Saturday, December 08, 2007

Devil May Cry 3 Special Edition

Devil May Cry 3 Special Edition
Stylish Action - Playstation 2
Memory Card - 8 saves
1 player

Delays are temporary, mediocrity is forever.

Probably the only thing I liked about Working Designs is that quote from Vic Ireland. What does that have to do with DMC3? Not a whole lot, actually - other than the part about mediocrity.

Devil May Cry 3's main claim to fame is its combo system. You can equip two weapons and two guns, and there's a lot of flexibility to chain long strings of combos and juggle opponents into oblivion. One button is reserved for your gun attacks and another is for your melee weapon, so it's easy to manage. Also appreciated is the ability to switch to your other weapon/gun on-the-fly with a single button press. Everything is very fluid.

The only problem is that the game doesn't revolve around the combo system. The game IS the combo system.

DMC3 is broken up into stages. Littered throughout the stages are tons of enemies to fight. But the enemies exist only as fodder for you to juggle. They are not very powerful, nor do they require much pattern recognition. The game just surrounds you with enemies and lets you do your stuff. Then there's the half-assed platforming. The combination of loose controls and dramatic camera angle changes make the platforming a chore. Perhaps Capcom chose right by not making platforming a key ingredient in the game. But in the end, the enemies and the stages themselves feel like they're there just to pad the game and hold you over until the boss fights.

But what incredible bosses there are. Easily, the best part of the game, they will have you tearing your hair out in frustration. That's exactly the type of game I like. The bosses are ruthless and have very limited opportunities to strike. The difficulty forces you to utilize every technique from running to chaining combos to double jumping in order to win. It's the only part of the game that feels like you're playing a game.

I do not understand why developers have forgotten how to make a proper game that is engaging throughout. Sure, normal enemies were never on the level of bosses, but the padding in DMC3 is a bit too much. Unless you're the type of person who gets off of watching yourself pull off 30 hit combos on defenseless enemies, the experience is rather empty in between boss fights.

I have not even begun to discuss the other elements that bring DMC3 down like the awful camera that loves to obscure your view so that most of your enemies are off-screen, or the fact that the entire game takes place inside of "rooms", or the pathetic combination of over-the-top cheese and forced melodrama.

Devil May Cry 3 is a one trick pony. But I don't particularly enjoy the trick. The combo flexibility means that instead of mindlessly executing 5-button combinations, you slightly-less-mindlessly execute 20-button combinations. That's hardly my idea of fun, and does little to pass the time between one boss fight and the next. DMC3 is strictly for the ADD crowd.

Sunday, November 11, 2007

Final Fantasy V Advance

Final Fantasy V Advance
RPG - Gameboy Advance
Battery Backup - 4 saves
1 player

I admit. I have a soft spot for the original Final Fantasy. Maybe it's the nostalgia or maybe it's the competition at the time, but it was the game that got me into jRPGs. And that's about all I play now. I loved having a party of characters. That opened up a lot of strategic options not previously available in games like Dragon Quest/Warrior, where you were only a single person. I loved how it offered a bunch of different classes, each very unique in the abilities they had. I loved being able to choose your party members to make your party the way you want to play. It gave you some customization options to cater the game to your playing style. FFV is an evolution of those original ideas. I played the original FFV on Super Famicom and fell in love. Unfortunately, I got sidetracked in the middle of playing it, so I only got about half-way through before the owner took it back. When Square decided to port this game to the GBA, I knew I had to have it. And sure enough, the magic was still there. Final Fantasy V is without a doubt the best FF I've played. But is that enough?

If an epic, well-read storyline is what you're after, look elsewhere. FFV is only slightly more deep than the plot of the first game, meaning it's not very deep at all. It's simply a bare-bones structure to keep the game going. I don't mind it at all. It makes no pretenses about what it is, which is refreshing. Modern RPGs have a lot more dialog and more fleshed out characters. But that doesn't make them any higher quality - just more wordy. Nevertheless, even in its simplicity, FFV does have a hokey script. It's almost embarassing. But thankfully, storyline is not the only thing FFV offers.

The meat of FFV is its class system. When you begin the game, your characters are "Freelancers", meaning no specific class. But as you progress, you'll be able to change any of your characters to any of the available classes by just opening up the status menu. Classes have their own inherent abilities, menu commands, stats, and upgrades. Change a party member to a Thief, and automatically their stats change to emphasize speed & agility. In addition, when traversing the overworld, you're now able to run at double speed and you can detect invisible paths to boot. In fights, your Thief character has an additional option: Steal. So now your thief can steal items instead of attacking an enemy.

While this system is very cool in of itself, FFV takes it a step further. When you win battles, you win your normal EXP which improves your stats. But in addition, you win AP (ability points) that level up the class you're currently using. The Thief, when leveled up, eventually learns Mug - an upgrade of Steal that combines an Attack with Steal. Pretty cool, huh? The kicker of FFV is... many of these abilities can be transferred. Once you've learned Mug, you can switch your class to a White Mage. Now your stats are biased towards magic usage (magic defense up, physical strength down) and you can use White magic to heal party members, etc. But equip the White Mage with the Mug ability, and now you've got a little Thief-flavor too. The possibilities are endless. A Black Mage that can cast Black & White magic. A Blue Mage that learns the opponents' spells, but has a barehanded attack like a Monk. It is this level of customization that separates FFV from other examples in the genre. And it's fun! Experiment with different combinations to try out strategies and see what works best for you.

The only problem is that it's still a Final Fantasy. I like a lot of ideas in FFV, and I found myself really enjoying it. But as I played on, it wasn't enough to overpower the shortcomings of the series. At every turn, it still reeked of FF: the tedium of random battles, the same rehash of a simplistic combat system, the lack of strategic thinking. It's a good take on a generic mundane RPG, but it's a generic mundane RPG nevertheless. So I found myself wavering between having fun and being bored out of my mind all the time. Unfortunately, boredom won out in the later parts of the game.

As far as the GBA conversion goes, I couldn't really tell any deficiencies. There's four new classes for FFVa that the original didn't have, which is a nice bonus. But having maxed out three of them (the fourth is not available until 2nd playthrough), they're really unnecessary, and I personally wouldn't use them in my party. There's also a long bonus dungeon for the OCD type. Nice extras though, for those who dig the game.

So there you have it: The best Final Fantasy is still a Final Fantasy. I cannot wait to play one that's not. FFXII is on my queue.

Sunday, November 04, 2007

Sunday, September 30, 2007

Phoenix Wright Trials & Tribulations / Gyakuten Saiban 3

Phoenix Wright Trials & Tribulations / Gyakuten Saiban 3
Adventure - Nintendo DS
Battery Backup - 1 save, 1 quicksave
1 player

The third game in the series is also the best yet. To be honest, I was a bit disappointed with the 2nd game. But this one not only ties up the overall storyline, it also has the best individual cases too.

There are no surprises in terms of gameplay. No new mechanics are introduced here, but you get the psyche-locks and the ability to present people's profiles as evidence from the previous game. The writing is also no surprise, with an interesting script and references to pop culture.

But there are a few differences from Justice for All. For one thing, pacing is much tighter. Justice for All had very long courtroom and investigation sequences that dragged out for all three court dates. In Trials & Tribulations, there are short trials, medium length ones and a long one. The variation is a much needed improvement because the monotony of the second game made it easy to get bored. Also, the cases in this third game are less out there and more in line with real criminal cases. And luckily, this one sports an awesome soundtrack composed by Iwadare Noriyuki of Lunar/Grandia/Growlanser fame. It doesn't have the same catchiness as the first game, but it's probably the most listenable soundtrack of the three.

One thing about the series that shines is the cast, and this one's no different. People from both previous games make appearances here. New ones introduced in Trials & Tribulations are just as memorable, if not more so. In particular, one of the characters is so evil that you couldn't forget even if you wanted to.

But for all I liked about this third outing, the last case left a bad taste in my mouth. Most people feel that the last case of this game is the best in the series. Without treading into spoiler territory, I found it to be the most contrived case of all, with a lot of unnecessary connections, overuse of certain members of the cast, and twists that are very hard to believe. It felt like a forced conclusion to everything, and is the opposite of everything I loved about Case 4, which is definitely my pick of the series.

Nevertheless, the game as a whole exceeds all expectations and is a necessary addition to anyone who has been following the series, or even those who were numbed by the 2nd game. Gyakuten Saiban 4 has a new cast for the most part, so it will be interesting to see what direction the series takes. At the very least, the DS-only features should make the cases more interactive than they have been. I'm looking forward to it.

Thursday, May 17, 2007

ICO

ICO
Adventure - Playstation 2
Memory Card - 10 saves
1 player

It's kind of funny how I played ICO after SotC. Usually I try to play games in the order they were developed, just to see how ideas were evolved. But I ended up owning (and opening) SotC before I did ICO. It's quite alright though, because both games are pretty well made, and different too.

Although the 3D visuals are amazing for the system, what struck me more is the feeling of cohesiveness and scope. I've come to realize that in most games, there are a bunch of levels or rooms all thrown together. Rarely do they all mesh together to form one complete environment. But ICO pulls it off extremely well. Each room flows naturally into the next, and each brick, pipe, accessory, etc. is meticulously placed. The designers had the layout planned to the last detail. And the vastness of the areas truly give ICO a sense of grandeur. The castle is huge, and it feels like it.

The core of the gameplay is very similar to Tomb Raider - basically a 3D puzzle platformer. There's a fluidity to the platforming, the animations, and in being able to grab onto ledges, swing on ropes, and shimmy across pipes. But instead of exploring the castle on your own, you have a partner. The female protagonist is Yorda, and part of the charm of the game is her limited abilities. For example, she cannot go up and down ropes. So the puzzle-solving is in figuring out how to get her to advance to the next part of the castle with you. You'll be flipping switches, making long jumps, moving blocks, throwing bombs, and extending your arm out for Yorda to grab. Just by having Yorda in the game, she herself becomes one of the tools to solving some of the puzzles. It's an interesting twist.

There's a little action in the game as well. During certain segments of the game, shadow creatures start appearing and try to drag Yorda into their black hole nest. Once that happens, it's an automatic game over. But you're able to fight them off, and latch onto Yorda's arm to pull her out of the hole before she becomes completely enveloped. You'll come across several different weapons to dispose of the shadow creatures, but even the weakest weapon is good enough to fend them off. It just takes a bit longer to do so.

The problem with ICO is that it never really becomes all that interesting. The action segments do not really change much. Sure you'll come across shadows that are bigger and stronger, but it does not change the monotony of whacking them over and over and over. Those parts are not difficult either. You get the feeling they're thrown in there just to add a little bit of tension. However, all they've added is tedium. The puzzle parts are also not particularly involving. 98% of the puzzles require no thought whatsoever. They pretty much point and limit you to a single path so you'll end up finding a switch that opens up your next point. I admit that a couple of the puzzles had me completely stumped (more because I thought too much about the puzzle rather than too little), but by far the puzzles are very light. Likewise, the platforming elements also lacked challenge. It only started to get more interesting at the very end, with some parts that required some precision and timing in your jumps. But you really didn't need much skill for the majority of the game.

In the end, I'm not really sure why ICO received such attention. Yeah, it looks and sounds great. And the game really ain't too bad. But the game ain't that great either, and that's the big sticking point. It might be unfair to compare it to Team ICO's next effort, but SotC resonated with me a lot more. Neither is worth replaying. But a run through SotC engaged my mind and reflexes more than ICO ever did. It's that lack of engagement that keeps ICO from greatness. The couch save points are a cute touch, though.

Thursday, April 05, 2007

Shadow of the Colossus

Shadow of the Colossus
Adventure - Playstation 2
Memory Card - 10 saves
1 player

SotC is the followup effort from Team Ico. While it still retains the puzzle-platforming elements (jumping, grabbing, climbing, moving along ledges, etc.) of ICO, SotC forges its own path by concentrating on one thing: Boss fest.

Shadow of the Colossus does away with regular enemies and dungeons and gets right to the point. There are sixteen bosses in the game scattered throughout the game world. The locales and surroundings really convey a sense of isolation, which adds to the mysterious atmosphere. And the map is huge! You could get lost easily and be wandering around for hours. But the game provides a form of guidance... raise your sword in the sunlight and a light will point in the general direction of the next colossus to fight. While that may seem like it's too easy, it's actually just the right amount of guidance, because it shines a straight path to the boss. But because of how the world is laid out, it's not always so straightforward to actually find a colossus.

Once you encounter a boss, fights are not very difficult. But they are challenging. The best part about SotC is that the bosses all require a bit of thinking. Each of them have certain weakpoints. The key to the game is figuring out where those weakpoints are, and how to get to them. They are colossi after all, so they are anywhere between 10 to 50x your size! You'll have to use your brain, whatever items are available to you, your landscape, and the bosses themselves to take them down. In case you get stuck, the game will also drop a clue or two. They're generally helpful enough to get you to think in the right direction, but they're vague enough so as not to give away the solution. I usually don't like hand-holding in games, but this one does it at just the right level. I really enjoy these types of logic-based fights, as it makes every fight unique.

There are also some platforming elements that are similar in style to Ico and Prince of Persia. In the beginning, these elements are pretty minor. But towards the end, you'll really have to master the controls. The situations will force you to do so. All in all it's a game that's all meat, and no filler.

SotC isn't perfect though. The framerate is choppy, as if the PS2 just couldn't handle it. And like many 3D games, the camera can be a nuisance. But while these flaws exist, they hardly made the game unplayable. The game would be the same whether it had a stuttering framerate or ran at a smooth 60 fps. And the camera can be manipulated with the analog stick.

While there may be a couple of technical concerns, Shadow of the Colossus shines everywhere else. I haven't come across any other game like it. There have been puzzle platformers before, but this is the first puzzle boss rush. The way the designers spread the bosses out on a huge living and breathing world completes the package. Although sixteen bosses doesn't sound like a large number, the game is plenty long with the travel time & thinking time. Everything is about exploration - exploring the world to find the next colossus, and exploring the colossus to find its weakpoints. It's a cool concept, and an even cooler game. This is a modern classic.

Sunday, January 21, 2007

Phoenix Wright Justice for All

Phoenix Wright Justice for All / Gyakuten Saiban 2
Adventure - Nintendo DS
Battery Backup - 1 save, 1 quicksave
1 player

One of the things I love about this series is the continuity of story. GS2 is a direct follow-up to the first game. Events that occured in the original will be referenced here. Characters from the past will return here as well. Every action has a consequence for this game, and games to come. In case you missed it, Gyakuten Saiban is a visual novel where you play the role of a defense attourney. You'll have to do investigations to gather evidence, and then find contradictions in court to win your case. It's a refreshing idea, and Capcom has executed it well. Once GBA games, they have been rereleased for the DS with touch-screen functionality for easier interface. Once again, GS2 DS has both Japanese and English options. Justice for All only has English.

There's not a whole lot to say about GS2. If you've played the first, you know what to expect. Slight differences exist, though. The first game had an exclusive DS-only case. This one does not. Instead, it has four total cases. But the cases are fairly long and still make this a 15-20 hour game. Also, whereas the original generally had 3 days of court proceedings, GS2 keeps them to 2. This might seem like you're getting less, but that's not the case. There are some additions that change up the style of play.

The major addition is "psych-locks". You'll receive an item that allows you to get a sense of a person's heart. If someone is harboring a secret, you're able to see that they have locked their heart away from you. The only way to break the locks are to present them evidence that you already kinda know what they're hiding from you. Then they'll confess with you the truth. What this means is that while the court sessions are shortened, investigation sequences are elongated. You'll also be penalized if you present wrong evidence in unlocking the psych-locks, however if you successfully unlock them all, you can remove penalties. This creates a feeling of tension both inside and outside of the courtroom. I welcome the change, as it makes this second outing feel slightly different from the first.

Another addition to the game is the ability to use people as "evidence". You'll have your normal list of evidence items, but there's also profiles of each character you come in contact with. So that way, you can ask people you meet about other characters. I also enjoyed this addition because it helps to flesh out the characters more. Sometimes the details are important for the case, and other times it's just background information. Either way, it helps the game to feel less rigid.

Overall, I liked the game, but for different reasons than the first. In honesty, I thought the cases themselves were less interesting/more bizarre. Maybe I thought they were less interesting -because- they were more bizarre. It just removes a layer of realism so it's harder to take seriously. Nevertheless, the additions in gameplay were interesting, and I can't wait to see what else they do. Justice for All/GS2 also furthered the running continuity of its world and I can already see that things are set in motion for future titles. GS3 DS couldn't come sooner.