When it comes to video games, I tend to prefer cute, quirky and whimsical ones to those that are more realistic or serious.
When it comes to movies, though, I tend to prefer those that are tense and scary to almost anything else.
Seriously, I've been a horror-film buff since I rented and watched a VHS tape of the first Nightmare on Elm Street as an early teen.
For whatever reason, my interest in scary movies has rarely translated to me playing scary games. That's not because I think the latter are unappealing, mind you. Actually, I've found a ton of scary games intriguing over the years. Almost every time I start one, however, I quickly become overwhelmed to the point that I have to turn the damn thing off.
A relevant case in point: the original, Super Famicom version of Human Entertainment's Clock Tower.
I've tried to play this point-and-click survival-horror game on multiple occasions. Unfortunately, each one ended rather abruptly--usually around the first time the series' unimaginatively named antagonist, Scissorman, shows his face and grotesquely (some might say comically) massive weapon of choice.
Say what you will about my inability to deal with those scissor-on-girl encounters, but the fact remains that trying to run away from a murderous maniac using a cursor controlled by a directional pad is stressful--or at least it has been for me.
Is that still true with Clock Tower for WonderSwan? (That's the full title of this port, by the way. For whatever reason, a lot of game publishers followed that same naming convention while prepping ports of games for Bandai's oddball handheld.) Yes and no.
Don't get me wrong, this portable version of Clock Tower freaks me out every bit as much as its console counterparts did and continue to do. I've done my best to get over that, though, so I can write the post you're reading right now.
Before I get into my feelings on this WonderSwan cartridge, here are a few tidbits you should know about it:
* This iteration of Clock Tower was made for the original WonderSwan system, so it's in black and white rather than in color like its Super Famicom and PlayStation predecessors.
* A company called Kaga Tech developed it. To be honest, I'd never even heard of Kaga Tech before I started doing research for this write-up. Is or was the company at all related to Kaga Create, which produced titles for everything from the Famicom to the Saturn, or that outfit's parent firm, Kaga Electronics? I believe so, as Naxat (Soft) published this port, and Naxat was the public-facing name of Kaga's gaming devision. Regardless, GameFAQs tells me Kaga Tech at least made a bunch of WonderSwan games as well as a few for the GameBoy, GameBoy Advance and PlayStation during its heyday.
* As far as I can tell, Clock Tower for WonderSwan is a shockingly faithful conversion of the 1995 original. Some concessions were made so the game could run on WonderSwan hardware, of course--such as the aforementioned lack of color, a lower resolution and a minimalist head-up display (more on that last one in a second)--but besides those, everything else seems to be in place.
Don't take that last bullet point to mean this handheld iteration of Human Entertainment's cult classic is near-perfect. It's not.
Although it looks surprisingly great in black and white, and although it controls as well as could be expected of a point-and-click game that requires players to use a d-pad, its protagonist, Jennifer, moves as though she's wading through knee-deep molasses. (To see what I mean, check out this video of Clock Tower for WonderSwan in action. For comparison's sake, here is footage of the Super Famicom version.)
That alone will be a deal-breaker for some, I'm sure. For me, it's mostly been an occasional annoyance. Usually, I'm fine with it; at other times, I daydream about my Clock Tower cart suddenly igniting and melting into a pool of unrecognizable goo.
Regardless, Clock Tower for WonderSwan's slowness is a shame, as every other aspect of the game is captivating. OK, so at first I didn't like that it no longer displays Jennifer's portrait, which in the Super Famicom and PlayStation versions depicts the orphan girl's stamina and stress levels. After a bit of reflection, though, I decided Kaga Tech's (or Naxat's, if you prefer) substitution--three dots along the edge of the screen that appear and disappear depending on how worked up Jennifer is or isn't--is perfectly serviceable.
Other than that and the previously discussed lack of speed? Not much to grouse about, if you ask me. I personally love the moody, low-tech look of this port and I've never really run into any issues with moving Jennifer about via my WonderSwan Color's weird directional pad and A and B buttons. (For the curious: the d-pad controls a cursor, while pressing the A and B buttons allows you to walk or run toward the cursor, examine the environment, pick up or use items and fight off Scissorman.)
I'm also now a big fan of how Clock Tower of WonderSwan progresses. Following a brief intro, you (as Jennifer) are left alone in the titular mansion. Silence surrounds you. The only sounds you hear are those of Jennifer's feet walking along wooden and carpeted floors. That is, until Scissorman makes his first appearance. Then both background music and panic kick in, and the race to find Jennifer's fellow orphans and escape their supposed new home begins.
I've yet to accomplish that last task, and I have a feeling I'll need to refer to a guide to do so, but I'm perfectly OK with that.
In the meantime, I'm getting a kick out of exploring Clock Tower--both the mansion in particular and the game in general--while also trying to avoid or fend off the incessant Scissorman, and I don't see that changing anytime soon.
Are any of you Clock Tower fans? If so, have you experienced this WonderSwan release? Regardless, please share your thoughts and opinions on those topics or anything I've said here in the comments section below.
Also, if you'd like to see photos of Clock Tower for WonderSwan's box and cartridge, you can do so via this Flickr photo album of mine.
See also: my 'Welcome to WonderSwan World' post about Rainbow Islands: Putty's Party
Showing posts with label black and white. Show all posts
Showing posts with label black and white. Show all posts
Monday, May 15, 2017
Thursday, January 30, 2014
Manual Stimulation: Mesopotamia (PC Engine)
When you sit down and think about it, it's kind of shocking how many PC Engine instruction manuals are starkly black-and-white affairs--especially when compared to the kaleidoscopically hued games about which these manuals are supposed educate...
Thankfully, not all of these colorless pamphlets can be categorized as boring. A good number of them, after all, feature appealing illustrations and the like that help elevate them from drab to fab. The New Zealand Story's is a good example, and Mizubaku Daibouken's is another.
The manual included with every copy of Atlus' Mesopotamia (Somer Assault in North America) fits this description, too, although perhaps not quite as well as its above-mentioned counterparts.
Regardless, its cover certainly is colorful enough, wouldn't you agree? OK, so it's a bit busy, but that aspect of it gets a pass from me thanks to the fact that it's predominantly orange (a color that gets far too little love when it comes to box art) and that it features a number of adorable drawings that depict the game's Slinky-like protagonist.
As should be expected given my earlier musings, the cover art's bold display of color doesn't survive the transition into the manual's interior. Oh, well, what can you do?
Sadly, things barely perk up on the manual's next pair of pages. Do any of you know who the guy featured in the text blocks at the bottom of the page is supposed to be, by the way? He appears throughout this particular booklet, so I'm guessing he's important?
See also: previous 'Manual Stimulation' posts
Thankfully, not all of these colorless pamphlets can be categorized as boring. A good number of them, after all, feature appealing illustrations and the like that help elevate them from drab to fab. The New Zealand Story's is a good example, and Mizubaku Daibouken's is another.
The manual included with every copy of Atlus' Mesopotamia (Somer Assault in North America) fits this description, too, although perhaps not quite as well as its above-mentioned counterparts.
Regardless, its cover certainly is colorful enough, wouldn't you agree? OK, so it's a bit busy, but that aspect of it gets a pass from me thanks to the fact that it's predominantly orange (a color that gets far too little love when it comes to box art) and that it features a number of adorable drawings that depict the game's Slinky-like protagonist.
As should be expected given my earlier musings, the cover art's bold display of color doesn't survive the transition into the manual's interior. Oh, well, what can you do?
Sadly, things barely perk up on the manual's next pair of pages. Do any of you know who the guy featured in the text blocks at the bottom of the page is supposed to be, by the way? He appears throughout this particular booklet, so I'm guessing he's important?
Finally, a bit of visual interest! Those illustrations are the cutest, aren't they? Sure, they'd be even nicer if they were in color (pink, to be exact), but they're still pretty nice as is, in my opinion.
Hey, look, more Slinky illustrations. At least they're unique and not just reused from previous pages. Also, the one with the heart bubble over its head is my favorite of the bunch.
And there you have it. Admittedly, the folks who designed Mesopotamia's manual could've been a little more (OK, a lot more) creative while completing this particular assignment. Where's the cartoon depicting how the ol' Slinkster got himself into this predicament? Where are the illustrations of the zodiac-symbols-that've-come-to-life bosses he's forced to battle? Each of those additions would've turned this "merely acceptable" manual into a "unquestionably stellar" one, if you ask me.
Not that I'm complaining. I consider what you see above to be a lot more interesting than the majority of game manuals that came before and after it, so I'm going to go ahead and treat this one as a "take what you can get" sort of situation.
Tuesday, July 09, 2013
Super Dead Mario
I love pretty much every aspect of the following piece of art, produced by the always creative Oskunk, but my favorite part, it has to be said, is the mushroom with the X-ed out eyes in the lower-left corner.
To see some more of Oskunk's wicked (I mean that both literally and figuratively) creations, check out his Flickr photostream and/or his blog, Custom Art.
To see some more of Oskunk's wicked (I mean that both literally and figuratively) creations, check out his Flickr photostream and/or his blog, Custom Art.
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Thursday, May 24, 2012
Acquisition #132: Engacho! (WonderSwan)
Just over a month ago, I mentioned in this post that I recently developed a bit of an obsession with the Bandai WonderSwan. I also mentioned that I've already picked up a few games for this Japan-only handheld, which was first released in 1999.
One of those games, as I'm sure you surmised after reading the headline above, is the WonderSwan version of NAC Geographic Products' amusingly gross puzzler, Engacho!
I've owned the PlayStation version of this title, which tasks players with leading a frightened boy through tile-based stages while avoiding the putrid characters that can be seen on the box above, for some time now (read a brief review of it here) and I've enjoyed what I've played of it, so when I saw this portable port pop up on eBay I couldn't help but pick it up.
I haven't played it yet--I'm still waiting for the perfect SwanCrystal to appear on eBay--but I like what I've seen of its black-and-white graphics so I'm looking forward to doing so soon.
In the meantime, I'll just stare at the game's packaging, which is pretty swell, don't you think?
I also quite like the little cartridges (above) on which WonderSwan games appear, and the plastic sleeves that protect them. The cartridges are about the size of GameBoy Advance cartridges, by the way--in case any of you were wondering.
To see a few more snapshots of this particular pick-up, check out my Flickr photostream.
See also: previous 'Acquisition #123' posts
One of those games, as I'm sure you surmised after reading the headline above, is the WonderSwan version of NAC Geographic Products' amusingly gross puzzler, Engacho!
I've owned the PlayStation version of this title, which tasks players with leading a frightened boy through tile-based stages while avoiding the putrid characters that can be seen on the box above, for some time now (read a brief review of it here) and I've enjoyed what I've played of it, so when I saw this portable port pop up on eBay I couldn't help but pick it up.
In the meantime, I'll just stare at the game's packaging, which is pretty swell, don't you think?
I also quite like the little cartridges (above) on which WonderSwan games appear, and the plastic sleeves that protect them. The cartridges are about the size of GameBoy Advance cartridges, by the way--in case any of you were wondering.
To see a few more snapshots of this particular pick-up, check out my Flickr photostream.
See also: previous 'Acquisition #123' posts
Labels:
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Monday, December 12, 2011
Nathan Drake by Sam Bosma
Of all the PS3 games I want to own and play, Naughty Dog's trio of Uncharted titles are near the top of the list--thanks in large part to the fact that I find the game's protagonist to be, well, kind of hot (for a guy made out of polygons, especially).
As such, it shouldn't be all that surprising to hear that I perked up (take that as you will) when I came across the following drawing of said protagonist, Nathan Drake, while perusing Google+ a few days ago. (Thanks, Maré Odomo!)
Baltimore-based artist Sam Bosma is the man who's responsible for whipping up this wonderfully realized illustration, by the way. More of his work can be seen on his blog and on his website.
As such, it shouldn't be all that surprising to hear that I perked up (take that as you will) when I came across the following drawing of said protagonist, Nathan Drake, while perusing Google+ a few days ago. (Thanks, Maré Odomo!)
Baltimore-based artist Sam Bosma is the man who's responsible for whipping up this wonderfully realized illustration, by the way. More of his work can be seen on his blog and on his website.
Labels:
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Nathan Drake,
Naughty Dog,
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Sam Bosma,
sony,
Uncharted
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