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Untitled Document
In 1956, a certain Mitsuteru Yokoyama penned a manga by the name of "Tetsujin
28-go". This manga portrayed the life of a young boy called Shotaro Haneda,
remote controlling a huge military robot called Tetsujin 28-go to thwart the forces
of evil and do good in the world. It wasn't very long before this manga made the
transition to anime, and then jumped the Pacific Ocean to mesmerise the US populace
(under the new name of "Gigantor"). It's important to clarify one thing
from the start: Mitsuteru Yokoyama's "Tetsujin 28-go" was single-handedly
responsible for the creation of Japanese mecha pop-culture. His work has inspired
generations of people. Some of these people happen to work at a Japanese developer
called Sandlot.
Tetsujin 28-go is Sandlot's third mecha game, and the first time they have
been allowed to tackle possibly the most prestigious of mecha icons. Their first
outing - Remote Controlled Dandy on the Psone - was impressive and unique, having
the player control a huge mecha from ground level and having them position themselves
accordingly - after all, you were the camera. The second attempt was Gigantic
Drive (on PS2), which was essentially "Remote Control Dandy Deluxe".
Both of these games had an amazingly intricate control system where each limb
was controlled individually. Whilst this was a comprehensive approach, it had
an obviously steep learning curve.
Tetsujin 28-go still has the unique camera implementation in full effect but
the controls have been massively simplified. Instead of controlling limbs individually
and calling upon monumental levels of multitasking from the player, we now have
a simple and intuitive system for movement and combat. The left analogue stick
controls all directional movement, but with one important caveat: the directional
control of Tetsujin 28-go is done entirely from his perspective, in that pushing
the left analogue stick will mean that Tetsujin will move forward irrespective
of Shotaro's point of view. This can and does have its difficulties - after
all, most of the gameplay is frenetic in pace, so the combat has to be precise
and decisive. This means that many people will take a fair amount of time to
get used to the camera system. Whilst the system is limited, it is that way
for one very good reason, however: it's simulating how the situation would be
in real life. In that respect, the viewpoint is very immersive and very impressive
(especially when the sense of scale is literally hammered home), but a tad daunting
to newer players not fully briefed on the mecha mythos.
The irony of all this camera nonsense is that after extended play and familiarisation
with how the combat works, the problems are pretty much transparent and actually
aid the sense of immersion. More importantly, the camera coerces the player
into thinking tactically about how they dispose of their next mechanical enemy,
leaving the onus on repositioning yourself accordingly.
This brings us onto the combat in Tetsujin 28-go, and whilst it superficially
appears rather simplistic there is a great level of gameplay depth for the player
to utilise. There are three dials that are displayed on Shotaro's retro-styled
controller (which is part of the game's HUD). The left dial represents the left
arm and is controlled with the square button, whereas the right dial represents
the right arm and is controlled via the circle button. By "controlled",
this means that once the respective button is depressed, the arm pulls back
ready for a punch. There are four stages of each punch, which is signified by
the dial's changing colour (though the last stage is only depicted by an aural
cue). This means that both arms can be very simply comboed together to unleash
a pretty fatal barrage of punches. There is one dial left on Shotaro's controller
however, that is possibly the most important of all.
The middle dial represents Tetsujin 28-go's special attack and is controlled
via the triangle button. Again there are four stages of the dial, but each stage
represents an utterly different special attack. There is nothing quite as satisfying
as unleashing a selection of well timed punches and then following up with a
flying kick. Mastering Tetsujin 28-go's array of special attacks are vital for
progress, especially in the latter half of the main campaign mode. As if this
wasn't enough, Tetsujin 28-go can pick up buildings and hurl them at the enemy.
This is undertaken via the same method that allows the player to pick up Shotaro
and cradle him in his palms, and if the player is deft enough a fair few unsuspecting
villains can also be clenched in the iron fists of this heroic mecha and then
flung great distances.
The combat is very clever and it does take skill to position yourself, charge
up a few punches, combo them and then finish with a flamboyant special attack.
It's all great fun to pull that stuff off. Lobbing buildings at these mechanical
demons is as satisfying as it is fun (and necessary against foes such as Black
Ox).
As if this wasn't enough, the game also offers up to four-player versus action.
This is an utterly excellent feature, because not only does it highlight the
genius of the game's combat system but also allows the player to utilise many
different robots (rather than just Tetsujin 28-go). After all, how many games
offer you the chance to pick up a huge warehouse, boost up into the air with
said warehouse, land in the thick of a brawl between three of your friends and
then smack them over the head with that sizeable amount of industrial rubble?
The size of the maps can be a problem with the camera if opponents get too far
apart, though. The camera zooms out making it difficult to see exactly what
is going on but, considering the action occurs in close quarters, this problem
is pretty much moot.
A huge amount of love has been poured into this game, not only in terms of
replicating fictional events in gameplay terms, but also nailing that retro
anime aesthetic. It is also a huge game with a vast story mode, a suitably cathartic
challenge mode and a very addictive power-up system. Unlike Gigantic Drive,
Tetsujin 28-go doesn't muck about with long cutscenes and one-on-one combat.
Instead, it's full-on action against multiple foes.
It is a strange irony that almost fifty years after the original release of
Tetsujin 28-go, we mere mortals can actually experience the thrill of controlling
creator Mitsuteru Yokoyama's vast mechanical behemoth first-hand... and a cruel one that he never lived
to see this excellent game for himself. Mitsuteru Yokoyama died in April of
this year, he shall be sorely missed.
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