Showing posts with label Writing. Show all posts
Showing posts with label Writing. Show all posts
Thursday, April 6, 2017
Spice and Wolf Synopsis: Volume 6
In the grand scheme of things, not a lot happens in volume 6. It's a transitional story, focused mainly on foreshadowing volume 8, introducing Col, and, as always, developing the relationship between Lawrence and Holo.
And yet I struggled to keep this one from getting too long.
Friday, February 24, 2017
Spice and Wolf Synopsis: Volume 5
The girl giggled. “There is that, but there’s something about you that just makes a girl with a bit of confidence want to have a go. Do you get that a lot?”
I haven't seen the anime in a while, but I'm pretty sure this comprises the second half of Season 2.
Friday, January 20, 2017
Spice and Wolf Synopsis: Volume 4
The goal is to provide a reading that is as brisk as possible while still providing a thoroughly detailed understanding of the story events in each volume. What I specifically try to avoid doing is covering character interaction in great detail. There are two reasons why. One is because doing so is an incredibly easy way to end up with an unnecessarily bloated summary. The other is that character interaction is the series' greatest strength, and arguably what you're really here for, and I don't want to spoil that.
So, why am I starting at volume 4? Because the idea to do this didn't occur to me until I was reading that volume. Then, without further ado:
Friday, December 16, 2016
So, my Xperia Z3 Compact had a bit of an episode. Being in a position where I can’t afford to not have a phone for an extended period, I promptly looked for a replacement. Perhaps weirdly, the fact that my Z3c essentially died on me didn’t really stop me from looking once again at Sony first for my new phone. The reason is that despite this incident, the Z3c really was a kickass phone.
Truth be told, I was getting ready to enter the market for a new phone anyway. I loved my Z3c, but it was starting to show its age, and my finances were reaching a point where I expected I’d be able to replace it soon. One of the potential successors I was already looking at was the Xperia XZ. For the most part, it looked like a proper continuation of the Xperia Z-series, and not to mention was simply gorgeous. But I had some reservations. There were some things here and there that I felt Sony could improve on, and so my plan had been to wait until Fall 2017 and see what they had in store. If their next phone hit all the bullet points, I would probably be able to afford it day one. Otherwise, the XZ would have certainly dropped in price by then, and I would buy that instead. This little incident forced my hand, and so here we are with a brand new Xperia XZ. I’ve now been using it for a couple of weeks, and felt like writing some impressions of it, compared to my darling Z3 Compact.
Truth be told, I was getting ready to enter the market for a new phone anyway. I loved my Z3c, but it was starting to show its age, and my finances were reaching a point where I expected I’d be able to replace it soon. One of the potential successors I was already looking at was the Xperia XZ. For the most part, it looked like a proper continuation of the Xperia Z-series, and not to mention was simply gorgeous. But I had some reservations. There were some things here and there that I felt Sony could improve on, and so my plan had been to wait until Fall 2017 and see what they had in store. If their next phone hit all the bullet points, I would probably be able to afford it day one. Otherwise, the XZ would have certainly dropped in price by then, and I would buy that instead. This little incident forced my hand, and so here we are with a brand new Xperia XZ. I’ve now been using it for a couple of weeks, and felt like writing some impressions of it, compared to my darling Z3 Compact.
Wednesday, July 8, 2015
Helldivers
Helldivers was a long time coming. Originally announced during Gamescom 2013, it was supposed to come out the following summer, but its developers were silent on the status of the game until the beginning of this year, in which it was suddenly announced that the game would be out in the beginning of March. As someone who enjoyed Arrowhead’s previous game Magicka, I was very interested in Helldivers for a number of reasons, and once it came out I delved into it. Let’s see if it holds up.
Thursday, June 19, 2014
Spring 2014 Anime: Soul Eater Not!
I must confess, I've never thought much of Soul Eater, one way or the other. I watched the anime from beginning to end and though it had a killer soundtrack (including some of my favorite openings and endings in the medium) and I remember it fondly for some of its better moments, it's not a show I would rate as "great." Color me surprised then, when I found myself looking forward to each new episode of Soul Eater Not!
Soul Eater Not! is aptly named. A prequel and a side-story, it takes place in the Soul Eater universe and features Soul Eater characters (you'll see all three of the main meister trio make appearances along with their weapons, and others such as Professor Stein and Sid), but it is most certainly not just "more Soul Eater." Aside from being visually different (a point of controversy for some, given the franchises generally more unique style), Not! approaches the setting and concept backing the original anime from a different angle: that of the NOT class. You see, the original cast of Soul Eater was situated primarily in the EAT class, which is actually the minority of students at Death Academy; the talented elite, who actually go out on field missions and such. Most of the student body is in the NOT class, which--being designed to welcome absolute novices--is much more academic and focuses on the book knowledge and theories behind being a Meister and Weapon. And it is in the NOT class that we find our main character, Tsugumi Harudori. Tsugumi was just an average middle school girl until she accidentally transformed a portion of her body into a weapon one day, revealing her status as a Meister Weapon. She then transfers into Death Academy, with no idea what to expect or what is expected of her.The world that witches and meisters and weapons live in is completely new to Tsugumi. She doesn't know anything about Soul Resonance, or witch hunting. At the beginning of the show she can't even fully transform. As a result you learn more about the universe and setting of Soul Eater in the first few episodes of Not! then you do in pretty much the entirety of Soul Eater. It's a setting that's a bit more interesting than the previous anime made it seem.
Just like its main character, the anime proceeds at a modest pace, sampling one genre or another as it decides what kind of show it wants to be. This isn't a bad thing, and whatever Soul Eater Not! tries, it remains entertaining Most of the time it is relaxed and lighthearted, with some action here and there. But it also takes dark turns, as friends are hurt and decisions must be made.
The cast is good, perhaps not great (aside from Tsugumi, who I'll get to in a bit). Early on Tsugumi meets and befriends two potential meister partners, Meme and Anya. Meme is a big-boobed dope who is so forgetful she couldn't even remember her own name as she attempted to introduce herself to Tsugumi. Anya is a high-class gal who seems to be at Death Academy largely to "learn about commoners" and thus becomes instantly fascinated by Tsugumi. Both are interested in becoming Tsugumi's meister partner, and thus occasionally compete for her attention. But most of the time, the three are happy just being good friends and roommates.
Tsugumi is a fun character to watch. She is in every way an ordinary girl. She has crushes, she makes mistakes and she has a little dog named Pochi back at home that she loves dearly. Before entering Death Academy, Tsugumi was going to a regular middle school, living a life free from the quirks and hazards present in the original series. When she transfers to Death Academy, you get the feeling that she does so more out of obligation than aspiration, and as a result she has a lot of difficulty adjusting to the sort of stuff we as an audience might already be very familiar with. Humorously, she nearly fails to even make it through the front door, as her confidence is worn thin by the seemingly endless staircase leading up to the academy's entrance.An ordinary character learning to live in a world filled with extraordinary things isn't perhaps unique, but Soul Eater Not! executes it very well here. Tsugumi's an endearing and likable character, with her easygoing attitude and friendly disposition. She may not know the first thing about witches, souls or demon weapon combat, but whatever she attempts, she gives it her best shot, and I felt like rooting for her every time.
Soul Eater Not! does a lot of good for the Soul Eater universe, despite being largely unrelated to the main story. Somehow, watching Not! has actually raised my opinion of the original series in retrospect. Paced well, and featuring a competent cast and a great main character, Not! has continually been one of the most enjoyable shows of the season for me.
Friday, June 6, 2014
Spring 2014 Anime: Akuma no Riddle
So, Akuma no Riddle. Where to begin? To be honest, this is probably the weakest show of the lot for me. And yet I keep watching it.
At its core, Akuma no Riddle is a somewhat derivative mixup of stories like Battle Royale and Hitman: Absolution.
It revolves around the "Black Class," a special class at a special
school consisting entirely of girls. One of these girls is Haru
Ichinose, a cutie who's optimistic to a fault and determined to
graduate. Unfortunately, what Haru doesn't realize is that every other
girl in her class has enrolled for the express purpose of murdering
her. They're all assassins you see, all contracted to kill Haru. But
this contract is special; almost like a game. There are three rules:
1) Do not involve anyone outside the Black Class (including their homeroom teacher, who at least appears to be a dope)
2) Give Haru written notice of your intent to kill her before attempting to do so
3) Kill her within 48 hours of her receiving your notice, or you must immediately drop out and leave.
The
prize awaiting the girl who manages to kill Haru is--as you might
expect with tournament-style shows like these--anything you can
imagine. However, one girl has for whatever reason decided to go
against the flow, and protect Haru instead of kill her. The show
follows Haru and her newfound protector Tokaku Azuma as they fend off
the other assassins and somehow manage to have a somewhat normal high
school life.
Akuma no Riddle
is a strange show, to be honest. It makes no real effort to expand on
its setting or overarching plot, which leaves you with just the moment
to moment action to go by. The cast is also largely nothing special,
with most of the characters fulfilling basic conventional character
archetypes (and some not fulfilling these archetypes particularly well)
and barely functioning beyond their tendency to attack Haru one at a
time, once per week in a typical 'monster of the week' format. Haru
herself is strangely endearing with her tireless optimism and friendly
disposition, even towards her classmates who she is very aware are all
going to try to kill her in cold blood at some point or another. But
the only mildly interesting character in the show other than Haru so far
is Nio, a mysterious and somewhat amusing girl who watches over the
proceedings as a sort of referee rather than actively participating
herself.
But
what's most strange is the tone of the show. I can put aside the fact
that it has basically organized a contract assassination into a cruel
game, but the show's overall tone is inexplicable. Before long everyone
except the teacher is aware of what's going on, and they're all
generally amicable to each other and act like they don't all have a lot
to lose by failing. Haru obviously has her life on the line, but every
girl is fighting for a chance at something better, whether it's just
basic survival or ultimate happiness. Though most of the characters try
to seclude Haru before attempting to slay her, some don't mind going
for the kill right in front of the other classmates. Even stranger is
that the classmates generally just watch in mild amusement as this
occurs.
Even
more strange is Haru herself, who seems to be totally at peace with the
fact that she is very clearly on the chopping block. Perhaps in spite
of this, she continually places more trust in her classmates than any
sane person in her situation ought to. When invited to meet one of the
girls in a secluded location late at night, she happily agrees. Despite
how foolish she acts and how sunny her disposition generally is, Haru
doesn't give the impression of being a total dope. This isn't her first
rodeo, and underneath that bubbly personality we see a girl who's
fought all her life just to stay alive, and is at this point
inexplicably confident in her ability to get through this ordeal just as
she has before.
If not for Haru, I likely would have dropped Akuma no Riddle. But as cliched as this may sound, I want to see how her struggle plays out.
Thursday, June 5, 2014
Spring 2014 Anime: Black Bullet
Black Bullet
is a strangely inconsistent show. Sometimes it feels surprisingly
competent and heartfelt, but most of the time it suffers from technical
issues and a reliance on cliches. In the world of Black Bullet,
humanity has been ravaged by a race of monsters spawned from the
disease known as Gastrea. The Gastrea disease is extremely contagious;
monsters can easily infect humans with it, and any human infected soon
turns into a monster. Humanity only has two real defenses against the
Gastrea: a mysterious black metal known as Varanium, and little girls
known as Cursed Children.
Varanium
has the effect of repelling monsters (they seem disgusted by it), so
humans have taken refuge in large cities protected by a ring of gigantic
varanium monoliths. Weapons and ammo made out of varanium are also the
only things capable of reliably killing Gastrea monsters; they quickly
regenerate from wounds sustained from conventional weaponry.
Meanwhile,
to combat the Gastrea more directly, humanity has reverse-engineered
the virus, allowing them to administer it in small doses to infant
girls. This has the effect of granting these 'Cursed Children' many of
the same abilities as Gastrea; namely, extremely potent regenerative
abilities, and superhuman strength and agility, along with a special
ability unique to them. Both to provide guardianship for these children
and to keep them under control, each Cursed Child is paired up with a
Civil Officer--a trained police officer of sorts who specializes in
Anti-Gastrea combat. Black Bullet primarily follows Civil Officer
Rentarou Satomi and his Cursed Child partner Enju as they do their part
to end the Gastrea threat.
Black Bullet's
premise isn't particularly unique or compelling; this certainly isn't
the first show where adorable little girls are arbitrarily forced to
fight evil, nor is it the first featuring humanity under siege by
horrific monsters. And so far Black Bullet has never really
managed to rise above the cliches and typical anime tropes that it
surrounds itself with. Seemingly every female character--Cursed Child
or not--in the show seems to have a thing for Rentarou, and two of them
in particular are of course direct rivals for his affection. Most
notably, Black Bullet suffers from strange pacing issues. Just a
couple of episodes in, we get a high-stakes, large scale battle that
most shows would save for the finale. You would think that simply means
that this show is willing to ramp things up at a faster pace than
others (a la Kill la Kill), but then the next episode it's
business as usual; barely anything has changed. Even shounen shows
don't have this kind of fluctuation.
And
bleak it can certainly be. More than once now, Rentarou's had to
personally execute Cursed Children who did nothing wrong; the
circumstances simply didn't favor them. Buried under the show's
lighthearted moments and conventional premise we see a protagonist who's
life is actually kind of shitty, and a story that has a lot of heart at
times. Rentarou's relationship with Enju is sincere, and the threat of
them being torn apart actually got to me.
Further, there's an something interesting to be said about the discriminatory undercurrent present in Black Bullet.
Despite being the first and only active line of defense against the
Gastrea, Cursed Children are ostracized by society because of their
connection to the virus (think Claymore, but with little girls
instead of grown women). This sounds nonsensical, but it's not an
unreasonable stance to have when you consider that many of these people
have lost everything to the virus and the monsters that have originated
from it. Now there are little girls walking around on the street that
are technically infected with it; if a Cursed Child is unable to
suppress the virus, they turn into a monster (just like any other
infected human), which can quickly cause an epidemic if it isn't
contained. Not to mention that until they receive training and are
paired with an officer, most Cursed Children tend to be emotionless and
lacking in any real personality. Black Bullet presents a society that hates Cursed Children for reasons that are not their fault, but is forced to rely on them anyway.
Ultimately, I think a solid recommendation for Black Bullet
is a hard sell. It's not a particularly remarkable show on its own
unless you're looking for a decent loli showcase, and based on its
pacing it doesn't seem to be a great adaptation either. But little
things here and there keep it enjoyable for me, and I look forward to
watching it each week.
Spring 2014 Anime: Nanana's Buried Treasure
Nanana's Buried Treasure
follows a young man named Yama Juugo. Having decided to leave home and
be independent, Juugo enrolls in a school located on an island. He's
pleasantly surprised to find an apartment on-campus that's fairly
comfortable and charging a rent that's within his means, until he
discovers too late that there's already someone living in it: Nanana, a
ghost bound to that apartment. Unable to pass on, she spends her time
playing videogames and feasting on pudding. Her presence is--to say the
least--perplexing at best and quite an inconvenience at worst for
Juugo, but as the two get to know each other, Nanana talks to Juugo
about her past life. Before she was murdered, Nanana was an adventurer;
over the course of her life she raided tombs, explored ruins, and built
up quite a hoard of treasure. This collection, known as the "Nanana
Collection", is now hidden and scattered all over the island, protected
by traps and puzzles of Nanana's own design.
Now at this point, you'd assume that Nanana's Buried Treasure is basically Indiana Jones: The Anime,
following Juugo and a motley crew of fellow adventurers as they hunt
down Nanana's Collection. Well, it is. But only sometimes. Let me get
this out of the way: Nanana's Buried Treasure is a great
show. It has a very strong cast; Juugo, though inconsistently
characterized at times, is a solid and capable MC. Nanana's a fun and
quirky character who always turns around before consuming an entire cup
of pudding in a single gulp, with a sound effect that could have been
ripped right out of an early 90s videogame. Daruku is completely
useless but might be the most flawless trap I've ever seen. The best of
the bunch however, is self-proclaimed Master Detective Ikkyu Tensai,
who usually steals every scene with a wild combination of character
traits, from brilliant intellect to her penchant for roleplaying.
Putting aside everything else good or bad, this show is worth watching
just for Tensai.
The show also has an interesting backdrop and plenty of compelling plot hooks going for it. In fact, I would say that it has too many plot hooks going on. If there's one problem I have with Nanana's Buried Treasure, it's
that it bites off far more than it can chew. What could have easily
been an enjoyable, well-paced and fleshed out story about a group of fun
characters hunting down the Nanana Collection has inflated into a show
with more going on than it has time to address in the 11 episodes
ostensibly allotted to it. We don't know who murdered Nanana. Juugo
has a past he's running from. There are characters who are connected to
him in ways the show has yet to properly explain. And in the shadows
of the plot sits a possible antagonist who has yet to show himself. And
that's putting aside any character development that has yet to be
carried out. We're more than halfway through the season and this show
is still introducing new plot strings.
To reiterate, Nanana's Buried Treasure
is a great show so far. It's paced well, it has a great cast and truth
be told, it's not like all these plot strings aren't interesting. It's
just that without a continuation, we're headed towards a non-ending
filled with loose ends and undeveloped characters. I'm not criticizing
the show; I'm worried about it.
Spring 2014 Anime: Captain Earth
I don't usually watch ongoings. In fact, before this year the last time I kept up with an ongoing anime was probably Gundam 00 back in 2007. A few months ago however, a series of events led me to end up giving Buddy Complex a shot. I was glad I did, so starting with Spring 2014 I decided to look into some other weekly anime. Most are now about 6-7 episodes in, which is the halfway mark for a single-season show. Here's what I checked out.
Captain Earth comes from the same dudes that made Star Driver, and it shows. The above description may have sounded like some kind of silly mecha comedy in the vein of Nadeisco or Vandread, but the writers play it completely straight. Just like Star Driver--which you'll recall was a show that managed to have its MC go by the title "Galactic Pretty Boy" and avoid ever acknowledging how absurd that is--Captain Earth is actually fairly grounded despite how frivolous it seems on the surface. Even though they have their fun times, these kids realize the gravity of the situation, and as of this writing Daichi has come quite close to being killed every time he's deployed in the Earth Engine.
Again, just like Star Driver, Captain Earth is in a strange juxtapositon where on a moment to moment basis it's enjoyable and easy to follow, but on the whole it uses such an incredible amount of jargon (even for a mecha show) that its overall plot can feel impenetrable at times. Get this: the aliens are known as Planetary Gears, and infiltrate Earth using genetically engineered bodies called Designer Children. As Designer Children, the Planetary Gears take on their true form (known as Kiltgangs) using a cockpit machine called a Machine Goodfellows. Both the Earth Engine Impactor (which Daichi commands using his Livlaster) and these Kiltgang are powered by Orgone Energy, which is connected to libido. As long as the Planetary Gear's Ego Blocks aren't destroyed, they can essentially live forever.
Did you get all that?
Technically, this is a problem; Captain Earth is stuck way too far up its own butt. But to be honest, I don't really mind. Because at the end of the day, Captain Earth is still an enjoyable and entertaining show if you just roll with it. The cast shows a lot of potential; Hana is one of the more endearing characters of the season, Akari's constant attempts to steal the show are fun to watch, and Daichi can be surprisingly unpredictable at times, in a good way. The assembly sequence for the Earth Engine is super exciting, and the animators seem to know it, as it is present in in the opening and is always shown without fail when Daichi deploys. If you've seen Star Driver, this is nothing new; Tauburn's dazzling entrance should be etched into your mind.
Overall, this is a recommendable show. Its pacing is a bit slow at times--which hurts this series in particular because there are so many unknown terms and concepts thrown at you from the outset--but that allows for strong character moments. And with 26 episodes planned, they've got time to spare.
Captain Earth
Earth is being threatened by a race of aliens who are stranded near Saturn and want to drain humanity of all its libido so they can fuel their spaceship. Standing in their way is main character Daichi, who unwittingly finds himself in the pilot seat of the Earth Engine Impactor, a humongous space robot built to fend off alien attackers. He's joined by his longtime friend Teppei, a cute girl named Hana with a mysterious past, and the Logical Magical Girl Akari.Captain Earth comes from the same dudes that made Star Driver, and it shows. The above description may have sounded like some kind of silly mecha comedy in the vein of Nadeisco or Vandread, but the writers play it completely straight. Just like Star Driver--which you'll recall was a show that managed to have its MC go by the title "Galactic Pretty Boy" and avoid ever acknowledging how absurd that is--Captain Earth is actually fairly grounded despite how frivolous it seems on the surface. Even though they have their fun times, these kids realize the gravity of the situation, and as of this writing Daichi has come quite close to being killed every time he's deployed in the Earth Engine.
Again, just like Star Driver, Captain Earth is in a strange juxtapositon where on a moment to moment basis it's enjoyable and easy to follow, but on the whole it uses such an incredible amount of jargon (even for a mecha show) that its overall plot can feel impenetrable at times. Get this: the aliens are known as Planetary Gears, and infiltrate Earth using genetically engineered bodies called Designer Children. As Designer Children, the Planetary Gears take on their true form (known as Kiltgangs) using a cockpit machine called a Machine Goodfellows. Both the Earth Engine Impactor (which Daichi commands using his Livlaster) and these Kiltgang are powered by Orgone Energy, which is connected to libido. As long as the Planetary Gear's Ego Blocks aren't destroyed, they can essentially live forever.
Did you get all that?
Technically, this is a problem; Captain Earth is stuck way too far up its own butt. But to be honest, I don't really mind. Because at the end of the day, Captain Earth is still an enjoyable and entertaining show if you just roll with it. The cast shows a lot of potential; Hana is one of the more endearing characters of the season, Akari's constant attempts to steal the show are fun to watch, and Daichi can be surprisingly unpredictable at times, in a good way. The assembly sequence for the Earth Engine is super exciting, and the animators seem to know it, as it is present in in the opening and is always shown without fail when Daichi deploys. If you've seen Star Driver, this is nothing new; Tauburn's dazzling entrance should be etched into your mind.
Overall, this is a recommendable show. Its pacing is a bit slow at times--which hurts this series in particular because there are so many unknown terms and concepts thrown at you from the outset--but that allows for strong character moments. And with 26 episodes planned, they've got time to spare.
Sunday, May 25, 2014
Spring 2014 Anime: One Week Friends
When I read the premise for One Week Friends, I was kind of excited. I anticipated a dramatic story about tragedy. So far however, One Week Friends has generally been neither dramatic nor tragic, which was disappointing at first but also pleasantly surprising.
One Week Friends largely revolves around two main characters; Yuuki Hase and Kaori Fujimiya, both high school students. Hase is a somewhat socially inept (but not any more than you'd expect anyone his age to be) but kind young man who notices that one of his classmates, Fujimiya, is always alone and seems to have no friends whatsoever. Steeling himself, he confronts her and asks her if they can be friends (in a manner normally reserved for romantic confessions, I might add). She refuses.
Hase isn't so easily dissuaded however, and after some persistence he manages to convince Fujimiya to stop distancing herself from him. After further interaction, she slowly reveals that the reason she avoids relationships with others is to prevent hurting their feelings. You see, Fujimiya has a mental condition that limits her ability to remember her friends to a single week. Each Monday she wakes up with no recollection whatsoever of anyone that she has befriended in the past week. Naturally, this has made it quite difficult for her to maintain friendships, and so she has long since stopped trying, and for the benefit of others tries to avoid getting too close to anyone.
However, Hase isn't ready to give up. He wants to help Fujimiya and prevent her from feeling lonely, even if that means suffering the pain of being forgotten by her every week. One Week Friends follows his efforts to cure Fujimiya's condition while also gradually reintroducing her to the concepts and activities that come with friendship and social interaction.
Truly, this is the setup for a gutwrenchingly sad and depressing show (a la Ef), but One Week Friends is neither. Instead, it takes a refreshingly optimistic approach that is both lighthearted and realistic. It can be serious, but is never depressing and rarely sad. Further, the cast--though small--is quite strong. Hase can be infuriatingly clingy and foolish at times, but his heart is generally in the right place. And he has his friend Shougo to keep him in line. The straight man to Hase's idealistic tendencies, Shougo is a straight shooter who will never bullshit you, even if that means telling you something you don't want to hear.
So far, my only problem with One Week Friends has been the nature of Fujimiya's illness. It's an oddly specific condition that only targets friends; acquaintances, family members and anyone else she knows are unaffected. The problem here is that friendship is an inherently nebulous concept. At what point are you close enough to Fujimiya to be a candidate for her to forget you? How do romantic relationships factor in? Questions like these plagued me throughout the show, and though it has begun to expand on the origin of this condition, it's hard for me to shake the feeling the writers are exploiting its vagueness.
One Week Friends is an uncomplicated show with a lot of heart and boundless optimism that even extends to its colorful visuals and simple art style. I'm still disappointed that someone isn't crying their heart out every other episode, but I'm also very interested to see where it goes instead.
Saturday, February 8, 2014
Tales of Xillia
Tales of Xillia takes place in a world where humans are able to perform magic by subconsciously interacting with, or channeling spirits. Some are better suited to it than others, however, which leads to the development of technology known as ‘spyrix’ that allows even people without channeling talent to perform magic. The difference here however is that this technology kills spirits instead of simply channeling them. Enter Milla Maxwell; otherwise known as Maxwell, the Lord of Spirits (series veterans might recognize that name). Investigating spyrix, Milla takes on a human form and travels to the city of Fennmont, where humans are said to be developing a massive magic weapon that uses spyrix on a large scale. It’s here that she encounters Jude Mathis, a young medical student. Milla fails to destroy the weapon however, and both her and Jude are ousted from Fennmont. Her resolve is unshaken however, and with Jude accompanying her, the two begin their quest to stop the spread of spyrix technology, encountering a host of companions along the way.Xillia is interesting in that it features two different characters sharing the protagonist role: Jude and Milla. When you first start the game, you’re asked to choose between the two. This might give you the impression that you’re in for two entirely different stories depending on who you choose, but don’t be misled; for the most part, Xillia only has one story to tell. The choice is less about picking a story and more about picking a perspective. Because Jude and Milla begin their stories at different points, it does dictate how you’ll spend the first couple of hours, but throughout most of the game Jude and Milla are in the party together, and thus their ‘stories’ progress in parallel. In a way this makes the choice of who to choose feel superficial, but there are points when the two are separated, and there’s just enough content such as this exclusive to each character to make it worth playing through the game a second time if you’re invested in the world of Xillia. And if nothing else, it’s an interesting design choice.
I usually look forward to meeting party members when I play a Tales game, but for the most part the core cast of Xillia didn’t stick out for me. Jude is, for the most part your average Tales protagonist, though I’ll give him credit for being just a bit more intelligent and levelheaded than many of his predecessors. Jude’s biggest problem however is one you might have guessed at while reading the premise of the game; he doesn’t have a good reason to be on this journey. He latches onto Milla initially out of some naïve crush, but for the first two thirds of the game if you were to ask him why he was there, he wouldn’t be able to give you a good answer.
Most of the others fill general character archetypes for me. Leia is Jude’s energetic and upbeat childhood friend. Rowen is an old, retired war strategist who is wise but can also be a bit perverted at times. Milla is a woman on a mission, and thus tends to come off as all business, but she has a playful side and can be surprisingly narcissistic, particularly about her hair. Alvin is just a bad character, for reasons I shouldn’t spoil.
On the plus side, I did grow to like Elize quite a bit. A young girl with a tragic past, Elize is shy and well mannered, but that’s in sharp contrast to Teepo, her talking, floating doll. Whereas Elize is polite and even withdrawn at times, Teepo is brash, talkative, and completely tactless. The two are an inseparable pair, which makes for a fun and often-hilarious dynamic.
Though I wasn’t impressed by Xillia’s party members for the most part, the supporting cast is surprisingly strong. Eventually Jude and Milla find themselves clashing with a man known as Gaius. Though he is essentially the antagonist of the game, Gaius is not a bad person, much less evil. A king trying to unite a world threatening to destroy itself, his goals are noble, and at times you might even find yourself wondering why you’re fighting him when you could be working alongside him. Jude certainly does. Gaius’s chief underlings, known as the Chimeriad, are also an interesting bunch. From Jiao--a big man with a good heart--to Agria—a young girl who’s seen more of the world’s terrors than anyone her age ought to have—they’re even more diverse and generally better written characters than the core cast is. You’ll meet others as well, such as Driselle and Gilland, who the writers seem to have given almost as much devotion as the protagonists.
Progression in Xillia is handled by a large web called the lilium orb. Akin to Final Fantasy X’s Sphere Grid or even Final Fantasy XIII’s Crystarium, you unlock stat gains, perks and new artes on the lilium orb using points gained by leveling up. The open-ended nature of the lilium orb does give you a good sense of freedom, but each character’s lilium orb is tailored in such a way as to encourage the prioritization of certain stats over others. For those that don’t want to be bothered at all, you can set the lilium orb to automatically develop itself as you level up.
Xillia’s themes of duality extend to its combat. The game’s battle system--known as the “Dual Raid Liner Motion Battle System”—integrates the CC system used in Tales of Graces (and Eternia) into the more traditional TP system that the series typically uses. What this means is that each character has a certain number of ‘AC’ (Assault Counter for those that care) to spend on attacks. This is in addition to TP, or mana that fuels their special attacks, known as artes. Every attack, whether it’s a simple physical attack or an end-game arte, costs one AC to use. Once you’re out of AC, you have to wait a second or two for the counter to reset before you can start another combo. What’s interesting however is that for the first time to my knowledge, physical attacks are now completely interchangeable within a combo with artes.
In previous Tales games that used TP systems, the basic idea when attacking was to soften up foes with basic physical attacks, before finishing with an arte that consumed TP. Fighting efficiently, the sequence was always physical attacks followed by artes. That doesn’t have to be the case with Xillia. Here you can use physical attacks and artes in whatever order you please. Artes are still limited by TP, but now you can start a combo with them, or pepper them throughout your combo, rather than simply waiting until the end. And because AC fully recharges instantly after a moment of inactivity, you never have to stay out of the action for long. Xillia adopts specific mechanics of both the CC system and TP system. Physical attacks restore TP, allowing you to do more artes. Hitting weaknesses and playing well nets you a temporary boost to AC, allowing you to carry out longer combos. It’s a beautiful fusion, where the two systems meet and feed into each other in a smart and natural manner. And the result is you have a combat system that is, in at least some ways, more flexible than ever before.
Xillia also introduces the Link System, which allows two characters to link up and fight as partners in the heat of battle. Linking with characters has a variety of benefits. Characters linked with you will generally stay close to you, and will either cover your back (especially useful for casters) or join you in combos. They’ll also give you a friendly wake up slap if you find yourself stunned. In addition to the general benefits, each character has a unique link perk. Rowen, for example will automatically guard you against magic. Leia will steal items from enemies that you knock down.
Most importantly however, linking gives access to Link Artes. Every character pair has a set of artes that, when used together, allow them to combine their abilities. Leia and Elize can combine Cure and Nurse—two powerful healing artes—to use Revitalize, which bathes the entire arena, curing every party member of any ailments and healing them to maximum health. Jude and Milla can team up to use Ruination Fangs, an aerial combo where the two attack in fierce tandem.
The Link System isn’t without its drawbacks, however. Most notably, the number of link artes that can be performed is drastically skewed towards Jude and Milla, who share more Link Artes by far than any other character pair in the game. This is especially noticeable when most pairs that don’t include Jude or Milla only have three Link Artes, whereas Jude and Milla share nearly a dozen.
Further, the Link System simply doesn’t work in multiplayer. The AI will always control link partners, so linking to someone controlled by another player will actually force the AI to take control away from them so they can follow their routine as a link partner. This means that you outright can’t use the Link System with four players, and with 2-3 you’d be stepping on each other’s toes.
Overall, Xillia’s combat system feels smartly designed and fun to play around with. More than ever before I find myself experimenting with every character because each one of them is fun to play as in their own right. Milla is perhaps the coolest implementation of the traditional ‘magic swordsman’ (a la Zelos/Kratos or Richard) I’ve yet seen in the franchise. She has a number of offensive spells, but she can convert them into melee attacks to use in tandem with her other artes. By carefully timing his dodges, Jude is able to sidestep enemy attacks and move behind them to deliver fast combos that hit hard (think of it as being similar in concept to Star Ocean 4’s Blindside system). Rowen is the party’s black mage, but he’s able to modify his artes after casting them, making each spell a tiny minigame. Elize uses powerful crowd-control spells in addition to being the party’s main healer, but can defend herself at close range using Teepo to chomp on enemies, squash them and blast them away. And there have been smaller, subtler improvements as well, like the way the characters control on the 3D plane relative to the camera angle, or the ability to swap characters out mid-battle, like in Star Ocean. The weakness system is also improved from Graces.
For all Xillia does right in the combat department, the game is held back by inconsistency. I already mentioned how you can see this is in the number of Link Artes (or lack thereof) available to some pairs, but you can also see it in the environments, and even in how the characters play. There are some areas in Xillia that are genuinely beautiful, such as Fennmont. But there are plenty of others that are bland and completely uninteresting. It’s also easy to see that characters like Alvin and Leia didn’t get nearly as much attention as the others, with Alvin’s link ability being rendered obsolete by the existence of artes such as Beast, and Leia’s combat ability simply not being followed through on, to say nothing of how she’s completely outclassed by Milla as a fighter and by Elize as a healer.
The game is also simply not paced well, both in terms of story and gameplay. The plot meanders for about two thirds of the game before suddenly kicking into high gear and stuffing most of its grand twists and developments into the back third. The combat’s basic mechanics are interesting, but not to enough of an extent to keep you engaged until you unlock your second lilium orb—where you’ll find high-tier artes and abilities that really make the combat shine, as well as mystic artes—which doesn’t occur for quite some time.
There is clear evidence that Tales of Xillia was rushed out the gate. It is inconsistent at times, poorly paced, and could have done with a bit more time in the oven. But in truth, the fact that Xillia is not without its significant faults is about par for the course for a Tales game. But generally, Xillia gets it right where it really counts, while making many positive contributions to the core series formula. I play Tales games for the combat and the characters, and in my mind, Xillia gets above average marks in both these areas; even if the characters I ended up caring about weren’t the ones I was expecting.
Monday, January 14, 2013
Zone of the Enders
I finally got around to trying the Zone of the Enders HD
Collection for PS3. After watching a
lengthy (but enjoyable) animated intro, I naturally chose to try the original
Zone of the Enders first, before trying The 2nd Runner. I didn’t know what to expect from Zone of the
Enders. I knew that it had mechs in it,
and that it was a Kojima joint. That’s
largely it.
Essentially, Zone of the Enders takes place in a futuristic
setting where humanity has colonized other planets in the solar system, namely
Mars and Jupiter. Earthlings still reign
supreme however, and the space colonies are largely subject to their rule. Tensions continue to rise because of this,
until all-out war eventually erupts between the two sides. Though Earth has the initial advantage due to
sheer numbers, the discovery of a superior energy source known as Metatron
allows the space colonists (or “enders” as the Earthlings have come to call
them) to develop powerful new weapons known as Orbital Frames. Orbital Frames are—you guessed it—giant
humanoid mechs. The colonists create two
particularly powerful Orbital Frames, called Jehuty and Anubis, but the Earth
forces steal them.
Note that almost none of what I just explained is really
touched on in the game. Zone of the
Enders doesn’t really do much in terms of world-building. Rather, this is a classic game in that you’ll
learn a lot more about the setting and backstory reading the manual than you
will playing through the story.
Zone of the Enders begins just as the space colonists are
invading the colony that Jehuty and Anubis are being stored in, in an attempt
to take them back. In the process, they
basically raze everything to the ground, terrorizing the population. Though the colonists manage to retrieve
Anubis, one little boy named Leo stumbles upon Jehuty and, hoping to hide from
the invasion and chaos, clambers into its cockpit. He accidentally activates the mech and soon
enough finds himself thrust into a mission beyond his understanding.
Anyone who’s seen a Japanese mecha anime will be amazed by
how closely this setup mirrors that of shows like Mobile Suit Gundam;
particularly SEED and 0079. A war
between the spacenoids and Earth; a super-special set of mobile suits designed
to give one side an edge; and most of all, an insufferable boy protagonist who
ends up with one of said super-special mobile suits.
There are some interesting things to Zone of the Ender’s
plot, though. Though the space colonists
are portrayed as an entirely villainous lot in the game, by and large they’re the
underdogs here. Furthermore, Jehuty and
Anubis share a fun dynamic, always ending up on opposite sides of the conflict,
and seemingly fated to fight each other, despite being developed for the same
purpose.
None of this is to Zone of the Ender’s credit though,
because none of it is explored in the actual game. The classic red vs. blue rivalry between
Jehuty and Anubis is only hinted at right at the end of the game, and as
mentioned previously, everything about the setting and premise was derived from
the manual, not the game.
Instead, during the actual game you get a much more focused
plot that has Leo being tasked with delivering Jehuty to the transport vessel
Atlantis in one piece, encountering plenty of obstacles along the way. Such obstacles include a large microwave
barrier, an army of remote-controlled Orbital Frames, and a snooty ace pilot
who is also one of only perhaps two worthwhile characters in the game; the
other being Leo. ZoE’s cast is already
quite small, but most of the few characters introduced ultimately play little
or no role, such as Leo’s childhood friend Celvice, and the big boss of the
space colonists and eventual pilot of Anubis, Nohman.
So not only do we have a cookie-cutter plot mostly populated
with empty characters, but we also have a cookie-cutter plot that ends rather
abruptly. After a little over five
hours, Zone of the Enders throws you against a final boss that is unbeatable by
design, and then it ends.
Zone of the Ender’s primary saving grace is its combat,
which is not only fun, but at times nothing short of riveting. The controls are a bit odd and took some
getting used to for me, but at its heart ZoE is a hack and slash affair.
Each of the handful of environments in the game are
patrolled by squads of enemies. Get too
close and they’ll attack on sight, and battle begins. Jehuty has two combat modes that it
automatically switches between depending on how close you are to the opponent you’re
locked onto. At melee range it uses its
fold out blade for hacking away at enemies.
Backing into longer range causes it to switch to its wrist-mounted
blaster. In addition to regular attacks,
you have burst and dash attacks, each with melee and long-range variants. Burst attacks—consisting of a Spirit
Bomb-like orb of energy at long range and a spinning slash at close range—take
a moment to charge up, but are unblockable and do more damage. Dash attacks—an extremely quick side swipe in
melee and a burst of homing lasers at range—are quick and keep battles moving
at a swift pace. Jehuty can also guard
and grab enemies, and the two abilities share the same dynamic you’d expect:
guarding blocks most attacks but is vulnerable to grabs.
In addition to its standard moveset, Jehuty can also equip a
variety of sub-weapons found throughout the game. These have limited ammo, but give you a bit
more versatility. For example, Phalanx
is a short-range bullet sprayer with a wide spread. Halberd is a sustained beam attack that cuts
through enemies easily, but is slow and unwieldy. Geyser throws out a set of pods that emit
lasers upwards, setting up a trap. There
are about a dozen different sub-weapons to find and pick up, some of which are
integral to progression, like the Decoy ability that allows you to avoid
getting killed in one shot by one of the later bosses.
Bosses aside, there are only three types of enemies in the
game. But with one exception, these
enemies have a similar moveset to your own (particularly at higher levels),
being capable of guarding, grabbing, and burst and dash attacks. Initially, enemies use only basic attacks and
simple strategies, but as you progress through the game, both the AI and its
repertoire of attacks and strategies expand, offering more challenge. By the end of the game, nearly every enemy
encounter can feel like a dance with death, forcing you to constantly stay on
the move and use each ability at your disposal to avoid being surrounded or
otherwise outmaneuvered. Zone of the
Enders teases you with the prospect of exciting one on one boss battles with
rival Orbital Frame pilots, but in reality this only happens three times, and
only one of them is a battle in the traditional sense.
With only a few exceptions, all of the environments in Zone
of the Enders look bland. The CG cutscenes
are also pretty bad, and while it’s not fair to judge them by today’s standard,
I do wonder if Konami (or High Voltage, who developed the port) couldn’t have
done a better touch up job. The one
facet that stands above what is mostly a visually mediocre game is the mecha
design, which is interesting.
Unfortunately, as very few Orbital Frames aside from the enemy grunts
show up in the game, once more I can’t give Zone of the Enders a lot of credit
for it.
Overall, Zone of the Enders feels like a low key game. I understand now why people often see it as a
tech demo. The combat is great, but
outside of that there’s just not much to it.
Monday, December 17, 2012
Hitman: Absolution

I’m pretty new to Hitman.
A long time ago, I saw a lengthy gameplay walkthrough for Absolution,
which honestly made the game look pretty damn rad. So, partially out of interest in the series
and partly out of interest in Absolution, I picked up Blood Money during
Steam’s Summer Sale. It’s a great game,
though flawed in minor ways. There’s
something really satisfying about the open nature of Blood Money, where you’re
spawned in a level and asked to seek out and kill one or more NPCs however you
see fit and make it out alive. Hitman
games challenge you to be more than a simple mercenary though, gunning your way
to your query. They encourage subtlety,
making your kills discreet or even look like complete accidents. As they describe the game’s highest score
ranking, Silent Assassin, the best Hitman is one who leaves no effect on the
world around him.
Hitman: Absolution is not like Blood Money. And from what I’ve seen of previous Hitman
games, it’s not like Hitman in general.
Just as in all previous games, in Absolution you play as
Agent 47, a top tier hitman employed with The Agency, some sort of paramilitary
organization that contracts hits on the scum of the world. 47’s been tasked with killing Diana Burnwood,
who has betrayed the Agency by making off with one of the organization’s vital
assets: a young girl. The problem is
that Diana was 47’s former handler, and the closest thing to a friend he’s ever
had. As someone who was also raised in a
lab, the normally all-business hitman takes pity on the girl. Swayed by Diana’s attempt to save the girl
from a similar upbringing, 47 goes rogue, taking her with him to safeguard her
from the Agency. Seeking to find out
precisely what it is that makes the girl so important, he soon finds himself in
trouble with the law and chased by a sinister industry magnate who also wants
her. What results is essentially an international
manhunt, where everybody wants both the girl and 47’s head.
But let’s face it: the plot of Absolution isn’t really that
good or interesting. It does a great job
stringing together gameplay segments, but you’ll never find yourself expecting
much more than that. Instead,
Absolution’s narrative strength resides in its presentation. The game takes place in a serious world
filled with dark themes, touching on corruption of the law, drugs, and the
seedy underbelly of industries and corporations. This is not a cheerful setting in the
slightest, and yet there is an element of mature humor that constantly
permeates the game experience. You meet
a corrupt sheriff who spends his free time on the receiving end of a whip from
his dominatrix, for example. One of your
targets—due to an unfortunate childhood experience—hates pigs, and has taken to
doing his job testing landmines by releasing a herd of pigs to run across a
fake setup and get blown to bits.
This humor is more evident than ever in the many NPC
conversations you’ll overhear. The very
first one you hear is from a guard talking on the phone, overjoyed to hear from
his doctor that he does not in fact have prostate cancer. He happily claims that nothing can ruin this
day before you pull him out of a window, sending him careening into the rocks
below. While on the lam, you might
overhear a cop making a vain attempt to question a mentally retarded hobo about
your whereabouts. Midway through the
game you’ll encounter a wrestler who fervently believes that his stuffed teddy
bear is a lucky charm, and will whine and complain to his coach and managers if
you steal it.
Absolution’s presentation extends to its visuals, which are phenomenal. There is an ever so slight filter applied to
the graphics that gives the world a constant and subtly oppressive look. On PC, the game does lighting and depth of
field like no other game I’ve ever seen.
When you open a door from a deserted alley and find yourself facing a
hugely crowded plaza, it feels just like it would to have all this new
information suddenly flooding your eyes.
There is a moment midway through the game where you find yourself
emerging from a desert cave in broad daylight, and as you pass through the
cave’s mouth, you’re temporarily blinded by all the light hitting your
face. Textures are also detailed and the
modeling work is very good. The only
facet that is weak in comparison is the animation, which is good but not
exceptional like the lighting. It is
overall a very good looking game, however.
The core of Absolution—the gameplay—doesn’t shine as
brightly as its exterior elements, however.
To begin with, Absolution is structured differently from its
predecessors. Whereas in past entries
you had the entire level open to you, and your only goal was to accomplish your
objective and take the designated exit before moving on to the next level,
Absolution is generally more linear.
Levels are fragmented, and there are plenty of gameplay segments where
your objective is simply to get to the end of the level alive (and ideally
without being seen). Furthermore, levels
vary wildly in their construction. There
are some levels that could have been plucked right out of Blood Money, so
similar are they in structure to Absolution’s predecessors. Some gameplay segments task you with killing
someone, but many do not. In many
segments you’re simply passing by, or trying to accomplish something else, like
disabling security measures or evading law officers. This gives the game a feeling of
inconsistency; like they knew what direction they wanted to go in with the
series but didn’t go all the way through it.
It should be noted that I’m not really saying that the levels themselves
are bad. In fact there are some that are
downright brilliant, such as one that has you hunting three targets across an
entire neighborhood, or another that has you stalking targets in tall corn
fields under a clear starry night. It’s
the overall structure of the game that comes off as feeling slapdash to me, not
its components.
This issue is nonexistent in the game’s Contracts mode,
however. Separate from the main campaign,
in Contracts all of the game’s environments and scenarios are available to play
through individually. The difference is
that here you can play through them however you like. You kill whoever you want, using whatever
tools and disguises you want. These
parameters (who you killed, what you used to kill them, etc.) are then used to
set up a custom mission, or contract that other players can then go through,
attempting to one-up your score in the process.
It’s basically a combination of a level editor and H-O-R-S-E. Not only is Contracts a brilliant twist on
the concept of creating and sharing your own levels, by focusing on individual
levels it escapes the inconsistency present in the story mode.
The game’s structure isn’t the only thing that’s
changed. The core gameplay has been
refined in some ways and revamped in others. For the most part, I like what they’ve
done. Absolution controls better than
any other Hitman, for one thing. The
series has always had trouble wrapping its gameplay mechanics around a decent
control map, but I think with Absolution they’ve managed to change that, and
largely without relying on QTEs, which is admirable.
Furthermore, as a stealth game Absolution does a good job of
keeping you informed about your situation.
UI elements like an arrow indicating NPCs that are onto you are
standard, but you also have a minimap that color codes each NPC by their level
of suspicion, so you know at a glance how information about you might be
spreading. You’re able to summon
tooltips telling you things like the current capacity of storage containers
(they’re able to hold two bodies now), the access level for areas you’re
looking at (in case you’re about to cross an invisible line), and even what a
disguise is, before putting it on. The
new Instinct mode—not unlike Detective Vision in the recent Batman games—allows
you to see enemies through walls, and will even trace the path an NPC is
walking, allowing you to immediately predict their route. The Instinct mode also allows you to use
Point Shooting, which is a feature lifted straight out of games like Splinter
Cell Conviction and Red Dead Redemption, allowing you to mark and execute
targets with increased precision.
Finally, Instinct mode makes you immune to having your disguise
detected; causing 47 to discreetly pull down his hat or hunch his shoulders,
deflecting suspicion. This last bit is
pushing suspension of belief, but alas, videogames.
Instinct mode sounds like and often is a crutch, but its use
is limited. How limited depends on what difficulty you’re playing on, but in
general you’ll find the ability to use Point Shooting and hide your disguise
limited by a meter, which depletes during use and is regenerated mainly by
accomplishing objectives. However, the
higher you go in difficulty, the more restrictions you’ll find placed on not
only Instinct mode, but the play experience in general. The highest difficulty—Purist—does away with
both Instinct mode and the UI (only the crosshair is spared), in addition to
boasting the most enemies and the fastest detection rates.
Hitman has always been about a different sort of stealth
than most in the genre. Whereas series
such as Metal Gear and Splinter Cell required you to hide in the shadows and
duck behind walls and around corners to stay undetected, Hitman’s is more of a
social brand of stealth; being invisible in plain sight. To this end, disguises have always been an
integral part of gameplay. In past games
it was pretty difficult to get far without a disguise of some sort.
The disguise system has been changed in Absolution. You can still knock out dudes and take their
clothes, letting you pose as them, but rules governing how NPCs detect you are
different. Now, only NPCs wearing the
same clothes (and thus likely of the same profession) will be able to see
through your disguise. All others will
be none the wiser. As GameTrailers’
review succinctly puts it, it makes sense…except for when it doesn’t. For example, it makes sense that, while
infiltrating a laboratory using a scientist disguise, only fellow scientists
would be able to see through my disguise.
It doesn’t make sense however, that a street vendor would be able to see
through a street vendor disguise, does it?
Especially not when his stall is on the opposite side of a crowded plaza
from my stall. Furthermore, NPCs are
able to see through your disguise from unbelievable distances. Essentially, establishing line of sight tends
to be all you need to be in danger of having your cover blown, even if someone
is standing on the other side of a street.
I found that all of these changes discouraged me from using the disguise
system at all. It doesn’t help that it’s
not often you encounter an area where it’s particularly difficult to just sneak
through the old fashioned way.
Ultimately, I found it difficult to play Hitman: Absolution
entirely like a Hitman game. The moment
I stopped trying to use disguises and just played Absolution like a
straightforward stealth game was when I immediately found the game to be more
enjoyable. And frankly, as a
straightforward stealth game it’s pretty great.
But the problem is that’s not how you should have to play a Hitman game.
Monday, December 3, 2012
XCOM: Enemy Unknown
A city terrorized by aliens.
The report came in while I was in the middle of some important
research. I’d have preferred to ignore
it, but you don’t get to choose when duty calls. The team I deployed was a bit
unfamiliar. Lion and Buster were in Psi
training, so I took to the opportunity to give some new recruits a shot,
including a promising Support gal the team had nicknamed “Mother Bird” for her
handy use of Medikits, and the new Hover S.H.I.V. heavy weapons platform the engineering
guys had cooked up. Sheriff would head
the team, just as she always did.
It was a civilian evacuation mission; things went well at
first. A two-story building, looked like
most of the action would take place inside.
Mother Bird would head around back with the S.H.I.V., scooping up any
civilians they came across. Sheriff and
Ace would go right for the front doors; Sheriff in particular always had a
tendency to jump into the frying pan.
We cleared the first floor with little incident. I should have regrouped before storming the
second floor, but I was confident from the mission’s progress so far. Mother Bird and the S.H.I.V. climbed the stairwell
and ran right into a squad of Mutons and Berserkers. It would be a couple turns before the others
were in a position to assist. By then, the
S.H.I.V. had been smashed to pieces, and a Berserker had shattered clipped
Mother Bird’s wings. That evening I lost
a great soldier, and it was entirely my fault.
Despite the presence of an overarching plot, it’s personal
narratives like these that form the heart of XCOM: Enemy Unknown.
Aliens have invaded Earth.
People are being slaughtered or worse, abducted. You are the commander of XCOM, an
international coalition formed to combat the alien threat. To do this, you’ll need to hire, train and
maintain a diverse contingent of troops and regularly deploy them to various
locations across the world to complete missions, while simultaneously
developing your facilities to keep pace with the growing threat, upgrading your
equipment, and researching alien artifacts.
Gameplay in XCOM: Enemy Unknown is comprised mainly of two
aspects. When you’re not on missions,
you’ll spend your time overviewing XCOM headquarters. From here you can conduct most of your business
as commander of the base. You can research
everything alien—from artifacts and technology recovered on the field, to
corpses and any aliens you manage to capture alive—in the research lab. Research works very much like it does in the
Civilization franchise, where you assign one thing for the lab to work on, and
wait for it to complete before assigning another. The fruits of your research come to life in
the engineering section, which is where you’ll build and upgrade all of your
equipment—including guns, armor, ships, and satellites—and your base
facilities.
Your soldiers reside in the barracks. Here you can view each of your soldiers
individually, as well as customize everything from their looks and name to
their equipment load out. Disappointingly
however, the ability to change your soldier’s armor colors is relegated to
DLC. Soldiers come in four classes:
Sniper, Heavy, Assault, and Support. Snipers
utilize sniper rifles to strike from far away. Heavies use a combination of a light machine
guns and rocket launchers to keep enemies suppressed and at bay. Assaults are designed to jump directly into
the fray with their shotguns. Supports
specialize in field assistance with smoke grenades, enhanced Overwatch, and
better, more efficient Medikits.
The more you use your soldiers, the more you’ll find them
carving out individual reputations for themselves. New recruits will be classless, but after a
mission or two you’ll discover their aptitude for one class or another. From there, each class has a tree of perks
that you’re able to progress through as that soldier gains promotions through
experience in the field. Soon enough
they’ll have their own nicknames, and you’ll find yourself building a narrative
and backstory for each soldier. They
become more than just units to command; they become characters in your
story. Sharon “Sheriff” Roberts wasn’t
just any Canadian soldier. She was a badass;
someone the others could look up to on the battlefield. She would leap into every battle and laugh in
the face of danger. Luck was always on
her side. Joan “Lion” McIntosh started
as Kitty, but when we saw how sharp her claws really were, she was renamed “Lion”. Everyone knew that someday she could be the
next Sheriff. Soon enough, my soldiers
became more integral to the plot than any of the other characters that would
appear in XCOM’s occasional cut scenes, and that’s something I really came to
admire the game for.
You can view your current progress and objectives in the
Situation Room. Here, you have a world
map and a listing of every country enrolled in the XCOM program. As you neglect countries, their panic level
rises. If a country is allowed to reach
maximum panic, they will withdraw from the program, taking their financial
support with them. The Situation Room
also allows you to launch any available satellites at your disposal to monitor
a country. Having a satellite over a
country not only increases the amount of money and resources that country gives
you each month, but it also decreases its panic level.
Satellites also often pick up flying UFOs, in which case you
have the option of launching interceptors to try and shoot down the UFO. If they succeed, the UFO is downed and you can
proceed to send in a team of soldiers to sweep the area. I’ve found this metagame to be the challenging
aspect of the game, however. Just as the
enemies grow in power and number as you progress through a campaign, so too do
the UFOs you encounter. Developing and
maintaining an air fleet that is both large and powerful enough to consistently
deal with any detected UFOs is extremely costly and time consuming, and whether
or not it pays off in the long run is questionable. I’ve had to ignore a number of UFOs, simply
because I knew that my planes wouldn’t be able to down them.
Nearly everything in XCOM: Enemy Unknown takes time. It takes time to research things, it takes
time for wounded soldiers to heal and for new recruits to arrive, and it takes
time to build and launch satellites, among many other things. It even takes time to swap the weapons on
your interceptors. You’ll have to pass
the time in Mission Control, scanning for alien activity. Every few days you get an alert. Sometimes it's a bomb that needs to be
disposed of, or a VIP that needs to be evacuated; other times it's a UFO picked
up by a satellite. Whatever it is, if you’re
lucky it will be only one instance. But
more often than not, it will be multiple simultaneous abductions occurring in
different parts of the world. You can
only deal with one, and the countries you ignore will have their panic level
rise. Whatever you choose (unless it’s
to ignore the contact entirely), you’ll then pick your squad and their loadout,
and deploy to the area in question.
Combat in XCOM is a turn-based strategy affair. Each soldier has two movements they can use
per turn. Once you’ve moved all of your
soldiers, your turn ends, and the aliens have their turn, and so on. Though you’ll most frequently just be using
your movements on moving and firing, units have a variety of actions they can
use; many are class-specific, others much more general. All units are able to use an ability called
Overwatch, which sacrifices your remaining actions for the ability to
automatically shoot at any enemy that moves within a unit’s sight range, albeit
with lessened accuracy. Heavies and
Supports can use Suppression, which pins an enemy down, lowering their accuracy
and also grants the soldier suppressing a free Overwatch shot if the enemy
moves. Snipers can use Headshot, which
is a normal shot with a substantially higher chance of critical damage.
Let’s get this out of the way: XCOM is a difficult game. You’re given all the control you’d expect from
being commander, but also all of the weight and responsibility. If you make a mistake, however slight, those
are consequences that you’ll have to deal with.
Even something as seemingly minor as a soldier advancing just one tile
farther than he/she should have can lead to disastrous situations. Soldiers that you’ve grown to like and invest
in can die, and at some point almost certainly will. Missions with everything banking on them can
be failed. The game will move on. A string of bad decisions can lead to
outright failure in XCOM; the aliens will have won, and it will have been
entirely your fault.
You’re frequently both outgunned and outnumbered in XCOM,
which means that every move you make has to be thought out. Every option must be weighed before taking
action, lest that action be the last one that soldier ever makes. This is a strategy game; if you don’t think
strategically, you will lose. Even if
you do think strategically, sometimes you’ll still lose. Even the best-laid plans can fail, after all.
For an internationally funded paramilitary organization,
XCOM is tragically under-supported, which means this element of pressure and
responsibility permeates the entire game experience, not just combat. Though you’ll pick up some extra bits of
pocket change doing missions and selling spare alien artifacts, your main
source of income arrives on a monthly basis, when all of the countries still
enrolled in the program chip in to send you more staff and money. But it’s never enough. The battlefield
isn’t the only place you’re constantly forced to make hard decisions in
XCOM. Hard choices await you in the
research lab, in Mission Control, and perhaps most tragically, in the
ledger. All the time you’ll find
yourself presented with a choice between things to buy; things to invest
in. You need all of these things if you want to keep up with the alien
threat. But too often, you can only
afford one of them. Every decision requires you to consider the
cost of each option and weigh it against how long it will take to bear
fruit. For example, it’s absolutely
crucial that you regularly buy more satellites, as that increases the amount of
money you get. But satellites take
almost a month to build, and still more time before they’re operational (and
that’s assuming you have the facilities to maintain more satellites in the
first place). You’re throwing money at
something that you won’t see the benefits from for a very long time; money that
could be better used to build things with more immediate utility, like better
equipment for troops, or a new upgrade that would be invaluable on the field,
like larger weapon cartridges or increased squad sizes.
Despite being a game that demands a tactical, systematic
approach to succeed, there is a large element of randomness to XCOM: Enemy
Unknown. Though you can customize them
later on, new recruits’ names, nationality, and appearance are all random, as
are their nicknames. Mission encounters
are largely random, as are the maps and their layouts. Missions and campaigns never go quite the
same way. All it takes is a stray
explosive to blow up a new path and totally change the way you progress through
a map, for example. This has the effect of keeping the experience fresh, but it also introduces a tangible element of fortune and chaos to the gameplay. Sometimes this element works in your favor, like when you nail a shot that only had a 35% chance of hitting. More often than not however, it tends to feel like its working against you, when Heavy's light machine gun not only misses, but the stray fire destroys the cover of one his colleagues, leaving him/her totally exposed. It's times like that where I felt like the game was bending me over the barrel.
XCOM is, overall a pretty looking game. Everything from character animation to object modeling is above average, and the game features surprisingly robust environmental destruction. It runs on Unreal Engine 3, which is evident
enough in its slightly oversaturated effects. The missions
start feeling a bit recycled towards the end of a campaign, but it’s mostly a
non-issue.
What was an issue for me were the bugs. I’ve had the game freeze on me, and clipping
issues weren’t uncommon. I’ve also had
enemies literally spawn right in the middle of my soldier’s ranks, as well as
have enemies disappear right before my eyes, ending the mission early. Most of the time these bugs are either
comical or minor, but still prevalent enough to scare me away from trying the
game’s Ironman mode, which prevents you from saving. It’s one thing, after all to fail a mission
due to my own incompetence, and quite another to fail because the game crashed
on me.
Playing XCOM—whether on the field blasting aliens or at base
conducting regular business—often feels like balancing a series of spinning
plates on your arms and head, where it only takes one movement to cause
everything to come tumbling down. Yes,
XCOM is a difficult game. If you’re not
careful, you will fail at it. You might
fail at it even if you ARE careful. But
it’s also one of the most rewarding games you’ll play this year. When you make the right decisions, and those
decisions pay off, it’s a real feeling of triumph; a victory you achieved all
by yourself, without anyone holding your hand.
*Note - I did not try the multiplayer, but the singleplayer alone was enough to earn the game its score.
*Note - I did not try the multiplayer, but the singleplayer alone was enough to earn the game its score.
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