The Legend of Spyro: The Two Towers.
I never did finish this one, huh? I started The Legend of Spyro: Dawn of the Dragon as soon as I finished the previous one, but for one reason or another I never got out of the first stage. Well... it's another beat'em up with unsatisfying combat, but, hey, at least it's better than the second entry!
The game picks up 3 years after Spyro and Cinder got trapped in the crystals, and the game begins with both heroes getting freed from their cages. Malefor, the big bad that first forced Cinder to do his bidding is wrecking havoc, so Spyro, Cinder and Sparx set out to gather old allies and new friends to fight Malefor's impending threat. The series has been unjustly compared to The Lord of the Rings, but boy, this has a section in which you must defend a citadel wall from enemies and their siege towers, not unlike the Two Towers, it even gets a 'Gondor Calls for Aid' moment. The story overall is alright, and we get a conclusion to the story, which is neat. I really liked Cinder before, and her promotion to playable was a welcome addition, what's more, you can play the entire game in two players, thanks to it's drop in-drop out co-op mode. If you are playing by yourself, you can swap dragons with L2, and the AI will play as the other character, they are pretty much useless but they won't take any damage.
Alright, so here's the thing... since the first game the developers, although this one was developed by a different team, have made it clear that these games are beat'em ups and combat IS the focus. However, also since the very first game, the series has struggled with how repetitive combat is. That hasn't changed. Square are your weak attacks, triangle are strong attacks, circle is a grab. You can produce different combos, even aerial combos, with square and triangle. Each dragon has access to four elemental breaths(Fire, Earth, Ice and Thunder for Spyro, Venom, Shadow, Cyclone and... um, 'Siren's scream' for Cinder) that can be leveled up with blue gems dropped from enemies, each breath has two attacks, one with R1 and one with R2, however, using your breath consumes energy so you can't use it willy nily. Lastly, there's a new Fury gauge, once full you press weak and strong attack to turn super powerful for a few seconds. The problem is still the fact that you don't get many different moves, and the ones that you do get are just as weak, for you see, enemies can soak up tonnes of damage, even fully powered up breaths will struggle to defeat the tougher enemies. So not only is the combat repetitive, it also takes a long while to finish off enemies. Pro-tip, Cinder's Shadow element R2 attack is unblockable and deals ungodly amounts of damage, level up that one and stick with it.
This game introduces equipment into the mix, and whatever you equip is reflected on the character models, which is pretty cool to be honest. Each character has 9 pieces of equipment to find: Helmet, Body armor and bracelets, each one having a different attribute or buff. Enhancing your Health and Breath energy pools is done by finding big Red and Green gems. It felt like this game added more puzzle elements into the mix, which aren't hard to figure out but are somewhat welcome. The game is still quite linear, but there are larger areas to explore, which is also why flying is a thing now. I never quite understood how it works, sometimes you dragons will fly upwards because I don't know, and other times they wouldn't. I didn't get how it works, so it was kinda iffy, but for what it's worth, you'll be able to get where you want to get by flying, it's like the know when to fly up. On the other hand, there are a few new climbing techniques, such as wall running that aren't well explained. I struggled a lot at first until I understood how the game wanted me to interact with vines and walls, turns out you don't press circle to wall run, but rather, first you must jump against the wall and then press circle.
The camera is horrible. How much you can turn it depends on where you are, because sometimes the game decides that you should stick with a somewhat fixed angle. And there's no targeting system, because that would make too much sense in a beat'em up that wishes it was Devil May Cry. Oh, and bosses can only be defeated with QTEs, because those are ALWAYS so much fun. The final nail in the game's coffin is its poor framerate, flying around could've been so much fun if only it didn't start stuttering like crazy.
Here's the thing about Dawn of the Dragon, for as many flaws as it has... After the somewhat boring Two Towers rip-off scene I finally got used to the game and its shortcomings, so I started having a bit more fun with it. For as annoying as the framerate can get, the second level, which is set on an open field in which you must solve various puzzles was rather interesting, and the level set in the underground ruins, in which you must solve even more puzzles to collect four red rods in order to proceed was also rather fun. But here's the thing, the combat in the game falls short in every way possible, but when spaced out between moments in which you have to figure out what to do, a few times even needing to use your elemental breaths to proceed... it kinda works. And it has ambition, I'll give it that. There's this level in which you fly around a giant Titan, and you must go around its body blasting 12 Dark Crystals in order to beat it. You can't fly around it, no, only where the game decided not to place hidden walls. In some places you can fly lower than in other because reasons, and at times it can get quite frustrating because you've no idea where you should go or fly next. But as poorly executed as it was.... it's still a stage in which you fly around a giant monster in order to defeat it. For as cumbersome and dull as the wall siege scene is... it's still a freaking siege scene, y'know? The game had decent, interesting ideas, but it fell short in most regards.
The Legend of Spyro trilogy was disappointing. I know gamers hate change, but I'm usually willing to come into reboots and remakes with an open mind, and I did when it came to this one. I don't hate these games, I really don't, but the first game failed to impress even though I was left optimistic. But the next couple of games refused to address issues that plagued its basic gameplay, making small tweaks and changes that didn't amount to anything. And this is it. It's over, and it ends with a whimper, but at least it was better than the second game.
5.5 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Sunday, July 19, 2020
Review #830: Avatar the Last Airbender - The Burning Earth
I never get tired of this game's cover.
The DS version of Avatar the Last Airbender was quite a surprise, it was a RPG, complete with levels and sidequests. It had its fair share of flaws, but it was good. For the next installment, Avatar The Last Airbender: The Burning Earth, they pretty much followed the previous game's formula, making some tweaks here and there.
This time around, The Burning Earth follows the plot from the series' second season. No, I have not seen Avatar yet, but I've seen clips and I could recognize some scenes from the show recreated in here. This plot follows Aang's search for a master to teach him how to Earth Bend, which inevitably means he and his pals, Sokka and Katara, meet with Toph, a blind girl that packs one mean rock throw Of course, things ain't that simple, so you know that you'll have to do battle with the Fire Nation again. I don't know how much attention Zuko and his uncle got during this season, but they barely get any scenes in this game. While the previous game took about 11-12 hours to complete, this one took me about 5, and I took my time with it.
Just like before, when you aren't walking around towns and talking with NPCs you'll be fighting, and battles take place in real time. While you had a full four-man party in the previous game, this time around the game decides your 2-man cell for you. And once again, Sokka and Katara are boring to play as, Sokka has the highest attack power, but his normal attack is a boring club bash, while Katara gets a horrid water-whip thing that overexposes her, to the point that I got so bored when the game forced me on a Katara-only segment. Aang got his 3-hit combo reduced to 2 hits, and Toph also gets a two hit combo, making them the more interesting characters to play as. The 'magic'/bending system has been tweaked, now every character gets a four tier gauge that fills over time, as well as four special attacks they can use. These felt rather weak, and a few felt too situational, but they grant you a few invincibility frames so, sometimes, they were a bit useful. While you have less companions to fight with, they seem to be smarter, not once did my allies die during my playthrough... although they still refuse to use their special moves!
The game has been made easier, which is a good thing. Finally we get inns where you can rest and heal your HP. Nearly every enemy, except for bugs, you defeat will drop money or a healing items, so you'll be overflowing with those by the end of the game. The herb system is gone, which is a blessing since that was one of the causes for healing item starvation. That said, during the boss fight against Toph.... she managed to land a special move on me, and she kept repeating it over and over again, giving me no chance to get on my feet and recover.
While the game doesn't tell you, once you reach the 7th and final chapter, you are free to return to any previous stage, as well as go to any inn and choose who will join Aang. While the game is light on side content, the very first map has a rock that only Toph can break, a character that joins on the fourth chapter, and hidden behind it is... a cabbage. I haven't watched the series, so I don't know if there's a special meaning behind it, but getting every character's fourth and final move requires finding all 20 hidden cabbages. Yeah, I've got nothing. Cabbages.
The game is alright. I think I liked the previous game a bit more because it was a pleasant surprise, but while I think this game did many valuable improvements I just didn't like it as much. Maybe I was a bit overly enthusiastic about the first game. Maybe, as I said before, the surprise of getting a decent RPG out of the franchise colored my outlook a bit more positive. Maybe the previous game had some je ne se quois that this game lacked. Whichever the case, I found this game a bit on the dull side. It's not bad, but it's just very uneventful.
5.5 out of 10
The DS version of Avatar the Last Airbender was quite a surprise, it was a RPG, complete with levels and sidequests. It had its fair share of flaws, but it was good. For the next installment, Avatar The Last Airbender: The Burning Earth, they pretty much followed the previous game's formula, making some tweaks here and there.
This time around, The Burning Earth follows the plot from the series' second season. No, I have not seen Avatar yet, but I've seen clips and I could recognize some scenes from the show recreated in here. This plot follows Aang's search for a master to teach him how to Earth Bend, which inevitably means he and his pals, Sokka and Katara, meet with Toph, a blind girl that packs one mean rock throw Of course, things ain't that simple, so you know that you'll have to do battle with the Fire Nation again. I don't know how much attention Zuko and his uncle got during this season, but they barely get any scenes in this game. While the previous game took about 11-12 hours to complete, this one took me about 5, and I took my time with it.
Just like before, when you aren't walking around towns and talking with NPCs you'll be fighting, and battles take place in real time. While you had a full four-man party in the previous game, this time around the game decides your 2-man cell for you. And once again, Sokka and Katara are boring to play as, Sokka has the highest attack power, but his normal attack is a boring club bash, while Katara gets a horrid water-whip thing that overexposes her, to the point that I got so bored when the game forced me on a Katara-only segment. Aang got his 3-hit combo reduced to 2 hits, and Toph also gets a two hit combo, making them the more interesting characters to play as. The 'magic'/bending system has been tweaked, now every character gets a four tier gauge that fills over time, as well as four special attacks they can use. These felt rather weak, and a few felt too situational, but they grant you a few invincibility frames so, sometimes, they were a bit useful. While you have less companions to fight with, they seem to be smarter, not once did my allies die during my playthrough... although they still refuse to use their special moves!
The game has been made easier, which is a good thing. Finally we get inns where you can rest and heal your HP. Nearly every enemy, except for bugs, you defeat will drop money or a healing items, so you'll be overflowing with those by the end of the game. The herb system is gone, which is a blessing since that was one of the causes for healing item starvation. That said, during the boss fight against Toph.... she managed to land a special move on me, and she kept repeating it over and over again, giving me no chance to get on my feet and recover.
While the game doesn't tell you, once you reach the 7th and final chapter, you are free to return to any previous stage, as well as go to any inn and choose who will join Aang. While the game is light on side content, the very first map has a rock that only Toph can break, a character that joins on the fourth chapter, and hidden behind it is... a cabbage. I haven't watched the series, so I don't know if there's a special meaning behind it, but getting every character's fourth and final move requires finding all 20 hidden cabbages. Yeah, I've got nothing. Cabbages.
The game is alright. I think I liked the previous game a bit more because it was a pleasant surprise, but while I think this game did many valuable improvements I just didn't like it as much. Maybe I was a bit overly enthusiastic about the first game. Maybe, as I said before, the surprise of getting a decent RPG out of the franchise colored my outlook a bit more positive. Maybe the previous game had some je ne se quois that this game lacked. Whichever the case, I found this game a bit on the dull side. It's not bad, but it's just very uneventful.
5.5 out of 10
Review #829: R - Racing Evolution
Oh, it's the weird one...
R: Racing Evolution was... definitely not what I was expecting. After a successful string of very Arcadey racers Namco decided to do something completely different and churn out a racing sim out of the Ridge Racer series. The sexy female mascot and the brilliant techno music are here, but gone is its trademark drifting style, in we have a lot of stats, like suspension and shock resistance, as well as more mundane racing mechanics and even a few rally tracks.
If there's something you won't be left wanting for here is content. Let's start with modes: Racing Life, a 14-chapter story mode in which you follow Rena's career, from driving a hospital van to professional racer. It has voiced cutscenes, which is incredible. You can also play Event Challenges, in which you can use your amassed RPs to purchase cars, upgrade cars and/or purchase multiple race events to partake in. And there are a TON of events. There's also Arcade(Think of it as VS CPU), VS Player and Time attack. To top that off, we get 11 tracks plus reverse versions of a few of those, and do keep in mind that not all tracks are for racing, some are for rally driving. I find it so hilarious that the first time we get a more than decent amount of content... is for the game that plays like Ridge Racer the least! I mean, the story mode is very cheesy, it even has a behind-the-scenes evil racing group conspiracy, but it's still a welcome addition, and there are so many events you can participate that it's not even funny.
Namco knew that such a stark genre shift could throw fans a curve, so the game adds an optional Break Assist feature to help you with your curves, which now must be taken at slower speeds rather than using the series trademark drifting mechanics. The game also has three difficulty setting, and as the world's worst racing game player I had no trouble beating the story mode on the easiest setting. That said, while I had a brief stint with Gran Turismo 2 when I was younger, simulators were never my thing and the game failed to interest me as much as the previous Ridge Racers. The story mode has an interesting idea with the pressure mechanic, basically, drive near an opponent, swerving left to right, to fill their pressure gauge, once full they'll 'break' and drive off-road on the next curve, allowing you to easily pass them by. It's an interesting idea, but not enough to entrance me as much as getting the drifting right in previous games.
I'm glad that this game exists. I love the fact that Namco tried something different with their formula, but... I'm sure I'm not the only Ridge Racer fan that it failed to convert. I had more fun with Le Mann's 24 hours way back when than with this one. Still, it IS a quality game, and I'm sure that people that enjoy Ridge Racer and racing simulators might get a kick out of it, but as far as I'm concerned... I'd rather get back into the real Ridge Racer.
6.0 out of 10
R: Racing Evolution was... definitely not what I was expecting. After a successful string of very Arcadey racers Namco decided to do something completely different and churn out a racing sim out of the Ridge Racer series. The sexy female mascot and the brilliant techno music are here, but gone is its trademark drifting style, in we have a lot of stats, like suspension and shock resistance, as well as more mundane racing mechanics and even a few rally tracks.
If there's something you won't be left wanting for here is content. Let's start with modes: Racing Life, a 14-chapter story mode in which you follow Rena's career, from driving a hospital van to professional racer. It has voiced cutscenes, which is incredible. You can also play Event Challenges, in which you can use your amassed RPs to purchase cars, upgrade cars and/or purchase multiple race events to partake in. And there are a TON of events. There's also Arcade(Think of it as VS CPU), VS Player and Time attack. To top that off, we get 11 tracks plus reverse versions of a few of those, and do keep in mind that not all tracks are for racing, some are for rally driving. I find it so hilarious that the first time we get a more than decent amount of content... is for the game that plays like Ridge Racer the least! I mean, the story mode is very cheesy, it even has a behind-the-scenes evil racing group conspiracy, but it's still a welcome addition, and there are so many events you can participate that it's not even funny.
Namco knew that such a stark genre shift could throw fans a curve, so the game adds an optional Break Assist feature to help you with your curves, which now must be taken at slower speeds rather than using the series trademark drifting mechanics. The game also has three difficulty setting, and as the world's worst racing game player I had no trouble beating the story mode on the easiest setting. That said, while I had a brief stint with Gran Turismo 2 when I was younger, simulators were never my thing and the game failed to interest me as much as the previous Ridge Racers. The story mode has an interesting idea with the pressure mechanic, basically, drive near an opponent, swerving left to right, to fill their pressure gauge, once full they'll 'break' and drive off-road on the next curve, allowing you to easily pass them by. It's an interesting idea, but not enough to entrance me as much as getting the drifting right in previous games.
I'm glad that this game exists. I love the fact that Namco tried something different with their formula, but... I'm sure I'm not the only Ridge Racer fan that it failed to convert. I had more fun with Le Mann's 24 hours way back when than with this one. Still, it IS a quality game, and I'm sure that people that enjoy Ridge Racer and racing simulators might get a kick out of it, but as far as I'm concerned... I'd rather get back into the real Ridge Racer.
6.0 out of 10
Saturday, July 18, 2020
Review #828: Garfield - Lasagna World Tour
Eat. Sleep. Eat some more and then sleep some more. My kinda hero.
I used to love Garfield as a child, so of course, I had to get some kind of game based off the feline prick, enter Garfield: Lasagna World Tour. This is an adventure-puzzle game in which you play as the orange cat alongside this frienemy, and bestest boy, Odie.
Surprisingly, the game has two modes: A single player adventure mode, that takes Garfield through a brief expedition through Egypt, Italy and Mexico as well as a multiplayer mini-game mode. The story has Garfield trekking around the world in search of clues from a TV show that promised a prize in Lasagna. But it won't be so easy, because an evil, one-eyed grey Garfield alongside his own twisted version of Odie also want the lasagna. It has to be said, the character models get an A+, Garfield looks beautiful, and so do the rest of the characters. The environments are a bit duller, however, and the framerate is a bit spotty, but at least Garfield himself looks phenomenal. The voice acting, on the other hand, is absolutely atrocious.
Garfield can jump, and he can attack either by kicking, if you stand still, or by spinning if you are moving. You can also call Odie with the circle button and he'll dash through anything standing in front of him to get to you. You slap Odie around, because it's fun, or you can jump on top of him and ride him for extra speed. Odie can also be called upon to dig on the ground, sometimes necessary to find keys, or, if you find a special blue bone power up, throw a bone to have Odie chase it, which is useful when there's water, deadly to poor ol' Garfield, so that you can jump on top of him as he swims towards the bone. The game has a bit of a twist, Garfield can find and wear costumes to gain new abilities. The Fakir costume lets him glide, the Chef costume grants him a fiery breath(That deals NO damage to enemies), the Soccer Player costume let's him kick Odie with precision and the Cowboy suit lets you aim in first person in order to shoot at non-deadly stuff.
As you can probably tell, the costumes are fairly... lame, they give Garfield a single new ability and that's that. The puzzles in the game are incredibly simple, you'll barely have to think about them. Long gaps? Find the Fakir hat. Pressure platforms far away? Get the soccer costume and kick Odie. Balloons holding up objects? Shoot them with the cowboy costume. Explosives? Time for the Chef's chilli fire breath. Honestly, it's all very simple and basic stuff... which kinda sucks, because, while the game as a whole is quite short, levels feel like they go on forever and you can't save until you finish a level. Sometimes they'll spice things up with a chase sequence in which you run towards the screen, but meh.
The game is incredibly easy, as you'll get showered with extra lives all the time. And while it isn't hard, it has a few annoyances. For instance, enemy dogs can't be killed, only stunned, which can be bothersome when you are trying, for example, to line up your Odie kicks. The instances in which you have to jump onto a moving,swimming Odie are also bad, because if you miss you lose a life. On the other hand, getting hit by an enemy removes your equipped costume, which isn't too bad since they respawn back where you found them, but they can cost you a few seconds when you go back to replace your lost outfit. Did I say that you can't kill dogs? I lied, sometimes, for whatever reason, instead of slapping them you'll trigger a best-out-of-five QTE battle, which are veeeeeeeeery slow and boring. There's a boss in the first level that also uses this mechanic. Lastly, while Garfield should be able to cling to the edge of a platform and pull himself up, a few rare times Garfield refused to grab the edge of the platform and fell to his death.
Garfield: Lasagna World Tour isn't bad per se, it's functional and it's not as janky as other licensed game sometimes turn out. But it's boring and completely lifeless, which is shocking considering how well they managed to capture Garfield's likeness. That said, I think that fans of the license might get a kick out of seeing such a good 3-D rendition of the cat and his canine friend interacting in a playable form, but everyone else are better off abstaining from this game.
4.5 out of 10
I used to love Garfield as a child, so of course, I had to get some kind of game based off the feline prick, enter Garfield: Lasagna World Tour. This is an adventure-puzzle game in which you play as the orange cat alongside this frienemy, and bestest boy, Odie.
Surprisingly, the game has two modes: A single player adventure mode, that takes Garfield through a brief expedition through Egypt, Italy and Mexico as well as a multiplayer mini-game mode. The story has Garfield trekking around the world in search of clues from a TV show that promised a prize in Lasagna. But it won't be so easy, because an evil, one-eyed grey Garfield alongside his own twisted version of Odie also want the lasagna. It has to be said, the character models get an A+, Garfield looks beautiful, and so do the rest of the characters. The environments are a bit duller, however, and the framerate is a bit spotty, but at least Garfield himself looks phenomenal. The voice acting, on the other hand, is absolutely atrocious.
Garfield can jump, and he can attack either by kicking, if you stand still, or by spinning if you are moving. You can also call Odie with the circle button and he'll dash through anything standing in front of him to get to you. You slap Odie around, because it's fun, or you can jump on top of him and ride him for extra speed. Odie can also be called upon to dig on the ground, sometimes necessary to find keys, or, if you find a special blue bone power up, throw a bone to have Odie chase it, which is useful when there's water, deadly to poor ol' Garfield, so that you can jump on top of him as he swims towards the bone. The game has a bit of a twist, Garfield can find and wear costumes to gain new abilities. The Fakir costume lets him glide, the Chef costume grants him a fiery breath(That deals NO damage to enemies), the Soccer Player costume let's him kick Odie with precision and the Cowboy suit lets you aim in first person in order to shoot at non-deadly stuff.
As you can probably tell, the costumes are fairly... lame, they give Garfield a single new ability and that's that. The puzzles in the game are incredibly simple, you'll barely have to think about them. Long gaps? Find the Fakir hat. Pressure platforms far away? Get the soccer costume and kick Odie. Balloons holding up objects? Shoot them with the cowboy costume. Explosives? Time for the Chef's chilli fire breath. Honestly, it's all very simple and basic stuff... which kinda sucks, because, while the game as a whole is quite short, levels feel like they go on forever and you can't save until you finish a level. Sometimes they'll spice things up with a chase sequence in which you run towards the screen, but meh.
The game is incredibly easy, as you'll get showered with extra lives all the time. And while it isn't hard, it has a few annoyances. For instance, enemy dogs can't be killed, only stunned, which can be bothersome when you are trying, for example, to line up your Odie kicks. The instances in which you have to jump onto a moving,swimming Odie are also bad, because if you miss you lose a life. On the other hand, getting hit by an enemy removes your equipped costume, which isn't too bad since they respawn back where you found them, but they can cost you a few seconds when you go back to replace your lost outfit. Did I say that you can't kill dogs? I lied, sometimes, for whatever reason, instead of slapping them you'll trigger a best-out-of-five QTE battle, which are veeeeeeeeery slow and boring. There's a boss in the first level that also uses this mechanic. Lastly, while Garfield should be able to cling to the edge of a platform and pull himself up, a few rare times Garfield refused to grab the edge of the platform and fell to his death.
Garfield: Lasagna World Tour isn't bad per se, it's functional and it's not as janky as other licensed game sometimes turn out. But it's boring and completely lifeless, which is shocking considering how well they managed to capture Garfield's likeness. That said, I think that fans of the license might get a kick out of seeing such a good 3-D rendition of the cat and his canine friend interacting in a playable form, but everyone else are better off abstaining from this game.
4.5 out of 10
Friday, July 17, 2020
Review #827: Ridge Racer V
More polygons, more tracks and even more ridges!
And so, with the newest Playstation system at the time cam a new entry in the series, Ridge Racer V. It's pretty good, not much has changed since the past game, and thankfully, we keep analog support and split-screen multiplayer, which shouldn't need mentioning, but since Unbounded removed offline multiplayer....
So, modes, the usual: Grand Prix, which is a collection of various sets of races, Time Trial, VS Player and Free Run to run by your lonesome, trying out cars and tracks. The game has 7 tracks that can be played in reverse, but... they are pretty lazy, man. Every track, sand the 7th one, is based on the original track of the original game, and they share parts between each other, so how each track looks kinda blends together. The seventh track is a giant oval. By now I should know not to expect much variety, but considering how good RR 7 had it... On the other hand, Grand Prix is pretty interesting. On the first GP you can play at the start you get to choose a car, and depending on the car you picked is which cars you'll unlock. So if you want to unlock more cars you have to play the first GP with another car, and then play the other GPs with the new car you unlock and so on. You can also unlock Duels against other, special cars, and once beaten you unlock them. Oh! And by playing a lot(accumulating 1500 miles) you can unlock Pacman and his ghostly enemies! Playing the game you can also unlock different color patterns to customize your cars with, which is a simple but welcome addition. Lastly, this game's soundtrack wasn't as good as the ones from the other RR games. It's still really good, but not AS good.
At first I hated this game. I played the first Grand Prix and it was SO slow. And then I unlocked the advanced Grand Prixes as well as a faster engine for the car and... the drifting was SO bad, it felt very stiff and sluggish. And yet... I managed to get the new timing right and I learned to like it.... and then I discovered that my car was of the GRIP type. Turns out that the car I chose for my first GP, which was a DRIFT type, unlocks a GRIP advanced vehicle. As soon as I finished the game, I went back to the first GP and picked a new car and, after finishing this slow first GO, unlocked a advanced DRIFT type car, and boy oh boy, it was buttery smooth. I went from HATING this game to LOVING it so hard.
And it's true, the driving is still based around drifting, and somehow it feels better, tighter and more responsive than in R4. GRIP type cars were never my thing, but once again, after I learned how to take curves with that car I started to like the game, but, DRIFT cars is how you should play the game, they feel so fast and drifting through corners is so much fun.
I think that Ridge Racer 4 was a better product, it had more variety with its tracks and the soundtrack was a bit better, but as far as gameplay goes, I think Ridge Racer V is a competent upgrade on that front. It's not a huge evolution of the formula, but it feels tighter and more responsive, while the new graphics, as jagged as they are, convey a better sense of speed. All in all, a decent follow up and another excellent entry in the series.
8.0 out of 10
And so, with the newest Playstation system at the time cam a new entry in the series, Ridge Racer V. It's pretty good, not much has changed since the past game, and thankfully, we keep analog support and split-screen multiplayer, which shouldn't need mentioning, but since Unbounded removed offline multiplayer....
So, modes, the usual: Grand Prix, which is a collection of various sets of races, Time Trial, VS Player and Free Run to run by your lonesome, trying out cars and tracks. The game has 7 tracks that can be played in reverse, but... they are pretty lazy, man. Every track, sand the 7th one, is based on the original track of the original game, and they share parts between each other, so how each track looks kinda blends together. The seventh track is a giant oval. By now I should know not to expect much variety, but considering how good RR 7 had it... On the other hand, Grand Prix is pretty interesting. On the first GP you can play at the start you get to choose a car, and depending on the car you picked is which cars you'll unlock. So if you want to unlock more cars you have to play the first GP with another car, and then play the other GPs with the new car you unlock and so on. You can also unlock Duels against other, special cars, and once beaten you unlock them. Oh! And by playing a lot(accumulating 1500 miles) you can unlock Pacman and his ghostly enemies! Playing the game you can also unlock different color patterns to customize your cars with, which is a simple but welcome addition. Lastly, this game's soundtrack wasn't as good as the ones from the other RR games. It's still really good, but not AS good.
At first I hated this game. I played the first Grand Prix and it was SO slow. And then I unlocked the advanced Grand Prixes as well as a faster engine for the car and... the drifting was SO bad, it felt very stiff and sluggish. And yet... I managed to get the new timing right and I learned to like it.... and then I discovered that my car was of the GRIP type. Turns out that the car I chose for my first GP, which was a DRIFT type, unlocks a GRIP advanced vehicle. As soon as I finished the game, I went back to the first GP and picked a new car and, after finishing this slow first GO, unlocked a advanced DRIFT type car, and boy oh boy, it was buttery smooth. I went from HATING this game to LOVING it so hard.
And it's true, the driving is still based around drifting, and somehow it feels better, tighter and more responsive than in R4. GRIP type cars were never my thing, but once again, after I learned how to take curves with that car I started to like the game, but, DRIFT cars is how you should play the game, they feel so fast and drifting through corners is so much fun.
I think that Ridge Racer 4 was a better product, it had more variety with its tracks and the soundtrack was a bit better, but as far as gameplay goes, I think Ridge Racer V is a competent upgrade on that front. It's not a huge evolution of the formula, but it feels tighter and more responsive, while the new graphics, as jagged as they are, convey a better sense of speed. All in all, a decent follow up and another excellent entry in the series.
8.0 out of 10
Review #826: Rune Viking Warlord
Featuring Odin's floating head!
I love early PC-to-PS2 ports, such as Rune: Viking Warlord over here. The slippery movement, the poor performance and the somewhat muddy textures that didn't make the jump to PS2 intact. It may sound like a diss, but it's anything but, I find it super charming. Rune was an action/adventure game on the PC that was well received enough to get a port to PS2, and it's more than just a port, we get new levels as well as the multiplayer mode that would be part of the PC game's expansion.
In the game you play as Ragnar, the last surviving Viking of his tribe, who is rescued by Odin... kinda, kinda because while Odin protected you, now you must get out of Hel yourself. What follows is a story of revenge, you as Odin's Champion vs Loki and his own champion. The story is simple and unintrusive, there are very few cinematics in the game, and it's mostly just Odin's floating head checking up on you. The game has about 8 different sets of levels, it starts off in Hel and then you'll go through goblin caves, snowy mountains, viking castles and even dwarven enclaves. All in all, it can probably be beaten in about 8 hours. I played the game on medium and it was relatively easy most of the time, a few awkward jumps over botomless pits here and there, but it doesn't get hard until the very end, which is ironic considering you get a massive power up.... but you'll need it, since you'll be fighting the hardest enemies in the games in large numbers.
Combat is quite clearly the focus of the game, and it plays like a PC game, while combat takes place in close distances, strafing around the enemy and mashing the R1 button is the name of the game, like any PC game of its era. It's not elegant, it's not deep, but it's fun. Ragnar can carry Maces, Axes and Swords, a shield as well provided you aren't using a heavy weapon. And even between these types of weapons you can carry many of each, so in actuality Ragnar carries about 15 weapons: 5 swords, 5 axes and 5 maces. While weapons get progressively stronger, there's a point to carrying the old weapons: Each one has a unique Rune power, which consumers energy from your rune gauge. Ragnar can throw his equipped weapon by pressing triangle, which is necessary a very few times to solve some puzzles, but by the end of the game I threw away my weaker weapons since cycling with the L1 button was a bit boring, however, since powers are unique... I was compelled to keep the fourth sword, since its vampiric rune power proved invaluable a couple of times.
Rune energy is extremely valuable, for you can only recharge it by finding yellow runes hidden throughout the level, which also means that you can't use your runic powers wily nily. Hidden through the game you may also find the elusive blue runes which permanently increase your health bar, or the more common red run that activates your berserk mode on the spot. Berserk status can be reached in two ways: By finding the aforementioned rune or by landing hits on enemies, once the red bar fills to the top you enter Berserk status. Berserk lasts for a few seconds, and you are invulnerable throughout its duration.
Level design is what you'd expect of a PC game of its era, a tiny bit mazelike with a ton of levers to find in order to open up doors or extend bridges. Think something like classic Doom but without the keycards. There are a few puzzles here and there, but they were pretty easy to figure out. That said, the Snowy Mountains felt a bit poorly made. You have to realize that the blowing wind will carry you through gaps, and you also have to figure out that you must jump into the crevice for the wind to carry you. Then there's another segment in which the icy road cracks below you as you run, and if you fail to react and get to safety... you'll fall into currents that'll push you back to the start of the section, which quickly got boring. Platforming is as lackluster as you'd expect, which is why fact that there are so many bottomless pits or murderous lava is so surprising. But the worst part about it... the game has obscenely long loading times, and if you die, for example due to a spotty jump, you'll have to sit through another loading screen. No bueno!
I had fun with Rune, but I'll admit that the frequency and length of the loading screens do put a damper on the experience, but luckily, that's the game's biggest problem. The combat itself is fairly shallow but also very charming, I enjoyed this throwback to an older era of PC games, I find these kinds of ports very appealing, and as janky as the game is by today's standards.... I still think there's something a bit timeless about strafing around skeletons while madly slashing around.
7.5 out of 10
I love early PC-to-PS2 ports, such as Rune: Viking Warlord over here. The slippery movement, the poor performance and the somewhat muddy textures that didn't make the jump to PS2 intact. It may sound like a diss, but it's anything but, I find it super charming. Rune was an action/adventure game on the PC that was well received enough to get a port to PS2, and it's more than just a port, we get new levels as well as the multiplayer mode that would be part of the PC game's expansion.
In the game you play as Ragnar, the last surviving Viking of his tribe, who is rescued by Odin... kinda, kinda because while Odin protected you, now you must get out of Hel yourself. What follows is a story of revenge, you as Odin's Champion vs Loki and his own champion. The story is simple and unintrusive, there are very few cinematics in the game, and it's mostly just Odin's floating head checking up on you. The game has about 8 different sets of levels, it starts off in Hel and then you'll go through goblin caves, snowy mountains, viking castles and even dwarven enclaves. All in all, it can probably be beaten in about 8 hours. I played the game on medium and it was relatively easy most of the time, a few awkward jumps over botomless pits here and there, but it doesn't get hard until the very end, which is ironic considering you get a massive power up.... but you'll need it, since you'll be fighting the hardest enemies in the games in large numbers.
Combat is quite clearly the focus of the game, and it plays like a PC game, while combat takes place in close distances, strafing around the enemy and mashing the R1 button is the name of the game, like any PC game of its era. It's not elegant, it's not deep, but it's fun. Ragnar can carry Maces, Axes and Swords, a shield as well provided you aren't using a heavy weapon. And even between these types of weapons you can carry many of each, so in actuality Ragnar carries about 15 weapons: 5 swords, 5 axes and 5 maces. While weapons get progressively stronger, there's a point to carrying the old weapons: Each one has a unique Rune power, which consumers energy from your rune gauge. Ragnar can throw his equipped weapon by pressing triangle, which is necessary a very few times to solve some puzzles, but by the end of the game I threw away my weaker weapons since cycling with the L1 button was a bit boring, however, since powers are unique... I was compelled to keep the fourth sword, since its vampiric rune power proved invaluable a couple of times.
Rune energy is extremely valuable, for you can only recharge it by finding yellow runes hidden throughout the level, which also means that you can't use your runic powers wily nily. Hidden through the game you may also find the elusive blue runes which permanently increase your health bar, or the more common red run that activates your berserk mode on the spot. Berserk status can be reached in two ways: By finding the aforementioned rune or by landing hits on enemies, once the red bar fills to the top you enter Berserk status. Berserk lasts for a few seconds, and you are invulnerable throughout its duration.
Level design is what you'd expect of a PC game of its era, a tiny bit mazelike with a ton of levers to find in order to open up doors or extend bridges. Think something like classic Doom but without the keycards. There are a few puzzles here and there, but they were pretty easy to figure out. That said, the Snowy Mountains felt a bit poorly made. You have to realize that the blowing wind will carry you through gaps, and you also have to figure out that you must jump into the crevice for the wind to carry you. Then there's another segment in which the icy road cracks below you as you run, and if you fail to react and get to safety... you'll fall into currents that'll push you back to the start of the section, which quickly got boring. Platforming is as lackluster as you'd expect, which is why fact that there are so many bottomless pits or murderous lava is so surprising. But the worst part about it... the game has obscenely long loading times, and if you die, for example due to a spotty jump, you'll have to sit through another loading screen. No bueno!
I had fun with Rune, but I'll admit that the frequency and length of the loading screens do put a damper on the experience, but luckily, that's the game's biggest problem. The combat itself is fairly shallow but also very charming, I enjoyed this throwback to an older era of PC games, I find these kinds of ports very appealing, and as janky as the game is by today's standards.... I still think there's something a bit timeless about strafing around skeletons while madly slashing around.
7.5 out of 10
Wednesday, July 15, 2020
Review #825: Ys - Memories of Celceta
This is.... what? Ys IV's third version?
I really haven't played as much Ys as I would've liked. I loved Oath in Felghana on PC, which was my first Ys game, and I enjoyed Ys I & II on the DS, but as far as Ys goes that's all I have played... so far. Ys: Memories of Celceta is another once-exclusive of the Vita that is a sort of-pseudo remake of Ys IV. Look, Ys' timeline is weird and a lot of games got remade, some more than once, and it really doesn't matter since Ys is, according to the lore, a collection of stories about Adol, so, in a way, all versions of the same game can coexist as different versions of the same tale. I'm telling you, this is one of the weirdest JRPG timelines to keep track of.
In a weird twist, Ys - Memories of Celceta could very well work as a your entry point in the series. Not only does it start off with an amnesiac Adol, but throughout the game as you pick up your memories you'll get a look at Adol's childhood and why he decided to became an adventurer. But getting this mute hero's memory back is but one story thread, the bigger story thread concerns Adol and a man that claims to know Adol, Duren, who undertake the town's mayor request of exploring the nearby forest and charting a full map. As you go through the city you'll discover towns, some which Adol visited, some he hadn't, as well as meet new friends and foes. To be honest, characters are pretty one-note and the plot isn't very interesting, but it's serviceable. What really drove me when playing this game was me wanting to explore the forest, not caring about how the story developed because it was so dull.
The game's world is large enough, and while it seems like the forest is open for you to explore in any way that you want... it actually isn't. There are plenty of barriers that require a character ability or an artifact ability to proceed, so while you can take your time to explore, and you should since you get money and item rewards for charting the map, most of the time there's only one road that'll take you where you need to be and others that you'll eventually get to go through. I liked it, charting the map was fun... although the map percentage is busted, if by the end of the game you haven't got the full 100%... well, have fun revisiting every area hugging every wall, because the black fog also counts towards the map's percentage. Ridiculous.
There's plenty of sidequests to partake in, so it pays to revisit every town after you triggered a new story event. Although it's better if you wait until you get the Golden Wing, an item that lets you teleport to ANY stone tablet you've found. At first you can only travel between tablets of the same color, which makes backtracking a bit of an annoyance, but once you get the golden wing, you can, at pretty much any time, open the map, press R and just pick where you wanna warp. As for side quests, they come in various flavors: Slay a monster, gather a material or a set of materials, help a vendor tend to his store... there's quite a bit of variety. As you go through the game, you'll come across minerals, plants as well as beast parts from fallen enemies, these can be used to refine or strengthen your weapons or use them to trade for money, which is surprisingly hard to come by. By the end of the game you'll have a six man team and it'll be very tough to maintain your healing supplies, since no character can heal, as well as everyone's equipment up to date.
Combat is fairly fun in this game, it takes place in real time. While you have six party members, your party can only be made up of three, although you can pause at any time and swap party members. You take control of one character while the AI takes control of the other two, and you can press circle to swap between active party members. AI allies deal less damage, but also take less damage and can't die, since their health bar never goes below 1 HP, so you don't really need to babysit them. What takes the most getting used to is how loose the combat is, even your basic square attacks will propel your characters forward. And it's weird at first, but eventually you'll get used to moving all over the place as you fight. Every character has a different weapon type: Slash, Blunt and Pierce, and some enemies are weak or strong against a certain type. I didn't care about this system, and bosses don't have any weakness or resistance, so I just played with the party I wanted to play with.
But that's only half the fun. You also get a dodge and a block button, and if you time them right you'll get a Flash Dodge or a Flash Block, which will slow down your enemy for a few seconds, allowing you to retaliate with free hits. And if that wasn't enough, every character has access to a ton of special moves, although you can only equip four at a time, used by holding R and pressing the face button they are assigned to. Special moves can level up as you use them, and they run on a 100 energy gauge, skills costing 40 energy at most. You can recover this energy by landing hits and defeating enemies. So, basic hits charge your energy for your special moves, and special moves, in turn, fill another, yellow gauge, once full you can press the L button to unleash a powerful super move. It's a good system, and it's very dynamic too, since you recharge your energy by landing hits you are encouraged not to store your energy for 'tougher enemies'. And tougher enemies there are! Besides bosses, you may come across particularly tough monsters, which you can try to avoid or try to defeat for a higher amount experience points than regular enemies.
One of the game's biggest problems is how annoying it can get to proceed through the environment. First, the 'puzzles' which aren't actually puzzles, y'see, each character has a different ability: Ozma can strike walls, Karna can shoot daggers, Duren can pick locks. The 'puzzles' are as simple as selecting the appropriate character, pressing triangle and watch what happens. You don't have to think too hard, although, to be fair, the final dungeon does have a few brain teasers. Regardless, this means that if a character isn't in your party... you have to pause the game, enter the party menu and swap them in to do their trick, then go into the menu, go into the party section and swap them out again. This is a regular occurrence with artifacts, you'll come across a steep wall that you must run through, or rocks you must break, or need to get smaller to go through a cranny... Once again, you have to enter a menu and equip the appropriate artifact. At least artifacts get a shortcut, you can press the tiny red button on the HUD with your finger to open up the item menu, from which you can use healing items or swap your equipped artifact.
I liked Ys: Memories of Celceta, and... it kinda rekindled my interest to invest in the rest of the series, like, I really want to get a physical copy of Oath in Felghana for PSP. But I digress, Memories of Celceta is a fine RPG that fails to stand out, but succeeds in being really fun.
7.5 out of 10
I really haven't played as much Ys as I would've liked. I loved Oath in Felghana on PC, which was my first Ys game, and I enjoyed Ys I & II on the DS, but as far as Ys goes that's all I have played... so far. Ys: Memories of Celceta is another once-exclusive of the Vita that is a sort of-pseudo remake of Ys IV. Look, Ys' timeline is weird and a lot of games got remade, some more than once, and it really doesn't matter since Ys is, according to the lore, a collection of stories about Adol, so, in a way, all versions of the same game can coexist as different versions of the same tale. I'm telling you, this is one of the weirdest JRPG timelines to keep track of.
In a weird twist, Ys - Memories of Celceta could very well work as a your entry point in the series. Not only does it start off with an amnesiac Adol, but throughout the game as you pick up your memories you'll get a look at Adol's childhood and why he decided to became an adventurer. But getting this mute hero's memory back is but one story thread, the bigger story thread concerns Adol and a man that claims to know Adol, Duren, who undertake the town's mayor request of exploring the nearby forest and charting a full map. As you go through the city you'll discover towns, some which Adol visited, some he hadn't, as well as meet new friends and foes. To be honest, characters are pretty one-note and the plot isn't very interesting, but it's serviceable. What really drove me when playing this game was me wanting to explore the forest, not caring about how the story developed because it was so dull.
The game's world is large enough, and while it seems like the forest is open for you to explore in any way that you want... it actually isn't. There are plenty of barriers that require a character ability or an artifact ability to proceed, so while you can take your time to explore, and you should since you get money and item rewards for charting the map, most of the time there's only one road that'll take you where you need to be and others that you'll eventually get to go through. I liked it, charting the map was fun... although the map percentage is busted, if by the end of the game you haven't got the full 100%... well, have fun revisiting every area hugging every wall, because the black fog also counts towards the map's percentage. Ridiculous.
There's plenty of sidequests to partake in, so it pays to revisit every town after you triggered a new story event. Although it's better if you wait until you get the Golden Wing, an item that lets you teleport to ANY stone tablet you've found. At first you can only travel between tablets of the same color, which makes backtracking a bit of an annoyance, but once you get the golden wing, you can, at pretty much any time, open the map, press R and just pick where you wanna warp. As for side quests, they come in various flavors: Slay a monster, gather a material or a set of materials, help a vendor tend to his store... there's quite a bit of variety. As you go through the game, you'll come across minerals, plants as well as beast parts from fallen enemies, these can be used to refine or strengthen your weapons or use them to trade for money, which is surprisingly hard to come by. By the end of the game you'll have a six man team and it'll be very tough to maintain your healing supplies, since no character can heal, as well as everyone's equipment up to date.
Combat is fairly fun in this game, it takes place in real time. While you have six party members, your party can only be made up of three, although you can pause at any time and swap party members. You take control of one character while the AI takes control of the other two, and you can press circle to swap between active party members. AI allies deal less damage, but also take less damage and can't die, since their health bar never goes below 1 HP, so you don't really need to babysit them. What takes the most getting used to is how loose the combat is, even your basic square attacks will propel your characters forward. And it's weird at first, but eventually you'll get used to moving all over the place as you fight. Every character has a different weapon type: Slash, Blunt and Pierce, and some enemies are weak or strong against a certain type. I didn't care about this system, and bosses don't have any weakness or resistance, so I just played with the party I wanted to play with.
But that's only half the fun. You also get a dodge and a block button, and if you time them right you'll get a Flash Dodge or a Flash Block, which will slow down your enemy for a few seconds, allowing you to retaliate with free hits. And if that wasn't enough, every character has access to a ton of special moves, although you can only equip four at a time, used by holding R and pressing the face button they are assigned to. Special moves can level up as you use them, and they run on a 100 energy gauge, skills costing 40 energy at most. You can recover this energy by landing hits and defeating enemies. So, basic hits charge your energy for your special moves, and special moves, in turn, fill another, yellow gauge, once full you can press the L button to unleash a powerful super move. It's a good system, and it's very dynamic too, since you recharge your energy by landing hits you are encouraged not to store your energy for 'tougher enemies'. And tougher enemies there are! Besides bosses, you may come across particularly tough monsters, which you can try to avoid or try to defeat for a higher amount experience points than regular enemies.
One of the game's biggest problems is how annoying it can get to proceed through the environment. First, the 'puzzles' which aren't actually puzzles, y'see, each character has a different ability: Ozma can strike walls, Karna can shoot daggers, Duren can pick locks. The 'puzzles' are as simple as selecting the appropriate character, pressing triangle and watch what happens. You don't have to think too hard, although, to be fair, the final dungeon does have a few brain teasers. Regardless, this means that if a character isn't in your party... you have to pause the game, enter the party menu and swap them in to do their trick, then go into the menu, go into the party section and swap them out again. This is a regular occurrence with artifacts, you'll come across a steep wall that you must run through, or rocks you must break, or need to get smaller to go through a cranny... Once again, you have to enter a menu and equip the appropriate artifact. At least artifacts get a shortcut, you can press the tiny red button on the HUD with your finger to open up the item menu, from which you can use healing items or swap your equipped artifact.
I liked Ys: Memories of Celceta, and... it kinda rekindled my interest to invest in the rest of the series, like, I really want to get a physical copy of Oath in Felghana for PSP. But I digress, Memories of Celceta is a fine RPG that fails to stand out, but succeeds in being really fun.
7.5 out of 10
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