Showing posts with label Nintendo DS. Show all posts
Showing posts with label Nintendo DS. Show all posts

Saturday, June 11, 2011

Ghost Trick




Ghost Trick: Phantom Detective
Developer: Capcom
Publisher: Capcom
Adventure - Nintendo DS
1 player
Ghost Trick Phantom Detective


From the creators of the Ace Attorney games comes a new kind of adventure: Ghost Trick. There are marked similarities between the two titles: a detective mystery backdrop, character-driven story and dialog, and plenty of twists and turns to keep you interested.

What Ghost Trick does differently is the gameplay. You begin the game as a newly departed spirit of a nearby corpse. Who are you? How did you die? Why did you die? Those are all questions that the game will answer, in time. But what this means in terms of gameplay is something completely different. As a spirit, you have two powers - tricks, if you will.

1. You can possess objects and interact with them in real time.
2. You can manipulate time to go back to a few minutes prior to someone dying.

You're thrown into the game and thrust into many confusing situations, with no immediate context. But these powers not only give you the opportunity to investigate the scenes you come across, but they also allow you to be able to influence the past to change the present outcome. In a sense, Ghost Trick isn't considerably different from other adventure puzzles where you interact with objects in a manner to solve a problem. But because the action takes place in real-time, the puzzles take on a fresh persona.

Here's an example. You rewind time to 4 minutes before a victim's death. In that rewind, you see an assailant approach the victim, raise a gun and shoot them. Now that you know what happens, how can you change that path? Well, you rewind again and get to work. The goal is to thwart the kill. So you now are moving in-real time, possessing objects, interacting with them, just as in the foreground, the events are playing out. The assailant is still approaching the victim, is still going to pull out a gun, and will squeeze the trigger. Your job is to find a way to prevent the situation, and to consider the timing in which your actions will occur. Manipulating objects too early, and the assailant may still end up killing the victim. Manipulating them too late, the victim remains dead. Because you have to consider logic and timing, the gameplay feels more like an action game than your run-of-the-mill adventure game.

As far as charm, Ghost Trick sports a similar style to the Ace Attorney games where the mood is balanced by both serious moments and light-hearted humor. What's notable about Ghost Trick are the fluid character animations. It's often a treat just to watch how the characters move on the screen, because obvious care and intention was poured out in this area. Characters will have specific animations based on the scene at hand. Gone are the static screens and functional visuals of Ace Attorney. Ghost Trick is out to impress stylistically, and it works.

I like what Ghost Trick set out to do overall. It's a unique adventure game with fun mechanics, a character-driven story, and a lot of personality to boot. I'm glad that this team decided to try something different, rather than make another Ace Attorney game, and it succeeds in its own right. Nevertheless, I found the overall plot to be a bit hokey - much like the worst parts of Ace Attorney, and it never does get as serious as the Ace Attorney games. Some of the plots/subplots of AA shocked and had an emotional impact on me. GT never did. And although GT was definitely more interactive in its gameplay, I personally enjoyed the logic-based gameplay in AA games more.

In the end, I'm glad Ghost Trick exists and it's definitely worth playing as a unique an fun DS title. I just don't know if I'd stick around for a sequel.

Thursday, February 03, 2011

9 Hours, 9 Persons, 9 Doors




9 Hours, 9 Persons, 9 Doors
Developer: Chunsoft
Publisher: Aksys Games
Adventure - Nintendo DS
1 player
9 Hours, 9 Persons, 9 Doors


"Wanna play a game?"

Those words are iconic of the SAW film series, and are quite appropriate for 9 Hours, 9 Persons, 9 Doors too. Both have masterminds who kidnap select groups of people for a forced game with strict rules. Violate them, and the reward is a messy death. Both are gruesome, although 999 mostly describes the details in text rather than explicit visualization. And both have their viewers wondering many questions before finally resolving them at the end.

I had no idea what 999 was until a friend asked me about it. When I saw the trailer, it just seemed like a generic Adventure game. That is... until someone gave me another tidbit: "It's by the guy who did Ever17". Ever17 completely blew me away, and singlehandedly changed my mind about the legitimacy of visual novels. It proved to me that the video game medium could be used for creative storytelling, and in fact, could surpass traditional books in some ways. I was completely captivated by how you only get pieces of the puzzle through various endings, and the final reveal required experiencing each of those pieces first. I knew that 999 would offer a similar experience.

It did. But what surprised me most about 999 wasn't its brilliant E17-ish story structure - it was the fact that it's not a visual novel. 9 Hours, 9 Persons, 9 Doors is very much an adventure game. You investigate, find items, and solve puzzles. The way it works here is that you end up trapped in rooms as part of the Nonary Game, the game within the game. Scattered throughout the room are items and clues. You can hold one active item at a time while you investigate objects, so if you have a key and then select a locked door, you will be using the key on the door as opposed to just observing the locked door. Items can be combined with other items in your inventory. The actual puzzles in the rooms are actually quite interesting. Many involve math problems or lining things up or even piano playing. I thought there was a pretty good amount of variety to the puzzles and enjoyed how they fit in logically with the structure of the story.

As far as the story goes, it plays out sort of like a scifi murder mystery. People do end up dying. Depending on the types of decisions you make in the game, the story can diverge in different directions. But that's all part of the process. Just like Ever17, if you take a path through the game, then you only see the consequences of that specific path. But it's necessary, because you learn certain things about the overall story by following that mini-story. If you take a different path, the ending could be radically different, yet you would still learn some truths about the overall story. It's this type of story-telling that I think both Ever17 and 999 really excel in.

So this is a game in which you must play multiple times to get the most mileage out of. In fact, you pretty much have to play it multiple times to get ANY mileage out of it. If you're not willing to commit to that, you shouldn't even start. But see it through and you will be rewarded with a one-of-a-kind experience. The game does offer a fast-forward to speed through only the text you've seen before, so that comes in really handy as you do your next playthrough.

Complaints? The first thing anyone notices about the game is that the text speed moves slowly. It's less of an issue later on though, particularly because in subsequent playthroughs, you can fastforward through all of it anyway. And when the text suddenly slows down (due to choosing a new path), the slow scrolling of text can actually be exciting. The other thing that's a plus and a minus is that in replays, text can be fast-forwarded but puzzles can't be. I guess part of that is that there's some important dialog choices you make during puzzle sequences, so you can't just skip past them. But on the upside, you can quickly go through the puzzles since you already know the solutions. And if I'm honest, I liked the story in Ever17 much more. But that's just a personal preference. There's nothing really earth shattering here as far as downsides.

All in all, this game can pretty much be summed up with this: If you love the scenario writer of the similar KID games (Never7, Ever17, Remember11, etc), you'll love 999. If you've never experienced his work, 9 Hours, 9 Persons, 9 Doors would be a perfect introduction to his style. It's got the same familiar feel and method of storytelling. I am so glad that Aksys translated this game into English, because the people behind it deserve a broader audience. The way they tell the full story through multiple playthroughs is unlike any other video game I've played. Make no mistake. 999 is without question one of the star gems of the DS library. Absolutely recommended.

Friday, January 14, 2011

Dragon Quest IX: Sentinels of the Starry Sky




Dragon Quest IX: Sentinels of the Starry Sky
Developer: Level 5
Publisher: Square Enix
RPG - Nintendo DS
1 player / Multiplayer WLAN
Dragon Quest IX


Best. Selling. Game. Ever.

I did not intend on playing Dragon Quest IX, but I was convinced otherwise due to its new features. Level 5 took over the helm starting from DQVIII, and introduced some new mechanics that are present here. IX ups the ante with some additional changes, most notably the addition of visible encounters. Since my main issue with V was that it was too similar to IV, I wanted to see if the jump to IX was drastic.

Well... it's not.

The good thing about that is, it feels familiar and excels at the things that Dragon Quest is good at. I personally love the narrative. It takes a Judeo-Christian influenced slant, where you play the role of a Celestrian, which is akin to an angel. In this context, you're specifically a Guardian Angel of a town. So you start the story by doing guardian angel-y type things: You'll overhear conversations of some kind of conflict or problem, and in the typical DQ fashion, you go ahead and try to help people in their distress. It's pretty comical because you also hear banter among the Celestrians, where some of them deride the folly of humans. Anyway, things start out pretty well, as you do good, receive appreciation from humans, and then present that appreciation as an offering to the Creator. But things spiral out of control really quick, as there's an attack on the heavenly realms with hints of betrayal, greed, and vengeance.

The other good thing is that the solid combat remains intact, and is not at all overshadowed by the new mechanics. I understand that VIII introduced this concept, but in IX, your main character has the ability to EGG ON your party members. Doing so costs a turn, but then raises your party member's tension one level, up to a maximum of 4 levels.

Some caveats:

- Benefits of tension at lower levels have little effect
- Doing an action with the "tense" party member makes use of that tension level, and then resets it.
- Raising tension to the max level can fail, costing a turn.

So why would you want to do it? If you successfully ramp up your tension to the max and dish out an attack, it does about 700% of your normal damage. The math still doesn't quite add up because that's 4 turns of your main character using EGG ON, and 4 turns of your other character not doing anything (to prevent tension from resetting). The last ace is that if your other character has the PSYCHE UP skill, then that character can boost their own tension in addition to the main character using EGG ON. So in the best case scenario, you'll have max tension at the end of turn 2, 4 turns altogether, + the 5th to actually attack to do 700% damage. There's a lot of factors involved, but it's definitely another strategic option for boss fights in particular.

The other battle mechanic added is bonus damage. If your party members consecutively attack an opponent, they'll form combos and gain damage bonuses. Let's say that all four members attack an enemy before the enemy has a chance to hit back. Your 1st does 1x damage. Your 2nd does 1.2x. 3rd: 1.5x. 4th: 2x. These damage bonuses also factor into strategy, as sometimes I'll attack with my priest instead of using a needed healing spell, just so that I can continue the combo and do real damage with my warrior. Of course, if your 1st attacks, your 2nd attacks (1.2x), and then the enemy attacks you, your combo is interrupted. Your 3rd member will do normal damage again. Enemies can also combo your party members too. This system adds another layer of depth to consider when you play.

Another interesting thing about this game is how it approaches classes. Your party members can switch to any class they want, but each class has its own level. So if you switch from a level 99 Warrior to a level 1 mage, your stats will plummet. The catch is, although your character stats are entirely tied to the class you currently are, there are some bonuses that carry over. Each class has its own 5 sets of skills that you can upgrade. 4 of these skills are equipment specific, so if you invest your upgrades in sword skills, as long as you use a sword, you will retain those bonuses, making your level 1 sword-wielder far more potent than a regular level 1 character. More importantly, the 5th set of skills for each class contains specialized skills that carry over. For instance, one of the skills acquired through the Sage class allows you to class change at anytime instead of being limited to the one town in the game. Once acquired, you don't have to be a Sage to continue using that skill. Some of these specialized skills also include stat bonuses like +30 Resilience, which will carry over when switching. That's how DQIX handles your character level being equivalent to your class level. As you use different classes and gain their skillsets, your "character" ultimately becomes much better. Spells, on the other hand, are class specific, so you will never be able to cast OOMPH with your Priest.

So far so good. But there's a definite downside to these systems. The benefits of Tension doesn't work unless you have characters that can PSYCHE UP themselves. Otherwise the cost/benefit analysis isn't favorable. But the only way you can get PSYCHE UP is if you upgrade the skillset in the Martial Artist class. That means to make use of this subsystem, you are forced to grind all your characters as a Martial Artist for a time. Since I didn't, that tension system was mostly useless to me. It's not a game-breaker for sure, as you don't have to use Tension to get through the game. But it would be nice if they built it better into the game by just allowing all characters to PSYCHE UP without having to grind for it. It's not a heavy investment to get, thankfully, but you do have to go out of your way to gain access to something that should have been part of the game from the beginning.

Then there's some complaints I have about this game that bugged me about DQV too. As much as I enjoyed the scenario and story in this game, it is entirely main character focused. That means your other party members are throwaway. In fact, your other party members are just hired/created hands and have no identity of their own. They are never referenced when talking to townsfolk, or moving along the plot. They exist merely to give you a party to fight with. Then there's the ability to rotate the screen for towns and dungeons. The DS DQIV remake had view rotation too, but made use of it by having items hidden from the default view. DQIX, on the other hand, is just like the DQV remake where its only use seems to be to make up for the occasionally inadequate camera angle. Disappointing.

But what's most disappointing is how Level 5 tainted things. There's some changes that can have pretty big repercussions. In general, Level 5 made things easier. For one thing, exploration is less interesting, because dungeons are all mapped out for you upon entering. That kinda takes away from the experience. Another thing I'm not sure how I feel about is that when party members die during battle, they still receive experience points. I think I kinda like(?) having to revive party members in other RPGs before the battle's end for them to get their fair share. It's almost like a risk vs reward type of thing. Then there's the visible encounters in this game. They're really handled poorly, because it lacks most of the advantages that visible encounters are supposed to give. In DQIX, enemies will appear on the screen at random, sometimes materializing on top of you. They can spot you, and rush towards you (or away from you if you're overpowered), which is nice. But it's really stupid because they can rush you, causing a battle. But the battle can say "The enemy doesn't notice your presence." What? YOU'RE THE ONE WHO ATTACKED ME! So there's inconsistencies like that, which bug me. But aside from those continuity issues, it's not all that different from random INVISIBLE encounters.

Then there's the technical deficiencies. When you have a party of four, the game can not keep up with it. The framerate stutter can be maddening, especially in towns. What's worse is that battles are now sluggish as well. Gone is the brisk pace of your standard battle, since all of the attacks and spells have to have their own animations in glorious 3D. In a game like this one, where the game structure encourages building up your character through class skills and grinding, these added seconds to every battle become a huge deal.

Finally, I forget if these are specific to DQIX or was always a part of DQ, but two things really bothered me here.

1. The archaic UI has got to go. When you're on the overworld, for instance, and cast ZING on your dead party member. Half the time, it fails. Fair enough. But to recast it, you have to select Cast Magic, scroll down to your caster again, then scroll down to the cast-ee again in order to do it. WHY CAN'T THE STUPID GAME REMEMBER. This might seem like a minor point, but when your ZING fails 8 times in a row, it's tear-your-hair-out frustrating.

2. Something more major is the order of turns in battle. Because of the way combos work in this game, where you get bonuses for successive actions, the order in which your characters take battle actions matters a whole lot. I would have thought that it's determined by a character's Agility statistic, and for the most part it is. Maybe 60% of the time, your party has a predictable order. But the other 40% seems like it's completely random. Your "slow" guy suddenly performs their attack 2nd. Your "fast" guy goes 3rd. This all happens with no rhyme or reason. I don't understand how a turn-based game can work when things like this are completely out of your control.

Dragon Quest IX just has too many flaws. None of them are game-breaking. But when there's an irritation here, and an annoyance there, it does hamper an otherwise enjoyable experience. It's a shame because there's a lot of meat here: hundreds of sub-quests, items to alchemize, secret dungeons to explore, and quite a bit of post-game content. Flaws aside, DQIX is ultimately not a different enough game for me to continue playing the series. Even 4 entries after the last DQ I played, it's too similar that I'd only recommend that a person play one in their lifetime. Just as long as it's not the first one (ugh). I still intend on finishing up the Zenithia trilogy with DQVI, but I cannot wait to retire from this series altogether.

Tuesday, October 12, 2010

Shantae: Risky's Revenge




Shantae: Risky's Revenge
Developer: Wayforward
Publisher: Nintendo
Action Platformer - DSi Ware
1 player
Risky's Revenge


I never got a chance to play the original Shantae - partly because I never owned a Gameboy Color, and partly because I'm skeptical about western developers taking on the 2D action platformer - a genre that has largely been dominated by the Japanese. But Shantae nevertheless had a cult following and is highly regarded as being a fine contribution to the genre. Developer Wayforward was supposed to release a follow-up on the Gameboy Advance, but because of the length of development and the timing of the GBA's demise, the project was scrapped. It wasn't until the DSi debuted a downloadable network that Wayforward decided to continue and finish the project. Thankfully they did, because this is without question, the quintessential DSi Ware title.

In Risky's Revenge, you take up the role of Shantae, a half-genie. You walk around in a free environment, talking to people you meet, jumping over bottomless pits, and facing off against enemies. Your primary weapon in the game is actually your hair, which is pretty effective at whacking all enemies from start to finish. There are some magic spells that you can purchase too, that expand your arsenal and give you access to projectile attacks, but they drain your magic meter so you can't proceed by magic alone. The structure of the game very much follows the Metroid / Igarushi Castlevania / Haggleman 3 style, where you are given freedom to go anywhere in the game from the get-go, but certain barriers will prevent you from progressing unless you have the right skill.

Here lies one of the more amusing parts. As a half-genie, you can discover powers along the way that allow you to transform. For instance, the very first form is that of a monkey. Because of the monkey's ability to grip walls and climb surfaces, it allows you to scale new heights, giving you access to areas you couldn't go to before. You'll pick up other forms along the way, and upgrades to those forms. So a lot of the fun is seeing what options are open to you at any stage of the game, exploring where you can go, and switching between the different forms to progress. It's apparent that a lot of polish went into level-design, and integrating the different acquired abilities into it.

Did I mention that the game is gorgeous? The visuals are sprite-actular and colorful, just like the best of the SNES era. Shantae's animations are really fluid and there's a lot of personality even in the way she walks around. The backgrounds are also really neat, because of the way you can shift planes. Enemies that are in your plane suddenly become part of the background when you leave that plane, giving a bit of depth to your 2D gaming. The surroundings are pretty detailed besides that too.

The adventure lasted 8 hours for me, which is quite reasonable for a platforming game, especially one that costs $12 retail. It might be the most expensive download on DSi Ware, but believe me, it's the most complete package. I loved the game from start to finish as it's truly one of the finest maze games out there. If there's any complaint to be had, it's that just like Haggleman 3, I'm left wanting more.

Monday, March 08, 2010

Miles Edgeworth Ace Attorney Investigations




Miles Edgeworth Ace Attorney Investigations
Developer: Capcom
Publisher: Capcom
Adventure - Nintendo DS
1 player
Miles Edgeworth Ace Attorney Investigations


I admit it. I'm a sucker for this game series. Ever since I first heard about it (a courtroom drama video game? really?!), I've been intrigued. Oh sure, the games have had their ups and downs. But through it all, it generally maintained a certain charm. Miles Edgeworth marks a departure from the previous entries, and even has a different title than the other games (Gyakuten Kenji, instead of Gyakuten Saiban). But if this Miles Edgeworth Ace Attorney Investigations is anything to go by, the original Ace Attorney series is officially irrelevant.

Miles Edgeworth somehow kept everything I ever loved about the series, but ditched everything I hated.

Gone are...
- Mysticism (psychic powers, channeling spirits and the like, magatama)
- Gimmicky touch screen garbage (having to simulate forensic work is NOT gameplay)
- Perceive system in Ace Attorney 4 which has no logic whatsover

Still contained within are...
- Distinct (and sometimes outrageous) character personalities
- Using logic to connect evidence to refute / confirm testimonies
- Plot continuity not only between cases, but entire games

Unlike the regular Ace Attorney games, Miles Edgeworth does not take place in a courtroom at all. Instead, the scenarios in this game focus on detective-work and apprehending criminals, but the techniques you use are very similar to what Phoenix Wright uses in court. You still talk to people, convince them into telling you their alibis, and point out problems in their arguments with evidence. So it's still very thought-based. The investigative parts resemble those in Phoenix Wright, but they're much more streamlined. First of all, movement is now done in third-person. You can see your character visually on-screen and move him around. It doesn't make for a huge change, but some might appreciate the increase in interactivity. To alleviate some of the irritations of previous games, Capcom got rid of the clunky navigation between areas by keeping investigations focused. If you're in a room, the game generally won't let you leave until you've gathered everything you need. Phoenix Wright would allow you to wander through 8 different locations, until you trigger an event that lets you get back to court. In Miles Edgeworth, though, the investigations are contained.

If it stopped here, it would already have the best gameplay in the series, but Ace Attorney Investigations adds a couple of new systems that reinforce the concept of making logical connections. The first is aptly named, "Logic". "Evidence" is the physical clues gathered and documented that you use to point out flaws in testimonies, etc. But new to this game are ideas and thoughts. As you find interesting tidbits or things that don't quite make sense, you keep track of your thoughts. At any time, you can connect two thoughts if there's a link, and it can reveal a new truth. It is may be an extension of what's already in place, but it makes for a great addition. Similarly, the second new addition isn't a completely new game system, but rather a twist on what you already do in the game. In a select few situations, you're able to evaluate simulations of past events and point out inconsistencies. The overall end result is a very focused experience of piecing together logic.

The only slight letdown to it all is that it seemed easier to me than the previous games. Part of it is because the main character is so much more competent than either Phoenix or Apollo, and as such, points out hints, whenever you need to present something. But even without those hints, I generally thought that connections between evidence and testimonies were much more obvious than the older games. I suppose it could just mean I've played too many of these games, so that the formula has become predictable.

Still, I hope Miles Edgeworth Ace Attorney Investigations is the future of the brand. It takes all the stuff I liked from the Ace Attorney games, expands on it, and dumps the junk I wasn't crazy about. The eclectic character personalities are still there, with a mix of old faces and several new ones. And the gameplay is by far the most sophisticated of the series. Even though the overall story wasn't as satisfying as some of the previous entries, it was nevertheless a complete joy to play. I want more.

Monday, March 01, 2010

Dark Void Zero




Dark Void Zero
Developer: Other Ocean
Publisher: Capcom
Action - DSi Ware
1 player
Dark Void Zero


Dark Void Zero is sort of a weird title. Capcom's marketing team calls it an unreleased game from the 80s, that they are releasing at long last on the DSi Ware store. Wikipedia calls it a publicity teaser to generate buzz for Dark Void, a 3D game for the PC, Playstation 3 and XBox360. Whatever it is, people seem to be agreement about one thing: Dark Void Zero is a much better game than Dark Void is.

Dark Void Zero is a NES-inspired action game, and that's a good thing. Visuals and music are decidedly 8-bit, as well as the gameplay. Sorta. Just like Retro Game Challenge, DVZ takes 8-bit conventions, but mixes it up with some modern elements for a slight twist. They don't go overboard with the modernization, and it mostly plays like a classic NES game. And frankly, the result is quite awesome.

You control a character named Rusty, and you're pretty much Earth's last hope. But who cares what the story is about? The game wastes little time and throws you into the action from the get-go. For the most part, this plays like your standard 2D action platformer. You pick up weapons, kill enemies, watch for cannons, jump over chasms, etc. You can fire in 8 directions, which is a definite necessity, given the aggressive nature of the enemies. The level structure is somewhat similar to Metroid in that you have freedom to explore areas, find that you can't proceed initially, grab crucial items, and backtrack to those points once you've found the right item. Luckily it doesn't have any leveling up garbage that plagues modern titles, so it's a pure action game. As a consequence, DVZ offers a decent challenge - quite the surprise for a fogey like me. If you don't utilize your situations right, enemies can easily overwhelm you.

For you collectathon gamers out there, you can search out 100 orbs in each stage and 5 special items for bonus points and extra lives. They're not necessary, but they certainly add a bit of flair to an already solid game.

The twist? You can fly. Scattered throughout the stages are jetpacks that grant you the ability to ascend heights and hover. Considering there are a bunch of aerial enemies and ground hazards, flight is a must. Your 8-way firing ability is even more crucial, as you're trying to position yourself not only to hit enemies, but to avoid colliding into danger. Flight makes the game that much more intense and turns up the action even more. But if you can fly, then what is the point of the platforming? DVZ answers that question with no hesitation.

Dark Void Zero is set up so that there are certain sections of a stage that cannot be traversed just by walking and jumping. But other sections will not allow you to fly. Stages contain antigravity fields that destroy your jetpack, forcing you to walk. So the game walks a fine rope between the two styles of play, and you have to adapt to each style and figure out which is right for each situation. But it succeeds marvelously because of how tight the stage design is. You get the feeling that every situation is very intentional, and all the enemies, barriers, and tools (weapons/powerups) are placed where they are for a purpose. Your goal as a player, then, is to use analyze your options and utilize what's available to overcome whatever scenario is presented. It's brilliant.

With its healthy challenge, two distinct styles of play, and well-designed stages that complement each and integrate both, Dark Void Zero is a surprising gem. It grabbed me from the beginning and was entertaining throughout. Complaints? Personally, I have none, but it should be mentioned that there are only three stages. It probably amounts to about 3-4 hours of trying and retrying to get through the stages. Although that doesn't sound like much in this era of 40-hour games, it's an appropriate length for no-nonsense action games of old. Plus, at 500 points for the download, it's hardly much of an investment. It may be shorter than a lot of games, but for me, it's also that much sweeter.

Sunday, December 06, 2009

Grand Theft Auto Chinatown Wars




Grand Theft Auto Chinatown Wars
Developer: Rockstar
Publisher: Rockstar
Action - Nintendo DS
2 Memory Slots
1 player
GTA Chinatown Wars Box Art


These days, it's hard to find anyone who hasn't at least heard of Grand Theft Auto. Notorious violence, controversial locked-out sex mini-games, and many an impatient girlfriend guarantee its place in video game history. But is it any good? I vowed to give the series a chance, and it wasn't until the DS game came along, that I finally became interested enough to do it. Somehow, the thought of old school GTA with new school GTA innovations appealed to me. So here I am.

You begin the game as Huang Lee, the son of a murdered Triad boss. As you travel to Liberty City, you are nearly killed yourself. Chinatown Wars follows Huang's life in Liberty City, as he seeks answers. You'll end up participating in the drug trade. It's pretty much the only way to make decent money. You'll be sent on missions of sabotage and theft for shady people. You'll be evading cops. A lot. Outrun them. Take them out by crashing them into walls and other vehicles. Hide in secluded areas. That's Chinatown Wars in a nutshell.

I have to hand it to the developers. The game looks and sounds very cool. The action is mostly from an overhead perspective, which makes navigating the huge city a lot more pleasant than it could have been. The overall look has a bit of an edge to it, with cel shaded polygons, and comic book-like cut scenes. There's not a whole lot of spoken dialog - strangers will randomly mumble sentences, usually when disturbed. But the voice samples and sound effects are of high quality. Music is only played during cutscenes and when you're cruising around in a vehicle, mimicing radio music.

What's really interesting about Grand Theft Auto is that Rockstar builds a virtual city. Independent of you, the player, there is traffic, passage of time, and random acts of violence. Cars will stop at stoplights, causing traffic jams. They'll signal before turning. The sun sets, and rises the next day. Occasionally you'll encounter thunderstorms too. Neighborhoods have their own look and feel. Gangs have their own territories, and you'll occasionally see warfare break out. On the flipside, police will also make busts. It feels like a living, breathing city. Even after finishing the game, I still can't say I have Liberty City quite figured out. The scale is massive.

But as fascinating as a video game representation of city life can be, it doesn't make for a good game. Grand Theft Auto gives you two things to do:

- Drive
- Shoot

All of the various missions in the game boil down to just those two tasks. There isn't anything else. Oh sure, driving can be a nice diversion. There's about 20 cars in the game that you can mess around with, each with their own power/acceleration and handling characteristics. And the damage modeling is more realistic than Gran Turismo. But it often feels like you're playing a dumbed down version of Crazy Taxi all the time. Because of the small screen size, the action takes place in the top screen, but the map remains on the bottom screen. It can be disorienting to sneak glances at the map, while you immediately affix your gaze back on the main screen to avoid colliding with cops. Many of the vehicles end up being totally useless. I did find it amusing that the car called "Stallion" was a go-fast car that couldn't maneuver its way through anything. Just like the typical American muscle car.

And the shooting? That's generally worse than the driving. Most of the game is an auto-aim affair, where you barely have to do anything other than press the button. It's completely uninvolving and hard to derive satisfaction from killing anyone. That's not to say that the game is easy. The missions can be quite challenging. But the gun-play combat is sorely lacking. The sole exception are the Molotov cocktails. You actually throw them out by using the touchscreen, and the length and speed of your stylus strokes determine their trajectory. These are easily the best parts of the game.

But touchscreen controls are also some of the worst parts of the game. You use the touchscreen for everything from stealing stationary cars (disarming their alarms), to trading drugs to searching dumpsters. After a while, the touchscreen gimmicks wore a bit thin. There isn't a whole lot of variety to these "minigames", making them more tedious than fun. Even worse, since most of the game uses standard D-pad and face button controls, you pretty much have to keep your stylus between your fingers just in case, making for awkward and cramped hands. The game will often suddenly shift from standard controls to stylus-only controls with no warning at all.

The GTA series generally gets praised for its "sandbox" style of game, where you have the freedom to make of it what you will. True enough, even if you don't follow the game's story missions, you can push drugs indefinitely, loot rival gangs, etch tattoos and fight crime. But for all the touting of freedom, there's still nothing to do but drive and shoot. I was a little disappointed that you can't influence the story in any way. All the missions point you closer to completing the game. If you want to stay loyal to a specific character in the game instead of doing a mission for a rival, you can't progress. GTA CW may be a box, but there ain't much sand in it.

Grand Theft Auto was a game series I wanted to understand. I knew that behind all the senseless killings of innocents, meeting up with hookers (on console versions), and stealing of cars, there was more to be found. But while I marvel at some of the little details Liberty City tries to emulate, I also realize the game contained within is extremely shallow. The shootouts are dull, and the driving can be cumbersome. The constant recycling of these two tasks make the game far more mundane than the controversy has you believe. It lacks solid game mechanics. The dialog wouldn't even impress an 8th grader either. Nevertheless, despite all these shortcomings, I couldn't stop playing it. There's something to be said about a game that keeps you coming back for more, even though the experience leaves you unsatisfied every time. Or maybe there's something to be said about the battered wife within me.

Saturday, September 19, 2009

Culdcept DS



Culdcept DS
Developer: Omiya Soft
Publisher: SEGA
CCG/Board Game - Nintendo DS
Battery Backup - 1 Save
1 player / 2-4p Nintendo WiFi
Culdcept DS Box Art


Although Culdcept isn't a familiar title to most gamers, it has been growing a faithful fanbase since its original release on the Sega Saturn, and subsequent Playstation port. I was first exposed to the series through the Dreamcast sequel and was completely smitten by its brilliance. A small print run of the PS2 port (of Culdcept II) was the first time that English speakers got the chance to play it. More recently, Culdcept Saga became one of the earlier releases for the XBOX360. Where does that bring us? Back to the beginning.

Culdcept can be best described as Monopoly meets Magic the Gathering. You take turns rolling dice and moving your piece around a board. If you find a vacant space, you can occupy it by summoning a creature. If an enemy lands on it, they pay you a toll. Upgrade your property, and the toll goes up. So the overall structure is very similar to Monopoly. What's unlike Monopoly is that games don't take 12 hours to finish. Although you could win by bankrupting other players, the main objective of each board is reaching a certain mana amount and then "pass Go" to end the game.

The Magic the Gathering part comes in the details. There's deck construction, creature summoning, "sorceries", "instants/interrupts", and even a system comparable to obtaining card packs. You begin the game with a starter pack of 50 cards. But you can gain additional cards just by playing. Regardless of whether you win or lose a match, you will gain new cards. This ensures that even when you've spent an hour on a map, but end up in last place, you wouldn't have wasted your time, because you benefit just from playing the game. I believe you do get more / rarer cards when you win though. All in all, there's over 370 cards contained within. It's important to read and understand all the cards you have and see if there are any card combinations that could maximize to your advantage. The enjoyment comes from creating a workable strategy with the cards you have. It has all the elements of any good Collectable Card Game and that's why I love it so.

What makes the game interesting is the back-and-forth transferring of land. Whereas in Monopoly, you own property until you sell it, here you only own a square on the board if one of your summoned creatures is placed there. Summoning costs gold, and may require other conditions as well. If an opponent lands on your square, they don't immediately pay you the value of the square. They can instead choose to fight your creature by summoning their own creature. That brings up the battle phase where you and your opponent can each play up to 1 skill card from your hand to influence the outcome. Each creature has its own Strength/Hit Point rating, special abilities and casting cost. Skill cards can add bonuses to those stats, or provide additional effects, such as giving attack priority to the defender instead of the attacker. If the attacking player wins the battle, they now become the owner of the square. If the attacking player loses, they pay the toll. So there's an added intensity because the fights make the game much more dynamic.

There's a lot of other components to the game in addition to the basics. For instance, both creatures and land can be neutral or have an element. A water creature on water will gain defensive bonuses. These defensive bonuses will grow when you upgrade the land. Upgrades can be costly, but they're necessary to help you keep possession of your land through the defense bonuses and will drive up the cost of the toll, putting you closer to winning the match. A mismatch of creature element and land element will forfeit all the defense bonuses. So another option is the ability to swap out an existing creature of yours on the board with one from your hand, but it requires some conditions, costs additional gold for summoning the new creature and takes up a turn, which may or may not pay off. That's just scratching the surface of some of the strategic depth in the game.

Since this is the ten year anniversary, Omiya Soft went back to basics for the celebration. Culdcept DS is an enhanced port of the original Saturn game, but with rules from the later games, some new cards, and a rebalancing of the old cards. The developers added in a few extras too, such as art galleries and medals that you get when you achieve certain goals. It pretty much plays exactly like the Culdcept II I have for Dreamcast, but that's a good thing. The DS format is better for this type of game though, because the presentation is simple, the online component costs nothing, and you can play it anywhere. There's a story mode where you face off against 2-3 computer opponents. Of course any story for a board game is pretty silly, and this is no different. But it does give a progressive set of challenges. There's also a versus mode, where you can play against computer or against friends in the area or against random people through Nintendo WiFi. Culdcept is a completely satisfying mesh of board game and CCG that somehow just works.

Friday, August 07, 2009

Dragon Quest V: Hand of the Heavenly Bride

Dragon Quest V: Hand of the Heavenly Bride
RPG - Nintendo DS
Battery Backup - 3 Saves
1 player / WLAN Knick-Knack Exchange

Dragon Quest IV-VI make up a trilogy, but the starting point of V occurs a bit in the future compared to the events of IV. The games are tied by having the same worldview and history, rather than an immediate continuity. As the first DQ I've played since the first NES game, Chapters of the Chosen was a pleasant surprise. The actual game was solid, with meaningful battle choices, a healthy dose of exploration, a pleasant story, and charming interactions with townsfolk. I was worried that Hand of the Heavenly Bride would be too similar to enjoy, but were my suspicions unfounded?

As expected, when I first started playing DQV, it was a bit disappointing. It's not that the game was bad, but since DQIV did such a good job of everything already, V seemed completely unnecessary. The story is a bit different, focusing on the adventures of one particular person rather than a variety of heroes. This is handled in a different way than most RPGs, because the main hero is completely central, and will diverge paths from other characters he partners with. So the premise is fresh, and is entertaining in its own right. Other than that though, the games are remarkably similar. The only gameplay difference from DQIV -> V is the addition of the ability to recruit monsters and have them as party members. The spells you can choose and even most of the equipment is carry-over, so I was completely convinced that V was the same as IV.

As I played on, it finally hit me. V isn't the same as IV at all. In fact, there are a few areas where V is clearly -worse- than IV.

Most people seem to notice instantly that the musical composition isn't as good as its predecessor. The tunes are less memorable and aren't interesting enough to listen to apart from the game.

Worse than that is that poor continuity in the story. One of the major things in the game is that you have a choice of a marriage partner. Depending on who you marry, I presume people will talk to you differently and events will play out according to your choice, which is quite nifty and helps you feel like you're a part of the game world. What isn't as cool are the huge gaps in dialog-logic, like when my wife goes missing for years on end, and her family never even talks to me about that? It's those gaps that really ruin the otherwise convincing situations these characters are in.

Worser still are the design decisions that handicap the gameplay. One thing that I loved about DQIV DS, and Grandia for that matter, is that you're able to rotate the camera and designers will hide things so that they're only visible from certain angles. In DQIV, some of the mini-medals and other objects were obscured in the default view, but rotating the camera can reveal their presence. The rotating camera felt integrated into the game. Not so with DQV. You can rotate, but there's no point to it all. To be fair, there are some doors and ladders that can only be seen if you rotate the camera, but other than the 2-3x in the game where that occurs, the rotation feature is simply tacked-on. Because of that, I felt as if the exploration of dungeons and towns was far less interesting.

Also the ability to recruit monsters is completely mangled by its sloppy execution. First of all, it has the same problem as other monster-recruiting RPGs. You get a monster, and you have no idea if that monster is actually any good. Just like regular characters, they will gain spells and skills at certain levels. So maybe a monster sucks at low level, but at a certain point, they acquire this one awesome spell. But how do you know? You don't. So you end up grinding that monster and possibly maxing them out to see just how useful/useless they really are. You might level a char up to 30 and find out you've wasted all your time, since their final stats are weak and they lack good abilities. I fail to see how this adds any enjoyment.

Second, the interface to manage your party is clunky. You can only carry 8 characters with you (and use 4 in battle). So you can have your main hero, and 7 monsters if you'd like. Or 5 characters and 3 monsters. Or whatever combination of people/monsters you want. Only problem is... you can only change people in one town in the game. Monsters are similar, although there are about 3 locations in the game where you can swap them in and out. Unless you go to these specific locations, you are stuck with your current cast, and the other characters left behind will not gain any experience.

Finally, the funniest part of all is how you recruit monsters in the first place. It's essentially random! Whereas in SMT games an enemy might talk with you and your response might convince them to join you or in Pokemon, you beat down on an enemy and then toss a pokeball to capture them, here in DQV, you don't do anything. You simply kill enemies and maybe 1 out of 200 enemies you kill might randomly join your party. I've never seen anything so stupid.

Dragon Quest V confirmed my doubts about the series being able to sustain my interest. While I do respect the balanced core gameplay and the lively towns, DQV does nothing to improve on what DQIV already did. In some cases, the design decisions make it a bit worse. I will likely pick up VI just to finish off the trilogy, but I am absolutely convinced that if I never play another DQ ever again, I wouldn't be missing out.

Monday, June 15, 2009

Etrian Odyssey II: Heroes of Lagaard

Etrian Odyssey II: Heroes of Lagaard
RPG - Nintendo DS
Battery Backup - 3 Saves
1 player

I did not want to try this game. I knew that most of my peers were loving the series, but I have never liked 1st person perspective in RPGs, and do not particularly care for the dungeon crawler / survival RPG genre. And when asking someone whether the only thing cool about the game was that you had to draw your own map, the response was: "Yeah!" I thought that was the dumbest thing ever. Little did I know that it, along with the rest of the game, would be strangely compelling.

The structure of the game is similar to most dungeon crawlers. You have but one town and one multi-tiered "dungeon". The dungeon in question is really a labyrinth within a tree, so instead of drab and worn walls, you encounter lush green forests, autumn leaves, cherry blossoms, and other natural scenery. It's in first person, but there's a really nice level of detail to the environments and their vibrant color schemes. Unlike some other dungeon crawlers, the stages here are not randomly generated. The scenarios are specifically designed, which is a huge plus for me. The game is divided into blocks of 5 floors called strata. Each stratum has its own theme, just like you'd expect from a jRPG. For instance, the ice stages have these frozen tiles where if you walk on them, you slide and are forced along the frozen path until you reach normal ground again. It was the first time I experienced something like that in 1st person.

It's hard to keep focused on your surroundings, though, when there are plenty of hostile beings out there. Most of the enemy encounters occur randomly, but an indicator glows red when one is nearby. There are also visible encounters on every floor with boss/mini-boss type enemies called FOEs. FOE battles are generally extremely tough, to the point where you will want to avoid them at all possible costs. When exploring a floor for the first time, the FOEs can often take you out in a single turn. They can be overcome, as you become more powerful later and revisit, but the first time you see them is typically a death sentence. The majority of the FOEs do not even offer any experience when defeated. The only exception are the bosses in each stratum, who are part of the story. For the non-boss FOEs, the overpowering difficulty and lack of experience points (at least in EO2) means that you'll be intentionally planning your routes so as to avoid them. This is actually an interesting approach because it forces you to watch and monitor FOE movements. Depending on the FOE, they do a lot of different things. Some move in a rote pattern. Others will notice your presence and start following you. Some can move through walls. And others are invisible to your map. Their movements are so varied that even walking around is part of EO2's gameplay.

That's not to say the regular random encounters are a cinch. EO2 proves a challenge from the moment you step into the labyrinth. The enemies do more damage than your typical jRPG. The key to it all is how you configure your party. EO2 gives you a lot of choices. You can create your own roster of characters in one of 12 classes. You can arrange your party to include any five of the characters you create. And then when you level up, you get to choose what skills and/or stat bonuses to level up. You only earn one skill point per level. So if you're investing ten of your skill points in a single skill, that means you.re not investing those ten points in other skills. There is a system of constraints at work. That is both a blessing and a curse. While all the skills are useful in some situations, many are not useful in all situations. So the game could make it very playable or very hard for you depending on what you put your skill points in. The game offers a couple of different ways to alleviate this burden. There is the ability to "Rest" your character, which allows you to redistribute all your skill points. It costs 5 levels, but mid-game, 5 levels is a small price to pay to be able to totally redo your character build. The other option is "Retire", in which you trade in your character for a new character at half your current level. The advantage of retiring is that you will receive both stat and skill point bonuses to your new character, which could make up for essentially losing half your levels. These bonuses depend on how high of a level you were when you retired. A level 99 character receives much nicer bonuses than a character retiring at level 30.

The cool thing about the combat is that because of the skill system and your choice of party members, your actions matter a whole lot. You absolutely cannot mow through the game by simplying selecting FIGHT each round. There is a time for that, and EO2 has an auto-fight command for those easier battles. But a lot of the times, you will be up against enemies that want to slaughter you. So using party buffs, enemy debuffs, elemental weaknesses, binding - anything that will give you an advantage, will be an integral part of winning fights. I find it comparable to Dragon Quest, where your options are simple, but they heavily influence outcomes. The other thing that's nice about the battles are the drops. This being a dungeon crawler, the enemy drops are a key element to the game. When defeated, the enemies will randomly/not-so-randomly drop items depending on how you defeat them. For example, defeating an enemy in the first turn may net you a different type of item than if you defeated them in 5 rounds. Or an enemy may only drop an item if you kill them while they're poisoned. Different situations will net different things. It's not the drops themselves that are noteworthy, but how the game builds its structure around them. You will sell the items you get from defeating enemies to the town store, in exchange for money. Then because the shop now has these new materials, new weapons and armor will be available for purchase. It's a really simple and logical system. So it's always a treat to encounter a new type of enemy, because it means a new kind of item, which'll eventually lead to new types of equipment.

What ties all of the dungeon crawling together is a barebones story about a bunch of guilds attempting to reach this shrine in the sky. So you'll get specific missions sanctioned by the city Duke, all with their own monetary rewards. On the side, you'll get optional quests from the city bar, that'll net you rewards as well. Both the missions and quests have you doing a variety of tasks, such as defeating a certain FOE, investigating a subplot, collecting certain items, or further exploration of the floors. I like that there's a linear structure to it all, and that the quests are based on how far in the dungeon you've gotten.

Then we have the mapping. It sounds odd, but being able to draw your own maps on the touchscreen is quite satisfying. In terms of functionality, having an automap feature would be more efficient. But since EO forces you to draw your own maps, this method is far more interactive. The manual method also has some perks to it, by giving you a variety of icons to utilize, different floor tile colors to use as you wish, and notes you can insert into the map for reference. So while it takes a little more work to set up your map, it pays off because it can contain far more information than an automap could ever produce.

I've come to really appreciate Etrian Odyssey in the way it encourages exploration. The mapping feature is great, but it's only part of the story. Enemies, including FOEs, will drop items, leading to extra money and new equipment. You'll want to explore further just so you can experience the new item drops. Quests will have you looking for a special item, so even though you may have mapped out an entire floor, you'll be exploring the floor again to find the quest item. There will be passageways that are accessible only by certain classes, so if they're not in your party, you will have to revisit. There are special character abilities called Force that builds up like a super meter in fighting games. These abilities are extremely powerful when unleashed, but because they build up slowly, will have you staying in the dungeons longer to build them up. There are things here and there that all push you to hold out a little bit longer, go a little bit further, exactly what a survival RPG should do. Etrian Odyssey excels at luring you into a den of wolves with the promise of cotton candy. While the encounters are difficult, all is not lost if your party does end up getting wiped out. One cool trick is that you're able to save your map progress if you die, so it gives you even more incentive for exploring further and further.

But on the flip side, I'm not as fond of the entire skill system, where your choices determine your fate. With only one additional skill point earned per character level, the way you distribute them among all your skills is of utmost importance. You can't simply throw a point into every available skill, because many skills will not even land until you've maxed them out. For example, if your Poison skill is below level 8, you have like < 50% accuracy. That means you don't really know how good or bad a skill is until you've invested 10 levels into it. You don't build levels quickly in the game, so it's a huge investment. Sure the game offers remedies in the form of Rest and Retire, but it reveals that the skill tree is really unbalanced. I also question some of their character balancing decisions. I haven't found a whole lot of use for the Troubadour class, for instance. Atlus apparently removed the two best abilities from this class from the first EO, and as a result, completely crippled it. You also cannot get around the fact that this game is grindy. Because of your limited choices, you can expand your possibilities by making duplicate versions of the same class to diversify your skills. And you can make characters of different classes as well. But unless you rotate your characters into your main party, they will not gain exp. So the only way to maintain level balance is by constantly switching your characters in and out, and grinding until they're at the appropriate level. I much prefer games where exp is distributed to the entire pool of characters. By making you rotate members, it doesn't make the game any more fun. Just more tedious.

Flaws in the skill system aside, what EO does well, it does better than any other game I've played. Every little aspect encourages you to move forward. Even though difficult enemies threaten every step, traps are scattered throughout the floors and the environments are unknown, you will want to progress. The risk vs. reward is exhilarating. For that reason alone, EO2 is the best example of dungeon crawler I've played to date.

Wednesday, March 04, 2009

Fire Emblem Shadow Dragon

Fire Emblem Shadow Dragon
SRPG - Nintendo DS
Battery Backup - 3 Save
1 player

Funny as it may be, I never played a Fire Emblem game. I missed the entire GBA boat, because I didn't like the fact that only the 2nd and 3rd games were available to an English audience. And I never played the GC/Wii games, because I don't own either system. Luckily, Intelligent Systems thought it was a good idea to remake the very first Fire Emblem, originally on the Famicom. Perfect for someone like me wanting to try out the series.

Intelligent Systems is also very well known for their other strategy series, ____ Wars. I played and enjoyed Advance Wars quite a bit. Although FE could easily be a "RPG" version of Advance Wars, there's quite a few things that make Fire Emblem unique. For one, there is an element of exploration on the grid-based maps. It's not the same type of exploration found in regular RPGs, but there is that sense of mystery. On many of the maps, you'll find shops, towns, and cities. If any of your units enter a town, you'll get some information from the villagers there. Sometimes the information is trivial, and other times, they'll reveal some big hints. If the main character, Marth, enters a city, most of the time, you either acquire an item, or you'll recruit a new character to your party. The only problem is... thieves are able to enter and destroy cities, robbing you of that opportunity. So often times, Marth is racing against the enemy thieves to reach the city first. This definitely adds a new dimension to the standard "destroy the enemy" goals in most RPGs. I see now that FE inspired Yggdra Union in this regard.

Another nicety is the amount of recruiting available. While some games let you go to a tavern and hire/recruit party members for extra help, Fire Emblem integrates the recruiting within the plot. If you're fighting a particular battle, you may be able to acquire new party members by visiting a town with a certain character. There are also times where you're able to recruit an enemy commander if you talk to them with a specific character! There's a logic to it, and it generally involves a relationship with one of the characters. For instance, when you visit a town, the townsperson will say, "I wonder how my brother so-and-so is doing." And if you end up visiting that town with that person, you'll definitely get something out of it. Of course the slight downside to this is that if you don't have a particular character in your present party, you won't be able to gain those benefits. It doesn't bother me, as I consider these interactions a bonus. But there are some anal folk out there that want to be able to do 100% of a game on their playthrough.

As far as the actual tactical gameplay, it's pretty standard stuff. You've got characters in a lot of various classes. FE employs a rock-paper-scissors weapon system with lances > swords > axes > lances. Archers are great against flying creatures. And there are specific weapons that do extra damage against typed units (armored, riders, dragons). Basically there's enough options out there to consider pitting specific units vs opposing units. The weapons in the game have a limited number of uses, which may bother some people. But between the ability to shop for base weapons before battle, being able to find shops on maps with stronger weapons, and acquiring the best weapons through defeating of enemies, the limited nature of weapons never was a problem for me. Plus even with the weaker weapons, you're able to forge bonuses at the armory. I never really utilized forging very much in my playthrough, just because it can be extremely pricey. But if you've got the money, it is a very effective way of obtaining weapon superiority.

One of the things that Fire Emblem is (in?)famous for is perma-death. If any of your characters die, then they don't come back. Ever. I personally kind of like perma-death, because it forces you to be wise in your decision-making. I find that most SRPGs are too easy because it doesn't really matter if a party member dies or not. Them being strict on that helps me to be more careful with how I play. Most players, however, find it to be a frustrating exercise, playing for an hour and then losing a character due to some silly mistake. Don't get me wrong... I get frustrated too. Fire Emblem DS adds several save points within a level to help alleviate the tediousness. I think it's a great feature. I can generally tolerate replaying an hour long level if I made a mistake, but if I keep dying on my replay, things get old really quick. Having the save points reduces the penalty to maybe 15-20 mins of lost time, which is pretty reasonable.

From what I understand, the rock-paper-scissors system and the ability to forge weapons are more recent additions to the Fire Emblem series. So the remake adds these features to the structure of the original game. The remake also sports some slick additions to interface that makes the game easy to work with. For one thing, the game proceeds at a relatively brisk pace. There's no lag time between inputting commands, traversing menus, and executing movement and attacks. You can skip attack animations by hitting the Start button. And you can skip through an entire enemy's turn by hitting Start on the map screen. Another nifty addition is the ability to check an enemy's movement range. You can do that in most SRPGs just by clicking on an enemy unit. But FE DS allows you to select on multiple units to display their combined range, and also the ability to display the range of the entire enemy squad at the press of a button. The game just gives you all the possible options you could want, so you can concentrate on building your strategy.

Thing is... despite all of these positives, I realize that I don't enjoy Fire Emblem. Although I like perma-death, I find that the game is ruined because of the way the game is structured. The only other perma-death game I played is Tactics Ogre Let Us Cling Together. That one is frustrating, but respectably so. I find that when I lose a unit in that game, I deserved it. But here's the key difference. In TO:LUCT, not only does each unit on the map have their turn based on their speed/agility (WT), but because of the WT system, you have some control over when they go. That is, if you move and attack, your next turn will be later than if you simply Defended. In Fire Emblem, it has the "Your entire party moves during your turn. Then the entire enemy party moves during their turn." structure, which I find really stupid in a SRPG. I find that it actually diminishes strategy, because it makes it that much easier to flank and concentrate-fire on an opponent. And it makes it that much easier for them to do the same.

I feel like when I die in FE, it's not really my fault. Here's a good example: I was in a situation where I was within range of a fastly-approaching enemy. I knew my healer would be a sitting duck, so I formed a wall in front of my healer with my buffest units. A wall should be the best line of defense because it only allows a single point of entry for the opponent (vs an open unit, where it can be surrounded by four enemy units). It should have been the best possible strategy. After I positioned all my units carefully, it was "the enemy turn". The first enemy calvary unit attacked my hero. Did a small amount of damage, and then my hero counterattacked. The counterattack was so strong that the enemy died. Then the 2nd calvary unit attacked the same hero. Counterattack, died. By the time the fourth calvary unit got to that same unit, my hero was at 5hp. So of course, I died. Because my unit was TOO GOOD of a counterattacker. This is precisely what I meant by feeling that when I die it's not even my fault. Most would agree that my choice of a wall was the best defense possible. But because FE has this "your entire group goes, then entire enemy group goes" structure, my unit was better off MISSING the counterattack. I don't know what Intelligent Systems was thinking when they designed FE like that. It's ok when you have disposable units like in Advance Wars. Sacrifice is part of the strategy. But when you have characters that are sometimes important to the plot that can be killed off by such a system, then it ceases to be amusing. I'm not complaining about the difficulty at all. TO:LUCT is arguably more difficult, but I love it. I'm complaining about the inability to control your circumstances, and that's the problem with FE.

Another problem with FE DS in particular is that you're able to acquire too many characters. It's an issue for me personally because if I have a cast of characters to choose a party from, I will try to balance their levels out. Since you have like 30 characters in the game, I try to use my weakest members in the fights, and sometimes that's not feasible. The level difference between my units and the opponent's is too large. And because I divide the possible experience points between all 30 of my units, it means my units are not scaling up to the additional difficulty added by later levels. You can argue that I shouldn't balance my characters, but I've been burned by games in the past that forced you to use specific characters in your party as part of the plot OR make you create several teams at the very end. I could not finish Shining Force III because I -didn't- balance out my exp among all members. Finally, another stupid design decision is to have stats go up at random. That means, when you level up with a character, you could end up upgrading 6 of the 8 available stats. Or if you're unlucky, zero. Yes. Zero. You can level up and not have any changes to your character at all. It is the most ridiculous thing I've ever seen in an RPG.

Ultimately, Fire Emblem represents a game that I can appreciate only for historical significance. I can see how it introduced a form of exploration to SRPGs and a cool way of adding party members to your roster. I also enjoy some of the modern improvements, especially to user-interface, that came with this Nintendo DS remake. But I have major misgivings about the core combat engine. From what I've been told, modern FE isn't all that much different. Shadow Dragon is my first, and last, Fire Emblem.

Saturday, February 28, 2009

Retro Game Challenge

Retro Game Challenge
Pile of Awesome - Nintendo DS
Battery Backup - 1 Save
1 player

I lucked out with Retro Game Challenge. I just happened to be around when a couple of people mentioned it in passing. I had never even heard of it before, but knew then that I had to have it. Basically, it's a collection of 80s-style parody games. Being raised as a NES-gamer, I couldn't help but be interested. RGC was originally released in late 2007 as Game Center CX Arino no Chousenjou. Thankfully, XSeed Games decided to bring it over, and they made quite the effort to preserve this labor of love.

The setup is a little odd. Some strange fellow is lousy at playing modern games, but absolutely loves the games he played growing up. So he ends up trapping you and forcing you to undergo his retro gaming challenges. Although not the most epic storyline, it does provide the backdrop for this quirky collection. The great thing is that these games play homage to many of the old classics from the 80s. Cosmic Gate is almost identical to Galaga. Robot Ninja Haggleman closely resembles Ninja Jajamarukun and Ninja Gaiden (NES). Guadia Quest is clearly modeled after the early Dragon Quests. But although these games are very retro in their look and feel, they also incorporate some modern twists. For example, Star Prince is a generic vertical shooter, with the ability to collect power-ups to change your weapon. But Star Prince adds the ability to absorb bullets through a shield mechanic and launch a barrage of fire as a counterattack and collectathon elements by uncovering P-R-I-N-C-E tiles scattered throughout the stage. These games successfully blend the tight design of traditional gameplay with newer mechanics to produce familiarity, yet feels fresh at the same time.

The game is structured as a series of challenges. For the most part, these challenges are fairly easy. They are presented to help you learn the basics of each game, rather than mastery of them. When a challenge is met, the game immediately stops and brings you back to the main story. This initially bugged me - you spend your time getting to a new part of the stage, and then the main game kicks you out. But as you complete the four challenges for a single game, you then earn the right to play that game in "Free Play" mode. So I guess the purpose of the main game is to fulfill challenges, and not necessarily to play each individual game to your own liking. In addition to unlocking "Free Play", you also unlock the next game in the compilation by completing a game's four challenges. The final challenge of RGC requires completion of all the games.

It was the little things that stood out most. The first game you play, Cosmic Gate, is very barebones. Being that the game was "released" in 1984, you get a basic title screen, blocky visuals, basic mechanics, poor grammar, and tinny music. But as you unlock additional games spanning "release dates" from 1986 to 1989, you see a progression of all those things. Haggleman 2 has noticeably better visuals and higher quality music than Haggleman 1. Cinematic cut scenes were introduced. Gameplay concepts are evolved. Ending credits became far more elaborate. Retro Game Challenge accurately portrays the 80s era of gaming. In addition to the 80s-esque games themselves, RGC includes a library of magazines with news, tips & tricks. As a kid growing up with an EGM subscription, it's a really nice touch. What's also interesting is the English localization by XSeed games. The RGC magazine is called "Game Fan" and has editors named "Dave H." and "Dan Sock", which are obvious American game culture references. It's details like these which show that both the Japanese developers and the American localization team delivered the game out of a passion for video games.

As far as the games themselves, there are 8 titles included, although perhaps only 6 unique titles.

- Cosmic Gate is the Galaga clone, with the addition of a power-up that can destroy multiple enemies with a single shot and warp zones.
- Robot Ninja Haggleman 1 & 2 are almost identical games. I guess the best way to describe them are 2d action platformers in a confined space. When you destroy all the enemies in the stage (usually by jumping on them), the boss reveals itself. The twist is that the game has a bunch of doors scattered throughout the stage and if you enter one door, all doors of the same color will open, revealing power-ups, damaging enemies, and possibly revealing the stage boss early. Haggleman 2 has larger stages, harder enemies and upgraded visuals.
-Rally King and Rally King SP are overhead perspective racing games. Being a rally game, drifting is of the essence. If you can drift for 1 full second, you'll trigger a "drift boost" which propels your car in the direction of your drift for a few seconds. It's similar to Mario Kart DS snaking, except you simply drift, not drift from side to side. Unlike Mario Kart, you take damage every time you hit a wall or another car, so if you're wreckless with your driving, it's game over. This causes you to be strategic about your drift boosts, because you're penalized for bumping into objects. Rally King SP is really a remix of Rally King, and not a sequel.
- Star Prince is a vertical scrolling shooter. It's a very solid game, with lots of things to shoot and dodge. Interestingly enough, the waves of enemies change randomly, so replaying the same stage will result in a slightly different experience.
- Guadia Quest is very much a take on Dragon Quest. You have a party of 3 characters with similar spells to those offered in DQ. The "Guadias" are special enemies that you can make a pact with. If you defeat one, they will help assist you in future battles. Unlike a party member, Guadias cannot be directly controlled, and they do not help out every turn. Still, their presence is appreciated because Guadia Quest is a surprisingly thorough adventure. Even though the overworld is limited with only a few dungeons, the game makes the most of it. The dungeons themselves are huge, with many branching paths to explore. There are puzzles, a variety of enemy types, difficult bosses, rare equipment, etc. - basically what you'd come to expect of any standalone J-RPG. It may be old-school, but it's old-school well done. My only gripes with it are that it mirrors retro-RPGing too well. You need to go to a submenu to talk to someone or to look at an object. I'm not entirely sure why that couldn't be done with a single button. And although most items and spells are explained in the manual, some are not, which can be frustrating because modern games have descriptions built into the interface. Another pet peeve of mine is how older RPGs had terrible shop interfaces, where you were basically purchasing items blindly, not knowing if the weapon you're buying is better than the one you're wielding. Almost all modern RPGs show you stats increases/decreases so you can easily make informed buying decisions. Guadia, like most early generation RPGs, does not. Still, despite my quips, I enjoyed Guadia Quest more than most RPGs today.
- Finally Robot Ninja Haggleman 3 marks the end of the collection. It is completely different than Haggleman 1 & 2, resembling Ninja Gaiden (NES) more than anything else. In HM 1 & 2, your main weapon was jumping on enemies to defeat them. Here, it's all about slashing them with a sword. Haggleman 3 also resembles Metroid in the way that certain sections of a stage are inaccessible until you acquire specific items.

All in all, it's a good mix of games and genres. Only the latter two have a save feature that allows you resume right where you left off. The first six games are pick-up-and-play so they don't really need it.

My curiosity was piqued when I first heard about this title. Now that I've got it in my hands, I love Retro Game Challenge even more. As a gamer defined by the 1980s myself, RGC hits all the right notes. It is undeniably a product made by gamers, for gamers. Coincidentally, Game Center CX 2 was released in Japan this past week. Here's hoping that RGC sells well enough to pave the way for RGC2. We need more games like these.

Tuesday, October 28, 2008

Dragon Quest IV: Chapters of the Chosen

Dragon Quest IV: Chapters of the Chosen
RPG - Nintendo DS
Battery Backup - 3 Saves
1 player / WLAN Town Building

While not the first, Dragon Quest is the influence of what we now recognize as the traditional Japanese RPG. I played the first back in the 80s when it was released. And I hated it. It was completely tedious and dull, so much in fact, that I hadn't played another DQ title since. But because of the cult following, I felt like I should give the series another shot. Enter DQIV. I wasn't really sure what I was expecting going into this DS remake of a NES game, but I definitely developed an appreciation for what the series has to offer.

Dragon Quest IV is actually quite an interesting case study for me. It answers the question: "How would I feel about an RPG that does EVERYTHING right, except for one thing I care about most?" I adore the visual style, with traditional sprites over 3D polygonal rotatable buildings and backgrounds. It reminds me a lot of Grandia's style, and I am completely in love with it. Just like Grandia, the rotating backgrounds makes exploration really fun. In addition to treasure chests, there are plenty of medals to collect, in exchange for rare items. The added bonus of dual screens is very convenient in helping you see what is ahead too. In traditional Enix fashion, the orchestral soundtrack is also very nicely done. And the story? Ok... well... it's as generic cookie cutter fodder as they come (and what RPG isn't?), but I definitely enjoyed the story structure. The game is broken into chapters, hence the title, and makes the plot unfold more like a book, which is neat. One of the series' charms is actually specific to the English localization. Each kingdom has its own style of speech, which adds a lot of personality. One kingdom speaks with a heavy Russian accented English. Another parades its French influences. All of it just adds up to a world brimming with life.

Unfortunately, the best thing I can say about the combat engine is that it's tolerable. It all comes down to this - DQIV's battle mechanics are too simplistic for my tastes. The menu options are tried and true: Fight, Magic, Item, Flee - nothing more, nothing less. It's hard for me to be excited by the limited options, because I really enjoy tactical planning. With DQ, there's little to go on. To its credit, DQIV is the best implementation of this style of gameplay. This is a game in which party buffs and enemy debuffs, in addition to the usual arsenal of attacks and offensive spells, are essential against bosses and even some of the normal enemies. I like that each spell in the game is an integral part of the experience. I also like that DQIV implements enemy groupings so that there is effectively a difference between single-target spells and ones with an area-of-effect. Finally, I'm glad to report that DQIV allows your non-party members to share in experience, circumventing the tedium of rotating members in and out like a lot of other games. DQ may be simple, but at least it offers a focused battle experience. So while other games with similar mechanics drive me mad, Dragon Quest IV manages to be unoffensive.

Maybe that's the key to my overall opinion. DQIV hit all the right notes on everything, except combat. I place such a high value on combat because it is the only aspect of Japanese RPGs that differentiate it from adventure games. It comprises most of the playtime. Hence combat makes or breaks RPGs for me. I couldn't ever say I liked DQIV's combat. Nor could I say I hated it. Dragon Quest IV somehow manages to not offend. In the end, I rather enjoyed the adventure. There's just so much to love. I ultimately wish the fights had more depth to them, but when it comes down to it, I'm eagerly anticipating DQV. Maybe that's all that matters.

Friday, October 24, 2008

Sonic Chronicles

Sonic Chronicles The Dark Brotherhood
RPG - Nintendo DS
Battery Backup - 3 Saves
1 player / WLAN Chao Trading

Any mention of Sonic these days, and you'll be met with sighs and groans. Sega has done a wonderful job of degrading and stomping on this once respected franchise. With such atrocities as Shadow the Hedgehog and to a lesser extent the Sonic Adventure games, the announcement of a Sonic RPG was met with sharp criticism and skepticism. Then Bioware announced they were developing it. Mass confusion followed. Would this be a return to glory, or simply another swing at the equine's corpse? Well, it depends how you look at it.

Bioware has stated that one of their challenges was getting people excited for Sonic's friends again. On that, they're completely correct. Gamers have not really warmed towards Big the Cat, Cream, Rouge the Bat, etc. When interviewed, Bioware stated that they "think [Sonic Chronicles] is going to revitalize the love of Sonic's friends." Uh... not quite. Although they pulled most of the characters from the Sonic universe into this story, the dialog hardly goes beyond their one-dimensional personalities we've seen thus far. But because of the RPG structure, Bioware has successfully made Sonic's friends an integral part of the game. You need to include certain characters to utilize their strengths in party-based combat. You need to use certain characters to use their special abilities on the world map. You didn't expect to fly around with Knuckles looking for randomly generated gems to hiphop music in Sonic Adventure 2. But in Sonic Chronicles, you expect party travel. It fits and makes perfect sense.

Sonic Chronicles is pretty much what you would expect from a "Sonic RPG". It has a hokey story. It has action-y gameplay. It has its own style. And it's got bursts of speed (amidst a few lengthy fights). For a Bioware game, it is strange that the biggest weakness is the dialog. Perhaps they didn't have much freedom with the material, but the story comes off being simplistic and childish. I guess it's a Sonic game after all. Gems are stolen. Sonic and friends have to get them back. Blah blah blah. What was a little odd was how much sci-fi was thrown into the story. There are space ships and laser cannons and aliens - quite a departure from Sonic's early days of animal-controlled robots. Oh wait, I guess it was always a bit sci-fi. Known for their dialog trees, Bioware does little with conversation here. Instead of having multi-branching paths, most of response options are there to clarify and provide additional information rather than affect the story. The only thing I could see was that at one point, Amy Rose came up to me and thanked me for being so nice to her, which I presume she wouldn't do if I had chosen otherwise.

The game operates almost entirely off of stylus controls. Wandering around the overworld simply requires you directing your character with a stylus. Press down on the touchscreen and your character will start heading that same direction. Sometimes you'll encounter objects that you can interact with, such as talking with a NPC, opening a treasure box, or doing a spin-dash through a loop. In these situations, an icon will pop up and you can perform that action with L or R - the only buttons you can utilize in the game. You're holding onto the DS with your other hand anyway, so the L/R shoulders make the perfect action button. Although Sonic has never been stylus-controlled before, it actually manages to feel natural. Just like how most of 2D Sonic is moving in a direction and jumping at key times, Chronicles' movement mirrors that kind of flow. The game also offers quite a bit to explore. There are rings to find and chao to acquire in each world. There are also puzzles which require input from each of your characters to solve. And in true Bioware fashion, you'll be able to trigger quests, and a log is provided to keep track of them and your progress.

Combat, on the other hand, is as non-Sonic as you can get. But that's not necessarily a bad thing. For the most part, the visible encounters, menus and options resemble that of a Japanese RPG. You select commands for party members, and the turns will play out according to Agility/Speed attributes. Instead of magic spells, Sonic and friends have POW moves which require POW Points. When you execute a POW move, you have to do some work. The mechanics resemble Ouendan/Elite Beat Agents where circles will appear on-screen, and you'll have to tap them and follow their motions to a specific timing. On the flip side, your enemies will also perform POW moves that you can defend with the same types of motions. This type of system encourages more interaction in the battles, and I welcome it. True, having this system can slow the game down and force battles to be long. But as a player, I'm now a participant in what would otherwise be a monotonous endeavor. Another interesting aspect of battles are the escape sequences. If you flee from battle, or an enemy does, your party members will begin a side-scrolling running stage. Obstacles and speed-ups will be scattered along the ground to impede or aid your running. Your interact by tapping on characters to make them jump. The running is automatic. This resembles the forced-scrolling stages seen in the Sonic Advance games.

There are definitely some downsides though. Chronicles has the weakest music of any Sonic game. The original Sonic the Hedgehog had amazing tunes. And Naganuma re-imagined Sonic music with his take on Rush. I was not a fan of the Sonic Adventure soundtracks. But in Chronicles, it's so generic and forgettable that I don't even have an opinion. That's even worse, in my book. Also, for some reason, there is lag when pulling up the option menu. You'll face it whenever you want to use an item, equip a Chao for its special abilities, check you quest log or save your game. Another irritation is in the way the game is structured. Sometimes you'll accidentally trigger a story advance, with no way to go back, robbing you of exploration opportunities. Finally, the game manual and in-game help menus are inadequate. There's no documentation anywhere of what the status icons/effects do. Despite finishing the game, I still have no clue what some of the attacks are.

In the end, Sonic Chronicles feels very different from other RPGs I've played. I didn't really care that it wasn't the pinnacle of storytelling or user interface. I didn't care that some of the battles dragged on and on, as I alternated between using POW attacks which broke through enemy defenses, and defending to fill my POW Points back up. I didn't care that the ending was a complete tease. Flawed or not, Sonic Chronicles was completely entertaining to play. It's been a long time since anyone could say that about a Sonic game.

Friday, August 22, 2008

New Super Mario Bros.

New Super Mario Bros.
Platformer - Nintendo DS
Battery Backup - 3 Saves
1 player / 4 player WLAN

The original Super Mario Bros. was always my favorite of the series. Yes, subsequent entries had more variety to the stages, new power ups, and different enemies, but they just didn't resonate with me very well. So when Nintendo set out to make a sequel of the original for the DS, I was ecstatic. That is... until it came out. I absolutely hated it.

Where to begin... Let's start with the stages. Imagine my disappointment when I started up the game, hit a few blocks, jumped on a few goombas, and hit the end flag in about 20 seconds. The original SMB never had such short stages, and it certainly was a lot more challenging. Thankfully, the stages grow in length as the game progresses, but the difficulty level remains pretty easy overall.

The gameplay remains relatively intact. Your main weapon is still your feet. Jumping on enemies will get rid of most of them, including bosses. But this time you have some new jumping tricks. The coolest addition is the wall jump. It allows you to use your surrounding environment to scale higher heights. There is also a Ground Pound attack, in which you jump, and then stomp straight down. This creates a more powerful attack, and can break blocks as well. The style of the game is most reminiscent of the first Super Mario Bros., but you will see heavy influences of Mario 3 and World in the maps and stage design. But the limited musical tracks, classic swimming stages, and lack of flight definitely make it a tribute to the first.

Like the original Super Mario Bros., you've got your Mushroom, your fireball plant, and the invincibility star as power-ups. But this time they've added a Mega Mushroom, Mini Mushroom, and Turtle Shell. The Mega Mushroom lasts temporarily, but increases Mario's size to almost the height of the screen. He's invulnerable in this state, and depending on how much he destroys, he'll get some 1ups out of it too. The Mini Mushroom turns Mario extremely small. In exchange for the risk of a one-hit kill, Mini Mario can enter tiny passageways, run on water, and have floatier jumps. Finally, Shell Mario can hide in his shell to avoid taking hits. In addition, he'll be able to slide around in turtle shell form to attack enemies and hit blocks. The problem with these powerups is that they have limited usage. The Mega Mushroom is not well integrated into the game, and seems to be only useful for grabbing some extra lives. There's no stages that make use of his gigantic size, making it feel like an afterthought. Mini and Shell Mario are both a blessing and a curse. Sometimes the floaty physics of Mini Mario actually make stages much harder, if not impossible, to play. And the problem with Shell Mario is that the shell slide will activate while you're running, so if you're caught unprepared, you could slide right off a ledge. The thing is, although some stage areas are designed with those power-ups in mind, the power-up is often unavailable in that stage or makes it a random drop. That means you will have to replay a previous stage to get the necessary power-up, clear it, and then head back to the stage where you needed the power-up for entry. If you die, you'll have to do it all again. There's a lot of back-and-forth. It creates a tedious loop. Perhaps to alleviate this situation, you're also able to store one power-up on the touchscreen. But often, these power-ups are put into storage by a random drop, so chances are you won't have what you want in inventory. Overall, these new power-ups proved to be more aggravating than delightful.

Another aspect that is totally inexcusable is its save system. Being a portable game, you would think that Nintendo would add some sort of save anywhere feature, such as a temporary quicksave. There is no such thing. Instead, if you want to save, you have to either clear a tower/fort stage, or unlock an optional path on the map screen. When I'm playing on-the-go, I don't have time to dedicate playing 5 stages all at once. The solution according to the manual? Close the DS lid and put it in Sleep Mode. How is that a solution? What if your battery runs out while you're living your real life? What if you happen to forget that your DS is in sleep mode, and you leave it on for 2 weeks without playing? Why all games, especially portable, don't have a temporary quicksave feature is beyond me. If the game simply erases the quicksave after you've loaded it, then the game is just as challenging, but infinitely more convenient. It's ridiculous that NSMB only offers hardsaves in a select few save-points.

But for all that is wrong with the game, I finally "get" it. If you're just trying to beat the game, New Super Mario Bros. is a pretty mediocre experience. But NSMB incorporates a collectathon element, which ends up being its saving grace. Every stage of the game has 3 Star Coins to find. Some of them are out in the open, and may take some work to get. Others are a little more hidden and require logic and deduction to find. They'll test your timing and ability to make precision jumps. They'll also test your resourcefulness in using what the stage offers you. This is where NSMB shines. The design annoyances are still present for the Star Coins, but there are also some really creative locations for them as well. In addition, several stages have more than one exit. Find them, and you'll be able to access new paths on the world map. These new elements make NSMB play more like a puzzle game, and that actually changes the game considerably.

With design mishaps like poorly integrated power-ups, needing to replay previous stages, and lack of a quicksave, New Super Mario Bros. is full of irritation. Play the game to the end and you're likely to be bored by the lack of difficulty. But the inclusion of alternate exits and out-of-the-way coins transform the game into more of a thinking man's platformer. Pursue these extras, and you'll find that the bulk of the challenge lies here. Try as I may, I could hate it no longer. NSMB is flawed, but fun.

Wednesday, August 06, 2008

Meccha! Taiko no Tatsujin DS - 7tsu no Shima no Daibouken

Meccha! Taiko no Tatsujin DS - 7tsu no Shima no Daibouken
Rhythm - Nintendo DS
Battery Backup
1 player / 4 player WLAN

Not much to say really. It's Namco's rhythm game, Taiko no Tatsujin, but on the DS. This is the 2nd Taiko game for the DS, and like the first, it comes with two drumstick stylii to be used for the game. It also comes with a set of stickers. Who can resist free stuff?

The coolest thing about the game is the touchscreen interface. Of course nothing can compare to beating on the taiko prop in the arcades, but tapping the screen with your two stylii drumsticks is pretty intuitive. You can play the game with the normal Dpad/buttons too, but what's the point? The game is similar in style to most other rhythm games. "Notes" will scroll across the screen and when it hits a certain point, you tap the screen to time it exactly. On the DS version, there is a picture of a giant taiko drum on the touchscreen. If the note is red, you hit the drum with your stylus. If the note is blue, you hit a space outside of the drum. There are some special freestyle segments too, where you drum as fast as you can to rack up more points, and some other parts where you're forced to alternate your red and blue hits. All in all, it's a simple system, but it works pretty well.

The songs themselves are a mix of Jpop, classical music, folk songs, anime themes and namco video game music. The game sports a total of 50 songs, which ain't too shabby. And there are several difficulties for each song, so there's plenty of material here.

There's some interesting things about the game's structure. There are a lot of hidden events, akin to achievements. So when you hit certain milestones, you'll get emails, bonuses and congratulation screens. The in-game email system is full of personality. You'll receive messages from the game's cast of characters, each with their own unique writing style. They'll sometimes "attach" rewards, such as clothes for your drum to wear or additional instrument sounds to play with. Definitely the game's audience is more geared towards kids, but it's still very charming. The email system acts as a mark of progress, so it's kinda cool. There's also a story mode in the game that lets you unlock some new songs. It's kind of strange in that they won't let you fight bosses unless you've unlocked the proper clothing and wear them for the encounter. But the story mode has unique challenges to them including:

- Finish song at 100% rating
- Hit notes to damage bosses, as they send obstacles to block your vision of the note charts
- Play vs 3 computer opponents for highest score, as they use powerups and send little creatures to block where you can hit on the drum

Aside from the story mode, the general free play mode lets you play any song at whatever difficulty you want. Included is also a 2x/3x scroll speed option. The one thing I noticed is that compared to a Konami Bemani game, Taiko no Tatsujin is more mainstream-friendly. By that, I mean it's easy. In Bemani games, lots of times you are struggling to even pass a song and that's a big challenge in of itself. When passing that 9 foot song in DDR or 11 rated song in Beatmania IIDX, you feel a great sense of accomplishment. That type of feeling is lost in Taiko no Tatsujin (at least... until you unlock Oni mode). Instead, Taiko has a very lenient system. Even if you are messing up like crazy, chances are that you'll pass it. But there is still challenge to be found in precision. Like other rhythm games, playing for score is a big thing, so while it may be easy to pass a song, it is difficult to get 100% Good notes. So depending on what type of game player you are, the lack of difficulty in passing songs may or may not affect you. Finally there's a multiplayer versus mode, where you can even play 4 players off of one cart. The only drawback is that if you're the only one with the game, you'd be the only one with the two drumstick stylii and your friends would need to find additional props (fingers possibly?) or use the button controls.

Overall, the game works. The touchscreen interface allows for a more tactile experience than simply hitting buttons. Sure it can't match holding real drumsticks on the console and arcade versions, but it's a workable substitute. Plus I'm a sucker for unique accessories like the bundled drumstick stylii. With plenty of different modes offered and a sizeable songlist, Meccha! Taiko no Tatsujin DS is a whole lot of game.