Perfectly Fine: A Koihime Enbu Review
Roger Ebert once said "Of each thing, ask, who is it for?" He was of course talking about the medium of film, but it's a useful metric for criticism in general. For instance, critiquing a racy visual novel on the quantity of fanservice is kind of useless, since that's exactly why people are playing it. Similarly, critiquing a fighting game for average fighting game things isn't really intuitive to the people who want to know if a fighting game's any good, regardless of whether or not the reviewer is actually any good at fighting games.
So with this in mind, I decided to figure out whether or not Koihime Enbu, the 2D fighting game based on the Koihime Musou visual novel series, is a good fighting game, regardless of whether or not I like fighting games all that much.
Roger Ebert once said "Of each thing, ask, who is it for?" He was, of course, talking about the medium of film, but it's a useful metric for criticism in general. For instance, critiquing a racy visual novel on the quantity of fanservice is kind of useless, since that's exactly why people are playing it. Similarly, critiquing a fighting game for average fighting game things isn't really intuitive to the people who want to know if a fighting game's any good, regardless of whether or not the reviewer is actually any good at fighting games.
So with this in mind, I decided to figure out whether or not Koihime Enbu, the 2D fighting game based on the Koihime Musou visual novel series, is a good fighting game, regardless of whether or not I like fighting games all that much.
For those not familiar, Koihime Musou is essentially Romance of the Three Kingdoms, except every character is actually a cute girl. The visual novel involves the usual ordinary Japanese high school student who is yanked into this world and gains an unwanted harem of strategists, generals, rules, and the like. Koihime Enbu's story is that this same cast of cute strategists and generals and the like have decided to have a fighting tournament for a mystical seal of power. That's all there really is to the plot. Which is more or less okay, because unless you're Mortal Kombat or something, fighting games don't have an immense wealth of plot. It's basically an excuse to get characters to kick the crap out of each other.
As a fighting game, however, it's decidedly okay. While there isn't a lot of information or a bevy of practice modes a la Skullgirls, the game has a low difficulty curve, each character has a small and very manageable list of supermoves, and mashing buttons doesn't feel like a bad strategy, just one that needs to be curtailed. While the game barely explains the concepts to people who have never played a fighting game before, I didn't feel like I was in over my head, the same way I am every time I pick up a copy of Marvel Vs. Capcom or something similar. It's manageable, and manageable is good. There's really only one mechanic you need to master, and that's the Tactician system, where a companion you pick from one or two choices is able to give you a conditional special move to immobilize or otherwise open your opponent to attack.
Yeah. About right.
The character variety is also fairly decent, though the simplified controls mean that pretty much every character will play the same way. Sure, there are occasional minor variations in moveset or whatever, but each character will more or less work the same, with only super moves (which I myself find hard to get off, but that's a personal problem, not a mechanical one) to differentiate between them. Compared to other fighting games, where the style and tone can differ wildly from character to character, or at least more than aesthetics and one or two moves. It made me feel like my choice in character was a little meaningless. It's a shame, because the designs are really cool, if anime characters are your thing at all.
In the end, though, while it's a good game, it's also a game where you won't get very much out of it you can't get elsewhere. Skullgirls, the current high-water mark for fighting games on the PC, is much better. Mortal Kombat, even at its weakest, is much better. If you're a fan of Koihime Musou, maybe this might be for you. But otherwise, it's just too plain and bare-bones to recommend.
Final Score: 3/5
Full Disclosure: The reviewer received a free copy of this game for the purposes of review.
Marble Mountain Review
Marble Mountain, the new game from LightningRock Studios, is relaxing. With its bouncy synth soundtrack, bright color palette, and levels with just the right amount of challenge, it isn't the frustrating grind of most other arcade style games, but offers more challenge and depth than the average casual game. It's the perfect chillout game, the kind of thing you can do when you just need a break from everything. While not without its flaws, it's just a low-key, fun game, and that's really all it needs to be.
Marble Mountain, the new game from LightningRock Studios, is relaxing. With its bouncy synth soundtrack, bright color palette, and levels with just the right amount of challenge, it isn't the frustrating grind of most other arcade style games, but offers more challenge and depth than the average casual game. It's the perfect chillout game, the kind of thing you can do when you just need a break from everything. While not without flaws, it's just a low-key, fun game, and that's really all it needs to be.
Marble Mountain is fairly simple. You guide a marble along mazes, sometimes having to push switches or navigate terrain as you go, occasionally having to solve movement puzzles or navigate around enemies. There are traps and secret passages hidden throughout, and there are optional gold coins to collect for one hundred percent completion. Other than collecting the coins and getting to the end goal, there's not a ton of other things you need to do-- there are, of course, secret marbles to unlock, but overall, it's fairly simple.
And that's all it needs to be. Everything about the game, from the simple controls to the way you're just allowed to explore everywhere, to the soundtrack, is relaxing. Rolling around levels is incredibly satisfying in a way, as it just allows you to slide into a groove for a while as the marble rolls down slopes and around giant gears. It's a game that moves at its own pace, and the dynamic environments allow for that.
But it's not without flaws, and this is where it's a bit of a letdown. The controls for the marble are beyond slippery, making it a chore to navigate some of the more narrow pathways, and even some of the wider ones. The physics are bizarre, too. Sometimes you can use the d-pad to roll up and down a see-saw, for instance, but other times, the same situation will result in you either falling off for no reason, or send you spiraling to your death. It's also unclear exactly how one is to unlock some of the marbles, other than going through the levels. And while the par time not being any particular object helps the game at a lesiurely pace, it's kind of unclear why it's even there at all.
It's also easy on some stages to get trapped with no way out. There are, of course, ways to restart the level if absolutely necessary, but it's annoying having to go back to the beginning of the level. Further confounding things, switches sometimes go back to being unswitched when you fall off the course, but that isn't a consistent thing across the board, which means that you have to go back and check if you still need to make the necessary movements to progress. It's a lot of annoying backtracking sometimes, and it makes replaying certain parts of levels beyond boring.
But...and here's where it's going to get a little difficult to explain-- the flaws don't necessarily matter. They're there, sure, but this isn't the kind of game where you play for six hours to get through the levels and acquire more, more, more. This is the kind of game where you spend your time on a level now and then when you need to unwind. It's casual at its most casual-- no breakneck pace, no white-knuckling, just a pleasant time rolling a marble around.
In the end, that's what matters. It's a game you can relax with. It's a game you can unwind with. It's a game that's comfortable. It's relaxing. Marble Mountain may not be perfect, but it serves all your needs that way, and because of that, the flaws kind of take a backseat to how much fun you can have just rolling from level to level. It's satisfying, and in the end, that matters much more than the flaws do.
Score 3 out of 5
The Reviewer Received a copy of this game for review