Monday, May 25, 2009

The first Monday gaming lounge

Inspired by my friend Holden, I've decided to try my hand at doing some review writing on a regular basis. Not only to harp about the games I'm currently playing, but as regular practice for what I'm hoping will be part of my career.

With that in mind, feel free to critique my critiques as it were. The best way to improve your writing is to have others read it.



GAME: Virtual On-Oratorio Tangram for Xbox Live Arcade

Whenever I used to visit Gameworks up in Seattle, the first stop I'd make wasn't the Marvel vs Capcom machine or one of the dime-a-dozen racing games that dotted the establishment. I went straight for Sega's Virtual On booth situated near one of the entrances.

The game is no longer at Gameworks sadly, replaced by yet another racing or gun game. But recently it was released for the Xbox 360's Live Arcade library much to fan's delight. The question is how does a game so very designed for a coin-op arcade handle on a console?

Virtual On can be best described as a mech fighter. Players control one of several massive Japanese mecha in an all-out 3-d gladiatorial brawl. Much like any good fighting game, each robot has a distinct fighting style and personality. They range from the burly heavies with giant laser cannons to the pink robot with the miniskirt and magical wand.

The game still retains its cube-like design that was a holdover from the early days of 3-d gaming. It makes it look somewhat dated, but some of its visual charm is its simplicity. The battlefields do not distract the player from achieving the goal of knocking the block off the other robot. The robots themselves, as mentioned before, still retain a unique apperance from one another, although one or two designs end up being recycled.

What sets Virtual On apart from other fighters is its controls. In the arcade version players used two joysticks to manuever the robots. It took some getting used to, but it did a good job of mimicking the feel of piloting a massive 300 machine. The 360 version features a control system attuned to its own controller style. This control scheme I actually prefer for the console because it takes into account the Xbox control layout. For players seeking to re-live the arcade experience, an option is availible that uses the Xbox thumbsticks as substitutes for the original joysticks. The learning curve is still present on the console, so players looking to dive right into the game need to be willing to learn rather than win for a short while.

During each match, each robot has a choice between three weapon systems: A gun, a bomb, and a melee weapon. Each weapon acts differently according to the motion of the robot. If you dash forward for example the gun will fire a few shots, but if you dash to the side the gun fires a machine-gun stream. A large part of the fights is about maneuvering into a position to fire a weapon the way you want it too. It beats having to memorize combo lists like other fighting games, but it can lead to a rather forced style of motion. This doesn't mean the fights are any less intense as mechs fence for the upper hand.

The biggest complaint I have about the game is its multiplayer component. You can only play others on Xbox Live or by linking directly to another Xbox. While I appreciate not having to deal with a split-screen, it does limit the amount of people who can play to those with other Xboxes. Those who want to play against their non-Xbox owning friends should look elsewhere.

For its limitations, Virtual-On has made a solid transition to the console. It retains the core gameplay of the arcade version and is not a bad buy to boot: 1200 Microsoft points (equvalent to $15). Its something both fans and those looking for a different fighting game experience will enjoy.

SCORE: 8/10

1 comment:

  1. Firstly, I applaud and support this effort/new feature with great enthusiasm. Bravo, my good Ardent.

    Though I don't know about the price point...true, fifteen is cheap for a video game, but even as beloved as Virtual-On is to me I think ten clams sounds like a more reasonable asking price. Really, really, REALLY glad to hear they kept something resembling the old control style though. That was part of what made it for me. Unconventional, easy to learn, difficult to master, made you feel like you really were piloting a giant robot without resorting to Steel Battalion levels of ridiculous complication.

    As a sort of game plug, both Freedom Force games just dropped on Steam for six bucks each, and if you have the cash to spare, I super highly recommend them. I loved that series and still foolishly cling to the hope that someday Irrational will release the third game (it was supposed to be a trilogy). But first they have to tear themselves away from Bioshock, which I can't see happening anytime soon. Best superhero games I've ever played.

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