Saturday, July 9, 2016

Lets Play & Review: Alien Soldier


Hello Dwellers and Welcome to The Basement...
It's SEGA-DAY NIGHT!

Okay, yeah that still sounds horrible... Any way, last Saturday, I took a spin playing 'Alex Kidd in the Enchanted Castle', and so this week, it was the turn for 'Alien Soldier'... great creative title there folks...

Released in 1995 on consoles in Japan and PAL Territories, this is one of those games that people in North America were able to play via the 'Sega Channel' service, which in short was the major grandfather of say Steam, Amazon, the PlayStation Network, X-Box Live and others in terms of allowing players to get their games online. It was very much ahead of its time.

Alien Solider however... wasn't ahead of its time, it's a confusing little run and gun game that seems like a glorified demo for an arcade concept... with two modes 'Super Hard' and 'Super Easy', with the only difference between the two being that the boss battles are easier... and this is what the game is known for... boss battles...because after switching to 'Super Easy', ran into three boss battles in a very short amount of time.

In fact it wasn't until I looked it up on Wikipedia did I see that the actual stages are just 'down time' between boss battles and the goal is to make it to the boss fights with as little damage as possible... because the game was apparently released HALF-FINISHED, leaving questions to how was this game intended to be played and why it was never re-visited to get the 'what the developer' intended version out on the market, particularly in this day and age when re-releases and updates to older games is pretty common.

Don't get me wrong, when I was playing I certainly got caught up in it game for a bit (as you saw in the video), but when the freaking opening crawl / backstory takes longer to go through than the actual levels, then something is seriously wrong.

The controls are fairly responsive, and since I'm play with a Logitech F310 Gamepad, it was A to select weapons, B to shoot and the Right Bumper to jumper, while using the analog stick to move. You got free movement with the weapon to shoot forward, diagonally, straight up... and since the emphasis is on facing the boss creatures, you don't have to worry to much about enemies in between if you're skilled at run and gun games, if you're like me, then well, bring a paddle to swim up the creek my friends.

It's certainly a game that requires players to learn the system, cause just trying to bull your way through (which is my approach) doesn't quite work here.

Regardless, for what it is, it's a game that is quick paced and once you learn it's format, you can probably master it easily.







Additional Thoughts On Star Trek Online Agents of Yesterday

Hello Dwellers & Welcome To The Basement...

So it's been a few days, and I've been zipping through the Agents of Yesterday story as quickly as possible (currently up to the Cardassian Front missions) and then I realized some of these missions are obviously playable under my main character.

So today, I got Zagreus off of Risa and out into space to do the various post-23rd Century Missions, to get a feel for them when I play them as Sobar (which will be over the course of the next several weeks). So very briefly here are my thoughts on the missions.

First there is the 'Yesterday's War' arc, which features the 'Core of the Matter' which gives a unique version on why Galordon Core (feautred in the TNG Episode 'The Enemy') is a waste land while also giving players another run in with the Doomsday Machine and having a fun mad-dash shoot out with many 23rd Century Romulans.

'Vorgon Conclusion' ties it not only with the Future Proof, but also sees the player jumping around the timeline, to days of Jonathan Archer's Enterprise and to Earth when the Breen attacked during the Dominion War... and slugging it out with two surprisingly overpowered Vorgons (featured in the TNG episode Captain's Holday).

Then there is 'Terminal Expanse' which sees the player go to the JJ-Verse... okay 'Kelvin Timeline' and do battle with that universe's Klingons while also getting to appear on the Bridge of the over-produced Constitution Class ships.

Two missions are added to Future Proof which would seem to conclude that story arc, Temporal Reckoning sees the player go to stop the Envoy only to find out that the enemy they face is much more dangerous than looking in a mirror.... and Ragnarok, sees not only the Enterprise-J... but teaming up with both Chekov and Scotty to stop the Envoy's plans in all out war.

All five of these missions are a lot of fun, and to a lot of fleshing not only Star Trek Online's universe out, but also that of Star Trek itself, in tying various things together... even if it does include the JJ-Verse.

I'm looking forward to doing the 'Lets Plays' of them from the Romulan perspective over the next several weeks! Tuesdays are gonna be a lot of fun folks!









Strangers in Space - Tales From The TARDIS


Hello Dwellers and Welcome To The Basement, It’s Saturday! Time For Tales From The TARDIS…
This week, we’re starting the Sensorites, a 6-part serial that first started to air on June 20, 1964.

This particular story is one that gets the reputation for being too slow for its own good… but I think there is something much worst associate with the episode… that somehow that the living jarhead Russell T Davies created to the Ood to be similar to the Sensorites….


Anyway, let’s get the ball rolling with part 1, Strangers in Space… hmmm I wonder if the tune is similar to Strangers in Paradise?

The episode opens with our heroes discovering they have landed on a space ship that is a drift and with a dead crew. The bodies are warm, however the watches they have (which are powered by movements of their wrists) indicate they have been dead for less than a day. Our heroes go to leave when one of the crew wakes up! AHHH! ZOMBIE! No actually, it’s revealed that this guy is Captain Maitland, and that inhabitants of the planet Sense-Sphere refuses to let him and his crew leave and just causes them to go to sleep over and over again while also feeding them. So they eat and sleep…. This is the only time Garfield’s life is used in a negative way folks.


Anyway, it is revealed that they are in 28th Century, which peaks Ian’s curiosity, wondering the future of Earth, but the Doctor declares that they should leave before Ian could learn too much for fear of tampering with the time line. When they go back to the TARDIS, they see that the lock is actually missing, someone has came along and burnt out the lock of the TARDIS… and yes this is something that is quite odd when you consider that the TARDIS basically goes on to be indestructible… and also this is before it’s revealed the TARDIS has a back door.


To make maters worst the Sensorites take over the minds of the ship’s crew to have it set on a collision course with the planet, however The Doctor prevents this and it’s revealed that different people react to the Sensorite’s mental influence in different ways and that a member of the crew named John is way more affected than others. John is later discovered by Barbara and Susan when they misunderstand some directions on where to get water, end up in a room where he’s confined. The ‘Zombie gag’ from earlier seems appropriate here, as he does the George Romero shuffle towards them before dropping down and crying


At the same time, everyone else realizes that Barbara and Susan are stuck with John, and Maitland starts to cut through the bulkhead to get them out, however the episode comes to an end when a few Sensorite ships approaches, surrounding the space craft… with Ian seeing a Sensorite peering in the space craft’s window!


This episode is quite good, in that it establishes everything for the upcoming story, painting the Sensorites as mind-controllers and building towards them being shown on screen, with the one seen at the end looking like it belongs on the wing of an airplane harassing William Shatner and John Lithgow. The idea of Barbara and Susan ending up in a lock room is a little silly, but it sells the further pushes the point that the reactions to the Sensorite’s influence is different for everybody, something that will come into play later in the story. The ‘uniforms’ for the space craft crew is a bit plain in my view, just variation of military duty officer’s attire. The set design for the space craft was pretty well done in my view, and of course Carol Ann Ford as Susan looked freakin’ adorable in outfit she was sporting.

And on that note, we’ll wrap things up here. Next week will be part two, ‘The Unwilling Warriors;

Borderlands 10/23/2017

Here are highlights from my October 23, 2017 broadcast of Borderlands Get Borderlands The Handsome Collection for your X-Box One: http://a...