Tag Archives: Sony Computer Entertainment

Wild Arms (PS) Review

Developer: Media.Vision Inc. | Publisher: Sony Computer Entertainment || Overall: 8/10

Wild Arms is one of the seemingly overlooked RPGs from the PlayStation-era.  While some of the greatest Japanese RPGs to have been created were enjoying their prime, there were many B-tier RPGs that rode the coat tails to success as well.  Wild Arms had given me that feeling upon first thought of the series, and while it may have been trying to copy what made the Final Fantasy series great, it brought its own flavor and methodology to the genre that holds up even into playing it in 2013.

Hunkering down and forcing yourself to play Wild Arms for the first PlayStation is probably going to be a difficult thing to do in a gaming landscape that we enjoy nowadays.  Wild Arms essentially looks like a 2D Super Nintendo game.  The battles are early-3D, which makes the age of the game immediately show.  The art style tries to carry over into the 3D battles from the 2D field, but if the game wasn’t under seeming pressure to integrate 3D elements into the game I could have seen the battles working better as 2D, benefiting from keeping a consistent look throughout.  Given that the game was released in 1996, it probably wowwed a few people at the time, and the 3D battles were probably one of the things that were marketed heavily to contrast away from the Super Nintendo and butt heads with the Nintendo 64 (which had just been released the same year).

The story in Wild Arms is pretty interesting, and the initial set up of the game is actually quite different than your usual RPG.  The game revolves around three characters:  Rudy, Jack, and Cecilia.  Each of these characters are independently controlled and swapped to during play, so you have a somewhat decentralized feeling as to which character is actually “you.”  The only character that is sort of implied to be the main character is Rudy, who is a (mostly) silent protagonist and holds a couple of terrible secrets that don’t really pay off very well in the end.  Rudy is able to use weaponry known as ARMs, which are remnants of an old war that was fought against the Demons, which are the antagonists in the current events.  Jack and his “assistant” talking mouse named Hampan are adventurers who join up with Rudy.  Cecilia is a princess whose father dies as a result of the Demons attack early in the game, who ends up being the shaman savior of the world.  These three characters have their independent storylines at the beginning of the game until they meet up and decide to adventure together.  I wish the reasoning these guys got together was a little more profound, but it really wasn’t much more than saying “Hey, are you adventuring, too?  Let’s go kill some shit.”  Eventually the bonds between the characters are made and the group ends up being a great cast of friends.  They all go through a bit of personal emotional turmoil together despite the larger story going on around them, and saving the world actually gets put on hold for their smaller stories at times, though they do end up being related to it in the end.

The story revolves around a conflict that arises from a group of Demons who find their way back to Filgaia, the planet that the Humans are living on, to either take it over and enslave Humanity — or destroy it.  Filgaia has already been having a little bit of a problem with the planet dying and no one understanding why the life energy of the planet was being sucked out of it with no cure to be had.  At the end of the last war, there was another race that shared Filgaia with the Humans, known as the Elws (Elves).  After the last war they had sacrificed the world’s life energy to rid the invading Demons.  As a result, the Elws and Humans had a falling out and soon all of the Elws “disappeared.”  The Elws soon became only part of stories and besides a few remaining monuments and structures, had been gone for a very long time.  The Elws were very good with technology and along with the Humans had created ARMs as well as huge machines called Golems.  The Golems were tantamount in expelling the Demons and many had eventually been scattered and “lost” outside of a few that were kept around for show.  There are also ethereal entities known as Guardians that watch over and protect Filgaia for some unexplained reason, and had been lying dormant in a weakened state due to the results of the last war.

The Demons themselves are not actually “demons” in the classic sense.  They are essentially robot aliens from a planet called Hiades which is no longer habitable for them.  Unfortunately not too much of their origin was explained by the end of the game, but they seem to be able to come back from Hell (wherever that is) a lot after they die.  Wild Arms, surprisingly, has a lot to do with science fiction.  The beginning of the game has more of a fantasy feeling until later where there is teleportation, dimensional traveling, super computers, and space travel.  You get a little taste of the technology in the beginning of the game, but it doesn’t really come back around until later.  For these reasons, Wild Arms sets itself away from “normal” fantasy RPGs because it seems to address the question of what stakes are involved in not only the survival of the planet, but what external threats are “out there” that could come at any time.  If you take the time to read the extra informational books on the bookshelves throughout the game, you’ll find quite a bit of interesting lore regarding the previous wars, the Golems, the Demons, and the Elws.  If you have any interest in the story, my suggestion is to make it a point to explore towns as much as you can and to read as much of the texts as possible.  The lore is probably the most unique part of the game when all is said and done.

Unfortunately the story starts out VERY slow.  I didn’t feel like the story got interesting at all until about 10 hours played, where the game is trying to slowly get you used to the gameplay mechanics and the feel of the dungeons.  As the story ramps up, I found myself engrossed in the finer details, and while the game itself wasn’t that exciting, I wanted to know more and see more of what was happening to Filgaia and how the protagonists fit into the whole debacle.

There’s probably not much point in actually explaining the gameplay itself.  It’s pretty standard as far as RPGs go from this era, and most of the time you’ll be mashing the X button and perhaps throwing some special abilities out to defeat the endless droves of enemies that you’ll be slaughtering.  There are a couple of unique things about this game from a gameplay standpoint, however.

The dungeons themselves are designed around the use of a concept called “Tools.”  For example, Rudy starts out with Bombs.  He’ll use bombs to destroy obstacles, such as rock walls, boulders, etc.  Most of the dungeons have some sort of elaborate puzzle-solving, and eventually each of your three characters will attain 4 tools each.  Most of the game will be played with only about two useful tools, and some of the other tools are only used situationally a couple of times after you get it and then not again.  The Roller Skates and Power Glove were used probably three or four times outside of the dungeon you actually get it in, for example.  In contrast, most Final Fantasy games don’t really have you do too much with the field (aka the dungeons), leaving most of the challenges to be navigating through mazes or maybe flicking some switches, which Wild Arms has as well.

The battle gameplay is a bit forward-thinking for a game from this era and this genre.  Possibly the most interesting is that they let you swap out equipment in-battle without any penalty, which opens up the use of more items during the battle and being able to adapt to the challenge WHILE you are facing it rather than getting ready for it or dying and then knowing what to do.   There are also auto-battle stances according to whatever behavior you want your characters to adhere to, and they are independently adjusted — meaning you can manually control one, and leave the other two on auto-battle.  This can also be adjusted in battle, which is very convenient in case the auto-battle isn’t working out.  As you grind a lot of mobs to get through some of the dungeons, it can save a lot of button mashing.

Another cool thing about the game as a whole is that they only give you three characters.  As opposed to other games where you can get around ten characters, this allows the game to focus on the characters you have.  You will always use “all” of your party members in every fight, giving you the feeling that all of your party members are taking the burden of the challenges on their shoulders alone and they don’t miss out on any vital events that happen in the game, like beating a difficult boss.  There are also liberties taken with this as well, as there are a few dungeons where you will control only one character at a time, and you have to use the other characters to help yourself in another part of the dungeon until you all meet up again.  Tools are also attached to certain characters, so you will constantly be switching between characters to use the different tools — which allows you to control them in the field in an equal amount compared to the other characters, again resulting in a feeling that your party members are “all” there at the same time, and not waiting somewhere drinking coffee while you’re out saving the world.

A lot of the boss battles are easy — they’re not too complicated or grueling.  Since I didn’t want to spend 60 hours on the game, I was using a walkthrough for the majority of the game, but whenever I hit a boss battle I wouldn’t usually read anything about the boss before going into it.  I ended up spending about 35 hours (which literally took me 8.5 months to play) on the game and accomplished a majority of the optional bosses and activities the game offered.  While there are definitely hard battles to be had, the battle system isn’t necessarily too enthralling or deep.

Each of your characters have a unique group of spells/abilities that they have access to.  They use MP (magic points) or ammo, and most of the time you’ll be using them instead of the normal attacks the game allows you to use.  One thing that struck me as an odd decision was that Rudy, the character who is able to use the “ARMs,” notated in the game’s title, didn’t use ARMs as his normal attack.  He has a sword… The ARMs were “special” abilities.  In fact, ARMs themselves don’t really play that much of a huge part of the game since only one character uses them.  The game could have been called Wild Magic or Wild Fast Draw and the same result would have been seen in the game.  Rudy doesn’t use his special ability to solve anything other than lay the smack down on anything and everything you saw fit to use them on.  It was a missed opportunity to distinguish Rudy apart from Jack, who is an “experienced” swordsman, but for some reason Rudy used a sword, too, and not a gun to blow shit up with all the time.  I suppose that you could use his ARMs all of the time and never use his sword attack, but you usually want to keep “special” abilities for bosses or harder enemies.  That’s what makes them special.

Character progression isn’t all that exciting, but each character is different from each other.  Rudy will acquire new ARMs occasionally through play.  You can spend straight money to upgrade these ARMs to make them more powerful and useful.  You get nearly ten of these ARMs, and the last two are found in the last string of dungeons.  Unless you make it a point to exit the dungeon and go upgrade these, they are pretty much useless since when you find any ARM they are basically crap.  Jack is an expert swordsman with a mysterious past, so he gets “Fast Draw” hints — the name of his school of abilities is “Fast Draw.”  When you acquire a hint, you have to use the ???? ability you have just acquired until you are able to “learn” the ability that you had been given the hint for, at which point you can then use the ability when you like.  Cecilia uses all sorts of magic, and you can learn more by acquiring items known as Crest Graphs.  You use the Crest Graphs to bind spells to the character.  The choices you make at the beginning of the game are more important when you have almost no Crest Graphs, but as you find more, the decisions become less important.  There will eventually be an “Advanced” set of magic, which will sort of reset the importance of Crest Graphs about 2/3s of the game in, but since you can unlearn and relearn abilities with absolutely no penalty, it is easy to just “upgrade” all of your Basic magic spells into Advanced spells.

All of the characters have something called Force abilities.  Each turn in battle gives them a certain amount of “Force.”  Each character has four different abilities that they can use according to their current Force level, and they use Force to use them.  These are especially useful when summoning Guardians or amplifying special abilities during longer fights.

Once you get to the later part of the game, there are a few optional quests and bosses to do, which can fill up about 5 to 10 hours.  There is an arena which gives you very special items depending on which fight you fight up to.  The items you earn here basically let you “cheat” and build out your characters into ridiculously strong killing machines, if you were so inclined to do so.  I passed over a couple of optional bosses, and most of the optional bosses will drop best-in-slot gear for your characters, making them even better.

Something to note, I played the majority of the game without a map.  I was wondering why they didn’t give us a map for the whole game and how stupid it was that there wasn’t one in the game.  I looked it up online eventually and it ended up being that I missed a room where I should have blown the wall apart — IN THE FIRST DUNGEON — and inside that room was the map.  I was making the game way more frustrating for myself than I had to.  Which basically ends with me saying that a map should not be something you find in a game in a hidden room optionally.  It has to be a forced thing you find, are given, or just friggin happens in the game.  BAD GAME DESIGN!

That’s basically Wild Arms.  It’s not an overly ambitious game, but if I was playing it in middle school alongside Final Fantasy VII, I’d probably would have still enjoyed the game quite a bit.  I didn’t actually have a PlayStation until closer to the year 2000 or so, so it was completely off my radar until I started collecting more games later in middle school and high school.  I didn’t actually acquire the Wild Arms games until I was in college, though.

All in all, the things I take away from this game are the great story, and the great character relations that are built through the events of the game.  If you’re able to sit through and play old PlayStation games, it is definitely worth playing.  Unfortunately Wild Arms 2 appears to have an all new, yet seemingly familiar-looking, cast of characters, so the stories of Rudy, Jack, and Cecilia are left to fanfiction.

Since I’ve actually beaten the game, I have the following to say about the story:

*Story SPOILERS past this point.  Beware!*

The story ends with the moral that “Humans are the true Guardians of Filgaia” — not the spiritual entities that are actually known as the Guardians, since now they’re dead or whatever.  Obviously this is a big comparison to what we as humans on the planet Earth are to our own planet.  The story is essentially telling us that we have the power to protect our world and to defend it from bad stuff, yadda yadda yadda.  It’s a good message, although a bit cheesy in its delivery since they literally state the facts (just in case you weren’t able to pick up on that from the 35+ hour journey you just went on).

A few things about the story just plain don’t pay off, and it kind of makes me sad, since there definitely could have been more room to explain some of the things they didn’t delve into:

– The Demon race’s history wasn’t explained, other than that they are evil and are taking over planets.  Were they created from something or what?  What was their fascination with Filgaia over other planets in the universe?

– “Mother,” who is the supposed leader of the Demons is apparently some sort of a parasite and NOT a mechanical robot like the other Demons.  She apparently needs to incubate for long periods of time.  It begs the question of what she actually is, and where she came from.  Closely related, where is “Hell” in this universe?  Is it another dimension?  They have several Demons who die but come back from “Hell” to fight you again but in a more powerful form.  Zeikfreid, who is the last boss of the game comes back to life for a THIRD time at this point, but that time he is all mangled yet is even more “powerful” than ever before.  The only reason he probably didn’t go to Hell the last time was because we were fighting in a wormhole, and he was talking about some nonsense about it being unstable to fight in the middle of the space travel teleporting dimension thing.

– Rudy being a Demon himself raised by a human, he was able to feel pain and compassion.  However, Rudy being a Demon didn’t really do anything in the end.  He didn’t have to choose a side between being Human or being a Demon.  All it did was serve for an explanation as to why people had always wanted to ostracize him, even though they didn’t actually know he was a Demon.  The only reason they actually ostracized him was because of his use of ARMs earlier in the story.  His use of ARMs and his “Demonhood” didn’t actually play a huge part in the ending of the story.  It did serve to characterize him and make him standout during the course of the story, but it was a set up with no pay off, other than giving a reason to have his arm torn off completely and then repaired at a later time.

– The Elws all transported to a different dimension and remain there, and they don’t give a shit about Filgaia anymore.  Their story doesn’t seem to be resolved at all, and it sort of makes me question why they were even written into the current events of the story other than to just have them there.  The only profound thing they did was repair Rudy’s arm when it was ripped off during one of the fights with Zeikfreid, but they are never talked about again.  They don’t even help during the last battle or help Filgaia in the restoration process or anything.  The Guardian Blade which caused Filgaia’s weakened condition is still in the alternate dimension and you never actually acquire it for use.  Another set up with no pay off, as far as I’m concerned — excuse me sir, but I’d like to use the ultra powerful sword, please!

– Jack’s love interest, Elmina, is nowhere to be found after she is saved in the quest in Arctica Castle.  I would have liked to see something else from that plot point to close it out, other than the fact that “she will forget everything, even Jack.”  It would have been nice to at least have seen Elmina living in the world somewhere so that you KNOW that what you went through to save her paid off, but I don’t think you can even find her in the world.  If you have a chance, definitely don’t forget to watch the “hidden” backstory about Jack and Elmina and what happened to Arctica Castle by remaining idle on the Start Screen.  It is quite riveting, and I had only found out about that scene after Elmina’s ultimate resolution in the game.

– I can appreciate the fact that the group “goes on more adventures” at the end of it all and you can kind of tell that the story has come to an end, but I have to wonder what the hell they’re doing.  As far as I can tell, the main conflict that was presenting itself to Filgaia was… solved.  They said that there are “still monsters out there” so it is kind of weird to think that all they’re going to do now is slaughter tons of monsters that are just living out in the world minding their own business.  It would have made more sense if Wild ARMs 2 was actually about them… but it isn’t.  I would have enjoyed seeing more adventures with these three characters, but unfortunately it’ll never happen.

– There is an interesting nod to breaking the fourth wall at the end of the game.  Where they are saying that they weren’t the only ones to have saved the world, they start naming off different characters from the game… whom we didn’t actually see any of those characters during the “celebration” scenes, unfortunately.   At the end of their list, they say something to the effect of “and one more person…” and then trail off awkwardly.  They then turn toward the camera and stare at “you” as if to “thank” you for helping them through their journey as the camera pans up into the sky and focuses on the sun.  The fourth wall acknowledgement sort of caught me off guard, and I didn’t realize it until the awkward end of dialogue and the tilt up to the sky.  Unless you were reading every single word they were saying it might have been easy to miss, especially since the text automatically scrolls and you can’t read it at your own pace.  It is interesting when a game does something like this, and the feeling I got from it, especially from the camera staying on the sky until it faded out, was that you are some sort of “all-powerful being” in this universe watching over them and helping them through their journey.  After being invested in the story and the characters, it’s a charming acknowledgement and it almost makes you feel like you yourself are “part of the gang” instead of being “in the shoes” of one of the characters you were controlling — this is a very different feeling a game tries to give you when all is said and done.  It was definitely my first time experiencing something like this.

There is a remake of Wild ARMs called Wild ARMs: Alter Code F which is a direct remake of the first game and refines the gameplay and retells the story in a more cinematic fashion on the PlayStation 2.  I hope that I can play it one day, but it appears to be a $90+ expense to do so.

Singstar Pop Vol. 2 (PS2) Review

Developer/Publisher: Sony Computer Entertainment || Overall: 8.0/10

Music games seem to be all the rage these days. When Guitar Hero came out it unearthed a new market for music games, allowing for the eventual “full band” music game in Guitar Hero: World Tour and Rock Band. However, only a few genres of music fit into this “full band” experience, leaving many genres of music out in the cold. The SingStar series lends itself towards being able to cover practically any song that has vocals in it, allowing for a more diversified line-up of genres in each edition of the game.

Thirty songs usually come in each SingStar title, and SingStar Pop Vol. 2 is no exception. Some songs that I like that made it into the game are “Duran Duran – Ordinary World,” “Evanescence – Bring Me To Life,” “Lifehouse – First Time,” “Sum 41 – Fat Lip,” and “The Outfield – Your Love.” Some really weird choices that I can’t even bring myself to play are songs like “Boys Like Girls – The Great Escape,” “Santana Feat. Chad Kroger – Into the Night,” and “Ashlee Simpson – Boyfriend.”

While there are more hits than misses in the compilation, I found the selection of songs mostly satisfying for a karaoke game. Being more used to Rock Band’s vocal visual system, I found it harder to keep in tune with the song (as much as I could, considering how horrible I am at singing in the first place) and say the words at the same time. SingStar Pop Vol. 2 is the first karaoke-only game I’ve really played when one considers that Rock Band itself is a mish-mash of karaoke and beat-keeping.

Vocal skills not withstanding, I did have a fun time playing the game with my roommates. Essentially, the game is a party game – something to play with other people in the same room as yourself. A caveat that comes with that, though, is that even though there are 30 songs to perform, it never feels like there’s enough. Both players have to agree on a song they want to sing, and sometimes that comes down to three or four songs that both want to try, let alone knowing how the song goes enough to attempt singing it. More often than not people don’t even want to try singing songs they don’t know.

Though you can hook up only two microphones, you can play with up to eight players through the game’s different modes. Other than straight out duels between two players, most of them consist of passing the mic to the next person in line after dividing up players into teams. The modes aren’t all that different from each other, but there’s only so much you can really do and most of that is already in the game.

Something that is also really nice about the SingStar games is the user interface. It looks slick, and looks cool even when simply messing around in the menu system as you set up your next game. It’s not overly complicated either, which results in getting what you want most of the time. While you play the game, the music video for the song plays in the background, so that during sequences where there may be solos or intros, you have something to watch while waiting for the vocals to come back in. Plus, it helps keep the other players occupied.

SingStar is based on points, and how many you earn during a song is the comparative factor against your opponent. Unlike other music games where you have to perform to a certain degree or get punished by “losing,” SingStar just lets you go through the whole song, no matter how horrible you are. In a way, it makes the game more fluid and the overall objective goes away from “beating” the song and more towards beating your opponent or getting the highest score you can.

On the PS2, SingStar games are typically available with the mics or without them at a cheaper price. New editions of the series come in at $40, while the packs with the mics can cost anywhere from $60 to $80 considering where you shop for it. The EyeToy can also be used in most (if not all) the SingStar games for extra functionality. Another cool aspect of the series is that it treats them all like the same game. The ability to swap out discs and quickly jump into another set of songs is a wonderful feature. PS3 users take note: This unfortunately didn’t work on my 60GB PS3 when I tried it, and it resulted in having to restart the console.

If you like straight-out karaoke games and still only have a PS2, the SingStar series is going to be the perfect game for your collection. While buying them all at the same time would cost a pretty penny, it’ll be worth it once a party gets going and people want to look through more songs, especially if you like most of the songs on any one edition. There’s also the promise of a future update to the PS3’s firmware that will allow the PS2 SingStar games to communicate with the PS3 versions, which would put more use to the PS2 versions of the game.

Resistance 2 (PS3) E3 2008 Preview

Developer: Insomniac Games | Publisher: Sony Computer Entertainment

At E3 2008, I had the opportunity to extensively play the multiplayer mode in Resistance 2. The demo was a 60-man multiplayer game, full of Sony and Insomniac Games employees. The single player demo was only available in a limited-access Sony meeting room.

The map we played on was pretty large and looked like a destroyed mountain town. There were cars strewn about, large holes and vastly different areas to see. There was a lumberyard as well as cabin houses surrounded by lots of trees and water.

The gameplay itself is largely intact from the original Resistance. There are a few things however that felt downgraded – at least from what the demo gives the impression of so far. The Chimera themselves seem to play more like the Human characters now. The Human side basically has the same benefits as the Chimera. All characters are able to use one of several special Chimera abilities called “Berserk.” Berserk powers are different depending on which side you’re on, but you are able to choose your weapon load-out and powers from the get-go. Berserk powers include things like invisibility (while not firing), increased health recovery, more ammo dropped and the like. A Chimera player starts out with one hedgehog grenade this time as well. While this evens the playing field, it feels like it sort of goes against what the first Resistance tried to accomplish.

Some weapons are a little different as well. A few of them got a face-lift, like the Auger and Bullseye. The M5A2 and Rossmore look the same, though. There are also one or two new weapons that are new, namely the Marksman, and the HE Magnum. The Wraith is also allowed for use in multiplayer, which was only available after you completed your primary run-through of Resistance: Fall of Man.

Oddly, I didn’t notice any rocket launchers. It could have just been the game mode, but it seems logical that the Wraith is replacing it. Or perhaps you just don’t start out with a rocket launcher and must find it on the map before you can use it. The Auger makes a bubble shield now instead of a door-shield, which seems weird, but it makes it easier for shooting through at different angles. The handgun is hard to aim precisely with, though adjusting the sensitivity might fix that. The new shotgun feels worthless; even if you’re at point blank range, you’ll have a hard time trying to kill someone.

Something I find very disappointing in contrast to the original Resistance is that you can only hold on to two weapons at a time, meaning you have to switch weapons lying on the floor for the one you’re currently holding. I enjoyed being able to use any weapon I found on the ground, as it was different than what most popular shooters nowadays like to do.

The game seems to emphasize strategy less than the original in this build. I’m hoping that element of the multiplayer isn’t lost when all is said and done. The map we played was just a big open map with a few interesting elements, but in the end it felt like a run-of-the-mill FPS map to me, which is also sort of disappointing considering the first game’s maps all had something unique about them.

Resistance 2 looks good for a third-generation PS3 title. The most obvious comparison I could make was against Killzone 2, which was right around the corner, though the games have vastly differing art styles. Here’s hoping that the single-player mode has some nice things in store as far as level design and character design.

During my play time, I had an unusual seven-kill spree. I was quite an avid Resistance player when I first purchased my PS3, and I’m definitely looking forward to playing Resistance 2’s multiplayer. However, Resistance 2’s single player will be the most compelling aspect when it comes to retail.

The demo didn’t let me customize controls, but one of the exhibitors said they’re still going to add more stuff to the options menu. Pressing R3 for melee was less comfortable than pressing X. You can also now shake the controller to perform a melee attack, which is a fine use for the Sixaxis motion control.

People who liked the first Resistance will probably like Resistance 2. It might appeal to more people because it aligned itself closer to the elements of today’s popular shooters. Since the single-player mode aims to continue the story-line, we can expect to at least learn a little bit more about the world that is created in the Resistance games.

Hot Shots Golf: Out of Bounds (PS3) Review

Developer: Clap Hanz / Publisher: Sony Computer Entertainment || Overall: 9.0/10

Sony Computer Entertainment’s Hot Shots Golf series has entered into the next generation in Hot Shots Golf: Out of Bounds. Out of Bounds is an arcade-style golfing game developed by Clap Hanz in Japan. While not everyone will get the appeal of the inherently Japanese-styled characters, beneath what you see is a very meaty, fun, golfing game that provides entertainment for a very long time. An all-new online mode is introduced in Out of Bounds and adds a distinctive layer to the series.

The first thing anyone sees when they put their copy of Out of Bounds into their PS3 is an installation screen. Even though the game takes about a 4 giga-BITE (get it? okay, sorry) out of your hard drive space, it’ll be well worth it since the game runs like a dream from hole to hole. The only time you’ll see a load screen in this game is right before you start a new game, and only for a few seconds. Whatever your philosophy on mandatory installs may be, it is very nice to play a game where there is minimal time spent with loading, leaving more to actually playing.

Traditionally, the Hot Shots Golf series’ shot system had worked by the “3 click” system. First, you start the power meter, click the X button when it got to the power setting you wanted, and then when the dial came back to the beginning, you hit the X button again, in an attempt to get the dial right on target to where it had began. It’s a pretty standard system found in most golf games prior to this one.

A new Advanced Shot system is described as a more “analog” way to play the game, judging the power of a stroke by how far the club is raised, and how straight the ball flies by a closing circle. In Out of Bounds, instead of forcing you to go with the new Advanced Shot system, they give you the option of using both, but do make it very encouraging to play with the Advanced Shot system since it is more advantageous than the Traditional Shot system in almost all ways except for judging exactly how far you want the ball to go. Spinning the ball in different ways allows you to take extra control over what the ball does, as well.

Essentially, the shot systems are the game. There are six courses that will challenge your mastery of the particular shot systems, with weather, special rules, or even competition against another golfer being tossed in the Challenge Mode of the game. Golfers each have their individual talents, and there 15 to choose from. Challenge Mode allows you to acquire new gear, golfers, and other items. Also, as you progress through Challenge Mode, new courses eventually open up. In Stroke Mode, you can select any of the various ways to play each course and modify the individual course however you like before you play. A multiplayer mode allows for local play, but the main multiplayer mode that will suck up your time is the online multiplayer mode. Online multiplayer is quite interesting in how it’s presented. Unlike most online games where you simply join a game and play, there is a whole lobby and chat system – you even get your own cute little avatar to jump around and interact with people in a multitude of visual chat rooms. All of that is quite novel, but the main point is to play games online, after all.

The online multiplayer is unique and not exactly 100% golf-oriented, but obviously the point of the whole lobby system is to join games and play. Normal games that are created by other people in the lobby that you are currently in can be joined and created on the fly. Tournaments require a little bit more planning. You have a set time that the tournament starts at, and you book your spot in the tournament well in advance before it starts. You might be able to find a tournament starting right when you’re looking to play or plan ahead and find a game that is four hours ahead.

Additionally, Tournaments are separated in different rankings, GF, G0, G1, and G2. GF doesn’t count for much (everyone can play), while G0, G1, and G2 allow you to rank up, starting from G2, and getting to G0. The more you play (and win), the higher ranking you’ll be able to get. You’ll have to keep winning to keep your online ranking, and if you don’t get enough points to sustain your rank, you could actually get demoted, so it keeps you on your toes, constantly competing against other players online. Tournaments feature up to 50 players. The downside of that is that there can be a lot of time wasted, as you wait for everyone to finish the hole.

Graphics are very nice, and smooth — practically no jaggies anywhere and the lighting effects are quite beautiful. The sound effects are satisfying, and so is the soundtrack. What really annoys from a presentation-standpoint is the voice-overs. The voice actors are just astoundingly bad. I’m only thankful that we don’t have to hear them speak actual dialogue to propel a story forward, not that there would be one since it’s a golfing game, but it’s a curious choice in the localization process. If the American voices annoy you enough, however, you can switch on the Japanese voices.

Hot Shots Golf: Out of Bounds is a great entry into the popular golf series. Its easy to get in to, and the concept is simple – get the ball in the hole with as few strokes as possible. There’s a lot of time to be spent with this title, and fans won’t be disappointed with either the offline or the online modes. Not only is the game satisfying and full of content, there is also the prospect of getting extra characters and courses through the PlayStation Store.

Jeanne D’Arc (PSP) Review

Developer: Level 5 / Publisher: Sony Computer Entertainment || Overall: 9.0/10

Traditional strategy RPG games were epitomized by the original Final Fantasy Tactics – it’s become my own personal bar for comparing against new games in the genre. Not every strategy game is totally comparable, but when a game comes along that can be, it has a lot to accomplish before it can be considered a worthy play. Jeanne D’Arc is one of those rare games that capture a piece of what made Final Fantasy Tactics such a great strategy RPG.

One of the most important parts of any RPG is, of course, the story. Jeanne D’Arc is a fantasy-based retelling of the old story of Joan of Arc. In case you don’t know who she is, Joan of Arc was the savior of the Hundred Years War between Great Britain and France. Joan of Arc was believed to be a divine messenger of God, fighting for the preservation of France. With some additional characters that have their own smaller stories, you’ll basically go around and battle against the British and the monsters they control. This may or may not rub you in the wrong way, however. Personally, I find it kind of hokey that you are fighting the British. Granted, it is within the context of the story they are trying to tell, I just find it sort of silly, since they’re not exactly the most evil antagonists ever constructed in a video game. There’s also the awkward placement of talking Furries (such as Lion-men) that add to the fantasy element of the game, but clashes with the apparent historical accuracy of the game.

Many of the story scenes are displayed through anime videos. The anime videos are high quality and have great production values. When compared to in-game moments, these cinemas make the story. They are interesting to watch and feel like an 80s cartoon, rather than a traditional anime you’d see on TV today. The videos will also be the only time you’ll hear voice acting. The lack of voice acting hurts the rest of the game, and effecting your immersion in the storyline.

Despite flaws in the story, the gameplay is solid. This is perhaps the most polished strategy game on the PSP. Jeanne D’Arc will be a pleasant game to moderate to casual strategy gamers, but gamers that play lots of strategy games may find less to be impressed with. However, as always, it depends on what you’re looking for. For those looking for a simpler strategy game, Jeanne D’Arc will be perfect; for someone who enjoys more options (read: lots of menus) and complexity in their strategy games, it will probably be underwhelming. Even so, almost any type of strategy gamer will be finding enjoyment at some level in this title since it’s so well designed.

The most unique element of the gameplay is the Transformations certain characters use to power-up. When a character attains a certain amount of Spirit Power (SP) charge they will be able to transform into a divine knight that has a great amount of power, at which point they’ll easily plow through your foes. Defeating an enemy when transformed allows you to take an extra turn. Theoretically, you could keep taking turns forever, as long as you are able to defeat an enemy during each turn. Characters will be transformed for a certain amount of turns, so you’ll have to plan accordingly. Also, you can only transform once per battle (per gem), so you’ll have to make sure you use that power strategically.

Besides all the normal aspects of a strategy game, Jeanne D’Arc has other quirks as well. Power-ups called Burning Auras will appear one square behind an enemy you strike with a non-ranged weapon. What this basically means, is if you gang up on one enemy, each character will be able to utilize the Burning Aura to inflict major pain on your enemy. Another is Unified Guard. Unified Guard is used automatically when you have more than one ally grouped near another ally, and ups the attacked ally’s defensive stats for that action. Supposedly Unified Guard is supposed to help you, but I have not found much of a difference between not having it used and having it used. Either way, you can’t turn it off. The number of units you can have on screen at one time ranges from 4 to 7 or so, depending on the situation. Enemies can appear up to 10 or so on screen at the same time, as well.

Equipment management is a simple process. Each character has their own class of armor or weapons that they can equip, and as long as you have enough money for them, you can buy it and equip them. Shields can be equipped to any character that doesn’t use a two-handed weapon. Skills can be equipped as long as a character has an empty slot for them. They can easily be switched out between battles, and you can have up to 8 slots for skills. If you equip skills in an effective way, you’ll be able to get yourself out of tight situations more often. Skill stones (the items which hold skills) require a character to be at a certain level before they can be equipped, however. Skill stones can be sold for money as well, which helps in buying other equipment you may need. Excess skill stones can also be combined to create new skill stones by “binding” them. Binding skill stones allows you to “create” skills using two skill stones, and once you’ve found the recipe to creating that skill, you’ll always know the outcome (if you’ve done it once already) of binding two skill stones.

The game looks about as good as a PS2 game should, which is quite a feat considering it’s on the PSP. The PSP’s screen allows for wide view of the battlefield, and the resolution helps in the presentation quality of the cel-shading. The audio is also top notch, but the lack of voice acting in anything except the anime movies is a disappointing omission, at least as far as I’m concerned.

With around 40 stages, you’ll probably sink quite a bit of time into this game –
you’ll get your money’s worth and then some. Most of the stages will be in unique areas, in addition to there being a few “free stages” for you to level up at during the course of the game.

Jeanne D’Arc is a great little strategy game. Although the real-world historical aspects of the game come out a little corny in the context of the game, it doesn’t stop it from being a solid strategy game experience that will satiate PSP strategy gamers. Jeanne D’Arc is a good PSP game to have if you’re trapped under the death grip of boredom, especially at the lower-than-usual price of $29.99.

MotorStorm (PS3) Review

Developer: Evolution Studios / Publisher: Sony Computer Entertainment || Overall: 9.0/10

MotorStorm is the greatest dirt racing festival to ever be conceived. You’ll race in Monument Valley — the middle of the desert — and take on all who challenge you. You’ll use practically any type of vehicle that can be used in a dirt race: Motocross Bikes, ATVs, Buggies, Rally Cars, Racing Trucks, Mudpluggers, and Big Rigs through the course of the single player festival. Each vehicle has its own advantages and disadvantages, and using both sides of the coin intelligently will help immensely in winning a race.

To control your vehicle, you’ll use the R2 trigger to gas. If you haven’t already gotten used to the PS3’s new trigger yet, MotorStorm will train you how to use it. You’ll be pressing it down almost non-stop during gameplay, and just like any other trigger, the further you push it down, the more your vehicle will gas. Each vehicle also utilizes boost. Boost is a very important tool to use in MotorStorm and, when it comes down to the wire, will make the difference whether or not you take that qualifying position or are left in the dirt, literally. A boost gauge in the lower left-hand corner will show you how much time you can use your boost for before you overheat your engine and blow it up.

Bluntly, the game has amazing physics. Not only is this seen during regular racing, but during crashes as well. Crashes are a very important part of the visual experience in MotorStorm. You experience the aftermath of each of your crashes in slow motion. Even though you’ll never see the crashes that your opponents have because of you, the crashes are awesome. Depending on how you crash, thousands of pieces of your vehicle will fly every which way. If you’re on a bike or ATV, the driver will fly into the air and slam onto the ground. In most scenarios, you would be dead after having a crash at such high speed, but since this is a game, you respawn to the track to continue your race after a crash. Allowing your boost gauge to fill up will also create a slow-motion crash as the engine in your vehicle will blow up.

There are two ways to play MotorStorm: You can play offline single player or online multiplayer. The single player mode consists of 21 “tickets.” A ticket, when unlocked, gives you the chance to race one to four events. Qualifying in each of the events you have access to consists of placing in the top three, and the more events you qualify in, the more points you’ll gain in unlocking more tickets. Some tickets may only require a certain amount of points, but others will require you to get all bronze, silver, or gold in each of the events for a certain level before unlocking that particular ticket.

Each event will permit you to pick a certain type of vehicle. Sometimes that means you can pick any class of vehicle you want (the ticket will be denoted by a MotorStorm logo), or the game will tell you to race using a specific class of vehicle for the event. Each event will take place in one of the eight available tracks, either during the day or at night. The possible combinations that can comprise an event can create a very unique challenge considering each vehicle takes time to master, as well as learning about all the multiple routes a certain track may have and which would be the best way to go considering the type of vehicle you’re using at the time.

The AI in MotorStorm is the biggest challenge of all. Unlike many racers where it is easy to just pull out ahead of your opponents and win the game, you’ll have to fight to keep your place in line. Even if you’re in first place, making one stupid move could cause you to end up in nearly last place. Even when you’re in last place, you’ll be fighting to keep that spot. The game’s AI is that hard. You’ll have to pull out all the tricks you can to move up the ranks in a race, or be left in the loser’s circle. A really cool part about MotorStorm is that you can have nearly fifteen opponents to compete against in a single race.

It is almost assured that you will not win every race you enter the first time around because of how difficult the AI is. Thankfully, there are absolutely no load times to be considered when restarting a race. The beauty of this is that you could be playing the game for nearly thirty minutes without dealing with any load times at all because you’ll be retrying many times before you actually complete a race. The only real problem the game has with load times is when you are selecting vehicles. MotorStorm doesn’t use the hard drive to cache anything, so it takes a lot longer to select your vehicle since it’ll be loading off the disc each time you change it. This is a major oversight, considering the vehicle selection is the first thing you do for each race, and it can feel like it takes longer to pick your vehicle than it does to load the race you’re about to enter. After selecting the vehicle, you’ll experience about twenty to thirty seconds of loading for a race, which is not bad considering it’s a race that’s being loaded and not a vehicle model.

Online multiplayer nearly mimics the single player mode in gameplay, except that you’re racing against humans. Racing up to twelve players online through the PlayStation Network is a pleasant experience, to say the least. I’ve experienced almost no lag in twelve-player games, though it is possible to experience some every now and then. While the user interface could have been a bit better (I’m spoiled by Resistance’s online multiplayer mode), the main thing that counts is how well the game actually plays while online, and it works just as you should expect it to. There is also stat-tracking that shows which vehicles you like the best, as well as your win percentage.

There are grievances with online multiplayer, however. My main criticism comes with how long it can take to actually join a game. Since you’re able to join a game that is already in progress but not actually race in the game until the race has finished, you could be sitting down doing nothing for too long. Unless you want to hop around from game to game to see if there’s one that’s about to begin, there is no indication in the online game lobby to tell you whether a game is about to start or not until you’ve actually joined the game. This is a problem unless you host a game. Hosting a game gives you many options, such as selecting which vehicles players are able to choose, and which tracks you race on in each game. It is also unfortunate that private games cannot be created.

The biggest problem the game has is actually in its value. Even though I have found the game to be quite awesome, it’s just that there isn’t much to actually do in the game. Having only eight tracks is probably the biggest unfortunate aspect, and when making a parallel to a game series like Burnout, MotorStorm could have benefited from having one or two extra modes of play. I’d even go so far as to say that MotorStorm is what Burnout would be if it were in the dirt, but since there’s pretty much only one way to play the game, it undershoots that status.

The visuals and sound experiences are really top notch. I literally say “wow” during races because of the visual effects and beautiful desert imagery. The frame rate is very solid, with little to no slow down in a usual race. Vehicle models that start out clean show damage and get progressively dirtier as a race goes on. Track deformations are also shown and as each lap goes on, they appear as if cars had actually driven through them (because they have). The realism that is visually portrayed is quite astounding.

The sound effects drive the realism, as each vehicle actually sounds like its real-life counterpart. Although the ATV’s horn sounds like it’s a bus, the sound really helps in the experience hearing the skidding of vehicles driving through the dirt on a tight bend. The music is intense, going well with the chaotic nature of a typical race. If you dislike a song in particular, you can go to the sound options and check off a song you don’t want to hear anymore.

MotorStorm is a great addition to the PS3’s library, especially early on in its lifecycle. While there may not be so much to do in the game as the racing genre has seen in the past, the physics and visuals of the game are wholly impressive — the game is worth playing just to experience them. Single player mode will take a large investment of time to beat completely, and the online community is populated enough to have a new challenge present itself each time you enter a new game. MotorStorm is a solid racing title.

WTF: Work Time Fun (PSP) Review

Developer: Sony Computer Entertainment / Publisher: D3 Publisher || Overall: 6.0/10

Jobs these days are too complex. Why can’t we be paid for simply adding numbers together, chopping wood or putting caps on septillion pens? Why aren’t there stupid jobs that would pay you in pennies rather than dollars? To that, I say WTF!!!! Not “what the fuck,” silly, I mean Work Time Fun, the game!

Known as “Byte Hell 2000” in Japan, WTF: Work Time Fun is a mini-game compilation published in North America by D3Publisher of America, and developed by Sony Computer Entertainment. It’s easy to tell how D3PA’s localization shapes the feel of the game, when it comes to what is being communicated to you through text or voice — however; those are the least important aspects of WTF. The real meat comes in the form of mini-games called jobs. The reason they’re called jobs is simple — many depict a form of labor or a task to be done rather than being an actual small game, so to speak.

Most of the jobs are very simple, requiring you to only use one or two buttons. Possibly the best thing about the game as a whole, is that it takes very little time to load each job, and you can get right into playing each game. Usually taking less than a few seconds to get from the top menu and right into it, you’ll only be inhibited by your patience at working any one particular job.

To start a game, you’ll have to go to the Job Placement Office. There, you’ll be able to select one of four jobs to get paid for at any given time. Meaning, even if you’re able to work at more than four jobs, you’ll only be able to choose one of the four that are available when you go into the Job Placement Office, which will force you to play games you don’t exactly want to play. As you complete jobs, you’ll earn money and earn rankings for how far you get within particular jobs; its not too complicated.

Other than putting caps on pens, chopping wood, and counting in your head, there are jobs like sorting chickens, catching baseballs, collecting mushrooms while avoiding traffic, counting people as they pass by, cliff racing and others. One notable game is 4 Fingers, in which you smack a sharp object into the table in between your fingers, and as you pass your hands the sharp object will go faster and faster forcing you to change the rhythm of your button presses. My personal favorite game is Demonstration Round Up, a game that is similar to PC and cell phone favorite Snake, in which you’ll incite a riot by emptying colorized buildings full of people. Once you collect the people that come out of the buildings, they will be added on to your large chain of people. You have to be careful because riot police will break up your line, and make a large part of your effort be for nothing. If Demonstration Roundup were fleshed out into a larger game, it would be quite enjoyable, despite its lack of graphical impressiveness. Other original games are included, and some can be aligned to classical arcade games with a spin on them, or simply be seen as some of the worst “games” to ever be conceived. It’s really a mixed bag when it comes to the selection of games.

When you earn money, you can take it to the vending machines. With the vending machines, you can take your chances at getting new jobs, trinkets, and tools. Jobs are rather rare, as are tools. Tools are simple little programs that will help you do something rather meaningless. There are things like a multi-colored flashlight, easy bill splitter, and a ramen timer. The ramen timer is quite humorous. Depending on which version you choose and for how long, you can either see a buff Japanese guy saying “muscle muscle muscle” for three minutes, or a cute Japanese girl saying “goody goody” for five minutes; it’s certainly helpful when you want to make ramen, I suppose. The interesting thing about the ramen timer’s video is that it uses the PSP the long way, so their full bodies will take up most of the screen rather than being squished or only seeing part of their body in the normal way.

The graphics are mediocre at best. Practically all the games are in 2D, and look pretty bad to boot. WTF is not a game that tries to please the eyes, to say the least. The sound effects are quite annoying at times, and very little music is actually played through any of the games involved, usually letting you focus on the job at hand rather than anything else. The multiplayer options are quite nice. Game sharing can be a big part of the game if you let it be — any friend with a PSP can help you out with your jobs by having them “outsourced” and their earnings will be put into your pocket for use in the vending machines.

If you’re looking for a game to waste time with, WTF: Work Time Fun is not a bad choice. There is a sprinkling of humor, but as a game, it’s not that much fun. The main draw here is definitely the humor, but what you get out of it really depends on the amount of time you can sink into doing the monotonous tasks that are available; when there’s nothing to do at work, it probably can’t get any worse than this.

Warhawk (PS3) E3 2006 Preview

Developer: Incognito Entertainment/SCE Santa Monica | Publisher: Sony Computer Entertainment

Warhawk has created a tremendous buzz at this E3, especially since it was the only game on the floor to use Sony’s newest feature in the PS3 controller — the motion sensitivity. Regardless of what preconceptions you might have about Warhawk and the motion sensing, it ends up being a mixed bag when it comes to its actual execution.

The game itself looks pretty spectacular. I was impressed with the visuals at their current stage, especially seeing it on a full 1080p HDTV. There weren’t very many “jaggies” at all. Basically the whole demo encompassed you destroying tons of planes and a couple of cruisers allowing you to see how the game basically worked.

Of course, the biggest focus in this game at the show was how well it utilized the motion sensing. There were rumblings online about how the developers at Incognito only had about two weeks to integrate the motion sensing use and only used two of the axis’ – even so the motion sensing was very intuitive. Some people say there was a lag between your hand moving and the plane, but I felt like it was pretty much how it should have been. You can’t expect a huge metal plane to maneuver as fast as two hands with a plastic controller – there should be some sort of realism, right?

The demo offered either Hover Mode or Flight Mode and used the motion sensing to fly around and target enemies – pressing Square to shoot at them. The targeting was alright, but it was the weak point of the demo. Hopefully it will be improved by the final version, but it was definitely playable as it was. To do a barrel roll, you would press one of the shoulder buttons and tip the controller all the way to that direction. Otherwise you’ll just make a very sharp turn if you don’t press the button.

I had fun with the Warhawk demo, and it was definitely a great way to show off the motion controlling even though it wasn’t perfect and needed to be tweaked a little bit more. This resurrected franchise from the PSOne days should definitely come to be an excellent revival.

 

Motorstorm (PS3) E3 2006 Preview

Developer: Evolution Studios | Publisher: Sony Computer Entertainment

To my surprise, Motorstorm was on the show floor at Sony’s booth. The problem was it was sort of hidden, which is a shame because it was awesome. Can’t-possibly-be-legal dirt battle racing doesn’t get much better than Motorstorm. Racing to the finish is the obvious goal of the game, but how you get there is different from anything I’ve ever seen or experienced. As you race through the course, you leave tracks in the dirt, degrading its quality and making it that much slippier – more than it may already be. Coupled with some amazing A.I., Motorstorm is quite literally a blast.

Each vehicle has its own strengths when it comes to the kind of track and what route you decide to take. In the demo, I played as the buggy and its strength was leaned towards dry land racing as opposed to wet terrain or mud. Unfortunately for me, I didn’t know that until after and ended up losing pretty badly. The opponent A.I. is very impressive as well, as they will try everything in their power to exploit your weakness — nothing short of ramming into you or making you slam into a wall or a huge rock. As you make your way through the track, your car becomes dirtier and dirtier, and you even see the mud fly out from beneath the wheels. Attention to detail like this made Motorstorm look really cool. As for the motion blur, it’s integrated nicely, even though it might be happening at speeds that shouldn’t really have it. The blur increases as you go faster. When you crash, your vehicle might break apart, allowing you to watch the parts fly off in slow motion. These effects add to the immersion and make the game more fun; especially on the huge HDTV they had it hooked up on.

I had the opportunity to ask the producer how he thought they might be able to use the recently added motion sensing capabilities in the PS3 controller to the game, and he said they might make it so if you flick the controller in a certain direction, your driver would lash out at a vehicle next to you, which sounds pretty cool, but as of E3 it wasn’t in the game. I am personally excited for Motorstorm. I think it’ll turn out to be a great game when all is said and done.

SingStar (PS2) E3 2006 Preview

Developer: SCE London Studio | Publisher: Sony Computer Entertainment

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

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

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

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

 

Sly 2: Band of Thieves (PS2) Review

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

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

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

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

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

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

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

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

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

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

Sly Cooper And The Thievius Raccoonus (PS2) Review

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

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

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

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

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

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

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

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

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

Wipeout Pure (PSP) Review

Developer: Studio Liverpool / Publisher: Sony Computer Entertainment || Overall: 9.0/10

As one of Sony’s PlayStation Portable launch games, Wipeout Pure is an all-new made-just-for-the-PSP Wipeout game. With controls adjusted to compensate for the difference in the PSP to a traditional console controller, the transition appears to be a very well conducted one. Coming from a background of not playing too many of the futuristic racing games like the notable F-Zero series or even any other of the Wipeout games, I found myself amazed by how fun Wipeout Pure is. In all of its impressive beauty, Wipeout Pure is one of the most fun and addicting games I have played for quite some time, especially for a handheld.

Wipeout Pure is one of the sustaining reasons to own a PSP. Not only does it really show what the PSP is capable of in terms of graphics, but also shows how well the PSP does with franchises carried over from the console market, obviously allowing you to take games in your favorite series’ wherever you go. And because it’s not a direct port of any other Wipeout game, unique ships and weapons have been created for the PSP version, giving it a different feel than other games than the previous games in the franchise. With eight different teams (more simply, ships) to choose from, each ship has its advantages and disadvantages. Depending on the situations you face and how well you can maneuver your hover ships through race tracks, certain stats in ship performance will become a major factor in choosing which team you go with.

Wipeout Pure’s first impressions are that it’s a beautiful game, and can even compete with the graphics of games being released on the PS2. A pleasant part of the graphics and presentation Wipeout Pure emits is the attention to detail. Even while going upwards of 400 km/h on your hover ship, you can take some time and pay attention to the scenery around you as you blast by it. The frame rate stays at a good level for the most part, but if there are a lot of explosions and things happening at the same time on the screen (which can happen at times), the frame rate can go down a bit, but its nothing that really shouldn’t be expected for that kind of action happening. Of course, what enhances the graphics and the look of the game even further is the PSP’s beautiful LCD screen.

When starting the game for the first time, there isn’t a story sequence or back-story to read; you dive right into the game. While it’s not at all important, there is a small piece of background story given in the instruction booklet, mostly to explain where Wipeout Pure fits in with the rest of the Wipeout games. Most of your time will be spent in the single player mode, which gives you five different modes to play: Single Race, Time Trial, Free Play, Zone and Tournament. Single Race is a regular race in which you race against other racers for one race only. Time Trial allows for you to race the track and get the best time you can without any other racers in the way. Free Play is similar to Time Trial, but instead of having an amount of tracks to race through, you just keep going on the same track for as long as you want. Free Play will allow anyone to brush up on their skills and memorize each of the tracks included in the game to better compete against other racers. Zone is a somewhat out-of-place mode, in which you go as fast as you can in curiously bright white tracks in a unique hover ship. Zone is a different approach to racing, and can be most analogized to a Survival mode in a fighting game, basically going as long as you can and getting points along the way. More tracks in the Zone mode are unlocked when you achieve enough points in your trials. Tournament is obviously the biggest part of the game, allowing you to pit yourself against the seven other teams and their racers in an assortment of leagues. Beginner-level leagues allow for you to get used to the controls and the speed of the game. The real challenge doesn’t start until the more advanced levels, where you go faster and more laps are added to the requirement of completing the particular race. During the beginning leagues, each race seemed to be too short, but this is solved (and you even get a feeling that races can be TOO long, mostly because of the challenge of the other racers) as you get to the increasingly harder leagues. The game covers all the aspects of difficulty throughout playing the game, and it is really a good way to do it. Rather than having an overall difficulty, you can keep racing in the league that you most prefer for speed and lap amount, but that won’t allow you to unlock more things in the game. After getting so used to the faster leagues, it can be hard to race in the lesser advanced leagues because it is so slow in comparison. With each increasing level of difficulty, you have to adjust to the new conditions of speed and the amount of laps. Typically, it will take a few times to defeat a class tournament, just because of the different feeling of speed and reaction time that the game demands in the more advanced leagues. As you race through more and more of the leagues, more tracks and other leagues are unlocked for you to race in, giving an incentive to place in the top three by the end of a particular tournament so you can repeat the same process on a harder level.

When actually racing in a game, a big part of how you try and place is how many Jump Pads you can drive over as well as how you use the weapons that are given when running over Weapon Pads. Jump Pads are vital to winning a race, as they can increase your speed with a burst of energy and propel you forward, helping you inch (or centimeter if you want me to stay consistent) forward closer to your opponents. Weapon Pads also help a tremendous amount, because if you use your weapon with precision you can gain the upper hand over your opponents and slow them down. However, as the amount of speed increases in each of the leagues, hitting a wall or getting clobbered by one of your opponent’s weaponry can take a healthy chunk out of your ship’s health. Instead of using weapons only as a weapon, you can absorb them to charge up your ship’s shields, and avoid being disqualified by blowing up. This brings the possibility of having to make a quick decision about what you should use your weapon for most likely; whether or not it’s more worth it to possibly get in front of your opponent or to use the weapon to charge up your shields. The actual arsenal of weapons includes Auto Pilot, Shield, Turbo, Mines, Bomb, Rockets, Missile, Disruption Bolt, Plasma, and Quake. Auto Pilot, like its name suggests, allows the computer to take over your racer for a few seconds. Shield is a temporary energy field that takes place around your ship for a few seconds, making it impervious to damage. Turbo is a very valuable item because it can boost your racer to very high speeds for a few seconds. Mines and Bombs are backwards weaponry that stays on the race track to hopefully be hit by an opponent that is close on your tail or something of that sort. It can be annoying sometimes because you might hit a Mine or Bomb you left behind on the last go around. Rockets, Missile, Disruption Bolt, and Plasma are all forward shooting weapons that help in slowing down or disabling an opponent. Quake is a very powerful weapon, as it sends a shockwave through the track and slows down all the racers in front of the one that used it. The variety of weaponry included in the game is enough to keep the game interesting, but not too much to make any of them seem really unneeded or give the feeling that it is the main focus of the game. Sometimes when you launch into the air, you can have time to do a barrel roll, and while taking a risk of getting damaged if it isn’t executed by the time you land, it gives a boost of speed after you land.

There are a bunch of random things to mention about the game as well, some good and some not so good. Each league has its own time records because of the difference in speeds that are allowed in each class, so it gives a slight incentive to go and race in different leagues to try and get the best time possible. In Time Trial mode, you can save “ghosts” of yourself for you to race against at a later time. However, each race will take up its own save slot for a ghost, making it almost a requirement to have a larger memory stick handy to utilize the ghost feature to its full capabilities. During tournaments, there is always one or two racers that will always place in first or second, making it hard for you to win tournaments, many of these coming down to the wire and barely passing up your opponent for the win or having them pass you up at the last second for a lower placing. This obviously gets very frustrating when they pass you by less than .001 of a second. Also, sometimes you will have enough speed to fly completely off the track. Instead of flying into a blank void when taking your amusing detour, you can see more of the city or area that you are racing in, making it seem more like you’re actually racing through something rather than a floating road in the middle of nowhere. An autosave function is present in the game as well, which constantly saves your progress after each race, saving quite a bit of time from having to do it manually, and since it only takes a couple seconds immediately after a race, it doesn’t get in the way at all. Load times are also not horrible, only taking around fifteen seconds to load for each new race you’re about to undertake.

The sound quality in the game is excellent. All the weapons sound futuristic, just like they should. But the best part of the sound in Wipeout Pure is obviously the music. The music takes an electronic-oriented approach, with a quite impressive selection to choose from. You’re also allowed to customize your music preferences, whether or not you want to listen to it down to which songs you don’t want to play, though it is hard to get sick of them if you like the kind of music included in the game. Most of the time, however, you won’t notice the music because you’ll be so concentrated on the racing at hand. Downloadable content is available if you have a wireless connection point. At the time of the writing, there are Gamma Pack 1, 2, and 3 are available for download. Supposedly there are five to be released altogether, and they add various items to enhance the game from its retail version, most notably included new tracks to race on. The files are kind of big, though, depending on what is in them. Again, you’ll most likely have to have a big memory stick on hand to have enough space for all of your game saves, and the downloadable content that will eventually be released in Gamma Packs 4 and 5.

Wipeout Pure is a solid arcade racer that can be taken just about anywhere on a PSP, making it a very valuable game in its launch lineup, as well as part of its increasingly expanding game library. With its fun game play and beautiful presentation, Wipeout Pure is definitely a game that shouldn’t be passed up when being considered for purchase with a new PSP or even down the line.

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.

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.