Friday, March 21, 2008

Metal Gear Solid 2 Substance

Metal Gear Solid 2 Substance
Stealth Action - XBox
HD Backup
1 player

From where I stand, MGS2 is the sole reason Sony dominated its rivals. At least from internet fandom, it seemed as if everyone wanted a PS2 simply because MGS2 was being made for it. It was one of the most hyped games ever in the history of gaming. I was never really taken in by Metal Gear Solid, unlike everyone else. Sure it was enjoyable, and for such a mainstream title, it did have interesting scenarios and gameplay mechanics. But I still felt it was too skim on game, and too much cinematic experience. So I was curious as to where MGS2 would go with the franchise.

True to its roots, Metal Gear Solid 2 follows a similar pattern of play to MGS. While you could simply shoot everyone you see, the relative scarcity of ammo and wealth of sneaking abilities would go to waste. Hiding, observing enemy patrol patterns, and sneaking up behind them to hold them up or snap their neck seems to be the more prudent route. But be careful. If you don't drag corpses away, that would tip the enemy off that there's an intruder on the premises and backup is called. The thing about this game is you can play the game however you want. You can go with guns blazing. You can evade all enemies. And you can do a little of both, and everything in between. You're given all the tools, and you can play it as you wish.

To that end, MGS2 feels more focused as a game than MGS. The game consists of two scenarios. One takes place on a Tanker ship. Another takes place 2 years later on a Waste Treatment Plant. Each location envelops you in its surroundings. You get a good sense of the scope of your missions. There's a lot of attention to detail. If you spend the time to study your surroundings in 1st Person view, you can see idol posters, secret passages, and even cockroaches :( Traversing through each situation is quite the task. The bosses put up a lot of fight too. Ultimately MGS2 is more refined, and much more challenging than its predecessor.

There is a lot of criticism leveled at MGS2 because of Raiden. The Tanker scenario plays out in usual fashion. But the Plant scenario features Raiden as the central character, instead of Solid Snake. But I don't really understand the criticisms, because you pretty much play him the same way. Raiden has all the abilities Snake has, except for one critical detail. Snake has an automatic radar so you always have a map and a guide to the enemy's patterns. With Raiden, you need to find computer terminals (Nodes) to download that building's schematics before you get radar. That means that up until you find the Nodes, you have to be more careful of where you go. I actually liked that aspect, because it made me more conscious of my surroundings. It forces you to look in 1st person for a longitudinal view that the camera obscures. It forces you to proceed slower and study what threats exist all around you. The other aspect I found interesting about playing as Raiden is the team dynamic. Although you face many obstacles and enemies along the way, you're not doing it alone. While you're at one task, other characters are at others. Although games have trained us to be the one-man hero, in MGS2, you are only PART of the solution. Tasks that other characters partake in affect you, and vice versa. The mission is bigger than you are.

But for all of that, the game is ... well... kinda boring. I really enjoyed the Tanker scenario, as it showcased all the strengths of this type of game. But the mechanics started to wear thin as I played on. First of all, the bulk of the game takes place in one location. That means there's little variety in the locales as you see the same type of structure over and over and over again. The amount of backtracking in the story ensures you'll be sick of it all. The other major thing is that MGS2 is nothing more than rehashed MGS. You can justify it all you want, but it just feels like Kojima and company said, "Hey, everyone liked our MGS game so let's just do the same thing again with better hardware!" So you have a sniper scene, torture scene, your guided missile through airducts scene... If I wanted to play MGS, I would have. MGS2 relies way too much on nostalgia.

To offset the boredom, MGS2 also offers plenty of irritation. Like MGS, most of the communication in the game is done via codec, some nanotech radio thing. But unlike MGS, codec communication is far more frequent. So you'll be walking around and all of a sudden you'll get a radio buzzer going off. Finish that conversation and a few steps later, you may receive another one. In concept it sounds ok, but its ample execution here frustrates. The Plant scenario in particular doesn't know when to stop with the communication. It interrupts the flow of the game far too frequently for my tastes. Also off-putting is that the codec communication often reminds you that you're playing a game. It'll tell you to "Push the Action button" or "Get into First Person view". To top it off, they'll display video captures of Metal Gear, Metal Gear Solid, or MGS2 footage as a self-tribute. But in the end, all this does is patronize the player and shatter the illusion of immersion they tried to create. As far as gameplay flaws, whenever you are caught by the enemy and trigger a red alert, there's a set amount of time before all the alarms clear, and the enemy stops searching for you. Sometimes you can find a perfect hiding spot that's completely out of view, so the enemy can't spot you. But you still have to sit there for 2 minutes or whatever until the red & yellow alert clears. I know that from a consistency standpoint, they shouldn't reduce the wait time. But it's certainly a nuisance when you know you have your safe haven and yet have to just stand there, doing nothing but watching the seconds count down. Maybe I'm not really much into this stealth thing at all.

Finally, there's the cinematic story. There's a whole cast of characters that are each secretly working towards their own goals. There are conspiracies, betrayals, coverups, blackmail, the whole nine yards. It's all interesting enough, but the story's self-importance is its downfall. Just like the codec communication, there are a lot of cutscenes in the game. Each and every clip screams: "Lookit me! This game is full of awe and wonder!" But the only thing I'm wondering is why Kojima thinks his writing and directing is so amazing. I felt as if every cinematic sequence was pretentious, as if they wanted to be taken seriously... but tried way too hard. The latter parts of the game try to tackle philosophy, sociology and existentialism. Although the themes are decent, they've been done elsewhere, and executed far better.

Metal Gear Solid 2 Substance contains the original Metal Gear Solid 2 Sons of Liberty, as well as a ton of extras. There's tons of VR missions, game scenarios, supporting storybooks, boss attack mode, etc. If you enjoyed the game, the extra content in Substance offers many additional hours of playtime. I appreciate the wealth of extras included in Substance. But for all its MGS rehashing, irritating design decisions, and contrived cinematics, I didn't enjoy playing Metal Gear Solid 2 very much.

Tuesday, March 18, 2008

Tomb Raider

Tomb Raiders
Puzzle Platform - Sega Saturn
Battery Backup - 1 save
1 player

While I've always heard many good things about the original Tomb Raider, I never had a chance to play it. The Saturn version is reputably better of the two console ports, and the "s" in Tomb Raiders indicates the Japanese port. Aside from being disappointed that it's Jp dubbed, I was happy to bypass those humongous US cases.

Being a Saturn 3D title, I was immediately skeptical about its performance. Granted, TR would seem very dated by today's gamers no matter what. The textures are grainy, and pixellation is everywhere. But for its time, Saturn TR is one of the smoothest 3D titles on the system, with little framerate stutter. That leaves the game open to do its thing.

And Tomb Raider's thing is exploration. You play as Lara, searching ancient sites for treasures and artifacts. The locations are very mysterious and really lend themselves to puzzle-platformer mechanics. You get the impression that whoever built these sites did not want anyone to waltz into them and pillage. So there are puzzles to figure out, traps to avoid, and stretches & stretches of silence. The greatest asset to the game is its minimalism. Although the game has music, it is rarely used. There are also very few enemies in the game, and of these, most of them are what you would expect in an abandoned environment - bats and rodents are common occurances. What this means is that for most of the game, you are completely alone, with the sounds of just your footsteps and grunts accentuating that solitude. And it works. I found myself being overwhelmed by the vast unknown environments. I found myself being spooked when a tiger pounced on me after rushing into a new room. I found myself completely feeling what Lara was feeling. TR excels on a psychological level.

But all that would be moot if the game was lacking. Luckily, Tomb Raider has a really good mix of puzzles and platforming. The puzzles range anywhere from moving boxes around to flipping switches to figuring out how to traverse a field of traps without dying. There's quite a bit of variety to them, and the difficulty seems about right. Perhaps one aspect of the game that may not resonate well with people are its tank controls. That leaves Lara at a slight disadvantage in mobility, making combat and efficient movement a little bit cumbersome. But what is gained in the tank controls is its platform jumping precision. Each ledge is carefully designed to be a certain distance away from other ledges. The control scheme offers pinpoint accuracy in jumping distances, so being off by even one step could mean certain death. Every jump is calculated, and it's only achieveable by the tank controls. Loosey-goosey controls would not offer the same level of consistency. You get the impression that every single platform challenge in the game is a carefully crafted scenario.

I had a lot of fun with the game. It felt immersive. It felt challenging. It felt very detailed and meticulously designed. There's tons of secrets to explore and the environments are such that you want to explore. Every solved puzzle actually feels like an accomplishment, as you dig deeper and deeper into the sites. Strangely, the inclusion of other people in the game hampers its focus. It's as if the designers weren't sure if you'd be bored with natural predators and threw in people to fire back at you. The problem with that is it taints the overall feeling of solitude. Whereas stumbling upon a pack of alligators can be creepy, finding human opponents in these ruins come off as an annoyance. Still, the heart of the game is exploration and to that end, this is the best gaming effort I've played.

Thursday, March 06, 2008

Ace Attorney Apollo Justice

Ace Attorney Apollo Justice
Adventure - Nintendo DS
Battery Backup - 1 save, 1 quicksave
1 player

The latest game in the series, Gyakuten Saiban 4 is the first entry to be made from the ground-up as a Nintendo DS game. I enjoyed the inclusion of DS features in the DS-exclusive case 5 of the first game, so I had high hopes for this one. Unfortunately GS4 not only has the worst gameplay of the entire series, but the plot is so full of holes that the entire game just felt messy.

The new main character that you control is Apollo Justice. Phoenix Wright is definitely still a part of the game, although he has a different role. The first case starts off with a much older Phoenix. Apparently somewhere down the line, he lost his attorney badge. With a promising start like that, you'd think there'd be more to back it up. Thankfully, none of the cases feel like filler. But perhaps that is part of the problem. The thing is, while the first case gives you a lot of questions, and the rest of the game fills in the gaps with answers, the outcome makes less and less sense. First of all, it almost seems like Capcom tried to tie everything together in the most ambitious, but contrived way. I felt the same way about the last case of GS3. But worse than that, when the revelations are made, behaviors are so contrary to the personalities that have been built up, you can't help but to think that the writers missed something.

One thing I'm glad they got rid of was the horrible mysticism of the first 3 games, where Mia would appear out of nowhere and give you the answer when you were stuck. In its stead is "Perceive". Apollo Justice has this power to sense when someone is nervous. Then he can activate "Perceive" and look for any strange habits - perhaps a witness will scratch their nose when they're unsure about something, or they'll look away when they lie. The perceive system, when activated, will analyze a witness' testimony in slow motion. You'll get to zoom in the witness to look for signs of nervousness during key phrases. Find the habit, and call them out on it.

Here's the problem though. It is purely guess and check. Every line of testimony dialog will have 3-4 phrases in it. Not only do you have to be looking at the right place for the nervous habit, but also the right time, when they speak the phrase they're lying about. There is no skill. There is no logic. It is simply a matter of pointing your field of vision at the right zoomed-in location, at the right time. At least with evidence, it's possible to think about and logically deduce testimony contradictions. But Perceive is purely guess and check. Another problem is that it isn't really realistic. If I were lying in a courtroom, and a lawyer said to me, "Wait... I saw you twiddling your fingers. You must be lying!!!", I certainly would not admit to it. Here, many of the witnesses will. There's just too much suspension of disbelief.

And then there's the DS-features. Ema Skye returns from the first game, and she seems to only exist as an opportunity to do stupid forensic tasks. When you need to get a fingerprint, you poke the screen a few times to spread powder, then you blow in the mic to blow the powder away. When you need to compare footprints, you poke the footprint a few times to inject a mold, slide the stylus back and forth to flatten it, then rub it with a stylus, acting as a blow dryer. While these segments are interactive and provide a break from typical j-adventure monotony, the tasks aren't all that enjoyable and just felt thrown-in just because. The only use of the touch screen I liked was a sound mixer you receive in Case 3. It allowed you to play around with equalizer settings to analyze music tracks. That was a creative use and definitely had a role to play in the case itself. But this is an exception rather than the rule.

All in all, Ace Attorney Apollo Justice was still very much like the other games in the series. It has similar humor and tone. Its characters are similarly memorable. It has the same pitfalls. But it adds some new problems as well, due to the gimmicky DS features and poor continuity in the writing. Fans of the series will still enjoy it, but it's still a sloppy Capcom effort.

Tuesday, February 26, 2008

Grim Grimoire

Grim Grimoire
Real Time Strategy - Playstation 2
Memory Card - 4 save slots
1 player

I have never really been a fan of Real Time Strategy games. I do not like how speed is of the utmost importance, where the ability to quickly manage groups/abilities with hot keys and fast clicking determines victory... or defeat. I do not like how you can only be attentively involved in one place at one time. In short, I don't enjoy the real time-ness of it. But as soon as I saw the trailer for Vanillaware's Grim Grimoire, I knew I had to have it. It would be very much the typical RTS if it weren't for one thing. The action pauses when you issue commands, "fixing" the very thing I didn't like about RTS. Little did I know that Grim Grimoire would be absoutely amazing all around.

The main character is Lillet Brau, a new student to the Magic Academy. There she meets some interesting folk, and being the new student, doesn't really get beyond introductions. It's all fairly typical anime-type stuff. Then it happens, and the plot is turned up several notches. You get thrown in an escalating crazy story, and nothing initially makes sense. But the mystery is very effective in establishing a connection between the player and Lillet. Events are occuring all around her, and as she learns why, we learn why. Lillet also gets to learn a lot about the other characters, their backgrounds and their motivations as time goes on. It's very rare that video game storytelling appeals to me, but Vanillaware has nailed it with Grim Grimoire.

Then there's the actual game mechanics. In RTS games, you need to build bases, upgrade them for additional skills and bonuses, mine for resources, be prepared to defend your bases, and create armies to destroy the enemy. All of these are present in Grim Grimoire. But there's a few differences. Instead of races, there are four realms of magic - Glamour, Necromancy, Sorcery and Alchemy. But unlike other RTS games, you are not confined to one particular realm. There are still advantages to building upon the same realm, because stat upgrades only apply to creatures within that realm. But Grim Grimoire offers additional flexibility by allowing you to make everything if you can afford it. From the seemingly useless Grimalkin (cannot attack) to the almighty Dragon (has best HP/defense in the game, and an attack that can wipe out an army in seconds), all of the units have a purpose in the game. In fact, the Grimalkin can singlehandedly render a Dragon useless by putting it to sleep.

As suspected, the ability to pause the action when you issue commands is much appreciated. For me, it means I can pause the action, look around the map, and plan what I want to do for that particular moment. Two simultaneous battles going on in different areas? Not a problem. Issue a command, pause the game, move the camera to the other battle, unpause, and issue commands. It is the most control I've seen in a RTS, and that, to me, makes it the most strategic.

Perhaps even more impressive than the gaming mechanics is the game design. Every stage is a meticulously planned scenario. The first several stages are introductory type stuff, where the game walks you through basic tasks. As you complete stages, you gain additional grimoires or upgraded grimoire abilities. Grimoires are books that allow you to summon buildings. So after completing each stage, you have new abilities to look forward to. But it also means that each stage was made with your present abilities in mind. This is taken to the next level with the "Trial Stages", which are bonus stages not related to the main storyline. Some trial stages will allow you to use all 12 grimoires. Others will limit you to two specific ones. It forces you to figure out how to overcome the stages with what you're given.

There are some annoyances with the game, but they are very minor. When you power the game on, the startup time is pretty lengthy. It takes a good minute or more to get to the title screen. Also, the trial stages are unlocked along the way as you play the main story. But they are not in synch with what you've learned in the main game. When I unlocked the first Trial Stage, the only thing I learned how to do was mine for mana. So I tried the Trial Stage, and was overwhelmed by having all grimoires unlocked. I didn't know what any of the units did, so I thought it was weird that they made it the first Trial Stage. But with Grim Grimoire's colorful 2D presentation, whimsical soundtrack, 25 bonus trial stages, and a game that is a pleasure to play, these complaints hardly drag the game down.

Grim Grimoire is without question, the standard for console RTS.

Sunday, February 17, 2008

Egg Monster Hero

Egg Monster Hero
Role Playing Game - Nintendo DS
Battery Backup - 3 saves
1 player / 8 player WLAN

For those who have followed the Nintendo DS when it first came out, Egg Monster Hero might sound familiar. Being Square Enix's first DS game, it gathered a bit of attention, no doubt due to it showing up on Nintendo.com's US release list. But it's been several years now and still no translation. That's a shame, because EMH is a pretty interesting game for many reasons.

The story begins with a prince being dumped on a foreign island, in order to train and learn responsibility. Along the way, you'll meet the residents of the island. One of them will even develop some feelings for you... The island houses the Katori Kingdom, and being there envelops you into their war.

Egg Monster Hero was developed by Neverland Co. (Lufia series, Chaos Seed, Lodoss DC, even some involvement in Grandia), whom I have great respect for. In EMH, you walk around in typical jRPG fashion. If you bump into the visible enemies, an encounter is initiated. But they did away with the traditional RPG systems in favor of something only the DS can do: touch & scratch. Your prince and the enemy are on opposite sides of the touchpad screen. Surrounding each of the characters is an army of <= 20 (depending on your health). So in this enclosed arena, you play bumper cars until one of you remain standing. This is done by brushing your character/army in the direction of your opponent. Faster brushing is rewarded by doing heavier damage. The formation of your army can be customized to match your style.

But this game isn't Touch & Scratch Hero. You also have EP (egg points?) to summon an Egg Monster. When you do this, the game switches to a turn-based style of play. A portrait of your Egg Monster is displayed on the touch screen, divided into 9 sections. Touch one of the 9 squares to initiate an attack. Some of the squares will do nothing. Others will unleash massive damage. Enemies are also able to summon Egg Monsters. In that case, you will also need to select which of THEIR nine boxes to attack. Each enemy has at least one weak point. They also have a strong point, where they immediately counterattack. By playing around with your attacks and targeting different points of the enemy, you will become familiar with the ins and outs of the Egg Monsters. But watch out... if your Egg Monster dies, its corresponding Egg is destroyed, meaning you can no longer summon. There are only two places in the game where an Egg can be restored, so use them wisely.

The Egg Monsters are key to the game, because they are much more powerful than your army. When you use an Egg Monster to defeat an enemy, you will actually gain experience points for that Egg. When an Egg is leveled, you gain an additional monster for that Egg (up to 10). There is no leveling for your army, however you will be able to boost your stats by collecting items.

Egg Monster Hero is part of the Square's Hanjuku Hero parody series. As such, EMH has very wacky humor. The dialog choices can be pretty amusing - one of the story items you'll need to find is an Axe to cut wood. But when you come across it, you have a choice of picking it up, ignoring it or JASON. Jason? Think hockey mask serial killer. That's the kind of game EMH is. The style of the game also is meant to mimic a performing arts theater. There is an audience on the bottom screen, and the audience will randomly chatter constantly while you move around on the top screen. Bosses, once defeated, will also join the audience and make comments. It's really quite amusing.

But there are some drawbacks: The touch & scratch battles are just asking to put real scratches on your touch screen. You think Ouendan circles are bad? At least Ouendan doesn't demand heavy scratching every couple minutes. The user interface could also use some work. You can only move with the D-pad, and can only interact with objects with the buttons. That means you'll have to be playing with both hands, with a stylus between your fingers. It's constant switching between regular controls and stylus controls. In addition, the Egg Monster battles all come down to strict trial & error/memorization. There is some logic to the strong attacks and enemy weakpoints, but it is not always apparent.

Egg Monster Hero is great for what it is. It's a unique take on a DS RPG, with some gaming additions not seen before in other jRPGs. There's a lot of Egg Monsters to play with and figure out. Also the scratch battles are a bit more interesting than the usual type of action RPGs where you just jam on the attack button. And the humor here really made me realize that Square is so much better when they don't take themselves seriously. The dialog is definitely a high point. Sometimes the jokes were corny, but it sure beats the pretentious emo stuff they have in their main games. I imagine a lot of the nifty details would be lost on someone who doesn't understand Japanese. If you do, get ready for a fun romp.

Thursday, January 31, 2008

Contact

Contact
Role Playing Game - Nintendo DS
Battery Backup - 3 saves
1 player / Multi wifi

"Things you WON'T find in Contact: A dull moment. Normalcy. A guy with spikey hair and/or amnesia. Dramatic monologues. The same battles you've been fighting since the 16 bit era.

Things you WILL find in Contact: Monkeys. Cosmic terrorists. Powerful attack stickers. Fishing. Cooking. Humor. Fun with Nintendo Wi-Fi. Deeper meaning in life. (Results may vary.) Costumes that increase your power and make you more fun to be around."

That is the description on the back of the box. Although the assertions are not entirely incorrect, I'm not sure if I got what I wanted either.

Let's start with "the same battles you've been fighting since the 16 bit era". True to form, Contact isn't like Chrono Trigger or Final Fantasy and the like. Instead, it mirrors old western style RPGs like MUDs or whatever where you simply initiate the attack, and every "turn" you'll automatically attack until you or the enemy dies. You could stop your attacking, but then the enemy would just pursue you and hit you all the while. You could bring up a menu screen and use items. Or you can use one of your special attacks/magic spells. That's the extent of the fighting. It's simple, but ... not particularly involving.

How about "Dramatic monologues"? There isn't much of that either, but instead, there's this hokey interaction between the on-screen characters and you, the player. While this has been done before in Panzer Dragoon Saga, it's a bit patronizing here because they constantly talk to you. It's very childish and won't let you forget you're playing a game.

And believe me, "dull moment"s are not in short supply. The overall plot is a simple one: collect all the crystals, so the Professor character can pilot his ship into space. The crystals are spread out on multiple areas, and are guarded by bosses. Shoe string plots don't bother me, but as I mentioned earlier, gameplay is not its strongest suit. The combat is so un-involving that you don't actually do a whole lot in the game. And that's the biggest weakness. You're just moving a character through the motions.

Combine lack of control with tedium and you get the rest of the game. Many of the systems the game has to offer: fishing, cooking, etc is just plain tedious. Leveling up happens in real time. As you get hit, you build up defense and vitality. As you cast water spells, you gain in that affinity. Each stat levels up individually so in a single attack, you could level up two different stats at once. But while often used stats are fairly fluid in their improvement, things like cooking are cumbersome. You can only level up your cooking stat by cooking. You can only use your cooking skill at designated locations. You only have cooking skill when you're in the Chef outfit. You can only change into your Chef outfit on your ship. There's so many limitations that unless you have the right costume at the right time, you end up having to go places twice. Or thrice.

Still, despite all its problems, Contact is not a complete wash. It does have charm in other ways. The presentation is very quirky. Some of it is meant to resemble old terminal stations. When you fire up the game, you interface menus with function keys! The top screen generally has the actions of the Professor and dog in an 8-bit style, while the bottom screen has what you'd expect of DS visuals. There is a later stage that is a tribute to the Famicom too. It's little details like this where you know the developers were having fun with it. Plus the battles weren't 100% mindless. The bigger bosses required some movement on your part, sometimes with a stylus. They are generally better designed than the usual "initiate attack, watch your HP, heal when needed, enemy dead". Plus the game has a TON of sidequests for all the OCD collectathon people.

When it comes right down to it, Contact is not a great game by anyone's standard. I don't even know if it's average. But somehow, I did not mind playing it. Is that success, then? Perhaps. I only know that I could never recommend it.

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.

Friday, November 17, 2006

Anubis Zone of the Enders Special Edition

Anubis Zone of Enders Special Edition
Action - PS2
Memory Card - 5 save slots
1-2 player

I've never played the first ZOE. But maybe that's a good thing, because no one really talked about it aside from the MGS2 demo bundled with it. That all changed with ZOE2. I'm not sure what Kojima changed in the sequel, but people began to take notice. I had the chance to finally play through Anubis ZOE Special Edition. Anubis ZOE is the Japanese name of the title (US: ZOE the 2nd Runner), and the Special Edition refers to the bonus content, extra difficulty levels, extra missions, versus mode, etc that was added to the budget rerelease. This is one cool game! But being a cool game and being a good game are totally different things.

Anubis has some of the slickest visuals I've seen in a game. The CG mecha cut scenes are action-packed and meticulously directed. The actual game visuals are no less impressive, with explosions, laser showers and enemies surrounding you. The craziest weapon in the game forms in real-time around your mecha as you charge it for 20 or so seconds. Everything oozes style.

The actual game ain't too shabby either. It's advertised as high speed mecha action, and that's exactly what it is. You have full freedom to fly in any direction - left analog to position, R2 to dash/fly, and ascend/descend buttons. The controls are fluid and very intuitive. There is a lock-on cursor that directs your attacks to specific enemies, so that your camera is directed toward where the enemies are. This is extremely helpful because fast moving enemies will fly all over the place and you need to be able to locate them quickly if you're taking them down. You're also able to grab objects in the environment - sometimes even enemies - and use them as shields or weapons! It's all very cool. Boss battles play out in clever fashion. Most of them require deciphering patterns and figuring out weaknesses. This is just the way I love my boss fights.

With all these things going for it, what went wrong?

It all comes down to the core of the gameplay. It really isn't particularly interesting. Maybe it's because I haven't played too many 3D action games, but I can't help comparing ZOE2 to Ninja Gaiden Black. I get a similar vibe from both of them. Problem is, ZOE2 is vastly inferior. The action in Anubis is limited mostly to a single attack button. There is a sub-weapon button too, but those aren't usually used in conjunction with your main attack. For ranged combat, your choices are a homing laser or a energy shot. For melee combat, you have a sword that's good for a combo consisting of button mashing the attack button 4x. The gameplay is too simple for its own good. In fact, there's not a whole lot to do in the game aside from button-mash the attack & dash buttons all the way through.

Some other irritations come with the camera. Because of the lock-on system, your camera is always centered on an enemy. It's helpful when you're actively unleashing an offensive attack to kill an enemy. But there were instances where I wished to have my free camera back so I could avoid flying into traps. There are some parts of game where you could get killed by the environment. But if your camera is locked in on an enemy, you're not able to fly correctly. That is, your controller motions only navigate your mech with respect to your enemy. Not with respect to your physical coordinates, so while taking down an enemy, you could end up being crushed by enclosing walls and not see it coming. Another annoyance is when you first start playing the game, there are cut scenes every 10 seconds. I like cut scenes and all but come on! Let me play the game! These little issues aren't game-breakers. Just annoyances.

Still, Anubis Zone of Enders is a well-executed game overall. My main concern is the gameplay isn't all that great. With the lack of depth in the action, there isn't much to do but push the same two buttons over and over again. The bosses are definitely the highlight of the game. I thoroughly enjoyed those battles, and am curious to see how things change on higher difficulties. But even fun boss fights and nice visuals can't save Anubis from being a (well-executed) mediocre experience.

Saturday, October 07, 2006

Zero Shisei no Koe/Fatal Frame 3

Zero: Shisei no Koe
Survival Horror - PS2
Memory Card - 5 save slots
1 player

Here comes the finale to Tecmo's Zero/Fatal Frame series. As a finale, Shisei no Koe brings together both story & gameplay elements from the first two games, while trying to maintain its own identity. To that end, the 3rd entry pulls it off pretty well. But it's in this new identity that the game completely trips over itself.

Rei is the new protagonist for this outing. The story begins with an auto accident that leaves Rei alive, but her fiance, Yuu, dead. As she tries to return to a life of normalcy, on one photographer assignment she sees Yuu and takes a picture. Sure enough, when the photo is developed, he is in it. What's going on here? And why does she find herself in a freaky mansion when she sleeps? Soon her assistant, Miku (heroine of the first game) begins to dream of the same world. When Kei, a friend of Yuu and coincidentally a relative of the twins in the second game, gets involved, then he's dragged into it too. As you can already see, everything seems a little too far-fetched and contrived.

The overall game structure is quite different from the first two games. Since the manor takes place in dreams, you have to sleep in order to visit the nightmare realm. Each day, you'll be in Rei's apartment triggering events so that it'll become evening. Occasionally some of the dream oddities will seep into reality, so even her apartment is not necessarily a safe haven. Sleeping enters you into the dream world, and usually at the start of a new chapter. Finish its objectives, and you'll wake up in reality the next day - sometimes very abruptly. It's very cyclical.

It's the cyclical nature that makes Zero 3 feel like a chore. Whenever you're in Rei's apartment, you make the exact same paths to every location to make sure you haven't missed a new item that has sprung up or a trigger point. It's completely repetitive, and you have to do it every day and night. The feeling isn't much different even when you're in the dream manor. You'll come to see that little thought was given to item locations because 95% of the items are in the same location every night. The game becomes too predictable for its own good.

Related to the respawning items is Shisei no Koe's general lack of difficulty. I've found most of the enemies to be easier than ghosts in the previous two games. But what makes it worse is that you start each dream with 3 medicine bottles, with chance of collecting 7 more each night. So there's no penalty for using medicines since you always get them. If you should happen to run out, you could even leave the dream and come back to have it reset to 3 without having to redo all the events over again. This is the finale! Why are they suddenly being so lenient? There are a couple of ghosts that will give you trouble, but they are almost too hard (cheap?) for their own good.

Then the latter quarter of the game, they have this stupid gimmick where you have to collect these "Purifying Light" candles to keep the main ghost away. The designers probably thought it would create tension, but in a game like this where you may have to figure out your next destination, it creates irritation instead. Why should I be penalized for exploring the mansion the game gives me? Luckily there are enough purifying light items scattered throughout, that you probably won't ever be stuck without it for too long. But if they're readily available, then why have it as a system in the first place? The whole thing just reeks of a last-minute addition.

Despite my barrage of criticism, it's a Zero game so it's still doing something right. The scares are still present, although it's a little less psychological. And the combat is still fun - the best aspects from the previous games made it. I found Crimson Butterfly to be too slow in its battles, so I'm very grateful to see that they made it as fast-paced as the first game, with the technical aspects from the second. You still need to wait for openings, and chain fatal frame opportunities accurately, but without those annoying 5 second reload times. The powerful film is much more sparse this time, so that improvement is much needed.

I found myself liking Zero Shisei no Koe less because it's a good game, and more because it's a Zero game. Throughout the entire time, I did not feel all that connected to it. The combination of lazy repetitive design & jarring transitions from dream world to real world kept me from being immersed in the dream manor. The story did not tie up some of the bigger questions (although, I do know there is an alternate ending at higher difficulty). The framerate stuttered so badly at times, that the action slowed to a crawl. It also lacked variety in enemies. Get 70% through, and you've seen all the ghosts you're going to fight. It just seemed like the game was poorly planned and rushed to market without a clear focus. It's also unfortunate that it wasn't ported to the XBox, because 5.1 audio makes a game like this so much more atmospheric. But if it's of any consolation, they packed a lot of extras (costumes, photo & video galleries, mission mode, etc) into this one.

There was just nothing special about Zero 3 - the first two games one-upped it on pretty much everything. The only exception would be the last boss. Now that was an intense challenge! It's just a shame that the rest of the game couldn't match up.

Thursday, August 24, 2006

Rhythm Tengoku

Rhythm Tengoku
Rhythm - Gameboy Advance
Battery Backup - 1 save
1 player

From the makers of Wario Ware, Inc. comes another quirky compilation. This time it's a collection of rhythm games. Perhaps due to the success of the Brain Training games, Rhythm Tengoku emulates that kind of structure. The game starts out with a preliminary assessment of your rhythm ability. From there, you'll be playing a variety of rhythm minigames. Depending on how well you do, your rhythm ability rating will go up or down.

The minigames themselves are all totally random and quite ... unorthodox. One minigame has these two characters bouncing on a trampoline. Press the buttons according to the rhythm and the trampoliners will turn into foxes. Then back into humans. Then foxes. Yeah. I don't get it either. My favorite minigame is a set of four girls dancing to Ondo music. As the singer sings the lyrics, you just have to clap whenever the word "Pan" is sung. It's very cute and can be quite funny too. Whenever you mess up, the other girls glare at you. Some of the cooler stages are what's called "Remix" stages. Remix stages basically take the last 6 stages and "remix" them into a single minigame. It's pretty awesome in tying all the stages together to test what you've learned.

The way the overall game works is that you play a minigame. If you fail, then you can't move on. Once you pass it, you'll unlock the next minigame. If you do especially well, you'll be awarded a medal for that minigame. Medals help unlock extras in the game, such as bonus stages or options. And finally, as you progress, sometimes a previous minigame will be highlighted with a Perfect Challenge. If you then pass that minigame without any mistakes, you'll earn a Perfect rating on it. One neat extra is the chance to jam with a band as a drum player. You're not graded on your performance, so there's no challenge in it. But it's just a free-form session of just being able to mess around and create your own beats to the songs. It's a great inclusion just for the ability to let loose and be free.

Rhythm Tengoku isn't particularly lengthy, although it does have a plentiful amount of minigames. But there's a lot of replay value in first passing all the stages, then medaling all the stages, and finally getting a perfect on all the stages. I haven't quite accomplished getting 100% perfect, but I'm working on it. The minigames can be pretty challenging, and the timing is far less forgiving than most rhythm games I've played. But that's also what makes Rhythm Tengoku fun. Practice makes perfect.

The Gameboy Advance is pretty much on its last legs. But with games like Rhythm Tengoku, it's going out with a huge bang. This is definitely a treat for rhythm lovers everywhere.

Wednesday, August 23, 2006

Osu! Tatakae! Ouendan

Osu! Tatakae! Ouendan
Rhythm - Nintendo DS
Battery Backup - 1 save
1-2 players

Funny thing. Ouendan may be more well known in the West than it is in Japan. In Japan, sales were absolutely dismal, among the worst selling DS games in its library. Yet, on certain internet English gaming boards, Ouendan has gotten a lot of buzz. Its supporters claim it's the best game on the DS. Apparently the buzz must have been something, because Japanese developer INiS is creating an English version from the ground-up just so that it can come out in the West.

The concept is simple. Use your stylus to touch circles on the screen on-beat, follow the paths of those circles, and make spinning motions as fast as you can as directed. It's very similar to most rhythm games where the key is to follow the beat. A score of 300 is given for exact timing. Being slightly off results in a score of 100. A bigger deviation achieves a score of 50. Anything outside of that is a miss. But Ouendan makes this rhythm game its own by utilizing the DS' features. Not only do you have to be on-beat, but you must tap the exact position of the circles on the touch screen. This adds a dimension of accurate positioning on top of accurate timing. Ouendan also features really nice "choreography" in its positioning of its tap circles. It will feel like you're dancing using the stylus. It's in this connection that makes Ouendan stand out in its genre. There's no other game like it.

Presentation is also top-notch, with a total wacky-jappy feel to it. The whole basis of the game stems from a "cheering squad" of men. Each stage has its own story told manga-style. The story usually presents a difficulty, and then in a cry of desperation, they'll call out for this cheering squad. So your rhythmic and choreographed actions will help the male cheerleaders cheer on the scenario character. Playing two players (requires two carts) gives you the option of cooperative play or competitive. Cooperative play just splits the notes between both users. Either way, you'll get an entirely new set of stories specific to multiplayer. It's a neat bonus. As far as the songs, most are famous jRock songs, but there's a little pop and hip hop thrown in there too. Technically the songs are covers, but they tried to find singers that emulate the original material and it works pretty well.

All of this adds up to a package that is unforgettable and irresistable. With several difficulty options and a rank given to you based on overall score, you'll have a blast playing your way through all the stages again and again for improvement. You're not really give anything extra for it, but the game is so fun that you'll want to replay it anyway. Ouendan isn't my favorite DS game - that title still belongs to Daigassou Band Brothers, but it's a definitely a must-buy. It's one of the few games that could only be done on the DS. It's truly a unique experience.

Tuesday, August 22, 2006

Phoenix Wright Ace Attorney

Phoenix Wright Ace Attorney / Gyakuten Saiban Yomigaeru Gyakuten
Adventure - Nintendo DS
Battery Backup - 1 save, 1 quicksave
1 player

Capcom's Gyakuten Saiban is a series that started out on the GBA and has an enormous following. It's an adventure game in lawyer's clothing. Your role is a defense attourney and not only will you be conducting investigations outside of the courtroom, but you'll have to poke holes into witness testimony in the courtroom to win cases. This DS outing is a port of the first game, with the inclusion of a 5th case specific to the DS. A fourth GyakuSai game will be released soon for the DS as well. An interesting thing to note is that the Japanese version of the DS game comes with an English option, so importers actually get both languages.

But is the game any good? I'd say it depends on whether you could enjoy a text adventure game. You can't get around that structure. Sometimes you'll have the option to examine a crime scene using a point and click interface. Sometimes you'll need to figure out what to show people in order to get them to help you. But by and large, you'll be reading tons of text with little interactivity. If you can get past that, Phoenix Wright is quite an interesting game.

What I like most about it is that there's a logical component. In the courtroom, you are presented with testimonies from witnesses and using only what they say, you have to find ways to disprove their version of events. You'll have to know every piece of evidence you have inside-out and point out contradictions. Many are not immediately obvious, but the clues are there. You just have to pay attention to detail. It's in this logical aspect that differentiates Phoenix Wright from other games of the genre.

What's also great about the game is its continuity of story and depth of characterization. There are 5 total cases here and while they could easily be 5 unconnected court cases in the life of an attourney, Phoenix Wright takes great care in its characters. Characters are affected by outcomes of previous court cases. There are consequences to each case that shape who the main characters become. The characters are not simply static roles, but rather people with their own motivations, their own goals, their own beliefs, and all of these things change as time progresses. Care was also taken in its English translation, which is much appreciated. It's obvious from the references that they did not literally translate the dialog from the Japanese version. All of the important bits, yes, but all the names are changed, and many of the jokes were also changed to read more fluidly. The dialog made me laugh on many an occasion.

The entire time I was playing it, I couldn't put the game down. It's not perfect - the second case was kinda hokey, the game structure is really strict as to when you present evidence to advance the story, there are typos and spelling errors throughout the fifth case, etc - but Phoenix Wright stands out for its use of logic, its great translation, and its realistic portrayal of characters. At about 35 hrs length, it's pretty meaty for an adventure game. I can't wait to see what's next. With that, I couldn't be happier that a port of GyakuSai 2 was recently announced for the English DS audience.

Tuesday, August 15, 2006

Riviera ~ The Promised Land

Riviera ~ The Promised Land
RPG - Gameboy Advance
Battery Backup - 3 saves, 1 quicksave
1 player

While developer Sting has experience with RPG-like games, they have never made a traditional jRPG - until Riviera. But for a jRPG, Riviera is as non-traditional as they come. Whether that's a good or bad thing is up for debate. Opinions for Riviera span the spectrum. Some find it incredibly dull and limiting. Others enjoy the streamlined structure and the strategic battles. They will all agree on one thing though. The game is slow. I found it to be all of those things. A mish-mash of different ideas, Riviera tries but succeeds in part.

Let's talk streamlining. Riviera feels almost SRPG-like in structure because of the lack of free movement. In both towns and dungeons, you move one room at a time. In each "room", you can look at the surroundings, interact with objects, talk to people or move to the next room via menus or controller inputs. You do not physically move your character around with the D-pad like other traditional jRPGs. It's more comparable to old games like Deja Vu/Uninvited/Shadowgate. But unlike those games, whenever you investigate objects, it will cost you Trigger Points (TP). If you don't have any TP, you can't open the treasure chests you find or discover any special items. TP is acquired through high scoring battles or clearing a previous chapter with a high score. This adds a cap to what you're able to investigate so you have to weigh your options. But, if you do well in your fights, you'll never really be short of TP. You'll also encounter various QTEs. Chests will have traps on them or you'll need to jump over large gaps or whatever the situation, so you'll be challenged to enter button combinations in a short time interval or to time button-presses to navigate these parts. This just adds some variety to these segments.

The battles also keep with the theme of choosing wisely. Every weapon has a limited number of uses, and you can only carry 15 different items at any given time. This makes those treasure chests you find all the more valuable. But it's not as bad as it sounds. Chests are pretty frequent and enemies will also drop weapons. It's just that the 15-item carrying capacity forces you to balance out your arsenal. What's neat is that although every character can pretty much use every weapon/item, the actual attacks and effects are character-specific. Weapon attacks can be multi-hit, can have elemental properties, can target specific enemies, or can allow you to do an OverDrive attack. Overdrive attacks function much like the special attack meter in Street Fighter. Whenever you hit an enemy, or they hit you, your overdrive meter rises from level 0-3. Overdrive attacks generally dish out more damage and can be fight-winners. They can also vary on how much of the Overdrive meter is required for usage. Since only 3 party members and 4 weapons/items can be selected per battle, this causes you to weigh out what you think is needed for each fight. Luckily, it's not a blind guess because you are given information on the strengths/weaknesses of each enemy during party and item selection. So there's a bit of pre-battle strategy to consider. But it doesn't stop there.

The actual battles themselves are also very strategic. While you're monitoring your own OverDrive bar, your opponent has a Rage bar. It functions very similarly to yours, but there are some differences. The Rage bar is raised whenever you hit the enemy. But the Rage bar drops between turns. Whenever the rage bar is below the Rage level, your opponents will do normal attacks. When it is above the Rage level, they will do special attacks. And if it hits the Max level, they will do their ultimate attacks. A Max attack will drain the Rage bar back to its lowest point. Killing an enemy will raise the rage bar's lowest point, so it may not be possible to drop the Rage bar to zero. In effect, fights become balancing acts where you may opt to heal your fully-healed character in order to waste your turn. Why? Because you want to drop the enemy's Rage bar. Attacking would only piss off the enemies more and bring them closer to unleashing a huge barrage of attacks against you. Or maybe the best strategy would be to attack the enemy with everything you've got and hope they die before they do their Max move. There are many possibilities. It's a unique fighting system, and it's fun too.

Each battle has a place in the story. There are no random battles. I really like that each battle felt like its own challenge, and strayed from the monotony of most RPGs. Leveling up your characters is based on weapon usage. As mentioned earlier, some weapons allow their user to do OverDrive specials. But to obtain these specials in the first place, you must use that weapon with each specific character an X amount of times. When you fulfill that requirement, you not only gain the OverDrive special, but the character also levels up. So using different items is encouraged by this system. To help you with this process, you can enter a Practice battle anytime. The beauty of practice battles is that using weapons/items does not decrease their quantity. So everytime you come across a new weapon or item, you can use practice battles to acquire those OverDrive attacks and level up your characters without fear of wasting resources. It's a neat system, because it protects against level grinding. Your characters can only level up to a specific point determined by the items you collect.

All of this adds up to a very interesting game. You can see that Riviera is based around the concept of limitation. You always make some decisions in the game at the expense of other options. You can't keep all the items you come across. You can't examine every nook and cranny. On the other hand, it does challenge you to make decisions that would benefit your playing style. And in that sense, it works quite well. There is a loss of freedom compared to other games, but the game is built around that. I still would prefer the traditional exploration of jRPGs rather than room-navigation, but it works for what it is. The fights sometimes do get to be cumbersome because of the slow pace, but it's in the strategy that I enjoy Riviera the most. The OverDrive and Rage gauges turn a fairly normal RPG system into an insane see-saw balancing act that you need to make work for you. I haven't even begun to mention the incredible portrait and cutscene art, the interesting puzzles that you actually have to scribble on paper to figure out, the convenience of being able to quicksave even during a battle, or the character-specific endings, but this 20-ish hour adventure has a lot going for it. Riviera probably isn't for everyone, but I cannot wait to see what else Sting has up its sleeve.

Tuesday, August 01, 2006

Klonoa Empire of Dreams

Klonoa Empire of Dreams
Puzzle Platformer - Gameboy Advance
Battery Backup - 3 saves
1 player

Platform games have been around for a long time. In fact, it might even be said that platformers are the basis of the modern gaming movement. Super Mario Bros. set the world afire and things haven't been the same since. Platform games are thus called for the primary game mechanic of jumping on "platforms". Sometimes they're stationary. Other times, they move. Most of the time, they're not even platforms but simply ground. Regardless, there's an element of position & timing involved in jumping toward the next required "platform". In a world of me toos and property cash-ins, Namco retains the same basic platforming elements, but forges a new path with Klonoa.

Not to be confused with "Door to Phantomile", the first of the Klonoa games, "Empire of Dreams" is an entirely new game for the GBA. While Door to Phantomile was probably more of a traditional platformer, Empire has a larger emphasis on puzzles. The stages are designed so that more often than not, logic is required to complete. Sure there's the usual elements of enemies and much jumping. But it doesn't end there. You will have to use all the elements around you to reach items, unlock doors, and open passages. There are box puzzles, wind tunnels, enemies that detonate, and switches to utilize. Some of the puzzles are pretty straight forward. Others require taking a step back to analyze what you're given, looking at what you need to accomplish, and then planning your solution accordingly. It's all very clever design and gets progressively more complex as the game goes on.

But that's not to say that the rest of the game is a cakewalk. In fact, there are some sections of the game that require a lot of skill and reflexes to navigate through. For instance, each world has forced scrolling stages mixed in with the stages that are more puzzle-oriented. I played one such stage about 50 times to get a perfect run. Admittedly, most of these sections are completely optional and do not affect being able to finish the game. Nevertheless, I was really impressed by the challenge offered for those who prefer skill-based gameplay. For those of you who accept the challenge of trying to find everything, there's a few extra stages that will really test your platforming and puzzle abilities. Again, it's completely optional, but a nice reward for the patient.

Namco has succeeded in its interpretation of the modern platformer. By infusing it with puzzles to solve, Klonoa Empire of Dreams is quite an intellectual game. It's as if Namco realized that most platform games these days aren't very engaging and sought to change up the formula. With well-designed levels that will test both your dexterity and mental capacity, this has easily become one of best platform games I've played.