Submit Posts now available!

You may notice that on the sidebar there’s a new feature: a page to allow users to submit posts. Sorry for not implementing it sooner! Please feel free to make use of it, or if you want to, you can email your posts to me instead and I can post them for you. Generally they include:

  • The title of the game you want to showcase
  • An image or two (the form supports HTML, so you can upload your images to a host such as put.re and type in <img src=”https://url-goes-here”>)
  • A paragraph+ about the game, such as who made it, why you find it notable, etc.

Have fun, and let me know if you run across any problems!

Rainbow Games lives once again!

Welcome back to Rainbow Games! We started out as a Dreamwidth community and now we’re relatively platform-agnostic! I (moon) am hosting this on my own hosting using WordPress, so hopefully it’ll be easier to allow folks to contribute, and for people to keep up with it!

So, once more…


Hello, and welcome to Rainbow Games! This is a community for discussion of video games, with a focus on lesser-known titles. We welcome a wide variety of posts: reviews, impressions, screenshots, icons, fan art and fic, crafts, etc.!

This community is maintained and moderated by myself, moon! If you have any questions or concerns, please don’t hesitate to drop me a line via comment or email.

For rules and guidelines, just click below!

Continue reading Rainbow Games lives once again!

Wild ARMs (PS1)

Posted by: [personal profile] jackvambrace

Wild Arms came out in 1997 (United States), about the same time Final Fantasy 7 did. FF7 had the legacy of all the other Final Fantasy games before it paired with awesome new technology, so Wild Arms just kinda got overshadowed.

At it’s core, Wild Arms is a JRPG, with special moves, random encounters and all that good stuff. Numbers! Swords! Tropes! What sets it apart from the others is presentation. The game strikes a pretty good balance of typical eastern rpg elements, anime, and a distinct wild west feel.

See?

Like many good rpgs, the cast is a key part of the experience. I really like how the characters are introduced and built up in this game, and the series as a whole. Each character is a Dream Chaser, a sort of professional wanderer. From the bottom left, Hanpan, wind mouse companion to Jack, Jack, the professional treasure hunter and swordsman, Rudy, the wandering youth, and Cecilia, the freshly graduated crest sorceress. At the start of the game you play through each character’s prologue. Playing with each character individually gives you insight into their backstory and motivations, as well as serving as a decent tutorial for how each character plays. Some games have a distinct protagonist followed along by a supporting cast of characters. Xenoblade is definitely Shulk’s story. Breath of Fire is Ryu’s. Wild Arms is all three character’s stories.

The music is really well done, this game definitely benefited from being released on a disc based system just for the music alone. The action segments get your blood pumping, the emotional bits tug at your heart, and the weirder dungeons sound positively alien. Outside of battles, everything uses 2d graphics, so there was only so much they could do to convey the mood of a scene. I remember being little, and sticking a tape recorder up to my tv because I wanted to just have the music to listen to.

The gameplay is that of your typical rpg, explore towns, explore dungeons, fight monsters. Each of your characters has a set of items at their disposal that allow you to interact with the world. You can get bombs to blow open doors, a lighter to set stuff on fire, Jack’s first item is just Hanpan, who can grab items and flip switches. The tool system reminds me a bit of Zelda and Metroid, especially in the sequels where you can find loot and bonus items by coming back to some areas later with new tools.

Battles don’t have much in the way of tricks that you have to pick up on, you just kinda hit the enemies till they go away. Each character has a pretty set class, you won’t be whacking anything with Cecelia, and Rudy has 0mp the entire game. Each character has different skills that shape how they contribute to battle.

Rudy has the titular ARMs, which are mostly firearm type weapons that have a set number of uses before needing to be reloaded. If you run out, you have to use a special item to reload them, or visit a specific shop to purchase ammunition. You can also upgrade the ARMs to improve their stats with money. Jack has Fast Draws, special sword techniques that consume MP. Fast Draws are learned at set points in the game, sometimes from events, sometimes from other Dream Chasers, a few are even learned from a boss. These can’t be upgraded like Rudy’s ARMs, but mp restoratives are much more common, and you can reduce the mp cost with an item. Cecilia has hands down one of my favorite magic systems in any game. Crest Sorcerers use a crest graph to store a set combination of magical crests, allowing them to use magic. They are reusable. She starts with cure and fire, and you can swap them out for any magic spell in the game. You want lightning and strength up at level 1? Done. Reflect and Revive? Done. A rampaging disco ball that does all eight elements of damage at once and speed up? Done and done. There is a high level shop that let’s you get stronger spells or spells that hit more enemies, but a lot of the low level stuff is still perfectly fine even on to end game.

Each character also has force abilities, which work kinda like your regular skills, but they run on fp instead. I think Lufia 2 had a similar system, where you get points for stuff happening in battle, and can use them for skills outside of mp based skills. These are pretty useful, gives you things like guaranteed critical hits, 100% accuracy, and group item use to name a few.

So far as the story goes, it’s pretty good. There are a few twists that are actually pretty neat, and there are some bits so obvious that you could call them in the first 20 minutes. There’s lots of silly, a bit of sad, and a few dashes of bitter. I don’t want to spoil anything, so I’ll just say it’s worth your time.

No game is without it’s flaws, this one included. The graphics are a little dated, everyone looks kinda like a bobble head during battle.

The script is a little more coherent than Wild Arms 2, but is less consistent with the rest of the series as a whole. This is the kind of game you probably want to play with a guide of some kind available, as you can get lost and there isn’t much in the way of direction sometimes. It’s also hard to find some of the bonus items and the secret dungeon. If these things are enough to put you off you might try the remake for ps2, Wild ARMs Alter Code F. I prefer the original release myself, but both are good.

Altogether this is a really good game that is very dear to me for a variety of reasons. I really liked it as a game, and a ton of other stuff that I found when I was younger came my way by virtue of looking up stuff on this series. I really hope someone sees this and tries it, cause I know maybe one person who had played it, and this game deserves so much more love than that. For anyone interested, it’s on sale for USD 1.80 on the Playstation Store until september 15. (I’m in the US, so prices may vary elsewhere)

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Source: rainbowgames DW

Space Fishermen (PS2)

Posted by: [personal profile] lunarsystem


(gif by Steve over at obscurevideogames)
 

Space Fishermen (Land Ho!, 2002)  is a game that I learned about from the obscurevideogames tumblr. I saw these super enchanting gifs of the game and wanted to try it myself, but it took me a long time to end up buying a copy of the game. I found one for about $20 or $25 AUS on eBay and holy moly, this game is fantastic. It might actually be one of the best games on the PS2.

The title of the game kinda speaks for itself: you’re a fisherman, in space. (You can choose from three characters: a woman named Swallow, a kid named Masabo, and a buff dude named Diver. Diver’s the one in the gif.) You start out catching small fry fish in a pond called Kids’ Pond, and every successive fish you catch doubles as a lure. So the more fish you catch, the more lures you get, and the more lures you get, the more fish you can catch. You can sell the fish for cash, but your lures remain in your inventory, so there’s almost always more progress you can make. The ultimate goal of the game is to catch all the Nushi, or “big ones,” from the various planets. If they sound like boss fights, it’s because they absolutely are.

Actually, this game could be considered entirely boss fights, since each encounter with a fish can potentially be an intense, exhausting workout. You have to pull on the fish with the left analog stick to build up enough power to shock and stun the fish, twirl the right analog stick to reel them in, and move both analog sticks in tandem during quick time events. Some of the “big one” fights can take five or more minutes, though, which means at the end of it you’re probably pretty sore! I’ve really put my old PS2 controller through its paces with this one. 

In that sense, the game reminds me a lot of Gitaroo-Man: it’s blisteringly hard sometimes, but it really pushes you to learn a lot about the systems of the game. For instance, I’ve been working on one fish for a half hour at least, and I’m slowly getting closer and closer to beating it. It’s part memorization and part exploration, for sure, and at least part of that is due to me not knowing Japanese, but a lot of the game is surprisingly intuitive. For instance, you can identify which fish are which on the radar due to which bait they gravitate towards and the intensity of the vibration when they nibble. The bigger the shake, the bigger the fish!

One last thing: the music in this game was composed by Soichi Terada (composer of Ape Escape), AKA Omodaka. One of the songs is his incredibly catchy instrumental version of Honjou Oiwake. It’s a really incredible score and I recommend it a lot!

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Source: rainbowgames DW

Balloon Kid

Posted by: TepidSnake (Twitter: @SarahSSowertty)

    

This is less about Balloon Kid as a whole- a neat little platformer by Nintendo and Pax Softnica that serves as Balloon Fight’s sequel, turned into an auto-scroller- and more about one specific thing that’s always kinda fascinated me about it. For the most part, the game is pretty cute, with tiny enemies like birds and insects that can’t even hurt Alice, your player character (beyond popping one of her balloons). This is how about 80% of the game is, as you can see in the screenshots above (the first one with the pencil building in the background? That’s Alice’s home town, Pencilvania, arf arf!)

     

But what really interests me about the game are the tone and feel of its later stages, primarily Stage 4 (the belly of a whale), Stage 7 (a giant cave) and especially Stage 8 (some kind of factory. These stages use slower, more foreboding music, and aside from some cute enemies like the octopi who can’t hurt Alice, they’re full of far more threatening traps and enemies like giant fang-like spikes that drop from the ceiling, jumping flames (admittedly seen in earlier stages), faulty lightbulbs that can explode and launch deadly sparks, and flame-pillars that spit out some of the strangest sounds you’ll ever hear from a Game Boy.

It’s just a little unusual for a game that goes from being pretty cute and relaxed- listen to the first stage music, how laid-back is that?- to developing a mean streak like that, even if it’s only mild. It’s accentuated by the Japan-only Famicom retooling, Hello Kitty World, which alters the enemies and graphics in these areas to be far less intimidating, taking away this odd little mean streak and, with it, some of the charm of the game.

Anyway, you can get Balloon Kid on the 3DS eShop if you’ve ever been curious, it does take a little time to really get going, but it offers a decent challenge by the end, so give it a try!

Final Fantasy II

Posted by: [personal profile] lunarsystem

I know Final Fantasy doesn’t exactly count as a “niche” series, but I’ve been playing it for the first time recently and just marveling at what a weird, weird game it is. It’s a pretty clear forerunner to the SaGa series, and IIRC it was even directed by the person who would go on to create the SaGa games.

First of all, the straight-up leveling system from the first game is gone, replaced with a “use certain attacks to power them up” system. This is cool if you want your characters to be equally good at everything, since you can just slap whatever weapons on them and fight a few battles to level up their axe/sword/dagger/etc skills, but unfortunately the same thing happens with magic. So as a result, ALL of your magic starts out really weak. I tried to use Esuna in battle to cure a status effect and it ended up missing because I rarely used it in the first place :’^)

It’s a real shame that the game is so mechanically lopsided and grindy, because I really like the story so far. It’s one of those “rebels fight against the evil empire” stories, except you actually do clash with the Empire at nearly every turn, infiltrating their warships and falling into their traps. It feels way more tight-knot and intimate in that way than, like, FF6 does, since 6 has a much bigger world and you’re constantly exploring little tangential stories in it.

Anyway, I very rarely hear anyone talk about FF2, so I was wondering if anyone else here has played it. (For the record, I’m playing the Dawn of Souls version on the GBA.)

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Source: rainbowgames DW

Magica x Magica

Posted by: TepidSnake (Twitter: @SarahSSowertty)

 

Magica x Magica is an odd little endless runner game released for iOS and Android by Magic Cube, a Korean developer  which combines running with some light shooter elements. As an unnamed witch, you must run an unending gauntlet of platforms and monsters to try and save your unnamed friend (the game’s description calls it ‘the saddest run shooting game’,, probably because you can never save your friend, as there is no end). It’s a very simple game, with a jump button and shot meter on each side. You can tap the Jump button twice for a double-jump, and you slide your finger across the shot meter to angle your shots up or down. Your standard shots are weak against the fish/sea creatures you fight (including boss monsters like the giant sunfish), but earning coins lets you buy upgrades that include new weapons like a spread-shot and rapid-fire attack. You can also pick these weapons up mid-stage, along with health top-ups and a limited-time item that doubles the size of your shots.

On the one hand, there’s a lot of little flaws- while you have a health meter it seems to decrease inconsistently with some attacks being one-hit kills, and actually aiming your shots can be difficult as the standard shot sprays quite wildly. There’s also the upgrade system, as earning new weapons and upgrades takes a lot of time (unless you go for the in-app purchases). Having said all that, I just love the aesthetic of it, and it really sticks out (especially amongst Magic Cube’s other games). The visuals have a strange storybook-like feel to them that strongly appeals to me, and the game does some odd stuff with its ‘endless’ theme (after each run you see an hourglass get turned over, resetting an otherwise-unseen timer, and the title screen tracks each time you play as a ‘loop’, suggesting the main character is being sent back to try again). One of those games that’s worth a look, and it’s pretty suited to a phone seeing how short each run is!

As a bonus, here’s the game’s gorgeous-looking title screen.

Little Labyrinth

Posted by: [personal profile] chocomarsh

Little Labyrinth is a freeware puzzle game made by LEN, a solo Japanese developer. It was made, kind of incredibly, in Danmakufu, a scripting program for bullet hell shooters. You play a vampire girl (maybe a touhou character?) who arranges mirrors to creatively redirect beams of light. But, of course, she has to avoid light herself, so to assemble the suitable light path while keeping yourself out of the way is a significant task. Later levels introduce elements like stones that block the light’s path and gusts of wind that restrict your movement.

Read more… )

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Source: rainbowgames DW

Helen’s Mysterious Castle

Posted by: TepidSnake (Twitter: @SarahSSowertty)

Helen’s Mysterious Castle is.a Windows RPG, created in RPG School 2000 by Satsu (who’s made several other small-scale RPGs) that was translated and released on Playism in 2014. Normally this isn’t my sort of thing as I am completely terrible at RPGs- I almost never complete them- but with a recommended playtime of about 4 hours, I figured I might actually finish this one. As Helen, a girl who can’t remember her origins and can only speak in ‘?’ and ‘!’, you set off to find your way off the floating castle she lives in. The story isn’t too special, although it’s got a lot of charm and a lighthearted tone that still sticks around even after the serious parts of the plot kick in. That said, the story is told in a neat way- a lot of details are things you have to find yourself after you’re allowed to read the game’s signs and books, and a character who joins later has expository chatter for every room in the game.

Where the game shines is the battle system, which is simple to pick up but has a lot of neat little details that make fights really fun! Each weapon you can use is set to a ‘wait’ timer- wait the allotted time and you’ll use it, but every enemy attack also has this timer, so they’ll go first if your wait time is longer. The four core weapon types have different attributes tied to this wait time- bows are weak but have short wait periods, swords have medium wait times but let you defend, shields don’t attack but reduce/nullify damage taken while you wait, and spells are powerful and pierce through shields but have long wait times. As a result, the battles are pretty engaging as it’s a matter of timing and planning ahead- with the right move choices, you can conquer any foe with little damage!

The way the game handles its inventory and levelling-up systems is a little different too- you earn EXP during battle but use this to level up your items (except stat-boosting ones) which you can only have eight of at a time, and raising a weapon’s level can make it more powerful or reduce its wait time. Later you also get access to a blacksmith who can refine items (including stat-boosters) to make them even stronger. There’s only a handful of each type of weapon and item, but there’s enough differences between them that you’ll pick a favourite. This simple inventory stuff ties in with another of the game’s strengths, that it’s super-friendly, with a lot of features added to make the game easier to get to the end of- you’re very clearly prompted if you want to fight or run before a boss battle, a room you find later in game keeps any items you’ve had to drop so you can get them back, and dying restarts you either at your home or the inn with a steak ready for you which permanently raises your HP. While this doesn’t make the game challenging, the fact that you have to plan a little for battles and figure out strategies for each enemy means it still feels satisfying to progress, there’s just a few safety nets to help you along.

I often find that I enjoy short games a lot more, and Helen’s Mysterious Castle is a gem of a tiny RPG, with the one downside being that it can sometimes be easy to have no idea where to go (as a hint, there are some areas where you can go into the walls, and these are usually telegraphed in some way) but aside from that this is an easy recommendation to try- it’s available from its Playism page. Beyond the cut, we just have a few extra screenshots of other parts of the game, and while I’ve done my best to avoid any spoilers, if you’d like to go in completely blind then go no further!

Just some choice moments and enemies from the game beyond the cut! )

Gekitotsu Yonku Battle

Posted by: [personal profile] softchassis

 Sometimes the simplest games are the best ones, and Gekitotsu Yonku Battle (which can be roughly translated as “Four-wheel Crash Battle”) certainly fits that bill– Irem’s NES output seemed to range from unique and complex like Sqoon to just simple and fun like Gekitotsu Yonku Battle.

In what could be described as a “vehicular combat game”, all you do in Gekitotsu Yonku Battle is drive your Formula One car into other Formula One cars.  Any time the front of one vehicle collides with any other vehicle, the latter vehicle gets knocked away.  How far the vehicles get knocked away depends on the car’s speed.  Knock an enemy car into an obstacle such as a wall, and that car will take damage until it explodes, and the same goes for you!

You start each of the game’s levels with a quota of rivals (teki) to destroy, though this number can be decreased by picking up special flags.  Every few stages is a bonus stage where you have to pick up a number of flags under a time limit.  You also unlock more cars as you go along, though the differences between the cars is mostly cosmetic.

The challenge arises through the increasingly complex stages, which get more and more congested with walls to get bumped into, as well as oil slicks that make you lose control of your car.  As an additional challenge, when you get knocked away, you don’t regain control until your car loses all its momentum, meaning you can bump into one wall and keep sliding and bump into another wall.  This can combo a lot of your health away, and before you know it, you’ve lost!

There isn’t much more to the game than that!  It’s a simple little time waster that I stumbled upon on one of those online NES emulators in middle school that wasn’t blocked by the school’s internet filter.  Give it a try if you have some time to kill and just want to play a silly little game with fun sounds and visuals.

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Source: rainbowgames DW