Well, that day has finally come.....it's moving day! Starting today we will be hosting all of our great news, previews, reviews, and gaming culture articles at our BRAND NEW blog, www.levelupvideogames.net! There you will find all the same great people, writing the same great articles, but with a new and even better look. Oh, and did we mention that www.levelupvideogames.com is now an online store, for all your gaming needs? So what are you waiting for!? Go to www.levelupvideogames.net or www.levelupvideogames.com today! Right now. Stop reading this and GO. NOW!
Wednesday, October 19, 2011
Monday, September 26, 2011
Review: Tekken Tag Tournament 2 (Arcade)
Tekken Tag Tournament 2 was just released in arcades over here in Japan on September 14th, and we got a chance to play it first-hand! Anyone who has played the original Tekken Tag will instantly feel at home, since the core gameplay remains the same, but there's a few tweaks here and there to build on the experience of the original and keep things exciting!
Tekken Tag 2 expands on the tag mechanics found in the original game by allowing for extended tag combos and other combined moves using both your fighters. Tag-combos can now be done simultaneously with both characters participating in the combo at the same time, not one after the other. Trust me when I say these moves aren't only devastating to your life bar but your moral, too! Tag-throws, combined throws using specific character combinations, have also returned, but in Tekken Tag 2 if you can get the timing right you can actually counter the tag-throws. Not only that, you can also instantly roll your tag-throw counter into a tag-combo, which hurts...a lot. However, the coolest new tag feature added has got to be the stage-tag. If you are playing on a stage in which you can knock your opponent off one level and they fall to the next one, you can tag-out out to your other character and pummel your opponent as they are landing on the next stage, for maximum damage!
While Tekken Tag 2 is based off of a modified version of Tekken 6, in my opinion it feels much faster, and the characters feel lighter, than in that game. However, it does retain Tekken 6's "Bound" hits system, in which you can hit an airborne opponent to the ground and then stun them, so you can extend your combos.
Tekken Tag 2 also has an extensive character customization system. It lets you outfit your fighters in pretty much anything you can imagine, including items that are normally meant for different fighters. Your customized character is then saved to your BaNa Pass card (BaNa is short for Bandai Namco, the game's developers and publishers), and the next time you play, just swipe your card and presto-chango, your customized fighters are ready to go! You can also download a digital version of the BaNa Pass to your cell phone (at least here in Japan, where cellphones do EVERYTHING), and by just magically waving your phone in front of the arcade you get the same effect as if you had swiped the physical card. The BaNa Pass system is also used to track your total number of matches played, and your win/loss ratio as well.
Tekken Tag 2 also uses an always-on online system, so that no matter what arcade machine you are playing on, you are always connected to the Tekken Tag 2 servers. The reason for this is that the servers magically capture “ghost” and win/loss data from any player using the BaNa Pass system; then, taking that information, the servers create a Top-20 list of fighters that the game will randomly throw at you as you play. What's really cool is that because of the always-on online system, these “ghost” fighters respond just like the real thing. The servers record every single little thing these fighters do, even how they would react in certain situations and to certain attacks/patterns. It's kinda creepy, but it's also pretty cool.
All in all, Tekken Tag Tournament 2 is a great fighting game, and as a fan of the original I am glad to see it return. Look for a demo of the game to be packaged with the November release of Tekken Hybrid, exclusively for the PS3. The full console port of the arcade version of Tekken Tag Tournament 2 is supposed to come out sometime next year.
Submitted By: Aaron McKeever (Employee)
Friday, September 23, 2011
Import Review: ICO/Shadow of the Colossus Limited Box (PS3)
A special collection of Ico and Shadow of the Colossus is going to be released in the States on September 27th, but it already came out here in Japan on the 22nd. As such, we've already had a full day to enjoy the awesomeness of this collection. As if that wasn't enough, Japan gets an exclusive special edition collector's box, which we, of course, also managed to get our hands on. Since the box set is rather expensive to import, we would like to share some pictures and impressions of both the games and the packaging with you. Hopefully the vicarious experience will satisfy your curiosity about the collector's edition, and motivate you more to pick up these amazing, artistic games when they come out in your area.
First, let's talk about the collector's edition packaging, shall we? It comes in a nice, hard box cover, as the games are on separate discs, unlike the US version which has both on one blu-ray. The box also holds a special book, filled with interviews, design sketches, and artwork from both Ico and Shadow of the Colossus. (Quick side note: Shadow of the Colossus is actually called Wander and the Colossus in Japan, a play on Wanderer.) The box itself is covered in various pieces of artwork, with the names of both games on top in an almost see-through laminate that catches the light in appealing ways.
The best thing about the games being on separate discs is that they have separate instruction manuals. This might sound crazy, but they are the most beautiful manuals we have ever seen. The Ico one is filled with sketches, and is laid out like a story book. The play instructions are also given in a storybook fashion, with directions on which button to press at what time actually being woven into the narrative structure.
The Shadow of the Colossus manual is even more impressive, as it has fold-out pages. As you flip through it, you see a beautiful piece of art, then you fold out a piece of paper, look at the instructions on how to play the game, then re-fold it and turn the page, and the artwork has changed. It's hard to really explain in just words, so hopefully the pictures will help you understand it a bit more. The fact that this manual is like nothing else we've ever seen, however, should be understandable without pictures.
Moving on to the included book, it's chock full of information. It starts with pages and pages of Fumita Ueda's original sketches for the colossi and other design elements, storyboards for Ico and Shadow, and other character drawings and tests. At the end of those, as a special treat, a lithograph of two original art pieces Ueda did for Shadow of the Colossus and Ico are included, which you can see below. The paper the lithos are on, and the art in person, is so beautiful, it's indescribable.
Next is a multiple page, in-depth interview with Fumita Ueda, the creator, himself. He discusses what path brought him to this point in his life, where he intends to go from here, and other various things about his life and his art. They then include pictures of his bookshelf, and he discusses his various influences. If you wanted to, you, too, could live life exactly as this incredible creator! They even include a timeline of what movies/books/pieces of art were most influencing him at which point of time during the production of Ico and Shadow.
After the interview, there are pages and pages about how Ueda and his team work, including a time-flowchart of what a normal work-day (12p to 9p, lucky ducks) looks like for them. They show what tools and technology they use to make the games, and provide a timeline of what the development schedule for both Ico and Shadow looked like. There are also interviews with some of the main staff on Ueda's team, but they are shorter than the interview with the man himself. The last thing in the artbook is a few pages of screenshots from Fumita Ueda's upcoming game, The Last Guardian.
As far as the games themselves go, well, they're gorgeous. Don't get us wrong, they aren't as pretty as The Last Guardian, nor any other game actually developed for current-gen systems. However, considering that Ico was originally supposed to be a PSOne title which got re-tooled at the last minute to be a PS2 title, and that Shadow of the Colossus is also up there in age, they are impressive. They didn't re-do the game from the ground up, but they made the existing graphics look as beautiful as they possibly could, and they did an amazing job. Besides enjoying an HD bump and the inclusion of optional 3D graphics (which we unfortunately couldn't test, not having a 3D capable TV), the ICO Team went back and bumped up the textures and polygon count in the games. The difference is immediately noticeable; the graphics look crisp and clear, the colors pop, and the characters have visible, recognizable emotions flit across their face as they experience the events in the story. Perhaps more impressive than the graphics, however, is the inclusion of an HD 7.1 audio sound track. If you thought Ico's world was immersive before, imagine it in surround sound. Certain scenes, usually ones with large stone mechanisms moving, were so intense my speakers almost rumbled themselves off my bookcases. The colossi moving is also incredibly impressive; it almost seemed like one of them was about to materialize into reality and step on my house.
Shadow of the Colossus is much the same as you remember it, as far as gameplay goes. However, Ico is noticeably different. For the collection, they used the European/Japanese version of Ico. Why, you ask? The American version was actually released 9 months earlier than EU/JPN versions, and as such those versions had better textures, more polish, and extra features. Those extra features are carried on into the PS3 release. For example, when you beat the game, all of Yorda's and the Queen's strange language is translated, so you can understand what they are saying on subsequent play-throughs. More exciting, however, is the inclusion of the 2-player mode; upon completing the game for the first time, you can choose to re-play the game with a friend taking on the role of Yorda.
As far as the games themselves go, we don't feel the need to really review them. They are classics, and the best argument there has ever been for the 'games as art' debate. If you played them before, when they were originally released on the PS2, then you already know this. Be assured that seeing Ico and Shadow in glorious HD graphics will warm your heart, and re-affirm the love you had for these games when you first played them. If you did not play them when they first released, or if you only managed to play Shadow (Ico was ridiculously hard to find on the PS2), then you need to buy these. Even if atmospheric action-adventure puzzle games aren't what you usually play, play these. They are the best examples of what video games are capable of achieving as an art medium, and you will be better for having played them. We personally hope that all of you will support these games by buying them on September 27th, and at $40 for the two of them, you can hardly find a better deal for your time. You won't regret it. We know we don't. We sincerely hope you enjoyed this look at the Japan-exclusive collector's edition box of Ico and Shadow of the Colossus.
Submitted by: Sherrie Blackwell and Aaron McKeever
Submitted by: Sherrie Blackwell and Aaron McKeever
Wednesday, September 21, 2011
Review: Street Fighter III: 3rd Strike Online Edition (PS3/360)
While there are many, many different games in the legendary Street Fighter series, in my humble opinion Street Fighter III was the best of them. If you haven't played SF3, but are a fan of the series, I highly suggest picking up this game. Even if you aren't a fan of Street Fighter, this game is so much fun that you will enjoy it as much as any fan would.
Street Fighter 3 revolutionized the 2D fighting game world when it was originally released. With its insanely awesome game mechanics, namely the parry moves system and the EX moves mechanic, it had a higher level of finesse and polish than all the other fighting games of its time. You were able to parry a move and negate all damage to your character with the right timing, and you could power up your character's moves by sacrificing a portion of your special meter, both things which had never really been seen before.
This version of the game is essentially a remastered and remixed version of the beloved arcade classic. It has everything the arcade version had and more. You have the ability to fight against opponents online by either matching them to your rank in the game, or just by quick join, which matches you based only on the requirement that your opponent is a warm body. Quick join basically puts you up against any opponent regardless of rank, so you may find yourself fighting a clone of Daigo Umehara. You may google him, if you haven't seen him play yet and you need the fear of God put into you. The game is also produced by GGOP, which is a company that is known for its lag-less online play. In addition to lag-less, totally awesome online play, you also have the ability to record your matches and upload them to YouTube, or watch other players' recorded matches, including your PSN or Xbox Live buddies' fights.
For those of you who might be a little too attached to the original version of SF3, fear not; you can change the game's look into the classic arcade style, or you can keep the new, HD, smoother looking graphics, whichever floats your boat. This version is also loaded with trophies/achievements, so you will definitely find yourself playing this game for a long time if you are one of those OCD 'need every trophy ever' people. Even if you aren't, it's still a fair bet that you will sink a lot of time into SF3 Online with the addition of trials and parry training. You have tons of little mini-trials, which by conquering level up your rank in the game, allowing you to unlock pictures, music, and movies from the game's crypt. These are awesome, but perhaps the coolest thing about them is that one of the trials is actually EVO moment #37 (EVO being a huge annual fighting game tournament). Yes.. Good luck trying to get that achievement. Parry training allows you to practice your parries against any character, which is incredibly helpful. You can even record a dummy character's moves and have it attack you, so you know exactly when the hits are coming, in order to really perfect your parry timing. In any case, the trials and parry training will allow you to master the game on an entirely new level, and perhaps you might even get to the level where someday you will go down in EVO history.
Street Fighter III: 3rd Strike, in my opinion, has only gotten better with age. It is a game that was considered nearly perfect at the peak of its relevancy and has greatly amazed me even now, 12 years later. If you played this back in the day, or, horrors, you never had the chance to play it, you owe it to yourself to download it from Xbox Live or the PlayStation Network today.
Submitted By: Armando Ibarra (Employee)
Submitted By: Armando Ibarra (Employee)
Thursday, August 25, 2011
Review: Dynasty Warriors Gundam 3 (360/PS3)
Dynasty Warriors is a popular series of games that recreate famous battles from the book "Romance of the Three Kingdoms". It is a hack and slash game with some minor RPG elements, such as leveling up your character's abilities, who you are able to choose based on which of the three different clans you want to play as. Your chosen character then has the honor of leading your soldiers into battle, which are massive 'conquer territories' skirmishes where you fight anywhere from 300 to 1,000 troops per mission. The series has been relatively successful, so Tecmo Koei decided to make it even more so by combining their winning formula with giant robots from a famous anime series, thereby bringing you Dynasty Warriors: Gundam.
Dynasty Warriors: Gundam 3 is, obviously, the third installment in the series, so plenty of changes have been made since the original one first came out. The graphics have been improved and the overall game play mechanics have had a bit of an overhaul. The maps are a bit more developed, and I enjoyed the soundtrack much more than the previous two entries. However, the battle system has remained the same throughout all of the Dynasty Warriors games, so don't expect much of a change in Gundam 3.
Dynasty Warriors: Gundam 3 is, obviously, the third installment in the series, so plenty of changes have been made since the original one first came out. The graphics have been improved and the overall game play mechanics have had a bit of an overhaul. The maps are a bit more developed, and I enjoyed the soundtrack much more than the previous two entries. However, the battle system has remained the same throughout all of the Dynasty Warriors games, so don't expect much of a change in Gundam 3.
The Dynasty Warriors: Gundam spin-offs work a bit differently than the normal Dynasty Warriors games. In Dynasty Warriors you normally have one of a variety of objectives, such as kill the leader, or head to this point on the map and secure it, etc. The Gundam versions' mission objective is to take over bases and bring the enemy morale down, which makes the leader show up. You then kill him and end the mission. Basically, every mission is the exact same regardless of what they ask you to do. There are certain bases that you can capture that help raise moral or do other little things to help change the tide of battle a bit, but over-all, you are going to end up playing the missions the same way each time.
The story is pretty bad, in fact I was actually skipping through the storyline during my 30+ hours of game play just to get to the fighting. The story is, in a nutshell, about how all of the famous Gundam characters from all of the different Gundam series follow a strange signal and end up on a planet where things are "distorted". You are never told what's making the world distorted, but all of the characters seem very distraught about it, so it must be bad. The characters break off into three different groups, causing three different storylines (seems like a Dynasty Warriors trademark) that eventually coalesce into two different stories.....apparently one storyline gets lost somewhere along the way. The three storylines are all really bland and all of them talk about the exact same thing. Whittling it down to two stories doesn't help either, as they also seem to be exactly the same. Now, I'll be fair and admit I didn't finish Dynasty Warriors: Gundam 3, so the storylines could have magically developed into some sort of masterpiece in the last few hours of the game, but I highly doubt it. At least, they weren't going anywhere when I stopped.
The best part about this game, like all Dynasty Warriors games, is the insane amount of missions to go on. Even if they do end up playing pretty similarly in this iteration, there are tons of them for you to do. Depending on which missions you choose, you gain new parts to put on your Gundam, or unlock higher-tiered Gundams to use in battle. These missions also unlock new pilots, operators, and various other things as well.
All in all, despite its huge flaws, there was a reason I played this game for 30+ hours. I am a big fan of Dynasty Warriors games simply because I love being an overpowered person that kills hundreds of enemies in a single stroke, and being able to do that while sitting in my favorite giant robots made it a 1,000,000 times better. If you also enjoy the Dynasty Warriors games, and especially if you love Gundams, you should pick it up just for that. You'll just have to skip the story.... but with giant, awesome, robot Gundams, who needs that anyways?
All in all, despite its huge flaws, there was a reason I played this game for 30+ hours. I am a big fan of Dynasty Warriors games simply because I love being an overpowered person that kills hundreds of enemies in a single stroke, and being able to do that while sitting in my favorite giant robots made it a 1,000,000 times better. If you also enjoy the Dynasty Warriors games, and especially if you love Gundams, you should pick it up just for that. You'll just have to skip the story.... but with giant, awesome, robot Gundams, who needs that anyways?
Submitted by: Jason Hald
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.
Submitted by: Sherrie Blackwell
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
Wednesday, August 17, 2011
Retro Review: Mischief Makers (N64)
Way back before Enix and Square merged, they were individual companies that produced much more than just RPGs. In 1997, Enix created a game for the Nintendo 64 called Mischief Makers, a quirky little platformer that can easily contend with the likes of Mario and Donkey Kong in terms of fun and playability.
It's a fun little story that tells of the adventures of a robotic maid named Marina, and her quest to save her creator Professor Theo from the evil clutches of his twin brother. She travels to the planet Clancer to rescue him, and on her way battles and hijinks ensue. The story itself is a little cliche by today's standards, since it's just a basic save the damsel in distress game (except in this case it's a man, so that's new!). However, the story isnt why people play these types of games; it's all about the gameplay, and that's where Mischief Makers really shines.
The game mostly plays like a standard platformer, with a few key differences. First, you have a boost that you can use to propel yourself over large gaps, or to just simply move faster (there is even a race you can compete in!). Secondly, you have no offensive abilities: the only thing you can do is grab and throw. This plays a key role in what makes this game great. Using your grab and throw techniques is the only way to beat bosses and solve puzzles. It's very similar to the way that Super Mario 2 worked, where you can throw enemies into each other. It's not just little enemies you can grab though, you can grab the local people, energy blasts coming at you, and even larger enemies' fists and throw them back in their face! The way this mechanic is implemented is fun and intuitive, and very unique in its design. It's not all just fighting though; in between all the action are puzzles. The levels aren't just a direct path from point A to point B, you have to figure out how to get there through the platforming. It's an absolute blast.
This game is very unique and fun to play, as well as challenging. In order to get 100% completion you must find a gold crystal in every level; if you do so you are treated to a special ending that shows what Marina would look like if she were human, and the style varies depending on what age you put in at the beginning of the game. It's a nice little treat for the completionists out there. So what are you waiting for?! If you aren't one of the lucky few who have already discovered Mischief Makers, then hurry up and get back to the roots of gaming with this hidden gem!!
Submitted by: Tom Ferko (Employee)
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)
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.
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.
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.
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.
Labels:
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Playstation,
SNES,
Square Enix
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)
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