Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, December 24, 2012

Theatrhythm Final Fantasy (3DS)

I've been playing a bunch o' Theatrhythm Final Fantasy for 3DS.

Really, this game should be a system seller for Nintendo's current handheld for those longtime fans of the Final Fantasy franchise.

It's cool to see an atypical entry in the FF franchise, which is typically exclusively role-playing (including some lackluster MMORPG attempts).

Theatrhythm is a deep rhythm genre game that lets you play through and enjoy songs from Final Fantasy's I through XIII, with lite RPG elements earned from and affecting gameplay, and fan-service unlockables galore -- virtual collectible trading-style cards, songs and videos from the game, play modes, and characters.


Core gameplay is purely stylus-driven. You tap, hold, or swipe to the beats of different songs from the FF games.



There are three main modes to the game:


  1. Music Play (the main gameplay mode)
  2. Museum (the collectibles vault)
  3. StreetPass (trade / swap the "ProfiCard" trading cards and "Dark Notes")
The core gameplay "Music Play" has three child modes -- Series (initially the only mode unlocked and available), Challenge, and Chaos Shrine.

After setting up your initial party of 4 (cutesy versions of iconic characters from each game), Series mode lets you play through each of the Final Fantasy(ies).

Series mode starts with an optional Opening Prelude, tap-only quick game (which does earn you in-game points), followed by "Field Music" (a traveling visual game set to the Main Theme from the game you're playing). Then "Battle Music", where the make up and equipping of your party really matters as your rhythm game does damage to a variety of enemies, and prevents damage to party members. "Event" sequence music plays the game's opening theme against a backdrop of gameplay (in earlier games), and FMVs (in the later games). Finally, there's another optional "End Theme" minigame, similar to the Opening Prelude.

Throughout these modes, you gain skill points, level up your team, and get loot drops that you can equip per round.

Play enough Series mode, and you'll unlock Challenge mode, where you can try to perfect songs from Series mode, using either "Basic" or "Expert" score baselines. Where Series mode was fun (and challenging) for me,  Challenge mode stressed me out, but that's balanced with increased RPG leveling, and the score being weighted (what feels like) appropriately for the Expert scale.

Playing enough Series mode will also unlock "Chaos Shrine" mode, which has solo and multiplayer facets. Like Challenge mode, I found this a little less fun than the core Series mode, other than it really leverages -- and rewards -- the lite RPG elements in the game (which I really enjoy). Even cooler, "Dark Notes" are unknown songs (in the context of the game), so you're "defeating" (unlocking) new franchise tunes and composer information as you play through the game.

The Museum mode is solid in the context of the game itself, but even cooler for franchise fans. Here, you can view your play records, the cards you collect, listen to and favorite unlocked songs and videos from the franchise, really rewarding fans.

Packaging-wise, the Menus are pretty phenomenal (other than the music and video players). Each menu clearly defines where you are in the flow, and offers multiple selection to go to sub-modes, or tapping "Play" or "Select" after selecting the mode or level.

Along the same lines, the timeline portrayal in Series mode feeding my inner geek -- It's a slick, scrollable lower screen presentation of the Final Fantasy title and its year of release, and an upper screen showing a screenshot from the selected game, and any score you may have earned.

Score recaps are very nicely done (an art in and of themselves), and the visual FX are a step above many 3DS titles.

As far as the 3D itself, while it's fun to see franchise assets in 3D for the first time, and the Prelude and End Theme optional sequences arguably look better in 3D, ultimately the 3D is really unnecessary.

Which brings us to the one downside of this title. Since the 3D isn't needed and it's a purely tap game that requires no discreet button presses, it's totally unnecessary as a handheld game, and could find strong footing on phones and tablets in instead.

There is an iOS version of the game, which removed several of the key gameplay modes, so it may be the other reason the title makes sense on discreet handheld is to support the wealth of content in and unlockable from the game.

That said, this title is unique on the 3DS in that it's a differentiated expression of the franchise -- holding onto core elements (RPG and characterization), and giving a unique focus to one of the biggest facets of Final Fantasy (the music). It's slickly packaged, and has a lot of replay-ability. I think it was also the first 3DS title to support DLC of additional content the team couldn't fit on the original game. I like that kind of business innovation, but I have no numbers that show how this worked out for gamers or Square.

Overall, a strong recommend if you're a fan of solidly packaged handheld games, rhythm titles, lite RPGs, and/or the Final Fantasy franchise.

Saturday, December 22, 2012

Kingdom Hearts 3D [Dream Drop Distance] (3DS)

I've been playing Kingdom Hearts 3D [Dream Drop Distance] on Nintendo's 3DS handheld, and I'm really enjoying it.

Typical of many Square Enix games, the production values are high, pre-rendered 3D cutscenes look almost  "current gen console", the voice work is robust and pretty comprehensive, and the gameplay is really, really diverse.

Design-wise, the game does a good job of dropping you in, and offering you dismiss-able tutorials. Even better (design-wise), it follows up tutorials with you repeating mechanics shortly after you've learned them with a second character. It's not overt, and it's a slick way to re-inforce the mechanics.

Which is good, because there is a lot (a lot a lot) going on here. Shoving a full-on RPG into a handheld, with real-time combat, minigames, leveling, companion creature mixing and training, etc. -- Can be a bit much. I think if I were playing just this title, I'd do fine, but I'm finding as I bounce back and forth between a few dozen  3DS, PS Vita, Xbox 360, PS3, Wii U, and SNES games in the same two weeks, I get lost every time I come back Kingdom Hearts. (Not bragging about the titles / platforms I'm hitting; it's work.)

That said, the game is really good. Like "warm hug from an old PS2 friend who moved into the now" good. It's a little typical teen angsty, but in a fun, non-whiny way.

And Square Enix does a good job making the core Disney characters in the game feel weighty and important and cool -- And they're not even the owning company, so it's even more impressive.

And there are nice touches -- like language that positions tutorials as "mementos", the use of a slick conceit that makes the game accessible to both new and longtime players in the context of this game's (and the franchise's) fiction, etc.

So far, I could do without the 3D in this game. While the 3D functionality in the handheld is scalable from "off" to "full", if it's on at all, I have to be at the perfect angle to make it work. The game's mechanics require pushing both of the shoulder buttons (which pulls the handheld inside my set distance for enjoying the 3D), or the L or R shoulder button (pivoting the console and shifting / "bouncing" the image).

I was turning on the 3D during cut scenes and off during gameplay, but stopped doing that.

Personal-bias-wise, I don't like switching contexts in games (x is sometimes jump and sometimes interact and sometimes julienne fries), but I like it even less in the real world. Needing to interrupt gaming to adjust the 3D, or keep a stylus out and grab it in menus but not use it in gameplay detracts from the overall experience.

But it doesn't detract by much, and it no way takes away from giving a strong recommendation for playing Kingdom Hearts 3D [Dream Drop Distance].

Saturday, October 13, 2012

Borderlands 2 (Xbox 360)

I'm sinking a lot of time across multiple characters in Borderlands 2.

I dig any sort of sequel that is not just "more of the same", and not "just a bit better" -- but actually holds onto all of the good of the previous version, and blows the lid off with new [gameplay|story|polish|features|etc.].

No, it's not perfection -- It's still way more compelling for me to play the game in a group than it is alone -- but this "Diablo looter as a slick stylized shooter with its own identity" is a ton of fun.

Me? I play a lot of games. A lot a lot.

But my clans? I can't seem to pull them away from Call of Duty or Halo (both of which I really like, BTW). Borderlands 2 has done what I couldn't do on my own -- show them there are other games out there.

And the writing? The acting and voice over delivery?

Fun, fun stuff.

Sunday, May 20, 2012

Zenonia 2

I'm playing a lot of stuff on my Kindle Fire, getting the lay of the land for the gaming tablet scene (works will for all of the Biz travel I'm doing right now, too).

Right now, I'm working through a ton of RPGs -- like Zenonia 2 -- looking at how they're taking advantage of the form factor, evolving the genres, and (if applicable), improving across sequels.

Zenonia 2 doesn't do much over Zenonia, and while it's a solid enough RPG offering, I found it's navigation a bit frustrating, and it's slow pace and exposition akin to Advanced Wars -- but minus the charm.

I'll be playing through it (and hopefully the third and fourth iterations of the franchise) to see what I can learn from this mini case-study for how to provide gameplay experience for genre fans on tablets.

Saturday, October 22, 2011

Dark Souls (PS3)

Dark Souls is the spiritual successor to Demon Souls.

(I love that sentence.)

And it is a brutal, brutal game. I spent an hour getting my tail handed to me because I attacked a guy I was not ready to face, and kept respawning and could not undue the bad decision I had made, and I hadn't mastered the early-in-the-game battle mechanics needed to hold my own. And I didn't get my shield (which I was told to pick up). And almost nothing is explained.

This is not bad game design -- this is designed consequence.

I love how hard Demon Souls is. I love how much harder Dark Souls is. It's hard to explain, because it's not exactly masochism (not exactly). For me, it's wanting to improve in a game that feels so immersive because it does not hold my hand, and failure to pay attention and keep my wits about me is hours-upon-hours costly.

I have to play so many games that I don't want to play. I should be upset at how long this game it going to take me, but I'm not upset that I'm forced to spend time with such a caliber, sleeper offering.

Sunday, October 04, 2009

Marvel Ulimate Alliance 2

(First Impressions.)

OK, I need to spend more time with Marvel Ultimate Alliance 2 ("M-UATU", for those who have been paying attention).

I've been looking forward to it for a looong time, and it's ambitious as all get out -- multiple combinations of players and powers; two continuity arcs re-imagined; truly taking advantage of next-gen hardware (the last one was early in the hardware cycle); hitting multiple platforms and control schemes; and the whole "licensing IP that has rabid fanboys" thing.

And it's fun. But it's not as fun (for me) as the original MUA. I'm trying to figure out if that's because it's not new like the first game was (which wasn't new, per se, but was a good franchise evolution over the excellent X-Men Legends titles). Maybe it's that it's competing with too much coming out at the same time that I'm playing (including stellar same-genre (IP, not game) offering Batman: Arkham Asylum).

Maybe it's because all of the stuff that I mention above is too ambitious, and the project struggles a bit under all of that weight.

For whatever reason, out of my current game queue (which also includes Batman, ODST, Bowser's Inside Story, Scribblenauts), MUA2 is last on the priority list. And I don't know if I'll be able to get it cleared out before I move over to Modern Warfare 2, BrĂ¼tal Legend, L4D2, and New Super Mario Bros.

What I haven't done yet is multiplayer. Since I'm a big co-op fan, the "fusion" gameplay mechanic looks tailor-made for it, and it feels like they've fixed the camera over the original MUA, this may be a serious additive grace for the game.

Hopefully, more detailed thoughts soon.

Thursday, September 17, 2009

Chrono Trigger

I'm on the road a lot lately the last several weeks, so that means I'm DSing it.

Having missed Chrono Trigger the first time around, I'm now playing it on the Nintendo DS, and it's stellar.

Being updated to take advantage of the DS control scheme and touch screen is keen, as is the implementation of dual screen support. I also dig the the real-time battle option.

I'm spoiled; not sure I could have played this JRPG the first time around, but the "DS enhanced" version really works for me.

Friday, August 14, 2009

Mystery Dungeon: Shiren the Wanderer (NDS)

I picked up Mystery Dungeon: Shiren the Wanderer for the Nintendo DS because I wanted to play a polished roguelike on the handheld.

Liking it so far, though I think after it, I want to find a darker roguelike game. If I can't find one, I may make one.

Sunday, August 12, 2007

Eternal Sonata

Wow, if you haven't yet, you should check out the Namco Bandai Eternal Sonata demo from disc 73 of The Official Xbox Magazine, or download it from Xbox Live Marketplace.

I'm not really into Japanese-style RPGs, but this is one charming, beautiful little game. Besides, it's got a decent mix of turn-based and action RPG mechanics. You have all the time in the world to decide your attack move with your three-person party, but once you move at all (like, accidentally bumping a thumb stick), it's on, and the attack meter ticks down quickly until your turn is done. Stupid giant wild boar.

And, as far as high art goes, this game is set in Polish composer Chopin's dreams (subconscious?) as he's on his death bed. So, his music is throughout the game. So it's audibly gorgeous, too.

So what are you waiting for? Go play the free demo, slacker.

Wednesday, March 21, 2007

Dungeons & Dragons: Heroes (Xbox)

After playing Gauntlet Seven Sorrows the other night, when a buddy came in from out of town Monday, we decided to dig out our mutual favorite original Xbox co-op game Dungeons & Dragons: Heroes.

This is a freaking fantastic game, and you shouldn't miss it. Seriously.

The title probably didn't get its due because being an Xbox exclusive in the early days restricted its visibility, and it's licensed fare. And let's be honest, some reviewers hate licensed fare (to be fair, most licensed fare sucks).

Sure, there are some hack-and-slash tropes in the game (a la Baldur's Gate), but this is a pretty game, has great level design, differing feels for each level, fun side quests, and well-done cut scenes (though there are a couple that seem disjoint on the graphical side, but that's only when compared to the others of super high quality).

Actually, the cinematics (I think mostly done by Dragonlight Productions, Inc., who I don't know if is even still around) are high quality, with solid voice work, interesting, cinematic flare, and are head and shoulders above most video game cut scenes.

And the game has prettiest, most subtly effective water I've seen. Last-Gen or Now-Gen. Seriously.

And a game like this, designed to be played together, really shines with 1 to 3 friends questing along.

And there's a whole bunch of "little" stuff this game does well.

Things like the water. Usability things like your most recent saved game moves to the top of your save/load games menu. The game slows down action while you make button assignments, but doesn't stop the action. Your characters change looks (onscreen and in menu) as you swap out armor and weapons. It's easy to buy / sell / drop / give items.

Keep in mind, this was 2003.

You can pick up this game for dirt cheap new or used. I highly recommend it.
Would I rent? Yes.
Would I buy? Oh, yeah!

Friday, February 02, 2007

Dungeon Master (PC)

I recently discovered the Windows PC recreation of Dungeon Master, Return to Chaos (RTC).

I first played Dungeon Master in the 80s on my Atari 520ST, and it's probably my all-time favorite game. DM was arguably the first realtime 3D RPG, had incredible ~50% sell through on the Atari install base (not sure what the later-released Amiga numbers were), and is an engaging, stylistic game that still holds up today. And Lord Chaos deserves to be in the Villains Hall of Fame (is there such thing? If not, I'm starting it right now).

Eschewing the turn-based RPG tropes of the day, DM bailed on the Dungeons & Dragons conventions and complicated rules to stats that updated based on actually doing stuff real-time in the game world. Monsters are varied, plentiful, and challenging (I think this is where my fear of all things scorpion-esque comes from), and there are a decent amount of puzzles, jokes, and brain teasers throughout. And leveling up is rewarding and makes a difference.

Wayne Holder, Doug Bell, and the other folks behind FTL Games and Dungeon Master are seriously impressive. So's this George Gilbert guy, who recreated the game "mostly as a work avoidance tactic in my final couple of months at university" (I can respect that). RTC includes not only the original Dungeon Master, but Chaos Strikes Back, Dungeon Master II (I'm admittedly not a fan of that last one), and a dungeon editor -- all in a 12MB download.

For non-Windows folks, there's (in theory) a Java version, but I've never gotten it to run (and I debug Java), and versions from other folks for Windows/Linux/Mac/Pocket PC.

If you have a chance, you owe it to yourself to try this game out. Seriously, finding this port has pulled me away from finishing Lost Planet on the Xbox 360.

Wednesday, January 10, 2007

Marvel: Ultimate Alliance (Xbox 360)

I recently finished Marvel: Ultimate Alliance for the Xbox 360, arguably one of the best comic book games to date (though it's in some ways a shiny skinned update to the X-Men Legends franchise, to which I'd given the title previously). And it may have to share that title with Rogue Trooper.

I finished the game for a number of reasons.

First, I was clearing by Xbox 360 plate for Friday's release of Lost Planet: Extreme Condition, and the upcoming Crackdown demo (then full game) at the end of this month and the end of February (respectively). Second, I want to give Raven Software some feedback on the game, and what I hope to see in the sequel. Third, I'm a comic book geek, and this game really scratched an itch.

And by "finished" I mean I finished the main story. I've also done a bunch of the training sims, but I'm missing about 4. And I'm missing two figures to unlock Black Panter. Mother.

First, a quick reminder of my past impressions:

Those two previous posts focus on some of the needed areas of improvements, so here's more of the positive. And some more areas for improvement.

Overall, this is a great game, and I think Raven really hit the mark. Being able to play with such a huge stable of diverse characters, multiplied by the number of variations that actually change their stats and leveling up, is wicked cool. And the types of costumers are real fan service, too. For example, as a fan of Captain America, it's a big deal for me to unlock the same WWII skin that's on my desk as a Marvel Selects figure. And getting to unlock the Beta Ray Bill variation on Thor is tops. Other skins aren't as great (I think the Iron Spider variation of Spider-Man, due largely to timing, isn't all that big of a deal).

I've seen the story badmouthed in a few places, which I'm not sure I understand. Pultizer-winning it ain't, but it's actually not a bad device for tying together the game, and I could totally see it as a comic book arc. There are a few artificial inclusions (like Atlantis), but better than a lot of games.

And there's a lot of good voice acting in the game, which is nice. There is also, unforgiveably, what sounds like Raven employees doing horribly bad voice over, like during simulation missions (voice over's not that easy, is it, guys?).

I also like how Raven's chosen to mix up camera angles over the traditional 3D isometric view. Occasionally, it's a bit wonky, but works most of the time.

Where the camera didn't work (and needs some serious help) is on same-screen cooperative play. I'm bummed that I introduced to friends to MUA as I finished the game on the final boss battle, which made for a wildy swinging camera, disorienting respawn repositioning of each other, and a generally frustrating, ungraceful experience for my cronies. And this was just 3-way play, and I suffered the same kinds of problems in 2-way play.

The training simulations in a lot of ways seem unbalanced. I was focused on leveling up Captain America throughout the game, but even with that, it was a long time after I found his training sim disc before it was playable. That play balance needs to be tuned quite a bit. Other levels (like Lizard), were serious walks in the park.

The whole My Team mechanic -- where I get create a dedicated super team and increase skills and reputation -- is pretty slick, but needs some tweaking as well. For example, the feature isn't unloocked until you're later in the game, and you're penalized (lose points) if you change out any of your team members. I think the mechanic should be available earlier (or outright), and you shouldn't be penalized if you switch out to characters or skins that weren't available when you first formed your team.

The replayability for the game is decent. But Raven needs to seriously fix the experience. This goes back to the "appropriate cutscene/mission briefing" gripe I've mentioned before (everyone learn from Dead Rising). To get pieces of the the same dialogue for things I've already completed is -- to me, in a now-gen game -- unecessary. Plus, I'd like to unlock some areas, or have things tweaked a bit. Going back into Mephisto's realm should be a bigger deal, because he should be pissed at my last foray into his kingdom.

Again, Marvel: Ultimate Alliance is a great game -- especially for comic geeks. But even if you're just a fan of great RPGs, this title should be at the top of your list.