Thursday, August 11, 2011

Review: 3D Dot Game Heroes (PS3)

I've always been a big fan of 'The Legend of Zelda' series and many other old school RPGs, so the appearance and idea of '3D Dot Game Heroes' was very appealing to me. In a nutshell, you're a hero who sets off on a quest to slay an evil bishop who is set on making the world a miserable place. In true old school RPG fashion, that's all there really is to it. In fact, the whole game is basically a homage to the Legend of Zelda. Not that there's anything wrong with that, of course!

You progress in the game by exploring dungeons, solving puzzles, killing enemies, and collecting items. When your health bar is full, you gain the ability to increase your sword size to tremendous lengths when swung, much like shooting beams out of your sword in Zelda. Other Zelda-like items can be obtained throughout the game, such as boomerangs, lanterns, bombs and bows. The game also has a bestiary of all the enemies you face, which appear once they are defeated. The game is also loaded with Trophies to obtain, so that'll probably keep you busy for a while.

Throughout the game, a lot of subtle references to NES games are made. In fact, the whole style of this game strongly resembles that of the 8-bit action adventure games of the 80's. I love the nostalgia this game brings, and I think it is sure to bring pleasant memories to the oldest of gamers. Even the loading screens feature re-created box art of classic video games using the game's 3D sprites! Speaking of which, yes you read that right: the graphics are in 3D, but the world and characters are all animated like they are made of retro 2D sprites. It's a really interesting visual style; the graphics are just amazing. It's truly a feast for the eyes.

As far as those 2D character sprites go, you have a choice in the beginning of the game from a healthy selection of pre-made characters, or you can make your own with the sprite editor. You can also trade character models with other PSN users. Having certain save data on your system from other games will also add to the character selection in the beginning of the game. For example, a Little Big Planet save file will allow you to play as a 2D Sackboy in 3D Dot Game Heroes.

The game is also incredibly funny and pokes fun at other Atlus games and nerdiness. Experienced gamers will find themselves laughing throughout a majority of the game with its witty and humorous references to other old-school games as well, not just Atlus titles. The soundtrack goes right along with the retro theme, featuring catchy songs that are reminiscent of Legend of Zelda midi themes.

With how much this game plays homage to/ruthlessly mocks old 8-bit RPGs, it can't really be considered a fully original game. However, despite that, or maybe because of it, it is still an amazing game and incredibly fun. This game doesn't make the mistake of taking itself too seriously, and neither should the player. I felt the game was a celebration to geekiness, which is why I loved it! If you're ever in a nostalgic mood, I recommend busting this out instead of trying to find your old NES system in your attic. It's probably faster, and you'll be just as satisfied.

Submitted by: Armando Ibarra (Employee)


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)

Tuesday, July 19, 2011

Review: Dead or Alive Dimensions (3DS)


Dead or Alive: Dimensions for the 3DS is the newest installment in the DOA franchise, and the first ever on a Nintendo console. Dimensions takes what other DOA games have done so well and runs with it. First of all, this game looks fantastic; the 3D effect is not overpowering nor unwanted, however it does seem to run slower with the 3D on, at least in my opinion. I remedy this by enjoying the 3D effect while playing the story mode or going against computer characters, but while playing online I will toggle my 3D off so I have that edge against human opponents. Despite that one small complaint, this game has plenty of content and will satisfy not only the most hardcore fans, but also have plenty to offer for casual players or newcomers to the franchise.

Dimensions' Chronicle mode spans the entire history of DOA games, allowing players who are unfamiliar with the story to dive right in and experience it from the start, while experienced players get a nice refresher course. Having been a while since I played a Dead or Alive title, I was especially appreciative of this. Each chapter is quite lengthy, and the difficulty ramps up as you proceed (although they do give you some help and tips to go along with it, if you're new). Playing through the Chronicle mode also allows you to unlock additional characters to use in other modes, and with a 26 character roster, you will be busy for quite some time.


Aside from the main Chronicle mode, DOA: Dimensions also offers online and local multiplayer, survival and arcade mode, street and spot pass data, and a trophy/figure collecting system which allows you to photograph your favorite characters and store the image on an SD card. The spot pass wasn't the most impressive thing to me, since I usually just used it to get a new costume per day, but it does allow you to access other people's “Throw-down Challenge”. This is essentially a computer controlled version of that person's favorite fighter with their name, which you may then proceed to beat to a pulp to obtain additional skill points and figures for your collection. The multiplayer modes vary greatly, including not only a standard one-on-one local or internet brawl, but also online tag team brawls in which you and a friend can duke it out through a series of fights as a team. Survival is the same as every other fighting game's survival mode: beat down a certain amount of fighters in a limited time period and progress to the next challenge


If I haven't stressed this enough yet, the game is literally packed with content, and will keep fans trying to master the game and soundly whoop other players for quite some time. I highly recommend this to fans of the series, or anyone just looking to pick up a new 3DS title to tide them over for a few months. The replay value is high, and the multiplayer is well done and will provide a possible insight into the bright future of 3DS games, and how they might utilize the new system's capabilities for online play. Basically, overall, I have to say that I would give Dead or Alive: Dimensions five out of five ninja stars.

Submitted By: Corey Hall (Employee)



Monday, July 11, 2011

Retro Review: Chrono Trigger (SNES, PS1, NDS)

Born in 1995 for the Super Nintendo Entertainment System, Chrono Trigger possesses all the elements of a great RPG: a tale that keeps your eyes glued to the screen, memorable characters, and simple, yet highly fun gameplay. Chrono Trigger's vast popularity justified Square Enix to include it in Final Fantasy Chronicles on the Playstation 1 in 2001, and then shrink it down to Nintendo DS size in late 2008, and is considered by many to be one of the greatest RPGs of all time.

For a game more than 15 years old, Chrono Trigger's graphics definitely won't blast your retinas away. Still, the game's visuals hold up very well despite its age. Sharp character sprites and environments are varied, vivid, and decently detailed. Coupled with the Playstation 1 version's cut scenes – also included on the DS – courtesy of Akira Toriyama (Dragon Ball Z), Chrono Trigger may still turn a few heads, as well as open a few ears.

Composed by Yasunori Mitsuda and acclaimed Final Fantasy composer, Nobuo Uematsu, music is one of Chrono Trigger's strongest aspects. The hundreds of Youtube videos of people playing these musical scores on various instruments is testament to this. Also, as players progress through the DS version, they unlock the game’s various soundtracks to enjoy to their hearts content. The enjoyment of listening to Mitsuda and Uematsu’s work is definitely a joy to behold, which is also nicely complimented by its gameplay.

If it ain’t broke, don’t fix it – Square Enix hasn't changed Chrono Trigger's turn-based Active-Time Battle system in any of the versions. You can choose up to three characters to make up your party at any given time, as well as switch members at save points. Each character possesses his or her own unique skills and powerful spells. Further, upon learning new abilities, they can combine them for devastating double techniques, such as Crono and Robo’s “Max Cyclone;” or earth-shattering triple techniques, such as Crono, Marle and Frog’s “Frost Arc.” The skill diversity provides incentive to keep leveling up each character to discover new combinations, while adding another layer of strategy.

When you simply want to get from Point A to Point B but don’t want to deal with the frustration of random enemy encounters, Chrono Trigger has got you covered. For the most part, foes can be seen on screen, allowing players to maneuver around unwanted confrontation. Aside from boss battles, there are a few unavoidable fights, but the combat never feels forced. Controls both in and out of combat work well, and the in-game menus, spells and items are a breeze to navigate, which is critical during tough battles. Square Enix also upgraded Chrono Trigger for the DS by allowing players to use the stylus to guide the party around the map, access menu screens and direct characters during combat on the DS’s lower screen, while the game plays out on the upper screen. This addition provides an interesting concept but it's somewhat cumbersome and will cause many players to sheathe their stylus in exchange for D-pad and button controls.

One thing Chrono Trigger newcomers will discover is that it possesses a treasure chest of replay value: completing the game unlocks “New Game +”, which allows players to start a new quest, but with their levels, equipment, items and abilities carried over from the last game. In turn, gamers can then uncover one of the game’s other 13 endings. If that’s still not enough, Square Enix also tossed in a healthy amount of in-game extras on the DS version. Everything from a theater to view cut scenes, treasure atlas, and a character art gallery are at players’ fingertips. This version also includes a Pokémon-style battle arena and two dungeons: the Lost Sanctum and the Dimensional Vortex, but these extras don't really add much to the overall experience considering Chrono Trigger's rich with content and has an engaging tale to tell.

Time travel worked in “Back to the Future”, and it also serves well as Chrono Trigger’s main backdrop. The story doesn’t follow the usual RPG formula of the main character suffering from amnesia and ends up siding with a rag-tag resistance group fighting an oppressive evil empire bent on global domination. The game’s silent protagonist, Crono, is just an ordinary boy who finds himself getting thrown into a race across time and space to save the world from an apocalyptic future. Throughout his journey, Crono meets up with many different characters, from a chivalrous , sword-wielding frog from the middle ages, to a bulky, laser blasting robot from the future. The main quest is very good but some of the characters won't get fully developed if all the sidequests aren't explored. Thankfully, there’s plenty of incentive to do so as Chrono Trigger introduces some of the most memorable characters in RPG history.

Chrono Trigger definitely withstands the test of time and lives up to its reputation. Square Enix’s classic is a textbook example of what makes an RPG great by seamlessly combining engaging gameplay, extras, timeless story and memorable characters into one package. If you love RPGs there's simply no reason to pass this jewel up.

Sunday, July 10, 2011

Retro Review: Earthbound (SNES)

Earthbound (known as Mother 2 in Japan) is the second game in the Mother series, and the only one of the three to get released in North America. Released on the SNES, Earthbound is not like any RPG released at the time. Straying away from the classic fantasy-story type world, the player is instead immersed into a world closely resembling our own. Using many pop culture references, Earthbound's world is really more of a satire of our own pop culture, bringing a great comical element to the game. You will be running into a mock Blue's Brothers group called the Runaway Five and a man who I believe makes fun of Donald Trump. You'll end up fighting a video arcade gang called the Sharks, disgruntled moles, angry cars, smelly hippies, blue cult members, a steamy pile of sewage waste called Barf, and various other cooky enemies.

Earthbound places you in the role of Ness, a 13 year old boy whose extraordinary psychic abilities have yet to be unlocked. After a large meteorite crashes in his hometown, Ness is bugged by his not so nice neighbor, Porky, to go and check out the site. There, Ness meets an alien named Buzz Buzz, who tells him about an all powerful alien named Giygas who takes control of the universe in the far future. Ness is then tasked with finding the eight sanctuary points located throughout the world so as to unite his powers with the Earth, in order to beat Giygas within our own time. He is also told that he will not be alone on this quest, and that there are three other chosen ones, Paula, Jeff and Poo, that he must seek out to assist him. Thus begins Ness' adventure through one of the most comical and engaging story lines the SNES has to offer.

The battle system is a lot like the old Dragon Quests, where only the monsters show up on the screen and your status and commands are at the bottom. Each character has their own specific types of moves; Ness has PK abilities, Paula healing, Jeff has gadgets and Poo uses martial arts. The weapons you will use in these battles range from baseball bats and Yo-Yo's to bottle rockets and frying pans. The battle system is in old school JRPG style, with characters and monsters each taking turns based upon whose speed is the highest. It's a simple yet fun battle system, and believe me you'll remember the trippy psychedelic backgrounds that each battle has. The enemy designs are also very creative and funny; you'll laugh pretty hard at some of the enemies you will battle.

The storyline isn't as epic as a Final Fantasy, but it has its own charms that make it appealing throughout your time with it. You may find some slight translation errors throughout the game, and there's even a joke within the game that makes fun of that problem. There are also times throughout the game where you may get completely lost; old school RPGs tend not to be too keen on explicitly telling you where to go next. Honestly though, it's hard for me to find many flaws with this game because I enjoyed playing every second of it, and there really aren't that many anyways.

All in all, there is a reason why Earthbound is considered one of the great RPG's right up there with Chrono Trigger, and why so many collectors want to get a hold of this game. If you are a fan of old school RPG's and you have never played Earthbound, I urge that you play it if you have the chance. I can guarantee it will become one of your favorites, just like it is for me.

Submitted By: Jason Hald (Employee)

Monday, July 4, 2011

Preview: Sonic Generations

In celebration of the 20 year anniversary of Sega's speedy blue mascot, Sonic the Hedgehog will blaze onto consoles later this year in Sonic Generations, blending gameplay elements ranging from the original Genesis all the way to the modern consoles. While a good portion of the iterations over the years has brought disappointment and wariness to fans of the series, the undying anticipation of each upcoming title remains apparent. Sega's latest announcement may just be the spark of hope many have been waiting for.


In this upcoming installment, Sega takes all the best parts of all the Sonic games and will showcase the blue rodent dashing through 2D and 3D levels that have been completely redesigned for each gameplay mode. The demo that's currently available on Playstation Network and Xbox Live features Sega's tribute to the Green Hill Zone level as seen in the very first Sonic game.

The demo only allows gamers to play through GHZ in 2D, similar to Sonic the Hedgehog 4. While this mode doesn't completely stick to this perspective, however. Periodically, the camera pans off to the side to get a better view of Sonic as he speeds past the lush green background. The controls remain the same as they were in the classic games. On the PS3 controller, the X button jumps and by holding down on the D-pad while rapidly tapping X performs Sonic's spin dash or just tap the Square button. That's it, simple but effective...and fun!

The 3D mode isn't available on the demo, but based on gameplay footage from this year's E3, this mode still shows GHZ and looks to play similarly to Sonic Adventure on the Dreamcast or last year's Sonic Colors. The camera also frequently switches from the over the shoulder view to the classic 2D style. Sonic also retains his dash attack seen in earlier games that depletes his meter with each use, but gets refilled by defeating enemies or performing mid-air tricks. 
 
The game looks stunning in both the modes, despite the fact that most of the time you may not get a chance to stop and take it all in. The graphics are detailed, with a lot to look at, but not so much that it distracts from the action. 
 
Sega hasn't released much about the story yet, but something has been said about a Sonic being pulled through a time rift by a mysterious power, which is where the crossover element comes into play. With only one level available for play, it's difficult to say if Sonic Generations can pull the series out of the hole previous iterations have dug for it. The demo is only going to be available for download on PSN and Xbox Live until July 12. After that, gamers will need to wait until this holiday season to pick up their copy.


Sunday, July 3, 2011

Review: UFC Personal Trainer Kinect (360)

With the introduction of the Kinect, there has been a slew of workout games released for the Xbox 360. While it's nice that they were trying to get their audience moving, each game suffered from the same core problem. Zumba Fitness? The Biggest Loser? Your Shape Fitness? They were all for chicks. Each may have been fun in its own way, but buying one from a game store was accompanied with a certain sort of "this is actually for someone else" shame. Thankfully, UFC Personal Trainer has arrived to knee this stigma right in the face. There is nothing girly about this game; it fills the time between basic workouts like push ups and sit-ups with punching, kicking and kneeing. The workouts are shown by world famous MMA trainers, and their voices and character models are all immediately recognizable to the hard core fans.

The workouts are fairly intense; after the fitness diagnostic and a 15 minute pre-programmed workout I felt like I had just finished a P90X workout. For the diagnostic, the game asks you to do push ups and sit-ups, then jumping jacks to get a baseline of your heart rate and stamina. It then lets you pick one of the trainers who will run you through a quick warm up of stretches and calisthenics, followed by a brutal gauntlet of kick-boxing and jujitsu, mixed with squats, yoga, and other more traditional exercises. It is also possible to custom tailor your own workouts and keep track of calories burned, time spent, etc.

The game also has a few multi-player modes, such as "Side by Side"(both at the same time) and "Hot Seat" (taking turns) as well as a highly original "Challenge Mode" on XBL in which you can complete a routine, then send it to a friend as a challenge. This is probably the first game in which the top of the leaderboards really could, literally, beat you up.

This game is not without its problems, however. I found during this test that the game is very picky about placement of the Kinect; I had to be the maximum distance from the Kinect and others had to be far outside its view in order for all of my reps to count. It's much more precise than "Biggest Loser", but if you don't have the full 12ft play area it can be frustrating, especially when you nail 80 sit-ups and only have 60 counted. It also went to the pause screen fairly often when my roommate stepped to the side to watch, and its "side by side" multiplayer mode can be a little scary if the person next to you is wild with their punches.

Overall though, it is by fair the best work out game so far on the market, for any system bar none (edging out Zumba by sheer testosterone).

Submitted By: Daniel Dewey (Employee)