May 16, 2005

davepoobond: sorry for all the non-updating.  I’ve been really busy.  If you’re going to E3, be sure to be on the lookout for me, since I will be attending the famed event for the first time ever.  I’m really psyched about it, and its pretty much my dream as a video gamer to be able to go to an event like this, especially with all the next-gen video game consoles coming out!  Just to tide you guys over, I did update a lot of stuff in the jokes section I’ve gotten as submissions (not everything I’ve gotten though), so it should also stop duplicate submissions coming down the line, hopefully…

JokesBlonde Jokes, Quicky Jokes, Knock Knock Jokes, Racist Jokes

Stronghold 2 (PC) Review

Developer: Firefly Studios / Publisher: 2K Games || Overall: 6.0/10

Nowadays, it’s debatably hard to find a real time strategy (RTS) game that can compare to the classics. Games like StarCraft, Age of Empires II, the Command & Conquer series, and the Krush Kill n’ Destroy series (one of my personal favorites) really set the standard for me to judge other games in the genre against. Firefly Studios’ Stronghold 2 pales in comparison to the aforementioned, outright. While Stronghold 2 does have some interesting aspects to it, they are not executed as greatly as they could have been. While it can create a minute interest for the long-time RTS PC gamer, Stronghold 2 falls devastatingly short of being what it strives to be: a good RTS game.

The biggest thing about any RTS game is the actual strategy you use to thwart your enemies. There are two ways to play, either militaristically or economically. If you chose the military route, your castle will concentrate more on creating units to fight against your enemies. While you still have to keep your economy up, the main point of it is to fight. If you chose the economical route, you’re in for a more or less long game. You’ll focus on making your castle a bustling center of economic activity, creating enough food to feed your people with, as well as gathering resources to build up an army to attack or defend against invaders.

The kind of style you pick will affect the kind of game you play, whether it is in Campaign or Free Build. Campaign will take you through objectified missions where you will complete a mission given to you by your superior. How you get to that point is up to you, but the purpose of it is to get to that point. Unlike most RTS games, once you complete a mission, the next mission you undertake will use the same map and base you had just built, still being able to use what was created. During campaigns, you will always be able to see the whole map screen, being able to keep an eye on neighboring estates and castles. In the Free Build mode, you’re able to just create your castle and watch it bloom. Or you can undertake the task of going head-to-head with a computer player. There is also a Multiplayer mode and the ability to play user-created maps made by the in-game map editor.

Castle towns in Stronghold 2 revolve around three important buildings: the Stockpile, the Granary, and the Lord’s Kitchen. The Stockpile holds all the materials your peasants gather from the surrounding environment, and bring it into the storehouse until it is used. There are many types of resources that can be gathered, such as wood, pitch, stone, iron, etc. The most vital resources you will use (mainly to build buildings and castle parts) will be wood and stone. Other resources are used to create weaponry or other different objects. The Granary stores all the food that your peasants will harvest, including apples, meat, dairy, and wheat. Your granary can hold an infinite amount of food, and will also control how much food you distribute to your people. The Lord’s Kitchen is the storage house for the finer foods of back in the day, such as pigs, eel, geese, wine/grapes, and vegetables. Using the Lord’s Kitchen, you can hold feasts in your name, thus increasing your honor. To gather all the different types of resources, you have to build different buildings to which your peasants will automatically go work in as soon as you build them. Whenever you run out of jobless peasants, you can build more housing space (called a Hovel) for more people to live in and wait for new jobs to be undertaken.

How well your town does depends on the two important factors of Popularity and Honor. Popularity is basically how much your peasants like you, and if there are any displeasing or pleasing things happening in the way you’re keeping your town going, it will be shown. To achieve more popularity, you can do things like increase rations or not tax. The maximum amount of popularity you can have is 100, so if you’re at 100 and there’s no loss of popularity, it’d be to your benefit to reduce rations to normal, so that a larger stockpile can be gathered in your Granary. Things that can damage your popularity, making people leave in eventuality, would be if you taxed them (more tax will have more popularity loss) or left piles of “gong” around without having someone clean them up. Another aspect is “honor” in which you gain a certain amount of to use mostly for military needs, and to “buy” more plots of land from your king to use for yourself and expand your ventures. A very good way to increase your honor is to hold feasts, using the food held in the Lord’s Kitchen. There are a few other ways to increase your honor, such as attending church, getting married (to a woman, if you’re wondering), holding a jousting tournament and holding medieval dances to name most of them. The “industries” that create particular types of resources may be turned off fairly easily, should the need ever arise, but there is no option to stop just one building from doing what it is doing, resorting to having to destroy the building to stop it.

Laying down this framework, just like every other RTS game, you build a mass of soldiers and spend a good deal of time trying to take over the whole map.

Experienced RTS gamers may find a few very annoying parts to the game, to say the least. Probably the most apparent thing is that you can’t control your peasants at all. They are controlled by the computer at all times, and even if they were being attacked by a wolf, you can’t tell them to run away. There’s also a non-traditional way of seeing how many resources you have. Other than the ever-present information about your Gold, Honor and Popularity, you have to click on your Stockpile to see how much of each resource you have. If that wasn’t enough already, the most important part of an RTS game, combat, is slow. Half of the problem would have been remedied if your units didn’t move equally as slow as well. So if you’ve got a wolf problem or an invading army already attacking a building of yours, chances are a few bad things are going to happen before you have a chance to do anything about them. Also, it will take some memorizing (and frequent reference to the instruction manual) to use all the buildings, as there are a lot of buildings whose names don’t clearly reference to what they actually do. It may be hard to figure out that the Fletcher’s Workshop is for making bows and arrows or the Hop Farm is used to make ale. Unless you just happened by this information in your ventures through education beforehand, it might be kind of hard for you to remember which building does what.

The graphics utilized in the game are not very pleasing overall. While I did enjoy how the environment looked like (mostly because of the trees), I came to the realization that the graphics were not that great, especially when I zoomed in closer to objects I was looking at. In the game there are buildings, humans, and animals, all of which look lackluster unless you zoom in. Though, there are many different views to look at your castle and land in full 3D. The sound is about average quality. The best part about the sound would be the music and sound effects. The voice-overs included in the game are some of the most horrible stuff I’ve ever heard. Everyone in the game sounds like an idiot, to be frank. I hate to hear the stereotypically dumb peasants who like to say “liege” when referring to you, and hear about how “the rations are not good, but they’re not bad and that’s about all there is to say about that.” But, you can learn to live with it if you try to restrain in ever clicking on your peasants to see their status.

The two big complaints I have about this game stop it from attaining a decent score. First is when you start up the game; it takes forever to load. You’ll be sitting there for what seems like ten minutes, wondering why it takes so long to load a menu screen, only to see that it’s been loading a five minute movie, which you have to press escape to not see and go to the menu screen. The other comes with the atrociously low frame rate your game will inevitably have as you build more buildings and create more living space for peasants. The low frame rate makes the game very unpleasing to play, nor is it avoidable, even if you have a computer that far outweighs the minimum (and recommended) requirements of a 2.0Ghz processor, 512mb RAM, and 64mb graphics card. The computer I use actually is the minimum and recommended settings combined, and I still had problems with the long loading and slow frame rates. Though there is an update that increases the version number to v1.1 (currently), these vital issues are not fixed.

I really wanted to like Stronghold 2, but the unfortunate result is a lackluster RTS that will be easily forgotten. If the developer is able to fix the game’s major flaws and tweak the game play (it wouldn’t hurt if the graphics were made just a little bit better) in a possible second sequel, then it would be worth another look, but in its current state, Stronghold 2 is a game any self-respecting RTS gamer should stay away from.

Squackle Guestbook #20668

Saturday 05/14/2005 7:43:20pm
Name: IVAN
Homepage: http://www.expage.com/ivanyellowsnow
E-Mail: ivan@javajunk.cjb.net
I like to YELLOW SNOW!!!!!!!!!
I like Squackle!: Yes
Comments: IVAN IVAN IVAN IVAN IVAAAAAANNNNNN!!!!!!!!
YELLOW SNOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IVAN SMASH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IVANNNNNNNNNNNNNNN!!!!!!!!!!!!!!!!!!!!! 

we are interested in your booming technology. technology to make things go boom. nuclear boom. you know? we from past.

?

Metal Gear Acid (PSP) Review

Developer/Publisher: Konami || Overall: 8.7/10

If you’ve ever thought a Metal Gear game would fail to deliver an amazing experience, shoot yourself now. Metal Gear Ac!d takes a completely different spin on the franchise in what can be best described as a “card-based-strategy-board-game.” Similar to strategy games like Final Fantasy Tactics, the major difference between this game and the rest of the card-based genre is that Ac!d is not an RPG, as cards (and luck of the draw) dictate every part of the game. Metal Gear Ac!d delivers a truly unique experience, while still including all the major elements from the Metal Gear Solid series its fans have come to know it for, including interesting characters, and an entertaining storyline.

Like most people who heard about the game being card-based when it was first announced by Konami, it was left to question whether the game would catch on as the “normal” Solid games did. For me, it was hard to imagine what the game would actually be like, and whether or not the gameplay would measure up to the Solid series. When I finally loaded the game for the first time, I went in with lackluster hope that this game would be as good as the Solid games, but I kept an open mind about it. Recently becoming a fan of the Solid series, and just finishing Metal Gear Solid 3 about a month ago, I was ready to get into another Metal Gear game; Metal Gear Ac!d exceeded my expectations.

Taking place in the future (the year 2016 to be exact), the game starts with an airplane being hijacked. The person or persons behind the hijacking are not known, nor is their intent. The plane is filled with a muscle relaxant called vecuronium bromide that could be fatal if inhaled in excess. To make matters worse, a major presidential candidate named Senator Hach is aboard the airplane. The hijacker demanded only one thing: the prompt delivery of the mysterious project known as “Pythagoras.” This is where you (Solid Snake) enter. The stage has been set, and Snake is sent to a secret base owned by a corporation in the Moloni Republic, located on Lobito Island. It is here that Snake will try to figure out what exactly “Pythagoras” is, as well as uncover the mystery and past events which occurred on Lobito Island, in which Snake plays a big part. About a quarter of the way into the game, you’ll join up with a female agent named Teliko, who will help Snake along the way, and act as a team together. She is also a big part in the story.

The way the story is delivered, Metal Gear Ac!d seems like it shares events from the Solid games, because there are light references to them. For instance: “I’ve been in worse than this before.” All in all, the story is completely different from any other Metal Gear game, and seems like it could be the beginning of a completely new story arc for Snake, but I wouldn’t reject the idea of Ac!d being another part of the main Metal Gear storyline. However, it seems at times like they were trying to make a new Metal Gear story detached from the main timeline, so one has to wonder. Story is either shown as in-game animations or through the usage of drawn stills. While it was initially a let-down there weren’t any traditional CG cutscenes, the artistic style of the stills is fairly appealing as an alternative, and it helps in creating a different approach for Ac!d in storytelling devices when compared to it’s console brethren.

The actual gameplay itself takes a little bit of getting used to, so it’s good that the first couple stages serve as a tutorial; it helps out tremendously in learning the games basic functions. There are four different types of cards you can use through the game: Weapon, Item, Support, and Character. A card can usually be used in two ways: for the special ability grafted into it, or to move. While most cards have this basic option, there will be a few cards that only allow you only one option.

While the basic idea of how to use the cards is easy to get a hang of, they tossed in a bunch of different card characteristics and the vital feature of the game, “Cost.” Cost, as defined by the game, is the amount of time it takes to do a particular action, and is represented on the cards you can play as a big number in the right corner of the card display. Cost directly affects the order your characters and enemies take their turns in, so the more cost you accumulate during your turn, it’ll take longer for you to have your turn again. While Cost is the only aspect of a card I ever really paid attention to, each card has a characteristic called “Interference.” Interference only matters when you equip things to an equipment slot. The Interference of an equipped card can affect cards equipped next to it, such as the power of a weapon and other fairly unimportant things. I never worried myself with Interference, as I hadn’t directly noticed anything different that happened with Interference. It will take a few stages before being able to fully understand how to use the cards efficiently, but once you get used to actually using the cards, your only problem will be in what order the cards are drawn in.

Packed with nearly 200 unique cards, Metal Gear Ac!d offers lots of options for the cards in your deck. When you start out the game, you are able to place 30 cards in your “deck” (which you can compile through the “Intermission” screens between stages of the game), but as the game continues that number will rise higher and higher, allowing for a more customized deck. If you don’t want to deal with manually customizing your deck, you can have the game create the best deck you can have from the cards you currently have.

There are a couple ways to acquire cards through the game. The primary way you’ll achieve cards is by buying them in 3-card Packs from a deck that contains cards that are name after and unique to prior games in the Metal Gear series. Each pack costs a certain amount of points which are achieved after completing a stage. In total, there are four card packs to choose from, but they’re only available to buy after certain points of the game, and each new one costing more per deck than the one before it. You’re told as to when you’re able to buy packs of cards from new card decks because a commercial-like advertisement will pop in after completing a stage/viewing a story scene. You can also gather a few cards by collecting the Packs that are floating around in-game and earning them as a clear bonus.

Using some “special” cards activates a special cut-scene from the game of the deck was based on. For instance, when you use the Cyborg Ninja card, you will see a cutscene from Metal Gear Solid. During the beginning of the game, you will only see characters from the original Metal Gear Solid (the PSOne version). Not until later in the game do you actually see cutscenes from the PlayStation 2 Metal Gear Solid games. It’s impressive that the PSP can replicate the graphics of the PlayStation 2 so well.

The Metal Gear games have always been know for their unique, over-the-top bosses who are usually require doing things that are out of the ordinary to beat. While there wasn’t a whole group of bosses to fight in Ac!d like in the Solid games, Ac!d only had two bosses to really speak of (excluding the final boss), and only one of them actually stands out from regular gameplay, requiring you to do something completely different. To say the least, the amount of bosses worked into the story is not fulfilling, as much of the game is taken up by regular game play. It would have been nice to see more boss stages where they used the aspect of the cards to create a unique situation. This isn’t the only annoyance either. There are instances early in the game where Snake will stop in the middle of his move in order to show some story. This can leave you screwed without any cards to use so that you can move. Fortunately, the occurrence of these situations stop around one third of the way into the game.

As noted above, there are a few cutscenes of characters from the Solid games, as well as a few from the original Metal Gear games on the NES. However graphically, the game isn’t too shabby, especially for a launch game. Ac!d sports graphics that could be best described as “a smoothed out PSOne game.” When one considers the graphics are coming from a handheld, they’re pretty amazing. As I said before, there are no animated cutscenes, so the only movies you’re going to be seeing are the ones from the character cards. I also mentioned that most of the games story scenes are told through in-game animations and still-drawn pictures. I personally liked the still pictures, but they do give off a feeling that the game was rushed to meet the PSP’s launch date, as there isn’t a lot of variety in the pictures you actually see.

The musical score is nothing less than what should be expected in a Metal Gear game; in other words: great. The music accompanies what is taking place on screen, carrying the mood of the game and the specific events that are unfolding, whether they be on Lobito Island or in the airplane. While the music is great, the fact that there are mostly no voice-overs detracts from the experience. As a whole, there is very little actual voice-work at all. The only time you’re going to hear someone talking is during the “commercials” for the new decks that come out, and one word that a boss says before an attack. David Hayter-enthusiasts (the voice actor who plays Snake) might be disappointed at this fact. Once you get used to having no voice-overs in the game, it won’t be that big of a deal, but again, the game feels more rushed because of it.

Metal Gear Ac!d is an excellent extension of the series, and provides an exciting, new way to play the Metal Gear series. The somewhat experimental use of cards in the game can be make it hard for players to get into right off the bat, if you stick with the game, a rewarding experience will develop, as will a new storyline. Metal Gear Solid enthusiasts will definitely enjoy the game, but may find it hard to adapt; it isn’t part of the normal stealth-action genre Metal Gear Solid helped to define. Hardcore fans of the series will find more differences between Solid and Ac!d, but in the end will likely find the game to be worthwhile.

Deadhunt (PC) Review

Developer/Publisher: REL Games || Overall: 8.6/10

Usually when you play a first person shooter (FPS), you play through elaborate levels full of enemies trying to complete a particular objective. However, Deadhunt takes a completely different approach to the FPS genre, in this crazy and all-around hectic game with an arcade flavor. Some may see similarities between Deadhunt and Serious Sam, but what makes Deadhunt great is the fact it challenges your FPS skills with each progressing level in their campaign mode. However, Deadhunt has nothing in it that can be claimed as innovative. For this reason, I see the game as more of a “training platform” for other FPS games, and little more than that, as Deadhunt is a fairly simple FPS, that goes back to the basics, while executing it very well. In Deadhunt, you kill zombies 90% of the time. The hordes of zombies you will encounter carry varying types of weapons and armor, at times making them more difficult to kill, and more dangerous. Other enemies you’ll encounter consist of skeletons and various types of spiders (ranging from big to small), but what you’ll mainly come upon in the game are zombies.

Deadhunt offers a number of game play modes that will keep players entertained for a lengthy amount of time. Tutorial isn’t hard at all, and if you’re completely new to the genre, it’d be a good idea to go through here and learn how to play, as Deadhunt plays exactly like every other FPS you’ve come across except for a few particular things (but we’ll get to that later.). Greed, just like the name implies, will put you into the game shooting zombies to get as many points as you can before you die, but before you die, you have to kill one particular zombie. Survival mode, even though you get to pick what weapons and power-ups you get, is very hard, and you just try to kill as many zombies as you can before you die. Survival is sort of like Greed, except Greed has a little bit of strategy in it. Campaign is the best part of Deadhunt, hands down. With three difficulty levels, Campaign will eat up most of the time you play Deadhunt.

Deadhunt is quite different from most other first-person shooters. Every time you start a new game, you’re assigned one weapon that they chose, and that’s basically it. There’s no changing weapons (except for when you get a “power-up” that changes your weapon for a limited amount of shots) at all. There are also no melee attacks, so if you’re in the middle of reloading and there’s a zombie about to hit you, you’re not going to be able to hit him with the butt of your rifle. However, what “covers the bases” when it comes to these facts is that you have an unlimited amount of ammo to use. Some may say “well that makes it easier,” but Deadhunt is hard enough that even with unlimited ammo, you’ll be having a tough time regardless. There are a wide-array of guns to be assigned with, such as a Desert-Eagle powered Pistol, an Uzi, an Assault Rifle, a Shotgun, an Auto Shotgun, a huge Machine Gun, and a Gauss Rifle (which is pretty much a sniper, but there’s no zooming in), so it does make it interesting when you play through with particular weapons, because (based on the weapon) it will tell you how many monsters will come at you and how hard they will be. You’ll also have to be good at running while shooting, because that’s what you’ll be doing — a lot. Most of the time you’ll be shooting the horde of zombies behind you, so you have to run backwards and shoot, while trying not to get hit by zombies running at you from the front. Once you eliminate all the zombies that spawn throughout the level, you basically win that level.

During Campaign mode, there are a few interesting challenges given as you play. While the ultimate objective is to kill all the zombies that spawn throughout the level, depending on the level (usually you can guess the challenge by the name of level after you played through it or if they explain it in-game, but sometimes they don’t), there will be different challenges along the way for particular levels. A few examples would be: the more you kill zombies the slower you run, rate of fire is down, every zombie you kill hurts you, and different kinds of challenges that will make the particular level

harder for you. Once you complete a level, you’re allowed to go on to a new level, which may or may not have a new challenge for you. Once in a while you’ll come across a level that doesn’t have any challenge to it other than killing all the zombies that spawn.

While Deadhunt can get pretty addicting, there are only two maps to play on, and they’re big, wide, open areas for the most part. One map is a green area with a Stonehenge-like structure in the middle of the map, and dead bushes and trees to get in the way of you’re backwards running. The other is a dark valley area in the middle of mountain with a big altar on one of the sides of the map. While these maps are good, they become very worn out, because these are the only maps you will see in the entire game. If there were more than two arenas in the game to play on, Deadhunt would have been a lot more interesting to play.

Deadhunt requires a good computer to be played on without crashing/slowing down, especially because of the graphics and sheer amount of zombies at one time they put into the game. The graphics, considering the game’s price of roughly $20, are actually fairly good. You can change the settings for how detailed they are in the options, so you can avoid some problems by doing so. While the graphics aren’t the absolute best ever seen (the gun animations are sweet, though), they will need a considerable amount of computing power, and a good video card. Not that it’s a problem, but when you’re up close to a zombie and you shoot them with your gun, instead of making a “bullet hole,” a big dark spot appears at the place where they got shot, making it somewhat obvious that you shot them in that spot, but also unrealistic (as much as the game is to start out with, it shouldn’t be a surprise). The music in the game is also pretty good, but I can recall only about one song for the menu, and one for each of the different maps. You won’t be paying too much attention to the music because you’ll be blasting away at the zombies with your guns almost nonstop. Speaking of sound effects, they couldn’t have been much better. Each gun sounds exactly as it should, and even have a little bit of an echo (to make it more believable that you’re firing away in a large open area).

Deadhunt is well-worth the investment of $20. If you’ve never been good at FPS games, Deadhunt will help you with your reflexes as well as aiming. Deadhunt is an addicting, arcade-like game, and if you just want to kill hordes and hordes of un-dead creatures, this is the game for you.

Untold Legends: Brotherhood of the Blade (PSP) Review

Developer/Publisher: Sony Online Entertainment || Overall: 8.2/10

Untold Legends: Brotherhood of the Blade is one in the batch of launch games for Sony’s new handheld. If the PSP were a piece of bread, Untold Legends is like the butter spread on top of it. Being a purely hack and slash RPG developed by Sony Online Entertainment, you can tell right off the game is like their other series Champions of Norrath and Everquest, but still has some imperfections. However, the formula of being assigned a quest and going to a dungeon to defeat a bunch of monsters transitions almost perfectly for handheld gaming, as many of the quests can be completed fairly quickly. Since handheld gaming usually consists of short bursts of playing (unlike console/PC gaming), this formula works out very well. Untold Legends serves up an enjoyable experience for many new PSP owners.

When you first insert the game, there is a little bit of loading before you see a Prologue scroll on the screen, telling a little bit of the background of the city of Aven and the character that you will play as. The story in Untold Legends is fairly simple, as it is obvious that the game was not to be played for the story. However, while the story isn’t that great, it does spark a little interest in where they do lead you with it as you play through the game, dungeon after dungeon, thus making the game more enjoyable. Most of the quests that you get through the game boil down to a few categories with different variations, such as get-that-item, kill-that-guy, or save-that-person. While it isn’t all that creative, the particular situations are unique enough (and the story interesting enough) for you to complete the quest and see what happens afterwards.

When you actually start the game, you’re given the choice to play as one of four different races: Knight, Berserker, Druid, and Alchemists. When you first create your character, you’re given some customization (such as hair type, that kind of thing) as to how your character looks like, but it’s not really anything special. Each have different abilities that can be used during the game, and are fairly unique in terms of how you will play the game, and most of all, battling. The shining star of all the parts of Untold Legends: Brotherhood of the Blade is definitely the battle system. The game’s battle system is surprisingly very fun, as there are many different enemies to kill, with hundreds of weapons, armor and accessories to gather and improve your character with and use during your hacking and slashing. The many types of items you can gather makes a big difference when you play the game, because, depending on the type of character you chose in the beginning of the game, as some items you pick up can only be used by a particular race, and also dictate particular battle abilities. You’re also only able to hold a certain amount of “weight” of items, as each of the items have their own unique weight, and you can only hold as much as the weight allows you, so you’re going to want to go in with a light pack when you enter a new dungeon.

Taking your journey through caves, tombs, underground tunnels and the like will be a challenge, as there are many different types of enemies to stop you along the way. You won’t have too much of a tough time as long as you have good enough equipment, but what you should be prepared for is the boss you will ultimately encounter at the end of each level. I recall only a few boss battles that were “out of the ordinary” in terms of what you actually do. For most of the bosses, all you have to do is smack them enough times with your main weapon to kill them. It isn’t too often you see a boss that you have to do something unique (or semi-unique) to defeat them. An example of one boss that doesn’t require you just hitting your “X” button as fast as you can is when you go against a giant spider that climbs up and attacks you for a few seconds, then climbs back down. There is a little bit of strategy involved in it (with timing, mostly) to make the boss a little bit more challenging, but for the most part you won’t run into too many of those. One thing you can be thankful for is that when you defeat a boss deep inside a dungeon, you can easily return to the city of Aven by selecting the command from the Start menu. If they hadn’t added this to the game, it would have made quests twice as long, as you’d have to backtrack through the whole dungeon you had just gone through, but fortunately don’t have to. When you return to Aven, you basically have to talk to the people who sent you on the quest to get some rewards for completing it, and then continue in looking for another quest to go on. If you’re ever not sure about what to do for a particular quest, a helpful quest journal is in the status screen that helps you remember or direct you where to go.

Another great part about the game is the amazing visuals and sound, albeit because of the PSP’s own abilities. Untold Legends: Brotherhood of the Blade displays more or less smoothed out PlayStation-quality graphics, and amazing stereo surround sound (with the headphones). Adding onto the visual aspect of the game, the 16:9 LCD screen of the PSP makes the game look better than it actually is. Considering this kind of visual experience is coming from a handheld, it makes it all the more better and really one of the forerunners in graphical abilities for the platform. There isn’t much to complain about the graphics, as they are beautiful and very detailed, but an annoyance that I’ve found through playing the game comes when you zoom into the character. The annoyance is not because the game doesn’t look good – it’s because when you are zoomed in, you are at a weird angle, and not able to actually see any enemies coming at you. Though it is nice they have the option for you to zoom into your character and feel as if you’re right in the action as you slay monsters one after the other, being at the weird angle puts you at too much of a disability in playing the game to really warrant its use. As for the sound, the game has good sound effects and a nice soundtrack. While the soundtrack pretty much sounds the same, and there isn’t much change in the mood as you go from area to area, it’s still a good accompaniment to the journey you’re on. Unfortunately, the sound is not actually implemented in the game all that well. I’ve noticed through playing that once a song ends, it will take a while for it to actually go back and loop the song, leaving you in silence and listening to the sound effects. This problem is more overtly seen (or heard, rather) when you’re walking through the forests outside of the city of Aven (and where most of the dungeons of the beginning part of the game are). Another nice aspect of the sound is that it’s in surround. When you come closer to an enemy, you can hear its noisemaking in the general direction of where it is, as well as listening to environmental factors in the general direction they come from as well. Yet again, the surround sound does not get pulled off seamlessly. While in dungeons, you will hear a lot of environmental sounds, which sound fine at first, as you can hear it in both ears, and it slowly fading in one ear faster than another as you get away from it, but too often does the sound cut off abruptly, making it fairly annoying, as most dungeons are full of these environmental sound effects. And if you were wondering, there are no voice-overs for characters as they talk.

If there was one thing that I’d pick out to be the biggest displeasure of the game, it would be the loading times. There’s quite a bit of loading as you jump from dungeon to dungeon and back to the city, about twenty or thirty seconds worth as you travel to a new area. As you’re traveling through the world, you will run into a loading screen a little more often than one would like, but it is sort of tolerable, considering that Untold Legends: Brotherhood of the Blade is an earlier title and they haven’t yet perfected the art of loading on the PSP yet. There is also a little bit of character concept art that you can look at while there is loading. I usually take that time to give my fingers a rest from using the buttons and analog stick. You also confront some loading time when you go to your menu screen to look at the items you have. The control scheme of the game is fairly straightforward, and is quite easy to learn. You’ll basically be hacking and slashing within a few minutes. Movement in the game is dedicated to using the PSP’s analog stick. While the stick isn’t as great as the PlayStation 2’s analog stick, it does take some getting used to before you won’t give the fact a second thought. Personally, I think it is really cool that they included an analog stick on the PSP for controlling movement, and gets the job done very well.

While the game has its advantages and disadvantages, for a launch game, it is a very well executed one. While you’re able to play by yourself, there is a way to “hook up” with your friends through a Wireless LAN connection (known as Ad Hoc) to allow interaction in the game with up to four other friends (who have a PSP and a copy of the game) to play with each other in the same world. If there’s one thing to say about Untold Legends as a whole, it’s an extremely good time waster. If you’ve got an hour or two to burn once in a while, this game is really for you, as you will be sucked into the game play and not even notice how fast time goes by. For a launch game, I am very impressed with the outcome, and as a part of a grip of other launch games debuted for the PSP, Untold Legends: Brotherhood of the Blade is a definite candidate for your first game as a PSP owner.

Hearts of Iron II (PC) Review

Developer/Publisher: Paradox Interactive || Overall: 8.2/10

Hearts of Iron II, like all World War II games, aim to be realistic and mirror some aspect of the time period. While Battlefield 1942 places you physically on the battlefield and Axis and Allies focuses you on particular battles, Hearts of Iron II aims to represent the war as a whole, on a worldwide-scale grander than either of the aforementioned games could accomplish. Hearts of Iron II places you in the dictator’s seat, looking down at the whole world as more than 2,700 land and sea provinces ready for you to conquer with imperialistic greed, or to stop those who aim to do so.

When you first start the game there are three modes to chose from, Tutorial, Single Player, and Multiplayer. Simple enough. That is, until you actually start to play. If you hadn’t played the first Hearts of Iron, and not really knowing what to expect when playing the game, like I had been, you will be overwhelmed within your first thirty seconds of play. There is so much information given to you right off the bat, that when they just toss you into the scenario, you won’t be able to keep up with what’s happening in the game at all. The sheer magnitude of what hits you is daunting. Until you actually build up enough courage to brave the overwhelming feeling that Hearts of Iron II gives you right off the bat, will you find a very fun and very realistic representation of World War II that you don’t see pulled off too often.

The main view looks like one of the tactical maps that you see in a war documentary, showing an army’s movements in general, without the specifics. Depending on which country you chose to play as, you will basically declare war on countries and take them over. What happened in history has no real bearing on what you can do in the game, such as actually being able to successfully invade the Soviet Union with German troops or take over the United States with the Japanese armed forces. However, when you’re on your imperialistic rampage, you have to constantly look out for all of your borders, as you may not have enough troops to occupy each province you annex into your country. Because of this, you have to deal with constant annoyance of having occupied territories taken over by your enemies and having to retake them over. The process repeats itself over and over, and you can’t get ahead too easily when it comes down to it. To make things somewhat harder, time progresses in an accelerated real-time (which can be slowed down or sped up according to your preferences), so not only do ten things happen at the same time, but you have to decide what to do with a relatively quick fashion, definitely keeping you on your toes. However, if the game gets too far ahead of you, you’re able to pause the game and deal with what had just happened. With a ton of provinces to take over, you’ll definitely be busy trying to advance your troops, conduct trade agreements, protect your borders, fend off pesky airplanes, produce more units, advance your technology, keep an eye on your supplies to make sure you don’t run out, tell your provinces what to build, and keep up with the ever-changing situations that arise, that you’ll constantly be checking on certain things while forgetting about others. It really takes a lot of initial practice to understand how the game works basically, before you can really understand how to play the game efficiently. For those who have a hard time getting into the game, the developers graciously put in a Tutorial mode. For those who try to jump into the game and see how it works, but just come out of the experience confused and on the brink of depression, the Tutorial is definitely for you. The Tutorial is broken up into smaller chunks, and if you want to concentrate on warfare (which IS the main aspect of a war game, after all), you can, and come back to find out about the other parts of the game later. Using the Tutorial to learn the basic mechanics of the game will definitely help you understand.

Being purely a strategy game, you do not really see your units actually fighting with your enemies. There are animations for your armies to show that they’re currently in a battle, but for the most part you just have to know that you are attacking. An annoyance that happens with the game when you’re controlling your units is that not all your units are actually displayed on the screen at all times. When units like airplanes or naval craft are in their respective ports, you have to click on the port itself to even be able to take control of them, instead of just dragging your mouse over it like you would with other units. This becomes annoying because it becomes hard to actually know how many units you have on the map. The map also has different views to it as well, allowing you to see different characteristics such as terrain, wealth, political boundaries and much more. I tend to use political boundaries the most, because it’s the most direct as to who owns what and what you have to take over.

Being able to take the head of nearly any country in the world and rule it how you see fit during this time allows for some very interesting information you otherwise probably wouldn’t have known about. I personally never thought about what Afghanistan, India or some other pretty much insignificant country was doing during this time. The only countries you really even hear about fighting in World War II were Germany, Italy, France, UK, Japan, the Soviet Union, and the USA, though they were the major players. This gives the chance for you to read up on the very in-depth information about the world and the different countries. Each country has their own technologies to develop, and loads of information down to the finest detail. Very historically accurate events do occur during the game, but can be changed drastically by how you control the game.

When it comes to the artistic points of the game, the game delivers a satisfying experience. There’s an excellent musical score that goes well with the game and what is happening (a world war), so it seems fit that there’s orchestrated music playing that feels, for the most part, empowering. The graphics, however, are not that great. The provinces throughout the world are nothing special, as they’re usual just solid colors, and don’t actually show any “real” terrain on it. Everything is color-coded, thus making it fairly simple to look at. There are also many black and white pictures from history of authentic tanks, people, technologies, and the like, which adds some more educational value to the game, seeing as you may not have known what a particular model of a tank looked like back then. When it comes to how units look on the map however, it gets very bland as the unit animations are nothing special, to say the least. You don’t see any action, per say, except you see the units looping their animation over and over to just show that they’re under attack or attacking something. It can get fairly boring, but like I had said before, you’re preoccupied with so many different things, like planning ANOTHER attack on a different front that you will kind of not even care that you don’t see any explosions.

Another part about the game is that things may not happen for a while, because in actual history, things took days or even weeks to happen. This is reflected by the gaps of nothing happening during your play time that can occur if you’re not constantly attacking someone, or waiting for a certain unit to be built, in which it’ll take a month or so for it to actually be built. Regardless of the accelerated time, a month is a long time to wait, so you definitely have to plan ahead whether or not you’re going to need a bunch of infantry troops all of a sudden, or if you’re going to need a particular technology researched in enough time to help you out. On a side note, from what I’ve seen, you’re not able to commit genocides or stick a whole race in a concentration camp (like the Germans did to the Jewish and the Americans did to the Japanese). I guess you just kind of have to assume its happening, as the main aspect of the game really relies on military and political difficulties.

Being a PC game, the game’s recommended requirements say that you should ideally have 512+ mb of RAM, a Pentium III, and an 8 MB video card or better. So if the only computer you have is the old hand-me-down you got from your great-aunt whom just passed away, you’re probably going to have to invest in a little better of a computer to play Hearts of Iron II. With the sheer vastness, complexity, and consistent evolution of certain events that occur during the game, it makes sense. The minimum requirements are less demanding, but in all honesty, you probably won’t have as good of a gaming experience when it comes to Hearts of Iron II, or many of the more demanding games being released.

Boasting the capability for 32 people to link up in multiplayer, one can only imagine the crazy games that can unfold. Hearts of Iron II itself reminds me of the User-made World War II scenario maps for StarCraft multiplayer games. If you’ve ever played the World War II map for StarCraft, the basic fundamentals of this game can be seen. However, those multiplayer maps could never accomplish the complexity (or even display historically accurate units) that Hearts of Iron II has done. During multiplayer, when you deal with another country diplomatically you’re going to have to take into account you’re playing with a human, and the chances that they know what they’re doing better than you know what you’re doing is probably going to be higher, unless you become a seasoned veteran through many many sleepless nights.

If you’re looking for the most historically accurate representation of World War II, Hearts of Iron II is your game. Hearts of Iron II is a history lesson in itself, and you can really learn a lot of the abstract, mostly unimportant facts you don’t come across too often without really looking for it. World War II history buffs and the like will absolutely love the game for the sheer amount of historical value included in the game. Being able to go through World War II from day one to the last day of the war is an arduous task that only a fanatic would probably want to undertake.

Ys: The Ark of Napishtim (PS2) Review

Developer/Publisher: Konami || Overall: 7.6/10

The scene opens up with a tavern. A man with a patch over his eye and a pony tail walks into the noisy building from the cold night with a shorter companion by his side. The companion, shrouded in a cloak and with her face hidden simply follows the man. Across the way from the entrance of the tavern, a red-haired adventurer, named Adol, is sitting down with a friend of his. The man with the patch over his eye goes over to Adol, and asks him to accompany him on an exploration around the world. Just then, two soldiers come in, looking for the “red-haired Adol” wanting to arrest him! I don’t want to give away the crappiness of the introduction of the story to Ys: Ark of the Napishtim, so I’ll fast forward to my summary of the opening part of the story; the beginning of the story of Ys: Ark of the Napishtim is trash.

It’s not often that I exclaim obscenities when trying to understand what is trying to be conveyed, but it seems like the beginning of the story was tossed together as an afterthought. The beginning movie is pretty much the only movie the game has for the most part, and it’s badly voice acted. Though there were some very nice graphics exhibited, I counted about three instances of fan service, in which the underwear of the annoying-peppy-blonde-girl character that has some sort of crush (I’m guessing) on Adol is shown. They really know how to pack that kind of thing in. Had I rented the game, the beginning movie alone would make me seriously contemplate whether or not I should return it sooner than I had intended. However, what really saves this game from getting a horrible score is the game-play, and the story later on in the game actually helps it, as well (but after being in the gutter from the beginning, there’s nowhere to go but up, and the bad taste of a poorly set up story always lingers).

I would have to say what the main point of the game would be that it tries to pull off an “old-school” approach to gaming. Ys: The Ark of Napishtim seeks to accomplish this by having relatively simple controls, as well as old-style (but not completely crappy-looking) graphics, a silent main character, and the story itself just being set in a fantasy world (more specifically, the world of Ys, where all the games in the series has taken place). However, because of this “old-school” approach encased in the game, there are many enhancements over the games from back in the day. In Ys: The Ark of Napishtim, every single word displayed as dialogue from a character has a voice-over and rightly so. Every character, even the unimportant characters in a town you find in a back alley will have a voiced dialogue. The voice acting isn’t half bad, and everyone talks except for Adol himself. You’re just supposed to assume what he says by the one-sided conversations people have with him. However, there are a few instances (I think about ten times) where it says Adol “explains to (character) everything that has happened so far.” So, you’ll just have to assume that Adol tells them every single little part of the journey you had just been on, down to how many slime creatures you killed on the way over to see them. The only downfall with the voice acting is that there are a couple of very annoying characters (such as Professor Raba who talks in an over-exaggeratingly old-man’s voice), and that you can tell that there were only a few voice actors doing the voices for all the different characters.

At various times throughout the story you will meet characters (like Professor Raba) whom have met Adol in the past or have known him through his “legend” or whatever it is. I don’t even know what it is, because it made no sense to me when they talked about “when we were at the Tower of Whatshisface” or “you may not recognize me now since I’ve grown into a beautiful woman” and many other instances of back-story that are never actually explained. It was only until I researched the game a little bit online that I found out that this is the sixth game in the series. So it makes some sense as to why it came up repeatedly about people, places and events that seem to be completely random after knowing this fact. Even though it isn’t very important to the story of THIS game, it would have been nice to actually understand what they were talking about.

Story faults aside, the actual game that is inside Ys: The Ark of Napishtim is interesting to say the least. The main feature of the battle system is that there are three different elemental swords (wind, fire, and electricity). It’s up to you to use the swords to your liking, constantly “upgrading” them by collecting enough stones called “Emelas” (or Emel) so that you can use each sword’s special ability more often, or acquire the unique skill attached to the sword. Even though having three elemental swords implies (to me, at least) that there would be enemies that are immune to one sword but not another (forcing you to use the right sword to kill them), you will find this to not be the case for the most part. For how much the game relies on these three swords, it comes out to being which sword you fancy using the most. There are times where you can notice an increase in damage from one sword over another for a particular enemy, but all-in-all the swords were not used to create much of a type of strategy for playing the game. If it weren’t for the story actually requiring there be three swords, it would have been better to just have one sword with a bunch of different abilities. Other kinds of items in the backend system add to the game-play as well.

Unlike most RPGs, there aren’t hundreds of things to collect, rather just a few accessories, pieces of armor, items, event tools, and other such things that are somewhat rare. It gets to the point that it almost influences you to really look for as many items as you can and buy all the items you can. There are a lot of unique accessories to collect throughout the game that will make a big impact on the game itself, such as an accessory that will increase your HP by 50% or another that will increase your attack and defense a little bit. There are also EXP, Emel, and money enhancers so that you can milk out the highest amount of things from every enemy you beat. While you only start out with one accessory holder, you can find more throughout the dungeons, up to a total of five slots for accessories.

Like I said earlier, the whole game itself is very simple and the learning curve isn’t that long at all, and you’ll be able to master the fighting aspect of the game in no time, since the only button you really press is “Square.” Sometimes you press the “Circle” button to use a magic attack associated with the sword you’re using, but this is basically all that you do to fight. The “Square” button is also used to talk to townspeople and investigate treasure chests.

Although the game is pretty easy to learn and get into (playing-wise), there are a couple of annoyances here and there. A minor annoyance is that when you’re in the field or a dungeon, there is no on-screen map to help you find where you are in reference to the place you actually are at currently. So if you’re in a dark cave that is pretty much a maze, you might end up going in a circle or not remember how to get back to a particular part of the dungeon you had been to before but died in. However, the most annoying thing about the game is the bosses.

In all my years of playing video games, I have never seen such cheap, stupid bosses that literally make me throw my hands into the air and say “how do I beat this stupid freakin’ boss?” I understand that boss battles are an important part of any game, but these bosses are, for the most part, so out of place and so over the top in terms of what they can do to kill you that it’s practically amazing that I even beat some of them. Just to tell you what kinds of bosses you have to deal with, you fight a wall. You fight a wall with big, long, skinny, rock arms and a face that can launch flowers that blow up and shoot a large energy beam from its mouth, while swinging around the arms and slamming them on the ground so that rocks can fall from the sky to fall on top of you. If that’s not crazy enough for you, how about a big frog that can roll up into a bowling ball, crap out slime that makes you slide around, as well as use its tongue as a spiked-ball mace? Oh wait, I forgot to tell you that the frog has STEALTH CAMOUFLAGE – it can seemingly disappear! Even if you have the greatest skills in the world at playing this game, you will not beat any boss if you’re not at the right level. A general rule about boss battles is if you haven’t beat a boss after fifteen tries, level up at least five or ten levels, and you’ll see that the boss is all of a sudden a lot easier than they had been before. However, regardless of whether you’re even at the right level, it may take a couple of deaths to get a hang of what the boss actually does. You really can’t expect the things they pull out of the air when it comes to the boss’s abilities. Just when you think you figure out a boss, it surprises you with a new ability it hadn’t used the first time you faced it.

Regardless of all that has been said about the game, Ys: The Ark of Napishtim is a game that really grows on you. One may be displeased by the out-of-the-ordinary old-style graphics incorporated in the game or even the weird set-up for an underwhelming story full of references to past games in the series, but for those who suck it up and go on to actually try and complete the game, you’ll find the game to actually be fun, and actually get caught up in the story a bit. Being a title that is priced less than a “premium” title definitely may influence some people to pick up the game, especially if they are fans of the series (whom haven’t had a Ys game brought to North America since the Super Nintendo days). Even though the game doesn’t take very long to finish, you may end up spending around 20-25 hours on the game as a whole. For those that actually venture far enough as to beat the game, there are a few extras included in the game, which affect game play, audio, visuals, and other things that can be activated by entering the cheat code before playing a new game. In the end, however, Ys: The Ark of Napishtim may only appeal to fans of the series.

UPDATE 3-19-05

Pick of March 19, 2005

davepoobond: Umm humm…mmh…Looks like a lot of people are on Spring Break now because there was a huge drop in traffic all of a sudden…don’t seem to know why really….uhhh i don’t think its because of my lack of updates…is it?

stimpyismyname: http://bigmound.com/dma/

March 19, 2005

Dictionary – Hallelujah! 4500 words, 100 new. SUBMIT A WORD

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Star Ocean: Till The End of Time (PS2) Review

Developer: Tri-Ace / Publisher: Square Enix || Overall: 8.8/10

As a trend, there only seems to be one Star Ocean game made every generation. The first Star Ocean was released on the Super Nintendo Entertainment System (SNES), and the second Star Ocean was released on the original PlayStation (PSOne). Through its unique battle system, interesting storyline, and immense item system, the Star Ocean series has gained quite a following. Originally an Enix-published game, the Star Ocean series’ third installment shows nothing but improvement after the merging of Squaresoft and Enix, largely due to the fact that Tri-Ace develops the game. The series has been revamped and improved to above and beyond what its predecessors had even dreamed to accomplish.

What really sets the Star Ocean games apart from all of its competitors are, instead of the turn-based system, real-time battles in a 3-D setting while mixing in traditional RPG elements. What also sets the Star Ocean series apart from others is that its storyline is science-fiction, one you rarely see in the RPG genre. No game in the Star Ocean series pulls off what Star Ocean is known for better than Star Ocean: Till the End of Time. Amazingly fun real-time battles, an overwhelming yet very fascinating story, and unique characters makes Star Ocean: Till the End of Time an amazing game and an unforgettable experience all at the same time.

Taking place in space itself, and on many different planets, Star Ocean: Till the End of Time creates a grandiose experience as you delve into the story visiting vastly different places that could only be experienced in a science fiction story. For at least half of the game, however, you will spend all of your time on one particular “primitive” planet that is in a state of war. Even though this major detour from the overall story may seem as something that the game could have done without, certain elements of the game are progressively introduced while on the planet, allowing the player to also get used to the battle system, learn a little bit more about the overall story and actually build an interest in whether or not the main characters of the story will make a difference in the escalating war. The “sub-story” on the planet ends up taking an important place in the overall story, so it doesn’t seem like it’s a total waste of time.

Included within the game is extra information that allows the player to further involve themselves in the universe of the Star Ocean: Till the End of Time, in a dictionary that adds words automatically whenever you run across information. The dictionary adds a lot of depth to the game and you begin to create an overall picture of the kind of universe Star Ocean: Till the End of Time is like. To fully understand the dictionary though, you may have to take a course in Physics, as many scientific terms are used, and even though they are explained in the game itself, you would still have a better understanding if you took a class. Something you can really appreciate with the game is that much of the information is actually believable as to how things work, and you can tell that the game developers did their homework when it came to the specifics of Astronomy and Physics in their dictionary terms, and in-game references to the topics. The extra effort of Tri-Ace adds to the believability and possibility for the events in the game as they unfold.

The actual story starts out when a teenage boy named Fayt is vacationing with his parents and a childhood friend named Sophia. While on the planet, the current state of the universe that is known about is explained, as well as just starting to learn how to use the battle system. You also learn of Fayt’s personal life a little bit and who he knows and holds dear to his heart, most namely his father, mother, and Sophia. This is all fine and dandy to begin with, because no conflict is actually introduced except for the fact that the Earth-founded Pangalactic Federation (which is more or less an alliance of many planets with many species) is in a seemingly everlasting war against another superpower named the Aldian Empire. When the planet Fayt is on is attacked by a third party, named the Vendeeni, this is where the true conflict in the game really begins. For a long time you will be kept in the dark about why the Vendeeni came to attack the planet Fayt was vacationing on, but when you’re finally told why they did it, the story begins to get even more interesting. As the story progresses, it gets better and better.

Star Ocean: Till the End of Time has a fun and involving real-time battle system, and this is where the game really shines. The real-time battle system is one of the most fun battle-systems ever created. Instead of a strict turn-based game, you take full control of your character, and, along with your other allies, beat the crap out of your enemies as fast and as hard as you can without taking too much of a toll on your characters.

Your character’s stats in battle rely on three different types of gauges: HP (Hit Points), MP (Mental Points), and Fury (a percentage that dictates how many moves you’re able to conduct before recharging. Some attacks take up more Fury than others). To succeed in the battles of the game, it would be wise to keep your HP and MP as high as you can, and conserve Fury enough so that you’re able to use your attacks effectively. Unlike most games, when your MP gauge is completely depleted, the character becomes knocked out. This adds to the strategy of your moves and being able to use the time you have to keep yourself and your allies from knocking out.

As your characters level up you can learn new abilities that will have to be used if you even want to have a chance at defeating some of the later enemies in the game, and learn how to use them effectively. When you use special abilities (depending on the kind of ability) it will take away HP, MP, or both. The amount use is usually not very significant, but when used without moderation, it can create difficulties for future battles. During battle, every attack used takes away a percentage from the Fury gauge, dictating how many times you’re able to conduct attacks in a string or other moves without recharging for a bit. The consideration of conserving Fury when you can during fast-paced battles becomes a part of the game’s challenge. Simply being able to mash the buttons on your controller won’t get you too far, as you will really have to know what you’re doing to progress in the game. The real-time battling also creates the challenge of keeping an eye on your allies, as well as trying to defeat the enemies you’re facing. How you actually play becomes paramount to winning battles, rather than just simply leveling up.

The faults of Star Ocean: Till the End of Time comes in how the story is formulated in certain aspects as well as how it’s delivered. Too often do you see unneeded parts of story that just seem like its fluff and not really even that interesting or important to the overall story. Most of the “fluff” stems off from playing as a character that comes off as fairly flat and not very well characterized. The “fluff” seems more like a failed attempt to truly characterize the main character. The same sort of feeling rubs off on some other characters, but the main character Fayt suffers the most from this sort of characterization flaw. There are other very unique characters in the game however, most notably being Cliff, Nel, Albel and even the little kid Roger (who seems to just be a comic relief character). There are other recurring characters that are not playable, and still take an important impact on the game’s storyline that are somewhat more interesting than Fayt. Adding to the “flatness” of Fayt’s character is really the voice acting for the character. It seemed to me, at least, that the voice actor had something to be desired in the acting, and really the dialogue in certain cases across different parts of the game needed some improvement. However, for the most part, the voice acting is a very good part about the game. At times, the music or sound effects in the background shrouds the dialogue being spoken, or take away from the concentration of listening to what characters are saying. On a side note, fans of the sci-fi RPG Xenosaga Episode I will also notice familiar voices in Star Ocean: Till the End of Time that were in Xenosaga Episode I. Quite a few of the voice actors who were in Xenosaga Episode I also worked as voice actors in Star Ocean: Till the End of Time. This may or may not be a good thing, but I don’t feel it matters to the overall quality of the game at all. Another fault of how the story was formulated is that through the first disc of the game there wasn’t enough space-oriented things, and you spent the vast majority of the time on a primitive planet fighting with swords and dealing with dragons and things that had to do with the planet you were on, and didn’t really have a whole lot to do with the main overall story other than the fact that Fayt is there and things happen there because he was.

On how the game actually looks and sounds like, Star Ocean: Till the End of Time is not the absolute best you’re going to find nowadays, but all the graphics are definitely smooth, and during the movies, very polished and very nice. There are a lot of space ship battle scenes that are shown throughout the game as well, and if you’re interested in the whole sci-fi scene you’ll appreciate the kinds of ships and action sequences concerning them. Music takes a weird place in the game, because even though a lot of music actually goes with the mood of the game, there are instances where there’s all of a sudden a rock song that doesn’t mix in with anything about the game. I have to say that this is the first RPG where I have seen flat out rock music with guitars and drums playing during the “exploring” parts of the game (though its not too bad in itself). It seems so out of place to me, considering that the battle music, background music during dialogue and all the other kinds of music used do not have the same kind of genre of music at all. It also depends on what planet you’re on, as the music arrangement changes for the most part, and there is different music being played during “exploring” parts later on in the game.

Another part about the game is the Invention System. This is more overly an optional part of the game you don’t have to participate in, but you are given the ability to create items to be sold in shops by patenting them. Items created by you or items created by other inventors will help you out on your quest by being able to buy better weapons and items that are better than the ones you usually used beforehand. Just the sheer amount of items that can be created is astounding, and actually fairly overwhelming. The part some people may like about it though is that because there are so many items to create, you’ll always be trying to create a new item that hasn’t been patented yet, if you so dared to actually care enough about it. Creating your own inventions is entirely optional, and you really don’t even have to make any inventions at all, but it is an extra part of the game that utilizes the massive amount of items that have always been included in the Star Ocean games.

Star Ocean: Till the End of Time displays a very good mix of all the elements an RPG should have, and taking a different approach at the whole genre by its use of real-time battles as its battle system. The amazingly fast-paced and challenging battles are something to be reveled, especially when it comes to how much the game has improved upon its predecessor. Star Ocean: Till the End of Time is definitely an excellent game to have, if you enjoy RPGs or enjoy Action games, as it is a unique experience all-around.

Quote #20805: Stupid Story About Scantrons

This entry is part 14 of 26 in the series The Retail Report

::Lady comes over to davepoobond’s register::

Lady: You can do returns here, right?

davepoobond: Sure.

Lady: Ok, well I want to return these 2 Scantrons and buy the folder.

davepoobond: Do you have a receipt?

Lady: No…

davepoobond: Sorry, I need one to do it, its so easy to just pick them up off the shelve and just —

Lady: Oh no, I PAID for those… I had them for a long time.

davepoobond: I know, but I still need a receipt.

Lady: Ok, fine, I’ll just have to talk to a manager about it then, just that one up.

davepoobond: 74 cents.

Lady: FORGET IT!  I’M NOT PAYING MORE THAN I SHOULD!

So the fucking lady gets upset over the 40 cents for Scantrons she didn’t get money back for, and goes over to the Customer Service desk.  It’ll be hilarious if I lose my job over something like that.

Why does someone ever want to return things like that without a receipt?  Its fucking 75 cents for the God damn folder, and keep the Scantrons, you dumbass, they’re only 40 cents.  You probably have more change in that fucking purse than you’ll ever use, what good is more gonna do?