Sunday, December 20, 2009
Legend of Zelda: Phantom Hourglass (DS)
I love the Zelda series. The original game totally blew my elementary school mind. A Link to the Past is definitely one of my all time favorites (I'm sure boosted a bit due to my overall SNES nostalgia). I missed Ocarina of Time on the N64, but thankfully got to play it on the GameCube. I loved what Wind Waker did with the art style and with the story. The Minish Cap was a good enough handheld throwback. Twilight Princess was appropriately epic, but I really regret playing it on the Wii instead of the GameCube (the Wii controls were terribly gimmicky). There have been some missteps in the series for sure, but in general it has continued to satisfy me throughout.
Phantom Hourglass, however, frustrated me to no end. It wasn't the stylus controls. I was able to deal with those and appreciate that they made some things better and some things worse (I would argue a lot of those functions would work better if simply mapped to buttons). No, the thing that killed the game for me was the goddamn boat.
Instead of having an overworld to navigate through you're given a big sea and a boat. You trace out a path and the boat will follow that to get from island to island. That doesn't seem so bad, but then you're supposed to pay attention to fire the ship's cannons to avoid monsters and obstacles. The controls aren't terribly precise, but the real problem is the pacing. Most of the time there'll be nothing to worry about, and since you don't have to interact much you'll start to mentally check out. But you can't, because if some little monster pops up and wails on you might have to start your journey over from the beginning. So you're forced to be attentive in the face of overwhelming boredom.
The boat trips drove me absolutely nuts. I was mostly enjoying the game and then as soon as I had to use the boat I pretty much hit a brick wall. So I sent the game back to GameFly, heartbroken. It's too bad, because there were some good ideas in there, but just too many hang-ups for me to continue. And now the sequel is out in Spirit Tracks, and I don't know what to do. It's a reportedly high quality Zelda game, so I should play it? It's been described as just like Phantom Hourglass but with a train instead of a boat... should I give the formula another fair shake?
Venting on a completely different issue: please, developers, never ever use the DS microphone. A large percentage of people play handheld games in public places, and most of them are not interested in looking like an idiot in public. Phantom Hourglass had this part where I was supposed to blow out a torch using the microphone input, and rather than freak out the person next to me on the bus I closed up my DS to save that experience for later. But when I got around to it later that day it was way more annoying than I even anticipated. I blew soft, I blew hard, I blew from all different angles*, until eventually the flame went out with some random combination. It was frustrating, and I wasn't looking forward to any more "puzzles" based on that crap.
It seems unfair of me to be so unsatisfied when a game fails to evolve, but then also be upset here when a game fails during experimentation. I recognize that it's unfair, but that's how I feel.
I worry about the new trend in game controls (be it the DS stylus, touch on the iPhone, the Wii remote, or even Natal). These things have huge potential to open up accessibility of gaming to more people, but used incorrectly they create an imprecise frustrating mess. It takes some restraint to temper the new shinny thing with reason and arrive at a control scheme that makes sense. Okay, I'll say it: Japanese culture is obsessed with kitsch and gimmick. In the broad sense I think that's fine and healthy, but I don't know how much I can look to them to lead the charge on quality gaming. I'm worried that eastern development studios like Nintendo are losing touch with what they did to connect to me in the first place. Of course down the road something awesome will come out and temporarily restore my faith in them, but right now my optimism is low. Here's hoping my friends working on Natal nail it.
* Yes, that is what she said
Monday, November 30, 2009
Castlevania
There's an inflection point on the Castlevania franchise, which is Symphony of the Night. Truth be told, I haven't actually played it - the hilariously bad voice acting turned me away immediately. But I have a good idea what Symphony is like because every Castlevania game after it carries its influence. This is when games stopped being called Metroid-clones and started being placed in the "metroidvania" genre.
I've played most of the handheld games (Aria of Sorrow, Dawn of Sorrow, Portrait of Ruin, and most recent Order of Ecclesia), and they all follow the same formula. You're fighting Dracula (although generally with some other secondary villain). You explore his castle, progressing through tough boss fights and unlocking abilities that open up new areas of the castle. Gone is the classic whip, replaced with a set of swords, axes, pole arms, and sometimes magic. There's some attempt at a story, and it's always terrible. There is series gothic atmosphere, but the annoying characters completely destroy the mood (Portrait of Ruin's childlike heroes were particularly guilty of this, but to be fair Order of Ecclesia wasn't so bad). Then there's a layer of RPG elements where you have stats, level up, and manage all sorts of equipment. And throughout this is a ton of recycled art assets (going from Dawn of Sorrow to Portrait of Ruin I felt like I was playing the same game). Overall the formula takes in classic Castlevania and adds in elements from Metroid and Final Fantasy.
These sources are good games, so the combination should be awesome, right? Well, not really. The end result is… diluted. Instead of overcoming enemies with skill you can now just out-level them. But the developers have taken that into account so unless you know all the tricks you should expect to do some level grinding. And by tricks I don't just mean patterns, I also mean particular equipment combinations that exploit their vulnerabilities. A lot of that equipment comes from random drops, so you won't just be grinding for XP. Some of this grinding comes naturally, because the branching exploration means that you're going to retreat the same areas more than you'd like instead of experiencing a clear climactic progression. Despite all the flaws I obviously find something of value in these games because I keep playing them. But I'm always left a little disappointed because they fall short of that classic action game I remember so fondly.
What is that classic game? Super Castlevania IV for the SNES. On this the Nerd and I agree; Super Castlevania is the pinnacle of the series. The music... the tight control… this game is awesome. It's definitely on my short list for best 2D action games. Each level has it's own feel, with perfectly paired music and some challenging boss. The game is hard, but not cruel. You can infinitely continue from the beginning of the stage, and the password system let's you save your progress easily enough (for the standard of the day). So although there will be parts that test your patience and precision, it's manageable.
Your primary weapon in Super Castlevania is the whip, and here it is at its most deadly. You can attack in all eight directions, as well as control the whip's motion after the initial strike. This creates a weapon with a lot of subtlety, with plenty of tricks to master. The "evolution" from this to the wide array of single-button single-direction weapons in later games is a complete disappointment. Instead of being compelled to get better with the whip you're only strategy is to find weapons with better stats or larger hit boxes. Maybe this broadens the audience for the game by requiring less skill, but it's not like the whip is impenetrable.
I've always had this ambient dissatisfaction with the post-Symphony Castlevania games. I'm excited to start them, but by the end I'm left feeling that something was missing. Like they could have been better if they were less RPG and more like the classic Castlevania games. I figured it's possible that nostalgia had clouded my judgment, so I decided to dust off the Wii and download Super Castlevania IV for the Virtual Console. It did not disappoint. I played the game to its completion and enjoyed every minute of it. It's really amazing how little the series has evolved over the past 15 years, and how so many of the changes don't really add anything to the experience. The new titles have more gameplay breadth, but not really depth. In my opinion the franchise has lost its way and become something far lesser than what it once was.
The more I ponder this topic the more I realize I'm missing a piece of the puzzle. I'm going to go grab Symphony of the Night off XBLA and report back with my findings.
Monday, March 17, 2008
Now Playing
It's time again to filled you in on what I've been playing.
Tabula Rasa (PC)
As was probably clear from my review, I've really been enjoying this MMO. The aesthetics, which I had criticized, got more interesting when I finally got off-planet. It's still nowhere near as consistently inspired as WoW, but it's a bit better. I'm very close to the next class split, which will mean that I can finally get my flamethrower. Believe me, I am stoked to flame some fools, but even if it's not as awesome as it is in my head I can always flip over to one of my clones and experiment with a different class branch. The game has gotten a little more grindy as I've approached level 30, but it still moves along way faster than any other MMO.
There was a bit of news a month ago that NCSoft would be making a console MMO. And I think that there's a good chance that could be a port of Tabula Rasa. I've never played an MMO so apt for console play; the interface would be a no brainer to map to a controller. It's true that there are other challenges in bringing an online persistent game to the consoles, but most people write off the possibility of a console MMO because of the interface, and Tabula Rasa wouldn't have that problem.
Lord of the Rings Online (PC)
Actually, I'm not playing LotRO. I officially canceled my subscription last week. LotRO was always a bit on the slow side, but after playing Tabula Rasa I just couldn't handle it. I couldn't even power through one more level to make a clean 40. So I decided to call it quits. I'm not sure if the recently announced expansion will be enough to lure me back. I totally want to explore Moria, but I don't know if that'll be enough. I've already written about what I think is wrong with the game, but don't be surprised if you see more posts as I examine it further, even if I'm no longer playing it.
Rock Band (Xbox360)
It's amazing that I haven't posted a review of Rock Band yet. But I usually only write about a game when I'm done with it… and I'm still playing a ton of Rock Band after all these months. The weekly DLC has definitely help keep it fresh. With so many tracks and so many ways to perform them, this game ain't going anywhere anytime soon. But yes, I will get off my duff and post a proper review.
Smash Bros Brawl (Wii)
I played the crap out of Smash Bros Melee on the Gamecube, which firmly planted Brawl as one of my most anticipated Wii titles. It hasn't disappointed me yet. That's not to say that it's exceeded any expectations - it's met them precisely. Basically it's exactly like Melee except with a couple more small features. It's more of the same, so if you loved Melee you'll love Brawl.
DS
I haven't used my DS in months. When work was crazy I got into the habit of working on my laptop on the bus instead of playing. Unfortunately the habit stayed even after things calmed down. I'll probably have to pick up something like Phantom Hourglass to get my motivated again, because Portrait of Ruin wasn't cutting it.
Pile of Shame
Here are the games that somehow got pushed to the side and I haven't given the attention they deserve:
There was certainly a long period of there being no high quality Wii titles. But it seems that when they finally did come out I wasn't ready for them.
Review Backlog
Given the large list of AAA titles from last fall, I'm a little behind on my reviews. Here's the list of games that are pending a write-up:
Sunday, November 4, 2007
Now Playing
I've already pumped a ton of time into The Orange Box and I still feel like I've barely scratched the surface. I started out with Portal, which is a little slice of gaming perfection. I then moved on to play Half-Life 2 for my third time (yes, it's that good), but for my first time on a console and my first time with achievements (Ravenholm with only the gravity gun = good times). I've only cracked open Team Fortress 2 for one round but it was a total blast. I'm big supporter of renting these days, but really no one with a 360 should be without The Orange Box.
Guitar Hero III: Legends of Rock (Xbox 360)
More of a good thing is still a good thing, and with Guitar Hero all I really need are more songs. Thankfully Guitar Hero III delivers a quality set list. Sure they've added multiplayer and that crazy battle thing, but that's not really what'll sustain me. I'm looking to Rock Band to evolve the experience, but in the meantime I'm content with more of the same from GH3.
Halo 3 (Xbox 360)
Really, who hasn't been playing Halo 3? As awesome as Halo's multiplayer is, I'm a member of the "singleplayer first" crowd, so right out of the gate I holed to play through the Chief's latest rumble in the jungle. I was not disappointed, as that Halo's level design seems to have caught up with the excellent gameplay. I've been squeezing in some multiplayer as well whenever I've had the opportunity, but there are so many games on my plate right now that it's hard to justify prioritizing another round of Slayer over other games. There's no rush, because we all know that Halo 3 multiplayer will be rocking until the End of Time.
Lord of the Rings Online (PC)
I spoke awhile ago about potentially putting down WoW and trying out LotRO. But I never proceeded to mention that I actually followed through. You heard me - I successfully broke free of WoW. You could say that I didn't quit, I just changed cigarette brands; but I haven't really been playing LotRO much at all, so it's more like switching to a nicotine patch instead. Don't get me wrong - LotRO is a very capable MMO and has a leg up on WoW in some ways. I like that they planned for varying group sizes (and even have solo instances). I like the ongoing epic quests. I love those moments when you connect to the book (like getting lost in the Old Forest, or climbing Weathertop). I love the deed system (i.e. MMO achievements). But although the game is technically more powerful it ends up feeling rough around the edges. The UI is unintuitive and clunky in a lot of places, and the art direction overall just isn't as good. It's still fun, but I have a hard time deciding if I'm not playing much because of some flaw or if I'm just burned out on MMOs in general.
Metroid Prime 3: Corruption (Wii)
I'd probably be raving about Metroid all over the place right now if there weren't so many other great games also keeping me busy. Halo and the Orange Box came along and totally derailed my ongoing Metroid campaign. I'm hoping to get back to it now that I have some more free time, because what I've played so far has been great. The control scheme works really well, the action is great, and the environments are gorgeous. What more can you ask for from a Metroid title?
Guitar Hero 2: Rocks the 80's (PS2)
I think this one's destined to gather some dust for awhile given that GH3 is commanding my attention right now. But as a rental or a budget title Rocks the 80's is better than the bad press it got. There are some fun songs in there, just don't pay full price for this one.
Puzzle Quest (Xbox 360)
I heard that the DS version of this game wasn't quite as good as the widescreen version on the PSP, so I decided to wait until it hit Xbox Live Arcade so I could try the trial for free. Little did I know what I was missing all these months. Puzzle Quest is freaking brilliant. It takes the short term game from a puzzle game like Bejeweled and combines it with the long term structure of your average RPG. The result is an RPG that is fun all of the time, not just in the abstract. RPG elements have been tacked onto many other genres before in order to give them longer appeal, but this particular blend comes off really well.
Castlevania: Portrait of Ruin (DS)
Taking a little vacation a couple of weeks ago gave me enough plane time to sit down with the latest Castlevania. I've had a hard time getting into it because it is so similar to its predecessor. More of the same gameplay wise isn't necessarily a bad thing, but recycled art sure is. You don't want people to feel like they're playing the exact same game. And that's what it feels like, except the characters and script are even more obnoxious. But hey, you gotta pass time on the bus somehow.
Final Fantasy VI (GBA)
I've had some frustration with the modern RPG lately, so I just had to go back and play one of the classics to cleanse my palate. I'm still a little burned out after WoW, and I've had to whore out my bus time to work for the past couple months, so I've been proceeding slowly. But FF6 really is as charming as ever.
Thursday, May 3, 2007
Now Playing
Guitar Hero II (360): It's hard to say how much I love this game. Currently I'm working on 5-starring Hard and scraping by in Expert (currently in tier 6). Both of which are totally owning me, so I don't know if I'm gonna make it, but it's still fun anyway. Seriously, if you have a 360, get this game.
Command & Conquer 3 (PC): I'm towards the end of the GDI campaign. The game totally brings together the classic C&C setting with streamlined gameplay from Generals. However it does seem like I can always succeed by just turtling and then building the uber army (no unit caps FTW?).
Final Fantasy V Advance (GBA): Holy crap old school RPGs are long; I've been playing this one pretty solid during my commute for months. But at least the job system is interesting, making me feel like I'm not grinding the whole time. After killing lots of time getting uber job combos and all the legendary weapons I'm finally enroute to the final boss.
World of Warcraft: The Burning Crusade (PC): I'm actually approaching my criteria for being "done" with the game. I've completed every soloable quest in Outland and most of the group quests, leaving me for a relatively small quest log. It's actually kinda annoying because there's no longer a point for me to play at any time other than in a group. The stuff coming in the next patch looks interesting, but outside of that I may end up putting this game down for awhile after a couple weekends more.
Twilight Princes (Wii): Haven't got back to this for a couple weeks because of other games. I've only finished the first dungeon so I've got a lot ahead of me. I'm not yet sold on the wiimote gestures for fighting but everything else seems pretty good.
Castlevania: Portrait of Ruin (DS): In my commute time I've decided to put this on hold so that I can focus completely on finishing FFV. But I'm eager to return to it as that I had a good time with its predecessor.
Friday, March 2, 2007
Nintendo DS M-06 Guitar Simulator
You might look at that game and say "Why not just play on a real guitar?" Well, a real guitar takes up space, and makes noise. Both of which are not bus friendly. And I'm always on the lookout for new ways to pass the time during my daily commute.
The DS of course is very bus friendly. But most of my DS hours are wasted away on time devouring RPGs (which only barely qualify as active entertainment). I certainly wouldn't mind having the ability to do something a little more constructive. This little toy looks like the perfect fit for a commuter that wants to compose on the go.
Tuesday, February 20, 2007
Final Fantasy III (DS)
There have been a lot of ports of the old Final Fantasy games to the GBA. This one is distinct in that they did an extensive graphical upgrade from the original 8-bit 2D graphics to completely new fully-3D models. And they were very successful in that. The characters, monsters, and environments all look great. It gave this 17 year old game the look of something completely modern... which is kind of dangerous. Because everything else about this game is still 17 years old.
Most of the reviews for this game described it as being difficult by modern standards. I wouldn't say that. Difficulty implies that it demands a high amount of skill and engagement from the player. That's not really the case. FFIII doesn't demand skill, it demands a tolerance for mind numbing level grinding (which I guess could be a skill...). You don't have to learn intricate strategies - you just have to level up enough so that you have enough hit points to survive the attacks of the bosses. Grinding is pretty standard in the RPG genre, so it's hard to criticize FFIII too much for it, but I felt like this game demanded more than most.
Final Fantasy III is the first game in the series to introduce the job system. Unlike future evolutions, this game only allows you to leverage the abilities of one job at a time, making it more of a big "I changed my mind" switch than an adaptive strategy. This is further exacerbated by the fact that you don't unlock jobs by performing well in the ones you have; you only have to proceed through the story to get the more powerful jobs. So there's no carry-over value of your early advancement. For example, you can completely ignore the less powerful Evoker and still unlock the ultimate Summoner job. Given that the number of enemies was reduced to accommodate the new 3D graphics, multi-targeting caster jobs are far less useful than melee jobs. And since you're already going to be grinding a ton to level up, for your own sanity you're probably going to forced into a party of simple fighters because melee attacks take less time than big fancy summons.
But I'm being a bit too harsh. For its time, this job system was revolutionary. And if I was playing the game in its original 8-bit incarnation, I probably wouldn't be so critical. But the game looks so darn pretty that I have a hard time reminding my brain to lay off.
FFIII provided me with an interesting trip through the RPG gaming archives, but what I really hope comes out of this is a nice 3D RPG DS platform for some new adventures. Final Fantasy Tactics DS, por favor?
Monday, February 12, 2007
Beware of Port
Last week I was so psyched to be close to the end of the game. I was in the last dungeon of the game, decently leveled (with one of my jobs at level 99), and had all the best gear. I'm in the final stretch. I pass the point of no return (no more opportunities to save), and prepare for the final boss battle. 2 hours and 4 bosses later, I'm actually at the final boss. I'm getting a little nervous at this point - because if I die at this point I've lost 2 hours of work (or roughly 2.4 bus commutes). Thank god for the quicksave feature (non existent in the original game), otherwise I would have had to do that all in one sitting. But I'm feeling good, because the mini bosses leading up to the final one were pretty manageable. Then I get thoroughly owned by the Cloud of Darkness.
Fast forward to this week. My commutes are spent grinding my character's levels up so that I can make my second attempt. And now that I know just how long that attempt is going to take, I'm sure as hell making sure I'm ready. Because I'm a stubborn son of a bitch, and I will beat this game.
We forget in the modern gaming world just how unreasonable games were back in the day. I'm sitting there, post-smackdown, thinking all sorts of nasty thoughts about FFIII's game design. But then I step back a bit, and remember that I had to do almost exactly the same thing when I played through Final Fantasy I (you have a rematch with all the four elemental bosses, and then the final showdown with Chaos, who will most likely r0x0r j00r b0x0rz). I guess I just had a lot more patience when I was 8.