Wednesday, February 26, 2014

Now Playing: Darkstalkers Chronicle - The Chaos Tower

 You can never have too much Darkstalkers, right?.... right?
 Not gonna lie, so far it ain't nothing special. It feels like a souped up port of the Playstation DS version, you get to pick from every mode(Every iteration of Darkstalkers), but you also get every ending... shame it's hidden under a mode, which name's I've forgotten.
 I'm still trying to get used to the directional pad, something tells me that the PSP isn't a good fit for Fighters? Even though everyone would tell me otherwise, heh!

Archile's Grab bag, Portable Wednesday edition

  Two boxes!? HAPPINESS.
 Let's cut'em open.
 FILLED TO THE BRIM, I'M LOVING IT.
 Shadow Madness: I think I didn't particularly like this game, but I've been wantint to replay, and finish it, for a while now.
 Final Fantasy VIII: I loved this game as a kid, but something tells me I will find the Draw system a drag now, ah well, it has to be played again, my childhood demands it.
 Crisis Core - Final Fantasy: People say that it's good, but Squeenix track record as of late is pretty sad, still, I must play it. Please, don't ruin Final Fantasy VII anymore, they were meant to be stand alone games.
 Mobile Suit Gundam VS Gundam Next Plus: I've been a fan of the franchise since Gundam: Federation VS Zeon, so I just had to get it. Now I just need to get Rengou VS Zaft....
  Darkstalkers Chronicle - The Chaos Tower: There's no such thing as too much Darkstalkers.
 Mimana - Iyar Chronicle: I've no idea what this game is all about, but gameplay seemed interesting.
  Gods Eater Burst: Seemed like a pretty good Monster Hunter Clone, so might as well give it a spin. So many PSP games, if only I had a PSP...
  What could be on the other box?
  Kirby's Return to Dream Land: I wasn't planning on getting this one so soon, but the game's price was skyrocketing upwards, so I took a dive.
 COULD IT BE?! A PSP!?

Gundam Extreme VS Full Boost Impressions ZZ, Char's CounterAttack-chapter.

 Qubeley Mark II
 Very much improved since vanilla, Qubeley(Puru) is an excellent long range 1000 unit, has plenty of annoying proyectiles to keep the enemy at bay, plus, it's pretty bulky and fun to use.

 Qubeley
 Feels a bit faster than it's vanilla counterpart. Most of Qubeley Mark II's long-range options a gone, but it definitely has a better close-range game. While it's fun to use, there are way better 2500 units out there.

 NEW Zaku III Custom
 A fun 1000 cost unit to use. At the outset there's nothing special about it, but after about 10 seconds you can engage in a Power Up mode that reflects beams and enhances melee for a short while. Plus, it gets a stunner with a huge range. Still, I think it could've used a couple more long ranged options besides the Beam rifle and the supports.

 Char's CounterAttack

 Nu Gundam
 Even though it received a new move, it feels very much the same as before. It's a great all around unit that can fight at any range effectively and it's pretty straight forward to use. The beam shield is pretty useful!

 Sazabi
 Finally became a 3000 unit! The Sazabi is pretty fun to use and a great long-range unit with plenty of tools and options to cause havoc. What's even better, even though his melee is a bit too slow and might leave him open for enemy beams, he can cause some damage up close! Still, he is better at long range-mid range, but shouldn't be scared to engage head on.

Bonus:

Berga Giros
 Berga Giros suffers from having a good melee. 1000 units are supposed to be support units, that stay away but aid the more expensive units. Berga Giros has a pathetic main gun that deals little damage and has poor tracking, he also has missiles that are easy to dodge unless used at mid-range. His stronger long-range option is his support call, but these don't recharge until respawn. Sounds pretty bad, but he has a couple of moves that stun and have pretty low charge/reload time, these can help him get up close and deal larger damage or let the other unit engage safely. As a whole, I don't believe he is of much use, but dunking enemies with the drill is fun!

Tuesday, February 25, 2014

Gundam Extreme VS Full Boost Impressions Z-chapter.

 I'm liking Full Boost so much, that I wanna write my impressions on all the units. I talked about most of 0079 in my Now Playing entry, so I won't be covering them, instead...

Z Gundam
 A good, all around unit, I didn't notice anything particularly different from vanilla Extreme VS. I didn't hate it, but I don't see myself using this unit any time soon.

Hyaku Shiki
 My favorite Mobile Suit in the Gundam universe. A 2500 unit, it feels a bit weak amongst it's 2500 brethen. The Ion Cannon is as useless as it was on Vanilla, since the start up is too long. I dunno, I know that I used the hell out of this unit in Vanilla, but this time it just didn't click with me. I will be retrying it after I'm done, since it is my favorite mobile suit.

Messala
 The giant cannons on its back make it look bulkier than it is, even though it is quite a tall unit. It's an OK unit with a fantastic long range game and a decent melee.

 New Units
The-O
 This was actually DLC in Vanilla, but since I didn't buy it, this unit is pretty much new to me. As one would expect from this four-armed(He has two tiny arms hidden in it's battle skirt) behemoth, its long-range game is pretty weak, and his Beam Rifle takes a while to recharge, so make each weak hit count. It's melee, however, is quite fantastic, he can make some pretty long and strong combos with devastating results. When I first tried it, I hated it, coming from the Messala, but after getting used to it, he became quite fun.

Hambrabi
  The Hambrabi has both decent long range game and decent close range game, making it quite versatile. One of his attacks has him calling Dunkel and Ramsus, in their own Hambrabis, working alongside Yazan for a long while. Unlike other supports of their kind, Dunkel and Ramsus are invulnerable, so they'll remain alongside Yazan until their time is up. Not only do they provide a nice buff to the Hambrabi's long range damage, but they allow it to use the three-pronged attack that they used on the show! Very nice unit.

Gundam Mark II/Super Gundam
 One of the units I liked the most, so far. It's got a decent mid range/close range game by default, and it can call the G-Defender to transform into the Super Gundam for a short while. The Super Gundam takes a hit on close-range, but gains super beams to aid it in mid-to-long range skirmishes. It's all around fun and pretty decent.

Bonus:

Full Armor ZZ Gundam/ZZ Gundam
 While I didn't particularly like it in Vanilla, FAZZ was my go-to mobile suit in Mission Mode, when the missions got harder and I needed more fire power. Compared to its vanilla counterpart, it seems a bit weaker when it comes to damage output, but it keeps the same start-up as before. Full Armor ZZ Gundam was made for long range, as his movement speed is slow, and his close-game is pretty sad. Long-range is where it shines the most, until you purge the armor and turn into ZZ Gundam. ZZ Gundam gains more speed and a better close range game, bit it should still aim to stay in mid-range.

Now Playing: Tales of Destiny II

 'Salright.
 Seems the copy I've got had one scratch too many, as plenty of Farah's lines would skip... so I migrated to the PS3, and the PS3's reader did the trick. Technical issues aside, so far it's alright. Maybe I hyped myself for this game too much, as it's the Tales game that always eluded me, but I dunno, I like it, no doubt about it, but it wasn't "WHOA OMFG THIS IS AWESOME". Hopefully it picks up, I mean, I only invested about one hour...
 Voice acting is hilarious(In a bad way), graphics are plain, although some of Farah's sprites' expressions are very endearing. As for the engine, I like the new sprite style, Phantasia and Destiny used Super-deformed sprites, but this time they have more appropriate proportions. Combat itself is very Phantasia/Destiny-like, not a bad thing per se, but the new 3D Tales of have evolved oh so much. Reid, like the protagonists from all the classic 2D Tales of games, can use Axes, Lances and Swords, but I found it funny how people kept referring to him and his sword, yet his starting weapon is an axe.

Monday, February 24, 2014

Review #97: Wild Arms 2

Oh boy, another game from my youth. And it's another RPG to boot.
 It's no secret that I adore Wild Arms 3, it's one of my favorite JRPGs out there, but my first dip into the Wild Arms series was the second entry. Truth be told, I had never finished Wild Arms 2, but I finally put an end to that, I have finished it and am ready to write about it.
 This game is set on the Spaghetti-Western inspired Filgaia, you have your gallows-like-bars, cow boy styled NPCs and the music is very cowboy-ish, there's plenty of firearms and the main character's last name is Winchester. However, that's about where the influences go, the rest of the game features plenty of out-of-place technology and a bayonet wielding main hero! Just like in Wild Arms 3, at the start of the game you get to pick from one out of three characters, even though you have to go through all three of them, which will have you play through a small introductory chapter. When all three characters finally join together, ARMS is formed, a team of warriors that seek to bring down the evil group Odessa, that aims to place the world under their rule. There's a lot to the plot, and like every JRPG ever holds plenty of twists, all while seeking to answer the question of what is a "Hero". Sadly, the game's translation is pretty darn awful, at times the dialogue will be making sense, and bam, a totally dumbfounding line follows that makes no sense what-so-ever. Liz and Ard, two secondary characters, are a particularly bad example, as in the Japanese version they'd speak in proverbs.... which were translated in a very literal way, needless to say, their dialogue makes no sense, and it gets worse when the party follows suit. You can get the gist of the story, luckily, but be prepared to go through plenty of lines that make no sense in their context.
 Gameplay is easily the best part about Wild Arms 2, in a sea of me-too JRPGs, Wild Arms does it's own thing both in-battle and while exploring. For starters, towns and dungeons in the overworld are hidden at plain sight, you must douse your surrounding area and hope to find it. It sounds annoying, but you always get plenty of hints, and the places where things are usually have a slight decoloration, it hardly ever becomes an issue. Plus, later in the game you get a radar that shows nearby hidden items and town. When it comes to braving the dungeons, they are filled with puzzles. Each character gets three different tools that they must use in order to fulfill certain tasks or solve puzzling, tools range from Throwing Knives to Kicking Boots, Bombs, Fire Rods, Dashing Boots and a Grappling hook, among many others! Solving puzzles is very fun, and sometimes they can be quite the headscratchers.
 Combat is also very entertaining, as the are many factors to it. First of all, every character attains their Skills in a different way: Brad and Ashley must find cartridges that bestow them with new skills, and these skills consume bullets that must be replenished at stores or via-items, however, they can upgrade these skills. Lilka gets hers by finding hidding Crests and then engraving them with spells for unlimited use, Tim must slay a certain number of enemies while wearing the corresponding Guardians, Kanon's are unlocked as she uses her skills and Marivel must steal them from certain enemies. Furthermore, in battle there is a gauge called Force Points, which rises as you hit and get hit, and starts at the level you are in(Say Ashley is level 31, then at the start of every battle, his FP will start at 31). These skill require you having a certain FP, but do not consume it. However, each character has 4 unique Force Powers that do consume FP. Finally, bosses usually have different parts to them, defeating each part grants bonus experience points and gold, plus, disables some of their attacks(Not necessarily their strongest's). All these options make combat pretty entertaining, getting into fights was just fun.
 There's also a bit of customization in the form of Personal Skills. Every time you gain a level, you also obtain a point to spend on Personal Skills. Points invested can't be taken back, so you have to think carefully. Spoilers: HP UP is the most important skill in the game, and you must start spending points on it as soon as possible, as it makes you earn more HP per level up, this will mean the difference between surviving an attack or dying in one hit, it's easily a must for the optional bosses. Then you have about 12 different Guardians, some earned as the story progresses, but most must be found on optional dungeons. These guardians provide a passive boost to characters stat and grants them a unique special command to use in battle. Did I mention optional bosses? The game has a ton of secrets and hidden sidequests, plus eleven really tough optional bosses, these are incredibly challenging and fun to battle, and they, in turn, grant you the best items in the game.
 Graphics are pretty decent, on the overworld and dungeons, the characters are 2D sprites on 3D backgrounds. The backgrounds are alright, but the sprites are fairly plain with not a whole lot of expressions to them. Battles are fully in 3D, and while character models are quite chubby, it makes them quite charming. Monsters look quite good, and there's a lot of variety to them, you probably won't see them all in your first playthrough, even after trekking through the optional stuff. Music is nothing short of great, and while I wish that there were more tunes, what's in is really good, and used in all the right places. The last boss, for example, is extremely memorable thanks to the music that plays alongside the context and what happens during the battle.
 RPGs aim to rich and involving narratives, and maybe the original version had it, but thanks to the translation, the story and dialogue is one of the things that would put you off playing this game. The gameplay is so rewarding and fun that it pulls through, and there is a lot of hidden things to find and do, the dialogue may be terrible, but the gameplay is not.
 8.0 out of 10.

Review #96: Soul of Darkness

 For five bucks, you could do much worse.
 Gameloft is a Company known for their Mobile Phone games, which rip of various, often popular, games. Such is the case with Soul of Darkness, it's a Castlevania rip-off through and through, and isn't even ashamed of it. While Mobile Phones were the home of this game, it received a DSI port, which is the one I'm gonna be tackling.
 Remember how Dracula loves to take the Belmonts' betrotheds into his castle and having said Belmont get to the Castle, then taking him down? Same deal here. Except that the main character is named Kale and the Vampire is named Ritter. The story does pull a bit of a twist later on, but it's no biggie, story isn't the focus of the game, and it's just a means to an end. Curiously enough, you can actually take pictures and place real faces on the character's portrait, to often hilarious results.
 Soul of Darkness plays like a simplified, watered down Metroidvania. The game is divided in eleven, very short, stages. Even if the stages are pretty small, you do get a Metroidvania styled map on the bottom screen, but you won't really need it. Each level houses a couple of hidden Life and Magic Orbs, collecting four of either extends your Health and Magic bars respectively. The variety of stages is pretty nice, and puzzles while not hard at all, are decently entertaining, they usually involve using Magic, like the Ice Spear to create footholds or the Fire Sword to destroy fragile platforms. The game is pretty easy, as a whole, and the checkpoint system is very generous, it saves after you enter each room, and dying makes you restart at the room's entrance, with refilled health and magic bars. It's also a bit of a necessity, the game failed to load an event after clearing all the monsters, thankfully you can choose to "restart" from the checkpoint at any moment, after restarting and clearing all the moments again, the game proceeded as intended.
 Kale has access to two different weapons, an Ice Lance and a Fire Sword. You can switch weapons at the tap of a button, and each one has it's own combo and magic attack. As previously stated, Magic Attacks are usually used for puzzling, but the affinity of each weapon can sometimes deal extra or less damage on certain foes. Furthermore, defeating enemies or breaking certain objects produces purple orbs that can be used to upgrade your weapons. The game is fairly exploitable on this regard, as you can exit/enter rooms and completely make everything respawn, so that you can farm more purple orbs.
 While the game looks quite pretty on screenshots, the animation is actually quite choppy. The style they used is very Castlevania-like, which is a huge plus in my book, but in motion, it just doesn't look too good. Music and sound effects sound... cheap, as if not much care went into them, which makes sense as this game has roots on the Mobile Phone. Lastly, the game lasts 2 hours at most, with an unlockable hard mode. The presentation is easily this game's weakest aspect, luckily the gameplay makes up for it, as simple and shallow as it is.
 What can one make of Soul of Darkness? It's not terrible, it's fairly functional and at times entertaining, but there's nothing that sets this game apart from other Metroidvanias, it's also fairly short and uninvolved. But hey, for five bucks you could do much worse!
 5.5 out of 10