'll grow to enjoy it less.

The above pertains to almost all video games, but in a game like this, it might be even worse.  To be fair, I did enjoy making breakthroughs and experiencing different variations of the story at first, and piecing together what was happening and learning how to set it to rights was also fun.  Unfortunately, it started to feel more like a chore once I learned that saving the day in this game isn't really about how many enemies you can defeat, but rather, learning what events you need to partake in to meet specific plot-relevant characters, triggering events and doing something in them to trigger more events, then repeating.  There's still a lot of fun fights when you play the game that way, along with the chance to visit some areas you wouldn't get to if you hadn't.  But the novelty does wear off as you keep blazing the same trail in hopes that this time, you're strong enough to reach the end.  Each time I finally defeated a boss that had given me trouble before, it gave me a big sense of accomplishment, but soon after, when I was too toughened up for these bosses to be challenging anymore, they just started to feel like chores.

Then there's the dialogue.  I said earlier that this game's generally well-written, even if much of its humor will likely become dated.  Had River City Tokyo Rumble featured writing this good, it would have been much more enjoyable.  Yet with so much forced repetition, even well-written dialogue becomes annoying to click through, as it surrounds all of the big plot-relevant events of this game.  The final big problem with this game is that it arguably has more forced repetition than it really needs because its difficulty is not well balanced.  Easy mode is much too easy, while Intermediate mode is much too difficult, despite higher difficulties being unlockable if you finish that one.  I have actually beaten this game's story mode on Easy, but not Intermediate, and perhaps I would have stopped trying, except there are more things that can be unlocked from doing so, such as an alternate story mode following Yamada.

So unfortunately, this game is very arguably a case of an interesting idea being more of a burden than an asset.  It definitely helps this game stand out, but I feel other aspects of it were more than good enough to do that, and so it's a shame that the forced repetition was there to turn those once-enjoyable things into busywork.

 

Oh right; there's actually another mode.

There is a game within this game, called Double Dragon Duel, sometimes shortened to "DDD".  They missed a great chance to make a joke about Kirby's nemesis but maybe they were worried about how lawsuit-happy Nintendo has gotten about its brands.  You'll quickly notice that instead of another beat-em-up, this is a tournament fighter, albeit a simple one.  A short though critical event in the Story Mode will involve playing one match of this game, but to experience more you need to load its own mode from the main menu.  

You likely would expect this to be set in the Double Dragon universe, but interestingly enough, the only Double Dragon characters the game features are Billy and Jimmy Lee, and the roster is otherwise made up of Kunio characters, many of whom feature in Story Mode, but in a bizarre twist, they use the names they had in the old English localization of River City Ransom.  The story (yes; there is one) of this mode involves all of the characters squaring off in Reiho Dojo, and its events may or may not reflect those of River City Rival Showdown's main story mode.  All of them have unique conversations together, and there are two characters you can unlock.

Much like the main story mode, this one is surprisingly well-written, and it's interesting to play a crossover between River City and Double Dragon, as little is done with that.  But this is simplified from the main mode's combat to the point that it won't likely serve as anything more than a quick distraction.  If you preferred special moves not having power meters, you might be happy that they don't in this mode, but this also increases imbalance between abilities and the characters who possess them, and since in this mode there is no leveling up or character customization, leaving everyone with just a few specials each, that tends to mean that every match is either boringly easy or frustratingly difficult.  One of the characters you can unlock is really overpowered, and the other one is even more-so.


Closing Thoughts

For previous entries in my Summer of Beat-Em-Ups series, I had a variety of thoughts but I generally knew where I stood on each game.  With River City Rival Showdown, my feelings are a lot more mixed, because on the one hand, there really are a lot of things I love about it.  The fighting is often a blast and surprisingly deep, the graphics are fabulous, the writing is funny, and even the time system is an interestingly fresh take at first.  On the other hand, though, it's hard to excuse just how much of my time it ate up, especially when a few tweaks to balance things out might have saved me a lot of it, and some sorts of gamers will definitely be irritated that a series that started with beat-em-ups is now staking its game progress on hunting down leads in a time limit.  I had intended to play and review several beat-em-ups this Summer, in addition to a number of other projects I have planned, and when I still hadn't beaten Intermediate mode on this one after River City Saga Three Kingdoms premiered, I decided enough was enough on Rival Showdown, at least for now.

Given that I said some of its graphics and gameplay reminded me a lot of River City Ransom Underground, in a good way, perhaps it is fitting that this game also resembles that one in another way; its virtues are buried in a pile of burdens that mean any recommendation of it must inevitably come with a warning or several.  The problems aren't really the same between the two games, but in both cases it's depressing that most of the problems have far less to do with bad programming and far more to do with some poor choices about how the game is structured.

And yet, it's impossible to dismiss a game that does so much right.  This was not the end of the Kunio series, it added a lot to the formula, other games continued to iterate on its additions, and for all of that it deserves far more credit than scorn, and to be examined by future Kunio developers.  Does it deserve to be played by every fan of the series?  Hardly, but if they're like me they'll all find at least a few things they love about this game if they do.

Thursday, July 21, 2022

Teenage Mutant Ninja Turtles Shredders Revenge: Summer of Beat-Em-Ups, Part 3

 

Forward

Yo, dudes and dudettes!  Let me tell you about a totally radical franchise that touched just about every form of media and product in my childhood!

Okay, real talk; you probably have already heard of Teenage Mutant Ninja Turtles.  I'd be surprised if anyone ever to have been a child since their debut has not heard of them, and adults who are parents of such children are also likely to have heard of them.  However, there is probably no time before or since the height of their first animated series that these turtles were so popular and so ubiquitous, and it's kind of ironic in retrospect, because that show...had issues.  

Make no mistake; it was very creative, the sitcom-like dynamic between not only its heroes but (especially) its villains was both funny and very unique among cartoons, and its seemingly endless well of absurd story premises worked well to deliver on the random madness the title "Teenage Mutant Ninja Turtles" seemed to tease, but the show usually couldn't deliver well on the "ninja" part of its premise.  TMNT actually began life as an indie graphic novel, aiming older and thus unafraid to get violent and bloody, and the Murakami Wolf Swenson company couldn't exactly translate that into an acceptable children's show in the conservative 1980s and achieve anything beyond surface-level accuracy to the source material.  Naturally, many children then were totally unaware of that source material, so accuracy was a non-issue for them, but even children inevitably noticed that these ostensible ninjas who carried around melee weapons very rarely used them in that first cartoon; instead usually "fighting" their enemies with a bunch of slapstick and prop comedy.

So why did we forgive it so much?  Why did we still love these turtles?  I think it's because, while the 1987 show had become central to the brand's image, it wasn't alone.  Early on, we got action figures, tie-in books, and tie-in graphic novels (known as Teenage Mutant Ninja Turtles Adventures and published by Archie) to help satiate our desire for a tougher and more adventure-oriented take on the turtles, but even beyond all of that, we could experience the martial arts skills of these turtles on full display in the realm of video games.  Konami would create and continually refine an iconic style of beat-em-up gameplay for the brand, and its games from that era are still remembered fondly.  

However, TMNT's popularity waned in the second half of the 1990s, and though it would see several rebirths on TV, at least some of them good, the games made based on those newer incarnations never fully translated the feeling of the older games to 3D. (There is a lot to analyze about why, and I might do it in a future blog entry.)  But with the recent resurgence in popularity that side-scrolling, semi-3D beat-em-ups have experienced, Dotemu and Tribute Games have returned both to the world of the 1987 TMNT cartoon and the style of video games made based on it, and the result is simultaneously an accurate throwback in all of the ways that count, and a commendable upgrade in the ways more modern gamers would like.  It's scenario, meanwhile, is a pretty underwhelming one, but I'm definitely left wanting more rather than less.

At a Glance

 
Similar to many other retro-styled games released recently, TMNTSR goes for 2D(ish) gameplay and surreal, pixel-based graphics, while also taking good advantage of modern technology to do what the games that inspired it never could have.  In this game's case, that tends to mean bridging the (sometimes wide) gap between the classic Konami games and the cartoon they were based on.
 
Two of the first things you'll notice carrying over from the show are the Turtles' friends, Splinter and April.  While they have been playable in TMNT games before, this is the first time they're playable in this sort of TMNT game, and their addition is welcome.  It adds variety to the gameplay, but not so much you'll have to fight your own muscle memory when switching characters, and the increased attention to superb sprite work really helps bring all of the characters to life.
 
The relatively limitless color pallet has let its sprite graphics resemble the cartoon's art-style much more, with some famous clips of animation directly recreated in pixel form.  Facial expressions are also a lot of fun to see here, although some people won't like how more contemporary "bean smile" expressions have gotten into the mix for some frames.  Most amusingly, many of your enemies will pass the time in a variety of surprisingly unmenacing ways before engaging you in combat, a true flex of the modern ability to include all of the animations a character would normally need and then some.
 
I mentioned that one of cool things about the old video games is that compared to the cartoon, they let the turtles fight like the super ninja warriors they were.  That is still true here, but just for a laugh, this game also includes moments where you can use items in your environment to conk some enemies out, akin to the slapstick you knew and probably didn't love from the cartoon.  Don't worry; these aren't anywhere near common enough to undermine this as a fighting game, and except for completing some bonus mission objectives, you never have to use them.  
 
The Konami TMNT games already had an impressive amount of voice acting for the time, and there is more of that here, though not much by modern standards.  The original actors for the turtles are all back, also voicing those villains they doubled as in the show, and while none of the other actors returned, they don't have enough voice lines to make that a big deal.  Besides, voice work in this game will inevitably be upstaged by its fantastic soundtrack.

Rock, dude!

 
Tee Lopes, his talent already well-established by Sonic Mania, Streets of Rage 4, and a very underrated remix of the River City Ransom theme, has returned to helm (most of) this game's soundtrack, and it's probably his greatest work yet.  While you will likely notice a few of his signature tropes in places, most notably during a mall stage whose music sounds fairly reminiscent of Studiopolis from Sonic Mania (but that still makes it a great song), it doesn't stop him from incorporating loads of delightful influence from both the first Ninja Turtles cartoon and the Konami video games; mostly Turtles in Time.  Early on you'll notice the Channel 6 News theme spin off into a fantastic horn-driven tune, a new song with the same swing beat as "Alleycat Blues", and a solo that almost certainly is intended to reference "Sewer Surfing".  Oh yeah; there are solos in many of these songs, and the songs have a sufficient length that you won't tire of them.  Despite how formidable Tee Lopes is on his own, he's also joined by a number of talented musicians, singers and rappers to take the soundtrack even further, incorporating the sort of cheesy but unforgettable early-90s hiphop that drove the first two live-action Ninja Turtles movies, and a rock song that could have come straight from the infamous Coming Out of Their Shells Tour.  Unfortunately, for whatever reason the fun wanes a bit towards the end of the game, as when you leave New York to go to the villains' home turf, the music becomes more ambient and menacing, but it's worth soldiering through because after you beat the game, probably the most glorious TMNT rap song ever is waiting for you in the credits.
 

Back to the Grind

 
As much fun as this game is to see and hear, the story feels disappointingly thin. 
 
Now, as stated in the first part of this review series, I understand that beat-em-ups don't tend to have very complex plots.  However, Ninja Turtles as a brand is treasured for how its scenarios get outlandish, and the previous beat-em-ups followed suit.  The first beat-em-up indeed had a fairly straightforward scenario, but the second involved Manhattan being cut out of the ground and levitated into the air, while the third involved Krang stealing the Statue of Liberty (presumably it's easy to do when you already have the technology to steal the whole city) and also the turtles time-traveling.  
 
In this game, the Statue is once again stolen, but this time there is no time travel, and in fact, nothing much beyond a standard beat-em-up in a messy city.  Most level tropes are ones you've already seen from the series.  Despite the name, there isn't all that much Shredder in this game, and he doesn't seem to be getting much revenge.  I figured a revenge would entail a scheme targeting the turtles directly, but instead, it's standard villain antics that heroes react to.  Most of the game, your heroes are chasing Krang's goons as they bring him back his android body. (If that sentence didn't make sense to you, you haven't seen this show.)  The cutscenes about this can be fun, but they're short, and it never feels like very much is ever at stake.  There is a nice twist at the very end, but it still leaves this game feeling hollow compared to the past two. You also get unique ending screens for each character you beat the game with (that is, if it's Player One), but they, too, are underwhelming.

But again, this genre isn't really about deep plots; it's about fighting, and fortunately in that realm, this game easily outdoes any of its predecessors.

Let's Kick Shell!

 
People who have fond memories of the first arcade TMNT game are apt to say things like "Man; I had so much fun sinking quarters into that machine."  To these people, let me be frank: If you enjoy the act of losing money, you might be masochists, and arcade games made purposefully shallow and unfair for the purpose of maximizing profits are not objectively commendable.  Fortunately, Konami's TMNT games did not stay in that undesirable spot; they gradually gained depth, and Shredder's Revenge follows suit with more depth still.  
 
At its base, though, this game maintains the gameplay recognizable from that overrated arcade game and its better sequels, meaning there is only one basic attack button.  This, however, has a great deal of flexibility, as when you press the button, where you press the button, what else you're pressing when you press the button and how long you press the button all affect what attacks your character does.  So while you can just mash the attack button and be sure that something will happen, there's a great deal more depth to doing this optimally.  The above also applied to past TMNT games, but it's in the move options beyond that base that TMNTSR comes into its own.  
 
Past games like this handled special attacks by pressing the attack and jump button at the same time, draining HP while doing them, and this game is quite different in that regard.  You now have a dedicated special attack button, but instead of taxing your HP, it's limited to a small number of uses.  Small, yes, but you can earn more uses by hitting enemies enough times without them (or anything else dangerous) hitting you in the process.  Or if that's too hard, you can also taunt to earn one special attack use, provided you don't get hit during that taunt motion.  Most of this special attack system is well-balanced but that last part does feel overpowered once you learn that you can also taunt in those periods when there are no enemies onscreen and the game is prompting you to go forward to where there are more.  It breaks the pace, though not much, and it can get annoying to hear April asking "Any comments?" to the air multiple times in succession.

Still, the special attacks themselves are great to have.  Most are some form of "area of effect" blast, but there's still enough variety between them--with your current character adding more variety still--that their presence adds depth.  The best way to sum them up is that their mere presence makes things easier, but it'll take skill with them to make things much easier.  They also add personality to the fight, as every character has several of their own, complete with unique animations and voice clips.

Easily the most important addition to this game is the dodge button.  This allows characters to flip backwards quickly, or forwards quickly if you press in that direction, and characters are also momentarily invincible while doing it.  It's likely that most of the "skill ceiling" of this game entails mastering that dodge mechanic, as ultimately this sort of game is about draining your opponents' HP before they can do the same to you, and to test just how good you've gotten at that mechanic, there's an Arcade mode that challenges you to through the whole game without losing all of your lives.  With as simple as the move itself is to do, it does sometimes seem like most of the depth to using it correctly is in memorizing when to press the button for every moment of the game, and so I can see many people finding that annoying.  But the dodge in itself is still a lot of fun, so I'm glad it's there.  It seems to fit ninjas a lot better than a simple block would, and keeps fights from degenerating too much into crass button-mashing to brute-force through.
 

You Were Expecting, Maybe, The Adams Family?

 
All of the above innovations to the gameplay definitely help breathe new life into a beloved old experience, but boss battles feel like kind of an afterthought.  The handful of TMNT beat-em-ups that inspired this one were in themselves known for repeating bosses from game-to-game, although their patterns did vary somewhat between them.  This game, rather than taking advantage of our heightened technology to surprise players with interesting new twists on the concept of a TMNT boss, instead seems intent on upholding that tradition, as if going down a checklist of the rogues gallery we've (mostly) seen before, complete with very similar moves and tactics on some of them.  
 
To be fair, there does exist some reason to do this in the current context; we've had a long break from this sort of TMNT beat-em-up and this universe in TMNT beat-em-ups, so perhaps it's considered an obligation to bring back as many things from them as possible.  I can definitely understand why some nostalgic players would feel slighted if their old favorites weren't in this game.  But compared to games like Sonic Mania and River City Girls--and inevitably, this game will be compared to those games--this game's bosses lack the creativity to truly wow returning players.  The game also doesn't really have enough plot or voice acting to make these bosses appealing for who they are.  There's a fun running joke about how after the Foot Clan takes over Channel 6 news, Bebop has a blast making a bunch of shows starring himself, but no other character is anywhere close to as fleshed out.

I can't help but wonder if part of the reason this game's design is a bit too conservative in spots is because of how much more poorly-received TMNT games were that have dared to be anything besides this sort of old-fashioned beat-em-ups.  Having not played many of those other TMNT games, I cannot weigh in on that.  But it's a shame, even so.

Closing Thoughts

 
Of the games I've played for the Summer of Beat-Em-Ups so far, I'm pleased to say this one is the least flawed.  It looks, plays, and sounds great, and manages to feel a lot like beloved old games without reviving many of their flaws.  Having seen just about everything this game has to offer by now--much of it many times over--I'm definitely ready to call this the best TMNT beat-em-up ever made.  In fact, it's so good that it might be genuinely hard to go back and play the games that inspired it.  Perhaps Konami should have released The Cowabunga Collection before this game!
 
However, should we really be so impressed that a game made now is so much better than ones made several decades ago?  There's actually no reason to suspect that wouldn't be the case, given the increased technology and hindsight.  Given that potential, I'm almost more tempted to resent that this game isn't even better than it already is, and while it's not fair to demand depth from a beat-em-up plot, I think that from this series, it's reasonable to expect more scope.  I still hope that before this resurgence of beat-em-up popularity burns out, we get another TMNT game that plays like this and is set in this universe, but also commits to telling a new story with more new characters and new locations.  After that, I might even accept a bit more experimentation with gameplay.
 
But meanwhile, you should still totally buy this one, dudes and dudettes!