Tag Archives: PlayStation 2

SingStar (PS2) E3 2006 Preview

Developer: SCE London Studio | Publisher: Sony Computer Entertainment

While at E3 this year, I was able to try out Sony’s Singstar for the PS2. At first I was a little hesitant to pick up the surprisingly well-made microphone, and just stood by watching other people sing. But when nobody was playing anymore, I decided to give it a try. While I played, one of the representatives from Sony that was demonstrating the game played with me the whole time. SingStar has been a very popular game in Europe, so its surprising that it took so long for the game to come over – it was instantly apparent to me why it’s so popular as soon as I started playing.

The most impressive thing about the game is the user interface. It’s very clean and very intuitive, and I actually like shuffling through album covers while looking for songs to sing. There is a very generous mix of rock and pop music, and it was interesting to see Nirvana, The Darkness, and Franz Ferdinand (to name a few) in the song list. Just as Guitar Hero helps you better appreciate what a guitarist can do, SingStar will make you appreciate how well someone can sing or perform certain lyrics. The “do do do” and “lucky lucky” interludes Franz Ferdinand’s “Do You Want To” come to mind as being very tricky to get the words right. The high notes in “I Believe In a Thing Called Love” by the Darkness also come to mind as being incredibly challenging.

The game shows you the music video while you sing. This gives players something to watch during solos and other non-singing parts, so you’re not completely bored. When you are supposed to sing, the lyrics show up at the bottom of the screen with the word you’re singing highlighted. Depending on how close you are to getting the correct note/pitch, you get points. Playing alone probably won’t be as fun as it would be playing with someone else, just because it’s fun being able to compete and see who sings better. Lines show up on the screen corresponding to how the actual song is sung. As you sing into the microphone, another line will appear, graphically depicting if you are higher or lower than the note you should be at. The closer you are to the song’s own line, the more points you get. If you hit notes correctly at certain points of a song’s line that are sparkling, you’ll get a “Golden Note” which counts for bonus points. It’s a very simple game – one that can teach you how to sing your favorite songs.

I had fun playing SingStar on PS2. A version is coming to the PS3 that will allow players to download songs, but the multiple PS2 versions will be pre-chosen packages. Even though the PS3 version was on the floor, I wasn’t able to try that one out because there were a lot more people packed into the PS3 section cracking jokes about “600 dollars” than I would have cared to show off my singing abilities to.

 

Guitar Hero II (PS2) E3 2006 Preview

Developer: Harmonix Music Studios | Publisher: RedOctane

Guitar Hero II, you say? New songs, you say? Sold! Guitar Hero II is basically Guitar Hero with different songs. So far the game seems better, but how? Well, the multiplayer mode has become more worthwhile – much more worthwhile. The single player mode’s highlights are basically being able to play the new songs, so multiplayer is a different kind of special.

As opposed to the first Guitar Hero, songs in the sequel are recorded with two “tracks” – one for the lead guitar and one for rhythm guitar. If there is only one guitar, bass will be used for the second track. Needless to say this an improvement over the first game since it made you share the same track. However, that doesn’t mean they removed the previous mode — both the new and the old style of play are here. There is nothing gameplay-wise that was in the first game that isn’t in Guitar Hero II.

I played the game at E3, and was able to experience a new song first hand. For some reason I wasn’t doing all that good, maybe because I was really close to the screen or maybe because my timing was off that day. There looked to be new venues and new characters, which is good if only just to show more of a change between the two Guitar Hero games, but the main addition will be new songs that are going to be included.

As it is, Guitar Hero is a great game and getting a new set of songs to play is exciting to wait for. There’s nothing new about the guitar for Guitar Hero II, so you’ll be able to use your guitar controller already. Fifty songs or so are said to be in the new Guitar Hero, so it’ll be exciting to see more of the songs revealed as the game comes closer to shipping.

The list of songs that have been revealed so far is as follows:

Drist – Arterial Black (original track)
Primus – John The Fisherman (original track)
The Reverend Horton Heat – Psychobilly Freakout
KISS – Strutter
Black Sabbath – War Pigs
The Butthole Surfers – Who Was in My Room Last Night
The Kinks, as performed by Van Halen – You Really Got Me
Rush – YYZ

Steambot Chronicles (PS2) Review

Developer: Irem / Publisher: Atlus || Overall: 7.5/10

Atlus is known for delivering niche Japanese-developed titles and Steambot Chronicles is no exception. Developed by Irem, Steambot Chronicles is not really any one type of game that you can pinpoint directly – it is one part sandbox, one part mech game, one part music game, and one part RPG all mixed into each other. Combined with its certain type of charm and fantasy, Steambot Chronicles is a great little game that is hampered by control problems, graphical inconsistencies, and a weak story to boot.

The story starts out with the main character losing his memory, as he awakens on a beach. This prompts the main character, Vanilla, to find out whom he is, and what happened. Even though there is a huge ship that has crashed against the shore and smoking because of a fire, there is little to no acknowledgement of it by you or the person who found you, named Connie, which is a little weird to say the least. Given that the story is very simplistic in nature to begin with, its immediately apparent that Steambot Chronicles is really not about its story as you get into some real gameplay with little to no delay.

The girl who finds you on the beach, Connie, is a cute brown-haired girl who sings for a very famous band called the Garland Globetrotters., and if you play your cards right a nice relationship can evolve from knowing her. Constantly throughout the game, you are given choices for what Vanilla says or does, and the outcome of certain events will be influenced by such. You can be a bastard or a big softy – it’s really up to you. The very weak story of Steambot Chronicles basically encompasses Vanilla’s search for who he is while going on tour with Connie’s band. Other than that it really isn’t compelling – the world doesn’t have to be saved, there is no impending evil; you get the point. Along the way you’ll meet up with many people and discover new things to do in the world. The game itself is very non-linear and you don’t even have to follow through with the story at all except for a few key parts. An interesting way that the game influences you to try and talk to everyone in towns and cities is that their picture is added to a photo album in the start menu. This is very unique, to say the least, and gives you a feeling of “talk to all the generic characters I can find!” Pictures will be updated as you talk to more and more people, and important characters will get their own picture.

The main form of transportation and gameplay is something called a trotmobile. Think of a car with arms and legs and you have a trotmobile. Anyone who has played through Front Mission 3 or 4 will instantly grasp how to manage it in the backend system. Basically, a trotmobile’s body/legs can hold a certain amount of wight which will contribute to what kind of arms and “backpack” you can equip. Arms are mainly used for combat while the back attachment is more for the extra stuff you can do in the world. Possible types of arms include Sword Arms, Spiked Ball Arms, Cannon Arms and back attachments include a carriage for bussing people around and a flatbed for carrying stuff. This is all fine and dandy except for two very disappointing aspects of the game.

The controls for the trotmobile are very counter-intuitive because they use “Katamari” controls. Both analog sticks are required to move effectively which quite frankly blows because it doesn’t give you a free camera (you’re locked behind your trotmobile at all times) to use. This is very annoying when battling, obviously. Not to mention that movement would have been done just as effectively, if not more, with one stick. The other glaring problem is that there just isn’t that much actual combat to spend time on. Without any random battles, you’re forced to fight the same enemies over and over – they’ll pop out at you from the same place as you travel between towns.

Trotmobiles are also very slow, so you’ll be walking through fields, beating two enemies between each town (effortlessly, I might add) without getting much use of the effort you put into improving your trotmobile to begin with.

Boss battles happen every once in a while and are very fun, but they only last for maybe a minute or two before you’re given a load time to celebrate your win. Each town has their own “Arena” in which you can fight tough trotmobiles 1 on 1, but even these battles go by quickly. There’s almost as much loading as there is playtime (sometimes more if you’re good) during these Arena battles. Other things in the world to do include playing an assortment of instruments for different songs, bussing people from one town to the next, fighting in arenas and dungeons, digging up fossils to fill up a museum, and stuff like that. You’re allowed to do almost anything you please in the world that has been created. You’ll also have to maintain your character by eating whenever he gets hungry, and that’s just plain annoying.

As for sound and graphics, they are about average. The voice actors are alright but they can be annoying at times. General sound effect usage is good, and battle sounds aren’t very irritating even though you hear them over and over. The most bothersome sound effect would be the trotmobile’s walking noise. Music is very cheerful, and goes along with the mood of the game, but isn’t all that memorable. As for the graphics, the game has a cel-shaded look to it which promotes a cartoonish feel to the game – but maintains a more realistic look than most cel-shaded games. There isn’t anything special but nothing is particularly ugly except a few things that stick out like character animation. Load times also avert some of the pleasure that is delivered, which is unfortunate.

What I favored about this game was the open-endedness of it all. The game doesn’t tell you where to go; you tell the game where to go. It shows that GTA-style games don’t always have to be about 100% action or even have a strong storyline; it provides the person playing the game with many things to do at their own leisure with practically no bounds. By giving you choices in what to say or do throughout the game, it can also influence you to replay the game and see how it would be being mean the whole way through or being nice all the time.

Steambot Chronicles is a fun game that rides on you being interested enough to take part in the activities the world offers through its non-linearity. Besides the flawed controls and graphical discrepancies here and there, Steambot Chronicles is a light-hearted adventure game that isn’t hard to get into.

.hack//G.U. Conference Call

I had the opportunity to participate in a conference call for .hack//GU Part 1 this past week. Some new information as well as old information about the game was talked about during the conference. Much of the information presented was random.

The information I was able to get out of the conference is as follows:

• Fall release date on the PS2, developed by the same developer.
• The game takes place several years after Part 4. CC Corporation has built a new version of The World after the events from the first quadrilogy. The World is not the same – there are similar/familiar areas, but they’re not exactly the same. Someone who has played through the previous games should feel comfortable in the settings, however.
• The game goes for a much darker and grittier feeling than the previous games. It is very anime-styled with a cross between cg and cel-shaded.
• The story starts out with two people helping the main character with starting out in The World, not unlike Part 1. He gets into trouble and then gets rescued. He turns into an anti-hero sort of guy. Later on, he finds out about a legendary Player Killer, and after their first encounter, the main character’s level is dropped back down to 1. He tries to find out what is going on, only to find out that not everything has been fixed from the previous version of The World.
• While the core mechanics of the game is similar to the previous installments, the battle system is much more action oriented with combos. The higher the level you are, the more special attacks you can learn, which obviously give you a better advantage. The main character can change his weapons depending on the level he’s at, as well.
• Guilds are also introduced in the .hack//GU Part 1. Depending on how big your guild becomes, you can get a guild hall (which is like your own house), and it’ll have important items and the like for you to use.
• As opposed to the first four games, there will not be a dual audio option (meaning Japanese and English audio tracks) because there isn’t enough space on the disc. The space on the disc is filled up with all the new content they’ve added for the game.
• A class called the Multiblade can use multiple weapons. A player can learn different types of weapons as they increase their levels. They start out with the twin-blades.
• .hack//GU will be three parts instead of four. No separate DVD where there is an elaboration is going to be included, but there will be content that is separate.
• There will be some sort of memory card activity with the previous games, but it was not elaborated on in the call.
• The keyword system will make a comeback, but it will be easier to use.
• There are no online plans for the game, as the whole point of the .hack series is to simulate an MMORPG.
• All the characters in the game will be new, but they will look very familiar. What this means is that each class has its own “look” that anyone who played the previous .hack games will recognize as they played through the games.
• There will be voice-overs. The soundtrack is composed and directed by the same people as the previous four, but it won’t be as happy-go-lucky – it’ll have a much darker tone. However, the key change for this “darker” aspect is in the art.
• The game is going to be completely original, but people from previous games will still appreciate it.
• You don’t need to have played the original series to understand what is going on in the .hack//GU series. They want newcomers to feel welcomed.
• Email and OS interaction will be included, similar to the last games.
• Since the main complaint of the original games was the lack of new content, they’re going to pack .hack//GU with as much content that would be equivalent to all four of the previous games. There’s going to be a lot of new content, and it’ll take much more than 20 hours to beat each part of .hack//GU.
• Player Killing takes a part in the game, but you can’t just go into towns and kill people. You can’t go out actively and kill other players either, but you will be able to prevent others from hurting others if you chose to.
• There will be guild vs. guild matches.
• If people die in the game, it will take a negative impact on the game itself.
• The game is aiming to be a darker version of the original series, but its not going to be G rated. There will be mature themes, but it will stay within the same rating. They’re not going for a GTA-esque level, but they’re not going to be cartoons. It’ll be a middleground of sorts, aiming for the same people who bought the preious games.
• The World is more violent in general, since there is player vs. player interaction. There will be a lot more interaction with the game, battle and non-battle-wise. More character development is also an aim.
• A level-cap is still being determined. There is a class change cap.

A playable demo is still unconfirmed. There might be something at E3 this week, however. Keep watch for more information about .hack//GU at Gamersmark.com!

Shin Megami Tensei: Digital Devil Saga 2 (PS2) Review

Developer/Publisher: Atlus || Overall: 8.9/10

Shin Megami Tensei: Digital Devil Saga 2 is the direct sequel to Atlus’ Digital Devil Saga. DDS2 marks the first time I’ve experienced the series, so I didn’t know what to expect. Since I hadn’t played the game that had set down the original storyline and introduced the characters I actually play as, the beginning hours of the game left me completely clueless as to what was going on. There is absolutely no summary of the first game – DDS2 starts right after the original ends. DDS2 is an interesting RPG, nonetheless, and with a little research online you can catch up with at least some pieces of the story you’re already supposed to know before putting the game into your Playstation 2.

As mentioned before, to truly understand what is going on in DDS2, you’ll have to have played the first game. While the bigger picture might leave you in the dark if you start with the second game, you’ll be able to follow what’s going on to some degree. There are some seemingly random concepts thrown about, like “the Junkyard,” A.I. being implanted into soldiers, “The Karma Society,” cannibalism, “Nirvana,” a black sun that turns people into stone – the list goes on. Not much can really actually be said without spoiling both games. Non-battle gameplay consists of mazes and puzzles that you have to complete to get through levels.

DDS2 takes a few pages out of the classic turn-based RPG handbook. Random battles, magic, and experience points are just a few of the concepts in the game that aren’t new. What actually makes or breaks an RPG is how it’s implemented, and DDS2 does a great job at doing so, so much that it can actually be enjoyable to play through the tons of random battles you’ll encounter. The best thing about most of the random battles is that they go by very fast, especially when going against weaker enemies. An “Auto” function can really speed up the battles you enter when you just want to have your characters all use their regular physical attacks and beat the crap out of the enemies without having to press the X button repeatedly. You have five characters to fight with, and only three at a time can be active in battle. At any time (even when a character has fallen) you can switch out one character for another. The benefit of being able to get through battles faster means you can get more leveling up in less time, and in turn, getting on with the story at hand.

When it comes to regular battles, your characters assume the form of a demon called an Atma. Each character will have a unique demon to transform into, and can “revert” to his or her human form at any time. In their human forms, the characters will use guns as their weapons. Most of the time, you’ll enter the battle in your demon form, which allows you to use all your normal skills and magic. In the event you get ambushed, you won’t “have enough time” to transform, and be left to either fight in your human form or take a turn to transform into the Atma. On an even rarer occasion, you’ll enter battles in a “berserk” mode, in which your characters “can’t control their power” and are stuck in between transformations. Berserk mode boosts the attack of your characters immensely, but greatly lowers their defense. While in Berserk mode, a class of skills called “Hunt” will work the best. The Hunt skill class itself allows you to eat your enemies and gives you a large amount of ability points cleverly called Atma Points. AP is simply used to gain new abilities; to earn these new abilities, you have to buy a “Mantra” and download it. The different types of ways you can enter battle definitely makes the game more interesting when leveling up, because you won’t keep entering battles the same way hundreds of times and can take advantage of the different situations to give a feeling of more variety in the gameplay.

Most closely in relation to how the Sphere Grid worked in Final Fantasy X, a hexagonal grid called the Mantra Grid allows you to pick which Mantra (and in turn, abilities) that you want to buy. Once you master a Mantra, you download another one and the process repeats itself. Mantra can and will be very expensive down the line. Once a Mantra on the grid is mastered, the other hexagons around the newly mastered hexagon will “unlock” and allow you to buy and download them to gain their skills. The grid will expand as you move toward the outer edges, and unlock one layer at a time. There are also “locked” hexagons on the Mantra grid that must have all the Mantra around them mastered before they can be downloaded – as long as a character has mastered any of the hexagons around the locked hexagon, it’ll count towards unlocking it basically meaning all your characters can work together at unlocking a hexagon. Having the skills displayed on a grid makes ability earning a lot more interesting; there is a visual representation of what has been earned making randomly earning abilities seem more restrictive.

A ton of abilities are available to be earned, and with five characters there’ll be a lot of effort put into acquiring all of them for everyone. However, as time goes on, each character will inevitably end up diverging into different directions and have unique abilities. As if that weren’t enough to do with your characters, combos are thrown into the mix. If two or three characters have compatibly equipped abilities, they work together to make a more advanced skill to use together. The rest of the backend battle system doesn’t involve much more than ability management. The only thing you have to worry about equipping is ammo for guns that you use in your human form (which can actually be surprisingly expensive) and rings. Rings aren’t too complicated; they just enhance certain stats and if you combine jewels in the rings’ slots they’ll boost your stats even more. The extra layers of complexity are definitely aimed towards the hardcore RPG crowd, and it’s definitely nice to feel like you’re playing a game that actually takes some skill to play.

By far the most attractive aspect of the game will be in its general presentation and graphics. The game really looks like it’s an anime, though some parts might look a little stale or unnatural, it’s really amazing how it looks for the Playstation 2. The world they create is obviously science fiction, and there are some interesting concepts shown, as per its setting. The game is very pleasing to experience from a visual standpoint. The sound effects and soundtrack are also another strong part to the game. The music is very good, and sound effects aren’t annoying. Sometimes the characters will talk when you’re entering a battle, but their voices are so low you can’t really even hear what they’re saying. What drags the overall sound’s experience down is the curious lack of actual voice acting in anywhere except for CG cutscenes. During story scenes where it seems like there should have been talking, there just aren’t any, which is unfortunate and definitely takes away from the overall experience. As for the actual voice actors, none of them are annoying, and that’s really all you can ask for in an RPG. The main character doesn’t talk, so there’s no voice actor for him; it just gets kind of annoying during cutscenes when he looks at a character with a blank expression and seems to transfer all his thoughts on the issue at hand to the other person with no sound.

Shin Megami Tensei: Digital Devil Saga 2 is definitely an RPG aimed at the niche hardcore that enjoy Japanese RPGs and have played through the first game. In effect, DDS2 really is the second half of one game, and to really get the full experience this “side story” of the Shin Megami Tensei series has to offer, both must be played in succession. Otherwise, DDS2 is a solid RPG that is fun to play regardless of whether or not you understand the story.

True Crime: New York City (PS2) Review

Developer: Luxoflux / Publisher: Activision || Overall: 8.3/10

In my experience, it has been hard to appreciate any free-roaming style game as much as the Grand Theft Auto series. Since the inception of the formula into many recent games, in practice, games including free-roaming never really compared to Grand Theft Auto’s execution. It’s even more apparent when a game is in an urban setting, such as the True Crime series or other “GTA clones.” True Crime: New York City, the sequel to True Crime: Streets of LA, from Activision and developer Luxoflux, obviously are out to tap into the large fan-base GTA has acquired over the years.

True Crime: New York City has a few things going for it, the most important being the story. Just like what you’d expect from a movie or an episode of a popular crime-drama, you’ve got the set-up: the main character, Marcus, once a gangster, becomes a cop. A detective named Terry, who was a father figure to Marcus, is killed in a mysterious explosion on Terry’s first day of becoming a detective. Not knowing why Terry died, Marcus is motivated to find out why when he is confronted by the FBI asking him to bring in some people and solve some cases to figure out why it happened (and if there is a mole in the police department) on his own with basically no support. The story is delivered very well with a cast of voice actors including Christopher Walken, Laurence Fishburne, and Traci Lords. Being a Christopher Walken fan myself, it makes me happy to have his voice accompanying the story.

True Crime: New York City, quite obviously, takes the approach of you being a cop. As such, when you break the law it goes against you, rather than “for” you, like in a Grand Theft Auto game. Aside from the story, TC: NYC can basically be summed up as a fleshed out Vigilante mode to GTA fans. There is a satisfying aspect of being able to arrest or stop “perps” (as the game calls it) committing crimes. While you could question what good will come out of smacking two people in a domestic dispute (who are beating each other up) with a sledgehammer repeatedly and then arresting them both, the general idea is to beat up whoever is breaking the law. There are lots of different crimes to stop, from hostage situations, drug raids, investigating food poisoning — you get the picture. Most will just end up with you beating the crap out of people though. You can also frisk any person walking around and if you get lucky you’ll find something on them and put them away for whatever illegal item they had on them.

While you’re not cleaning up Manhattan of its lesser-important crimes, you’ll be taking on major cases. Other than finding out why Terry was blown up, there’s an illegal street racing circuit to take down, an illegal fighting syndicate, and several “informants” that will give you particular jobs to do. As a total, there are basically five things to do during the whole game, since exploring the city isn’t exactly as fun as you might think it should be. One thing True Crime: New York City has over the Grand Theft Auto games is in its combat system. TC: NYC’s combat is quite fun – more like beat-em-up-oriented with more than just one button to hit. The only unfortunate part about the combat is that it isn’t as responsive as it should have been; there’s a feeling of being “held back” as it were. Because the controls aren’t as fluid as they feel like they should be, the more and more you play the combat becomes dull.

There are many different types of guns and melee weapons to buy. When you buy a weapon, you basically have can use the gun forever, but can only carry a certain amount of ammunition for the gun. You reload by opening the trunk of one of your personal cars. Unfortunately, you can’t collect weapons you find – you have to buy anything before being able to freely use them, though you can use them until they’re out of ammo. There are also some skills to buy that will enhance your current skills. When it comes to cars, you have to buy the ones you’re able to use from the Police Station as well as at car dealers. Cars in True Crime: New York City hold more value as the police cars you buy will retain the damage that was dealt to them the last time you used the particular car, meaning you’ll have to repair them when they gets shot up or you crash too often into oncoming cars. There are also a number of car skills that you acquire as you progress.

An ethics scale in the game describes your behavior as you play the game. You can either be a bad or good cop. If you take bribes, extort money, or kill people you shouldn’t, you’ll earn Bad Cop Points. If you arrest perps or solve crimes, you’ll earn Good Cop Points. As you collect evidence from different crimes and from searching people, you’ll be able to either turn in your evidence for legitimate pay or sell it at a pawn shop for illicit cash. When you turn in your evidence and gain more career points, you’re paid through a salary that you collect while at the police station.

The graphics in TC: NYC are quite impressive. The game exhibits very nice lighting effects and damage shown on cars is always accurate-looking. Character models are nice; they’re generally what are expected. The graphics are easily the second most important aspect. Sound is quite exceptional as well. Other than the great cast of voice actors, the gun sounds, car sounds, and general atmosphere all comes off well. The things civilians say become redundant after a while, unfortunately. There are also a lot of cuss words tossed around during the whole game, as its M rating surely implies. The police siren (which you use quite a bit) is not nearly as annoying as the one used in a GTA, though, and I prefer it immensely because it doesn’t pierce your eardrums every time it squeals. The soundtrack has a nice selection of songs, and music can be bought at actual music stores through the city. The soundtrack is basically divided into about 60% rap and 40% other styles, the category of “metal/punk” taking the biggest chunk of it. There aren’t any radio stations, but there is a “music player,” which can allow you to listen to all the songs without just hanging onto one radio station playing one style of music.

What racks up against the game is the general interactivity of the city of Manhattan. While you’re able to go into practically any door in the game, most places look exactly the same as another depending on the type of store or establishment it is, meaning a hotel will look exactly like another hotel with barely any changes in what is in the interior. But it’s not like you can really do much when you go inside; it’s only important when you go to solve crimes. Many items in the game are breakable, and can be made into makeshift weapons if you just so happen to be able to break something.

Do I like True Crime: New York City? The answer would be an emphatic yes – but I would take any GTA over it. I truly didn’t expect it to be that great originally, but the game is a nice diversion in between releases of Rockstar’s flagship franchise, providing for a nice bit of fun to free-roaming game enthusiasts. While it may not be perfect right now, the True Crime series holds potential to become an absolute must-buy in a future incarnation. Its second outing, however, falls a bit short of that status.

Suikoden Tactics (PS2) Review

Developer/Publisher: Konami || Overall: 8.9/10

Konami’s Suikoden RPG series has finally gotten its own strategy RPG offshoot, in the form of Suikoden Tactics for the Playstation 2. Rather than comparing Suikoden Tactics to widely known staples of the genre, it would be more appropriate to compare it to another recently released strategy RPG — Stella Deus: The Gate of Eternity, from Atlus. If you’re in the market for a new strategy RPG, Suikoden Tactics would be an excellent choice, even on its own merits.

Suikoden Tactics takes a while to set up the story; it takes nearly two hours before you can really start to catch on to what might (or might not) be happening. From what you might be able to gather from the first couple hours (as to not spoil anything later on) is that the story has something to do with a band of travelers trying to find information about Rune Cannons, the main character being named Kyril. The traveler’s interests in Rune Cannons are not explained, but during their search they stumble upon, presumably, a Rune Cannon that changes people into fish-human hybrids. However, the origins of the protagonists and their interests in Rune Cannons becomes a subplot (or takes a backseat, rather) to events and conspiracies revolving around Rune Cannons in general. Even more puzzling is the weird goat girl that never says anything and doesn’t partake in battles, but follows the main character wherever he goes. The beginning stages of the story are fragmented, and take place over a number of in-game years, however, its not all that complicated. The most important point about the story is its ability to keep the interest in playing the game.

Suikoden Tactics takes all that has made strategy RPGs great in the past, and rolled it up into a neat, polished package. Not only that, but it adds on a level of complexity (in the form of elements), forcing you to be more tactical in your approach to each battle. In regards to controls, Suikoden Tactics uses the tried and true command-menu. Unfortunately, after experiencing the “Direct” control scheme implemented in Stella Deus: The Gate of Eternity, which sped up battles considerably by making buttons shortcuts to individual commands that would normally be on the command-menu, it makes it seem like Suikoden Tactics is lacking in that department. However, Suikoden Tactics is considerably more complex, and there are aspects of the game that make battles go faster, so it evens out the playing feel in that regard.

As said before, the usual features in a strategy RPG are present. There are the side quests in which you can send a party member to accomplish, side quests that you can actually participate in, the building and maintaining of an army of personality-less allies, and other bits and pieces. But it is the unique aspects of Suikoden Tactics that make the game shine, namely the elements. Elements are your usual magical properties in any RPG like Fire, Earth, Lightning, Water, etc. Each element has its own opposite, no surprises here. Where it gets more complex is that each character has an “affinity” to a certain element. So if a character had a Fire affinity, and they were standing in a square that had the elemental property of Fire, they would get “powered-up” – attack and defense are noticeably higher as well as the prospect of healing after every turn while in the friendly elemental field. Keeping that in mind, it becomes wise to try standing in friendly elemental areas, avoid opposites to your affinity, and manipulate the battlefield to your advantage. Enemies are also able to use elementals in the same way. Besides the elementals, there are other nifty aspects such as switching out party members for fresh troops (allowing you to exploit your whole army in a battle if need be), and mounting party members on animals you find along the way. There are also a number of battle skills that characters can learn that allow you to customize each of them in a way that will be optimal.

There are parts of the battle system that give leeway to speeding up each battle, as well as stepping out of the norm of regular strategy RPGs. There is no use of Action Points, normally seen in strategy RPGs, to dictate each character’s turn. They basically get to move and then act, but if they act before they move, they aren’t allowed to move again (unless they have the specific battle skill to do so). There are also no Magic Points, as the special skills and magic are lumped into a category called Runes; you can use a specific Rune skill a limited amount of times in each battle and the number you’re allowed to use them increases as you level up. If you equip the battle skill on a character to do so, a character can attack more than once during his or her action, speeding up the battle quite a bit compared to what it could be if the battle skill weren’t equipped.

The town and back-end systems aren’t too out of the ordinary. There are five different places in a town that are of interest: the Outfitter, the Blacksmith, the Quest Guild, the Rune Master, and in certain areas a training ground. The Outfitter is the place to buy your equipment and items; armor and hand gear being the most important, they can affect the status of a character. There are also about ten extra slots for each character to hold items or extra equipment as you so desire. At the Blacksmith, you simply upgrade the weapon each character has (there’s no weapon-choosing here, it’s just straightforward upgrading). The Rune Master is the place to go for your special skill and magic needs. When you acquire an orb you have to pay a Rune Master to equip or unequip the Rune Orb. There is also a training ground of sorts every so often where you are able to level up and find treasure. Oddly enough, a permanent death situation is presented in the training levels of the game, while not integrated into the story battles. So, what it basically means is you shouldn’t push the capabilities of your group so far as to have someone in your party die, making them not playable anymore.

Sound and graphics do take a place in the fold as well. Most notable for the sound portion of the game, the voice acting is either a hit or a miss. Many might not like the choice of voice work for the main character, because he comes off as a young adult with the voice of a ten year old, but any fan of the .hack series will recognize Kyril’s voice as Kite’s. You’ll probably be more able to accept the voice of Kyril if you played through the .hack games, like I have. Other voice work is moderate at best, sometimes falling lower than that. Graphics-wise, the game is modest at best. The characters are cel-shaded, and scenery isn’t that striking either. The entire story takes place with in-game animation; CG movies will be admittedly hard to come by, if there are any to speak of. However, we should probably be grateful they took the time to have in-game animations rather than still pictures talking back and forth a la Stella Deus: Gate of Eternity.

As for what is disappointing about the game, it mostly comes in its overall package. While yes, Suikoden Tactics is very recommendable for a strategy RPG, it doesn’t have that extra “oomph” to push it over the edge and make it one of those games you’ll cherish forever. If there were a better story (and to a lesser extent a stronger overall voice cast), the end product would have been better balanced between it and gameplay. Nevertheless, Suikoden Tactics is a refreshing experience for the strategy RPG fan.

Sly 2: Band of Thieves (PS2) Review

Developer: Sucker Punch Productions / Publisher: Sony Computer Entertainment || Overall: 9.2/10

Sly 2: Band of Thieves is the follow-up to Sly Cooper and the Thievius Raccoonus. A major overhaul was made between the two games, and while the basic gameplay has transitioned over from the first game, Sly 2: Band of Thieves is an improvement over its predecessor in nearly every way. What had also made the first so great in terms of atmosphere and overall feel was carried over in almost every way, capturing the unique feeling that is to be expected for a sequel.

The story in Sly 2 follows up two years after Sly had defeated Clockwerk the Owl. After Sly Cooper was able to defeat Clockwerk (he was made of metal parts), his mechanical pieces were stored in a warehouse. That is until the Klaww Gang stole the Clockwerk parts to use for their criminal plans. Because Clockwerk was a super-evil owl that was bent on destroying the Cooper clan, Sly Cooper made it his mission to steal back all the Clockwerk parts as to avoid any kind of reincarnation of his nemesis.

The major gameplay change in transition to Sly 2: Band of Thieves comes in the basic level design; it is all free-roaming and mission-based. The sectioned-off areas from the first game are gone, as all the missions you’ll play are in a large “city” that is unique to the episode you play in. The game itself is segmented into episodes, like the first, and the overall story is presented in a way as if it were a cartoon. Another important change comes in the perfection of the controls — the ailments of gameplay that were present in the first (mostly in association with the special moves) have basically disappeared. Instead of cycling through special abilities to use by pressing the triangle button, you assign the moves to the shoulder and trigger buttons, allowing for better control. Not only that, the L3 and R3 are also utilized – it immensely streamlines the control interface by putting functions you don’t use often to less accessible buttons. The refinement of the control scheme from the original to the sequel is definitely a welcomed change. A new default ability added to the game is crawling under items (like tables and cars), which aids in your sneaking around.

Health is also a major change to the game. As opposed to the one-hit defeat that was prevalent in the first Sly game, you’ll be able to take as many hits as it takes for your health to fully deplete. What this also means is that your enemies will also take more than one hit to be defeated. There is also the complete eradication of any sort of life-gaining system, since there is no concept of “lives.” You’ll just be able to retry over and over again, which definitely does decrease the difficulty of the game. Since coins used to be only used to gain lives, they have taken on an actual purpose for being money in the first place – being able to buy things with them. What you can buy, exactly, are more moves (known as gadgets) to use during the game. Making money becomes an important factor as you’re able to loot guards and actually have an incentive to collect more money.

Sly 2: Band of Thieves doesn’t stop there in its gameplay changes, however. Though the game is named after the main character Sly Cooper, you’re able to take control of Sly’s friends, Bentley and Murray. While most of the game you’ll play with Sly Cooper, Bentley and Murray take active roles in missions made specifically for them. They’re not as “useful” per se as Sly is, but Bentley and Murray have their own fleshed-out set of moves that really signifies them from each other. There are also some missions where all three characters will be out to complete the objective (such as two defending the other while he does something), and it mixes up the variety of missions and how they’re completed. Other pieces of variety added into the game include mini-games which are very similar to retro genres (such as the shooter) and are worked into the game.

While the free-roaming level designs in Sly 2 are very intuitive, some of the advantages to having linear levels are lost. In the first Sly game, the levels were full of action, forcing you to think fast and use timing to get through the levels, but while these elements are still present in Sly 2, they just don’t seem as diverse. But saying that there are absolutely no linear-style stages in Sly 2 would be a farce; there are some worked in to diversify the gameplay. The way the missions are laid out in the game is in a nice format. Typically, you’ll be completing a bunch of missions as you set up the “big heist” that is at the end of the episode you are on. It actually makes you feel like you’re part of the planning process and by completing the big heist at the end of each episode you see what all your previous work came down to, giving a great sense of accomplishment.

Sly 2 also improves in the amount of things to collect. If you remember from the first one, you had to collect 30 bottles for almost every stage – that made about 120+ bottles to collect, in effect making the game a collectathon — but no more! You only have to collect thirty per stage, and it’s completely optional to do, as the clue bottles will help you open safes for special moves you can get through the game fine without. Only if you wanted to complete 100% of the game is it really necessary to collect the bottles.

The graphics are pretty much the same as were used in the first except with a definite polish. Since the whole game is cel-shaded, it really makes everything look good, especially if you like cel-shading. The cel-shading accompanies the animation scenes to create the feeling that you’re playing a cartoon. Most of the sound was also carried over from the first game, except of course the voice acting. Voice acting also received a definite sort of “polish” from the first as well in terms of audio quality, and the actual actors’ acting abilities. The biggest changes that were noticeable to me were Carmelita Fox’s voice and Sly Cooper’s voice. Carmelita Fox’s voice was a big change because, well, she lost her almost stereotypical Latina accent that was used in the first game. Sly Cooper’s voice actor must have had voice acting lessons during the development of the second game because his voice is definitely a lot better than what had been presented in the first.

There really isn’t anything bad about Sly 2: Band of Thieves. It’s a game that you can definitely get your money’s worth out of, especially because you can find it at a budget price now. And while the story isn’t exactly a masterpiece, it definitely keeps you going. Sly 2: Band of Thieves is one of the greatest platforming games to be released, and it really encompasses the evolution of the genre itself.

Dragon Quest VIII: Journey of the Cursed King (PS2) Demo Preview

Developer: Level 5 | Publisher: Square Enix ||

It’s been a while since a Dragon Quest game has come out. The last Dragon Quest (also known as Dragon Warrior) game to come out was Dragon Warrior VII in 2000 for the original PlayStation. Needless to say, the old Enix canon franchise now sees its latest incarnation under the guise of Square Enix and developer Level 5. Level 5 has already built up a reputation with Sony’s Dark Cloud series, one that I am very fond of, and the same cel-shading style used in Dark Cloud 2 shows through in Dragon Quest VIII.

I had the opportunity to actually play the demo for Dragon Quest VIII because GameCrazy gave me a copy of the demo disc when I finally got one of their cards to get discounts on used games. So, naturally, I decided to play it. I hadn’t had the pleasure of playing any of the previous games in the series, so I started Dragon Quest VIII with a clean slate. I was an avid fan of the Dragon Ball Z series back when it was in its popularity spike in America, so I noticed the art style of Akira Toriyama right off. Coupled with the cel-shaded look of the whole game, it gave a very anime-esque feel to the game that is very similar to Toriyama’s previous works in animation. The environments don’t fare as well from what is shown. Even though it is a demo, the areas available weren’t very impressive or breathtaking to say the least; rather, the environments in the demo were more or less just trying to accomplish what they were trying to do and little more. The areas available were an open field, a cave, and a town.

Like what was mentioned earlier, the field and the cave aren’t all that spectacular. The field had some nice colors with trees and hills, so the features of the field weren’t all that boring. The cave also had some nice colors in certain parts, but most of it was just brown. The town was also colorful, but it just felt like it didn’t have anything special to it. Of course, being a demo, it doesn’t usually reflect on how well the game will look in all instances, and I expect that Level 5 has made some nice-looking areas, and of course, to some extent, utilized the help of Akira Toriyama in that regard. The sound is nothing less than what you should expect from a Square Enix game; simply, it’s a nice fantasy-oriented orchestrated soundtrack. The limited amount of voice acting present was only available during the very important parts of the story mode. The voice acting isn’t half bad either. It should also be said that the automatic stand-out for best voice in the game is the character of Yangus, who sounds like some guy that would be in The Getaway. The main character doesn’t talk, though.

As far as gameplay goes, Dragon Quest VIII is pretty much a run-of-the-mill RPG. There’s not a lot shown in the demo to distinguish it too much from regular RPG gameplay, but there are a couple of unique things to it that go toward making it more than just normal. There are random battles — this is nothing really surprising. But what is different is that there are also extra enemies on the map that you have a choice of fighting on the map as well. Sometimes you can be forced to fight the enemies that appear on the field. So, they could be guarding a treasure or present an extra battle challenge. Battles are also fast-paced and you can get through them relatively fast if need be. What helps this is the use of tactics that you can assign to your other teammates, whether you want them to automate in a certain way or if you want them to follow your orders. So if you had your allies automated (and you can change their tactics mid-battle) you’d only really control the main character and be supported by your allies’ decisions according to the tactics you selected for them.

As for the actual story, it’s a charming adventure they have going. Even though they drop you into the middle of the story (which is probably not even in the real game as it is presented in the demo), it did interest me, and I wanted to find out more about the problem at hand (which was something about a king being transformed into a monster) and who the non-speaking main character really was. The town structure also reminded me of the 16-bit era RPGs; it wasn’t really anything in particular, but there was just something about the way the buildings were laid out, as if we were still in 2D. I also had the same feeling when running around on the field outside of the town. Whether or not the developer tries to keep that feeling through the whole game could be questionable.

The Dragon Quest VIII demo has cemented my decision in definitely getting the full retail version. If you’re able to get your hands on it, take the demo for a spin, as it’ll definitely show off some of the style of Dragon Quest VIII and what’s to be expected from the game. Judging from the demo alone, Dragon Quest VIII is sure to not disappoint.

Sly Cooper And The Thievius Raccoonus (PS2) Review

Developer: Sucker Punch Productions / Publisher: Sony Computer Entertainment || Overall: 8.9/10

Sly Cooper and the Thievius Raccoonus is one of those games that remind me why platformers are so great. The game is relatively simple, and while not perfect, it is definitely an enthralling experience that doesn’t take too much of your time. Since 2002, two more sequels to the original have come out, with Sly 3: Honor Among Thieves just being released last month.

The first thing that strikes you about the game is its completely animated style and presentation. You’ll feel like you’re playing through a cartoon movie spliced into “episodes” featuring a variety of beautiful landscapes and some very cinematic elements during Sly Cooper and the Thievius Raccoonus is one of those games that remind me why platformers are so great. gameplay. As a fan of the classic Looney Tunes cartoons, I enjoyed this style of presentation greatly, as the influence really shows at times. But don’t let the game’s cel-shaded appearance dupe you; there is a spectacular platforming engine that drives Sly Cooper and the Thievius Raccoonus.

What could be called more of an “introduction” to the character of Sly Cooper and how he learns his amazing thievery skills is a very involving game on its own. The five different episodes of the game create the feeling, as mentioned before, that you’re playing through a cartoon series/movie hybrid of sorts. Each of the five different episodes will take you through its own unique areas with its different challenges, as should be expected in a game like this. As you acquire more skills through the levels, you’ll increasingly be expected to know how to use the skills masterfully and in conjunction with each other. When you get to the later levels of the game, you’ll have to get your timing perfect and know exactly what you’re about to do to complete the task.

There being only one mode, story mode, you’re plunged right in the middle of a robbery, introducing you to the main characters and the basic mechanics of gameplay. Sly Cooper’s cohorts Murray the hippo (the driver) and Bentley the turtle (the brain) back up Sly when he needs help. Carmelita Fox, the hot Latino fox character, will appear from time to time and chase Sly and attempt to capture him. All the characters, including the bosses, are well voice-acted for, though Sly Cooper’s voice could have been a little bit more unique when it comes to personality in regular speech. With all the platforming fun you’ll be having, it’ll be easy to overlook it.

Gameplay is very much a strong point of the game. I’d call it pretty much a perfect platformer if it weren’t for a couple of things. The first and foremost is the way in which special abilities are used. Instead of having one of the R or L buttons assigned to a special ability, the triangle button becomes the designator of the special ability button. This wouldn’t be so much of a problem if it wasn’t for the fact that there are a couple of abilities that require you to hold the triangle button to use, and to take advantage of it also press another one of the face buttons. Of course, you can use two fingers instead of your thumb to remedy the problem, but it doesn’t feel as natural and rightly so. It seemed like the trigger buttons were wasted, with the L1 and R1 bringing up your “Binoc-u-cam” (which are binoculars) and the L2 and R2 are used to shuffle through the abilities. With a little bit of better planning, the buttons could have been utilized in a better and more natural way, or the abilities becoming user-assigned. The other smaller problem is the camera. Sometimes you aren’t able to move the camera in a way that will really help you out, making you resort to your Binoc-u-cam to look for something (which allows for free look). More than a couple of times the camera actually got caught behind a wall or something and couldn’t follow Sly Cooper around anymore.

Sly Cooper is also a collectathon. You’ll be collecting as many coins as you can, smashing things open and going out of your way to obtain “clues” that lead to gaining new abilities. Sometimes it’s easy to miss the vital “clues” because they could be hidden. Even though there is something you can obtain for each world (which are Blueprints of the area you’re in) which unveil the location of coins and clues when looking through your Binoc-u-cam, it could be a pain when you’re looking for the clues that you need to get the Blueprints, which makes it sort of a Catch 22. Saving and loading throughout the game are so well masked that you practically don’t know it’s going on. After each level or new ability gained, the game will save but won’t stop the game asking for your permission to do it. You’ll go right on not even being asked to do anything and it happens in the background. This is the first game that I’ve seen that doesn’t have a dialog screen up when saving. Loading is also seamless and is barely noticeable as you move between areas. There aren’t even any loading screens to speak of. The loading and saving aspects of the game should be praised and become more widely used if possible.

As said before, the voice acting is quite good. On top of that, the regular sound effects are excellent and satisfying. The graphics and presentation style also push the title to near visual perfection, as most cel-shaded games are. The graphics really couldn’t be made much better for the Playstation 2’s hardware. The movies and “briefing” scenes are also all animated, never taking you out of the experience of feeling like being in a cartoon.

While almost obviously appealing to the younger crowd, Sly Cooper and the Thievius Raccoonus is definitely something a gamer of any age can enjoy. Since it is a pretty aged title, you can probably pick it up for a few dollars used or get it new at the Greatest Hits price or even lower. If you’re in for a relatively short, fun game, Sly Cooper 1 would be a wise decision.

Zone Of The Enders: The 2nd Runner (PS2) Review

Developer/Publisher: Konami || Overall: 9.5/10

Zone of the Enders: The 2nd Runner is the sequel to 2001’s Zone of the Enders. Fans of the original should consider it practice, since ZOE 2 is where the real challenge starts. ZOE 2 has reached new heights of diversity in gameplay compared to the original, and everything (and I mean everything) about the original battle system has been improved. The visuals have also taken a completely different course into the anime/cel shading direction. If there’s one thing to be sure about, almost any fan of the first Zone of the Enders will enjoy its sequel.

If you felt like me when playing the first ZOE, we were kind of left in the dark as to who the enemies really were and what their intents were. Thankfully, a “Previous Story” movie is included on the main menu screen which gives a recap of the whole first game and explains the different plot holes that were left to question. We learn that an evil “army” named BAHRAM, bent on creating all-around destruction, went to the colony where the first game’s hero, Leo, lived to retrieve an orbital frame (which are what the mechs that are in the game are called) named Jehuty. Jehuty would be used to activate a weapon of mass destruction named Aumaan. At the end of the first game, we were given a non-elaborative statement about what Jehuty’s “final” mission would be, which was to go to Mars and self-destruct in Aumaan. So, we were left to wonder what would actually happen to the characters we saw through the first game, as well as what would happen to Jehuty and its AI named ADA.

Many years after the events that happened in Zone of the Enders, the story picks up with a character named Dingo on a Metatron mining mission on one of Jupiter’s moons. Metatron, being the precious energy substance of the future, was very highly valued. While on the mining mission, Dingo finds Jehuty hidden away in a large box on the moon. Unfortunately for Dingo, BAHRAM did as well. Dingo hops into Jehuty and proceeds with kicking the bejeezus out of all the units sent after him. ZOE 2 is a very straightforward game, and progresses more or less like a regular action game. The “world traveling” parts that were present in the first game have been done away with and replaced with cinematic sequences filled with story. But while ZOE 2 loses the “freedom” aspect, it definitely makes up in keeping the challenges diverse.

The primary objective of beating up an endless amount of ambiguously named enemies has been done away with in the transition to the sequel, but there are still plenty of enemies to slaughter. Raptors, Cyclops and Mummies make their way back into the game, but not without friends and some new characteristics. Raptors, while more or less the same as in the first game, are the most common unit you’ll be seeing. The Raptor AI has been immensely improved, and actually poses a challenge at certain times. The Cyclops, which was just a hard-punching version of the Raptor with no long-range attack, has now become a formidable opponent as well. Using some sort of distortion blast for long-range attacks as well as getting an AI upgrade makes the Cyclops not-so generic of an enemy anymore. The Mummy has also had an AI boost, but besides having the usual couple of sub-weapons to use against you, when defeated can sometimes revert into a Raptor and continue fighting. Other enemies making their first appearance in the game are orbital frames such as Spyders (basically mini walking tanks), Leonardo, Mosquitoes, among others. Just about as often as you’ll be fighting against “regular enemies,” you’ll be fighting boss-like enemies. There are so many different boss battles (not to mention they can take a while) included in the game, and they really diversifies the experience as you play. Each boss is extremely unique in how to beat them, almost reminiscent of the way a Metal Gear Solid game treats its bosses.

Nearly all of the sub-weapons from the first game also made the transfer as well as a couple new sub-weapons. Absent sub-weapons that were featured include the Javelin and Bounder, but the Javelin can be seen being used by a Raptor sometimes. New sub-weapons include the Vector Cannon and the ability Zero Shift. The Vector Cannon is a huge cannon that has so much energy it can blow the crap out of battleships many times bigger than Jehuty, but to use it Jehuty’s feet must be on a firm ground. Zero Shift is the ability to travel from one point to another with almost no time spent between traveling. If you can’t grasp the concept, just think of it as teleporting. The new sub-weapons, as well as enhancements to the pre-existing ones, add another layer of gameplay as you’ll have to use sub-weapons intelligently through the game. Many of the sub-weapons now rely on a pressure-sensitive button command, unlike the original ZOE, allowing for more control over your sub-weapons.

While the gameplay experience being extremely revamped is a very important part of what makes ZOE 2 great, the visual aspects also take a very big part. ZOE 2 is easily one of the most visually impressive console games to come out of this generation, let alone for the Playstation 2. The detail used in mech design, environment, and the use of cel shading to give the game an anime feel along with anime cutscenes really gives it a distinct art style. It’s not 100% cel shaded though, it still uses the “realistic” style seen in most games for a majority of what is seen, but the cel shading amplifies the visuals immensely. Music is also very good and fits in exactly as it should be, and even the J-popish theme song the game has fits in. I may not understand the words in the song, but I still feel the emotion they convey…sniff.

While the game only took me eight hours to beat on normal, it is an amazing eight hours at that. After you beat the game, there is a New Game+ sort of thing that allows you to play through the game again with a different version of Jehuty (whether or not you have certain abilities dictates the version, as well as the look). A Versus Mode is included, allowing you to play against a friend or computer using mechs from the game, but until you beat the game once you won’t be able to play with anything but Jehuty. What will take the largest amount of time, though, are the Extra Missions. Throughout the game, you collect items called Ex Missions that allow you to attempt specific challenges, whether they are survival, objective, etc. What it comes down to, is extending the length of the title quite a bit past the ten hours or so you might spend on the single player mode after one go. Also worth mentioning is that there is a level that is basically one huge, epic battle fighting against literally hundreds of orbital frames while being assisted by only a few allies. Needless to say, it’s definitely a weird kind of adrenaline rush to take part in it.

Zone of the Enders: The 2nd Runner is a game that makes me clamor for more ZOE-action. Packed full of high-paced mech action has always been its most appealing aspect, but the story is also another factor in its appeal. ZOE 2 is one of the best games for the Playstation 2, but is unfortunately fairly rare nowadays. If you see the game and it interests you, my advice would be to buy it, you won’t be disappointed. Here’s hoping for a Zone of the Enders 3.

Incredible Hulk: Ultimate Destruction, The (PS2) Review

Developer: Radical Games / Publisher: Sierra || Overall: 8.7/10

It’s open to question whether The Incredible Hulk has ever gotten a game worthy of his comic book heritage — that is until VU Games released The Incredible Hulk: Ultimate Destruction! And what a game it is. Set in a GTA-style “free roam” world, you are the Hulk and the city is yours to destroy as you please. Filled with enough variety to keep anyone who enjoys the game busy for a while, you’ll encounter experiences that really can not otherwise be had if it weren’t for the fact you are The Hulk.

As one of the few games released based on a comic book character that is not based on a movie, Ultimate Destruction is the best comic book character game I’ve played since Spider-Man for the PlayStation. At The Hulk’s disposal are a myriad of attacks and abilities that will take a lot of practice to master being able to use all of them effectively. As you progress farther and farther the action gets more and more intense as the enemies become harder, faster, and larger forcing you to learn how to use the abilities strategically. The battle system is chock full of so many abilities that you get a feeling of freedom as you control the Hulk. You can do anything from a simple punch to creating a force shockwave in the ground, to swinging a tank around and around, launching it at a foe. Once you reach Critical Mass (the state which The Hulk is at his strongest), all of his attacks become more powerful, as well as having the ability to use special attacks that create huge amounts of damage. After each chapter of the story missions you complete, more abilities will be available for you to buy.

There are a few types of collectibles that are important to say the least. Green orbs (that can come in different sizes) add health to Hulk’s gauge, and is also required to add energy to the Critical Mass gauge as well. At certain points you’ll be able to increase your gauges and increase your power. Yellow orbs give you a certain amount of “Smash Points.” Smash Points are used to buy new moves for Hulk to use, and other than acquiring the yellow orbs, you get them basically by smashing or destroying anything. While very easy to obtain, you’ll need a lot of Smash Points to buy new moves. Green “C”s representing comic books are also floating around. These “comic books” give you extra things such as unlockables in the extras gallery (like enemy renders, Hulk renders, making of movies, etc.), cheats, and Smash Points. There are also green question marks that give you hints about the game play and things you can do. Supposedly if you collect all the hint question marks, something good happens, so it entices you to look around for the hints or at least get them when you see them.

Most of the enemies you’ll encounter are military units from the United States Army. You’ll encounter no mercy as they send tanks, harrier jets, helicopters, rocket launchers, infantry, and developed-just-to-kill-The-Hulk Hulkbusters. The Hulkbusters are simply just mechs, and as you progress through the story missions they will become more and more of a nuisance as they get stronger, faster, bigger, and team up on you. But if you’re good at the game, you’re usually not going to have too much trouble with them. The only times they REALLY get challenging is when you fight a huge robot in a boss battle, which happens quite often. One of the shining aspects of the game is that the boss battles take a long time, not being all too boring at all since they really challenge your skills and are very fast-paced nature.

In addition to the linear story missions, there are “challenges” that put The Hulk into unique situations to have fun in. Some of the challenges include seeing how fast you can get through a predetermined path, kicking field goals with a car, and quite a few that have you destroy as many enemies as possible in a limited amount of time. You’re also able to revisit the challenges (once you complete them the first time after finding them on the map) from the menu screen, which allows you to see the whole list of all the challenges and the records that you hold in each. This feature makes it seem like it’d almost be fun to play with a friend because the challenges are so different and require different skills, and when it comes down to it, they’re really just mini-games.

What is great about the game as a whole is that nearly everything can be interacted with including being picked up and thrown, and weaponized. Weaponization allows you to create weapons out of the things around you, and in conjunction with your other abilities, you can use them to defeat your enemies. For example, you can create “steel fists” out of small cars, “shields” out of larger trucks (that can double as a skateboard-type thing), and huge bowling balls. You can also catch, punch-back, and use missiles to destroy enemies.

The story itself follows Eric Banner in his pursuit of creating a machine that will allow him to be cured of The Hulk before he loses all his sanity. Throughout the adventure, you’ll encounter your arch-nemesis of sorts, called The Abomination, who is basically another Hulk-type mutant of a man named Emil Blonsky. His roots and intentions are explained well, and you’ll be seeing him quite a few times throughout.

Not saying that the game is perfect, there are problems with it that I’d like to point out. While most is nearly flawless in its execution, the biggest problem is the loading. Before each mission/challenge you undertake you’ll have to sit there waiting for the loading to finish, which is obvious, but this wouldn’t have been something to complain about if it wasn’t for the fact that the loading takes a long time, and if you retry a mission/challenge it has to load everything again. Another problem was that I felt the city didn’t look as diverse as it should have been. There aren’t many special landmarks or easily identifiable buildings which would usually be characteristic of a true city.

Any reservations I had about the game when I played the demo have all been forgotten, and I’m glad to have experienced The Incredible Hulk: Ultimate Destruction in all its astonishing fun. Just by being able to do things like throw a bus at a helicopter floating above a building, The Incredible Hulk: Ultimate Destruction is definitely the ultimate Hulk game. The world of Ultimate Destruction is yours to rampage through, and it’s pretty incredible.

.hack//Mutation (PS2) Review

Developer: CyberConnect 2 Corp / Publisher: Bandai Games || Overall: 8.5/10

As the second part of a four part series, .hack//Mutation continues the story of the .hack//Infection before it. Quite simply, .hack//Mutation is a continuation of the story and little more. In terms of game play, .hack//Mutation is the same game as .hack//Infection. While the length of the game isn’t as long as it feels like it should be, .hack//Mutation is really just the part of the story that adds more mysterious aspects to the world of .hack. If you haven’t played .hack//Infection, .hack//Mutation might not be for you, as you’re not going to understand 90% of the story elements even though there’s a little summary at the beginning of the game. One of the cooler features .hack//Mutation has is the ability to transfer over your game save from the first game so that you are basically playing with the same characters, items, weapons, and levels you acquired during the first game. If you didn’t play the first game, it’ll definitely be harder for you to complete the second game without those much-needed levels. With that said, it is a recommendation of mine to have played through .hack//Infection before playing through .hack//Mutation.

The foreground of the .hack games is quite simply the story. With a very intriguing story that was introduced with .hack//Infection, .hack//Mutation just adds more on to the story, giving you more questions to be answered by the end of the game. .hack//Mutation is more like a second introductory game, to get you even more introduced in the game and immersed deeper into the elements of the woodwork that is the .hack series.

For those who do not know anything about the game series itself, .hack is a game divided up into four parts. Each game in the series is quite literally the same game, except with a different leg of the story to experience. The series takes place in a game-within-a-game world of an MMORPG called The World. With an interesting computer-desktop-like user interface outside of the regular game (complete with parts such as email, news, and forums), you will feel like you are playing as the person playing the game. The feeling itself is definitely unique to any other game. Events that take place within The World have an effect on the “real” world throughout the story of the person you are playing and vice versa. Needless to say, it is very involving, and without ruining the story of the first game, it’s hard to explain how it has evolved in the second. What can be said about the second game in regards to whether it keeps up this unique feeling well, the answer would be yes, and as mentioned before, it adds to the mystery that is to be solved created in .hack//Infection.

Unfortunately for the series itself, it has aged quite a bit in terms of game play mechanics. I constantly compare the game’s action elements to superior games, like God of War and Dark Cloud 2, which are far better executed and obviously more fun to play. While the game play mechanics aren’t totally unbearable to play with, I do find myself wishing the game had done better in the department to enjoy it more. My main inhibitions about the game play is how you can attack, having to be next to an enemy before you can use your regular melee attack as well as not being able to have a “shortcut” of sorts to use a particular kind of special skill. However, what really saves the game from the less-than-spectacular game play mechanics is the story, which I cannot praise enough, as it really has me hooked.

Continuing the quality of .hack//Infection, the voice-overs are on the same level. All the voice actors from the first game are back in the second game, which is of course mandatory for this kind of game. Of course, this also includes the annoying voices for characters that make their appearances through the game that made their debut in the first one. Luckily, you can choose which characters accompany you in your travels through the game, so it’s not that big of a deal. Also carried over is the option to have Japanese or English voice-overs. The music is also relatively the same stuff as was heard in the first game, with a couple of new tracks added for the new areas you visit in the second part. The graphics have all been carried over from the last game, and there aren’t many improvements to the game in that department. Though there are new kinds of areas you can visit, which all look pretty nice, it’s basically what is to be expected of the Playstation 2. The movies they include in the game look very nice, but there aren’t too many to really be seen, as much of the story in the second part is delivered through in-game sequences.

Like the first game, .hack//Mutation’s battles take place in real time in full 3D. During the fights, you can request of your allies to do certain things by telling them to do anything from a general command to using a certain skill on which enemy. Data Drain has also, quite obviously, been carried over from the first game. The Data Drain ability, while being an important story element, is another one of the unique parts of the .hack series. The Data Drain helps tremendously against enemies that are hard to beat, as well as helping to get rare items you need/help you out as you progress through the game. But using the Data Drain too much can do irreparable damage to your character, anywhere from decreasing exp gained, casting a status effect, or even killing your character completely since it is, in effect, a hack, helping spread the virus that has infected The World. Town interaction still takes an important part of the game, as you can trade for weapons and items you need, and it’s almost a must so you can attain better weapons for you and your allies.

The weak point about .hack//Mutation is the length of game play. Not being quite as long as the first part, it took me maybe 10 or 15 hours at most to get through, while the first was closer to 30. But it’s nothing to really get sad about, since after this one there are two more “full” games to play through. Though, it is a sign that you are halfway through with the story and to the explanation of all the happenings. Also included is another episode of .hack//Liminality that may or may not have connections with the actual game as you play more of it. It gives another aspect of what’s happening with the story outside of the game world you play in all the time, which is also something that is unique.

Quite frankly, .hack//Mutation is the same game that .hack//Infection was, and little more. The story progresses to greater heights, forcing you to further delve into the world the series has created, but really nothing noticeable has come about to make the game play experience much better than has been created with .hack//Infection. And from the looks of it, the other two games in the series may share this same characteristic with .hack//Mutation.

Incredible Hulk: Ultimate Destruction, The (PS2) Demo Preview

At Comic-Con this year, I was extremely lucky to come by a demo disc from Activision for The Incredible Hulk: Ultimate Destruction. This yet-to-be-released title is a somewhat new way to play with The Hulk, but from playing the demo it seems all you do is blow stuff up, throw things around and collect little coins in the same enraged manner one would normally expect from The Hulk. It’s really not that exciting otherwise.

The Incredible Hulk: Ultimate Destruction is another one of the free-form, wide-open cities that you can run around in and destroy, similar to Activision’s own Spiderman 2, except here you have to collect things to increase your “Smash Points” in a limited amount of time. Since this is a demo, the time limit may not be a part of the final game, since demos in general are usually limited. Regardless, the game is very simple. You collect some stuff, you throw around some cars, you smash gas stations and buses, blowing stuff up with your mighty combos/special attacks, and climb up buildings while ruining the foundation and a couple of windows.

The game does have the potential of becoming fast-paced in your spree of destruction, as your “Threat” level increases more and more enemies come to subdue you. Forces that try to stop you include police, police cars, a trigger-happy helicopter that has no reservations about launching a few missiles in the middle of a city, and a large mechanized robot that seemingly comes out of nowhere. All of this is fun and delightful, but each enemy is relatively easy to defeat. I’m guessing that there are going to be some sort of bosses integrated into the full version for more complex, pulverizing fun by the looks of that randomly tossed-in mechanized robot.

The graphics presented in the Playstation 2 demo are quite stale. While they’re not necessarily PSOne quality, they do give that feeling, and the Playstation 2 could definitely do better (and I hope it looks even better on the other consoles). The sound seems okay, probably because there are explosions every other second, creating the “ultimate destruction” feeling, even if the frame-rate drops when a few happen at once. I basically didn’t notice any music since it was drowned out by so much “ultimate destruction.”

From what is presented in this demo, it seems like The Incredible Hulk: Ultimate Destruction won’t be much better than a possible rental, and not really something that should be paid fifty, forty or even thirty dollars for. While the Teen rating attached suggests that it could be more entertaining for the younger crowd who just like to push buttons and play as a super hero, older gamers should probably look elsewhere.

Mobile Suit Gundam: Gundam vs. Zeta Gundam (PS2) Review

Developer/Publisher: Bandai Games || Overall: 7.2/10

Gundam video games have the potential of being some of the most fun around. This is simply due to the fact that the games feature giant robots with big guns blowing the crap out of each other and their surroundings. I sort of feel sorry for those who do not find this type of stuff entertaining, because if you haven’t guessed already, I love these types of games. The Front Mission and Zone of the Enders series are two of my favorites and there’s definitely room for more of these type of games for me to love. However, Mobile Suit Gundam: Gundam vs. Zeta Gundam lacks many things needed in vital areas thus making it not as fun as it could’ve been, but its still fun nonetheless. Gundam vs. Zeta Gundam features over fifty mobile suits to pilot, thirty-one of which are completely new.

Gundam Vs. Zeta Gundam mirrors the anime series of the same name. While the plot of the anime is the basis of the whole game (in terms of characters, mobile suits, and situations), the actual story is not represented well at all. Most of the story is delivered through objective summaries, character sound effects, and events during gameplay. Scenes from the anime or even a simple voiceover could’ve worked wonders and made things make more sense, but they aren’t featured anywhere in the game. Of course, someone who is a follower of the series will understand everything that is happening and as a consequence for those who have not seen the anime, like me, I have a feeling that I could’ve enjoyed the game more if I even knew what the heck was going on. After a little bit of research, though, I found that the Mobile Suit Gundam: Gundam vs. Zeta Gundam anime takes place after the original Mobile Suit Gundam (which represented the One Year War), which I did watch semi-frequently. Lending some knowledge I had from watching the original anime, I understood a little bit more about the things that were happening in the storyline of the game, since it took place in the same universe. Mobile Suit: Gundam Vs. Zeta Gundam features a few of the characters from the original series in addition to new ones. Assuming that the whole Gundam Vs. Zeta Gundam anime series is represented in it, someone that is a fan of the series will definitely enjoy the game, reliving and fully interacting with the experiences. It just won’t come off as well to someone who doesn’t know much about it.

A major strong point of the title is that it is not short at all. Even just restricted to the single-player modes, you will be playing for a long time. The main modes, being Arcade and Universal Century Mode, will take the majority of the time you spend on the game and while there are multiplayer features, none are online. In Arcade mode, you basically pick which mobile suits you want to use for Ground and Space and then off you go. You chose the difficulty level and everything, and once you get through it, you want to have as many points as you can so you can get on the high score board.

Universal Century Mode is where the real game begins. The mode chronicles the series from the demise of the Earth Federation in which rival factions clash for control of Earth and its space colonies. Being a stricter adaptation of the anime than Arcade mode is, you’ll play as the “influential” pilots that had made their way in the series, and learn little parts of their story, such as why and how they joined the faction they’re a part of. You will play all sides of the battle from different perspectives of the respective pilots; however, the different “perspectives” aren’t very apparent except for the character voices being played and which side you are on in the conflict. So, you’ll end up being able to play as many different pilots for one faction as you follow their independent (but sparse) story. If you don’t pay attention to this story element, it will seem like you’re playing the same battles continuously over and over, since many pilots participate in the same particular battles (albeit, like the anime, probably). On top of that, there are three factions you can chose from (the AEUG, Titans or Axis), each having their own repertoire of different pilots, so you’ll be able to, as mentioned before, play on all sides of each conflict. The game is truly loaded with gameplay, and may seem a little daunting to get through all of the missions. However, the immense amount of playability comes mostly due to playing the same levels over and over with different pilots and under different storyline-circumstances, and it can get very repetitive. The way the mode works is by following events on a timeline, as you follow the pilot’s sequence of events. Sometimes, though, when a character is technically supposed to die in the anime, you can change their fate by not dying during the mission they were supposed to die in. This results in a splintering of the main timeline for that character, and shows what would have happened had they survived. Sometimes when a character lives instead of dies, it can splinter off an alternate path for another pilot as well. While this concept is interesting, it really doesn’t accomplish much except attaining more chances to replay the same battles again except this time with another partner who does nothing differently and does nothing in a unique way that would make it seem like it was worth having the person survive. To top it all off, when you complete a certain pilot’s storyline, the ending sequence says what happens to the character, but says something to the effect of “there could have been other choices, play through the character’s timeline again!” I don’t think anyone will be that obsessed with the title to replay every level in a person’s timeline due to the extreme repetitiveness of battles. Gundam vs. Zeta Gundam’s gameplay can be fun, but only in short strides.

While the controls don’t feel as natural as they should, they can get the job done once you get used to them. However, when in a space battle, which is by far the most frustrating part of the game, the controls become very difficult to use due to some funky moving issues that don’t allow you to move as well as you should in a full 3D arena. Granted, the machines that are flying through space are supposed to be clunky because of their nature, and mobile suit pilots in the animes have trouble commandeering their robots quite frequently, it ends up being more of a frustrating control issue than any sort of homage to the anime. Also, maybe it’s supposed to be gravity or something, but it is really hard to simply move around in space. Having no way to control the camera does not help the cause either. Sometimes when you’re doing nothing, you will slide away to a point away from where you were, drawing farther away from where you were, forcing you to almost struggle to boost away from where you were sliding so you can re-enter the battle. The biggest downside to the whole fighting system is how you’re not allowed to hurt your enemy unless the target on them is red. They will usually turn to yellow after hitting them a certain amount of times. If you try to attack them while the target is yellow, your attacks will very unrealistically (and stupidly, I might add) go right through them; whether it was a rocket or a freakin’ beam sword. This will force you to hold back on your attacks until the target is red again, stopping any chances of relentless combinations and attacks on a particular enemy – a far cry from the sword-slicing-in-half action I’m accustomed to seeing in a Gundam anime. What Universal Century Mode ultimately comes down to is a lot of play time, and that is definitely the game’s main strong point, especially if you enjoy the gameplay or playing with different mobile suits. Containing over 200 missions isn’t too shabby either, even if many of them are repeats. The structure of the game is based on battles rather than being adventure oriented; they basically give you an arena to fight in and send mobile suits to kill you or be killed by you.

The Gallery mode in the game persuades the player to play through it and all its different modes to unlock gallery items, allowing you to learn more about the mobile suits that can be played, as well as viewing illustrations, hearing character speech, and looking at all the different parts of the game. The information about the Mobile Suits in the Gallery mode really should have been put into the main part of the game so you would better understanding of them before you chose them, but at least it exists in some way, even if you do have to unlock it first. The mobile suits are more or less unique in what they do, and each has a relatively unique experience while piloting them. Different combinations of weaponry, speed, strength, armor, and special abilities (if available) can influence one to try out each mobile suit and find one you like the most.

The sound is pretty good. The music, character speech, and sound effects are all ripped straight from the anime. The use of the old sounds from the show gives Gundam vs. Zeta Gundam a cool feeling, making it feel more like the anime. However, a main problem with the game is how the sound effects and background music totally overcome the limited amount of character speech that is used during missions, often making it inaudible, even when you turn down the sound effects and background music to a level you still want to be able to hear them at. Regardless, the character speech really should have been integrated better, because it’s also hard to understand what they even say sometimes. The graphics are pretty good for a PlayStation 2 game, definitely being at the level that most games at this point in the life of the PlayStation 2 should look like. Attention to detail is really what makes the mobile suits look cool.

While Mobile Suit Gundam: Gundam vs. Zeta Gundam can be a quite enjoyable game to play in short bursts, it really cannot be played for hours on end because of the repetitiveness of its mission structure. Although, if you like the anime series or the other Mobile Suit Gundam games, this game will definitely be right up your alley. If you’re not in the Gundam vs. Zeta Gundam anime crowd, unfortunately it may not garner the interest needed to really enjoy the game.