Sunday 26 July 2020

Gunpla: The ZGMF-1000 ZAKU Warrior (HG)

Periodically, I wonder if I should give the Gundam SEED universe another go. This was an alternative continuity circa 2004, which more or less functioned as a de-facto remake before going in its own direction. Japan loves it, although the Western fanbase is far less keen, and I'll admit to following the herd on that issue. Truth is, I don't think I ever saw enough of it to have anything more than a gut feeling about its merit. Then again, SEED as a whole was not exactly known for creativity in its mecha designs, and has a genetic engineering theme I find troubling. Case in point: the ZAKU Warrior, a Zaku  remake with no pretence of originality, operated by a faction of GMO teens whose existence and story role has some unfortunate implications. 





Looking back, the Warrior was both a warning sign and a hate sink for the series SEED Destiny. Nobody disputes that Zakus are cool, not least me, but this gave the impression of creative bankruptcy, as Seed already had an obvious Zaku expy. This is best represented by the almost aggressively acronymic arglebargle of its name. Its called the ZAKU warrior, so what does ZAKU mean? So, what does ZAFT armed keeper of Unity. What does ZAFT mean? No, it's not a bathroom cleaner, it means Zodiac Alliance of Freedom Treaty. But wait, there's more! The Warrior has a modular "Wizard Pack" that this kit omits, basically weapon kits, and assorted variants. Depending on which variant and/or weapons it has, this Mobile Suit could gain prefixes and suffixes lengthening its name further. And, in a hopefully unique case, a suffix acronym too. Somebody needed a slap. This could so easily have had its own identity, if only they'd gone for a less stupid naming convention, and possibly different colours. 


Now, I've spent the above 300 odd words badmouthing SEED, and if you're previously familiar with that setting, nothing I've said will be out of the ordinary. So, here I will say something controversial: The Zaku Warrior is more up my street than the Zaku II. Yes, it is so obviously a copy of the original, true, but what changes they make are to remove the more dorky and impractical aspects. This is a "tacticool" Zaku, which is possibly missing the point entirely, but it's still a good look.





Opening the box proved to be a bit of a pleasant surprise. This is a 2006 kit, but colour accuracy is notably good in places, with an unusual effort for the thrusters. Seam and mold lines are a thing, and the knees don't like staying attached, but the plastic presented few problems in the area of stubs, especially the light green. This was definitely a therapeutic build, as nothing clever is being done here, there 's a lot of petty irritations and needless complexity which just aren't present here. This makes for an interesting comparison with its forebear, which came out at around the same time and just didn' t do it for me. As sacrilegious as it is to suggest, the Warrior is more satisfying, because while it does require touch-ups to look its best, what it does require are no-nonsense newb stuff that I can wind down with. At least until we start talking accessories, anyway, which are mainly cast in black and/or require a white trim.

Acknowledging that such details would not be addressed on a HG kit; there are few colours more of a nuisance to work than white, especially when atop black. 





While no wizard pack is present, accessories are more than adequate. The beam rifle has two spare batteries, storing on the inside on the shield, while the rifle can fold to store on a concealed butt port. Articulation is solid if unremarkable, so you can do the poses you'd want for a grunt, with the shield being on a flexible mount, which I love. There is also a beam axe, and 4 decorative grenades, which is about the point where the colour separation runs out. I experimented with a beginner gundam-marker set and other techniques to compensate. This had mixed success, with the white marker behaving like a tipex pen, and the axe ending up in blue rather than the intended fluorescent magenta. (Long story.) Mind you, I left the grenades on the sprue before attempting their trim, and they turned out OK. I can see myself using that marker again, for small details. 





I'm not gonna say the Warrior is necessarily a great kit, see the loose knees, but they definitely put effort where they didn't have to. The shield and thrusters are good examples, and I've seen much worse shortcuts than casting weapons in black. So, yeah. This was kinda fun, and more interesting to talk about than some other kits. Give it a go.

Sunday 19 July 2020

Remembering: R-Type





Some styles of game I'm fascinated by, even though I'm terrible at them. Your average 2D spaceship shooter, circa the 90's, is the sort of thing I mean. I love watching letsplays of these. While games such as this do have their modern descendants in the bullet hell genre, its a form of game that has basically been extinct since the PS1/3D era, having previously been as common as muck. The reason why I'm terrible at them is due to poor reflexes and a difficulty processing all the info on screen, versus the precision required. Spaceship shooters, regardless of viewpoint, leave little margin for error due to their arcade origins. The reason why I'm fascinated by such things is because of that same difficulty, and because these games were kinda cinematic. The best ones were always distinctive to look at. And amongst the most distinctive was a game I played on the old Sega Master System: a port of 1987's R-Type.





When you got right down to it R-Type had no plot to speak of and some very disjointed visual design. This is not unusual for the genre, but worth mentioning. I mean, narratively it's just "Blast off and strike the evil Bydo Empire!“, and it's a bit of a trope blender. Why do some Bydo look like vehicles, and others angry meat? Why are some levels high tech, and others look like the inside of someone's digestive system? Am I fascinated with this specific game only because of this discordant stream of techno-organic imagery? Does it matter? Is this all superficial? Maybe not, but it did have subtly complex gameplay. The active ingredient is the "Force", a little multi-purpose attack drone that's your first power up. This can attach to the front or back of your ship, acting as a shield, and boosting your firepower. Attached, it can block most bullets, but detached it can help destroy lesser enemies by firing at a different angle or with a spread effect. Meanwhile, you have probably the most destructive weapon in the game immediately, a charge cannon which is devastating to bosses if you time it right. These tools make R-Type a decidedly methodical and unforgiving experience, and one few have dared to copy. As the game gives you more or less everything you need in the first five minutes to master the game, you are expected to master the game. Play its way, and play flawlessly. I never could. Thanks to its level design and approach to difficulty, it's possibly as much a single solution puzzle as a shooter. 


 


R-Type got a fair number of sequels, but these skipped Sega platforms, so I didn't touch base with any until the supposedly last game: R-Type Final. During that gap, the franchise became known as a uniquely hard-core and somewhat creepy example of its genre, a big name that was always remembered despite lengthy gaps between instalments. Final, released in 2003, was very much a nostalgia product, although you could say that about the franchise overall. By this point, it was played in a 2.5D view, with graphics rendered in full 3D, but gameplay being resolutely 2D. To my eyes, this only makes things more challenging, in an unearthly vertigo sorta way. The original R-Type could be oddly disturbing for its time, but Final seems to delight in using camera movements to heighten a sense of unease. I could not complete this one either, a bit of a shame that, given the fricking dozens of ships you could unlock. But then again, perhaps the R-Type franchise was too set in its ways? Being aggressively difficult just because you can, is not necessarily a cool thing in game design these days. Well, unless we're talking Dark Souls, but it's not like you can reasonably complete that in under 30 minutes of play time. 





Did R-type end with Final? Dear me, no. At the time of writing, there's a kickstarter project making Final 2. I'm sure it will please its backers, although it remains unclear if this will be a success on the level of Sonic Mania or Streets of Rage 4. It looks rather a lot like Final, or that remastered release Dimensions, only with better graphics and less creative risk. Irem did however mix things up things up in the 16 year interim with R-Type Tactics, aka R-Type Command. This is a game I want to play, as its a turn-based strategy game, which is one hell of an unexpected detour. It even got a sequel. Sadly, untranslated. Sadly, both on PlayStation Portable. <sigh>

So, should you play R-Type? Or an instalment thereof? Well, probably. I've been somewhat dismissive above, but I can't deny it's strong appeal. Which it obviously has, because I wouldn't be writing about something I suck at if it didn't.

Sunday 12 July 2020

Gunpla: The RX-77D Guncannon Mass Production Type (HGUC)

You know, it seems having a red background when photographing a red model isn't too clever. Who'd have thought it?




Anyways. The original Gundam series threw at lot at the wall, and not everything stuck. Some concepts returned for its immediate sequels, or for the assorted new continuities, but some did not. While a hero unit, the Guncannon was one that kinda did not. I mean, there's always a need for a robot with big shoulder guns, but the Guncannon does not get the same degree of homage as some things, and probably falls into the same category of unremarked-upon obsolescence as Zeon's mobile armour menagerie. Its family tree did however bear some fruit, before being assimilated into the GM line, like today's subject. Hailing from the same anime as the rather nice Zaku 2 FZ, with all that implies, this Guncannon has the unusual distinction of being measurably better than its prototype. As I've previously noted, that's not how it tends to go in Gundam. Official stats point to better mobility through increased thruster output, with the costly and questionable core block system removed. Mind you, they did take out the luna titanium and the beam rifle, but do you need those on a walking artillery piece? Having a machine gun makes some sense as a back up too. What? You're being flanked? Leg it while spraying bullets! 


 

But what's it like to build? Well, I found it oddly similar to the GM I ruined a while back, having largely identical red plastic, but none of that ghastly green. It's a middle of the range, mid-2000s, kit. Nothing is especially good or bad, by the standards of its day, although a modern revamp would likely include better sprue design and translucent plastic. Nothing especially complex in the build, although I still managed to mark one of the feet, and there's some nasty seamlines. Colour separation and sticker use is similarly standard, with recessed areas and the inside of thrusters left to paint. A lot of this is at the“dab of black/grey paint” level, which means it doesn't take much to make it look decent, but this another one of those designs where they thought the inside of a thruster should be a bright colour. In this case yellow. On the subject of annoyances, there's a sticker for the head symbol. I left off the squad markings, applied two colour correcting stickers, and then applied paint and marker.




The end result is a bright but robust thing, meaner and more practical looking than the original Guncannon, with a few quality posing options. The shoulder guns are separated and articulated, while storing vertically, so you can get some good looks. The bullpup machine gun is beautiful companion to this, making a lot of sense for close range defence and asymmetric poses. Mind you, while no-one would expect an artillery unit to be a ninja, its true to say "dynamic" is hard to do with this kit. It is however possible to separate the front skirt armour for a bit more freedom.

All-in-all? Perfectly fine, maybe a decade out of date, not my best work, but I'm pleased with it regardless.

Sunday 5 July 2020

Dogs of War: a “Rollerblade Good” Modification for The Mecha Hack

So, this article started as another attempt to stave off boredom. My Mecha Hack campaign was running ahead, my blog was also running ahead, and I was otherwise atop of my chores. Lest I fall into another deep dark hole of anxiety, I decided to set myself another task, see if I could adapt my old favourite animes into The Mecha Hack. That was around the time I was writing my mini-review of the system, and after some faff, I decided to apply the same minimalist approach as the rules proper. That's making the simplest possibly change to get the effect I want. And what I ended up doing was a take on the “Rollerblade Good” sub-genre of Japanese robots. Mecha of this type are often relatively small, and rely on foot wheels for sudden bursts of straight-line speed. Examples include Martian Successor Nadesico, Ghost in the Shell, Front Mission and Dreampod 9's Heavy Gear series of games. The codifier for this is probably Armored Trooper Votoms, a somewhat obscure 80's work otherwise notable for treating mecha as utterly disposable. I'm gonna insert a video clip of that now, I hope remains up it.






OK, so, putting the bleak stuff to one side, how would you run something that in The Mecha Hack? Here's what I came up with.


Dogs of War: a “Rollerblade Good” Modification for The Mecha Hack
1) All combat is to performed with a grid map, see Tactical Distances on Page 6. All mecha gain access to the new “Turbo Heels” action.

TURBO HEELS: as a move action, immediately move 12 (Far) squares of movement in a straight/diagonal line, ignoring Opportunity Attacks. Note: This is subject to terrain.


2) The normal classes are replaced with the three following below.

BULLDOG
A variant of the Terrier designed for close range combat in urban environments. Relatively tough, scrappy, although operating time is compromised.

d8 HIT DIE
d8 DAMAGE DIE
d6 REACTOR DIE

STARTING HIT POINTS
1d8 + 4
WEAPONS AND ARMOR
All armor, all weapons, shields
LEVELLING UP
Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Power and Mobility. At levels 3, 6, and 9, gain a new module.
STARTING EQUIPMENT
Basic radio, Knuckledusters (light melee weapon),shorty rifle (light ranged weapon), shield (+2 AP), light armor (+3 AP)
CHARGING STRIKE As Rulebook
COUNTER! : After resolving a melee attack against this mecha, it may immediately spend 1 armour point to make a melee attack back, as an Opportunity Attack.


TERRIER
The standard Trooper seen on thousands of planets, in their hundreds of thousands. Fast, powerful, and a good performer in all things except pilot safety.

d8 HIT DIE
d8 DAMAGE DIE
d8 REACTOR DIE

STARTING HIT POINTS 1d8 + 4
WEAPONS AND ARMOR Light armor, all weapons, shields
LEVELLING UP Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for System and Presence. At levels 3, 6, and 9, gain a new module.
STARTING EQUIPMENT Basic radio, Knuckledusters (light melee weapon), Long Rifle (light ranged weapon), shield (+2 AP), light armor (+3 AP)
RELIABLE When you roll a 20 on a test, you can choose to reroll the die. You must use the new roll.
AGILE As a move action immediately move 6 squares (Near) in straight/diagonal line, then change direction to move 6 squares in another unbroken line. Note: this is subject to both terrain and opportunity attacks.


MASTIFF
A heavy class of Trooper, intended for the most intense battles or countering enemy tanks. Big, tough, and faster than it looks, the Mastiff relies on its defensive machine guns against melee attackers.

d10 HIT DIE
d6 DAMAGE DIE
d6 REACTOR DIE

STARTING HIT POINTS 1d10 + 4
WEAPONS AND ARMOR All armor, all weapons, shields
LEVELLING UP Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Presence and Power. At levels 3, 6, and 9, gain a new module.
STARTING EQUIPMENT Basic radio, Bazooka (heavy ranged weapon [+2 attack and damage]), heavy armor (+5 AP)
DUAL MACHINE GUNS As a ranged attack action, test power to inflict D6 damage on a target. Range is 6 squares (Close/Near).
MORE DAKKA When you roll a 1 on a damage die, you can choose to reroll the die. You must use the new roll.


3) Use the following replacement modules only.

Light Missile Pod
As an attack action, test System. If you succeed, deal 4d4 damage, divided as you choose between enemies at Far range. Roll your reactor die.

Heavy Missile Pod
As an attack action, test System. If you succeed, deal 3D8 damage to a single Far target. Roll your reactor die.

Shaped Demolitions Charges
As a use action, plant a Charge. Roll your reactor die. On your turn, as a use action, deal 2D10 damage to 1 enemy within close range of the mine. The charge is then destroyed.

Auxiliary Machine Gun: As a use action, test Power to inflict 1D4 damage on a target. Range is 12 squares (Near/Far).

Expanded Stowage
Increase your reactor die by one die type.

Camo-netting
You have Advantage on Mobility Tests to become hidden.

Lucky Furry Dice
Once per session, gain advantage on a single roll.

Distinctive Paint Job
Gain Advantage on Presence Tests to intimidate/impress, Disadvantage on attempts to hide or otherwise go unnoticed.


What do you think? Any good?