Saturday, May 27, 2017

Now Playing: Shadow Hearts - Covenant

 The road to #400 continues
 When I first booted up the game I look at the intro cutscene and... GODDAMN, IT'S LOOKING SPIFFY. And then I started the game and... GODDAMN, THIS GAME IS BEAUTIFUL, YO. Not only that, combat feels better, and even though it seems to run at a lower framerate, it also seems to flow faster, and the smoother animations make the combat look glorious. That said... why did I bust my butt off getting the ultimate fusion and the good ending... if this game was gonna carry over from the bad one! Dammit, Sacnoth, why did you guys make the canonical endings the bad ones!?

 As if you couldn't tell from my gushing, I adore Covenant. I just got through the first boss and I love the game. I do. I wasn't feeling Yuri's new design, looking at the art and screenshots, but it has won me over, it looks quite neat. I'm also liking Karin, since she reminds me of Orochi Leona, and I love Leona from King of Fighters.

Review #397: Shadow Hearts

 In which I get to judge the judge.
 Shadow Hearts is bloody fantastic, review over, carry on. Picking up 15 years after the story of Koudelka, Shadow Hearts is more or less a direct sequel to the events that transpired, featuring an entirely new cast of characters, enemies and locales... with the appearance of a few familiar faces every now and then. The gameplay has been redone from the ground up, becoming a turn-based RPG, but with its own twist on the formula.

 You play as Yuri Hyuga, a Harmonixer(Don't get too attached, as it will get retconned to 'Harmonizer in future games), a being that can transform/fuse into different monsters. Being haunted by a talking voice, he is told to protect a mysterious girl, Alicia, with even more mysterious powers. The bad guys want her, so Yuri must protect her, and eventually the plot has you saving the world from otherwordly entities. You know, the usual. But as generic and cliched as the plot is, the characters are very interesting, so they manage to carry the story through. You want to learn more about them, Zhuzhen the mysterious monk with ties to Yuri's father, Keith, the bored vampire and his merry reactions to everything that happens, etc. It's a very endearing cast of characters. Bonus points for the art direction, it takes after Koudelka, so there're a lot of horror-inspired elements, with brilliant enemy design and haunting, creepy locales. Even the most mundane of towns manage to look grim yet inviting. It also has a... retro charm of sorts, having pre-rendered backgrounds and simple, yet serviceable character models, it ends up feeling like a beefed up playstation 1 game!
 The game is structured in two halves: Asia and Europe. Asia is very linear, you have little control of your next destination or how your party is made up of, with very little backtracking allowed, if any. Once you reach Europe you can't go back to any Asian part of the map, but you are free to backtrack at will or indulge in sidequests, although these open up at the very last stretch of the game. One of the game's biggest drawbacks is the huge amount of missable stuff. Some events, NPCs or items have a very small window of availability, so I would suggest investigating a bit before starting the game, lest you miss anything you might want. There's no world map, sadly, so you'll select towns or dungeons from a map, not a dealbreaker, but slightly disappointing. It's also a bit on the short side, you could probably finish it in under 20 hours, it took me about 25 since I went the completionist route and had to do every single thing the game had to offer.

 When not exploring, you'll be taking part of random encounters and their turn-based battles The game's main mechanic is the Judgement Ring. Want to attack? Judgement Ring. Want to cast a spell or use an item? Judgement Ring. Bargaining with a seller? Judgement Ring. Want to pick up a key item inside a dungeon? Judgement Ring, heck, even some story-related events require the Judgement Ring. This ring has sections highlighted in different colors, and you must press the X button when the marker passes through these. Depending on when you hit these highlighted sections, you'll score extra damage, extra hits or enhance the results of your spell or item... and failing to hit these sections will result in diminishing returns or even skipping your turn! It sounds tedious, but it really isn't. I had at least two different grinding sessions(Money is hard to come by! And the other time, I realized that enemies were giving egregious amounts of experience points... so why not?) and not once did I grow tired of it.
 The last two mechanics worth mentioning are Sanity Points and Malice. Malice is built up as you defeat enemies, and once it reaches a certain threshold you'll start being haunted by special bosses. These bosses are too tough when they first start haunting you, so you'll have to appease the Malice by entering the Graveyard, which is done from any save point, and defeating a simple, rewardless 1 on 1 battle with Yuri. This sounds more boring on paper, trust me. Unnecessary padding? Maybe, but it didn't bother me too much. As for Sanity Points, this is a third gauge, next to HP and MP, that decreases by 1 every turn. Each character has a different SP amount, which increases sometimes when leveling up, and can be restored by using items or by finishing a fight. If your SP falls to 0 the character enters a Berserk state, which means that you can no longer control it and that he or she won't receive experience points if you finish the fight. Frankly, it's yet another thing that sounds more annoying than it really is.

 I loved Shadow Hearts. I loved the gameplay, I loved setting, I loved the themes it touches, I loved the quirky sense of humor, I loved the entire cast of characters and I even loved its mundane and trite plot. It's not your average JRPG, it does its own thing and it loves it. I love it.
9.0 out of 10

Tuesday, May 23, 2017

Now Playing: Shadow Hearts

 And now, let's take a trip back into the world of Koudelka.
 Damn, is the game ugly. I mean, the CG cutscenes are sooo dated, they look fugly, heck, Yuri himself looks as if he belonged to a different game, since other character models aren't as fugly. But y'know what? I love it. I love early PS2 games, they have a certain charm that I just love, for whatever reason.

 That aside, I played but half an hour, and I kinda like it. Not the biggest fan of the judgement ring, since I can see that mechanics growing old if I was to grind for experience points or what have you, but, on the flip side, it also reminds me a little of Paper Mario and its timing-based combat, so that's a plus. Kinda.

 I'm also liking how weird the game is. Yuri's father appears out of thin air because why not, he's also wearing a fox mask, because why not. There're also evil, talking masks, because why not, and the main bad guy was using a tiny imp with a scythe as a weapon because why not. If the game can keep this weirdness up I'm gonna be in love. I love weird.

Review #396: Suikoden V

 The Sun comes out again...
 The Suikoden franchise kept straying further and further away from its roots until Suikoden V happened. Not only does it try its hardest to feel like the PS1 originals, it's also filled to the brim with winks and references to all four previous games in the franchise. And while that could end up turning this game into a shallow affair, it ends up being pretty darn great.

 Taking place in the Kingdom of Falena, you play as the mute hero, the Prince of Sol-Falena's Queendom. Early in the game, which means 10 hours or so into the game, our hero is subject to betrayal and exile, her sister and the Sun Run turned hostage/weapon and the entire Queendom a plaything for different political parties. It's up to the prince to gather a rebel army, save his sister and restore order to Falena. Suikoden V's story is bloody fantastic, it's smart, filled with tons of political intrigue, themes of war and some fantastic, poignant and emotional scenes peppered throughout the entire adventure. Not only does this game feature some of the best character designs in the franchise, it also features some of the most interesting, engaging and sympathetic characters in Suikoden. And there's a ton of them. One thing to be mindful of is the fact that the story is very slowly paced, heck, I was 2 hours into the game and I had seen two dungeons at most and had barely had any fights, but I think the pace works to its advantage, as it develops both the characters and the queendom of Falena very well.
 Most of the game will be spent going from town to dungeon to town to dungeon ad nauseam, it seems Konami took Suikoden IV's criticisms to heart, as towns are HUGE and filled with various NPCs or goodies to find. You can no longer turn the camera around, opting for fixed camera angles instead, which feels rather regressive, this was not a 'feature' from older games that needed to return! Still, dungeons are simple enough that the camera won't get in your way. Once you get into the dungeon expect to be assailed by random encounters, but the encounter rate is alright, so no biggie. I've heard complaints about lengthy loading times, but I felt they were par for the course.

 Combat is back to six-man parties, thank god, since there're so many cool characters that you'll want to bring as many as you can with you. As a matter of fact, there're four extra slots which can be outfitted with support characters, for passive abilities, or four extra battle characters which which you can switch during battle. Formations are a thing now, and you'll need to make the most out of these, as characters have different attack ranges and their accuracy will decrease unless properly placed on the grid. Battles are fought by turns and work just like any other Suikoden, or any other JRPG, for that matter, y'know, the usual 'attack, defend, spell, item' options are here and accounted for. Skills are back from Suikoden 3, but a bit more limited. You can only equip two of them at a time, and you won't handicap yourself if you forget about them, since the game is rather easy and skills don't make such a huge difference in battle.
 Strategic Battles are back, it is a Suikoden game after all, and they are better than ever. These take place in real time, think of it as a real time strategy game-lite, as you're basically limited to ordering which units you want to move and where. There're three basic unit types(And a few specializations), Archers, Infantry and Cavalry and each type is strong against one and weak against another, think rock-paper-scissors. There're also naval strategic battles, but they work exactly the same, only with ram ships instead of cavalry. These are pretty fun, and can get pretty exciting once you are shuffling both land and sea combat at the same time! Just remember to be careful, as characters may die permanently and thus lock you out of the best ending.

 Duels have been reworked again, once again a rock(attack) - paper(defend) - scissors(Special) affair in which you must guess what your opponent is gonna do based on the line of dialogue they spew, only that now they are timed. The limited time factor really does add to the excitement and urgency of these battles, and the animations have been polished a lot from Suikoden IV, so these duels, which I never really cared about, became somewhat of a treat. It helps that a lot of these fights felt personal thanks to how likeable, or hateable, characters were.
 Another one of Suikoden IV's issues was it short length, well, they really made up for that with Suikoden V, as it's pretty easy to sink over 50 hours. The story is pretty lengthy, and there's plenty of stuff to do besides gathering all 108 Stars of Destiny. Gathering these characters is a bit tougher this time around, as some can be missed permanently and some FAQs are lacking some of the finer details regarding how to recruit some of these. Luckily, if you search around the net you will find your answers, but keep that in mind. Also, as with previous games in the series, some characters join way too late for them to be any use, like Shoon, who is pretty cool, but by the time he joins there's only one dungeon left. You will also need to grind a bit, as you'll need to have 3 battle-ready parties to tackle the very last dungeon.

 Not only is Suikoden V the best Suikoden on PS2, it's also one of the finest JRPGs on the system. The story is phenomenal, the characters are fantastic, the combat system works great, the strategic battles are the best they've been yet, and they even managed to make me like duels. If this is fated to be the last ever numbered Suikoden game... then what a send-off it was.
 9.5 out of 10

Thursday, May 18, 2017

Review #395: Tony Hawk's Pro Skater 2

 This is what a sequel's supposed to be!
 Tony Hawk's Pro Skater 1 was a fantastic game at release, and nothing but a curiosity nowadays. Enter Tony Hawk's Pro Skater 2, a bigger, larger and undeniably better game than Pro Skater 1, but is that enough to escape the grasp of time? It's not, it isn't, it's outclassed byt every subsequent game in the franchise... but it might have more lasting power than its predecessor. 

 The usual suspects are back: Career, Free Skate, Single Session and 2 Player mode, but joining them are the ability to create your own skater(Male only!) as well as a create a skate park. Career Mode is made up of  8 stages, 1 less than the first game, but each stage is larger and houses 10 goals as opposed to the first game's 5. Plus, goals offer more variety instead of following a 'formula', and clearing the game will unlock two bonus levels, for a total of 10. There're more playable skaters as well, each one has two costumes, except Tony Hawk, who has 3, and a certain unlockable character that has 4!
 Career Mode has seen some slight changes besides the added goals, now everything revolves around money. You open up stages by amassing large sums of money, which is earned by performing the various different goals or finding it peppered throughout every stage. Money can also be used to buy more stat points, new boards or even new tricks to equip your skater with. The point penalty for repeating the same moves has become more lenient, so score-based goals are much easier than THPS 1's. Sadly, you still need to restart a stage if you want to review goals.

 The biggest new addition, and somewhat of a gamechanger, are manuals, by quickly tapping up and down or down and up while on ground. Manuals can be used to link various grinds or even flat land air tricks with grinds or each other. As fantastic as this addition was, back in the day, it's not 'till Pro Skater 3's reverts that you'll be able to make the most out of manual tricks.
 My biggest gripe comes with the game's ambition. Levels are a tad too large and the draw distance is a tad too short. While you won't be running into obstacles before you see them any time soon, I certainly would've liked being able to see more of what was ahead of me. Being so large also means that you'll probably have to make plenty of return trips in order to figure out where everything is and fulfill all the different goals. On the flip side, level design is really good, exploring these large levels is certainly a treat, so said revisits don't feel all that tedious.

 While Tony Hawk Pro Skater 2 is held as one of the best videogames ever, I simply can't share that sentiment. It's an upgrade in every way, shape and form from the first game... but it's still not enough when you compare it with what came after it. That said, this game is way more deserving of revisiting it thanks to it's great levels, some which never made it into future games, and the variety of goals on each.
5.0 out of 10

Tuesday, May 16, 2017

Review #394: Tony Hawk's Pro Skater

 Doing everything it can, pretending it's a superman.
 This is it. The game that started it all, the franchise, the phenomenon, the legend. Sadly, it hasn't aged very well, although it'd be more fair to say that subsequent games left it biting the dust. Welcome to Tony Hawk's Pro Skater 1.

 The game offers the standard selection of modes that future games in the franchise would have: Career, Single Session, Multiplayer and Free Skate. Career has you going through 9 stages, 3 of them being point-based competitions, fulfilling goals. The remaining six stages have 5 goals each: Two point-based scores you have to reach, collecting all SKATE letters, finding the hidden tape and destroying 5 of a certain item, all while under a 2 minute limit. Luckily, you don't have to complete every goal in one sessions. Formulaic? Very much so, but considering it was the first game, it's not altogether bad, plus, stages are different enough as not to make the goals feel as repetitive as they should.
 One of the game's biggest oversights is the Challenge list, as you can only review them by restarting a stage. The point-based challenges can get rather tough, as the point deduction penalty for repeating tricks is rather harsh, so if you want to 100% the game you better learn where the gaps are to maximize point gains. Increasing your stats also works a bit weirdly, as they increase as you fulfill goals, which is rather odd. Regardless, beating the game should take you between 20 minutes to an hour or so, depending on how quickly you learn the ins and outs of the game, as well as where everything is hidden. There's a small amount of unlockables to keep you invested, but not nearly as many as future games.

 Then we have Free Skate, which basically lets you skate around any level without time limits. Single Session is a timed round in which you must make as many points as you can on any stage of your choosing. Lastly, the 2 player modes contains the most basic of multiplayer modes, like Horse and Tag, but also the most memorable and you'll be seeing them again in every subsequent game.
 As far as gameplay goes, it covers only the bare essentials. X is used to ollie, and can be held for speed and a higher ollie, Square is tied to flips and Circle is tied to grabs, while triangle is used to grind. There're no manuals, no transfers, no reverts... it's only the basics. Heck, you must use your eyes to gauge how well balanced you are during a grind, as there's no balance meter! While I'm sure that at the time of its release this game was the bees knees, I can't help but feel limited since future games would add so many mechanics on top of these to make the games so much more fun and inventive.

 There're a few levels in this game that are downright fantastic, but there're a few like Downhill Jam and the mall that are kinda bad. Luckily almost every level in this game made it into future games, so this is not the only way to play them, and later down the line they even 'fixed' Downhull Jam and the Mall by respawning you back at the top once you reach the bottom. There were a few technical flaws as well, this one time I somehow went through a ramp, lying on the Mall's top floor and made it to ground floor through the terrain, which was odd, and the camera will obstruct your view every now and then since it will veer a bit too much to one side.
 The truth is, at this point in time, Tony Hawk's Pro Skater 1 lives on as a curiosity. A game to play only if you are interested in seeing how Tony Hawk began, as anything this game can offer, other games do ten times as good. Tony Hawk 1 is not a victim of time, as if the game was contained in a vacuum it could be considered pretty good, but a victim of itself, a victim of the very games it would spawn and be surpassed by.
 4.0 out of 10

Wednesday, May 10, 2017

Now Playing: Suikoden V

 Onto the last PS2 Suikoden!
 Oh my god, it's beautiful! While not ugly, Suikoden III and IV weren't quite the lookers, but V? V is drop dead gorgeous, character models are detailed and feature plenty of soft fabric twirling behind them.

 But enough about frivolities, Suikoden V started pretty promising. The first 14 minutes have you stuck through cutscenes and they were interesting enough as for me not to get bored. I only knew they lasted that long since I saved my game afterwards!

 The fights are fun, if slightly less exciting than IV's, the camera doesn't pan around as much, which makes them less action-y as a whole and a wee bit more static. Not a deal breaker though. I heard loading times were cruel, but so far they seem moderate, what you'd normally expect in a JRPG, that said, I've been fighting with a 4-man party only, so maybe after I get two more members it will tax the loading process a bit more.

 Regardless, it was a stunning first impression.