Showing posts with label Game Review. Show all posts
Showing posts with label Game Review. Show all posts

Thursday, August 17, 2017

Let's talk about Final Fantasy Type-0 HD [SPOILERS]

I finally completed NieR: Automata this past weekend and Final Fantasy Type-0 HD on Monday.  Although I want to talk about NieR: Automata, I feel eager to talk about Final Fantasy Type-0 HD first.  NieR: Automata was a great game and I had very little to complain about other than some parts of the game being a bit of a time waster.  FF Type-0 HD; however, had a LOT of problems and yet it left quite an impression on me.  So let's get to it.



Final Fantasy Type-0 had originally released on the Playstation Portable system and was never brought to the Western market.  I was excited about this Final Fantasy game that seemed like it was full of action and combat.  Thankfully, they announced a Final Fantasy Type-0 HD version that was going to release for PS4 and PC.  I had waited for a sale and picked it up for PC only to realize that my computer couldn't run it very well.  I had gotten a new computer in the past year and so continued playing it on and off until I decided to really sit down and get through it the past two week.

Final Fantasy Type-0 is part of the Fabula Nova Crystallis series, which means it takes place in the same universe as Final Fantasy XIII.  FF Type-0 takes place in the land of Orience where the regions of the land are divided into four nations, each blessed by a Crystal that grants its people powers.  Like many other works of fiction that talks about divided land, one nation wants more power from the other nations which leads to political strife.  What I believe the game wanted to achieve through its story was the depiction of human struggle on both sides of a battle, a common theme among stories of war.

The game starts off with scenes of an invasion to a city.  A young man wanders the battlefield and asks around for someone in a red cape.  Shortly after, soldiers march in and start blowing up buildings, impaling the man's comrades in front of him and getting shot in the process.  The man is saved by his Chocobo and finds a sword to fight off the remaining soldier.  He continues searching for the one with a red cape only to have the Chocobo shot and have soldiers surround him.  At the last moment, he yells out for the boy he was looking for.  The one called Ace fights off the soldiers and runs to the man named Izana to try to heal him.  But it's too late and Ace's healing magic takes no effect to the severely injured and bloodied Izana.  Up to this point, I don't really call that much blood (if any) being depicted in a Final Fantasy game.  The one's dressed similar to Ace fights off the remaining soldiers in the area and turns to Izana.  As Ace and company stood there, they witnessed a dying man and his Chocobo companion as they cry out in agony of not wanting to die.  This opening felt so real, as in it didn't feel like a poorly written scene for a videogame like most cut-scenes in videogames.  It was a surprising opening and I was taken aback by the grim scene from a Final Fantasy game.  Despite this, I was excited to see how emotionally involving and deep the story was going to be throughout the game.

Well, I was pretty disappointed in that regards because everything after that opening took a sharp 180 turn into the other direction where the writing, characters, and delivery of dialogue were awkward, cheesy, humorous, and/or abrupt.  This is just story we're talking about.  In terms of gameplay, it's a game with good ideas mixed with a myriad of poor design choices.

[Pros of the game/Things I liked]
+ Characters: First and foremost, I want to talk about the characters of the game.  With 14 characters all dressed the same way, I didn't think there would be much to distinguish the characters by other than the weapons they used.  But as I played the game, I grew fond of each of the characters because of their specialty on the battlefield as well as their personality.  I will admit now that the characters don't have much depth to them, that they're trope-driven, and that they're hardly believable in the scope of reality (considering how real the characters felt in the opening); however, the interactions between the characters were some of my favorite moments from the game.
[Class Zero]: An Elite group of individuals that carry out dangerous missions
   = Ace (Cards): Ace is often depicted as the leader of the group, even though he really isn't.  He's young, but has an air of maturity with a calm and collected way of thinking.  He's the voice of reason in the group and the one that tries to keep everyone together.
   = Deuce (Flute): Deuce is kind of hard to keep alive since she isn't much of an offensive character, but I like to have her in my party and buff the other two characters as it helps a lot.  She's soft spoken and kind to those around her.  She's among one of the girls that gossip within the group.
   = Trey (Bow): Trey isn't exactly arrogant, but he definitely likes to show off his vast knowledge.  I find it funny in one of the study events where their Commanding Officer asks them a questions, he's first to answer but answers incorrectly.  When Cater starts experiencing cases of déjà vu and gets scared because of it, she turns to Trey for help.  He could've said "it's probably nothing" or ask "do you feel ill in any way?" to reassure Cater that she was okay.  Instead, he goes on a long winded explanation of what might cause it and the history and research that goes into that topic.


Trey was a really useful character and saved me a lot in missions with the ability to take down flying or unreachable enemies as he has the longest range in the game with lots of damage behind it.
   = Cater (Magicite Pistol): She was a good support damage to have in the party as she's able to attack a decent amount of times at a mid-range without putting herself in danger and having to worry about healing her.  She's blunt and headstrong so she doesn't hesitate to speak her mind, even if it might upset the people around her.  She experiences déjà vu and didn't understand why she feels like so many events have happened before.  It is revealed in a secret clip after beating the game that they have all looped the many events of the war over 600 million times.
   = Cinque (Mace): I do not like playing Cinque as she's slow with attacks taking forever to bring out and recover from, but she's pretty awesome to have in the party because she's sometimes able to knock an enemy down or stun them.  Why did they have a tiny little girl wield such a large and heavy weapon anyways?  Cinque's voice makes me laugh.  Her English voice (It's Cristina Vee, I can hear some Noel in the voice) makes her always sound out of it, slow and/or ditsy.  Her Japanese voice makes her sound playful and child-like.  She's the kind of girl who's in her own little world, so that's kind of what they're trying to go for.  I didn't really like playing her, but she had a fun personality and liked her interactions with everyone.  I also like how she gives endearing nicknames to everyone.  Mog=Moglin, Queen=Queenie, Rem=Remski, etc.
   = Sice (Scythe): Loud mouthed and vulgar, Sice is very much a tomboy.  Her attacks kind of go all over the place as she dives forwards when she swings, but I really like the damage behind it.  Her straight-forward, unabashed personality can come off as rude and conceited.  But she shows that she expects a lot out of herself and doesn't want to rely on others.  This still doesn't stop Trey from lecturing her about all the things he knows

   = Seven (Whipblade): Seven looks pretty much like Lightning, but with silver hair rather than pink hair.  Seven has a decent range in attack and damage, and she also can get an ability that has three different elements.  Seven is the big-sister type character.  She's mature and reliable which makes her a popular upperclassmen at the academy.  One interesting thing about Seven's outfit is that she wears spats under her skirt because she often twirls upside-down with her whipblade to attack all around her.
   = Eight (Knuckles): It might be just me, but I feel like Eight didn't have much of a presence within the group.  I did take note of him whenever I used him in fights as he has this one move that lets him continuously punch an enemy as long as he has the energy to keep doing it.  Personality wise, I feel like he was the most forgettable.
   = Nine (Spear): Nine is brash, hot-headed, and dumb, yet I like him so much.  If I were to choose who the most memorable male character was from the original 12, it'd be Nine.  With the Japanese voice, he's the stereotypical meathead who wants things simple and would much rather fight things out rather than negotiate.  With the English voice, he's an awkward dude who can barely speak correctly saying "hey" and "yo" a lot and it's entertaining to watch any scene he has a speaking role in.  I mean, who even talks like that?

He has pretty good burst damage and defense which helps when you're left with ranged units that need protection.
   = Jack (Katana): I didn't like Jack at first.  With his weapon out, he has the slowest walk in the game.  But then I thought of it in Monster Hunter terms and sheathed my Katana whenever I wasn't close enough and then attack to bring it out when I was in range.  After doing this and utilizing dodge more often, he quickly became my favorite melee character to play.  He has high damage and can quickly counter after dodging out of the way.  He has a unique style of play that was a bit more challenging but satisfying.  Jack is the class clown of Class Zero and is full of optimism.  His easy going attitude is a nice contrast to every else who seems to be a lot more serious other than Cinque.
   = Queen (Longsword): Queen is the studious and intelligent one of Class Zero.  She emanates a sort of elegance that matches her cool and collected mind.  It's strange that her weapon is a Longsword when her stance and style of fighting matches those who wield rapiers.  She's fast and can quickly close the distance which makes her a good duelist and for taking out multiple weaker units.
   = King (Dual Handguns): He's the strong silent type but is very manly when speaking.  He can be pretty useful against close to mid-range enemies that fly or unreachable by melee characters.  It's especially satisfying kicking an enemy down and shooting them while they're on the floor.
   = Machina Kunagiri (Twin Rapiers): They did a very poor job developing this character.  There was quite a focus on this character in how he changes, how he grows, his relationship with the rest of the characters, but they were all so abrupt and scripted that he ended up being one of the most hated characters of the cast.  In terms of combat, he was nice to have around to take down enemies with large health pools.  But as a character in the story, he didn't quite seem realistic and his motives were confusing.  Half way through the game, he disappears and isn't even playable on main missions.
  = Rem Tokimiya (Twin Daggers): Much like Machina, she was supposed to have a big role in the story.  But she was a rather boring character.  Even worse, she didn't feel particularly strong in combat either.  Her attacks were somewhat fast, but were so weak that it didn't compensate for it.  At the very least, she was the "kind girl" who watched out for everyone with Machina in particular.  So she wasn't a character I could really hate.

   = Kurasame Susaya: The Commanding Officier of Class Zero.  When he was introduced, he demonstrated his experience and abilities when Nine, Cater and Ace attacked him while he had total control over the situation without a bit of hesitation.  It shows how powerful he was and that he's really "cool".  Other than one other scene where he shows concern over the members of Class Zero, there were no other mentions of his character that would make the player understand who he was, why he's important and powerful, and his impact with the rest of Class Zero.  When he was sent out to battle, all he did was sacrifice his power for the l'cie to summon an eidolon (really strong entity) and that was the end of his character.  What I found out was that there is a manga that tells the whole story of his time at the academy, his contributions to the nation, the comrades he lost, and the sacrifices he made to led him to become the "Ice Reaper".  He was a really cool character that was entirely overlooked in the game.

+ Music: The main theme had a nice melody that was memorable, but it's played in over a dozen different variations throughout the game.  Overall, the music was pretty good and it was a pivotal element to the entire experience of the game.  It's definitely not as memorable as the music from other Final Fantasy games, but I enjoyed it and it brought out the atmosphere and immersion of the game.

+ The School Theme: The setting of the game being set in a school was done in Final Fantasy 8 and I really liked it in that game as well.  It was somewhat nostalgic of FF8 to see the characters be part of a school with other students, instructors, and such.  It felt welcoming and familiar to come back to the school grounds after each mission and finding new events around the campus.

+ Combat: In all honesty, combat wasn't that great yet I enjoyed it so much.  Setting up my party, choosing specific builds for my characters, and fighting off waves of enemies in real-time was a nice change in pace from the other Final Fantasy games.  And since there's 14 characters to play, it never felt too repetitive.

+ Voice Acting: This is probably not a good thing, but I enjoyed how bad the English voice acting was.  Having learned what it's like for voice actors who work on localized games, I can't blame them specifically for a lot of the bad voice acting.  A lot of lines in the game don't feel like they have the correct contextual situation in mind when they're delivered which is common in a lot of localized games when voice actors are given the script but not the situation.  This ends up with the English voice overs having some interesting results such as each character's personality exaggerated through their voices.  The Japanese voices are quite stereotypical of each of their respective characters, so it matches up pretty well.  So with the Japanese voices, it's not as entertaining, but it's certainly more believable thus more immersive.

+ Cinematics: Although the game was originally released on PSP, all the major cinematics that weren't in-game scripting were pre-rendered clips created in order to have PS3-like quality to them.  During these Cinematics, movements were natural, voice acting were (usually) contextually correct, and the moments had impact.  This is quite a difference from the in-game dialogues and scripted motions that looked awkward and jarring.  The best Cinematics that held a lot of meaning was the very beginning and the very end of the game.

+ Humor/Dark Themes: With the way the game started out, I didn't expect much humor.  But there are many moments that were so awkward or out of place that it's hard not to laugh (like anything that Nine says in English voice).  There were moments in the game where the darker themes felt like it held weight and meaning behind the story, and yet so much of the game's story and character development was such a mess that it didn't do it well enough.  The few events where it did have impact left an impression on me.

+ The "What-if" Ending: Even though this is the fake ending, it was cute and fun.  I loved it so much.  This ending showed what the lives of Class Zero would be like if there weren't a war going on and they got to enjoy their school lives.  This makes it that much more harder to accept the true ending.


[Cons of the game/Things I did not like]
- Free Time: I actually liked the "Free Time" the first few times I had to go through it.  You get to talk to your fellow schoolmates and see different events that ranged from informative, to funny, to sometimes being a waste of time.  As the game goes on, there are less events to trigger and a lot more side quests you can do.  These side quests were probably meant to get the player to go out and earn some levels; however, they were long, boring, and tedious without the rewards to compensate for them.  Free Time became a waste of time and I ended up going straight to main missions after triggering all the events.

- Side Quests: As I mentioned, side quests just didn't feel worth the time and effort to do.  I did all the side quests the first few times and realized how long it took to do them while not really being properly rewarded for them for the time I spent on them.  It certainly felt like filler/padding to extend the time spent on the game and it just wasn't that fun.

- Conquering missions: I didn't expect to see a game of tower defense in an Action-RPG, but there it was.  You choose one character to move around the overworld and lead your army into the opposing faction's city to weaken its defenses before invading it.  It's a tedious process that requires you getting knocked down over and over again.  It's clunky, boring and annoying.

- Slow and abrupt pacing: Perhaps it's because it was originally developed for the PSP, but cinematics and events tend to fade in and out a lot of scenes.  When it's not doing that, the narration for the story is long winded and boring.  It's trying hard to drive home the idea of "war is bad and everyone is affected" and it loses its audience through the droning of narration rather than just showing it through action or gameplay (like the beginning cinematic of Izana dying.  That was powerful and had meaning).

- Lazy on story details: I had a similar complaint to Final Fantasy XIII when I read all the notes in-game and thought that the notes did a better job at telling the story than the game itself.  That should never be the case for a videogame.  At the very least, FF13's story was easy to understand even if it was told poorly.  With FF Type-0, the story details are cryptic and sometimes never mentioned in game and can only be known to those who read everything from the notes.  And even then, character development is non-existent for some which led to some dumb moments.

- No connection to characters: I did say I liked the characters, but unfortunately the game didn't really do much for them in terms of character development.  Very little backstory, motives, and changes are given to characters throughout the game which made it difficult to connect with them.  Lots of characters die throughout the game, and yet a lot of times it's hard to really feel sad for them when we barely got to know them at all.  At one point in the game, Class Zero's little merchant girl Aria (who is hostage to the enemy) suddenly has a connection to one of the enemies.  There is no build up to that moment, it just reveals itself and happens.  The player confronts this one enemy multiple times and yet knows little to nothing about him.  He tells Aria to go home and that there will be a lot of fighting and she refuses to go home and tells him not to die.  Just when things are about to end and he was about to retreat from the fight, he finds a bomb near him set by one of his comrades without permission.  He sacrifices himself and prevents the bomb from needlessly killing that much more lives.  It sucks, but who was he?  This happens quite a few times throughout the game and it just felt like cheap moments to try to make it feel deep.

- Level requirement spike: For about 35%-45% of the first half of the game, there is little need to grind for levels in order to get through the main missions.  But at one point of the game, the recommended level spikes up by a large amount.  As I've mentioned before, side-quests are boring and not really worth it.  So the only other options is to either go into the arena to train, have a character go into secret training (and you can use an exploit to level them extremely quickly), or replay a previous main mission in order to level the characters.  But then it presents another problem in the game:

- Leveling characters up: Characters level up individually.  Only three characters can be in the party at a time.  There are 14 characters in the game.  This means you have grind levels for 5 separate groups every time they're under-leveled.  With the amount of levels needed at that difficulty spike in needing higher level characters, it feels like an aggressive waste of time to repeatedly fight the same enemies over and over for hour on end before you can progress the story.

- The last area: Despite over-leveling my characters to avoid any further difficulty in confrontation, the game still decides to throw enemies that take forever to kill with some of them possessing the ability to kill you in two hits should the 2nd hit land shortly after the first one.  I was well over 10 levels above the enemies and still took quite a bit of time to take down each enemy across the two dozen rooms laid out at the last area.

- The last boss: As if the game didn't waste enough of your time already, the last boss goes on with his soliloquy as your characters stumble around with the little bit of strength they have left to fight and overpowered gargantuan of a monster as it takes a swing at them every once in a while to take them out of their misery.  After everyone falls in battle, another cinematic takes place and then each member is revived and controlled by the player.  Each of those characters can't be killed and can continue to attack the monster until they take a set amount of health away before getting knocked out and switched out with another character.  This process takes a LONG time as the boss is level 99.  Even with invincibility, the characters can still be knocked around.  It wasn't fun, it didn't have the dramatic effect that I'm sure they were going for when they designed this, and I did not feel satisfied after beating it.

- The True Ending: I don't think there was ever a more painful ending to watch from a Final Fantasy game than this one (except Crisis Core, everyone keeps mentioning, but I haven't played it yet).  Much like the opening cinematic of the game, the graphics are pre-rendered and it looked really nice.  The motions were more natural and the quality of the voice acting was much better (although it was still not very good in English).  Also like the opening cinematic, it felt very real and meaningful as the twelves characters that I got to know and love are now facing the reality that they're dying from the damage done to their phantoma (kind of like their soul).  They all begin to cry and share each other's sorrow.  As that happens, Ace sings a song that calms everyone down.  They didn't want to be sad and start imaging what life after the war would be like now that it's over.  They laugh and smile as they wonder what kinds of places they can visit and things they can learn making for a hopeful future.  As the credits roll, Machina and Rem burst through the classroom doors and find their former comrades and friends had already passed as they lay next to each other next to their weapons erected with their capes attached flailing to the wind like a flag.  It was such a painful moment and the biggest slap in the face was the Machina survived.  I can't say that the ending was bad, but it made me feel bad.  It was a sad conclusion as it did off one of the main things I liked about the game: the 12 main members of Class Zero.


Despite it all, I'm glad I played through the game.  It's definitely not one I could recommend and not a game I want to play again any time soon.  But still, I'm glad they localized it and I got to play through it.

Monday, June 8, 2015

The game that DRAGS-ON! [SPOILER ALERT Drakengard 3]

I really buckled down and made an effort to complete Drakengard 3 (Drag-On Dragoon 3 in Japanese) this past weekend.  Drakengard 3 is an Action game with aspects of hack-n-slash and RPG elements.  The game starts out with the main character Zero slaughtering dozens, if not hundreds, of soldiers to get to her sisters to kill them.  The game doesn't give much context and just showing the player that Zero really wants to kill her sisters and take their powers.  I see this plot device pattern used in a lot of games where it doesn't tell you what the true motive or reasoning behind the adventure is until it's close to the end of the game.  Even when the player kills the last sister and then dies, it still doesn't tell the player what the whole story was about.  Then an alternate timeline reveals itself and you play through that one, and then again on another timeline.  After the third time, the game pulls a game design choice that virtually extends the gameplay time before the player can progress.  It required the player to collect 100% of the weapons in the game before they can continue to the 4th and final arch of the story.  That was an extra 5 hours of grinding for money and hunting down weapons.  Then I got through the last arch which was as twice as long as the past 2 story arch before reaching this BS, final confrontation.

The confrontation begins at 2:30

Honestly, an ending like this is absolutely beautiful and memorable.  But the problem is that the gameplay side of this section is absurdly difficult and unforgiving that it didn't feel worth practicing over and over for.  It's a music-rhythm mini-game that goes to Game Over if you miss even one note.  I tried 7-10 times before I gave up.  The long loading times between each retry didn't help encourage me either.

So there's a lot I want to say about this game, but I'd rather keep it short and simple.  I want to start out by saying that this game has flaws and problems, but I don't regret playing through it.  I guess it'd be best if I just complained about everything I didn't like first before explaining why this game is even worth talking about.

Cons:
- In-game graphics is garbage compared to what the opening cinematic looks like
- Lots of textures and models look outdated
- Many levels are reused; you will play each level 2-4 times throughout the game
- There isn't much depth or backstory to any of the characters, even though I like them
- Long loading times, despite eating up 5 GB worth of hard drive space to install the game
- Dubbing; the English voice overs weren't bad, but they changed the characters' personality
- Combat is largely because of combos and camera angle
- Usefulness of weapons; knuckles and chakrams were largely useless throughout the game
- Some enemies would strike for 25%-75% of your health, and you'd fight multiples of them
- Some levels throw so many enemies out that they literally block the view
- Forcing the player to gather 100% of the weapons to progress the story
- The game felt like it dragged on a lot and kept going when it should have ended
- The final confrontation being absurdly difficult; it wasn't worth my time

So with that out of the way, I can start talking about what I did like about the game.

[Story]
The premise is quite simple, but I enjoyed it.  It starts off explaining how mankind was at constant war with each other.  5 beings went around and sang their songs that soothed the hearts of men and ended the wars.  These beings went on to become known as intoners who the men worshiped like gods.  They were sisters of serenity that brought peace back to mankind.  But then there was a 6th sister that wanted to kill them all and take their powers for her own: Zero.  Zero charged into the castle with a dragon named Michael to slay her sisters.  As Zero fought each one of her sisters, they retreated one by one only to have a dragon summoned by them counter-attack Zero.  Michael dove in and blocked the attack aimed at Zero.  It is assumed that Michael perished shortly after as the player is introduced to a tiny Dragon named Mikhail.  After a time of recovery from the loss of her arm, Zero set out to kill her sisters again.  One by one, she hunted down her sisters: Five, Four, Three, Two, and One.  Each Intoner has a disciple that helps in summoning an angel to fight for them.  After killing each Intoner, Zero takes their disciple and has sex with them every night.  I kid you not, that is brought up a lot in the game (but nothing is ever shown).  There's Dito the sadist, Decadus the masochist, Octa the old man with an insatiable sexual appetite, and Cent the handsome idiot.  They all join Zero in the slaughter of soldiers, trolls, beasts, and all sorts of enemies to reach the other intoners for Zero to kill.  After getting 3 different endings, it is finally revealed why they were on this journey in the first place.  Zero had died, supposedly.  But she awoke and with great power.  She found out that there was a parasite living within her in the form of a flower and would one day bloom and destroy the world.  She tried killing herself when she found out only to be reborn out of the flower again and again.  Then she tried pulling out the flower from her eye only to have spawned 5 copies of herself.  They, in a sense, became her sisters and ensured the power of the parasite to come to fruition to destroy the world.  The only way to destroy that power was the strength of a dragon.  Zero had met Michael and agreed to cooperate in order to save the world.  They would kill all 5 sisters and then Zero would sacrifice herself to Michael in order stop the end of the world.  It is revealed in the middle of the game that right before Michael died, he respawned but lost all of his memories.  And that is how Mikhail became to be.  The responsibility fell on Mikhail to end it all, and that meant killing Zero.

So why did I like the story?  It was different and I was able to empathize with the characters.  It sounds so contradictory when Zero wants to save the world from destruction yet slaughters hundreds to thousands along the way to do so.  It's contradictory for the Intoners to bring peace to the people when they will ultimately become the end of all living things.  I felt the whole theme around the story was about being alone.  Zero didn't really face the quest alone because she had Michael.  Although short, that opening scene reveals a very intimate camaraderie between the two.  Zero had a lot of confidence, faith and trust in Michael while he, as an all mighty dragon with wisdom and power, had this caring nature for Zero which ultimately got him killed as he shielded the blast for Zero in the beginning of the game.  Mikhail is a totally different character.  He is depicted as young, innocent, naive, and playful.  He is incredibly faithful to Zero, yet Zero consistently yells and insults him throughout the game.  You would think that Zero would slowly become attached to Mikhail, but near the end of the game, I had a different impression.  She had already loved him from the beginning, but only she knew of the deal that she and Michael had; that Michael would be the one to end her to prevent the end of the world.  With Mikhail's innocence, I can't help but feel like Zero tried her best to prevent Mikhail from being too attached to Zero so that he would be able to fulfill that same responsibility.  It was also a way for Mikhail to toughen up and never settle for being weak, and it really reflected at the very last confrontation (as much as I hated the gameplay), because it was very difficult but it befell to Mikhail to see it through and destroy the flower.  That's one instance of showing loneliness in the game.  Zero always felt isolated.  Even when asked about her "friends" the disciples, she retorts and says she didn't have friends and never had any to begin with.  She didn't want to become attached or have anyone attached to her.  But it was clear that she enjoyed the company, as weird as they were, as in one arch, she decides to save them before they disappear and in another arch she looked pained when they left.  Zero couldn't trust anyone else to help her kill her sisters as they were the ones that brought peace back to the land.  Suddenly, that contradiction I stated earlier makes sense, doesn't it?  She killed all that impeded her way because no one would believe her or help her.  And with the Intoners having such a large influence over the people of the land, the men would fight and die for them which is what the parasite probably wants.  The only sister that understood their purpose in the world was "One" but she didn't trust Zero to follow through and wanted to fulfill the same goal Zero had.  In the end, the one who was truly left alone was Mikhail, which is why it was such an emotional scene when Zero finally told Mikhail that he had gotten stronger as he was about ready to destroy the flower (Shown in beginning of video above).  It's a very sad story in contrast to the abundant humor the game had throughout the journey, but it was one that I enjoyed.

[Humor]
I heard the first two Drakengard games were very dark and moody (I have the 2nd one, but haven't played it).  So it was kind of a shock to fans when they realized how much humor was put into the dialogues, cinematics, and characters.  A lot of the humor is vulgar, slapstick, or twisted/dark jokes as the writers said they wanted to write for a mature audience.  You can bet there will be a lot of bantering between the disciples when there's a sadist, masochist, sex maniac, and a big idiot.  The writers know the game is extremely violent, offensive, and has tons of innuendos, so they just roll with it and turn it into something funny (as messed up as it sometimes seems).

Start the video at 3:56

[Characters]

Zero - Zero is sort of a tsundere.  She isn't really honest with herself, but she has a very good reason for being so.  She knows that she must end her life at the end of this journey and doesn't want to be attached to anyone or have anyone attached to her.  She's often foul-mouthed, angry, and very frank with her words.  But there are times she shows weakness of losing people around her.  It is most evident whenever she loses Mikhail.  I kind of want to know what kind of person she was before she was infested with a parasite, but I realize that it's not important for the player to know at all in her current journey.  I kind of liked Zero's character.  She's very tough, but her rare moments of compassion reminds the player that she still human emotions and isn't just a killing machine.  If anything, she feels like a really lonely character to me.  She knows she's not a hero and not a savior.  There was no good guys and bad guys; there were only countless victims.  She just wants to set things right and take responsibility.

One, Two, Three, Four, Five - It's difficult to remember boss battle characters sometimes in videogames because you encounter them and defeat them within several minutes.  The 5 sisters make reoccurring appearances and you'll face them multiple times.  It kind of leaves an impression after a while and you start to pick up the differences between them.  If anything, Two, Three, Four, and Five were more for dramatic and humorous encounters.  One was the most serious one of the sisters and the only one that seemed to understand what was going on as well as being the only one to have not been driven mad by the flower's power.  She wants the same thing as Zero, but neither one trusts each other with the job.  Four left the biggest impression on me because she seemed very sincere about loving Zero and not wanting to fight.  Perhaps the five sisters each possess a piece of Zero's original personality.

The Disciples: Dito, Decadus, Octa, Cent - This band of weirdos made the journey less boring.  You can bring two of them into battle with you to aggro some of the enemies off of you and help you in a fight.  Along the way, they'll have plenty of things to say.  They'll complain about their situation, give advice, and yell at one another.  At one point in the game, Mikhail felt like it was so much quieter when three of the disciples were gone.  Even the one disciple felt off without the company of the others around.  It was then I started seeing the theme of "loneliness" in the game's story.  As messed up as he was, Dito was one of my favorites.  The way he reveled in violence and the pain he inflicted was entertaining and felt fitting with all the fighting you do.

Mikhail - He was a rather lovable character.  He was so carefree and childish that I couldn't help but feel sorry for him sometimes whenever he receives a barrage of insults from the party.  But I can see why his character works so well as he's so contradictory to the rest of the game.  That contrast made him stand out.  He didn't like fighting and definitely didn't like killing.  He wants to do his best and be praised only to mess up and get yelled at.  He didn't really care about anything as long as it made Zero happy.  So it was a really sad parting for him to say goodbye to Zero.  He wanted to become strong for Zero and was finally able to prove it on the very last confrontation where he bested the flower's song and finished it off.

[Combat]
One of my complaints was about combat, but I also kind of liked parts of it.  I didn't like how clunky combat felt.  There are many hack-n-slash games where starting a combo meant you were locked in animation until it's over.  You can't block, evade, jump, or cancel the animation in any way.  This meant getting hit when you're fighting something else.  I also didn't like how the efficiency of two our of four of the weapons dropped shortly after you acquire them.  They hold almost no potential usefulness throughout the game.  You only needed to use swords for multiple enemies and the spear/lance for single-targets.  What I did like is the simplicity of combat and its challenges.  The game is challenging, and sometimes not in very fair ways.  But to make the battle possible, you need to utilize everything you've got.  This means dodging, block/parry, buying and using items, upgrading weapons, going into intoner mode, switching between weapons, and sometimes using combos.  There are a lot of games where I end up saving up all the money and items and never using them because they were never needed.  Other times, there are games where you don't even use certain moves.  But the game's design and difficulty forces you to utilize them all in order to get through the game, and I think that's great.  Through its simplicity, there's a lot of planning and techniques you must use to survive and overcome impossible situations.  I honestly think it's impossible to play the end levels without Strength and Defense potions because enemies hits too hard and frequently in large groups while having too much HP to be able to be defeated normally.  Also, I love how the music has an added operatic voice melded in whenever you go into intoner mode.   That part in presentation made for such dramatic effect and lasting impression.  It reminds me of Chaos Legion where the music changes whenever you bring out your summons or in Final Fantasy XIII-2 where the music gets more aggressive when an enemy is close by.

[Presentation]


This opening cinematic was breathtaking and is sadly the only one with this kind of quality.  This made me really disappointed in the in-game graphics with some of the blocky models and outdated textures.  I was thinking that maybe they lowered the assets so that it would run smoothly, but even Dynasty Warriors 7 & 8 didn't look so bad when they have almost 4-5 times more enemies on screen than this game.  Even then, the game's frame rate would drop a lot whenever there's an explosion.  Lots of levels are reused, but are presented differently each time (different atmosphere/color tone, going backwards from last time).  There were many problems and flaws with its presentation.  But what made up for it was the writing and audio.  The jokes and humor were actually pretty good and gave a good laugh throughout the journey.  And even though I didn't like how the English dub changed the personalities of the characters, I felt like their delivery really accentuated the type of characters they've changed.  And then there's the music.  I think I might have given up on this game too half-way if it weren't for the magnificent music that ranged from being very aggressive and loud to mellow melodies of sorrow.

Arrival of the Guards – Battle Stage
Prevolt / Battleground
防来/戦場


This is possibly my favorite track and probably even the director's favorite because it was used so many times.  There are three boss fights that use this melody!

Arrival of the Guards – Zophiel
Prevolt / Zophiel
防来/ゾフィエル


That energy and that haunting melody spends a chill down my spine.  I really liked Four that much more because of her Boss Fight songs.

Kuroi Uta -black song- (International)
クロイウタ/日本国外向け製品収録版


The 8 minute final confrontation song is also amazing too (the video on the very top) called The Last Song.  The music really made for an enjoyable experience.  Without it, I don't even know what to think of how the game would be like.


I'm sad I couldn't truly finish the game, but I'm really happy that I played it through to at least that part.  It was funny, sad, and beautiful.  Sadly, I don't think it's a game I can easily recommend.

Friday, October 1, 2010

Resist it all

Ahhh, there's so much news to talk about.  I don't want to drag it out though.  I just checked the length of two posts ago on this blog with Microsoft word and found out I wrote 17-18 pages worth of words double spaced.  I think it'd be able to do a 100-page analysis on Phantasy Star Online Episode 1 & 2 if I had to, haha.  Anyways, right off the bat I wanted to say that I beat Resistance 2 on PS3 and was disappointed with it.  But there are things about it I did like, I'll get to that last I think as I want to talk about a few other news first.

[Golden Axe 1/2/3 - Sega Genesis]

Remember my last post about Golden Axe: Beast Rider on PS3?  Well, I played the original three Golden Axe games on Sega Genesis (it's old, but it still works, haha) to see if I was really fooling myself in thinking that the old Golden Axe was better than this new rendition.  Right away, having no two-player co-op on the PS3 version was upsetting and took a huge element out of the gameplay from the original one.  If I were part of the development team, I would have went for a three player co-op, if not two, with an sort of angled overhead view of the environment and adjusted the mechanics of the already existing counter system into it as I find huge potential in their design.

The music of the original three were a huge hit of nostalgia and I still remember them very well.  They really impacted the mood and setting of each level and especially the boss fights.  Death Adder had such a daunting theme when you fought him.  The battles were intense too.  Sure, it wasn't filled with spectacular special effects, CG cut-scenes, and had a dialogue, but the Death Adder from the very first Golden Axe struck me as dominating and powerful.  The Death Adder in Beast Rider was a joke when he took off his armor (not going into too much detail just in case anyone plans on playing it in the future) since it destroys the image or perception of his existence.  He was more of an entity rather than a physical being, and that mystery behind him made seem almost haunting.  The music truly had an influence to the series, but it did not carry into Beast rider.

The AI in the original ones were actually programmed really well.  When I was a little kid playing the game, I just thought "wow, evil monster!"  When I was playing just a week ago, I was thinking "Wow, the programmer really thought this through!"  Sure enough, they had a pattern that could defeat them, but the enemies were smart enough to get on each side of the player to chain attacks.  Skeletons were capable of charging at the player and when missed, immediately about face and charge again.  I laughed at how awesome that was, even though I was getting my butt kicked.  Sure enough, the old Golden Axe was really difficult.  The new one followed a lot of the same frustrations the old one had such as enemies knocking the player off a cliff, enemies chaining attacks that immobilizes the player, formidable bosses that required patience and reading patterns, and of course getting knocked off a beast frequently happens.  So maybe I was a little "too" harsh on Beast Rider; however, the criticism on the death concept still stands.

The original Golden Axe games were based off an arcade game, which in turn made the game very short.  Players were able to continue right where they had died with a set amount of lives right from the start.  The problem with Beast Rider is that it is an on-going adventure that requires much more time.  Lives were found and not given, which doesn't guarantee the ability to continue with each passing level.  Since the player just continued after dying each time in the original, the flow of the game kept moving forward.  But in Beast Rider, the player must constantly go back to each checkpoint after dying to repeat the same tedious task of taking out the enemies they've slain several times over already.  The flow of the game was very disruptive and killed the mood of the player.  I wasn't imagining things, I really did like the old Golden Axe, and I think I still do.


News time!  I think I'll bullet-point them and make them brief with more information linked to each one:

-Nintendo's 3DS announced for next Spring and reveals hardware capabilities.  Also this neat trailer of how some of those components will be used:

Is it wrong that I like this trailer?  Aside the fact that it's a date-sim game, I'm excited to see how developers will utilize the hardware and perhaps create augmented reality games.

-James Benson finishes animation project he's been working on for 4 months:

-MAG for PS3 get's a huge patch that changes the way players level up their skill trees and acquire weapons.  I got to play an hour last night and really enjoyed some of the changes and frowned a little on others (I can't use Anti-Personnel Mines until Level 44 now...).

-EA "says" that pre-orders for "Medal of Honor" exceeds all previous ones in the series and expects a huge number of sales.  No actual numbers reported, so we'll see.

-Like MAG, Team Fortress 2 undergoes game changing updates to the client and added new levels, mini-games, items, modes, and a micro-transaction system (ew).  I haven't gotten to play it yet since I was playing MAG and Resistance 2 last night.  Oh, and it's also 50% off on Steam right now in introducing its new patch.

-Activision's new Guitar Hero is busted.  That is, consumers all over the world are experiencing a "disc read error" on the newest release of Guitar Hero and is causing quite a problem for Activision.  I bet the higher ups in EA are laughing their butts off on this one.

-Fist of the North Star: Ken's Rage is coming out November 2nd.

-Kitsu Saga just went closed beta.

-Legend of Edda just went closed beta.

-Dynasty Warriors Online is going closed beta on October 14th.

-EA releases "Medal of Honor" for multiple platforms on October 12th.  Open beta for multiplayer is from Oct. 4th-7th, I think I'm gonna try it out and see if it's any good.

-Vindictus Open Beta launches on October 13th.  This game is a.k.a. Mabinogi Heroes.

-Cosmicbreak is going through their 2nd Open Beta and closes on October 17th.  I like the game, I went through 1st open beta.  The game doesn't take up very much HD space, it has an in-depth multiplayer system for both PvP and PvE, lots of different characters to choose from, and doesn't require grinding.


I believe that is all I have from the top of my head.  Now, about Resistance 2...

[Resistance 2 - Playstation 3]

Resistance: Fall of Man was really fun.  I bought that game late (just last summer) for very cheap ($20 was it?  As opposed to $60), but really enjoyed it.  The original had a gripping storyline/narrative, creative weapons, and non-stop action.  The sequel I bought just recently since my sister and I beat the first one on super-human difficulty and wanted to know what happened in the next one as well as having another co-op game to play.  Well, sucks for us since the developers took out two-player co-op in campaign mode and made a separate online/offline Co-op mode.  The sequel improve tremendously on graphics, animation and controls.  The schematics for the controls mimics those of Call of Duty for a faster-paced shooter in this installment of the series.  There were things about the game I liked, but there were so many things I didn't like as well.

Graphics

Hands down, the graphics are impressive and very believable to the world of Resistance.  The background is filled with hundreds of moving units, creating a happening environment around the player as they go through the story.  The boss battles are large scaled enemies with detailed works all around each component of the anatomy (the weapons, animation, lighting, etc.).  Old, familiar foes appear as well as a slew of new ones that keeps the player on their toes as to how to deal with them.  Aside from the graphics artistically, the design of some of the areas are not quite balanced for the campaign as some cover doesn't help at all or leaves the player out in the open entirely.  Despite some setbacks on some of the awkward animation of dismemberments, movements of characters and enemies, and some small problems near the end of the game (lighting effect glitch on characters face and the proportions of the environment to the player), the game had a solid grasp of the direction they wanted to take the art style to.  Graphics: 9/10

Audio

Ugh, they changed the voice actor for Nathan Hale (main character) and in turn also changed the personality he possessed from the first one.  I actually liked Nathan's passive, non-speaking attitude he had in the first one.  In Resistance, they turned him into a typical American war-fighter: butch and headstrong.  The quiet personality he had in the first one made him seem more mysterious and dangerous.  I found him to be generic and annoying in this one.  The music changed and I didn't like it as much in this one.  The composer is different, so it's not a surprise the style wouldn't match the first one.  The voice-acting was top-notch though.  Though against my acceptance to Nathan's new voice actor, the whole crew really brought the characters to life and made it fitting for the mood and situation they were in.  Sound effects were about the same, good quality.  Audio: 8/10

Story

I won't spoil anything, but I personally did not like the story to this installment.  I didn't like how it was told, what it told, and how it ended.  The story was not told through a narrative, but rather through dialogue from the characters in-game and through cinematics.  It's very similar to how the story was told in Valve's half-life where characters in the game spoke to the player directly while playing.  It felt unfitting, forgettable, and detached from the player.  It should have been more involving since the player took the role of Hale and saw everything from his eyes rather from another (like in the first one).  The flow of the story wasn't fluid as well.  The narrative was told in chunks with each passing chapter and created a gap between each area.  The progression of the story in the first one was seamless, and so it had a very nice flow to the story and the gameplay.  In the 2nd one, I felt as if I was dumped into a story, and then thrown into another when I got to a new chapter.  Like the first one, the ending was a cliff-hanger.  But unlike the first one, which delved into the curiosity of its players with the question "what happens next?", Resistance ends with a predictable "shocker" with a groan-worthy hook: something worse is about to happen.  Actually, the ending to Resistance 2 is very similar to Golden Axe: Beast Rider and gave me the same reaction I had with that one too!  Clichés can be useful, but they can also be detrimental to the world of creative writing.  I'm really curious to how the story is going to be like and told in Resistance 3 as it seems like the player will be taking the role of new faces and might work with other players in a multiplayer co-op style gameplay.  Story: 4/10 (hey, at least I got to find out what happened!)

EDIT: I forgot to mention that the characters in the story didn't really connect with the players.  By the end of the game, I really couldn't care less about any of them (Hawthorne, Blake, Warner, Malikov, Capelli), even Nathan Hale.  There was a lot less characters in Resistance: Fall of Man, but the characters' interactions and dialogue with one another made the story much more involving.  Resistance: Retribution for the PSP probably had a better story than that one actually.  The main character in Retribution had personality, progression, and connection with the player.  I actually really liked how the story built itself in Resistance Retribution.  Stephen Cartwright, Rachel Parker, and Nathan Hale were characters that spoke to the player (literally!) with Parker narrating the events Nathan Hale went through and was thus made her opinions matter in the first Resistance.  James Greyson from Retribution had a bitter attitude towards everything as he was forced to kill his own brother who had turned into one of the Chimera in the beginning of the game.  The way his character changes throughout the story and how he changes was memorable and meaningful.  In Resistance 2, I believe the writers were trying to achieve on telling an epic story about humanity itself and how only one man can change that.  But the story was predictable, straightforward, and boring.  The first one had mystery and a gripping narrative.  Retribution had progression, realization and change.  But Resistance 2 was just "earth is in trouble, go save it" and then went on to stuff as much innovation from different games into the campaign (read through Gameplay).  I hope this is a much better justification of not really liking the story.

Gameplay

Yeah, I separated the story from gameplay this time since it was such a pivotal role to my interest of the game.  I believe that the team that worked on this installment of the game is different from the first one since a lot of the elements of style in all the works (art, audio, writing, game mechanics, modes, weapons, etc.) are all distinctively different.  I couldn't help but feel that this game used a lot of aspects from various first-person shooters that released to the market before it, and it can be notable when each of those aspects presents itself during the game.  The controls changed, which really threw me off when I jumped in to play, to an action orientated schema that mirrors the controls of Call of Duty.  The scope is hold rather than toggle, which I really did not mind after adjusting myself to it, melee is R3 rather than a face button, weapon switch system is taken out entirely, and a few others I can't quite note at the moment.  Rather than carrying various guns for certain situations, the player can only hold two weapons at a time.  The ship areas looks very similar and plays very similar to the design of Halo.  True, the first one had a similar system with its self-regenerating health-bars that borrows the idea of Halo's shield system, but it was unique in its own way.  Well, that health-bar was taken out in exchange for a Call of Duty style "blood" system where the more red the screen becomes, the closer to death the player is.  Staying out of enemy fire for a small duration returns the health back to normal.  What sucks about this is that the player can experience 1-hit kills to the head by a random bullet from enemy fire.  The narrative is done in a similar fashion to Half-Life.  Sections of the game where 30 skinny chimeras (the enemies in the game) come after the player seems to pay homage to Left 4 Dead's massive scale zombie attacks.  One part of the game had the player running across boards and objects to go up to avoid the rising water which contained a sort of alien fish that kills the player in one hit.  I felt like I was playing Mirror's Edge jumping around like that frantically.  Well, those one-hit, headshot kills do remind me of Counter-Strike, but that happens in many FPS games.  There are other times where the player dies instantly though: monster in the water, invisible creature (chameleons), pitfalls, strikes from boss monsters, etc.  Those moments reminded me of Half-Life where everything seemed to kill the player in one hit.  The difference was that in HL, you could save anywhere and load anywhere.  In Resistance 2, you die and then go back to the last checkpoint, unskippable cut-scenes and all.  The new system to see enemy heat on the Auger, that didn't apply to the first one, is similar to the revealing system Haze had when using nectar.  The difference was that it was yellow in Haze and green in Resistance.  This was cool and all since the developers really tried to innovate the gameplay so that it wasn't exactly like the first one; however, this amalgamation of various styles really broke the game apart and its consistency interrupted multiple times throughout the campaign, a flow that the first one had that this one didn't.  This section does not pertain to the multiplayer as I'll do a separate section for that.  Yeah, I didn't have fun playing the campaign, I doubt I'll be playing normal and difficult (yes, I was playing casual).  Gameplay: 5/10

Multiplayer (Offline/Online)

There are two multi-player options: Cooperative and Competitive.  Offline, you can play 2-player split-screen cooperative which I find very difficult to accomplish.  I played with 4 of my friends who are more skilled than I am in FPS and we still couldn't finish the very first level.  Well, I tried out online early this week in a 8-player co-op match up on that very level.  It was mass chaos since the more players there are, the more enemies show up!  But with so much more players in-game, there is a higher chance of survival since players can revive each other while other pushed the enemies back.  I had a BLAST playing with those people and ended up with the least kills, but the 2nd most experience points since I was the medic and healed more than anyone else.  Everyone else had an average of 50+ kills.  I think the first place team mate I had was up to 181 kills, that's how much enemies popped up throughout the level.  I was thinking that competitive mode was a straightforward death match with the weapons from the game.  Nope!  You can change your loadout from the beginning in a team death-match with a special ability that gives perks to players who contribute to the team.  I played long (didn't feel long) match of 30 vs 30 to 1000 kills and had a lot of fun playing that too!  Sure it was hard, players didn't die as fast as they would in MAG or Call of Duty: Modern Warfare, but it had the same arcadic magic that 007 Goldeneye had when I played with my friends back in the N64 days.  Weapons were aplenty (maybe not as much as GE007, but still a good amount), battles were hectic, team play was fair since each shot to the enemy gave experience points, and levels were nicely designed for both co-op and competitive modes.  Unfortunately, I think the community playing Resistance 2 is dropping in numbers since there was only one other server that had activity besides the one I played on.  Multiplayer also has a level system that makes room for progression for the player.  I think I'll continue playing this game for the multiplayer since both co-op and competitive was very enjoyable.  Multiplayer: 9/10

Replay Value

I honestly don't believe the campaign is worth playing again a second time, unless you plan on buying the third installment and forgot what happened in the second one.  The multiplayer is definitely worth playing and has the potential of 100+ hours of replay time since the player can constantly level up and receive more items and levels.  Replay Value: 8/10 (I haven't played multiplayer long enough to verify whether I'd get bored playing it or not, so 8/10 as a general estimation.

Overall

The game was both a disappointment and a surprise since I didn't like how the campaign was re-designed, but loved what was done for multiplayer.  Unfortunately, I never played online for the first one, so I have no basis for comparison.  I bought the game for $30 I think if not $40, but I wouldn't have been happy to have bought it for the original $60.  For the price it is now, I think it's worth getting just for the multiplayer until Resistance 3 comes out.  I think the third one will be really different and will be multiplayer based judging from the trailer it released.  Overall: for campaign (5/10) for multiplayer (9/10) for the game as a whole (8/10).  If it was $60, I'd probably give this game a 7/10 since a developer shouldn't ignore an entire campaign mode for an innovative multiplayer.  If that is the desire, create a spin-off or separate game so that half the game doesn't suffer from it.  So yeah, Overall: 8/10

I think I'm getting dizzy from all this writing, or maybe it's from the whole week as I've been hard at work finding a job, applying, getting projects done and such.  There are a lot of articles I'm planning to write soon.  I wish I would get paid for all this opinion giving since I'm investing so much time into them.  I could (with ads on the side and all), but I have too many personal things I add into this blog such as school, life, and work.  And if I started a new blog, I might neglect this one.  Though that is an option, I shall consider it.  I'm off for now~

Saturday, September 25, 2010

Get Axed!

No, I'm not talking about getting deodorant or anything.  I'm talking about the game I said I was finishing up "Golden Axe: Beast Rider."  But before I get into that, Realtime Worlds has my regards on having to shut down servers to "All Point Bulletin" after just a short run of 79 days.  It's hard maintaining an online game and I've played many of them to see them shut down, acquired by other companies, or overlooked altogether.

Unfortunately, their services weren't that great which was the main downfall to the game.  This is based on players of the game who blogged about it and by my own personal opinion when I was "trying to" beta test it.  The game had potential, but there were too many problems, hackers, and lack of communication with the people maintaining the game which killed off a lot of their custom's interest in continuing the game.  I've heard rumors that they might go for a free2play format, so perhaps I'll give it another shot if that should ever happen.  They could get acquired by another company and go free2play then.  That's what Flagship Studios did for Hellgate: London

I can't express how excited I am for an international release of Hellgate: Tokyo.  I love Hellgate: London and am still playing it now.  Now then, I had a game I wanted to talk about:

[Golden Axe: Beast Rider - PS3]

This game was TERRIBLE!  Everything I loved about Golden Axe was chewed up and spit out into this abomination of a game.  But on the utmost unbiased side of me, this game was ambitious and had a lot of potential that was ruined by faulty game mechanics due to creative concept choices and unchecked computer AI.  This is what critics were saying about this action hack n' slash train wreck.

"With the exclusion of co-op -- what people really want to play -- and the constant hint that a sequel's already on the way, Beast Rider feels like a difficult, drawn-out, $60 tutorial. Why bother?" -1Up

Yes, the game was hard, but that wasn't the problem for me.  I beat the game and found it much more frustrating than challenging.  The original Golden Axe was hard.  Ninja Gaiden (new and old) is hard.  Shinobi (PS2 one) is hard.  Demon's Souls is hard.  This game wasn't hard, it just had a lot of problems in design that made it hard.  The only time it'll get hard is if you played on the hardest difficulty (which you only get after beating the game) and see that the enemies don't have an aura which tells you whether you should parry or dodge (I'll get into that later).

"If you ever plan to design a hack & slash-game, you should definitely play Golden Axe: Beast Rider. It's the perfect example of what not to do." -Game.nl

I kind of agree, but also think that this game was going somewhere really great.  There were a few times I was genuinely having fun and found it challenging and exciting.  But more than often, there were problems with the combat system, the thing that made the game so great, that it caused more anguish and annoyance.

"If that wasn't bad enough, the glitchy, jerky graphics are further ravaged by a spastic camera that literally had me woozy at times. [Holiday 2008, p.84]" -Playstation: The Official Magazine (US)

If you're wondering where I'm pulling all these quotes from, they're from metacritic, which I tend to check often now.  This quote is quite right on the graphics.  I found the game lagging a lot on transitions, particle effects, or when turning the camera.

"This is a game worth avoiding like the plague, even if the classic remains deep and warm within your heart." -IGN

This game spits in the face of fans of the series and devours newbie gamers with its difficulty.  For gamers who are familiar with counter systems, action orientated hack n' slash, and harder games, normal isn't that bad for this game.  But new players or casual players would be turned off by its complexity and faulty controls.  Heck, I bet even hardcore gamers would be disgusted with the mechanics of the game.  The game still has the dwarf and barbarian, but they both appear TWICE in the entire game with barely a story to give a background.  And you can only play as Tyris Flare, which is alright; however, the game has unresolved problems that made me not care.

"The graphics and sound are great, and the numerous challenges and arena modes offer some diversity. If you're up for a quick hack-and-slash game, rent it. If you want a game with depth, however, this Axe needs sharpening." -GameDaily

That's the best quote I could find on MetaCritic for this game.  The game DOES have depth in my opinion, but it also has problems.  I'll go through them now:

Graphics

The graphics are fine.  They're actually beautiful in terms of environment and detail.  A lot of the artists are from China I believe, since all the names were Chinese for Art when I was going through the credits screen.  Like an earlier quote noted, there are randomly dropped frames, slow downs, glitchy animations and such throughout the game.  This wasn't actually too big of a problem for me.  One of the biggest gripes I had about the graphics was the camera orientation.  It's a given that it should be behind the character for a hack n' slash like Dynasty Warriors; however, the combat is heavily based on using dodges and parries to counter attack enemies.  When an enemy attacks and has a blur aura around their arm, you must parry.  Blue magic can be deflected as well.  If the enemy strikes with a heavy attack with an orange aura around their arm, you have to dodge.  If you don't do this accordingly, you either get hit or stunned respectively.  This is okay when you have 1-3 enemies and they're all push overs.  But when you have 5-9 enemies surrounding you, auras are blocked, enemies are in your blind sides (such as behind the character AND camera), magic is flying towards you from off the screen, and you get juggled to death because the counter mechanics can't dodge or parry more than one consecutive attack at a time and you can't do either when attacking either.  The other problem I had is not being able to get onto of roofs and platforms that are reachable.  The designer decided to not allow the player to get up on higher places...Even so, animation was awkward, cut scenes weren't magnificent, and graphics were only okay.  Graphics: 7/10

Audio

NO MUSIC!  Can you believe it?  One of the greatest things in Golden Axe was the music that set its mood with catchy tunes.  There WAS some audio in the background though.  The whole game consisted of a lot of generic tribal ambiance and was barely audible.  The most audible background music is the title screen, and it isn't even that great.  The only two notable tunes in the game is when the stupid gnomes come out.  They play the same obnoxious clip they did in the original with revamped instruments, but can barely be heard.  The game over sound is the same too, but is also very quiet.  I am very annoyed with no music in games and make few exceptions to them.  Counter-Strike and Hellgate: London was okay with no music.   I'm sad that Demon's Souls doesn't have music in-game, but I soon realized that it was so that the player can hear creatures around the corner.  I would have loved to hear some of the old songs from the original in this one, but am glad they didn't now that I've experience how bad the game was.  The sounds effects were alright though.  3 points for sound effects.  Audio: 4/10

Controls/Gameplay

As I've discussed before, the game concentrated on a counter-system that required the player to respond to an attack with a defensive maneuver before counter attacking.  The problem is the camera angle, the fact that the controls don't allow consecutive dodges and parries to multiple enemies, and non-responsive actions (you clearly dodge, move, or attack an enemy and it doesn't register.  Throughout the game, I am constantly juggled by a string of attacks, bombarded by ranged attacks not within the view of my screen, ambushed from the back or sides, or knocked off a ledge or killed RIGHT before a checkpoint (I kid you not, I was at the end of a challenge with one enemy left and am usually killed right then not knowing when the next checkpoint was and did not want to restart from the beginning).  When you die in Beast Rider, you get to choose to use a Dragon Statue, which is like a 1-up or freeman if you will, that revives you right where you died.  Orrrrrrrrrrrrrrrrrr, you could go back to the beginning of the checkpoint from 5-20 minutes ago and start over.  I started over so many times because I didn't want to use a dragon statue.  They are rare and not given, you have to find them.  In the end, I used a lot of them because I didn't want to start all over.  One of the stupidest creative choices they could have made was giving tips and descriptions of a new enemy AFTER you've defeated them, leaving the player clueless to what they're up against and how to kill them.  I could go on and on about this, but I'd be just rambling.  Gameplay&Controls: 5/10

Replay Value

They made this game under the impression that the player would play it more than once and do the challenges.  The more loot you get, the more stuff you get.  After beating the game, I have all the spells and all the outfits.  I have 3 of Tyris' swords, but I'm missing 8 of them.  I don't have the nerves and patience to continue playing this game any longer.  I truly want to like this game, but it's just so bad...The final weapon is the Golden Axe, and you get to use it on the very end of the game anyways.  Everything explodes into pieces when they get near you! =D  Except for the boss of course.  The final boss, Death Adder, wasn't even hard.  It took me the 2nd try (because the first time, I thought you only had to fight him once).  The ending of the story was really stupid too.  Actually, the whole story was pretty bad.  They tried to follow the original Golden Axe in their story and setting, but it didn't feel like it at all.  Pretty much, the ending was a huge hint that they're working on a sequel already.  Terrible.....  Replay Value: 5/10  (I enjoyed some parts...)

Overall

I wish I was part of the development team for this project.  I would have been able to make this game SOOOO much better.  I'm not bragging, and I'm not saying that the team who made this game is bad, but I have so many ideas that could make this game better or even great!  There were a lot of mechanics that could have been viable for the creation of a truly great Golden Axe, but where flawed.  Unfortunately, I think this game was a new coming and was just going to be called "Beast Rider."  But Sega bought the company "Secret Level" and had them change it into a Golden Axe game, probably when they were already far into the project.  To sum it up to one word, the game was a "disappointment."  Lots of great and ambitious ideas ruined by badly programmed AI, poor creative choices in camera and design, and the lack of multiplayer.  Overall: 4/10

I also beat Army of Two: 40th Day with a friend, I'll do a short one for that:

[Army of Two: 40th Day - PS3]

This game is weird...but fun surprisingly.  So you have two guys, Tyson Rios and Elliot Salem, who is hired to do some work for the government in Shanghai.  They get their job done, they get their orders to head back and suddenly "BAM" Shanghai goes into chaos with destruction and debris all over the place and people are suddenly killed by random mercenaries everywhere.  So the game is a third person co-op based shooter that you could play with an AI, a buddy with split screen, or over the internet with another player.  The game offers a lot in weapon customization and play style choices.  Who you play with could dramatically change the way the gameplay feels (I would know playing with two friends of opposite play styles).  The story made no sense until the very end, and then it gives a lame ending that reminded me of the ending for Haze.  But the gameplay was deep and very involving when playing with a friend right next to you.

Graphics

Lots of beautiful visuals.  A lot of pointless ones considering that things around the characters kept blowing up for no good reason.  The camera control was probably the hardest thing to get around since it's shifted to once side and needs to be switched if the player wants to look at the other side of him.  There were also times where my friend and I weren't certain that we were well under cover behind a wall or object.  Despite that Graphics: 8/10

Audio

Music isn't as important in this game, but it had it.  It's not memorable, but it had impact on the game.  I respect that, and really enjoyed what the music and sound did for the game.  Some of the guns didn't sound very accurate, but it wasn't that big of a problem.  I think I'd give audio an extra point for all the witty comments the two characters exchanged between one another.  Audio: 9/10

Gameplay

Gotta admit that customizing our guns and equipment was fun.  We would spend 10-20 minutes going through everything and finding the best parts that fit our play style (sharpshooter, attention getter, sprayer, assassination, etc.)  These aren't names within the game, they're just generic labels you would call your play style in shooters.  A shooter in third-person feels weird at first, but does get rather satisfying after getting accustomed to it.  Gameplay: 9/10

Replay Value

The freedom to make choices and take different paths each time gives this game a lot of depth and interesting options for the player to use each play through.  I haven't tried the versus mode yet, but the campaign itself has enough content for about 3-7 playthroughs.  If you're a achievement horde, then get ready to play this game over 10+ times.  Replay Value: 9/10

Overall

Down to the point since I have to go eat dinner now:  If you see it for $40 or less and you have a buddy to play with, go out and buy it.  Overall: 9/10 with a friend, probably a 7/10 if you play with just AI, kinda boring.

Sunday, September 5, 2010

Ninjas, Wars, Souls, Others, and Swords

Sooo, in the past 1-2 weeks or so, I bought:

-Plain Sight (PC - Steam): Suicide Ninja Robots

Got this during the $2 sale on Steam and was sad to see barely 15 people total online playing it.  It might be because it was at night, but I feel cheated whenever I get an online intensive game and find that no one is on to play it (just like when I bought Lead & Gold: Gangs of the Wild West).  Like Lead & Gold, it's a good game with interesting concepts.  You're a suicide ninja robot, one-shotting other players with your awesome charge katana strike while absorbing energy which makes you larger and change color.  If you happen to suicide after getting a few kills, you earn points while getting bonus points for getting anyone during the suicide explosion.  It's not very violent and it's very fast-paced.  It's enjoyable and an entertaining distraction.

-Mount & Blade: Warband (PC - Steam): Medieval, open-ended RPG goodness

I bought the original Mount & Blade off Steam for $5 and really enjoyed the open ended gameplay and the feeling of immersion despite the quality of the graphic and sound.  When I heard about Warband, I wasn't sure if I wanted it other than for its multiplayer.  Well, Steam had a $10.20 deal for it and I couldn't resist and got it.  I haven't played multiplayer yet, but about 5 minutes into the campaign and I was glad it wasn't exactly like the original.  The game follows a different story path and has improved its controls and animation.  It's a quirky game with odd moments, but the large army fights is quite exhilarating when you get to slice bodies and stab faces with an assortment of weapons!

-Demon's Souls (PS3): Relentless Action RPG with unforgiving difficulty

Came out last year (2009) in October and have been waiting for a chance to buy it.  It's been expensive for $60 and I've been at school in Irvine.  Well, just this past Friday on a random chance to going to Gamestop I found it for $30.  I really wanted a nice RPG to play that I would enjoy going back to with progression and challenge.  My friends in Irvine all warned me how ridiculous the difficulty was and I was excited for it.  Started it up, went through tutorial and got owned at the end (apparently, I wasn't really supposed to win against the boss in the tutorial).  The game is unforgiving with easy deaths, losing all souls (in-game currency) upon death, getting killed by other players invading your game through the online function, and humongous bosses 100x larger than you.  It can be very frustrating, but after getting used to the controls and game mechanics, it became very involving and interesting for me.  It was like a medieval version of Phantasy Star Online (one of my most favorite games).  Lots of weapons, methods of playing, and replay value.

-Metroid: Other M (Wii): A Metroid game done by Team Ninja of Ninja Gaiden Renown

Bought it today at Costco for about 5 dollars less~  I've been keeping up with this game for a while since I'm a big Metroid fan (though I haven't played Prime 2) and have been very surprised with its development.  Team Ninja collaborated with Nintendo to create a new experience for the Metroid experience, which was my first surprised.  It made me really excited thinking about using Team Ninja's ideas of fluid gameplay mechanics they've learned through making Ninja Gaiden with Nintendo's long history of successful Metroid games along with the rich background the series had already followed.  The 2nd surprise was that it was going to be 3rd person pseudo 2-D with first-person 3D hybrid gameplay.  It took a short while to get used to, but it can get very exciting once adjusted to.  I think the biggest surprise that didn't hit me until I bought it today was that you only use the Wiimote to play.  That's right, the WIIMOTE!  No nunchuck, no attachments, no gamecube controllers, just the wiimote.  What's surprising about it?  IT WORKS!  Team Ninja utilized the capabilities of the wiimote very well with the balance between horizontal, retro controls with the first-person perspective aiming of the sensor.  The game stays very focused to the simple mechanics while utilizing well planned puzzles and gameplay throughout the game that keeps it compelling but still fresh.  The game is easy to understand, but the fights can get a bit challenging.  The difficulty is just right considering it's from Team Ninja.  I knew it'd be difficult, but they make each battle balanced and fair.  Though, I'm not sure what the casual player or non-fan would think about the game, but fans and hardcore gamers would get a kick out of this latest installment.  The game has more cinematic scenes and story based dialogue that fans of the series would be familiar to which links events and people from Metroid 2, Super Metroid and Metroid Fusion together.  The story is like a hit of nostalgia with a bit of film noire, similar to what Tecmo of the original Ninja Gaiden used to do.  I had loved the character Samus before, but this game gives her more character and feeling than any of the other ones have.  I can say now after just 2.5 hours of playing that I love it already.


Other than that, I beat Heavely Sword (PS3) last Thursday:

[Heavenly Sword - PS3]

One of the launch titles for the Playstation 3, Heavenly Sword presents itself as an impressively developed game with realistic graphics, intelligent AI, fluid animations, and involving story.  It's an Action Hack 'n Slash that requires a lot of timing, prediction, and above all: patience.  The game boasts itself as being high quality with a team of high experience developers, actors, and all to create the most realistic facial expressions, the best scripting, etc.  I beat it within 4 days of light playing each night and beat the final boss in its 2nd and 3rd form on the 2nd try of each.  The first form took me forever for some reason.  The game isn't very difficult, but it can be rather annoying trying to fight enemies who always block and have priority hits on you.  To be honest, Heavenly Sword is a one play through game for me.  I found the game to be very frustrating with little motivation for me to go back to playing it again.  The story developed very well, but it was simplistic, predictable, but at the very least satisfying.  I liked the game, but not enough to play it again.  I did unlock a "Hell Mode" after beating the game, maybe I'll go back to it in the further future.

Graphics: 10/10 - Gotta give them credit for all the work they did.  Impressive for a launch title.

Sound: 10/10 - Same.  Had a lot of work into it and paid off.  Voice acting is top notch, though it can get rather strange in some scenes.

Gameplay: 8/10 - Lots of combinations and excellent use of color to indicate light/heavy and ranged attacks which allows for a more strategic game rather than just button mashing; however, I find myself using the same combo in order to break enemy blocks which defeats the purpose of doing different combo attacks.  They block too much and have too many priority hits.

Replay value: 5/10 - I didn't feel like playing it anymore after beating it.  Boss battles were tedious rather than epic, and minions were all turtles with stupid priority strikes that stun you.  If you have no other games to play, it'd probably be worth playing through "Hell Mode", but I'm done with the game.

Overall: 8/10 - Truly a game of its time, though I can't help but feel as if it was created just to show the capabilities of the Playstation 3's hardware.  I'm pretty sure that's not the case, but the dynamics of the game doesn't change too drastically as you progress.  If you haven't played it yet, rent it or borrow it from a friend.  It takes about 5-10 hours to beat depending how familiar you are to those types of games.  It's worth one playthrough.

Wednesday, July 14, 2010

Projects, Games, and Spain

Congratulations to Spain on Rafa Nadal's win of 2010 Wimbledon and the World Cup.  I actually didn't get a chance to see Nadal in the Finals, but I did get to see the winning kick for the World Cup.  It's definitely a time for Spain to celebrate.


I also watched parts of that 11 hour tennis match.  That was an incredible feat, or they had incredible "feet", haha....okay, bad joke...

I started my summer cleaning my room and organizing it so that I can put books into my room without creating a stack.  I brought my old bookcase into my room so that I could do just that.  I also pulled down my posters I've had up in the room for...wow, 8 years.  I want to look for a new poster.  Maybe Lighting from Final Fantasy 13.  I've been looking for a Rurouni Kenshin poster forever, but I never found one I liked.  Well, I'm done with cleaning and I started working on projects again this week.  I'm currently finishing up a PC game I started working on with friends from my videogame development club in the beginning of the school year and hope to move onto more projects before I look for jobs.  I really want to be working on independent games at the moment and learn more from it.  Other than that, I also want to work on my music projects and get better at playing the instruments and working with music programs.

Over the past 2 weeks or so, Steam had a huge sale of games that put a majority of its featured items 50%+ off.  I bought Counter-Strike Source, Global Agenda, Lead and Gold, Left4Dead 2, Mass Effect, Dark Void Zero, and Beat Hazard during those deals.  I had a friend who bought like 10-20 games each of those days.  I've also been wanting to play new games since I've been playing the same games on my laptop for the past year.  In turn, I started giving up some MMOs in order to free up Hard Drive Space.  Here's some short reviews of those I bought and gave up on.

[Counter-Strike: Source - PC]

This game has actually been out for a while now, but I've never played it.  I've always been playing CS 1.6 for the longest time, and so the switch was kinda weird.  CSS is a nice distraction when you just want to shoot something, but you have to find the right server to join.  If you join a regular game, it might get boring if you go against hackers, pros, campers, glitchers, whiners, spammers, angry ragers, or the guy that sings in the microphone for the duration of the match (but I guess this applies to a majority of First-Person Shooters).


The game is different from CS 1.6 as it's easier in terms of controls, tactics, speed, etc.  It may seem subtle to those who don't play CS too often, but you feel it if you play only 1.6 and move onto source.  The other cool thing is that there's other free mods that uses the source engine so you kinda get several games for the price of one.

[Global Agenda - PC]

I finally bought it.  Why?  $26, free subscription now, and 6 months worth of updates into the game.  It can be disappointing when playing with bad team mates while the other team is ownage, but you sometimes get into good teams.  I like it so far.

[Lead and Gold: Gangs of the Wild West - PC]

The biggest fear of getting this game had come true when I purchased it and opened up the "Join Server" page: barely anyone plays it!  Aside from the stupid spawn campers, pro players, and weird controls, the game is as fun as I thought it'd be.  I got into a few full games with semi-equal experienced teams and found the team-play, action and premise of the game to be really fun.  What sucked was the day after I bought it for $7, it went down to $2.  In terms of Steam, that's another game right there.  If the game gets more people to play, have more updates, and fixes its problems, it'll be a great bargain.  I'm hoping Blacklight: Tango Down will be the same.

[Left 4 Dead 2 - PC]

Bought it, haven't played it yet.  Not enough Hard Drive.  =(  'Bout time I got it right?

[Mass Effect - PC]

I played it before and decided to buy it and play it throughly...once I get enough Hard Drive space.  A friend of mines bought it and beat it already and then went to buy the second one.

[Beat Hazard - PC]

Think Audiosurf in a Geometry Wars type game.  I like shooters and I like music.  Nice combo:

[Dark Void Zero - PC]

Bought it at a low price for a nice 8-bit nostalgic experience.  "No savings?  Crud....."

[Dream of Mirror Online - MMORPG]

One of the only Chinese MMOs I had, DOMO was fun, but kinda slow.  I was running out of hard drive and would like to play a game that had faster progress or quicker gratification in my tight scheduled days where I don't have time to play all day everyday.  But yeah, this game had a lot of professions, cute graphics, interesting controls and game mechanics, but just too slow for me to continue.

[Gunz: The Duel - MMOTPS]

I love this game, but it's a shame that people don't play it as much anymore.  The game is filled with hackers or pros, which a lot of MMO shooters suffer from.  So sadly, I gave up this game until they release Gunz 2, which they are.  I just hope they keep the hackers out.  Pros are okay, they can own me all they want as long as they don't cheat.

[Shin Megami Tensei Imagine Online - MMORPG]

This game is fun, but hard.  I die a lot since the battles are very strategic rather than being fast paced.  So you can't just click the enemy and wait for the battle to end.  You have to juggle an assortment of skills and abilities much like Mabinogi in order to win each fight.  The game is really hard with its default controls, but I have a speed pad that made it much much MUCH easier to play.  Sadly, it was taking up too much Hard Drive and I was not getting anywhere in the game since it took a lot of time and patience.  Patience?  I have.  Time?  Not so much, even out of college I'm still working on stuff.

[Valkyrie Sky - MMO Shooter]

Find three other friends to play this with you and you'll have a fun time going throughout the game.  Play by yourself and you may struggle.  Play with random people and you may get frustrated since they don't know how to play.  This game was fun, but I think I'll go back to Touhou and other shooters that take up only a margin of my Hard drive and time.  Fun game though, I wouldn't mind going back to it if I found 3 people to play with.

Finally, I wanted to let everyone know that Blacklight: Tango Down is out right now for $15.  This was the game I tried at E3.  Remember how I said I'd jump on it if it was $20?  It's $15!!!!!  But reviews are making me skeptical, so I will wait a little and see what more people say.  I don't want it to turn out like Lead and Gold with so little players.  I'll probably end up buying it.