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Mass Effect 2 Impressions

March 4th, 2010
mass_effect_sheppard_finale
Image by Gord McLeod via Flickr

When I finished the original Mass Effect not so very long ago, I was in awe of how grand and cinematic the game felt. Knowing then that a sequel was right around the corner, I worried how it could possibly live up to what Bioware accomplished with the first one. I shouldn’t have.

Mass Effect 2 takes almost all of the fun that existed in the first game and amplifies it, while eliminating the tedium. In the process, they made quite a few interesting design choices.

The most obvious improvement is with the visuals. It actually looks like they use quite a few of the same models they used in the original game, especially for Shepard, who looks EXACTLY the way you’ll remember her (or him) if you played the first. The shaders used to enhance those models are vastly improved, though; I actually gasped when I saw how good the game looks.

Mass Effect 2 plays very much like a shooter. In fact it may actually be more accurate to call it a shooter than a roleplaying game at this point. But don’t let that put you off; as good as the shooter part is, they have managed to improve the cinematic quality of the dialogue even further in this installment.

The characters so far (disclosure: I haven’t finished playing yet) are extremely well developed, with each getting a considerable amount of “screen time” to be fleshed out beyond generic recruits for your grand mission. Much of this screen time is optional though, a good choice on Bioware’s part as not everyone will care about getting to know these people. This is their loss, as they’re well worth getting to know.

I do have two complaints about the game. One of my favorite elements of Mass Effect was driving around planet surfaces. The rover you controlled was tricky to learn, but a lot of fun once mastered. It is sadly missing from Mass Effect 2, though my guess as to why is that it eliminates potential frustration at having to drive around a large area searching for minerals and other discoverables.

In Mass Effect 2, you locate minerals by scanning planet surfaces. This is a fine approach and would work well if you spaced it out between missions. I, naturally, failed to do this. COMPLETELY my own fault, and something I regret, as I now need quite a few minerals to complete various upgrade and research projects the game gives you. Unfortunately the process does get very dull when you do a lot of it at once.

Still, these are really minor quibbles with a game that in my book is an early contender for 2010’s best.

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Bayonetta Micro-Impression

March 4th, 2010
Bayonetta
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I recently had the chance to pick up Sega’s  Bayonetta and give it a run on the PS3. From the little I’ve played so far though, it seems like a fantastically polished, fast, furious and fun game. It’s exactly the kind of quick combat oriented game I can throw in the machine and have some fun with for a short time, without worrying too much about how much progress I make.
From a design perspective, one feature in particular caught my eye. During load times you retain control of your character in a way that reminds me a little bit of Assassin’s Creed’s Matrix-like loading feature. Bayonetta takes that concept and makes it even more useful. You can practice your combos while waiting for things to load. This is very handy for a gamer like myself; I gravitate more towards role-playing games and shooters than combo-fests. When I picked the game up, I assumed I’d have to get through it with a little luck and a lot of button mashing, but this practice feature gives me some hope that I might be capable of actually learning a few of the cooler moves at some point. It also makes the load times much easier to bear, though the update that allowed the game to be partially installed to the system’s hard drive results in load times that are pretty easy to handle anyway.
This post is my first experiment at shifting my game impressions from my blog to Google Buzz. Let’s see how this works out!
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Full Review: Shin Megami Tensei Persona 4

July 27th, 2009
Shin Megami Tensei: Persona 4
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Way back in January, I wrote an Impression piece on Persona 3 FES, a game I later had to abandon because I got myself stuck in an unwinnable situation without sufficient save games to back my way out of it. At the time, I couldn’t bring myself to restart from the beginning.

Instead, I started playing a different game – the next game in the series, Atlus Games’ Shin Megami Tensei Persona 4.

I’m not going to write an Impression of P4; the game sucked me in so completely that I have already finished playing it. Not just finished – I finished with the true, good ending. Anyone who knows my game playing habits will understand what this means – I usually take a very long time to finish games. My average play time for Final Fantasy games is measured in years. Persona 4 took months, but for me, that’s crazy-fast.

Persona 4 takes the franchise concept in an interesting direction. As in Persona 3, you play a nameless (you get to name him) protagonist, newly arrived in town. Your parents are working overseas for a year, so the protagonist is going to stay with his uncle and young cousin for the year.

Shortly after arriving, though, the town is left reeling by a series of gristly inexplicable murders. As you’d expect, of course, this is an open invitation for the protagonist (a Japanese highschool student) and his friends and classmates to get involved in the investigation. It’s a bit of a tricky situation for him from time to time, as his uncle is a detective with the local police department, but all crime-fighting Japanese highschool students have SOME cross to bear, or it just wouldn’t feel right.

The investigation is aided greatly by the protagonist’s discovery that he has the ability to somehow enter the screen of a TV, crossing over into a strange fog-filled world on the other side. There he is able to use the power of “Persona”, another personality inside himself that he can call upon to fight the Shadows that inhabit that strange, misty world.

Without going into too much of the plot, the story unfolds with mechanics that will be largely familiar to players with experience of Persona 3. There are some significant changes that improve the play experience though, chiefly the ability to take control of all of your characters in combat. Persona 3 allowed direct control only of the protagonist; his friends were always under AI control. Having full control allows you to take advantage of character abilities better and to more carefully manage the health and magic points of the party on long dungeon grinding sessions.

Dungeon grinding is another area where Persona 4 improves upon Persona 3 in a dramatic way. In P4, you always have the option to resume exploration of a dungeon you’ve left at the deepest level you’ve reached in it, which prevents the often tedious trek back up to where you left off that P3 players faced on a regular basis.

The most important thing for me in any RPG is the characters and the story, and this is where P4 really shines in my eyes. The story and the world are written in such a way that each character that joins your “investigation team” has a Persona, and has that persona because they were a potential victim of the murder spree. Without giving too much away, each character is forced to face his or her own inner demons – or more specifically, their inner Shadow – and once that Shadow is defeated, that person gains a new level of acceptance of who they are. This becomes manifest by their acquisition of a Persona, a figurative and literal gain in power that enables them to join the fight to discover the truth behind what’s happening in the town.

This is a really brilliant move because it doesn’t just encourage good character development, it requires it. All of the characters you play rise above the stale stereotypes you find too often in games and display a depth and complexity that was beyond refreshing. These are characters who live in the mind and imagination of the player, real people with conflicting desires, self-doubts, multi-faceted personalities and a great deal of growth throughout the course of the game. When the game was over and it was time for me and my protagonist to leave these friends behind, it was with true regret that I had to let them go.

Before you start thinking that Atlus is paying me to write this, I should probably mention that there ARE some things that bothered me about the game. Most serious was the obvious railroading that goes on. Given the time management aspect of the game that P4 shares with P3, it’s completely understandable, but it seemed to stand out even more in P4 than it did in P3. Understandable or not, it did affect my ability to enjoy the game on a regular basis.

All in all, flaws or no flaws, Persona 4 is currently at the top of my list of favorite RPGs. The story and particularly the characters are beautifully executed, and kept me completely enthralled. More importantly, those characters are going to continue to live inside my head for a long time to come, and will likely tempt me back in for another play-through, since getting the ultimate good ending allows you to start a new game with some carry-over data to unlock new stuff.

I can’t recommend this game enough. If you have any interest in JPRGs at all, it’s a must-play. If you have any interest in RPGs in general at all, it’s a must-play. If you don’t have any interest in RPGs at all, give it a try anyway; it may well be enough to change your mind.

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Review: Fantastic Contraption

July 13th, 2009

Fantastic Contraption is many things. Part physics toy, part puzzle game, part sandbox, all wonderful and frustrating and delightful combined.

The idea is not a new one; you have a set level with an object that must be moved, terrain it must be moved over or through, and a goal space it must reach. To accomplish the moving bit, you have some pre-set components you can use to build various contraptions

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The Sims 3

June 29th, 2009

The Sims 3 is consuming my life. I thought The Sims 2 was addictive… wow.

Blogs, Reviews

Holy Game Explosion!

May 3rd, 2009
Valkyria Chronicles
Image via Wikipedia

It’s been forever and an age since I posted anything significant, and that’s because my gaming world seems to have exploded. I’ve got so much stuff to play I don’t even know where to start writing about it all – and so I’ve decided to post a written thumbnail gallery of what I’m going through right now.

Games I’m Still Playing

Star Ocean: The Last Hope, XBox 360

A Kingdom for Keflings, XBox 360 Live

Games I’m Playing But Haven’t (Yet) Written About

Fantastic Contraption, http://www.fantasticcontraption.com

Amazing little web physics game along the lines of The Incredible Machine. You must get an object from one place to another by building fantastic contraptions out of various types of wheels and rods. Free to play with extra content if you’re willing to pay a little. It’s well worth it.

Little Big Planet, PS3.

I haven’t dug too much into this one yet; I just picked it up a couple of days ago. I’m late to join this party and it’s a shame, it’s a pretty mind-blowing gaming experience. At it’s core, LBP is a fairly typical platform game, but they expose that core in an unprecedented way by giving you all the tools you need to create a rediculous variety of worlds of your own to play in, alone or with friends.

Persona 4, PS2

I caved into temptation and started playing Persona 4, and was hugely impressed. As fantastic as Persona 3 is, Persona 4 takes a small step beyond it in nearly every respect. The steps may be small but the number of them adds up to a great difference; Persona 4 is one of the best RPGs I’ve played, so far. I’ll be writing it up soon.

Valkyria Chronicles, PS3

This game really blew my mind, even more so than Little Big Planet. When I got myself a PS3, I got it for two reasons – it was the cheapest BluRay player available on the market at the time, and because I want to get Final Fantasy XIII for the PS3 when it’s released. If I’d known about it, Valkyria Chronicles would have been more than enough justification. It’s a strategy roleplaying game, not a genre I’ve ever tried before, but now I think I’ve been missing out. I’m not going to rave about this one too much, it’s my #1 priority for an Impression post; I’ll save it for that, coming up soon.

Pain, PS3 Store

This is a pretty small game I was introduced to just last week. The idea is to flick a living crash test dummy of a character around a scene, causing as much destruction as you can. It sounds kind of brainless and silly, which it is, but it’s amazingly addictive and satisfying to play. The base game comes with one scene and a couple of characters to throw around. Two additional scenes and a large number of extra characters are available for purchase on the Sony Online Store.

Games I Am No Longer Playing

Persona 3 FES, PS2.

  • I’m still sucked in by the story on this one, but sadly I reached a point where I could not defeat a boss encounter and don’t have enough saved games to go back and level up to try again. I will start a new game in the future, manage the early game days better, and possibly play at Easy level just so I can get through the story more effectively.

Harvest MoonTree of Tranquility, Wii.

  • A good game, one I enjoy, but I’m too far off the target audience for it to hold my attention against the likes of Star Ocean, Persona 4 and Valkyria Chronicles.
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Reactions: Max Payne 3

March 23rd, 2009
Max Payne
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Rockstar has announced Max Payne 3, followup to two highly original shooters that introduced the gaming world to Matrix-style “Bullet Time” before even the Matrix games were able to do it. Slated to appear on the winter release schedule and featuring versions for the PS3, XBox 360 and PC, players will revisit the troubled life of protagonist Max Payne.

“We’re starting a new chapter of Max’s life with this game,” said Sam Houser, Founder of Rockstar Games. “This is Max as we’ve never seen him before, a few years older, more world-weary and cynical than ever. We experience the downward spiral of his life after the events of Max Payne 2 and witness his last chance for salvation.”

These words from the press release ring pretty true for me. Rockstar has a fantastic history with game releases, and I loved the original two games, but I can’t help but (unfairly, I know) assign a little guilt by association that makes me think the full name should be “Max Payne 3: We’re Sorry About the Movie.”

Won’t stop me from playing it though… and it sure won’t stop me from enjoying it.

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Impressions: Star Ocean – The Last Hope

March 15th, 2009
Game cover
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As of this writing, I’m about 30 hours into Star Ocean – The Last Hope (SO-TLH) for the XBox 360 and I’m enjoying it. I had wished, when I started writing this, that I’d be able to say I was thoroughly enjoying it, but there are a few concerns I’ve got that prevent me from saying that.

The Last Hope is a fantastic Square-Enix RPG, no doubt. Anyone who likes Final Fantasy style Japanese RPGs will be into this. The title comes from the core of the story, which is that humanity has been up to it’s old tricks and taken warfare to such an extreme that World War III has occurred and left the Earth unable to sustain life, at least on the surface. Humanity has taken refuge under ground, but they can’t remain there indefinitely. The human race’s titular last hope is the search for a new world to call it’s own, hopefully one they’ll take care of a bit better than they did the Earth.

The characters are decent, if a little generic-seeming at the start. They do begin to come into their own as you get further into the game, which is a bit of a relief. Your primary characters are Edge Maverick and Reimi Saionji, humans from Earth’s underground who are determined to find humanity’s new home. They’re fairly typical anime/RPG character archetypes, the idealized everyman that you can identify with comfortably while a part of you wishes you secretly wishes that you could identify with them a little more closely. This makes it easy to slip into their shoes so to speak, but also makes them feel a little bland at the outset. As the game progresses they start to come into their own a little bit more with story events tugging on their personas and moulding them into something a bit more unique.

The combat is enjoyable, resembling other Square-Enix games in the broad strokes but with some twists that are new to this title. It took me a long time to get into the game’s Blindsiding system because I found it largely unnecessary, but now that I do know how to pull them off, I find I do them a lot more often. Blindsiding is a way your characters have of slipping past an enemy’s defenses to strike from their “blind spot” which always results in a critical hit for much more damage than a typical hit would do.

If I had any complaint about the combat, it’s the same one I have with all Square-Enix games – it’s often necessary to go “grinding”, or fighting endlessly for the sake of fighting to build experience up when you discover that you’re not strong enough to get past a particular encounter. This is not always a bad thing. In this game in particular I’ve found it less irritating than I have in other games, because it has led me to exploring the various planets I can travel to in more depth, and I’ve completed a large number of smaller side quests as a result. These side quests make for an effective alternative to grinding, in fact, because you can earn a fair amount of experience doing them,which levels your characters up just as effectively as the fighting.

Another nice side effect of the side quests is that many of them are crafting quests. People or shops will often ask you to find or make special items for them. The game contains a vast number of resources you can acquire in various ways. You can then take these resources back to your ship’s lab, where you can launch the crafting interface and create a dizzying array of items that range from weapons and armor upgrades to ship upgrades to useless bits of arts and craft that can be sold for more than the cost of the components you made them from. Like blindsides in combat, this was not something I jumped into right away, but once I did start messing around with it, it quickly became a fun passtime in it’s own right – and the more combat oriented items are yet another way you can reduce the need for grinding, as they can make those extra-tough encounters a lot easier to manage.

Visually… well, it’s a breathtaking game that often inspires me to just sit still and pan the camera around the world to take it in. I won’t go on too much about how great the game looks, because honestly, it’s not often you find A-list games these days that don’t look spectacular.

I have had some problems with SO-TLH that have driven me absolutely crazy. The game seems to be unusually crash-prone. I’ve had more problems with crashing games on the XBox 360 than on any other console, but this game in particular crashes more than any other 360 title I’ve played in recent memory. I’m not sure whether this is because the game is buggy, the console lacks stability, or because  my console is one of the earlier 360 releases, but no matter the cause, it’s frustrating to lose progress due to lockups.

It does say something about the compelling quality of the game that I keep going back to it though. I’m anxious to see where the story is leading; what more is going to happen with these characters? What more will they go through, fight through, endure through? It’s good enough to be worth a little frustration to see where things are headed.

Overall impression: I’d rank it a bit below Final Fantasy XII or Persona 3 FES, but still definitely worth a look for fans of this style of gaming.

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Impressions: A Kingdom for Keflings

March 1st, 2009
A Kingdom for Keflings
Image via Wikipedia

A Kingdom for Keflings is a very cute game for XBox Live Arcade that caught my attention because it’s one of those new games that makes direct use of the 360 Live Avatars in the same way that so many Wii games make use of Miis. The idea is that you play the game as your Avatar, who exists in the world of the Kelflings as a giant among small people. These small Kelflings want a great kingdom, and for some unspecified reason, you’re helping them achieve this goal.

You start with a few Keflings and a large amount of resource-rich land. As a giant, you’re able to work reasonably quickly to harvest basic resources and get the building process under way. This is essentially a resource management game; you could almost see it as  real-time strategy game, except that there’s no opponent to fight. Much like Warcraft and it’s ilk, you’ll spend time chopping trees, mining stone and crystals, etc. all in the name of constructing buildings to unlock more advanced technologies to improve your kingdom and your Keflings themselves.

Though you are capable of gathering the resources you need yourself, you’re better off putting your Keflings to work for you to handle resource gathering. This frees you up for the task of actually constructing all the buildings the new kingdom is going to need. That’s something the Keflings can’t do, so your time is much better spent focused on that.

In addition to the resource management part of the game, there’s a bit of a collecting game as well. You can explore the land around your growing kingdom to find new tools that will help you gather different types of resources. Generally they’ll be found smack in the center of a resource patch, requiring you to do some work to clear a path to the tool.

There’s also a bit of a quest component. Once you’ve built your kingdom up to the point where you have a town hall, keep or castle, you’ll be able to get quests from the Kefling you’ve put in power. These are largely resource quests, along the lines of “I need 50 magic gems, can you put them in the contractor’s office for me?” So you’ll go off, get the resource requested, put it in the building requested, and be rewarded with love.

That may not sound like much of a reward, but Love is actually another resource in and of itself. You need it whenever you build a new house to increase your Kefling population. Building a house is all well and good, but Keflings won’t want to live in it until it contains love. Build a house, put love in it, and you get new Keflings to do your bidding. Quests are the primary means of getting Love, so you’ll need to undertake them once in a while.

Constructing buildings is a pretty interesting process. It’s not too heavy on the micromanagement, but not simplified to the point of pointlessness either. Among the many buildings you’ll construct for your kingdom are various types of workshops. These workshops will take resources of various kinds and enable you to place orders for building components. The components are assembled and placed outside the workshop. Your giant then goes and picks up the component and you can put it wherever you want in the world. You arrange the components in the proper configuration (which you’ll be able to see on the building’s blueprint,) and when you have all the components in the correct configuration, the building is automatically finished off.

This may sound really simple, but you have a limited population of Keflings harvesting resources for you. You’ll also have Keflings working at transporting resources from location to location, and others processing one type of resource into another. For instance, you may have one Kefling chopping trees into logs, one Kefling working in a saw mill, and a third Kefling transporting cut planks from the sawmill to your contractor’s office. Your contractor’s office is just one type of workshop though, you may have half a dozen others in your kingdom, and all of them need to be fed a variety of resources to create all the building pieces you’ll need. Making sure you have all the resources you need where you need them can be a bit of an optimization dance. It’s not too punishing if you mess up though; you can always have one workshop “build” a resource stockpile for you, which your giant can then move where you need it in a hurry. It’s just tricky enough to be interesting but not so tricky as to be frustrating.

I started playing this game with the demo just last night and quickly found myself compelled to spend the 800 Microsoft Points required to upgrade to the full game.  It didn’t claim ALL of my attention; Star Ocean – The Last Hope took the lion’s share of it. But I did find myself playing it far more than I expected I would, given the fact that I had Star Ocean there waiting for me. That’s a pretty good sign.

Speaking of Star Ocean – The Last Hope, that one is next on my Impressions list. Watch for a new post on it very soon.

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Review: Choose Your Own Adventure – The Abominable Snowman DVD

February 28th, 2009

By Gordon S. McLeod

As a longtime fan of the Choose Your Own Adventure (CYOA) books and of interactive fiction in general, it was with great pleasure that I learned of the CYOA: The Abominable Snowman DVD about a month or so ago. (Note: This review was written years before being reposted in this blog.)

It’s been years since I read any of the books, but the memories rushed back quickly enough. I used to spend hours going through the various possible twists and turns the stories could take, dreading the early ending that death inevitably resulted in, doing my best to find the longest paths through the books.

When finally I saw the new DVD on a store shelf the other day, I snapped it up, eager to see what they’d done with the franchise. DVD is a video medium perfectly suited to this type of storytelling; indeed, this isn’t the first title that has tried this kind of storytelling in DVD format. A number of old laserdisc-based arcade games like Dragon’s Lair, Space Ace and their sequels have appeared on DVD, fully playable. There’s also the recent release of Final Destination 3, which has an interesting “create your own movie” mode where you select the fates of the various characters as you watch in much the same way that you play this disc.

So on to the meat of the review, shall we? Choose Your Own Adventure: The Abominable Snowman DVD boasts 11 possible stories, which disappointed me at first. Familiar as I was with the books, I expected more – but when I sat down to play this disc, it surprised me.

The experience is much like watching a good quality kid’s cartoon; the story goes on for some time before you’re called on to make a choice. There’s plenty to watch and pay attention to, and when the choice points do come up, they feel fittingly weighty and important.

If there’s one problem with the storytelling, it’s that it borrows a little too heavily from the children’s cartoon legacy that its format takes from. Unlike the books, which had you running the risk of dying at every turn, you don’t seem to be able to die at all in this DVD. This is a shame, as that constant looming specter of death was thrilling as a kid, and I miss it in this release.

The controls are also something of a problem; it took me well over an hour to master the choice controls. As I’m an avid video gamer, I’m used to learning new control systems, so this bothered me. I had a few unfortunate instances where I did not get the choice I wanted. I was not quick enough with the remote and failed to get the choice indicator that should appear while you’re selecting. I doubt they’ll be revising their stance on player death in future releases, but I do hope they’ll take a look at the controls a little more closely and refine them a bit for future discs.

The branches of the stories are distinct and imaginative. It’s been long enough that I can’t compare the endings to the ones in the print version, but experiencing them anew, I was pretty satisfied with the types of ends you could reach. You will find yourself journeying through various geographic areas with differing looks and feels, and you will meet various characters in different ways from story to story. The potential for repeat viewing on this disc is hard to beat.

The vocal cast is excellent, lead by William H. Macy and Frankie Muniz, with notable appearances by Lacey Chabert, Felicity Huffman and Mark Hamill. The animation and vocals are better than you’d expect to find in a cartoon TV show, resembling more what you’d find in many animated movies.

So now we reach the end of the review. You have two choices before you.

If you dismiss the Choose Your Own Adventure DVD from your mind, turn to another random web page.
If you find it fascinating and want to experience more, turn instead to your favorite DVD retailer or rental service.

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