Showing posts with label Nintendo Wii. Show all posts
Showing posts with label Nintendo Wii. Show all posts

Friday, August 19, 2011

Import Review: The Last Story (Wii)

'The Last Story' is the latest RPG from MistWalker Studios, which also brought us 'Lost Odyssey' for the 360. Its founder is the 'father of Final Fantasy', Hironobu Sakaguchi, so it's hardly lacking in pedigree. It's exclusively for the Wii console, and as of writing this, exclusive to Japan. Operation Rainfall, a massive online campaign to bring 'The Last Story', 'Pandora's Tower' and 'Xenoblade' to the States, is trying to change that, but whether or not they will have any success remains to be seen.


The game immediately throws you into the thick of things, starting you off with a stage that serves as both the basic introduction of the story and a tutorial. You play as Elza, a young man who is part of a mercenary squad, battling through an island infested with lizard-men and re-animated skeletons in hopes of finding artifacts and riches in the crypts there. During the course of this tutorial level, you and your group fall into a skeleton ambush attack. Your female companion is killed in the battle that follows, and in his rage and grief, with images of his brutally slaughtered mother filling his head, Elza raises his head and screams. What he didn't count on, however, was an answer. A presence, a spirit of some kind, residing in the crystal walls of the cave they find themselves trapped in, tells Elza that she's been waiting for a heart like his, filled with loneliness and grief, and that she will give him the power to protect what's important to him. Elza then receives that power, represented by some sort of glowing arm tattoo, and immediately uses it to resurrect his friend and kill the remaining skeletons single-handedly. Thus ends your tutorial, and your adventure begins.


The world is interesting, as mercenaries are looked down upon as some sort of second-class citizens, which provides an interesting dynamic. Random villagers you meet later on will openly heckle you, or recoil in disgust, when they find out what you are. As the world seems to be prejudiced against you, that makes the relationship between Elza and the other members in your mercenary group that much more important. When you are at inns or other bases, you can have various conversations with the other mercenaries, with even the occasional opportunity to choose between two different answers, which effect how they respond to you later on. Not that deeply, however, as the conversations are still rather linear and straight-forward, and are no where near the level of 'Dragon Age: Origins' or even the 'Mass Effect' conversation wheel in terms of depth and consequences.

The character design is quite nice, but it is a little typical Japanese RPG looking, and definitely shows the 'Final Fantasy' influence from Sakaguchi being at the helm. What's neat about the characters, though, is that you can change the colors of each individual piece of clothing on whoever is currently in your party, making it that much more personal to your individual tastes. The monster design is good as well, but the bosses are what really stand out.  There wasn't a single boss that didn't make me say 'whoa....that's pretty cool....' as soon as it revealed itself.


The most interesting aspect of this game to me, though, is the combat system. It's not your traditional RPG turn-based combat battle game at all. You only control Elza, while the other three members of your party are computer controlled, at least during the single-player campaign. Their AI is surprisingly well-behaved, and actually (gasp!) helpful at times, which is a nice change from what one usually sees. It's especially impressive since 'The Last Story' is not a turn-based RPG, but an action one. You, as Elza, and the rest of your party are free to roam around the area, attacking swarms of enemies that are also quite active in their movements. Slabs of rock laying around the map can be jumped over, and even used as cover from enemy attacks. Little arrows of light (think Final Fantasy XII's combat system for the closest example) point out from your party members to show which enemy they are currently focused on, and vice versa; the arrows also show which enemies are focused on attacking your characters, especially useful when they decide to all gang up on your mage. The arrows are very helpful in the chaos that can sometimes ensue during battle, but they somehow manage to remain unobtrusive, so don't concern yourself about that.

You control Elza's movement with the Nunchuck's control stick, and his basic sword attacks are carried out automatically when you are close enough to an enemy. Special and ranged attacks are not automatic, but have to be brought up by pressing their corresponding buttons, with ranged being controllable either with the Wiimote's motion control, or with the Nunchuck's control stick. You can also choose to play the game with a classic controller, if the Wiimote isn't your thing. Special attacks and movements are unlocked as you level up, such as the slash ability, where you can crouch behind a fallen slab of rock or other cover, and run out and slash your sword across the mid-section of any unfortunate enemy that happens to wander by.


You also have the ability to occasionally order your other party members to perform special actions to help you out during combat. My personal favorite was when I ordered the mage in my party to blow up a near-by stone bridge covered with archers, after which I laid down suppressing arrow fire to keep him protected while he charged up his spell. The bridge blew up quite well, and showered the enemies I was fighting with broken rock, killing them too. Elza also has his weird little magic tattoo ability, which when activated makes him do more attack damage, and allows him to revive dead players, like some sort of walking Phoenix Down. Sound cool? You have no idea. The game is incredibly fun, and what's even better is that it can be played co-op over the internet (it can not be played co-op offline on a single console, which is a shame). Even though the AI is wonderful, from how the characters interact and work together in battle, I imagine playing online with friends would be even better.


It will be a downright shame if this game doesn't make its way to the States at some point. While I admit I initially picked the game up just to try it out and write about it, I found myself continuing to play it, even with my busy schedule, just because I enjoyed it so much.The story, while perhaps a little cookie-cutter Japanese RPG, is interesting, the characters are funny and engaging, and the combat is unique and just plain fun. There is a shortage of good third party games on the Wii as it is, and an even larger shortage of good RPGs on the system. As the Wii U is also supposed to support original Wii games, Nintendo still has time to make a lot of fans happy with this amazing game. Just last week, it was announced that 'The Last Story' will be released in Europe sometime in 2012, but there is still no word on any love for North America. I wish Operation Rainfall every success with their efforts, and hope that they are eventually rewarded with an English version of 'The Last Story' that everyone in the US can enjoy.

Submitted by: Sherrie Blackwell

Tuesday, August 2, 2011

Preview: Legend of Zelda Skyward Sword (Wii)


In the history of gaming, not many franchises have commanded respect the same way the Legend of Zelda franchise has. The games were difficult and frustrating, but fun and worth the effort. First released in 1986 for the Nintendo Entertainment System, or NES, which was Nintendo's first home console in North America, Zelda has thrived since its first legendary release. Skyward Sword, the newest addition to the franchise, is in no way a blemish on that great history. Recently I had the chance, while at San Diego Comic Con International, to get my hands on the newest Zelda title. Forget all the complaints you may have heard, or personally hold, about Twilight Princess being too easy, or the art design for Phantom Hourglass and Spirit Tracks being weird; I assure you that Skyward Sword will knock you for a loop so hard you'll forget all about that.

First, it does rely on motion control, and there isn’t any way around it. Sorry to those of you who don’t enjoy this control scheme. However, it is far more accurate than any game I have ever played on the Wii before. Utilizing the Wii’s Motion Plus accessory, the game tracks your motions at almost a one for one ratio. The advanced motion tracking this game uses allows for more intense battles and harder enemies that will be spread throughout the dungeons. The control scheme is also more varied, and doesn't leave you with the impression that you are doing the same thing over and over again.

The demo I was able to play offered three modes for us to experience. The first was a romp through Skyloft, which is Link’s home in the clouds. In it, you find yourself riding on a rather large bird, racing after another large bird which has a statue strapped to its foot. You are not alone though, there are others from Skyloft that are out to bully Link and foil his attempts to win the prize of the race: the Beautiful Zelda, who is just another inhabitant of Skyloft, not of royal blood. The controls in this demo were very fun; the Wii remote is moved up and down in a pseudo-flapping motion, which causes your avian transport to rise in altitude. This allows you to gain more speed by diving back down, and also the ability to dodge items being thrown at you. The Nunchuck’s control stick is used to dictate the direction in which your bird flies. This mode was a bit short, but it did a good job of setting up the atmosphere we will probably all experience at the beginning of Skyward Sword's story, once it's released.

The next mode I was able to sample was the “dungeon battle”, which basically gives you an idea of what a typical dungeon atmosphere will be like. What I like best about this new game is the inherent difficulty in it, which owes its existence entirely to the new motion control advancements of the Motion Plus accessory. Standard enemies block your every move, leaving only small areas open that you have to strike in precisely and quickly before they attack you. The game no longer lets you frantically shake the Wii remote at the TV screen, praying that you kill things. Rather, it makes you think and plan to utilize certain actions against your enemies, such as slicing from an angle or dashing in from the side. You will also have to actually use your shield to block, deflect, and stun enemies before they swarm you. Luckily, weapons and items are much easier to change out and use in Skyward Sword, to compensate for the higher difficulty level. The item menu is gone, and in its place is a small wheel with items arranged around it, brought up by pressing the “B” button.

The final mode available for trial at this demonstration was the “Boss Battle”, which is exactly what it sounds like. In my opinion, this boss was far more difficult than any other in recent Zelda history, partially because he would grab onto the blade of my sword, which was only counterable by instantly drawing back the Wii remote to try and dislodge it. The swift pulling motion would free up my weapon, but by then he would have already charged up an attack: a series of projectiles which I would have to deflect with a quick shield bash. Teleportation, quick movements, and relentless sword attacks were the nature of this boss battle, leaving me with little option but to quickly dash around to his new location, Z target him, and utilize my shield bash to stun him in midst of his furious sword slashing.

All in all, Skyward Sword will be one of the most difficult Zelda games in years, and it will be all the better for it. Not only has the difficulty of old returned, but the fun and satisfaction has as well. It has already attracted the attention of Zelda fans, both new and old, and is currently one of the most anticipated games of this year. From what I saw of it, this game will not disappoint them. The only complaint I had with the demo was that it ended, and entirely too quickly at that. The Legend of Zelda: Skyward Sword will release this holiday season in North America, exclusively for the Nintendo Wii.   

Submitted by: Corey Hall (Employee)