Wednesday, August 4, 2010

New computer! Macbook Pro 15" laptop

So, having worked all summer, I finally worked up enough cash to buy myself a brand-spanking-new Macbook Pro from Apple. I'd been eying one for a couple years now, and man was it exciting to be able to finally have a computer to totally call my own. I bought the baseline 15" model, with a 2.4ghz CPU, 4gb of DDR3 RAM clocked at 1066mhz, and the other base settings (glossy 1440x900 screen, etc.). It was just over $1,600 from Amazon.

-Form Factor

I've always liked the way Apple engineers their products, and this is no different. The computer is silver and black, made primarily out of aluminum (casing), glass (screen, trackpad, apple sign), and some type of durable plastic (keys, hinge), excluding the internal parts.

Though I'm certainly not going to drop it intentionally, the casing feels sturdy and durable. It also emanates an aura of precision. All of the ports and edges are sharply carved, and the keys sit snug in their places. The speakers on either side of the keyboard consist of extremely small holes; so small that you can't really tell the difference between the speakers and the regular casing by running your finger over it.

The trackpad feels (and is reportedly) composed of glass. It feels extremely smooth to the touch, and is overall easy to use. Rather than include a separate button, Apple made most of the entire pad pushable to use as one button. This takes some getting used to, especially if you're used to pushing a separate button, but it works well with some practice. Actually, only about 75-80% of the trackpad is really effective as button. It seems to have been made to slant down when you push it, so you can't actually press down on the top. Still, after getting used to this approach, it's actually a bit uncomfortable to use other trackpads that have a separate button.

On the right side of computer, you have your ports. From the top down, you have a magnetic charging port, ethernet, FireWire 800, MiniDisplay Port, 2x USB, an SD Card Slot, Audio out, and Audio in. I do have some disappointments with this. First, only two USB ports? It's not horrible, but I think Apple could have put at least one more in. Second, while I very much appreciate the addition of an SD card slot, I kinda wish I didn't have to trade the ExpressCard slot (exclusive to the 17") for it. My third hiccup was lack of a Firewire 400 port. I've been using a 250GB Lacie external drive for many of my important files, and it only uses Firewire 400. It's not a big deal, since an adapter is inexpensive, but still something I found worth mentioning. Finally you also have the batter indicator lights, which have been relocated from the bottom of the computer. They come in more handy than you might think. On the right side, you have the SuperDrive disc drive, and a Kensington lock slot.

Aside from the thumbscoop, the front is mostly bare, save for the infrared port (presumably for remotes). Speaking of the thumbscoop, attempting to open the computer makes it quickly apparent that, instead of a simple latch, the computer is kept closed with the use of what is probably an internal magnet. The sleep light (which gently pulsates when the computer is asleep) is present as well, but you can't see it unless it's on. If you've seen the indicator light on Apple's wireless keyboard, its the same deal here.

One of my favorite aspects of the physical design has proven to be the screen. It's an LED LCD screen made out of glass, so the color simply pops out. Basically, the screen is gorgeous, and looking at it is a pleasure. The view is enclosed within a black border that also has the built-in iSight Camera at the top. Naturally it blends in well. Like on the iMac, a green light comes on when the camera is active. Incidentally, the keyboard is fully backlit.

-Performance

I looked at a few benchmarks before I made the purchase, and was surprised to find that, overall this i5 processor is faster than the 2.8ghz Core 2 Duo present in the predecessor's higher end model. It shows. This laptop is quite zippy, with very little lag (if any) to be found while doing day to day activities such as web browsing, file browsing, and opening programs. From the time you press the power button, it's ready to use in about 40-45 seconds, if you bypass the login option (in which case it's even faster). It's also responsive when transitioning from and into sleep mode, going to sleep quickly after closing the shell, and waking up immediately after opening it. For only mild usage, the system usually doesn't go over 2GB of RAM usage (out of the 4 installed).

The battery is rated for 8-9 hours. That's a bit of a stretch. At mid brightness, mild usage (web browsing, document editing, music playing, etc.) will probably get you 5-6 hours. Seven, if you're good. At full brightness, you lose about an hour. I'm sure you could get 9 hours if you put it at the lowest brightness setting and just played music or typed a document (and turned off Airport and Bluetooth), but it would be a little tight. Basically, if the display is on, you lose at least 2-3 hours off of the rated charge. Still, 5-6 hours is a full evening of use, which is fine by me.

Operating System

This computer came with Mac OS 10.6 Snow Leopard pre-installed, as well as a suite of iLife applications. In true Apple fashion, the OS works closely with the hardware to produce a more efficiently running computer. There's often multiple ways to get something done, which means you always have options. For example, finger gestures open up a world of possibilities. You could, for example, right-click the classic way by holding down control, or you could just click while holding two fingers. You could use the arrow keys or on-screen buttons to maneuver through selections, or you could swipe with three fingers to navigate. You could four-finger swipe to switch between applications, or you could set up Expose to show all your open windows (a surprisingly handy feature, and choose the one you need.

I've also noticed that the Mac OS seems to accomplish certain things much faster than PCs. File transfers to external devices, while taking a fair amount of time on my PC (which is much faster than my Macbook, to be fair) running Windows 7, rarely take longer than a couple seconds on Mac. Whether this is a hardware or software boon (or, in Apple's case, a special combination of both), I don't know. Also, both Airport Extreme and Bluetooth operate very fast, and reliably. Airport connects quickly, and has actually made some progress in renewing my confidence in Wifi (which I tend to dislike).

Mostly carried over from 10.5, Snow Leopard comes packing a lot of little features that add up to a very intuitive experience. The Dashboard serves as a home to many little widgets (not unlike sidebar apps in Windows 7, or just simple apps that you'd find on a smartphone or iPhone) that you can install. You can set up a feature called Expose, which can map certain system actions (screen saver, show desktop, etc.) to corners of the screen, triggered when you put your cursor in the designated screen corner.

If I had to pick three features of the OS that really stand out to me, it would probably be Quick Look, the Dock, and the way the system handles application files. I'll start with Quick Look, which is a really handy way to quickly preview common files without actually opening any programs. For music and videos, this would mean immediate playback in a small window that pops up. For pictures, of course it would be a simple view window. Files that don't have more extensive access can instead have their general specs shown, such as date created, and file size.

The Dock is a versatile feature. You can put folder shortcuts on it, and many programs that support it change their icons under certain circumstances to give you quick information. For example, Chrome and Safari both show download progress on their Dock icons when relevant. iCal shows the current date and month. Activity Monitor can be customized to show various system monitors, such as CPU or HDD activity.

Application files are handled a little differently on Macs, compared to Windows PCs. As anyone moderately experienced with Windows knows, somewhere on your primary drive, all of your programs store their files in one large directory which is named "Program Files" by default. When you uninstall a program, it usually deletes the program's folder in the "Program Files" folder (which contains the files necessary for the program to run). However, there are often some traces left behind. With Macs, the entire program is downloaded as a package. To the average person, it looks like you're just downloading the program's icon. But you can right-click to access the "icon"'s program files. This is why, when installing a new program, all you have to do is drag the icon to the Applications folder. Because the icon IS the program, complete with all necessary program files. By the same vein, you can uninstall a program by deleting the icon (moving it to the trash). It's surprisingly simple. Still, programs can leave traces too, particularly those that require external plugins, or make use of file caches. Most of these "external" program files can be found in the Library folder, though.

Monday, August 2, 2010

Critter Crunch


I'm not normally into puzzle games. They do say that there's something about solving puzzles that releases a pleasure chemical in the human brain, but still. While it commanded my respect while I watch it in development, honestly the only reason I picked up Critter Crunch was because it was free (me being a PS+ member and all). It took me getting this chance to play it for essentially nothing that made me see, however, this title is more than worth its normal price of admission.

Critter Crunch is, like many typical puzzle games, an imaginative take on Tetris. The narrative is provided by a quirky explorer who is researching the ecosystem of a certain island inhabited by Biggs, a round furry animal with a hearty appetite. You play as Biggs as he travels across the island feeding on various critters as a part of the natural food chain.

Each level challenges you to fill Biggs' hunger bar to completion by eating jewels. The critters slowly descend down a set a vines, and your job is to prey on them before they reach the bottom and dogpile Biggs. You do this by exploiting the food chain, feeding smaller critters to larger ones until they pop open, dropping tasty jewels for Biggs to eat.

You can also go for score chains by popping open multiple critters at once. For example, popping one critter will cause any others sitting beside it (that are the same color) to also pop, just like in Tetris. Also, feeding a small critter to medium critter that is sitting right below a large critter will cause the larger critter to immediately snatch up the medium critter, resulting in a "food chain" bonus. Popping eight or more critters in one chain summons Smalls, Biggs' son. Once Smalls arrives, you can feed him for a pretty big bonus, but feeding him also causes the critters to descend faster.

It isn't long before quite a few monkey wrenches are thrown into the formula. These come in the form of special critters, and power-ups. Occasionally, you'll come across critters that are glowing. Popping these fellas will reveal power-ups, of which there are a fair bit. Garlic lets you move the entire hoard of critters up one row, giving you a bit of breathing space. Watermelon seeds let you immediately pop critters without having to feed them; great for killing off particularly troublesome critters. The spray can recolors all the critters to matching colors, setting them up for potentially huge chains.

In addition, you'll also encounter a number of special critters to add some twist to the gameplay. Bomb critters can eat any size of critter, and explode when popped, taking any others nearby with it. Executors, when popped, also destroy any other critters on the board that are the same color and type as any critters that were sitting beside it. Morph critters constantly change between different colors and types. Rock critters can't be moved, and refuse to eat critters. They have to be destroyed by popping the critters above them. Toxic critters are infected with a disease that will quickly spread to other critters. When popped, they drop jewels that can drain your hunger and hurt your score.

Besides the rather large adventure mode (featuring what must be dozens of levels), Critter Crunch comes packing quite a bit of replay value, such as Puzzle Challenges, which challenge you to clear to board in a certain number of moves. It also features both local and online multiplayer in the form of co-op and versus. At the time that I played the game, there were absolutely no public games being hosted, but I wasn't too surprised, given the genre. You still have the option to play with friends, though.

One other highlight of Critter Crunch is its great presentation. The graphics consist of crisp, hand-drawn animation that looks absolutely fantastic on an HDTV. Load screens, while reasonably frequent, are extremely brief.

Overall, this is a very lighthearted, accessible game. There's challenge for those who want it, but for the rest of us, Critter Crunch is a fun game that's easy to get into (thanks in no small part to the brief but informative tutorials). An 8.5/10

Monday, July 19, 2010

Modnation Racers

As a genre, Kart Racing has been around for a pretty long time, and appeared on every system.  Why?  Because they make pretty good party games, and occasionally also provide a break for characters to take a break from the perils of life and just sit back and blow the crap out of each other while racing in cute little cars.

Strangely, kart racing games have been absent from this, the 7th generation of console gaming.  United Front Games hopes to remedy this critical error with their game, Modnation Racers.

Modnation Racers is most definitely a kart racing game.  You race around in oddly-proportioned little vehicles while unleashing a maelstrom of explosive weapons on your opponents, and frantically hoping they don't do the same to you.

But these aren't necessarily a bunch of well-known characters taking a vacation between games.  Instead, UFG created a robust toolset that lets you build quite a bit of the game from the ground up.  You can make your own Mod (character), Kart, and even your own tracks to race on.  And its all fairly easy to pull off, if you've got the creativity.

If that sounds familiar, it's because they're working off the same principles LittleBigPlanet was built on.  Sony says that with LittleBigPlanet, they can forge a new genre: "Play.Create.Share".  It's an odd name, to be sure, but they're making it work.  LittleBigPlanet started that ideal, and Modnation is continuing it.

Even with the ability to craft quite a few of your own experiences, Modnation Racers is incredibly packed with content.  All this content revolves around the Modspot, which is a plaza of sorts that gives you access to all of the game's features.  Besides the Creation Station, where you can create Mods, Karts, and Tracks, as well as upload them to share with others (and download others' creations), there are many, many other destinations in the Modspot.  Large pedestals showcase the most popular karts ands Mods of the day.  The "Hot Lap" station lets you check the fastest times on the game's various courses.  Multiplayer (both online and off), as well as Career mode are also accessed from the Modspot.  That's not even all of it.

I'll start with the Creation Station, which is probably what the game does best.  Racing is all well and good, but honestly I had the most fun customizing my karts and mods (and, occasion, tracks).  You'd be surprised how much time you can end up spending here, given the robust tools and extensive options.

For Mods, you can customize almost literally everything.  It's difficult to describe, but let's just say that if you can dream him/her, you can probably make a representation of him/her in the Creation Station.  Kart customization is very similar.  You can choose from dozens of bodies, from offroad Jeeps to exotic sports cars.  Then you can choose parts, like the engine, chair, tires, rims, etc.  It's not unlike any other extensive car customizer in other racing games, but with wackier options like warp and wind-up engines, sofas for driving seats, and cardboard wheels.

Though I'll admit I haven't spent a lot of time with it, the track builder is also pretty incredible.  I was able to build a fully functional track within 20 minutes, complete with items, a jump, corkscrew turns, and boost panels, so I shudder to think what it could create in the hands of a more capable track architect.

As I mentioned, Modnation also features a Career mode.  It follows the story of Tag, a rookie racer who rises through the ranks of the Modnation Racing Championship to overturn to the norms of kart racing.  Very much like LittleBigPlanet, the story is serviceable, but more importantly it does a good job teaching you what the game is all about.  The campaign is split into several "tours", which are each composed of individual races.  You have to place at least 3rd to move on to the next race, culminating in the championship race, which requires that you place 1st to move onto the next tour.

Once again, like in LittleBigPlanet, each race features a few reasons to come back and try it again.  First of all, each course is littered with 5 tokens, which you can collect and spend on new materials in the vending machine in the Creation Station.  Each one also features two challenges, which ask you to achieve certain feats, in addition to winning 1st place.  Such feats might be anything from getting a certain number of tackles (think of the sideswipes you could do in SSX and Mario Kart), to annihilating an opponent on a certain section of the track.  In addition, most of the later races feature an elite racer on the track who has his/her own challenge, which in turn unlocks a grudge match with that racer.  All in all, this is one stuffed Career mode.  All of these challenges unlock more materials for you to use in the Creation Station, so there's decent incentive to take a stab at them.

But what's a kart racer without multiplayer?  A joke!  Which is why Modnation Racers features a pretty impressive suit of options for those seeking to play with friends.  You can play 2-4 player splitscreen offline (though no splitscreen campaign) in single races and tournaments.  You can also turn off weapons for a more "pure" racing experience.  In addition to offline play, Modnation features a full complement of online racing options, including an XP and level system similar to most shooting games.  Races can consist of up to 12 players, on premade or custom tracks.  You can even play with a friend beside you via 2 player splitscreen online.  It's a little rough around the edges (for example, unless you're hunting trophies, I don't actually see much point to XP races), but if you're hankering to test your kart racing skills against other players worldwide, it serves its purpose well.

Now, let's talk about the racing gameplay.  Modnation Racers does some pretty interesting things here.  Instead of a wide variety of weapons, you have a handful, each of which are upgradeable up to level 3.  While Lv1 weapons only target one person and often lack homing.  Lv3 weapons often take down multiple opponents in a truly explosive fashion.  For example, a Lv1 missile is a just a straight-shooting rocket (think of the Green Shell in MK).  A Lv2 missile has homing capabilities.  A Lv3 missile unleashes a Macross Missile Massacre (TM) that destroys the three guys ahead of you.

This high-risk high reward system of saving your items for when you really need them adds to the franticness of the gameplay.  Will you use it now and possibly miss?  Or will you wait, but maybe end up losing a great window of opportunity?  The decisions don't end there.  Doing various things like tricks, and drifts, earn you some juice in your energy bar.  Your energy bar fuels a few things, but most importantly it represents your boost and shield.  Need a speed boost?  Hit L1 to use your boost.  Got a bunch of missiles on your six, and can't shake em?  Press O to bring up a force field to protect you from harm.  Both of these consume lots of energy (shielding in particular can consume a full energy bar in all of 1-2 seconds), so you have to choose which is more important.  Will you spend your energy on boost to catch up?  Or will save it for when you're about to get zapped by an opponent's lightning weapon?  Many of the premade courses also feature energy-activated shortcuts, so that's another way you can consider spending your hard-earned fuel.  Side-swipes also consume energy.

Kinda like in Wipeout HD, in multiplayer you can play Modnation Racers in a few different speed classes.  If you want more Mario Kart-esque speeds, you'll be wanting the lower speed class.  Fast and frenetic racing can of course be found in higher speed classes.  You can also adjust your "Racer style" for multiplayer races, which lets you choose whether you want to focus more on drift, or more on handling; more on acceleration, or more on top speed.

As you can see, Modnation Racers is positively jammed with content, and gives you the tools to make even more of it.  But, this brings me to my biggest problem with the game.  As a member of the Play.Create.Share genre, its great.  But as a kart racer, it feels a little subpar  Why?  I'm honestly not sure.  My theory is that the game tries do so many things, it stretches itself thin in some areas.  This is evident in the load times, which are pretty bad.  UFG is working on a patch that will supposedly fix this, but every time you load a race or enter a new area, you have to sit through what must be a 45 second load screen.  The game feels tedious to navigate through, because of this.

 The graphics aren't bad, but there's some frightful screen tearing at times, and the framerate can be a little jittery.  In addition, I've known the game to freeze momentarily sometimes.  Overall, it seems like the coding could have used more polish.

The audio that ships with the game are a healthy mix of various beat-boxing tunes that you'd expect from a game about a graffiti artist, but they do get a little tired after a while, though hardly grating.

Modnation Racers is honestly a great effort.  It's highly apparent that the team at UFG cares about making the game as great possible, which is why it's forgivable that they weren't quite able to hit that sweet spot that Media Molecule did with LittleBigPlanet.  Technically speaking, Modnation Racers isn't a particularly excellent offering.  But it has an incredible amount of content, and when you're sitting in your living room with your friends burning rubber with your favorite characters and karts, I bet you won't really care about the few flaws it has.  I know I didn't.  An 8.0/10

Monday, June 28, 2010

Sheesh!

Haven't had the time nor energy for a game post (or really, games in general) in some time, because I got a job.  Also have some school work to finish up, so that's been preoccupying me too, and I'm trying to get some cleaning done...

Here's what I've been playing.

Pokemon Heartgold; For the past couple months I've been very conflicted about my feelings regarding Pokemon.  Something clicked when I was playing Diamond, and suddenly nothing I did in the game seemed to matter anymore.  I think it may be time I bowed out of the series, at least took a break from it.  But then HeartGold came out, which is a remake of my favorite entry in the series.  So I bought HeartGold, and I've been enjoying it, but I think this will be my last Pokemon game.  I don't know if I'm going to write a post on it.

Final Fantasy XIII; I really like this game, but I was approaching the end of the game when I got my job, and now I don't have time to finish it.  I'm on Chapter 13, just doing some sidequests and exploring down on Pulse to put the finishing touches on my Crystarium, but as much as I enjoy the game, I'd really like to move on!

The Sims 2;  I was playing a LOT of this a few weeks ago, but then I stopped, and don't see myself picking it up again..

Star Ocean: The Last Hope International; It's been a few months since I played this game intensively, and I still haven't finished it.  I'm on En II now, just entered the Sacred Garden to try take out the invading Grigori.  The enemies got a pretty significant bump in difficulty here, so I'm doing some grinding to catch up.

Dragon Age: Origins;  I picked this up again after several months of inactivity, only to end up putting it down again.  I finished recruiting the Dwarves..the only faction left is the mages.

inFamous; I finally, FINALLY Platinumed this game, finding those last few Blast Shards and maxing out my evil powers.  Now I'm done with it.

Phoenix Wright; Gamefly sent my Trials and Tribulations instead of Justice for All, which wasn't so bad until I started the second case and ran smack into Pearl.  I'll take this in chronological order, or not at all, thanks.

Red Dead Redemption; Post on this coming eventually..I beat the game, it was great.  I also enjoy the multiplayer.

Modnation Racers; I was actually getting ready to write a post on this a week or so ago.  Should be relatively straightforward, but it's a fun game.  Not as good of a kart racer as Mario Kart though, regrettably.

Wipeout HD; This is one of those games where you've gotta just keep charging in relentlessly, or else you lose your edge and get rusty really quickly.  With practice, it's a fun and rewarding game, but very challenging.  I do wish it had a little more depth in some areas, but I guess that's a matter of taste.  The people who really enjoy what Wipeout HD does best won't care about whatever it may lack.

Demon's Souls; Don't expect a post on this anytime soon.  >.>  There's a hoard of untouched trophies in that game, but like Wipeout HD it's not a game you can play just whenever you can.  I just don't have the time to really get into it.

Haven't seen any anime or manga in quite some time too.  I've been keeping up with Fairy Tail, but that's it.

Saturday, June 5, 2010

Final Fantasy XIII

Final Fantasy. The name of one of the largest and most well-known franchises in the industry. Here's a fun fact: the first Final Fantasy was actually a desperation move by a near-bankrupt Squaresoft (what Square-Enix was before they merged with Enix), hence the name "Final" Fantasy. Fortunately for them (and arguably for us), it hit all the right cords, and carried the company to prosperity. Fast forward a couple decades, and we have Final Fantasy XIII. SE's been working on this baby for a few years now (much longer than most games take to make), trying to take the franchise into a new era, and boy does it show.

As per tradition, despite this being an entry in a long-running series, it has its own universe, setting and plot. There are some references and borrowed elements (Chocobos, Cid, summons, etc.), but story-wise it is entirely unrelated to other entires in the series. Speaking of tradition, SE did away with quite a bit of it here.

Final Fantasy XIII follows the stressful life of six different people who are forced together by unfortunate circumstances, and find themselves united against an unfair fate bestowed upon them by higher beings. They come from all walks of life, from main character Lightning, who is a soldier, to Sazh, a civilian pilot.

The setting is Cocoon, a gigantic planetoid of sorts where humanity lives in peace and prosperity, enjoying an age of advanced technology under the guidance of the fal'cie, godlike entities who are heralded as higher beings. Cocoon floats high above the surface of the planet Gran Pulse, known as a wild and untamed place where the strong survive and weak are weeded out. Everyone on Cocooon fears Gran Pulse something fierce. Being associated with anything related to the world below is like a highly contagious disease. If you're suspected of it, you and everyone else living in the same area as you are rounded up and Purged (banished down to Pulse). With Pulse being the equivalent of hell in the minds of most Cocoon residents, this is worse than capital punishment.

When the fal'cie need a specific task done, they pick out a human and make them l'cie by bestowing special marks upon them. While l'cie, being the only humans capable of magic, are known to be very powerful, they are treated similarly to those associated with Pulse: that is, with fear and extreme prejudice. Becoming a l'cie means the end of life as you know it. Suddenly you are hated and hunted by the government, feared by the people you once called friends, and everyone associated with you is liable to be punished by law. What's more, the task you are given by the fal'cie is only hinted at in a glimpse of a vision. Still more, you have only a certain amount of time to complete the task before you turn into a c'ieth (a mindless zombie, basically), doomed to walk the earth forever in insanity until you disintegrate. Complete the task, and you turn to crystal, maybe waking up again several hundred years later.

It's the extremely unfair circumstances that one finds oneself in after being made a l'cie that forms the basis of Final Fantasy XIII's plot. All of the six characters are made l'cie, either due to misfortune or for trying to protect their loved ones.

The six man band consists of the following:

  • 21-year old Lightning, a taciturn but determined young woman who used to serve the Guardian Core (the branch of the military that guards Cocoon and its populace as palace guards, police, etc.). Lightning's own sister, Serah, was made a l'cie, and upon learning this, she sneaked onto the first Purge train she saw hoping to find some way to free Serah from her fate. Serah is Lightning's only remaining family, and thus she harbors a deep need to protect her from harm. Perhaps because of this, Lightning maintains a lone wolf personality, and is often frosty towards other characters, who may distract her from her goal.
  • Snow, a large and tall young man, and Serah's husband-to-be. They were engaged to be married when Serah was made a l'cie. Lightning is especially hostile towards Snow early on, seeing him as incompetent and incapable of protecting Serah. Leader of the well-meaning but mischievous gang NORA, Snow is determined to become a hero, starting with him rescuing Serah. His extremely positive, carefree and forward-thinking attitude often irritates Lightning, but even she can't always avoid being warmed by his irrepressible flow of passion.
  • Sazh, who is on the same Purge train as Lightning by coincidence, and seeing her skill, decides to follow her, hoping to find some way out of the mess. As the oldest member of the group, Sazh sometimes has trouble keeping up with the often-crazy plans and exploits of the rest of the members. He's a very down to earth person and prefers not to stray too far from reality. Sazh has a baby chocobo living in his afro, which he had been hoping to give to his son Dajh.
  • Hope, a young boy who was simply visiting with his mother at the time, and was rounded up to be Purged by sheer misfortune, after being caught in the crossfire of a firefight between rebels and PSICOM (Cocoon's other military branch, which deals with foreign threats). Hope's mother joins Snow and his band to help fight PSICOM, but dies in the process. Hope sees this, and as a result harbors a grudge against Snow. Ironic given his name, Hope is thrust into the story entirely through lack of luck, which is a source of depression for him early on, and also makes him unwilling to cooperate sometimes. Lightning understands this, and takes him under her wing eventually. He is the first to break through her icy demeanor as a result.
  • The other two members are Vanille and Fang. Can't say too much about these two without spilling a lot of plot content, but Vanille is a cheerful young girl who helps Hope before he bonds with Lightning. Fang is a straight-talking and somewhat cynical woman from Gran Pulse, who views Cocoon and its residents with distaste.

Final Fantasy XIII's plot, while filled with its fair share of secrets and twists, is based more in appeals to the player's emotions. Serah's fate is a constant source of concern and stress for Lightning and Snow, and the entire group is repressed by a feeling of hopelessness that could only come with being a victim of circumstance (some may be reminded of FFX). Constantly hounded by the military, and feared by the same people they used to live with, they have no choice but to seek strength from each other, leading to an incredible sense of camaraderie. As they continue to flounder and fight against their fate, you see these people progress from total strangers to brothers in arms over the course of the story. It's a good feeling.

This element of trust carries over into the battle system. SE cut off a lot of fat for Final Fantasy's appearance on a new generation of a consoles, and while some would argue they cut away too much, the result is a streamlined system that still holds true to the essence of combat in the franchise. That is, the job system.

Every character has six roles to choose from. Eventually (and I do mean eventually), you'll be able to assign any role to any character, but for most of the story each character has a preset assortment of three roles that they specialize in. The roles are Commando, Ravager, Sentinel, Medic, Saboteur, and Synergist. What role your character is playing determines what they are able to do. Commandos are your bread and butter. They have increased attack, and slow down the recession of enemy chain gauges (more on that in a bit). Ravagers are your attack mages. They are essential for raising enemy chain gauges, but also wield elemental attacks. Sentinels are defensive players. They aren't able to attack (they can learn a Counter ability though), and instead task themselves with drawing enemy fire, and guarding against it. In addition to heightened defense that comes with the role, Sentinels have an arsenal of moves that let them absorb insane amounts of damage with relative ease. Medics heal, and heal only. They have access to Cure (and numerous variations of it), as well as Esuna and Raise for keeping allies in fighting shape. Saboteurs and Synergists are your de-buffers and buffers, respectively. Saboteurs make enemies vulnerable by casting status ailments like Slow and Poison, while Synergists strengthen your party members with spells like Shell and Haste.

The ATB system returns, also trimmed down. All your abilities and actions besides items revolve around the ATB bar, a segmented long blue bar that is constantly filling up. Nearly everything you do costs one or some numbers of segments from the ATB bar. Simple commands like Attack only take one segment, whereas more powerful moves like "-ga" level magic attacks can take 3-5 segments. The tradeoff is that there is no MP. As long as you have energy in your ATB bar, you can cast or attack. Multiple attack commands can be queued up on the bar to unleash combos. It may sound complicated, but it works exactly like any semi-realtime RPG battle system with a wait bar (i.e. FF12), except even simpler.

The strategy in FFXIII, and indeed the meat of the combat system, is found in the Paradigm System, which is how your organize you party members' roles. You can only have three members in combat, but there are six roles. The Paradigm system is SE's solution to this. At any time during combat, you can press L1 (or Left bumper on the 360) to bring up your Paradigm deck, which holds up to several different Paradigms, or role configurations. You can switch configurations on the fly, which is called a Paradigm shift. Tougher battles will have you switching Paradigms probably every 30 seconds at least, to accommodate changing circumstances. For example: Relentless Assault is a paradigm consisting of two Ravagers and one Commando. This is an excellent offensive Paradigm, as it allows you to quickly build up enemy chain gauges. However, with no medic, you'd have to resort to items (which become outdated quickly). Instead, if you find yourself in a pinch, you can easily switch to a more defensive Paradigm like Combat Clinic (two Medics and a Sentinel) to nurse your wounds for a bit, then switch back to an offensive paradigm to go back on the offensive. You can only have a handful of paradigms (6-7, i believe) in your deck at a time though, so you won't be scrolling through a big list of paradigms in the middle of combat. Not only does this keep the action fast, it also forces you to carefully consider how you will structure your Paradigm deck. To fight efficiently, you have to have a wide variety of paradigms at your disposal to cover a wide variety of situations. You can always jump into the main menu to re-arrange your Paradigm deck, but you shouldn't have to do this every couple battles.

I really dig the Paradigm system, because it encourages players to always and constantly explore new tactics to fight more efficiently. Nearly every time I was defeated, to me it didn't mean I needed to do some grinding to get stronger stats. It meant I needed to take a hard look at my Paradigm deck, and see just how tight an operation I could run in battle. Combat really comes together when you're switching Paradigms almost instinctively, meeting each enemy and situation head on.

For an only semi-real time based system, battles can become exceedingly fast paced. In battles against Eidolons (character summons), for example, each second counts because not only are you often working with only two members, but they are boss level enemies, and you are cursed with a dreaded Doom timer (which, when it runs out, will cause an automatic game over).

You only ever control one character in battle. Until you are given free reign to choose your battle team, this will most commonly be Lightning, with the other two being AI controlled, acting according to the role they've been given. However, never once did this occur as a problem to me, as the AI is effective and competent at whatever role it is given. Use Libra on an enemy mid-battle to reveal they are weak to water attacks, and your Ravagers will promptly switch to water spells, and your Synergists will enchant your attacks with the water element. The AI will generally focus on the same target you are attacking (to get chain gauges up), but more "all out" paradigms like Cerberus (triple Commando) will often have them pick their own targets. It doesn't waste time, either. Switch to a Paradigm containing a Sentinel and he/she will immediately grab enemy attention and switch to guarding, taking all the heat off you in a matter of 1-2 seconds. They often get to work before the "Paradigm Shift" sign even fades away. Simply put, the AI is responsive, and with their help, and the use of the Paradigm system, the party moves and attacks as a cohesive unit.

To fight effectively, most of the time you'll be looking to raise an opponent's chain gauge. Every enemy has a certain damage threshold, which when surpassed, forces them into a staggered, vulnerable state. This threshold is represented by the chain gauge. Filling the chain gauge is as simple as attacking the given enemy, but only Ravagers and Saboteurs can really fill it up. Commandos stop it from emptying, but don't make much progress filling it. Once staggered, not only is the damage done to enemies multiplied by several times, you gain access to an arsenal of new moves; namely, the ability to "float" the target. Commandos have the ability to launch most enemies high into the air, leaving them unable to attack, and open to more punishment.

It's also worth mentioning that your characters are fully healed at the end of each battle, no matter how bad or good you did. I like this decision, and it's a sensible one given the absence of MP. Not having to constantly worry about the condition of my party members, and flee from enemies due to lack of restorative items is a huge freedom, and lifts a lot of stress from the game. Furthermore, you can always pause during battle and simply restart, which puts you down right in front of the enemy you engaged. Game Overs do the same thing, unless you choose to quit.

This means I often only found myself using save stations if I was actually done playing. Besides saving, save stations grant access to various shops, where you can buy a multitude of items, upgrade components and accessories using Gil. The whole economy in FFXIII is a bit odd, because Gil is only sparingly found on the field, your primary source of it being from special components that sell for a premium. But after your medics gain access to Cure and Raise, you won't have much use for restorative items. You could use Gil to buy accessories and weapons, I suppose, but you find plenty of those as battle spoils and chest contents during your travels.

Which leaves equipment upgrades, the final service save stations provide. Using various components and materials bought and/or found, you can upgrade your weapons and accessories to buff their stats. It's a simple system, with weapons leveling up just like characters do in most other RPGs when they gain enough experience from items being applied to them. Each piece of equipment has a max level that, when reached, often provides an opportunity to transform it into a potentially better weapon using a special catalyst stone (another type of component). You can also dismantle weapons and accessories you don't need for additional materials. Some even contain components that can't be found anywhere else. I'm still not sure how important this is to the game (maybe for some of the much tougher optional bosses), but I got by just fine not really touching the upgrade system throughout the story.

Level progression in Final Fantasy XIII is handled by the Crystarium, which those familiar with FFX's Sphere Grid (or even the License Board from FFXII) should have no trouble getting used to. The Crystarium is a gigantic web of small orbs, each of which represents either an ability or stat boost. You gain these benefits simply by landing on an orb. You use Crystogenesis points gained from combat to travel along the web and gain stat boosts and learn new abilities. While it isn't impossible to grind enemies for CG points, the Crystarium caps out fairly quickly, only being expanded at certain points in the story. Besides that, I think the difficulty pacing and learning curve is done well enough that for about 80% of the game, grinding never feels even slightly necessary.

However, this is due in part to the fact that the game holds your hand for several hours, and takes its sweet time really opening up. The ATB bar and Crystarium are expanded only at certain points in the plot, and you don't even gain access to the Paradigm system (or Crystarium) until a few hours in, meaning battles are not only almost pointless for the first few hours, but they are incredibly simple and boring.

Which brings me to the Final Fantasy XIII's biggest problem: its incredible linearity. For the first 25-30 hours, levels consist mostly of you running down a straight or winding path, with little to no side paths or detours. The game does open up a significant amount eventually, but until then you go where the game wants you to go, and use who the game wants you to use (meaning you also can't switch up your battle team). Since this is more or less one gigantic, extended tutorial, the game is also pretty easy during this time.

If you're only coming along for the story (which works great, actually), this isn't really that big of a deal. If you were more interested in a "traditional" RPG experience, complete with lots of exploration and/or grinding, you're in for a really long haul. The plot itself also takes its time moving along, concerning itself more with familiarizing the player with the characters and setting. The result is a whole lot of exposition, but when things do really get moving (right around chapter 10), at least you'll know the whole situation, and be able to keep up with all the terms. While one could question the quality of a plot that requires 25 hours of exposition and build up, that's another debate.

Back to the positives. Final Fantasy XIII's production values are off the charts. The CG scenes are breathtaking, but the engine-rendered graphics aren't slouching either. SE claims that the difference between their CG scenes and engine-rendered scenes is almost nonexistent, and that's only a small exaggeration. The level of detail and animation work that went into each character model is impressive, and the environments, besides being beautiful, are imaginative, fully realized, and very unique. Really, this is a game that could sit along side Uncharted 2, Gears of War 2, and Metal Gear Solid 4 as one of the best-looking console games ever.

For a Japanese game dubbed in English, the voice acting is pretty excellent (though Vanille walks a fine line with me). All of the characters are voiced with skill and enthusiasm, so the game has no trouble conveying its more emotional scenes. I honestly didn't miss the Japanese voice track one bit.

But when you're talking about audio, the real star here is the soundtrack. And hoo boy, it is phenomenal. As soon as you start the game up, you're greeted to a touching piano piece playing during the title screen. The primary combat theme doesn't get old. Each environment is supported by an appropriate BGM. Each scene is delivered with sweeping music. The soundtrack is a masterpiece.

Despite all it does right, Final Fantasy XIII is not for everyone. Its restrictive linearity peeved me at some points, and I can't imagine myself going through those first few hours again, after getting used to all the freedom I have at the point I'm now at. Furthermore, I can definitely see the touchy-feely tone turning away some people. But only a blind person would be unable to see the amount of work and effort that went into crafting this product. The story weaves together nicely, the audio and visuals are simply exemplary, and it's not exactly a difficult game to get into. This is Final Fantasy, evolved to face a new generation of gaming, and personally I like it. A 9.0/10.