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.

Monday, May 31, 2010

Phoenix Wright: Ace Attorney

I haven't been playing my DS much lately. Really, the only portable games I've EVER poured much time into (outside of Custom Robo) were the Pokemon games (I just hit the 200 hour mark on my Diamond cartridge), and recently..I've lost any drive to play those. And thus my DS has lain dormant.

The Ace Attorney series has always piqued my interest, primarily because of its apparently quirky nature, and rather unique premise. Recently I decided to pick up the first entry in the series, and was pleasantly surprised by how much fun I had playing it.

For those who haven't heard of it, Phoenix Wright: Ace Attorney is a DS game where you play as a rookie defense lawyer as he defends innocents from being wrongly convicted.

The game is separated into five cases. While there is an overarching plot and a recurring cast of characters, each case features its own self-contained story. The first case is fairly short. It's Phoenix's first actual trial, so he's guided by his mentor and boss, Mia Fey (a famously skilled defense lawyer) through the process, which serves as the game's tutorial. From there, Phoenix goes on to investigate other cases, usually uncovering a whole lot more than he bargained for in the process.

This is, at it's core, a text adventure. You can play the game exclusively via touch, using the bottom screen to sort through evidence, advance conversations, and choose dialogue choices. Like in a visual novel, locations are represented solely by static backgrounds, and characters you converse with show up as semi-animated sprites sitting against those backgrounds.

Each case is composed of two different segments: investigation and the trial. Each case begins with an investigation, where you go out and try learn more about the situation and given incident, as well as gather evidence which you can later use to prove your logic in the court. You'll converse with various characters and examine scenes for evidence and information.  This doesn't sound fun, I know, but it is.

Following the investigation phase is the court trial. Here, the prosecution will call witnesses to the stand to report what they know about the incident. You defend your client by cross-examining witnesses, carefully examining their reports and pointing out anything that contradicts evidence you have in your possession. Along the way, Phoenix will slowly unravel more of the truth, and start to throw out conjecture, which you have to prove with evidence.

The challenge in Phoenix Wright comes from the amount of logic and deduction often required to point out contradictions. The game will sometimes hint at them, but you're more frequently left on your own to put two and two together. Each case is more convoluted and complex than the last (I had some trouble following the details of case five), so it's easy to get left behind when characters start theorizing, much less actually be ahead far enough to know a bad witness report when you see one. It actually runs a lot like a case in Detective Conan/Case Closed.

The puzzle aspects of the game are all well and good, but what I found to be its biggest strength was the simply excellent writing and cast. For one thing, this is one wacky court. After having enough of their reports blasted to pieces by contradictions, witnesses will literally have a mental breakdown (one even starts banging his head on the wall repeatedly), in a hilarious manner. The judge, while generally capable of keeping order in the court, always seems to be behind the curve, and requires many things to explained to him. Edgeworth, your rival and the primary prosecutor, often has a hell of a time getting his own witnesses to respect him (in particular, he has trouble getting them to introduce themselves, and they often hold evidence without telling him). Each character introduced to you has a humorous side, from Angel Starr's bottomless supply of box lunches (which she insists on handing out even while serving as a witness in the middle of a trial), to Detective Gumshoe, who is capable and friendly but somewhat intellectually lacking. If nothing else convinces you of this game's humor, consider the fact that you get to cross-examine a parrot.

In the graphics department, the character sprites are really the best thing you have to look at in this game, so it's a good thing that most or all of the characters are unique and have interesting senses of fashion. The music can be surprisingly epic at times, particularly when you point out a contradiction and press witnesses. There's no real voice acting, but each lawyer has a sound byte for when they yell OBJECTION!! (or HOLD IT!! in Wright's case) to point out contradictions and make accusations. Sound effects are used to fantastic effect here; from von Karma's signature finger snap to the wince-worthy effect that accompanies crushing logic, it's amazing how exciting a game where you play as lawyer can get.

I tried, but this is a difficult game to describe. Take that as a sign of its addicting uniqueness. The episodic style of the game (in addition to the ability to save pretty much at any point) makes it easy to take in the experience at your leisure. For a game that requires you to do a lot of creative thinking, it's very linear though. There's always a right and wrong dialogue choice, and there's no way to proceed until you've gotten all the vital clues you can for the moment. On the plus side, this means it's impossible to miss out on crucial evidence. But on the other hand, it can also underwhelm the experience, and lead to complete halts in the action until you figure out what you're supposed to do next. The game's strict linearity isn't really a flaw in my eyes, but it does eliminate almost any replay value the game may have, since after one playthrough you'll already know all the choices to make and all the contradictions to point out. One could argue the writing and characters alone merit one or two more runs (I certainly would), but that may be a bit of a stretch for some. But this game is most certainly worth anyone's time and money, for the sheer amount of humor and brilliant logic to be had. An 8.0/10.

Monday, April 26, 2010

Mass Effect 2

There's something really awesome about playing as a galactic hero, commanding the most advanced ship known to man, with a crew composed of some of the most skilled and talented people in the galaxy. This is what Mass Effect 2 does, and thus it's already getting points with me.

Mass Effect 2 starts off right after the end of Mass Effect. The Alliance and galactic governments have downplayed the entire affair with Saren (a rogue Spectre) and Sovereign (a gigantic, partially organic and sentient ship that is a part of a race of antagonistic beings known as Reapers), sending main character Commander Shepard off to hunt down any remaining rogue Geth in the Normandy. Shepard and his crew know that they're really probably just being sent away so that the higher-ups can forge a story to quell public fear (because Sovereign was just one of thousands of Reapers still out there somewhere in the universe), but they know the truth.

Apparently, the governments weren't the only ones who wanted Shepard out of the way, however. At the beginning of the Mass Effect 2, the Normandy is attacked by an unidentified alien cruiser. The ship proves too powerful, and Shepard's frigate is quickly sunk. With his help, most of the crew escapes, but Shepard him/herself is blown out into space, seemingly lost forever in the dark void.

The game then fast forwards two years later. Shepard's body was recovered by the pro-human organization Cerberus, and using the best equipment and scientists, and a whole lot of money, was fully rebuilt. The Commander's recovery is cut-off a tad early though, when the facility comes under attack. Getting through this serves as the game's tutorial for basic movements, teaching you how to take cover, sprint, use the command menu to access personal and squad powers, and use medi-gel.

Evacuating the facility, Shepard is taken to one of Cerberus's primary bases of operations, where he/she is invited to speak with the Illusive Man, the organization's mysterious and enigmatic leader. The Illusive Man explains that the Normandy's downfall and Shepard's death was the work of the Collectors, a race of aliens so rare they are publicly considered a myth. The Illusive Man reveals that the Collectors have begun to kidnap entire human colonies. The strange thing is, there's never evidence indicating a struggle. One day they're there, the next the entire colony is deserted. The Illusive Man believes they are rounding up humans and taking them to their base, which is believed to be located in some uncharted space beyond the mysterious Omega-4 Relay. For what purpose they're doing this, nobody knows.

The Illusive Man tasks Shepard with finding out the Collectors' motives, and stopping them. But for all his skill and experience, Shepard is still just one human. To take the fight to the Collectors, he's going to need a team. A team of the most skilled people in the universe.

That team begins with Miranda Lawson and Jacob Taylor, who you first meet on the facility you were rebuilt in. Miranda was the director of the project to revive you, and features heavy genetic modification herself. She is curt with Shepard at the beginning of the game, but it's possible to get her to soften up to you. Besides being a strong biotic and a capable strategist, Miranda is focused (almost to a fault), and completely loyal to those that prove themselves worthy of her trust.

As the head of security at the facility, Jacob proves to be a bit more likable at first glance. A former Alliance Corsair, Jacob knows his way around a gun, and proves it when he escorts you to the evacuation area of the facility. Jacob is a bit more laid-back and headstrong than Miranda, but that also makes him a sensible and dependable ally.

The rest of your team must be gathered from across the galaxy. The Illusive Man will keep a steady stream of recommendations coming your way via dossiers containing information on those he thinks might be worthy additions to your cause. Examples of such additions include Thane Krios, a highly skilled assassin, and the salarian scientist Mordin, who is not only a brilliant scientist but a capable combatant, having run with the Salarian Special Forces for some time.

But the Normandy is gone, remember? Shepard's going to need a new ship to house his band of buddies. A ship capable of braving whatever waits beyond the Omega-4 relay. Fortunately, Shepard wasn't the Illusive Man's only big budget project related to the destruction of the Collectors.

Enter the Normandy SR-2, the most advanced frigate in the galaxy. Building off the original Normandy's overall specs, Cerberus installed multiple upgrades across the board, including stronger weapons, a custom quantum comm interface, some civilian class comfort standards, and a powerful AI. The new Normandy is twice as large as the old one though, so it uses a landing shuttle, instead of landing on planets itself. The Illusive Man even tracked down Joker and brought him back as the pilot.

The Normandy is composed of 4 primary decks. The topmost deck, also called the loft, is Shepard's cabin. Here you can choose your casual (aboard the Normandy) and mission (everywhere else) clothes and armor, respectively. The regular armor can be customized with various pieces found across the galaxy. The cabin is also home to some displays of Shepard's accomplishments (including a way to check your achievement progress), as well as a message terminal, where you can read messages sent to you by the Illusive Man and other characters you meet in your travels.

Deck 2 is the CIC, or Combat Information Center. It's arguably the most important one of the bunch, as it contains the Galaxy Map, which you'll use to travel to different locations. Located just beside the galaxy map is your yeoman, Kelly Chambers. Kelly is a quirky but very friendly character. She's also unofficially the ship's psychiatrist. Kelly is useful not only because she announces whenever you have a new message at your terminal, but can also tell you how the other crew members are doing. If someone on the team needs to speak with you, she'll tell you. The CIC also contains the ship armory, where you can customize your loadout, and the comm room, which acts as conference room and also houses the comm interface for conversations with the Illusive Man. At the front of the ship is the cockpit, where you'll find Joker. Joker always has a thing or two to say, either about the people you're picking up, or the status of the mission, but he can be insightful at times, so it pays to hear him out.

Deck 3 is home to most of the crew, featuring the primary crew quarters, a lounge/cafeteria, and a small medical bay (among other things). Deck 4 is Engineering, where you can view the ship's massive energy core, and also the cargo bay. Much of the Normandy is closed off at first, but as you pick up more squadmates, they occupy previously locked rooms, allowing you to explore them.

Once you unlock the science lab, you'll be able to research and obtain upgrades for both your team and the ship. Most or all of them can be useful in the right situation, so it pays to get them regularly. Upgrades include enhanced ship armor, larger ammo magazines, more health, and more efficient biotic usage.

Getting your team together is only half the battle though. Taking on the Collectors with just a frigate-sized crew is pretty much already a suicide mission, and it's highly likely the journey past the Omega-4 relay will be a one-way trip. To even have a hope of surviving, the team has to go in as a band of brothers/sisters, completely focused, with no regrets. To do this, you need to get to know your comrades on a personal level by seeking them out on the Normandy and talking to them on a regular basis. Some characters will be more approachable than others, but with time, all of them can learn to trust you enough to dedicate their loyalty to you.

And then there's Commander Shepard him/herself. A galactic hero. The first human Spectre. And an excellent leader. The really cool thing about Shepard is that he/she is whoever you want him/her to be. The fact that he/she was rebuilt gave Bioware an excuse to shape Shepard's character however you want. You choose Shepard's past, gender, even personality and combat class. Shepard has two primary personality tracks, and Bioware's patented branching dialogue trees return, allowing you to choose Shepard's responses in each conversation. Certain choices give you points in his/her two personality tracks, Renegade and Paragon. A new feature in the conversation system is spontaneous actions, which allow you to interrupt other people with a scripted Paragon or Renegade action.

A Paragon Shepard is friendly, romantic, and somewhat idealistic. He/She is able to rally crowds with powerful words of encouragement, and console saddened teammates with relative ease. Paragon Shepard is always looking for a peaceful way out, and always seems to know what's best. An example of a Paragon interruption would be to immediately reach out and verbally comfort someone who's on the verge of tears, or seize and dismantle the pistol of an eager youngster who obviously hasn't seen a real battlefield. Higher Paragon points allow you to charm people and peacefully convince them to see your perspective.

People will question the methods of a Renegade Shepard, but not his/her results. Renegade Shepard doesn't take crap from anybody, and can't be bothered to sit around dealing with people who can't keep up with him/her. An example of a Renegade action would be headbutting a krogan who is in the middle of scoffing at you for being a "weak human", or punching a suspect square in the jaw during an interrogation to show that you're not kidding around. Higher Renegade actions allow you to intimidate those who would argue with you.

The Paragon/Renegade system is quite satisfying, and encourages multiple playthroughs to experience the game in full. There is one minor problem it introduces, however. As you progress through the game, you'll encounter dialogue choices that require a certain amount of points in either Paragon or Renegade to choose. Many of these choices are ideal ones, and can lead to better outcomes than the regular options. Like for example, not all teammates get along, and a few will eventually get into heated arguments. You have to sort them out, but unless you are almost completely full in either personality track, you're going to have to pick a side, losing loyalty with the person who you don't side with. A character's loyalty is literally one of the deciding factors dictating whether they live or die at the end of the game, so it can feel like if you're not constantly pursuing points in a single track, you risk your squad suffering casualties later on; consequences that will carry over to Mass Effect 3.

When you're not chatting it up with other characters or roaming the Normandy, you're likely traveling the galaxy. It's a big place, to be sure. The world map of Mass Effect 2 is split up into about a dozen nebulas, which each usually contain 2-4 star systems, which in turn each have their own solar system of planets. You jump between nebulas with the use of Mass Relays, which interface with normal FTL drives and slingshot ships extremely far distances near-instantaneously. Though only a small fraction of the planets in the galaxy actually have visitable locations (much less mission-relevant ones), that doesn't mean it doesn't pay to look around.

Each planet secretes a set amount of valuable resources and minerals, which can be spent on upgrades. To obtain resources, you have to enter the planet's orbit, then set about scanning its surface. When you hit a spike, you can launch a probe to collect the deposit. This mining operation represents one of the few minigames in Mass Effect 2, and while it's not one of the game's funner points, it's nice thing to just settle into. And since those resources are the only way to buy upgrades, it's not like it doesn't pay to spend some time with it.

What relatively few planetary locations you can explore, you'll be visiting multiple times for different missions. So it's a good thing that they're not only expansive, but fully realized and very unique. Examples include Omega, a lawless space station where gangs duke it out for power, and the innocent try to scrape out a living. Its primary attraction is an eclectic nightclub run by the enigmatic Aria. There's dancing, drinks, and the obligatory shady business going on in some of the side rooms. Another example is Illium is a popular trade center, where it's said that literally anything can be bought (including people), if you know who to talk to. Because of its very lax regulations, one is advised against signing anything.

You'll visit such locations both to do some surface-side shopping, and to complete missions. Primary missions are those that have you searching out people on your dossiers. They tend to be rather elusive though, so you'll have to do some investigating, and talk to residents to pick up their trail. As people like assassins and vigilantes (the type of people you'll find yourself recruiting) are often surrounded in trouble, tracking down potential squadmates usually results in a few firefights.

General combat in Mass Effect 2 is composed of 3rd person shooting. You take cover to avoid enemy fire, and can sprint and melee in a pinch. Things are mixed up a bit with biotics, which are sort of like super powers. In addition to regular shooting, biotics add some strategic value to fights by giving you various ways weaken your enemies.

In addition, your general role in combat is determined by your chosen character class, just like in an RPG. Each character class has access to varying portions of the weapons and biotic powers. Soldiers can use all weapons (except SMGs), but cannot use any biotics beyond weapon powers. Infiltrators are snipers, and have exclusive access to the tactical cloak power, which lets them disappear for a few seconds. Adepts are full-on biotics, relying less on weapons and more on ranged powers and a powerful biotic charge that lets them slam into enemies from afar. Vangaurds are a bit Adept and a bit Soldier. Engineers use tech powers that let them hack robotic enemies and summon drones.

But you're not just a soldier, you're a commander! Whenever you leave the Normandy, you pick two people from your band of buddies to accompany you as henchmen. Each potential squadmate has varying strengths and weaknesses, and access to different powers and weapons, like you. Miranda is a capable biotic, but uses only pistols and submachine guns. Jacob has a couple biotic powers, but relies more on weapons to get the job done.

In battle, your squadmates are as responsive to your commands as your left and right arms. You give them orders via the command menu, which can be called up any time during a firefight. The command menu lets you use your own powers and switch your own weapons, as well as those of your comrades. You point at an enemy and click on a teammate's available power, and he/she uses it immediately on the targeted victim.

Combat in Mass Effect 2 is a very linear and straightforward affair, making it compare unfavorably to the game's more open-ended features. But it's still very enjoyable. Weapons come in several typical classes (shotguns, sniper rifles, assault rifles, etc.), with a couple weapons of minor variation in each class. Weapons themselves don't really have stats. The idea is to either augment your ammo to fit the situation, or simply change weapons. There are a few different "enchantment" powers, such as Cryo ammo which freezes nonshielded enemies after a few shots, leaving them vulnerable to shattering, and Disruptor ammo, which is designed to slice through shields and robotic enemies with its EMP qualities.

For a part-RPG, Mass Effect 2 features little in the way of side content. But what side missions present are substantial, and relevant to the survival of your team. That's because most of the actual missions (known as loyalty missions) are carried out as favors for your teammates. For example, Jacob hasn't spoken with his father in years, and their relationship has fallen out. But he eventually learns that the ship his father was commanding went off the radar some time ago, supposedly crashing into a nearby planet. You have the option of going there and investigating what happened, which serves as Jacob's loyalty mission. Each character's loyalty mission explores that person's past, and completing it raises their loyalty, which helps ensure their survival in the final battle. For some, it can also open up romance options.

In addition to this, if you buy Mass Effect 2 brand new, you are given free access to the Cerberus Network, which Bioware uses as medium to release free DLC (such as another recruit, or the original Normandy's crash site).

Mass Effect 2 is a beautiful game. Character models are clear and detailed, and the game makes excellent use of depth of field and blur to increase the feeling of realism. Each environment is remarkably unique, from the dark and murky alleys of Omega to the bright and sterile hallways of the Normandy. Every location has a visual style to call its own.

The soundtrack is filled with tons of moody and mostly forgettable space themes, but the more exciting moments in the game (the Normandy SR2's reveal) are done justice with just as exciting BGMs. The voice acting, on the other hand, is phenomenal. Regardless of whether he/she is male or female, and regardless of what options you choose in conversations, Shepard is fully voiced, and voiced with skill and enthusiasm at that. Other characters are given similar treatment.

Mass Effect 2 isn't the perfect game. There's an annoying bug where you sometimes find yourself stuck up high on a wall. The Paragon/Renegade system is mildly flawed, and combat doesn't stack up well against the game's better features. But the voice acting is exemplary, the graphics are excellent, and with multiple ways for Shepard's journey to play out and end as well as an entire galaxy to explore, the game's hardly lacking replay value. This game does so many things right, what few faults it has are immediately and easily forgivable. That's why Mass Effect 2 is getting my first 10 rating. A 10/10.