Saturday, March 15, 2014

Now Playing: Kirby's Return to Dream Land

 So, a mate came home and now I'm kinda stuck playing this one for March.
 Ever played Kirby? Well, more of the same. To be fair, movesets feel a bit more fleshed out, but it's the same old movesets you've used since the SNES!... Although, to be fair, I did come across a couple of new ones(Grass and Water, one is incredibly overpowered in an already easy game and the other is pretty fun to use).

 There's a new feature actually, Super versions of Powers, but they are to be used in specific places during certain stages, and I feel that they bring the game to a halt, as the screen darkens as Kirby strikes a little pose before using the power, quite underwhelming and dull.

 Multiplayer is fun 'n all, but why oh why does Player 1 get stuck as Kirby? I want to play as MetaKnight! So what if I get screwed out of collectibles, it should be my choice, and if there are other players involved, let them be Kirby and let me be Metaknight. Actually, players 1-3 can be either a different colored Kirby, Waddle Dee, Metaknight or Dedede, so unfair!

 Overall? It's alright, as most Kirby games are, nothing special. Wish they'd bring Kirby 64's power fusion back, now that was a fun gimmick!

Friday, March 14, 2014

Progress Report: Classes have started Edition

 I just wanna lay on my bed, drink some Pepsi and watch The Princess Bride, but alas, I cannot.
 Mobile Suit Gundam Extreme VS Full Boost: I've been posting updates with my progress, so I guess this isn't really needed? But I could mention how I'm enjoying most of the new units and the tweaks to the old suits. I love this one, and I'm done with 60+ of the 98 units, Mission Mode next!
  Dissidia 012 Final Fantasy: What's the actual name of this friggin' game? I went with what the spine said, heh. I just reached the Epilogue, so I'll see what comes next. I have mixed feelings on this one, care was evidently put into the package, fan service is everywhere, and tons to unlock... but I would've preferred something a bit more straightforward, no equipment and no customization on the movesets, but that's just me. Oh, and the story is terrible!
 Tales of VS: Now that I got the hang of it, I'm having fun with it! Got through Lloyd's story mode just fine. My main complaints are the same I have with Dissidia, I wanted a more straightforward fighting game, no equipment/moveset bullsh!t, but hey, that's just me.
 Tales of Eternia: I might've hyped myself a bit too much with this one. It definitely picked up after the scene with the King of Inferia, I wasn't expecting him to be such an a$$hole! Oh, and I love just how different this cast is from other Tales of games. Reid is a lazy bum who wants nothing to do with saving the world, unlike every other Tales of Hero. Farrah is the real hero, the one that loves helping people and what have you, and she is not the main character! Keele seems to be like Chester, in that he lags behind the rest of the party, but the reasons for their situations are quite different; Chester and Cless started at the same "level", so to speak, but while Cless spent time training when he went to the past, by the time he returned to the present, Chester was completely outclassed(And then you could trigger some scenes in which he trains as Arche watches, I JUST LOVE PHANTASIA), Keele on the other hand was always a weakling; and Keele is, probably, one of the most irritating allies in the Tales of series, makes Hubert look like a Teddy bear!. Meredy is cute as a button, love how she says "You bet!" whenever she responds positively.
 Yes, the cast is pretty dang unique for a Tales game, as much as I love the series, you just gotta admit that they love reusing archetypes.

Thursday, March 13, 2014

Now Playing: Tales of VS

 Oh boy, what have I gotten into?
 I have played tons of Japanese games, games that didn't require you to actually know Japanese, mostly fighters. But Tales of VS is a whole different beast, try to play Dissidia in English. JUST TRY TO. What makes it so hard? The fact that it's not just a fighter, it tried to add RPG mechanics, namely stats, customizable equipment and moveset. I tried doing Arcade Battle and I got wrecked so hard, I could barely dent Farah and she'd just heal back up every wound I'd make. I wanna blame my equipment, but I can't buy any, yet. Oh well, I'm going to try my hardest with this one. I will.

Archile's Grab bag: Tales of Thursday edition

 It's here! 
  Open up!
 Tales of VS: I've been a fan of the Tales of series ever since I played the translated ROM of Tales of Phantasia for the SNES. I love SNES RPGs almost as much as Playstation 1's, and Phantasia mixed the real-time battles from Seiken Densetsu 3, my favorite SNES RPGS, with the time travelling aspect of Chrono Trigger. Unlike Chrono Trigger, there were only two time periods, and you couldn't switch at will until the very end. Tales of Phantasia was a fantastic game and I fell in love with it, playing as many games as I could in the series. I've finished most of the games that made it state-side(Destiny(Which I need to buy!), Phantasia(GBA), Abyss(PS2), Graces F, Xillia, Symphonia and Symphonia Dawn of the New World), plus, I'm now playing Destiny 2(Eternia for Japanese players), only missing are Vesperia(Don't have a 360), the PSP one(Which I am gonna get ASAP!) and Legendia.
 I love the Tales of Series, and them making a fighter out of it was a dream come true. Kinda...

Wednesday, March 12, 2014

Gundam Extreme VS Full Boost Impressions part 8

NEW Strike Noir Gundam
 Good at any range, and very fun to use. For a 2500 unit, it seems a bit lacking on the damage department, but it looks so good at everything it does... and he loves to play with its guns when it goes idle!

Exia Gundam
 It has more HP and a new Extreme Attack. It's especially good at close range, lots of melee combos and cancels, but its long-to-mid range game is a bit lacking. Its main beam rifle has little ammo and needs recharging, so every shot must count. For what it's worth, it does a ton of damage, for a 2000 unit.

Dynames Gundam
 Got very minor buffs to its subweapons. It has a ton of projectile tools and a shield mode that blocks a bit of damage, reduces mobility by a lot and turns melee into a weak kick, but changes the missile subweapon into a Gerobi beam.

Susanoo
 Upgraded to 2500, with the needed buffs to mobility, boost and HP, among other minor buffs and cancel- possibilities. Has a new move that dashes forwards and can be cancelled into melee, I didn't find much use for it. Susanoo has a fantastic close-range game, with combos that move him all over the place, but his projectiles are few and incredibly weak, making him a hard to recommend.

Gundam 00 + Raiser
 Has a new assist and a new Extreme attack, Raiser Mode lasts longer and it can now use the beam boomerang like Normal 00 Gundam. 00 has very slow projectiles, but shines everywhere else, its mid range and close range games are pretty strong, and Raiser Mode makes it faster and enhances all his moves. Very good choice.

Cherudim Gundam
 Got a lot of buffs for its subweapons. Cherudim is a great long range and mid range unit, but since it lacks any form of melee, unlike other ranged units, it really doesn't want to get close to anything. What makes it different from the other units, is that its melee attack is a projectile weapon that doesn't consume ammo,  but on the flip side it's really slow, so you have to be smart about it.

NEW Arios Gundam + Archer Gundam
 Pretty strong  for a 1000, and quite the extensive moveset. What makes Arios unique is that it is constantly accompanied by Archer Gundam, who shoots with it, and you can order it to shoot as an assist attack. Furthermore, they can fuse together for a Mobile Armor mode that has quite the moveset, not many MA modes get as much care! Arios' only weakness might be its close range game, but it really shouldn't need to engage that close.

NEW Reborns Gundam
 This one is so good. It has two modes, can be changed at will and neither have a timer, Normal mode is good at any range, plenty of projectile tools, an assist and some pretty good close-range moves. Gunner Mode has a pathetic excuse of a melee attack, but it can stun, and has some fantastic long range and mid range projectiles. I wasn't expecting to like this one, but it's really good.

NEW Arche Gundam
  Has a lot of bit-based tools, most of them track a, pardon the pun, bit. Arche wasn't made for long-range skirmishes, he wants to get close and personal. I actually like its melee tools, but it could've benefited from a bit more variety on its subweapons.

NEW Throne Drei Gundam
 I didn't like it, but I think that it's a really good unit. Its more important tool is the red field, that turns all locks on friendly units into green locks, at the cost of making it a sitting duck. It's also a bit of a Assist unit, it has four different assists!, but the rest of its moveset feels pretty... vanilla.

Mobile Suit Gundam 00 The Movie

Raphael Gundam
 A two mode unit, it received minor tweaks on both modes. Raphael is a unit that shines at long range, but shouldn't get into mid or close range unless it's on Separated Mode. Separated Mode actually turns Raphael's melee into some very fun to use combo strings, but it makes it a bit of an easy target, still, being able to attack from two different directions while Separated is very neat.

Quanta Gundam
 It got tweaks everywhere, and I think, think that the melee combos in Quanta Mode are new, I don't remember it having melee combos. Quanta is a bit complex to use, it has many modes and tools, but i think making the most of it requires experience, heh.

BONUS

Gundam Unicorn

 Received a ton of minor buffs, the one I like the most? Destroy Mode lasts about 5 seconds longer. Unicorn Gundam is an all-purpose suit, very straight to the point and easy to handle, it's particularly devastating at mid and close range, especially while in Destroy mode.

Sunday, March 9, 2014

Review #101: Shinobi

 Oldschool goodness.
 Shinobi is a series that's sadly underrated, to think that it once was one of Sega's flagship titles! Curiously enough, three games, counting this one, share the "Shinobi" name, but I digress. Developed by Griptonite Games, Shinobi on the 3DS is a callback to the games of old, tough as nails and as unforgiving as it gets.

 The story.... makes no sense, but it all boils down to time travel, seriously. You play as Jiro Musashi, father of the legendary Joe Musashi(The hero from the first games), who during a invasion on his village gets sent into the future, for mysterious reasons, and must now battle Zeed in the future. The story never, ever makes much sense, and you do get cut-scenes before, and sometimes during, each level, but don't expect them to make much sense, at least you get to battle a mechanical shark!
 This is a platformer styled after the games of old, which is to say, memorization is a big part of the game. Plenty of times you'll be hit by stuff you weren't expecting, or maybe you won't be able to react fast enough to an obstacle after you've seen it, and that's alright, by your next run you'll be, hopefully, be able to deal with them. The game starts out hard and only gets more challenging as it goes on, having some very hard platforming segments on the last level. You'll have to jump, double jump, wall jump or hook to the roof in order to get through the game, but you'll also come across various enemies. Enemies are, on paper, the least of your worries, as they run on patterns, but the game loves mixing different kinds of enemies together so that you have to plan on how to get through them, sometimes with a little platforming on the mix. Combat is a no thrills affair, enemies go down after a couple of swings from your blade or Kunais, but you can actually juggle their corpses in order to raise the combo meter, which in turn gives you more damage and more points per hit, get hit once however, and your combo meter drops down to 1.

 Jiro has a couple of other tricks in his bag in order to make his journey easier, though not by a whole lot, in the form of four different spells and a parry. Y'see, blocking is too mainstream and a coward's move, instead Jiro can only parry, and you have to time it right unless you want to look like a fool and receive damage, although you can parry at, basically, any moment, and if you got your parry right, Jiro will automatically parry anything that tries to harm it soon after, meaning that enemy combos get parried automatically if you parry the first hit. As for spells, all of them are a one-time affair, unless you find a scroll lying about or respawn after death, and they provide many different bonuses, but lightning will be, by far, the most useful, making you invulnerable for three hits.
 As hard as the game is, you do get four different difficulty settings: Beginner, which grants you infinite lives and plenty of checkpoints, so you will, eventually, get through the game. Normal gives you five lives, but infinite continues, losing all your lives means starting the level from the very start. Ouch. Was Normal too easy for you? Hard limits your lives and continues to three each and you only get checkpoints on level transitions. Finally there's very hard, which I didn't even try. Each of the nine levels lasts about 20 minutes most, but getting through the game on Normal, blindly, took me six hours plus, and doing it on hard, knowing what to do, took me about three. Regardless, you also get unlockable Challenge Maps(One hit kills you!) by finding every Bonus Token on each level and by spending spotpass points on them. It doesn't end there, there are loads of achievements to unlock, and each one grants you a little something, from to Cheats to use in Free Mode(Which, sadly, don't let you earn achievements), costumes, Weapon skins, hats or a character that plays completely different from Jiro. The game might be short, but it's very high on replay value.

 Platformers this hard need spot-on controls, and the game more or less provides. Controls are pretty tight, most of the time, but wall-jumps and double jumps could've used some tightening. Plenty of times you'll need to double jump out of a wall-jump, if you double jumped before the wall jump then you'll only be able to perform a single jump, the issue here is that unless you press the direction opposite of the wall, and jump, Jiro will double jump instead of wall-jumping, how is this annoying? If you double jumped before the wall jump, pressing jump will automatically perform the wall-jump, which can get confusing later on. Furthermore, movement is done with the analog stick, instead of the digital pad, which on a game played on a 2D plane isn't the best choice, when you need to fall down beneath the platform you are standing on, it can sometimes prove troublesome, due to the analog's stick nature. One thing to keep in mind, is that the hit boxes are a bit bigger than what you might expect. Hit detection is alright, but some projectiles have rather big hitboxes, so you'd better get used to them.

 The game's worst aspect is, easily, its presentation. The game is fully 3D, but on a 2D plane, graphics are very lackluster and just plain looking. Still, the game manages to impress thanks to its setpieces. Y'see, the game never lets up, on the very first stage you'll go through a horseback section, then there's a section that takes place above a warplane, as enemies in jetpacks board your plane, how about the segment when you are on-board a truck and must go from truck to truck since missiles are targeting you, which sounds rather tame when compared to a mechanical shark trying to take a bite out of you while you are freefalling on a cascade.... only to be later fighting a chopper as another mechanical shark tries to destroy the solid magma you are running on.... the game is impossibly exciting and imaginative, specially for a 3DS game, easily making up for how lame it looks on a technical level. Cut-scenes between levels are made in a hand-drawn style that looks very cool, even if the animation itself is very lame. As for the music... it's very "ninja-like", very fitting, but not terribly exciting or memorable

 Shinobi on the 3DS is a bit hard to recommend, not because it's bad, on the contrary it's really good, but because its target audience is rather small. If you are looking for oldschool games, this is what you want, but if you can't stand old platformers that require memorization, skip this one.
 8.0 out of 10

Friday, March 7, 2014

Now Playing: Dissidia 012 - Final Fantasy

 Finally a good game!
 My first PSP game was Darkstalkers 3, and it was a fantastic game, but a game I had played before plenty of times. It's the best version of said game, but I repeat, I had played it before. Little Big Planet was fair, but it didn't click with me, and Mimana was downright terrible. Dissidia is pretty dang good for a change.

 I've wanted to play Dissidia ever since I heard of the first installment, Cloud? Final Fantasy fighting game? Characters flying around? I SO WANT. I waited and hoped for Squeenix to make a PS2 or PS3 HD port, something so that I could play it. Well, since it won't come to me, I will go to it, via PSP.

 I like it, I like it a lot. The one thing that doesn't click with me is how you have to equip characters with moves, and while I'm sure most players enjoy the customization, I am a Fighting game fan, screw customizable movesets, I want balanced, determined movesets for the whole cast without having to grind for it, there's 20 plus characters, surely they don't expect me to grind everyone's levels just so that I can enjoy 1 on 1 fighting, do they? They do, but that's besides the point, it seems the unlockable Lv 50 and Lv 100 presets are just what I want.

 Gameplay was a bit hard to grasp at first, I could get the gist of Circle attacks take away Bravery, Square attacks take away health, but the whole dodging/chasing mechanics, plus platforming and EX-Cores? It was a lot to take in at first, and the tutorial could've been a little more in-depth, but I think I got the hang of it. I approve of this game.