Showing posts with label warning forever. Show all posts
Showing posts with label warning forever. Show all posts

Tuesday, May 12, 2009

Boss Rush Mode: Boss Yes, Not So Much Rush

I'm pretty sure that every time I hear that a game has a boss rush mode, I become much more excited than I should be. Granted, learning that any additional mode is included with a game should raise the excitement bar if even by a small amount, but a boss rush is nothing really to be praised. For those of you who find no greater pleasure than to embrace the boss rush in shmups, I'd love to hear what it is that makes it better than any other mode (well, at least arcade and score attack). But first read through my rambles for some good dirt to fling back.

The basic idea of a boss rush is that you face all of the bosses in a game, in order, from start to finish, with limited to no breaks for refilling health, upgrades, lives, sanity, etc. At a glance, it's a true test of one's ability to face against the roughest sections of each level - the boss itself.

The term itself is either an oxymoron or a redundancy. A boss rush should be just that - a rush. What constitutes something as a rush? That would be the contrast of a calmer state of being elsewhere in a level / game, in this case that would be each level's travels leading up to each boss. Take all of that build-up away and you're left with just intense action with hardly any contrast (not exactly a complaint... yet). An analogy I always enjoyed is that there can't be a superhero in this world without a super villain to validate the other's existence. Contrast. Now, looking at the term from the other side, the boss is the rush. It's like asking someone to pass the red ketchup (please disregard and burn all memories you have of the purple and green ketchup from the 90s, for the sake of both keeping my point valid and letting you sleep at night).

Yes, there are a bunch of other games out there that have boss rush equivalents. I'm pretty sure every standard issue MegaMan has a mandatory reunion of -Mans during the final level (and -Womans, for those of you enjoying MegaMan 9). Klonoa has one, Rez has one, Metal Gear Solid too, and even Super Smash Bros. Brawl. Let's take Rez for example. How I love Rez. I heard there was a boss rush mode, I went and unlocked it, I played it with much glee (initially), and then I beat it. Something was missing. Oh, that's right - the rest of the game that was designed to build up to the bosses. I guess it's a cheap shot to use Rez as an example, as we all know by now that the entire game was designed to be played in one continuous session to allow Mizuguchi-san's personal message of l♥ve to flow through the bloodstream and cause a euphoric understanding of the inner workings of the universe, the predicting of the future, and knowledge of how to get him to actually make a sequel. My point is that the bosses, at least in shmups, were designed to push you that extra mile at the end of each level, when your supplies are diminished and you have little left to live for. Taking away that whole energy-draining build-up not only lets you perform much more triumphantly (at first), but it gives you less of a reason to be excited that you finally made it to the next boss.

One of my few counterpoints to the boss rush is in WARNING FOREVER. Those of you familiar know all too well why this stands as a combatant to the despised boss rush; it's because the game was designed from the ground-up to be just that - a rush of bosses. The idea is both executed and enjoyed flawlessly here, as the intent of each boss is to serve as a level that you work through. Blow off a wing here, dodge a vulcan blast there, and ultimately shoot the core for a fantastic explosion (abbridged version for post-level-5 scenarios).

And so, the next time you decide not to play the entire game, but only eat the candy at the end of each trail, I invite you to also go watch Luke blow up the Death Star, Lando blow up the other Death Star, and Vader toss the Emperor to his infinite doom all in a matter of minutes. Again, it's fun at first, but you'll begin to understand why you appreciated them in the first place when you rewatch Greedo shooting first or C-3PO piggybacking Chewy or Ackbar yelling something about tarps.

And here's video of a shmup with a boss rush. Raiden Fighters Jet, but who cares? I'd rather see the full game. Better yet, I should go play the full game. And I will :]


[cross-posted on Gamasutra]
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Monday, March 9, 2009

Warning Forever: Your own personalized Frankenstein

There's no questioning that you are solely responsible for the personal Hell that you put yourself through when playing Warning Forever, my favorite entry from Hikoza Ohkubo's glorious (yet still in its infancy) library of experimental shmups. And rather than pay hundreds of dollars to legitimately play the games I've covered earlier (Radiant Silvergun being worth more eBay dollars than the number of max chains I can ever get in Chapter 2 of Ikaruga), this baby is free of charge and worth every second of your time. To get back on topic, Warning Forever (or in homage to Mr. Ohkubo's lust for the caps lock, WARNING FOREVER) is really the masochist's shmup, as it equally gives back what is put into it (and unfortunately for us all, there's no "give hug" button).

The real charm of this give-and-receive relationship with the boss (which happens to be the only enemy you fight in the game) is how your direct actions influence how it decides to evolve for the proceeding stage. Shooting its legs out makes it come back next time with fancy shin guards; demolishing its arms finds its return with a mighty thorax; and should you happen to be killed by a certain type of weapon, you can be sure it'll beef those bad boys up next come-around. There's always a fearful joy that comes about when the next boss presents itself, slightly upgraded, with just a little bit more mascara around the edges (a continuously-despised-yet-you-still-admit-to-enjoying it presentation paralleled only by the timeless Madonna). It's interesting, then, to note that it's never quite known how the boss will evolve its form, yet you just witnessed yourself perform every dodge, shot, and hit that influenced how it would go shopping for new body parts in between the last level and the current.

In this regard, you're essentially creating your own personalized Frankenstein that has no other pleasure in life than to destroy its maker (and for you bookworms, I realize I should be referring to the boss as a "personalized Frankenstein's monster," but for the sake of what Hollywood did to the name and how much more pleasing my version slips off the tongue, you'll just have to make the best with what you've got). Irony sets the tone with the coming of each stage, as the boss continually becomes better and better at pinpointing your strategies and weaknesses, all while your ship is never upgraded, save for your fingers' abilities in dodging and shooting the core.

And on the topic of finger precision, there's more to the innovations list than the player-driven boss evolutions, that being the alternate firing method. Falling into the category of an arena shmup (wherein full 360-degree movement of player and enemies are integral to gameplay), it would have been ideal (and comfortably cliche) to have a set of four keys controlling cardinal direction of movement and an additional four designated for direction of fire. This has been simplified to four keys controlling all of the above via simple, intuitive gestures of the ship; moving forward and back widens and narrows the cone of fire, respectively, while strafing left and right rotates the cone. Firing locks it in place so you can keep your configuration while maneuvering through what inevitably becomes a dance around some heel-lickin' bullets. The design is simple, quick when needed, and long-lasting when working perfectly (though it does take a few run-throughs to get the gist of it. I suppose simplifying something more complex that's already accepted has that associated nature).

Another way to think of this game is that it's really just a "shmup boss designer" with a very interactive interface, that being your ship getting blown up more than you'd like to mention. The countdown timer, incessantly ticking in the corner, is certainly no aid in calming your nerves upon witnessing each grandiose rebirth of your recently-defeated foe, though it does add to how many beats per minute your heart reads when watching the title screen fade back into its mesmerizing flight across an abstract grid (Easter Egg Alert: The grid in the background can be controlled with the arrow keys, giving you a third entity to control with the same four keys. Nifty.).

Here's a run that shows the meaty mid-section of the game (bypassing the slower beginning stages and not spoiling how vastly large that sucker really gets). And if you look closely, you'll see that cone of fire I was talking about. It eventually blends in seamlessly.


[cross-posted to Gamasutra]
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