Rock and Ride!
I'm a 90s kid, so I grew up with all of them anthropomorphic heroes. Sewer Sharks, Extreme Dinosaurs, Road Rovers, TMNT, Swat Cats, The Adventures of T-Rex, All My Monsters and, of course, Biker Mice from Mars. I wanted something to remember the show by, something like a videogame. Maybe I shouldn't have bothered.
The game is modeled after the series 00's reboot and not the original series, but it doesn't matter too much since the main mice are pretty faithful to their original counterparts, although the same can't be said about the supporting cast. I'm not sure if the game follows the plot from its only season or what have you, but it's 15 short missions long in which you can play as any of the main characters. Surprisingly, there are a lot of voiced cutscenes, although the animation is a bit suspect, it's all jerky and stiff, something tells me they had an algorithm fill in between key frames. Regardless, all 15 missions follow the same story thread, in which Ronaldo Rump(The original Trump detractor) and the Catatonias(Space Cats) team up and the Mice must stop them. Regardless, you'll know that something is up with this game, because after you create a file you get two options "New Game" or "Missions". Turns out New Game is actually "Create new file", and "Missions" is the game's only mode.
The game has two modes: Driving and Beat'em up. Every single stage has a driving section, and if you're unlucky(Or lucky, if somehow you like the beat'em parts more) you'll get a very brief beat'em up section. Driving feels very cheap, like something out of a modern mobile phone game, while on-foot fighting is as lifeless as it gets, so pick your poison. During missions you can get coins that you can then spend on the 'garage' to upgrade your mice. Each character has their own set of combos to buy, although they are basically the same even though, at least, the animations are different, while on Bike the only thing that changes between characters are their base stats and how high you can upgrade them(Modo can get the most HP upgrades, Vinnie gets the most Boost upgrades and Throttle gets the most Maneuverability upgrades). The beat'em up sections are so simple and easy that you're better off upgrading everyone's bikes' health and upgrading its main weapon, since the driving stages are the only ones that matter. Most of the game is pretty easy, but the final mission was a nightmare, talk about a difficulty spike.
Driving sections are usually about getting from point A to point B, you use your basic weapon with R1, which has a cooldown period, and you can pick up alternate, limited weapons from fallen enemies or spread throughout the race track. Driving is not completely awful, it just feels cheap, there aren't any thrills to be had in here. And there's no driving in reverse, if you hit a wall... just hit the accelerator and slowly turn away from the wall. Combat is just devoid of any fun, X is a weak attack, square is a strong attack and L1 blocks. You can purchase more combos in the store, but you don't really need them. Maybe one of the combos that ends on a wide-area covering move could be useful during the missions in which you have to protect something, but otherwise? Stick to bike upgrades. The camera in this sections are too zoomed in on the player character, and every time you hit something the camera jerks around which is very off putting. Landing hits doesn't feel very satisfying either, so it's not much fun.
Biker Mice from Mars on PS2 is way below average, although I'll admit that a very sparse few times I had a teeny tiny bit of fun blasting enemies on my bike, but the very few and rather low highest points can't save this game.
3.0 out of 10
A blog of Swords and Joysticks. And maybe comics, I like comics. Movies too, we can have movies right?
Wednesday, May 6, 2020
Tuesday, May 5, 2020
Review #780: Marvel Super Heroes
The original adaptation of the Infinity War.... after the SNES of course.
Not long after Capcom struck gold with X-Men - Children of the Atom, they aspired to higher heights with a new game, built on the same engine, that would break away from the boundaries of the X-men Franchise and would cover more of Marvel's finest with Marvel Super Heroes. This is a fighting game that's framed around the Infinity War, you can take any of 10 characters, 12 if you count the secret playable bosses, and duke it our while wielding the mighty power of the gems.
Arcade and Versus, that's all you get, not more, not less. The 12 character roster is pretty skimpy as well: Wolverine, Pylocke, Magneto and Juggernaut return from Children of the Atom, the latter three that had little to do during the Infinity War but Capcom loves being lazy, joined by Spider-man, Captain America, The Hulk, Iron-man, BlackHeart, Shuma Gorath, Dr. Doom and Thanos himself. As per usual with games of this era, no in-game movelist. I have to say that I absolutely adore '90s 2-D Capcom: their colorful sprites were a sight to behold, and the music, oh god, the MUSIC! This game is classic Arcade Capcom, looks great, sounds great and plays... well...
On paper, it plays great. 6 buttons: 3 kicks and 3 punches, you get aerial combos, super jumps, super moves that run on an energy gauge, air blocking, y'know, the usual. It plays like most Capcom fighters, it's fast and snappy. The game's unique gimmick are the Power Stones, you and the enemy can use any of the six stones to gain various temporary advantages, such as healing, super armor, extra power, extra speed, etc and some gems will power up specific moves from specific characters. You have to be careful, because if you get knocked down whatever gem you're carrying will fall and the enemy can pick it up and use if it he wants.
On paper it plays great, but there's a little issue with the PS1 version. No, not the PS1's trademark loading times, but rather the copious amounts of slowdown that plague the game pretty much all the time. I mean, it's downright annoying at times, and pretty much any stage and any match up will produce slowdown at one time or another. Iron-man's specials and Hulk himself are pretty big culprits too.
I'm sure the arcade original is a fine game, but this port is anything but. A very small roster, no bonus modes and tons of slowdown turn this port into nothing more than a pretty game cover. I mean, '90s comics art needs to make a comeback. Regardless, Capcom has made better games and better PS1 ports, and the PS1 itself has many better fighting games, making this one a hard pass.
3.0 out of 10
Not long after Capcom struck gold with X-Men - Children of the Atom, they aspired to higher heights with a new game, built on the same engine, that would break away from the boundaries of the X-men Franchise and would cover more of Marvel's finest with Marvel Super Heroes. This is a fighting game that's framed around the Infinity War, you can take any of 10 characters, 12 if you count the secret playable bosses, and duke it our while wielding the mighty power of the gems.
Arcade and Versus, that's all you get, not more, not less. The 12 character roster is pretty skimpy as well: Wolverine, Pylocke, Magneto and Juggernaut return from Children of the Atom, the latter three that had little to do during the Infinity War but Capcom loves being lazy, joined by Spider-man, Captain America, The Hulk, Iron-man, BlackHeart, Shuma Gorath, Dr. Doom and Thanos himself. As per usual with games of this era, no in-game movelist. I have to say that I absolutely adore '90s 2-D Capcom: their colorful sprites were a sight to behold, and the music, oh god, the MUSIC! This game is classic Arcade Capcom, looks great, sounds great and plays... well...
On paper, it plays great. 6 buttons: 3 kicks and 3 punches, you get aerial combos, super jumps, super moves that run on an energy gauge, air blocking, y'know, the usual. It plays like most Capcom fighters, it's fast and snappy. The game's unique gimmick are the Power Stones, you and the enemy can use any of the six stones to gain various temporary advantages, such as healing, super armor, extra power, extra speed, etc and some gems will power up specific moves from specific characters. You have to be careful, because if you get knocked down whatever gem you're carrying will fall and the enemy can pick it up and use if it he wants.
On paper it plays great, but there's a little issue with the PS1 version. No, not the PS1's trademark loading times, but rather the copious amounts of slowdown that plague the game pretty much all the time. I mean, it's downright annoying at times, and pretty much any stage and any match up will produce slowdown at one time or another. Iron-man's specials and Hulk himself are pretty big culprits too.
I'm sure the arcade original is a fine game, but this port is anything but. A very small roster, no bonus modes and tons of slowdown turn this port into nothing more than a pretty game cover. I mean, '90s comics art needs to make a comeback. Regardless, Capcom has made better games and better PS1 ports, and the PS1 itself has many better fighting games, making this one a hard pass.
3.0 out of 10
Review #779: Dragon Quest XI S - Echoes of an Elusive Age Definitive Edition
Where the hell did Square Enix get the money to budget this masterpiece?
So... I've never been much much of a fan of first-person JRPGs, so I never did quite get into Dragon Quest, not until IX anyways, and I loved that game. I own VIII but never got around to playing it, but for one reason or another I decided to jump right into the Switch version of XI, Dragon Quest XI S - Echoes of an Elusive Age Definitive Edition. As the opening line would lead you to believe, I loved this game. Like love-love. It's so big, so large, so beautiful that I simply can't figure out how Square Enix could spare such a large budget to an RPG.
The story pits you as the Luminary, the reincarnation of a hero of old who is born to save the world from darkness. Sadly, the King of the city nearby doesn't seem to think so, casting the hero as the Darkspawn and sending him to the dungeons. Luckily, the hero manages to escape and sets out to clean his name and save the world. Alongside him is a party of seven different heroes, with their own backstories, personalities and motivations, and absolutely everyone gets their own scenarios and moments to shine. Every character is absolutely endearing, it's hard picking a favorite from among them. I know that Dragon Quest loves to stick to its traditions, but man, the mute hero is getting stale. And it shows, flashbacks to the hero's youth will have him gain a voice and personality, because a mute hero is too limiting, it's a wasted opportunity for yet another fantastic personality to join the adventure. That aside, the game is made up of three acts, the third one being considered the post game and somewhat optional. I'm a bit torn, because the second act has a pretty good ending, and because reasons the third act involves time travelling... and losing a ton of character development. Some characters get a bit of re-development but it's nowhere near as deep as it was during the second act. The third act aims for a happier ending, but undoes a all of the best moments from the second act. At least it's optional and the story is not too bad, but it pales in comparison to Act 2.
This is as classic as JRPGs get without feeling dated. You have a relatively large world to explore, it's not open ended like Western RPGs, there are set routes between places and you can't make your own routes. You go from town to town, talking to NPCs to further the plot, while partaking in dungeon exploring and monster slaying to fund your equipment and to proceed with your adventure. Environments are pretty large, larger than your average JRPGs, and they are gorgeous. There are plenty of towns to explore too, very different and distinct from one another, from the architecture to the accents their citizens speak with. There are a ton of sidequests to fulfill, although most of them open up on the third act, as well as plenty of bonus objectives that don't count as sidequests but still are worth your time thanks to their rewards. It's very meaty, I cleared the second act after clocking 67 hours, and the postgame/act 3 took me about 10 hours more, and I didn't finish every single sidequest. My hero was nearing level 90 and the rest of my party were averaging 80, I was quite happy with my equipment and the alternate costumes I managed to find and even got to select my bride(exclusive to the Switch version!) so I decided it was time to slay the bigger bad. And I did.
Combat is your tried and true turn-based affair. Each turn you can attack with physical attacks, abilities unique to your character, spells or items(Remember that each character has their own bag, and if they aren't carrying the item on their bags they can't use them!). There's the Pep mechanic, randomly your character may enter Pep mode which lasts a few turns and enhances a few of their stats, as well as granting them access to very powerful Pep techniques. If more than one character is in Pep mode you may even get to use combined Pep techniques. Regardless, combat is pretty snappy, landing critical hits is made extra crunchy thanks to the slowdown and the white flash on the enemy. Leveling up earns you stat points that you can then spend on each character's unique skill tree. I'm pretty sure that by level 99 every character can learn all their abilities, since my 80ish level characters had their skill trees almost completely unlocked. As for grinding, if you're smart about it, or know anything about Dragon Quest, you shouldn't need to go out of your way to end completely overleveled, just remember to learn Metal Slash on any character that can and try to use multi-hitting abilities on Metal slimes before they flee from battle.
There's also a simple crafting system, you gather materials(in the Switch version you can purchase them when forging, which you can now do at any time on this Switch version), get a recipe and then try your hand at a very simple forging minigame in which you must bash steel, trying to fill various gauges without going outside their sweetspot. You unlock different bashing techniques(2X2 zone bash, double strength bash, etc) and have to mind the heat of the forge, as a higher temperature nets stronger bashes. It's surprisingly fun once you get the hang of it.
So, what makes the Switch version the 'definitive' version? Well, the graphics obviously took a hit and the framerate is capped at 30fps. Not that it really matters, because the game is still beautiful, character models look great and textures are fantastic, it's a beautiful game no two ways about it. That aside, we get to ride a few new monsters, nothing to write home about and a few bonus scenarios between Act 1 and Act 2, which total about 2-3 extra hours worth of content, once again, nothing special. But now we can select costumes as a different equipment piece, not being tied to the equipment itself as long as you owned the equipment pieces at least once, which is purely cosmetic but something that adds a lot of charm to the game. Squeenix also integrated the 3DS' 2-D mode, and you can freely swap between 3-D and 2-D at Save chapels. It seems that the transition sometimes may reset a bit of your progress, I wouldn't know since I didn't care about 2-D. It's VERY slow paced and the combat mechanics change to feel more like the retro DQ games. If you're itching for a more retro experience, go ahead, it wasn't my thing. And that's the beauty of it, you can pick whatever mode you wish, and the ENTIRE MASSIVE game can be played in either mode, so in a way, it's almost like 2 games in one. They also added the Retro stages, which are alright and I actually did play. You can only play these in 2-D, but the game transitions between 3-D and 2-D, provided you are playing in 3-D, seamlessly, so nothing is lost and you don't even have to pick to return to 3-D, you simply exit the TickinTock town and you're back to where you were, alongside the 3d dimension.
Dragon Quest XI is easily one of the best JRPGs I've played in recent times. The story is engaging, the characters are lovable, the combat is decent... it's got everything you could want out of a JRPG. It also sticks closely to its roots, which makes it stand out from more modern JRPG offerings, which focus more on waifus, and cutesy girls and derpy boys doing cutesy things in a whimsical world that isn't going to fall in peril from a world-devouring monster any time soon. It's a very classic SNES/PS1-era JRPG but with a very modern coat of paint, exactly what I've been looking for. It also has a very simple combat system that isn't bogged down by countless mechanics stacked on top of each other or other popular pitfalls of the genre. What I mean to say, is that Dragon Quest XI does what it does masterfully and proves that classic JRPGs can work really well in the modern day.
10 out of 10
So... I've never been much much of a fan of first-person JRPGs, so I never did quite get into Dragon Quest, not until IX anyways, and I loved that game. I own VIII but never got around to playing it, but for one reason or another I decided to jump right into the Switch version of XI, Dragon Quest XI S - Echoes of an Elusive Age Definitive Edition. As the opening line would lead you to believe, I loved this game. Like love-love. It's so big, so large, so beautiful that I simply can't figure out how Square Enix could spare such a large budget to an RPG.
The story pits you as the Luminary, the reincarnation of a hero of old who is born to save the world from darkness. Sadly, the King of the city nearby doesn't seem to think so, casting the hero as the Darkspawn and sending him to the dungeons. Luckily, the hero manages to escape and sets out to clean his name and save the world. Alongside him is a party of seven different heroes, with their own backstories, personalities and motivations, and absolutely everyone gets their own scenarios and moments to shine. Every character is absolutely endearing, it's hard picking a favorite from among them. I know that Dragon Quest loves to stick to its traditions, but man, the mute hero is getting stale. And it shows, flashbacks to the hero's youth will have him gain a voice and personality, because a mute hero is too limiting, it's a wasted opportunity for yet another fantastic personality to join the adventure. That aside, the game is made up of three acts, the third one being considered the post game and somewhat optional. I'm a bit torn, because the second act has a pretty good ending, and because reasons the third act involves time travelling... and losing a ton of character development. Some characters get a bit of re-development but it's nowhere near as deep as it was during the second act. The third act aims for a happier ending, but undoes a all of the best moments from the second act. At least it's optional and the story is not too bad, but it pales in comparison to Act 2.
This is as classic as JRPGs get without feeling dated. You have a relatively large world to explore, it's not open ended like Western RPGs, there are set routes between places and you can't make your own routes. You go from town to town, talking to NPCs to further the plot, while partaking in dungeon exploring and monster slaying to fund your equipment and to proceed with your adventure. Environments are pretty large, larger than your average JRPGs, and they are gorgeous. There are plenty of towns to explore too, very different and distinct from one another, from the architecture to the accents their citizens speak with. There are a ton of sidequests to fulfill, although most of them open up on the third act, as well as plenty of bonus objectives that don't count as sidequests but still are worth your time thanks to their rewards. It's very meaty, I cleared the second act after clocking 67 hours, and the postgame/act 3 took me about 10 hours more, and I didn't finish every single sidequest. My hero was nearing level 90 and the rest of my party were averaging 80, I was quite happy with my equipment and the alternate costumes I managed to find and even got to select my bride(exclusive to the Switch version!) so I decided it was time to slay the bigger bad. And I did.
Combat is your tried and true turn-based affair. Each turn you can attack with physical attacks, abilities unique to your character, spells or items(Remember that each character has their own bag, and if they aren't carrying the item on their bags they can't use them!). There's the Pep mechanic, randomly your character may enter Pep mode which lasts a few turns and enhances a few of their stats, as well as granting them access to very powerful Pep techniques. If more than one character is in Pep mode you may even get to use combined Pep techniques. Regardless, combat is pretty snappy, landing critical hits is made extra crunchy thanks to the slowdown and the white flash on the enemy. Leveling up earns you stat points that you can then spend on each character's unique skill tree. I'm pretty sure that by level 99 every character can learn all their abilities, since my 80ish level characters had their skill trees almost completely unlocked. As for grinding, if you're smart about it, or know anything about Dragon Quest, you shouldn't need to go out of your way to end completely overleveled, just remember to learn Metal Slash on any character that can and try to use multi-hitting abilities on Metal slimes before they flee from battle.
There's also a simple crafting system, you gather materials(in the Switch version you can purchase them when forging, which you can now do at any time on this Switch version), get a recipe and then try your hand at a very simple forging minigame in which you must bash steel, trying to fill various gauges without going outside their sweetspot. You unlock different bashing techniques(2X2 zone bash, double strength bash, etc) and have to mind the heat of the forge, as a higher temperature nets stronger bashes. It's surprisingly fun once you get the hang of it.
So, what makes the Switch version the 'definitive' version? Well, the graphics obviously took a hit and the framerate is capped at 30fps. Not that it really matters, because the game is still beautiful, character models look great and textures are fantastic, it's a beautiful game no two ways about it. That aside, we get to ride a few new monsters, nothing to write home about and a few bonus scenarios between Act 1 and Act 2, which total about 2-3 extra hours worth of content, once again, nothing special. But now we can select costumes as a different equipment piece, not being tied to the equipment itself as long as you owned the equipment pieces at least once, which is purely cosmetic but something that adds a lot of charm to the game. Squeenix also integrated the 3DS' 2-D mode, and you can freely swap between 3-D and 2-D at Save chapels. It seems that the transition sometimes may reset a bit of your progress, I wouldn't know since I didn't care about 2-D. It's VERY slow paced and the combat mechanics change to feel more like the retro DQ games. If you're itching for a more retro experience, go ahead, it wasn't my thing. And that's the beauty of it, you can pick whatever mode you wish, and the ENTIRE MASSIVE game can be played in either mode, so in a way, it's almost like 2 games in one. They also added the Retro stages, which are alright and I actually did play. You can only play these in 2-D, but the game transitions between 3-D and 2-D, provided you are playing in 3-D, seamlessly, so nothing is lost and you don't even have to pick to return to 3-D, you simply exit the TickinTock town and you're back to where you were, alongside the 3d dimension.
Dragon Quest XI is easily one of the best JRPGs I've played in recent times. The story is engaging, the characters are lovable, the combat is decent... it's got everything you could want out of a JRPG. It also sticks closely to its roots, which makes it stand out from more modern JRPG offerings, which focus more on waifus, and cutesy girls and derpy boys doing cutesy things in a whimsical world that isn't going to fall in peril from a world-devouring monster any time soon. It's a very classic SNES/PS1-era JRPG but with a very modern coat of paint, exactly what I've been looking for. It also has a very simple combat system that isn't bogged down by countless mechanics stacked on top of each other or other popular pitfalls of the genre. What I mean to say, is that Dragon Quest XI does what it does masterfully and proves that classic JRPGs can work really well in the modern day.
10 out of 10
Review #778: My Hero One's Justice 2(Playstation 4)
Once again, but with more oomph.
Aight, so... well, pretty much everything I said about My Hero One's Justice 2 for the Switch still stands for this version, as it's pretty much identical, except for the fact that this version targets 60 fps. Honestly, it doesn't make a huge difference, but the game is very pretty and having it run this smoothly is quite a pleasure. There is, however, one key difference.... in order to use the pre-order DLC bonuses, which includes the extra pretty-much-unfinished-Nomu, you need to download a patch. No patch means no extra character. The Switch version didn't pull those shenanigans...
7.0 out of 10
Aight, so... well, pretty much everything I said about My Hero One's Justice 2 for the Switch still stands for this version, as it's pretty much identical, except for the fact that this version targets 60 fps. Honestly, it doesn't make a huge difference, but the game is very pretty and having it run this smoothly is quite a pleasure. There is, however, one key difference.... in order to use the pre-order DLC bonuses, which includes the extra pretty-much-unfinished-Nomu, you need to download a patch. No patch means no extra character. The Switch version didn't pull those shenanigans...
7.0 out of 10
Review #777: Final Fantasy VII Remake
Now with extra belts.
Alright, let's face it, there was no way Final Fantasy VII Remake could match expectations, especially considering that this is part 1 of what was supposed to be a trilogy until Nomura professed his wish to turn it into a Kingdom Hearts sort of multi-short stories kind of story, which means that this is part of a whole competing against a full game. With this game they turned the entire Midgar chapter into a 30-hour RPG, new characters, new scenarios and even a bit of filler that goes nowhere and we'll have to wait until the next part to see if it led to anything.
It's a bit of a spoiler, but it's something you should know when approaching this game, this is a sequel, not a remake. Very early in the game you'll start seeing a few events that don't play exactly like they did before until a few Deus-Ex machinae spirits show up to change it. It's part of the plot, and yes, it feels like someone traveled back in time or something. And most stories get ruined when Time Traveling is involved. Everything that concerns this new nuance to the story is absolutely disappointing. We wanted a remake, not a sequel, but Square being Square just couldn't do anything that quaint, they had to add their own pompous spin on it. On the other hand, everything that expands on the old characters is absolutely amazing, they managed to get the personalities of all the main characters right, and added a ton of new scenes for them to showcase it. They added a lot of banter between the main characters, when exploring and walking around, and it's so much fun hearing them play off each other. Biggs, Wedge and Jessie have new personalities, but considering they were paper thin on the original, this suits them just fine, and made them much more endearing. Chapter 4 is entirely devoted to them, as Cloud embarks on a new mission to help Jessie with a personal matter while the other two hang around. It's really good and involves none of their silly plot ghosts. When you meet up with Aerith you get to go around the Slums helping people and the orphaned children that like Aerith so much, and it feels very natural. Even earlier in the game Tifa shows you how to take on missions, and that too was well integrated into the story, expanding on how Cloud's life on the Sector 7 slums would be. Basically, everything that stays true to the original is very, VERY good, the developers clearly understood the characters, even if Nomura went full Nomura with Rufus' design and gave him a few unnecessary belts. Oh, and did I mention they even crammed a fight against Sephiroth? Yes, this early into the game. No gusta.
That said, in quite a few ways, this game feels a bit more like a beat'em up, like Square's own The Bouncer, than an RPG. Final Fantasy XIII caught a lot of flak because of how linear it was, well... this game is mostly made up of hallways, even the few towns you visit are simple collections of hallways. To be fair, JRPGs are very linear for the most part, and Midgar was the original game's most linear part, but not only are you supposed to move on a straight line from A to B, but you'll do so mostly through cramped tunnels, tight corridors and oppressive hallways. Something that infuriated me to now end was that a few times I wanted to explore, or realized I walked through the right hallway instead of the one that might've had some goodies at the end, but the game would prevent me from going back because I had to keep moving on a straight line to further the plot. A few times, during the out-of-town excursions, the fix would be to walk forward until I cleared a new story bit, and then the game would relent with its invisible walls and let me return to whatever cranny I missed and wanted to check out. Compounding the linearity of this design is that there are very few sections that would count as dungeons, and most sidequests don't require going further away than the road you came from. Chapter 14 opens up a bit and lets you go around most of the game's world. It also marks the point of no return once you proceed through the story.
Since the game only covers the Midgar chapter... only Barret, Aerith, Tifa and Cloud become party members, with Red XIII fulfilling a guest role in the final chapters. Which sounds a bit lame, but it makes sense, because the developers found a way to make every character feel very different from one another. Cloud's basic square attacks are fast and have decent reach, but you can press Triangle to enter Punisher mode, which slows you down to a crawl, but makes your slashes super strong. Barret shoots with his gun arm(Or has a very slow, and powerful 3-hit combo with his few melee weapons) and you can use Triangle to unleash a short burst of super powered projectiles, however, it has a cooldown period...that you can decrease by finding opportunities to press triangle while on cooldown. Aerith's basic attacks are projectiles too, while her triangle attack is a chargeable area-of-effect attack. Tifa, oh boy, Tifa is a blast. She's very fast, and with a very small health pool, but her basic attacks can be comboed with her special abilities(more on this later) and her triangle attacks depends on how many times you've used Unbridled Strength, an ability of hers. Each character is very different, so I understand that it would've been a waste of resources to make Red XIII a fully playable characters for such few chapters.
On another note, the game's presentation is spotty to say the least. Character models are on point, and monsters look amazing, everything else... looks pretty bad. NPCs look very basic and mundane, to the point that every main character, ally or enemy, stands out against them, their lowered polygon count not doing them any favors. But it's the environments that really stand out, they have very, very ugly textures. I hate it when people used to say "Oh, this game looks like a PS1 game", but have you ever played a PS1 game? No, no you have not, otherwise you'd know how dumb you sound. But it's no exaggeration to say that this game has a few PS2-level textures. Things like the door to Cloud's apartment or Aerith's flowers look SO bad, and the game loves to zoom on Aerith's ugly flowers during cutscenes. Heck, even environmental objects don't look quite right, with wheels that aren't even round! And I'd understand if they did it to keep a 60 fps framerate going, but the game caps at 30. A very stable 30, but still. I'll always claim that gameplay triumphs over graphics, but it's quite off putting how much these beautiful character models stick out from the rest of the game, and since the game's cutscenes sometimes zoom in on these ugly objects... makes me think that there might be a bug that prevents the textures from loading correctly. Thankfully, the art direction is really good, and as long as you don't try to stop and admire the details, you'll probably enjoy what you see.
I've talked about how characters play, but not how the game actually plays. Well, there are two modes: Exploration and Battling. Exploration is pretty self explanatory, you just move around while occasionally going through mandatory modern-day loading devices like small crevices you must slowly cross and the such. Thanks to the previously mentioned banter between characters, these sections are pretty fun. That said, anything that involves moving through hand-rails on ceilings is absolutely dreadful, they are SO SLOW. The final part of the game has a particularly egregious section with Tifa that's slow as molasses, and you don't even get endearing banter between party members. Man, speaking of the final chapters, they feel so bloated. You spend like two hours just walking around while a ton of exposition is dumped on you and you have to move at the game's pace. Walk and watch. Walk and watch. The new Mayor character, Domino, was pretty dumb too. Oh, and there's a glitch if you decide to spy on the air vents that might soft-lock your game, so save before entering the vents. It happened to me and I dug around a bit and it seems to be quite common.
Combat is quite fun, it runs in real time and you take control of any character from your 3-man party member. It's a bit silly that the party caps at three considering that the game only has 4 playable characters, but the plot will decide your party at all times. Enemies will focus almost exclusively on whatever character you are controlling, so you are more or less expected to swap with the digital pad every now and then. The AI allies are pretty rudimentary, they will only use their basic square attacks and block incoming damage, nothing else, it's not like Tales of where you can tinker with their AI parameters. That said, you can press X(Or R2/L2) at any time to open up the menu and direct them to use a spell or an ability. When you go through your menu the game keeps going in real time, but when issuing orders(Or when selecting a target for your abilities/spells) the game will slow down, allowing you to comfortably make your decision.
As with the original game, you can customize everyone's spell loadout by equipping Materia on their weapons and armors. Different weapons/armors have different slots, sometimes you'll even get linked slots that let you mix a few Materias for added effect. You can't mix Ice and Fire Materias, for example, but you could link Elemental+Fire on your weapon to add a fire effect to your attacks, or put them on your armor to absorb Fire damage as health. There are a ton of new Materia to play around with, although they mostly have to do with enhancing new mechanics, such as your dodge and block or 'automatic healing' from party party members when someone's health drops.
Spells, item use and abilities are governed by the ATB gauge below each character's health bar. You have up to two gauges, but most abilities only use one. The ATB raises much faster when YOU play as the character, encouraging you to swap between your playable characters to get the most out of their participation. Limit Breaks return in this game, receive a ton of damage, fill the gauge and then you can use a powerful super move. It seems characters have two different Limit Breaks, and you unlock theirs second one by beating their solo Colosseum fights. That said, the gauge resets between battles, unlike the original, so you'll probably only get to use them during boss fights. Each character can equip a Summon materia to summon a powerful ally for a short while, but it can only be done once a few specific conditions have been met, so it's not something you can rely on, although you'll probably get to use them during most boss fights.
Dealing damage is built around the Stagger gauge. You'll notice very early on that enemies soak up damage like there's no tomorrow, they are very spongy, so you'll notice that as you land attacks a gauge below their health fills up. If you're lucky you'll see them enter 'pressured' status, in which you'll hurt them harder and build up their stagger gauge even faster. Once full, they'll get stunned for a few seconds and receive extra damage. As you learn abilities with your characters you'll find that some are better for crowd control, some for dealing straight damage and others for building up the Stagger. I'm a bit torn on the stagger mechanic, on one hand, I really, REALLY enjoyed the extra long boss battles, like 5 minutes and upwards lengthy fights, they are very fun because the combat itself is very fun, and during boss fights you get to get the most out of your strategizing. But, BUT, I found that battles against common enemies dragged a little too long. They are too short to get the most out of the stagger system, but they are too long since they can withstand quite a few attacks. That said, bosses have multiple phases, and every single time they change phase... their Stagger gauge you just spent minutes building up resets. Lame.
The last element regarding combat comes down to weapons. You can find up to five extra weapons for each character, for a total of six weapons each. Each weapon has a unique ability, and if you use that ability repeatedly you will eventually learn it for good, meaning that you can use any ability with any weapon. You learn abilities pretty quickly, thankfully. Sadly, weapons are not progressively better, but rather, each weapon has different pros and cons. A weapon might be weak but boost your magic attack power, another weapon might be weaker in both but allow for more Materia slots, etc. This kinda sucks because once you find a weapon that works you won't ever switch to the other ones, so you'll use the same looking weapon for most of the game. I played Tifa and Cloud as physical attackers, so I used Tifa's second glove and Cloud's third sword for most of the game, only switching weapons to learn abilities. As you level up you also earn Weapon points, and you can upgrade weapons by spending them(Every level up grants you 5 points per weapon, so no weapon gets left behind), which is rather neat. That said, it would've been nice to be able to see what upgrades each weapon has without going into their upgrade menus, which takes a few seconds to load.
Besides the fact that this game is a sequel, the other biggest problem with the game is the camera. When locking onto enemies it might sometimes get stuck on a very unhelpful angle, and when outside of battle, since most of the game is running around through corridors and tunnels, you might have a few problems seeing your surroundings. Wall Market is particularly bad about it, because it has a lot of mini hallways and the such, and it's easy to get lost due to the camera being so zoomed in on Cloud's back. And mind you, I'm someone that didn't think Evil Within's camera was bad or annoying, so that should tell you that I'm not one to complain about cameras needlessly. Thankfully you have full control over the camera, so you turn it around and twist it around until you can see what's in front of you.
While the game has given me plenty to complain about, the reality is that the game's highpoints vastly outweighs its negatives. Character interactions are SO good, it's really hard not to fall for these characters all over again. The combat at its best is SO much fun, and at worst its more than decent. The graphics might be a bit lackluster, but dammit, I couldn't stop smiling while I played the entire first chapter, because this IS Final Fantasy VII as you've never seen it before. Every story piece that expands on the original game's plot and character makes for a more involved narrative than before. It's a shame that Square couldn't help themselves and just make a simple remake and had to be all grandiose about it. For the next part, I hope they give us more open-ended environments, like Dragon Quest XI, better and more interesting sidequests, make common enemies less spongy and do something about the camera.
8.0 out of 10
Alright, let's face it, there was no way Final Fantasy VII Remake could match expectations, especially considering that this is part 1 of what was supposed to be a trilogy until Nomura professed his wish to turn it into a Kingdom Hearts sort of multi-short stories kind of story, which means that this is part of a whole competing against a full game. With this game they turned the entire Midgar chapter into a 30-hour RPG, new characters, new scenarios and even a bit of filler that goes nowhere and we'll have to wait until the next part to see if it led to anything.
It's a bit of a spoiler, but it's something you should know when approaching this game, this is a sequel, not a remake. Very early in the game you'll start seeing a few events that don't play exactly like they did before until a few Deus-Ex machinae spirits show up to change it. It's part of the plot, and yes, it feels like someone traveled back in time or something. And most stories get ruined when Time Traveling is involved. Everything that concerns this new nuance to the story is absolutely disappointing. We wanted a remake, not a sequel, but Square being Square just couldn't do anything that quaint, they had to add their own pompous spin on it. On the other hand, everything that expands on the old characters is absolutely amazing, they managed to get the personalities of all the main characters right, and added a ton of new scenes for them to showcase it. They added a lot of banter between the main characters, when exploring and walking around, and it's so much fun hearing them play off each other. Biggs, Wedge and Jessie have new personalities, but considering they were paper thin on the original, this suits them just fine, and made them much more endearing. Chapter 4 is entirely devoted to them, as Cloud embarks on a new mission to help Jessie with a personal matter while the other two hang around. It's really good and involves none of their silly plot ghosts. When you meet up with Aerith you get to go around the Slums helping people and the orphaned children that like Aerith so much, and it feels very natural. Even earlier in the game Tifa shows you how to take on missions, and that too was well integrated into the story, expanding on how Cloud's life on the Sector 7 slums would be. Basically, everything that stays true to the original is very, VERY good, the developers clearly understood the characters, even if Nomura went full Nomura with Rufus' design and gave him a few unnecessary belts. Oh, and did I mention they even crammed a fight against Sephiroth? Yes, this early into the game. No gusta.
That said, in quite a few ways, this game feels a bit more like a beat'em up, like Square's own The Bouncer, than an RPG. Final Fantasy XIII caught a lot of flak because of how linear it was, well... this game is mostly made up of hallways, even the few towns you visit are simple collections of hallways. To be fair, JRPGs are very linear for the most part, and Midgar was the original game's most linear part, but not only are you supposed to move on a straight line from A to B, but you'll do so mostly through cramped tunnels, tight corridors and oppressive hallways. Something that infuriated me to now end was that a few times I wanted to explore, or realized I walked through the right hallway instead of the one that might've had some goodies at the end, but the game would prevent me from going back because I had to keep moving on a straight line to further the plot. A few times, during the out-of-town excursions, the fix would be to walk forward until I cleared a new story bit, and then the game would relent with its invisible walls and let me return to whatever cranny I missed and wanted to check out. Compounding the linearity of this design is that there are very few sections that would count as dungeons, and most sidequests don't require going further away than the road you came from. Chapter 14 opens up a bit and lets you go around most of the game's world. It also marks the point of no return once you proceed through the story.
Since the game only covers the Midgar chapter... only Barret, Aerith, Tifa and Cloud become party members, with Red XIII fulfilling a guest role in the final chapters. Which sounds a bit lame, but it makes sense, because the developers found a way to make every character feel very different from one another. Cloud's basic square attacks are fast and have decent reach, but you can press Triangle to enter Punisher mode, which slows you down to a crawl, but makes your slashes super strong. Barret shoots with his gun arm(Or has a very slow, and powerful 3-hit combo with his few melee weapons) and you can use Triangle to unleash a short burst of super powered projectiles, however, it has a cooldown period...that you can decrease by finding opportunities to press triangle while on cooldown. Aerith's basic attacks are projectiles too, while her triangle attack is a chargeable area-of-effect attack. Tifa, oh boy, Tifa is a blast. She's very fast, and with a very small health pool, but her basic attacks can be comboed with her special abilities(more on this later) and her triangle attacks depends on how many times you've used Unbridled Strength, an ability of hers. Each character is very different, so I understand that it would've been a waste of resources to make Red XIII a fully playable characters for such few chapters.
On another note, the game's presentation is spotty to say the least. Character models are on point, and monsters look amazing, everything else... looks pretty bad. NPCs look very basic and mundane, to the point that every main character, ally or enemy, stands out against them, their lowered polygon count not doing them any favors. But it's the environments that really stand out, they have very, very ugly textures. I hate it when people used to say "Oh, this game looks like a PS1 game", but have you ever played a PS1 game? No, no you have not, otherwise you'd know how dumb you sound. But it's no exaggeration to say that this game has a few PS2-level textures. Things like the door to Cloud's apartment or Aerith's flowers look SO bad, and the game loves to zoom on Aerith's ugly flowers during cutscenes. Heck, even environmental objects don't look quite right, with wheels that aren't even round! And I'd understand if they did it to keep a 60 fps framerate going, but the game caps at 30. A very stable 30, but still. I'll always claim that gameplay triumphs over graphics, but it's quite off putting how much these beautiful character models stick out from the rest of the game, and since the game's cutscenes sometimes zoom in on these ugly objects... makes me think that there might be a bug that prevents the textures from loading correctly. Thankfully, the art direction is really good, and as long as you don't try to stop and admire the details, you'll probably enjoy what you see.
I've talked about how characters play, but not how the game actually plays. Well, there are two modes: Exploration and Battling. Exploration is pretty self explanatory, you just move around while occasionally going through mandatory modern-day loading devices like small crevices you must slowly cross and the such. Thanks to the previously mentioned banter between characters, these sections are pretty fun. That said, anything that involves moving through hand-rails on ceilings is absolutely dreadful, they are SO SLOW. The final part of the game has a particularly egregious section with Tifa that's slow as molasses, and you don't even get endearing banter between party members. Man, speaking of the final chapters, they feel so bloated. You spend like two hours just walking around while a ton of exposition is dumped on you and you have to move at the game's pace. Walk and watch. Walk and watch. The new Mayor character, Domino, was pretty dumb too. Oh, and there's a glitch if you decide to spy on the air vents that might soft-lock your game, so save before entering the vents. It happened to me and I dug around a bit and it seems to be quite common.
Combat is quite fun, it runs in real time and you take control of any character from your 3-man party member. It's a bit silly that the party caps at three considering that the game only has 4 playable characters, but the plot will decide your party at all times. Enemies will focus almost exclusively on whatever character you are controlling, so you are more or less expected to swap with the digital pad every now and then. The AI allies are pretty rudimentary, they will only use their basic square attacks and block incoming damage, nothing else, it's not like Tales of where you can tinker with their AI parameters. That said, you can press X(Or R2/L2) at any time to open up the menu and direct them to use a spell or an ability. When you go through your menu the game keeps going in real time, but when issuing orders(Or when selecting a target for your abilities/spells) the game will slow down, allowing you to comfortably make your decision.
As with the original game, you can customize everyone's spell loadout by equipping Materia on their weapons and armors. Different weapons/armors have different slots, sometimes you'll even get linked slots that let you mix a few Materias for added effect. You can't mix Ice and Fire Materias, for example, but you could link Elemental+Fire on your weapon to add a fire effect to your attacks, or put them on your armor to absorb Fire damage as health. There are a ton of new Materia to play around with, although they mostly have to do with enhancing new mechanics, such as your dodge and block or 'automatic healing' from party party members when someone's health drops.
Spells, item use and abilities are governed by the ATB gauge below each character's health bar. You have up to two gauges, but most abilities only use one. The ATB raises much faster when YOU play as the character, encouraging you to swap between your playable characters to get the most out of their participation. Limit Breaks return in this game, receive a ton of damage, fill the gauge and then you can use a powerful super move. It seems characters have two different Limit Breaks, and you unlock theirs second one by beating their solo Colosseum fights. That said, the gauge resets between battles, unlike the original, so you'll probably only get to use them during boss fights. Each character can equip a Summon materia to summon a powerful ally for a short while, but it can only be done once a few specific conditions have been met, so it's not something you can rely on, although you'll probably get to use them during most boss fights.
Dealing damage is built around the Stagger gauge. You'll notice very early on that enemies soak up damage like there's no tomorrow, they are very spongy, so you'll notice that as you land attacks a gauge below their health fills up. If you're lucky you'll see them enter 'pressured' status, in which you'll hurt them harder and build up their stagger gauge even faster. Once full, they'll get stunned for a few seconds and receive extra damage. As you learn abilities with your characters you'll find that some are better for crowd control, some for dealing straight damage and others for building up the Stagger. I'm a bit torn on the stagger mechanic, on one hand, I really, REALLY enjoyed the extra long boss battles, like 5 minutes and upwards lengthy fights, they are very fun because the combat itself is very fun, and during boss fights you get to get the most out of your strategizing. But, BUT, I found that battles against common enemies dragged a little too long. They are too short to get the most out of the stagger system, but they are too long since they can withstand quite a few attacks. That said, bosses have multiple phases, and every single time they change phase... their Stagger gauge you just spent minutes building up resets. Lame.
The last element regarding combat comes down to weapons. You can find up to five extra weapons for each character, for a total of six weapons each. Each weapon has a unique ability, and if you use that ability repeatedly you will eventually learn it for good, meaning that you can use any ability with any weapon. You learn abilities pretty quickly, thankfully. Sadly, weapons are not progressively better, but rather, each weapon has different pros and cons. A weapon might be weak but boost your magic attack power, another weapon might be weaker in both but allow for more Materia slots, etc. This kinda sucks because once you find a weapon that works you won't ever switch to the other ones, so you'll use the same looking weapon for most of the game. I played Tifa and Cloud as physical attackers, so I used Tifa's second glove and Cloud's third sword for most of the game, only switching weapons to learn abilities. As you level up you also earn Weapon points, and you can upgrade weapons by spending them(Every level up grants you 5 points per weapon, so no weapon gets left behind), which is rather neat. That said, it would've been nice to be able to see what upgrades each weapon has without going into their upgrade menus, which takes a few seconds to load.
Besides the fact that this game is a sequel, the other biggest problem with the game is the camera. When locking onto enemies it might sometimes get stuck on a very unhelpful angle, and when outside of battle, since most of the game is running around through corridors and tunnels, you might have a few problems seeing your surroundings. Wall Market is particularly bad about it, because it has a lot of mini hallways and the such, and it's easy to get lost due to the camera being so zoomed in on Cloud's back. And mind you, I'm someone that didn't think Evil Within's camera was bad or annoying, so that should tell you that I'm not one to complain about cameras needlessly. Thankfully you have full control over the camera, so you turn it around and twist it around until you can see what's in front of you.
While the game has given me plenty to complain about, the reality is that the game's highpoints vastly outweighs its negatives. Character interactions are SO good, it's really hard not to fall for these characters all over again. The combat at its best is SO much fun, and at worst its more than decent. The graphics might be a bit lackluster, but dammit, I couldn't stop smiling while I played the entire first chapter, because this IS Final Fantasy VII as you've never seen it before. Every story piece that expands on the original game's plot and character makes for a more involved narrative than before. It's a shame that Square couldn't help themselves and just make a simple remake and had to be all grandiose about it. For the next part, I hope they give us more open-ended environments, like Dragon Quest XI, better and more interesting sidequests, make common enemies less spongy and do something about the camera.
8.0 out of 10
Sunday, April 19, 2020
Review #776: Assassin's Creed Chronicles
They can't hurt you if you see them.
What's the one era people have clamored for Assassin's Creed to cover? That's right, ancient China. And what about the popular novels/comic books Assassin's Creed Brahman and Subject Four, y'knows, the ones featuring Arbaaz and Nikolai? Well, Ubisoft delivered, with Assassin's Creed Chronicles we get: Assassin's Creed Chronicles China, Assassin's Creed Chronicles India and Assassin's Creed Chronicles Russia. Finally we get the Assassin's Creed China we've always wanted, and finally we get to play as some popular characters from the spin offs! But that's too good to be true, for you see, the Chronicles series of AC is actually a series of low-budget, linear, 2-5 sidescrolling stealth games. Honestly, they should've made new throwaway characters for these games, or make them about Assassins we were familiar with instead of wasting these characters and locales on these lower budget enterprises.
Assassin's Creed Chronicles China
In ACC: China you play as Shao Yun, a concubine turned assassin who sets out for revenge on the Templars that killed the Chinese assassin brotherhood. The story is not very interesting and the characters aren't well developed, but the story is told through some still images and voiced dialogue. The name pronunciation leaves a lot to be desired. On the other hand, I kinda enjoyed the art design they went with, many objects look as if they were made out of colored brush strokes. It felt a bit cheap at first, but it grew on me. And while the game plays on a bidimensional axis, there's a lot of going in-and-out of the foreground, featuring twists and bends on the roads you must take, which leads to some very interesting levels.
The game is very much a 2-D stealth version of Assassin's Creed. Your objective is to reach a certain goal, be it assassinate someone or recover one thing or the other, and most levels have an optional mini-objective worth a few points. Your Assassin can run, jump, climb on walls and ledges, usually painted red to signify you can grab on to it, slide, crouch, hide on the background, hide in crowds, carry corpses(In order to hide them as not to alert other enemies), dash between covers and the such. You get four tools to aid you: A whistle, that can divert enemy attention, a 'noise dagger' that's similar, a firecracker that stuns enemies and a dagger that can be thrown to cut ropes. Something that really helped getting me invested in the game was the fact that you earn new moves after you finish every level, heck, you earn the 'Helix attack', a special stealthy attack that consumes energy, after finishing the game to use in New Game+. Each level also has a couple of upgrades that can be obtained by playing well and earning a certain point threshold. Most of the time the first upgrade is easy to get while the second one is a bit tougher.
Enemies' lines of sight are displayed as a white cone in front of them, and you're to do your best to keep out of their sight. If seen from afar, or if they hear you, they will start Investigating, while if they actually see you you'll enter Alert Mode, during which you need to hide for 10 seconds straight in order to reset their movement patterns back to normal. Pretty much Metal Gear Solid-lite. When enemies are alert, if they see you they'll go in for the kill. Combat is... passable. It works like Assassin's Creed 3 and 4, in which you have to hit them a few times before you can murder them with triangle(strong attack). You can keep hitting them with Square(Weak attack) but that won't put them out of comission. You can also parry attacks with the circle button, and roll over enemies to hit their backside(or attempt to flee). It feels a bit sloppy, but it's almost fun once you get the hang of it. That said, Shao Jun is very fragile, she can only take a single hit before going down if you don't manage to get any upgrades, and a normal playthrough will get you up to two extra health segments. At least your heals refills over time.
Each of the 12 missions are divided into mini-segments and you're graded depending on how you played. Ironically for a game about a master assassin, you get the highest amount of points by never getting seen and not killing anyone. I hated the game at first, but it became much more tolerable when I stopped caring about scoring the 'Shadow Awards' and focusing on Brawler or Assassin. I managed to get at least one upgrade per stage, so I can't complain! The game can be very tough if you're going after high scores, but if you don't mind getting lower scores it's not too bad.
I can't say I liked this game too much, but I'll also admit I'm not the biggest fan of stealth games. There are three 'chase' sequences in the game that I really liked, they were all about split-second platforming while killing enemies on the move, they were very exciting, very fun, and I wish the game had more moments like that instead of being such a slow paced game about waiting and waiting and more waiting.
6.0 out of 10
Assassin's Creed Chronicles India
The game is pretty much identical to China, so I'll go mostly over its differences and where it's a bit worse and where it's a bit better. This game is set shortly after the Brahman novel, and it's about Arbaaz investigating the Templars that kidnapped his friend. The art-style has shifted into a more defined, colorful aesthetic, and it shows that you can make a beautiful game on a budget. It really is pretty to look at, so at least it has that going for it.
Arbaaz has gained a few new moves: You can roll after a jump, to conserve momentum, you can use non-lethal takedowns as well as looting corpses for ammo or documents(if the objective requires it). His tools are a bit different from Shao, he can whistle as well and has a sound-bomb that works just like the sound-dagger, but instead of the firecrackers we get a smoke bomb that blinds enemies instead of stunning them and his Chakram takes the place of the rope-cutting dagger, with the added benefit of being able to bounce on walls. Combat is pretty similar, but now you can dash to either side with X and parrying has been made easier since you only need to tap circle instead of tapping circle and hold on the analog stick the direction of the incoming attack. On the other hand, Helix Attack is now more like Helix Time, which lasts for as long as you've got Helix Energy, and basically turns you into a murder machine.
But what makes the game worse.... is that it's much more frustrating. It assumes you played China already, so even the first stage is challenging. And what makes it challenging is that the scoring system is VERY harsh, you must stick to a style and get perfect scoring on every segment or you won't get upgrades. I had to replay the first level because I really wanted that health upgrade and I couldn't get it on my first try. On the tutorial stage. Enemies are brutal, some of them can take up to two health-segments with a single hit, and there are new Highlander enemies that you need to distract before you can even stealth-kill. Getting upgrades shouldn't be this annoying, which makes the game too frustrating for its own good. That said, we've got Chase stages again and boy are they fun! They are focused more on speedy platforming than anything else, and they've got some of the best level designs in the game. Honestly, this game really shines when it's you against the clock, and thankfully more than half of the game is made up of time-based stages. Sadly, the final stage has a really bland segment in which you have to wait for a vision-circle to move around before moving, turning what was a fun chase stage into a slow-paced slog. While it's two stages shorter than China, it has a few challenge rooms as extras.
India is a bit weird that way, the unlock system is made into a chore, and the combat was made too challenging for poor Arbaaz. On the other hand, after you get through the first half of the game you get rewarded with plenty of chase stages, y'know, the game at its best. While I hated the first few stages, I think I the latter half of the game is much better than China.
6.5 out of 10
Assassin's Creed Chronicles Russia
This one is easily the worst one of the bunch, and I'll get as to why later. You play as both Nikolai and Anastasia, a girl that has become possessed by Shao Jun. I'd like to say that both characters have different abilities, but in truth, they simply divided the previous games' movesets into both characters. Anastasia got the short end of the stick, she can't fight, she can't loot, she has no tools(besides whistling), the only things she can do are: Stealth kill and use Helix Powers. Nikolai, on the other hand, has tools, can fight, can stealth kill but can't use Helix Powers, at least until you finish the game. It's a... it certainly is an idea, that much I will say. The art direction has changed once again, now outdoor sections feature only grays and reds, you can only find color inside buildings. It's a decent idea, and I love red skies, but it makes this game look very boring in comparison to the previous games.
Nikolai's tools consist of the whistle, a rifle instead of the Chakram/Dagger, which happens to be much more useful since it can easily kill whoever it hits, although it has a slow recharge, the ever useful smoke grenades return, but, instead of the noise dagger we get the Winch, a multi-purpose tool that can be used to pull specific objects towards you, break vent gratings or shoot an electric pulse that can be used to trigger certain machines, break fuse boxes or electrify anyone standing over water. New elements to the basic gameplay include using telephones to distract guards and, remember how ACC:India had a sniping section at the end of the game? Well, hope you liked it, because there are more of those in this one. They are pretty decent, if you ask me.
So how does this game falter? Well, level design. The same punishing unlock system from ACC: India returns, which sucks, because this is the hardest game of the bunch. What makes it so hard is that many stages seem to be built around trial and error, you just have to retry multiple times until you understand how the guards move and interact with their designated areas. Other parts require very strict and ridiculously precise timing to pull off, the final stage is particularly egregious about it. Remember all the Chase stages I've been gushing all over? They are pretty much gone in this game, instead, a few stages have a Chase segment included in them, which is rather lame. The final level is a Chase stage, but it's so frustrating. After I finish the game I wasn't feeling accomplished, but rather, I felt relieved I didn't have to play this game anymore.
Assassin's Creed Chronicles - Russia was pretty bland, the previous games failed to impress, but this one managed to disappoint pretty well. It's a shame, because it seemed like by the end of India they had figured out what made these games better.
4.5 out of 10
All in all, the Chronicles series of games are alright for the most part, but it's a crime that Ancient China and the Russian civil war got covered by these games instead of a proper game on the main series. I don't know why Ubisoft opted to cover new eras under this lower budget banner, but I'd say the end result left everyone a bit disappointed.
6.0 out of 10
What's the one era people have clamored for Assassin's Creed to cover? That's right, ancient China. And what about the popular novels/comic books Assassin's Creed Brahman and Subject Four, y'knows, the ones featuring Arbaaz and Nikolai? Well, Ubisoft delivered, with Assassin's Creed Chronicles we get: Assassin's Creed Chronicles China, Assassin's Creed Chronicles India and Assassin's Creed Chronicles Russia. Finally we get the Assassin's Creed China we've always wanted, and finally we get to play as some popular characters from the spin offs! But that's too good to be true, for you see, the Chronicles series of AC is actually a series of low-budget, linear, 2-5 sidescrolling stealth games. Honestly, they should've made new throwaway characters for these games, or make them about Assassins we were familiar with instead of wasting these characters and locales on these lower budget enterprises.
Assassin's Creed Chronicles China
In ACC: China you play as Shao Yun, a concubine turned assassin who sets out for revenge on the Templars that killed the Chinese assassin brotherhood. The story is not very interesting and the characters aren't well developed, but the story is told through some still images and voiced dialogue. The name pronunciation leaves a lot to be desired. On the other hand, I kinda enjoyed the art design they went with, many objects look as if they were made out of colored brush strokes. It felt a bit cheap at first, but it grew on me. And while the game plays on a bidimensional axis, there's a lot of going in-and-out of the foreground, featuring twists and bends on the roads you must take, which leads to some very interesting levels.
The game is very much a 2-D stealth version of Assassin's Creed. Your objective is to reach a certain goal, be it assassinate someone or recover one thing or the other, and most levels have an optional mini-objective worth a few points. Your Assassin can run, jump, climb on walls and ledges, usually painted red to signify you can grab on to it, slide, crouch, hide on the background, hide in crowds, carry corpses(In order to hide them as not to alert other enemies), dash between covers and the such. You get four tools to aid you: A whistle, that can divert enemy attention, a 'noise dagger' that's similar, a firecracker that stuns enemies and a dagger that can be thrown to cut ropes. Something that really helped getting me invested in the game was the fact that you earn new moves after you finish every level, heck, you earn the 'Helix attack', a special stealthy attack that consumes energy, after finishing the game to use in New Game+. Each level also has a couple of upgrades that can be obtained by playing well and earning a certain point threshold. Most of the time the first upgrade is easy to get while the second one is a bit tougher.
Enemies' lines of sight are displayed as a white cone in front of them, and you're to do your best to keep out of their sight. If seen from afar, or if they hear you, they will start Investigating, while if they actually see you you'll enter Alert Mode, during which you need to hide for 10 seconds straight in order to reset their movement patterns back to normal. Pretty much Metal Gear Solid-lite. When enemies are alert, if they see you they'll go in for the kill. Combat is... passable. It works like Assassin's Creed 3 and 4, in which you have to hit them a few times before you can murder them with triangle(strong attack). You can keep hitting them with Square(Weak attack) but that won't put them out of comission. You can also parry attacks with the circle button, and roll over enemies to hit their backside(or attempt to flee). It feels a bit sloppy, but it's almost fun once you get the hang of it. That said, Shao Jun is very fragile, she can only take a single hit before going down if you don't manage to get any upgrades, and a normal playthrough will get you up to two extra health segments. At least your heals refills over time.
Each of the 12 missions are divided into mini-segments and you're graded depending on how you played. Ironically for a game about a master assassin, you get the highest amount of points by never getting seen and not killing anyone. I hated the game at first, but it became much more tolerable when I stopped caring about scoring the 'Shadow Awards' and focusing on Brawler or Assassin. I managed to get at least one upgrade per stage, so I can't complain! The game can be very tough if you're going after high scores, but if you don't mind getting lower scores it's not too bad.
I can't say I liked this game too much, but I'll also admit I'm not the biggest fan of stealth games. There are three 'chase' sequences in the game that I really liked, they were all about split-second platforming while killing enemies on the move, they were very exciting, very fun, and I wish the game had more moments like that instead of being such a slow paced game about waiting and waiting and more waiting.
6.0 out of 10
Assassin's Creed Chronicles India
The game is pretty much identical to China, so I'll go mostly over its differences and where it's a bit worse and where it's a bit better. This game is set shortly after the Brahman novel, and it's about Arbaaz investigating the Templars that kidnapped his friend. The art-style has shifted into a more defined, colorful aesthetic, and it shows that you can make a beautiful game on a budget. It really is pretty to look at, so at least it has that going for it.
Arbaaz has gained a few new moves: You can roll after a jump, to conserve momentum, you can use non-lethal takedowns as well as looting corpses for ammo or documents(if the objective requires it). His tools are a bit different from Shao, he can whistle as well and has a sound-bomb that works just like the sound-dagger, but instead of the firecrackers we get a smoke bomb that blinds enemies instead of stunning them and his Chakram takes the place of the rope-cutting dagger, with the added benefit of being able to bounce on walls. Combat is pretty similar, but now you can dash to either side with X and parrying has been made easier since you only need to tap circle instead of tapping circle and hold on the analog stick the direction of the incoming attack. On the other hand, Helix Attack is now more like Helix Time, which lasts for as long as you've got Helix Energy, and basically turns you into a murder machine.
But what makes the game worse.... is that it's much more frustrating. It assumes you played China already, so even the first stage is challenging. And what makes it challenging is that the scoring system is VERY harsh, you must stick to a style and get perfect scoring on every segment or you won't get upgrades. I had to replay the first level because I really wanted that health upgrade and I couldn't get it on my first try. On the tutorial stage. Enemies are brutal, some of them can take up to two health-segments with a single hit, and there are new Highlander enemies that you need to distract before you can even stealth-kill. Getting upgrades shouldn't be this annoying, which makes the game too frustrating for its own good. That said, we've got Chase stages again and boy are they fun! They are focused more on speedy platforming than anything else, and they've got some of the best level designs in the game. Honestly, this game really shines when it's you against the clock, and thankfully more than half of the game is made up of time-based stages. Sadly, the final stage has a really bland segment in which you have to wait for a vision-circle to move around before moving, turning what was a fun chase stage into a slow-paced slog. While it's two stages shorter than China, it has a few challenge rooms as extras.
India is a bit weird that way, the unlock system is made into a chore, and the combat was made too challenging for poor Arbaaz. On the other hand, after you get through the first half of the game you get rewarded with plenty of chase stages, y'know, the game at its best. While I hated the first few stages, I think I the latter half of the game is much better than China.
6.5 out of 10
Assassin's Creed Chronicles Russia
This one is easily the worst one of the bunch, and I'll get as to why later. You play as both Nikolai and Anastasia, a girl that has become possessed by Shao Jun. I'd like to say that both characters have different abilities, but in truth, they simply divided the previous games' movesets into both characters. Anastasia got the short end of the stick, she can't fight, she can't loot, she has no tools(besides whistling), the only things she can do are: Stealth kill and use Helix Powers. Nikolai, on the other hand, has tools, can fight, can stealth kill but can't use Helix Powers, at least until you finish the game. It's a... it certainly is an idea, that much I will say. The art direction has changed once again, now outdoor sections feature only grays and reds, you can only find color inside buildings. It's a decent idea, and I love red skies, but it makes this game look very boring in comparison to the previous games.
Nikolai's tools consist of the whistle, a rifle instead of the Chakram/Dagger, which happens to be much more useful since it can easily kill whoever it hits, although it has a slow recharge, the ever useful smoke grenades return, but, instead of the noise dagger we get the Winch, a multi-purpose tool that can be used to pull specific objects towards you, break vent gratings or shoot an electric pulse that can be used to trigger certain machines, break fuse boxes or electrify anyone standing over water. New elements to the basic gameplay include using telephones to distract guards and, remember how ACC:India had a sniping section at the end of the game? Well, hope you liked it, because there are more of those in this one. They are pretty decent, if you ask me.
So how does this game falter? Well, level design. The same punishing unlock system from ACC: India returns, which sucks, because this is the hardest game of the bunch. What makes it so hard is that many stages seem to be built around trial and error, you just have to retry multiple times until you understand how the guards move and interact with their designated areas. Other parts require very strict and ridiculously precise timing to pull off, the final stage is particularly egregious about it. Remember all the Chase stages I've been gushing all over? They are pretty much gone in this game, instead, a few stages have a Chase segment included in them, which is rather lame. The final level is a Chase stage, but it's so frustrating. After I finish the game I wasn't feeling accomplished, but rather, I felt relieved I didn't have to play this game anymore.
Assassin's Creed Chronicles - Russia was pretty bland, the previous games failed to impress, but this one managed to disappoint pretty well. It's a shame, because it seemed like by the end of India they had figured out what made these games better.
4.5 out of 10
All in all, the Chronicles series of games are alright for the most part, but it's a crime that Ancient China and the Russian civil war got covered by these games instead of a proper game on the main series. I don't know why Ubisoft opted to cover new eras under this lower budget banner, but I'd say the end result left everyone a bit disappointed.
6.0 out of 10
Thursday, April 16, 2020
Review #775: Metro Redux(Switch)
I'm never taking the Metro again.
Metro Redux is a two-in-one pack containing both Metro 2033 Redux and Metro: Last Light Redux. Originally I was gonna write about each game individually, but come to find out that Metro 2033 Redux was rebuilt from the ground-up in Last Light's engine, so in the end, both games feel like two parts of one big whole, since they share every single gameplay mechanic, a few assets and even the UIs, the only difference between both games on offer is the story. This was, in my eyes, a bit disappointing, since I was looking forward to seeing how Metro: Last Light would evolve the gameplay, only to find out that Last Light Redux was pretty much a level pack. It was even more disappointing when I did some research on the original Metro 2033, and while the textures were not as good as the ones in Redux, I dare say that the artistic design was much better. In other words, you could think of both games as a single unit with two different sets of levels and storylines.
So what is Metro? It's a first person shooter with survival horror elements. Taking place in a post apocalyptic world in which the air on the surface of the earth has turned toxic, so people went to live inside the underground Metro stations. Sadly, Nazi and extremist Communist parties formed below, vying for control of the dwindling resources, add to that the fact that humanity has to contend with another problem: Hideous monsters that roam the surface and the underground. You play as Artyom, a ranger with a mysterious connection to the Dark Ones, mysterious beings that humans don't comprehend. In the first game, Artyom sets out with a message to Coronel Miller from a missing Hunter, which takes him through various Metro stations while learning about the Dark Ones. The second one has Artyom sent on a mission to assassinate a baby Dark One, but it quickly goes awry when he gets captured by enemies and must now survive the fascist and extremist parties while trying to fulfill his mission. I liked the story in Last Light a bit more because I felt it was a bit more emotional, I actually grew to like a few of the new and returning characters.
The games follow a very linear structure, just like Half-Life 2, and this is something I liked a lot. There are very few 'blackout' scenes that teleport Artyom from one place to the next, so it feels like one big adventure that you're always in control of. Something new in these Redux versions is that you get multiple difficulty settings to play around with, as well as two different 'styles': Spartan and Survival. The first is an easier mode, which is built after the original Last Light release, with more ammo and enemies to fight, while Survival works like the original Metro 2033 release, less ammo, less enemies but more firepower. I played both games in the Normal - Survival setting and had fun with them, although I went with the Normal - Spartan setting for the included DLC stand-alone missions, which, by the by, are hidden in the "Chapters" menu of the second game, under the "Play New Missions" sub menu. One thing to keep in mind when playing the North American Switch Version is that Last Light was censored, so that now every girl is wearing a bra. No nipples for Switch, I guess. Graphics are really good, but loading times are fairly inconsistent, sometimes they are short, sometimes they are long, but at least reloading after dying is pretty quickly. For the most part, loading times were fairly tolerable, but a very few times it might surprise you how long it can take.
The world of Metro is a very interesting one, because high-grade bullets are your basic form of currency. These bullets can be traded for new weapons, customizing your old weapons, buying health packs and air filters or to buy low-grade ammo for your weapons. Heck, if you're carrying any sort of automatic rifle, these high-grade bullets can double as powerful ammunition, provided you are OK with shooting money. Playing both games in Surival - Normal I can guarantee you that there's more than enough high-grade ammo to restock on everything on every visit to a Metro station, and I never found myself needing to use those bullets as ammo. That said, from what I've heard, the other difficulty settings are a bit tougher, so if you want that authentic survival horror-ish feeling, go for it.
What will get a bit tense would be any time you have to go up into the surface, because a gas-mask alone just won't cut it, you need to change the filter every now and then, unless you want to die, which turns surface outings into timed missions. You also have to be careful, because enemy attacks will slowly break your mask, and if it breaks you're done. Of course, you can savage more masks and filters from corpses or even from fallen human enemies, if you happen upon them, so it's not too bad. While it may sound annoying, the surface parts of both games weren't bad at all, and the ruined vistas you get to traverse are actually a pleasure to look at. In that way, the game offers a very distinct atmosphere for the surface and the underground. The surface is ripe with enemy monsters, but it's brightly lit and the environments are more open, while the underground features more corridors and tight environments in which you'll fight more humans than monsters, they are also very dark so you have to rely on light sources to scavenge supplies.
Unexpectedly, the game has a strong element of stealth, and since you want to conserve your ammo, it will be your tool of choice when battling human enemies. There are fun little things you can do like turn off light sources in order to conceal your presence, while also being wary of having your own flashlight turned off, as not to alert them. In both games you'll eventually get night-vision goggles which will make your stalking much easier. The AI is pretty dumb too, so it's not too hard to cheese them with stealth, at least on the normal difficulty setting.
I enjoyed Metro Redux a lot, even if the fact that Metro 2033 Redux feels like a Last Light level pack miffed me more than I care to admit. I mean, I would've liked the real Metro 2033 experience, with the original graphics and mechanics, but I'm happy I at least get to play both games. It's also rather neat how well they got these games to run on Switch, while it's capped at 30 fps, the framerate feels very stable and the graphics look great. In other words, a great port of a great game.
8.0 out of 10
Metro Redux is a two-in-one pack containing both Metro 2033 Redux and Metro: Last Light Redux. Originally I was gonna write about each game individually, but come to find out that Metro 2033 Redux was rebuilt from the ground-up in Last Light's engine, so in the end, both games feel like two parts of one big whole, since they share every single gameplay mechanic, a few assets and even the UIs, the only difference between both games on offer is the story. This was, in my eyes, a bit disappointing, since I was looking forward to seeing how Metro: Last Light would evolve the gameplay, only to find out that Last Light Redux was pretty much a level pack. It was even more disappointing when I did some research on the original Metro 2033, and while the textures were not as good as the ones in Redux, I dare say that the artistic design was much better. In other words, you could think of both games as a single unit with two different sets of levels and storylines.
So what is Metro? It's a first person shooter with survival horror elements. Taking place in a post apocalyptic world in which the air on the surface of the earth has turned toxic, so people went to live inside the underground Metro stations. Sadly, Nazi and extremist Communist parties formed below, vying for control of the dwindling resources, add to that the fact that humanity has to contend with another problem: Hideous monsters that roam the surface and the underground. You play as Artyom, a ranger with a mysterious connection to the Dark Ones, mysterious beings that humans don't comprehend. In the first game, Artyom sets out with a message to Coronel Miller from a missing Hunter, which takes him through various Metro stations while learning about the Dark Ones. The second one has Artyom sent on a mission to assassinate a baby Dark One, but it quickly goes awry when he gets captured by enemies and must now survive the fascist and extremist parties while trying to fulfill his mission. I liked the story in Last Light a bit more because I felt it was a bit more emotional, I actually grew to like a few of the new and returning characters.
The games follow a very linear structure, just like Half-Life 2, and this is something I liked a lot. There are very few 'blackout' scenes that teleport Artyom from one place to the next, so it feels like one big adventure that you're always in control of. Something new in these Redux versions is that you get multiple difficulty settings to play around with, as well as two different 'styles': Spartan and Survival. The first is an easier mode, which is built after the original Last Light release, with more ammo and enemies to fight, while Survival works like the original Metro 2033 release, less ammo, less enemies but more firepower. I played both games in the Normal - Survival setting and had fun with them, although I went with the Normal - Spartan setting for the included DLC stand-alone missions, which, by the by, are hidden in the "Chapters" menu of the second game, under the "Play New Missions" sub menu. One thing to keep in mind when playing the North American Switch Version is that Last Light was censored, so that now every girl is wearing a bra. No nipples for Switch, I guess. Graphics are really good, but loading times are fairly inconsistent, sometimes they are short, sometimes they are long, but at least reloading after dying is pretty quickly. For the most part, loading times were fairly tolerable, but a very few times it might surprise you how long it can take.
The world of Metro is a very interesting one, because high-grade bullets are your basic form of currency. These bullets can be traded for new weapons, customizing your old weapons, buying health packs and air filters or to buy low-grade ammo for your weapons. Heck, if you're carrying any sort of automatic rifle, these high-grade bullets can double as powerful ammunition, provided you are OK with shooting money. Playing both games in Surival - Normal I can guarantee you that there's more than enough high-grade ammo to restock on everything on every visit to a Metro station, and I never found myself needing to use those bullets as ammo. That said, from what I've heard, the other difficulty settings are a bit tougher, so if you want that authentic survival horror-ish feeling, go for it.
What will get a bit tense would be any time you have to go up into the surface, because a gas-mask alone just won't cut it, you need to change the filter every now and then, unless you want to die, which turns surface outings into timed missions. You also have to be careful, because enemy attacks will slowly break your mask, and if it breaks you're done. Of course, you can savage more masks and filters from corpses or even from fallen human enemies, if you happen upon them, so it's not too bad. While it may sound annoying, the surface parts of both games weren't bad at all, and the ruined vistas you get to traverse are actually a pleasure to look at. In that way, the game offers a very distinct atmosphere for the surface and the underground. The surface is ripe with enemy monsters, but it's brightly lit and the environments are more open, while the underground features more corridors and tight environments in which you'll fight more humans than monsters, they are also very dark so you have to rely on light sources to scavenge supplies.
Unexpectedly, the game has a strong element of stealth, and since you want to conserve your ammo, it will be your tool of choice when battling human enemies. There are fun little things you can do like turn off light sources in order to conceal your presence, while also being wary of having your own flashlight turned off, as not to alert them. In both games you'll eventually get night-vision goggles which will make your stalking much easier. The AI is pretty dumb too, so it's not too hard to cheese them with stealth, at least on the normal difficulty setting.
I enjoyed Metro Redux a lot, even if the fact that Metro 2033 Redux feels like a Last Light level pack miffed me more than I care to admit. I mean, I would've liked the real Metro 2033 experience, with the original graphics and mechanics, but I'm happy I at least get to play both games. It's also rather neat how well they got these games to run on Switch, while it's capped at 30 fps, the framerate feels very stable and the graphics look great. In other words, a great port of a great game.
8.0 out of 10
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