Sunday, January 31, 2016

Review #280: Rogue Galaxy

 On a galaxy, far, far away...
 Rogue Galaxy is a JRPG that takes place in outer space. Kinda. From what I can gather, Sony expected the game to sell well and become a franchise, but, probably, due to the time of its release, it didn't manage to sell very well. But hey, it's getting a second chance on PS4!

 Meet Jaster Rogue, the hero of the story. An every-day hunter-for-hire on the Desert planet Rosa. Then meet Simon and Steve, two robots searching for the legendary hunter, Desert Claw. Long story short, these two mistake Jaster for Desert Claw and take him on Dorgengoa's Space Pirate Ship, on an adventure through the stars. Kinda. See, the game is set on the future, with space-travel and what-not... but besides lasers and a few robots here and there, most of the game feels fairly... medieval. You'll visit jungles and its ancient ruins, you'll visit a fairly run-of-the-mill city and its non-futuristic mines and then go through its... underwater ruins. Then there's Zedran, the most futuristic city in the game, and you'll get to go to a robot factory in there, and then the... fairly non-futuristic prison and it's... non futuristic ruins. Basically, it's a non-futuristic game set in the future. With a lot of swords, magic, golems, and what not. Even the 'aliens' are unimpressive for the simple reason that... most aliens in the game are anthropomorphic animals like sharks or dogs! Still, only four party members are human, there's also two robots, a lizard-looking alien and an anthropomorphic dog-alien which make for quite the colorful cast. All in all, the plot isn't too bad, but I wasn't impressed or particularly invested on it. You'll see every plot twist coming before the fact! Every member in the cast gets his or her chance to shine, and while none are particularly original or deep, you'll grow fond of them.
 Once you get into the Dorgenark, Dorgengoa's ship, you'll be able to travel to different planets. One of the game's most impressive feats is how well it hides loading times, so that every planet, which hold 2-3 dungeons each, features no loading screens or 'separated areas'. That means that each planet offers a ton of areas to explore, and as you go along you'll find Save Spots which double as 'teleporters', which can teleport you to any other teleporter on the planet, making backtracking a cinch. One thing that may grate your ears is that party members don't shut up as you explore, and they'll repeat the same lines over and over again. Ok, Deego, I get it, you want to rest, whatever the hell that means on a game like this. And Kisala, shut up, this is the ONLY route towards the objective, so there's no possible way that this route is wrong, so shut the hell up.... Yeah, it's fairly annoying. And since I'm at it, this may be a nitpick, but usually when you go into an RPG's menu, you expect to see the status of your party, as well as your money. Not here. Wanna see your levels, and how your HP is doing? Gotta go into the 'Allies' sub menu. Want to see your money? Gotta go into the 'items' sub menu. And after you reach the arbitrary maximum of a certain item, but you find more in a chest or after a battle, the game takes a second to load the menu and force you into the 'Items' sub menu to choose what to do. Would've been much better to just let you choose what to do with the item on the 'results' screen. But hey! Planets look beautiful, and there's a bunch of treasure chests everywhere, so exploration is always encouraged.

 Meet Jaster Rogue, the hero of the story. An every-day hunter-for-hire on the Desert planet Rosa. Then meet Simon and Steve, two robots searching for the legendary hunter, Desert Claw. Long story short, these two mistake Jaster for Desert Claw and take him on Dorgengoa's Space Pirate Ship, on an adventure through the stars. Kinda. See, the game is set on the future, with space-travel and what-not... but besides lasers and a few robots here and there, most of the game feels fairly... medieval. You'll visit jungles and its ancient ruins, you'll visit a fairly run-of-the-mill city and its non-futuristic mines and then go through its... underwater ruins. Then there's Zedran, the most futuristic city in the game, and you'll get to go to a robot factory in there, and then the... fairly non-futuristic prison and it's... non futuristic ruins. Basically, it's a non-futuristic game set in the future. With a lot of swords, magic, golems, and what not. Even the 'aliens' are unimpressive for the simple reason that... most aliens in the game are anthropomorphic animals like sharks or dogs! Still, only four party members are human, there's also two robots, a lizard-looking alien and an anthropomorphic dog-alien which make for quite the colorful cast. All in all, the plot isn't too bad, but I wasn't impressed or particularly invested on it. Every member in the cast gets his or her chance to shine, and while none are particularly original or deep, you'll grow fond of them.

 And then comes the combat system, where it's easily where the game squanders most of its potential. Battles come out of random encounters, but they take place in real time, you take control of one party member and the AI takes control of the other two. Each character comes equipped with their own unique main weapon and sub weapon, assigned to X and Square, respectively, there's also a charge attack by holding X, jumping with circle and R1 to block. You can also use spells or items or change your equipment by pressing triangle, which pauses the action while you do your stuff. Funnily enough, items don't have 'use animations', so you can use as many items as your stamina allows! Ah! Yes, what you can do is governed by a stamina bar, and after it runs out, either wait a while or block one enemy attack in order to instantly refill it. And you can also pick up enemies(Or objects) and throw them, if you are so inclined. So far, so good.
 But the devs realized that the combat was fairly shallow. It was fine, but shallow. So they introduced different enemy types. Some come with shields that must be broken with a charge attack. Fine. A select few(One enemy type and its recolors) need to be jumped on before you can hurt them. Ok, whatevs. Then come 'huge enemies' that can only be damaged by attacking them while jumping. Firstly, these make no sense since you can basically shoot at their 'weak spots', but nope, it has to be a jumping attack. But the issue comes with how jumping attacks work, these are very limited and these enemies may just attack through your attacks or fall midway through your aerial three hit combo, making them a bore to deal with. And early in the game you are also introduced to 'barrier' enemies. These barriers can only be dispatched by one specific gun that only Jaster can use. These enemies are not frequent enough as to justify equipping the useless Barrier-breaking gun for the entirety of the game, but are frequent enough to make it a chore to switch your sub-weapon mid-battle just to deal with these enemies, so if you see that the dungeon has this type of enemy, just keep it equipped. Oh, and to make matters worse, this gun has one of the worst cooldown counters in the entire game, so if you run out of energy, you have to dance around these enemies, pray your AI buddies don't die(HA!) until it refills. And I haven't even gotten into the technical aspects of the combat. There's another type of attack, the 'downward stab', done near downed enemies. This is a very slow attack, that leaves you open to attacks and takes a long time to get out of... and your character will attempt it every time he is close to a downed enemy, EVEN if you are not targeting them. As a matter of fact, I'm fairly sure my character tried to do it to standing enemies. It's an annoying, useless attack that I never, EVER wanted to do and ended up with me receiving unwanted damage. Oh, and the targeting system? The camera doesn't track the enemy, that, you have to do yourself, but hey, at least you know that even if the enemy is off-camera, you are aiming at it, and that's always nice to know, right...?

 Speaking of the AI, it's atrocious, your allies don't know how to block or dodge attack, so expect them to die. All. The. Time. Hilariously enough, when it comes to 'jumping attack' enemies, sometimes they will go straight for their heads, and others they will try futile normal or distance attacks. I also came to at least two instances of an enemy and an AI partner doing staring contests. Hilarious. And for whatever reason, the AI also adores picking up and throwing enemies, are you too good to use your normal attacks, my dear, stupid AI buddy? And, by the by, you can somewhat give them 'general strategies' to follow during combat, but none of them are very specific. Either 'Attack the same enemy' or 'attack different enemies', stuff like that. And they can't use items or spells by themselves(And seeing how dumb they are, good riddance), but they may suggest use of their skills or items during battle, which you answer with L1, L2 or L3 to ignore them. Listen, buddies, if I wanted you to use a spell or item, I would've told you so, so stop insisting! Another thing that needs to be said, is that the game isn't particularly hard, technically, but normal enemies deal a ton of damage, and most of the time, their most damaging moves are unblockable, so carry a lot of healing and reviving items, all the time. You will need them.

 To the game's credit, the 'crafting' system is fantastic. Any weapon can be combined with any other weapon of its same type. No combination offers no result, and in the case the combination will offer a weaker weapon(Which happens when you try to mix, say, a level 20 weapon with a level 45), the game will warn you. There's dozens of weapons, and different colored variations of each, which encourages you to keep combining weapons and see what you can get. It also means that you can craft some very powerful weapons early on in the game, but seeing how much damage enemies can dish out, its only fair. Each character also has a 'Revelation chart', in which you use items to clear and learn new spells or passive skills, which is also fairly engaging.

 There's quite a bit of sidequests to fulfill as well, from gathering all the Legendary Swords, finding the 'rare items'(For bragging rights only!), challenging the bonus bosses and the... Hunting subquest. The 'hunting' subquest is a chore, basically you have to defeat 20-30 of each and every enemy in the game. Considering that some enemies only appear on 'rare encounters', and each of these may come with 1-2 of this rare enemy, this will take a while. If you decide to do this quest as it comes up, which I did(At least until I got into the #1 spot on the ranking, which nets you arguably the best alternate costume for Jaster) you will end up horribly over-leveled. By chapter 6 I was level 40 and sporting the strongest weapon in the game. And I wasn't grinding intentionally, it just happened as I tried to fill this quest's log. But, once again, enemies can deal so much damage, that it doesn't quite 'break the game'. And look, I'm not one to complain about optional stuff, but this sidequest is a drag and you'd be insane to fully complete it(And for what? An extra costume for Kisala?), I spent more time than I'd like to admit doing it in order to get enough points for Jaster's costume, and at times, I got sick of so much 'grinding'. It's a chore, it's not fun!

 Look, Rogue Galaxy is a fine game, but I don't think that the end result quite matches with the scope of the game's ambition. It was a great attempt, and it has a ton of great ideas, like the huge non-segmented planets, the weapon crafting and the Revelations charts. The combat system too was a great idea, but marred with poor design choices.
 7.5 out of 10

Tuesday, January 26, 2016

Now Playing: Rogue Galaxy

 In a Galaxy far, far away...
 Rogue Galaxy is a game I was never really interested in, really. But the RPG bug bit me this year, and since this was a JRPG on the PS2 I hadn't even played before, I decided to give it a chance.

 It's quite good, and the 'Star Wars mixed with RPG' a lot of people grant it is well deserved. You start on a Desert Planet, and two 'roids team up with him pretty early on. It's a bit more complex than that, both Androids are bounty hunters, for instance, and Jaster wields a one-of-seven legendary swords, as opposed to a beam saber.

 Battles seem to borrow a lot from the Tales series, albeit not quite as good. When approaching downed enemies, Jaster uses a slow as molasses downward stab that leaves him open for attacks. Sometimes he'll use it even after an enemy stood up, and heck, sometimes even WHILE targeting a different enemy, if a downed enemy is in the way... he'll use the annoying stab. And targeting? Targeting is a joke, the camera doesn't follow the enemy, just your attacks, so either you turn it manually or use R2 to snap it onto the enemy. And the Ally AI? Downright useless, they don't know how to block or dodge. And maybe it's only because I'm early in the game, but enemy AI seems just as bad. And as overly critical as I am being, I'm actually enjoying the game!

Monday, January 25, 2016

Review #279: Super Mario Land(Virtual Console)

 It's over already?!
 I'm gonna be pretty blunt here: This is probably the worst Super Mario game I've ever played. Alright, so it's an old game and on a handheld console, fair enough, but this is the same console that gave us the TMNT games, the Wario Land 1 and 2 games... I'm... I'm baffled.

 This is Mario, so you know the deal, rescue the princess. This time around, the game is made up of four different worlds, three stages each, for a 40 minute long game. Probably even less if you've better skills than me. This is also the weirdest Mario game out there, even more than Super Mario Bros 2. There's an Easter Island level, complete with Moai heads, a Chinese level, and Egypt level and even submarine and airplane levels. What the hell, Mario?
 As someone who's played Mario games his entire life, this game's physics, the overall feel of Mario's movement, is very awkward. Movement is very slippery, it's hard to come to gripes with Mario's jump arc and everything just feels off. You can't bounce from enemies, you can kill them, and Mario bounces a little, but timing a Jump when hitting them doesn't produce a higher jump, which threw me off a bit. It's hard to explain, but overall, it feels as if someone tried to copy Super Mario Bros.(NES) movement and jumping physics but couldn't quite get them right. At all. At times, it feels more like an amateur Mario game than an official game. The platforming was so imprecise that I was scared after every single jump I took.

 It's also a bit glitchy, it's not uncommon to see Mario overlap with blocks for a few seconds after jumping, and this one time my fireball got stuck bouncing off the same two angles, and since you can't shoot until it either hits a target or disappears of-screen... I effectively lost use of the Fire Flower power until I got through the obstacles on-screen.

 Look, I don't feel as if I'm being overly unfair with the game, and it's not like I'm looking at it with modern standards in mind, I am comparing it to Super Mario Bros. on the NES after all! Some people clearly have a soft spot for this game, sadly, I'm not one of them.
2.0 out of 10

Review #278: Spy Fiction

 That pesky Swery's at it again!
 Remember Deadly Premonition? Yeah, it was pretty dope. Well, Spy Fiction was a game made by Swery 65, before he went and developed Deadly Premonition. Spy Fiction is a derivative game as well, borrowing heavily from Metal Gear Solid, albeit a bit more Spy-ish.

 You play as either Billy Bishop or Sheila Crawford, two Phantom operatives task with stopping the terrorist organization Enigma, which has bioengineered a Virus and are planning to do evil terrorist stuff. Billy is stronger, so he can take and dish out more damage, but he is a bit insecure, so he can't disguise as female NPCs. Sheila, however, can disguise as male NPCs, and nobody even notices how she shakes her hips as she moves, go figure! While both characters get the same missions, they get some different cutscenes, and one mission even plays out differently depending on which character you picked. The story plays itself straight, although characters sometimes exhibit the same quirkiness that the folk of Deadly Premonition were so fond of, although this time around, it also has to do with the terrible voice acting and awkward-sounding dialogue. The game also holds a secret ending for beating the game with both characters, and rewards for up to four different playthroughs.
 At a first glance, this is a Metal Gear Solid clone, up to the 'Alarm' system 'n everything. Being stopped by an enemy will make you enter 'Alarm Mode'... unless you enter another area fast enough. While in Alarm mode, enemies will pour endlessly, so you have to hide. After a while, you'll enter 'Search Mode', in which enemies will, well, search for you.... and then comes Caution Mode which lasts about 1:30 minutes and during which enemies will be extra alert. OK, first problem with the system, there are certain doors that will get locked until you go back to 'Safety Mode', which means, if you screw up, more than 1:30 minutes WAITING until the friggin' door opens. And it's not a 'fun' waiting, it means holding L1 the whole time, against a wall(Since it makes you turn invisible) until you go from Alarm to Search to Caution and finally Safety Mode, so that the damned door will open. Maybe it's not as bad as it sounds, but for someone as impatient as me, it was torture. I'd find something to read or watch as I held L1 and waited. Not fun. Oh, and even better, if you enter a new area while in 'Caution Mode', the 100-0% gauge will reset itself back to 100%, which means... even MORE waiting. Fun.

 So, it sounds like a vile rip-off, but the game does offer its own take on the formula. For starters, there's a ton more spy stuff in this one. Flares disguised as cigarettes, an electric stunner disguised as a shaver, bombs that look like band-aids! While I relied mostly on my fists and guns, I appreciate the creativity that went into designed the rest of your tools, it feels very James Bond-ish. But then again, they also took a page from Mission Impossible, by taking photos of any of the NPCs that populate each mission, you can actually disguise as them. Mind you, you can only disguise if you find containers, closets or other places in which you can enter, and if you are seen while existing, or doing suspicious stuff while disguised, the enemies will put an alert on your disguise, so you'll have to find a new one(Or wait a while. Ten minutes maybe?). And there's even a scene in which you must rappel down a wire while avoiding laser alarms... which is one of the most frustrating moments in the game, but hey!
 Moving around feels a bit stiff, particularly when compared with Metal Gear Solid(And why wouldn't you, when the game borrows so much from it!), but you can get used to it. Combat is a bit wonky though, the 2-punch, 2-kick combo is a bit finicky, so you might have to stop mid-combo in order to properly direct your attacks to your assailants. And it was never clear to me if enemies where taking damage while shot during their 'getting hit' animations or not. I know that bosses did take damage, but as far as enemies go, there was not clear indication if they were taking more damage or no. Oh, and the shooting takes a while getting used to, you either go into first person, which roots you on the spot, or hold Square, until it auto-aims and then let go to shoot. Sometimes, during the last boss battles, my character sometimes failed to aim properly as well.

 When you finally get used to the game's quirks and mechanics, and when everything works properly, the game can be a blast... however, when you are waiting for the alarms to pass by, when you are struggling with the combat, or when you try to take the story as seriously as the game wants you to... it shows just how dull it can get.
 7.5 out of 10

Now Playing: Super Mario Land(Virtual Console)

 So there's such a thing as a bad Mario game!
 Listen, I'm a huge Mario fan, and I've fond memories of playing this game on an old bootleg 32-in-1 cart. But this game is pretty bad, it's aged pretty poorly.

 Firstly, the oddities: What's up with the enemies? Moai statues? Flying Moai Statues? Egyptian levels? Sub-marine levels? Koopa Troopa's shells explode? Whaaaaaaaaat?

 Then the bad: The physics, the overall movement is fairly slippery. It's not uncommon for Mario to try to compete with blocks for their spot on the background, before being repelled backwards. Precision jumping is pretty tough due to how slippery Mario's movement is, and how awkward the jumping is, you can somewhat alter the jump's arc but it's fairly awkward to do. The best way I can explain the game's physics is that it feels as if someone who played Mario(NES) and tried to imitate its physics but couldn't quite pull it off. Like one of those amateur fanmade Mario games.

 And what did I like?... Nothing. It's not a good game, it really isn't.

Sunday, January 24, 2016

Review #277: Chrono Trigger

 One of the best soundtracks of all time.
 Unless you've been living under a rock, you've probably heard of Chrono Trigger, an era-defining JRPG made by the 'dream team', Hironobu Sakaguchi, Yuji Horii and Akira Toriyama, with Yasunori Mitsuda and Nobuo Uematsu on the music front. This game was destined for greatness, and greatness it achieved. Chrono Trigger on the DS is the third time the game got ported, and it received even more extras!

 In Chrono Trigger you play as Crono, the red-haired swords-man who happens to look a bit like Goku. What should've been a merry day at the fair soon turns into a trip 400 years into the past. And then into the future. And then back to the dinosaur era(with the suspicious cohabitation of cavemen). The story is pretty straight-forward, although not without its plot-twists and every character in the 7-man party gets a their chance to shine... except the mute hero Crono, who is as boring as a plank of wood and deep as a puddle. At time's it feels like Crono is just along for the ride, he is not the princess, he is not the 'destined hero' and later in the game, you don't even need to bring him alone. One of the game's novelties, at the time, was the fact that it had multiple endings depending on when you chose to tackle the last boss, with the addition of New Game+ which carries over most, if not all, of your stuff from your previous playthrough, which is a must if you aim for some of the endings. That said, one complete playthrough(All sidequests done) lasts about 20 hours, even less if you know what you are doing. As far as RPGs go, it's rather short, but I guess it has to do with the 13+ endings you can go for.
 Back in the day, another of the game's novelties where the non-random encounters... kinda. 90% of the enemies can be perfectly avoided by walking around them, but there are a few tiles that engage pre-scripted encounters, and if you leave and then re-enter the room, these tiles reset, so not 'every' encounter can be avoided. Before you earn the time-travelling ship, going back and forth the 'Middle Ages' era can be slightly annoying since you absolutely have to fight one of these scripted encounters. As for the battles themselves, they use Square's then-famous 'Active-Time Battle'. which means that enemies can act even while you pick your attacks on your turns. If it proves too challenging, and I can see how people not familiar with the genre could find themselves overwhelmed, you can just turn it off and fight more traditional turn-based battles.

 The battling itself is fairly simple and fun. During your turns, characters can either: Attack, use spells or use items. Another of the game's novelties, at the time, where 'dual' and 'triple techs', basically, two or three characters can combine their turns and mana to use a more powerful spell... which are fancy to look at, but if you ask me, eventually it becomes more useful for each character to do their own thing on their turns. But hey, they are nice to look at! The game isn't very hard, but I did feel like enemies were a tiny bit too fast, I would get pummeled while rummaging through my spell list finding that one spell I want to cast, and mind you, I am used to Square's ATB!
 As for the DS version in particular, it adds various new extras and gimmicks that further enhance this great classic. Firstly, we get all the Playstation extras, the anime cutscenes, the bestiaries and galaries, the maps, without of the loading times that plagued that version! Even better, the maps are now displayed on the bottom screen for further convenience... not that you'll actually need the maps, since dungeons are fairly straightforward, but it's nice to have. The game also sports a new, more accurate re-translation, although some people have expressed disappointment at things like Frog losing his accent... although he still speaks in a more archaic English than the rest. Personally? I didn't miss the old translation at all. There's optional touch-screen shortcuts and controls, which I never used, but you can also use the bottom screen to display life-bars and the such, leaving the top-screen, the one in which the action happens, uncluttered. This port also introduces a weird arena mini-game, which is mostly automatic, but you can raise a critter to fight battles... it wasn't much fun. Then there's a couple of new dungeons and a new ending which ties into Chrono Cross. And here's where I've got beef. I'm pretty sure that most people getting this game have already played this game before... so whose idea was it to make the new dungeons only available on a New Game+? Most people have probably finished this game before and want to play the new content, so why would you make us play through the game twice to get to it? Baffling.

 If you ask me, Chrono Trigger hasn't aged at all, it's still every bit as amazing as it once was. Everything in the game blends into a fantastic overall game: The amazing music, the simple but engaging story and characters and the fun battles/ While I wouldn't say the new features are worthy of double dipping if you already own the game on SNES or PS1, while they are rather neat, they are also completely superfluous.
10 out of 10

Wednesday, January 20, 2016

Now Playing: Spy Fiction

 Because I love starting too many games at the same time.
 Deadly Premonition made me love Swery 65, so I've been wanting to play some of his other games... turns out I had, The Last Blade 2 and Tomba! 2! But there's also Extermination, which I'll try to play this year, and Spy Fiction.

 This is a Metal Gear Solid rip-off, and they aren't even ashamed of it. When compared to, say, MGS 2, movement feels a bit stiffer, but it does offer its own take on the formula, with disguising and the Terminals, I guess.

 What I liked:
- Swery 65 flavor. I mean, 'Oh, poor baby' from Dietrich? Hilarious.
- Decent rip-off. If you are gonna imitate someone, might as well imitate the best. It's a fairly competent stealth game... at least so far.


 What I didn't like:
- Stiff. Moving around is fine, but when compared with MGS, it's definitely not as smooth.