Showing posts with label DS. Show all posts
Showing posts with label DS. Show all posts

Tuesday, August 21, 2012

The World Ends With You 2?


So I don't know if I've talked about my love of the 2008 DS game The World Ends With You here before, but believe me when I say that it is far and away the best DS game ever made, in my opinion. It was the first game that I really got into when I first got my DS and the first game I played to completion. TWEWY made excellent use of all of the DS' then-revolutionary features, most notably the touchscreen and the microphone, and was an incredibly well-designed and visually appealing game to boot.

TWEWY made a name for itself as something of a cult classic - made by Square Enix, it followed the basic format of a traditional JRPG, but subverted the tropes of that genre by setting itself in contemporary Tokyo and incorporating the food, fashion and music of the Shibuya district, and offering an ability leveling system through a set of collectible pins, each of which offers a different attack or power. Pins can be set to evolve, bringing in a mechanic not unlike the Pokemon games, and this evolution can occur even when the DS is in sleep mode. After finishing the game, I left it in my DS for a few weeks and came back to discover my pins had evolved into an entirely different set.

To me, TWEWY was a revelation. I'd never played a game even remotely like it in my life. Story-wise, the game threw me for a loop on a regular basis; each of the three major chapters pairs your main character Neku up with a different partner, with their own strengths and their own storyline. Between the pin mechanic, the wide range of abilities and the strong narrative, I fell in love with TWEWY and I missed it dearly once I'd completed it.

So when I picked up and started playing Kingdom Hearts: Dream Drop Distance for the 3DS a couple of weeks ago, I was elated to discover the first segment of the game featured Neku, Joshua, Beat, Shiki and Rhyme. They weren't playable, and so far have only popped up briefly during the Traverse Town levels, but it was a reminder that Square Enix hadn't forgotten about TWEWY entirely, that they were considered part of the core stable and beloved enough to include in a Kingdom Hearts release (side note: the TWEWY crew are the first non-Disney and non-Final Fantasy characters to show up in a Kingdom Hearts game.)

Well, it looks like the Kingdom Hearts cameos were just the beginning, because all evidence points to the fact that Square Enix may be releasing a follow-up to The World Ends With You. On Monday a countdown timer went live on Square Enix's Japanese site. So far, not much is there, but the evidence is fairly suggestive: the countdown timer font is identical to TWEWY's distinctive typography, character design is attributed to Tetsuya Nomura & Gen Kobayashi (the artists responsible for TWEWY, and there's a silhouette of what appear to be modern-day buildings in the background.

I can't tell you how excited I am about this. If there's any game that deserves a follow-up, it's The World Ends With You. My best guess at this point is that the game will either get a sequel or the remake treatment on the 3DS. Unfortunately, we still have to wait five and a half days to find out. If it does end up being a sequel, you can bet I'll be first in line at my local EB Games to pick it up.

[THE WORLD ENDS WITH YOU: COMING SOON Countdown Timer]

Thursday, November 17, 2011

Review: Solatorobo: Red The Hunter


See that sword-gun? There's no reason for it to exist, because Red never once uses it in the entire game.

SOLATOROBO: RED THE HUNTER

I can pretty definitively state that there a certain things that I hate in a videogame, and sassy, back-talking, anthropomorphised animals are pretty close to the top of that list. Earthworm Jim gets a free pass, for obvious reasons, but the likes of Bubsy The Bobcat, Conker the Squirrel and even Crash Bandicoot just grind my gears: they feel more like brand-mascots than genuinely likable videogame protagonists, and always remind me of that one episode of The Simpsons where the network execs assemble Poochie The Dog to raise the edge-factor of the Itchy & Scratchy show.

But those are western games. Japanese games featuring anthropomorphic animals have a more authentic pedigree (no pun intended), right? I mean, there's a whole artistic tradition in Japan of kemono, dating back hundreds of years, that in its modern form has given us such brilliance as Usagi Yoyimbo. Except that the term kemono is less about artistic tradition and more about furry culture in Japan nowadays, and the insane popularity of what have been colloquially-termed "Petting Zoo People" - comprising everything from cat-eared girls to Star Fox - has a profound, indelibly creepy vibe underscoring it.

All of which leads me to Solatorobo: Red The Hunter, and my expectations going in. Cutting away all of the expository chaff, Solatorobo is a game about anthropomorphised cats and dogs riding giant mechas in a fantasy world of floating islands, where supernatural and technological elements co-exist without any sort of friction or discord. Even considering the great deal of slack I'm willing to cut Japanese RPGs, the game demands a lot from you on this premise alone, simply because it's been done to death elsewhere.

Let me say, for the record, that other than the whole Furry thing, Solatorobo manages to pretty enthusiastically embrace a handful of other elements that I dislike in videogames: yawn-inducingly long cut-scenes, unskippable mini-games, and pointless hunt-and-gather quests. Let's start with the cut-scenes.

It took me approximately 40 hours to complete Solatorobo: Red The Hunter. This is an impressive game-length for any handheld RPG, until you take into account the fact that half - and that is not hyperbole, literally 20 hours - of the game are actually cut-scenes. These cut-scenes are either animated or, more often, simply pages and pages and pages of text-based dialogue, most of it drawn out and utterly unnecessary. Whoever translated this game severely dropped the ball, and just about every time I put the game down and walked away was after dialogue-fatigue. Any RPG that asks you to save TWICE during a single cut-scene (and this was something that happened frequently with Solatorobo) is one that is treading the fine line between game and interactive manga, and needs to do some soul-searching. If any of the dialogue was even remotely interesting, I might feel differently; as it is, I was left with the feeling that I'd been suckered into wasting my time. Literally every single fight and change of scenery prompts a conversation between different characters, and at some point this starts to feel like a game designer padding out the length of the game to make it seem more substantial than it really is.

Less irksome than the unskippable cut-scenes, but still obnoxious, are the unskippable arcade mini-game sequences. This would not have been nearly as big of an issue if these mini-games had been designed and implemented better. I don't mind a temporary break from an established style of play, especially if the game in question is a turn-based RPG (my favorite example of this would be the mini-games in the Dragon Quest series, particularly the Treasures & Trapdoors "boardgame" in Dragon Quest V), but when progress in the main narrative of the game is hampered by having to beat a poorly-designed arcade sequence, I lose my mind. Solatorobo is particularly schizophrenic when it comes to its mini-games, trying to cram in at least half a dozen different ones, many of which are required to continue on with the game. Most egregious of these were the races: the flying mechanism was so poorly handled, and the barriers for the track so difficult to determine thanks to a wonky camera and the questionable design choice of making the track borders semi-transparent, that I very nearly quit the game in disgust right then and there. Other mini-games include fishing (bizarre, overly-sensitive controls make it a confusing endeavor at best), duelling (which is basically repurposed combat), trivia games (which are, as a rule, the random-guess-and-memorize-for-next-time variation) and beat-the-clock platformer challenges (which were challenging at their best, and infuriating the rest of the time).

Let's be fair, though. Nearly every RPG has the tendency to get bogged down in its own blabbermouthed self-importance, and mini-games are par for the course in just about every genre of videogame released nowadays. Neither of these two aspects, alienating as they can be, are enough to qualify Solatorobo as a bad game. No, Solatorobo's greatest offense is that despite its best efforts, it is inherently inconsequential. It does not give you any good reason to play it.

Case in point: early on in the game, you're given a side-quest involving a seemingly inexhaustible number of young ragamuffins, who have stolen a tourist's photo album, torn up all the pictures into quarters, and then disappeared off into the wilds of Shepherd Republic. Occasionally, you'll find one or two of them hiding in barrels, and if you manage to scoop them up (which, with enough patience, you will, otherwise they'll just continue to barrel around that room endlessly) you get that piece of the photo. If you get all four pieces, they'll assemble into a full Solatorobo-related image which you can view from your airship cabin. These pictures have no benefit other than that they're kind of nice to look at, I guess. There's a similar side-quest where you search the world for organs and musical plants to somehow 'harvest', and then use to purchase in-game music. There's a shop you can buy commemorative plates, which take the form of cut-scenes. ALL of these things are things you've already experienced in the game and add nothing new. They do not give you any sort of internal benefit or edge. Your gameplay experience is not enhanced by them in the least. And yet, Solatorobo makes a big deal out of them, and you'll be finding photo-carrying waifs and musical plants right up to the end of the game.

Solatorobo designates itself a role-playing game, and indeed it does have many of the trappings of an RPG, but most of these are more aesthetic than functional. There are three separate, and as near as I can tell, wholly unrelated levelling systems present. First, there's your actual level, which increases as a result of XP earned from combat; this system appears to have no actual impact on the game whatsoever, and exists no further than a number in the lower right-hand corner of the screen. Second, there's your Hunter rank. Ostensibly, your rank determines the tier of quests you're able to undertake, but again, I could find no evidence of this being the case; rather, new quests are released after each chapter that you complete, and never once was I turned away from a quest because my rank wasn't high enough. Finally, there's your mecha, the DAHAK, which can be levelled up through the use of a grid system. Powerups for speed, attack power, defense and "Hydraulics" (the speed at which your mecha can lift objects and enemies, the central mechanism of the game's combat system) can be purchased at shops around the world, and new grid squares can be unlocked through the use of P-Crystals which are found hidden in various corners of different rooms and terrains. This last system is the only one that actually has an effect on the game, and hunting for P-Crystals is one of the few highlights of Solatorobo.

Combat can be generously described as repetitive. Again, this is a criticism that could be levelled at just about any RPG; the difference in, your standard RPG has special attacks, magic, weapons of varying attributes, and so forth. In Solatorobo, there are two types of combat: regular fights and boss battles. In regular fights, you'll dodge an attack, run up to an enemy, tap 'A' quickly to lift it up, and then throw it either on the ground or at another enemy. Repeating this three to four times is usually enough to finish off any enemy you come across. Boss battles, on the other hand, involve tapping 'A' at the right time to grab a thrown projectile, 'A' again to toss it back at the boss, and then a quick dodge out of the way as they attack with one of a handful of designated patterns. There is no variation with this. Every boss battle functions identically.

But let's get back to my original point: Furries. The main character of Solatorobo is Red, a Caninu, or dog person. His 'sister' Chocolat is a Felineko (I'll leave it up to you to decipher that one). Everyone that they meet, with a couple of notable exceptions, are Caninu or Felineku, and until very late in the game, they all behave exactly like their human counterparts might. It's perhaps a testament to Solatorobo that the main storyline does eventually delve into the origins of these two species... And without getting too spoilery, humans do make an appearance. More importantly, Red gains the ability - again, quite late in the game - to transform at will from Caninu to human, a transformation that, AGAIN, seems to have no practical effect on how the game is played, and seems to be present simply for the novelty factor. And by novelty factor, I mean "appealing to creepy Furries" factor.

Solatorobo does not shy away from its inherent creepiness. There's a transvestite Caninu who shows up periodically in the first half of the game to creep on Red. The secondary protagonist, Elh, is a female Felikenu disguised as a male - not because there's any societal pressure or stated purpose for this, mind you, but because once it is revealed it will make Red react with typical Japanese red-faced, temple-sweat-beaded embarrassment. Repeatedly. Opéra, who starts out as an antagonist but later joins forces with Red, is a semi-sexualized Felineku, and there is a pop star named Cocona who represents the sort of sexy-cutesy Japanese idoru thing. It behooves me to say that there's nothing wrong or unpleasant or gross with any of these things taken on their own, and Solatorobo is far from the only game (or cartoon, movie, or comic book) aimed at kids that includes one or more of the above. What is creepy is that Solatorobo includes all of the above things AND a knowing wink at Furry culture. This is not Bugs Bunny dressing up like a girl and smooching Elmer Fudd for laughs; this is a world that explores bona fide sexual orientation and lifestyle choices of anthropomorphised, cartoon animals.

This, in itself, does not make Solatorobo a bad game. I think there could be more games exploring sexuality and alternate lifestyles and perspectives and we'd all be better for it. I can't even damn Solatorobo for dancing around the edge of Furrydom, no matter how creepy I personally find that. No, what I hate about Solatorobo is that it is a frustrating gaming experience, and allows itself to get bogged down by - hell, it wholeheartedly EMBRACES - its flaws and even tries to present them as intended features.

Graphics: 7/10 - Not a fan of the anime style, but for a DS game they're consistent and look pretty good
Audio: 7/10 - I've heard worse, but not a soundtrack that will stick with me
Gameplay: 4/10 - The novelty quickly wears off and becomes repetitive with occasional forays into frustration
Design: 3/10 - Too much dialogue, too many cut-scenes, and what little game there is feels half-finished

Tuesday, November 30, 2010

The GAF Collection

The GAF Collection, Collected has compiled roughly 400 videogame covers created by the members of the NeoGAF forums, done in the style of the Criterion Collection. Like Criterion covers, they're classy, artful, and often very clever.

Below are a few of my favourites, and just a sampling of the hundreds to be found over at TGAFC,C.


Shadow of the Colossus (PS2), Katamari Damacy (PS2)

Two of my favourite games for the PlayStation 2. In both games, you control a positively tiny protagonist and the overall theme is one of largeness. Each of these covers emphasises this by offsetting your character against a backdrop of a massive Colossus\Katamari of which only a portion is shown. Both Colossus and Katamari seem overwhelming to the point of being nearly insurmountable.


Friday, October 29, 2010

A Cautionary Tale.


The fear of doing this probably crosses my mind half a dozen times each day.

Wednesday, July 28, 2010

One-Line Wonders: Ah! MADNESS.

Oh, right -- I have a blog. Huh. Forgot about that.

Actually, no I didn't. I just haven't had time over the last few months to keep it updated as regularly as I'd like, despite my best intentions. I could go into all the extremely boring real-life, grown-up things that have been taking my attention away from Apocalypse POW!, but you'd find them extremely boring. So instead, let's focus on a topic that is relevant to everyone's interests: the games I've been playing, instead of updating here. That's right, it's time for another installment of One-Line Wonders.

Transformers: War For Cybertron (PC, Wii, PS3, 360, DS)

Graphics: 7/10
Sound: 8/10
Gameplay: 7.5/10
Design: 7/10
Semi Truck Trailers Vanishing Post-Transformation: 0
Peter Cullens: 1

If the whole point of Transformers is that they're robots IN DISGUISE, TF:WFC seriously drops the energon ball -- despite some fairly solid squad-based gameplay, I'm not really that interested in Bumblebee and Ratchet transforming into Cybertron-style vehicles and zipping along overwrought, Michael-Bay-ish purple Cyber-avenues.


Optimus, pre-Prime. So young and fancy-free.

Dragon Quest IX: Sentinels of the Starry Skies (DS)

Graphics: 8/10
Sound: 6.5/10
Gameplay: 5/10
Design: 7/10
Monsters Fought To Reach Level 25: Roughly Five Billion
Interest In Alchemising New Items: 1.75/10

I'm apparently the sole dissenter on this, but DQIX fails where DQVIII succeeded: instead of offering a compelling, consistent storyline with well-designed NPCs and teammates, it seems to have been designed with the MMO crowd in mind and is far too open-ended and arbitrary, from its multi-player structure to its all-too-frequent non-random monster encounters to its spawned dungeon (or 'grotto') architectures.


Seasaurs: Not Metal Slime Kings.


Dragon Quest Heroes: Rocket Slime (DS)

Graphics: 6/10
Sound: 6/10
Gameplay: 8.5/10
Design: 8.5/10
Objects That Can Be Fired At The Enemy During Tank Battles: Catnip, Chili Peppers, Yourself
Other RPGs Spoofed: Chrono Trigger, Final Fantasy: Crystal Chronicles, Harvest Moon

Another entry in the Dragon Quest franchise, this one is incredibly fun, humorous, and full of series in-jokes that only a die-hard fan will get (you play a BLUE SLIME, for chrissake; you encounter tanks (TANKS!) based on familiar monsters from the DQ canon; you even rescue Morrie from DQVIII (in slime form, of course) which allows you access to the Tank Masters tournament) and, while aimed at a slightly younger crowd, is a worthy addition to the Dragon Quest universe.


Yes, that tank is a giant Slime. Yes, that's awesome.


Space Invaders Extreme (DS)

Graphics: 9/10
Sound: 8.5/10
Gameplay: 8.5/10
Design: 8/10
Epileptic Attacks Per Second: 2.25
Idea Of What Is Going On Here: None

I picked this game up with a certain amount of jaded cynicism -- I mean, Space Invaders? Really? -- but then I played it for five seconds and my mind was literally blown.


SERIOUSLY WHAT THE EFF IS GOING ON

Shin Megami Tensei: Devil Survivor (DS)

Graphics: 7.5/10
Sound: 6/10
Gameplay: 7.5/10
Design: 7/10
Hipsters and/or Cultists Populating Tokyo: 8,000,000
Number of Games in the Shin Megami Tensei Series I Have Not Played: 23

Like one of my all-time favourite DS games, The World Ends With You, SMT:DS is an unconventional RPG in a contemporary urban setting... But unlike TWEWY, the squad-based combat and "Devil Auction" gets dull in a hurry, and it's fallen out of rotation for me.


Yeah, WENDIGO. We don't like your kind around here.

Singularity (PC, PS3, 360)

Graphics: 8.5/10
Sound: 8.5/10
Gameplay: 8/10
Design: 7.5/10
Timelines Altered: 1 (so far, but it was a doozy)
Freaky Ghost Children Encountered: One Too Many

For every original concept in the FPS genre, there are ten run-of-the-mill entries, but thankfully Singularity is not one of them: the time-shift between 2010 and 1955 concept is artfully executed, and the whole Soviet-environment-with-horrible-monsters thing works surprisingly well.


If Bioshock was inspired by Lenin rather than Rand, and did away with that whole "underwater" gimmick.

Tuesday, January 26, 2010

One-Line Wonders: B:AA, SH:H, Cogs, KH:358/2D

Today marks the debut of what I hope to be an ongoing column. One-Line Wonders is my attempt to cut back on my usual word-salad approach to blogging and review a handful of games in a single sentence (or equivalent.)

So without further ado, here are your One-Line Wonders for Tuesday, January 26th, 2010.

Batman: Arkham Asylum (PC, 360, PS3)

Graphics: 8/10
Sound: 8/10
Gameplay: 8/10
Design: 9/10
Batarangs: ∞
dB of vocalised alarm expressed upon the unanticipated appearance of Killer Croc when attempting to open an entirely mundane, though mercifully locked, door: 77

I never realised until THIS MOMENT just how utterly devoid of meaning my life was without the ability to hang upside down from a gargoyle, silently pick off an escaped convict, and then observe from afar as his cohorts discover him and absolutely lose their shit in unbridled terror.


One quickly learns that the goal of Batman: Arkham Asylum is not survival, but how best to screw with otherwise calm and collected individuals


Silent Hill: Homecoming (PC, 360, PS3)

Graphics: 6.5/10
Sound: 7.5/10
Gameplay: 5/10
Design: 7/10
Pyramid Heads: 1 (to date)
Duration between end of intro cinematic and start of gameplay to realise you are indescribably fucked: 10 seconds

It may be a rehash of every entry in the franchise to date, but if nothing else, Silent Hill: Homecoming has the dubious distinction of making me lose control of my bowels more quickly than any other game I've ever encountered (critical moment of bowel-loosening: Pyramid Head, in shadow, dismembering someone on the other side of a locked door before you've even managed to extricate yourself from they gurney you were strapped to during the intro.)


Silent Hill's legendary toilet stalls return in full force


Cogs (PC)

Graphics: 4/10
Sound: 5/10
Gameplay: 7.5/10
Design: 8/10
Steampunk appeal: 9.5/10
Severity of curse-word obscenity prompted by the first dozen puzzles: Impolite even within sea-faring company

Why is this game so hard, goddammit?


I HATE YOU I HATE YOU I HATE YOU


Kingdom Hearts: 358/2 Days (DS)

Graphics: 8/10
Sound: 7/10
Gameplay: 8.5/10
Design: 7/10
Days that are actually playable: less than 358
Bars of sea-salt ice cream eaten by Roxas: 8 million

The foundation is there for this to be a watershed entry in the Kingdom Hearts series, but recycled music, enemies, characters, worlds and weapons, along with a bland and uninspired storyline, trite, tedious cutscenes, and the game's tendency to abruptly skip over weeks of unplayable days at a time makes it feel like a hugely wasted opportunity - and maybe just a phoned-in contractual obligation on Square Enix's part while they invested the bulk of their efforts into the far-superior Birth By Sleep.


Ah, the Rocky Expanse, from Disney's classic nature film The Suicidal World of Lemmings... My childhood nostalgia has been fulfilled

Thursday, December 3, 2009

This Reminds Me Of A Puzzle!


Click through for the truly astonishing solution to this puzzle!
Courtesy Tim and Ray at 2P START!

While it would require a herculean effort on my part to narrow down the list of Nintendo DS games that I really, really loved playing to a single ranking champion, I have some serious love for the Professor Layton series. Note that this is in spite of the fact that I am not a fan of anime-style graphics in games, that the puzzles range in difficulty from "3rd Grade Math Class" to "Astrophysicist With A Degree From Harvard" to "HOLY HELL WHAT THE EFF", and that it is, at the end of the day, basically an educational game (nothing against educational games, of course, but have you noticed how bloody dull they tend to be?)

Damning praise as this might be, Professor Layton and the Curious Village marks the one time in my life that I have actually downloaded a DS emulator in an effort to get my dad to play it (he didn't).

I've yet to pick up the second game in the series, Professor Layton and the Diabolical Box, because I know that once I tackle it it's going to consume my every waking hour over the subsequent two weeks. And now I find out that there's not just one but FOUR sequels, two of which have been released in Japan already and all three of which will eventually make their way over to North American shores. That's just... devilish.

I mean, I have a hard enough time justifying the many hours I spend gaming already, and precious few of those titles offer the built-in excuse that I am, in fact, actually improving my mental facilities. One day in the far-flung future, when I am a penniless hobo whom mothers will point to as a prime example of how videogames will ruin your life, I will at least have the rejoinder of, "Well, at least I staved off Alzheimer's for a few extra months! Thanks, Professor Layton!" But you know what? By that point, they'll probably have cured Alzheimer's anyway.


Some Seriously Classy Professor Layton Widescreen Wallpaper, by ~Fushi-Chou