Saturday, February 8, 2014

Review #92: The Legend of Zelda - Four Swords Anniversary Edition

 If you ain't about multiplayer, just skip it.
 Four Swords Anniversary Edition is an "enhanced" port of sorts of the Multiplayer component of The Legend of Zelda: A Link to the Past Advance. Be warned, there is no online, and Multiplayer was the way the game was meant to be played, even if Nintendo did add some Single Player stages. But hey, at least it's free(And only available for a limited time!). As I had no one with the game nearby available, as I'm sure will be the case with more than a couple others, I was only able to play the Single Player mode and it's worth it, trust you me.
 Four Swords is not your typical Zelda game, the story is very barebones, but has Link coming into contact with the Four Sword, which divides him in four Links, and to top it off, Zelda gets kidnapped so the Links must team up and defeat the Wizard Vaati. There is no overworld here, instead the game is divided in many stages that, even though they contain Puzzles, Chests, Keys and items such as Bombs or the Bow, as one would expect from  Zelda, the focus is on gathering more Rupees than your opponent, Rupees here do not serve as currency but rather as points.
 In Single Player mode you'll be restricted to two Links, the Green one and another one of your choosing. You play as both Links at once, however, you'll always be in charge of the Green one as the other one follows you along, but won't attack or do anything else than following you. Actually, there are a couple of actions that require two Links, in which case the other Link will automatically help you. Pressing R or L let's you take control of either Link, as the other one sits down, he can't take damage but he won't attack either. You can press the X at any time to make the other Link warp right next to you, in case you need him. Honestly, it's pretty lame. Taking care of two characters is a drag, movement speed is pretty slow, and it would've been better if the other Link at least attacked when something came close to him, or to be able to select another Link as your main character.
 Unlike other Zelda games, you don't carry all your items, instead you'll find items on Pedestals that you can take, however, each Link can only carry one item, so you'll have to keep that in mind as well. See how it starts becoming a drag taking care of two Links, one of them always being dead weight, more or less? Items are your favorites, the Bombs, Bow, Boomerang alongside a couple of oldies, like the Cape(Behaves like the Roc's Feather) or the Pegasus Boots and the new Magnet. Puzzles are a bit simpler than your standard fare, and it makes sense as it's a Score-based Multiplayer game, but doing all of them by yourself makes them pretty lame. They look as if they would be fun alongside other human characters, but by your lonesome they become lame.
 There are four main levels, with about seven unlockable ones. Most of the main levels are pretty short, 10-15 minutes each, but some of the unlockables can take quite a bit more. Unlockable levels also tend to be much harder as well, however, unlocking some of the levels in Single Player is pretty annoying, as you need to amass huge quantities of rupees(5000+) on each stage by yourself, and this means abusing respawning enemies, a grindy and annoying task. Some of the unlockables, luckily the easy ones, are pretty neat, being throwback levels to the GBC(A Link to the Past), NES and SNES versions of Zelda, and the Links get the appropriate make overs!
 The Legend of Zelda - Four Swords Anniversary Edition is probably a good Multiplayer game, but the Single Player portion is both annoying and lame, even if it's free, it's hard to have fun with it.
 3.5 out of 10.

Friday, February 7, 2014

Archile's Grab Bag: Sick Friday Edition

 So I'm seriously under the weather, damned flu, but no flu or sore throat would stop me from retrieving my games. So I went and fetch them, like a badass.
  Package package package!
  CUT IT OPEN, YEAH BABY.
 Dem goodies, today I didn't get much stuff, but the first game I retrieved was unbelievably expensive.
  Tales of Destiny II: You... you expensive piece of...... YOU BETTER BE GOOD. YOU BETTER BE GOOD. It's a Tales game, it has to be good. Please be good.
  Wild Arms 2: A game I liked quite a bit in my youth, time to give it another whirl.
 Dissidia 012 Final Fantasy: I don't even own a PSP, yet, but I needed this game.
 Castlevania - The Dracula X Chronicles: I'm a Castlevania fan and this game, Rondo of Blood, has eluded me for years. The Remake and SotN port are nice bonuses though!

Wednesday, February 5, 2014

Review #91: Code of Princess

 Your experience may vary.
 Code of Princess is a beat'em up game, think Final Fight, in which you, as Solange de Lux, warrior princess, must save the world and kick a whole lot of butt while doing so. It's a simple game, with simple mechanics and a lot of different ways to play it.
 The game Single Player's component is made up of three different options: Story Mode, Free Play and Bonus Quests. Story Mode has fully voice cut-scenes during each of the 31 different acts(They are quite short) and has you play as one out of four characters, Free Play lets you play those 32(There's a scenario exclusive to different pairs in story mode) quests as any unlocked character and Bonus Quests which has 40 plus different quests for you to tackle. It seems like a lot, but each stage is only a couple of minutes long, barring a couple of lengthier ones, but they are the exception not the rule. The Story Mode is especially short, rounding up about 2-3 hours not skipping the dialogues, but it's a blessing in disguise. Finishing Story Mode allows you to use any character on the Bonus Quests, so you can play as the rest of the cast as soon as possible. Multiplayer, on the other hand, has a Versus Mode and a Co-Op both offline and online, but I won't delve too much into them(I couldn't really play them, but I don't care much about them).
 And you do want to play as the rest of the cast, because you might not like any of the four heroes. Y'see, characters vary a lot between each other, and have completely different styles. Ali, for example, doesn't get a Strong Attack string, but instead a lot of Skills, Zozo is a mage, so most of her moveset uses Magic and you can't just attack willy nilly. Characters are VERY different, and you may end up with a completely different opinion on the game depending on who you play as, so play around with the cast until you get a character that you like. Each character can be further customized as you level them up, you get points to spend on whatever stats you want, plus, there are loads of items with special effects to personalize you characters even more.
 Battles take place in multi-plane stages, usually three but they tend to vary, and you can change plane at will by double tapping up or down while blocking. Double tapping left or right while blocking produces a dodge. For offense, you get a Weak Attack and a Strong Attack. Some characters get strings on each button, some get special attacks done by imputing commands with the directional pad before pressing a button, and what have you. Every character plays very differently so buttons may produce different results, and while there are tons of characters, only the more human ones(And those that play a part in the story) get fully developed movesets, the rest feel like filler. You can increase the damage you deal by locking onto the enemy, by executing a lock attack(Y button) or by using Burst, which makes your mana drop at a steady pace, but you regenerate red health and gain double attack damage. Couple a lock on with Burst mode and your damage increases exponentially.

 As expected of this type of game, it can get repetitive, so they tried to spice things up by adding escort missions every now and then. They are impossibly vexing as the AI is borderline stupid, and very much suicidal. They tend to run straight to the enemies with no regard to their health, and you can't heal them, Ali is a must on this stages as she can taunt the enemies and draw aggro towards herself. Some stages can also get pretty hard, on the outset, so you'll have to mix and match your equipment to gain an edge, I actually liked this, made it pretty satisfying to get a character build that could deal with a once impossible mission. Funnily enough, once you level up your character to the late 50s, you can create some very powerful builds, the weapons that grant health regeneration while bursting are quite good.
 Don't let the cover of the game fool you, while the main character looks all kinds of stupid, the rest of the cast are more or less tasteful, even if the designs are nothing special. The graphics use pre-rendered sprites, think vanilla Donkey Kong Country, and they look pretty dang good, with pretty fluid animation. The backgrounds are a bit on the lame side, but they aren't hideous, at least. Don't bother with the 3D as the FPS will drop to unplayable levels. On the sound front, it gets the job done. Voice acting is surprisingly good, every scene is voiced, mind you, while the music is pretty serviceable.
 Code of Princess caught me by surprise. When I first started the game, I found it pretty lacking, as Ali was the only character whose design I liked among the main four, but her style just didn't mesh with me. Then once I started playing with one of the bonus characters on the Bonus and Free Quests, I started having fun. A lot of fun. So even if your first impressions are disappointing, just wait until you get to play around with the rest of the cast, characters play so different from one another that you are bound to find one that suits you.
 7.5 out of 10

Tuesday, February 4, 2014

Now Playing: Kirby Super Star Ultra

'salright.
 I finished Code of Princess! Yay! But I've yet to finish every Bonus Quest, so the review is still pending. Regardless, since I gotta spend time at the hospital, I decided to play something different. Something Pinkier, and Kirby just fit the bill. I'm awfully tired, so this will be kinda short too.
 I'm up to the Great Cave Offensive with 40/60 treasures so far, it's quite fun. I love how the Arena-type area is entirely optional, yet awfully confusing, I've two lives left to get every treasure, but I swear I will get it. Still, it's cool how it's optional, I'm gonna go through it since I'm that kind of guy, but it's neat how there's an entirely optional area.

Saturday, February 1, 2014

Month Overview: January

 Games completed in January:
 Castlevania: Lament of Innocence                          8.0
 Saint Seiya: Brave Soldiers                                    5.5
 Two Worlds 2                                                       6.5
 Castlevania: Lords of Shadow: Mirror of Fate        6.5
 Kingdoms of Amalur: Reckoning                            9.0

 Overview:
 Eh, Kingdoms of Amalur was fantastic and Lament of Innocence was a fun romp through Dracula's castle, but the rest was just so... so... average. Brave Soldiers was deceptively awful. I initially gave it 8.0, as I was having fun, despite how shallow it was, but the more I played, the more I realized that it just wasn't any fun. At all. Two Worlds 2 had the heart in the right place, but it just needed more polishing. Mirror of Fate tried to achieve a happy medium between Castleroids of old and the new LoS gameplay, but it didn't work as well as it should have. It's not a bad game, but it should've sticked to it's original formula.

 Game of January:
 Kingdoms of Amalur was the kind of game I've been yearning for a while now. Open ended and with a really good combat system. The main story was surprisingly good, specially when it comes to Western RPGs, and while some of the many sidequests got a bit repetitive, it always felt as if you had stuff to do.

 Runner-up:
 Lament of Innocence was really, really fun. Gameplay wise it was fun to play, with plenty of attacks to try out thanks to the orbs and the many sub weapons, and their combinations. But what was even better was just how well it captured the whole Castlevania essence, this game truly felt like a Castlevania in 3D. And it was done right to boot!

Friday, January 31, 2014

Now Playing: The Legend of Zelda- Four Swords Anniversary Edition

 It's not much fun when you only play Single Player.
 One of the first games I got on the GameBoy Advance was The Legend of Zelda: A Link to the Past, and I always felt curious towards Four Swords. Y'see, this mode was multiplayer only, and I didn't know anyone else who had the game. Still, I could watch the starting cutscene and marvel at the new graphics. And now, about 10 years later, I get to experience the game which eluded me for years... somewhat.
 For this freebie, Nintendo added a Single Player mode(You can still play the older game... only in wireless mode, no online, sadness undying) which is what I will be tackling, and after completing the tutorial... this ain't looking good. At the outset, you can choose a partner of any color, which I thought was kinda cool, even though I wanted Red Link as my main Link, I still get to play as Rink. You play as both characters at the same time, however, Green Link is always in the lead(Godammit) while Rink(Or Bink(Blue Link) or Pink(Purple Link)) follows around... except that he only follows, he doesn't attack nearby enemies or step on nearby switches. He does help you when you lift enemies that must be thrown or pulled from both sides to be defeated, or when you push big blocks, he automatically helps you, however, in order to step on switches you have to press L or R in order to control either Link or Rink individually. When you take control of one of the Links, the other Link will remain motionless, he can't be attacked nor can he attack, pretty disappointing.
 I just got through the tutorial, and the game seems a bit boring. Seeing all the items and their possibilities, I'm sure that Multiplayer must be a riot, however, me and I'm sure plenty other people don't have a way to play it. Quite disappointing.

Wednesday, January 29, 2014

In defense of Lords of Shadow

 Because someone's got to do it.
 Being a fan of something is alright, we are all fans of at least one thing. Fanboys, on the other hand, are disgusting close-minded individuals who believe they speak for the majority and that their word is gospel. Fanboys hate change, fanboys hate it when someone speaks ill of something they like, and they derive pleasure whenever a competing brand messes up.
 Castlevania Lords of Shadows was released a couple of years ago, and it was a damn fine game. It didn't really feel like a Castlevania game, but it wasn't bad by any means. Castlevania fans hated it even before it was released, since it was different. I understand hating reboots, but these people pass judgement before trying the end result first-hand. This is what happened with DmC, it didn't matter if it was a good game, Dante had black hair so it was garbage. Haters will claim that "If you think this is about the hair, you are an idiot", but their problems can be boiled down to: "It changed, therefore it sucks". Dante's hair is black, therefore it sucks. Fanboys need to understand, that just because it's new or different, it doesn't make obsolete previous entries in the franchise, the older games will be there for them, forever. Don't like it, don't buy it, but don't judge it until you get it in your hands. But I digress, this is about Lords of Shadows and why it ain't so bad.

Art
 The character redesigns are fantastic. When I played Lords of Shadows, I instantly fell in love with Gabriel's brotherhood robes, and later, Zobek's. And when Mirror of Fate finally introduced the classic characters into the mix, once again, I fell in love. Many fans cite Simon being a ginger or a barbarian ebing stupid, but Ayami Kojima herself made Simon a redhead in Chronicles(Which is my favorite Simon design, by the way) and the Belmonts were, initially, presented as barbarians. Remember the NES games? Simon and Trevor were fully decked in barbarian armors, Simon's redesign in the SNES game was a barbarian too. It was not until Ayami started doing the art for Castlevania that the characters started wearing more elegant threads.
 And one has to remember that Ayami Kojima wasn't always the norm. She only became the official Castlevania artist after Symphony of the Night, but by Dawn of Sorrow Konami went for a awful generic anime direction. Luckily they went back to a more gothic style for Order of Ecclesia, the art wasn't as good as Ayami's, but it was pretty similar. Lords of Shadows goes for a different direction than any of the previous artists, and the designs mesh pretty nicely with the new darker, grittier direction for the series. Try as you might to deny it, Castlevania was always sorta goofy. Finding perfectly roasted chicken hidden behind walls, for example, or how about the colorful armor suits throwing weapons at you? Later in the series, Skeletons became a bit of a joke and they started introducing multiple variations of them, for comedic effect. Dawn of Sorrow had Maids with Vacuum Cleaners, and if you used their power against them, they'd hold their skirts as not to have them blown by the wind. Castlevania never took itself too seriously until Lords of Shadows, which is also the reason as to why so many of the enemies look so generic. I admit it, most enemies in Lords of Shadows were incredibly generic, but Mirror of Fate finally reintroduced many of the classic enemies, like the Fleamen/Hunchbacks, Meremen, Armors and Skeletons. They still lack the personality of their Classicvania counterparts, but that's alright, Lords of Shadows is a game that takes itself seriously, Castlevania is not.
Weapons
 The Combat Cross is pure genius. Let's level for a moment, a whip is not a very threatening weapon. I'm not saying it's a bad weapon, I'm saying that a whip is made to inflict pain, but not to kill. Lords of Shadow still had to pay homage to the classic weapon wielded by most Belmonts, so they got a fine compromise: A chain. It makes sense, in most games that allowed the Whip to be enhanced, it would eventually turn into a Chain-whip. The Combat Cross starts off as a chain already, and when the chain is stored, the weapon takes the shape of a cross. A holy item to fight foul beasts. The Combat Cross is a fantastic addition to the Castlevania mythos, it looks fantastic and it makes sense.
 Mirror of Fate also reintroduced many of the classic sub weapons, but used the Nintendo-censored versions. The Holy Water became the Oil Flask and the Cross was changed for the Boomerang, which makes sense since the Whip is now the Cross and in some of the older Nintendo games, the Cross was called the Boomerang. The Axe returned, as well as Alucard getting his Bat subweapon back. It was great seeing the classic weapons back.
Story
 Spoilers: Gabriel becomes Dracula. Story is a pretty subjective thing, unless you are a fanboy, in which case you already think it sucks. Regardless, I actually liked the story, and I loved the sequel hook at the end. I understand why many would call foul, as Gabriel was presented as Dracula, with no explanation as to why or how, but I think that it was a great sequel hook. I liked the story, so I wanted to know more. I wanted to know how. And I felt it was a fantastic twist to make a Belmont become Dracula.
 Mirror of Fate finally reintroduced Simon and Trevor Belmont, and the way they introduced Alucard was really smart. Alucard was Dracula's son, so it only made sense for Gabriel's son to become Alucard, and who is Gabriel's son? Trevor. Why Alucard fights against his father also makes more sense now than before, why he curses his existence too, as we get to see how it all happens, instead of being told(as is the case with Classicvania's Alucard).
 Regardless, this is pretty personal, I could tell you why I liked the story, but other people may dislike it for the very same reasons I do. And they are all valid opinions. Unless you are a blind fanboy. As to how it stands against the rest of Castlevania, it certainly is the Castlevania with the most depth and story thrown into the game, but Castlevania was never really about the story. I think that Rondo of Blood was the very first time we got more than and introduction and an ending, afterwards, Castlevania games began placing stronger narratives on their games. I'm not sayin that Lords of Shadows has the best story in any Castlevania game, but it's definitely the one that placed the most thought into it.
Gameplay
 Arguably the games' worst feature. As much as Mercury Steam hates the comparison, Lords of Shadow was very similar to God of War. They are different games, with different mechanics, but the way Gabriel and Kratos fight is very similar, at least on a visual level. What has no excuse, however, were the Colossus battles, which felt very out of place in the game. I think the only one that made sense within the world of the game and the story, and was fun, was the last one. What makes it even worse is that there are only three of these, so why even bother? Mirror of Fate toyed with the formula a bit more, and tried to mix Castleroid gameplay with Lords of Shadow gameplay to... rather mixed results. Mirror of Fate, by Castleroid standards, was not too good, but otherwise, it was fairly decent, just don't expect it to be a Castleroid.
 How does it fare against older Castlevanias? Well, the first Castlevania games were very original, but then again, the NES era was were most of the classic games were born, at least the ones that we remember fondly. What Castlevania did, few games did like it, there were similar games, sure, but none quite like Castlevania and it's sub weapons. But when people talk about Castlevania, they refer, most of the time, to Castleroids. Know where the name comes from? Castleroid or Metroidvania is the result of mixing Castlevania and Metroid together, this is a genre that was born after Super Metroid(Even if Metroid was technically the pioneer). Castlevania: Symphony of the Night borrowed all the elements of Metroid while adding new ones, like equipping different weapons or using items. What I'm getting into, is that some of the most beloved Castlevania games borrowed heavily from other games, specifically Metroid. Calling Lords of Shadow crap because it's a God of War clone is really stupid when Castlevania stopped being wholly original after Symphony of the Night. If Castlevania: Lords of Shadow is a bad game for being a clone, that makes most Castlevania games bad.
 Castlevania Lords of Shadow and CV:LoS:Mirror of Fate are not bad games, they have a lot of room for improvement, but they are not bad. It's OK to like or prefer older Castlevania games, it's perfectly fine to hate them after playing them, but to hate them for being different without even trying it? How stupid is that? And did you notice how the moniker Lords of Shadow is kept in every entry? This are not meant to be full reboots, but rather an alternate timeline of sorts, one that is not heavily burdened with entry after entry of adding or retconning stuff into the timeline. This is a fresh start, a different take on something you like. And if you don't like it, that's alright, your black-vested Alucard will live on forever in Symphony of the Night, and there's nothing Konami can do to undo it.