.

.

Wednesday, September 25, 2013

Wii Virtual Console review: Sin and Punishment


An arcade style scrolling shooter in the vein of Star Fox 64, Sin and Punishment is overflowing with 1990s Japanese style. The first level is set in a mega city where a small band of rebels strike out against the excessive numbers of soldiers that police the sector on foot, from VTOLs, and even with the aid of mechanized animals. Achi, Saki, and Airan are the game’s three main characters, the latter two being playable. Their character models move forward automatically, while you, the player, can move them side to side and aim the cursor to change the angle of fire from their guns. When it comes to close-quarters encounters, Saki and Airan can swing a beam blade out to deal a quick strike to a foe or to deflect an object at a moving target.

The theme of a small ragtag group seeking to undo a greater force that looms ever-present with superior numbers and firepower is consistent throughout, though topics like what it means to be a pureblood human vs. a human-ruffian hybrid and the potential to become a higher being also come into play – threads common to other video game and anime works from the late 1990s and early 2000s. The city is but the start of something much greater – the lead characters will infiltrate enemy ships, square off against giant mutant creatures, and fly about on mobile platforms as they attempt to neutralize an entire fleet of ships (and that’s just during the second mission).


Sin and Punishment is a title that was released very late in the N64’s life cycle, but even so it’s thoroughly impressive just how good this game looks and plays. Character models are highly detailed, and look five times better than the angular forms of the inhabitants of Ocarina of Time’s Hyrule or the pixelated versions of the Goldeneye Bond villains. While Sin and Punishment was a Japanese exclusive prior to the Virtual Console re-release, it incorporates English voice acting. Though perhaps not the greatest example of character voice acting on the N64, it is impressive how well the actors match their characters and how well the dialogue fits the era. The soundtrack is largely that of a classic synth-rock sound that perfectly complements the artistic direction of the game.

Similarly, the game controls incredibly smoothly, whether you are using the Wii Classic Controller or one from the Gamecube. Whereas Star Fox 64 had a (more or less) fixed camera centered behind the Arwing in the middle of the screen, Sin and Punishment’s frame sits at the ground level with the playable characters, tilting up, left, and right at scripted points within each mission to provide a better range of vision. The environments are even more highly-detailed than the characters, with excellent lighting effects and brightly displayed health and weapon icons placed at strategic points.


Sin and Punishment effectively drops you into the thick of battle without much in the way of a tutorial, though the controls can be referenced from the main menu prior to starting a new playthrough. Otherwise, the first few waves of enemies you face are relatively easy prey, granting you a few minutes to get used to the arcade shooter style of gameplay. Sin and Punishment is only a couple of hours long and does grant you a set number of retry attempts, but do not be fooled – this is a genuinely challenging game that rewards a trial-and-error approach. Its over-the-top action is cheesy in the most endearing way, while the presentation on the whole is top-notch.

My rating: 9 (out of 10)

DS review: Pokémon Platinum


Set in the Sinnoh region, Pokémon Platinum is the compilation title for the Generation IV Pokémon titles and effectively follows the same story and series of events, albeit with a few expansions and alterations. The game begins with a very typical introduction to your character and neighbor/rival crossing paths with the Sinnoh region’s esteemed Professor Rowan, a mustached gentleman who grants you free choice of your starter Pokémon. From there, you make your way toward the first major towns via the numbered routes that connect them, but not before encountering a mysterious blue-haired man at a nearby lake who seems to have some interest in the legendary Pokémon rumored to reside there.

Pokémon Platinum deals with the same themes as its predecessors Diamond and Pearl. While Professor Rowan asks you to learn more about the connections between humans and Pokémon as well as the evolutionary process some Pokémon undergo, the local villainous group Team Galactic is concerned primarily with the Sinnoh region’s legendary Pokémon Palkia and Dialga, Pokémon rumored to have been instrumental in the creation of the region and perhaps even the rest of the world. While it is made strikingly obvious early on how dim-witted most of the Team Galactic followers are, the executive officers are much more collected individuals, and their intentions could result in the rewriting of both time and space – a far more serious implication than the thievery of Team Rocket.


The Pokémon new to generation IV are a strange bunch whose typings are not exactly evenly distributed. There are quite a few new evolutions given to Pokémon from the previous four generations, and while Lickilicky, Magmortar, and Rhyperior may be able to utilize broader movesets than their pre-evolutions, their rather bloated and uninspired appearances beg the question as to why Game Freak felt the need to add another stage to these evolutionary lines. Meanwhile, early Sinnoh-local Pokémon like Shinx (an electric type), Starly (normal/flying), and Bidoof (a normal type that acts as this generation’s Rattata or Sentret) can easily be caught to round out your party to a decent degree, but access to further fourth generation Pokémon is severely limited until late in the main game. The majority of your time spent in the wild, exploring caves, and surfing on the three major lakes in the Sinnoh region will result in encounter after encounter with Geodudes, Machops, Psyducks, as well as a few other overly-familiar faces. Even an egg that is gifted to you during the first half of the game hatches into a Togepi, an event all too familiar to anyone who played the generation II titles or their DS remakes that followed a couple of years after the release of Pokémon Platinum.

Graphically, the game looks superb. 3D models mesh well with the 2D character sprites, while the Pokémon display a decent range of actions as they make their debut in a battle. A few of the older Pokémon are displayed in strange poses, but on the whole the battle segments look very good. The gyms follow a formula of ‘something old, something new’, as the first couple are helmed by leaders that favor Ground and Grass types, while later gyms allow Ghost, Steel, and Ice type Pokémon have their moment in the spotlight. While the three starter Pokémon do stick to the tried and true typings of Grass, Water, and Fire for their early evolutions, their final dual-typings are a breath of fresh air to the series, as they adopt Grass/Ground, Water/Steel, and Fire/Fighting respectively. That said, the moves that these starter Pokémon learn over the course of the game are not exactly in perfect balance with one another, and exploring every inch of the Sinnoh region’s various routes and locales would greatly benefit your team’s versatility and strategies.

Routes have been compressed, packing a comparable number of trainers and seemingly greater quality/quantity of items into smaller spaces. Generally speaking, this makes the trek between points of interest far less monotonous or time-consuming, though a few routes suffer from lackluster design and layout as a result. Cities, on the other hand, are all brilliantly realized, with interesting themes guiding their aesthetic approaches. Oreburgh City is home to both the Ground type gym and a mining industry, while Hearthome City is large and entertainment-oriented, with the Ghost type gym taking on a sort of funhouse setup. The gyms incorporate interesting puzzle mechanics, such as sliding punching bags along rails to knock obstructions out of a pathway and raising the water level to connect floating bridge segments.


While the story crescendos in the most grandiose fashion, the postgame is lacking when compared to many other entries in the series. Attempting to catch both Palkia and Dialga is exciting in its own right, The Battle Frontier from Pokémon Emerald makes a return, and there is always the option to import Pokémon from any of the five GBA releases via the Pal Park. But Platinum seems to focus more on incorporating the extra content that is non-essential to the main game as side quests and distractions, which leads to very mixed results. The Underground area can be tackled with friends to dig for fossils and mess around with harmless traps, though it has a tendency to drain the battery charge on your DS faster than normal gameplay. Meanwhile, a park wherein you can walk around with one of your Pokémon outside of its Pokéball serves no discernible purpose outside of gathering a few odd items. A visit to the purportedly haunted Old Chateau and the ability to team up with an NPC trainer on Iron Island make up some of the game’s more memorable and cleverly crafted sidequests.

Commanding your Pokémon to carry out attacks, healing them up with potions or berries, and even swapping party members are all incredibly quick and easy actions, thanks to the incorporation of the touch screen as your command list. However, the rest of the game sees minimal use of the touch screen, relying heavily on the buttons and D-pad for navigating menus, engaging in Wi-Fi trades, and shuffling your teammates. It results in the overall gameplay carrying out at a rate that is a little bit slower than 2010's Heart Gold and Soul Silver remakes, and the DS’ touch control fame feeling very much underutilized and underappreciated. When not engaged in battle, the bottom screen is used to display one of many Pokétch apps. These can include (but are not limited to) a miniaturized version of the health display for your team members, a map of the region with blinking markers for keeping track of roaming legendary Pokémon, a dowsing machine used for uncovering hidden treasures, as well as the notably less exciting calculator and memo pad. Because Pokémon Platinum is built into the original smaller grey DS cartridges, it cannot hold as much information as the larger black cartridges used by every Pokémon game that followed, leading to some lengthy save times.


There are a few strange alterations to long-standing Pokémon traditions, like riding the bike. Instead of it being used as a faster means of traveling between 'Point A' and 'Point B', it is now actually required to ascend certain muddy slopes and continue on to the next town. The bike can run in two gear settings which players can easily alter at the push of the B button, but the faster setting is needed to even scale the aforementioned mud slopes, so it’s a wonder that Game Freak even bothered with the slower and supposedly ‘more easily controlled’ gear setting. Similarly, the process of gathering berries introduced in Gold and Silver returns, as does the process of planting them introduced in Ruby and Sapphire, with the latter portion of the optional scavenging routine being less welcome. Purchasing mulch and combining it with ideal berries to grow more trees and ultimately use the fruits of your labor (no pun intended) for poffins that can help boost your Pokémon’s personality traits comes across as a convoluted, lethargic, and generally boring process that really only benefits the individuals interested in tackling the game’s Pokémon beauty pageant. Trees will eventually grow back on their own after a day or two, and the same berries you’ve known since generation II can still immediately be put to use as healing objects.

The challenge factor for the main game is decent at the start, but seems to taper off before the halfway point. The game seems to discourage the importing of Pokémon from outside games early on, as Pokémon that exceed level 10 before the first two gyms have been completed will frequently disobey you (your Sinnoh starter Pokémon excluded). But the lack of interesting new Pokémon available as well as the lack of particularly interesting old ones makes the first few hours just a tad frustrating for just about anyone, regardless of their team’s make up. Once that second gym badge is acquired and the hurdle overcome, however, Pokémon Platinum becomes a surprisingly easy game to burn through, lasting approximately twenty hours. The only significant required challenge comes from the Elite Four, as each member sees a notable gap in the staggering of the numbered levels of their respective Pokémon.

There is a second egg Pokémon that you are given during the game’s second half that hatches into a Riolu, who can ultimately evolve into Lucario and become a highly valuable asset to your team as well as a solid counter to the Elite Four. The problem is that Riolu is not acquired until late in the game, long after most of your team members would be at level thirty or higher, and it would have been a more rewarding and interesting experience had the game granted you use of Riolu early on in place of Togepi. Over the course of Pokémon Platinum’s main game, you will need to use all but about two HM moves, with no fewer than four being necessary for navigating Victory Road. This will limit the movesets of your core party Pokémon to a considerable degree, or alternatively result in your needing to revisit Victory Road to grind for more experience in the event that you braved the cavern with a Bidoof or some comparable HM pack mule in tow – either option only compounds the issues presented by a limited array of new Pokémon.


Pokémon Platinum looks and sounds fantastic, with exceptionally crafted locales and one of the best soundtracks in the series. The battle system is an impressive modernization of the classic turn-based routine introduced in the original Gameboy titles. The intelligent, fun gym layouts as well as the late game puzzle mechanics of the Distortion World are incredibly fresh and welcome additions to the franchise. But for all these boosts to the quality of Pokémon Platinum’s presentation, the lack of useful or interesting wild Pokémon available prior to the postgame really drags the overall experience down. If Game Freak is going to bother making a new Pokémon game, they should at least provide you the option of running with all-new Pokémon instead of actively shoving the old and all-too familiar in your face.

My rating: 8 (out of 10)

Saturday, September 21, 2013

Impressions of The Wonderful 101 demo


Less than a half-hour ago, I finished playing the demo for The Wonderful 101, Platinum Game’s first big exclusive title for the Wii U. While I’ve been really excited at the prospect of Platinum Games developing exclusive titles for Nintendo’s new system, The Wonderful 101 was a title I was very much on the fence about purchasing. It certainly looked interesting, but as a sort of odd combination of Pikmin-style squad command and top-down arcade play, I was concerned as to how the gameplay mechanics would ultimately be implemented. Now that I’ve finished the demo, I can honestly say that I’m no closer to making a decision on whether or not to purchase the full retail release.

To begin with the positive elements of The Wonderful 101, the game looks gorgeous. There’s a ton of detail put into school signs, billboards, business names, while houses and cars see a decent degree of variation. The chrome on your team’s friendly robot companion shines brilliantly, and the colors of the various hero characters as well as their weaponry pop against the backdrop of the city. The soundtrack is very much a throwback to action-packed Saturday morning cartoons and old anime works – equal parts cheesy and endearing.

The story portion of the demo only grants you full access to three main characters, though you can round up more temporary members like citizens and police officers to increase your team’s offensive and defensive strength. Wonderize Red is the character the demo will push you to use most frequently, as his giant fist is effectively the ‘vanilla’ basic weapon that doubles as a means to open doors and boxes. Wonderize Green is best used against slow enemies, as his firearms can deal a decent rate of damage from a safe distance. Wonderize Blue is the character I had the most fun with, as his wide and fast swings of his sword are most befitting an action game and prove very useful in taking out large groups of small foes that seek to surround your team.

Where the demo really fumbles is in its block mechanic. Holding the left trigger button collects your team together in the shape of a giant dessert gelatin, which can be used to deflect cannon fire and stun foes who might attempt to rush you with a heavy punch. The problem is that the block move only holds for about two seconds, meaning that putting it up too late will result in an enemy stomping through your ranks and scattering your teammates, and putting the gelatin shield up too late will result in the same outcome. While the other weapons rely on the power of batteries collected throughout each mission, the gelatin does not, and there is seemingly no way to extend the span of time it will hold for (at least in the demo – I would hope that the full game would allow for upgrades to abilities).

The enemy designs all seem to follow a similar school of design, which is good in the sense that they appear to have the same alien and robotic origins, but a bit of a downside in the sense that they all bear white, grey, and black bodies, with varying degrees of colored patterns or tubing. There are a few puzzle elements worked in, though nothing to the complexity of a Zelda title. Turning a series of wheels the right number of rotations so that the numbers their respective meters display is a brief but simple distraction, befitting of a game that is meant to appeal to both younger gamers and older veterans of the action genre.

And when it boils down to it, everything presented in the demo, from the story portion to the challenge mode, feels like an action game in the purest sense. Sure, you have many small characters under your command, but keeping track of all of them is a cinch. In the event that your team is scattered by attacking enemies, small yellow stars will appear over their heads to indicate that they are dizzy. When at full strength, the lead character will always be the one the camera follows, a glowing circle designating them as the current squad commander. Losing health is not much of a concern unless your team becomes scattered, and while I never came close to encountering a ‘game over’ screen during my playthrough of the demo’s two modes, I did find some of the more powerful enemies had a tendency to pile on one attack after another, leading my team to become scattered not seconds after I had regrouped them. It was incredibly frustrating at times, considering I was trying to follow the demo’s instructions and defend myself, but often there simply wasn’t enough time between one attack to the next for me regroup, shift my attention to the enemies, and time my block.

I really want the Wii U to succeed as a console, and as it currently stands, it certainly has a leg-up on the competition. Based on what I’ve seen of the PS4 and Xbox One promos, I still feel like the Wii U is the best console option for me (hence the reason that I purchased it and have zero intention of buying either of the other two eighth-generation home consoles). I also think Platinum has a lot of potential to be to the Wii U what Rare was to the N64, and I’d love to support more exclusive titles for the console (ZombiU was a grand slam, I felt). But I think that I really need to experience more of The Wonderful 101 hands-on, because the demo was actually a bit different than what I expected. That said, I do recognize that the demo presents but a snippet of what the full game has to offer, and for that reason I’d like to do some more digging into this before I make a final call on whether or not I want to add The Wonderful 101 to my video game library.

Friday, September 20, 2013

Bayonetta: Bloody Fate anime announced

While Bayonetta 2 may be one of the most highly-anticipated games for the Wii U in 2014, fans of Platinum Game's breakout title may be pleased to hear that an anime film tie-in is in the works too. Bayonetta: Bloody Fate is set to release in Japanese theaters on November 23rd. No word on when the story is set to take place in the series' chronology, but considering Bayonetta still has her long hair in the film, it would seem likely that Bloody Fate is either a prequel to the first game or meant to help bridge the gap between the two video game releases.

Wednesday, September 18, 2013

Pokémon Platinum journal - entry six


It took me three full runs through the Elite Four and a little over a half an hour grinding in Victory Road to gather enough experience points to best Cynthia’s team of Pokémon. While I found the combination of different types she brought to the fight kept me on my toes, her Togekiss led me to be the most annoyed, as most of my Pokémon that stood the best chance of taking her Togekiss down had weak defense while most of the others simply had a natural weakness to Flying type moves. The resulting choice for her Togekiss to spam a single attack over and over got old rather fast, despite the fact that I had more than one Pokémon whose speed stat or moveset allowed them to move first.

The Elite Four proved very different than previous incarnations. While the typings commanded by the Elite Four members were curious, the gauntlet run setup as a whole felt lackluster when compared to that of Soul Silver or the generation V titles. Really, the only notable challenge came from Cynthia, and I don’t feel that my having chosen a different Sinnoh starter would have made much of a difference in this scenario.

While I did stick with the core team I set out to use for Platinum up through my first attempt at defeating the Elite Four, I came to realize that Chimecho was acting largely as a support member to my team. While this was fine for the gyms and trainer battles that had led up to that point, Chimecho’s lack of versatility and moves that only allowed for so much in the way of offensive power led me to swap him out in favor of another Psychic type. While I briefly considered Bronzong, I knew my team already had a significant weakness to Fire Pokémon, and opted instead to seek out the three Lake Guardians. As soon as I realized Mesprit was determined to wander Sinnoh in the hopes that I might chase him, I gave up on that venture, focusing instead on Uxie and Azelf. Uxie’s higher defense stats, while impressive, ultimately led me to select Azelf and his higher attack stats. I wanted a Pokémon that could learn a couple of strong Psychic moves, but that could also be useful in countering other types not as well accounted for by the rest of my party. Azelf hit the opponent Pokémon hard and fast, and that was just the edge I needed.

So here it is – my Pokémon Platinum ‘dream team’, consisting of Empoleon, Blaziken, Venusaur, Aerodactyl, Froslass, and Azelf. I’m glad I stuck with these six core typings from start to finish, even if I did swap one team member out at the eleventh hour. As I am posting this, I have already captured Giratina, Dialga, and Palkia (to surprisingly little resistance and small number of catch attempts with the latter two). I have yet to explore the majority of the postgame content, so my review will be a little ways off yet. But do know that this is likely the final journal entry for my Pokémon Platinum playthrough, and that my next journal series will focus on the sixth generation Pokémon games (though I am currently still unsure as to which title I want to purchase between Pokémon X and Pokémon Y).

Kill la Kill trailer

Debuting in Japan later this month, Kill la Kill is an anime from Studio Trigger. Trigger is comprised of former Gainax employees, which explains why the animation style of Kill la Kill bears such a striking resemblance to that of Gurren Lagann. While the premise of Kill la Kill appears to be one girl's determination to face off against the school and its staff (as shown in the trailer), it also seems to be something of a spiritual successor to both FLCL and Gurren Lagann, blending some of the themes present in both of those shows like a strong lead female protagonist, the goal of taking down a force much larger than oneself, as well as exaggerated weapons and character designs and, of course, a glowing drill or two. Gainax is easily one of my all-time favorite anime studios, and I'll certainly be keeping an eye on the up-and-comers over at Trigger as they prepare to release this very interesting and exciting looking anime.

Monday, September 16, 2013

Pokémon Platinum journal - entry five


The climax of the Team Galactic storyline was spectacular. It’s cool to see the villain team actually come so close to seeing their plans realized, and it’s even more amusing to me that Cyrus recognized how inept his followers were but couldn’t give two hoots. In the end, the work of Team Galactic served Cyrus and Cyrus alone, as he wanted to rewrite space and time to fit his own desires. Unfortunately for him, despite using Uxie, Mesprit, and Azelf to call upon Palkia and Dialga, Giratina intervened, sucking him, the protagonist character, and Sinnoh Champion Cynthia into the Distortion World. From there, it was up to the protagonist to confront Giratina and ultimately close the rift that the legendary Pokémon opened in order to prevent reality from being swallowed up by the chaos and inverse reality of the Distortion World. Due to his cold, unmoving nature (even when he’s been bested by a young trainer several times), his vision stays clear – he even believes that the protagonist will ultimately champion the cause he set out to bring about. Because of all that, Cyrus is easily one of my favorite lead villains in the Pokémon series.

The Sunnyshore City gym had a decent layout with some mildly amusing puzzle mechanics at play, though nothing extraordinary. In truth, Volkner’s gym was relatively easy to crank through – I didn’t sweep his team with just one Pokémon, and I certainly found it a bit more challenging than the Dragon type gym in Black/White or Black 2/White 2. As the final gym though, it wasn’t all that difficult. What I have found more so frustrating, however, are the final Elite Four battle with Lucian and the champion battle with Cynthia. This is due less to the teams of Pokémon each individual uses, but more on how much of a gap there is in the levels of each team commanded by the members of the Elite Four. Throughout the rest of my Pokémon Platinum playthrough, I found that I was a few levels ahead of where I probably needed to be, and while I would see one of my team members faint from time to time or run out of PP for an ideal move before I hit the next town’s Pokémon Center, I always felt that I was in a good position to defeat my opponents. Seeing the sudden jump in the levels of opposing Pokémon, I can only imagine how frustrating it must have been for anyone who played through the game blind or used solely Sinnoh-native Pokémon.

The game’s constant demand that I use HMs does not help the situation. I found this element frustrating in Soul Silver, as I had to use multiple HMs to travel from Johto to Kanto. But at least I didn’t need to have the entirety of my core team with me at the time – as soon as I reached the other side, I could then use fly to quickly travel back and forth, changing my team members out at the Pokémon Center. Over the course of Platinum, you are required to use no fewer than six separate HMs just to progress through the story, and while you can catch a Machop or a Bidoof to shoulder this burden on, you still have to use four separate HMs to make your way through Victory Road. It’s an annoying, poorly thought-out requirement, as it means you either have to accommodate for one subpar Pokémon with a wholly boring and ineffective moveset, or divvy these HM moves up among six stronger and more practical Pokémon, robbing each of at least one more practical or effective move. I didn’t spend a lot of time grinding as I played through Platinum because I never felt the need to, but I guess I am going to need to devote a few hours to that process now.
Related Posts Plugin for WordPress, Blogger...