If there are any regrets I’ve had while writing articles for Retronaissance, it would simply have to be the fact that I’m overzealous when deciding to begin new series. It’s not to say that I don’t like the concept of writing multiple pieces based around a single cohesive theme – quite the opposite, in fact. My problem is that I always seem to decide to start them off with only an idea or two to explore. I always sort of take my ability to come up with new ideas that relate to these categories on a whim for granted, but in reality, coming up with topics that I deem both suitable and interesting is a difficult undertaking. As such, I would often exacerbate the problem: introducing more series with the expectation that they’d be easier to write for. Sometimes this ends up working to my advantage – I’ve got quite a few concepts lined up for a few existing series – but when it doesn’t, it only adds to my guilt. As such, I’ve decided that this year, I’m going to try to restart a few of these abandoned series – or at the very least, give them proper follow-ups – and what better place to start than with good old “Retro or Reboot”?
It’s been a long time since I’ve written one of these articles, so it’s only fitting that I review exactly what Retro or Reboot entails. I’ll be looking at a series – with a minimum of two games – that has fallen victim to a significant hiatus. In the past, I’ve considered only games that haven’t seen a new release since the sixth generation (the days when the PlayStation 2 ruled the gaming world), but since the present generation has finally come into its own, I’ll amend this to involve anything that hasn’t been revived since the seventh generation: Xbox 360, PS3 and the Wii. Anything newer than that still has a chance to be revisited after all. Generally, I’ll favor series that only managed to exist during a single generation – it’s just easier to find a cohesive theme when you don’t have to worry about deviations like the 3D Castlevania games or the 2010 reboot of Splatterhouse when considering a franchise’s core concept. I also tend to prefer older franchises, simply because I’m more likely to be familiar with them. In the end, I craft two proposals to revive the franchise: one retro-themed proposition which simply tries to maintain as much of the originals’ concepts as possible and the other a total reboot that tries to reimagine the series with modern conventions. Of course, both proposals can be best described as fantastical pie in the sky wishing, but these are meant to be happy articles, soul-crushing reality be damned!
This article’s topic is Pocky & Rocky. Developed by Natsume, the P&R series is a perfect example of the shoot-‘em-up sub-genre colloquially referred to as the “cute-‘em-up”. The games play similarly to a specific style of shmup where players are capable of freely roaming the stage at their own pace – other examples with similar gameplay include Zombies Ate My Neighbors, Commando and Shock Troopers. Some time ago, the Nopino Goblins went on a rampage. A young Shinto priestess named Pocky managed to put an end to the mayhem, restoring the peace. One day, a Tanuki named Rocky came to Pocky’s temple, asking her for help. The goblins had lost their minds and began their rampage anew. The two team up to find out just why the spirits run amok once more. The second game involves the harvest festival, attended this year by Princess Luna – not that one – the princess of the moon when she is kidnapped by a gang of demons, led by an oni named Impy. This time, Pocky and Rocky are joined by two new partners, Bomber Bob and Little Ninja. While I personally didn’t own a Super Nintendo when I was a kid, my cousin did and he had both games, so I have fond memories of them from my childhood. Years later, I got to play them again and they definitely held up. Unfortunately, the games haven’t been re-released since: Natsume expressed interest in putting them on Nintendo’s Virtual Console service, but they claim that Nintendo wasn’t interested in releasing any titles from that platform.
The funny thing about this is that I’ve already got a perfect framework to base the entire concept around. Recently, Natsume did an enhanced port of Wild Guns: Reloaded – currently on the PS4 and coming soon to PC via Steam – which took the original game and rebuilt it, optimizing it for larger resolutions, adding new characters and stages and beefing up the multiplayer to allow for up to 4-player cooperative play. With such a product already existing, why not expand on its core concept with another classic Natsume game? I normally try to title these concepts and this time around I actually have a perfect title: “Pocky & Rocky: Resurrection”. You know, because the enemies fought in this game are mostly various spirits and other creatures generally associated with the afterlife? Besides, the series hasn’t been active since the Game Boy Advance days – so I think that constitutes “Resurrection” in the title.
Speaking of, that brings up a potential issue with the entire concept. You see, the Pocky & Rocky games are actually sequels in a series of games that were originally created by Taito. Known as “Kiki Kaikai” in Japan, the series originated in Japanese arcades in 1986. Here, the character we know as “Pocky” was referred to as Sayo. Taito would eventually release the game on both the MSX2 computer and the PC Engine and even develop a remake for the Famicom Disk System. After that point, the games that would become the Pocky & Rocky games were developed by Natsume who also published the games in both Japan and North America. These two games improved the gameplay of the series significantly: the original Kiki Kaikai games were slower affairs with stiffer controls. They were also the first games in the series to allow for simultaneous multiplayer play: the previous games in the series only allowed 2 players with alternating turns. The only direct follow-up to these two games was a Game Boy Advance game developed by a third company, Altron. This game was published in the West as “Pocky & Rocky with Becky”, including a third character – “Becky”, Pocky’s nigh-identical friend who first appeared in the Famicom game – though the gameplay itself more closely resembled the original arcade games, to my dismay.
There was another attempt at licensing the Kiki Kaikai name for another title – but by this point, Taito had been purchased by Square Enix which led to an argument over the rights to the name of the game. The game would eventually be released as “Yuikinko Daisenpu” – or Heavenly Guardian as it was known in North America – and is clearly meant to be a spiritual successor. This begs the question: would Natsume be able to make a new game in the Pocky & Rocky series? After all, they re-released the GBA game with little problem, but would Square Enix be willing to license the rights to Kiki Kaikai for a worldwide release or would Natsume have to perform some kind of trademark wrangling in order to get a new game made in the first place? Given the fact that Square-Enix has previously tried to license out the rights to various Eidos properties, allowing independent developers to make pitches for new games in those franchises, I think that there may be a chance that they may be more open to licensing out the property, especially to a former collaborator like Natsume.
The funny thing about this concept is that I’d argue it would work even better with Pocky & Rocky than it did with Wild Guns. They have two games to work from, as opposed to one, offering a wealth of existing content to delve from – after all, both games were pretty much built with the same game mechanics in mind, so utilizing the stages from both games under a shared framework should be completely possible. Throw in some additional brand new stages on top of that like Wild Guns: Reloaded did, and you’ve got a perfect retro revival on your hands.
I’d argue that the gameplay should resemble the original games as closely as possible, but by the same token, take into account various advances we’ve seen in video games since the SNES days. Of course, there were some slightly different mechanics between both P&R games: the single-player in the original allowed you to play alone, while the sequel gave you an AI partner of your choice, that could be thrown as a bomb attack for massive damage or taken control of, offering Pocky an additional hit point. The first game gave each character a health meter and allowed them to power up their shots in two ways – either a spread shot or a flaming shot which did more damage. The second game depicted Pocky’s health via her clothing, allowing her to don additional armor for an extra hit point and added new power-ups like bunny ears that enhance Pocky’s speed and a flashing block that would allow her to switch out her partner for a different character, including those that could be unlocked by finding them while playing the game. Due to these improvements, I would suggest using the second game as the revival’s basis, but offer two different single-player modes: one with a partner (representing the second game) and a solo mode (for those that preferred the first game). Better yet, in the former, you’d be able to choose any of the partner characters as your main – which could allow Pocky to act as a partner character. I originally considered adding in an alternate control method – one akin to twin-stick shooters – before I quickly realized that this would completely break the balance of the games. From the series’ conception, players have only been able to aim in the direction they’re moving, a mechanic that is of the utmost importance when enemy placement is considered. As such, I’d have to insist that Natsume maintain the original control scheme from previous games if they decide to take this route.
Obviously, a multiplayer mode is a must. In fact, keeping in line with single-player mode, there should be individual modes relating to both of the previous games. The first game gave each character their own unique health and extra lives, while the second game only allowed the second player to play as Pocky’s partner – only capable of taking a single hit of damage, but having an infinite set of lives, not unlike the Sonic & Tails mode in Sonic 2 and 3. I’d also suggest adding a 4-player mode (based on the first game’s multiplayer), just like the one found in Wild Guns: Reloaded. This time, however, I’d say that Natsume should try to balance the difficulty levels based on how many players are playing at a time – as the game constantly being balanced for 4 players was the chief criticism I heard levelled at Wild Guns. I’m probably a bit biased, but I’d also love to see an online multiplayer mode in addition to the classic couch co-op mode found in Reloaded. Of course, considering how small of a company Natsume is, a mode like that might be a massive undertaking – but it would be a nice touch all the same.
The graphical style is a simple decision: just use the same graphics from the old SNES games, like Wild Guns: Reloaded did. Upscale the graphics so that they look good at the higher resolutions modern platforms can display, but keep the character to playing field size ratio intact, while rendering the game itself in widescreen. Fortunately, the shift to widescreen shouldn’t have as much of an effect on the game as it did with Wild Guns, just due to the difference in genre. Likewise, the sprite work found in both games is similar enough that they should be easy enough to incorporate into a single title and any new artwork should be drawn to match the existing style.
Ideally, I’d want P&R: Resurrection to include both original games in their entirety: storyline, stage progression, boss fights, effectively acting as both an archive of the original games as well as their evolution. On that note, I’d love to see a “third” story added to the mix – with an all-new assortment of stages, as opposed to the few new levels thrown into Reloaded. In addition, throwing in a sort of “remix mode” that would throw a random assortment of levels from all three scenarios would be another awesome bonus feature that would certainly add hours of replay value.
The first issue with trying to conceive a modern take on Pocky & Rocky is simply that it’s hard to think of a modern genre that could easily represent it. After all, the classic beat-‘em-ups of the golden age of arcades clearly share DNA with modern character action games, and even the shoot-‘em-ups of yore could easily be turned into rail shooters for big-budget releases today. However, what of the run-and-gun variant of the shmup? After all, part of the appeal there is having full control over the playable characters, while both standard shmups and rail shooters both rely on the screen scrolling constantly, pushing the player along designated paths. A better question: what’s the modern equivalent of a cute-‘em-up? In spite of the second game’s “Angry Kirby” packaging, the in-game graphics still maintain a light-hearted appearance. The Bomberman: Act Zero treatment clearly isn’t going to work with this one – granted, it didn’t even work with Bomberman in the first place.
My basic concept involves a lot of genre blending. Off the top of my head, I can’t really think of any game that plays particularly like this – if anyone does, let me know in the comments – but essentially, it’d be a cross between an action game and a twin-stick shooter, essentially using some elements from a third-person shooter to bridge the gap between those two disparate genres. Essentially, we’d be looking at a game that offers quick mobility, emulating that of the SNES games – you could even incorporate the slide as like dodge maneuvers common in the action genre – but also allows for easy shooting controls. Ideally, the second stick would be used to both direct and aim Pocky and Rocky in a 3D environment, while either a face or shoulder button would be used to fire shots. Likewise, the items used to deflect enemy shots – Pocky’s “magic stick” and Rocky’s tail – would likely be expanded upon, expanding on what the melee attacks both characters were capable of in the previous games, while being sure not to overshadow the long-range attacks.
Originally, I considered basing a reboot of Pocky & Rocky on a third-person shooter. The problem with that is that games of this genre generally have clunky controls, which would be incredibly counterproductive when trying to translate a game like Pocky & Rocky into a modern design. After all, even among run-and-gun/shmup hybrids, both P&R games had remarkably responsive controls. The only game I could think of that even came close to what I was trying to achieve was Red Dead Revolver – itself originally conceived as a modern reboot of Capcom’s Gun.Smoke – but a modern take on P&R would require a much smoother and arcade-like interface. This led me to consider contemporary genres known for their responsive controls – and the action genre struck me as the best choice. Likewise, shooting is much more complex in the third-person shooter genre, so a simpler design choice was necessary and nothing is simpler than twin-stick aiming.
The graphics probably wouldn’t need to be all that complex – and any major release out of Natsume would likely lack the budget for anything ornate – so instead, I’ll discuss the type of art direction I’d like to see in this “big budget” reimagining of one of the cult classics from my childhood. First, I’d rather see an over-the-shoulder camera as opposed to the classic overhead view. If they wanted to retain the overhead view, they’d be better off going with the retro-themed revival. Besides, it would be interesting to see the world of Pocky & Rocky from a more direct angle. As for the game’s art style, I think the game should be done in 3D with cel-shaded graphics. I’m torn about how the art direction should take form beyond that point: either a colorful anime style or a graphical style evoking traditional Japanese paintings (not unlike Okami) would work for me.
As for potential developers, I’m kind of at a loss. Natsume doesn’t really have too many partners that they can commission to develop something like this and the project’s scope is also likely beyond the capabilities of their internal teams. As usual, my gut tells me Platinum Games would be a perfect choice, but given the caliber of publishers that have hired them in the past, they’re likely outside of Natsume’s budget. The best I can think of would likely be some random indie developer. The only team that really comes to mind would be The Game Bakers, the team behind the sleeper hit Furi – a game with an even faster pace than what I would expect from a Pocky & Rocky revival. Having said that, I’m almost certain that there may be some Japanese indie dev I’ve never heard of that would be a perfect fit for this concept.
It feels good to write another one of these and I’m happy to say that I’ve got even more ideas for Retro or Reboot in the pipeline. What did you think of these ideas? Would you rather see “Pocky & Rocky: Resurrection” become a reality or does a more modernized take on the series excite you more? Do you disagree that Pocky & Rocky is worth reviving in the first place? Do you have an even better idea for either concept? Are you also excited that Wild Guns: Reloaded is coming to Steam this year? Feel free to let me know in the comments.