we get signal

2009-11-15

Get a grip (grapple?): Umihara Kawase

(tags game, Dual Screen, Umihara Kawase, PlayStation Portable)

My right thumb hurts from pressing buttons too hard. It's a death grip on my grapple button, since one miscalculated release will have my avatar plummeting to a watery doom.

海腹川背 Portable and 海腹川背・旬 セカンドエディション 完全版

Umihara Kawase (海腹川背). I've only recently discovered this old gaming franchise. The demo game station showing the PS1 version at a retro game store captured me for about 20 minutes. I saw the PSP version at my price threshold of 2000 yens and decided to jump in.

UK is a Bionic Commando with no forgiveness. Basically a fantasy platform game, UK asks me to traverse ledges with nothing more than my fine-tuned swinging control. Yes, abilities are not unlocked. It all depends on my skill. The heroine, Umihara Kawase, has this strong yet elastic grappling hook made of red-white twine and fish hook. It is a source of constant frustration and delight. It feels so... analog. It feels like there's a physics engine in there.

The fishing cuisine theme pervades the levels and the enemies. The title of the game is a play on a Japanese cuisine preparatory phrase, "Ocean fish are fatty in stomach while river fish are fatty (tallow) in the back." (海の魚は腹に、川の魚は背に脂がのっている) Or so the manual claims. My well-read Japanese tutor never heard of that phrase though.

Enemies are these strange walking fish. Most of them are one touch, one kill. But the worst ones aren't the ones that kill me right away. They will hit me into an uncontrollable stun for a few seconds. This game plays with my mind. Will I fall off the ledge or not?

But the best enemy is the environment itself. UK doesn't give me any help or hold my hand. There is a technique to swing up to a higher ledge. At first I thought it was impossible. But after dropping the broken PSP version and coming to terms with the game physics on the higher quality DS port, I am executing the technique with a high success rate. When I can hit this technique on the first try, in a fluid motion, I feel like I'm in control. However, when I mistime the release, I have to wait and re-fine-tune my swinging motion to propel me in the right direction.

This reminds me about the difference in forgiveness. I was playing Bionic Commando on my Xbox 360 and one of the regular techniques to propel myself forward is to jump off a platform from behind and grapple. It's a sweet maneuver full of kick-ass, right? BC makes this feel totally safe and dependable. I try this move in UK and I sweat bullets. I never seem to get it to work. Despite the millisecond-timed reflexes this game requires, I feel like it is fair. Well at least the early levels.

Which brings me to my pained thumb. Some of the stunts sequences require me to reenact Tarzan with no safety net. I am deathly afraid of falling, or even more so of repeating the same ground over and over again. I hope my DS can take the strain.

The DS version (海腹川背・旬 セカンドエディション 完全版) was released at the end of last month, which might explain why that game shop was demoing the older versions. Though I picked up the PSP version and tried to deal with the pain, I heard through the Internet that it was a broken port. I wasn't convinced until I played the DS version though. Another reason I picked up the DS version was that it came with a telephone card (at Sofmap Saurus). Silly me. Still this latest release sacrifices none of the difficulty, while at the same time modernizes the rewards with illustration gallery and soundtrack unlocks. The demo recording feature is also intact but not UI enhanced like the PSP version. The game comes with a port of the original Super Famicom version, the PlayStation 1 version, and a new DS path mode based on the PS1 version. The PS1 ports have the 3d like scrolling effects and more environmental art (like giant soy sauce bottles?!), but the SF ports's grappling hook physics feel crispier. Also the PS1 based modes seemed to have all the minor enhancements like practice mode with success/miss counts and continues (!?) while the SF port doesn't even let me assign diagonal grappling to the top buttons. None of the gameplay seems itself seems to be affected or cheapened, but I don't really know since I haven't played the 90s versions.

I really want to keep playing this game despite the difficulty. I do wish though there was more easy levels. The difficulty just ramps up too fast.

Let me put my two cents about the heroine, Umihara Kawase. She appears in gameplay as some school aged girl (because her backpack looks like a randoseru) with no fear of heights (no fall damage). However the insert graphics make her out to be some 20 year old with sex-sells breast size and anime girly eyes. There's basically no story and no dialogue so I don't really understand why she has to become Indiana Jones/Pitfall Harry/The Last Starfighter/Ikaruga. Finally at the game over screen I see her in pajamas watching TV relaxing after a hot shower or something. Well?

Finally, the music is soothing and relaxing. I mistimed my grapple and fell in the water but the music just keeps me calm. It's all my fault.

Games like this remind me that the DS still has credible action games.

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2009-11-08

Mermaids

(tags Disney, art, Pop)

Ariel sitting on the rock coming out of the sea did me in. Brushing her hair and winking at her prince. Disney's The Little Mermaid. I still don't have the DVD though. Perhaps I'm waiting for the Blu-ray?

Eric Tan's revisioning of the Disney movie The Little Mermaid

From the blog of The Art (and random adventures) of Eric Tan, comes this stunning poster art. It was commissioned for the recent hardcover book The Art of the Disney Princess. (ISBN-13: 9781423123712)

This release reminds me of Pop-sensei picture book take on the original story, Pop Wonderland Ningyo Hime Little Mermaid (POP WONDERLAND にんぎょひめ, ISBN-13 978-4-591-10603-7) from last year. Unfortunately the retold story follows the original too closely and is depressing.

Pop's revisioning of the original story The Little Mermaid

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