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?

Sunday, 28 June 2020

Gunpla: The STH-05R Rouei (IBO HG)

Acknowledging that it was gonna be bleak, I wanted to like Iron Blooded Orphans. I gave it a go. Today's subject is from that series, brought prior to watching, and fielded by the "Turbines" Mafia family. An actual family, as it turned out, consisting of apparently dozens of women, all married to the one guy. They have a crèche. Somebody more eloquent than myself can unpack that one. Fortunately, there's no shortage of other things to talk about here.




Ever look at something, and think there's a cultural context you are missing somehow? Like a idiom you don't get because you're literal minded and don't know whom Gordon Bennett was? I get a similar feeling with today's subject. There's something about it I can't quite place, possibly supernatural, about that four-eyed faceplate. The rest is more familiar, the chonk and bellbottoms look evoking Zeon designs like the Dom. It's a good and interesting look, but it's not what people are likely to mention about this thing. Unlike most IBO kits, the Rouei has no internal frame at all, the construction being similar to a conventional HGUC. There is no obvious reason why this is the case, the external design offering no barrier to the implementation of such a thing. It seems counter-intuitive too, as the Rouei is a remoulded variation on the Hyakuren. Surely, if you knew you were doing both, wouldn't you be aided by having the common internal frame? Also, and I'm not quite sure how to work this into the article, so I'll mention it now, the shoulder armour looks like it should have another joint in it, but doesn't. As it is, one can only suspect some cost saving measure at play. I'll also admit to not realising this fact when buying, silly me. However, all that only matters in the context of IBO, and the absence of a Robo-skeleton is a curiosity, not an objective problem. I wouldn't begrudge someone whom passed on this kit because of that though.





The actual build process proved to be quite a solid one, in both the literal and figurative sense. Nothing leaps out as exceptional, but its a no-fuss process. I like a kit that isn't finicky. It results in a possibly more stable robot than the other IBO kits I've done, as its much thicker in the mid-riff with big feet, so polycaps are less vital to the balance of the thing. Its not without its problems once completed though, the fist plates being a nuisance during photography and couple of joints being loose. In other news, the build does rely on stickers, with fricking humongous ones for the thrusters, in an odd blue-grey. Aside from that showstopper, the stickers are otherwise minor, and often go into recessed locations. I applied the smaller examples, and took the opportunity to try paint here, which worked wonderfully for the eyes. It also seems to getting better at avoiding the cutmark problem too, so I'm pleased with how this turned out.





Let's talk weapons. The Rouei is equipped with a pistol and club combo, fitting the usual tactic in IBO were you to wear down a foe with ranged attacks before crushing the cockpit in with a blunt instrument. Its another good look, thanks in part to double-jointed elbows, and both can store on the most ample butt armour. Throw it on a flight stand, and you've got all you need for a great pose. In a happy bonus though, this kit features all the weapons from the original Hyakuren kit, just unmentioned on the box. That's a rifle, two kinda-boxing gloves, and a sword + sheath. Was that also a cost-cutting measure? Strange, but welcome.





To be blunt: this kit had been sitting at the bottom of the to-do pile for a while, due to the skelebob issue, fear of it being a lemon, and being less than keen follow those episodes I watched. But it proved not to be a lemon. No, its more a kind of unbranded supermarket chocolate. I feel if you are attached to the characters that pilot this, you definitely won't be unhappy with the experience. Otherwise? Well, it won me over, but don't overpay?

Sunday, 21 June 2020

Retro Mini-Review: Streets of Rage 4 (Steam, PC)

Yes, yes, I know. It came out this year, so its not really retro, but it's one of those games that very deliberately calls back to the 16 bit era. Back then, the Streets of Rage (or Bare Knuckle) franchise was a big name in the console wars, Sega's answer to Final Fight. Then, the series just stopped, and the scrolling beat em up genre went soon after. The closest modern descendants are probably the Dynasty Warriors games, and Castle Crashers. Eventually came the retrogaming boom, and Streets of Rage games, especially the the second one, were always among the first people went for. Now comes Streets of Rage 4, with its hand animated style, and many expectations. I am happy to confirm it meets those expectations, although I'm unsure if young people will be into it.




This style of game was always very simple, just you and a buddy walking right, and punching criminal stereotypes as you go. SR4 does not attempt to reinvent the wheel, but it does refine the concept, and present it impeccably. Playing it for the first time was like encountering a lost sequel; my muscle memory still worked, with the changes they have made feeling completely sensible. There is now a separate button to pick stuff up! I didn't know I wanted that until it happened. More substantial is the introduction of a combo system, and a risk/reward mechanism for special moves. These debit your health, but if you punch enough without taking a hit, you get it back. This combined with tangible differences between characters, and occasionally clever level gimmicks, made for a pleasently tactical experience in single player. Meanwhile, online multiplayer seems functional, if reliant on Internet randos, and I regret I cannot test the local 4 player mode. That sort of thing is always fun. Replay value also seems fairly good, due to an extensive selection of legacy character unlocks from the previous games. Meaning you achieve silly things like a 4 player game featuring Axel in each of his iterations. 

So then, it's deeper and more rounded than it looks, but nostalgia may be required. There is however something I haven't mentioned yet: the music. Streets of Rage was made famous by its soundtrack, and yes, SR4 holds its own here. Perhaps not for everyone, but I found it transcendent at times. The glass elevator sequence is a real highlight.

It boils down to this. If you were around for the 16 bit days, you'll probably have a good time. If you weren't? Well, if you ever wanted to try a game like this one.... Better try this one.

Sunday, 14 June 2020

Gunpla: The MS-06FZ Zaku II Kai



While it would be fair to describe the Principality of Zeon as "Nazis in sppppaaaaace!", it's not the whole story. I do not mean to suggest that Zeon wasn't a genocidal expansionist state, just that they should be considered in the context of Japanese history, specifically that period circa the 1930s and 40s where Japan was those terrible things. The whole Zeon = Nazis comparison was made the original series mind, but it wasn't really explicit until the side story Gundam 0080: War in the Pocket, a highly regarded series. This revamped many mecha designs, costumes, and gave Zeon a robot with a German name. Hence today's subject the Zaku II FZ Kai, which is very much ground zero for that approach. Its also piloted by one of the most tragically sympathetic characters in Gundam lore.




There's a relatively obscure book called MS Era, which purports to be a photographic history of the One Year War. While fascinating as a concept, its noteworthy as it casts the 0800 designs as their First Gundam equivalents. This implies that, regardless of official canon, the machines in the anime aren't new creations, so much as the classics done by a different artist. Today's review subject certainly would support such an assertion. The Kai doesn't bring any radically new elements to the table, but it's not merely adding techno gubbins around the edges either. Every little thing has a subtle difference, in proportions and design motifs, but still retaining the fundamental asymmetrical Zaku essence. Its worth remembering that this was designed by Yutaka Izubuchi, more famous for the near-future-kinda series Patlabor, and that particular style of realism is very much present here. There's more going on visually than the old Zaku II, but its fairly understated, and the closest thing it gets to over-complication are the red thrusters. Which I skipped. Probably the only real thing to suggest this is tangibly different from the original is the big assault rifle with the built-in grenade launcher. This is possibly too big, but damn if it doesn't look like something you'd joyously pick over the 120mm competitor. You can get a good firing pose out of it, despite limited elbows.



 
A few observations regarding the build. The Kai lacks a moving monoeye gimmick, understandably given the shape of the head, resulting in a very modest sticker sheet. Less justifiable is the absence of a neutral right holding-hand which strikes me as a needless cost-cutting measure when they included an open hand for the rifle, and alternate head. While generally a good kit, I did find some of the rounded areas a nuisance to cut and finish. Mind you, this was still the most pleasant Zaku variant I've built, having no serious weaknesses.

In general: Not quite as agile as the Zaku I, but still good, and a better build.





Yep. There is no way this chap isn't a good guy. Yes, there are absolutely no design elements that suggest evil. Or horribly vindictive acts of warfare. Nope, this guy must be nice.

Sunday, 7 June 2020

The Vision of Escaflowne in The Mecha Hack

Okay, here's an article that percolated while running a game of The Mecha Hack. This might even be a series, who knows.

Anyways. Released in 1996, The Vision of Escaflowne is a highly regarded anime that I should probably write more seriously about. Its currently available on All4. It was fairly unique at the time for taking the whole mecha concept and placing it into fantasy style fiction. It can also be viewed as something of a trope blender, mixing concepts usually aimed at Japanese boys with those aimed at Japanese girls, hence the intro.






Yes, Escaflowne is the rare mecha anime whose lead is both female and a non-combatant. And neither quality should be as rare as they are, TBH. But, obviously it does still have robot punching, with the mecha of the series designed like extensions of knightly plate mail, mimicking the movements of their wearers, while powered by a dragons heart. So here's a combat clip. Perhaps not watch all of it, if you want to avoid a minor spoiler.





The Zaibach Mecha
On first impression, adapting Escaflowne to The Mecha Hack should merely be a matter of changing names. Or just using the regular Black Hack. However, the series does feature the highly advanced Zaibach Empire, whose mass produced "guymelefs" have invisibility cloaks , flight capabilities, metamorphic weaponry, and flamethrowers. I.e. the baddies from the clip above. Running from them, and finding a countermeasure to them, is a significant part of early episodes. Mechanically, this would be an easy fix for a player character, just use the stock Scout, but as enemy? This would probably be a huge issue for a low level party, and require a more considered to approach to running a battle. This could easily take on a horror angle, as players would be continually paranoid, always fearing their deaths from an unseen foe. Below are some possible stats to use, or you can ignore this issue and create a more generic setting without them, for more “knightly” combat.

Alseides HD 4
Invisible: Starts the battle hidden, revealed after an attack.
Backstab: Adds 1d6 damage to attacks when hidden.
Flight: If not hidden, Ignore difficult terrain; reach far locations in one move
Liquid Metal Attack: Mobility, Close or Near, 1d8.



The Mods
So, to make a quick and dirty approximation of Escaflowne, apply the following changes to The Mecha Hack.

1) No ranged weapons or modules without explicit GM approval.
2) The Brawler class is unchanged.
3) The Striker class looses REACTOR CHARGE and gains SIDESTEP - When making its first move action in a turn, it does not provoke Opportunity Attacks.
4) The Scout class is limited to Zaibach characters only.
5) The Titan class replaces is ENERGY SHIELD with the Grappler module as a freebie.


What do you think?