Way back
in the before times of 2016/2017, I was blogging about model-making.
The more things change, the more they stay the same. One project that
stalled before completion was my attempt to build an Ork fleet for
the long-dead spaceship game Battlefleet Gothic. I think it was the
playing of Warhammer 40K proper that did that one in. However, I did
not share on here anything of the 2nd completed Terror
Ship, and I'm slightly better with a camera these days, so here we
go.
Its been a
while, so maybe I'm misremembering, but my basic approach here was
not to mimic the official models and just make it obviously Orky.
I.e. ramshackle and loads of engines, while evoking Ork walkers like
the Stompa. Part of that was simply a lack of skill, but also an
influence from Gurren Lagann and its big faces motif. These are built
a core of knock-off lego and misc plastic, and then dressed with
bits, some naval in origin.
So,why am
I bringing this up again? Well, I thought I'd tempt fate and try
again. I've been in a BFG mood of late, and got lucky with some cheap
ships as conversion fodder.
Either
I'll have something new to show in coming weeks, or I'll never
mention it again.
As
previously stated, I was rather impressed with Build Divers Re:Rise.
So much so that, yes, I got a version of the protagonist's customised
gunpla. Making this model of it both 1/144 and 1/1 scale. And also
the most modern gunpla I've attempted, and possibly my favourite. In
terms of build quality, engineering, and the process of assembly, the
kit was almost flawless. Bandai went all out with this one.
The
"Jupitive Gundam" is the Space combat loadout for the
otherwise tiny Core Gundam, a suit which prompted some confusion when
revealed. Unlike the vast majority of Build, there was no clear
inspiration for it, and wasn't obviously a retool in waiting. No, the
Core Gundam is "based" on a 1/200 scale version of the old
RX78-2, with a selection of planet themed equipment designed by a boy
that wanted to be prepared for anything. I suppose I'd personally
describe it as not a mere custom so much as a highly ambitious
scratchbuild, and/or a toyetic concept Bandai had been itching to try
again. This means I should probably break things down a bit.
So, the
"Core Gundam" is a small and compact mecha, perhaps a third
smaller than most gunpla. You build it first, and while construction
offers few surprises, it's a pleasant process. Stickers are used for
eyes and sensors, but colour separation is otherwise ideal. Joints
are a mix of plastic and polycaps, but everything feels fine. I used
a grey gundam marker here, and I'm quite pleased with the results.
There's limitations around the waist, but otherwise it moves well.
The Core Gundam has slightly awkward proportions, like a teen
mid-growth-spurt, but it's an entirely satisfactory project by
itself. Minor complaint: you only get two hands which like to come
apart, but you do get a stand, and small beam blades just for this
form. There's an awful lot of beam effects, actually. Bandai must
have wanted this to be a show-piece release.
The
Jupiter Armour is, as mentioned, rather toyetic. Its a storage rack
crossed with a drone, and on those terms, it's OK. It has its own
little stand, and the Core Gundam can happily ride it. It however
pales in comparison to the Jupitive Gundam, which I did not attempt
until after I'd finished photography for the other modes. The armour
segments can be *carefully* removed and attached to the little guy,
increasing its size/bulk, but with no real loss of mobility. The
resulting creation is a space combat behemoth, evoking the
RX-78GP01Fb, or perhaps something the Crossbone Vanguard made. There
is just an appearance of lithe speed, while still carrying a notably
large gun. It's also got its own spin on "bits" remote
control drones, which are pretty cool given the beam effects, but
you'll need additional stands for best results.
OK, you
know how it is. You get money for your birthday, so you indulge in
something you wanted without thinking too hard. Hence, a new 30
Minute Mission kit.
There's no
getting around it, the Cielnova is unusual, or as one mutual
commented “baggy trousers”. The top half and bottom half seem to
come from different machines, and the accessories are a pistol and a
radar disk. All conspire to make for a somewhat awkward look, and
possibly my choice of colours don't help. The influence of the
Portanova comes mainly in the legs, these taking "interlocking
plates" motif to greater extremes. The arms by comparison are
long and thin, with offset elbows. It's head and torso are also
simpler and proportionally smaller than the Portanova. It's still an
easy a build as 30MM kits are, although I found myself having minor
issues with polycaps that hold things together. That said, a good
pose comes very easily to this thing, as the arms are quite unrestricted,
so you can do the James Bond pistol thing. The armour sets for these
both add and detract from the unusual proportions. These bulk out the
upper body, but add a really big hand for asymmetry. That's both more
and less conventional than the Rabiot. I went for the "defensive
operations" set as it has a knightly motif going on, with an
opening visor. Beyond that, I didn't I have a plan for that beyond
complementing colours.
What I
ended up doing was more-or-less the same approach I took with my
first Alto, using black paint to smooth the differences between
parts. I realised that it was possible to bodge some adapter pegs
from sprue leftovers, thus allowing me to stow the pistol on the
lower leg. After playing around for a bit, I decided to dump the
pronged section of the shoulders, and glued the sensor gubbins in
their place. Feeling that dakka was needed, I applied a spare weapon
from the Loto kit. Detailing was then applied with grey and sepia
markers. I seem to have inadvertently created Gundam Seltsam in
monochrome, but that's got some style. If something is strange, you
lean into it. You don't try and make it normal.
For the
most part, I can take or leave Gundam anime. Sometimes it because the
anime is pants, but others it's just me. Gundam 00 hit when I was
preoccupied with other stuff, and was neither interesting nor
terrible enough to hold my attention. In so far as I have gathered,
00 sounds a fair bit like the core concept of Gundam Wing, except
they swapped out the romanticism for real politik, and brought back
some of the Genetic Engineering stuff from Seed. That said, I could
be wrong, and I'm mainly here for the robots. And the 0 Gundam is
that robot, something I got for purely superficial reasons, only to
find there was an in-joke at play. Also: photography was a pain in the arse.
The
0 Gundam is noted for being the first of its kind in its universe,
and serves as a callback to the original RX78-2 Gundam. This wasn't
immediately obvious with its original colour scheme, a rather boring
all grey job, but a refit and change of pilot saw it sport parade
colours and it became inescapable. This makes it an interesting mix
of styles, the overall form evoking the simplicity of the 1979
version, but you also have 00 elements like the chest, and the
optional GN drive. There's also a chunk of GM in there too, given its
weapon loadout. To hammer the effect home, the 0 Gundam is most
famously piloted by a character actually voiced by Tōru
Furuya, aka the original Gundam pilot. As
that character is the the main antagonist of the show, and uses it in
the finale, its hard not to see it all as a meta joke or subversion.
This is the sort of trivia that fascinates me.
As kits
go, the O Gundam is quite satisfactory but perhaps flimsy. I finished
primary construction in an afternoon, and was pleasantly surprised by
the joint design, which I felt was better than it needed to be. I do
like how some armour segments are cast as one piece, sliding around
joint assemblies. The separation of colours is generally good too,
with only a modest sticker sheet. There's several places where you'll
need to go in with grey or black to offset the sea of white, which I
attempted to mixed success, but nothing was really a nuisance.
I was actually trying out a new type of marker with this one a “0.05
Unipin Fineline”, which makes a reasonable stand-in for Gundam
Marker, but I think I should try it on a less white gunpla.
Meanwhile, those long limbs have a good range of motion, and the
plastic colours pop. However, the skinny portions and relative
simplicity of things mean that the model feels light, with the gun
being loose enough in the hand to prompt some irritation. Also, and I
mention this as a curiosity, not a criticism, there's two different
ports for a flight stand. One actual criticism easily made is that
the kit has relatively few accessories for what amounts to a final
boss. This is true to the source, but some dynamic hands wouldn't
have hurt.
In many
ways, I didn't appreciate what the O Gundam was. I mean, I got
visuals, but I didn't get the history, and I didn't get Bandai was
going for with the kit. Its essentially a no-nonsense kit for
beginners, where they went simple, but not cheap. The colour
separation and engineering is too good to have been phoned in. As
such, I can honestly recommend it on those terms. I kinda want to
build another as a custom project...
Gunstar
Heroes is amongst the most highly-regarded games of the 16 bit era.
Easily a top ten contender on the Genesis/Mega Drive platform, and
undoubtedly a must-play for the retrogaming scene. This is mainly due
to its creators, the somewhat legendary programming team Treasure,
whom broke off from Konami to make some serious games. Games
that arguably helped sell a console, or would be discovered as genre
classics later on. And the odds are, you've ready played it. Sega
published the title and has made it a regular feature of its retro
Compilations. The merit of Gunstar Heroes as a run and gun shooter is
unassailable at this point, but I want to talk about why I found it
awesome.
The game
boots up with immediate cutscenes. What's the plot? That's
complicated as somebody rewrote it for English speakers, and it's
presented in media res, which is a bit high brow for a game mainly
about blowing shit up. You get the impression that some bad stuff is
going down, only for THAT title screen to hit like a comet, and if
you wait a bit you get more exposition, but you're probably none the
wiser. Basically, everyone is named after a colour, and bad guys want
gems to repair some kind of doomsday robot, so stop them. Cool. So,
you press start, choose your control scheme, your starting gun, and 1
of 4 levels, while two characters natter flavour text and tips. You
go for the leftmost level, and immediately you have to stop robots
from destroying a jungle village. Then you fight a killer plant. Then
you climb a pyramid. Then you fight a boss made of boxes. Then you
slide down the pyramid. Then you fight a construction robot boss,
with a dramatic end of level announcement. Then there's a comedy
cutscene where its crew fly off, Team Rocket Style, and your
character strikes a pose. Then you're back at the level select
screen. Phew.
All the
above happens in under 7 minutes. By 16 bit standards, you have what
amounts to an entire games worth of action set-pieces, and several
games worth of "narrative" in what is the first and least
impressive level, plus skippable text. It only gets better from
there. This is awesome.
Gunstar
Heroes is a game that is at once an easily assessable spectacular,
and a mechanically nuanced system for experts. Unlike a majority of
its genre, it actually provides numerical health meters for
characters and bosses, thus avoiding one-hit kills. This should make
the game easier, but it doesn't feel easier. Rather it means that
mistakes are yours, and the game is kicking your arse fair and
square. Play is more a matter of learning and skill, finding what
works for you, rather than rote memorisation and twitch reflexes. You
get a huge amount of freedom, from your characters firing stance, the
starting weapon, the way weapons combine, and a surprisingly complex
melee system. Body-slams, sliding kicks, throws, and an easily missed
block, are there if you need them. The game won't punish you for
experimenting, but also takes terms like "hard mode" very
seriously. It's not cheap, in other words, and the creators clearly
wanted you to play this repeatedly because you want to, not because
it's so difficult to complete you couldn't do it in a weekend rental.
R-Type, I'm looking in your general direction. Everybody can enjoy
this, and it's two player co-op, where you can throw your mate as an
improvised weapon.
As a final
note: while it does not shine by modern standards, Gunstar Heroes was
a significant technical achievement for its day. This is best
represented by sprite-scaling masterpiece that was Seven Force,
possibly the single greatest boss fight of the 90's. This 7 form
monster was almost unreal by Mega Drive standards, and it's obvious
how proud they were with it. It's in level 2, where everybody could
see it.
I'll admit
to not quite getting the whole "super-deformed" thing,
especially in relation to mecha. That is to say the Japanese
merchandising practice where a character or concept is given the
proportions of a toddler and generally cuteified for the purposes of
low cost toys and ancillary media. Maybe it's the same cultural
phenomenon that gives us mascots. Maybe there's a technological
aspect, such things being much easier to make than a completely
faithful recreation, at least at the time, and it stuck. There is a
prolific and venerable series of video games "Super Robot Wars",
and many lesser known Gundam games that started around the Super
Famicom days, which stick with the style. I don't know, perhaps
somebody whom actually has lived in Japan could comment? I do however
know something about the Guntank, and how it is simultaneously a good
and bad candidate for the SD treatment.
So, first
a word on this kits background. The Guntank is a self-explanatory
mecha from the original Gundam TV series. It was very much a
transitional design, having been made by Federation engineers who'd
heard of Mobile Suits, but not actually seen one. The Guntank was
effectively a scaling up of a tank into something big with arms,
pre-empting Battletech, via the whole Core Fighter business omitted
in kits like this one. As you might imagine, it wasn't a concept that
caught on, although it has its fans. There is after all a place for
self-propelled artillery. The reason why it is both a good and bad
candidate for SD is that it's not humanoid. You can make it a little
cuter, but you can't make it a baby, so what you end up with is an
inexpensive model that isn't too far from the serious ones do. SD
kits often end up compromising on stuff like articulation, but a
Guntank doesn't really move and is a torso atop a rhombus, so no
loss?
This isn't
the first SD kit I've messed with, but the last was a very long time
ago, so the experience was novel. Dated 2001, it's a very simple
affair, both when building it, and from a model -making technology
perspective. The quality of the materials for example is notably worse than HG, so watch those pegs, this did not do well when it hit the floor, but you get what you pay for. Plastic colours are largely on point, although it's got
easy source material. The main difficulty proved to be chest vents,
which defied markers, resulting in the application of stickers
instead. There is also a surprisingly detailed cockpit with
transparent canopy, although you'd have to paint the dude, and the
box demonstrates a rather impractical example. I managed to knock
this out in an afternoon, most of that time being panel-line stuff
and fixing the chest. And it was a good time. I think I get that
appeal: small, cheap, easy builds. Would have another.
On occasion, I am
lucky. I'd been eyeing up this game, Bomber Crew, for a while. I'd
felt myself in need of another habit-forming distraction as
socialising remained impossible, but I wanted to at least try being
financially responsible. So I walked away, patted myself on the back
for not wasting money. Then, the very next day, it went on sale. OK,
if I were religious in any way, I would have considered that "a
sign". So here's a ramble about my experiences.
Putting aside its
adorable, miiverse—alike visuals, Bomber Crew is best described as
a game of panicky crisis management. While the control scheme hands
you rope to hang yourself with. You're a middle-manager, following
set objectives and then delegating, never quite having direct or
instaneous responses to your instructions. You have to do stuff like
mark targets and waypoints by hand, and your crew will then attempt
them. Enevitably, this will involve you ordering someone to switch
seats or otherwise run about the plane, as things break and ammo runs
low. Or possibly climb out onto a wing to fix an engine. The actual
matter of bombing is simple but a little obtuse; just enough for it
to become tricky under fire. Things can snowball out of control very
easily, as crewmen get hurt, navigators get lost, and engines drop
off. Unless you can already micromanage well, this makes for
something of a steep learning curve, and I restarted the campaign
several times before I found my rhythm. Things become much easier
once ammo feeds and a few special skills become availible taking some
of the labour out of proceedings. With that in mind: I recommend
taking on those Intel Photos where possible, as these advance the
tech tree, and that you remember it's easier to replace a plane than
its crew.
Long term strategy
meanwhile comes from selecting which missions you attempt and in what
order. In addition to obvious stuff like difficulty, some target
enemy supply lines whose destruction makes future missions easier, or
have an Ace turn up and utterly ruin your day. There is a element of
procedural generation to this, which can get samey, although
important missions are scripted. Notably, you can't save during
Missions either, so the game can be unforgiving, but not nessecarily
frustrating in this area. In one memorable instance, I completed a
mission only for the plane to crash with all hands lost. The campaign
however continued with a crew of understudies and a slightly
downgraded bomber. I had to spend a few missions getting back in
condition, but I wasn't annoyed, and this reflects well on Bomber
Crew. That said, in the latter half of the campaign I soon found
myself trapped in loop where by a bomber would have a life expectancy
of about 3 Missions, with maybe a couple of crew surviving into the
next iteration. This makes me wonder if if the game was trying to
tell me something about the nature of human life in wartime, or I'm
just crap at it?
Acknowledging my
horrific crew turnover, one criticism I could make of Bomber Crew is
its sanitisation of World War 2. That's a weird sentance to write, I
know, but bear with me. While nobody should need or expect a history
lesson from a game visually similar to Funko Pops, a pinch of home
truths, and a spoonful of satire would have helped. Bomber Crew
doesn't acknowledge the more controversial aspects of strategic
bombing, or why you're doing it. The creators were clearly walking a
fine line, and have created a fundamentally good natured game, but
they didn't take any risks. So it's not Cannon Fodder, but at least
it hasn't mistaken angst for art. Incidentally, there's a scifi
spin-off in the works, hopefully that won't have a similar issue.
Matters of tone aside,
Bomber Crew is a good little game, that offers fairly distinctive
gameplay. While I got this on sale for under 4 quid, I wouldn't have
been disappointed at full price.