Tuesday, November 30, 2010

PS3 Look - Littlebigplanet

It's really difficult to point out exactly what makes Littlebigplanet such a special game. For one there is the "whole is greater than the sum of its parts" aspect. Yes I'm well aware that this is a very trite and overused way to describe a game but all the same it fits. In fact I would go as far to say I would not recommend this game if all someone is going to do on it is play the story-mode. Thankfully that's not really the point of Littlebigplanet as it is a community-driven game where nearly all of its truly great qualities are due to average folk like you and I.

This is not of those games that can merely be reviewed. I can't just put up a checklist and explain the controls, talk about the story, maybe discuss the point of the game. Littlebigplanet is both too simple and too complicated for that sort of nonsense. The fact of the matter is that the player is at the mercy of the world and must abide by its rules. There is a demo available that gives enough of a taste but in all honesty it doesn't sell the game at all.

The story-mode is in many ways a tutorial, a proving ground for one's mind. It may sound like pseudo-babble but trust me when I say that the story-mode serves its purpose well in preparing the player for what the game actually has to offer. Through the story the player will find all sorts of trinkets and gadgets, decorations for the worlds they want to create and the sackboy they control, and an understanding of what makes the Planet work. Like any other game there are rules to follow and breaking them will either lead to sackboy's destruction or worse they will render a level unplayable. As far as the story-mode is concerned, platformer-veterans may find it to be a bit too traditional but for the most part it's pretty solid.

All told it really isn't enough. The campaign offers just enough to get the player started but when it's all over they'll feel left out and disappointed as the game has ended before it has even begun. Thankfully it doesn't end there because the player still has access to over three million levels. These levels are all designed by others who have played through the story-mode and have a basic grasp of the mechanics and ideas this game has to offer.

Obviously with such a large number there isn't the slightest guarantee that even the smallest percentage of those millions of levels are truly great. In fact the results vary so wildly that it's actually rather charming. I've played stages that are quite brilliant and showcase a really talent for level-design. Then I play some stages that just feel a big mess of stuff to play around with and that is appealing as well. The worst stages tend to be the ones where the designer offers some scant reward for hearts. Hearts are basically the currency of LPB. Make a good level and you're bound to get some. Unfortunately hearts are also tied to trophies so players not interested in putting forth the effort think they can just buy them.

This sort of randomness is all due to the "quick-play" function. From the title-screen the player can be thrown into any one of the millions of levels. The surprise aspect of it all makes this function far more addictive than it has any right to be. There's a perfectly done search function as well for those who would rather seek out good levels but for me at least I just like going places and seeing what they have to offer.

The multiplayer is perhaps the most entertaining aspect of this game. Since most players don't have a mic communication is limited to sackboy's various facial expressions and animations as well as a text-message system that is handy but only useful if the player has the time to stand still for awhile. This actually works in favor of the game since many players will just follow along or decide to go their own way on a whim. Since the content of the levels is apparently well-regulated it's highly doubtful that anyone will end up seeing something they didn't want to. I was especially shocked because in all my time playing I've yet to see any penis-shaped objects in levels. Usually that's the first thing somebody makes when they get a game with create-able content but I guess they can only do that on their own.

What's especially fun about playing with others is that while some go through the motions and play respectfully with others there are always those moments where things go downhill. Players can drag or slap each other into pits, some get over-zealous with the paintball-gun and blast everyone nearby off a cliff. While there is a bit of a competitive aspect to the game there's really no reason to do anything to harm another player and thus when it actually does happen it adds a fun little challenge to the level. So while the player jumps around and avoids traps they also have to contend with other players trying to mess things up. It never turns creepy either since a simple command can shut down anyone who attempts to follow somebody.

More than anything however Littlebigplanet believes itself to be something of a vacation. It doesn't demand much of anything from the player except for a willingness to have fun and there's so many ways to customize the experience to the player's liking that while they can't change the rules they can still play along in their own way. The level-creator is a fantastic piece of work as it perfectly adapts to both sides of the player. Some just want to tinker with all of the different objects and experiment while others are looking to build that perfect stage. Since friends are free to join in they can either work together on this stage or they can put their imagination towards something that doesn't make any sense but it's fun all the same.

While Littlebigplanet does not have the finesse and flawless design of a favorite platformer it manages to be something very special in all other aspects. I'll go as far to say that this is a required play for all gamers.

Game Rating - 5 out of 5

My Rating - 5 out of 5

Sunday, November 28, 2010

PS3 Look - Sengoku Basara 3 : Samurai Heroes

The Musou genre is a tough sell these days. Back then titles like Dynasty Warriors 2 on the PS2 were seen as a big deal because they showed off the power of the system. Problem is after a few hundred sequels, several spin-offs, and no shortage of clones it's fair to say that a few people are suffering from burnout. So when a Musou game is announced everyone says "oh good another one of those games where you just hit the X button until you win." and then the reviewers say "don't bother with this. 4/10" and the sales...well they don't say much of anything apparently because these games still keep getting released.

Last generation when the genre was just a bit more fresh, Capcom created the Sengoku Basara series. It's essentially based on Japan's "Warring States" period and features the likes of Nobunaga Oda, Ieyasu Tokugawa, Mitsuhide Akechi, and so on. If those names are familiar to you you've probably either been brushing up on Japan's history or played Samurai Warriors. Though both games have their similarities -- such as being part of the Musou genre -- Sengoku Basara puts more of an emphasis on the fantastical.

To start things off Nobunaga Oda wears a cape that appears to have a mind of its own, destroys his enemies with a shotgun, and laughs himself into hysterical fits at every opportunity. The typical battle consists of just this warlord making short work of an entire army before the climatic battle with whoever pissed him off that day. The grunts that oppose him are peons of the lowest order whose only purpose is to provide amusement. What it usually comes down to is when an army approaches their only purpose is to be juggled endlessly by a constant barrage of attacks. Apparently wicked outfits and crazy special attacks just aren't "Basara". One has to clobber dozens of enemies at once and fling their lifeless corpses around like they're the unluckiest balls in a ping-pong convention.

Then you throw in some trivial commentary about honor, loyalty, and the chaos of war and that is the entirety of the game. Everything about Sengoku Basara is just one notch below total absurdity and that's perfect. The third game takes place during the intense battle between Mitsunari Ishida and Ieyasu Tokugawa. The goal is the unification of Japan and potentially the end to the constant warfare that has claimed so many lives. Since things have a habit of never being easy, many other factions have their own goals in mind.

The colorful cast of characters have been designed around achieving that highest level of basara. Masamune Date is notable for wielding six swords like they were claws, Yukimura Saneda is all about being hot-blooded and carrying two spears, Magoichi Saica carries enough guns on her person to perform a one woman's World War 2, and with any of the other thirteen characters you can bet they're about as extreme as one can imagine. They all have their own techniques for the acquiring of "hits". Sure punching a guy once may count as a hit but in this game the only hits that get the player respect are those that get into the tens of thousands.

Getting these hits may come overnight if the player is diligent enough but for the most part it's a long road to the top. Each character starts off at level 1 and has access to only a couple special attacks. There's the command string of basic attacks, jumping, dodging, and parrying/blocking to help round them out. Over time as the player progresses their characters will gain levels and unlock newer and stronger special attacks. There are also special arts which offer all sorts of nifty uses and through a combination of all of the above a massive number of hits can be attained.

The long road is not a straight path either as each of the sixteen characters have their own story modes. These tales tend to offer multiple paths and even alternate routes that play out events not entirely in tune with history. Each path is broken up into multiple stages where the player goes through an enemy army, takes on some notable generals, and then faces off with the boss. Along the way everything from stats to weapons to money to accessories can be bought, built-up, and in other words upgraded. Fans of carrots and that constant feeling of progress will fall in love with this game.

The stages themselves are very straightforward. The boss is always waiting at the end of the line and along the way there are bases to acquire and sub-missions to engage in. In one stage a heavy mist will roll in where the player will be constantly attacked by tigers. Doing away with this obstacle requires the capturing of enemy bases. Another stage might involve avoiding an exceptionally strong adversary, still others involve racing someone on horseback. Not all of these sub-missions work well as some are just a nuisance and can be more frustrating than fun. Still in the long run they serve their purpose in offering materials, hidden fugitives, and end-of-mission rewards that will eventually lead to hits.

The hit-talk gets annoying I bet but that's what really makes the game fun. Building a character up to the point where they are enveloping their foes in a whirlwind of pure destructive force is just absolute joy. Plus there's a certain skill in finding the right opportunities to trigger abilities like hero-time and the basara attack to keep the combo going. The many accessories that can be crafted or found offer all sorts of different functions that change the way the game is played. While it can get repetitive there are just enough factors that can be changed with every playthrough that the game never feels too much like a grind.

Still the grind is acknowledged as it takes a bit of persistence in the later stages of the game as permanent stat-gains are usually in the hands of fugitives. These jerks love to hide in the corners of the map and while a handful of stages are good for farming them it's still a lot of work for minor upgrade. They're not all that necessary but they make the hardest setting a bit easier. Still unless the player is a trophy-hunter none of this stuff is really necessary. Besides it'll take probably 200 or more hours to complete everything.

Perhaps the best thing about this game is if even with 200 hours the content stays relatively fresh throughout. This isn't Way of the Samurai 3 or some other game that doles out stuff like "more creative name +1" in the 100th hour. A fair number of the late-game accessories make some fairly dramatic changes in the battles and there's all sorts of perfectly acceptable methods of getting that particular level of challenge out of the game. The alternate story routes are entertaining and the characters have enough depth to them that just one of them could take dozens of hours to master. Still all of the best parts of the game tend to involve being showered in gold and enemy bodies as your hero is dishing out hundreds if not thousands of hits a second.

If you haven't been turned off entirely by the Musou genre I highly recommend this game. If you have well that's fine too, but I'd still give the demo a shot.

Game Rating - 4 stars out of 5

Like I said earlier some of the sub-missions don't quite work and the worst of them tend to involve things that don't require hitting bad guys. I mean seriously who thought a horse-race was a good idea? Maybe Capcom should throw in a stealth mission while they're at it. The trophies are also all kinds of ridiculous. Yes they are completely optional but when the average mission can involve the deaths of 500 to over a thousand people, completing a story campaign killing less than 100 people total is just stupid and boring.

My Rating - 4 stars out of 5

A number of characters that were playable in prior Sengoku Basara games for one reason or another didn't make the cut here. I guess it would have been too much effort to develop a story-mode for them but that doesn't mean they should have been dumped out entirely. Speaking of modes this game also cuts back on them. Sengoku Basara 2 had a Survival mode as well as a special campaign where everyone fought each other and rewards were determined by how much of the land the opposing characters controlled. Here it's just story and free-battle which is fine for the game but I think it's lacking. At least there's always room for a sequel/update.

Friday, November 26, 2010

Black Friday Shopping

Don't even try to deny it because you knew it was gonna happen. Oh yeah a couple updates ago I was all "yeah yeah I'm done buying games for awhile" but it's Black Friday bay-bee and you know what that means.

Prototype - Look it was $10..just don't bother me. Plus for some reason I felt compelled to get it along with...

inFamous - Two open-world "superhero" games that came around the same time as one another. I like this sort of stuff so eh why not?

Ratchet & Clank: Tools of Destruction - I'm really liking Crack in Time so I got the prequel.

Sin & Punishment 2 - I probably should have bought this game back when it was full-price because y'know I gotta support the smaller developer. But eh getting the game off of newegg for $16 is more beneficial to me.

Dragon Quest IX - I think I've put at least several hours into every game in the series thus far. Oh and yeah the price was right ($17!) so it was done.

Final Fantasy XIII - I'm going in expecting to dislike or even hate this game. Still I can't let a main-line FF go unplayed.

Crash-Time - Look I really don't know what to make of this one. I got it for a song and from the description it sounds like I just drive around knocking people off the road. If that isn't worth something I dunno what else to say.

Warhawk - I needed a multiplayer game and Warhawk is cheap and apparently still fairly popular.

Recettetear and four other games - There's a great GREAT deal on Steam going on right now featuring this much-praised doujin and a handful of other games that are from what I hear decent to good. It's a really good haul for only $5 so yep yep I made it mine.

VVVVVV, World of Goo, and three other games - Damn Steam! Another great indie bundle for only $5. I just had to buy it.

Torchlight - Wow it's just like Diablo...and it's $5. My PC barely runs it because I don't have a 3D card but oh well it gets bought anyway. *sigh*

Resonance of Fate - The Tri-Ace RPG that hit around the same time as FF13. Features uhhh..absurd gun customization and is likely really good oh and cheap price too. Gosh darn it I can't take it anymore.

I'm done for real this time...I'm serious.

Tuesday, November 23, 2010

PS2 Look - Sega Classics Collection

Not much else to say really.
You can read what I think over here.

PSP Look - Half Minute Hero

The concept behind Half-Minute Hero reminds me of the days spent playing RPGs on an emulator. The greatest appeal of playing console RPGs on an emulator is because of the various speed settings. So what would have been hours of grinding exp can be done in minutes and the average dungeon could be completed in seconds if I knew what I was doing. All the while the party power-walks through every encounter at the speed of light.

So with all that in mind we take the core concept, balance it out a bit, and build a storyline entirely around saving the world thirty seconds at a time. The goal of Half-Minute Hero is to travel to various lands, gain exp, find/purchase equipment, and save the day from the evil boss...in thirty second increments. This is all accomplished through the hero's blazing speed and very limited skills. Basically he charges forward and if he's stronger than the monster he wins and moves on. Success in this game does not involve tactics but in choice of equipment, split-second decisions, and refining movement so not a single second is wasted.

Each stage starts off with the basics. A bad-guy has gotten their hands on a world-destruction spell that takes thirty seconds to cast. Half the time these guys aren't even evil but maybe they just had a bad day or somebody insulted them so obviously the best response has to be the most irrational. The Goddess of Time (who happens to be a real jerk) will point out what has to be done (kill the bad-guy) and maybe the hero will get some pointers about what to do next. Sometimes this will involve fixing a bridge, rescuing various townspeople, finding some great weapon, and will eventually involve every console RPG trope.

Since everything takes seconds the pacing is of course pretty excellent. Retrying stages is never an issue since the loss of progress is negligible and it'll be easier the next time around as the player knows what to do. The battles are flawlessly implemented and provide the right amount of feedback to keep the player up to date on what the next move is. This is just an absolutely perfect game for very quick gaming sessions.

Still though the concept does get old after awhile. There's only so many variations for each stage and while there's a constant stream of new bad-guys to conquer and new equipment to snag it all becomes pretty dull after awhile. Rarely are things really changed up so I feel like I'm going through the motions with each new stage. There are additional goals and all sorts of secrets to add extra replay value to the stages but there's no real incentive to go after them. However it's not all bad as the game seems to retain its freshness quite well in five minute spurts.

Outside of the main campaign there are a handful of additional game-modes that use the half-minute concept. It's a nice extra but really they're not fun at all. The half-minute RPG actually pushes the genre a bit by upping the ante and challenge-level properly. These other half-minute games just sort of lull about and don't accomplish much of anything. On the bright side it'll only take less than a minute of playing before you can decide if you like them or not.

The greatest part of this game is the writing which tends to be pretty clever and never takes itself seriously at all. Of course this is also dependent on the player's stomach for dozens of jokes being shoe-horned into every stage at every potential moment. While all of this can be skipped through it does lead to the feeling that something is missing. Sure the story is trivial and irrelevant but the writing adds the necessary flavor to the game that really brings it all together. It does have an effect on the pacing though when there's more text to read than game to play.

All in all I'm not quite sure what I want to say here. Half-Minute Hero is a fresh concept but it may not be for everyone. Part of what I like about RPGs is that they aren't fast-paced and they tend to favor tactics and understanding of various mechanics and design-philosophies in the battle system, things that this game has none of. Sure equipment can be decided on before the stage starts but its all a little simplistic (expecting a lot of bugs? bring a bug-swatter). Still it is different and that's worth checking out on its own.

Game Rating - 3 stars out of 5
The biggest weakness here is the lack of compelling modes outside of the main campaign. That's not to say having no modes at all would be any better. The way I see it extra modes are a good idea as they can offer a nice break from the campaign. Unfortunately these just aren't any fun. The writing is consistently charming at least.

My Rating - 3 stars out of 5
This isn't my strongest recommendation but this game yields some good things. It's not like it takes some massive amount of effort to get into. At least if it turns out you don't like the game you're only out a few minutes and $20. By the way the sequel sounds pretty good, though its unlikely we'll see it in the U.S.

Thursday, November 18, 2010

Car problems...

Good news everyone!
It looks like thanks to some car repairs I'm going to have to stop buying games for awhile. I gotta get my priorities in order and all that since I need my car for my real job and since this job doesn't pay I don't need new games.

So consider this the last of the purchase updates for the near-future. No worries though as this means I get to take a crack at the backlog that's been hounding me ever since I started this blog.

Little Big Planet (PS3)- The PSP version is not bad but...well...it's the PSP version. I figured I'd better just go with the real deal instead. Really loving the game I gotta say. While I can understand the complaints about the controls I think they don't really effect the game. Of course I'm still in that period where I'm just overwhelmed by everything. From tinkering with the level-creation tools to wandering random levels to see all sorts of oddities the community has cooked up. I'm sure I'll be on this game for quite awhile.

Oh and just a reminder: Pacman CE DX is excellent.

Wednesday, November 17, 2010

XBLA Look - Pacman CE DX

The original Pacman CE was and still is one of the best games to see release on the Xbox Live Arcade service. Anyone who is anyone has played it and to be honest considering how often the game has been given away through various promotions and bundles there's really no excuse for anyone to miss out on it. So what if it is based off of some game that came out over thirty years ago. Like any good update Pacman CE turned everything around with a dynamic maze setup, huge potential for chaining ghosts, and most importantly it made a game that can be completely satisfying in as little as five minutes. There are some that enjoy sitting in front of the same game of Pacman for several hours to get a high-score, I'm not one of them.

Has it really been thirty years? I can't help but get a little poetic here, like I should say something significant about one of the most important games of all time. Unfortunately in front of the computer I just never have the right words to say. It's sort of like how I'll be in my car and I'll come up with some brilliant thought but then the words are lost before I can even so much as write them down. Playing Pacman CE DX gives me that similar feeling. I want to properly explain what makes this such a brilliant sequel and yet I can't quite get it together.

There are more ghosts, more ghosts than originally thought possible. These ghosts are still of the edible sort provided Pacman grabbed a power-pellet but things are different now. The ghosts are usually sleeping, waiting for Pac-man to awaken them. Some of these ghosts even carry power-pellets with them. They are no longer the threat they were thirty years ago. It's like they have given themselves up for a greater cause. They do what they must to make the game fun.

Then there is the maze. As with Pacman CE the player must eat all of the dots and then the fruit to unlock a new half of the maze. Sure it sounds clumsy but as we all know it turned out to be an excellent idea. Obviously this update continues the concept but now with each new section of the maze comes the sleeping ghosts. They along with the lines are arranged in such a way that it is easy to collect all of them in a second or less...for the most part.

The goal is to create a chain of ghosts. Pac-man has ascended to a higher plane of existence just so he can shepherd these lost souls. As the mazes progress he will continue to lead these ghosts until the opportunity arises. There will be times when a maze will appear just filled with ghosts. The addition of power-pellets in these particular spots makes everything obvious. The ghosts then fall by the tens and possibly hundreds as Pac-man cashes in. I believe I've eaten more ghosts in a single game of Pacman CE DX than in twenty-five years of playing the other games in the series. The simple act of eating ghosts has never gotten old in all those years so without a doubt devouring a score of them in seconds triggers feelings I probably shouldn't be having about a videogame.

That's not all there is to it of course. In order to get the most out of a five minute time-limit it is up to the player's maneuverability and quick-thinking. There always tends to be a spare ghost or four floating around attempting to throw the player off and every second off of the track set by the game is wasted time. To keep things moving the game offers a couple new additions. When Pac-man is dangerously close to a ghost the game slows down dramatically. It's a handy tool but only useful in near-death situations, there's nothing slowing Pacman down from wandering off the path of optimal scoring. For those who have really goofed up there are bombs. These are limited in number and put a bit of a damper on the player's score but it does kick the ghost-chain back to their hideout along with any nearby sleeping ghosts. It's useful sure but when the entire purpose of the game is the high-score what's the point? Real men and women jump straight to the select button on the X360 pad, which restarts the game within seconds.

The game itself is split up into multiple map modes. These maps each have their own theme such as highway with its many straight passages or spiral and its all constant turning. From here the player can play the traditional five-minute game, a longer ten-minute one, or take on other challenges such as going for the highest ghost combo or doing time trials. One such map known as Half is entirely time trials as only one half of the screen is used to gather sleeping ghosts to create a safe route for Pac-man to get to the dots. It is a great mode on its own but more importantly it reinforces the concepts of the game and provides excellent practice for the other maps. The original Pacman CE is also playable and includes the bombing as well as death-avoidance systems. Interestingly enough neither of these functions helped me get a better score than in my runs with non-DXified Pacman CE.

Sure anyone can skip one episode of their favorite sitcom to get all of the achievements in this game but it certainly won't end there. There are a ton of leaderboards for friends and strangers alike to compete on and while the interface isn't quite as good as something like Geometry Wars 2 it is still solid and efficient. Obviously that still leaves out the gamers who don't care about scoring but that's their problem.

Even in the process of writing this review I still can't come up with the words to express how this game makes me feel. It's a good feeling but it seems like I can only describe properly it when in the middle of a game. It's probably something that can't be put into words because it would likely lessen the impact, or maybe the meaning isn't interpreted properly. Maybe I'll figure it out one day or maybe I was better off not trying to think about it at all. I mean let's consider what I said earlier. Y'know the part where I said "I believe I've eaten more ghosts in a single game of Pacman CE DX than in twenty-five years of playing the other games in the series". It gets kind of scary when I think about it. Just think, nearly an entire life gone by in as little as five minutes. The only time I really get to reflect on this is the couple seconds of time that elapse as Pac-man engorges on a particularly long ghost-train.

Everything from the faded memories of playing Pac-man on the Atari 2600 to the days spent playing in the local bar are in that one train of ghosts. Those days spent in laundromats playing Ms. Pacman and the early days of the Internet talking about how much Pac-man sucks...all of them are gone with the chain. Then there is all the time spent playing the countless sequels, remakes, updates, and spin-off. Everything up to even the time spent with Pacman CE is just a miniscule portion in the average game of DX. Every game of DX I play is spent trying to recapture these moments and the events that surrounded them. If I beat my high-score well that's wonderful too but more than anything this game gives me precious moments to recall. It's probably all just the same as nostalgia but I guess I want to say "Thank You". As in "Thank you Namco for giving me this opportunity". Aside from producing an excellent game Namco was able to trigger all of these thoughts and emotions despite the game itself having nothing in the way of a storyline. It's probably all just history and nostalgia but I don't care. I've said it and I will stand by it for as long as I myself am standing.

Game rating - 5 out of 5 stars
My rating - 5 out of 5 stars