Tag Archives: PlayStation 2

Killzone (PS2) Review

Developer: Guerilla Games / Publisher: Sony Computer Entertainment || Overall: 8.8/10

Killzone, known to some as the “Halo-killer,” for the PS2 is a first-person shooter (FPS) that aims to fill a large gap in the amount of games in its genre for Sony’s current console, the PS2. It isn’t too often that an FPS for PS2 comes along, let alone one that can compete with games such as Halo and Halo 2 on the Xbox. While Killzone didn’t do as well in sales or overall ratings by critics to live up to the name of “Halo-killer,” Killzone is still an impressive FPS that does what it sets out to do very well: allow you to shoot enemies and have fun at it. On its own merits, Killzone is probably the best FPS on the PS2, rivaled only by Red Faction.

Probably the thing that is thought about most when the name “Killzone” is mentioned is the graphics. Especially since the tech demo for Killzone PS3, the name Killzone has sparked a lot of interest. With that said the graphics in Killzone for the PS2 are very impressive, especially for a PS2 game. However, you might not get this feeling until later in the game when you see the different environments you venture through. Part of what makes the graphics in Killzone so nice is the cool reloading animations, the sprinting animation (which looks as good as a CG movie with the effects used), and the faces of characters that look practically realistic, among other things. Faces show emotions and change face patters during cutscenes, adding to the realism of the game. In-game, the faces look just about as good, but don’t really move as much as during a cutscene. Other than that, there isn’t really much you can point out in saying “that looked really good,” because Killzone focuses more on an overall visual experience that comes off very nicely. The colors used in the game usually revolve a lot around browns and grays, and the video quality effect (at least I hope it is an intentional effect) used makes it seem like it’s a futuristic-looking atmosphere.

The campaign’s story is fairly interesting. The story starts when a group of invading sub-humans named the Helghast from the planet Helghan attack the ruling human faction, the ISA. The Helghast were a group of humans whom settled on a planet with very harsh conditions, like breathing in heavy gasses, resulting in an evolved sub-race. They did what any separated groups of humans do when they think badly about the current government; they nationalized, and declared war on their former relatives. The emphasis on the story is on a smaller scope, however. Rather than concentrating on the whole war, it focuses on a major conflict on one of the planets that was pre-emptively stricken by the Helghast in which a Space Defense satellite is taken over by a traitorous general in charge of it. The four main playable characters that you can play with in the campaign are Templar, Luger, Rico, and Hakha. All the characters in the game are voiced very well, really giving personality to the main characters in the story. However, non-cutscene voice work isn’t as charming. Most of the sounds used by characters are usually the same ones being heard over and over, making it feel as if the in-game voice sound effects were shortchanged when it came to its variety. You’ll often hear commands from your party members that don’t make sense toward the immediate situation, having to take what they say with a grain of salt. The actual character’s characterization is fairly vague, and while you don’t exactly know who the main characters really are (in terms of their personal histories) their personalities really shine through in the voice-overs. Through the story, you will learn small portions of a character’s past, most not being explained thoroughly at all by the end of the campaign. I guess you just have to fill in the blanks when it comes to the things they didn’t explain. On a side note, there are swear words used somewhat freely in the game, which adds to the reality of the intense situation being portrayed. Not much music is actually in the game except for cutscenes, but it isn’t something that is missed during regular game play, because there’ll be a lot of shooting and you’ll want to hear every gunshot you can so you know where it’s coming from.

The campaign takes a while to complete, and obviously leaves it open-ended for a sequel. Whether or not any sequels for the game will have the characters introduced in Killzone is sort of hinted at, but it is certainly left to question whether or not they will make an appearance again. When beginning a mission, you’re allowed to pick a character to use. Each character has a perk or two that will make playing with them a somewhat unique experience. Choosing a different character changes some things in the missions you play, but the biggest difference is in the main weapon they use. Regardless of which character you choose, you’re able to hold three weapons for use through the mission. At the end of each mission, your weapons reset to the default weaponry for your character, but you keep the weapons you have until you complete a mission. While the guns you find on the floor aren’t of a very wide variety, there are quite a few different kinds of guns that will be used through the game. Some guns have alternate fire, but some don’t. Alternate fire usually takes a longer time to use due to having to usually reload right after its use, but it depends on what weapon you’re using, of course. Because ammo for your default weaponry is hard to come by, you’ll be using your enemy’s weaponry, allowing you to keep bullets being fed into your stockpile.

The typical mission is divided up into three parts. Eleven missions are included in the campaign mode, and each one is pretty long. In the end, it does give a satisfying amount of play time. Interestingly enough, it says on the time counter that I’ve been playing for nearly fifty hours, but it really didn’t feel like it. Either way, you’ll be playing for a pretty long time. The typical mission isn’t extremely imaginative, but the tactics you have to use during each of the different parts make the game interesting enough for you to have a good time playing. The game also forces you to be a little tactical in how you go about attacking a situation, often times having to die and try again. But really, the game doesn’t get all that fun until a third of the way through when the story really gets going. Most of the enemies you encounter will either charge you head on, wait for you to come, or pop out of nowhere and shoot at you. It’s basically normal FPS stuff, so it’s nothing that hasn’t been seen before. The missions do become challenging at times though. Even on easy, you can have a hard time, taking two or three tries at a certain situation before you can get through it alive. The main challenge in it though is because checkpoints (where you resume the game after you die) are few and far between, making you go back to a farther-than-needed point in the mission and making you do the same things you had just gone through until you get to the point you had trouble at. All of this takes a bit of chance, skill, and frustration to complete and can get redundant because you play through parts you’ve already completed again. There are enough unique challenges to confront throughout missions to keep the interest fountain flowing, though you just might have to take a little rest between tries.

There are a few minor annoyances found through the game. Only a couple times have I had the frame rate decrease below thirty frames per second, and that was because there was a lot of action going on at the same time. Most of the game runs very well though. Also, it gets sort of annoying going up and down ladders. Sometimes when you want to get on a ladder and then press a direction to go, you’ll get off the ladder instead of going where you want to go. Whether it’s a bug or a control issue, I’m not sure. Thankfully ladders aren’t a big part of the game; they only take importance in a couple of places.

Adding to the game’s difficulty is actually taking doing Helghast, because they are very hard to kill at times. You could get a few headshots on a certain Helghast and they still wouldn’t go down. It can take a lot more ammo than what would really be worth it in the long distance firefights, mostly because the weaponry you have isn’t usually good at long distance (unless you just happen to have a sniper rifle handy). As the game goes on, the Helghast become harder and harder to kill, and use bigger guns and grenade launchers in more frequency rather than only using the basic Helghast gun most Helghast you encounter will have.

There’s a nice multiplayer mode that allows for single player games offline playing with bots. Online is also supported for the multiplayer mode. There are all of your usual FPS multiplayer games such as Deathmatch, Team Deathmatch, Assault, and a couple of others. The multiplayer arenas are mimicked after certain parts of the campaign. The online multiplayer mode definitely extends the life of the title, and the fairly-realistic-yet-futuristic weaponry used in the game does have a little bit of an appeal to it. No vehicles can be used at all in the game, though.

There isn’t that much that is bad about Killzone. Being a more traditional FPS, focusing more on actual shooting game play rather than vehicle game play, Killzone sets up a very cool universe for which subsequent games may take place in. I, for one, am definitely looking forward to more installments in what will happen in the war between the ISA and Helghast.

.hack//G.U. Vol. 1: Rebirth (PS2) Preview

If you’re one of the many fans of the .hack series that was released in four parts (Infection, Mutation, Outbreak, and Quarantine), you’ll be pleased to know that there is a new .hack game being developed for a 2006 release. Named .hack//G.U. (the G.U. standing for “Grown Up,” and also having 12 different meanings in the game itself), you can instantly see from the trailer on CyberConnect2’s web site that the game has a more mature look, feel, and mood. What is instantly noticeable is that the game takes on a truer anime style than its predecessors.

For those who haven’t played the aforementioned games in the .hack series, the .hack games revolved around a popular MMORPG called The World, and the weird occurrences happening within and outside as a direct result of what happens inside the game. By creating a fake online world, the .hack games capture the feel of an MMORPG, while blending it with storyline often utilized in single player RPGs. The experience is very unique, to say the least.

Announced at E3, .hack//G.U. takes place in 2017 (seven years after the previous four-part series). Being inserted into an all-new story where The World becomes a place where Player Killers (known as PK’ers) and warring guilds are constantly causing disruption in The World creates an interestingly new atmosphere to play in. The game of The World has been upgraded to have new areas, monsters, and jobs; however, with the constant pandemonium of players fighting each other, it causes The World to be a lawless virtual reality that the system administrators can’t control.

In .hack//G.U., you play as Haseo, a gray-haired male known as the Terror of Death. Wielding an awesome weapon which seems to be a Sword and Chainsaw hybrid, Haseo earned his nickname by hunting down PK’ers. Other characters that were named in the trailer were: Atoli/The Mirage of Deceit, Kuhn/The Propagation, Yata/The Prophet, Sakubo/The Machinator, Endrance/The Temptress, Pai/The Avenger, Ovan/The Rebirth, and what seems to be Kite (supposedly being named as Tri-Edge), except he has a seemingly zombified expression on his face coupled with amazing powers and abilities.

While not many actual story elements were revealed from the trailer, you can tell that something happens that involves places and possibly some characters from .hack parts 1-4. Kite, the main character of the first four parts of .hack, is a given, as there is a one minute fight scene between Kite and Haseo. It’s left to the imagination whether or not others will take a place in the story, and it’d actually be surprising if they weren’t mentioned.

Fans of the series won’t have to wait as long as 2006 to re-enter the .hack universe with .hack//G.U., as there is another .hack game in the works and is being released before .hack//G.U. Even less information is known about it, but from browsing CyberConnect2’s web site, it seems to be named .hack//Another Birth. Whether or not .hack//Another Birth is going to be Part 5, or a kind of extra game to link the first four parts to G.U. remains to be seen at this point.

Stella Deus: Gate of Eternity (PS2) Review

Developer: Pinegrow / Publisher: Atlus || Overall: 7.8/10

Stella Deus: Gate of Eternity is Atlus’ new strategy RPG for the PlayStation 2. Taking place in a world where all the regular enemies you see fall into around 15 different classes (each class having only one sprite model so you’ll know what they are), you’re in for many long hours of strategy “fun.” Well, not really “fun.” Between instances of unfulfilling storyline full of bad voice acting, you’ll find yourself having to level up for about an hour, which definitely becomes a chore at times.

I’m not going to lie; I really thought the setup of the world and story in Stella Deus: Gate of Eternity was actually very interesting. Unfortunately, the game didn’t live up to my expectations. Maybe it was the bad voice acting or the excessive use of dialogue devices that annoyed me (including, but not limited to, just saying a name and having to guess what they mean by just saying someone’s name or trailing off in their speech and not completing it). It seemed like at times the story was written in a way that I had to read the storyteller’s mind to understand what they were trying to imply in the context of the events. However, the main fault of the story is that it took too many predictable turns, making the game seem more run-of-the-mill than it really should have been.

The graphical style used in the game more closely resembles Japanese anime than cel-shading found in most games that try to achieve a “drawn” look to them. While I didn’t have any real complaints about how the game looked like in this regard, my roommate gave his generous opinion and basically said it looked like crap, as if “some kid finger-painted that ****.” I can see how the art style might not appeal to everyone, but I personally think that the graphics are more or less nice to look at; however, you can tell the colors are kind of bland, and nothing really jumps out at you. Dedicated story scenes are most of the time delivered in still shots of characters with backdrops behind them. There are different pictures depicting interesting interpretations of emotions as well, for example, bugging out of the eyes when mad/disgusted. The character art is fairly well drawn, but you will never see more than one (if there is one displayed) character in a story scene at the same time, as the pictures will jump back and forth between the conversing parties. Not that this is necessarily bad — it just leaves out certain characters’ appearances through parts of the story and you’ll begin to wonder if they’re even there. Sometimes they’ll leave a character out of a whole conversation and then insert a part where that character pops in and has “…….” as what they say, just to give you the feeling that they are there and listening, I suppose. Sometimes you’ll see story delivered in in-game animations. There are practically no Full Motion Videos (FMVs), either.

When it comes to actual game play, Stella Deus doesn’t get much more generic. All the basic principles of strategy RPGs are there and not much more to build upon. Typically, you gain Exp and SP after each action you make in battle. Depending on your level and whatever formula the game has, you’ll gain a number amount anywhere from one or more Exp/SP for each action. Exp is used to increase levels and SP is used to increase abilities or gain skills. To achieve the next level for a character, one needs to gain 100 Exp, and it doesn’t matter what level you are. The amount of Exp you gain correlates with what level you are, meaning an action you gained ten Exp for at level five only gets you one Exp at level 10. A fault (or maybe it was on purpose) of the Exp system becomes apparent when you get closer to the 100-Exp-threshold. For example, if a character has 98 Exp and you defeat an enemy, gaining 62 Exp for doing so, you’ll in effect lose 60 Exp points, because once you get to 100 or more, you start at zero instead of having the Exp rollover and start at 60 exp. This is annoying to say the least. SP is gained in a similar fashion, but instead of the problem you have with Exp, you never have enough SP, making it a potential chore to have to battle a bunch of times, outside the course of the main story, to get enough SP to do whatever you wanted. SP is used to learn new skills, and to gain more base stats (if you ever wanted to waste them like that).

There are a couple of unique things that Stella Deus: Gate of Eternity brings to the table, however. The most unique, dare I say innovative, aspect of the game is how you are able to control your characters during battle. You have two choices in the options menu, one is “Command” and the other is “Direct” for your controlling preference. Command is the usual menu-based control scheme in strategy games that list all the possible things you can do (like Move, Attack, Item, etc.). The control scheme known as Direct takes these commands and assigns them to particular buttons on your controller, allowing you to conveniently accelerate the pace of the battle. Cutting down the time of each turn you have your characters take makes the game less boring, in a way. Other interesting aspects of the game are Team Attacks and Zone Skills. Team Attacks allow you to combine forces with another character in your party to deal some serious damage on your enemies. The game almost forces you to take advantage of Team Attacks, because the levels get progressively harder faster than your characters develop (without practicing in battles a lot). Depending on who is in the Team Attack (which seems like it could be up to five at a time), they do different types of attacks. Zone Skills are also an interesting part of the game, as you can affect the status of your characters or the status of your enemies depending on the skill you use. Possible skills include Healing (for your characters) or a chance of inflicting the status of Fear on your enemies, and as long as either is in your character’s “zone” they may take effect.

There are also some side-quests available in the town portion of the game. Seemingly, each town you go to is an exact copy of all the other towns in the world you visit, and every person looks the same, too. Actually, the “town” is just the same “town” you go to each time you go to the “town,” meaning there are no unique towns in the game. The side-quests break up the linearity of the story, and gives you something else to do than go to the Catacombs (where you practice your battling to gain Exp and SP, going to increasingly deeper levels with harder battles). You’ll find different quests that simply make you go somewhere with an item, have a battle somewhere, or do something that’s pretty much stupid. You can acquire interesting items and new party members (although they stem from the enemy sprite pool, but at least you’ll only get one character for each class of enemy) for doing the mini side-quests, and since they really don’t take that long, it may be worth your trouble.

When it comes to sound, it’s not the game’s strong point. While the music is OK to listen to, it can get kind of monotonous, especially when you constantly have to listen to the same song during battles, and you’re in battle 90% of the game; basically, not much to choose from. The sound effects are average at best. All of your enemies use the same set of voice-overs for their cheesy quips they say before and after an attack, and all the unique characters in the game (who don’t share the same character model as one of your enemies) have their own voice-overs that are equally as cheese-filled. When it comes to regular story voice-overs, the voice-overs are bad. There are a couple of main characters that have moderate or even good voice-overs, like the characters of Viper and Grey. It gets to the point where you can tell which characters have the same person doing the voice-over because they sound almost the same, or you can tell by their abilities as a voice-over actor/actress. While they do get the job done, it leaves a bad taste in the mouth sometimes. It also doesn’t help that a line of speech randomly has lower volume than the other lines being spoken. Though it doesn’t happen often, it happens enough to mention.

To veterans of RPGs and strategy RPGs, Stella Deus: Gate of Eternity may be an underwhelming experience, but it doesn’t go as far as to completely disappoint. Most of the elements that have made strategy games good in the past are present, and if you’re looking for a game to feed your strategy RPG yearning, Stella Deus: Gate of Eternity wouldn’t be a bad choice. The game can get rather involving to a point, and could spark interest as to where the game’s story will lead, but all in all, you’re not going to find anything else that is very different from most other strategy RPGs.

Battlefield 2: Modern Combat (PC) Hands-On Preview

Developer: DICE | Publisher: Electronic Arts ||

The Battlefield franchise is coming around for a new shot at the market with EA’s Battlefield 2, developed by DICE. Battlefield 2 supplies those who yearn for a modern combat Battlefield game (since the other games were based on WWII, and Vietnam), by making all the stuff in the game, well, modern. There are tanks, jeeps, helicopters, and guns just like those that are being used in combat nowadays.

The traditional Battlefield formula has been preserved well in the demo I played at E3 for Battlefield 2. While the only mode that was allowed was multiplayer, there were eight people playing at the same time. Needless to say, once you got used to playing the game on a PS2 controller rather than a PC set-up, the game becomes fairly involving. As with the other Battlefield games, the game revolves around taking over and controlling all the spawn points as dictated by the map you play on. While you can have some very hard times making it to the point where you control all the flags in the game so that there is no spawn point for the other team (thus winning once all the remaining enemies are left on the map are killed, unless they take another flag over), you can win by killing members of the other team until all their tickets run out. Usually killing the other team for all their tickets would take a very long time (since you start out with a couple hundred usually), so it becomes the priority to take over all the spawn points.

The multiplayer-only demo I played for Battlefield 2: Modern Combat captured the same feeling as the other games in the series. Being able to chose one of five different positions in your respective team, you can be equipped with a special ops gun, an M16 with a grenade launcher, a sniper rifle, a rocket launcher, a shotgun and other secondary weaponry to help you in your conquest of the map. This allows for flexibility in what kind of gun you like to use, and you don’t mess around with picking up your gun off the floor.

The demo’s sound was excellent for being in such an early stage of development. Almost all parts of the gameplay were very good as well, but there were a couple of issues I did notice. A minor issue is when you move (with the left analog stick) and then let go of it, your player keeps moving afterwards, and it feels almost as if they are sliding. The other issue which is more annoying is the lack of precision using the right analog stick in aiming with your weapon. Hopefully these issues will be solved before it hits retail.

Though there was only one map available for play, it looked fairly nice. A lot of the objects and textures were sort of bland, but most likely the graphical look of the game will be improved as well.

Playing Battlefield 2 for about an hour, I can say that the development of the game is going well, and the game can only get better from what it is now.

 

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.

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.

Grand Theft Auto: San Andreas (PS2) Review

Developer: Rockstar North / Publisher: Rockstar Games || Overall: 9.6/10

It’s arguable that no gaming series in recent history has had an effect on the gaming world as much as Grand Theft Auto. By giving players the option to do a number of different things outside of the linearity of the game’s story, there’s just an incredible sense of freedom found in GTA. This carries over to the newest game in the series, Grand Theft Auto: San Andreas, maybe more so than any previous game. It expands on things to do and the realism of it all by an incredible amount.

The story of the game itself starts when the main character CJ comes back into San Andreas from Liberty City because his mother died. He gets in a taxi to go home, but is pulled over by Officer Tenpenney (voiced by Samuel L. Jackson) and his team of corrupt cops the moment he gets back into Los Santos. When he finally gets back to his home neighborhood, CJ (voiced by rapper Young Maylay) finds out the streets his gang once ruled have been lost, and the gang itself in shambles. His crew shows distrust towards him since he went to Liberty City instead of staying in Los Santos. Once part of the gang, he is viewed as an outsider since he doesn’t fully understand what happened before his return.

Jacking Cars and Living Life as a Criminal Has Never Been So Fun
San Andreas introduces an amazing amount of new terrains to a huge world containing three massive cities. In the game, you’ll see country sides, dirt tracks, woodlands/forests, and deserts. However, these are just among the many additions the game includes. Gameplay features such as gang wars, pimping, burglary, physical conditioning, and having abilities improve in a (more or less) traditional RPG style are just some of the many things that have improved and expanded in Grand Theft Auto: San Andreas. The enhancements and additions seem to make a list a mile long. It is truly amazing to experience how many new things have been added.

The main cities in the game all mimic actual places in real life and how they look. Los Santos is the equivalent of Los Angeles, San Fierro is the equivalent of San Francisco, and Las Venturas is the equivalent of Las Vegas (complete with casinos of all types). Being from California, I’ve been to all three real cities and live near Los Angeles. First hand, I can say that everything is closely replicated to the styles of housing and how things actually look. There are even some noticeable structures that may not be important to someone who doesn’t live in the area, but is easily recognizable to someone who does. The same holds true for the other GTA games, as people who live in or around the city(s) copied will notice those minute details.

Through the first part of the game, most of the missions you do will exhibit one new improvement or addition Rockstar has made to GTA: San Andreas. Some missions teach you basic skills that have already been introduced in the series, like when they show you how to drive a car while doing a drive-by. More often than not, however you will learn something new that has been added to the game. A difference that is immediately noticed is as you travel around town, rival gang members will all of a sudden start shooting you. This forces you to find a different way around to your destination, since you’re trying to avoid them, thus adding to the difficulty of the game. If you’re in a car, they could possibly pop one of your tires during the attack.

Though everyone knows who CJ is already, if you want to attract even more attention from your rival gangs you can wear your gang’s colors. This increases the respect you have among your gang as well, though it’s a trade off. In the long run, respect is a lot more important among your gang than worrying about heat from other gangs.

The game play itself has been tweaked just enough to make it better than its forerunners. Using some of the ideas from Rockstar’s Manhunt, the targeting system has been improved. Also, some techniques that have never been used in this series before, like stealth, are used throughout the game.

Instead of just being thrown into the game with a basic set abilities and no way to improve them (like previous game’s in the series), San Andreas features an “RPG-like” level up trait increases your stats as you gain more experience from actually performing many of the game’s actions.. For example, the more you drive, the higher your skill gets, and your lung capacity skill will increase as you dive underwater more. The same method applies for muscle, weapon skills, respect, cycling skill, motorcycle skill, stamina, and a few others. It isn’t very expansive, but it is a nice addition to the game, and you will begin to notice slight changes in how well you handle your car or beat someone’s ass using your bare fists with fewer strikes than before.

To build up your muscle, stamina, and learn some new abilities to use in melee fighting, there is a gym in each city that you can use. As you advance to new cities, you are able to train at the more advanced facilities in each progressing city. Eventually, when you kick the “master” of the gym’s ass, they will teach you their fighting style, thus learning newer advanced fighting styles that you can use when you’re locked onto someone in addition to another style of melee attacks. This is a new addition to the series, as before, you only had one set of melee moves. Of the possible fighting styles you can train to learn, there is boxing, karate, and “dirty.” You don’t switch between the styles on the fly, but you are able to use the fighting ability of the master you had last won against, so you’re able to keep your favorite style.

Some Improvements Become Problems

There are only a few nuisances that I’ve noticed throughout the game, but they’ve appeared in the other GTA games as well. There are only one or two new problems I have noticed that are unique to San Andreas. It’s hard to see how much ammo you have left for the particular gun you have equipped, because the font for the counter is so small. You can estimate how much ammo you may have by counting how many digits you have in your reserve, in regards to whether there are two, three, or four digits for your reserve count. If you have four, you probably don’t have to worry about the count. When this actually affects the game play, is when you’re down to your last few shots, and you don’t know how much you have to conserve.

The load times experienced in other GTA games had as you traveled to different cities have been totally done away with. The game will continuously load any new area you go to as you are going there. The only problem with this however, is that you may notice that the details of particular buildings will not load that fast, especially if you’re going into a new area. This makes it seem less realistic. Sometimes if you look off into the distance, you will see nothing, and then a building pop in out of nowhere. This can also affect the game play at times, like when you’re trying to follow someone that is far away. They’ll disappear and you can’t see where they go. There’s also the annoyance of having the game pause for a few seconds to load a new area you’re going into if you get there too fast (like if you’re driving really fast in a car). There are other times where there is slowdown, but not very often. For the most part, the game loads well, and shows improvement over the other GTA games. The only “real” load times are before missions.

Gangsta’s Paradise (Not the Coolio Song.)
The music featured in the game is made up of 90’s music, as well as a few classic tunes from before that period. Most genres are covered, including alternative rock, classic rock, 90’s rap/hip-hop, classic hip-hop/rap, house, funk, country, dub/reggae, soul, and the ever-popular talk radio. The music makes the game feel as if you’re really in the 90’s.

The game’s voice acting has a quality comparable to Vice City’s, though by no means is this bad. The dialogue stays true to the atmosphere of the game, so players should be sure to expect a load of swearing. It’s safe to say that this game isn’t for those offended by language, as San Andreas uses swearing a lot more freely than any of the other Grand Theft Auto games. Also, the cast of celebrities providing the voiceovers is the series’ most prolific to date, including the already mentioned Samuel L. Jackson and Young Maylay, as well as others like comedian David Cross, Ice T, James Woods, amongst a few others. The auditory in San Andreas is exactly what should be expected from the series, a game with an awesome soundtrack and high profile celebrity voice acting.

More of the Same, Visually
Visually, San Andreas doesn’t look that much different than Vice City, but a few things do look noticeably better. The most obvious enhancement visually is the improvement of how the cars look. The cars can now be modded to fit your likes, from nitrous to hydraulics to having a different style hood. Nothing is better than driving a pink taxi with a spoiler, nitrous boost and hydraulics that is taking people to their destination in the Taxi Mission game.

There are other visual effect changes that have been made in San Andreas, as well. For instance, the rain that had once been very visible in Vice City is now more like a light drizzle. Granted, it doesn’t rain nearly as heavy in San Andreas as it does in Vice City, but it can be hard to tell if it’s even raining. Having the effect of rain splattering against the screen in Vice City has been dropped in San Andreas, since it actually impaired your vision while playing. There is now fog/smog depending on what city you’re in. This adds to the realism of GTA: San Andreas, as real weather conditions are replicated more accurately. Similar to arcade racing games, when you’re driving very fast, the area around you becomes blurred, adding to the feeling that you’re going fast.

Final Thoughts
Grand Theft Auto: San Andreas is without a doubt the best GTA to date. New challenges are exhibited in nearly every mission, and with a huge quantity of new improvements, additions, and challenges involving all the skills they provide you, this is one hell of a game. There is also a very involving story that keeps the game moving along, as it keeps you wondering how things will turn out and why things are happening. While the other Grand Theft Auto games still hold their own by being set in different cities and having distinctively different atmospheres (from being a mercenary in GTA3, to a part of the mob in Vice City), GTA: San Andreas manages to be unique, having the whole aura of the main character being completely different, making itself a definite must-have.

Dark Cloud 2 (PS2) Review

Developer: Level 5 / Publisher: Sony Computer Entertainment || Overall: 9.3/10

The original Dark Cloud is known as one of the best adventure RPGs for the PlayStation 2. Thus, players clamored for a sequel, and with listening ears Sony has brought us Dark Cloud 2. If you’re a Dark Cloud fan, you will be thoroughly impressed with the effort by Sony to make this sequel truly all that it should be and more. Everything in Dark Cloud (including the translation) has been greatly improved.

Dark Cloud 2 is about a young boy, named Maximillian (or Max for short), and a young princess from the future, Monica. The story starts when Monica goes to the past from the future to stop an evil guy, only known as Griffin, from destroying the past, therefore destroying the future. Don’t ask why this makes sense, because if Griffin was going to destroy the past, how would the future be able to know he was going to if they were destroyed? Just take it for what it is, and you’ll have a fun time playing this game.

The Georama system that made the first Dark Cloud so original, (which is the aspect of the game in which you can build your own towns for people to live in) has been revamped and loaded with new features that make your towns more customizable. Not only did the Georama system get a major improvement, but the battle system, storyline, interactivity, and user interface had all been greatly improved. Dark Cloud 2 is everything Dark Cloud was, should have been, and so much more.

The similarities between Dark Cloud and Dark Cloud 2 are the same as the similarities between any of the Final Fantasy games. All that is in common between the two Dark Cloud games is the concept of using Georama to rebuild the world, and go through a merciless amount of dungeons to do so. And let me tell you right now, the best part of the game is going through the dungeons (and that’s a good thing).

Somewhat of a new aspect to the game is the ability to freely travel to and fro from the future to the past.

Graphics:
The only improvement that some may see as a turn-away from this game is that instead of the generic computer-graphic-look, the game is cel-shaded. Let me say this again, the game is cel-shaded. Even though some may see this as a bad thing, I see it as a good thing. The game looks amazing, and I believe that the cel-shading makes the game what it is.
Compared to games using the conventional computer-graphic look, every aspect of this game, visually, is amazing. The cel-shading mixed with a right amount of regular computer graphics make for a very pleasant experience. Just because it may look cartoony, doesn’t mean it doesn’t look good.

Sound:
The sound in this game is great. Every part of the game has good music. After 90+ hours of playing this game, I still have not gotten sick of any of the songs. The music makes you feel like you’re in the area you’re in, whether it be a volcano, a tower, or the future.
When the story is advancing, there is voice acting. However, the voice acting makes the game seem more kid-like, because there are a few weird voices that seem to have been made to entertain younger children, even if the game is not really made for them.

Game Play:
There are two main aspects of the game. There is the battle system and the town interaction/Georama system, as well as a few extras tossed into the gaming mix.

The battle system has improved so much since the last Dark Cloud, that it makes it easier for you to be efficient with your battle tactics. Instead of having six playable characters with different abilities (as in the first one), you have only two characters, whom each have two weapons (close and long ranged weapons) at their disposal in addition to an “alternative” mode of fighting. Max is equipped with huge wrench-like weapons (because he’s an inventor), and a gun. Max also has a huge robot named Steve. You may remember “Steve” as the talking slingshot from Dark Cloud. Well, now he’s a powerful robot that can be fairly annoying if you choose to equip him with a voice box. Steve is almost a character by himself, as he has his own hit points, weapons, and uses. Steve becomes especially useful farther along in the game, when the enemies become extremely hard. Monica is equipped with the conventional sword, and a bracelet that can shoot magic. That’s not the interesting part about her though. She’s able to transform into particular enemies you encounter throughout the game. This is fairly useful, as each of the different monsters have skills that are needed to complete tasks in the game.

The main part of the game is the dungeon-exploring. Going through dungeon after dungeon was the whole purpose of Dark Cloud, and the same goes for Dark Cloud 2. The main point is that you go to a part of a dungeon, find the key to go to the next level, and go to the next part of the dungeon. As you venture through the seemingly endless amount of dungeons, you improve your characters mainly by improving the weapons they carry. You do this by “synthesizing” or basically adding a particular item’s ability-gaining-potential to the weapon.

Synthesizing has been tweaked a bit from the first Dark Cloud. At every “level” the weapon gains from use (and depending on how advanced the weapon is), it will gain a certain amount of “synthesize points” instead of just putting a bunch of different things in slots and having them join with the weapon. The battle system is very deep, and to explain it here would take too long.

The other part of the game that you’ll be spending time with is the town interaction/Georama system. Town interaction plays a big part in the beginning, but declines as you make the towns through the Georama system. The first town, which is made by the developer, is obviously more grandiose and interesting than any of the ones you make. An interesting part of town interaction is the camera. The camera is used to document certain types of items, which is used for other purposes. However, this provides for some pretty fun photo shoots. When you first get the camera, you’ll be taking pictures of everything you see, trying to get every single item (which there are a few hundred of).

Like I said before, the Georama system had been greatly improved, and makes for some very nice customization of the towns you have to rebuild. Instead of having the actual items being provided for you to right away place on the map, you must actually CREATE them with the building materials you acquire. This makes for a less far-fetched reason for being able to make a town by yourself, out of nothing. In Dark Cloud you didn’t have to meet the conditions of the original town, except to get prizes for doing so. In Dark Cloud 2, however, you have to do 100% of what the town is supposed to have in it. An example would be “Place trees around the Elven house.” This would complete a certain condition you had to do to restore the future, because in the future’s past, the Elven house had trees around it. Also, you must have a certain amount of “culture points” which almost forces you decorate the town with certain things, to make it seem like a more believable town.

Some extra aspects to the game are the invention system, Spheda, and fish raising/racing.

The invention system comes in play when you take pictures of certain items. These pictures supply Max with ideas to be able to make a certain invention, for instance a bomb or a weapon. The way it works, is if you put three ideas together, you may or may not be able to create a “complete” idea that will allow you to create a particular object.

Spheda in this game is basically an advanced form of golf. The explanation behind Spheda is that there are space/time distortion thing, in which a blue or red sphere falls out of a blue or red distortion. The goal of Spheda is simply to put the sphere of glowing space/time back into the portal. You may ask now “why don’t the just pick it up and put it back in.” You idiot! Don’t you know if you pick up a piece of space/time you’re going to possibly change the future (as if hitting it with a golf club makes it any better…)!?! Anyhow, to win at a particular game of Spheda, you must defeat all the enemies in a dungeon, after which, the distortion and the sphere will appear at random places on the map. The dungeons are all randomly generated, so it makes for some very frustrating times. Basically, you have to get the sphere an opposite color of the distortion to make it go in (Red sphere -> blue distortion, blue sphere -> red distortion). This adds for some difficulty, as you may be able to hit the sphere into the distortion, but it doesn’t go in because it is the same color as the distortion (which is bad). Have fun with this one. Even though it isn’t a required part of the game, its still very useful getting the item out of the treasure box that falls out of the distortion after it is repaired.

Fishing. Fish raising. Fish racing. This all seems kind of boring, and let me tell you it pretty much is. But if you play your cards right, you’ll be able to get some very good items and weapons. I think its sort of self-explanatory as to what you do with the fish.

Overall:
Well, after all that we’ve been through with each other, I’m afraid it won’t even come close to how long you will play this game. I haven’t said one bad thing about this game, but there is a factor of the game becoming rather boring at times, as well as getting an “oh yay you finished an area, now go to the next one and do the same thing you did before” feeling about midway through the game. Nothing really happens during the middle part of the game, as it is really just gets you prepared for the unloading of the story, and mess of difficult enemies and bosses near the end of the game.

There are about seven different areas, all corresponding with a particular element. Such as, fire, water, wind, earth, air, and a couple of extra areas. The reason it becomes so boring, is that when you go through the dungeons, there usually isn’t any story sequences at each part. The only reason they become boring is if you’re trying to play all the way through a bunch of the dungeons at the same time. If you give it a little break in between every few dungeons, it’d be less of a bore. But to break up the monotony of the dungeons, the developers have tossed in many, many extra mini games and side quests to have fun with.

Xenosaga Episode I (PS2) Review

Developer: Monolith Games / Publisher: Namco || Overall: 8.5/10


Overview:
What do you get when you mix an incredible space adventure full of drama, action, explosions, and robots with hot chicks? You get Xenosaga Episode I: Der Wille zur Macht. Xenosaga Part I is the first of eight games, and they’re all a part of the Xenogears story in one way or another (prequels and sequels, and I’m assuming a possible remake of Xenogears). Xenogears was made by Squaresoft, and Xenosaga is being made by Namco (which has a team of developers who left Squaresoft).

Boasting an immense and involving story, Xenosaga Part I takes place in the future, where humans only live in space, co-existing with cyborg counterparts, called the Realians. Though the story doesn’t revolve totally around the Realians, the events happen all because of a war that had been fought between humans and Realians. There is a whole history that the game presents for you, and trying to remember all this information to understand the rest of the game will actually revolve around the events that happened before you start playing the game. The real conflict in the game is the war between humans and aliens no one knows anything about, and a mysterious object called the Zohar.

Even though this game is an RPG, when it starts out, there isn’t much of a game to actually be played because there are so many cinematic movies. There’s more actual playing time as you get farther in the story, but this might lose some gamers early on in the game. It was like watching a really long porn movie, except there was no sex. Or there was some sex but it cut off before anyone was actually naked. (Sex in this reference would be equal to playing the game.)

Graphics:
The graphics in this game are nothing short of amazing. Everything is very polished, and looks about as real as computer graphics can look in this generation. However, there are some annoyances involving hands, and them not having moving fingers. Still, the cinematic movies are ones to really be amazed by. During action scenes, you may actually say “wow” because they are pretty intense at times.

Later on in the game, there is an integration of CG movies in actual battles.

Sound:
The sound category as a whole is definitely below average at best. Now don’t get me wrong, the voice acting in this game is top notch, and the musical score is really good, but there is an EXTREME lack of music during regular game play, more specifically map movement. There is nothing that will help you get into the mood when you’re traveling from Point A to Point B, fighting monsters along the way. And if you’ve played RPGs, this is what happens ALL the time. The lack of music here is really a sad thing, as it makes the game feel empty and less involving when the actual events of the story so far have gotten you to that point.

I don’t know if anyone else cares this much about music, but I honestly do think that music is a very important part of any RPG, to always feel like you’re involved in the game, and not just hearing footsteps on different surfaces.

Game Play:
The game is similar to most RPGs, except in battles; there are a number of different attacks you can string together to make each turn at least seem like it’s more realistic (because in other RPGs, when you say “attack” the character always attacks the same way every time). You can also make the decisions of what to actually hit your enemy with, whether it be a physical attack, or Ether (magic) type of attack. The same sort of “choosing your attack” feature is used when you’re in mechs called A.G.W.S (pronounced ay-ggs). So any Xenogears fan who doesn’t have Xenosaga will be wondering what the hell an A.G.W.S is and what happened to the Gear which was in XenoGEARS. Well, supposedly A.G.W.S are the smaller type of Gear used in the time before Xenogears (since Xenosaga Part I is a prequel). Instead of the gigantic Gear from Xenogears, the A.G.W.S. in Xenosaga are about four times bigger than humans, and can have a range of weapon types, including Melee, Guns, and Rockets/Grenades.

Now, you’re probably wondering how the backend system is. I’ll tell you right now that it is one of the most complicated ones I’ve ever seen, except it can help you out in making your character very strong, and skills-and-abilities-filled. There are several types of points you gain at the end of a battle, and you use three of the types of points to gain more Ether attacks (magic attacks), Skills (skills are extracted from actual items that can be equipped), and Techs (which are points you use to upgrade the skills you use in regular battle).

The stand-out point of this game is with no doubt its storyline. There are barely any games that will even come close to having such an elaborate storyline as Xenosaga (when all eight parts come out) will have. I’m no psychic, but if each game will be as packed with events and as much story development as the first, this gaming series will be any serious RPG-player’s dream. Or at least mine.

Another important part of the game is the Internet-like feature you can use, called the U.M.N. The U.M.N. is basically the Internet for the whole universe, and contains all the useful information you’ve been told through the game, as well as emails that contain weapons you can download as an attachment occasionally. Don’t ask me why that should make sense, it’s the future, they can do that. You can also visit areas you’ve been to before, even if they’re destroyed, or inside someone’s head. Instead of allowing you to physically travel to these places again, the areas are “saved” in the main character’s computer that is hooked up to the U.M.N. and is somehow inside of her or something.

Even though I’m saying such great things about the gameplay, there is the factor of the battles becoming very boring. Even though you can mix it up by using different attacks, the enemies you fight usually require a sort of “formula” of attacks to best defeat them. Not only this, but it usually takes a long time to defeat your enemies. Too often are there three enemies who have high HP AND can heal themselves (not that I’m saying it’s too hard – this just drags out the battles), and sometimes you have five of the same enemy to kill, and they usually take two characters attacking them before they die. Every time you go into another random battle, it becomes more laborious than actually having fun killing some stupid aliens no one knows about.

Overall:
Though it is a very good game, I am actually really disappointed in the lack of music during regular regular map movement and the use of the A.G.W.S. (compared to their use in Xenogears). Though the mechs are a major root point of the original game itself, they don’t play such a huge role in Xenosaga Part I from what I’ve seen. Perhaps their use will be more important than just retreating into them when you’re fighting a hard boss in the next game.

Front Mission 4 (PS2) Review

Developer/Publisher: Square Enix || Overall: 9.1/10

Overview:

Recently, I’ve been disappointed with Square-Enix and their soul-stealing Final Fantasy XI (give me back my friends, damn it!), but Front Mission 4 is a nice surprise. Like the previous Front Mission games, the game is turn-based and you battle in Wanzers, which is pronounced, “Vanzers”. I guess Germans make all the awesome mechanical toys still. So, what do you get with you throw in: giant robots, a sexy French voice actor, and guns? Probably confusion, but I’ll leave that up to you.

Story:

Ah, one of the shining points. As the game beings, Elsa, the woman with the sexy French voice, is training with members of Durandal. Zead and Hermes instruct you on movement and combat against Arrow 2 and Arrow 4. Elsa was a former member of the French Army for some time, but apparently, was never in any actual combat in the French Army. Sucker punch to the French by Square. Next thing you know, there will be an in-game browser that links to here in Front Mission Online, but I’m getting ahead of myself.

Elsa and the members of Durandal are sent to investigate the attacks on German bases, no one knows why they attacked or who they were. After arriving at the German Base Sachsen-Anhaltm, the search is slow. With the trouble from Wagner, the commander of Sachsen-Anhalt, and Elsa and Zead suggest investigating to the north. Finding the remains of a landing point in Jutland, Denmark, your team is attacked. Finding a chip as evidence, your bring it back, only to be attacked as you get back to Sachsen-Anhalt by the unknown Wanzers. As the battle ends, you bring your physical evidence (A microchip for leg part stabilizers), and are told to go back to the Durandal H.Q. in the United Kingom. Yes, this part of the story involves lots of conspiracy, and that’s what makes it so engaging. Luckily, there’s an even better side to the story:

Darril, Renges and Chaeffer are members of the U.S.N. who are stationed in Venezuela who have horrible records and never really follow orders. Venezuela is currently becoming independent again with the help of the U.S.N. Wanzers. Patrolling one day, Darril and Renges stop to enjoy a view, as Chaeffer is trying to catch up. After much bickering about turning down a radio to relax, Chaeffer gets a distress call from a transport plane. The plane crashes and the trio checks it out to find no one survived, and the cargo was about three tons of gold. Darril and Renges aren’t too fond of the Army anymore, and decide to take the gold, forcing Chaeffer to join in, too. The gold was the governor’s private little stash, and it wasn’t supposed to exist, so Darril explains that it should be smooth sailing to get it out. Much lying and reckless behavior follows. This half of the story is very entertaining, to say the least.

Graphics:

The graphics are superb. The Wanzers look cool (depending on your parts, of course) and are animated nicely; as Wanzer combat is still relatively new during this time period, it gives added feel that the Wanzers are still sluggish in general response-wise. It’s hard to explain it without seeing it in action. The environments are nice, with lots of little bits of things lying around like barrels, pipes and junk. Not very interactive for the most part, but it’s not really a focus in the game with all the things you need to keep in mind during battle. Weapon effects and camera angles look great in general, yet sometimes it leads to the problem of not being able to see if you’ve hit a few times with a rapid fire weapon, but that’s not a huge or common problem. Much like the previous games, you can customize your Wanzers not only in what heat they’re packing, but their general shape and color. I’m disappointed with the limited ability to change the color of a Wanzer, as more options open up for the “camouflage” as the game progresses. The movies are very entertaining as well, done in the Hollywood way of “Tons o’ ‘splosions”. I like that way. The only gripe I have is that you can’t zoom in close enough during the battle! Things look tiny until you get to the battle.

Sound:

Music is consistently good, fitting the mood, which is generally a, “I’s gonna blow up s’more stuff,” kind of mood. Although, some of the easy listening music while customizing Wanzers can get a little boring. Like being stuck in an elevator playing Risk with grandmother and Bob Saget, it can induce sleep if you’re tired enough. Sound effects are clean and appropriate. There are no small guns here that make loud booms as in other mech games I’ve played. The voice acting in this game is great, dorky people sound dorky, hard ass people sound hard ass. Let me emphasize how good Elsa’s voice is. Men will be able to appreciate it, obviously, because it’s a sexy French voice. Probably the same sort of enticement as Tomb Raider’s Lara Croft’s grunting noises as she climbed up stuff.

Well, maybe not exactly the same…

Gameplay:

Lots of stuff to do here. Combat is essentially a super supped up Front Mission. Wanzers have four basic body parts that can be damaged: both left and right arms, legs, and body. The loss of arms or legs will limit the function of the Wanzer until repaired, and the loss of the body will destroy all of the Wanzer, regardless of the conditions of the other parts. With many weapons and tactics to choose from, there’s no one way to go. The game sort of sets you up by having characters be more proficient with some weapons (Zead is good with missles, for example), but it doesn’t mean you can’t alter them slightly. As pilots battle more or train more in the battle simulator, they gain levels and EP. EP can be used to purchase special abilities that can add special effects. Some of the effects are passive, while others are randomly activated in battle, depending on the skill. Also, pilots can link in this new Front Mission game, meaning if they have the right links set up before a battle, they can help attack when a linked unit attacks, or defend them when attacked. This is very useful, as setting up partners within your squad becomes deadly. With the right links, your Wanzers can be all the more efficient with taking down enemies.

The maps in the game aren’t very difficult until further into the game, which is nice for any new player, or a returning series player who needs to be refreshed on how to play. While they are detailed, the maps aren’t very interactive, sadly. Most of the battles take place on maps which are much like arenas: large open areas with few, if any, obstructions. This isn’t entirely true for every single map, but many of them aren’t too different. Also, the map size stacked on to the unit health to damage ratio often makes for long battles, so be prepared. Just keep in mind that splitting up your forces is not such a good idea if you want a short battle.

Overall:

Front Mission 4 is a great title, especially with Square-Enix’s recent ventures that have been somewhat disappointing. The gameplay is very good, and there’s even an option for the ever-popular “New Game+”, so you can replay the game and get everything eventually. The graphics, story and voice acting are very tightly linked together, and it can be a very captivating experience depending on your tastes in games. Just don’t let it run your life like another Square-Enix game that rhymes with “Spinal Bantasy will-leven”.

Disgaea: Hour of Darkness (PS2) Review

Developer: Nippon Ichi Software | Publisher: Atlus || Overall: 8.3/10

Overview
With red-hot popularity in Japan, Disgaea: Hour of Darkness is any turn-based RPG gamer’s dream. It plays much like the other turn-based “Tactics” titled games such as Final Fantasy Tactics and Tactics Ogre, where you control individuals in a set area and take turns bludgeoning each other’s skulls with swords and axes, but there’s something else this game adds in to the mix to spice it up: there is virtually no level cap. You can level to your heart’s content. While there are other additions, this lack of level cap is insanity. Stack on random battle map generations and bosses with a million hit points, and you got yourself some replay value. How will it fare, when replay value is what most gamers nag about? Let’s find out:

Story
You are Prince Laharl, heir to the throne of the underworld. The game starts out as your subordinate, Etna, is thrashing your little body around in hopes to awaken you from your two-year slumber. As you awaken, you find that your father, King Krichevskoy, has died, and the residents of the underworld are in chaos fighting for the title of “Overlord”. As claiming the title of overlord, you go on to kill off any of the opposition to the throne with the help of Etna, your badass lil’ penguins called Prinnies, and anyone else you hire/pick up on the way.

The game has many funny sequences. Spoofs on Power Rangers, lots of screaming, Prinny humor (Dood!), plenty of irony, Flash Gordon spoofs, and lots of sexual and other crude humor. Not to mention a nod to President Bush’s accident with a pretzel (King Krichevskoy died that way, as far as you know). Laharl’s favorite taunt to his female companion’s is “flat chest-ed”. Guys and cooler girls will like this game. Cool girls as in: a girl who would be looking at a game site. Congratulations if you’re a chick!

Graphics
In the tradition of turn-based RPGs of the Playstation, Disgaea uses 2D characters on a 3D map. The sprites are very nice, and detailed enough for their size. Most characters are designed well (Majins are the definition of badass design) and have many animations that fit the part. Characters’ special moves have some 3D flair; lots of explosions and ultimately cool looking moves. Dragon Ball fans rejoice: brawlers do a Dragon Ball-ish move: “King of Beasts”. Spells and the lot are nice effects, but nothing special. Map detail is bland at best. There is nothing really engaging about the environment, especially when you get to the randomly generated maps. Eventually, you’ll feel like you’re playing the same maps constantly because of how boring the levels can be. The drawn art in the game which accompanies the “scenes” are adequate, but one animated sequence for something would have been nice. Side note: if you love large anime breasts, you are playing the right game. Tons of them, and lots of humor on it as previously stated.

Sound
The music is nice, and it fits the game. No gripes here; some of the music can even be catchy. The dubbing is very nice. All of the voices are professional (or at least sound that way) actors. You may even recognize Prince Laharl’s voice as Barbara Goodson of anime dub fame. Most units only have basic voices, like the male warrior’s pretty cool voice (Be gone!), etc. I actually find the English voices much better than the Japanese voices. The Japanese voices are so squeaky… ugh. Perhaps that’s sexy in Japan, but I couldn’t bear it and switched it back to English. Sound effects are decent, nothing really stands out. Just stay away from the Japanese voices. For the love of Pete.

Gameplay
Disgaea will be nothing new to fans of the genre, nothing really out of the comprehensible for veterans of Final Fantasy Tactics or the like. Movement is very nice in regards to the other games. All units move in the same phase, meaning, you can move all the units at once instead of waiting for each unit to get to its own turn. This is VERY handy when it’s the computer’s turn, as all their units will move in a big mass as opposed to 20 units taking turns. Attacking is much the same as other “Tactics” games, but one difference–you can combo if there are units one panel adjacent to you. Combos not only look cool, but often will do a lot more damage. If normal attacks aren’t your thing, there’s plenty of special moves with any of the seven weapon types, in addition to unique character skills (Such as Laharl’s “Blazing Knuckle) and monster skills. The moves can’t combo like normal attacks can, but most special moves affect an area, or hit more than once, perhaps even knocking the enemy to another panel as some do. You’ll also be pleased to know that classes can use and gain skill with any weapons they wish, but they are very proficient with some specific ones. In example, mage/skull classes are proficient with staves, which also enhance their spell range if they practice enough. Using a weapon will increase the skill with that weapon. When you reach a certain level with a weapon, new moves will become unlocked, and your proficiency with the weapon becomes even greater. There are no staff moves, but with increased skill comes enhanced spell range. Without staves, your range will barely go 3 tiles. While there are many skills, I found myself wishing there were more special moves for the weapons seeing as how there’s only 7 weapon types.

Combat is nothing difficult, and very easy to get used to once you gain a grasp of things like geo tiles, colored flashing panels with effects that match what geo crystal you put on them. For example, putting a geo crystal with the effect of “+100% EXP” on a blue tile will make all geo panels of the same color increase EXP by 100% if a unit is killed on that color. Geo panels can also be changed by way of breaking a different color geo crystal (The color of the geo crystal only effects what the color tile it’s on will change to when the crystal is broken) or with the “Change Geo” move of the Scout unit. Get used to lifting other units/geo crystals with your units, as it gets to be extremely useful. While some units will be indispensable, many like the Rouges, Scouts and Knights are just not useful in the slightest. Many other units can do what they do, and much better. If you really want a warrior that cast spells, overlook the Knight and instead give a warrior a mage pupil. When the warrior learns spells from the pupil (One tile away you’re able to share moves with a pupil) she/he will be much more effective than a Knight would ever be.

Also to note is that there’s a deep system for leveling. There is no level cap, and you’re able to reset your characters to level 1 with much enhanced stats. Not only that, but you can alter your weapons, which carry “residents” who enhance the power of the weapons they are on. By entering a weapon, you can raise its base stats with each level you descend in to the weapon, and by subduing residents from other items and putting them on the item of your choice. On top of this, add in many unlockable levels, classes, and items, and you’ve got yourself a couple hundred hours of game play if you are a perfectionist.

Overall
While it is fun, and a very good game, is not exactly all that deep. The story is nice, but short. There’s plenty of gameplay, but sadly, it’s just not deep enough for how much you may end up playing. If the story were longer, or if there were more special moves/things to look forward to as you level higher besides stats, my opinion would be much different. While it supports the capacity for high level characters, it doesn’t seem to do that in anything more than no level cap, and one supremely hard secret boss. I do very much enjoy this game, and I have purchased it, but I have hopes that a sequel will come along and add more depth to this game and its fun and quirky story.

Grand Theft Auto: San Andreas (PS2) Preview

Developer: Rockstar North | Publisher: Rockstar Games

No game has more hype, controversy and rewarding pedestrian killing than the Grand Theft Auto series. With the success of the GTA3, the transition to full 3D game play was the best thing to happen to this game series. And if GTA3 couldn’t be any better, GTA: Vice City blew every other game in the series out of the water. One can only imagine how the 5th installment of the GTA series, GTA: San Andreas will completely rule over all its predecessors, this October 2004.

Five years before the game starts off, Carl Johnson, the main character in this GTA, escaped from the pressures of life in Los Santos, San Andreas. The city was tearing itself apart with gang trouble, drugs and corruption. It was also a place where film stars and millionaires do their best to avoid the dealers and gangbangers. From the poor to the rich, Los Santos was not a very happy, or safe, place to live.

In the early 90s, Carl is forced to go back home, because his mother has been murdered. When he comes back to Los Santos, he finds that his family has fallen apart and his childhood friends are all heading towards disaster. However, on his return to the neighborhood, a couple of corrupt cops frame him for homicide. CJ is forced on a journey that takes him across the entire state of San Andreas, to save his family and to take control of the streets.

Some of the newest innovations in the GTA: San Andreas are in how you make and spend your money. There’s a lot to spend money on, and to get around a whole state, you’ll need plenty of cash. Like in previous GTAs, you will sometimes earn money by completing missions, but not always. That’s why side missions will take a new level of importance. One of the new ways you can get hold of cash, is by stealing other people’s stuff.

Burglary is another crime added to the repertoire of other crimes you’re able to commit in the GTA series freely. To begin the actual burglary side mission, you have to carjack a moving truck and then press the R3 button. There are dozens of places in San Andreas to burglarize, for example residential homes and businesses. Most can contain a variety of goods that you can make off with and sell.

If you don’t know how to burglarize well, you’re going to get caught. First of all, you can only rob places at night. You’re going to have to get something to hide your identity, like a ski mask or balaclava. You’re also going to have to bring a weapon or two, just in case someone is home, and they try to alert the police. But that’s only if you make enough noise to wake up the inhabitants, if any. People will be sleeping, because its night. If you’re able to slip in quietly, you may be able to make off with a VCR, TV, or the home stereo system. It’d do you well to check every room in the house, because making off with a 13 inch TV wouldn’t be better than making off with something with way more value.

Once you’re able to make off with your haul, you’re able to sell your goods, and make sure you get your money’s (and effort’s) worth out of it. The money you make can be put forward to buy items, food, clothes, guns, properties, and even businesses.

The way you spend your money influences the way you play the game. In San Andreas, the way you dress and take care of yourself tells a lot about who you are. As a result, your clothes and haircut affect the way others respect you. There are many barbershops throughout San Andreas, and with enough cash, CJ can get whatever cut he wants. The sharper CJ looks, the more respected he is. Rivals will take notice to him, and be more wary of him, as well as women noticing how good looking CJ is, and gaining more authority within his own gang, the Orange Grove Families. You can choose from many different cuts, including bald, afro, jheri curl, and cornrows.

Clothing affects the game as well. Through the game, if you dawn your gang’s colors, rival gangs and police will take notice to your allegiances easier, while gaining more respect in his own gang for doing so. Some missions will even require CJ wearing a particular outfit. Some of the places that you can choose clothing from are Binco, SubUrban, and ProLaps. Binco is a discount clothes store which sells cheap and utilitarian clothing. SubUrban has a bigger selection than Binco, and also targets a customer base that has a higher budget to spend on clothing, favoring brand-name apparel. ProLaps is an athletic gear outlet store, selling jerseys, shorts, hats and other sport related items. Prices at ProLaps are a bit more expensive, and CJ will have to earn a lot more money.

CJ will keep all the clothing he buys, so you won’t have to go back to the clothing store and buy clothes every time you want to change your look. All you have to do is walk into your safe house and look in the closet to see every piece of clothing CJ has earned/purchased at that point in the game. This adds a collecting mission to the game, and also a huge amount of customization for you character, for mixing and matching the clothing you have.

The game itself will be five times as big as GTA: Vice City, featuring three cities. Los Santos (the capital, and a mirror of Los Angeles), San Fierro (a mirror of San Francisco), and Las Venturas (a mirror of Las Vegas).

GTA: San Andreas will also feature a new type of transportation, the BMX bike. To me, nothing would seem more fun than riding a BMX bike to another city clear across the state. Now it just leaves to wonder if there’s going to be a paper route you can do (been hoping for that one since GTA 3). Among other improvements, there are also motorcycle cops, citizens who will not give up their cars so easily (when you’re carjacking), improved police AI and even more troublesome police.

If you’re wondering about the game’s musical score, Rockstar has not released too many details about what is actually going to be in the game, other than the fact that there will be music from many genres of the early 90’s. Since there are three different cities, there is a possibility that each city could have its own list of unique radio stations and music.

Grand Theft Auto: San Andreas hits the PlayStation 2 on October 18, 2004.

.hack//Infection (PS2) Review

Publisher: Bandai Games / Developer: CyberConnect2 Corp. || Overall: 9/10


Overview:
Part one in a series of four games, .hack // INFECTION takes place in a simulated MMORPG (Massive Multiplayer Online Role Playing Game) called The World. What .hack manages to accomplish, is give the feel of playing online, with the ability to trade with other players, explore many different areas, and go on assortments of different quests, in addition to plenty more. Your allies even act as their own independent player (for the most part), like they were being controlled by another player, playing alongside you somewhere else in the world. The main difference from .hack and an MMORPG is that there is a structured story, with characters in the game that you’ll encounter repeatedly throughout its tenure.

If you don’t like complicated games that take a long time to get into, this is probably not your game/gaming series. There is a lot to learn about .hack: weapons, shops, and areas in the World, Altimit (your simulated computer’s operating system), and more. As you progress through the game, more is added on, and that’s only half the game. A big part of the game is the story. The whole time you’re trying to figure out what the heck is going on, and just when you think you understand what’s going on, a bunch of random occurrences are tossed at you, confusing you even more, as well as enticing you to buy the next game in the series.

Graphics:
The graphics are great. There’s nothing to say bad about this game graphic-wise. For the most part, you can easily define something that is of interest from the scenery, and it’s easy to tell whether or not something is an enemy. There is constantly a myriad of colors for you to submerge yourself into. During battles, there are different colors flashing, things coming out of the ground, and things flying out of the air, all summing up to be a nice blend. The game’s frame rate almost never slows down, unless you have a horde of enemies unleashed at the same time.

The only unfortunate thing is how there aren’t any CG movies. There are movies, but they are usually done with an in-game sort of feel to them, not looking any different than what it does in-game.

Sound:
Something you don’t see in 99% of the games out there is that there are two different language settings. Some people don’t like to hear their games in English, so they can switch it to Japanese. I don’t like to hear the Japanese banter and having to read the text boxes in order to understand what’s going on, so I leave it on English. This will appease some of the whiners out there who wish that all their games are in Japanese instead of English, I suppose. Practically every time you talk with another character, there is a voice that accompanies it. The only time you’re not going to get voices are when you talk to the people in towns you trade with.

So, I guess by this time you’re asking “how good is the actual voice acting?” Well, it’s some of the best that I’ve ever heard. There are some annoying voices I’d rather not listen to, but I just don’t use those characters, and that basically solves the problem.

The musical score is definitely a well made one. Certain songs do get redundant because you visit certain areas which use the same music over and over. Certain examples would be dungeons, and root towns. You spend almost the whole game in either one of them, so you’ll begin to know the music by heart.

Gameplay:
The gameplay is superb. Yes, superb. If you don’t understand what it means, just take the “b” out of “superb”, and it’ll all make sense. There are three parts of the game I would like to discuss, gameplay wise, and they are:

The Battle System
All the fighting is done in real-time, and in full 3D. You can pause the game to request abilities that your allies have, or to use one of your abilities, but its basically non-stop action once you get into a battle.

An interesting part of the game is called Data Drain. Throughout playing .hack, it will keep reminding you that The World is a game inside your game, and this is one of the reminders. Data Drain is the ability/virus that rewrites an enemy’s data, and makes them into a weaker enemy. Every time you use Data Drain, you also obtain a rare item. It’s a great help at times, but if you use Data Drain too much you run the risk of having the viral infection in your character to spread enough that it can take away experience points, give status problems, or even kill you. Don’t ask me how that happens, it just does. The reason you have the ability in the first place, is because you have a bracelet that no one can really see. The bracelet was given to you by some girl named Aura at the beginning of the game, and when you complete this game, you still wonder who she is. I’m not expecting to find out who she is till Part Four.

Allies are a big and very essential part of the game. When you defeat an enemy, experience is not divided between allies, so you may as well have allies going along with you when you’re out in an area. Allies can help you out with healing, fighting, and special abilities. They even take care of themselves, buying items they’ve used during battle when they go back to town. The only downfall is that your allies have to be sort of babied. You have to constantly look out for them, and hope they’ll heal themselves before they die, resulting in the use of an expensive resurrection item. In addition, you also have to give them weapons, armor, and accessories so that they can actually help you in battle when you get to the higher levels. You have to be very careful, because if you give them an item you didn’t want to give them, there’s no way to get it back.

Town Interaction
Interacting with people, roaming the towns, and using the shops is a big part of the game. You usually can’t get very high levelled weapons at the shops, so that’s why you need to trade with the other players of The World. It’s a shot in the dark whether or not someone is going to have something you want, but when they have a weapon or a piece of armor that is obviously better than one you or an ally has, you’re going to want to trade for it. Most of the time it’s definitely in your favor when it comes to trading, but to get some of the very highly leveled weapons/armor, you won’t get them unless you trade rare items (or fairly hard to obtain items) for them. There is only one town per “server,” so you get to spend a while at each town before you get to go to the next one.

A portal, called the Chaos Gate, is in every town. The Chaos Gate is used to send you and your allies to an area in The World. Each area is made up of three different keywords, each influencing the kind of area it will be. This gives the possibility for a seemingly endless amount of areas to go to, and going to the same keywords on a different server is going to be different as well. There’s a long list of keywords as well, and if you wanted to go to an area to level up, you can choose to put together random keywords.

The Backend System
The backend system is useful and very easy to understand. You can get used to it in almost no time at all, but there are certain restrictions you’re just going to have to live with.

Like other MMORPGs, you have a limited number of items you can carry at any one time. So, the makers of The World have generously given you ninety-nine extra slots for distinct items (not multiples) at a place easily accessible in the root town. You aren’t able to use these in battle, however. You’re only allowed to have thirty distinct items at your disposal. It’s a good idea to keep it to the bare minimum, because when you go to an area through the Chaos Gate, and go through a dungeon, you’re going to get a lot of items.

Skills and abilities are fairly important as well. Unlike most RPGs, you don’t keep obtaining more and more skills to have all the time. The skills you have depend on what weapons and armor you have equipped. In general, it is simple to figure out what weapons/armor are generally better than others, because each has a Level designation. Sometimes a Lvl: 27 armor may be more useful to you than a Lvl: 32 armor, because of the abilities the Lvl: 27 weapon has. If you don’t care to have that certain ability, and would rather have the higher attack, you’d most likely go with the Lvl: 32.

Another part of the backend system, which is indirect, is the operating system Altimit. Everybody in the “real” world of .hack uses Altimit. With Altimit, you can read email and read news about what’s happening away from The World (because The World is just a game, after all). You find out a lot about how The World has made a few cases of seizures and comas through the news site (basically the whole reason why you’re playing this game, is because your friend Orca was one of these victims). There’s also a “bulletin board” type feature for The World, which answers questions people would actually ask on a help board for a game. This is basically the developer’s clever way of integrating an FAQ into the game. Parts of the story unfold on the bulletin board as well, and you find out areas that require your visiting to progress the story, or just to obtain rare items/allies.

Overall:
.hack Part 1 is a fairly short game, clocking in at around thirty hours. Personally, I beat the gane within two weeks. It’s a fairly aged game, so it was only $19.99 when I bought it, not $49.99 like Part 4 is currently. Even though its thirty hours, there ARE 4 parts to this game series. If each game is at least thirty hours, that’s 120+ hours of .hack fun. If you’re interested in this series, it’s probably a good idea to start with Part 1, as you’ll be able to understand the story, how to play, and be at a sufficient level to be able to play the other parts.

In addition to a great game, you get a free 45 minute DVD of .hack // LIMINALITY, which is exclusive to the video games. It gives another insight into the world of .hack, and how it influences people outside of The World. Stop reading and go get .hack // INFECTION.

Front Mission 4 (PS2) Preview

Developer/Publisher: Square Enix ||

Square’s Front Mission series isn’t one that many will recognize… The first game in the series, simply titled Front Mission, had been a strategy game similar to Final Fantasy Tactics, and the second a unique side-scroller where mechs called Wanzers jumped around and shot at each other. These first two Front Mission games had only been released in Japan, and were average games at best. However, the third Front Mission succeeded where its predecessors could not, with the PlayStation’s Front Mission 3.

Front Mission 3 is an amazing game. It has huge mechs blowing the crap out of other mechs (called Wanzers), the ability to elaborately customize your own Wanzer (or even create one from spare parts), and a story that is actually good enough to keep you playing. On top of that, there are two different stories you can go through. A huge part of Front Mission 3 is an “internet” type of feature in which you could go to different “web sites” that are in-game, and an email system. Unlike any other game, the vast in-game history of the world (and a little bit of actual world history) is a big part of understanding the game and why things happen.

Front Mission 4, also a strategy game, looks spectacular. It is set in 2096, and takes place in Germany and South America six years after the original Front Mission’s Second Huffman Conflict. Front Mission 4 intertwines the stories of two Wanzer pilots Elsa and Damil. In the world of 2096, there are 3 main economic powers: the OCU (which is made up of the countries between Japan and Australia, along the coast), the UCS (the U.S., Canada, and South America), and the EC (basically all the countries in Europe).

The game starts with Elsa’s story in Europe. Elsa is formerly a wanzer pilot in the French army, and is now in an EC team that tests and researches wanzers, called the Durandal. When an EC German base is attacked by an unknown force of wanzers, the Durandal is sent to investigate the attack, and uncovers a dark plot. The story switches over to Damil in South America. The UCS Venezuelan governor declares independence from the UCS, and deploys troops to blockade the country. UCS troops are sent in to repress the Venezuelan forces. Damil and his unit are among those deployed, but they have no interest in war. Damil’s story starts when he and his unit witness a plane crash in a Venezuelan jungle. What they find inside the cargo plane shapes their destiny.

The battle system in FM4 has been changed a bit from FM3. The main addition for actual battles is a new system called the Link System. Utilizing the new Link System allows you and your team members to use particular maneuvers against your enemies, whether they are Attack or Defense Links. With the Link System, you can have more than one friendly unit attack an enemy unit at the same time, obviously giving more damage to that enemy unit, or decrease the amount of damage given to a friendly unit.

Another noticeable change is in the Pilot System. Instead of having skills randomly become obtained like in FM3, it appears that you can get skills more freely by using “Enhancement Points” your pilots earn after a battle. The skills you are able to obtain increase with your computer’s rank. When you upgrade your computer, you can choose from more abilities to acquire. There are three types of skills that give you advantages during the game. There are Battle Skills (randomly activated during battles), Passive Skills (in effect as long as they are equipped), and Command Skills (available from a pilot’s list of commands).

Front Mission 4 is set for a release on June 15, 2004.

 

Unlimited SaGa (PS2) Review

Developer/Publisher: Square Enix || Overall: 3.0/10


Overview:
Unlimited SaGa is the latest in the underrated SaGa series. Let me tell you right now, you’re in for a big disappointment. This game seems like it’s an experimental mending of 3 games: SaGa Frontier 2, Legend of Mana, and Final Fantasy Tactics. The best way to explain each aspect is to put them in a numbered list.

1. The vastly different character choices and their journeys (from SaGa Frontier 2) is the basic formula for Unlimited Saga. Seems interesting right? Of course it is. That’s why I liked SaGa Frontier 2 so much (and still trying to beat it).

2. Remember the adventure stuff you always sent your allies on in Final Fantasy Tactics? Well, you get to do them now! Hooray! The only good thing it takes from Final Fantasy Tactics are those adventures, but the bad things it takes from it make this one good thing bad. This game also has the same basic towns, meaning they’re just pictures, and you don’t get to roam around. The whole game you don’t get to roam around at all. There’s no actual moving of a character in a conventional sense, like in any regular Final Fantasy (or really any) game. You hop around like it’s a board game. This is sort of like FFT, in that you just tell the person where to go and they go, and you don’t actually move them.

3. Most have probably not played Legend of Mana, but it was a pretty fun game. Unlimited Saga takes from this game the kind of towns there are, meaning the different places you can choose to go to in the city itself, but then mixed with the FFT towns. You don’t actually move anywhere, you just select the place you want to go and a picture comes up for the place. Legend of Mana was just one big game of different adventures you had to do for people, sort of like this game.

Now, take a game that mixes that interactivity you had in Legend of Mana for those missions (which you actually play), and the adventures you sent your allies on in FFT (which you didn’t play at all). You get something of a 50% interactivity game. That game is Unlimited SaGa. Oh, and you don’t get to see any of the places you’re traveling except for a little random picture in the top left corner.

The people in the bars that you can converse with are about as dumb as the main characters are flat (and that’s pretty bad). I’ve only played one out of the 7 characters you can choose from so far for about an hour, and I can say that there are some interesting aspects to this game. However, after a while these “interesting” things don’t become so interesting anymore.

Graphics:
The strongest point about this game is the graphics. Everything about this game graphic-wise is beautiful, because I actually really like hand-drawn-looking graphics. The only bad thing is, is that there is no animation except in battles, and the animations aren’t very good. Enemies look better than your characters actually do. Half the time you’re playing a board game, and the other half you’re battling. This gets kind of boring, because when there are some story scenes (which are rare) the only things that you see are the cut-outs of characters talking about stupid things.

Sound:
The music is good. It definitely sets a mood, depending on which adventure you’re in. But the game itself is not executed well, so the music becomes sort of useless to listen to because you don’t really even see what kind of a place you’re in. For example, there’s creepy music in an abandoned castle. But you don’t see this castle at all, so it takes away from the experience of enjoying the music.

Gameplay:
The gameplay is executed well FOR WHAT IT IS. In the beginning, I couldn’t figure out how to move my character across the board-game part of the game, until I accidentally hit my left analog stick. A weird circle thing popped up, and pointed towards the ????? box. OHHHH so that’s how you move. And the first time I saw my character move I was horrified to see that all it was, was a still black and white image of my character jumping around. “Isn’t that terribly fun?” you might ask. No, it isn’t.

Now, you have to say, “The battle system is good, isn’t it? That’s what you come to expect of the SaGa series!” Yes that’s what you are expecting, but you are let down and then shot in the head like a lame horse in the backyard. The battle system makes no sense. Let me start at the beginning. Ok, you enter a battle. Like in other SaGa games, you have HP and LP. Your attacks actually use HP, and in no time you’re down to 0 HP. Supposedly, HP is a wall “protecting your LP.” But since HP is depleted so fast, I see no real reason why HP even exists in this game. Sometimes, when you even have HP, your LP is decreased for no real reason. When you lose all of your LP that character dies, and doesn’t come back till you go back to a town.

There is also a “combo ’system’” (notice how I put system in double quotes, because this game really doesn’t have a system of anything). The combos are helpful, yet not helpful during battles. Moreover, it just doesn’t make sense. When you attack, you have 2 options. To either “Go!” or “Hold.” If you go, you just attack. If you hold, then you get the chance to string together multiple attacks by your allies, or the one character. Yet, you also run the risk of having an enemy get into your combo and deal more damage to you than you did to him. That happens almost every time, and makes you not want to use combos at all. The whole battle system is a mess, and there is nothing really going for you. You can’t even heal your freaking health, LP, or get rid of status problems without going back to town. It’s confusing what actually happens in a battle.

The backend system is even more confusing. There are these things that are called growth panels, but nothing (not even the instruction booklet) explains the functions of these panels and how you can increase your abilities using them. After every adventure you complete, you are forced to put abilities on to the growth panel whether you want to or not. That means when your growth panel is full, you’re going to have to replace one skill with another. So, it’s almost impossible to actually get ahead in this game. The rest of the backend system is just a cluttered mess that makes even less sense than the growth panel. After actually looking through it, you say to yourself “what’s the point of any of this?”

You won’t see yourself going to the main status menu very often anyway. It’s not like any of it is useful.

Crappiest Part:
The crappiest part is how this game does not get you into playing the game at all. The game does not tell you why you are playing, and it feels like its holding back on the actual story of the game. The rest of the game wouldn’t be so horrible if it only had some sort of a good story to keep you going on. After a while, the only reason I was playing this game was because I spent money on it. Fortunately, it wasn’t that much, so I’m going to see if I can get some cash off of it. Well, I came back from 2 places, and I couldn’t get anything more than 5 bucks for it. I bought the game off of EBay for 10 bucks. I may as well keep it…

Overall:
This was a horrible execution of so many good ideas. This game would have been good, if it were more interactive, and if it were an actual GAME. This game is just a bunch of commands that you don’t have any fun in doing. The only thing you actually get to do is when a random spinning wheel comes up and you hope you succeed in what you’re trying to do.

Don’t get fooled by the box, when it says to “embark on … quests and encounter completely new battle systems, [and] open-ended stories.” There are only crappy quests, new crappy battle systems and anything but open-ended stories. Unless open-ended means you make up your own story in your mind…

Unlimited SaGa isn’t a game I would suggest to anyone, not even to those who were fans of the previous games in the series. The game lacks interactivity and isn’t too appealing. Perhaps if you’re looking to waste some time, Unlimited SaGa would be worth looking in to, but it would be wise to search elsewhere.