Oatmeal is really pointless. When you eat oatmeal, you don’t actually EAT it. You just move around your teeth, pretending like you’re actually doing something with the oats, when you’re not, and just pretty much swallow it the way you put it in your mouth. There’s no point in chewing, had it not been for the way oatmeal sticks together. Oatmeal is dumb. You put sugar on it, but it really doesn’t do much good even then. Ooh, wow. A sugary taste. Wheee!
Tag Archives: A DPB Tag
The Carnival Person That Guesses Your Weight For A Buck…
The job is easy to do…and you get tips…I think. You’re “strategically placed” in Six Flags and they have the aid of a weighing machine, so they know what your weight is, because they have microphones in their ears too, (did you notice that?) and someone tells them what it is through it. Someone tells them how much you weigh so you dont get prizes! And once in a while, they guess wrong, just because, so no one gets suspicious.
Gunpey (PSP) Review
Developer: Q Entertainment / Publisher: Namco Bandai Games || Overall: 8.5/10
Q Entertainment kindled a puzzle-loving flame that was deep inside me. For some reason, combining puzzle action with electronic music made me a puzzle fan in short manner after years of being very impartial towards them. After getting my fill of Lumines and Lumines II, something new needed to fill up the large gaps in my life with no puzzle game to play. That’s where Gunpey stepped in. Based on Gunpei Yokoi’s original Gunpey on the WonderSwan, Q has taken the liberty of enhancing the formula to integrate its crazy backgrounds and electronic music that is seemingly trademark of the company’s puzzle games.
The basic concept of Gunpey is quite simple. The goal is to clear lines that appear on the grid by connecting them from the left side of the grid to the right side. Pieces at the bottom of the screen randomly appear at varying speeds and quantities that can and will throw kinks into your plans of obtaining all forty skins that are included in the game. You’re not restricted to just making lines, however. From the four different lines that make up the Gunpey puzzle, you can create shapes, long zig-zagging lines, and anything else that you can think of.
While the concept of Gunpey is simple enough, the actual difficulty can go from a breeze to a hurricane in a matter of minutes. The main game’s Challenge mode progresses by changing skins – a combination of background and music – and by digression, unlocking the skins you play through. The ever-present goal that is presented in Challenge mode is to unlock all the skins and beat your previous high scores. Skins in Challenge mode have a very untraditional progression as far as difficulty goes. The first three skins are very easy to complete, but after a predetermined amount of skins, you’ll always hit a really obscurely hard skin that will kick your ass if you don’t pay enough attention to what’s happening on the grid. After you get through a “hard” skin, the game will slow down again, as if it’s giving you a rest from what just happened. This pattern of progression is similar to what happens throughout the game, except the little “breaks” you might have are very relative according to which level you’re on. This game is merciless when it comes down to it. If you don’t keep on your toes, a line you didn’t see could pass into the top squares and before you know it, you lose all your progress. It is very disconcerting when you’re eighteen skins in, and all of a sudden lose, knowing that you’re barely even halfway through while questioning your ability.
While Challenge mode is the “main” game, Gunpey offers many different types of modes that will keep the game’s formula fresh and challenging for quite a while. There are modes to play with two skins at the same time, an oversized Gunpey grid, and Ad Hoc multiplayer. The selection of different spins on Gunpey is a very nice addition to break up the frustration of Challenge mode.
While Gunpey is a very well put together title, there are a few grievances that affect the overall sentiment. For one, skins take way too long to complete. Compared to Lumines and Lumines II, Gunpey’s skins take at least twice as long to complete, typically around five minutes. It can be quite nerve-racking if you’re trying to power through and experience all the skins, which I’m still not able to do. Another annoying aspect is the absence of any option of auto-saving. Being a major proponent of auto-saving, I found it quite unfortunate that a game like Gunpey does not have it. A somewhat interesting, and very annoying, design choice occurs after you complete a line. If you’re moving a piece just as a line disappears, the game will stop responding to any of your button pushes for a small increment of time. When it comes to a fast-thinking game like Gunpey, it is a big oversight and needless restriction. Unless that’s part of the game’s intentional difficulty, which it doesn’t feel like, it’s just plain annoying.
Gunpey is definitely not the most complex puzzle game I’ve experienced, but it is certainly a great addition to the PSP’s library when all is said and done. Gunpey is another example of how well the PSP plays puzzle games, especially ones that are audio and visual-intensive. I can only hope that Q Entertainment keeps rolling with more unique puzzlers like Gunpey.
Naruto: Ultimate Ninja 2 (PS2) Review
Developer: CyberConnect2 Corp. / Publisher: Namco Bandai Games || Overall: 8.0/10
Crossover synergy licensing is one of Namco Bandai Games’ keys to success. Well, when they find the right key that is. In the case of Naruto, they’ve definitely unlocked one of those doors. The popular anime on Cartoon Network has garnered quite a large fan base, so much so that they have games coming out on every console from separate licensees. Namco Bandai has the exclusive PS2 license, and their fighting game sequel, Naruto: Ultimate Ninja 2, is a special sort of game that will definitely appeal to fans of the series. But if you’re an outsider to the series, unless you put some major resolve into it you might not find as much enjoyment as what was intended.
The simplest way that I can describe Naruto: Ultimate Ninja 2 is that it’s a Super Smash Bros. game with all Naruto characters. All the battles are one-on-one, however, only because it’s more of a traditional fighting game in that one sense. That is about all that is conventional about Naruto: Ultimate Ninja 2. It’s just one of those games that before you understand what could be going on, you’ll be screaming some words that shouldn’t be heard by anyone under the age of 12. I guess if you watch the TV show (I never have, personally) you’ll understand that the way battles go on are pretty crazy, with people just disappearing and reappearing right behind you, long “special” attacks, ninja stars, the works. This game is crazier than any DBZ game you may have played and then some. I understand a lot about DBZ, but Naruto left me completely perplexed for the first two hours of play time, just trying to get a hang of the battle system and the constant switching of characters through the single player mode.
There are multiple ways to play Naruto: Ultimate Ninja 2. There is the one-on-one Vs. Duel mode, where you can compete against a friend or against the computer. You’ll be on your way to an endless amount of battles if you choose to do so. The characters for that mode are unlocked in the other mode: a short single player story that felt like an episode of Naruto. I got to the credits in five hours, but there was still extra story afterwards. Your mileage may vary here, depending on how well you fight against the insane difficulty of the computer. I whined a lot while playing about ’How can they do that?’ Throughout the story you will fight as different characters from the show, not just Naruto, which is a mixed blessing. First, it’ll give you some variety, but also it can be hard to master any one character’s abilities. As you play through the single player mode, you’ll unlock more characters to play in the Vs. Duel mode, as well as gain the ability to customize characters to have higher attack, more speed, or what have you. There are also special missions where you can travel around town and find someone that needs help achieving a special goal. It can take anywhere from five minutes to an hour and be as simple as a normal battle or just fighting with your long range weaponry.
Every time you fight, no matter which mode you’re in, you’ll get money based on all the moves and stuff you did in said fight if you win. The money will accumulate as you play through all the different fights. What you can spend money on is mostly stuff that you would only enjoy if you like the TV show. There are videos of all the special moves each character has to offer, model statues, Ninja cards (pictures of characters and such), and a few other things. Not only that, but most of what’s there is really freakin’ expensive, so you’ll be playing a long time before you have enough money to buy all of it. Couple that with some “overall game” goals, such as unlocking all characters, fighting each one three times in Duel mode, and so on, and you’ve got yourself a meaty game if you don’t get sick of playing by the time that all happens. At least each time you play, it will actually go towards something when all is said and done.
As far as graphics and sound go, they are pretty much in-line with how the TV show is (I’ve caught at least one episode on TV since I started playing the game). The game is in English, so if you don’t like the English Naruto voices, sorry. The graphics do their part in making the game seem exactly like the anime with cel-shading. It gives the game a sharp look and makes any jaggies essentially disappear, like most cel-shading games seem to do. Loading is not a huge problem, although there are load screens every time the disc is hit (no subtle background loading here). Speaking of not being exactly subtle, there is no auto-save which is bad for a fighting game since it breaks up the game in an unnecessary way. Since I played the game on the PlayStation 3, save times were very short, but if you’re on the PlayStation 2, it might take longer.
Naruto: Ultimate Ninja 2 is a great game for fans of the series, and fans of the first game. If you like the anime and fighting games, this could hold a special place in your heart, as it isn’t a bad anime to game conversion as I see it. The game itself is solid, and is through and through about the anime it is portraying. CyberConnect 2 did a fine job in the development of the game.
.hack//G.U. Vol. 1: Rebirth (PS2) Review
Developer: CyberConnect2 Corp. / Publisher: Namco Bandai Games || Overall: 9.0/10
The .hack franchise is back for more, and does it ever impress! Namco Bandai Games’ CyberConnect 2 has breathed new life into the faux-MMORPG series with .hack//G.U. Vol.1//Rebirth. More than simply being “reborn,” .hack//G.U. takes all the strengths of the experiences of .hack//Infection, Mutation, Outbreak, and Quarantine; it expands on their concept and rolls it all into a package that is one of the best RPG experiences I’ve had in a long time. The almost masterful retooling has reminded me what made the original .hack games so appealing.
As with the previous .hack games, you play a game within a game. Called “The World,” it is an MMORPG played by people in the relatively near future of 2015 when online gaming and the Internet rule everyday lives. As always, there is controversy awry about The World and its impact on its youth. Taking place seven years after the events of the originals, this time around the story follows a The World legend known as Haseo, The Terror of Death, known for killing player killers. Haseo is distraught by the loss of someone he grew very close to to the mysterious player known as Tri-Edge. Tri-Edge has the appearance of Kite from the first four games, but something is obviously not kosher with the way the character looks or acts. Is Tri-Edge a player or a computer program? “Who is Tri-Edge?” is a revolving theme in the first volume of .hack//G.U. The story is presented in more of a traditional mystery with less “weirdness” than what was seen in the previous four. Less symbolism and underlying meanings are required to be understood, and because of all this, the story progresses at a nice pace that is more similar to how an anime might play out rather than a game that has all the time in the world to explain things, especially with two sequels coming up right after it.
As you progress, new gameplay elements are slowly introduced at a somewhat consistent pace. There is quite a bit to learn about The World, and the way the game introduces it all is satisfactory. The Operating System, Altimit, is back again, and is a lot slicker than what was presented in the originals. Some news announcements about things happening in the real world have short newsreels lasting about fifteen seconds. There is also a humorous news magazine called Online Jack, where he investigates a sickness called Doll Syndrome, that seems to stem from playing The World. Though there isn’t that big of a bonus from loading saved data from any of the previous games (all you get is an email from BlackRose), its only worth it to know the gist of what happened before G.U. and the references you can catch. The World from the original games is referenced to as The World R:1, with the The World in G.U. being called The World R:2. The gameplay and story are different enough that I could see there being little problem with going back and playing the previous games after diving into G.U.
.hack//G.U.’s main improvement has been with the battle system that desperately needed to be revamped after playing through four full games. With no improvement at all to be seen between each of the previous games, there was a lot of time to pick out what needed to be improved and what annoyances had to be removed. Nearly all the complaints I had with the previous games in the series have vanished. And while I have not personally beaten all four of the originals at the time of writing, (I’m in the final hours of the third part) I can easily say that if you liked them, you will love G.U.
The battle system has become much more action-oriented. No longer do you have to run right up to an enemy and be right next to them to use your weapon. The battle system allows for you to strike at an enemy even if they’re not in your range. Though in writing it may seem like it’s sort of a dumb thing to mention, in actual gameplay, it expands the amount of “freedom” one has during a battle, by not being restricted in their attacks. Though only the X button is used for every single attack, you can hold it down for a charge attack, or tap it repeatedly at the right time to inflict extra damage. Even though it would have been nice to toss in a second button for a different kind of attack, for instance a light or heavy attack, to increase the versatility of the battle system (as well as having more complex combos), it’s really the only thing to complain about when it comes down to it. The Circle button is used as defense, and the Square button is used for activating a special attack, which will be described later on. That is the battle system in a nutshell – but what makes it fun is how fast-paced it is and how hectic a battle can become, especially in the later stages of the game.
Battles are fought on the screen, just like before, but what is different in G.U. is that it treats battles in a little more traditional way; battle mode is started, and at the end, a dialog box displaying experience/items earned. When a battle is initiated, a circular boundary is created that you cannot escape from without using an item called a Smoke Screen. This forces you to stay within the confines that are created and not easily run away from enemies, which could be used to your advantage previously. The camera is a lot smarter this time around, and doesn’t rely so heavily on user input when in battle, as it will draw back away from your characters from the regular third person angle and take a more disconnected look at the battle playing out. By doing this, the action is easier to see unfold, not to mention easier to control your character since you don’t have to fidget around with the camera all the time.
Another big difference that is noticeable is the lack of on-the-fly party commands. In the previous installments, you were able to press the Square button and tell your party members to do something specific outside of their normal assigned strategy, such as healing or using magic. In G.U., your party members are much more independent, but are smarter in the sense that they will heal themselves (and you) when they need to within the constructs of one of the strategies you tell them to execute when in battle. Less control over your party members can be seen as a good and bad thing, as you can focus more on what your character is doing in the battle, but have less impact on the overall execution of it. The lock-on system is very effective, with little to no foul-ups. The only times the lock-on system can be faulty is when you’re facing against multiple flying enemies, but perhaps that’s just the difficulty of that particular enemy rather than a fault with the locking on.
A Morale Gauge is represented in the upper right hand corner of the screen during a battle. When you perform combos with regular attacks, or a critical combo called a “Ren Geki,” your party members will notice your effort and slightly fill up the gauge, the most being earned after a Ren Geki. Once the Morale Gauge is filled up, it will tell you to press the Square button. Pressing the Square button when the Morale Gauge is filled up all the way will activate an “Awakening.” Depending on the type of Awakening you’ve selected from the menu screens, you can either cast a magic spell with your party members that deplete absolutely no Skill Points or go into a “berserk” mode that increases your speed and strength tremendously as you beat the crap out of your enemies. Ren Gekis also add on a small amount of experience points on top of what is already earned from the battle, so while it is good to still do a Ren Geki whenever you can, if you do a Ren Geki that ends the battle, the Morale Gauge will not fill up, due to the couple of seconds it takes for the gauge to initiate its “filling up” after one is done. That amount of time is longer than what it takes for the battle to end after defeating the last enemy, which is very unfortunate.
Abilities and magic are also vastly different in their implementation. Instead of being reliant on what armaments you have equipped, magic will rely on simply buying a very expensive item that teaches you the ability. As money is hard to come by in G.U., you’ll have to spend your money wisely and consider which magic you really need or want, as well as which ones your party members should have as well. Arts, which are weapon-specific abilities, rely on the experience you have with a particular weapon. The more weapon levels you gain using a type of weapon, you’ll get more Arts. The big disadvantage is that Arts are not learned very often, and can only be attained through battle. In the beginning stages of the game, you’ll have only one Arts until about ten hours or so in the game – which is much too long. It would have been nice if they tossed in an Arts when you reached weapon level 2, but the game pulls no punches in that department. Every time you use a skill or magic ability, you will deplete a certain amount of SP (or Skill Points).
You don’t only fight game-created monsters this time around. With the new version of The World, named The World R:2, a gameplay system for Player Killing (or PK) has been added. Player-on-player battles occur now in The World, and practically everyone is fair game. When exploring areas, you will sometimes see a Battle Area that has a battle in progress inside. By choosing to enter the Battle Area, you can help whoever is being attacked. While you cannot initiate any PKing yourself, the addition of being able to fight other players is a nice change-up every once in a while. The concept is expanded with the player vs. player Arena battling, where much of the story in the first volume of G.U. takes place and revolves around.
It still takes 1000 exp to increase your level. Experience gained from defeating the same-leveled monsters goes down as your level increases. This keeps the player motivated to go to new places to increase their levels and acquire better items to help along the way. Since Haseo is an Adept Rogue, he is able to use multiple classes of weapons. The Twin Swords and Broad Sword are the two weapons that will be mainstay of the first volume. Unfortunately, you can’t easily switch weapons in battle; you must go to the menu and equip the weapon you want and wait for Haseo to put away and take out the weapons again. The battle system is less versatile and fun than it could have been if there was a way to easily change weapons.
A little while into the game, Avatar Battles will be introduced. Avatar Battles are basically Zone of the Enders-esque mini games, just not as fleshed out. Though the Avatar Battles have surprisingly responsive controls for being what they are, they aren’t as good as their obvious inspiration. These Avatar Battles are a nice change-up in the pace of the gameplay, but can ultimately be frustrating, especially during hard boss fights. This is really no surprise, as I have already experienced all of that with both Zone of the Enders games, and didn’t quite expect it to be integrated in an action RPG.
As a whole, equipment is much easier to understand now. Equipment are assigned levels, and once your character achieves or surpasses the level of the equipment, you are able to equip them. It’s much more simpler to understand, as levels now have some sort of meaning attached to them other than being a superficial number that told you how good the armor was, like in the originals. Since equipment do not have any abilities or magic assigned to them either, you need only to make a decision about what to have on by the stats they change. Different classes of armor also make it easier to know which classes can equip what, as before, a piece of armor would just say who couldn’t equip something. As a result, there are “barebones” equipment that will change their name when you customize them with a customization item. The customization item will change the equipment’s properties, and have it consistent to what you actually want out of a piece of equipment.
While the inclusion of guilds makes the story a little bit more interesting, you can’t add anyone to your guild unless the story allows for it. The main purpose of the guild is for storing and selling items. When your guild expands, its uses will expand as well. One such use is something called Alchemy. Alchemy allows you to enhance a weapon by combining one or more of the same exact weapon up to five times. Once the weapon hits an Alchemy combination of +5, it may be used in Alechmizing any other weapon in the class up to 10 levels difference. This allow you to use extra weapons to enhance your existing weaponry, until your level is high enough to equip the next best weapon you may have acquired that can’t be equipped due to your current level. Each weapon is also noticeably different.
The exploration of areas has also been slightly improved. Treasure chests are a lot easier to open, since Haseo just kicks anything open. There is now only on camera view, and you can’t pull back or zoom in like you were able to before. This decrease in the amount of camera control can prove to be a little annoying when you chase down Lucky Animals, because they may be fast enough to run outside of your camera’s view. Lucky Animals are basically little animals that will give your characters bonuses if caught. Haseo is a fast runner, so you can get to Point A and Point B relatively quickly. You also get a Steam Bike that allows you to go “faster.” I put faster in quotes because the bike sucks – it doesn’t go fast at all. I avoid it like the plague, quite frankly.
The area word system is much simpler to use. There aren’t any complex readings you have to make with what is being displayed by flashing lights – its all given to you in plain English, with a helpful description at the bottom of the screen to make you even more informed as to what kind of area you’re going into. There are three types of dungeons you will encounter: The Japanese house, cave, and grassy island field. The selection of different areas is nice, and it’s not as dreary as being inside of an actual dungeon all the time, which is where most of the gameplay was in the originals. At the end of the dungeon, there will be a Beast Statue and a treasure chest with a rare item in it. There is also an assortment of unique areas called “Lost Ground” where story takes place. Different quests and jobs are available every once in a while which gives you opportunity to increase your level in between parts of the story.
The graphics and sound are some of the best parts about .hack//G.U. The frame rate is very consistent, at about thirty frames per second. The only time the frame rate drops is when a lot of things happen on the screen at the same time. Cutscenes virtually never have any slow-down. The graphics themselves are very nice, and capture an anime feel, especially in the cutscenes, which are very stylistic in nature. The character designs are also very stylistic and look like they’re straight out of an anime, as well. Voice acting is also top notch. The main character, Haseo, has a very believable voice and an excellent voice actor behind him. Most of the characters in the game have very good voice actors, which really isn’t a surprise considering the first four games had the same quality of voice actors, with only a couple of annoying ones. Loading is also another positive. Loading is virtually non-existant – in one word, its perfect. Unless you were actually looking to see signs of where the game starts loading something, you will not notice it at all, since the developers devised a way of making the game seamless from one end to the next with no huge pauses like you would see in a normal Playstation 2 game. A commendable job goes to the developers for achieving this feat.
.hack//G.U. Vol. 1: Rebirth is a very enjoyable game. If you like the original games, you’ll have a blast with .hack//G.U., just like I did. Unlike the first four, gameplay does not pull down the game, rather supports it very well with a nice foundation. With three games planned for the .hack//G.U. series, I hope that we can expect general improvements to the already solid formula put in place by Vol. 1: Rebirth. The first volume of G.U. is also quite a bit longer than a single part of the originals. If the next two games show little to no difference, it might prove to be another bad decision in the progression of .hack games in general.
Dynasty Warriors: Vol. 2 (PSP) Review
Developer: Omega Force / Publisher: Koei || Overall: 7.5/10
Koei’s Dynasty Warriors series has seen quite a few implementations since its conception in the late 90s. Based on Chinese history and the battles that surround its historical figures, the 3D action game has seen a second iteration on the PSP. While Dynasty Warriors: Vol. 2 will probably remind you of the same exact game seen on home consoles, there is something to be said for it being portable.
Dynasty Warriors: Vol. 2 is a sequel to Dynasty Warriors for PSP, which was released at launch. Vol. 2 is the first Dynasty Warriors game I’ve ever laid my hands on. While I wasn’t expecting much, I was satisfied with the experience that the game offers, and best of all it works pretty well for a portable.
The main mode of play is called the Musou Mode. In this mode, you select a character that is a part of one of the multiple Chinese kingdoms that existed at that time in history. Once selected, you will fight a series of five battles, unlocking different battles as you make your way through the game with your selected character. There are many characters to choose from, so this in itself will keep players busy for a long time to come if you want to increase each character’s stats.
Gameplay is exactly as seen before in the series – nothing should surprise you if you played a Dynasty Warriors game before. You go through the game and destroy all who stand in your way with your superhuman player character. While the gameplay basically stays the same between each of the different selectable characters, it differs ever so slightly by the special powers and weapons they have in their arsenal. You’ll be mowing through underlings but every once in a while you’ll fight a boss-like character. The boss characters are usually commanders of a particular group of soldiers, and once defeated, their army will retreat.
When you invade an area, you will enter a battle with the forces that occupy the area. Battles can change against and toward your favor if a new army invades the area you’re currently fighting in, which can change the outcome of the battle if you’re not fast enough. To win a battle, you’ll have to defeat all the enemy forces. To lose one, you’ll have to either retreat out of the battle, have your main character be defeated, or lose all your forces. There are other extraneous objectives that you’ll have to complete to actually defeat the whole stage you are on, but they vary from occupying a certain amount of areas to defeating an enemy general’s army.
Dynasty Warriors: Vol. 2 is a great title to waste time with, simply because it’s a fast game to play with almost no loading times. The only time you’ll see any noticeable loading is when you first start the game and when a stage is selected. Once you begin a stage, there is absolutely no loading between different areas. There is also a very solid frame rate that will not result in any ghosting on the PSP’s LCD screen, and one can enjoy the action as it happens with practically no slow down at all.
There are noticeable sacrifices to achieve the steady frame rate and excellent load time, however. Almost all the areas look exactly the same – very rarely will the map you’re fighting on actually change within the stage unless you’re on a special area like an enemy’s base, which obviously puts less strain on the game to have to load something new. To keep the frame rate steady, you’ll see that there will always be enemies popping in and out of nowhere. No doubt this is because there is a maximum amount of actual characters that will be shown on screen at the same time. Sometimes you’ll even kill an enemy you don’t even see, which means the game knows that there’s an enemy somewhere but they won’t actually show up until you kill another enemy.
The main control issue I have with the game is that there is no easy way to change your camera’s view. Dynasty Warriors: Vol. 2 begs for a right analog stick, as the chase camera that is almost always behind your character’s back does not do well against enemies that are hidden behind the camera itself. There is a quick way to turn the camera around, by using the L shoulder button it will refocus the camera to behind the character’s back again. So if you turn in the direction you want to look all the time, it will be fairly easy to manipulate the camera. Otherwise, the game is fairly solid in its 3D beat-em-up style, as the controls are very responsive, and you’ll have different special attacks to keep using throughout battles.
Dynasty Warriors: Vol. 2 is a recommendable PSP game if you want to take Dynasty Warriors out of the house with you. While the experience you’ll get isn’t exactly unique to the PSP, it is unique in the way that it is on the PSP. There is plenty of gameplay to be had if you want to put the time into it, which is important when looking for a game to waste time with on a portable.
Eureka Seven Vol. 1: The New Wave (PS2) Review
Developer: Bandai Entertainment Company / Publisher: Namco Bandai Games || Overall: 3.5/10
I tend to stay away from bad games. It’s not that I have anything against them — it’s just that I’d rather not play them. Actually, let me take that back. When I happen upon a bad game, I take personal offense to it. Not only because of its lack of significance as a video game itself, but because I have to waste my precious time playing it in lieu of having better games to play instead. Eureka Seven Vol. 1: The New Wave is one such game. I literally became sick of playing. The amount of gameplay and story is ridiculously sloppy and unbalanced in its delivery. To complete the trinity, gameplay is horrid, and the story is appallingly boring. Based on the anime Eureka Seven, the game will most definitely fool its fans into possibly making a decision to play the game – a folly one at that.
Eureka Seven Vol. 1: The New Wave is lame. Super lame. There’s no way around it. It’s no joke when I say that this is a serious contender for worst game of the year. But besides all the daintiness associated with calling it the worst game ever without getting much more specific, there could be one or two redeeming qualities about the game. One is that I got to replace a broken case by switching the cover slip and manuals with Eureka Seven’s box, and the thought of the developers sitting in a room chortling over how they made the crappiest game possible out of a respectable anime’s IP.
Not having seen any of the anime, I took the dive into the game after playing another anime-based game, .hack//G.U. While I enjoyed .hack//G.U., which was from the Bandai side of Namco Bandai, I actually had some sparse hope that Eureka Seven would at least be on the same level. Unfortunately for me, that wasn’t the case. Eureka Seven Vol. 1: The New Wave is an action fighting mech game, not so different in concept from something like, say, Zone of the Enders. Except the mechs in Eureka Seven mainly just skate around on the floor and transform into vehicles. Don’t get the wrong impression when I make a parallel to ZOE, however; Eureka Seven Vol. 1: The New Wave quite literally blows in the gameplay department. There is nothing that makes you want to keep playing, as mediocrity spreads from your fingertips, up your arms and into your brain.
While the fighting can get somewhat hectic, and a more or less stable frame rate is apparent, you can’t get past the fact that what is happening during gameplay is that seemingly ice-skating robots are dancing around and smacking each other unrelentingly. With the occasional long range weapon being fired, the robotic combat is very uninteresting, to say the least. It doesn’t stop there, however. Things get from bad to worse, as there is even weaker “hand-to-hand” combat gameplay involved as well. Fighting in robots seems all too sleek when in comparison to this poorly construed concept tossed into the game. To make matters worse, there is also a crappy air-boarding sport called “lifting” that has the most wonky controls of all – not to mention it’s completely pointless in the grand scheme of the game.
There are two ways to play the game: a story mode and a “situation” mode. The story mode is the prequel to the start of the anime series and explains a little bit about the origins of all the main characters of the series and how they all came together, even if it is a bit sparse on the details and reasoning behind some of the events that actually happen. I wouldn’t be surprised if some of these reasonless plot directions are made just so that it could get in line with the actual storyline of the anime without wasting more time with actually explaining it, even if that is the point of the game from a story-based point of view. The other mode is called Situation, in which you are thrust into a predicament and you fight your way out, no story attached. Had the gameplay actually been interesting, this would be a worthy mode to have. But alas, it’s not.
My scathing disappointment mainly comes from the main mode, the story mode. The story mode is broken up into episodes, similar to how a television show would be; a series of events happen in a short period of time, and after the episode ends, a period of time passes before the next episode begins. This wouldn’t be so bad except for the fact that the opening theme and animation for the anime plays each time a new episode starts. I get it. I’m playing Eureka Seven — why do I have to see the same thing more than once? The story mode’s biggest fault comes when most of the actual game is spent watching cutscenes and dialogue scroll by. This. Is. Crap. Consistency also plays a part in it, since the cutscenes are voiced while most of the storyline dialogue that doesn’t take place in a cutscene is not. I say most, because randomly they will toss in some of the voice actors whenever they feel like it. I don’t understand why all the lines aren’t voiced, especially when I’m not able to read the text fast enough before it goes away – the dialogue scrolls by itself, and I miss out reading things, even though I shouldn’t be acting like what I’m missing reading is important in the first place.
Not to mention after each little segment of story there are about four or five seconds of loading (as well as four or five different kinds of “loading” notifications, which is another charming aspect of the game’s consistency) before even more story is delivered and even more loading is given. This is constant throughout. There is barely any gameplay, and when there is, it lasts for about five minutes or so (depending on how many tries it might take you) before you go back to watching more story. I understand that the game is based off an anime, but they probably should have just made the story elements into some sort of anime film so that fans don’t have to wade through this unmitigated crap that they call a game.
The graphics are also underwhelming in their own right. Seemingly straight out of the year 2001, you’re not going to find much to appreciate in this department. The robots, called LFOs, aren’t that bad looking per se — it’s just that you don’t play with them nearly long enough to take notice to them all that much. Frame rate is a shot in the dark. During robot combat, it can be satisfactory, but during on-foot scenes the frame rate drops randomly like no other. The robot animations aren’t anything special — they just do their job. The running animation for the actual characters sucks, however, and it doesn’t look like they’re making any contact with the floor they’re on at all. I’d like to say that the designs are cool, but it’s just dumb seeing robots skate around on the ground. If they have the technology to make robots in the first place, why can’t they just make them all fly by default?
Sound is also another failure. Voice acting isn’t completely horrible, as I expect that at least most of the voice actors are from the anime. The lack of consistent voice acting throughout does take a very big effect on the game, though, especially given that it’s supposed to appease fans of the anime, who are accustomed to hearing the characters speak rather than having to read the dialogue they are delivering. Music is also generic at best. The same annoying tunes are used constantly and rarely ever properly reflect the mood that should be created at that specific point of time. Sound effects could be better, but since most of what you do is sit and watch story scenes, it’s not something really worth dwelling on.
Quite frankly, stay away from Eureka Seven Vol. 1: The New Wave. I don’t know if I could even dream of recommending this game to anyone except the most diehard fan of the Eureka Seven anime that wants more and can’t get it anywhere else. It’s really a tragedy that a game concept that seems like it should work well ends up turning into one of the worst experiences I could ever endure when it comes to a video game. A big sticker saying “pass” should be mandatory on every copy of this game.
Kim Possible: What’s The Switch (PS2) Review
Developer: Artificial Mind and Movement / Publisher: Buena Vista Games || Overall: 7.0/10
Kim Possible has overcome yet another impossible feat – having her own home console game. Having only seen iterations of her persona featured on the Game Boy Advance and DS, Kim Possible is ready for the big time along with her nemesis Shego. But unfortunately for Kim, Kim Possible: What’s the Switch for the PlayStation 2 is a side-scrolling platformer that might end up with you asking “What’s the point?”
First off, Kim Possible: What’s the Switch is a solid platformer. It has the basic vital function a side-scrolling platformer game needs: jumping. Toss in a few extra gameplay elements like doors, levers, and flagpoles to swing on and you’re in business! While it’s easy to learn how to play What’s the Switch, the game is unmerciful when it begins to ramp up its difficulty as you get used to the controls. If it can be frustrating to a seasoned veteran, I can only imagine the type of aneurysms that will be forming in the pre-teen demographic the game’s show appeals to.
The main gimmick of What’s the Switch comes from the actual switching of the characters you play constantly throughout. The game is nearly split in half between Kim and one of her archenemies, Shego, a super strong lady with a magically brash attitude. Even though Kim’s name is plastered on the front of the box, don’t let it fool you into thinking you’re going to be playing as Kim the majority of the time. Occasionally you’ll control Rufus the Naked Mole Rat who pops out of Kim’s pants pocket for no apparent reason other than to confuse me and say “When can I save?!” Although Shego and Kim pretty much play exactly the same, Rufus has the uncanny ability to cling to the ceiling, which gives the levels a little more variety.
A great game design choice is that there is no strict tutorial mode. It is seamlessly woven into the actual gameplay, and the game will teach you how to overcome an obstacle when you need to use a new ability. It is a nice way to learn even though it might take a few levels before the game really ramps up into playing the “real game” you were meant to play.
The game’s set up involves the novel concept of the old “mind-switching” situation. In the beginning story scenes, Kim Possible and her partner Ron Stoppable are on a mission to recover a mystical monkey idol before Drakken, an evil mastermind who is inadvertently Shego’s boss, from stealing the idol. No one knows what the idol does until some other random evil guy named Dementor steals it first, before they even get there, and uses it on Drakken and Ron Stoppable. Lo and behold, Drakken is in Ron’s body and Ron is in Drakken’s body. Haha. Hilarious. Kim and Shego resolve to get back the monkey idol from Dementor so they can switch Ron and Drakken back into their respective bodies by chasing him through fairly elaborate constructs that seemingly shouldn’t exist – such as a mile-long plane.
What is disappointing about the story is that there is a missed opportunity for some actual laughs. Even though the story is based on Ron and Drakken having their minds switched between each other, you never see them except for in still concept art that is integrated into one of the dozens of loading screens that come up. While you don’t have to watch the show to really enjoy or understand what’s going on, it would have been nice to get a little more feeling of what the show was actually about than what was presented. The whole game’s story ends up being a wasted concept that would have been better executed as an episode in the television show. The curious lack of any humorous story scenes with Ron and Drakken voids the game from replicating the feeling of playing through an episode of a lighthearted cartoon — it’s all about “getting down to business” and going on a long adventure beating up Dementor’s cohorts and running through his oddly non-usable buildings that seem to spring up in random places. I’ll tell you right now that if I hired an architect to make a building and he gave me any one of the buildings that are seen in this game, I would sue him for not putting any bathrooms or stairs anywhere.
Not to mention, the game is a collect-athon. You’ll be looking in every nook and cranny you can find to retrieve blue circles called “Kimmunicators” for no other reason than to unlock concept art and music in the extras menu. While I’m glad it isn’t required to collect every single Kimmunicator in the level, there’s an odd sense of responsibility to collect them as you go through the levels so that you never have to go back again – just in case, down the line. There are also different costumes to collect, and through each segment, Kim and Shego must find three of their own costume collectibles to earn a costume to use later on if you so desired. The costume collectibles will be in hard-to-reach places, so they will definitely take some extra time to find. There are also healing and life collectibles, which are very rare. There are not nearly enough of the healing collectibles or extra life collectibles to alleviate the game’s frustrating difficulty in later levels, though.
What’s the Switch is very unforgiving when it comes to starting over after lives run out. Instead of starting from the beginning of a level, you start from your last save. This is crap, plain and simple. I wasted quite a few hours on this game for nothing, only to be reverted back to the original place I started at when I first started playing. Throw me a bone here — I completed the levels I already went through, so why the hell do I want to play them AGAIN? Although it says Kim Possible on the front of the box, don’t let yourself be fooled into thinking this game is easy. In my experience, this game is harder than Ultimate Ghosts ’n Goblins. At least in UGnG it restarted you at the beginning of the level you lost in instead of three levels back! This aspect alone will very much ruin the experience if you even had an inkling of enjoyment with the game to begin with. The only way that you can save is through an Auto-Save function at certain points throughout the game, meaning you can’t save by yourself whenever you want to. Even if you turn the Auto-Save off, it will only let you save at certain checkpoints. The combat is also very lacking, and it’s not very fun to actually fight against any enemies. Most of the combat is hand-to-hand, so the game will get more boring before it gets exciting in this regard.
You’ll also have some gadgets at your disposal which can be used without worrying about any ammunition levels, since they reload practically unlimitedly. Kim and Shego mainly differ when it comes to the gadgets that they have. They both have a “grappling hook” mechanism which will allow them to swing along the ceiling. Kim has extra-sticky wads of already chewed bubble gum just chilling in another pocket, and Shego can “magnetically” pull enemies and items towards her. Different gadgets are acquired as you go along in the game, which add to the complexity of the already challenging game, even though the concepts are quite easy to understand.
Jumping itself is a bit slow, and has an unrefined feeling. Collision with platforms usually results in a “falling” animation that probably shouldn’t be happening as often as it is. It is also a shot in the dark sometimes as far as being able to hang onto a ledge when you’re “supposed” to at times. There definitely could have been improvements made, which seemed to have been passed over. A multiplayer mode is also available with different mini-games to play with a friend. No online multiplayer will make it important for you to have an actual friend who will want to play a Kim Possible game with you. If you have someone like that, then he or she really is a true friend.
On the plus side, the game does feature the voice actors from the show, and a lot of the music and sound effects will also remind you of the show as well. The graphics are cel-shaded to give the game a “cartoony” feel. The graphics are accomplished very well in this regard, and definitely should be counted as one of the game’s strong points. Unfortunately the characters are small, relative to the screen. It feels less like you’re a part of the action and more like you’re watching it from afar. Sometimes through the game it would have been nice to be able to have some control over a camera to zoom in and out or see what’s ahead of you a little bit. If you haven’t guessed already, the right analog stick isn’t used to any recognizable degree.
Kim Possible’s first foray into the home console territory has laid a foundation for what could come in the franchise, and it is definitely a good start. However the execution just does not cement What’s the Switch as a good game in its own right. If you’re looking for some good old side-scrolling challenge in 2.5D, Kim Possible: What’s the Switch should be a game on your list to play. If you’re easily frustrated and greatly dislike playing through parts of a game you’ve already played, you might want to just give it a rental.
Lumines II (PSP) Review
Developer: Q Entertainment / Publisher: Buena Vista Games || Overall: 8.5/10
Q Entertainment’s Lumines has become one of the PSP’s staple games. Even as a launch title, the first Lumines still holds up well, even in the wake of its sequel, Lumines II. Lumines II expands upon the great puzzle fun that was to be had with Lumines in the form of new challenges, and a ton of new skins. However, Lumines II delivers a completely different experience from the first Lumines, even though it includes “remixed” versions of songs that were included in the original.
The main distinguishing factor between Lumines and Lumines II is the streamlining of the menu system. Lumines II has a very slick menu system that makes cycling through the various modes offered easy. Not to mention, it is oddly fun in its own right. This time around there’s a lot more to do, and a lot more skins to acquire. In Challenge mode, you are able to take on three different “classes.” Class B, Class A, and Class S all include their own unique skins to play through. In reality, the different classes are actually just shortcuts to a certain point in a full Lumines II lap, as you will be able to play Class S skins if you start in Class B. That is, if you’re good enough to not lose before you get there. In fact, if you’re able to beat each class, a new class will be unlocked that let’s you play through a whole lap including all the skins of Lumines II.
A very important part of the Lumines formula is the music. Lumines fans might be surprised by the music selection in Lumines II because there is quite a bit of licensed popular music, which may or may not be to your fancy. Whether or not you like Fat Boy Slim, Beck, Gwen Stefani, or Missy Elliott, among others, may be a testament to your resolve for how much you like to play the game and unlock new skins through the challenge mode. There are still independent electronic tracks akin to the first Lumines, and a few that are actually very catchy. For most of the licensed tracks, the music video will play in the background as you’re deleting the magical squares. It’s a new level of distraction to see an actual music video playing behind the game, which is quite unlike most of the regular, less noticeable skins. A music video created by Q Entertainment, Genki Rockets’ “Heavenly Star,” is probably the only music video that really proves its worth to be in the game because of how it looks and sounds. Most of the other songs don’t really mend well with the overall electronic soundtrack. When it comes down to it, it really seems like they could have done a better job in the choice of music. For example, I don’t totally loathe Gwen Stefani’s “Hollaback Girl,” but they could have picked something by her that had a little more music to it. A delightful addition to the formula is the Skin Edit Mode, which allows you to build a custom playlist full of the songs you like and leave out the songs you don’t. The only bad thing about this is that it might be a little hard to remember which skin was which, since there is no way to preview skins as you’re selecting them.
All of the modes that were introduced in the first Lumines have been carried over to Lumines II. The modes include VS CPU, Time Attack Mode, and Puzzle Mode. All except Time Attack Mod have been beefed up in terms of content. Time Attack still offers the separate 60/180/300/600 second modes, which allows you to play for a distinct amount of time rather than the variable amount you may play in Challenge mode. VS CPU is no different from what’s found in the first game, which is unfortunate since it would have been nice if they balanced it out a little bit, or reworked the idea completely. Puzzle mode includes all of the puzzles from the first game, so if you blew a vein the first time around, get ready to lose another one since you’ll have to do them all again from the beginning. A new mode, called Mission Mode, gives you specific challenges to complete which are unlike puzzles. Missions usually include having to clear all the blocks in a certain amount of “steps.” Another kind of challenge presented is to fill up the entire game screen with blocks — which will be harder than you think it might be.
An ad hoc multiplayer and data exchange mode (for comparing scores) is included if you have a friend who has a copy of Lumines II. Game sharing allows you to share a demo of Lumines II with a friend. More avatar characters are available to choose from, replay files are able to be saved and loaded, a tutorial mode full of helpful tips, and a free trial of Every Extend Extra are all the different extras that come with Lumines II. A new Song Editor mode allows you to make your own songs with the in-game sequencer. It might be a little hard to get a good song going, but it’s technically possible to make some neat tunes. There are only four slots for custom songs, however. You can load songs from your memory stick, so it is possible to share songs, in some capacity, with others.
Unfortunately Lumines II isn’t the perfect sequel, which is surprising after one looks at how much it falls back on the “more Lumines” forumla. A curious exclusion is the auto-save, which is non-existent as an option. For some reason, Q Entertainment thought it would be better to let us choose when to save everything (which is basically at the end of every game we are playing). Another potential feature that was disappointingly left out is the ability to have individual scoreboards for each skin. It would have been nice to be able to try and beat your best score on a particular skin rather than the oddly non-specific “Skin Edit-Single Lap” score board, since you can add as many skins as you’d like in a single lap, and it doesn’t make any notation to how many skins were used in a “single lap.” A disheartening factor that really made getting into Lumines II feel stale was that there wasn’t much of a “theme song” to get you into the game for the first time. Similar to how “Shinin’” was the theme song for the first Lumines, the only “theme song” I could imagine for Lumines II was “Heavenly Star,” which is placed too far into the game to really meet theme song qualifications.
Even with its faults, Lumines II is a valuable puzzle experience because it offers many different things to do. You will probably get more mileage here when compared to the original, but since the first edition is cheaper it could be hard to recommend Lumines II over it at full price. What both games have going for them is that they deliver separate experiences while fundamentally being the same game, but if it came down to it, Lumines II would be the better long-term purchase due to its sheer amount of skins and content.
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.
Platypus (PSP) Review
Developer/Publisher: MumboJumbo Games || Overall: 4.0/10
Shooters are usually a dime a dozen, especially since they’ve fallen out of favor in recent years. Not very many great games are in the genre nowadays, but once in a while a respectable game does come along that intrigues you to play it because of a style choice or just doing the genre justice in its own right. Platypus is one of these commendable games – well, the PC version is, at least. Unfortunately for the PSP port of the original PC game, it didn’t follow through.
No way around it – Platypus for PSP is borked. From the ground up, the game is a nearly unplayable mess of frustration that corrodes any interest you may have for its clay-animated graphic style. The biggest problem is the severely underpowered default weapon. There’s something wrong when you land consistent shots at a target, and as they leave the playing area (never to return) they’re still not dead. Furiously pounding on the X button doesn’t help either – it’s the simple problem of weapon balancing. The normal blaster should have been made twice as powerful. The regular weapon is such a game breaking aspect of the title that it makes experiencing the game a waste of time. It is to the point that if you genuinely wanted to try out the game with this in mind, I would shoo you away to an insane asylum. It’s that bad.
Yes, there are weapon power-ups, but due to the game’s horrid level design they are rendered useless, since they rely on a timer rather than ammo count. There will be sections of a level (usually after you acquire a power-up) where there will be absolutely no enemies to kill, wasting any sort of advantage you may have had acquiring the precious power-up. Power-ups include a rapid blaster, an underpowered soundwave weapon, and “the most powerful” missiles (which are also underpowered for what they are). Perhaps the game wouldn’t have been so bad if you could infinitely use one of the power-ups you got, or if they were actually acquirable more often, alas they are not. No amount of searches has resulted in finding cheats for the game either.
The saving grace of the game lies in its graphics and music. It’s very unique in its own right – even so far as to say that it’s the only reason to play the game in the first place – to use claymation in a shooter. Everything from the little red specks to the explosions is made in this fashion, and is pulled off fairly well. Extra levels and bosses also do appear in the PSP version, but they are made from Frankenstein-ing (for lack of a better term) other graphics together to create them. Music will also be a source of nostalgia for those that remember where certain songs came from. Many are re-makes of music from old Commodore 64 games.
Amidst some actual background controversy about the PSP version’s history, it’s very hard to recommend this game to anyone except for the most die-hard shoot-em-up fan that is in desperate need for a title to rejuvenate their life energy. There is no point to the game other than creating frustration, and helping in the development of a brain aneurysm. The game is playable, albeit hardly, so it might not be so bad if you could get it for around a dollar.
Shin Megami Tensei: Devil Summoner (PS2) Review
Developer/Publisher: Atlus || Overall: 8.5/10
Shin Megami Tensei: Devil Summoner is the newest RPG for the Playstation 2 from Atlus. While America doesn’t see nearly as many Shin Megami Tensei games as Japan does, recently there have been more games localized — SMT: Devil Summoner is actually the third game in the “Devil Summoner” spin-off series of SMT. Devil Summoner defines itself by mixing in real-time random battles with a mildly interesting detective story, all set in a large urban area in Japan during the 1920s.
As with any RPG, the story is the major factor that keeps the player going. Following a mute main character, Raidou Kuzunoha the Fourteenth, you are charged with protecting the “capital city” — a group of smaller cities in the same area of an early 1900’s Japan — from demons. Raidou’s job is to investigate any occurrences that happen in the city regarding demons, which are invisible to normal humans and live in a parallel dimension. The main story starts right off within the first half hour of play – Raidou’s detective agency gets a call from a girl asking for help, not saying much more than to meet her on the bridge. On the bridge, there is an encounter with a mysterious legion of red-cloaked soldiers who abduct the girl before anything can be found out. At this point, it’s up to Raidou to discover what happened to the girl, why she needed help, and who abducted her.
The story in Shin Megami Tensei: Devil Summoner, while interesting, doesn’t do itself justice to the world that is created. In Devil Summoner, there are two “dimensions” – the regular world and the “dark” world. The dark world, inhabited by demons, occupies the same space as the regular world, and occasionally crossover occurs. This is where most of the conflict arises in the story, not to mention all the enemies you’ll encounter. The story is pretty simple, to say the least, with details slowly added to make the story more and more intriguing. The only problem with that is that it can take a long time to actually get into the story and, by extension, the game itself. The story also progresses through segmented episodes to show that a period of time passes between each of the main events of the game.
World exploration consists of totally urban settings. As said before, you’ll go to all parts of a bustling city with random non-interactive people walking around to create the feeling of a populated city. While it can be fun running through the different parts of the city to find the next clue needed in your adventure, it can be quite a hassle, especially because of the random battles that seem to happen every fifteen seconds. I don’t know if it’s a theme in the SMT series, but out of the games I have played, there appears to be a lot of random battles happening in a short period of time.
SMT: Devil Summoner’s battle system is definitely a strong point, but is held back by its shortcomings. Being a real-time combat system lends itself to being able to have each battle be over quite quickly. There aren’t too many moves that can actually be done while in battle mode with the main character; a simple dash attack, charge attack, and normal strike are about as much as can be done by Raidou. He also has a gun that can shoot different types of bullets. As can be imagined, it doesn’t make battles too terribly exciting. The main variances that can make or break a battle is the type of demon that accompanies you into battle, and how you raise them.
The game’s demon system is definitely the most compelling element of Devil Summoner. Not unlike a Pokémon game, you can capture the enemy demons you go against during battle. Depending on the ever-present phase of the moon and Raidou’s current level, you can capture practically any demon, unless you’re told otherwise. You must use and maintain a stable of demons by leveling up, sacrificing, and combining them to fit your needs and increase their power, and in effect, yours. By combining two demons into one, you can create new demons, as well as free up another slot to fill with a new demon to use for your agenda. Demons also have extraneous skills that will help you during map exploration and solving puzzles, as well as getting vital information from a stubborn person not exactly willing to let go of the information you might need to progress.
The graphics in the game aren’t anything too special, but there are times that can still make you say, “Wow, the PS2 can do this?” The main agenda of Devil Summoner isn’t to dazzle with amazing graphics as it is to make an interesting world in itself to explore. The sound effects are nice, and every demon has their own little grunts or yelps, making it easy to identify a certain demon, if you ever needed to. The soundtrack is also very impressive, and captures the feeling of the areas you visit with accuracy. What is obviously most disappointing about the sound is that there is no voice acting. To me, it definitely leaves out a certain important feeling that a game like this really needs to immerse the player even more into the setting, especially when it’s one that is as unique as the early 1900s, as it’s hard for someone living today to really relate to how people may have talked or acted nearly a century ago. One thing that is very praiseworthy is the loading time. Battles take almost no time to load, which is a very good thing since they happen so often, but not only that, each part of the city that you’re in does not have to take time to load off the disc, as you can wander through a city with no pauses or ugly pop-ins.
Shin Megami Tensei: Devil Summoner is a more traditional RPG for the transitional state of the genre itself. Integrating real-time battles with random encounters makes the game feel like a stopgap between action and turn based RPGs. While the story isn’t all that intriguing or remarkable, Devil Summoner ends up being a quaint adventure mystery title set in an uncommon setting with lots of random battles. Be that as it may, it is a solid title that hardcore RPG fans will want to check out as one of the last RPGs to hit the PS2 before the next generation rears its full might.
Super Dragonball Z (PS2) Review
Developer: Crafts & Meister / Publisher: Atari || Overall: 8.0/10
Lots of Dragon Ball Z games have hit the market since the series burst into popularity, but Super Dragon Ball Z for the PS2 (an arcade conversion) takes the series in a different direction than what has been accomplished in the past. Super Dragon Ball Z is a much more simplistic and traditional fighter than what has been seen with the Budokai series. It accomplishes this by only offering three modes of play, Original, Survivor, and Versus modes. Furthering the idea of simplicity, gameplay is reliant on only four different buttons.
Developed by new studio Crafts & Meister, which happens to be headed by the producer of the Street Fighter Alpha series, the similarities between Super Dragon Ball Z and traditional fighters are very apparent. First of all are the types of ways to play the game. You can play a traditional arcade mode in which you go against different opponents all the way up to Cell in the final battle. It’s nothing that hasn’t been seen before, but the arenas you’ll fight in are multi-layered, as well as adequately capturing the feeling that you’re actually fighting in locations from the television show. In this mode, you’ll occasionally get a Dragon Ball from defeating an enemy. As all patrons of the TV show should know, there are seven Dragon Balls to collect, and once you have them all you can use them to wish for new characters or new abilities for your custom character.
A major part of Super Dragon Ball Z relies on having “Character Cards.” A character card is basically the way you build a customized character with the game. A customized character entails the somewhat unique combination of abilities that the initial character you chose out of the up-to-eighteen characters (five are unlockable) that are included in the game. As your character gains experience and collects more Dragon Balls, they will grow in strength and gain new abilities that are chosen from a skill tree that is unique to each character. Acquiring Dragon Balls also offers new abilities that would not be acquirable through the regular skill tree. There is also the possibility of “skill inheritance” in which you can learn a skill from another character card you have built up. With up to thirty character card slots, a large part of the game’s playability comes in building up all the different fighters that are actually in the game, and motivates you towards furthering your characters’ development. Character cards also store the “BP” that your character is, which is the “strength reading” of a particular character. Though BP seems like it’s important, I could not find a benefit to gaining more other than that it keeps building up.
The Z Survivor mode requires you create a Character Card before playing. Survivor mode is no different than other games in that you keep facing enemy after enemy with the existing amount of health that you had at the end of the last battle you had. Each match is only one round long, so if you beat your opponent, you’ll be right on to the next. An added bonus from playing this mode is that there is very little loading – all the matches take place in the same arena, so you can work your way through a lot of matches in a relatively short time as compared to the Original arcade mode, not to mention excel your character faster. After each match in Z Survivor a “Bonus Roulette” will appear, allowing you to choose a prize, which can be a Dragon Ball, a stat increase for defense/attack, HP healing, experience boost, or a BP boost. Versus mode allows for play against a friend in standard best-out-of-three matches. A Training mode will also give you the opportunity to get used to a character or try out a special move so you can memorize how to use it, just like in many other fighters. It’s unfortunate that there is no mode that mixes three round matches and Survivor mode to allow for regular versus matches in succession of one another for as long as you may want to play, similar to the Kumite mode in Virtua Fighter 4.
As for the actual fighting mechanics, I found them to be solid in its simplicity. Though attacks are lumped into “Light Attack” and “Heavy Attack” you can use them in different combinations along with the analog stick to use all of your characters abilities to defeat your enemy. Guarding is mapped to the X button while jumping and flying is set to the O button. If you tap the O button while you’re jumping, your character can start to fly. However, this will use up stamina, which is represented by a blue bar at the bottom of the screen. If you press O and X together (or L2), you can perform a dash, which will allow you to get closer to your enemy. You can also perform a throw attack on your enemies, which is best used when your enemy is vulnerable after being vigorously slammed into a wall. Ki (energy) attacks are also relatively easy to perform, as well as using a character’s signature move(s). When using one of your signature moves, you’ll decrease the green Ultimate Gauge by a third. You can build up your Ultimate Gauge by laying the hurt into your opponent. The AI is relentless as you work your way up, and you’ll have to pull out all the stops you can, even if it means being “cheap.” With some time, the game can grow on you, as a challenge is presented to you and like in any other fighting game, you’ll want to meet and exceed the challenge that is presented by getting better with the fight mechanics.
Though the complexity of this fighter would have improved (as well as with its gameplay) if one button was assigned to each part of the body, the game leaves room for improvement in its current configuration. Because you only have two buttons to work with when it comes to attacking, there isn’t a very huge discrepancy in the attacks you’ll be choosing to use. While it’s not exactly easy to win every battle, you’ll have an easier time choosing the attacks you should use. One thing I also noticed is that there isn’t much running – characters will always fly through the air or propel toward their enemies.
The graphics in the game are quite pleasing – the cel-shaded look the game has mimics the anime as well as it can. Personally, it is really cool to be able to interact with characters from my youth’s obsession in such a way. Sound doesn’t get pulled off as efficiently, however. While the voices of all the characters are voiced by the original voice actors from the English dubbed version, they don’t say much that makes you appreciate that they’re really there. The sound effects sound like they’re straight from the anime, which is a good thing. The music included is fairly odd, as it plays against the action and goes more along with the environment than what may be happening on screen. The music isn’t very noticeable unless you pause the game for a period of time, because most of your attention will be on trying to defeat your enemy rather than the music.
Super Dragon Ball Z is a great arcade game when it stands on its own feet, but when compared to the finest of the genre, such as Virtua Fighter, Tekken, and Street Fighter, it can be seen as a bit lacking. Though it’s nice to see the Dragon Ball Z series be taken in such a traditional direction, there is a lot of room for the game to grow, especially when it comes to the fight mechanics. More modes of play would also be a welcomed addition in any sort of sequel that the game may have, as well. Super Dragon Ball Z ends up being a game that can please fans of the anime series as well as the previous Dragon Ball Z games.
Tony Hawk’s Pro Skater 4 (PS2) Review
Developer: Neversoft / Publisher: Activision || Overall: 8.5/10
For those who have not played any of the Tony Hawk’s Pro Skater games don’t waste your time with any except Tony Hawk’s Pro Skater 4. THPS 4 has all the improvements from its three predecessors, but this time there is no time limit involved in skating sessions. Basically, it’s free-skate all the time. The whole premise of THPS 4, is to complete particular challenges given to you by zany characters and other skaters you will come across in a particular level. THPS 4 features nine pre-made maps, two of which must be unlocked through excessive gameplay. You’re given the chance to skate at a college campus, San Francisco, Chicago, a shipyard, or even a zoo. On each of the maps you’ll find one or two mini-games. The extra challenges help you learn advanced tricks so that you can use them on your own free skate time.
With THPS 4, you can make your own skate park and create your own skater with even more items to customize. When you create a skater, you can make your skater short and fat, tall and fat, or just plain fat. A lot of the modifications are not that realistic, but its still fun to mess around with. Speaking of realism, if you’re planning on beating this game, you’re going to have to do tricks that are basically impossible to do in real life (like launching off a ramp, doing four varial heelflips, then doing a manual as soon as you hit the ground).
The gameplay will take a while to master if you are not a Tony Hawk veteran. The game is all about timing and getting used to the in-game physics, as well as getting used to your particular skater’s trick outfit. Tricks are basically split up into four different types: Grab tricks, Flip tricks, Grind/Lip tricks, and the newest addition, Flatland tricks. Grab tricks are tricks that are made while in the air. Flip tricks are also made while in the air, but can be executed a lot faster than a Grab trick. Grinds are made on rails or edges of a sidewalk. Lip tricks also make use of grind-able surfaces; they must be at the top of a half-pipe or on the edge of a bowl or similar surface. Flatland tricks are made while on the ground, and require nothing more than balance, exactly like a grind. Flatland tricks are new to the series with THPS 4, as they all stem out from the manual. Through the series, manuals have become more and more important, allowing you to string together tricks one after another. The developer has been able to take advantage of Flatland tricks and put together some fairly challenging situations throughout the game. It may take you a day or two just to complete one particular challenge, if you have the patience enough to actually do so.
You advance through the game by gaining Pro Points and Cash. The more Pro Points you have, the more levels you’ll have access to. The more Cash you have, the more extras you’ll be able to play around with, such as cheats, movies, skateboard decks and more things to customize your create-a-skater with. You have to spend your points carefully, as time goes on it’ll be harder to get more points.
The multiplayer aspect of this game was a HUGE part of the game. Before they took it down, it may have even be more important than the single player mode, because nothing was more fun than snubbing your five billion point score in other people’s faces when you’re declared the winner. While the network play option has become easy to configure with THPS 4, it really doesn’t matter anymore since the online portion of the game is no longer supported. Not until you play a Tony Hawk game online do you know how good you are compared to other people — you could have completed all the challenges in the single player mode, but still get wiped on the floor. It’s really a shock to see people reaching scores of 3 million, 5 million, or even 10 million plus. When online was active, all of the offline multiplayer games were available for online play. However, as with any online game, the better your internet connection, the better the game play. Also, having a keyboard helped when communicating with other players. Sadly, all this is for naught as THPS4’s online is down for good – you’ll have to play split screen multiplayer nowadays if you still stick with this version of the Tony Hawk series.
The graphics in THPS 4 are still pretty good. Compared to the previous games, everything in the game has been given the extra effort in being polished. There aren’t too many frame rates drops, unless you’re racking up points that are literally in the millions for just one string of tricks, because the calculating of the numbers can slow the game down. They’re good graphics, no more, no less. Each level is detailed very well and full of unique objects you’ll only see on that particular map. There are also unlockables in which you see the actual skaters doing tricks in compressed skateboard videos.
Like the other games in the series, THPS 4 also has an impressive soundtrack by a mix of rap/hip hop artists (NWA), punk bands (Offspring), and even a little bit of the classic rock (AC/DC, the Cult) and classic heavy metal (Iron Maiden). If you don’t like a particular song, you can easily stop it from playing ever again. There’s also voice acting for the people that give you challenges. It isn’t all too bad, but in the case of some characters like Ollie the Bum, you’ll either love it or hate it.
With a Greatest Hits price of $19.99 or even cheaper these days, Tony Hawk’s Pro Skater 4 is well worth an investment when it comes to skateboarding games. The THPS series has always been the best games of their particular genre, compared to other “extreme sports” games. In my mind, Tony Hawk’s Pro Skater 4 is the perfect skateboarding game that encompasses all of the best things from the series before they went in a new direction with the Underground series. There hasn’t been another “Pro Skater” title since. The value of the game has been diminished since the shutting down of the online servers, and it will be missed by the few who still held this game as the pinnacle of the series.
Ultimate Ghosts’n Goblins (PSP) Review
Developer/Publisher: Capcom || Overall: 8.5/10
A famous side-scrolling series from Capcom has made its way to the PSP in the form of Ultimate Ghosts ’n Goblins. Infamous for its difficulty, Ultimate Ghosts ’n Goblins is presented in beautiful 2.5D (2D in a 3D world). You take control of Arthur, a knight that must save a princess from the clutches of evil by battling through five hellish stages, collecting hidden golden rings along the way. Using the tools and weapons available along the way, UGnG has a very simple objective and requires little understanding in terms of how to play. Ultimate Ghosts ’n Goblins earns its rank of being one of the most difficult games to come out recently, capturing a retro feeling at the same time.
For new players to the series, Ultimate Ghosts ’n Goblins is flexible, but stays true to its objectives. When starting a new game, you are presented with three difficulty modes: Novice, Standard, and Ultimate. The game is basically the same through all of the settings, but how the game treats you dictates the difficulty. In Novice mode, you’ll start out with many lives, and after you die your weapons will remain powered up upon re-spawning. In Standard, you only start with two lives and no post-mortem powered-up weapons. In Ultimate mode, your armor is weak, breaking in only one hit, and when you die, you’ll restart at the beginning of the level (and with regular weapons) rather than re-spawning close to where you had died.
The frantic side-scrolling action that comes with the game might be hard to get used to at first, but when you learn what to expect from the game in terms of enemies materializing from thin air, it becomes more manageable. Crybabies will find no solace here — the whole point of the game is to be difficult. Enemies will pop out of nowhere, infinitely respawn, and attack you from all sides. Capcom pulled out all the stops to make the game as difficult as it can be, but they still managed to make it fun. While there aren’t many stages to work your way through, the difficulty and the randomness of the enemies and obstacles will work toward extending the game’s life. Not to mention there are quite a few items to collect and earn that will help extend the life of the title.
In a game like UGnG, story is not important — a basic “save the princess” scenario is laid out in the beginning of the game, and off you go destroying enemies. Many weapons, types of magic, and shields are available for use. Each weapon has its own advantage or disadvantage depending on what you need to accomplish. Some weapons can be used quickly while others take longer between each shot. Weapons include daggers, whips, arrows, and many more. Magic spells can also be used to your advantage and usually pack the punch needed to get through a tight spot. Shields also help with defense, but one shield in particular, the Dragon Shield, is an important one — it can be used to help you fly for a limited amount of time, helping you reach places that would otherwise be impossible to get to. Different kinds of armor are also available.
Throughout levels, random treasure chests of either a blue or red color will appear. Well, they seem like they’re “random” but in all actuality their appearances occur when you touch predetermined objects or areas. Within these chests are weapons, power-ups, or even new magic spells that can help you complete your journey.
The gameplay mechanics are tight and responsive. The game depends a lot on jumping over hazards or getting through an obstacle in a certain amount of time, both requiring a lot of skill from the player. Most of the game is played through the use of three buttons — Square for using weapons, X for Jumping, with circle being used to activate magic. Stage design is the absolute strong point of the title, even though it can be merciless at times. Many of the hardest parts of the game depend on timing and only having a limited amount of chances to make your way through obstacles. Boss battles, like the rest of the game, are challenging yet fun, and occur at right times to break up the pacing of the game.
Other shining aspects include the graphics and sound. Through and through, Ultimate Ghosts ’n Goblins is visually a great game to experience. Practically all the levels have at least some sort of eye candy, as can be seen in the screenshots. Sound effects and music are also of top quality. The soundtrack is very good as well. The full audiovisual package is quite amazing for a handheld, especially considering that load times don’t last much longer than one to three seconds at a time, and no loading or slowdown is seen at all when playing through a full stage. The game runs at a solid frame count, which lends itself greatly to the high action that UGnG prides itself with.
A number of things keep the game from being perfect, however. The most annoying of the flaws is not being able to control your double-jump while in mid-air. When you need to jump onto an exact spot, it is very hard to be accurate. For example, if you’re next to a gravestone and need to jump on top of it to activate something, you can’t go right up to it and then jump up on it. You have to go back a few steps and then jump onto it. It’s simply impossible to change direction while you’re doing a double-jump, enforcing the fact that you’ll have to look before your leap. Another disconcerting aspect of the game is the fact that there are quite a few elements not explained well, or even at all. For example, there is no explanation of what a shaking grave stone means or what to do with circular portal-looking things. Little things like this pull the final product down from being as enjoyable as it could be, because all it does is create more frustration (as if the regular gameplay didn’t do that enough as it is).
Gamers looking for a true challenge will find Ultimate Ghosts ’n Goblins to be one of the most enthralling side-scrolling experiences to come out for quite some time. As a throwback to the retro days of when the side-scroller was king, Ultimate Ghosts ’n Goblins is a game that shouldn’t be passed over. It’s a perfect portable game to have, with especially fast load times and quick starting gameplay that can easily kill time.