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Showing posts with label PS2. Show all posts
Showing posts with label PS2. Show all posts

Monday, March 16, 2015

"You Look Terrible, Snake" #1 - Final Fantasy X

“You look terrible, Snake. You haven’t aged well.” – Gray Fox (Metal Gear Solid)

You may have noticed how the vast majority of the games I review on this blog end up with scores of a ‘7 out of 10’ or higher. Being that this is a one-man show, I typically find that any game I feel is going to score considerably lower than that is something I’d prefer not to waste my time on. There are the occasional anomalies – within the last year I scored The Legend of Zelda: A Link Between Worlds a 6.75, while Metal Gear Solid V: Ground Zeroes fared even poorer, earning a 4.5, though to be fair, both of those titles were considerably shorter than many of the other games I completed in 2014.

This is the start of a new series of articles, one that will likely be delivered infrequently, as I don’t want to come across as a downer too often. That said, this series will explore games that left me thoroughly disappointed for a number of reasons. Some of these games were still solid products on the whole, but failed to deliver on key design points. Others are total stinkers in my book, and I have a hunch that some of you will not agree with my take on at least a few of the titles to come. But that’s one of the great things about reviewing video games – for as much time as I might spend picking a game apart and voicing a negative opinion of it, there is someone else out there who hails it as one of their personal favorites, and vice-versa. With all that out of the way, the first game in this series will be Final Fantasy X.


My familiarity with the core Final Fantasy series was, until about five years ago, practically nonexistent. I could have told you which box art went with which game, that I understood the seventh game in the series was heralded by many as one of the best video game releases of all time, and that the tenth entry was supposed to be a strong contender as well. During my college years, I decided to pick up some used copies of a handful of Final Fantasy titles, after having played FFXIII, the DS remake of FFIV, and the Wii Virtual Console re-release of the original Final Fantasy. FFVII and FFX were the two among these gently-used purchases that I was most eager to experience, and were the two titles that had most frequently been recommended to me.

I think it important to point out that I did not (nor do I have any intention to) finish Final Fantasy X. I am, however, very much aware of the fact that any meaty JRPG like those in the Final Fantasy series require patience to grow accustomed to and allow the story to take shape. And so I waited. And waited. And waited, all the while slowly growing to realize how much I did not enjoy the experience. The battle system was unnecessarily obtuse in design, making encounters with foes boring, even sometimes frustrating. The freedom to level characters up as you so desired was one of the best mechanics in the game, and I certainly appreciated its role as predecessor to FFXIII’s crystarium, but its value was brought down by the fact that the characters I had to choose from were an uninspired and cliché lot.


At least Auron is alright as the stand-in for Obi-Wan Kenobi.

Lulu was a one-dimensional byproduct of the emo/goth subculture of the early 2000s, snapping at Wakka for his saying something that upset her, yet leaving Tidus and myself in the dark as to why such a response was necessary or justified, let alone how she was supposedly a deep character with a complicated past tying into Wakka's own. Meanwhile, Kimahri’s strong silent and mysterious nature coupled with his tall and furry body made him a dead ringer as a Chewbacca wannabe. Tidus proved obnoxious one moment, with his inhuman laugh and awkward bumbling through conversations with Yuna and Lulu, then super flat and unconvincing the next, as his dialogue served to imply genuine concern or curiosity regarding his comrades and the journey ahead, yet the way these lines were delivered showed just how uninterested the cast members were with this whole ordeal. Auron, the one character that I actually gravitated toward and wanted to learn more about, was denied time in the spotlight over and over. While I realize much of this was likely due for dramatic buildup for a later plot twist, the lack of information I was being fed eventually led me to give up on caring about him as well.

I similarly found myself in a position of not giving two hoots about impossible-hair-sporting Seymour Guado. I loved the ‘bring it on’ attitude Golbez and his four most trusted generals displayed in FFIV, the laser-faced monstrosity that was Barthendelus in FFXIII; heck, even Caius Ballad was an entertaining (if not a tad shallow) extremist in his attempts to defy time and fate. While FFVII’s Sephiroth is arguably more important as a plot device than multifaceted foe, the compounding of his and Jenova’s involvement in the plot made for an ever-mysterious, yet consistently compelling major plot thread. In FFX, Seymour is just sort of a cocky and generally unlikeable individual. He only gets what he wants on account of his social status and charms, and has seemingly never been told ‘no’ by anyone. The idea that so many people held him in high regard was a mystery to me, as I was given no basis as to why he was supposed to be so well-received, and thus similarly the idea that there was a complex ‘love-to-hate-this-guy’ dynamic at play was entirely lost. As far as I was concerned, Seymour was even more boring and uncharismatic as most of the core cast members.


Seymour's hairdo is one of the dumbest video game character design points I have ever seen.

Which in turn, added to my not caring about the world, its people, or the story at large. With a game that requires so much time to complete, and that places its conflict on such a large scale, one would hope it would utilize its heroes, villains, culture, and major plot points to craft something larger than the sum of its parts. But with so many paper-thin aspects to this creative vision, it resulted in the overall product lacking any real entertaining direction, which in turn, killed my desire to continue forward with it. Giant fish that signals the end of an era? Bring it up here and there, but fail to elaborate on it when the opportunity presents itself. Blitzball? An abysmal mess that is as messy in concept as it is in execution. Each time the game was presented ample opportunity to flesh out its narrative and elaborate on what was happening and attempt to convince me as to why I should be the slightest bit invested, it casually cruised right past them.

But perhaps Final Fantasy X’s greatest sin comes from the lack of freedom in picking a play style that suits you. I understand that many older RPGs tend to focus on a core cast, emphasizing them as the game progresses. FFIV did this, but it did it well, as the game chugs along at such a pace that you are allotted plenty of time to familiarize yourself with the abilities of the White Mages, the Knights, the Summoners, and so forth, that when you reach the later legs of the journey, you are well-versed in strategizing with Kain, Cecil, Rosa, Rydia, and Edge. Each has their own specific skill set, yes, but they also offer sufficient flexibility that you are not simply going through the motions as picking the one end-all be-all path to success.

FFXIII, while host to a smaller playable cast, emphasizes two to three skill trees per character, allowing Snow to offer up his Ravager and Sentinel skills to the part, Fang to juggle Commando and Saboteur, and Hope to try his hand at both Medic and Synergist. Of course late in the game, the other three trees per character that were deemed ‘less than ideal’ are expanded upon, but by the time that portion of the adventure is reached, each character has effectively already come into his/her primary roles. FFX, on the other hand, is designed with the mentality of the player adhering to how the game believes it should be played, with a very odd and unbalanced set of roles to select from. Both Kimahri and Auron fit the heavy-hitter physical attackers, while Tidus is meant to be the sort of middle ground 'knight', albeit with significantly less impressive results that Cloud, Lightning, Cecil, or even that which the vanilla Knights from FFI offered up.


The OG Black Mage/Summoner, Rydia of Mist.

 Wakka’s enchanted weaponry gets the job done early on, but also caps out too soon for any long-term use to be a worthwhile consideration. Meanwhile, Lulu is the most pathetic excuse for a Black Mage I’ve encountered in any JRPG I’ve played to date. For a while, I thought perhaps I was simply being too harsh toward her skill set, considering I had only recently completed FFIV before I started FFX, and that it would be one heck of a tall order for anyone to stack up to Rydia. Yet, Yuna does just fine with her White Mage/Summoner combo, as unorthodox as it might be. And yeah, of course Yuna is going to have weaker defense than most of her comrades, but while Lulu is intended to be a glass cannon, her shots are practically nonexistent. Hell, the blue-robed and yellow-eyed sprites from FFI put up a bombastic display in comparison, and their attacks – while still specialized – are nowhere near as expansive as any of the Final Fantasy titles that followed.

The soundtrack is great – in my opinion, one of the best in the series. And both the graphical and art direction stood out to me as early hooks that made me want to get lost and immersed in this game’s story and style. Final Fantasy X was a game that I wanted so desperately to enjoy, and it failed me in spades.

Monday, September 22, 2014

PS2 review: Persona 4


It’s the start of a new school year, and a high school student has moved to the small town of Inaba to live with his uncle Dojima, a local detective, and young cousin Nanako. Shortly after his arrival, this high schooler learns of a few odd happenings around Inaba. First is the Midnight Channel, a static-laden television broadcast that seems to display the faces of certain locals on rainy nights as the clock strikes twelve. Second is a series of murders that, while involving victims who were seemingly unrelated, may be connected through their faces appearing on the Midnight Channel prior to their deaths. After making a few friends among his classmates, this newcomer decides to investigate the murders, utilizing a newfound ability to enter a world behind the television screen and call upon the Arcana powers of Personas.

The ability to utilize multiple Personas and their varying powers and skill sets is what sets the player-controlled protagonist apart from his comrades – you, the player, are able to adjust your own play style on the fly. You are only able to take three others with you into any given dungeon crawling session, and while some are better suited as healers, physical fighters, or stat boosters, each tends to specialize in at least one type of magic. In the case of Yukiko, her Persona hits foes with fire attacks and can also heal up party members, while Kanji is more focused on physical attacks at the cost of some lost HP, as well as electric attacks and a couple of boosts to your party members’ stats. In order to best compliment the offerings that your companions bring to the fight, you will need to visit the ethereal plane of the Velvet Room and fuse Personas that you collect from defeating enemies. Each Persona is attributed to a different symbol of the Arcana, such as Death, the Tower, the High Priestess, the Hierophant, the Chariot, the Lovers, and so forth. Building up your social links in-between your dungeon crawling sessions is key to earning experience bonuses when fusing these Personas and granting your allies a greater range of abilities in battle.


Maxing out every social link in a single playthrough is impossible, so it’s up to your own discretion in determining which social links you wish to pursue. Those associated with jobs and tasks around town typically take less time to complete, though the bonuses earned from your party members’ social links are always more significant, making the extra time it takes to complete them all the more worthwhile. Social links with some of the female party members and classmates can also open the door to romantic pursuits, though these are not necessary and you can opt to remain as friends – it will simply prompt altered and extra dialogue segments after you have cemented an intimate relationship.

With the option to participate in sports and school clubs, take up part-time jobs, spend time fishing, tutoring, and so on, no two playthroughs will be quite the same. The large amount of downtime in-between dungeons is one of the elements that sets Persona 4 so far apart from many of its JRPG contemporaries. Which of these tasks you decide to take up will boost your skills in Understanding, Diligence, Courage, Expression, and Knowledge, and jobs will net you extra cash depending on how devoted or focused you are. Meanwhile, the dungeon exploration segments are reminiscent of some of the older Final Fantasy titles, with multiple sprawling floors of interconnected chambers and hallways, and enemies that become tougher the higher you climb. While the earliest of dungeons are host to classic fantasy aesthetics, later locales includes a sauna, an anime-style secret base, and a metaphysical 8-bit video game.


Each dungeon concludes with a challenging boss fight, though each boss has a relatively predictable pattern of attacks, buffs, and defensive options. While these could not be more different from one boss encounter to the next, you may find that being beaten the first time you attempt to take on one of these powerful foes will grant you a more solid plan of attack with the next attempt. Later dungeons include a mid-dungeon miniboss encounter, while every dungeon includes two kinds of chests – small chests, which often contain health and magic-replenishing items, and golden chests, which must be opened with keys that are sometimes earned from fallen enemies. These golden chests often contain weapons or armor, as well as rare and valuable materials for crafting at the local metalsmith.

Persona 4’s approach to the dungeons is highly unorthodox, as it is not required that you complete each dungeon in a single attempt. Rather, you can tackle any given dungeon over the course of multiple days (or multiple weeks, even). The only risk you run of seeing a ‘game over’ screen is if you do not reach the end of a dungeon by the time heavy rain and the fog that follows are to set in, which would effectively see to the death of whoever has been thrown into the television world at that time due to the enemy shadows growing overly powerful.


However, Persona 4 suffers from an archaic save system, in that the only places you are able to save the game are the hubworld area within the Midnight Channel, and the final floor preceding each dungeon’s boss fight. And while it would be fine and dandy to save after you’ve cleared each and every floor of each dungeon, the amount of money you would waste on the Goho-M items which warp your party back to the dungeon entrance would prove ludicrous in the long run. This certainly adds an old-school RPG challenge factor to the combat-heavy portions of the game, but it can also be quite frustrating, especially in the earlier dungeons when you have a less concrete idea of how tough the enemies that lie in wait ahead are going to be.

When you do square off against enemy Shadows, it is important to learn what sorts of attacks each is weak to, as well as what your own Personas a weak against. Hitting an enemy with whatever they are weak to will net you both a critical hit and an immediate bonus strike to either finish them off or to focus your efforts on another enemy on the field. Ocassionally, your allies will request to perform a strong physical attack, which will always end in a critical hit. These criticals, as well as the ones earned from exploiting an enemy’s weakness, will cause them to fall down. If all foes in a fight have fallen, your party can then band together to pile on in a cartoonish cloud of dust and sound effect symbols, dishing out a heaping helping of damage that frequently finishes those enemies off.


After your newest ally faces their shadow self at the conclusion of a dungeon, they will begin to open up to you about their insecurities and personal struggles. For some, these are more commonplace pressures of feeling the need to please family and friends, or adhere to certain expectations that others have for them. In a few cases, the game takes a very twenty-first century approach to deconstructing characters by exploring their confusions regarding sexuality and their own gender identities. Persona 4 does a magnificent job of tackling these in a pointed manner while still maintaining its often cartoonish and comedic routine, which goes a long way in advancing classic staples of the JRPG subgenre, hand-in-hand with the highly-creative dungeon designs and emphasis on non-combat subplots and game mechanics.

While Persona 4 does well to consistently deliver generally high quality and quantity for the sum of its parts, the endgame stretch does fall victim to a streamlining process that robs the experience of some of its quirky spirit as well as the previously high degree of interactivity and player freedom. The last few hours of the game effectively become a series of pre-scripted dialogue sequences, some of which can result in a ‘bad ending’ cutscene if selected improperly. The motives for key individuals will also likely leave a great number of devotees disappointed, given how uninspired and plain stupid they are both in the context of the game world and as general driving forces for character development were they to be applied to a story in any other medium. That said, most of the party members weave stories that pan out in rewarding manners, so while the experience does see some significant falters later on, the journey taken there is, by and large, an excellent modernized spin on the fundamentals of classic JRPGs.

My rating: 8.75 (out of 10)

Tuesday, July 2, 2013

Persona 4 journal - entry two


I’m really digging the balance of characters and their respective roles so far. They’re all clearly specialized, but still decently flexible, which is highly appreciated. I’m starting to get the hang of fusing personas too, opting not to have much overlap in abilities if possible (I mean, what’s the point of having two or three personas for my main characters that all do basically the same thing?). The prospect of having the protagonist interact with party members, schoolmates, and others around town is a unique way of advancing your strategies and abilities, and makes the ‘social simulator’ side of things strategic as well. You’ll have to pick your battles between work, school activities, and hanging out with friends, because you simply can’t do them all every week.

I like the concept of the bonus ‘chance card’ found behind some persona cards after a battle, but the actual application of some cards seems quite lopsided. The cards can all be drawn face-up or face-down – the former granting the player a benefit and the latter doing the opposite. That said, a bonus like gaining more experience points from battles for a brief period does you better in the long run than having the entire map of a dungeon exposed for a brief period. Likewise, having your party members’ health bars drained to near-zero, while annoying, is easy to remedy, whereas a sudden shift in enemies gaining preemptive strikes (or advantages, as they are referred to in Persona 4) for a brief period can actually put you at a major disadvantage quickly - the more attacks your foes can get off immediately, the longer you have to wait to counter or heal up.

While the general floor layout of the dungeons are similar to older Final Fantasy titles and similar RPGs, I consider their aesthetic designs to be one of the game’s highest points. Sure, Yukiko’s Castle was typical fantasy JRPG fanfare, but it was colorful and just plain fun to explore. Meanwhile, Kanji’s Bath House is ridiculously silly, but also one of the freshest ideas I’ve encountered in the genre in a long while. And that’s something I’ve felt about the game as a whole – it takes a lot of classic staples of the JRPG genre and gives them new twists, some more drastic than others.

P.S. - While I really like Persona 4's battle system, I could do without Teddie's narration. He states the obvious, freaks out when my health drops even a little bit or one of my party member's defense drops, and is just an all-around obnoxious character.

Friday, June 28, 2013

Persona 4 journal - entry one


I’ve been playing quite a few JRPGs as of late, and while I have every intention of returning to both Final Fantasy VII and X in the not-too-distant future, I’ve decided to mix things up a bit by playing Persona 4 on the recommendation of a few friends. As I post this first journal entry, I have completed little more than the tutorial phase of Persona 4 – i.e. the first two hours. I’ve been shown the ropes on the game’s combat and how to use the lead protagonist’s Persona. And while that’s all rather basic, I can appreciate it for the sole fact that the game bothered to give me a rundown – sure it was a bit lengthy, but I’d rather have a long tutorial segment than be dropped into the thick of battle with no indication of what I’m supposed to do/how I’m supposed to do it (which was unfortunately the case with my recent attempt to play my first Fire Emblem title, Radiant Dawn).

Though I’m still being introduced to the main cast and have yet to meet about half of my remaining party members, I like the group so far. They fit into typical roles you’d expect of any anime without falling into the territory of the cliché. Yukiko might be popular with the boys, but she’s frequently unaware of when she’s being asked out on a date. Yosuke is a goofball and is annoying to a certain degree, but not so consistently that I’ve found myself fed up with his antics – it's a balance that is seemingly difficult to find in anime and video games of this nature. It’s refreshing that Chie is the one who is more frustrated with Yosuke than I am. Chie is a quirky character as well due to her interest in kung-fu movies and role as being arguably the most masculine party member thus far.

While I would like to have some more interactivity with the school and home segments, I realize I’m only a little over two hours into the game and these will likely come along soon enough. The whole concept of entering the television realm and attempting to piece together clues from the murders is an interesting combination of classic elements of the genres/entertainment mediums Persona 4 draws from. While I certainly know more about my protagonist’s daily life than I do about the television realm or the murders, the game has been progressing its story at a nice rate, leaving me just enough in the way of metaphorical bread crumbs to keep me entertained. For my first experience with a Persona title, I'd say things are off to a pleasant start (the game's serial murder theme aside).

Wednesday, February 1, 2012

Top 5 Racing Games


#5 - Mario Kart DS: Let's face it, it's kind of hard to make a list like this without bringing up at least one of the Mario Kart games. However, I am only including one of the games from this series on this list due to how critical I tend to be in my approach to each entry in the series. Mario Kart games are great fun all around, but there are some that I don't care for as much as others. I got my start on Mario Kart 64 which, great game as it is, hasn't aged quite as well as some of the more recent releases. Mario Kart Double Dash should be recognized for exploring interesting new territory but, as a whole, I felt the Gamecube one was the weakest of the bunch.

The reason that Mario Kart DS ranks as my favorite in the series is because of the tracks available. Since none of the Mario Kart games have any real story to speak of, the tracks often serve as a make-or-break deal for me. There are some really creative aesthetics coupled with nice variation in the layout of the tracks, with Luigi's Mansion, Delfino Square, Waluigi Pinball, and Tick-Tock Clock being among the most noteworthy mentions. The retro tracks are a solid bunch too, with the likes of Frappe Snowland, Banshee Boardwalk, and Yoshi Circuit rounding out the package. Not to mention that the controls are very smooth - props to Nintendo for sticking to what we already know works and not messing up the controls by trying to implement much from the touch screen.


#4 - F-Zero X: Back in the day, I used to rent as many N64 games as I could from Blockbuster, and F-Zero X was among those. I didn't rent this one as frequently as Pokémon Snap, Ocarina of Time, or even Snowboard Kids, but it stood out to me, even at a young age, for a few key reasons. First off was the over-the-top futuristic racing scenario. As a kid, I simply thought it was a cool concept. Today, I realize how much of a different racing experience it provides, with the potential for sliding around turns, knocking other racers out of your path, or even the unfortunate plummet off the track into the abyss below. Second were the track designs and racer stats. Anyone's who's played this game knows how you have to be ready for whatever the next course is about to throw at you, and this can lead to a lot of trial-and-error approaches early on. The racers proved a solid progression system. You won't have access to anything spectacular to start with, but the default racers are well-balanced and give you a chance to get a good feel for the game before you take that next step up in difficulty.

F-Zero X is a very nontraditional Nintendo game in a lot of respects. It's not gushing with mature content, by any means, but the heavy metal and techno tunes coupled with the ripped t-shirt-clad menu girls implies this is a racing game for the teens on up (both were kind of edgy back in the day). It's a challenging game - there are times when the slightest of screw-ups can send you hurtling to your death, forcing you to restart the race (as I experienced more than a few times on the pipes of Big Blue) - but that's just the way I like it.


#3 - Diddy Kong Racing: This was an easy pick for me, and not just because it was the first video game I ever owned. Diddy Kong Racing is a kart racer, and a darn good one at that. It's not the same as Mario Kart, despite the fact that both games are host to a cast of characters from across various games. Diddy Kong Racing has something of a story to it. It's by no means the greatest storytelling you can find in a video game, but the way Wizpig and adventure mode acted as the core of the experience gave me a reason to want to complete the main game.

The major worlds are host to four tracks and one mini-game each. Each world has a different theme, and the tracks explore different styles in which said themes could be approached. For example, the Renaissance-themed Dragon Forest dishes out a haunted forest, plains riddled with windmills, a castle, and a medieval village. Some tracks proved vehicle-specific, or at least more friendly toward one vehicle over another. They are not frequent, but courses that force players to use the hovercraft or the jet end up as some of the best-designed of the bunch, and can certainly help in learning to master these alternative vehicles.

The items are another highlight. As opposed to Mario Kart's greater variety, Diddy Kong racing takes to a stacking method. By collecting a single red balloon, players can fire a missile. Or, they can choose to wait and grab another red balloon to upgrade to a homing missile. It presents an element of careful strategy not always explored in kart racers. And man, do those items come in mighty handy when you're taking on any of the game's five bosses (because they're all pretty challenging).


#2 - Midnight Club II: This is a game that breathes atmosphere through every nook and cranny of its three overworld cities. From Los Angeles to Paris to Tokyo, the game presents you with a superb variety of race variants. There's the tried-and-true races against multiple AI opponents, there's the series of scattered checkpoints, and there are instances where you have to outrun the police (you are street racing illegally, after all). There's even one mission where you are the unwitting accomplice in a plot to spread bombs through the Parisian catacombs.

What makes this game so memorable is not its selection of excellently rendered automobiles, which range from the classy and sporty to the suped-up and decked out. It's not the controls which are so fluid and perfect for the PS2. All of these certainly help the overall package to reach greater heights, but the soundtrack is the definitive reason to play this game. Whether you are punching the turbo to beat your opponent to the finish line at the last minute or simply free-roaming in cruise mode, the experimental techno and hip-hop tracks from Thomas Bangalter, Felix Da Housecat, patientzero, 8-Off Agallah (to name just a few) act as the soul of the experience.


#1 - Hydro Thunder: "Three!...Two!...One! GO, GO, GO!" If F-Zero was the hyper-futuristic equvialent to a car racing game, then Hydro Thunder is essentially the same to boat racing. I can't say that I've played many boat racing games - I don't think that there are that many around, and I don't imagine there are many noteworthy mentions among the bunch. But Hydro Thunder stands out to me for a lot of reasons. On the more simplistic side of things, the game is gorgeous to look at, regardless of whether you are playing it on the N64, Dreamcast, or Arcade. It's not that the graphics look incredible by today's standards - far from it. But the whole aesthetic appeal of surreal environments of each track combined with space-age boats immediately immerses you in the experience.

Breaking down the particulars, though, Hydro Thunder requires time and patience to master. While each course has its boost locations, figuring out the best time to use them can draw a fine line between first and last place. There's also the matter of shortcuts and jumps to improve your ranking. Despite its age, the game's controls are still surprisingly fluid, and offer an experience that does well to balance the realistic elements of boat racing with the ridiculous angle of strapping rockets to the back of your machine. The different layouts of each track keep you on your toes at all times while also providing enough space for you to maneuver in the water. All in all, the game has a very arcade-style feel about it, whether you're actually playing the arcade version or one of the console releases.

Saturday, December 24, 2011

25 Days of Villains - #2: Solidus Snake

"Damn the Patriots!"


Born of the best genes Big Boss had to offer and therefore easily the strongest of his three sons, Solidus Snake displays a near-perfect balance of tactical and physical prowess. Solidus’ interest in the Patriots came about after the Shadow Moses Incident, when he was still in office as the 43rd President of the United States. Rallying Fatman, Vamp and Fortune to his side and forming the Sons of Liberty, Solidus assumed command of Big Shell, holding everyone there – including the 44th President – as his hostages. Believing Revolver Ocelot to be his ally, Solidus initiated his plans to undo the Patriots.

Solidus’ intent was to assume command of Arsenal Gear, which lay beneath Big Shell. After his encounter with Solid Snake and Raiden, Solidus’ lost one eye and his Harrier Jet was sent crashing toward the ocean. Ocelot’s Metal Gear RAY saved him, however, and the two headed for Arsenal Gear. Realizing that Solid Snake was now on Big Shell, Solidus sped up his plans to access Arsenal Gear and retrieve the identities of all the Patriots. Before he could complete this however, Raiden was captured.

Upon recognizing Raiden, Solidus revealed he was once his adoptive father. Solidus trained Raiden to be a ruthless killer at a young age, earning him the nickname of Jack the Ripper. Shortly thereafter, Ocelot revealed that the actions of both Raiden and the Sons of Liberty had been scripted by the Patriots. Infuriated, Solidus went on a rampage, destroying as many of the Metal Gear RAYS as he could and killing Olga Gurlukovich.

Unable to initiate his plan of knocking out Manhattan’s economic structure through an electromagnetic pulse, Solidus had no further means to fight the Patriots with. As Ocelot escaped with a Metal Gear RAY, Arsenal Gear was sent on a crash-course with Manhattan. Solidus beckoned Raiden for one final showdown in New York, to determine his capabilities as comparable to Solid Snake as per the S3 Plan. The third son of Big Boss was defeated by his protégé, just as the Patriots had intended.

Solidus is not only physically strong, but utilizes some diverse weapons. Attached to his combat suit are two robotic tentacle arms, which can be used to inflict forceful blunt trauma or fire small missiles. The suit also grants him boosted strength, speed, and endurance, despite his faster aging process. Solidus wields two katanas and a P90 submachine gun, and his plans at Big Shell are indicative of his careful plotting. His goal is not so far-removed from that of Solid Snake, but the fact that he is so willing to kill many to see that end achieved sets him apart from his brother. Were it not for the Patriots’ hand in everything, Solids Snake’s determination to defeat them would have most certainly succeeded.

Boss theme:

Sunday, December 18, 2011

25 Days of Villains - #8: Dormin


Following Barthandelus is another deity-level being. Dormin's presence is made known from the very start of the Wanderer's quest inside the Forbidden Land, but just what his role in everything is kept a secret until the very end.

His girlfriend dead, the Wanderer seeks out a legendary power, word of which has been passed down through his people for generations. However, this power lies in a land that has been deemed a forbidden place. There is hardly any life within its borders, but upon his arrival to the central temple, Wanderer is greeted by a bodiless voice that seemingly emanates from an opening in the ceiling of the temple where sunlight shines through. The voice tells Wanderer that he can bring the girl back to life, but only if Wanderer is able to slay the sixteen Colossi that roam the land. Determined to save his lover, Wanderer sets out on his horse Aggro, sword in hand.

While it isn't apparent right off the bat, Wanderer undergoes physical changes after defeating each Colossi. About halfway through his quest, it is easy to notice that the hue of Wanderer's skin has become more pale, almost grey. Before facing the last few Colossi, a cutscene is prompted, showing a group of masked men on horseback headed toward the Forbidden Land. Only after Wanderer defeats the final Colossi is it made apparent that these men are familiar with the main character, and warned him never to come here.

Thus is the game's big plot twist - Wanderer was not the knight in shining armor players were led on to believe. His aims are still to revive his lover, but the means to achieve that were dark and taboo. Knowing the severity of what Wanderer has done, the men try to kill him with sword and arrows, but it is already too late. With all sixteen of the Colossi slain, the voice from above is now freed, his sixteen pieces no longer sealed.

Dormin, as this deity is known, assumes the body of the Wanderer as his vessel for resurrection. He then proceeds to attack the men, knowing they are all that stands between him and the outside world. Despite his power, Dormin is only able to hinder their escape within the cramped spaces of the temple. The men make their way to the top of the spiral ramp, then turn to an enchantment as one last-ditch effort to defeat Dormin. This opens a portal within the pool of water at the bottom of the ramp and, despite their attempts to escape, both Dormin and the Wanderer are sucked in. The men leave, destroying the bridge, barring anyone from ever entering these lands again.

In the final moments of the game, it is revealed that the young girl has been brought back to life. Though Dormin kept his word, the Wanderer is no longer the man who brought his girlfriend to this temple. He is still alive, but in the form of a baby with horns on its head, implying Wanderer to be the first of the horned people in ICO. As for the fate of Dormin, things are not as clear. As Wanderer defeats each Colossi, a new shadowy figure is waiting in the temple. The enemies in ICO look similar, and it is possible that Dormin scattered in many smaller shadow beings after his defeat. It is also possible that his power merged with Wanderer, and that the horned people are a kind of human-demon hybrids.

Boss theme:

Since there is no actual boss battle against Dormin, the closest thing is the point where players assume control of him, attempting to stop the men from leaving the temple. The whole soundtrack to Shadow of the Colossus is gorgeous, and this track is no exception.

Wednesday, August 18, 2010

PS2 review: Dragonball Z Budokai Tenkaichi 2


Dragonball Z Budokai Tenkaichi 2 is one of the best DBZ games released for the Playstation 2. However, while it is a decent enough fighting game, there are some issues with the controls and levels of play difficulty. Though load times are relatively short, the fact that each individual mission needs to load before players can commence it becomes annoying fairly quickly. Players are given the option to tackle each mission under three degrees of difficulty and are able to replay these at their leisure, so if a player decides that level one difficulty was too easy on a certain mission they can go back and replay it on the level two difficulty setting. However, this isn't likely to happen to many players, save perhaps for longtime fans of the Budokai series, as the three levels of difficulty are incredibly unbalanced. Level one comes off as far too easy, and after a short time with it even newcomers will feel that level one difficulty is a cakewalk. From there, one would expect level two to provide a decent challenge and level three to be for hardcore Budokai fans who have spent hours upon hours mastering the game's specifics. This is not the case, however, as level two will deliver a serious beating to anyone who attempts to take it on. Enemies on level two difficulty give players practically no time to dodge or block attacks, unleashing a most unforgiving barrage upon them. Even if players manage to hold up a block against the CPU, there's little guarantee that the CPU won't charge up its attack enough to break through the block and then render the player immobile long enough to continue the aforementioned assault. With that in mind, it's highly unlikely that many gamers will choose to even attempt level three, as the majority of level two missions have only a marginal success rate.

The fact that this is a fighting game means that players can expect to be using the same controls over and over again. However, there a number of variations on these basics that can be achieved by holding the joystick up, down, left, or right while performing an attack to get a slightly different punch, kick, or beam attack. Players can charge up their energy with the L2 button. When fully charged, their character will be able to unleash physical attacks without pause for a brief time frame, or unleash the energy in the form of a much stronger beam or rush attack. If a player is knocked around hard enough, they will be temporarily rendered immobile and must recover by repeatedly pressing the circle button. This isn't a bad recovery system, but the circle button is so out of the way in the basic control scheme that a rotating a joystick or pressing one of the trigger buttons would have been much more fluid and practical. While each character has the same basic set of attacks, there are some slight differences that make them distinctly different in their play style. For example, Piccolo can reach over twice the distance of most characters with his grab-and-toss attack, first form Cell can sap health from his foes while grabbing them, and Super Buu can release an energy wave around himself that also acts as a self-destruct giving players the option to gamble with Buu's remaining health in order to take down their opponent(s).


In regards to the characters included in Dragonball Z Budokai Tenkaichi 2, there are over 120 playable, and a handful that merely show up in the single player adventure mode for the sake of the story. The majority of these characters are from DBZ, though there are a number of guest inclusions from Dragonball and Dragonball GT. Initially, players are granted use of the original Z fighters, and while this allows for a decent balance of play styles, advancing through the single player mode will result in the unlocking of more greatly varied characters and play styles. While one might think this would ultimately litter the multiplayer character roster, the fact is that each different form of the various DBZ characters is considered to be a separate character, and said different forms can be accessed from a single push of a button while hovering over a character's picture icon. So while there are technically 120+ characters to choose from, players should keep in mind that Goku, Super Sayin Goku, SS2 Goku, and SS3 Goku count for four out of those 120+.

The main story mode is every DBZ fanboy's (and fangirl's) dream. Players can advance through every story from Dragonball Z, beginning with the Sayin Saga and ending with Goku's final showdown with Kid Buu. Most of the films and specials see inclusion, though Broly's inclusion is only that of his first film. While it is a riot to play through the Freiza Saga, Android Saga, and Cell Games, the films and some of the lesser story arcs get kicked to the curb and see the same battlefield reused time and time again. A prime example would be Bojack Unbound, wherein players fight a half-dozen matches against Bojack and Zangya on the same battlefield. However, a few of the film story arcs, including Super Android 13 and Cooler's Revenge only include a handful of matches and wrap up quickly enough that it doesn't seem nearly as mind-numbingly repetitious.

Aside from the main story mode, players can compete in tournaments to earn in-game money, advance through a series of battle to level up characters, and engage in duels against the CPU or a second player. The difficulty levels in these modes make a lot more sense in regards to balance than those in the single player mode, though sometimes the hardest difficulty in duel mode can be surprisingly easy. Players can use Z fusion to give their characters health and attack bonuses in the style of an RPG, and can visit the store to buy and sell various upgrades or items.


The art style hides many of the PS2's graphical limitations from the time of DBZ Budokai Tenkaichi 2's release by giving everything a cel-shaded look. Overall this both makes the game look better and maintains a similar feel to the anime. The soundtrack is completely original, and while it doesn't use any pieces from the show's original soundtrack, it's all very fitting to the game just the same. The majority of the voice actors from the Funimation English dub provide the voices of their respective characters in the game, so players can expect the same voice acting - which, in my opinion, is top-notch. However, players are able to switch to the Japanese voice actors if they desire.

Dragonball Z Budokai Tenkaichi 2 is easily one of the best Dragonball Z games as well as one of the more solid anime-based games released to date. A huge roster of playable characters, fluid game mechanics, and a variety of game types makes it a solid fighting game. Inclusions like the Z Fusion and level-up system make the game more player-driven and interactive. It isn't a perfect game and DBZ Budokai Tenkaichi 2's shortcomings stick out like a sore thumb amidst everything the game accomplishes well, but it's incredibly enjoyable and carries much of the anime's charm and excitement.

My rating: 7.75 (out of 10)

Thursday, December 24, 2009

25 Days of Christmas - #2: Shadow of the Colossus


Ico was released in 2001 for the Playstation 2, and was a cult classic of sorts. The game focused heavily on scaling buildings and solving puzzles as the horned boy Ico attempted to rescue the mysterious Yorda from an evil queen and her shadow creatures. The game, though not very widespread, was received with much praise from those who did play it, and many hailed it as the Playstation 2’s equivalent of The Legend of Zelda.

In 2005, Sony released the prequel titled Shadow of the Colossus. Early footage showed the game to be focused around teamwork with other horned people as they attempted to climb aboard and slay a large moving creature. This beast appeared to be made of some sort of stone-like material, with long fur covering the majority of its body. The final product, though similar in design, put players in control of a lone character known as the Wanderer.

Shadow of the Colossus has an absolutely breathtaking opening sequence as the Wanderer’s journey to the forbidden land is chronicled. The sequence is completely devoid of dialogue, but is layered over by a beautiful and dark tune orchestrated by Koh Otani. As the Wanderer approaches the temple, players are given their first glimpse of the massive and open world that is the forbidden land. What they are unaware of, however, is just how empty the land truly is.


The story sets up rather simple. The Wanderer was in love with a girl who met an early death. He comes to the temple in the forbidden land in hopes of bringing her back to life by appealing to the deity of the forbidden land Dormin. Dormin agrees to help the Wanderer if he is able to slay the sixteen colossi that exist within the confines of the forbidden land. Not asking for any further instructions or elaboration, the Wanderer mounts his steed Aggro and rides off to slay his first foe.

As large as the first colossi is, he is in fact one of the smaller Colossi in the game. His build is humanoid and players will be required to perform the relatively easy task of climbing up his back in order to locate his glowing weak spot, which upon injury will profusely bleed a black liquid substance. The Wanderer, having slain the giant, is rewarded by the bizarre effect of having the black material from inside the colossus turn into rope-like appendages, and then throw themselves into his gut. If this seems incredibly odd or somewhat disturbing to anyone, I can’t help but agree. The game’s mysterious aspects are what make the overall story so impactful, as much of said story is reserved almost exclusively for the latter half of the game.

The colossi are incredibly varied in design, and although players will be using the same basic controls to defeat the behemoths, each battle requires a distinctly different strategy. The fifth colossus, Avion, is a huge bird that flies around a partially submerged set of buildings. Players must attract the colossi’s attention via arrows and leap onto the front of its wing as Avion attempts to swoop down and knock the Wanderer into the water. From there, Avion will do rolls in the air, attempting to fling the Wanderer off his wings. In contrast, reptilian colossi Kuromori is trapped within a colosseum-like structure, and scampers around the walls as he fires energy beams at the Wanderer. In order to take this colossus down, the Wanderer must shoot arrows into its feet, then jump onto its belly after it has rolled over to find the glowing weak spot. The colossi come in many different shapes and sizes, and each has its own attack to use against the Wanderer.


The control scheme is fairly simple. Players will use the square button to swing their sword and stab the colossi, while using the triangle button to jump. The R1 button is used to grab hold of the colossi’s fur or outcroppings on a building. Cycling between weapons is left up to the left and right D-pad buttons, the X button lets the Wanderer call to his horse Aggro, and the Circle button reflects light off the Wanderer’s sword to point him in the direction of the next colossi. The six main controls for the game make things fluid and intuitive, as players can memorize these rather quickly.

Some gamers may be turned off by the fact that there are only sixteen enemies in the entire game. I admit that I was somewhat skeptical at first, figuring the game would be easy to complete. Not so, as many of the colossi, regardless of what difficulty setting you are playing on – really pack a wallop. But instead of getting frustrated each time I died, I actually found it helpful, as it teaches you which approach works and which do not. As challenging as the game may be, it is also incredibly fair, dealing out fights that are intense but not impossible.

When not fighting the colossi, the Wanderer will spend a large amount of time travelling to reach them. Along the way, players can save the game at any one of the small prayer buildings. Also, players can sort of ‘level-up’ the Wanderer by collecting rare glowing lizard tails and grabbing fruit off trees. These will then improve the Wanderer’s maximum grip ability and health bar respectively.

In regards to the landscape, there is such variety in this huge land, it’s almost surprising that Sony managed to pack it all onto one disc. The massive ruins at the edge of the desert make an epic setting for the battle against the fifteenth colossi Argus. The graveyard-esque environment in which player fight the fourth colossi Phaedra, is almost completely devoid of architecture, and shows off the beauty of the natural environment. Players will travel to all sorts of areas, and from the empty city nestled deep within the jungle, to the geyser field where players must coax out ninth colossi Basaran, no two environments will ever look the same.


While the main game is a decent length, it still leaves something to be desired. Thus, Sony added a second playthrough in conjunction with a time trial mode. In this second time through the game, players can unlock new weapons and armor as they complete each time trial challenge. These can prove invaluable against the colossi, and loosen up the player’s dependency on fruit and lizard tails.

The art style of the game is some of the most hauntingly beautiful I’ve ever seen in a video game. Everything feels believable, yet still has an aura of fantasy about it. The lighting effects are quite possibly the best in any game from this past generation. While much of the game is constrained to a dark setting, it lets the mood of the game express itself freely to the player. Koh Otani has outdone himself again with a superb soundtracks. While the story does not pick up pace until the second half, it is masterfully written and tosses an amazing plot twist at players. Simply put, Shadow of the Colossus is Sony at their best, offering some of the most challenging and creative adventure gaming in years.

Tuesday, December 22, 2009

25 Days of Christmas - #4: Metal Gear Solid 3: Snake Eater


Metal Gear Solid has always been the pinnacle of great storytelling. The first two titles in the series, as well as the original Metal Gear games, had focused around a near-future setting where control of Metal Gear mechs meant strategic dominance. It seemed rather odd when Kojima showed the first footage of Metal Gear Solid 3: Snake Eater, as Snake was completely removed from the dystopian world realized in Metal Gear Solid 2: Sons of Liberty. Instead, Snake was running around the jungles of Russia. But this was in fact not the same Snake, nor was the game occurring in the same era. This Metal Gear Solid title actually took place in 1964, long before the events of the original Metal Gear.

Metal Gear Solid 3: Snake Eater put players in control of Naked Snake, a veteran soldier on a mission to retrieve scientist Sokolov from the Soviets. Sokolov has been used to help the Russians build the Shagohod, a tank capable of traversing any terrain. Equipped with rocket engines on either side of the vehicle, the Shagohod can propel itself fast enough to launch a missile off its catapult and into the U.S. But as Snake quickly finds out, the forces he’s up against are much tougher than anticipated. The rescue mission is botched as Snake discovers that his former mentor – The Boss – has defected to the Russians. It is also revealed that the Russian forces are divided between Nikita Khrushchev’s current regime and Colonel Volgin’s intent to overthrow him.

After witnessing Volgin nuke his own countrymen, Snake is retrieved and sent to a U.S. hospital to recover from his wounds at the hands of The Boss. Major Zero then instructs Snake that – in order for both of them to correct their mistake – Snake must be deployed on a second mission in Russia to stop the completion of the Shagohod, placing Sokolov’s rescue as secondary importance. Thus begins Naked Snake’s grueling journey that is Operation: Snake Eater.


The rescue mission at the start of the game serves mainly as an introduction to the controls and story. Players are given a refresher course on the same basic control system from Sons of Liberty, as well as given a glimpse at their later foes. But this portion of the game also gives players hands-on training with the camouflage and medical menus. The different camo combinations hide players from enemy soldiers more or less depending on their surroundings, and include Snake’s uniform and face paint. As the Metal Gear Solid titles tend to encourage players to choose stealth over direct combat, the camo system becomes an invaluable asset over the course of the game. The medical menu allows players to heal Snake as he is injured throughout the game. But just as in real life, a few bandages simply won’t do the trick. Players will have to apply ointment to cuts before bandaging them up, use Snake’s cigar to burn leeches off his skin, and remove bullets from his body. Healing his wounds will cause Snake to heal faster, as well as calm his hunger.


The characters in the game are so deep and believable, from Snake’s sultry sidekick EVA, to sadistic military leader Volgin, to young and reckless Ocelot. While the relationship between Snake and The Boss breaks Metal Gear Solid tradition a bit, there is much more thought put into Snake’s actions as he constantly dwells on the fact that he will inevitably have to fight his former mentor. Before doing so, however, Snake must engage in battle with each member of The Boss’ Cobra Unit. The Pain will send hordes of bees at Snake, both to distract and attack him. The Fear will use poison dart arrows and the height of the trees to his advantage. The End will spend time moving around one of the largest boss battle maps ever seen in a video game, sniping Snake as he goes. The Fury uses his skills as a former cosmonaut to fly around and attack Snake with his flamethrower. Though not a member of the Cobra Unit, Volgin will battle Snake twice, once man-to-man, and a second time inside the Shagohod. Every one of these battles plays out differently, and tosses an interesting and well thought-out challenge at the player. It all leads up to the most challenging boss battle in the game, as Snake must fight The Boss to the death.

In the same style as Sons of Liberty, Snake Eater was later released with an expanded version known as Metal Gear Solid 3: Subsistence. This included a Snake vs. Monkey minigame, which brought back Solid Snake as he tracks down monkeys from Ape Escape with direction from Colonel Campbell. A comedy theater was added to the original cutscene theater, showing blooper scenes, and two parody films where Raiden and Sigint both attempt to steal the spotlight from Snake. Players can also access new camouflage, including a tuxedo and Santa suit, as well as face paint of the flags of various countries.


Metal Gear Solid 3: Snake Eater captures the essence of the time period brilliantly. The architecture looks exactly as it should for Soviet-era Russia. The political tension can be felt throughout the game, looming ominously over the story. Each time Snake saves the game, Para-Medic will talk about movies or events from the period, making the experience all that much more involved. The story is brilliantly executed, and despite the fact that many of the cutscenes clock in around a half hour, the game flows in a perfectly fluid motion. The pacing is fantastic, slowing down and speeding up where appropriate. Kojima is a genius storyteller, and some of his best material shines through in Snake Eater. You actually care a great deal for Snake and EVA, and the dark ending that Snake has to face put me at the verge of tears. This game conveys emotion on a level that most other developers could never dream to achieve. The game sets up perfectly for the transition to the other games in the series, and players can finally see for themselves the man that would eventually become Big Boss.

Tuesday, December 15, 2009

25 Days of Christmas - #11: Metal Gear Solid 2: Sons of Liberty


Metal Gear Solid 2: Sons of Liberty is quite possibly the most controversial title in the series. After the massive success of Metal Gear Solid, Hideo Kojima decided to tease fans with the prospect of playing as Solid Snake in a dystopian future where Metal Gears are being developed in secret. However, players are only granted control of Snake for the first relatively short chapter of the game, and once the tanker incident is complete they assume control of newcomer Raiden. Raiden was (and still is) one of the most disliked characters in the Metal Gear Solid series (though Guns of the Patriots certainly helped redeem his image). I personally thought he was a total imbecile when I first played the game. But this change of characters makes perfect sense in regards to the story.

In Sons of Liberty, Raiden is sent in to rescue hostages being held aboard Big Shell, a facility constructed off the shore of Manhattan to clean up the pollution caused by the tanker incident in the introductory chapter. Solid Snake has been blamed for the crime and marked as an international terrorist, along with his colleague Otacon. Thus, Raiden is responsible for taking down the terrorist organization known as Dead Cell, supposedly led by the now rogue Solid Snake. Throughout the game, Raiden will have multiple encounters with Snake, Otacon, Mr. X (a throwback to Gray Fox), Revolver Ocelot, and main antagonist Solidus Snake. Due to all the different people involved in the Big Shell hostage situation, it’s understandable how Raiden could become so utterly confused as to who to trust.

As the story progresses, Raiden receives intel from Colonel Campbell and his girlfriend Rosemary. Both sources prove to have holes in their information. Despite this, Campbell reassures Raiden that he is doing a good job while Rosemary constantly talks about herself and how much more attention Raiden (also known as Jack) should give her. While Rosemary saves the game each time you ask, she never shuts up and interrupts you at the most random times. Everything she says is dumber than the next and by the end of the game I found myself having a strong urge to throw objects at the television screen each time Rosemary started yapping away. Rosemary aside, every single character in this game is multi-layered and distinct, from sado-masochistic Vamp to techie-gone-rebel Otacon to political extremist Solidus Snake. Speaking of Solidus, he is easily the most important character in the game, as he is linked to every single character in some way or another. His role as former President allowed him to scour computer databases in search of information on the organization known as the Patriots, who are revealed to be the driving force behind the world of Sons of Liberty and Guns of the Patriots. Though Liquid and Solid Snake are the more important sons of Big Boss, Solidus is easily my favorite of the three, as well as one of my favorite villains in any video game. His objective is essentially the same as that of Snake and Raiden, but the way he intends to go about it is far more brutal and relentless. Solidus may be hot-tempered, but he bears the mind of a genius.

The control scheme is very similar to the first Metal Gear Solid and works just as well. Guns are cycled trough at the player’s leisure, though espionage is still preferred. There are a few items, such as the bomb coolant, that will only be used once or twice and seem like extra baggage later on. Despite this, the sub-missions are a welcome break from constantly sneaking around patrols.

Graphically, the game has its flaws. It was one of the earlier titles released for the Playstation 2, so the shortcomings are understandable. That said, for an early release, Sons of Liberty has better lighting and textures than almost any early PS2 release. But the graphical upgrades are significant and noticable in even the smallest of things in Metal Gear Solid 3: Snake Eater.

Sons of Liberty, like any of the Metal Gear Solid titles, is first and foremost about the story mode. Sons of Liberty plays out like one big mystery, as each layer is exposed only to pose more questions. At first glance, the game is about Raiden stopping Dead Cell. Then the focus shifts to clearing Solid Snake's name. Finally, the spotlight returns to Raiden as his relationship with Solidus is explained and the climactic finale tilts the world off balance. The game includes a nice variety of bonus features with its expanded material of Metal Gear Solid 2: Substance. A virtual mission mode allows players to shoot a set number of targets, or reach a checkpoint while avoiding and/or eliminating guard patrols. Each mode of play will grade the player in points and upon completing each separate mission it will subsequently unlock another. The virtual mission are the biggest bonus feature included, spanning over 500 individual missions. Also included was a casting theatre that allowed players to recast characters from the first two games into major cutscenes from Sons of Liberty.

Whether playing Sons of Liberty or the expanded version known as Substance, Metal Gear Solid 2 is an incredibly thought-provoking and engaging game. The story is definitely not for the casual gamer, and can be incredibly confusing at times. That said, Kojima really upped the ante with this sequel and set up brilliantly for the third and fourth titles in the series. It’s surprising when a game takes the premise of sneaking and makes it the core mechanic of the gameplay. It’s even more surprising when such a game is good – really good. By the end of his battles with Dead Cell, the Metal Gear RAYS, and Solidus Snake, Raiden has actually become stomachable and (dare I say) even cool. Metal Gear Solid 2 is one of those rare instances where the sequel is actually better than the original – a truly impressive feat, as the original Metal Gear Solid was so revolutionary.

Monday, December 7, 2009

25 Days of Christmas - #19: Katamari Damacy


The intro to Katamari Damacy makes one question what sort of substances the creators may or may not have been using when designing the game. Somewhere between the peppy music, dancing panda bears, and choir of ducks, you realize that this is going to be an odd experience. Quirky and creative are the two words I feel best describe Katamari Damacy. The game has the Prince, son of the King of all Cosmos, cleaning up his father’s mess of knocking every star out of the sky. To fix this problem, the prince must roll up various items from Earth on his Katamari ball, which will in turn become a new star.

The controls are fairly simple: both analog sticks determine the speed and direction of the Katamari ball. The ball can receive a short boost of speed by spinning the ball. The player is challenged to make the ball reach a certain diameter before time runs out. While the game takes place in one single overworld the entire game, it is divided up into different sections that correspond with the size Katamari you are trying to create and the time allotted. The first few missions have the Prince scouring a house for paper clips, batteries, dominoes, and fruit. The early missions are generally set with shorter time constraints, but the objectives are more easily achieved in that time frame. Later missions will have the player picking up people, cars, airplanes, buildings, and even entire landmasses, all with tight time limits.


While the main story makes up the bulk of the game, there are other modes of play available. Players can revisit levels to try and make their star bigger than before, as well as scour levels for hidden presents from the King and Queen. These include a guitar, a camera, a chef’s hat, and even a mask of the King of all Cosmos himself. Players can also attempt to recreate the constellations by collecting more specific items. For Cancer, players must roll up as many crabs as possible. For Taurus, players must roll up the largest cow they can find into their Katamari ball. Some of these constellation challenges are much more difficult than others, and require the player to be more thorough and cautious. A multiplayer mode is also available, wherein the Prince can challenge any one of his many cousins to see who can make a larger Katamari. Though this multiplayer mode certainly could have used some polishing, it was a decent start for multiplayer modes in later Katamari games.

The art style of Katamari Damacy is full of color and meant to be appealing to a broad audience. While the character models are not very complex, their comical antics around each level and their reactions upon being picked up by the Katamari ball are very entertaining. The soundtrack is upbeat and varied, with funk, technopop, ska, and jazz all part of the ambience.

While Katamari Damacy may not be the most difficult game to master, it is a gaming experience unlike any other. The odd cast of characters coupled with catchy music and appealing visuals draw the player in. The simple yet ingenious controls allow gamers of all ages and skills to jump in and play. The culmination of all of this is where the game truly shines: being just plain fun.

Wednesday, October 21, 2009

Shoot 'em full of lead


I’d like to do something a little different for this post and focus on a broader spectrum than the specifics of a single game or series. This particular topic has been bugging me since about the midway point of last generation’s consoles. First-person shooters have been rising in ridiculous numbers over the past five or six years. A large part of this surge was initially due to the big three companies feeling the pressure of online gaming (or in Nintendo’s case, the lack thereof). And while games like Goldeneye 007 and Perfect Dark have stood the test of time, there are plenty of others in the FPS genre that will be forgotten in a sea of mediocre games.

When I take to a game, my overall impressions are based on three major factors: originality, story, and game mechanics. Obviously not every game has to be original to become popular. Perfect Dark was essentially a re-skin of Goldeneye 007 with a new story and weapons. But that didn’t stop it from becoming one of the more popular N64 games. That said, both those games were released in the late 1990s, during the heyday of 3D gaming. During that time, most FPS titles were still popular in arcades with laser-response gun controllers to boot. Getting back on track, both Perfect Dark and Goldeneye 007 had easy control schemes and almost never dropped frame rate. Perfect Dark obviously had the more creative and original story, as Goldeneye 007 was heavily based on the subsequent film, but that didn’t stop gamers from flocking to either N64 title to get their shooter fix.



During the last generation of consoles, the Gamecube was left lagging quite a ways behind in sales and critical reception. And while the Playstation 2 arguably won that generation of console wars, the Xbox gave the PS2 a run for its money with its more successful online gaming. The success of the Xbox was due in no small part to its flagship game Halo and sequel Halo 2. Halo was one of many FPS games that would shape Microsoft’s gaming market to make it more accessible to casual gamers. Is Halo a casual game itself? It’s difficult to classify. On normal difficulty, almost anyone can kick ass as the Master Chief. But turn it up to legendary difficulty and the game is almost definitely hardcore status. It’s unfortunate, however, that the three main Halo games don’t include a longer campaign. Bungie realized that they can basically sell the games on their multiplayer alone, but I feel that they could do a lot more with the story for those who haven’t read the novels.


Halo may have been the single most important game in relaunching the FPS genre. Games like Call of Duty and Medal of Honor were given a new lease on life and sold like hotcakes. Today it seems like there is a new FPS being announced or released almost every week. And while the Halo franchise does deserve kudos for having a strong story and a very unique arsenal, there are few other FPS games from the two most recent console generations that can come close to comparison. Call of Duty certainly has a good variety of weapons, but with the exception of Modern Warfare, the story is always a rehash of the previous game. Multiplayer is mediocre at best, and the controls are clunky (I know they want to be realistic with the weapons, but having the sniper scope fling all about gets annoying pretty damn fast). Certainly some improvements were made with Modern Warfare, particularly with the multiplayer. But the campaign was even shorter than that of Halo 3, and the story not even half as engaging.

The worst part about all this is that Call of Duty and Halo are at the top of the FPS pyramid. Medal of Honor has since been left in the dust, regardless of the fact that its games were almost the exact same as Call of Duty’s. The Conduit had both a decent story and game mechanics, but didn't really stand out as a must-have for Wii owners. And then of course there are games like Haze which promise the greatest shooter experience ever and end up being a giant pile of crap. As creative as the weapons in Resistance: Fall of Man are, the story and characters are forgettable. Killzone has decent mechanics and an okay story, but the characters are rather one-dimensional. It seems that few companies want to put forth the effort of releasing a shooter that combines fluid controls with a good story. Do I think it’s impossible? Certainly not – it happened over a decade ago, multiple times. But considering the current state of the industry, I wouldn’t bank on seeing another truly engaging FPS for some years to come. In fact, you’re better off playing adventure-shooter crossovers like Metroid Prime 3: Corruption or Bioshock for an excellent FPS experience.
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