Monday, January 29, 2007
Phantasy Star Universe -- Into the Hive.
Final Fantasy III -- Final Opinion.
Was Final Fantasy III worth the wait? Sort of. The story itself is the game's biggest flaw. It's just so very by the numbers and predictable. And yes, I am taking into account when it was originally written. We had already seen Phantasy Star II by that point. There were bold and original stories being told. Final Fantasy III follows the four Warriors of Light in their quest to save the world. You know the story, chosen ones and their destiny and all that jazz. It never strays off that very well-worn path. The characters have next to no actual character. They're almost indistinguishable from each other. The villain does nothing original and is entirely paint-by-numbers. The bosses are entirely forgettable. Graphically the game is a mixed bag. It's at times both pretty and ugly. Some of the overworld and towns and dungeons look nice. The battles and creatures are pretty damn ugly in my opinion. I know it's supposed to be impressive that we're getting a 3D Final Fantasy on the Nintendo DS, but it's hard to get excited over sub-PSX level 3D. The textures are sparse and uninspired and muddy. The battle animations for the creatures are decent. There are an awful lot of palette swapped monsters. There are some nice graphic touches in how the characters change their looks based on their jobs and every weapon has its own graphic on your character. The music and sound effects are actually very well done. Uematsu's original Final Fantasy 3 score has been updated with the sound capabilities of the Nintendo DS and it sounds great. I would say Final Fantasy III is probably Uematsu's second best Final Fantasy score, behind Final Fantasy VI. All the sounds are classic Final Fantasy. So the story's not so hot, and the graphics are a mixed bag, and it sounds great, but the gameplay is worth it, right? Unfortunately the gameplay is another hit and miss affair. The job system is cool, but it's rather a grind. You will be grinding every single level. The job system allows you to change the jobs of your four characters. New jobs are made available when you reach one of the four crystals in the game you're seeking. So essentially, once you reach a certain point in the game more jobs are made available. That's a tad disappointing. Of course that was fixed in the Final Fantasy V iteration of the job system. The jobs themselves do add some variety to things. Most of them are entirely forgettable although none of them are outright useless. You can get through the game with any combination of them. It just might not be easy. But it's entirely possible. And that's the core of what's wrong with Final Fantasy 3. It just shows its age. We've already played the superior job system in Final Fantasy V. Final Fantasy III was a critical step in the evolution of the Final Fantasy series. One we weren't originally witness to. We have however already witnessed the next few steps in the evolution. It's very hard to go back. Those keen to video game history will be able to appreciate Final Fantasy III for what it was, but almost everyone else outside the Final Faithful will be hard pressed to be impressed. Final Fantasy III is a game for people looking to add the missing piece to the puzzle and not for the casual RPG fan. I'm giving Final Fantasy III a 7.
Thursday, January 18, 2007
Final Fantasy III -- Initial Opinion.
There are few games that fall under the Holy Grail category. They're the great lost games. The games that never get localized and brought to your particular shore. You know them. Shining Force III Scenario B & C, Mother and Mother 3, Radical Dreamers, and so on. Final Fantasy III was a Holy Grail title. There were a few missing links in the Final Fantasy series that the Final Faithful were eternally clamoring for. Final Fantasy V was the first to come over on the PSX. And then we finally got a chance at Final Fantasy II. All that remained was Final Fantasy III and they'd have the full series. Square-Enix has finally brought them all home with the release of Final Fantasy III on the Nintendo DS. Final Fantasy III was originally released only on the Famicom in Japan in April of 1990. The game introduced the job system. It allows you to train your characters in jobs you see fit. It's an early attempt at letting you play the characters as you saw fit. The NDS version of the game is a remake with updated 3D graphics and better sound. The content of the game has been left unchanged as far as events and the story are concerned. The dialog has been rewritten beyond the new translation. The job system has been balanced. In the original you needed very specific jobs at key situations in the game. The game now allows for a more play it your way approach than before. In other words, you'll be able to scrape by what was once impossible. The game has added touch controls and the like. And they've added a zoom feature to treasure hunting. My initial impression of the game is a graphical mixed bag. It seems to be equal parts pretty and ugly at the same time. The sound rings true and lets you know more than anything that you're indeed playing a Final Fantasy title. The themes you all know are all where they're supposed to be. It gives it an at home feeling to series regulars. The story is another crystal story. It's hard to fault it as this really is a game from 1990 as far as story and character are concerned. One thing that's readily apparent is that the game is hard and you'll be grinding out levels the entire way. You take one step off the path and you're likely to find yourself dead and fast. Will this new looking old-school RPG prove worth the very long wait? Only one way to find out...
Wednesday, January 17, 2007
Yoshi's Island DS -- Final Opinion.
Sunday, January 14, 2007
SOCOM: Combined Assault -- Fun and Frustration Go Hand in Hand?
Wednesday, January 10, 2007
Yoshi's Island DS -- The Mechanics of Colorful Dinosaurs.
Monday, January 8, 2007
Off Goes the X360, Microsoft Steps Up.
Around ten days or so ago my Xbox 360 froze. The on screen image wasn't a still of the game I was playing at the time. A checkerboard pattern of pastel colors had replaced the imagery of Viva Pinata. I didn't think much of it at the time. All disc based systems are going to experience a hiccup every once in a blue moon. I rebooted the system and played on the rest of the day without issue. The next day it froze in the same way again. And then again a few hours later. I thought maybe it was Viva Pinata. Phantasy Star Universe worked fine. The freezing in Viva Pinata started to pick up speed. It got to the point where I can't play it longer than thirty seconds without it freezing up with this same pastel colored checkerboard pattern. Then it happened in Phantasy Star Universe. And it started picking up speed there too. So it's clearly the X360. My system is a launch unit. It's great that Microsoft had just extended the warranty for all X360's to one year, but my system was thirteen months old and out of warranty. Needless to say I was less than pleased at the prospect of having to send my system in for the $140 repair to the GPU, my system's particular issue. So I call Microsoft via Delhi to arrange my service contract. To my delight and surprise, Microsoft steps up and tells me they're going to cover the cost of the repairs or replacement and even cover the shipping on my out of warranty system. That's pretty damn cool. They informed me that they would be shipping a box in which to ship my system to their repair center. That box arrived today. I've packaged up my system and have taken it to the local UPS center. It's on its way. Hopefully I'll get the replacement soon, as there is a big update in Phantasy Star Universe this week. Riddel's system has gone back to Microsoft for different reasons. That means two of the three in the PSU group are out of commission for the time being. It's the reason we've moved our online focus to SOCOM: Combined Assault...
Friday, January 5, 2007
SOCOM: Combined Assault -- Initial Impression.
I spent hundreds of hours playing SOCOM and SOCOM 2 online. The online versus gameplay was great for the PlayStation 2. It was the best thing the system had going as far as online was concerned. The offline game was decent fun, but filled with glitchy artificial intelligence. SOCOM three came along and made the offline game the most playable and fun it had been, and attempted to minimize the retarded AI. It couldn't hide all the retardation but it was a vast improvement over the previous titles. The strange thing was, the people I played the series with and myself didn't really care for the online game of SOCOM 3. We might have spent twenty hours with it in total. It was just off-putting. So here we are with SOCOM: Combined Assault. The game isn't truly the next game in the series, it isn't SOCOM 4. That's reserved for the PlayStation 3 debut. It's more of a stand alone expansion pack than anything. It has an offline mode, and it has the online versus of SOCOM 3, but they've added a new wrinkle that should help make the old new again. They've finally allowed for online co-op gameplay through the normally offline single-player campaign. Instead of having to deal with your shitty AI teammates against the glitchy AI enemies, you now get to take them on with real people. Magus and I went on last night just to sort of get our feet wet and fiddle around. We won't really begin playing until later on tonight when ZBo can join the fun. We played through the first two missions. A few things were initially apparent. It's SOCOM ugly. SOCOM has never been a pretty game, and Combined Assault isn't going to change that. Now that next generation is finally and officially current generation, the last generation PS2 games are looking especially dire. Secondly, the enemy AI is still retarded. However, the game is clearly going to be fun. It does work. And the co-op aspect does indeed breathe new life into what was old. Another thing is still very clear, and that is Sony's unstructured online format sucks. Zipper Interactive's online front end is miserable. The game forces you to patch before you can sign on. No problem. It asks if you want to download the patch without telling you how much space you'll need on the actual card. So you go through the download and find out you don't have enough space because you need three-thousand freaking blocks free. So you have to go out of the game to delete all those hard earned saves withunlockables opened from your card. You get back on, you trudge through all the damn screens they won't let you skip. You get through their crappy DNAS system. You patch. You restart, you trudge through it all again. You get on and you finally get to play. Granted, you only have to do it once, but it's truly a pain in the ass. I am not looking forward to playing games online with the PlayStation 3.
Yoshi's Island DS -- Initial Impression.
Thursday, January 4, 2007
SEGA Genesis Collection -- The Three from Sonic Team.
I have played through the three titles from Sonic Team that are present on SEGA Genesis Collection. SEGA wanted a killer application. The Genesis had some momentum in the market from the hardcore gamer. They wanted a title to help push them over the edge. They wanted something that would sell the system to the masses. They were even specifically looking for a mascot character. Imagine the pressure this put on the team charged with making this all happen. That team was AM-8. Luckily SEGA had a wealth of talent at the time they could draw from. Noteworthy members of the twelve person team were Naoto Ohshima, the man who created Sonic and Dr. Ivo Robotnik. Reiko Kodama of Shinobi and Phantasy Star fame handled the background art. Yuji Naka was considered the wizkid within the company at the time for his programming skills and he coded the game. And Masato Nakamura for his amazing music. Nakamura happened to be a member of a famous band in Japan called Dreams Come True. Sonic the Hedgehog was released on June 23, 1991. AM-8 not only succeeded in making a great game, but they did in fact create the new mascot for the company and made the game that sold the system to the masses and pushed the Genesis over the edge into the mainstream. To the point that Sonic the Hedgehog replaced Altered Beast as the pack-in game sold with the Genesis. AM-8 changed its name to Sonic Team after the success of the game. So what did they do? They created a game that was simple to pick up and play yet provided enough challenge for the hardcore while never frustrating the casual player. The made what was at the time the most impressive visual presentation for any console game with the graphics. They filled the game with great music and sound. They filled the game with speed. A level of speed also never seen before in video games. Sonic was the fastest thing around. They filled the game with character by giving Sonic character. He would have reactions to being too close to the edge. He would become annoyed if you let him idle. Action games didn't have that level of personality before Sonic came along. Now every game has idle animations. They're not even expected anymore, they're almost required. It was a small thing at the time but it did a lot to add some charm and really helped endear the character to the players. They put Sonic up against a cool villain in the form of Robotnik and his different machines as bosses. The boss battles were all fun and varied. They included the Chaos Emeralds and bonus stages. The bonus stages were clearly a shot at the rotation capabilities of the Mode-7 built into the SNES. Naka was able to pull off amazing rotation in the bonus stages all from within the software programming and not having to rely on hardware tricks. If you were able to hold fifty rings until the end of act one or two of any of the game's five zones you would see a giant golden ring at the goal. If you jumped into this giant golden ring you would be taken to the bonus round. In the bonus round a maze like area would be rotating around and you had to maneuver Sonic who was spinning like a pinball through the course to the Chaos Emerald. Along the way there were exits to be avoided and bumpers to knock you around and triggers that would slow or speed up the rotation of the maze. You had to collect all six Chaos Emeralds to be able to see the true ending. The bonus rounds were absolutely brilliant. Some of the most tension filled moments in my gaming history come from trying to avoid those damn exit pits. Playing through the game today I'm amazed by how visually impressive the title remains. The music also comes off as impressive as it was then. It's still as fun as it ever was. It's truly classic stuff that will remain timeless.
On "Sonic 2sday" in November of 1992 SEGA released Sonic the Hedgehog 2 on the Genesis. Sonic Team was expanded and split into two different teams following the completion of the original title. Sonic Team stayed in Japan and began working on Sonic CD while the other team became SEGA Technical Institute and set up shop in San Francisco at SEGA of America. All of the key players returned for Sonic 2. Naka, Kodama, Nakamura and the rest were back. Sonic 2 was everything you wanted in a sequel. They offered up everything great about the first one and more. It was a little over a year on from the original which meant that they had gotten a better handle on making the Genesis kick and it shows. You have improved visuals and better sound quality. You have Sonic being able to do the spindash, so he could get up to full speed standing still. That greatly improved the gameplay and added a little depth. You have the addition of a new character in the form of Miles 'Tails' Prower, a two-tailed fox. This allowed for a versus mode to be added to the game. You could race a friend through split-screen versions of some of the levels. They increased the size of the acts to almost double that of the previous game. They did remove the third act from each zone and had Robotnik at the end of the second act of each zone. They increased the number of zones from five to eleven. It all resulted in a game that was roughly twice as large as the original title. They increased the number of Chaos Emeralds to seven. They changed the bonus rounds. You still had to carry fifty rings on you to access them, but there wasn't a giant ring at the end of the act. You could access the bonus rounds from the checkpoint markers in the acts. Some acts had as many as three checkpoints which meant you could collect all the Chaos Emeralds by the first checkpoint of act one in zone two. The bonus rounds this time around were winding courses where Sonic would run into the screen. You had to collect enough rings while avoiding the obstacles to reach a checkpoint. There were three checkpoints and if you didn't have enough rings you'd fail at the checkpoint. Having enough rings at the final checkpoint allowed you to reach the Chaos Emerald. Collecting all the Chaos Emeralds this time around enabled you to turn into Super Sonic. Super Sonic is invincible to everything except bottomless pits. The invincibility lasts as long as you had rings. While Super Sonic, your ring total steadily ticks down to zero, so you have to keep collecting rings to keep it going. They added in great new boss battles with Robotnik. Even more varied and inventive than the originals. They stepped the challenge up, especially in the final two battles. The challenge of the overall game was tougher than the original. The enemies where more difficult to avoid. It's a bigger, better, prettier version of the original with enough new to be another perfect game.
In 1995 SEGA released Ristar the Shooting Star on the Genesis. This game was produced by SEGA Technical Institute. When they were first creating the original Sonic the Hedgehog they were initially moving forward with a rabbit character who could reach out and grab things with its ears. As the game became more and more about speed, they had to morph the character into what became Sonic and dropped the grabbing gameplay aspect. When it came time for them to make another game that wasn't Sonic, they decided to return to that original gameplay aspect. They ditched therabbit character and created Ristar. Ristar is a character that is literally a star with arms and legs. He's able to reach out and grab enemies and items. He can reach in eight directions. When he grabs on to an enemy he holds them and then headbutts them. SEGA Technical Institute wanted to get away from Sonic and his speed so they kept things deliberately slow with Ristar. There isn't a timer and the gameplay is more about rewarding exploration. The game is structured like a Sonic game though. You get two large acts per zone and then a boss battle. The boss battles are all very different and interesting. There are hidden bonus rounds in each zone to be found. The bonus rounds are gauntlets that must be cleared. You have to figure out how to make it to the treasure within the time limit. Ristar represents a development team pushing the Genesis to the utmost. Ristar is a beautiful game. It's even more bright and colorful than the Sonic series. It sounds great and features heavy use of voice samples. The gameplay is fun standard action platform fare. Jump, swim, attack. Ristar is a surprisingly maneuverable character. The later half of the game really shows that off with what they make you do. By the time Ristar was released, everyone was looking at 32-bit systems. The game was lost in the waning days of the generation. It's nice to see it available within SEGA Genesis Collection, and on the Wii's Virtual Console. It's a great title that plays wonderfully, has impressive visuals, and provided good challenge.
Tuesday, January 2, 2007
SEGA Genesis Collection -- A Couple of 8-Bit Holdouts in 16-Bit.
Alex Kidd in the Enchanted Castle was released in 1990 for the Genesis and it marks Alex's one-and-only 16-bit appearance. The title was the fifth entry in the Alex Kidd series that started in the arcades and saw six entries, four of them on the SEGA Master System. This incarnation of Alex Kidd stuck close to its platform roots. In fact it plays just like Alex Kidd in Miracle World for the SMS. It features Alex Kidd looking for his supposedly kidnapped father in the world of Paperock. The game is the standard platform game of the 8-bit era with 16-bit graphics. All of the tools made available to Alex within the Miracle World game are present in Enchanted Castle. That means the scopaco cycle, pedicopter, power bracelet, wizard's cane, and the invincibility cape are all there. They've also introduced the pogo stick. You still have to buy these items in the shops, but this time you're going to have to janken a gorilla for them. Janken is what the Japanese call the game Rock-Paper-Scissors. Some of the items are of one-time use and others have multiple uses. Some of them will also vanish should you die. It's pretty much the exact same game as Miracle World as far as the mechanics go. Alex can jump and punch and swim. With the power bracelet equipped he's able to shoot out a wave of energy across the screen as a weapon. The scopaco cycle still allows you to motor through the levels. The pedicopter allows you to fly through the levels granting you a projectile attack. The invincibility cape gives you a limited period of invincibility but won't save you from lava. The wizard's cane allows you to walk on air for a limited time and the pogo stick allows for you to jump higher. All of these items are still turned on and off via the menu. Your only goal is to clear the levels, collecting money along the way so you can buy items in the shops should you be able to beat the gorilla at Janken. All of the bosses except the final one have been toned down in Enchanted Castle. They are just defeated by Janken and you don't have to then defeat them in battle. Alex Kidd comes off as simple fun until the last few levels when the difficulty ramps up. The Air Castle level is a wonderful gauntlet that should present some challenge. Everything about this game is a holdover from the 8-bit Alex Kidd titles. The graphics were decent at the time and come off as less than these days. The music is a mixed bag. The reused themesfrom previous Alex Kidd games all sound great. The new tracks are a little less inspired. They've made the power bracelet jump attack tied to the jump button itself which takes some getting used to. Beyond that, the controls work fine. It's just jump and attack after all. I think the game holds up well for Alex Kidd fans. I have no idea what someone new to the series might make of Alex Kidd in the Enchanted Castle but somehow I don't think it would be all that positive. I still find the whole of the Alex Kidd series as charming as it ever was.
The other 8-Bit holdout in the SEGA Genesis Collection is Decap Attack: Starring Chuck D. Head. Decap Attack really is an 8-Bit game. You see, there was this SEGA Master System game called Psycho Fox that was released in 1989. It was an action platform game where you controlled a fox out to stop annother fox who happened to be evil and stuff. It was standard hop and bop gameplay, except you had a friend in the form of a bird that you could throw out as an attack. If you took a hit the bird vanished and you would only have a punch attack. You could get the bird back by finding the correct icon in the game. SEGA decided to remake this game on the Mega Drive in Japan, only this time they built the same game around some anime and released it as Magical Hat's Flying Turbo Adventure. SEGA couldn't very well release the game as is around an anime nobody outside of Japan had ever heard of and with a title like that. So they kept the same Psycho Fox core gameplay just as they had in making Magical Hat's Flying Turbo Adventure and made Decap Attack: Starring Chuck D. Head for Europe and North America. So what changed? They added a comic horror theme to the graphics and music. Instead of the original fox throwing his bird friend as a weapon, and instead of some guy wearing a magic hat he threw at enemies, they made a mummy that threw his skull. Chuck D. Head, heh, get it? The character is one of the weirdest in the whole of gaming. Not just because it's a mummy that throws its own head as a weapon, but because he also has a set of eyes in his chest and he has a mouth at the end of some intestines that shoots out of his stomach for what would be the punch attack. In all versions of the game the object is to find a certain item in each level and defeat the bosses. You can't advance without finding the specific item in each level. If you defeat the boss without having it, you'll still have to backtrack through the level and find it. In all versions of the game there is menu screen that allows you to use various items. All potions in Decap Attack. They have various uses ranging from faster movement and higher jumping to stronger punches and magic attacks to limited invincibility. The game has seven levels with multiple stages per level and seven bosses. The game has a strange art style that keeps things interesting. The music is good. The humor is bizarre. They seemingly didn't alter many of the bosses to fit the comic horror theme as they did the level and character graphics. So the bosses seem somewhat out of place. They're still different enough for the standard avoidance and pattern recognition style gameplay they represent. The game is made to be played in one sitting as was the norm of the time and as such it will provide a decent enough challenge. It's a rather cool little game that has a place in the strange and obscure section of gaming history. It truly is an 8-Bit game pretending to be 16-Bit just like Alex Kidd in the Enchanted Castle.

