Japanese
people love mechs. I know this because so many of my favourite Japanese exports
seem to be filled with them. Be it ‘Metal Gear’, ‘Zone of the Enders’ or ‘Gundam’
– loitering in the background will often be a great big beast of a machine.
Maybe this has some significant cultural grounding: a desire to take ownership
of destruction by a generation whose parents were affected by Hiroshima. Maybe
it’s just simply because who doesn’t enjoy causing wanton destruction strutting
around in a walking battle tank the size of a building.
Despite
my penchant for giant robots, it’s surprising ‘Cybernator’ snuck under my
mech-radar (pun always intended). If I was aware of it, perhaps I dismissed it
as a ‘Probotector’ clone, which is actually a very inadequate description.
While they both have stages involving a player traversing sideways scrolling
levels shooting a lot, that’s literally where the similarities end. 'Probotector'
is all gung ho action and learning attack patterns, 'Cybernator' is all about
gradual progress and exploration. It’s
not a game that expects enemy crowd management, but instead it requires calm
and calculated precision. As such, the player has to pilot a machine befitting this
task with abundant dexterity to match copious weaponry. Fortunately, despite
its hulking size the player controlled Cybernator can quickly dash a fair
distance and you have precision control of its floaty jumps. You can switch your attack method between a
hefty punch, machine-gun fire and three special weapons (provided that you find
them), all of which can be upgraded with pickups scattered throughout each
level. Unlike ‘Mega Man’, you’re also able to aim in all directions and lock
your aim so that you can fire ahead while moving backward.
Considering the
relative complexity of what’s on offer, controls feel intuitive and accessible,
allowing for a huge variety of ways in which you can pilot your surprisingly agile
machine. Variety too is on offer in the levels and by the second you quickly
realise that there’s been a lot of imagination employed to keep the game
interesting when it could so easily have become stale. Some levels play out
like automatically scrolling horizontal shooters, another is like an inverse
vertical shoot-em up when you’re free-falling toward the surface of a planet. All
fun filled distractions that avoid monotonous design. Having said this
imagination does rather run out in the last two stages of the game, which to be
honest prove a disappointing experience. Labyrinthine maze like levels, automatic
deaths and blind leaps of faith all sadly leave a nasty taste in the mouth.
For a game thats best described as 'a shooter' ‘Cybernator’ actually has a rather detailed story,
albeit one that mimics every mech anime that has preceded it - not at all
surprising considering that the game is actually a translation of the Super
Famicom game ‘Assaults Suits Valken’, a sequel of sorts to a Mega Drive game ‘Target
Earth’. Set in a dystopian future, Earth
is divided into two major powers currently involved in a civil war over dwindling
fossil fuels and territorial rights on the moon. Each faction is pulling no
punches and as Jake, a Pacific States Marine piloting a Cybernator Assault
Suit, it's up to you to survive these turbulent times and right the wrongs of
the men in suits.
This
is narrative is initially set up in a beautifully drawn anime introduction, but
after this you expect the story exposition to end until you reach an ending
cinematic. However, in an (at the time) revolutionary way the story still
evolves as the game progresses. To continue the plot development a method similar
to the codex system seen in the ‘Metal Gear Solid’ games is used, although it
is presented in a way that echoes the arwing communications of ‘Star Wing’.
Sadly though, while it is a nice idea, in the western version of the game it’s
badly implemented.
No you can't as there's text on screen. |
There's nothing quite so annoying as finding yourself in the
middle of a complex section to have the
game literally freeze so that someone can tells you something which even your
playable character notes is an obvious unnecessary observation.
Not only that,
it often takes a support character a good three lines to say it and by then
you've completely lost the flow of the game. In the original game however there
was always one less line of text, as rather than have a name before a line of
dialogue the Japanese get to see a character portrait, lovingly designed by Satoshi
Urushihara. Removal of these portraits
makes no sense at all, as the text dialogue between characters still appears on
screen.
You may think it’s because western writing takes more space than
Japanese characters, and getting rid of the pictures would offer more screen real-estate
for text. This would make sense if the game didn’t still have the space for the
portrait to occupy. You could perhaps argue that in 1993, anime characters were
not something that would interest an American audience, but this is a point that
evaporates when there is the introduction that heavily features large eyed
people with excessively exaggerated facial expressions.
Even more oddly, the
removal of character portraits was a late decision, because when Nintendo Power
did some coverage on the game they can still be seen alongside the text.
If
you play through the Japanese version of the game, you will also notice that
there is much more of these character chats. These greatly expand the story and
the ambiguities of the Western narrative are clarified as comrades detail the
world and the situation. Better still, (with a few exceptions) these dialogue
boxes run simultaneously with the shooting action rather than interrupt it,
perhaps because the portraits allow for casual glances rather than focused
attention.
The most significant of the story omission in
the western release actually occurs in a cut scene rather than a dialogue box
however, a scene that is not even alluded to outside of Japan. Evidently,
Nintendo of America thinks suicide is too gruesome a topic to depict in a game
where death and destruction is so abundant. Watching a 6 pixel high evil
dictator take his own life, in a 2 pixel shower of blood really is something
worth shielding from the delicate eyes of the audience, particularly in a game
where you can crush fleeing surrendered enemies under the foot of a five story
high battle machine.
Maybe
(although I doubt it) these cuts were solely due to space of the cartridge. If
this is the case I can at least excuse it, as clearly the splendid graphics on
offer here take up a large proportion of the 8 meg cart. Huge well animated
sprites, with a range of individually animated elements that give each mech
weight and an imposing character. There's also attention to excessive detail
with dust blowing back from your jetpack and guns dripping spent shells. Considering
the original release date coming so close to the Super Nintendo’s launch ‘Cybernator’
would, I’m sure, have been regarded as another beautiful game that shows the
power of the Snes. In terms of lavish detail its closest point of comparison
would be ‘UN Squadron’, especially during sections when platform leaping takes
second place to horizontal shooting. The skies may not be as luxuriant, but
with multiple layers of parallax and detailed background elements each level is
rich and gorgeously realised. Indeed without pausing the game and taking time
to study the surroundings the attention to detail could get missed. From slowly
rotating asteroids, to huge background planets the player’s character is not
the only thing that oozes creative flare.
And of course the explosions such
large explosions. So large and numerous, that playing ‘Cybernator’ in the dark
offers a light show of vibrant fiery colours. Taking over the whole screen,
it’s impossible not to notice, with the scale of explosions even interrupting
player progression at times. Even things that do not end up a shower of flames
and smoke are left with the tell tale signs of war.
Devastation scars walls and backgrounds but it’s not just eye candy, furthers the feeling of power and might and reminds that war leads to ruin. At the time, critics certainly shared my appreciation for the visuals with Mean Machines magazine saying, “Cybernator comes with the most awesome presentation this side of a CD game.”
Devastation scars walls and backgrounds but it’s not just eye candy, furthers the feeling of power and might and reminds that war leads to ruin. At the time, critics certainly shared my appreciation for the visuals with Mean Machines magazine saying, “Cybernator comes with the most awesome presentation this side of a CD game.”
This
visual splendour reaches its zenith during boss fights, which are arguably the
most impressive and perhaps frustrating parts of the game. Odds seem stacked
against you, as these towering colossi taunt with their excess of firepower and
strength. Though I found them Intense, creative and engaging, truth be told, in
a game of just three continues and no additional lives they were almost
certainly too hard. After the cautious approach I took to the levels, being
forced to dodge a hail of gunfire or take on multiple foes felt like a
herculean task I wasn’t ready for. I suspect that these bosses will keep some from
enjoying the game to its fullest as I doubt few contemporary players will have
the patience to stick with it, particularly when there is no continue point
before each. To add another layer on
frustration, it's neigh on impossible to beat some bosses without the
appropriate powered-weapon and since there's a limited amount of power icons in
a given level this sometimes doesn’t seem possible after using a continue.
SuperPlay Cover art at it's best |
You
can perhaps best judge a game based on its influence on other games. ‘Cybernator’
qualities can easily be seen in two other SFC or Snes titles that were released
later: Square's fantastic ‘Front Mission’ sequel ‘Gun Hazard’ and LucasArts' uninspiring
‘Metal Warriors’. The fact that two studio of such scale sat up and took notice
of ‘Cybernator’ foregrounds it’s quality. Though I struggled and got frustrated
with the game I did enjoy it while it lasted. A change of pace from ‘Mega Man’
and ‘Probotector’ but enjoyable none the less.
However
the best version of this game is not one you can find on a cartridge – sadly it
can only be downloaded. If you intend to spend enough time with this game to
see the good and bad endings, learn how to defeat the bosses in the allotted
time and cope with the frustration of cheap deaths in the last level you really
owe it to yourself to play the Japanese version (and if you don’t speak the
language apply the accurate and well done fan translation patch to it). To do
so is to allow yourself to play a smart and varied game, that really does
reflect the developer’s care and attention to finer detail. If you are accustomed
to this style of play, or if you’re not very patient, it won’t last you long –
but even 20 minutes stomping around in a big machine is fun. After all that’s
why so many Japanese people love mechs.
Where did I get this from?
Who
doesn’t like coming home to a package that is always larger than you
anticipated. A good friend sent this as a Brucie Bonus, when I bought another
game so I essentially got a boxed complete version for free.
First off I would like to say great blog! I had a quick question in which I'd like
ReplyDeleteto ask if you do not mind. I was interested to know how you center yourself
and clear your mind prior to writing. I have had a tough time clearing my mind in getting my ideas out.
I do enjoy writing but it just seems like the first 10
to 15 minutes are usually wasted simply just trying to figure out how to begin.
Any ideas or hints? Appreciate it!
Comprueba y navega por mi blog:-� trucos
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