Monday, November 21, 2011

Skyward Sword Acquired!

I didn't plan on picking this up since I hadn't preordered, but our lovely Best Buy buffoons found me a bundle in the back, somehow. I got asked I don't know how many times if I wanted SKYRIM instead of Skyward Sword

........ HOW DID YOU NOT HEAR THE "LEGEND OF ZELDA" PART BEFORE THAT. HOW DO YOU NOT KNOW WHAT ZELDA IS.

Hell no, stoned high school kid associated at Best Buy, I wouldn't take Skyrim if you paid me to play it. >_>

That being said! IT IS MINE!
Yes, that is a reflection of myself. That's how shiny that box is!

I'm enjoying it way more than I thought I would be - the story and characters are already inching their way into my deep and black "pit-of-despair" heart. There are options so you can reply (limitedly) as Link. I like that they have an auto center with the camera feature now. My one and biggest complaint would be with the Wii Motion plus controller. Supposedly it makes it more accurate, but from what I can tell, it just....is the same. They really should've just released all that in the controller at launch.  :3

At least I didn't have to purchase the motion controller (thank god for that bundle!) but if I did...$40 is a big markup. They don't sell the little attachments anymore for $25, apparently? ;_; On that note, are they even planning on a gold nunchuk? Since I picked up my gold remote, I also got Goldeneye (for the gold classic controller!) and I wanna complete my set, Nintendo! I do hope, however, that the emblem doesn't just wear off on the controller - it's rather flimsily painted on.


The matte gold on these is kinda nasty/gritty to touch :/ That's the SOLE reason the protector cover thing is on.



Link in his "starting" gear

I love how bright this game is compared to Twilight Princess - Yes I know, Twilights vs. ZOMG BRIGHT SKY but still

Mostly for plushie making references! :D

Link has a cute plush of his Red Featherwing creature in his closet. Adorable~!
I hope I can get some more of this played before going on break. That and Mass Effect 2, or Halo:CE Anniversary Edition, or anything else I've bought recently.Only got a good haul b/c of birthday esque stuff and gift cards. XD

WHO ELSE IS PLAYING SKYWARD SWORD ? I need someone to share in the awesomeness of this with me. I'm sure E is getting tired of hearing me shriek about how awesome it is.

- A

Saturday, October 29, 2011

Ar Tonelico 2: Melody of Mfffffff

I tried to play this this weekend. Besides amusing glitches, I got nothing else. Also it wiped my memory card of all my PS2 files from my PS3.

Guess it's getting sold! Bye weird diving rape and save file corrupting game. I will not miss your vile existence.

No worries! Like any good gamer (and with my habit of not saving), I keep multiples. I knew I kept my physical PS2 memory cards for a hell of a good reason. *reloads*

It took my baby precious Persona 4 new game plus data. 許せない!! D:

- A

Tuesday, September 27, 2011

Just to get on a more daily update

I wanted to cancel GameFly, which we had thought to try - holy crap it's expensive. I sent the games back, got busy, and forgot to cancel. Then I got sent the text that they're sending over No More Heroes for the PS3 and Silent Hill: Shattered Memories for PS2.

Well played, GameFly. I can't wait to get these.

- A

Saturday, September 10, 2011

Review: Suikoden. The first one.



While the game itself requires no introduction, I would like to begin with an aside.

See this cover? This is why the whole "make a different cover for America" crap has to stop. Example:


Just sayin'.

Story:
Suikoden begins with you and Teo, your father, visiting the palace of the Empire in order to enlist you into the armed forces, just like him. Stuff gets crazy fast and you end up on the wrong side of the Empire's to-do list in a hurry, so in true "pffff why not" fashion, you raise up an army of 108 members, build a fortress, and tear the Empire apart with your bare hands and a little help from your friends.

Gameplay:
This section will not be nearly as short as the one above it.

Combat consists of you and up to five other members fighting random battles, boss battles, event battles, general RPG fare. You have physical attacks based on whatever your character's default weapon is, magic used from runes that you attach to yourself or become attached to you via plot, and combination attacks that can only be used between specific characters. If your team is built right many random encounters become cakewalks quickly, and experience is scalar so new recruits or old members you've neglected in favor of some new hotness can catch up pretty quickly as well. This also minimizes on "stupid grind," since after a while you peak out and can't progress much further without getting on with the plot.

Weapons come attached permanently to every character, but you can visit a blacksmith to improve everyone's weapons, or a rune mage to attach rune shards, which give an elemental attribute to a weapon and affect the "type" of damage you do, or can lend other effects (for example, water shards give you a little bit of HP back every round, depending on how many shards you attach). Armor and accessories are found in town item shops, in chests throughout the world, or dropped in combat. Furthermore any armor you view in an armor shop will become available later in your fortress, which is excellent when you find yourself short on scratch for something super-fancy but super-expensive.

Your fortress acts as a full-scale super-town, housing the Rebellion Army as well as an:

- Inn
- Armory
- Item Shop
- Blacksmith
- Rune Mage
- Gambling Parlor
- Teleportation Center
- Marina
- and more!

Recruiting members happens either through the story or by finding them strewn about the game world, many of which will only join you based on certain conditions, certain dialogue paths, or unlocking side quests. They all make their way to the fortress and many of them unlock the above features.

Graphics/Sound:

While Suikoden looks and sounds its age, this is not always a bad thing. With a remake or port coming to the PSP every other month, indie darlings like Cave Story or literalism in the way of 3D Dot Game Heroes, a high standard on sprite work and chip tune prowess has been established, and Konami was a bigger studio even prior to its Metal Gear Solid days. This adds up to Suikoden aging more like wine than like a t-shirt that you should really, really be washing inside out.

The character sprites themselves are my biggest complaint. While you can clearly tell who's who for the most part, by the time your party size gets to the upper 50s everyone starts to blur together, having no faces and all. The character portraits make up for it, being somewhat low-res and yet accomplishing everything a portrait should: if you ever had a doubt as to a character's personality or motivations, take a look at their portrait, check for facial hair or scars etc, you know the drill. The world itself is also done well, as are the enemy sprites, weapons, and attacks.

Okay I lied, I have a bigger gripe. The menu system in Suikoden is kind of a train wreck to get used to at first because it's just plain clunky and unintuitive to look at. Spare wire frames, butt ugly font, it's a somewhat small thing to gripe about but when I'm spending 95%+ of my time either fighting things, reading things, or buying things, the easier on the eyes the better.

All the sound is awesome. It's probably a good thing that this came out a little too early for the FMV/voice acting thing really caught on, because it would be jarring next to the sprite work of the rest of the game. Well, voice acting could have been cool, or it could have been a nightmare depending on how much of the game's budget would've gone to it (which, by early PSX standards, isn't much).

Overall:

Worth it. It's an example of a classic where the guys and gals behind it put everything they had into it (except the menus guy), and holy crap it's good even by today's standards. For the RPG fan who can appreciate a fine vintage, bite and all. My point docks are for minor issues that really could've handled differently, and any competent remake would address handily, so that said.

8.5/10
Compelling story and gameplay with some flaws and issues that do not make the game unplayable but just make it not perfect.

- E

Thursday, August 4, 2011

Review: Catherine (Xbox 360)


Catherine, the pseudo-perverse puzzle platformer that might as well be a Persona title and is (and is not) an unofficial MegaTen title. Since we're the official unofficial MegaTen Review Website on accident apparently (we're kidding), let's get this review underway.

You are Vincent Brooks, alcoholic extraordinaire (seriously, he has a problem, in both games he appears in), patron of a world where chicks apparently love their men drunk and directionless, and boy is Vincent directionless. He wants life to stay exactly as it is, comfortable with his tentative fiancee Katherine McBride, his apartment, his all-hours coding job, and his buddies at the local pub.


Vincent soon meets Catherine, the titular character, when she intrudes on his lonely, lonely drinking at the pub (it's still drinking by yourself if it's in public, and really that's even worse bro) and starts hitting all sorts of on him. He finds himself instantly smitten with what he perceives to be everything he could ever want in a woman.

In true Persona fashion, you spend time throughout the day chatting with both K/Catherines, your buddies at the pub, and strangers who can become friends over the course of the game.

Your interactions with characters, how you answer their questions and address their dilemmas, even how you respond to text messages will influence your morality and desires. Your responses to characters and certain plot points evolve and change in response to how strongly your character desires freedom or order. Also dependent on how you influence your gauge and answer questions influences which ending you receive. There's eight endings.

At night, Vincent finds himself thrust into a world of nightmares, where death in the dream means death in real life. In order to escape the nightmares, he has to maneuver and overcome a puzzle of the "blocks" that make up the issues and dilemmas he is subconsciously facing.

The game mechanic ends up taking a puzzle-platformer slant here, with all of the puzzle aspects being extremely satisfying for all difficulty levels, including first-time gamers and those who are looking more for story than challenge. Easy mode provides a satisfying level of challenge for basically every first-time player, unless you're a Professor Layton et al veteran and are used to bashing your brain against your system until the solution drips out of your nose. Or blood. Either way please just save at the pub every night and then do all of the nightmare stages on another save file so you can always go back and change the difficulty at any time. Don't feel ashamed, the Japanese got a version that was harder to the point of near unplayability.

Also, and this is pretty critical, don't ever physically harm yourself, others, or pets/objects over a difficult game. If the game is too challenging it's fine, maybe it's not for you. Step down the difficulty, do whatever you need to do. It's worth it.

Graphics

I seriously love the Shin Megami Tensei art style, and it's translated brilliantly here. Most of the character art is fantastic, Vincent's outfits are constantly enviable if you're male, and both K/Catherines are attractive in their own fashions. All of the scenes have believable detailing, down to the wood grain floors and booth seating of the pub, Vincent's tiny-ass Japanese apartment with a bed, laptop, kitchen, and a door, wherever the game brings you. The nightmare levels and block design are interesting as you get through each night of nightmares, reminiscent of Tartarus from Persona 3's changing designs, the boss designs are appropriately terrifying: everything is in its place.

My gripe is this: on the Xbox 360 version, the version we played, it is evident that there are sections of the game that are upscaled from 720p to 1080p, like unacceptably noticeably so. I say "unacceptably" in the sense that, no matter how great the rest of the game's visuals, designs, and settings are, I simply can't give Catherine full marks here. Feel free to respond in the comments if you've played the PlayStation 3 version and can comment on the quality of the animated cutscenes on a 1080p screen.

Score: 9/10

Sound

Pretty much everything about the game sonically is fantastic. The voice acting is my only gripe, since sometimes the enunciation and facial expressions don't match the script, or some other combination therein. Other than that, the music is great, the cameo selection from other Shin Megami Tensei titles is well-appreciated (but I'd appreciate a lot more Persona tracks since really there's no reason you couldn't). The sound effects during the game are pretty authentic, the "gameyness" of the sound effects during the nightmare levels is pleasing and nostalgic to the point that its repetitiveness is a welcome treat.

Score: 9/10

Controls

So, this game has two different control schemes.

When you're in the outside world, the game is mostly menu-driven like the game's cousins, and the pub acts as a semi-free roam hub where you can talk to the other pub denizens until they decide to go home, even granting you an achievement for staying at the pub until everyone else goes home, drink until you're trashed which grants you a bonus in your nightmares, and even help your strangers-turned-friends with their personal issues. Pretty much un-screw-up-able, and Atlus managed to pull it off no problem.

Now, when you're in the nightmare it's a somewhat different story. The game follows what I'd call "literal puppeteer controls". Basically imagine what The Legend of Zelda: A Link to the Past controls like (isometric top-down view with literal directions, a la up = north, down = south, etc.) where your movements are modified with the face buttons to perform actions like grabbing and pushing blocks, using items, and attacking foes and obstacles. The following is why I give these controls a 9.95/10.

When you're hanging off of the edge of a block, sometimes the controls get wonky and left stops being left and vice-versa. That's my one complaint.

Scores: 10 and 9.95/10

Story

The main story is great. We've played three of the endings so far. Catherine's "true" ending is fantastic even though it's the true freedom/chaos ending as well. Katherine's bad ending, or at least the one we encountered, is well-deserved. Katherine's "true" ending, being the true order ending, takes a goddamned nose dive out of nowhere and ends up being completely boring and confusing. It's also the first ending we got, which almost made us abandon continuing on with getting more/all of the endings.

That notwithstanding, we still intend to play this game to completion, including obtaining all achievements. Based on having seen three of the endings, we feel comfortable in being able to review the meat of the story since most of it remains unchanged.

Score: 9/10

Catherine is a welcome addition to both the Xbox 360 and PlayStation 3 lineups, and it shows that Atlus' Persona team understands the market's shift towards puzzle games, ungamer-friendly gameplay and storytelling, and a final note I wanted to save for the end of this review.

The original run-up to the game's release began with a lot of tantalizing imagery of Catherine, which had a lot of gamers questioning how the puzzle mechanics, not long enough in the demo to display how the puzzles evolve in complexity and inventiveness across the course of the game, would mesh with a love triangle story including a girl perceived initially as "whorish" or "slutty". Despite this, every single aspect of the game's plot is handled in an appropriately mature fashion, both Katherine and Catherine end up being compelling and interesting characters in their own right as well as being seemingly repulsive in parts, at least until the truth behind the events of the game is unveiled, all becomes clear, and you, the player, says "oh right, I do have every reason to trust Atlus."

Final Score: 9.25/10

- Evan

Tuesday, May 31, 2011

Final Fantasy II (GameBoy Advance) - Review

 


I am gonna be arrogant here and say that I am probably one of the very few people who has played all the way through FF2.

 There's a good reason for that. The game has long been touted as being overly difficult, in part to an "innovative" battle system where instead of leveling up the usual way, you instead....build stats. Agility, Defense, Mag Defense, HP, MP, etc. How do you gain these? Easy! You want more stamina (which in turn, builds HP), you...take a hit to the face! Want more MP? Use spells! Leveling up your spells? Repeated use.
 Somehow, it seems as if HP is given/leveled up more easily in this remake than in prior versions which may skew my review slightly.

It seems so intuitive, creative, and simple but in actuality, it's a practice in frustration. Everything's fine as long as you follow a fairly linear path and know who to talk to - speak to the wrong person, go to the wrong part of the world map, however, and you'll find yourself becoming increasingly acquainted with the "Game Over" screen. I had this happen repeatedly when I first busted this out years ago on the PS1 (sup Final Fantasy Origins) and almost broke my controller. I wasn't safe from it this time around either, but at least E was there to keep me in check. There was one night where I almost stopped and was ready to sell it so we could play something else.
As for the story, the main reason I play RPGs, it's a bit sparse. A real shame considering it has SUCH potential. I tend to gravitate towards those RPGs whose stories are a bit more believable, a bit more political (see: Suikoden <3). It's a very simple story - a group of people (presumably late teens) loses their parents in the war, join the resistance, and kill the Emperor - who has, of course, gone a little bit crazy and power hungry, offs some cities, the usual. And while there are a fair bit of characters that join you temporarily on your quest to help flesh things out, it simply...isn't enough. Those characters join briefly, give only a few sentences of back-story (and no side quests to flesh this out!) and...leave. Some die, some just vanish. I barely remember which is which. I'll sum it up this way - I spent 26 hours on this and still didn't know what my characters were fighting *for* - neither did the Emperor/Last Boss, who simply says upon his defeat "Who...who are you!?" Who are we, indeed.

This is where it all starts - Chocobos, fighting against an EMPIRE (see FF4, FF6, FF12, FF13), "Cid" spotting, crystals, etc. Surprisingly, that's where the similarities end. Already noted, the story is very shallow - it really even reminds me more of one of the spinoff series instead of an actual Final Fantasy (a la Mystic Quest, Final Fantasy Legends, etc.). The reason for this is most likely that Final Fantasy 2 was not produced by Hironobu Sakaguchi (Square, now Mistwalker) but rather by Akitoshi Kawazu who just so happens to be responsible for the SaGa series (including Final Fantasy Legends) and the Final Fantasy Crystal Chronicles series.


I really wanted to like this game. Truly. There's so much potential (the characters, setting, and feeble interactions in the game) and it's just squandered. While playing this, it just didn't have that certain "feel" that most Final Fantasy games do. There's no sense of adventure, no endearing relationships, no real reason for killing the villain. It really feels like this game is a product of getting wrapped up in minutiae - the potential is there, but it just doesn't fit in. Maybe they just had too many ideas (or not enough...)? The GBA version does attempt to make up for this by having an epilogue of sorts included. Honestly though, since it runs parallel to the main quest (these characters go on an adventure while the main FF2 party is doing their thing), there isn't much it adds. It seems a little tacked on, after-thought attempt to enhance what little story there is and garner fans.





If you like Final Fantasy and you desperately need to play 2 for completion purposes - go at it. Save it for a weekend when you have little else to do, or a time when you have spare time to grind mindlessly (say, for example, when your roommate wants you to watch stuff with them, but you don't really want to). This is a title only for die hard fans of the series. I wouldn't at all recommend this to a casual gamer or even someone who plays every other RPG series - the story isn't there, the gameplay is frustrating at best, and there is little to no reward for your efforts.

-A



Sunday, May 29, 2011

Final Fantasy II: First Impressions

So, the levelling system is not nearly as bad as we thought.

Our predictions for some future plot events in this game coming true would make this an incredible game plot-wise. Fingers crossed.

- E