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Showing posts with label remake. Show all posts
Showing posts with label remake. Show all posts

Tuesday, December 8, 2015

Limit Break: Why Splitting the Final Fantasy VII Remake into Multiple Parts May Be a Good Thing


The initial reveal of the Final Fantasy VII remake was met with seemingly unanimous applause just a few months ago. Now that details of its release format and gameplay have been revealed, it seems fans have become a bit divided over this bold reimagining. I have yet to complete the original PS1 version of Final Fantasy VII, but the good third or so of it that I have played, I very much enjoyed. I still prefer Final Fantasy IV, but I cannot deny how well VII has aged, nor can I deny its role as one of the most popular and critically-acclaimed video games of all time.

Which brings me to my first point: given just how well-liked Final Fantasy VII is, someone somewhere was going to be let down with at least one decision or another. It’s the nature of the beast, and probably part of the reason that Square Enix was so apprehensive to try and recreate this game in years past. Even less heavily altered updates to classic games like the 3DS ports of the N64 Legend of Zelda titles were met with criticisms regarding changes made to their save systems and the inclusion of helpful hints for gamers who may have been too young to have experienced Ocarina of Time and Majora’s Mask during their original release.

Also, Final Fantasy VII is a very large game, in both scale and assets. This can be said about most Final Fantasy titles, yes, but each of the areas that Cloud and company visit are full of detail, with many rooms or sections to explore, not to mention the vast expanses beyond the walls of Midgar. And given that the developers intend to add more content than was originally included in the PS1 release, it kind of makes sense that they would want to take their time and stagger the release process instead of dropping it all at once, with less content than they had planned. So long as the remake of Final Fantasy VII is released in reasonably-sized chunks at a relatively consistent rate, I see no problem with this plan. If anything, the feedback Square Enix receives from each installment will help to improve their efforts on the next one.

I admit, I’m not entirely sold on their decision to utilize a new battle system. In my opinion, ATB is one of the best battle systems in any JRPG to date, and as the old saying goes: “If it ain’t broke, don’t fix it.” At the same time, the recent gameplay trailer only offered us quick glimpses of the new battle system, and I don’t think anyone outside of Square Enix is entirely sure as to how the combat works just yet.

I’m a big fan of the character designs for Cloud and Barret. Barret is a reasonably-proportioned human instead of some cartoonish hulking goliath, while Cloud looks tall and thin, much like his in-battle character model from the PS1 version. I feel their voices are also incredibly appropriate, and so far (fingers crossed that this carries on through the rest of the remake) Barret does not appear to act the part of the racist caricature that he was in an era gone by. Obviously, only time will tell how the ultimate end product looks and plays, but I feel that this remake has quite the potential to do its original incarnation justice, and perhaps even improve upon some of the world’s locations and character interactions.

Tuesday, January 6, 2015

Wii U review: The Legend of Zelda: The Wind Waker HD


A decade after its original Gamecube release, The Legend of Zelda title that introduced the cel-shaded Toon Link and the Great Sea he sailed across received an HD remake on Nintendo’s Wii U. During the years between the original Wind Waker and this new Wind Waker HD, it was expressed that there were a number of features that the development staff wanted to work into the original release, but were unable to due primarily to technological restrictions they faced in 2003. Wind Waker HD promised to be more than a simple visual upgrade of the original Gamecube adventure, and ultimately incorporated a number of reworked gameplay features, as well as a few new additions.

While many remakes in recent years have seen significant visual jumps in their quality (i.e. – Halo: Combat Evolved Anniversary, Final Fantasy IV DS, etc.), Wind Waker HD’s strongest graphical showings come from its improved lighting effects and more strikingly visible environment textures. Character models and the various locales across the Great Sea appear largely unchanged from the Gamecube original, due in no small part to the fact that cel-shaded graphics were far ahead of their time, and have since aged significantly better than the visuals of nearly every other game in the long-running series. The soundtrack, however, has been cleaned up a bit, and a few subtle variations on classic tunes have been thrown into the mix.


For those who missed out on the Wind Waker during its original 2003 release, the story is set hundreds of years after the events of Ocarina of Time. The intro sequence explains that, even though OoT's Link was able to save Hyrule from Ganondorf’s evil conquest once, after he had returned to his own time there was no one to stop the Gerudo King once he escaped his imprisonment in the Sacred Realm. In a last-ditch effort to save the people of Hyrule, the goddesses washed away the kingdom, sending the people to live on the islands that now marked the Great Sea. As centuries passed, those who knew the legends of Hyrule dwindled in numbers, though on Link’s birthday, he receives a green Tunic from his grandmother, which she cites as being associated with the hero of legend, and a tradition for boys to wear on his home of Outset Island.

Not long after, a giant bird carrying the pirate captain Tetra flies over Outset Island, only to be struck by a cannonball from Tetra’s pursuing crew members. The bird drops Tetra in the forest atop the island, and Link decides to go help at the insistence of his younger sister Aryll. After scaling the island and fighting a few monsters, Link rescues Tetra and the two exit the forest only to witness young Aryll be whisked away by the giant bird from before, who mistook Aryll for Tetra. Determined to save his sister, Link acquires a shield and sword and climbs aboard Tetra’s ship as they head for the Forsaken Fortress.

Once inside, Link manages to sneak past Moblin patrols and is reunited with his sister, who is being held captive with two other young girls in a prison cell atop the Forsaken Fortress. However, this victory is short-lived, as the giant bird swoops in and tosses Link to the ocean, at the command of its shadowy master. The next morning, Link awakes to find he has been rescued by a talking sailboat which calls itself the King of Red Lions. He informs Link that the master of the Forsaken Fortress and the one who has been spreading monsters across the Great Sea is none other than Ganondorf, and that Link must gather three pearls in order to access a greater power capable of stopping Ganondorf’s schemes.


Mechanically, Wind Waker built directly off its N64 predecessors Ocarina of Time and Majora’s Mask. The titular Wind Waker, which is used to control the direction of the wind that steers your sailboat, as well as a few other key interactions, effectively stood in for the previous musical instrument, the Ocarina of Time. Combat followed suit, with carefully timed strikes being coordinated with the trigger-based targeting system. The set of items Link collected from the various dungeons are still implemented with great frequency in later legs of The Wind Waker, often used in tandem with other items or weapons to overcome more challenging and complicated hurdles. While the core of this experience may remain largely the same, it is largely to the game’s benefit, as Wind Waker HD doesn’t need to fix what isn’t broken. That said, the optional gyroscope controls are available for the Telescope and Picto Box, should players feel so inclined to explore these additions, though the classic joystick controls are generally more smooth and precise.

Little changes to some of the items and questlines in Wind Waker HD end up going a long way. When sailing across the Great Sea, the Cannon, Crane, and Wind Waker are automatically set to the D-pad, while the Sail is set to the A button, allowing you to set another three separate items to the X, Y, and R buttons respectively. This cuts down on the amount of time spent swapping from the inventory. On a related note, the Gamepad’s touch controls allow you to drag items to these three buttons on the fly, without needing to pause the game first. Those who recall the Tingle Tuner from the Gamecube version will find it has been replaced with a more practical counterpart in the form of Tingle Bottles, which can carry messages into other player’s games via Miiverse, offering a more community-oriented experience not unlike the hints players can leave for one another in Dark Souls.


For completionists who enjoyed snapping pictographs of friendly faces and Ganondorf’s loyal monsters during their journey to turn into sculpted figurines at the Nintendo Gallery, the number of open slots in the Picto Box has been bumped up to twelve, as has the number of figurines that can be crafted each day. Enemy spoil drops appear to have been improved as well, making sidequests dependent on the number of Skull Necklaces, Butterfly Pendants, or Golden Feathers in your possession much quicker to complete. A speedier sail is available around the game’s midway point, and the process of collecting Triforce pieces during the late hours has been cut in half, thanks to the majority of the chart locations being replaced with the actual Triforce shards themselves. This not only makes collecting the Triforce shards feel like less of a chore than in the original Gamecube version, it circumvents the severe hiccup in the story’s pacing that comes as a result from suddenly needing to divert all of your attention from the buildup toward the late-game challenges and subsequent intense progression of the story.

If you have never experienced this particular Legend of Zelda title before, the HD update is a fantastic option. It’s also perhaps one of the most easily-accessible Zelda titles out there, for those who may have only experienced a scant few games in the series – not to say that The Wind Waker is an overly easy experience, but it does provide more intuitive controls and in-depth tutorials that stack as the game gradually offers up new options for improving combat and puzzle strategies. While the visuals may not be a vast improvement over the Gamecube original, they still hold up strong today, and offer a very distinct style that matches the sense of wonder in this fantasy setting, as well as the coming-of-age direction that the story takes with its younger protagonist.

My rating: 8.5 (out of 10)

Friday, January 2, 2015

The Legend of Zelda: Wind Waker HD journal - entry three


When I first played Wind Waker, I was in middle school and had no qualms about sinking hours into the tedious process of collecting three pictographs at a time, bringing them to the Forest Haven’s Nintendo Gallery, and then fast-forwarding time via the Song of Passing to have them converted into sculpted figures one by one. While Wind Waker lacks as many real meaty sidequests as its home console predecessor Majora’s Mask offered up, the more involved sidequests that Wind Waker does have are just that – very involved, and by association, rather time-consuming. I am incredibly pleased to see that Nintendo has not only quadrupled the number of pictographs Link can store in his Picto Box at any given time, but also upped the ante on the number of figures that can be sculpted per day to a matching twelve. To some, the Nintendo Gallery might seem like a silly distraction, but I always found it to be one of the most entertaining and rewarding sidequests in Wind Waker.

Conversely, my single least favorite leg of the original Wind Waker adventure was the process of collecting all the Triforce charts, having them deciphered for an obscene sum of money, and then having to track down each Triforce shard thereafter. It was such a boring routine that really threw off the game’s pacing, especially after the revelation of Tetra being the heir to Princess Zelda’s bloodline and the search for the two new sages had significantly boosted the excitement and intensity of the narrative. Lo and behold, Nintendo also improved upon this by asking players to seek out a mere three Triforce charts, while many of the remaining Triforce Shards have been allocated to the treasure chests that previously housed their respective charts. Those few Triforce shards that still lie at the bottom of the sea are immediately visible on Tingle’s In-credible chart. This particular fetch quest feels much less a chore, as it requires approximately half the time and effort than in the original Gamecube version.

I would not say that I am quite as blown away by this updated version of Wind Waker as I was by Ocarina of Time 3D – as I previously mentioned, the character models and environments of Wind Waker HD look largely the same as before, save for better lighting and a clearer filter for the game’s presentation. Plus, even though it is two console generations removed, this HD remaster is still on a home console as opposed to a handheld. But it is certainly flying higher than I anticipated during my first journal post. As of a few hours ago, I started my dive into the Wind Temple, and as such, I would expect my review of Wind Waker HD to be posted sometime by the end of next week, as there isn’t a whole lot left ahead of me before I take on Ganondorf and finish this adventure… once again.

Tuesday, December 30, 2014

The Legend of Zelda: The Wind Waker HD journal - entry two


Perhaps my initial judgments toward Wind Waker HD were premature. Now that I’m getting deeper into the story, I’m finding there are plenty of little updates that go a long way. I am a tad surprised that there does not appear to be any use of the stylus for scribbling notes on the sea chart ala Phantom Hourglass and Spirit Tracks (or at least, there is no such functionality that I have yet come across). However, including the little tidbits of information the fish-men provide Link with their respective island chartings is a convenient addition for anyone who is new to the Wind Waker experience, or who is taking on this adventure many years after they originally tackled it on the Gamecube. After all, many of these hints or pieces of advice pertain to quests later in the game, like the Ghost Ship, the items required to enter the Earth and Wind Temples, and the Triforce Charts.

I’ve recently acquired the Swift Sail, which is far and away my favorite new item in this updated Zelda adventure. Not only does it make travelling to nearby islands a super-speedy process, but it easily cuts the time spent filling in the sea chart in half. The Tingle Bottles have proven entertaining, and I applaud those who have utilized them for more practical uses like aiding younger players who are stuck at a certain point in the game. That said, I’ve also found some of the messages within these Tingle Bottles quite amusing, whether the author of the related posts meant for their work to be humorous or not.

While I still feel that this HD version is not the visual spectacle other HD updates in recent years have shown themselves to be, there is something to be said about the finer details of this Wii U update of Wind Waker. I’ve come across a number of textures that I never noticed in the original Gamecube version, such as the small Triforce shape inside the barrier beam emitters within the Tower of the Gods, and the shapes of the Hylian people praising the Master Sword within the chamber below Hyrule Castle. As I mentioned in my previous post, the single biggest visual improvement seems to have come in the form of the game’s lighting, and as I have recently witnessed, this is not simply from the sun or the torch fires – the pearls required to summon the Tower of the Gods from the watery abyss look absolutely gorgeous, as does the room wherein Link faces the dungeon’s boss Gohdan. Even the Beamos eyes look far less blurry than they did back in 2003.

Wind Waker HD may end up being one of my earliest reviews posted in 2015. I’ve spent the past couple of days dealing with some post-Christmas crud, and as much as I’ve enjoyed what I’ve played of Persona Q thus far, playing through Wind Waker is a much easier task, especially since it is a game that I’ve beaten at least five times over now. My expectations of Wind Waker HD ranking among the greatest of all the games I play in 2015 are basically zero, but the aforementioned improvements that I have recently discovered have certainly earned it a few extra points toward its (eventual) overall review rating.

Sunday, December 28, 2014

Anime review: Space Pirate Captain Harlock


A classic of a bygone era, before anime was so distinctly identified by wide-eyed faces or drawn-out power-up sequences, Space Pirate Captain Harlock’s more rounded character designs and heavy influence by western animators from the late seventies/early eighties stood among the first of their kind, then commonly referred to as ‘Japan-imation’. Fast-forward to 2013, and Captain Harlock’s latest outing is a film that revisits the roots of the character in a gloriously-rendered, if not frequently dark and gritty-looking, full CG adaptation. One of the great things about this new take on Captain Harlock is that it is easily accessible to newcomers like myself, who were born many years after Harlock’s original animated run, while still retaining the core cast and updating familiar plot points for the sake of streamlining the presentation.

Captain Harlock and his skull-decorated ship, the Arcadia – an appropriately pirate-themed vessel, matching the free-from-law lifestyle of those on board – are considered phantoms among those who have heard of them. They appear and disappear quickly, making short work of those they intend to plunder from, and though some have claimed to land hits on the Arcadia, it does not seem to make a difference, as the ship has some strange qualities of self-repair. When the Arcadia lands on a backwater world, a group of young men chase its smoky trail to its landing site, but only one – the steadfast Logan – makes the cut and is allowed to join the company of Harlock’s crew.

Logan is introduced to a few key crew members early on, including the lethal blonde beauty Kei, and the scruffy, often comical Yullian. Harlock, however, remains distant, an imposing figure always observing Logan, but rarely addressing him directly. This is perhaps for the better, as a brief while after he sets course for the stars in the company of Harlock’s loyal crew, it is revealed that Logan is actually a spy planted by the Gaia Sanction, a group determined to keep the Earth free from anyone setting foot on its surface, lest the bloody Homecoming War of a hundred years prior be repeated. Under the command of his wheelchair-bound brother Ezra, Logan is to inform them of the location and status of the Arcadia, as well as attempt an assassination of its infamous Captain Harlock.

Practically every facet of this film has been updated for today’s audiences. The pacing is spot-on, granting viewers enough time to become invested in the characters early on and subsequently find themselves immersed in the space-age fantasy tech. Harlock does a great job of pushing a ‘gritty reboot’ style that has seemingly become the norm for many properties in both the east and west hemispheres over the past decade. And yet, despite the greater degree of realism in character designs and the intimidating capabilities of the Arcadia, the film does not completely do away with the exciting fantasy thematic – rather, it embraces it just enough to cater to a broad audience. The concept of space pirates who fly the flag of skull and crossbones will no doubt entertain younger viewers, while the gravity of decisions made by the individual characters will satisfy the older crowd, and prevent this film from being simply a whimsical retread of the pioneering days of anime from which Harlock, Mobile Suit Gundam, and many other classics hail.

Admittedly, there are a couple of segments late in the film where certain characters seem to see their conflict as larger than life, and the manner in which these quarrels are dealt with might feel more at home in a film more heavily emphasizing fantastical and over-the-top fights. While these brief sequences are somewhat silly in the grand scheme of things, the tone of the film remains otherwise quite consistent throughout. This updated version of Captain Harlock is a masterful accomplishment in terms of its visuals, as a ludicrous amount of detail is worked into every environment, each character’s expressions are complex and eeriely human, and ship-to-ship combat a most fiery and bombastic spectacle to behold. Space Pirate Captain Harlock is what fun movie experiences ought to be all about – it may not be the most complicated story ever conveyed, but it knows when to pull the right punches, and has something to offer viewers both young and old.

My rating: 8.5 (out of 10)

Wednesday, December 24, 2014

The Legend of Zelda: The Wind Waker HD journal - entry one


I received Wind Waker HD as a gift for purchasing Mario Kart 8 within its ‘early adopter’ window, and then subsequently set it aside for a rainy day. It’s not that I don’t like The Legend of Zelda: The Wind Waker, far from it – it’s my fifth favorite Zelda title, only tailing slightly behind Majora’s Mask, Skyward Sword, the Oracle titles, and Ocarina of Time (numbers four to one, in that order). But I did last replay Wind Waker about two years ago, and felt I should wait a while before tackling this remastered edition at the risk of my experience feeling too much of a mundane retread. That said, I am not certain if this will be one of my earlier reviews on 2015, or if I will tackle it in spurts and give priority to The Wonderful 101 and Watch Dogs.

The great thing about Wind Waker, at least for the sake of this replay and upcoming review, is that it has a relatively quick main storyline. I am, however, very much interested in seeing what all of the reworked gameplay elements are and how different their offerings are from the original Gamecube version. As of right now, I’ve just purchased the sail on Windfall Island, and I have a few key points I wanted to hit on.

First off, the graphics and art style are not as big of an improvement as I had expected. Wind Waker’s cel-shaded direction has led it to be, from a visual perspective at least, the Zelda title that has simply aged the best. The gameplay is a different beast entirely, but when Wind Waker HD was first announced, I thought it an exceptionally odd pick for that very reason. With the Wii U’s significantly improved graphical capabilities over its predecessor consoles, Majora’s Mask, even Twilight Princess could have received major facelifts while finding new and fun things to do with the Gamepad. But Wind Waker HD only has a few notable trumps over its Gamecube counterpart that I have come across thus far – the lighting is superb, and some of the environment textures have been cleaned up.

It’s far from enough to make me feel like this is a whole new spin on an old classic. The cel-shaded character models look almost exactly the same as they did back in 2003, and the blocky/angular portions of environments look outdated. I know they might keep well with the cartoony style of the game, but with the updates Nintendo did perform on this Zelda title, they look a bit out of place, as well as more so dated than most of the game’s other visual components.

Secondly, the few new mechanics I have come across are merely optional control schemes for pre-existing items, or replacements for tech that was effectively impossible to replicate on the Wii U (such as the Tingle Bottle replacing the GBA-connected Tingle Tuner). The gamepad’s gyroscope can be used to aim the telescope, and I would assume the Pictobox as well, though I couldn’t say for certain, as I turned the gyroscope’s finicky sensitivity off after my first use of the telescope. The touch screen can be used to slide items to the X, Y, and R buttons, but it doesn’t really save any significant time over the typical button and joystick combo of the old Gamecube controller. I appreciate the game being a gift, as prior to receiving it, I did not have any intent of purchasing Wind Waker HD, but now that I have it, I’m finding the majority of the updates underwhelming. That said, there is still plenty of game left ahead of me, so perhaps the Great Ocean still has some surprises in store.

Saturday, December 20, 2014

3DS review: Pokémon: Omega Ruby and Alpha Sapphire


Built upon the same engine used for last year’s revolutionary X and Y, the Pokémon series returns to the Hoenn region for a set of remakes, titled Omega Ruby and Alpha Sapphire. As a young trainer, you start off in Littleroot Town, meet your neighbor/childhood friend/rival, and are given one of three starter Pokémon by the local professor – the grass-type Treecko, water-type Mudkip, or fire-type Torchic. It’s typical fanfare for the series, though not unlike their original GBA releases, these remakes of Ruby and Sapphire do well to get the adventure going faster than other entries in the series – tutorials are covered quickly, and there is a decent variety of Pokémon available to catch in the wild early in the game that will still prove practical team members hours down the road.

Mega Evolutions were among the big new additions in X and Y, and plenty more have been added in Omega Ruby and Alpha Sapphire to better round out the different Pokémon types represented by this new tier of temporary evolution. It’s a decent compromise, given the fact that there are no new Pokémon represented in Omega Ruby and Alpha Sapphire, and that the vast majority of the Pokémon encountered throughout the Hoenn region are those that are native to it. The Player Search System, Super Training, and Pokémon-Amie all return, providing smooth online components for battle and trade, as well as the ability to easily boost your Pokémon’s skills and affection levels. The Pokenav, meanwhile, provides a new addition for seeking out wild Pokémon that will detail all the types of Pokémon in the area, what level the nearest one is at, and – in some cases – special moves they might not otherwise know. It’s a welcome addition that makes catching them all, or even just a few key Pokémon that you wish to use to round out your team’s typing representation, a much faster and less random process.


The story remains largely unchanged – depending on which version you are playing, the organizations of Team Aqua and Team Magma will seek to revive the legendary Kyogre to expand the seas, or the legendary Groudon to expand the land respectively. It was not the most compelling of plots during its original GBA release, and though some new expanded bits of dialogue have been added to more consistently integrate both these villainous teams and the player into the core story, it stands as one of the weakest narratives in the main Pokémon series. The same can be said for the Hoenn region as a whole – while some of the major cities have been given more of an aesthetic appeal with full-fledged 3D models of notable landmarks, the continent as a whole feels visually underwhelming, and its physical layout archaic. Far too often does the game require you have two or three HM moves to advance down a long stretch of path, which seems counter-intuitive, given that the experience share system from X and Y returns, intended to (more or less) evenly spread experience points between all party members. Unless you intend for your party to retain an HM-specialist Pokémon, this can lead to party member’s levels being skewed quite a bit as you swap them from your party to the PC.

Perhaps uneven party member levels is little more than a minor annoyance to some players, but the experience share will undoubtedly lead to an overly-powerful team past the halfway point of the game, even if you should choose to avoid a large number of trainers on the routes along the way. Late-game gym battles become laughably easy, and the Elite Four – while offering a marginally greater challenge than their counterparts in X and Y, are still easy to sweep with the use of only three or four of your party members. On the other hand, Omega Ruby and Alpha Sapphire do cut out some of the fetch-quest distraction points from the original GBA versions, which streamlines the experience, keeping the story on track better than in its original incarnation.


Another new feature present in these 3DS remakes is the post-game Delta Episode, which sees Steven Stone call upon you, the player character, to help collect meteorite shards in order to construct a device that will be used to deviate the path of a meteorite on a collision course with the Hoenn region. While this premise alone is dire enough, things become murky and complicated when a young woman named Zinnia intervenes, claiming that you must find another solution, as Steven’s scientific plan may result in dark repercussions for humans and Pokémon alike. The Delta Episode lasts a little over an hour, but during that brief window, it manages to deliver a story that is significantly more compelling that the approximately fifteen-hour run of the main story, introducing a character who is a fresh, if not incredibly quirky addition to the series. The Delta Episode also provides a rounding out of some of Hoenn’s regional lore, and expansions of the mysteries tying together some of the other Pokémon games.

As for the rest of the post-game content, it is typically of a hit-or-miss nature. As players near the Elite Four in the main story, they will be granted use of the Eon Flute, which can summon the legendary Latias or Latios to fly them above the continent and plop them down in any city, route, or major landmark they desire. It’s a visual treat that offers fast-travel in the same vein as using the Fly HM move, and even grants players access to otherwise-inaccessible locations off the beaten path to catch legendary Pokémon not native to Hoenn. The process of encountering and catching these legendaries ranges from a simple matter of walking up to a mystical portal and prompting a battle, to traveling to a certain location with certain other legendaries in your party, to hoping there is a randomly-appearing island on the map when you boot up your copy of the game. Personal hideouts dubbed 'secret bases' can be decorated with Pokémon dolls and furniture, or even set up as your own personal gym, though the novelty of this becomes quickly forgettable.


Omega Ruby and Alpha Sapphire were seemingly promoted largely with two crowds in mind – those who played the GBA versions of Ruby and Sapphire during their initial release, and those who appreciated the streamlined gameplay and inclusion of many new features presented by X and Y. Yet, for all the great elements of the original GBA titles that these remakes retain, they also seem compelled to hold on just as tightly to the outdated design elements and lackluster plot. It is similarly unfortunate that these titles incorporate even less in the way of updated features than last year’s 3DS debut of the series. Omega Ruby and Alpha Sapphire are not exceptionally lazy efforts, but they are confoundingly rooted in outdated ideas, and fail to embrace more of what has pushed Pokémon toward smoother gameplay and more intelligent scripting with the last few major releases.

My rating: 7 (out of 10)

Wednesday, December 17, 2014

Pokémon: Omega Ruby journal - entry five


Well, I did manage to more or less steamroll my way through the Elite Four – Trevenant and Infernape both swept a good chunk of the competition aside, while I really only had to swap out to Emolga in order to counter Glacia’s Wailrein. The Elite Four battles were not quite the cakewalk that their Kalos counterparts provided, but they weren’t much more of a challenge, truth be told. I even deliberately avoided many of the trainers along Victory Road in the hopes that it might balance the fights out a bit, but it seems this game was designed with players being significantly more powerful than necessary in mind.

It’s a bit of a shame, really, as I found the Pokémon typings spotlighted by each member of the Elite Four to be a fun and interesting combo. The champion battle against Steven Stone would have served as the highlight of the whole experience, were it not for the fact that beating him was similarly all too easy. For the sake of the narrative, however, I did appreciate Steven Stone’s constant involvement in major events, and the fact that he is something of a rival character who also acts as a source of inspiration to the protagonist – someone that most people seem to look up to. Thank goodness he wasn’t just dropped in for a brief cameo and then ignored entirely until his climactic battle (I am, of course, making a not-so-subtle reference to Diantha’s minimal role in X and Y). Regardless, above is my team that triumphed over the Elite Four, my ‘dream team’ for Omega Ruby.

I’ve only spent about fifteen minutes or so with the postgame Delta Episode, and have found its narrative to be considerably more compelling than the main game’s story and conflict with Team Magma. It’s comforting to know that at least some part of this remake might leave me somewhat impressed. The ability to soar around Hoenn on the back of Latios is certainly a visual treat, and is seemingly the only way to reach areas where warp holes containing legendary Pokémon await. I suppose it only makes sense to restrict access to these more powerful Pokémon until the main game is nearly over, though the premise of these mysterious holes simply spitting out Pokémon in front of you makes things, yet again, seem a bit easier than necessary. It shouldn’t be too much longer before I post my final review for Omega Ruby and Alpha Sapphire, though, depending on how long the Delta Episode content runs, I may yet post another journal entry beforehand.

Tuesday, December 16, 2014

Pokémon: Omega Ruby journal - entry four


The showdown with Primal Groudon was certainly a visually impressive moment for the game, though the fact that each of my party member’s levels was in the mid-fifties made the battle and capture process more frustrating than need be. Some of my Pokémon were all too likely to one-hit-K.O. Groudon, while the legendary Pokémon’s moveset was still powerful enough to knock out anyone in my party within two or three moves. And the fact that Groudon kept using rest only drew the process out further, resulting in about seven attempts before I actually had a decent shot at catching the beast.

Wallace’s gym battle offered a much appreciated variety in Pokémon that was absent in nearly every gym that preceded it, but my Trevenant was still able to sweep his entire team while taking hardly any damage. The sea routes that are so frequent late in the game do not bother me much, but the game’s archaic design for the overworld and excessive reliance on HMs is borderline-infuriating. I had hoped that with this reimagining of Ruby and Sapphire, Game Freak would incorporate as much from the generation VI titles as possible into streamlining the experience and making the whole package more user-friendly, but as I’ve seen time and time again during my playthrough, Omega Ruby is a classic case of ‘one step forward, two steps back’.

The brief glimpse of Zinnia did not go unnoticed by my eyes, and I’m very much hoping that the bonus content in the post-game Delta Episode makes up for some of Omega Ruby’s fumbles. I clocked in a couple more hours today, and I intend to try my best to burn through the remainder of Omega Ruby’s main story within the next week. Hopefully the Elite Four at least offer something of a challenge – right now, I fear they may be as much a cakewalk as their Kalos counterparts. Going into Victory Road, I’m already having flashbacks to Platinum's nauseating reliance on HM moves to mindlessly zigzag through a labyrinth of tunnels, bridges, and waterways.

Sunday, December 14, 2014

Pokémon: Omega Ruby journal - entry three


Adding Emolga to my team has paid off wonderfully, as its Electric and Flying dual-typing and moveset have given me a consistent counter to the company of other Flying-type Pokémon, as well as the Grass/Fighting combo presented by Breloom. My reliance on Phantump is a bit more sporadic, but I still appreciate the Grass, Ghost, and Dark-type moves he’s learned, especially considering how offensively powerful they are. Coupled with his immunity to Normal and Fighting-type moves, I still consider Phantump to be a valuable asset to my team, if not something of a wild card in the grand scheme of this playthrough.

Metagross has become more frequently useful as of late, as has Toxicroak, something that I thoroughly appreciate, as I was never particularly keen on swapping either of those two out. Infernape has also proven a solid pick, while Crawdaunt keeps on trucking along, being the team member I have arguably gotten the consistent and reliable results from. Omega Ruby is, however, considerably lesser in its degree of challenge than most other Pokémon titles, as it utilizes the same experience share system from X and Y, rendering many of the trainer encounters and gym leader battles during the game’s second half laughably easy.

Another oddity that provides players with a distinct advantage over in-game opponents is the fact that Steven Stone takes you on a brief sidequest which ends with Latias or Latios in your company, depending on which version you are playing (in the case of Omega Ruby, Latios was added to my party for a short while). For anyone who might pick up Omega Ruby or Alpha Sapphire after the shiny Beldum event has ended, these legendaries might be a tad more appealing. Given how much lower a level than the rest of my part members were, as well as the fact that I’d have been double-dipping into the pool of Psychic-type Pokémon, I did not feel that I needed to make use of Latios. It would only have made the game that much more of a cakewalk, though I don’t deny that from the standpoint of trying to collect all the Mega Stones for completion’s sake, it’s an appreciated gift.

Omega Ruby and Alpha Sapphire sprinkle in little bits of extra dialogue and cutscenes every so often to try and better flesh out the stories of Team Magma and Team Aqua. While the team admins are wacky, even mildly amusing, the ultimate ends for these two villainous element-obsessed factions still stand among the least compelling plotlines in the Pokémon franchise. This, tied with the fact that the Hoenn region offers very little in the way of distinctly memorable locales or events compared to nigh on every other entry in the series, leaves me somewhat disappointed over the fact that these games could have been so much better with all their new menu inclusions and user-friendly design points, were it not for the simple fact that they are remakes of the generation III titles.

Friday, November 28, 2014

Pokémon: Omega Ruby journal - entry two


This 3DS remake is proving, in some ways, a notable improvement over its GBA precursor, and in others, a game that is made frustrating by outdated design elements. First, the good – the Pokénav is a major step forward in scouring tall grass along routes, looking for a certain Pokémon or even specific movesets. It makes wild encounters less of a gamble, and random wild encounters are far less frequent than any Pokémon game beforehand, which is all fine and dandy, considering that the experience share from X and Y makes its triumphant return and seriously boosts the rate at which all party members level up. Also, it appears that one of the sidequests/subplots surrounding a machine piece needed to aid electric gym leader Wattson has been removed entirely – a welcome removal, in my opinion, as it was clunky and was one of the first major moments of the pacing being thrown off in the original Ruby and Sapphire.

Now for the not-so-great – the 3DS retelling of these Pokémon adventures in the Hoenn region suffers from the same lack of direction that I encountered around the halfway point of my playthrough of the GBA Sapphire. This is especially disappointing as Omega Ruby had been going out of its way a bit to give players more clear indication of what their next step was supposed to be. Now that has apparently dropped off, right as I’m reaching the areas of Hoenn where paths begin to split and the environments become winding, lengthy, and generally confusing. IGN received some flack for their dislike of the large water regions in Omega Ruby and Alpha Sapphire, but I personally have no problem with the Hoenn seaways – at the very least, those are navigable, and rarely are any of the ocean segments of any Pokémon game too large to frequently lose your way. But man, maybe Team Aqua was on to something when they said they wanted to drown the continent, because Hoenn’s continental layout is not the best.

On the topic of my current team, I have put Squirtle away in the PC, favoring Corpish for the time being. Chimchar has since evolved into Monferno, Beldum into Metang, and I’ve added an Emolga to my team to better round it out. This new lineup has worked out pretty well so far, and I’ve only had to box any of them temporarily to progress north with the use of HMs (another aspect of Omega Ruby that feels archaic and saps from the fun factor a bit).

Tuesday, November 25, 2014

Pokémon: Omega Ruby journal - entry one


My playthrough of Pokémon: Omega Ruby has been off to a slow start for a number of reasons, none of which really stem from the actual game itself. Part of my not jumping on this game immediately after I bought it was the result of my giving priority to the Wii U iteration of the new Super Smash Bros., part of it was due to my being rather busy with real-world going-ons last weekend, and part of it stemmed from the simple fact that the original GBA versions of Ruby and Sapphire were actually my personal least favorite entries in Game Freak’s long-running golden goose for Nintendo’s handhelds.

Before anyone starts berating me for the above statement, let me be clear that the fact that I am not so keen on the GBA Pokémon titles does not stem from their storylines, rather it's from the physical layout of the Hoenn region and associated technological restrictions of the era of their original release. I was a huge fan of the fact that Ruby and Sapphire offered up a nice variety of Pokémon players would actually want to use in early wild encounters, and there were some interesting dual-type combinations and naturally-learned movesets among them. Despite all this, my favorites in the series still prove the generation V entries Black and White, as well as the DS remakes Heart Gold and Soul Silver. I even found myself more fond of Platinum, restrictive hiccups, less interesting new Pokémon, and all that, than I did of Ruby and Sapphire.

With these reimaginings running on the same engine as X and Y, I have a great degree of faith that I will enjoy these 3DS counterparts significantly more, as last year’s introduction to the sixth generation of Pokémon came with an abundance of features that made the entire experience not only more accessible, but more enjoyable on the whole. As with my playthrough of Platinum, I’ve ported over a number of low-level Pokémon (courtesy of the Pokémon Bank) to help shape my party. The six Pokémon currently in my possession are by no means the core six I will ultimately use for my Elite Four encounter, though I’d like to think that at least half of them will stay by my side from start to finish.

As I’ve used each of the Hoenn starters in previous Pokémon playthroughs, I will not be utilizing any of them, despite how great each one is. I do, however, currently have two starters in my party that I have never actually used in a proper playthrough of a Pokémon game. Yes, believe it or not, I’ve actually never used Squirtle in a core Pokémon game, save for grinding in post-game content to raise one to a level fifty Blastoise as part of my desire to fill up the National Pokédex. My experience with Chimchar is similar, though at the moment, the fire monkey stands a better chance of remaining in my company longer, as it seems redundant to have two water types in the form of Squirtle and Corpish. Considering I like Corpish’s moveset at present and the typing of his evolved form more than the generation I water starter, that role may have already filled itself, though I won’t write Squirtle out just yet, as I’d like to see how Corpish fairs in the upcoming gyms and routes.

I’ve mentioned in the past how I am a huge fan of both ghost and steel type Pokémon, and while I’ve used nearly every ghost Pokémon in some capacity, Phantump and its evolved form Trevenant have done little more than sit in my PC Box since I first caught them last Fall. I’m rather curious to see how the grass/ghost combination works in the Hoenn region, though, as Pumpkaboo and Gourgeist proved a force to be reckoned with late in my Kalos region adventures. Beldum was one Pokémon I knew I wanted to use from the moment they announced Omega Ruby and Alpha Sapphire’s existence, and the fact that a shiny Beldum was made available for download from the moment the game hit store shelves was simply a bonus for me. Croagunk was an odball pick, as I'm not usually too hot on poison type Pokémon, but considering its usefulness against grass and fairy types as well as its secondary fighting type being useful against normal, dark, and steel, it offers up quite a lot of potential.

Wednesday, May 7, 2014

Pokemon Omega Ruby and Alpha Sapphire reveal trailer



What Pokemon fans have been asking for these past few years has finally come to fruition - remakes of Pokemon Ruby and Sapphire, titled Pokemon Omega Ruby and Alpha Sapphire respectively, will be launching worldwide this November. I'll be honest, I'm a bit surprised Nintendo and Game Freak went ahead and actually remade these titles. Obviously a great number of people wanted this to happen, but the main reason the first two generations of Pokemon games received the remake treatment was because Pokemon from Red, Blue, Yellow, Gold, Silver, and Crystal could not be transferred over to the GBA titles, so the developers opted to simply remake these games in the forms of Leaf Green, Fire Red, Heart Gold, and Soul Silver to work around this hindrance.

Still, it is kind of cool that players who may have missed out on the generation III titles will finally get to experience them on the 3DS - to my understanding, Ruby and Sapphire were surprisingly among the weakest-selling Pokemon games, and are thus some of the hardest to come by today. Plenty of bootleg copies can be found online, but a legit copy of either game or the successor Emerald will run you more than a few bucks due to their semi-rare status. One of the biggest surprises with this announcement for me personally was the fact that these games will be releasing by the end of this year, a little more than twelve months after X and Y debuted on the 3DS. If both X and Y and these Hoenn remakes were being developed simultaneously, it might help explain why X and Y were so short and considerably easier to burn through than previous installments. As a result, I do expect Omega Ruby and Alpha Sapphire to be rather direct remakes of their GBA counterparts - obviously they will account for the now 700+ Pokemon available, but I don't expect a plethora of new areas or content outside of what already existed in the original versions.

That said, I do have a small wishlist of content that I would like to see worked into these remakes. First off, Heart Gold and Soul Silver introduced a handful of new areas not present in the original GBC versions, like the Pokeathalon and the Sinjoh Ruins. As Emerald is frequently considered to be the most 'full and complete' generation III experience, I'd like to see some of the extra areas/content from that added to the pre-existing Ruby and Sapphire content. I'd also like to see Nintendo add a few more Mega Evolutions, whether they are just for Hoenn-local Pokemon or for Pokemon from other regions. While X and Y introduced some interesting Mega Evolutions, they were very limited to a handful of Pokemon and their respective typings, and though I personally rarely use Mega Evolutions myself, I recognize that even fewer of these Mega Evolutions see frequent use. With Mega Blaziken being the only other starter Pokemon outside of the generation I trio to receive a Mega Evolution, I can't help but wonder what Nintendo and Game Freak would do with a Mega Swampert and Mega Sceptile.

Am I planning to purchase either of these titles? Honestly, I can't say for sure at the moment. All this trailer provided us with was a release date and tentative box art, and I'd like to see some actual gameplay before I make a call on that. Considering that I haven't been as blown away by my playthrough of Sapphire as I was with my playthroughs of Soul Silver or the generation V titles, it's most likely that I would purchase Omega Ruby, if I were to get one game or the other. Still, I do find it a bit odd that this reveal came prior to E3. Perhaps Nintendo has plenty of other big reveals in store for the big show. I mean, I know plenty of people (myself included) are still holding out on a Majora's Mask 3D confirmation.

Wednesday, January 23, 2013

New Zelda, Wind Waker HD for Wii U


Today Nintendo confirmed that there is a brand new Zelda game in the works for the Wii U, as well as the fact that they will be re-releasing The Wind Waker for the console in HD. The screens that have been shared thus far show off greater lighting effects and more vibrant colors, though the textures and character models appear largely unaltered. However, the final product could appear much different than this, so we will have to wait and see. With regards to the new (and currently unnamed) Zelda title, Eiji Aonuma stated that the development team wants to rethink conventions of the series, such as linear progression and the fact that most Zelda games are single player.

Sunday, July 29, 2012

Anime review: Mobile Suit Zeta Gundam: A New Translation


Mobile Suit Zeta Gundam: A New Translation is a retelling of the 1985 sequel to the classic Mobile Suit Gundam. This version of Zeta Gundam is compressed from the original fifty episode format to three feature length films. The first film, Heirs to the Stars, run approximately an hour and a half, while the second and third films - Lovers and Love is the Pulse of the Stars, respectively - each run about 100 minutes.

The updated animation style - which looks downright gorgeous - was highlighted in nearly every promotional piece for this film trilogy. Lighting effects are handled superbly, the colors of the various mobile suits really pop against the dark backdrop of space, and the motions of both characters and mobile suits appear very fluid. What is rather curious, though, is the fact that only about one third of the footage in the first film is rendered in this new style. The rest is retained from the old 1985 hand drawn animation. The transition between the two is quite random throughout, with full scenes shifting back and forth multiple times in a matter of minutes. Both Lovers and Love is the Pulse of the Stars see more of this new animation style included, with roughly fifty to sixty percent of either film's footage receiving the facelift. But the fact that Bandai went to the trouble of rendering such a substantial amount of footage as such begs the question as to why they did not do this for the entirety of all three films. Also, there is a rather grainy filter over all of the 1980s footage, which was hardly noticeable on the Anime Legends collections of the full anime series.

Obviously the faster pacing of three films versus a fifty episode series calls for some substantial editing. Thankfully, all of the shortened scenes maintain a smooth flow with the grand story, and the few plot points that see minor alterations feel right at home. There are a few minor things that lack explanation, like where the Hyaku Shiki came from and when the Gundam Mk II was painted in AEUG colors, but nothing that throws off the plot. The one scene that does feel like it might have been beneficial for them to include, however, is Lt. Quattro's speech before the Earth Federation.

The film takes a sort of "pick-and-choose" approach when determining which subplots are most important. Amuro's involvement in the series was prominent at a few key points, but has been scaled back even more for these films. Four and Kamille's meeting is left mostly intact, and their romance develops well enough. But the capabilities of the Psycho Gundam are hardly shown off at all, and viewers who are unfamiliar with the series will likely not understand why the AEUG perceives it as such a huge threat. The history of Haman Karn and Lt. Quattro is quickly glossed over, and the brief conflict that Kamille brings up over the Lt. Quattro's identity never comes to fruition.

The new animation is at its best when the setting requires a high level of detail, like the Hong Kong cityscape, or when mobile suits are engaged in dynamic combat, like when Lt. Quattro and Kamille take on the Asshimar. The 1985 soundtrack is carried over, with new intro tunes performed by Gackt. Whoever was in charge of determining where the cut off points for each film should be did a phenomenal job, and the pacing throughout is darn near perfect because of this. The ending has been altered slightly to provide some more concrete wrap-ups for some of the minor characters, as well as present a slightly happier ending for the main cast. While I'm normally not much a fan of these sorts of compilation films, Mobile Suit Zeta Gundam: A New Translation does well to cover all of the bases it needs to and deliver a successful shorthand version of the events of the 1985 anime. It might not have as much time to spend on developing the characters or plot, but it's a fun viewing experience - especially for fans of the series who want a quick and easy means for revisiting the glory days of the AEUG vs. the Titans.

My rating: 8.25 (out of 10)

Saturday, July 7, 2012

DS review: Final Fantasy IV


Originally released in 1991 and first known stateside as Final Fantasy II, Final Fantasy IV played a key role in setting the popular RPG series on the road to stardom, bringing a number of important gameplay mechanics and story elements into play that would heavily influence future Final Fantasy titles. As part of Square Enix's celebration of the series' twentieth anniversary, Final Fantasy IV saw a complete overhaul for a re-release on the DS. What resulted is a handheld version that feels fresh and up-to-date with current RPGs, but still retains its 1990s roots.

The story of Final Fantasy IV sticks close to the classic medieval fantasy origins of the RPG genre. It follows the story of the dark knight Cecil as he uncovers a plot by Golbez, who plans to steal all the crystals in the land and place both king and country under his influence. Upon witnessing the terror and destruction that Golbez's forces are capable of, Cecil questions his own motives for defending the country he formerly believed to be of pure intent. During his journey of re-discovering who he is and what he stands for, Cecil carries on a friendship/rivalry with his fellow knight Kain Highwind, has romantic ties with Rosa, and even becomes something of an adoptive elder brother to Rydia of the Mist. A host of other characters also join the fight against Golbez, including tough-as-nails engineer Cid, cocky ninja Edge, calm and collected monk warrior Yang, old sage Tellah, brother and sister duo Palom and Porom, and the rather effeminate bard Edward.


During the first half of the game, members of the party will frequently swap in and out due to scripted events. It can be a bit frustrating at times, when you have finally gotten used to the combat style of a certain character, only to have them suddenly whisked away. But the primary reason for this is to familiarize you with the many different approaches to combat. The game takes its time with each one to make certain you are fully confident in your abilities going forth. It may sound like hand-holding, but it is something that should be much appreciated when things heat up during the second half of the game.

Even though there are quite a few characters that accompany Cecil during his travels, Kain, Rosa, Rydia are easily the most important to the main story. That said, the rest of the cast proves genuinely entertaining, with Edward being the only character that falls a bit flat in comparison to the rest. Edward's confrontation with Tellah adds a bit of conflict to the story, but as a whole he seems a less-than-necessary inclusion. There are a number of melodramatic moments that pop up as the story unfolds, and a few lines do seem a tad cheesy. But by and large, the experience is quite enjoyable as a classic fantasy tale.

Each dungeon and cave holds a varying number of treasures and items that can be added to your inventory. These include useable items like potions and phoenix downs, valuables that can be sold, and weapons. While early weapons obviously won't be as strong as those picked up later on, there is a nice amount of customization allowed. While some weapons may have comparable offensive and defensive stats, they may also be ascribed elemental powers. For example, one of Kain's lances may have a strong offense stat, while another might be slightly weaker but capable of dealing out fire attacks. Such weapons can prove invaluable in certain environments that are crawling with element-specific enemies.


The combat system is a combination of sorts between turn-based and real-time. While each character must recharge their ATB gauge before they are allowed to attack, the battle will continue on whether you have instructed your party members to carry out any moves or not. It forces you to stay on your toes with each encounter, making some of the boss fights intense. It's possibly the best combat system in the entire Final Fantasy series, as well as one of the best in any JRPG.

There are times where the trial-and-error method will see successive uses as you come across seemingly impossible boss encounters. Most of these moments do not come into play until the second half of the game, though there are more than just a few of them. But what might seem initially frustrating to the point where you are prepared to toss your DS across the room are actually cleverly designed gameplay elements retained from the original release - from a time when game strategies were not readily available online. In that respect, this version of Final Fantasy IV, just like the original, caters to gamers of the late 1980s/early 1990s.

There is an optional side-quest tied to each dungeon area. If you explore every inch of a floor and complete the map, you will be rewarded with items like potions or phoenix down. Also, most dungeons will include at least one (if not multiple) areas set aside for the party to set up a tent and rest to recharge both their health and magic. A few of the towns will include hidden treasures, but for the most part, these areas serve as pit stops for you to stock up on supplies and rest before the next leg of the journey.


The soundtrack has been beautifully remastered for the DS release. It capture the classic fantasy essence perfectly. Though many of the tunes may not be as boisterous or as complex of compositions as those in later Final Fantasy titles, Final Fantasy IV's soundtrack is still a fantastic accompaniment to the adventure. The artistic approach is divided between two styles. While the introductory cutscene depicts each and every character as gorgeously-rendered and highly-detailed, their in-game counterparts are somewhat cartoony; almost chibi style. It's an odd combination, to be sure, but after a while the distinction wears off and the in-game models become endearing.

Final Fantasy IV isn't terribly long when compared to other games in the series. One playthrough will last roughly twenty to thirty hours, depending on how much time is spent exploring the caves and dungeons. But it is a great experience from start to finish. The characters are charming, the atmosphere sublime, and the combat as close to perfect as any RPG could hope to get. Final Fantasy IV has quickly climbed the ranks to become one of my favorite handheld games of all time.

My rating: 9.25 (out of 10)

Monday, June 11, 2012

Xbox 360 review: Halo: Combat Evolved Anniversary


Before releasing their first full game in the Halo series, 343 Industries revisited the original Halo: Combat Evolved, updating the graphics and soundtrack to bring it up to speed with current-gen games. The result is Halo: Combat Evolved Anniversary, a game which seeks to both appease fans of the original Xbox blockbuster and tide the community over until the release of Halo 4. Halo: Anniversary is nowhere near as bold an undertaking as previous entries in the series, but it is a project that required careful attention from the team at 343 Industries, lest they screw up one of the most popular games of all time and anger the fanbase.

The story and level design remains entirely faithful to the original Halo: CE, save for the obvious graphical facelift and the inclusion of terminals and skulls. As with Halo 3, the skulls must be collected from various hidden locations throughout the game, and can then be used to alter aspects of gameplay, such as the amount of ammo found in weapons and the disabling of Master Chief's radar. The terminals behave somewhat differently, however, as they feature fully animated sequences chronicling 343 Guilty Spark's time on Alpha Halo following the disappearance of the Forerunners but prior to The Pillar of Autumn's arrival. 343 Industries stated prior to Halo: Anniversary's release, these terminal videos hold ties to the story of Halo 4, but to what end exactly is something that remains to be seen.


As for the bulk of the gameplay, Halo: Anniversary controls significantly less smoothly than any of the Xbox 360 releases, but holds up fairly well for a game originally released in 2001. Splash damage radiuses are often inconsistent, while grenades have a significant delay before detonating. The Assault Rifle's range is decent, and it serves as one of the best long-range weapons next to the needler and sniper rifle. Vehicles tend to slide around while Master Chief is trying to exit them, which can be an annoyance when attempting hairpin turns or pinpoint accuracy on the higher difficulty settings.

As stated earlier, the graphics have seen a massive overhaul. There are so many fine details worked into every environment, from the Forerunner architecture and the inside of the Covenant ship Truth and Reconciliation. Halo: Anniversary is easily the most stylized and artistically-driven of all the Halo games released to date, and these two elements make the entire experience incredibly visually pleasing. In reality, the graphics are not as impressive as many current-gen games - Halo: Anniversary actually falls somewhere between Halo 3 and Halo: Reach in terms of its overall presentation. The dialogue is the same, and the marines will utter cheesy dialogue at times, but it all sounds much clearer than on the original Xbox. The soundtrack takes to the classic tunes, with a new twist for each. The Installation 04 theme has a very tribal sound to it, which is fitting, and the Honest Negotiation Suite has a powerful driving horn part that is followed by some gorgeous vocals. Meanwhile some of the other tunes are a bit more subtle and, as a result, are not quite as instantly memorable.

343 Industries has included the original Halo: Combat Evolved as a bonus for those who insist on playing the game as it originally was. The graphics can be changed at any time during the campaign with the press of the 'back' button on the 360 controller. While it is fun to switch back and forth a few times to see just how far the series has come since its debut, there is one feature of the updated Anniversary graphics that truly stands out - the lighting. Many of the environments in the original Halo are so dark that visibility ranges from low to nearly-impossible-to-see-anything. It's a nice inclusion for nostalgia's sake. But when navigating the underground tunnels of Alpha Halo, the new graphics are practically a requirement.


The original Halo's multiplayer element has been removed in favor of six multiplayer maps and one firefight map as re-imagined in Halo: Reach. All of the included maps are carried over from Combat Evolved, save for Headlong and Timberland, which originate from Halo 2 and Halo: PC respectively. It's a smart move on the part of 343 Industries, as sustaining the Reach multiplayer base means they do not have to compete with themselves. The maps can be played from either the Anniversary disc (where only those maps will be accessible) or from the Reach multiplayer (where they stand out as some of the best maps in any of the playlists). Also included is the Library, which catalogues any vehicles and species players scan in-game while using the Kinect. It is a feature that is entertaining for a brief while, but seems to be aimed primarily at players who are largely unfamiliar with the Halo universe.

Halo: Combat Evolved Anniversary is not a groundbreaking title in the wildly popular series. The campaign is fun to revisit, but serves as a reminder to just how far the experience has come since Master Chief first set foot on the ring world. Halo: Anniversary was really only ever intended to present an updated version of the original Halo, not a grand reimagining. And to that end, it is quite successful.

My rating: 8 (out of 10)

Saturday, January 21, 2012

3DS review: The Legend of Zelda: Ocarina of Time 3D


Ocarina of Time 3D is, by and large, everything you would expect of a good remake of a classic game. The story and mechanics are largely retained, though the latter opens up some new possibilities through use of the gyroscopic camera and touch screen. There's no denying that Hyrule looks infinitely better than it did thirteen years ago - not just because it's in 3D, but also because of the updated graphics. But the Legend of Zelda series have traditionally been split between two modes of play - free roaming, third-person perspective platform releases and the top-down dungeon-crawlers that graced the handhelds. Ocarina of Time 3D turns that concept on its head, but longtime fans of the N64 classic should know they are getting what is largely the same game.

The graphics are pretty darn impressive. I can recall when the original DS launched and I was blown away that the graphics and character models could rival those found on the N64. Ocarina of Time 3D raises the bar another notch, walking a fine line between Dreamcast-quality and early Playstation 2-quality visuals. Not only have environments been spruced up with additional posters and lighting fixtures to make them more atmospheric, some of the character models have noticeably smoother animations. Instead of a robotic walk, Mido actually looks like he's frustrated when he stomps away to let Link go speak with the Deku Tree. The only real shortcomings are in some of the textures. They aren't featured too prominently, but if players look around long enough, they will notice some wall designs or environmental pieces that just don't stack up with the rest of the game's visual prowess.

On the other side of the aesthetics lies the audio. The sound effects and soundtrack are basically the exact same as they were in 1998, though they have been cleaned up for the remake. It's a tricky scenario; on the one hand, Nintendo could have reorchestrated the soundtrack to make this reimagining of Ocarina of Time even more gorgeous. But in so doing, they run the risk of backlash from those who might feel they changed some of the classic tunes too greatly. Frankly, I don't think I would have contemplated this point so much if they hadn't included the fully orchestrated tune during the secondary end credits sequence.


The control scheme takes a little while to get used to, even for those intimately familiar with the original N64 version. It's something that just comes with the territory in porting a console release to a handheld. The 3DS control stick allows for some slightly more accurate responses from Link in his movements and attacks. Despite the lack of C-buttons, the Ocarina still plays similarly via the X,Y,A,L, and R buttons. Aiming the bow or slingshot by moving the 3DS around is neat and all, but using the joystick to aim simply proves more convenient. The one odd factor, though, is how players assign items to the four buttons. The hover boots and iron boots have been moved from the 'gear' tab to the 'items' tab, which means no more pausing the game to swap these out. While the X and Y buttons prove just as natural feeling as assigning items to the C-buttons back in the day, the other two slots are on the touch screen. It's nice to be able to have four items plus the Ocarina readily available at any given time, but it feels rather awkward accessing these in a game that is otherwise not concerned with touch controls.

There are two great new additions with the 3DS version of Ocarina of Time. The first is the ability to run back to Link's house in the Kokiri Forest and sleep in order to revisit boss fights Link has previously triumphed over. It's a feature that more games in the series should adopt, given how much fans tend to love Zelda boss fights. The second is Master Quest, a more challenging version of the game. Master Quest only ever saw release on the Gamecube, and is rather difficult to track down on its own. While Nintendo should be commended for including this as a bonus, it's a bit annoying that Master Quest cannot be accessed until after the game has been completed once through normally. Certainly, there are more than a few longtime fans of the game that wanted to see it in 3D and subsequently could have handled the extra level of challenge from the outset.

All in all, it's a solid remake of what is arguably one of the greatest video games of all time. It has its share of ups and downs, trying to branch out and experiment with the technology of the handheld in some places, but also playing it safe in others. It's not as drastically upgraded as something like, say, the DS remake of Final Fantasy IV. Still, Ocarina of Time 3D looks downright gorgeous and plays nearly as well as it did in 1998. For longtime fans, this is a nostalgic experience that certainly merits consideration. For anyone who somehow missed out on Ocarina of Time the first time around, you are in for a real treat with this 3D remake.

My rating: 9 (out of 10)

Monday, December 26, 2011

DS review: Pokémon Heart Gold and Soul Silver


Remakes of the Gold and Silver Generation II entries from 2000, Pokémon Heart Gold and Pokémon Soul Silver revisit the Johto region and the earlier days of the franchise. The main storyline and Kanto post-game remain almost entirely retained, though they receive some very welcome graphical and gameplay upgrades, courtesy of the Generation IV engine (Diamond, Pearl, and Platinum). Before I get too far into this review, I should make a point of noting that I have not played a core Pokémon game since the days of Gold and Silver on the Gameboy Color. I played the Stadium games and enjoyed the quirkiness of Pokémon Snap. While I have kept up with the additions to the Pokédex over the years, these DS remakes are the first traditional Pokémon titles I have played in almost a decade.

For those unfamiliar with the plot of Gold and Silver, it's pretty much the same this time around. Players will name their character, then receive a starter Pokémon before they set out on their journey to beat each of Johto's eight gym leaders. Those starters come in the form of Cyndaquil (fire), Chikorita (grass), and Totodile (water). The starter players choose will impact their rival's pick, who - unlike the cocky rival in Red and Blue - actually steals his starter from Professor Elm.

Early encounters with wild Pokémon will prove relatively easy. With a starter at level five, it's going to be easy to grind for experience points during the first few hours. Trainer battles will also provide sufficient funds for the occasional potion, but players will not need to worry about status changes like poison, sleep, and paralysis until after the first couple of gyms. This allots newcomers some time to adjust to the gameplay, while veterans will have sufficient time to beef up their team prior the earliest gym battles. Certain types of Pokémon will not be available to catch in the wild right away, and players must learn to keep their party balanced and strategic when approaching trainer, gym, and rival battles.

As players progress through the story, they will have encounters with Team Rocket and need to complete a handful of sidequests in order to be granted access to certain gym battles. While the story remains focused on the player, his/her rival, and the gym leaders, there are some side characters that are fleshed out a bit more than in the original Gameboy Color releases. The Pokémon games have never been recognized as the greatest in storytelling, since much of what happens therein is up to the player. But small alterations like this make the world much more engaging and believable. On top of that, the soundtrack is a phenomenal update, with some of the more noteworthy tunes being Ho-oh's theme, Red and Lance's theme, and the three variations of the theme that plays during the battles with each legendary dog.

The DS control scheme allows for two modes of play. Those who prefer the Gameboy controls of yesteryear can still select attacks and items in the midst of a battle by using the D-pad and buttons. The touch screen also allows use of the stylus for accessing all of this, as well as managing the Pokémon storage system. When teaching Pokémon new moves, players can compare the type, damage, and accuracy of a move to those their Pokémon already know, and not have to react so blindly or impulsive in these put-on-the-spot moments.

Outside of the main game, players can access the Pokéathalon, which presents a number of amusing minigames that will grow old after a short time. The Battle Frontier can be accessed after the main game is completed. There, players can battle a series of trainers back-to-back in order to earn Battle Points. However, players are not allowed to use certain Pokémon in the Battle Frontier (most being legendaries), nor can they earn any form of experience points through said battles. The Battle Frontier is included primarily for bragging rights among hardcore Pokémon fans, but there isn't much else to it.

On the other hand, the Safari Zone allows players to catch some Pokémon from Generations I, III, and IV that they would be otherwise unable to obtain. The Pokéwalker accessory that comes bundled with both Heart Gold and Soul Silver allows players to gain experience points, find items, and catch wild Pokémon on the go, as each step taken helps progress toward leveling up their Pokémon companion. The Kanto post-game provides some decent higher-level battles, though about half of the regions gym leaders are pushovers. Perhaps the most significant inclusion in recent Pokémon games is online play, allowing players to challenge friends to single or double battles.

Thankfully there are only a few points in the main game that require grinding for experience points, and the gameplay flows quite seamlessly because of this. The Johto region has never looked better. The tall grass and trees aren't anything special to look at, but the Ecruteak City towers, streets of Goldenrod City, and seaside port of Olivine City are each rendered in vibrant colors. The styles of different buildings now act as markers for the Pokémon Center, Pokémart, and Gyms, instead of simple text labels. The interior of each gym utilizes some form of puzzle mechanic, making the gym battles among the most exciting parts of the experience.

Players will need to purchase both Heart Gold and Soul Silver if they want to catch every single Generation II Pokémon. They can also import Pokémon from Generations III and IV if they so choose. The Pokémon games have always presented a great handheld RPG experience, and Heart Gold and Soul Silver are no exceptions. Where they really exceed, though, is through their improvements to user-friendliness. These are fantastic remakes and - a few shortcomings aside - belong in the collection of any Pokémon fan.

My rating: 8.75 (out of 10)

Sunday, September 4, 2011

Halo: Combat Evolved Anniversary maps and terminals confirmed


When the first trailer hit for Halo: Combat Evolved Anniversary, it was announced that seven classic maps would be included, updated for the Halo: Reach multiplayer servers. While Beaver Creek and Damnation were previously highlighted, the others have now been confirmed as Prisoner, Hang 'em High, Timber Land (formerly a Halo PC exclusive), and Headlong (from Halo 2). Also included is a new firefight map, known as Installation 04. All of these maps will be playable on the Reach servers, as it seems 343 Industries wants to focus on maintaining the fanbase there instead of dividing it between two games. Halo: Combat Evolved Anniversary will, however, feature a new gaming engine for the campaign mode, which is a sort of combination of the original Halo's play style and current-gen graphics.

Also making a comeback from Halo 3 are the Forerunner terminals. However, instead of providing insight on the Forerunners and their attempts to combat the Flood, 343 Industries has stated the terminals in Halo: Combat Evolved Anniversary will bridge some of the gaps to Halo 4 and its subsequent sequels. 343 has also stated that Halo 4 marks the start of what will be known as 'the Reclaimer trilogy' which would seem to imply that those three titles will delve much deeper into the history of the Forerunners. Currently, two of the terminal videos have been revealed, both of which were narrated by 343 Guilty Spark, the monitor of Alpha Halo. Whether this is the case for all of the terminals in the game remains to be seen.
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