As far as beating games goes, this has been shaping up to be a somewhat productive summer. I’ve beaten seven games and two DLCs/expansions since my previous post, including a few titles I obtained during Steam’s annual Summer Sale. Right now, my biggest pickup from that sale, the much-lauded 2016 version of Doom, is sitting on one of my hard drives, having been freshly downloaded from Steam’s servers this past Tuesday.
Doom 2016 is one of my very rare triple-A indulgences, and a graphical beast; even on the lowest settings, the demo looked fantastic. There’s tons of options to tweak, as one would expect of a game from a storied PC developer like id Software, and I’m looking forward to seeing how the game itself will run on my (admittedly) offbeat PC gaming hardware of choice, a 2013 Mac Pro running Boot Camp. My little taste of it back in June was quite delicious, with a red-drenched palette and hints of the sort of over-the-top badassery one expects from the Doom franchise.
Before I could start Doom 2016, and after beating Doom II back in early May, I finished my tour of the older id-crafted parts of the franchise with Doom 3 and its companion pieces, “Resurrection of Evil” and the BFG Edition-exclusive “Lost Mission”. Doom 3 did well when it came to the look and feel of the weapons and enemies, but atmospherically, it was, for the most part, not Doom. The story took itself a bit more seriously than it had in Doom and Doom II—even the difficulty setting names were straight-laced—and on top of that, the shadowy environments and heavy emphasis on sound effects lent the game more of a horror feel, rather than the goofy action movie style I was used to (given this situation, the famed flashlight controversy is especially interesting). It was sort of like a scarier, less puzzley, and less wry Half-Life set in the Doomiverse. That’s not to say there weren’t any funny or adrenaline-pumping moments—there most certainly were—but Doom 3 stands out a little as an odd duck. It was a fun game, though, especially the last third or so, which includes the requisite trip to Hell. The two bonus campaigns retread some familiar ground, story-wise, but are also fairly decent, especially “Resurrection of Evil”; “Lost Mission” felt a little slapdash in comparison.
Before I wrapped up Doom 3, I defeated the final boss in a very different sort of game: The Guided Fate Paradox, a roguelike developed by Nippon Ichi for the PS3. It was a shrewd choice to be Nippon Ichi’s 20th anniversary title, not just because of its genre, but also its setting: Celestia, the angelic counterpart to the Netherworld where so many of the company’s games take place. In this particular entry in Nippon Ichi’s multidimensional canon, the player character is Renya, a high school student who wins the title of “God” in a shopping arcade lottery. Despite the wacky setup, much of the rest of the story, in which Renya fulfills prayers and wishes hand-picked by his team of angels, is played fairly straight, with very few forays into outright comedy. Some potential is there—an innuendous angel, a chuunibyou angel, a mission that involves helping zombies—but it never gets as comedic as many of the studio’s other works.
As for the story that is there, it’s a heaping pile of jargon-laden anime bullshit with a few entertaining bits here and there. Much of the game’s plot seems to exist solely to justify the mechanics of fighting, picking up items, leveling up, dying, and then doing most all of it over again from scratch. Other such games are happy enough hand-waving away the peculiarities of the roguelike format when it comes to storytelling, but The Guided Fate Paradox isn’t. In a way, I’m glad they took this approach, since it fits very well with Nippon Ichi’s house style, but there were times when it all felt a touch too complicated or serious for them. Despite all that, the dungeon crawling parts were mostly outstanding, with some neat chapter-specific gimmicks, snappy movement and attack speeds, loads of customization options (including some basic stats which can be improved permanently), and, save for a grindy endgame, a fair difficulty curve. If you like this sort of game at least as much as I do and can stomach or ignore the less-than-great story bits, The Guided Fate Paradox is worth a try.
Other than that, I beat Pokemon Blue Version, ending my journeys through both Kanto and Pokemon’s origins. I also played Evoland II, which is both bigger and not as good in certain ways as its predecessor: though the plotting is amazingly thorough and most of the gameplay bits are solid, there’s too many superfluous references to other games and too much rambling dialogue (see this post I made in CAG’s current RPG Thread for more detailed impressions). As for some more of those aforementioned Summer Sale games, Witch and Hero was a nice and chaotic little J-indie nugget, Bejeweled 3 was (and continues to be) so very good, and DLC Quest was pleasantly goofy, if a little ugly to look at, and didn’t wear out its welcome.
As for stuff I’m still playing, besides trying to get the last two (very tough) achievements in Bejeweled 3, there’s Project CARS, Fantasy Life, and Pokemon GO. As I only typically buy one sim racer per generation, the PC version of Project CARS had a lot riding on it, but I’m enjoying its career mode thus far. It’s quite deep, but also very approachable thanks to its bevy of difficulty modifiers, which is great for filthy casual racing fans like myself. Fantasy Life is much like most any other game wholly conceived and developed by Level-5: beautiful, dense with variety, and with a story and world that’s pleasantly vanilla. Sometimes this latter point works against them, as it did for me with Professor Layton and the Curious Village, but the results here are a bit more mixed; I’m not quite sure what to make of it yet. Lastly, there’s Pokemon GO. As Pokemon games go, it’s one of the shallowest ever made, but the real world trappings are a neat novelty, and, at the very least, it’s getting me out and walking a bit more.
Soon, Doom 2016 will join that list. I’ve already been to Hell and back again with Doomguy a handful of times this year, but I’d be lying if I said that I wasn’t looking forward to one more trip.
Comments Off on Heaven, Hell, and Everything in Between
Bravely Default, which I finally, finally started playing about a week ago, has struck me so far as being a very different sort of JRPG, but also, more obviously, very familiar. The online/StreetPass features of this 3DS exclusive reminds me quite a bit of the Pokemon series, but also of Square Enix’s earlier The World Ends with You. The latter, which is one of my favorite JRPGs of all time, has a pin-based battle system, and some of the rarer pins could only be obtained by using certain online features of the DS. As this sort of thing is not up my alley (you could say I’m a purist when it comes to single-player games), I pretty much ignored Mingle Mode and managed just fine without it. Bravely‘s online features, on the other hand, get shoved in your face pretty frequently, at least early on, mixed in as they are with the rest of the tutorials. One of the biggest online components is a town-rebuilding minigame, progress in which is marked in real time—reminiscent of certain mobile phone sims—and dependent on how many other players you have registered within the game. Also prominent is the ability to summon special attacks from another player during any battle. Anyway, all this online stuff is both understandable, given the times, and, thankfully, largely ignorable, at least so far. I’m getting by just fine on my one default worker working on the town minigame while I plug away at the rest.
This “rest” is where the familiarity comes in. The story takes place in a world where nature’s balance is maintained by four elemental crystals, which are now in trouble. If that by itself doesn’t scream Final Fantasy, there’s also the job system with its familiar classes, the items like Eye Drops and Phoenix Downs, the Akihiko Yoshida character designs, and the rousing score. There is enough different that it is not a complete clone of that older series, such as the hand-drawn look of the towns and the modest tone of the storytelling. This is particularly true when it comes to the game’s battle system, which, Final Fantasy V-style jobs aside, resembles those found in Dragon Quest and MegaTen titles more than FF’s. Its resemblance to non-FF series, though, is perhaps no less important. Bravely Default is a polished, modern take on what is essentially video game comfort food; while it’s different enough to be novel, it’s also familiar enough to be unintimidating. Despite a couple of overlong boss battles so far, I’m looking forward to seeing where this particular journey to save the crystals takes me.
For a long time, one reliable source of video game comfort food for me was the Kirby series. However, when I first started Kirby Mass Attack on the DS more than three years ago, something about the flavor of it didn’t do much for me. I reasoned that this was because I had started it not long after beating Kirby Squeak Squad, and needed a break from the series in general for awhile. After picking up Mass Attack again sometime during my recent playthrough of Soul Hackers, it became clear that it was not me, it was the game. I really wanted to like it more than I did, and although the premise with the multiple Kirbies is interesting by itself, Mass Attack falls short. I’m not really sure why this is; the levels are fairly well-designed, as are the aesthetic elements and the minigames. Maybe it’s because there isn’t as much variety in the strategic elements as in a typical Kirby platformer. Enemies can’t be chomped and then shot out, or digested, their abilities absorbed. The mini Kirbies simply multiply in number, beat on enemies, push or pull things, and do a few other actions, depending on the environment. There’s also mostly dull quicktime events and one particular annoyance that reared its head late in the game, where you’re told that backtracking for certain missed collectables would be necessary to progress; this collectable would be the type of item that’d be purely optional in just about any other Kirby. Anyway, this game was all right, and certainly has its high notes, but in general, it didn’t click with me in the same way that previous Kirbies had. I still love Kirby as a character, but maybe not so much the games anymore, and I feel like another long break is in order.
Speaking of gaming tastes changing, roguelikes is one genre which I will have to become much pickier about in the future. I started two of them, the action roguelike Legend of Dungeon and the more traditional Sword of the Stars: The Pit, back in 2014, played them on and off throughout 2015, and started 2016 with neither of them beaten. They are both more difficult than, say, Dungeons of Dredmor, especially The Pit—while I had made incremental progress in Legend of Dungeon (for various reasons), I had no such luck with the other game.
Anyway, as it happened, I had a couple of days where I’d barely gotten any sleep the night before, and was thus not in the mood to play anything too story-heavy (or do much of anything productive). One day, I spent much of my time messing around with Tropico 5 in sandbox mode, but later, I found myself trying The Pit again, for the first time in months. It was still very hard, and almost unfair; like clockwork, difficult enemies would be crammed into the first room on the next floor while my available weapon choices were still piss-poor. By this time, I had 75 hours logged on the game, and had not made it anywhere past twenty floors (out of thirty) on Normal. I started contemplating trying the game on Easy and started poking around a few places, mostly the reviews and forums on Steam, to see what others thought about The Pit‘s difficulty, especially in comparison to other roguelikes. I was relieved to find that I was not alone in thinking the game too hard, and, later on, fired up a new Engineer playthrough on Easy. I ended up beating the game on this first run, which was spread out over a few sessions within two days. It soon went in the “Beaten” folder in my Steam library, and I moved on to other things, like wrapping up Kirby Mass Attack.
One game which I recently played was quite different from anything else I’d encountered before: the FMV narrative puzzle of Her Story. Its interface comes in the form of a Windows 95-era desktop computer (complete with CRT reflections, if one so desires), which contains, as its main program, a searchable database of brief video clips, all of which are pieces from a series of interrogations of a woman whose husband has been murdered. The main interactions take the form of typing in search terms, watching up to the first five clips that pop up in the results, and tagging and/or saving clips for future reference. Around the time that you, as the protagonist searching through this ancient database, feel compelled to search for a certain term, you begin to suspect that all is not what it seems. The story that follows is strange and engrossing, and, although I have the basic idea down of what happened to the victim, there’s still a few unanswered questions by the end. Aside from a certain (seemingly intentional but kind of cheesy and understandably never pointed out) alternate approach to going through the clips, I really loved this one. The pacing of both the clips themselves and the discoverability of various chunks of the story is so good that I wonder how it was pulled off.
In summary, this is where I’m at by the end of January, with six titles beaten and Bravely Default and Neko Atsume as the only games I’m currently playing. As usual, I’m already wondering about what I’m going to pick up next; a Nippon Ichi strategy RPG (speaking of comfort food…) seems very likely, but I’m not entirely sure about anything else just yet. Hopefully, I can keep up with these progress reports, and maybe write up a few reviews this year as well. Until next time, then…
Some quick site business: Comments are now disabled for all posts from now on. I very rarely got comments here anyway, and most of those that did pop up in the past were either spam, too dumb and/or trivial to approve, or had an uneasily ego-stroking quality about them. For those who left the few decent comments I got, thanks, and see you on Twitter.
Comments Off on Comfort Food and Other Consumables
Just got back from Portland yesterday. It was an exhausting trip, filled with plenty of walking and foodie’s food. I had wanted to write this post either right before or during the trip, but a lack of sleep got in the way. However, I managed to catch up, somewhat, last night, so here I am.
To start off with, at the beginning of this month, I beat Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abbadon, an action RPG which has one of the longest titles of any game I’ve ever played. In terms of both gameplay and plot, it was better than the first Raidou game, which I beat earlier in the year. New features—such as the ability to summon two demons at once; better accessibility to the Gouma-den, where new demons can be fused; and a negotiation system which, despite its usual tediousness, is the best I’ve seen in all of MegaTen—were quite welcome, though some repetitive elements stood out as the game’s greatest flaws. By that, I don’t mean the reuse of much of the previous game’s assets, which I didn’t mind at all. Rather, what bothered me was the overdone recapping, and even more, the obviousness with how the story’s branches were handled. Every so often, roughly once a chapter, a character would ask a rhetorical, philosophical question that basically asked Raidou to choose between revolution and the status quo. The answers to these ham-fisted questions don’t matter until the very end of the game, and even then, there is one final barrage of inquiries right before the branching path is settled upon. Despite these nitpicks, Raidou 2 was a decent game, though hardly the best MegaTen I’ve played.
A few days afterward, I finally finished reading a manga series which I had first sampled over fifteen years ago: Barefoot Gen. My first experience with Gen came with a copy of Volume 2, picked up cheaply at a certain bookstore in Philadelphia. Some years later, I picked up a used copy of Volume 3, but I didn’t buy any more of the series until last year, when I picked up the first and fourth volumes. Around then was when I learned that my older volumes were heavily abridged, and that the current edition, published by Last Gasp, is complete and uncut. Therefore, I repurchased volumes 2 and 3, and, later on, the last six books as well.
A semi-autobiographical tale inspired by mangaka Keiji Nakazawa’s childhood, Barefoot Gen tells the story of Gen Nakaoka, an elementary school-aged boy who survives the atomic bombing of his hometown, Hiroshima. By the end of the first volume, the bomb has dropped, and the story truly begins. Subsequent volumes find Gen making new friends, being discriminated against, and raging at not just the Americans who dropped the bomb and occupied Japan, but the Japanese Emperor and politicians who were so eager to wage war in the first place. It is, as noted in the always excellent ANN column House of 1000 Manga (spoilers in link), an angry manga, and sometimes, especially toward the end, Gen’s anger gets to be a little too much. The last few volumes are rather tedious at times, even as it explores the Japanese side of things during the Korean War; as a sign of the plot wearing thin, the final tragedy that befalls Gen and his group is one which, startlingly, doesn’t have much of a direct tie to the atomic bomb. Gen is also a violent manga; atomic bomb aside, it hews to the shonen manga tropes of its time, with lots of hitting and fighting, often between adults and children. Despite its pacifist message, seeing Gen so eager to physically fight people who dismiss his anti-war views is more than a bit disarming. Also, without giving anything away, in one of the later volumes Gen does something in the name of his personal philosophy that is so lacking of empathy and maturity it’s astounding. It’s an important manga, probably the best I’ve ever read about Japan during that era, but it’s also rather dated, and at least one of the included forewards was undesirably diversionary from the manga’s basic premise. It might’ve helped if the manga was broken up into chapters, as they were originally serialized, but instead, the manga flows together as one long story, broken up only by its separation into ten books. I recommend the first few volumes, but if you don’t want to stick with it after that, I really couldn’t blame you.
After Gen was wrapped up, and between new volumes of Nisekoi (aka the harem manga for people who normally dislike harem manga) and the always charming and hunger-inducing What Did You Eat Yesterday?, more games were played! I started, and am still playing, a Japanese copy of Picross DS, which I picked up on the cheap during Play-Asia’s annual Spring Sale. There’s nothing much to say about it besides that yeah, it’s Picross, though the zoomed-in 15×15 puzzles took me a little getting used to, not to mention the menus in a language that I can’t understand very much of. Right now, I’m currently stuck on a couple of flower-themed puzzles in Normal mode, though I’m sure I’ll push through them soon enough.
I also cranked through a few short games on Steam. First up was Escape Goat, a room-based puzzle game a la Adventures of Lolo and Toki Tori. It’s a solid entry in this genre, structured to encourage experimentation, and with precise controls and well-designed, if sometimes frustrating, puzzles. If you like this sort of game, as I do, you’ll like Escape Goat—enough said.
Second was Octodad: Dadliest Catch, whose controls were the opposite: intentionally difficult to master. This game, about an octopus trying to live as a normal suburban father in a nuclear family, revels in the ridiculous. Everyday tasks, such as mowing the lawn or picking out the perfect apple at the supermarket, are much harder when your arms and legs are tentacles and you want to blend in with actual humans. The story takes some interesting turns, and although I felt somewhat partially robbed of my final victory due to where a certain object landed, I found Octodad to be a neat little game overall. The pair of included bonus episodes were worth playing through as well.
The third short game I played through before leaving for Portland was the shortest and least interactive of the bunch: a wordless visual novel called A Bird Story. Produced by the developer of To the Moon, this is a similarly sentimental journey. In it, a young boy, who goes through the motions at school and is interested in flight, rescues a bird. It’s kind of cloying at times, and because of that, whether or not you’d like this would depend on your natural tolerance for such things. Thankfully, the length is just right, and most everything about it is simple and straightforward.
Now that I’m back, and catching up on my sleep, I think I’ll continue going through some other short games in my backlog, which I may or may not write about here. I also picked up Legend of Dungeon again recently, which has improved since the last time I played it, thanks to some patches. It’s now not as unfair as before, though it still lacks some of the refinement and balance of better roguelikes. Goat Simulator is also in my “Now Playing” list, though I’m not sure when I’ll go back to it.
I also may start the last unplayed PS2 game I have left in my backlog (if you don’t count Valkyrie Profile 2: Silmeria, which I’ve put up for sale): Sakura Wars: So Long My Love. I may start that this week, depending on how I feel; we’ll see. At any rate, it’ll definitely get played sometime soon.
I wasn’t excited for E3 this year. Of the games I knew that were coming out, there wasn’t much that I absolutely needed to see more of, and my anticipation for the as-yet-unannounced was low. It turns out that I was right to skip the Microsoft and Sony press conference streams, as there was practically nothing of interest to me in the liveblogs that I read (well, there wasHalo 4, but I’m doing my best to avoid spoilers for it at the moment). The following day, I caved and watched Nintendo’s presser, but found it to be sorely lacking.
After several days’ worth of coverage, only one new game piqued my interest, and that was “Project P-100”, a crowd management action title, directed by Platinum Games’ Hideki Kamiya, that seems to have gotten barely any attention from the press at all. This game is similar to his earlier Viewtiful Joe in its Super Sentai aesthetic, and the basic concept of controlling a crowd that turns into weapons to beat giant villains is pretty awesome. The one thing about this game that came as a disappointment was that it is for WiiU, a system I don’t have any interest in getting. Other than that, and a welcome reminder that the 3DS Paper Mario exists and is on its way, there wasn’t anything for me.
In the meantime, I’ve been continuing on with my main personal goal for 2012: reducing my backlog as much as possible. April is the current record-holder month with seven games beaten, including one (Soul Nomad & the World Eaters) that took me nearly 45 hours, and the two Pinky:st DS titles that I reviewed in my previous post. Some highlights these past few months include the DS remake of Dragon Quest VI, massively moe and just plain charming doujin shop sim/dungeon crawler Recettear: An Item Shop’s Tale, bare-bones browser-based JRPG Parameters, fantastic expansion pack Tropico 4: Modern Times, and Pokemon White Version, which I’ve written about before and was top-notch all around.
There was also Halo: Combat Evolved Anniversary, played co-op with my Halo-detractor husband. We had a good time, playing the game with the new graphics and old soundtrack, though I have some quibbles regarding the former. The new maps are brightly lit compared to the original versions, which, along with the whole co-op thing, made the game’s scariest moment a bit less so. Also, some of the new character models were lacking, especially Sergeant Johnson and 343 Guilty Spark. More than anything, I’m now cautiously optimistic about Halo 4.
I also played a couple of platformers, namely The Legendary Starfy on DS and Ratchet & Clank for PS2. Starfy was a decent game with a lot of character, but it was also much wordier than I expected, with more cutscenes than is average for a platformer. Ratchet is not as good as its first-party brethren Jak & Daxter: The Precursor Legacy and Sly Cooper & the Thievius Raccoonus and also has some irritating bugs. However, the weapon/gadget system at its heart is well thought-out, and the storytelling, which is similar in tone to Jak and Sly, is enjoyable enough.
There have been a smattering of others, including the two Izuna games, mystery dungeons with an emphasis on humor and fanservice, and, on the negative side, vague endings that lack so much as a credit roll or “The End” text before dumping the player into Postgame Territory. I also beat the puzzle game RUSH and attempted to play EDGE, but the bad controls and mediocre design of the latter led me to quit. Finally, over the weekend I played through Breath of Death VII, a parody RPG that resembles an early Dragon Quest and contains jokes and references that range from the silly to the sillier; despite some design quirks, it’s well worth a play if you love the genre.
That’s it for what I’ve beaten these past few months. As for what I’m actively playing right now, I’m approaching the end of “The Journey”, aka the main game in Persona 3 FES. This RPG has been unlike most others I’ve ever played, in a good way, and I hope to write about it at length later on. I’m also playing Dance Dance Revolution again (SuperNOVA 2, specifically); after a long ordeal, a couple of new, working pads arrived yesterday.
Once I wrap up “The Journey”, I plan to put Persona 3 FES aside for awhile before taking on the bonus episode “The Answer”. Right now, I’m considering starting de Blob 2 and/or Dragon Quest Monsters: Joker 2 as my next game (or games). As usual, we’ll see.
February was a productive month, gaming-wise. After completing Tropico 4‘s campaign, I went ahead and played On the Rain-Slick Precipice of Darkness, Episode Two, which was more of the same Penny Arcade-themed adventuring, albeit with a gimmicky end boss. There was something of a cliffhanger at the end, though, and given that Episode Three was cancelled, I would have to rely on Penny Arcade’s own documents should I wish to know the rest of the story. (ETA: Pete has informed me that Zeboyd is working on Episode 3. Huzzah!)
I also took up Pokemon White again, where, among other things, I added the last three Gym Badges to my collection. There was also a handful of new story events to play through, where Team Plasma continued in their quest to free Pokemon everywhere from trainer oppression. Compared to past Pokemon enemy squads, Team Plasma is easier to empathize with, though no more or less devoted to their cause. Their leader, the enigmatic N, is certainly the most memorable such character that I’ve yet seen in the series. Although I’ve set the game aside again, largely for practical reasons (Pokemon White has a season-based system that uses the DS’ internal clock, and I haven’t seen Winter or Spring yet), I’m looking forward to taking on Victory Road and the Pokemon League.
Tropico 4 was also revisited, much earlier than I thought I would. This time, it was to play the first two DLC missions. The one contained in the “Junta Military” pack was quite challenging, while the “Plantador” mission had a thick streak of humor, with its pop-culture friendly occult theme. In between all of this, I made a lot of progress in Sonic Colors, finally beating it on the 28th. It remains a wonderful Sonic, and simply a great platformer in general.
After all that was wrapped up, I decided to go back to the Halo franchise with the next game in the series, Halo Wars. I was already familiar with developer Ensemble Studios’ work through Age of Empires II, and therefore expected good things from what wound up being their final game. Thanks to Halo Wars‘ interesting missions and marvelous control scheme, I wasn’t disappointed. By necessity, it’s a lot simpler than PC RTSes, but far from dull; it’s probably the most fun I’ve had with a Halo game since the original. Sadly, the campaign was over fairly quickly, but on the plus side, it gave me my last beaten game of the month.
The PS2 port of Baroque was decided upon as my next game, and the first one for March. I started it yesterday and played for the better part of the afternoon, but decided to drop it in the end. It’s a roguelike, but with action, as opposed to turn-based, gameplay, which is unusual for the genre. Nevertheless, it has roguelike-style difficulty, complete with randomly-generated dungeons and being booted back to the starting area at Level 1 every time you die. I died quite a bit early on, but made progress at a steady pace, and then, not very long after starting over yet again, I came across the Experience Wings.
The Experience Wings are a piece of equipment that boost the amount of experience points one can get from each defeated monster. Needless to say, they make level grinding much easier, lessening the pain I felt just on Normal difficulty. However, after going through several floors, I play through a story event that sends me back to the beginning, at Level 1. After making it so that the Experience Wings can be carried over to this new session, I do it all again, though it’s much more monotonous this time, and the same thing happens. While reading some info about the game afterward, I found that progression is determined not by what floor of the dungeon you make it to, but whether or not you can fulfill the arbitrary and oftentimes vaguely hinted-at goals given to you by the macabre, dull, and badly voice-acted NPCs. Upon learning this, I could readily envision the tediousness this would entail, and promptly decided to give it up.
So, what’s on the agenda next? As I said before, I’m on hiatus from Pokemon White again; also, I don’t think we’ll be tackling Final Fantasy Crystal Chronicles‘ tough endgame again anytime soon. Right now, my plan is to continue on with more Halo games I haven’t played yet, namely Halo 3: ODST and Halo: Reach. I also have Halo: Combat Evolved Anniversary in my backlog, which I’d like to play co-op, but that’s not as big a priority. I also want to start another JRPG, though I haven’t settled on which one yet. Tales of the Abyss, perhaps?
How many games will I beat in March? Stay tuned…
Special Stage: Congrats once again to my friend and fellow Citadeler Tarale on her recent engagement! The incredibly geeky story of how she proposed to her boyfriend, via Team Fortress 2 and with some special help from Valve, made Kotaku Australia; here’s the story!
Our Wii has been getting a decent amount of playing time these past few months. First there was Chrono Trigger‘s much celebrated arrival on Virtual Console. At the time of its purchase, I also got Toki Tori, an environmental puzzler I’d been meaning to pick up for awhile. Later on, Kirby’s Epic Yarn gave me a nice respite from JRPGs, and not too long afterward, Shiren the Wanderer marked the end of my break.
I didn’t play Chrono Trigger, seeing as how my most recent playthrough was only just last year, via the DS port. Instead, my husband dove into this personal favorite of both of ours (ironically enough, we had named our Wii “Marle” when we had first gotten it). It is, like other Virtual Console offerings, the original game with nothing else added on, warts and all. Therefore, instead of the rich, fleshed-out DS localization, the original Ted Woolsey script is in full effect here. I have no problem with these old Woolsey localizations; the rushed Secret of Mana notwithstanding, he did a bang-up job given the restrictions he had to work with. The G-rated references to “juice” and “lemonade” in bar scenes are pretty silly to our adult selves, though. Localization aside, one interesting thing my husband pointed out in his playthrough was how similar the boss battles are in terms of the number of targets, how they act, and how they must be handled. This lack of diversity is one of the game’s weaker points, and only obvious to us now.
Oh, and before I forget, Chrono Trigger looks magnificent on an HDTV, especially those huge boss sprites. Not to mention the ending which was, this time around, one that neither of us had ever seen before. It was a fun playthrough to watch, and we even learned some new tricks; thanks to RPG Classics’ comprehensive Chrono Trigger shrine for those.
While he was playing Chrono Trigger, I started Toki Tori, and alternated between that and Final Fantasy Tactics A2 in my regular game-playing. Toki Tori is a remake of a Game Boy Color title; it has the same puzzles, apparently, but all new graphics and control options. The goal of the game, a 2D puzzler starring a squat yellow bird, is to collect all the eggs in each stage. There isn’t a time limit, but the bird can’t jump, plus there are restrictions on special moves and items. It’s possible to beat some stages with items to spare, but most of the time, I found myself coming up with solutions that neatly used everything at my disposal. The difficulty ramps up a bit in the final set of stages, which take place underwater and includes a new, albeit limited, floating action.
The WiiWare version favors the Wiimote, with not too much prompt-wise in either the documentation or the game itself for those of us who prefer the Classic Controller. Also, with its forty stages (not including tutorials), it feels shorter than it should be for a game of this type. Still, despite these quibbles, not to mention a rather… unexpected ending, Toki Tori is fun and worth checking out for puzzle fans.
Kirby’s Epic Yarn was the next game to keep the Wii busy. Although I haven’t played the entire series, I have loved Kirby games since the very first one on the original Game Boy. This particular entry might just be the best one of all. Many Kirby hallmarks are present—capturing and using enemies as projectiles, tons of collectables, and an optional co-op mode for starters—but Kirby cannot fly (under normal circumstances), his more elaborate transformations are context-sensitive, and there are no lives, just ways to lose a ton of beads. These differences are just that—differences—and in no way lessen the “Kirbyness” of the game. In general, this is a tightly-designed Kirby with many inspired implementations of its fabric-based theme and one of the best soundtracks ever recorded for a platformer. Only the final boss battle, which could’ve been bigger and better, disappointed, and even then only a little. Currently, even though I’ve beaten it, there’s still tons of doodads to collect (most of which can be used to decorate “Kirby’s Pad” in the hub world), minigames to tackle, and high scores to beat. I expect to be playing this, on and off, for some time yet.
Finally, there’s Shiren the Wanderer, which I came to neglect FFTA2 in favor of. As in the DS port of the original Shiren, we’re in the shoes of the titular silent protagonist, who has come to a strange new land chasing legends and treasure. This time around, his party members are old colleagues, one of which is with you from the beginning. These party members can also be directed to do certain actions, or even controlled individually. Also different this time is how the dungeons are presented. Instead of having to go through the entire thing in one straight line (with breaks along the way in the form of towns), multi-level dungeons are given to you in chunks with as few as three floors and as many as twenty-five, and typically with a brief boss fight at the end. Upon completing most of these, Shiren and his friends not only get to keep their money and items, but their levels as well. If you die, however, you will have all of your non-stored stuff taken away (in Normal mode, anyway) and your levels reset to what they were before you entered that dungeon.
The story this time around is a bit more complicated, not to mention convoluted, with a legendary mansion and mysterious girl as its centerpieces. It all made sense by the end—well, most of it—but the story is mere window dressing for the randomly-generated and sometimes devilish dungeons. As for the other trappings, the music is decent and the graphics are sometimes ugly, but generally okay. This goes for the animation as well, though the slidiness of the characters’ (especially the ferret Koppa’s) walks in non-dungeon areas can be distracting.
That’s it for the Wii games for awhile. Since this Wii binge started, Final Fantasy III (aka FFVI) came out on Virtual Console (on my birthday, no less!) and was promptly purchased, though I have no idea when either of us are going to start it. I also have a few disk-based Wii and Gamecube titles in my backlog. However, the almost-beaten FFTA2 has been neglected for some time now and there’s a decently-sized pile of games for other systems still to play. Time to get crackin’.