Thursday, April 28, 2016

Corpse Party Review


I reviewed Xseed's and Team Grisgris' indie Japanese horror game, Corpse Party over at Tech-Gaming.

"  As a horror game, Corpse Party is entirely reliant on its story and sound design, creating a solid build-up with a payoff that is often less than what was promised. "

Click here to read the full review.

Tuesday, March 29, 2016

Ryu shouldn't have won the Street Fighter 2 tournament

While playing Street Fighter 2: Special Champion Edition on the Sega Genesis for my last review, I came to an interesting realization; Ryu winning the Street Fighter tournament was the second worst ending possible.

This may sound like an odd thing to say, but bear with me here. Let's analyze the game's endings.







Worst possible outcome: Bison, Sagat, Vega and Balrog win the tournament




The ending for all four bosses is essentially the same with Shadowloo taking over the world. This is the worst possible outcome and for all intents and purposes we'll consider this as a single ending despite it unlocking for four different characters.

In conclusion:

  • Shadowloo takes over the world
  • We're all doomed


Neutral Ending: Ryu wins the tournament


Ryu wins the tournament and the Shadowloo organization is stopped, but he doesn't care about any of that. Nothing in his life changed. His sole focus is his training, there was no character growth to speak of. Yes, the world is saved, but none of the other characters had their issues resolved.

In conclusion:

  • Shadowloo is stopped
  • Ryu doesn't go through any character growth
  • All other characters have their issues unresolved

Good Ending: Everyone else wins

Blanka's Ending


When Blanka wins, he stops the Shadowloo organization and is reunited with his mother. Blanka is no longer alone.

In conclusion:
  • Shadowloo is stopped
  • Is reunited with his mother and finds happiness
  • Blanka's character issues are resolved
Chun-Li's Ending


Chun-li stops the Shadowloo organization, avenges her father and can now carry on with her life in peace.

In conclusion:
  • Shadowloo is stopped
  • Avenges her father
  • Finds inner peace
Dhalsim's Ending


Dhalsim stops the Shadowloo organization, returns home and starts a family.

In conclusion:
  • Shadowloo is stopped
  • Returns to his family
  • Has a son and finds inner peace
Guile's Ending



Guile stops the Shadowloo organization, returns to his wife and daughter and finds inner peace.

In conclusion:
  • Shadowloo is stopped
  • A family is reunited
  • Finds inner peace
Ken's Ending

Ken stops the Shadowloo organization and marries Eliza, finding inner peace.

In conclusion:
  • Shadowloo is stopped
  • Marries and lives happily ever after
  • Finds inner peace
Honda's Ending



Honda stops the Shadowloo organization, returns to his students and finds happiness.

In conclusion:
  • Shadowloo is stopped
  • Returns to his students to share his wisdom and knowledge
  • Finds inner peace
Best Possible Ending: Zangief wins



Zangief stops the Shadowloo organization and dances "The Cossack" with ex-USSR President, Mikhail Gorbachev.

In conclusion:
  • Shadowloo is stopped
  • Seeing Gorbachev dance "The Cossack" is pure win
There we have it. Had anyone else won the tournament other than Ryu or Shadowloo members won the tournament, the final outcome would have simply been better.

Wednesday, March 9, 2016

Gunscape Review


I reviewed Gunscape over at Tech-gaming.com

" I recommend anyone who seeks to enjoy Gunscape to its fullest to jump in now while they can. Currently, the game features an advanced set of world-building tools for consoles and fun online multiplayer. Once the community dwindles however, all that will be left are dozens upon dozens of recreations of more famous shooters, but with their charm and tight gameplay lost in translation. "

To read the full review, click here.

Tuesday, March 1, 2016

Banner Special: Old and busted vs. New Hotness

It's been a while since I've done one of these, in fact, the last banner special was almost 3 years ago. The reason being that I simply haven't made any new banners since then.

Well, today I'm glad today I made new banners... sorta. Rather than making new banners, I decided to remake old ones into animated gifs. So with said here's Old and busted, new Hotness gif edition.


Old and busted vs. New Hotness: Duke Nukem 2




Before Duke Nukem became the poster boy for videogame development hell he was one of the FPS genre's greatest icons, and before that, Duke Nukem was just a really good Ms-Dos platformer. Now he's back, with the horizontal black bars being replaced with vertical ones. This was done so the text wouldn't super impose any cool smoke effects.

Old and Busted vs. New Hotness: Legend of Kyrandia 2



Legend of Kyrandia 2 might just be my most nostalgic point and click adventure game. As a kid I would play this over and over before giving up near the end because some of those puzzles were impossibly obtuse for me. This was a fun one to make though I actually had to remove the Brandywine's movement in the upper left corner. Having a purple dragon bobbing her head made the text hard to read.

Old and Busted vs. New Hotness: Dune



Of all the new banners this is my favorite. Chani's subtle movements are exactly what I was looking for when creating these.

Old and Busted vs. New Hotness: Dune 2



Yet another one I really liked. What is it with the Dune series and oddly-proportioned, constantly blinking characters?

Old and Busted vs. New Hotness: Another world / Out of this World



If there ever was a banner that screams "video game blogger" this would be it. I simply had to have this banner with new animations.

Tuesday, February 23, 2016

Street Fighter II: Special Champion Edition Review

Developer: Capcom
Publisher:  Capcom

To say Street Fighter II was popular during the early to mid 90s is an understatement, being often credited as the game which revived the arcades for another decade. Capcom was also known for having a solid relationship with Nintendo at the time and as a result, Super Nintendo owners were the only subset of gamers who were privy to having a quality home port while Sega and NEC owners would have to take trips to the local arcade. Of course, PC gamers could get Street Fighter II for Amiga, Atari ST and MS-Dos, but the less said about those, the better.

However, as the story goes, by 1992 Capcom of America had noticed the growing popularity of the Genesis, in part due to Sonic the Hedgehog 2's success and urged the Japanese branch to consider developing for Sega's console. Eventually, Capcom of Japan acquiesced, and started developing games for the Mega Drive of their own accord though they never gave it the same level of support as they did with Nintendo's 16-bit machine. 

It's true the Mega Drive / Genesis had already received several Capcom arcade ports like Ghouls n' Ghosts and Strider before Street Fighter II's debut, but those were ported by Sega themselves under license from Capcom. In fact, roughly half of Capcom games developed for the Mega Drive were outsourced, either to Sega themeselves or other companies and Street Fighter II was set to follow in this trend. 

Yes, Street Fighter II for the Sega Mega Drive / Genesis was originally outsourced to a smaller company, but rumor has it Capcom wasn't happy with the port and decided to finish development in-house. This means Street Fighter II: Special Champion Edition was in fact, the first game Capcom developed internally for any Sega console.

Now, it's generally agreed upon that this game originally began as a port of Street Fighter II: Champion Edition but the end product incorporated features and gameplay tweaks from Turbo. I've seen conflicting reports regarding whose decision it was to add Turbo's features before Street Fighter II Turbo: Hyper Fighting launched for the SNES, some sources claim it was from Sega while others from Capcom themselves. 

What this version has going for it, is that it's in fact, two games in one cartridge, but you'd never guess by reading the back of the box or the manual. This means you can select between the classic Street Fighter II ruleset or the Turbo gameplay additions. By choosing 'Champion' mode, you play Street fighter II: Champion Edition, this is the basic game with the bosses added as playable characters.

By selecting Turbo you can effectively alter the speed of the game, leaving it at normal or making incredibly fast, though personally, I never cared for the added speed. However, Turbo mode also adds new moves including Chun-li's fireball or Ryu and Ken's ability to do a hurricane kick in mid-air. Moreover, you can set the game speed to normal, so if you're like me, you can enjoy the added ruleset without turbo.

The first few times I played Street Fighter II: Special Champion Edition I stayed away from Turbo because I didn't care for the extra speed and didn't realize gameplay tweaks were added. It wasn't until I decided to give it a couple of chances that I realized Chun-li and Honda were using different moves. Suddenly, everything clicked. Champion Edition eases players into the game, and Turbo offers some ruleset variation to those seeking a deeper fighting system with more balanced gameplay. I'm positively horrible at playing Chun-Li in Champion Edition, but the added fireball move in Turbo makes her a more balanced character and as a result I was actually able to finish the game with her .

To me, this is Special Champion Edition's main strength and I'm honestly surprised how little this is discussed. Essentially this is an amazing learning tool, at least, so long as you're using a 6-button controller. The A.I. is also a little easier than its arcade counterpart (though at top difficulty it completely destroys me) and the hit detection is simply perfect.

Unfortunately, though Capcom nailed the gameplay, it dropped the ball in the audiovisual department. The music ranges from good to disappointing; Ryu's and Zangief's stages sound fine and appealing but Dhalsim's theme is ear gratingly bad. The voices and sound effects don't fare much better; with each one being scratchy and muffled. Again, Dhalsim's stage is particularly egregious as the elephant trumpets completely drown out everything else.

Graphically, it's a little on the disappointing side as well. The animation and parallax scrolling are fine for the most part, but the colors used are often unappealing. Vega's Stage for example is to put it simply, ugly to look at. Other stages look fine but seem to have a little too much contrast. The sad part is, both the color and sound issues seem to stem from poor optimization rather than system limitations. There are several videos on YouTube of fans who cleaned the sound and colors by hacking the game while still making it compatible with a regular Sega Genesis / Mega Drive.

In the end, Street Fighter II: Special Champion Edition plays like a dream, features more content than your average Street Fighter II of the era and is the perfect learning tool for newcomers and veterans alike. Unfortunately, its presentation is somewhat disappointing, with the issues stemming more from Capcom rushing to meet a deadline than the console's limitations.

Pros:
- Arcade perfect controls and hit detection
- Two Street Fighter games in one cartridge
- A great entry point and learning tool for the series

Cons:
- Disappointing use of color
- Grating, scratchy voice samples
- Some of the stage songs are a little weak
- While not mandatory, a 6-button controller is highly recommended

Final Grade: A-



I like this cover, I feel the colors combine well and having M. Byson in the background looming over the world is threatening enough, but what is up with Ryu's eyes? One of them is at least twice as big as the other. Oh well, at least the '24MEG' seal adds some cheese value. It's fun to think a cartridge of this size used to a selling point when we consider 24 Megabits translate to just 3 Megabytes.

Inside you'll find the cartridge and a manual. The manual is your usual fare for the PAL-region, they're shaped and organized like VCR manuals with small blurbs of text in several languages for each page. I will say they were at least kind enough to put some backstory for each character and all of their movesets while still giving you a few basic tip on how each special attack works.

With that said, my main problem here is that the manual never tells you some of the moves are exclusive to the Turbo edition. In fact, it doesn't even mention the gameplay differences between those two. So chances are you'll waste time trying to use Honda's sumo smash while playing the Champion Edition only to give up in frustration. This is my main issue with the manual, in these instances it actually confuses the player. 

Other than that, it's just a typical packaging, the cover is somewhat appealing but Ryu's stare freaks me out. Considering this was the first Street Fighter game on a Sega system, I expected more effort in its packaging.

Packaging Grade: C+

Tuesday, February 16, 2016

Final Fantasy Type 0 HD Review

Developer: Square-Enix
Publisher: Square-Enix

Though Final Fantasy was once synonymous with high quality, many newcomers and longtime fans alike aren’t fond of the Fabula Nova Crystallis direction the series has taken since the release of Final Fantasy 13. Despite this lack of interest in the western markets, Square-Enix continued to publish and develop 13’s sequels, perhaps hoping they would find an audience.

With that said, it seems as though Square-Enix lost some of its faith in their franchise as they decided against localizing the original version of Final Fantasy Type-0 overseas. Granted, the game originally launched in Japan towards the tail end of the now defunct Sony PSP’s lifecycle. One can’t really blame the company’s decision, by this point Sony’s handheld console had lost momentum and software sales were declining fast, due to equal parts rampant piracy and loss of consumer interest.

Indeed it seemed as though this would be yet another JRPG us westerners would never get our hands on but luckily, that wasn’t the case. Square-Enix decided it would be in their best interest to launch a remaster of Final Fantasy Type 0 for the newly released PS4 and Xbox One with a PC port soon after. Now, with the ‘HD’ moniker added, we would receive what an even better way to play this game.

My expectations for this game were high, in fact, it was a prime motivator behind my purchase of a PS4. So you can only imagine my dismay when the first few hours of gameplay gave me one of the worst first impressions I have ever received in any high-pedigree series. The plot starts out excessively and needlessly confusing, filling the player with information overflow giving you no time to digest any of it. Names, terms, dates and events are thrown around so often, almost all of them new and foreign to anyone not familiarized with Final Fantasy 13.

Even if you have played that game, chances you will still be completely lost. This happens because for some unknown reason, the creators thought it was a good idea to withhold often vital information while still having every character discuss it as though you already knew all the events being discussed.

This confusing design decision will permeate your entire playthrough, though in fairness, this flaw is minimized as the game progresses. Even so, expect to hear terms like l’cie, agito and phantoma with little to no explanation as to what any of it is until you’re past the point of caring.

The issue isn’t that the main storyline is bad (though it’s not particularly good either), it’s the way the designers chose to present it. You often take a role in major battles between the Militesi Empire and the Dominion of Rubrum, yet before each major event you’re given a narration of what happened AFTER the fighting is over. The first couple of times this happened I thought it the game skipped over the battle, only to then throw me into the skirmish with full knowledge of what the outcome would be.

Reading this you might think the story has no redeeming value at all, but surprisingly that’s not true at all. Yes, the main plot is a waste, but the side-stories are actually quite captivating. In the world of Final Fantasy Type 0 HD, whenever someone dies, everyone he or she knew will immediately forget all memories they ever had of the deceased, as if the person never existed in the first place.

At first I wasn’t particularly drawn to this plot-point, but the more I spoke with random NPCs and heard their stories, the more gripping and heart-wrenching it became. In this war, people aren’t afraid of dying so much as they are afraid of being forgotten and forgetting their loved ones.

You’ll meet people who don’t remember having parents, brothers or being married. In the later chapters you come across a person at the military academy who states he never had many friends and was always something of a loner, when the reality is, all his friends were dead and he didn’t remember then. A female soldier who is nearing her death was terrified of the thought that her loved one wouldn’t even know she existed. This completely changes how we view death or why you would become a soldier.

Even when interrogating enemy bosses, you’ll hear them lament all the men they’ve lost whose faces they can’t remember. In one particular boss fight, he explains his motivations and why he chooses to fight until death, how he wishes to honor those he can’t remember, the conversation was pretty gut-wrenching and obviously moves your party, but when he finally succumbs to his wounds, everyone forgets the dialog ever took place, but the player doesn’t.

It’s a brilliant narrative element that is sadly never taken fully advantage of. The main storyline chooses not to dwell on this, being relegated instead to regular NPCs and side-stories that are earned when taking optional missions. These assignments also come with strong “war is hell” set pieces. Initially your nation is fighting a losing war and you witness the death and devastation that comes with it, but towards the end of the game, when the tables are turned you soon learn your side is hardly any better. Towns are captured and its denizens treated like 2nd class citizens right in front of you. Once again, the game chooses to ignore this, you will see innocent civilians and children be mistreated, denied food and be thrown out of their homes and all characters choose to ignore this.

It’s honestly baffling how there are so many great elements in the overall story but instead of being shown to players, they will have to dig for it only to see these moments ignored.
Final Fantasy Type 0 HD may be a spin-off, but it sees the return of many of the series’ staples. For one thing, random encounters are back and leaving a town or city takes you to an overworld similar to the ones found in the series’ PS1 outings.

Combat however is in real-time and it’s actually one of the game’s strongest points. Simply put, the fighting mechanics found here are addicting and surprisingly well developed. You have a total of 14 playable characters though your party is limited to 3, but each and every one of them has their own unique fighting style. Ranged characters all play differently from one another and melee fighters feature exclusive play styles.

You only control one character a time but you can quickly switch between party members by tapping the arrow buttons on the D-pad. This is an option you’ll likely use frequently as your AI teammates are generally not very useful save for the occasional healing spell.

As characters level up, they attain points which can be spent towards purchasing or upgrading battle skills and these will shape your main offensive tactics as the magic in this game is underpowered to the point of being nearly useless. Offensive spells generally come in two varieties; fast and so weak there’s no point in using it, or somewhat powerful but so slow you might as well ignore them.

Killing foes grants you a chance of acquiring phantoma, these come in several varieties depending on your enemy’s level, monster type and how it died. Phantoma can then be spent towards upgrading magic, but even when fully upgraded, offensive spells are not worth the hassle. Luckily, healing and defensive magic is far more useful, and upgrading them is highly recommended.

When in battle enemies will often lower their guard in preparation for their next attack. When this happens your lock-on reticle changes and provides an audio cue informing the player you can perform killstrikes which deliver massive damage and briefly stuns your target.

Summons are named Eidolons and unlike past titles, they can only be summoned when undertaking a mission. Calling forth one of these giants is immensely useful but has the side-effect of killing the character who beckoned the mythical creature.

It’s true offensive magic is highly disappointing, but every other combat mechanic clicks in perfectly. Characters may only equip a total of four combat skills at once, requiring players to carefully balance each member’s strengths and weaknesses.

Although the Playstation 4 features vastly superior processing and graphical capabilities to its PSP counterparts, it seems as though this port takes little advantage of it. Graphically, Final Fantasy Type 0 HD is highly inconsistent. Character models range from nextgen to something out of a Playstation 2… sometimes in the same scene. Backgrounds and graphical effects are a mishmash of state of the art and extremely outdated. To say the visual’s erratic nature is disconcerting would be putting it mildly.

The PSP’s limitations also hamper the story. It’s no secret on the handheld system’s bottlenecks was its long load times, because of this, the original version would often interrupt conversations to load the next segment. This creates a conversation that fades in and out constantly with angles drastically changing for no reason and characters appearing out of nowhere with limited animation added. Alas, none of these problems were corrected for the Playstation 4 remaster, so expect oddly paced debates.

As the campaign picks up, you soon come to terms that there is a limited in-game time to explore the world, take on quests and engage in assignments. This constraint does not flow in real-time, rather, a few hours are deducted every time you set foot outside the military academy, engage in certain conversations or undertake missions. Though the idea is interesting and in theory, promoted replay sessions, in practice there is hardly any incentive to do so.

What little story segments you miss due to not speaking to the correct person can easily be viewed on YouTube and are not worth the investment of a second playthrough. Moreover, you have no way of knowing which conversations yield worthwhile rewards or plot elements until you have already taken them and spent valuable hours. At least the issue is somewhat mitigated during a second playthrough as Final Fantasy Type 0 HD will remember who you spoke to and will charge no hours for performing the same actions.

Final Fantasy Type 0 HD is an interesting game, it seems for each gameplay or narrative element masterfully crafted there is another one where the developers completely fumbled it. The main plotline is drawn out, chaotic and frankly uninteresting, however, the side story manages to add an interesting spin to the classic “war is hell” trope. The notion that all memories of a person are forever gone upon their death may seem insipid at first, but soon becomes terrifying.

Its combat is addicting and fairly deep with 14 playable characters all of which handle differently from one another. Sadly unbalanced magic system mars what is an otherwise well thought out fighting structure. The game expects you to replay through its storyline at least once, but it really does not give enough incentive or rewards to justify it. The final experience may be a rollercoaster of both quality and questionable game design, but Final Fantasy Type 0 HD feels fresh, unique and is one of the better entries the series has produced in recent years.

Pros:
- Fast paced, surprisingly deep combat
- 14 playable characters with unique gameplay styles
- Side missions and NPCs offer a well told, poignant "war is hell" of loss and regret

Cons:
- Main plotline is chaotic and incoherent
- Too many plot elements are intentionally hidden, demanding a second playthrough
- Graphically inconsistent ranging from top of the line to extremely outdated
- PSP's limitations hamper the story and dialog, with conversations being paused abruptly

Final Grade: B+

To my knowledge there are four editions of Final Fantasy Type 0 HD, the regular version, the Frame Edition (which looks hideous in my opinion), the Limited Edition Steelbook, and the Collector's Edition, obviously this is the latter. The packaging is absolutely stunning due to its sheer size, it reminds me of those old big box PC games from the 90s but sleeker, in fact, I store it with my PC collection. I've placed a regular PS4 game next to this Collector's Edition for scale, which should give you an idea of just how massive it is.

Removing the outer slip case, we're prompted with a box adorned with Tetsuya Nomura's art style. Inside, you'll find an art book, steelbook, a Final Fantasy Type 0 manga and five tarot style cards. I love the feel of the art book, it seems like it was made to mimic a notebook used in the academy, inside you'll find character bios, concept art,  and character designs.

Although I've been slowly getting back into anime, I haven't quite made the leap to manga yet, so it's been a while since I've read any. For that reason I don't feel I'm particularly qualified to judge this booklet. It re-tells the tale of how two of the game's main characters joined class zero, but we already see this happen in the actual game. I enjoyed the art to be sure, but I have to admit I was bored halfway through the book, I suppose manga just isn't for me, but it's still a nice addition and I like Square-Enix went to the trouble of marking my copy as a 'first print', it's likely meaningless, but it's a nice attention to detail.

The Tarot cards are made to mimic Ace's weapon of choice in the game, they are long, sleek and attractive to the eye. Each card features a different Eidolon (summon) and it makes me wish it came with a full deck of these.

Finally we have of course the steelbook. Once again, Tetsuya Nomura's angular design just leaps off the case and is quite eye-catching to say the least. Inside you'll find both the game and soundtrack CD. It also comes with an ad for the PS4 remaster of Final Fantasy X | X-2, a code to download the upocming Final Fantasy 15 demo, a Square-Enix registration card and a warranty card.

Overall I'm happy with this Collector's Edition, it comes packed with feelies and generally feels high quality. Some may scoff at the fact there is no figurine included but I generally find those take up too much space and drive up the cost more than they are worth.

Packaging Grade: A

Friday, February 12, 2016

Swords & Sorcery - Underworld - Definitive Edition


I reviewed Swords & Sorcery by OlderBytes over at Tech-Gaming.Com. Sadly I can’t really recommend it.

Its gameplay is generally standard for the genre, but the added complexity of distance is a welcome gameplay twist. Unfortunately, it’s now competing with better looking, better sounding games which frankly, offer more for the time investment required to complete it.

Full Review Here

Tuesday, February 2, 2016

Homeworld: Deserts of Kharak Review


I reviewed Homeworld: Deserts of Kharak over at Tech-Gaming.com

Players looking for an engaging single-player game with an interesting plot behind and accessible difficulty will be pleased whereas those looking for a challenge will likely be disappointed. "

You can read the full review here.

Monday, January 4, 2016

Final Fantasy is dead. Long Live Final Fantasy

There was once a time in gaming when the Final Fantasy series were synonymous with high quality, there have even been industry professionals who claimed the success of Sony’s Playstation and Playstation 2 consoles were due in part to Final Fantasy VII and Final Fantasy X. Yet, it seems the series underwent a shift shortly after the series’ tenth main iteration which would slowly cost Square-Enix much of its fanbase.

Spin-offs, online games and experimentation were introduced to Final Fantasy with varying degrees of success and acceptance. It’s natural for a business to try new things for a long-running series, lest it falls into a repetitive slump, though sadly, this franchise seems somewhat directionless for roughly a decade now.

Final Fantasy is hardly a newcomer to experimentation

Perhaps the main reason behind this apparent change stemmed from the fact series creator, Hironobu Sakaguchi and much of his team left shortly after the completition of Final Fantasy X.  However, as I played Final Fantasy Type-0 HD, I made a distinct realization; every Final Fantasy since 13 should have been its own separate series.

Much of the original team is no longer part of Square-Enix. Final Fantasy 13 was directed by Motomu Toriyama and if Wikipedia is to be believed, his work for Square dates as far back as Bahamut Lagoon. However, his role was always one of story or event planning. It wasn’t until the fan-divisive Final Fantasy X-2 that he took on a directing role.

Indeed, this gives us a clear timeline. Final Fantasy X-2 marked an unprecedented management decision for the series; we could now expect sequels to story events. Up to that point, each installment had been its own self-contained world, plotline and narrative rule system, but now, we could learn what happened to our favorite characters after they had saved the world.

Final Fantasy X was something of an odyssey. Players would embark on a journey that conveyed Spira’s lore, religion and society in great detail. Citizens lived in a conservative world heavily ruled by institutionalized religion. Yet, in Final Fantasy X-2, the changes in how people dressed, behaved and acted were like night and day despite only taking place after the events of its predecessor. Suddenly people would wear revealing garbs and Yuna herself, a shy girl who always dressed conservatively, is now a skimpily clad gun-toting mercenary who will occasionally sing at the odd J-pop concert.

This is a jarring experience to say the least, as the drama-heavy dialog this series has accustomed its fanbase gives way in favor of a writing style that seems to have been pulled from the Charlie's Angels remake. Everything and everyone is happy-go-lucky, little detail is put into this world or its changes and the overall plot takes a backseat in favor of comic-relief and the occasional fan-service.

Despite these changes the gameplay was still decidedly Final Fantasy, and it featured one of the best combat and class systems the series has ever seen. Many considered the final product disappointing, but still, it was not without merit.

Yuna, what happened to you?

Jumping 10 years into the future, we see Motomu Toriyama reprise his role of Director for Final Fantasy 13. Back then, Square-Enix had already lost some of its fanbase but it was still considered the gold standard for JRPGs and Final Fantasy 13 seemed like the big one, it was flashy, lofty promises were made and a long development cycle ensured hype was at an all-time high… and then it happened. L’cies, Fal’cies, Pulse, Cocoon, Focus and many other shiny words and terms were thrown around with little time spent on actually explaining what they all meant. Towns were and locations were removed ensuring players had no time to digest all the information as they were forced to go from plot-point to plot-point.

Even the combat was drastically altered, sacrificing the series’ turn-based combat in favor of a real-time affair (though in fairness, Final Fantasy 12 dipped its toes in these waters first).

It seems like apart from a few names there was nothing here that seemed related to a Final Fantasy title, story or gameplay-wise. This was perhaps Square-Enix’s failing, had Final Fantasy 13 been given its own original name and series, no one would bat an eye. It would be seen as its own stand-alone series and it would have been judged by it. Instead, a game that is “okay” was considered one of the worst games of its year by gamers.

As if to add fuel to the fire, two direct sequels were developed, both of which further explored the lore, characters and world of Final Fantasy 13. Never before have so many efforts been made to flesh out the story of main Final Fantasy game. Even Final Fantasy 7’s spin-offs seemed to have been developed on smaller budgets and by back-up teams rather than being given AAA budgets and Square-Enix’s main internal team.

Once the storyline in these sequels was finished most assumed the age of l’cies was finally at an end, but they were wrong. Final Fantasy Type-0 HD uses the exact same language, l’cies are prominent in its story and once again, they’re never properly explained to the player. In fact, the first few hours of Type-0 feel oddly reminiscent of Final Fantasy 13 in how overflowing with information they are, giving you no time to sit down and soak it all.

Luckily, Final Fantasy Type-0 does settle down and gives players the opportunity to explore the world at a leisurely pace, but the dialog and narrative elements introduced make one thing clear; this game is set in the same world as the Final Fantasy 13 series.

Suddenly, there’s a stronger connection between entries, players are required to know what a l’cie is, and the narrative rules by which they abide remain consistent between installments.  The l’cie exist here and like their Final Fantasy 13 counterparts, they too have a focus to complete and will turn to crystal once they do. So with that in mind, we can continue the timeline.


Of course, some may claim that certain elements remain consistent throughout the series. Summons like Ifrit or Shiva are prime examples, but while their presence and powers stay the same, their rules do not. Their names will change from Aeons to summons or GFs depending on which Final Fantasy you’re playing whereas l’cie are still called l’cie. The rules of calling summons would also change between games, in Final Fantasy X it was made clear aeons were made from the souls that were never sent to their final resting place, GFs from Final Fantasy 8 on the other hand are mystical creatures that reside within your own memories. l’cies remain l’cies, their rules remain consistent. Even Final Fantasy Type 0 HD’s subtitle “Fabula Nova Crystallis” hints that it’s a continuation of Motomu Toriyama’s past work.

Reading this one would assume the Final Fantasy formula as we know it came to an end, and in many ways it did, but this isn’t the first time this series underwent a similar transformation. During the NES and SNES days, the plot in every Final Fantasy game centered around crystals which protected the world until they were destroyed in Final Fantasy V. Starting with the sixth entry, the crystals stopped being a focus and thematically, the games shifted more and more from a fantasy to setting to steampunk, futuristic and modern ones. With this in mind, we can craft a full Final Fantasy timeline and how each game connects.

(I advise you click on the image)

With this said, the issue that should be discussed here is not whether recent Final Fantasy entries are good or not, but rather it’s the expectations players have with them. The games we’ve gotten recently should have been their own distinct series, instead Square-Enix ensured the series would continue, but that the product delivered had its own distinct feel.

Finally, the franchise found new life with the Crystallis saga. Perhaps, it would have been better off to view every Final Fantasy game between 13 and Type-0 HD as its own interconnected saga, the Crystallis saga, and separate from its older Final Fantasy brethren. Of course, the question now remains whether the Crystallis saga will continue, if Final Fantasy returns to its roots or if it will evolve into a new, entirely separate affair.


Sunday, December 6, 2015

Legacy of Kain Defiance

Developer: Crystal Dynamics
Publisher: Eidos


After a series of highs and lows both sales and quality-wise, the Legacy of Kain franchise had become diluted. No longer were there any discernible traces of its Legend of Zelda gameplay origins, and all Tomb Raider influences had mostly dissipated by this point. The series had also fallen out of favor with critics and gamers alike, as each installment scored and sold progressively less. Perhaps in an attempt to save a dying franchise, efforts were put into re-inventing it once again, this time taking cues from Capcom’s popular Devil May Cry titles. 

Indeed these were trying times for Legacy of Kain fans and the next entry, Legacy of Kain: Defiance would be instrumental in gauging whether or not this was the last we’d hear from our two anti-heroes. Of course, it’s now been 12 years since we’ve journeyed with either Kain or Raziel, so needless to say, Defiance didn’t sway the hearts of naysayers and the franchise now rests in limbo.

Most likely, the order to split the franchise in two series had also been recalled due to the disappointment known as Blood Omen 2. Now, players would be able to play as both Kain and Raziel in a shared game and timeline, though not at will. Rather, as the story progressed, we would be handled control of either one or the other.


Taking place after the events of Soul Reaver 2, players once again take control of the titular Kain, this time finally reunited with his sword, the Soul Reaver. This time however, the sword has yet to be imbued with the power to devour souls, instead, it will drain all blood from Kain’s foes. It may seem like an unnecessary plot point, but in actuality, this serves to explain why even regular Sarafan warriors require several hits before perishing. Raziel also lost the elemental powers gained in the previous game, having to recover them yet again.

Legacy of Kain: Defiance places a greater emphasis on fast-paced combat than its predecessors did. Your characters now move much faster and chain combos similar to Capcom’s Dante. However, your moveset is rather limited and even though new abilities can be earned it never feels as though you have a large array of combinations to pull off. Enemy variety is equally average, providing little challenge or need to perfectly master either of our anti-heroes.

The environmental hazards from Soul Reaver 1 also make a return though their importance is considerably downplayed. You may employ telekinetic attacks to project enemies against spikes, fires or throw them off bridges. In many ways this greatly simplifies battles though I’d be lying if I said it wasn’t immensely satisfying. Better yet, statues and handrails can break off when foes are telekinetically propelled onto them, it almost makes me wish a greater emphasis had been placed on these abilities for both combat and puzzle solving.

Both Kain and Raziel will improve their respective physical and spectral reavers throughout their journey. A far greater emphasis is placed on the fallen angel of death though, as he earns roughly twice as many upgrades as his vampiric counterpart. When upgraded, the reaver can charge whenever a quick succession of strikes is hurled at foes. Once fully charged, all regular attacks will issue a secondary status effect depending on the element chosen ranging from knockback, to slowing foes or even freezing them. Finally, by pressing and holding the attack button, players may release the reaver’s full charge spreading a more powerful version of its status-altering abilities.

In Raziel’s case, reaver upgrades will also add platforming / puzzle-solving abilities including the ability to go invisible, create platforms for which to jump on, scalable walls and more. With Kain, these upgrades are far less pronounced and only some grant non-combat abilities.

Although we take control of both Kain and Raziel throughout this experience, they play almost exactly the same. Both use the same basic and advanced combos, some must be acquired by gaining experience and although each has their own XP bar, they earn the same exact moves.

The game is a mostly linear affair, players may backtrack to previous areas, but save for the occasional health and telekinesis upgrade there’s very little reason to do so. Throughout this journey, either Kain or Raziel will visit previous locations such as Vorador’s Mansion and the Sarafan stronghold, both of which look fairly faithful to their previous incarnations. The same can’t be said for the pillars of Nosgoth though, in many ways their surrounding area seems completely different from what we’ve previously witnessed.

This series has always been known for its strong narrative focus and though Legacy of Kain: Defiance sees the return of Amy henning at the writing helm, the story is not as engaging as it was in Soul Reaver 2. In fact, for the first half Defiance drags on both gameplay and plot-wise. It wasn’t until we begin to approach the climax that it finally became interesting.

On some level it seems the time and/or budget for Legacy of Kain: Defiance seems to have been constrained. For example, rather than discovering ancient vampiric temples, Raziel stumbles upon portals leading him to different parts of the same temple. The issue here being that much of the thrill that comes with exploring and discovering long forgotten temples is now lost. Worse still, the action is now broken up and players are propelled to nearly identical locations time and time again. Oddly enough, the entire adventure makes for a short endeavor as it can be finished in just one day with no replay value added.

In Soul Reaver 2, temples had a theme related to their element, making each location visually unique. Here, they all look the same and carry no theme. Even Raziel’s monologues and lore retrieved from exploring their murals have been severely toned down. 

Legacy of Kain: Defiance also suffers from the occasional bug or glitch. These were mostly fixed for the US release, but if you’re playing on a PAL system like I am, you might run into sections where the camera becomes stuck or Raziel falls through the floor into nothingness.

As the story draws to its conclusion several loose points are eventually addressed though they mostly ignore Blood Omen 2. We also finally witness the showdown between Kain and Raziel though its conclusion is less than satisfying. 

It’s sad to see that series which held so much promise fade away and wither. A succession of questionable decisions on a management level and game design diluted much of the formula and story. Even more egregious is the fact this franchise never reached a proper conclusion, with many of the evils being driven back, but not fully defeated. To this day the Legacy of Kain series still holds a loyal fanbase to which I consider myself a part of it, but sadly, looking at them over a decade later, it’s obvious the games require an overhaul and a focus on what made them so strong both gameplay and narrative-wise.

Pros:
- Fast paced combat is probably the best in the series
- Telekinetic powers are quite fun
- Despite a slow start, the second half and climax are quite interesting

Cons:
- Short and repetitive
- Feeling of exploration from past entries is gone
- The first half of the game is terribly uninteresting
- A disappointing ending that opens up room for a sequel that never came.

Final Grade: C+

I can't say I'm a fan of the cover art, it screams generic action game. I also find it odd that Kain and Raziel are staring at two different points, not to mention, we never actually see them fighting together throughout the game.

The manual is probably the best I've seen for the series so far though. It features plenty of full-colored screenshots, accurately condenses the storyline thus far and even features profile descriptions for both Kain and Raziel.

Of course, it also goes into a fairly lengthy detail on how to play Legacy of Kain: Defiance, though it does spoil many of the abilities players will gain as they progress through the main storyline.

Overall, it's a standard packaging, the cover doesn't impress me, but the manual makes up for this. It's sad Eidos didn't include a hologram cover like they did with the original Soul Reaver, but I suppose at this point even the publisher had fallen out of love with the series.

Packaging Grade: B-

Monday, November 23, 2015

Rivers of Alice Review


"It’s likely those who play adventure games to be challenged or engage themselves in a well-written narrative will be disappointed by this release. However, those who value an emotional journey over a cohesive plot will likely be drawn to The Rivers of Alice’s singular visuals and audio while a brief length and accessible difficulty level pose a welcome experience for beginners."

Check out the full review over at Tech-gaming

Monday, November 9, 2015

Poncho review


Poncho is a game filled with beautiful ideas, both in narrative and in concept. Shifting between background planes opens a world of possibilities and fully encourages exploration, but it comes with its own grievances as well. An over-abundance of backtracking, secret paths necessary to progress and challenge repetition will mar the experience somewhat. Regardless, anyone willing to look past these will find a mostly non-intrusive philosophically engaging storyline coupled a retro themed, visually stunning experience. "

Check out the full review over at Tech-Gaming

Sunday, October 25, 2015

Legacy of Kain: Blood Omen 2

Developer: Crystal Dynamics
Publisher: Eidos

To say the Legacy of Kain series had an inconsistent output throughout its iterations would be something of an understatement. Soul Reaver featured a brilliant execution on the aging Playstation, but it spawned a disappointing sequel while Blood Omen failed to deliver on its lofty promises. Yet, this vampiric franchise hadn’t truly hit its low point until Blood Omen 2, a title which seems to miss almost every mark set by its predecessors.

Upon Soul Reaver’s critical and commercial success, Eidos mandated that the franchise be split in two; Blood Omen which would be focused on a younger Kain before his rise to power and Soul Reaver which follows Raziel in his quest for vengeance. Sadly, Crystal Dynamics already had its hands full with the Soul Reaver games and so a different team within the studio was tasked with handling Blood Omen 2. However, in a story that is not at all dissimilar with past entries, Blood Omen 2 wasn’t created from scratch; rather, an existing project was adapted into it.

Many retro gamers may be familiar with a Sega Genesis/ Mega Drive action platformer by the name of Chakan: The Forever Man. What they may not know is that a Dreamcast sequel was in development before being canceled due to the console’s demise. In essence, Blood Omen 2 is what became of this project, taking many locations, characters and concepts, combining them with yet another unreleased title known only as Sirens.

This hodgepodge of ideas and game design had to be retrofitted so as to fit the Kain mythos all while being helmed by a different team. It’s true this story is similar to that of Soul Reaver itself and that it proved to a winning formula, but sadly, this was not the case here. Blood Omen 2 ignores almost every convention set by previous entries holding only the most tenuous of connections to the Legacy of Kain franchise.

Taking place between the events set in Blood Omen and Soul Reaver, we learn there was a period when Kain’s conquest of Nosgoth came to a sudden halt as the self-appointed vampiric monarch died by the hand of a newly formed Seraphan crusade. Thankfully, vampiric allies were able to resurrect a weakened and amnesiac Kain 200 years later during a time where this new force controls the entirety of Nosgoth and vampires have once again been driven to near-extinction.

Plot-wise Blood Omen 2 seems unnecessary, the setting doesn’t add value to the series' arching plot, making it seem like the entire adventure is a mere pit stop instead of a grandiose undertaking. Worse still, as the game progresses, many narrative elements raised contradict events in previous games. Characters who were killed off walk amongst the living once more with no explanation as to why. Important developments which should have affected previous (and future) games are raised only to never be heard from again upon Blood Omen 2’s conclusion.

Even the dialogs were massively scaled back, featuring none of the series’ florid monologues or long, theatrical character interactions. Actors who once shared great chemistry together now seem stiff and wooden though one can hardly blame them, even the best performer would struggle to draw any artistic flare from these conversations. In fact, Blood Omen 2 doesn’t have a story so much as it has people giving you orders.

The tone has changed quite a bit as well; if previous game entries felt as though they were written by someone who held extensive Shakespearean knowledge then Blood Omen 2 seems as though it was created while listening to Evanescene or some other edgy band. This isn’t to say there is no artistic value in this approach, but the tonal shift is staggering and not at all positive. Kain is now (even more) needlessly aggressive, spouting cheesy one-liners and generally acting more like an aggressive teenager rather than a centuries old vampiric nobleman.

Changes were not limited to intangible elements as Blood Omen 2 now braves into a more action focused gameplay. The open words of past entries have now been replaced with linear stages, players are expected to go from point A to point B with little to no exploration ever being encouraged or even rewarded. More often than not, veering off the beaten path results in hitting invisible walls. Instead, Kain is expected to force through enemies and guards, most of which will attack on sight.

Battles have little variation to them, as players are only given a handful of possible moves, including a simple three-hit combo, blocking, side-stepping and throwing. Weapons may also be picked up, but these bring no new moves and generally only add incremental damage. This of course means once you’ve weilded a weapon, you’ve weilded them all, adding to the feeling of repetition.

Some light platforming, puzzle and stealth sections are used to diversify gameplay, but these, much like the combat itself, are often unsatisfying. All of them are under-developed and pose no challenge, often employing the same trick countless times between levels. For example, all stealth sections require players to traverse through limited, foggy areas, stand behind their foes and perform a killing blow. Puzzles often require you to either press levers, push blocks or both. Even the platforming sections are overly simplistic and manageable, with the greatest challenge stemming not from level design, but from Blood Omen 2’s stiff controls.

It wasn’t uncommon for me to try to and jump forward only to see Kain jump straight up with no forward momentum. Other times I had trouble walking where I wanted to, dodging strikes or even picking up weapons.

Every couple of levels Kain must face-off against a boss, whose defeat grants the titular character a new ability similar to what we’ve witnessed in Soul Reaver. These can either be powerful combat moves which must be charged by blocking strikes or puzzle/platforming skills. They were my main motivator to progress through the main campaign though towards the later stages frustration and boredom had become a common mainstay.

Unlike previous games, death is a real threat. Should kain fall into water, a bottomless pit or die from combat, all progress will scale back to the last checkpoint, reviving all foes and resetting any puzzles or plot events. Most of these tasks are already monotonous by themselves, but they become truly egregious in later stages due to particularly aggressive and defensive NPCs.

Upon striking a killing blow onto an opponent, Kain may draw their blood to replenish the player’s health. Feeding accumulates ‘lore’, acting as a make-shift experience bar, when filled, players win a permanent health bonus, though anyone hoping for skills points or the ability to improve existing skills will be sorely disappointed.

Adding insult to injury, Blood Omen 2 is not nearly as technically sound as Soul Reaver 2 despite launching a year later. Graphically, character models have taken a step back from their detailed, expressive selves. In Soul Reaver 2, dialog sequences were lovingly adorned with facial expressions for each line, whereas now, those very same characters are as dull and lifeless as the lines they speak. This Playstation 2 version also suffers from persistent framerate stuttering as the console struggles to stream each level without needing to pause the action in order to load. Oddly enough, even the stages and environments seem smaller and claustrophobic when compared to the large open spaces traversed by Raziel.

As a Legacy of Kain title, Blood Omen 2 is a farcry from its predecessors featuring none of their strengths be they narrative, artistic or gameplay-wise. On its own merits, it's still a below average title, suffering from repetitive combat, an overabundance of bland puzzles and uninspired platforming coupled with a barely coherent plot, needlessly edgy dialog, unlikable main character and framerate issues. At the end of the day, Blood Omen 2 bares few redeeming features.

Trivia: Did you know Blood Omen 2 originally began as a sequel to Chakan: The Forever Man? The finished product also threw in elements from another game called Sirens and added the Legacy of Kain lore onto it

Pros:
- We finally get to play as young Kain in 3D
- Interesting locations
- Good character design

Cons:
- Framerate issues
- Repetitive combat, uninteresting platforming, puzzle and level design
- Story, characters and voice acting are a farcry from previous games
- Barely feels like a Legacy of Kain game

Final Grade: D


For all my criticisms of the game, I have to say this is a fine cover. Not only is it eye-catching, it manages to properly convey what Bloog Omen 2 was aiming for. My only criticism here is that Kain is weilding the Soul Reaver, something which won't happen until the last few minutes of this title.

Inside you'll find an Eidos catalog, a manual featuring an alternate cover, the disc and a registration card. It's interesting how Eidos was hoping to entice gamers to register by giving away a pair of VR goggles, I can only hazard a guess as to how akward these must have been if we consider the fact this technology still has a long way to go over a decade later.

I was satisfied with the manual, it held a pleasing design that fit with Blood Omen 2's theme. It accurately summarizes events leading up to the game and manages to give detailed instructions on how to play. Sadly, it contains a few minor spoilers by providing bios for characters who will appear in later stages, but considering how Blood Omen 2's plot was never great to begin with, no great loss here.

The catalog features several titles both published and developed by Eidos including Deus Ex, Time Splitters 2, Soul Reaver 2 and of course, Blood Omen 2. Most games shown here include a quote from the media and I couldn't help but chuckle when Power Magazine stated Blood Omen 2 was a "blockbuster in the making", AH! Hardly.

Overall, I was quite pleased with the packaging, it's a step above of Soul Reaver 2's, if only I could say the same for the game.

Packaging Grade: B+