Highlights is a series
focusing on unique or interesting games for every console.
If you’ve ever played a game in the Valis series, it’s pretty arguable whether or not Telenet actually succeeded in making a decent game at all. While the series might have been the child of the developers more than their other titles (and even had an entry created by somewhat famous Wolf Team)
When it came to being compared to other platformers, Valis never had design that never had what it took to measure up to it's contemporaries.
The series was notable for having pretty anime inspired designs, and it's drawing charm was it's heavy use of animated cutscenes, a la Ninja Gaiden on the NES.
Though there we're only four titles in the series, it managed to be ported to a slew of different consoles, all of which were pretty different from eachother. Valis draws on the design template of a lot of the games birthed on the PC Engine, simple platforming with a focus on defeating enemies, and usually some sort of rudimentary auto-charging combat system.
Even against a game like Psycho Soldier, Valis fails to measure up mechanically.
By the time the Super Famicom rolled around, even Valis itself had changed as a series.
The PC Engine original versions mostly ditched the simplistic natures of the first few titles, and started embracing industry trends at the time. Valis III is a notable example, by introducing RPG elements to the series.
I used to legitimately love the Valis series, until I realized how tepid and shallow it was; this mostly came about by playing other, better games.
One of the first games I played that made me realize that Valis was doing it's own template poorly was Makeruna! Makendou on the SNES (though I played the Super Famicom version!)
Released in the Great Country USA as "Kendo Rage" the American release is notable for not changing much beyond interstitial dialogue and some names.
Beyond that, Makeruna! Makendou is the same game in both regions through and through.
The core of Makeruna! Makendou's gameplay can be explained as a pretty simply action-platformer.
Stages generally have a more vertical layout, rarely include any form of branching or backtracking.
Nothing's wrong with being straightforward, because was Makeruna! Makendou has is something that works. Rather than the slow, plodding meticulousness that defined the Valis series, Makeruna! Makendou borders on being a twitch-action game. Everything is trying to kill you, constantly, from every angle. Enemies sometimes spawn just out of reach, or swoop down from above.
An interesting comparison is Super Castlevania IV, as both games have similar 'rules' but for different reasons. SCIV is practically plodding in both pase and the way the atmosphere is structured. Makeruna! Makendou is slow because the player has to be pretty cautious to proceed at all, but mindful of a game-spanning time limit.
Developed by Fill-in-Cafe, which was a small Shinjuku based game developer active through the 90's. Notable was that Masaki Ukyo, Director of Guardian Heroes is commonly listed as working for this company, at least for a brief period of time before joining Treasure.
Makeruna! Makendou was also published by the same company that published Valis! (NEC)
-skeletons
Valis |
If you’ve ever played a game in the Valis series, it’s pretty arguable whether or not Telenet actually succeeded in making a decent game at all. While the series might have been the child of the developers more than their other titles (and even had an entry created by somewhat famous Wolf Team)
When it came to being compared to other platformers, Valis never had design that never had what it took to measure up to it's contemporaries.
The series was notable for having pretty anime inspired designs, and it's drawing charm was it's heavy use of animated cutscenes, a la Ninja Gaiden on the NES.
Though there we're only four titles in the series, it managed to be ported to a slew of different consoles, all of which were pretty different from eachother. Valis draws on the design template of a lot of the games birthed on the PC Engine, simple platforming with a focus on defeating enemies, and usually some sort of rudimentary auto-charging combat system.
Even against a game like Psycho Soldier, Valis fails to measure up mechanically.
By the time the Super Famicom rolled around, even Valis itself had changed as a series.
The PC Engine original versions mostly ditched the simplistic natures of the first few titles, and started embracing industry trends at the time. Valis III is a notable example, by introducing RPG elements to the series.
I used to legitimately love the Valis series, until I realized how tepid and shallow it was; this mostly came about by playing other, better games.
One of the first games I played that made me realize that Valis was doing it's own template poorly was Makeruna! Makendou on the SNES (though I played the Super Famicom version!)
Makeruna! Makendou |
Released in the Great Country USA as "Kendo Rage" the American release is notable for not changing much beyond interstitial dialogue and some names.
Beyond that, Makeruna! Makendou is the same game in both regions through and through.
The core of Makeruna! Makendou's gameplay can be explained as a pretty simply action-platformer.
Stages generally have a more vertical layout, rarely include any form of branching or backtracking.
An interesting comparison is Super Castlevania IV, as both games have similar 'rules' but for different reasons. SCIV is practically plodding in both pase and the way the atmosphere is structured. Makeruna! Makendou is slow because the player has to be pretty cautious to proceed at all, but mindful of a game-spanning time limit.
Developed by Fill-in-Cafe, which was a small Shinjuku based game developer active through the 90's. Notable was that Masaki Ukyo, Director of Guardian Heroes is commonly listed as working for this company, at least for a brief period of time before joining Treasure.
Makeruna! Makendou was also published by the same company that published Valis! (NEC)
-skeletons
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