Hmmm, it's alright. It's no TRAG.
This game feels almost nothing like Alundra so far, so I dunno why call it Alundra 2. Sure, the view is sorta the same? But it feels much, much different, and I'm not just talking about the phyisics. I'm almost an hour in and I've mixed feeling about it.
The music is the sort of music you'd expect from a game like this, it's nothing special, but it's not bad. Surprisingly for the time, the voice acting is quite decent. The graphics however are quite bad, not only are most characters very simple and low poly(Seriously, the textures for the faces are so simple and bad) and worst of all? It will have slowdown at times. With graphics this simple, they've no excuse for it.
The controls are alrightish, it's a bit odd that the game supports the dual shock and you can control de camera with R1 and L1, yet you can't move it with the right analog stick, it feels like a missed oportunity. Also, moving the camera while moving Flint sometimes makes the left analog stick behave oddly, it's hard to explain. On the whole, they are not as tight as I would've liked, but it's not too annoying.
I like it a bit so far, not as much as I liked Alundra 1 when I first played it, but I doubt it's gonna be a bad game.
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Sunday, April 14, 2013
Saturday, April 13, 2013
Archview #14: Tekken Tag Tournament 2
Part 2 of the Double Review Special
This is my favorite fighting game ever, no lie. So, where to start from... Hmmm... There's 59 characters. Yup. There's only like 10 clones or so, and even then, they have different moves and different properties to some of the shared moves. Besides, some of these characters are here just to please the fans, and that's what this game is about, pleasing the fans and celebrating Tekken. Almost every character from previous games are in here, the few exceptions are Jack 1, Jack 2, Gunjack and Jack 4, however, Jack 6 takes their place. There's also missing Gon, for obvious copyright reasons, but then again, Gon is not really part of Tekken, so he's not a necessity. There's also Kuma 1, Armor King 1,King 1 and Roger missing, but King 2 , Armor King 2, Roger Jr. and Kuma 2 take their place, and they looked the same anyways.
Just as there are loads of characters, there are loads of modes. Arcade ladder, Ghost Battle, Time Attack, Survival... and then, you can also play in pair-play mode, with 2 players, each one playing as one character on the "Team". Customization returns, but I'll speak of it later. There's also Fight Lab, and while it was presented as a "great tutorial into all that is Tekken", that's an exageration. It teaches you some basics, but you are left to do most of the work. For example, it teaches you what a launcher is, but since each character has different launchers, it's up to you to find them out. Fight Lab will not make you a master at Tekken, it will just teach you rough fundamentals, with some funny missions.
Speaking of customization, it's a step back from Tekken 6. Now "Arms and chest" got grouped into Chest, "Legs and feet" into Legs, and creating hairstyles got a tad more cumbersome. The accesory department got expanded though, with lots of "in-hand" equipables, and most swords and knives are usable in battle! Most of them have a slow startup and deal little damage, so they won't affect a serious match, being there mostly just for show. It does feel like there are less pieces of clothing though, and some of them don't look too good on the characters. Luckily, most of previous alternate costumes from the characters are unlockable for equipping(You have to unlock both Chest and Legs pieces though, or just mix them with other clothings, who's judging?) and they do look good. Most of the unlocking is done in Ghost Battle, however what you unlock is random, so it could take a while before you complete your favorite character's wardrobe. It's worth noting that characters do have default alternate costumes, but most of them are really, really bad and feel completely uninspired, probably made in a couple of seconds just to have them. The game does provide around 10 slots per characters, so you can make up for them.
The game looks amazing. While I feel, but can't prove, that the bodies feel a bit more streamlined, characters are still impossibly detailed, I dare say the most realistic muscles in a videogame ever. Characters algo get dirty and/or wet as they fall into the various types of ground, it looks really good. One thing I disliked though, is that replays got shorter, now it only plays the last 3 seconds before the killing blow, which is quite dissapointing. The music is your usual Tekken Techno, it's a shame they also got rid of the "Play your own music at any time" from Tekken 6, but the music is good. Voice Acting is great, each character speaks in it's native language! Portuguese, French, Spanish, Korean, Chinese, German, Japanese, English.... it proves just how much attention to detail they payed. Oh, actually, Lars is half german, but still speaks Japanese, go figure. Another neat touch, is how endings(Yeah, endings! In a fighting game! Again! Finally! REAL ENDINGS, WITH ANIMATION AND NO TEXT!) use many and different styles. Some are in FMVs, some are handdrawn, some use different filters... there are loads of different ending styles, and it's so good!. And, obviously, they reek of Tekken's trademark humor.
Gameplay is your tried and true Tekken fighting system, forged in fire through over 7 iterations of the franchise, with the addition of tag mechanics. It's not just tagging, there's tag assaults and tag throws too, and a bunch of defensive tag additions. Wanna tag in safely? Just give up you red health and rage, and you can tag in while on the ground. Like the previous Tekken Tag Tournament, characters recover red health when they are not active, and rage is activated when you take damage... however, it's your partner character who gets enraged. There's a whole Allegation chart, based on character relationships, that can make your partner get enraged sooner, or take more time, depending on who's his partner. Wait, learning two characters is too hard? Well, characters do have at least 60 moves, some go beyond a 100, and all those stances... worry no longer, you can go 1 v 2(Or 1 v 1, if you are boring). Playing as one character limits your options, since you no longer have access to all those neat tag mechanics, but you do get more health, and get enraged sooner, still, fun people play as two characters.
Tekken Tag 2 is an extremely fun game, proof of that is that I spent over 10 hours fooling around in ghost mode before even going to Arcade mode and getting the endings, it's that good(Also, the fact that most of my friends dislike Tekken. If you are reading this, EFF YOU, YOU KNOW WHO YOU ARE.). It's not totally perfect though, I dislike how Arcade Mode and Survival mode are littered with crappy looking custom characters instead of their default looks. Also, most oponents "pretend" to be players, so you'll be running against the same teams multiple times, I've had prefered random teams, like Tekken Tag 1!. Also, there are few victory poses and special victory poses, specially for a game as big as this one. Then there's the "free" dlc. Yes, it's free, but if you don't have Internet,or 10 years from now, when PSN and XLive are dead, you won't have access to around 10 characters. All of these are just nitpicks though, and hardly get in the way of your enjoyment with TTT2.
Tekken Tag Tournament 2 is the best Tekken yet. If you don't like Tekken, this game won't change your mind. If you do, this is a no brainer.
10 out of 10.
Archview #13: T.R.A.G : Mission of Mercy
Welcome to a double Review Special, part 1: T.R.A.G
T.R.A.G is a criminally underrated PS1 action game. It never seems to be mentioned anywhere. No Top 10s, no "Obscure PS1 games", no nothing. EVER. And it's a shame, 'cause it's surprisingly good.
The game plays like Classic Resident Evil, characters move like tanks, you've got fixed camera angles on pre-rendered backgrounds. There's also lots of information logs, items(mostly keys) that are needed to open various objects. There's also a limited quantity of healing items, and the game never heals you, so you have to keep that in mind, albet enemies tend to be quite generous with health packs(These can't be stocked though). Unlike Resident Evil, however, you play as four different characters, each character can be swapped on the fly, and each one has a different weapon and fights quite differently from each other. Unlike REvil, however, combat is quite fast. You've got backsteps and special moves, using the D-Pad.
The game looks pretty good. Characters and enemies are a bit on the simple side, but they look good, specially for a PS1 game. The music variety is a bit small, but it works for the game, voice acting on the other hand..... To be fair, back in the day, voice acting wasn't common, and it wasn't good, at least the dialogue is cheesy, so it kinda, kinda meshes well with the bad voice acting. One thing I loved is the amount of details, like different descriptions depending on which character is doing the examination, and the amount of alternate CG cutscenes and lines depending on which character you are using!.
The game is a tad too short though. It's a shame, since it has many great ideas, like the initial sequence, where Alex and Michelle break up and each one handles a different area. You can switch characters and proceed at your own leisure, it'd have been nice to have more moments like that. Also, you can choose which character handles which area, so you get different CG cutscenes and dialogues, and a different latter consequence, but alas, the game is too short, and it's a one time deal.
After finishing the game, two different endings by the way, you unlock different colors, and depending on certain conditions, different weapons and costumes(In some cases, like Alex and Rachel, it changes their moveset) for each character, plus, having Alex and Michelle take the paths they didn't last time, so there is some degree of replayability. My final complaints lie on the fixed camera angles, like other games of it's ilk, sometime it can make it hard to see what you are fighting, specially when the camera angle changes and on the controls. Tank-like controls probably wasn't the best way to go with this kind of game, and movement sometimes is a bit cumbersome, but it doesn't get in the way of the game.
So, in conclussion, T.R.A.G: Mission of Mercy is a great game, and everyone who hasn't played, nay, hasn't even heard of it should get shot.
It's a 7 out of 10.
T.R.A.G is a criminally underrated PS1 action game. It never seems to be mentioned anywhere. No Top 10s, no "Obscure PS1 games", no nothing. EVER. And it's a shame, 'cause it's surprisingly good.
The game plays like Classic Resident Evil, characters move like tanks, you've got fixed camera angles on pre-rendered backgrounds. There's also lots of information logs, items(mostly keys) that are needed to open various objects. There's also a limited quantity of healing items, and the game never heals you, so you have to keep that in mind, albet enemies tend to be quite generous with health packs(These can't be stocked though). Unlike Resident Evil, however, you play as four different characters, each character can be swapped on the fly, and each one has a different weapon and fights quite differently from each other. Unlike REvil, however, combat is quite fast. You've got backsteps and special moves, using the D-Pad.
The game looks pretty good. Characters and enemies are a bit on the simple side, but they look good, specially for a PS1 game. The music variety is a bit small, but it works for the game, voice acting on the other hand..... To be fair, back in the day, voice acting wasn't common, and it wasn't good, at least the dialogue is cheesy, so it kinda, kinda meshes well with the bad voice acting. One thing I loved is the amount of details, like different descriptions depending on which character is doing the examination, and the amount of alternate CG cutscenes and lines depending on which character you are using!.
The game is a tad too short though. It's a shame, since it has many great ideas, like the initial sequence, where Alex and Michelle break up and each one handles a different area. You can switch characters and proceed at your own leisure, it'd have been nice to have more moments like that. Also, you can choose which character handles which area, so you get different CG cutscenes and dialogues, and a different latter consequence, but alas, the game is too short, and it's a one time deal.
After finishing the game, two different endings by the way, you unlock different colors, and depending on certain conditions, different weapons and costumes(In some cases, like Alex and Rachel, it changes their moveset) for each character, plus, having Alex and Michelle take the paths they didn't last time, so there is some degree of replayability. My final complaints lie on the fixed camera angles, like other games of it's ilk, sometime it can make it hard to see what you are fighting, specially when the camera angle changes and on the controls. Tank-like controls probably wasn't the best way to go with this kind of game, and movement sometimes is a bit cumbersome, but it doesn't get in the way of the game.
So, in conclussion, T.R.A.G: Mission of Mercy is a great game, and everyone who hasn't played, nay, hasn't even heard of it should get shot.
It's a 7 out of 10.
Friday, April 12, 2013
Archview #12: Strider 2
Short 'n sweet.
Strider 2 is one of the most action-packed games ever, rivaling the best Contra has to offer. It has you travelling from airship to airship, through the artic, battling a gravity defying machine or fighting over flying cars. This game is awesome. It's also over a little too soon.
The game is very simple, you have a Slash button and a Jump button, go wreck havoc. The game is very fast paced, but the controls are very tight, you always feel in control. Imagine Sonic, but less watching and more playing, that's Strider 2, kinda.
At the start you can choose from 1 out of 3 missions, and as you clear them you'll unlock 2 more. Each stage is incredibly action packed, but the game, as a whole, is very, very short. It's also quite hard on the default setting, but you get infinite continues. It's a very short game, no doubt about it, but it manages to cram so much fun into it's length that it's quite astounding, and it's highly replayable. Also, beating the game unlocks Hien, and while he is just a Hiryu headswap, his attack is quite different, providing a slightly different experience.
The game looks good, it has flat sprites on 3D backgrounds. Both are very jaggy, but it doesn't get in the way of the game. Activating Boost also can take a toll on the frames per second, but it's not too annoying. The music is... you'll never hear it, you'll be stuck with Hiryu's "HA!"s everytime he swings Cipher, and you will be mashing that Square button.
So yeah, it's a short game, but it's also very fun. It's highly recommendable, and it also comes with Strider 1, a much harder and much more punishing game(And despite what the hardcore fans may say, Strider 2 is much better.).
It's an 8 out of 10.
Strider 2 is one of the most action-packed games ever, rivaling the best Contra has to offer. It has you travelling from airship to airship, through the artic, battling a gravity defying machine or fighting over flying cars. This game is awesome. It's also over a little too soon.
The game is very simple, you have a Slash button and a Jump button, go wreck havoc. The game is very fast paced, but the controls are very tight, you always feel in control. Imagine Sonic, but less watching and more playing, that's Strider 2, kinda.
At the start you can choose from 1 out of 3 missions, and as you clear them you'll unlock 2 more. Each stage is incredibly action packed, but the game, as a whole, is very, very short. It's also quite hard on the default setting, but you get infinite continues. It's a very short game, no doubt about it, but it manages to cram so much fun into it's length that it's quite astounding, and it's highly replayable. Also, beating the game unlocks Hien, and while he is just a Hiryu headswap, his attack is quite different, providing a slightly different experience.
The game looks good, it has flat sprites on 3D backgrounds. Both are very jaggy, but it doesn't get in the way of the game. Activating Boost also can take a toll on the frames per second, but it's not too annoying. The music is... you'll never hear it, you'll be stuck with Hiryu's "HA!"s everytime he swings Cipher, and you will be mashing that Square button.
So yeah, it's a short game, but it's also very fun. It's highly recommendable, and it also comes with Strider 1, a much harder and much more punishing game(And despite what the hardcore fans may say, Strider 2 is much better.).
It's an 8 out of 10.
Friday, April 5, 2013
Archview #11: Godzilla Destroy all Monsters Melee
It grew on me...
The game looks really good. While buildings are very simple, the monsters look really good, however the beam attacks look really puny. They sound puny, and the visual feedback looks as if the other monster simply got a weak push. Monster screams are quite fitting though. The music is barely noticeable, but it's better that way, it sounds way more epic to have all the little explotions and monster screams fill the enviroment.
There are 11 Kaijuu, and one of the neatest things, is how each one feels very different from one another. Actually, Godzilla 2000 is a slightly different Godzilla 90s, and Mecha Gidorah is barely different from King Gidorah. However, those particular cases aside, each monster feel very different. For example, one of the has a spiked shell, hit it, and your monster will get stunned as he grabs his paw or foot in pain. Another one can dive into the ground, and a couple of them can fly. One thing I disliked though, is the Blunt, Sharp and Beam resistances. Some monsters are particularily resilient to one type of attack, and weak to another. It's a bit annoying, but I guess it adds some un-needed depth.
This game is a case of "It's better with friends", 'cause y'see, if you play single player, you can only play: Adventure mode(Where the AI is horribly cheap and the Military seems to target you exclusively, shame it's how you unlock everything), Versus(You versus 1 CPU) and Survival. However, if you have friends, you can play Melee, a 4 man free for all. You can also play Destruction, where you race to destroy the town before the other player. You also get the added bonus that human players won't own you like the CPUs.
Godzilla: DAMM is not a bad game, but it's not for everyone. Godzilla fans will eat it right up, anyone else, tread carefully.
It's a 6/10.
For starters, I know jack about Godzilla, I mean, I'm familliar with the franchise, I know what is a Mothra, I know that there is more than one Mecha-Godzilla, I know that the franchise involves aliens and humans as much as the kaijuu themselves(Well, maybe not as much). So I hope I don't mess up too badly as I fumble around the review.
Godzilla: DAMM is a fighting game in which you take control of a "Kaijuu", a giant monster, and have to battle another giant monster. Battles take place in various cities, which can, and will, get destroyed as you fight. You have a Punch, a Kick and a "Limb" button, stringing them together you can get combos, and coupling them with the analog stick you get more moves. Punch+Kick is grab, and Punch+Limb unleashes the rage move, provided you are in Rage mode. There's also a Beam button, that can be charged to unleash... a beam attack.
First complaint: Controls feel wonky. Yes, monsters react slowly to your button presses since they are supposed to be big and heavy... but they are still wonky. Also, if you are not exremely precise with the Grab or Rage move combination, you'll end up just punching the air. It happens a lot, and it's annoying. Another baffling mechanic is... Head rotation. By using the C-Stick you can rotate you monster's head, in order to better aim the beam attack(Since homing is also wonky). It's a really strange mechanic, and due to the camera angles, it never manages to become second nature.
Monsters are caged with laser walls, touch them, and get knocked back while taking negligible damage. Throughout the stage, sometimes power ups will appear, they can be either Health restores, Energy restores(Energy recharges slowly, and it's used for beam attacks), Rage(This puts you in rage mode, allowing you to use the Rage attack AND goes through monster resistances) or... Mothra. Yes, Mothra, one of Godzilla's trademark enemies is a mere power-up. He flies by, zapping the enemy.
Stages also have the military forces and alien spaceships, and both like to take their anger out on the Kaijuu. While they do little damage, occasionaly you'll get frozen by the ice beam, granting the enemy a free attack. Some buildings can also be picked up and thrown. Something I disliked, is that it's not immediately obvious what can be picked up, unless you get close to it and it flashes red.The game looks really good. While buildings are very simple, the monsters look really good, however the beam attacks look really puny. They sound puny, and the visual feedback looks as if the other monster simply got a weak push. Monster screams are quite fitting though. The music is barely noticeable, but it's better that way, it sounds way more epic to have all the little explotions and monster screams fill the enviroment.
There are 11 Kaijuu, and one of the neatest things, is how each one feels very different from one another. Actually, Godzilla 2000 is a slightly different Godzilla 90s, and Mecha Gidorah is barely different from King Gidorah. However, those particular cases aside, each monster feel very different. For example, one of the has a spiked shell, hit it, and your monster will get stunned as he grabs his paw or foot in pain. Another one can dive into the ground, and a couple of them can fly. One thing I disliked though, is the Blunt, Sharp and Beam resistances. Some monsters are particularily resilient to one type of attack, and weak to another. It's a bit annoying, but I guess it adds some un-needed depth.
This game is a case of "It's better with friends", 'cause y'see, if you play single player, you can only play: Adventure mode(Where the AI is horribly cheap and the Military seems to target you exclusively, shame it's how you unlock everything), Versus(You versus 1 CPU) and Survival. However, if you have friends, you can play Melee, a 4 man free for all. You can also play Destruction, where you race to destroy the town before the other player. You also get the added bonus that human players won't own you like the CPUs.
Godzilla: DAMM is not a bad game, but it's not for everyone. Godzilla fans will eat it right up, anyone else, tread carefully.
It's a 6/10.
Wednesday, April 3, 2013
First Archimpressions: Godzilla Destroy All Monsters Melee
No bueno.
I got hyped. I did, I heard and read about this, supposedly, great GC Godzilla game, so I just had to try it... and it's no bueno. For starters, the controls are clunky, yes, it was done on purpose, since these are huge monsters, but they are still clunky. Physics are incredibly floaty, the jumps have no weight to them, and these are supposed to be heavy monsters, remember the clunky movement?.
Another beef I have: Affinities. There seems to be different some kind of resistance system? Some monsters are strong againt blunt attacks, others agains sharp, and some against beams.... Basically, the balance is broken. Attacks also lack oomph. I had to cut back to 1-round fights since it was so boring. Visually, the attacks lack any sort of "ouch" factor, soundwise they seem puny, and the life bars take so much time to go down.... Specially maddening with the beam attacks.
So, yeah, I'm not liking this game. At all. Hope I get done with it soon.
Monday, April 1, 2013
Archview #10: Alundra
Finally got here, Review number 10!
Alundra is an adventure game in the same vein as Zelda. Almost exactly like Zelda. Actually, it's a Zelda clone, and it doesn't even try to hide it, you've got puzzles, you've got elves, you've got bombs... however, there is one big, highly noticeable difference... Alundra is hard as balls, call it Zelda: Hard mode, if you will.
The game puts you in the shoes of Alundra, the eponymous hero of the game, who suffers an accident and wounds up in the town of Inoa, where people gave up the ability to create in order to gain the ability to control their dreams. However, people begin having deadly nightmares, and it just so happens that Alundra comes from an ancient race of dreamwalkers, so guess who has to save the inhabitants of Inoa?.
The game could've also used maps, it's easy to get lost in the main world of the game, at least until you learn the landscape. Most of the dungeons are small enough as not to need one, but the last dungeon can get quite confusing. Another annoyance comes from the health of enemies. Enemies take a lot of hits before going down, specially early in the game... and the bosses? Working Arts said that the in the Japanese version, bosses had even more health... hard to imagine. The latter bosses specially, will soak up a lot of damage before going down.
The presentation is one of the game's best assets. It looks great, the sprite art is charming, and has a very distinct style, with their big feet. The music is fantastic, there are a lot of pieces, and they are all really, really good. The localization is top-notch, worthy of the Working Arts logo.
The game is really good, but it's hard difficulty may turn off some people, nothing a guide can't help ease, however the jumping puzzles are an exercise in frustration, probably the one thing that kept this game from becoming a classic, instead of just a cult hit.
It's a 7 out of 10
Alundra is an adventure game in the same vein as Zelda. Almost exactly like Zelda. Actually, it's a Zelda clone, and it doesn't even try to hide it, you've got puzzles, you've got elves, you've got bombs... however, there is one big, highly noticeable difference... Alundra is hard as balls, call it Zelda: Hard mode, if you will.
The game puts you in the shoes of Alundra, the eponymous hero of the game, who suffers an accident and wounds up in the town of Inoa, where people gave up the ability to create in order to gain the ability to control their dreams. However, people begin having deadly nightmares, and it just so happens that Alundra comes from an ancient race of dreamwalkers, so guess who has to save the inhabitants of Inoa?.
Surprisingly, the story takes some very dark turns later in the game, suffice to say, it doesn't shy away from killing defenceless kids. And this, being a game localized by the now defunct Workings Arts, has some pretty funny lines. The game is filled with humor, even in the darkest moments(For example, when a certain pothead dies, the game says "X has take the ultimate bad trip". They make light of every situation!).
As for the game itself, it's pretty good. Controls are very simple, and are responsive, most of the time. Just like Zelda, there are some times in which you are going to return to the pause menu numerous times to switch items, but it doesn't get annoying... not that part, at least. The game is brutally hard, some of the puzzles are quite taxing, and worst of all, the game punishes you constantly. Rooms don't reset unless you exit them, which means on rooms that have 3 or more tasks to complete, fail even one of them, and you have to do all of them again, that barrel you just lost, is gone forever until you exit the room.
The worst aspect of the game is the jumping. The game has a dumbfounded focus on jumping. Jumping in this game is annoying, due to it's 2D with a 3D plane nature, gauging distances is hard, and some jumps need to be pixel-perfect. The worst part? The game is filled with jumping puzzles, all the way to the end. Some can get quite frustrating, since you might, actually, WILL, need to reset a lot of rooms that have jumping puzzles. It's quite surprising on the amount of jumping the game pretends you to do, and blemishes an otherwise great game.The game could've also used maps, it's easy to get lost in the main world of the game, at least until you learn the landscape. Most of the dungeons are small enough as not to need one, but the last dungeon can get quite confusing. Another annoyance comes from the health of enemies. Enemies take a lot of hits before going down, specially early in the game... and the bosses? Working Arts said that the in the Japanese version, bosses had even more health... hard to imagine. The latter bosses specially, will soak up a lot of damage before going down.
The presentation is one of the game's best assets. It looks great, the sprite art is charming, and has a very distinct style, with their big feet. The music is fantastic, there are a lot of pieces, and they are all really, really good. The localization is top-notch, worthy of the Working Arts logo.
The game is really good, but it's hard difficulty may turn off some people, nothing a guide can't help ease, however the jumping puzzles are an exercise in frustration, probably the one thing that kept this game from becoming a classic, instead of just a cult hit.
It's a 7 out of 10
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