Monday, April 5, 2010

Whodunit!?

Blue Toad Murder Files: The Mysteries of Little Riddle is a quirky little game that makes use of absurd language and silly story telling. The game itself, developed my Relentless Software from the UK, is a six part adventure about a detective from the Blue Toad Detective Agency. The game’s story includes murder, theft, and the most irrelevant mini games found in a game this generation. The gameplay does a good job of being totally separate from the story you are supposed to unravel.

The game starts off with two choices: how many players (between one and four) and which detective you will choose to embody. After the decision is made, the game begins by introducing “Little Riddle” where all the action happens. You get off the train, hoping for some rest and relaxation, when minutes later a character is killed! As a detective, you must figure out who the murderer is and bring justice to the poor victim.

With a very animated narrator, you begin your adventure in “Little Riddle.” There are many characters, all derived from UK-esque stereotypes. In fact, the humor and novelty of the entire game is centered around British influence. American gamers may miss out on the appeal due to this. I personally enjoyed the attitude of the game, but I believe the majority of America will not receive this title all that well.
The gameplay, however, is less than exciting. Between conversation sequences are mini games that usually involve helping people to get information out of them. These mini games can consist of: counting, adding, listening to an old woman ramble, fixing documents, and others. Each mini game, however, has absolutely no incentive to finish correctly. After the mini game, if answered correctly, players will receive either gold, silver, or bronze badge depending on how long they took to answer and how many times they messed up. However, if the players fail one, they can give up, receive the correct answer, and move on to the rest of the conversation. The only reason to actually answer correctly is for trophies, which is not enough persuasion needed in a game like this. The game essentially says “We know these pointless mini games are not very fun, so go ahead and skip em.”

Each chapter has a set amount of these mini games, so the players know exactly how far they are and how many more mini games they have to play before they finish the episode. This is both a blessing and a silly move on the developer’s part. A blessing in that players know how many more mini games they must suffer through till they find out what happens at the end of the episode. However, this really should not be in the game. It further advances the lack of incentive to play by essentially showing where the end of the game will happen.

My personal experience with the Blue Toad Murder Files was a decent one. I had fun listening to the ridiculous commentary with the funny British accept, but aside from that the game was a task to play through. The mini games truly felt tacked on, to the point of being unnecessary. If that portion of the game was improved, and the episode length was not as short as it is, the game would be a much more enjoyable title. I found the humor hilarious, with a good separation of formal narrative and double entendres. The dialogue helped create the atmosphere that players were actually solving a mystery despite it being a relatively light hearted game. One of my favorite examples of this is when the narrator says the word murder. He extenuates the word into about seven syllables and makes it sound like the vilest action imaginable. In that respect, the game did very well. The music was very fitting for the setting of the game, and the visuals were very interesting. It seemed as if the art direction was to make every character a characacher of some one else. Large noses, massive heads, small eyes, everything was for the sake of humor. This coupled with the games funny dialogue makes for a very zany game.

Being that this game is a download only title, renting is not an option. As of right now, the game is currently $15 for the first three episodes, which is a little over priced for around two hours of game time. When all six episodes are available in the US, and are bundled together for $15, then I would say it is reasonably priced. But for now, gamers should put this on their waiting list. The enjoyment to be had, if you are the kind of gamer that would have fun with this, is not worth the amount of content with the current price.

Wednesday, March 31, 2010

Hey Barry, get me some fries with that steak!

Age of Zombies, developed by Halfbrick Studios, is a PS3/PSP mini that is absolutely worth the five dollars one would spend on it. A combination of top-down shooting aspects coupled with hilarious dialogue and ridiculous sound effects have created a very fun experience for those looking for some quick fun. The game's biggest fault is it's length; the game is way too short. But aside from that, Age of Zombies represents evolution for small game developers. An evolution that will put a bigger spot light on the little guys as opposed to the gaming giants of the industry.

Players join Barry Steakfries, a manly man with a sense of justice, in Dr. Brains laboratory. After a quaint conversation between the Barry and the Dr. he discovers that a "Zomb Bomb" was used to spread the zombie virus to people. Dr. Brain has the genius idea of sending the zombies to the past to destroy humanity from the beginning. Luckily, Barry Steakfries doesn't really want that to happen, and jumps into the time portal along with the zombies. Players will play through a few various levels like ancient Egypt, 1930's New York, feudal Japan, and others. Barry Steakfries always has something "witty" to say when entering a new area, and his accept even adapts to the area he is in. Though the dialogue is minimal, the game really shines with it's humor. Those who are in the loop with internet jokes will appreciate this game even more, but it can be just as funny for those who aren't.

The game itself is a very simple top-down shooter. You control Barry who starts off a with a simple semi-automatic pistol. A massive amount of zombies constantly spawn from randomly placed time portals, and every now and then a new, more powerful weapon will appear for Barry's use. Weapons vary from grenades, SMGs, flame throwers, bazookas, shotguns, and more. Besides the pistol that Barry starts off with, every weapon has a limited amount of ammo.

There are two modes of play in the game: story mode and survival mode. Story mode is the story of Age of Zombies, where the zombies travel in time and Barry Steakfries chases them down to save humanity. There are 5 different areas of the game with three levels in each, so about 15 levels total in the story mode. Survival mode is simply a test to see how long one can survive against an infinite amount of zombies. A little incentive is added to the credits of the game, where instead of seeing a list of names, you see a few names with their individual scores in each level, making the player want to beat the developers at their own game. It is a nice little addition to a game as short as Age of Zombies.

My personal experience, though short, was worth the five dollar price tag. The game has an unheard of sense of humor, with jokes that those involved in the gaming community will love. This sense of humor is often absent from games today, but there seems to be an evolution of it going on. Halfbrick Studios is a great representation of where games like Age of Zombies should be headed, with not just a development team but writers as well. However, the game is very generic in some obvious ways. It is a top-down shooter, reminiscent of hundreds of similar games available for download. Not only that, but the “zombies” idea has been done over and over in gaming, and though Age of Zombies tries to take it in an unique direction, it falls short into the area of cliché. The music is very good, and some of the sound effects are hilarious. I would say my biggest qualm with the game would be its length and gameplay originality.

Since Age of Zombies is a download only title and cannot rent it, and it costs merely five dollars, I would say buy it if you are bored. Those who love these types of games, or maybe just want to relieve some stress in the form of lead on zombies, this would be a great pickup. If you are looking for trophies, you shouldn’t even be in the Minis section of the PSN store, so this game would not be for you. However, for a quick piece of fun from a small time developer, Age of Zombies is definitely worth a purchase.

Monday, March 22, 2010

Final Fantasy has yet again created a master piece.

Final Fantasy XIII, the birth child of the “Fabula Nova Crystallis” series that Square Enix has been hard at work, has finally arrived in America. And with it comes a game that is in many aspects unique and others clichéd. However, clichés do not necessarily mean they are bad. In fact, FFXIII uses them so well, the game may as well set the standards for current gen JRPGs. But enough about that. Final Fantasy XIII is a beautiful game that every RPG fan should experience.

Final Fantasy XIII takes place in a world called Cocoon, where citizens live in bliss due to their demigod-life savers, the fal’Cie. The fal’Cie are capable of many things that humans rely on to survive: food, shelter, travel, and other commodities. Also within their powers is the ability to create l’Cie. L’Cie are humans granted magical powers, in exchange for fulfilling a focus. Their focus usually has something to do with protecting the fal’Cie, and preserving its life. Unfortunately, citizens are scared to death by l’Cie, which causes very many problems throughout the game. The protagonist, Lightning Farron, is a battle hardened soldier with a craving for revenge against the fal’Cie. In her pursuit to save her sister, Serah, from becoming one of the fal’Cie’s tools, she encounters five memorable characters, all of which are turned into l’Cie, that are thrown into a world of rebellion along with her. Sazh Katzroy, an airship pilot that lives for the happiness of his son. Snow Villiers, Serah’s fiancée and “hero.” His goal in life is help others, and create an amiable life with Serah. Hope Estheim, a confused, young boy who looses his mother, and has an absent father. In addition to Cocoon, there is a planet named Pulse, hated by all on Cocoon and known as “hell” Two characters hail from there, named Vanille and Fang.

The story of Final Fantasy XIII is at times slow. I found a bigger part of the game to be the characterization that happens during the course of the game. Most of the characters have very blunt attitudes toward issues early in the game, and as you play, you see them learn more about the world and how it truly works. It is great to see a bunch of strangers come together because of their unfortunate fates. The story doesn’t pick up for a while, but the characters and their personalities more than make up for it.
In the past, Final Fantasy had always done battles through “random encounters,” where the player will be walking and at any given moment, a battle can ensue just by moving. In Final Fantasy XII, that was done away with by engaging enemies head on when seen in the field. Once again it has been refined in XIII, where players will see the enemy on the field, and if engaged the players and enemies will go to a battle screen to fight as opposed to the field. This has probably been my favorite battle system, just behind that of XII’s.

The game starts off slow game-play wise. Throughout the entire game, the play controls one character, and any other characters that are present in a party are controlled by the game itself. In the beginning, players start off with very few abilities and cannot change classes. However, as the game progresses, the ability to “Paradigm Shift” becomes essential. What this means is that at any given moment in battle, players can change their parties to fit whatever role they may need. Players set their paradigms before battle, with the option of making the character fit six different classes: Commando, Ravager, Medic, Sentinel, Saboteur, and Synergist. Some deal damage, others soak it, some cast magic and spells and others heal. Each are completely different and to be effective in battle, players must utilize each correctly.

The game moves extremely fast and in order to cope with different situations, players must paradigm shift to fit their needs. The gameplay in XIII is extremely well done and balanced, and until the later levels of the game do ultimate attacks come into play. Each character learns different spells at different times from their own paradigms, so players will have plenty of choices to make in choosing a party they would like to stick with. The battle system has kept me occupied for hours, seeking out new and more difficult enemies to test my skills on.

Final Fantasy XIII has been a great experience for me in terms of a current generation JRPG. I thought the story was put together, implementing government hierarchy and the power of the people. It really reflected a lot of issues that are present within today’s society. As for the characters, they are top notch. Each has very real personalities, almost like people you might meet in real life. As for the graphics, I could not have been more awestruck. I have the displeasure of playing on an old TV, but when I saw the game on an HDTV, I was blown away. Each movement is detailed, every hair is blown in the wind, the clothes form naturally to a body. It is truly amazing to compare video games today to the ones of ten, even five years ago. So much progress has been made graphically, and Final Fantasy continues to push the limits. The sound track is beautiful, with a great mix or orchestrated and vocal songs implemented within the game. The best part of the game, without question, is the gameplay. Fighting and defeating enemies, be they fodder or boss battles, makes you feel like you are accomplishing something grand. The game is FUN!

Sadly, the beginning of the game is the weakest part of the entire package. Those who prefer to rent games before purchasing will be disappointed, unless of course they play a good amount and learn how fun and in depth the game can get. The selling point for me was the battle system, and the beginning is a poor representation of it. I would have to say that this game should be a purchase, especially if you are a fan of Final Fantasy or RPGs in general. The graphics, music, story, characters, and gameplay are great. Players just need to give the game a chance. That being said, go out and buy Final Fantasy XIII! It is a beautiful game that everyone should have the chance to experience.

Sunday, October 25, 2009

Half Minute Hero is worth more than thirty seconds of your attention!

Intro- Half Minute Hero, developed by XSEED Games, is one that is both retro and revolutionary. Half Minute Hero (now referred to as HMH) is an 8-bit tale of Hero’s who save the world in completely unique ways, all under 30 seconds. Through the use of witty dialogue and untraditional gameplay elements, HMH land into the category of “unique RPGs.”

Story 8/10- HMH has 3 different modes to start off with, and three others can be unlocked later on. To accurately describe the story, this section has to be broken up into three parts.

Hero 30- For years the Time Goddess has saved the world from evil, with just the ‘slightest’ bit of greed to her good deeds. When the player starts the mode “Hero 30,” a hero awakens to a world in peril. He sets out to save the world from an evil lord who casted the “Spell of Destruction,” which takes, you guessed it, 30 seconds to cast. Well that is quite the crunch for the hero, and luckily enough the Time Goddess recognizes that and shows up to help. In return for helping the Hero thwart evil, he must pay the Time Goddess for each use of her powers.

Princess 30- The king of a kingdom has fallen ill, and it is up to the princess to save him. In the mode “Princess 30,” players will take on the role of a crossbow-wielding princess who will do anything to save her father. The only catch is that she has a 30 second curfew, and must be back inside the castle by that time. The Time Goddess shows up again, asking for gold in exchange for her services.

Evil Lord 30- See the pattern? An evil lord, who is not so evil, sets out to lift the curse on his lover, Millennia. He must traverse many human towns and castles, all of which fight him because he is an Evil Lord. With the aid of monsters and the Time Goddess, the evil lord has 30 seconds each night to get into shade before Millennia shrivels up and dies.

There are other modes in the game to be unlocked, but players have a choice of those three when beginning the game. Eventually all the stories tie into each other, and make for a rather hilarious and memorable tale.

Music/Graphics 9/10- The music in this game is fantastic. Each track fits perfectly with each situation, and is catchy. I actually find myself turning the game on and leaving it next to me to listen to the mode select song. Some songs are heavy rock, while others are little diddles that sounds like they belong in pokemon. And fortunately, a track player can be unlocked later in the game for those who can’t get enough of the music.

The graphics are well, 8-bit. They are old, out dated, and yet they work. The game is meant to look that way, and a lot of the humor derives from it. Each sprite is hardly defined, so emotions are absent visually, which add yet another form of humor. Now the use of 8-bit graphics may turn people off, but those people are severely mistaken. This takes nothing from the game, and in all seriousness it wouldn’t be as enjoyable without the 8-bit graphics.

Gameplay 6/10- As with the story section, each mode has its own form of gameplay. They are all completely different, so this section must also be broken up into three different parts.

Hero 30- Hero 30 is the “main” gameplay of HMH, due to the main character being in it and two unlockable modes have the same type of gameplay. This mode has the most RPG elements to it compared to the other modes, though it is a very unique way to approach an RPG. Each level, the hero must save the world within thirty seconds. Going into town will stop the timer (in normal difficulty) and allow the player to talk to NPC’s and buy healing items or equipment. When traveling outside towns, random encounters will pop up, and the fighting is “automatic.” What this means is that the hero and the monster will run at each other , they will bump heads and do/take damage, and who ever wins continues moving forward. Since it is so fast paced and there is a 30 second time limit, leveling goes extremely fast and gold is acquired just as quickly. Grinding for 20 seconds could net you five levels and 1000, which is actually pretty hefty. Throughout each level, usually one or more town will have a “Goddess Statue” where you can pray to the Time Goddess to reset the time limit back to 30 seconds. Each prayer costs more and more as you continue to use the service, as the Time Goddess’ greed is a bottomless pit. New weapons and armor can be found throughout the levels, and equipped in between levels. The game moves extremely fast, but there are plenty of secrets and easter eggs to keep the collectors out there busy. The biggest drawback is that there are only 30 levels (please tell me you have noticed the pattern by now.) The game is short, and it left me craving for more.

Princess 30- Princess 30 is a top-down shooting game, where the crossbow-wielding princess rides atop her soldiers and destroys anything in her way. Her father is ill, so each level is dedicated to finding a cure for him. Players can control the speed of the soldiers by either pressing left or right, and which direction the arrows will shoot with the X,Square,Triangle, and Circle buttons . This has probably the least RPG elements of all the modes, as throughout the mode the only thing that is RPGesque is a couple crossbow upgrades. With a 30 second time limit on each level, having the soldiers walk along the Time Goddess’ red carpet will make time go back up as much as the soldiers stay on the carpet, but of course at a cost. The cost is never an issue, as running out of money is hard to do. Each level is disappointingly easy, but the dialogue saves it. This is probably the funniest mode in the game, due to the ridiculousness of the premise behind the mode itself. Thankfully, the 30 pattern applies to the amount of levels here as well, as it was a bit of a challenge to sit through the entire mode.

Evil Lord 30- Evil Lord 30 is a sort of RTS, but in the most basic sense. Players can summon three types of monsters: Shooters, nimbles, and brutes. Each is a direct correlation to their names, and have different strengths and weaknesses. Below the player is a mana circle, the larger it is the more powerful a demon can be summoned. Getting hit will make the mana circle smaller, in turn making your demons less powerful. Levels are sometimes filled with monsters already there, and by approaching them the Evil Lord can make them his own minions to attack enemies. The levels are generally linear, and by approaching golden barrels, the Time Goddess will take all the gold you have earned in the level so far for a time rewind. Left over gold will be saved in “Millennia’s Bank,” and when enough is saved up the Evil Lord will level up and have the size of the mana circle increased. This mode was slightly more tolerable than Princess 30, but not nearly as fun as Hero 30.

There are three modes that can be unlocked by beating these, one of which has a type of gameplay where you must protect a sage for 30 seconds. The gameplay is fun, but it is lacking. Aside from Hero 30, the other modes seem more like filler than additional gameplay elements. The biggest downside to HMH is the shortness of each mode. 30 levels can be completed in an hour if the player doesn’t feel like looking for every little thing in the game.

Playtime/ Replayability 5/10- HMH is a short game. Even with 100% on each mode completed, the game will probably only last around 20 hours. Before finding everything and getting 100%, I have under 10 hours. As for replayability, the only reason to go back and play the game again would be to play it on hard mode, for the added challenge. Otherwise, it would be the exact same game without anything different.

Final Score 7/10
- I would love to give this game a 9/10, but there are a few things that take away from its overall score. Aside from Hero 30, the gameplay isn’t all that great. Secondly, the shortness is a real turn off for those who love RPGs. The games dialogue and music are phenomenal though, and give a huge boost to its score. Should this game be bought at full price? Probably not, but when the price drops I feel every RPG lover should experience this game. It is memorable in its own way, and is an extremely unique game.

Thursday, August 27, 2009

Dissidia is both fan service and a great game at the same time.

Intro- Okay so visualize this: Square Enix with their seemingly endless budget, a team of developers allowed to use twenty two characters from across the entire Final Fantasy franchise, and a 3-D battle system that blows most out of the water. Stir that all up together and you get Final Fantasy Dissidia, a game made up of such incredible components, fit snuggly together in a UMD. That is what your money can get you, and should get you! This game is by far the most interactive, unique, and fun fighter found on the PSP. And the funny thing is that the game itself is more of an RPG than a fighting game. Choose between ten protagonists from their respective games, and pit them against ten antagonists. One side fights for Cosmos, the goddess of harmony, the other for Chaos, the god of discord.

Story 7/10
- The story if Dissidia appears to be rather generic at first glance. In all seriousness, it is pretty generic. The premise is that the ten protagonists are soldiers under Cosmos, and must gather each of their individual crystals to thwart Chaos and stop immanent doom. To put it simply, the story is a larger version of the hero needing to find a certain item to stop the world’s destruction. The story’s outside is a coat of simplicity, but the characters are what redeem the title of Final Fantasy. Each character “awakens” with little to no memory of their respective games besides their specific antagonist. As the players play through each individual story mode of each character, the game stays true to each character’s personality. My favorite Final Fantasy title was the tenth, and as I was playing through Tidus’ story, more than once I found myself saying “This is like playing FFX all over again.” The game truly does this well with each character, placing their personalities into this alternate world while maintaining the integrity found in the original games. And the same can be said for the villains. Each hold their own devilish desires and impulses, but we get to see how they can exist alongside multiple beings of evil nature. The concept behind the game is very interesting, and although the premise is lack luster, each individual character’s personality more than make up for it.

Music/Graphics 9/10- I am a sucker for the “One Winged Angel” song from Final Fantasy VII, and Dissidia seems to have taken that into consideration. During every battle, players can choose among some of their favorite Final Fantasy tracks to play in the background of their fight. Whats more, additional songs can be purchased from the PP shop. The music is nothing short of astounding, as expected of Nobuo Uematsu. His composing skills are beyond compare in the realm of video games, and Dissidia is a sort of tribute to his legacy with the series.

As far as graphics go, the game may as well be a movie. The intro and other important video sequences are incredible, as per usual with Final Fantasy titles. Each character is extremely detailed, from the scars on their face to the armor that surrounds their every pore. Each characters weapons are distinguishable from their games, with all the famous ones making an appearance. For example, the Buster sword, Sephiroth’s massive katana, Squalls gunblade and Lionheart, Firion’s Blood weapons, Tidus’ Brotherhood and Catalbolg. Just to name a few. All these are visible in battle, as the characters dash and glide in the air, while sparks fly from their clashing blades. Dissidia is visually impressive, especially for a PSP game.

Gameplay 10/10
- I hate calling this the “Super Smash Bros” of Final Fantasy, because it deserves more than that. Truthfully, Dissidia does what the original Super Smash Bros did back in 1999. Dissidia takes all of these incredible characters, and throws them into a 3-D fighting game that is more fun than one could possible imagine to have on the PSP. Battles are one vs. one, and each character has a level (1-100,) a bravery indicator, and an HP value. The bravery, a number found above the characters HP, can go up to 9999 and does that amount of damage to the opponents HP when hit with an HP attack. There are two types of attacks; bravery and HP attacks. Bravery attacks do damage to the opponents bravery as opposed to their HP. If enough bravery attacks land, it can send the opponent into “break” status, which makes their bravery regenerate slower and gives a boosts to the other characters bravery. It sounds complicated on paper, but after a couple fights, anyone can get used to it.

As you can see from all these things, this game is more of an RPG than a standard fighter. Characters can equip weapons and armor, as well as accessories and summons. Each character is fully customizable in both equipment and attacks. If the character has enough AP, which is dependant upon equipment and level, they can have up to six bravery attacks and six HP attacks. Three on ground and three in air, respectively. At first characters can only equip three accessories, but with upgrades a character can wear up to ten accessories. Summons also act as a sort of equipment. Players equip one, and then can set five others to be used in a specific order when their current summon is used up and needs to be recharged. The customization of each character truly makes you feel like you are playing an RPG.

There are multiple modes to be played in Dissidia, some of which need to be unlocked. The standard story mode consists of ten sections, one for each protagonist. A hero’s story mode has five chapters of content, where the player must move around a chessboard type interface, interacting with enemies, treasure chests, summon stones, and other objects. Each movement, in-between interacting with an object, costs one “Destiny Point.” By ending the chapter with more destiny points, as well as other factors, more points are earned towards bonuses. That sums up the basic story mode option. After completing one characters story, a new option is unlocked titled “Chaos Impulse,” which further advances the story with an added difficulty. The story mode has a massive amount of cut scenes and story elements, as it should, and helps create a feel for each side of the war. Simply put, it made me care about what happened.

Other modes consist of arcade, quick match, coliseum, communications mode, and the museum. Arcade is a mode of pre-made characters fighting random battles for a prize at the end. Quick match is exactly as it sounds; a quick match against the CPU with customized characters. By purchasing different upgrades and such from the “PP Shop” in-game, players can alter the course, the rules, and the level of the CPU. Coliseum is where the best items can be found. By fighting enemies for gold coins, you can trade your winnings for chests that contain materials used to create different equipment. Communications mode is simply for fighting people near you, or online. Unfortunately, the only way to fight online is the use of Ad-hoc party, which is only available to PS3 users. Then there is the Museum, which grants access to character and summon bios, voice and music tracks, and a replay section. After a battle is complete, it can be saved as a replay, which can even be converted in-game to a suitable format for Youtube. For those video lovers out there, no more hassle over recording equipment.

Finishing up the gameplay section, there are quite a few random parts of the game that may be overlooked in a review. For example, the calendar; every day that passes in real time, a moogle will have a new message waiting for you, that gives PP, a question, and possibly even a friend card to fight a “ghost” opponent. Then there is the play plan section that allows players to change how the game thinks of the type of gamer they happen to be. At first, only the options are casual, average, and hardcore, but other play plans can be purchased later on in the game. These play plans dictate how often your chocobo will find items for you. Casual chocobos will find items often, but of lesser value. Hardcore chocobos will find items after looking for a much longer time, but much better items. It all depends on what the player wants. Lastly, there is the PP shop, which gives access to nearly every additional part of the game. Players acquire PP from battling, and when enough is gathered they can buy extra characters, game modes, bonuses, voices, music, as well as a plethora of other things. The PP shop is massive, and will be a challenge even to the likes of the most experienced collectors.

Playtime/Replayability 7/10
- Dissidia is as engrossing and addictive as it is fun. For the casual player, it is easy enough to wrack up even thirty hours. For the hardcore, I have heard stories of players hitting the one thousand hour mark. That is slightly excessive, but not surprising. With everything there is to unlock, twenty two characters to raise to level one hundred, and the addition of online play, Dissidia is more than worth the money in playtime.

As for replayability, it comes in two aspects. The first is the story modes. It is impossible to get one hundred percent of everything complete on the first time around in a story mode, so there is incentive to go back and complete everything. The second is the old fashioned way of starting a new file. In my mind, there is absolutely no reason to do this. For one, it is possible at any time to go back to the story mode and view any cut scenes or anything that may cause an itch of nostalgia. Secondly, after all the time spent developing characters, collecting equipment, and unlocking content, it just doesn’t seem illogical to start a new file.

Final Score 9/10
- Dissidia will be one of those games that will be remembered for years to come. “That game” that combined every Final Fantasy universe, and did so with a brand new battle system and its own story. In today’s gaming experience, a lot of games come with a small amount of content, or maybe additional content that has to be purchased after the original payment. Or maybe the game had just a few bugs left, and left that up to patching after initial release. Dissidia is not that kind of game. It is complete, everything included, and worth the money. If any game this year is worth the money, it is Dissidia.

Saturday, August 8, 2009

Phantasy Star makes a comeback, and though it wasn't the best, its still PSO! Its great!

Intro- Welcome to the past! Err, I mean Phantasy Star Portable! The fact of the matter is, PSP is a rehashed version of the beloved series. Don’t let that discourage you though, the game is just as good on the psp as it was on the PC or any console. It is a port, of sorts, of Phantasy Star Universe, with improvements. For those new to the series, this is hack and slash at its finest. There are a ton of weapons, plenty of skills, different races, different “jobs,” and dungeons galore!

Story 5/10- Most PSO and PSU veterans know that the story in these games is lack luster at best. The point of the game lies in its gameplay, contrary to some big name RPGs. Players will create a character that is automatically forced into the life of a GUARDIAN, a type of soldier that is sent out to the field to destroy threats to civilian life. The story consists of NPC’s interacting with the player, talking about the mission ahead or comments on the different races in the game. PSP takes a stab at racial difference, with the intent to raise interest in the star system of Guhral. Unfortunately, it does not pull it off very well, and I found myself skipping through conversations just to get to the next mission. The point of missions is to defeat the infectious SEED that has turned common animals into monsters. When I say the story is lack luster, I am not lying. There really isn’t much depth at all.

Music/Graphics 7/10- The music is at times very mellow and at other times very epic. But it doesn’t exactly matter, because you won’t be hearing much of it. While shopping in the menu, a very distinct noise is made when going from one item to the next, which drowns out all background music. I wouldn’t call this annoying, just distracting if you want to hear the score that the game has to offer. During battle, the music is actually fantastic. It can be both riveting and dramatic, and is once again drowned out. Except this time, by the heat of battle. The music is not bad by any means; you just won’t be hearing it really. The graphics are pretty good for a game that is based off one from the Xbox 360. Character figures are all very distinct, the weapons all glow and look rather cool when moving around quickly, and the monster designs are fantastic. The only qualms I have about the graphics are some of the TECHNIC (magic) attacks the game has to offer. The attacks seem like they were taken straight from the original Dreamcast PSO game, with absolutely no alteration whatsoever. However, the rest of the game looks great.

Gameplay 9/10- This is where the entire PSO series shines. Especially this game, because there isn’t much but the gameplay. PSP is your standard hack and slash RPG, a dungeon crawler if you will. Players create a character with a choice between four different races: humans, beasts, newmans, and CASTs. Each have their own pros and cons; some are better with close combats, others excel in guns or TECHNIC attacks. Once created players go to dungeons with the intent of killing a specific monster at the end of the mission. This can be a strong, rare monster, or a boss that no matter what, always enters the battle flying from some far off spot. Bosses come in two fashions, a dragon like monster that has a long tail and rarely flies, or a bat like…thing, with long arms and flies most of the battle. The latter can become quite monotonous, as the only way to hit it while it is the air is with a gun, and the controls aren’t the best. The camera can be tricky, the only way to truly turn it is with the d-pad. This wouldn’t be a problem, but since the only way to move is with the joystick, things can be difficult. The camera can be reset to behind the character, but it isn’t always the most effective way of fighting the enemy.

PSP contains weapons for every preference. There are slow swords, fast swords, axes, fists, guns, dual blades, rods. That is only a few. And a great thing about PSP is that it doesn’t take itself too seriously. There are chicken outfits, shiskabab weapons, an axe that looks like a giant lollipop. It is comedic relief like this that actually brings a smile to the players face. Aside from that, every weapon has several special moves that can become heavy hits or elaborate combos. The special moves help break the monotony of the standard combo, and with the quick changing slot, players can have up to six weapons at the ready for when they feel like switching. It is a really great setup, and compliments the gameplay as whole.

One downside, that some might completely write the game off because of this, is the lack of online play. Yes, there is Ad-hoc. But that is limited to PS3 owners, which is a hefty price to play this game online. Aside from that, there is no online play. There is wireless with someone near you in real life, but that isn’t exactly the most convenient way to play with others, especially in this day and age. It is a sad fact, but PSP loses a huge part of its essence without online play. I guess that’s why it is titled “Phantasy Star Portable” instead of “Phantasy Star Online: Portable.”

Playtime/Replayability 8/10- This game is consuming. It is hard to put it any other way. The story is easy, but the bulk of the game comes from free missions. There are four planets to travel between, each with plenty of free missions for the player to traverse. Each mission is replayable, and with the same reward at the end. This adds incentive to replay the missions, or just go collecting for new weapons or armor. With eight different “jobs” to level up to level 10, players who love to complete the entire game will find themselves replaying missions quite a bit. As for replayability, there are four different races! Create as many characters as your memory stick can hold, try out all the difference races, find which you like the best. Level each kind to lvl 100. The game keeps the player plenty busy, truly living up to the hack and slash status quo.

Final Score 7/10- I thoroughly enjoyed PSP, as I am a huge fan of the PSO series. The gameplay is classic PSO, and despite the lack of online play, it is still fun. If you have a PS3, you have no reason to avoid this title. If you are the kind of player that doesn’t care about online play, or just want a great hack and slash title, this is the game for you. Definitely worth the money.

Wednesday, August 5, 2009

Atlus brings a Shin Megami Tensei title to the DS, and with flying colors!

Intro- Atlus, creators of the Shin Megami Tensei series, have brought us a new edition of the franchise, and this time in a hand held fashion. SMT: Devil Survivor is a great addition to the series, and is even innovative to boot. The series, famous for the deep story lines and turn based battle system, applies a similar formula to Devil Survivor. The difference this time around is the addition of the Strategy genre added to traditional RPG gameplay. Some may be skeptical, but it works!

Story 8/10- Tokyo falls into a time of crisis, due to a supposed gas leak? Too common a problem for Shin Megami Tensei. The MC ( players get to name him) and his too friends, Yuzu and Atsuro, are given devices called COMPs, that allow the three to summon demons! The three learn that they are locked into the Yamanote circle in Tokyo, along with thousands of other people. MC, Yuzu, and Atsuro learn to use demon to fight off other demons, as well as other humans who have their own COMPs. Players will meet a plethora of other people who are trapped and trying to find a way out of the lockdown, as well as figure out mysteries that tie demons, the government, and a religious group together. The story is actually quite immersive, and with each little clue, it makes the player want to find more and more out about what is actually happening.

Music/Graphics 7/10- I personally love the music in this game. I find the battle music very entertaining, and have even found myself listen to it without actually playing the game. Boss fight music is epic, to keep it simple. The game actually makes the player feel like they are doing something important. Out of battle music, like dialogue and menu screens, are repetitive, but not annoying. They are well placed, and seem to fit the mood of the situation the players are in. The graphics in this game aren’t the best out there. There are quite a few games that can be found on the DS with better graphics, but this isn’t a hindrance to the game at all. When characters talk, players see character models with emotions depicting how they would react to the conversation, a very typical Atlus-oriented direction to the dialogue. In battle, small, full body sprites of the characters traverse different locales inside of Tokyo. Attacks are not what you would call flashy, nor are there any battle cries that may entice players to kill monsters just to hear them die. But as previously stated, this is no hindrance.

Gameplay 8/10- Devil Survivor takes on two roles when it comes to gameplay: traditional RPG and Strategy RPG. Oddly enough, the game pulls it off well. I do not usually enjoy SRPGs very often, but Devil Survivor manages to keep me very interested with the interaction of traditional elements. To put it simply, players move three to four characters on the battlefield, in a similar fashion to most SRPG games. They move from square to square, and move more squares depending on their “move” value. Different demons add alterations to movement, like ignorance of obstacles, switching places, or extending how far the character can move. When a character arrives next to an enemy, they can choose to attack the enemy, which transfers the player to a battle screen. This is where the traditional RPG elements come into play. Instead of having the character model hit the enemy with a weapon and then ending the turn, the game transfers to somewhat of a first person mode where you chose your attacks in a turn based fashion. Each character can have two other demons accompany them, forming a “team” to fight enemies, which generally have the same setup. Players have the option of focusing their attacks on the middle enemy, which is the leader of the team. If the leader is defeated (this applies to both enemies and playable characters) then that team is defeated and disappears from the battlefield. Players can do that, or they can kill off the other two enemies from more EXP and money. If an attack scores a critical hit, or hits an enemy with a weakness to that attack, both the enemy and the player have a chance to get an “extra hit,” which is exactly what it seems to be.

The second portion of gameplay is the acquisition of demons, which if done right, can make or break the battle system. Demons play a huge role in how successful the player will be during their battles. The worst match-up can end an entire team in as little as one turn. The reason for this is that magic is extremely effective. So much so that strategic players will save before a fight, just to see the demons they will have to be fighting before actually taking the fight seriously. If a demon is hit by its weakness, there is a very good chance it will be crippled and knocked out in one hit. But to avoid poor match-ups or weak demons, players will take place in the “Demon Auction.” Once again, exactly as it sounds. Players gamble in an auction for different demons, to either use in battle or to fuse with other demons to create, you guessed it, more demons! The auction and fusion options are fun enough to keep people occupied for hours, I know I have.

Thirdly, within battle, players can “crack” abilities from enemies. Cracking abilities can save one’s hind end in the future of their game, as it is as important as leveling one’s characters. Each playable character has three sections of abilities: Combat, Support, and Special, which are human only. Command skills can only be used during the turn based battle screen. Support skills can be used any time during a characters turn, besides when they enter battle. Special skills are always in effect, usually giving bonus’ to stats before a battle starts. These are all extremely useful, and sometimes the only way a battle can be won.

Playtime/Replayability 8/10
- Devil Survivor does a very good job of both the following elements of video games. Playtime, depending on the level of OCD from the player, can be as low as thirty hours, or even as high as one hundred fifty hours. In one playthrough. I find myself saving before choosing an option to talk to different people, as not every option is always available. It is up to the player to decide who to talk to and when to do it. There are always optional battles for players to level their characters or crack new skills, which is also a great way to rack up hours on the clock. Replayability in this game is high, as there are different endings depending on the players decisions in-game. There are several “paths” the players can take for specific characters, and then afterwards the option of a New Game+ becomes available. Most RPG veterans know what this option means, but for those that don’t, after you beat the game, you can start over with all your previously acquired skills and money. This is very fun for many players, and allows the player to take a different route towards the ending of the game. It is a great option for this game, and adds even more incentive to continue playing.

Final Score 8/10
- Devil Survivor is a great addition to both the Shin Megami Tensei series, as well as the DS’ RPG library. The story is interesting and immersive, with memorable characters and interesting events. It is dark and at the same time enlightening, food for thought if you will. The music is very enjoyable, not irritating in the least, and fits well with the feeling of each situation. The graphics aren’t terrible by any means, but not exactly impressive. The game is more about the story and gameplay anyway, so the graphics don’t hinder the game in any way. As with all RPG’s, gameplay can be a deciding factor on whether or not the game will be a rent or a purchase. Well, nobody rents DS games, so you might as well buy this one while it is still easily available. The gameplay is a very innovative mix of SRPG and traditional RPG elements, and it pulls it off extremely well. Devil Survivor is time consuming with all the different demon combinations and routes to be taken in-game, and the New Game+ option adds to the Replayability. Overall, the game is a great buy for any DS owner, and must for eastern RPG veterans.