The one with Badgirl ends up being the good one.
Shinobu's DLC left a lot to be desired, but here comes Bubblegum Fatale to add actual content to the game. It's a new character, a new visual-novel scenario and a new level alongside a new chip as a the cherry on top, making for one neat little package that makes the first DLC look like Bethesda's famous horse armor DLC.
Let's start with the new character, Badgirl, which can only be used after you finish the new level. Her two exclusive skills are pretty neat, so much so that she's the only character for whom I'm actively using both on my skillset. One is a powerful blow that needs charging up and the other one is a buff that makes Badgirl's attacks deal extra damage and push back enemies. Sadly, she shares Badman's poor stats and weaker playstyle, as I had theorized from the first DLC. Beating the new level also unlocks a new cheap which is a grapple-wire shot that deals a ton of damage, with decent cooldown to boot!
The new visual-novel chapter is completely insane, which makes it very entertaining. It features the long-awaited return of Travis' brother, Henry Cooldown, as well as Sylvia. Also, it might contain a few hints about what No More Heroes 3 will be all about. Albeit, knowing Suda 51, it's all just a nonsensical red herring.
Once you finish reading the new chapter, the Killer Marathon DLC level will finally unlock. The game warns you about it being 'extra long', but it's a lie, it lasts little less than an hour. A lot of crazy stuff happens in this level, and you move from segment to segment, from a western scenario to one in outer space. It's crazy, and this much variety and action makes it feel less repetitive than any other level in the base game. On the other hand, every part of the level is timed, and if you run out of time you have to start over from the segment's beginning, which isn't so fun. There's this one segment in which you have to conserve Oxygen which is absolutely dreadful until you figure out that the game is trying to hint you into holding the weak attack button as you advance, making Oxygen consumption much more tolerable.
All in all, THIS is the DLC to get. A new character, a new visual novel scenario as well as a great new level. Don't get me wrong, the new level isn't perfect by any means, but even with all its flaws it's still one of the better levels in the entire game thanks to how much variety went into the environments and how you move from area to area, feeling like a mini-adventure of sorts. Badgirl's playstyle follows Badman's, which means she's rather weak, but her exclusive skills are pretty neat, which makes her a better alternative to her father.
7.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Monday, April 22, 2019
Friday, April 19, 2019
Review #637: Yakuza Kiwami 2
Just like Marvel's Hidden Invasion, but with Koreans instead of Skrulls.
It's been a long and fun ride, but here we are, Yakuza's latest entry: Yakuza Kiwami 2, a remake of the fan-favorite Yakuza 2. Running on their new Dragon Engine, the very same one from Yakuza 6, Yakuza Kiwami 2 is just like the first Kiwami, a near exact replica from the original game, but with better graphics and a better engine. And this time around, bosses don't get to recover their health!
I once enjoyed the story of Yakuza 2, and while I think it's still a fun tale of criminal drama, with Ryuji being and interesting villain wanting to prove himself as the only Dragon of Japan, as well as Sayama being and endearing love interest for Kazuma... some of the sillier aspects of the plot were easier to take in when the saga was in its infancy and the game rocked its PS2 graphics. Because while the game have always tried to keep grounded in reality, as ridiculous as the stunts and plot twists are(In the best kind of way), a Korean doppelganger that acted as a Japanese person for six months as well as a giant golden castle that rises up from the ground while another castle splits apart... are kinda hard to take seriously. Don't get me wrong, the story is still good, the characters are still good... but they feel a bit out of place. Latter games would do a better job at selling their ridiculous plot points, like the underwater arena or the hidden Yamato Nadeshiko. Then there are also details, like the fact that over 30 bombs get planted right under the Florist's nose, someone who's supposed to know everything that's going on at any time.
This is like the seventh time I've got to describe Yakuza's gameplay, so I'll make it simple: Story-driven beat'em up game set in an open-worldish city, in which you can partake on silly sidequests or various minigames such as darts or golfing. As far as sidequests go, they kept most of the ones from Yakuza 2, although it's missing the one in which Kazuma becomes a host, which was one of my favorites. The arcade games included in this entry are the original Virtual-On, which is pretty neat, and Virtua Fighter 2(As well as a remixed Virtua Fighter 2.1) which is alright, but 6's Virtua Fighter 5 was a much better deal. The new 'pervy' minigame is a cringy photoshoot session in which you must chain the right words to flirt with a real-life model as Kazuma takes pictures of her. It's naughty, it's silly... it's pure Yakuza. Other activities include a revamped Kiryu Clan mode, now named Majima Clan in which you aide Majima's forces in defending the construction site, and the return of Yakuza 0's cabaret minigame. Both activities have their own complete storyline, with rivals, twists and what have you.
Other sidequests include Bouncer missions and Komaki Student hits, both with revolve around Kazuma laying the smackdown on someone. For the first time in the series, and golly, how much was it needed, we get a 'sub-story finder', which marks sidequests on the map. This is a godsend, no more missed missions! There are over 70 of those, so the game could keep you busy for a while. They also included 3 Majima chapters, which are unlocked midway through the game. These chapters are about 2 hours long in total, which means they feel like those lackluster DLC episodes modern games like to sell you nowadays, albeit free and on-disc. They delve into Majima's affairs between Yakuza 1 and Yakuza 2. The villain of the story is a bit lame, but Majima finally gets closure on his Sotenbori ordeals. Fans of Yakuza 0 get to see a more serious Majima again, and offers even more insight on how he balances his crazy side with his sensible one. As for the gameplay, Majima has a very reduced, but entirely unique, moveset and can't level up nor use weapons. All in all, while extremely short and not very rewarding, it was a nice change of pace to get to play as Majima again.
As for the main game, Kazuma plays and fights just like he did in Yakuza 6, even the fantastic Extreme Heat mode is back. The upgrading system works just like it did before, with various activities, from fighting mooks, to eating food to even playing the minigames rewarding you with five types of experience points which you can then spend on your stats or learning new moves. It's much more generous than Yakuza 6, so you'll easily have a fully upgraded Kazuma by the end of the game. The ability to store weapons is back, so now you can carry all sorts of objects to bash enemies with. Basically, it's an expanded version of Yakuza 6's combat, which is what we've come to expect from the ever-growing Yakuza franchise: Always adding on top of what came before.
Yakuza Kiwami 2 is yet another fantastic Yakuza game. I'll admit that this particular game's story isn't as strong a second time around as, say, Yakuza 1, but it still gets the job done thanks to its memorable cast of characters. The game is running on the Dragon Engine, which makes it quite a looker as well as quite fun to play. And with this, until Yakuza 5 on PS4 makes it outside Japan... it's goodbye to Kiryu.
9.0 out of 10
It's been a long and fun ride, but here we are, Yakuza's latest entry: Yakuza Kiwami 2, a remake of the fan-favorite Yakuza 2. Running on their new Dragon Engine, the very same one from Yakuza 6, Yakuza Kiwami 2 is just like the first Kiwami, a near exact replica from the original game, but with better graphics and a better engine. And this time around, bosses don't get to recover their health!
I once enjoyed the story of Yakuza 2, and while I think it's still a fun tale of criminal drama, with Ryuji being and interesting villain wanting to prove himself as the only Dragon of Japan, as well as Sayama being and endearing love interest for Kazuma... some of the sillier aspects of the plot were easier to take in when the saga was in its infancy and the game rocked its PS2 graphics. Because while the game have always tried to keep grounded in reality, as ridiculous as the stunts and plot twists are(In the best kind of way), a Korean doppelganger that acted as a Japanese person for six months as well as a giant golden castle that rises up from the ground while another castle splits apart... are kinda hard to take seriously. Don't get me wrong, the story is still good, the characters are still good... but they feel a bit out of place. Latter games would do a better job at selling their ridiculous plot points, like the underwater arena or the hidden Yamato Nadeshiko. Then there are also details, like the fact that over 30 bombs get planted right under the Florist's nose, someone who's supposed to know everything that's going on at any time.
This is like the seventh time I've got to describe Yakuza's gameplay, so I'll make it simple: Story-driven beat'em up game set in an open-worldish city, in which you can partake on silly sidequests or various minigames such as darts or golfing. As far as sidequests go, they kept most of the ones from Yakuza 2, although it's missing the one in which Kazuma becomes a host, which was one of my favorites. The arcade games included in this entry are the original Virtual-On, which is pretty neat, and Virtua Fighter 2(As well as a remixed Virtua Fighter 2.1) which is alright, but 6's Virtua Fighter 5 was a much better deal. The new 'pervy' minigame is a cringy photoshoot session in which you must chain the right words to flirt with a real-life model as Kazuma takes pictures of her. It's naughty, it's silly... it's pure Yakuza. Other activities include a revamped Kiryu Clan mode, now named Majima Clan in which you aide Majima's forces in defending the construction site, and the return of Yakuza 0's cabaret minigame. Both activities have their own complete storyline, with rivals, twists and what have you.
Other sidequests include Bouncer missions and Komaki Student hits, both with revolve around Kazuma laying the smackdown on someone. For the first time in the series, and golly, how much was it needed, we get a 'sub-story finder', which marks sidequests on the map. This is a godsend, no more missed missions! There are over 70 of those, so the game could keep you busy for a while. They also included 3 Majima chapters, which are unlocked midway through the game. These chapters are about 2 hours long in total, which means they feel like those lackluster DLC episodes modern games like to sell you nowadays, albeit free and on-disc. They delve into Majima's affairs between Yakuza 1 and Yakuza 2. The villain of the story is a bit lame, but Majima finally gets closure on his Sotenbori ordeals. Fans of Yakuza 0 get to see a more serious Majima again, and offers even more insight on how he balances his crazy side with his sensible one. As for the gameplay, Majima has a very reduced, but entirely unique, moveset and can't level up nor use weapons. All in all, while extremely short and not very rewarding, it was a nice change of pace to get to play as Majima again.
As for the main game, Kazuma plays and fights just like he did in Yakuza 6, even the fantastic Extreme Heat mode is back. The upgrading system works just like it did before, with various activities, from fighting mooks, to eating food to even playing the minigames rewarding you with five types of experience points which you can then spend on your stats or learning new moves. It's much more generous than Yakuza 6, so you'll easily have a fully upgraded Kazuma by the end of the game. The ability to store weapons is back, so now you can carry all sorts of objects to bash enemies with. Basically, it's an expanded version of Yakuza 6's combat, which is what we've come to expect from the ever-growing Yakuza franchise: Always adding on top of what came before.
Yakuza Kiwami 2 is yet another fantastic Yakuza game. I'll admit that this particular game's story isn't as strong a second time around as, say, Yakuza 1, but it still gets the job done thanks to its memorable cast of characters. The game is running on the Dragon Engine, which makes it quite a looker as well as quite fun to play. And with this, until Yakuza 5 on PS4 makes it outside Japan... it's goodbye to Kiryu.
9.0 out of 10
The DLC Report: Super Smash Bros. Ultimate DLC #1 - Joker
Ready to Smash Nintendo's servers.
As a fan of Shin Megami Tensei, and as someone who enjoys Persona.... Joker is a bit disappointing. His new stage, Mementos, and the new songs are fantastic, the stage changing color schemes to reflect Persona 3,4 or 5 depending on the song, which is neat, and they chose some of the most popular songs from each game, which is great.
As for Joker himself, he is kinda meh. Starting from the fact that his proportions are kinda odd, other animu characters, like Shulk, look huge next to him, and Link's head makes Joker's look like a peanut. That aside, his moveset could've been so much more. They played it safe. He is yet another Down+B counter character, coupled with the fact that he is yet another animu swordsman(kinda) makes him already kinda meh. Down+B could've easily been a special move to switch Personas, but Joker can only summon Arsene.
Arsene works on a gauge, not unlike Cloud's Limit Break, which once it feels Arsene joins Joker, enhancing all his moves. It works, it's safe, but it's also kinda boring considering Joker can swap Personas in his own game.
All in all, Joker's an interesting addition, since he represents Persona and, by extension, Shin Megami Tensei, but more could've been done to make him more fun. He could also use a small bump to the size of his character model. But, y'know, he is fine. Just fine.
6.5 out of 10
Tuesday, April 16, 2019
Review #636: Devil May Cry 5
Which goes to show that even Capcom's got a soft spot for Donte.
Alright, so Devil May Cry 4 was pretty good but lacking in content while DmC was an underrated and overhated game because it wasn't more of the same. Capcom listened, and here we've got Devil May Cry 5 which is more of the same. But golly, how GOOD it feels.
The story is a mess. It is. Our precious boy Nero gets his arm severed by a demon-man in ragged clothes, taking Yamato for himself, but luckily he knw the crazy inventor Nicolette, 'Nico' for short, who builds him a mechanical arm. Plenty of robotic arms actually, and together they set out for vengeance. At the same time, Dante gets hired by series newcomer V to slay this demon-man, named Urizen. As the story moves forward Dante, Nero and V's roads will intertwine, and you'll also get to see Lady's and Trish's behinds, because this is a Japanese game, and dammit, they can't live without fanservice, even if it means ruining their characters. But I digress, the story is probably the weakest it's ever been, but at least it looks great and gives you a bit of eyecandy between stages. On another note, there are plenty of callbacks to DMC 1 and 3, in the form of returning enemies, as well as a few callbacks and references to DmC, which is an incredibly bold move by Capcom to show that DmC was a Devil May Cry game, whether you like it or not. In other words, the script is exactly what you'd expect out of Devil May Cry, nothing more and nothing less. The characters are fun and dumb, and the story is as good an excuse as any to slay demons.
The game does little to change up the formula, which is perfectly OK since why fix what ain't broken? You go through each mission as any of Dante, Nero or V, trying to defeat enemies with complex combos in order to rack up your style bonus and thus ramping up the red orbs they leave when defeat, said red orbs can then be spent to upgrade your abilities. Hidden throughout missions you may come around 'Hidden Missions', which short challenges rooms, blue orbs to extend your health bar, purple orbs to extend your Devil Trigger gauge(Your super mode) or gold orbs which act as a limited form of continues. Much noise was made about the game's microtransactions, and it is slimy for a full-price game to include them, but truth be told, the game is fairly generous with red orbs, which can also pay the price of a continue, so I never felt as if the game was trying to open up my wallet. Well, mostly, each character's final unlock, the EX Taunt, is worth 3.000.000 red orbs each, which isn't exactly a petty sum.
Sadly, Devil May Cry 4's weakness carried over to this game: Too many characters and not enough game. Devil May Cry 3 did it best by allowing you to play the entire game as either Dante or Vergil, but in this game all three characters get a piece of the 21 missions. Nero, the main character, gets the first 8 stages and then gets another 2 by the end, a couple of these missions he shares with V and Dante. V gets a measly 6 missions peppered in-between Nero and Dante, two of which he shares with Dante and Nero. Lastly, Dante gets the final eight stages, sharing one of them with V and Nero. That said, there's absolutely no backtracking in this game, to the point that no mission has you covering old ground, making it the most linear DMC game yet, but also meaning that at least the second half of the game isn't made up of recycled, simpler stages, so while I still wish I could have played any mission as any character, thus getting to enjoy a character's particular gameplay and get more content to experiment with, it's not as bad as DMC 4, as a matter of fact, even though V gets so few stages, I still didn't feel shortchanged with him.
As far as characters go, Nero plays pretty similarly to how he did in DMC 4, he's got his sword, red queen, which he can rev up for extra damage, and, if you time it just as you hit an enemy, get a full charge out of a single L2 press as well as his gun, the blue rose. Since his Devil Bringer got chopped at the start of the game, now he can use any of about 10 different Devil Breakers, mechanical arms with special properties. Each one has different uses, like a multi-hitting whip or one that can be used to zip around by discharging energy. You have to be careful though, getting hit while using a Devil Breaker will cost you the arm, or you can press L1 to destroy it, pushing away nearby enemies. At first I thought that having limited arms was lame, but Nero's stages have a few arms peppered throughout its layout, so very rarely will you be lacking in... arms. Lastly, even if you run out of arms, you can press R1+O to either jank a weak enemy towards Nero or push Nero towards a heavy enemy. Beating the game unlocks a Devil Trigger for Nero, as well as his abilities from DMC 4, so you can mix his new tools with the old. Pretty neat.
Dante is his usual DMC 3 incarnation with the tweaks from DMC 4, namely, you can switch between his four different styles with the directional pad, each style altering what his circle button does(More melee attacks, more gun attacks, defensive moves or evasive moves). Unlike Nero, Dante unlocks more weapons as he goes along, for a total of 4 melee weapons(6 if you count the extra swords) as well as 4 guns(5 if you count the extra rocket launcher), and he can swap between either in real time, as per usual. This is easily the deepest Dante yet, and he even gets a second Devil Trigger form midway through his campaign.
Lastly, there's V. He... he is nothing the series has ever had before, in fact, I'd say he is a nod to how in DMC 2 you could go through the entire game with guns, if only for the simple fact that he is a pew-pew kinda guy. Square button summons a devil crow to peter his enemas with energy bullets, while triangle summons a Shadow panther, which you might recognize from Devil May Cry 1, to close in on his enemies and skewer them. His Devil Trigger summons Nightmare, a massive golem that lays waste to anything and everything. That said, he has to give enemies the coup-de-gras, his only offensive move, but it's fairly easy to just zip-in thanks to R1+O's homing properties. While I'm sure V has his depth, and there are plenty of unlockable moves for his familiars, I never upgraded anything besides his Devil Trigger consumption since it's pretty easy to mindlessly press Square and Triangle and just rake in the SSS style points. I wasn't much of a fan of V, I like my DMC characters with swords and guns, so V just didn't do it for me. Not to say that I hated playing as him, because he is something very different from Dante and Nero, just that I wasn't a fan of his style.
As a whole, Devil May Cry 5 feels like the apex of the formula. You get three very distinct characters with the added benefit of a good amount of unique stages for each. The combat is fast and furious, while there were a few Framerate drops here and there, it was mostly, if not only, during the exploration segments. I really liked Nero, and how fun it was to relearn to take control of your positioning as well as your enemies, pulling and pushing them out of your combos. And then you finish the game and unlock his Buster abilities from DMC4, which you can use alongside his Breakers, turning Nero into a wrecking machine. Dante has so many options it isn't even funny. I was perfectly content switching between Rebellion and his Fist-type weapon, which can switch between boxing and kicking modes, and, as a matter of fact, with proper Style use you can get at least S-ranks without having to switch weapons, in case you think it's much too complicated to learn his different weapons, and then the new twin-sword-saw weapons got introduced, giving me an entirely new slew of attacks to mix things up with. Regardless, there's a ton of possibilities with Dante. And then there's V, with whom you can, um... unlock more combos in case mindlessly mashing buttons isn't doing it for you.
All in all, Devil May Cry 5 is phenomenal. Like, honestly, the first thing I did after I finished the game.. was replay it, albeit on the lowest difficulty setting, to get a few of the trophies I missed. And it was just as fun as the first time through, and now I'm feeling tempted to go back a third time, but on the difficulty setting I unlocked my first time through. It's THAT fun. Honestly, I think the only DMC I'd put above it would be 3, but only for a slight margin. While I liked Donte and DmC a lot, I'm glad Nero and classic Dante are back.
10 out of 10
Alright, so Devil May Cry 4 was pretty good but lacking in content while DmC was an underrated and overhated game because it wasn't more of the same. Capcom listened, and here we've got Devil May Cry 5 which is more of the same. But golly, how GOOD it feels.
The story is a mess. It is. Our precious boy Nero gets his arm severed by a demon-man in ragged clothes, taking Yamato for himself, but luckily he knw the crazy inventor Nicolette, 'Nico' for short, who builds him a mechanical arm. Plenty of robotic arms actually, and together they set out for vengeance. At the same time, Dante gets hired by series newcomer V to slay this demon-man, named Urizen. As the story moves forward Dante, Nero and V's roads will intertwine, and you'll also get to see Lady's and Trish's behinds, because this is a Japanese game, and dammit, they can't live without fanservice, even if it means ruining their characters. But I digress, the story is probably the weakest it's ever been, but at least it looks great and gives you a bit of eyecandy between stages. On another note, there are plenty of callbacks to DMC 1 and 3, in the form of returning enemies, as well as a few callbacks and references to DmC, which is an incredibly bold move by Capcom to show that DmC was a Devil May Cry game, whether you like it or not. In other words, the script is exactly what you'd expect out of Devil May Cry, nothing more and nothing less. The characters are fun and dumb, and the story is as good an excuse as any to slay demons.
The game does little to change up the formula, which is perfectly OK since why fix what ain't broken? You go through each mission as any of Dante, Nero or V, trying to defeat enemies with complex combos in order to rack up your style bonus and thus ramping up the red orbs they leave when defeat, said red orbs can then be spent to upgrade your abilities. Hidden throughout missions you may come around 'Hidden Missions', which short challenges rooms, blue orbs to extend your health bar, purple orbs to extend your Devil Trigger gauge(Your super mode) or gold orbs which act as a limited form of continues. Much noise was made about the game's microtransactions, and it is slimy for a full-price game to include them, but truth be told, the game is fairly generous with red orbs, which can also pay the price of a continue, so I never felt as if the game was trying to open up my wallet. Well, mostly, each character's final unlock, the EX Taunt, is worth 3.000.000 red orbs each, which isn't exactly a petty sum.
Sadly, Devil May Cry 4's weakness carried over to this game: Too many characters and not enough game. Devil May Cry 3 did it best by allowing you to play the entire game as either Dante or Vergil, but in this game all three characters get a piece of the 21 missions. Nero, the main character, gets the first 8 stages and then gets another 2 by the end, a couple of these missions he shares with V and Dante. V gets a measly 6 missions peppered in-between Nero and Dante, two of which he shares with Dante and Nero. Lastly, Dante gets the final eight stages, sharing one of them with V and Nero. That said, there's absolutely no backtracking in this game, to the point that no mission has you covering old ground, making it the most linear DMC game yet, but also meaning that at least the second half of the game isn't made up of recycled, simpler stages, so while I still wish I could have played any mission as any character, thus getting to enjoy a character's particular gameplay and get more content to experiment with, it's not as bad as DMC 4, as a matter of fact, even though V gets so few stages, I still didn't feel shortchanged with him.
As far as characters go, Nero plays pretty similarly to how he did in DMC 4, he's got his sword, red queen, which he can rev up for extra damage, and, if you time it just as you hit an enemy, get a full charge out of a single L2 press as well as his gun, the blue rose. Since his Devil Bringer got chopped at the start of the game, now he can use any of about 10 different Devil Breakers, mechanical arms with special properties. Each one has different uses, like a multi-hitting whip or one that can be used to zip around by discharging energy. You have to be careful though, getting hit while using a Devil Breaker will cost you the arm, or you can press L1 to destroy it, pushing away nearby enemies. At first I thought that having limited arms was lame, but Nero's stages have a few arms peppered throughout its layout, so very rarely will you be lacking in... arms. Lastly, even if you run out of arms, you can press R1+O to either jank a weak enemy towards Nero or push Nero towards a heavy enemy. Beating the game unlocks a Devil Trigger for Nero, as well as his abilities from DMC 4, so you can mix his new tools with the old. Pretty neat.
Dante is his usual DMC 3 incarnation with the tweaks from DMC 4, namely, you can switch between his four different styles with the directional pad, each style altering what his circle button does(More melee attacks, more gun attacks, defensive moves or evasive moves). Unlike Nero, Dante unlocks more weapons as he goes along, for a total of 4 melee weapons(6 if you count the extra swords) as well as 4 guns(5 if you count the extra rocket launcher), and he can swap between either in real time, as per usual. This is easily the deepest Dante yet, and he even gets a second Devil Trigger form midway through his campaign.
Lastly, there's V. He... he is nothing the series has ever had before, in fact, I'd say he is a nod to how in DMC 2 you could go through the entire game with guns, if only for the simple fact that he is a pew-pew kinda guy. Square button summons a devil crow to peter his enemas with energy bullets, while triangle summons a Shadow panther, which you might recognize from Devil May Cry 1, to close in on his enemies and skewer them. His Devil Trigger summons Nightmare, a massive golem that lays waste to anything and everything. That said, he has to give enemies the coup-de-gras, his only offensive move, but it's fairly easy to just zip-in thanks to R1+O's homing properties. While I'm sure V has his depth, and there are plenty of unlockable moves for his familiars, I never upgraded anything besides his Devil Trigger consumption since it's pretty easy to mindlessly press Square and Triangle and just rake in the SSS style points. I wasn't much of a fan of V, I like my DMC characters with swords and guns, so V just didn't do it for me. Not to say that I hated playing as him, because he is something very different from Dante and Nero, just that I wasn't a fan of his style.
As a whole, Devil May Cry 5 feels like the apex of the formula. You get three very distinct characters with the added benefit of a good amount of unique stages for each. The combat is fast and furious, while there were a few Framerate drops here and there, it was mostly, if not only, during the exploration segments. I really liked Nero, and how fun it was to relearn to take control of your positioning as well as your enemies, pulling and pushing them out of your combos. And then you finish the game and unlock his Buster abilities from DMC4, which you can use alongside his Breakers, turning Nero into a wrecking machine. Dante has so many options it isn't even funny. I was perfectly content switching between Rebellion and his Fist-type weapon, which can switch between boxing and kicking modes, and, as a matter of fact, with proper Style use you can get at least S-ranks without having to switch weapons, in case you think it's much too complicated to learn his different weapons, and then the new twin-sword-saw weapons got introduced, giving me an entirely new slew of attacks to mix things up with. Regardless, there's a ton of possibilities with Dante. And then there's V, with whom you can, um... unlock more combos in case mindlessly mashing buttons isn't doing it for you.
All in all, Devil May Cry 5 is phenomenal. Like, honestly, the first thing I did after I finished the game.. was replay it, albeit on the lowest difficulty setting, to get a few of the trophies I missed. And it was just as fun as the first time through, and now I'm feeling tempted to go back a third time, but on the difficulty setting I unlocked my first time through. It's THAT fun. Honestly, I think the only DMC I'd put above it would be 3, but only for a slight margin. While I liked Donte and DmC a lot, I'm glad Nero and classic Dante are back.
10 out of 10
Wednesday, April 10, 2019
Review #635: Danganronpa Trilogy
Hope and Despair face off on their eternal struggle in the world of DanganRonpa.
Well, I'll make it short... Danganronpa is amazing. Since I've already said my piece about Danganronpa 1 and 2(Spoilers: They are brilliant) I'll be focusing exclusively on Danganronpa V3: Killing Harmony, the latest game in the franchise.
There's absolutely no way I can talk about the story without spoiling things, the publishers even went out of their way to protect some of the story developments on the game's various covers. What I can say is that the game follows the same formula it's always followed, which isn't a bad thing, with 16 highschool students waking up trapped in a school. The story being divided into chapters and each chapter being divided into different sections: Every day life, where the story progresses between scripted events and 'Free Time' you can spend mingling with other characters, the Investigation of the inevitable murder and then the class trial. The new highschool is fairly large and fun to explore, this entry also has some of the most endearing and some of the most vexing characters in the franchise yet. As per usual, the script gets getting more and more juvenile from entry to entry, which is, arguably, a bad thing. It IS a Japanese game after all, so, y'know, it's got a few questionable portrayals as far as female characters go, from a western perspective. Miu, for instance, is all about flaunting her sexuality and calling other girls 'flat', and of course, they get self-conscious. Because that's what every woman is like in Japan. That aside, the ending has proven itself to be quite divisive, and for good reason. For my part, I enjoyed most of it, but didn't quite like the way it connected with the previous two games, and I'll leave it at that. On the other hand, I feel like I was a bit too kind with Super Danganronpa 2, since it was supposed to be 'an even better sequel', but to be honest, I think this game was closer to Danganronpa 1's charm, which is a good thing.
There's one thing I've always disliked about Danganronpa, and it's no different now: The trials are too convoluted. There's beauty in simplicity, like Phoenix Wright has prove time and time again. But Danganronpa isn't content with that, so let's see: As per usual, during Trials characters will debate with each other about what they think happened, and you'll have to use evidence, in the form of Truth Bullets to agree or disagree with colored statements. New to the series are 'Lie' bullets, which don't really make sense, but sometimes you'll have to lie about an evidence piece in order to get to the truth. It's a bit weird and doesn't make much sense, but it's there. Showdowns return, when you have to cut through white noise and use evidence, now in the form of Truth Blade, to argue. The fill-in-the-gaps comic book closing arguments is still the same, as well as the boring Hangman's Gambits, in which you have to wait until the correct letters pop up on the screen in order to form a word.
The new mechanics are: Mass Panic Debates, in which you'll have to do with three testimonies at the same time, Psyche Taxi, in which you have to drive a Taxi to collect letters and answer a question, Debate Scrums, which are basically about rebutting arguments with the correct arguments and, finally, Armored Arguments, where you have to rhythmically press buttons to deal damage to an obstinate culprit. As always, the game is way too convoluted, I picked up a guide and called it a day, since I just couldn't be arsed. And it's fine, Danganronpa's main draw is the story, not the gameplay. As you interact with objects, during the exploration segments, and walk around you'll level up, which in turn lets you equip skills to make Trials easier and more manageable.
Once you are done with the lengthy main story, you'll unlock a bonus mode... although, this time, you get multiple bonus modes. The micromanagement bonus mode has been tweaked into a more streamlined experience, in which during the day you can go out with various characters, so as to complete their individual development, and during the night you can spend coins on the Casino minigames, a bunch of them being rather fun! Afterwards you might want to play the Talent Plan Mode, which is a quirky Board game that has you increasing, and sometimes decreasing a character's stats, you can also learn RPG-like skills, such as super moves and the like. At the end of the mode you'll engage in a turn-based RPG battle against a boss. Finally, there's Monokuma's test, a rogue-like turn-based RPG where you can take your developed characters, from the Board Mode, in order to clear a 50-floor dungeon and fight powerful bosses. These two latter modes let you use characters from the older Danganronpa games, which is quite a treat, particularly because the board game includes over 500 different events in which characters from any of the three games get to interact with one another!
I don't know if I'd say that Danganronpa V3: Killing Harmony is the best one in the series, but it's dang close. The new characters are memorable, the murders are fun and the ending... well, your mileage will vary on that one. As for Danganronpa Trilogy, you get three fantastic visual-novel styled murder-mystery stories that are bound to last you a long, long time. Getting all three games in a single disc is a fantastic deal, even if the included 'art-book' is a glorified instruction booklet!
Danganronpa V3 - Killing Harmony 9.5 out of 10
Danganronpa Trilogy 10 out of 10
Well, I'll make it short... Danganronpa is amazing. Since I've already said my piece about Danganronpa 1 and 2(Spoilers: They are brilliant) I'll be focusing exclusively on Danganronpa V3: Killing Harmony, the latest game in the franchise.
There's absolutely no way I can talk about the story without spoiling things, the publishers even went out of their way to protect some of the story developments on the game's various covers. What I can say is that the game follows the same formula it's always followed, which isn't a bad thing, with 16 highschool students waking up trapped in a school. The story being divided into chapters and each chapter being divided into different sections: Every day life, where the story progresses between scripted events and 'Free Time' you can spend mingling with other characters, the Investigation of the inevitable murder and then the class trial. The new highschool is fairly large and fun to explore, this entry also has some of the most endearing and some of the most vexing characters in the franchise yet. As per usual, the script gets getting more and more juvenile from entry to entry, which is, arguably, a bad thing. It IS a Japanese game after all, so, y'know, it's got a few questionable portrayals as far as female characters go, from a western perspective. Miu, for instance, is all about flaunting her sexuality and calling other girls 'flat', and of course, they get self-conscious. Because that's what every woman is like in Japan. That aside, the ending has proven itself to be quite divisive, and for good reason. For my part, I enjoyed most of it, but didn't quite like the way it connected with the previous two games, and I'll leave it at that. On the other hand, I feel like I was a bit too kind with Super Danganronpa 2, since it was supposed to be 'an even better sequel', but to be honest, I think this game was closer to Danganronpa 1's charm, which is a good thing.
There's one thing I've always disliked about Danganronpa, and it's no different now: The trials are too convoluted. There's beauty in simplicity, like Phoenix Wright has prove time and time again. But Danganronpa isn't content with that, so let's see: As per usual, during Trials characters will debate with each other about what they think happened, and you'll have to use evidence, in the form of Truth Bullets to agree or disagree with colored statements. New to the series are 'Lie' bullets, which don't really make sense, but sometimes you'll have to lie about an evidence piece in order to get to the truth. It's a bit weird and doesn't make much sense, but it's there. Showdowns return, when you have to cut through white noise and use evidence, now in the form of Truth Blade, to argue. The fill-in-the-gaps comic book closing arguments is still the same, as well as the boring Hangman's Gambits, in which you have to wait until the correct letters pop up on the screen in order to form a word.
The new mechanics are: Mass Panic Debates, in which you'll have to do with three testimonies at the same time, Psyche Taxi, in which you have to drive a Taxi to collect letters and answer a question, Debate Scrums, which are basically about rebutting arguments with the correct arguments and, finally, Armored Arguments, where you have to rhythmically press buttons to deal damage to an obstinate culprit. As always, the game is way too convoluted, I picked up a guide and called it a day, since I just couldn't be arsed. And it's fine, Danganronpa's main draw is the story, not the gameplay. As you interact with objects, during the exploration segments, and walk around you'll level up, which in turn lets you equip skills to make Trials easier and more manageable.
Once you are done with the lengthy main story, you'll unlock a bonus mode... although, this time, you get multiple bonus modes. The micromanagement bonus mode has been tweaked into a more streamlined experience, in which during the day you can go out with various characters, so as to complete their individual development, and during the night you can spend coins on the Casino minigames, a bunch of them being rather fun! Afterwards you might want to play the Talent Plan Mode, which is a quirky Board game that has you increasing, and sometimes decreasing a character's stats, you can also learn RPG-like skills, such as super moves and the like. At the end of the mode you'll engage in a turn-based RPG battle against a boss. Finally, there's Monokuma's test, a rogue-like turn-based RPG where you can take your developed characters, from the Board Mode, in order to clear a 50-floor dungeon and fight powerful bosses. These two latter modes let you use characters from the older Danganronpa games, which is quite a treat, particularly because the board game includes over 500 different events in which characters from any of the three games get to interact with one another!
I don't know if I'd say that Danganronpa V3: Killing Harmony is the best one in the series, but it's dang close. The new characters are memorable, the murders are fun and the ending... well, your mileage will vary on that one. As for Danganronpa Trilogy, you get three fantastic visual-novel styled murder-mystery stories that are bound to last you a long, long time. Getting all three games in a single disc is a fantastic deal, even if the included 'art-book' is a glorified instruction booklet!
Danganronpa V3 - Killing Harmony 9.5 out of 10
Danganronpa Trilogy 10 out of 10
Saturday, April 6, 2019
Review #634: Dinotopia - The Timestone Pirates
Turns out Dinosaurs can't make everything better.
Do you remember Lady Sia? It was one of the earliest GBA games, it's kinda sloppy but quite fun. Turns out the same developers also made Turok Evolution on the Advance, an unfairly hard, but also a helluva fun 2-D action game on the same console. These people also made Dinotopia - The Timestone Pirates. And they blew it.
I know nothing about the books it's based off of, but the story has to do about bad guys stealing dinosaur eggs and the main character, whoever the hell he is, trying to retrieve them. There's very little story, exposition or context as to why you are doing what you are doing or why what's happening is happening, so I wouldn't bother trying to think to hard about it. The game is mercifully short, but even then it felt like it wore out its welcome by the 30-minute mark. It also attempts to mix various styles: Sidescroller, Flying stages and submarine stages, but none of them work well. At all.
The first bunch of stages have you playing as the guy on foot, as you explore each stage in search of a single dinosaur egg so that you can exit the stage. These levels are the worst, you have no idea of where you are going or where you should go. They make no sense. You'll end up just fumbling about, trying not to die(Since there are no checkpoints) while you try to find the egg, and maybe the switch that opens up the level's exit. After you are done with those chores you'll be doing a few sidescrolling flying stages. The first one is so irritating because some obstacles are almost impossible to see coming. I lost more lives on the first flying stage than I did on the rest of the game. Once that's through, there are four lame submarine stages in which you must, once again, find eggs. The submarine is either too fast or too slow, so it's hard to avoid hitting things. The boss of the underwater sections is so hard to figure out... you have to stay put on a certain spot so that a falling barrel bounces on top of you onto the giant fish, and then it's toast. Finally, you go through more 2-D Sidescrolling mazes, this time while riding a dinosaur. The camera is SO zoomed-in that it's impossible to avoid incoming damage, the game compensates for this by being generous with healing pick-ups.
Dinotopia on the Gameboy Advance manages to hit all three Bs: Bad, Bland and Boring. There's absolutely nothing good about the game, and I usually like scraping the bottom of the barrel for redeeming qualities, but this game has none. Well, maybe... that it sorta kinda looks like Lady Sia? But isn't even half as good. Even fans of the book won't find anything of value here, what's more, it's in their best interest to avoid this cart so as not to tarnish their enjoyment of the books. Few games are this incompetent, at least it's short.
1.5 out of 10
Do you remember Lady Sia? It was one of the earliest GBA games, it's kinda sloppy but quite fun. Turns out the same developers also made Turok Evolution on the Advance, an unfairly hard, but also a helluva fun 2-D action game on the same console. These people also made Dinotopia - The Timestone Pirates. And they blew it.
I know nothing about the books it's based off of, but the story has to do about bad guys stealing dinosaur eggs and the main character, whoever the hell he is, trying to retrieve them. There's very little story, exposition or context as to why you are doing what you are doing or why what's happening is happening, so I wouldn't bother trying to think to hard about it. The game is mercifully short, but even then it felt like it wore out its welcome by the 30-minute mark. It also attempts to mix various styles: Sidescroller, Flying stages and submarine stages, but none of them work well. At all.
The first bunch of stages have you playing as the guy on foot, as you explore each stage in search of a single dinosaur egg so that you can exit the stage. These levels are the worst, you have no idea of where you are going or where you should go. They make no sense. You'll end up just fumbling about, trying not to die(Since there are no checkpoints) while you try to find the egg, and maybe the switch that opens up the level's exit. After you are done with those chores you'll be doing a few sidescrolling flying stages. The first one is so irritating because some obstacles are almost impossible to see coming. I lost more lives on the first flying stage than I did on the rest of the game. Once that's through, there are four lame submarine stages in which you must, once again, find eggs. The submarine is either too fast or too slow, so it's hard to avoid hitting things. The boss of the underwater sections is so hard to figure out... you have to stay put on a certain spot so that a falling barrel bounces on top of you onto the giant fish, and then it's toast. Finally, you go through more 2-D Sidescrolling mazes, this time while riding a dinosaur. The camera is SO zoomed-in that it's impossible to avoid incoming damage, the game compensates for this by being generous with healing pick-ups.
Dinotopia on the Gameboy Advance manages to hit all three Bs: Bad, Bland and Boring. There's absolutely nothing good about the game, and I usually like scraping the bottom of the barrel for redeeming qualities, but this game has none. Well, maybe... that it sorta kinda looks like Lady Sia? But isn't even half as good. Even fans of the book won't find anything of value here, what's more, it's in their best interest to avoid this cart so as not to tarnish their enjoyment of the books. Few games are this incompetent, at least it's short.
1.5 out of 10
Thursday, March 28, 2019
Review #633: Yakuza Kiwami
We're back to where everything began... The birth of a Legend.
Yakuza on PS2 was pretty flippin' dope, but it was also pretty flippin' clunky. Not content with leaving things like they were, and finding themselves with a ton of reusable assets from Yakuza 0, the Ryu Ga Gotoku Team set to polish their very first Yakuza entry by blending its top-notch story with the lustrous gameplay of 0. And it works beautifully, revitalizing what was Yakuza's weakest link.
The story is exactly the same as it was in the original game, to the point of cutscenes sticking to the same camera angles and, dare I say, animations of the original. The story now has the added benefit of having Yakuza 0's backstory, making Nishiki's transformation into a villain hitting harder than before. Alongside the original plot of Kazuma returning from prison to find his bestie-turned-enemy and the mystery surrounding the lost child Haruka and the stolen 10 billion yen, each chapter is prefaced by new scenes showing the trials and tribulations that turned Nishiki into who he is 10 years later. These scenes are very welcome and help make Nishiki a more interesting and sympathetic character. On the other hand, they added a ton of new dialogue and scenes for the series' breakout character Majima, trying to marry his initial portrayal with the zanier anti-hero he became. It kinda, sorta works, but I think a complete and total rewrite of his role would have been better. Majima isn't the ally-murdering psycho he was in the first game, so having him beat up his goons feels incredibly out of character, even if it was his original portrayal. Later Yakuza stories have been much more dramatic and twisted, but it's still a great plot and the new additions only make it better.
Yakuza on PS2 was pretty flippin' dope, but it was also pretty flippin' clunky. Not content with leaving things like they were, and finding themselves with a ton of reusable assets from Yakuza 0, the Ryu Ga Gotoku Team set to polish their very first Yakuza entry by blending its top-notch story with the lustrous gameplay of 0. And it works beautifully, revitalizing what was Yakuza's weakest link.
The story is exactly the same as it was in the original game, to the point of cutscenes sticking to the same camera angles and, dare I say, animations of the original. The story now has the added benefit of having Yakuza 0's backstory, making Nishiki's transformation into a villain hitting harder than before. Alongside the original plot of Kazuma returning from prison to find his bestie-turned-enemy and the mystery surrounding the lost child Haruka and the stolen 10 billion yen, each chapter is prefaced by new scenes showing the trials and tribulations that turned Nishiki into who he is 10 years later. These scenes are very welcome and help make Nishiki a more interesting and sympathetic character. On the other hand, they added a ton of new dialogue and scenes for the series' breakout character Majima, trying to marry his initial portrayal with the zanier anti-hero he became. It kinda, sorta works, but I think a complete and total rewrite of his role would have been better. Majima isn't the ally-murdering psycho he was in the first game, so having him beat up his goons feels incredibly out of character, even if it was his original portrayal. Later Yakuza stories have been much more dramatic and twisted, but it's still a great plot and the new additions only make it better.
I'm a bit tired of having to repeat the exact same gameplay description since Yakuza doesn't change much between installments, so I'll try to cruise through it. Yakuza is beat'em up action game that takes place in the city of Kamurocho. While you always have a main objective, you can also choose to spend time solving silly sidequests or wasting time with minigames like Bowling, Pocket Circuit Racing, Batting, etc. As you run around the city of Kamurocho you may come across miscreants that need a good beating, and Kazuma Kiryu, the hero, is only happy to oblige. Defeating enemies and solving sidequests reward Kazuma with experience points you can then spend on various different skill trees, depending on whether you want more health and strength, more moves or expanding your energy gauge to allow for stronger Heat(super) attacks. For the first time in the series, you can save ANYWHERE now.
Remember how Yakuza 0 had the best and deepest combat in the franchise? It's back! Kazuma can change between four different styles(Brawler, Rush, Beast and Dragon) on the fly, each style having entirely different strengths and weaknesses. The first three can be developed by investing experience points on the aforementioned skill trees, but the Dragon style is a bit different... There's a new mechanic, 'Majima EVERYWHERE'. Basically, Majima really wants to fight Kiryu, but he wants to fight him at his best, so he'll try to ambush Kiryu at different times, from a bar to a cabaret, in order to train him and reawaken his Dragon style. It'll take a long, long while before Dragon is anywhere close to useful, and even then, it's been nerfed pretty hard, so you are just fine sticking with the first three styles. On the other hand, even on the Normal difficulty setting, Kiwami felt more challenging than any game before it, so you can't just mash your way through.... unless you are carrying a ton of healing items that is. Eventually it can get downright cruel, when story bosses start appearing with a ton of health bars, are fantastic at dodging and require the optional Dragon-style Extreme Action to take out of their healing auras.
The game is brilliant, but there is a single misstep that hurt it a bit: Bosses can regenerate health. That's right, at two different times throughout the battle, at least on Normal, bosses will enter special stance and start recovering health. You can only stop this by performing a HEAT action on them. This means that you'll be holding onto your heat waiting for these moments instead of using them in battle, which is a huge disappointment. The game doesn't tell you this, but it's in your best interest to learn the Extreme Heat actions from the Soul skill branch first so that you have the required heat actions to cancel their healing.
Yakuza Kiwami is the definitive way to play Yakuza 1, no question about it. Everything that was great about the first game is here alongside everything that was great about Yakuza 0, without its terrible upgrade system. Not every sidequest made it back, but most of them did and were rewritten to make them more interesting, and there's a ton of new ones, so there's no shortage of stuff to do in this game. It might have gone a bit too far making Majima a wacky walking meme, but I didn't mind it too much and just decided to enjoy the craziness.
9.0 out of 10
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