And we have the big one, Grand Theft Auto IV. I'll be playing the game on
the Xbox 360. Why? Because the controller is superior to the DualShock 3 in my
opinion. Secondly, no forced install, no matter how small it may be. Third, the
exclusive download content that's coming down the road. And fourth, and most
importantly, everyone I know who I'd actually want to play the multiplayer with
is getting the Xbox 360 version. What am I expecting with Grand Theft Auto IV?
In all honesty, I'm expecting Grand Theft Auto and everything that name has come
signify. That means all the awesome chaotic fun and the sometimes witty satire.
I'm expecting all of the over the top everything that makes the series what it
is. I'm also expecting a truly good looking game. I'm expecting great voice
work. I'm expecting an entertaining story. But on the other hand, I'm also
expecting everything else the series is known for. A mess of glitches and
technical issues. Rockstar has always been greatly ambitious. Some would argue
overly so. With Rockstar's grand ambition have always come the pains of
technical and programming shortcomings. And I don't expect this one to be any
different. The question becomes where do you mark the balance? When does the
good outweigh the bad or vice versa? We'll see how it all balances out in the
end.
Tuesday, April 29, 2008
Mario Kart Wii -- Initial Impression.
So we're on to another entry in one of Nintendo's more prominent series, Mario Kart Wii. The series got started on the Super Nintendo Entertainment System and has seen subsequent iterations on pretty much everything that followed. We've seen it on the Nintendo 64, Game Boy Advance, Gamecube, and the Nintendo DS. Now the Wii gets a turn. Mario Kart Wii comes with the Wii Wheel, a molded plastic steering wheel in which you place the Wii Remote. From what I've played of the game thus far it seems the wheel is actually quite functional. More than I was expecting it to be in fact. I'm expecting some good racing action with the typical item induced chaos. I'm expecting bright and cheerful Nintendo graphics. I'm expecting overly happy Nintendo music. I'm hoping for a decent online experience.
Sunday, April 27, 2008
Phantasy Star Universe -- Maximum Attack G.
So Maximum Attack G has hit Phantasy Star Universe. Maximum Attack G is
essentially the same classic Maximum Attack event that's been in every iteration
of Phantasy Star Online. It's a communal event wherein you'll be tasked with
killing as many enemies as possible along the way of collecting weapons badges.
The kill counts go toward the communal rewards. The weapons badges can be traded
for fabulous individual prizes. During the month long event the experience rate
and drop rate have both been boosted to two-hundred and fifty percent of normal.
That's going to allow Riddel to catch up in levels from the three months she was
absent from the game as Magus and I are both at the level cap of one-hundred and
thirty. We've already unlocked the communal rewards at ten and twenty million
kills, two weeks of megaholy luck and a ten percent synthesize rate bonus.
Maximum Attack G has a few wrinkles to differentiate it from previous Maximum
Attack events. The full course of Maximum Attack G has to be unlocked. This
event is in celebration of the twentieth anniversary of Phantasy Star and to
reflect that the course is made up of revised versions of the Phantasy Star
Online four original levels. The forest, caves, and mines are open from the
start. The ruins, and the boss battle have to be unlocked based on the kill
count. There are also a couple of individual contests based on your best time
and the one with the highest kill count. So far Maximum Attack G is proving to
be great fun. A lot of that is due to the pure nostalgia of the Phantasy Star
Online aspects, the music especially. And the desire to unlock the ruins, just
because the forest, caves, and mines have been so cool. It's going to be an
interesting balancing act we're going to have to pull off trying to spread our
collective online time through Phantasy Star Universe, Mario Kart Wii, and the
monstrously looming Grand Theft Auto IV.
Monday, April 21, 2008
The Saga Of the Metal Gear Online Premiere beta.
Konami has been bitch-slapped by the realities of getting online.
Probably almost as bad as Nintendo and Smash Bros. Brawl. It's going to be a
tough time for a lot of Japanese developers as they attempt to catch up to the
rest of the world as far as online gaming is concerned. But the ordeal of the
beta actually begins a bit further back in time. It starts with the announcement
of the collector's edition of Metal Gear Solid 4 and the announcement of the
Metal Gear Online Premiere beta promotion. Simple plan really, walk into any
GameStop and put down your money for Metal Gear Solid 4 and get your Metal Gear
Saga Vol. 2 disc which contains the access key to the Metal Gear Online Premiere
beta. Only Metal Gear fans are rather rabid regarding Metal Gear and Konami is
notoriously stingy with their limited editions and promo items. And the first
bit of confusion arose and set the gaming section of the Internet on fire. What
about those who've already reserved a copy? What about those reserving the
standard edition? What about the limited edition? My GameStop hasn't heard of
the promo DVD! Oh my god! Oh no! Oh no! What about those who've ordered online?
Will someone please think of the children?! People were freaking out left and
right on message boards all over the Internet. I personally ordered the game
online. So GameStop didn't get around to sending my copy of the DVD until this
last Thursday. It arrived today, the day the beta was supposed to begin. Konami
being a Japanese company rather new to the whole online thing has sort of gone
about things in a decidedly stupid fashion. First of all, everyone with a
PlayStation 3 and an Internet connection has a PlayStation Network ID. It's
Sony's version of the Gamertag, you know, the overriding single bit of
identification so you can play your PlayStation 3 games online and buy things
from the PlayStation Store. Well, that's not good enough for Konami as they've
decided to ditch that entirely. No, they want to do it all themselves. So in the
Metal Gear Saga Vol. 2 case there is an insert with your access code for the
beta. Now get this, some of those codes are only nine of the required twelve
digits. Yeah, another smooth move from Konami. So people have been having to
email Konami with the codes to get working ones. Some people have done this
without issue. Other people have found themselves seemingly ignored. Once you've
gotten yourcode, you go into the Account Management section of the PS3's Cross
Media Bar, or XMB for short. In there you'll find Manage Account Transaction,
and within there is the redeem code option. Entering the code allows you to
download the Metal Gear Online Premiere beta client. My code was twelve digits,
luckily. No problems with the download. Just slow. No big deal. So after the
beta is installed on the HDD after the download, you can start it up. Starting
the beta will bring you to a screen where you'll be told there is an update
available for the beta. Lovely. You're able to actually select to download the
update from Konami's HTML source which they discourage with a warning about the
more users attempting to download the slower it'll go or from a torrent client.
Torrents on the PS3, will wonders never cease? And where are all those morons
who were screaming 'it's not a console it's a PC!' over the original Xbox? I
went with the torrent option. Mainly because it was promised to be quicker, and
because torrents are entirely peer to peer. So I was more than a tad worried
after the nightmare of getting Brawl online. It found other users almost
instantly after giving you options turning on UPnP and selecting which ports to
use and setting a limit to your upload speed if so desired. I just left
everything as is. Lucky me. I averaged downloading from fifteen users and
uploading to ten. It wasn't exactly fast, but it worked. So after the update
patch is installed you're prompted to use the PlayStation button and quit out of
the game and reload it. Doing that brings you back to where it'll check for
updates, and once it sees you're running version 1.01 you're able to go to the
next screen. Now it tells you you'll need to create a Konami ID to be able to
play any Konami games online. This has been known for a while now, a bit over a
week. So I was able to eventually get my Konami ID created using my PC a few
days before. But again Konami dropped the ball. Going to Konami's ID site to
create a Konami ID should be a rather simple process, I mean that's not too much
to expect, is it? No, of course not. But get this. Upon starting the ID creation
process on the slowly crawling site you're prompted to enter your birth date,
and your language. No big deal. Only Konami literally gives you like six seconds
to get this done. If you're too late you'll get an error message about due to a
period of inactivity the form has been reset. So, after racing through page one
the next time around and clicking next in time, you're brought to the terms of
service page. We've all seen these. Yeah we agree. No we're going to read all
this legal mumbo-jumbo. But since the site is crawling along, if you click agree
before the terms have fully loaded you've screwed yourself and are sent back to
the beginning. On to page three. This is the heart of the whole thing. This is
where you give them your name and email and create your Konami ID and password
and what's this? I need to create a Game ID and password for that too?
PlayStation Network ID, Konami ID, and Game ID to play this thing? Whatever
Konami, jeez. So the IDs have to be all lower case, so many letters long, and
the passwords all have to be this specific way. Great. Now I have to create
these stupid ID names because none of my regulars fit the silly criteria. So
after you get this all done, which would take a normal person a minute or more
you'll find yourself getting that same inactivity error if you didn't enter them
in like six seconds again. What the hell, Konami? Luckily there is a plug-in for
Firefox that essentially lets you automatically fill specific online forms. You
just go to some page, enter all the values at your leisure and click save. Next
around on that page you'll find those values loaded. Okay, great, we're by the
six seconds retardation and we can finally get this done. Now what the hell is
this shit? What do you mean my ID name is invalid, how can my email already be
in use? Go to hell Konami. So we try again and again and again. And after about
the fifth time it goes through for me. And I'm one of the lucky ones. People
were trying for hours over days and days of this crap. My confirmation email
arrives in mere seconds. A lot of people don't receive a confirmation email at
all and have to go through a whole other set of hurdles to get it to arrive. So
now I just have to paste this confirmation URL into the browser and one click
and I'm done. Except now I'm getting an error message from this. Fuck off
Konami, fuck off. After four or five attempts I have success. I'm set up. Now I
just need to plug in my Game ID into the client on the PS3 and I'll be playing.
Except Konami has delayed the start of the beta because they've admittedly found
themselves unprepared for the worldwide traffic for the beta. No fucking kidding
Konami. So now we'll try our luck Friday. All I really wanted was something to
kill the time before Maximum Attack G starts, which happens to be Friday. Which
would take me into Mario Kart Wii and into Grand Theft Auto IV and into a solid
month of gaming. But it's not to be it seems. So I'll be trying to keep myself
from climbing the walls as I not start anything as I await the tidal wave of
gaming that's about to hit.
Friday, April 18, 2008
Shining Force: The Legacy of Great Intention -- Final Opinion.
The end credits have rolled on Shining Force. The game is as charming and
fun today as it originally was fifteen years ago. Climax Entertainment's Shining
games all feature the same basic art style, although it might vary from title to
title slightly. It's a bright and colorful and an especially distinct art style
among Japanese developers. I absolutely adore it. The game features beautiful
albeit simple overworld and battle background art. The town graphics are the
very definition of simple and clean. The characters animate well in the battle
cutscenes. The story is straightforward and simply told, and the game is better
off for it. No stupid plot twists or overwrought drama to be found here. The
music, especially in the battles, is exceptionally catchy in a dramatic film
score kind of way. It's very operatic in nature. I'm giving Shining Force: The
Legacy of Great Intention, the second time around, a 9. Now if SEGA and Nintendo
would be so kind and get the superior Shining Force 2 up on the Virtual Console,
I'd be ever so grateful. By the way, my final Shining Force was composed of Max
(the hero), Tao, Gort, Diane, Zylo, Kokichi, Guntz, Domingo, Torasu, Lyle,
Hanzou, and Musashi.
Tuesday, April 15, 2008
Shining Force -- Initial Impression.
After the debacle of Rogue Galaxy and with a mere two weeks before Mario
Kart Wii, Grand Theft Auto IV, and Maximum Attack G invades PSU I'm going to be
just playing it safe and killing time. I'm going to do that with Shining Force
for the Genesis via the Wii's Virtual Console. Shining Force is a true classic
strategy RPG. Long before they were all the rage with Final Fantasy Tactics and
Fire Emblem and numerous other titles of recent years there was Shining Force. I
haven't played this version of the title since it originally hit the Genesis in
March of 1993. Speaking of titles, Shining Force has my all-time favorite
subtitle for a video game, Shining Force: The Legacy of Great Intention. Shining
Force was developed by Climax Entertainment of Shining in the Darkness and
Landstalker fame. Like those two titles before it, Shining Force is full of
charm and character. As well as rock solid gameplay. This time around, no matter
how hard the temptation to do otherwise, I'm going to play through the game
using different characters than I did originally.
Sunday, April 13, 2008
Rogue Galaxy -- Moot.
It's been a while since I've updated. I've spent roughly twenty hours with
Rogue Galaxy and I believe I'm done. I'm not going to be finishing the game. I'm
finding it to be the very definition of tedious. The rate of combat is far too
high and the dungeons crawl on forever in my opinion. The constant micro
management of items and special moves in combat further adds to the tedium. The
character progression system and the weapon upgrading and the factory sub-quests
are also just too involved for their own good and also fall under the heading
of tedious. The story hasn't really grabbed me either. Jaster Rogue just seems
to be along for the ride and the story comes from the characters he meets along
the way. Which is how most RPGs work and is fine in and of itself. The problem
comes in how the game just seems to barely connect the bits of story. It's
almost like an anthology more than a cohesive single story. It also doesn't help
that it's all just very weird. From the characters to the art design. It's all a
big mismatch of styles and concepts that just don't mesh well in the end. Rogue
Galaxy is very much like Level-5's Dark Cloud, in that its ideas are sound and
its ambition is grand but it just doesn't have that needed polish to rise above
the tediousness. It also shows that Level-5 is like raw talent that just can't
seem to get it right without a guiding hand, like that of Yuji Horii. Oh well,
you win some, you lose some. What can you do? I'll consider this one a loss and
move on to something else.
Wednesday, April 2, 2008
Rogue's Galaxy -- Initial Impression.
Since I have roughly a month to kill, and that being a lot of time, I'm
going to tackle another RPG for my next game. I'll be playing Rogue's Galaxy for
the PlayStation 2, as always, via the PlayStation 3. Rogue's Galaxy is an action
RPG developed by Level-5. You might know Level-5 from their PlayStation 2
efforts of Dark Cloud, and Dark Cloud 2. And of course Level-5 was handpicked by
Yuji Horii to develop the fabulous Dragon Quest VIII under the supervision of
his company Armor Project. They've also got their hand in the Professor Layton
trilogy, and the upcoming Dragon Quest IX for the Nintendo DS. And they've got
White Knight Chronicles in development for the PlayStation 3. Based on my time
with Rogue's Galaxy, I'm not entirely sure what to expect. I do know there's an
action battle system that pauses for menu navigation and the like. The controls
feel a little floaty to me at the moment. But that might just be me being behind
the learning curve. So far the game seems pretty enough. Great celshading in the
characters. The voice work also seems like it's going to be better than average.
Hopefully there is a great tale of adventure waiting to be found with fun
gameplay and characters that aren't bogged down in existentialism. Of course time reveals all...
Tuesday, April 1, 2008
Dragon Quest Heroes: Rocket Slime -- Final Opinion.
Fourteen hours later and the credits roll on the adventure that was Dragon
Quest Heroes: Rocket Slime. The game is a comic lighthearted romp of a kid's
game. The graphics are great. They are brightly colored and cleanly drawn in a
way fitting of the Dragon Quest world. The controls work flawlessly, as they
should with the game only ever using a couple buttons. The sound and music are
both befitting the Dragon Quest name. There are a fair amount of new tracks
mixed in with the classic Dragon Quest fanfare as well as select tracks from
Dragon Quest VIII. The story is minimal at best. I don't think I've ever seen a
game with more puns. In fact that's pretty much all you get as far as story
goes. Just joke after joke in pun form. And more than a few references to Dragon Quest VIII. It's all about the action and
exploration and very mild puzzles. And of course, the real star of the show, the
tank battles. I enjoyed the game for what it is. Enjoy the lighthearted fun of
it all as a kid again. Just don't expect much more beyond that. I'm giving
Dragon Quest Heroes: Rocket Slime for the Nintendo DS an 8.
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