Wednesday, September 17, 2014

Phantasy Star II

Developer: Sega
Publisher: Sega
Played on: Mega Drive Ultimate Collection

Over time, the Phantasy Star series has come to hold a special place in my heart. This is why the original Phantasy Star was one of my first blog reviews. Though looking back on it now, perhaps I should have waited a couple years before tackling these games.

Before the 'online' moniker was added, Phantasy Star II was perhaps the most famous title in this franchise. While the JRPG genre had already learned how to walk, it still had some difficulty standing on its own, particularly outside Japan. For reference, Final Fantasy II for the NES was launched just four months before Phantasy Star II hit the shelves. Oddly enough, Sega's RPG is more often than not compared to the fourth entry in Square's Final Fantasy saga despite it hitting store shelves two years prior to Cecil's journey. Moreover it's easy to forget this 16-bit RPG was launched in the west before any of the Final Fantasy games ever did. Yes, even the first one.

If one were to pinpoint the reason as to why Phantasy Star II was so highly praised I would have to say timing played a major part. Bridging the gap between 8 and 16 bit, it gave us a glimpse of what's to come. These days however, Phantasy Star II feels rudimentary and unforgiving with a few bright spots in between which could have shined brighter were the developers not limited by technological and time constraints. For one thing, it was touted as the first game to have been released on a 6-Mbit cartridge (750KB). As time went on, cartridge costs went down and as a result most 16-bit RPGs were shipped on 12, 16, 24 and even 32-Mbit cartridges. With that in mind, it's easy to see just how limited this showcase title really was when compared to later releases.

Phantasy Star II takes place a thousand years after its predecessor. Every planet in the Algo system is now ruled by Mother Brain, a super computer capable of managing every terraforming facility and whatever else is required to keep a stable population. 

It's here we're introduced to our main characters, whom I'd like to describe in greater detail, but the sad fact is, we barely get any information on them save for their profession. Thus, we've reached the first major problem with Phantasy Star II, there's very little story to it. While at certain points we'll see the occasional cutscene or character dialogue, these are few and far between, moreover, many of the interactions boil down to either exposition or the bare basics of what a plot should convey. Yet, Phantasy Star II had more story than most other JRPGs of its time. The original Final fantasy for example had virtually no plot save for a time loop plot twist thrown in a the last minute.

Combat is handled in a turn-based fashion and it's here we can see the major graphical jump we get from its 8-bit predecessor. For starters we get a behind the shoulder view of all our party members, all of which feature an impressive level of detail for the time. Even more astounding are the animations, as characters and monsters feature detailed idle and attack stances. The focus on Phantasy Star II's quality animations can not be overstated, surpassing even most JRPGs launched towards the twilight years of the 16-bit generation. The only real complaint I have on here is the lack of a background scenario. Rather than viewing forests, meadows and technologically advanced backdrops like its predecessor, Phantasy Star II's action combat screen is limited to a single, static tron-like screen.

Players who are familiar with turn-based JRPG combat will likely instantly grasp the basics of Phantasy Star's combat. It even features a useful auto-combat strategy. It may employ questionable strategic combat decisions, but it does provide a reprieve from the heavy grinding. The spells provided in the game all feature non-descriptive names such as "Foi", "Wat" or "Gires". For better or worse this encourages the player to experiment so as to learn their use

Another aspect where Phantasy Star II stood out from other JRPGs of its time was the ability to switch out party members. When in a town, you can catch a teleporter to the main character's home. There, the team is introduced to new warriors who wish to rally behind our cause and may switch out between them. Each character has certain set of skills, strength and weakness. The latter two are never explicitly told to you, rather it is up to the player to discover which party combination fits best for each dungeon.

Speaking of the dungeons, it is here we reach Phantasy Star II's biggest problem (though some would argue this is its biggest draw as well). The dungeons are absolutely labyrinthian in nature and feature an extremely high encounter rate. To put into into perspective, the early stages of the game are about as difficult as the end dungeon for most Final Fantasy titles. In the original Phantasy Star, dungeons were conveyed through a 3D-like perspective, providing both a difficult but fair challenge while still being graphically impressive. It forced players to map out their progress in graph paper thereby creating a more engaging experience. This however does not happen in the sequel. One of the main issues being the sheer size of these locations, some of which have upwards of 20 floors with dozens of paths leading to dead ends. The other setback is the change in perspective to a top-down 2D game. This makes it extremely difficult if not impossible to map out your progress, further exacerbated by the already mentioned high encounter rate.


Sega of America noticed the extreme difficulty of their dungeons and as a result shipped every copy of the game with a walkthrough which featured maps for every stage. However no such documentation exists for any subsequent release on other systems. As a result, new players will likely become frustrated early on as it forces them to memorize massive locations while constantly being interrupted for combat. I've seen some gamers proclaim Phantasy Star II is a more fun and engaging experience without any outside help. While I can see the validity in that claim I would argue it only applies to a very strict subset of its userbase.

Phantasy Star II is an absolutely massive experience. Even if we clear every dungeon at at reasonable time, there is simply so much to explore that it will likely keep gamers busy for quite some time. Unfortunately, the experience becomes repetitive rather quickly, as almost every town in the game looks the same as the last. The same criticism is also valid for the dungeons, as there's very little visual or even musical variation between them.

It's difficult to give Phantasy Star II a rating. It holds historical significance and broke a lot of new ground for the genre, but at the same time it feels very rough and archaic in the worst way possible. When reviewing a game like this one must always take into consideration the limitations and mindset of its time, but also analyze whether it's still a fun experience for a modern gamer. In the end I feel playing and finishing this game requires a certain mindset that is not advisable for everyone.

Those that trudge on through will see how quickly the genre evolved in just a few years, but also how a game as harsh and unforgiving like this can still provide an immersive experience. To this day I continue to look back on Phantasy Star II's characters with fondness, even if I barely got to know them. Together, we faced difficulties, hardships and frustrations, but we pulled through and for that, I'll always remember them fondly.

Trivia: Did you know Phantasy Star II launched a mere three months after Final Fantasy II for the Famicom? Despite this, it's most often compared to Final Fantasy IV for the SNES

Trivia 2: And did you know it was launched in the west before the first Final Fantasy title did?

Pros:
- Strong historical value in gaming
- A unique sci-fi experience in a genre that up to this point delved mostly in fantasy
- Combat animations above and beyond almost every other RPG of its time
- Provides a long, extremely difficult journey that is as frustrating as it is immersive and endearing

Cons:
- Extremely difficult and frustrating
- High encounter rate and labyrinthian mazes will scare most players away
- Very little plot or story is told in the game
- Generally feels very archaic

Final Grade: B-



Tuesday, August 26, 2014

Alien Resurrection

Developer: Argonaut Games
Publisher: Fox Interactive

Having played and thoroughly enjoyed Alien Trilogy I was looking forward to its pseudo-sequel. The first game was an early Playstation title, while this one launched closer to the system's twilight years. Unfortunately, as the old adage goes, better graphics do not make a better game and Alien Resurrection is a good example of this.

Launched a whopping 3 years after the movie was in theaters, this game adaptation was slated for the Playstation, PC and Dreamcast. However, due to poor sales on Sony's console the latter versions were canceled and we are left with a technically impressive title on a system that was slowly stepping out of the market.

Alien Resurrection's plot is loosely based on that of the movie. You play as either a cloned Lt. Ellen Ripley or an assortment of characters from the fourth movie as they attempt to save everyone aboard the USM Auriga, kill the xenomorphs and eventually escape the complex. Depending on each mission, players automatically switch between characters, though there is virtually no difference gameplay-wise between them.

Forfeiting Alien Trilogy's Doom-like pacing, Resurrection attempts a slower and more realistic approach to first person shooters. Your character walks very slowly and is easily outmaneuvered by Xenomorphs, so a careful approach to every room is recommended. This, when coupled with the bleak surroundings and distant sound effects one would expect from a game of this franchise creates an immersive experience, something which is very uncommon for First Person Shooters on the original Playstation.

Alas the game seemed to have bitten off more than it could chew. Alien Resurrection may have good ideas and even better intentions, but fails at executing them properly. Its main issue begins with the series' main attraction, the Xenomorph. To put it bluntly, they are dumb, easy to kill and the least threatening enemy in the game. Granted these same criticisms could also be applied to Alien Trilogy, but that title was going for a Doom-like experience which implies fast pacing and a constant supply of cannon fodder.

Here, you expect Xenomorphs to do more than to just blindly rush you only to see them getting mowed down in mere seconds by overpowered weapons. It doesn't help their deaths are accompanied by screams that resemble that of a chicken. If at any point in the game I found Xenomorphs threatening it all soon turned to laughter for that reason alone. The few times they attempted anything different were in scripted scenes, these always play the same and it simply becomes a matter of figuring out how best to approach each situation. I was also disappointed to learn players can walk over an enemy's pool of acid blood and suffer no penalties, something which even Alien Trilogy knew better.

Oddly enough it was the humans and face huggers that I dreaded throughout my experience. The first because they had guns and the latter due to their small size, which made aiming a chore. Although there's a good variety of weapons I often found myself scavenging about for ammunition, which added quite a bit of tention to my playthrough.

Graphically I was very impressed with Alien Resurrection. The models are above average for what you'd expect on the system and the environments are some of the best I've ever seen on Sony's 32-bit console. If the resolution were any bigger it could easily pass for an early Playstation 2 title. Exploring each room in a slow methodical way is engaging and immersive but I often struggled with the controls especially when climbing ladders. The room layout can be somewhat obtuse as well, often leading you down paths that seem forced and contrived, not helped by the fact Ripley can't jump, climb or even fall through most gaps without hurting herself. 

I am sad to say Alien Resurrection was something of a disappointment to me. The game gives you a message in the beginning stating it's "best played in the dark" though immersive it may be, scary it is not.  In fact I actually found its predecessor to be the scarier title. Alien Resurrection seemed to have lofty expectations which sadly are not met. Despite this it has a more mature take on the genre for the system it's on. At times it almost seems like it took a page off of System Shock 2, albeit with less polish, exploration, no RPG elements and a less interesting story. Still, for a game that apparently was stuck in development hell, the mere fact it exists and tries (but ultimately fails) to push the envelope is better than what we see with most movie to game adaptions.

Trivia: Did you know the studio behind Alien Resurrection is also the same studio behind Star Fox for the Super Nintendo? They even designed the Super FX chip.

Pros:
- Graphically impressive environments
- Provides an immersive experience

Cons:
- I now associate Xenomorphs with chickens
- Xenomorphs are the most non-threatening enemy in the game
- Controls are a bit hard to handle in places
- Room and level design feels forced and contrived.

Final Grade: C+


(excuse the sticker folks, they're a pain to remove)

I absolutely love this cover! This is the kind of image you want associated to an Alien product. 

The manual isn't too bad either, giving some back story and information on all characters and enemies. Text is often accompanied by in game screenshots, though I noticed some items seemed to be in a higher resolution than the final product. I assume this is a left-over from the PC/Dreamcast ports.

Not a bad packaging for a Playstation title, though I wouldn't mind some extras like a catalog or two.





Packaging Grade: B-


Tuesday, June 24, 2014

Alien Trilogy

Developer: Probe Entertainment
Publisher: Acclaim

Launched early in the Playstation's life cycle , most would probably dismiss Alien Trilogy as an attempt to cash in on both Doom's and Alien's popularity. Luckily none of that prevents it from being a damn fun game!

Don't let its name fool you though, despite having the moniker  'Trilogy' it does not attempt to follow either story or events in any of the three movies. You still play Ellen Ripley, a Lieutenant in the marines sent to planet LV426 to clear a colony that's been decimated by xenomorphs.

While parallels to the second movie can certainly be drawn, Alien Trilogy is its own story which involves clearing a prison similar to the third movie and an alien spacecraft similar to the one found in the original Alien

It's pretty clear this aims to appeal to fans of 'Aliens' first and foremost, between that and the critical acclaim Alien Vs. Predator received just two years earlier on the Atari Jaguar it's easy to imagine the thought process behind this game.

Upon starting the game, you're prompted to a short CGI video detailing what little story there is before being thrown right into the action. As with any Doom clone you have to navigate maze-like levels while gunning down hordes of enemies. The atmosphere is dark and moody, fitting the alien franchise like a glove. Xenomorphs and face huggers litter every level and will easily swarm you if not kept in check. This is made especially worse by the extremely stiff controls and the lack of Dual Analog compatibility.

The developers went out of their way to create as much enemy variety as they could within the established canon, going as far as to even include the dog-like xenomorphs from the third movie.  They all look menacing and terrifying given the hardware limitations, I especially like the facehuggers who can surprise you by jumping onto the screen, covering it almost completely. The effect looks pretty pixelated but I'd be lying if I said I didn't jump out of my seat when it happened.

Unfortunately there are only so many variations one can draw from the source material, as a result several human enemies have also been added. These are not nearly as interesting or menacing as the xenomorphs and only serve to cheapen the game, making it look more like a generic Doom clone rather than the original title it aims to be.

Your weapon variety is also not as great as it could've been, handing you a mere handful to choose from. I honestly found there was little difference between them, save for damage output, and by the end of the game I barely ever used the pistol or shotgun as they simply required too many shots to dispose of a single foe. It also doesn't help that health and ammo is pretty scarce, so you'll have to keep an eye out for secret stockpiles. Thankfully, the gunplay never gets old, shooting your first xenomorph is as rewarding as your last kill. They even leave a pool of acid in their wake which should be avoided.

Graphically the game looks amazing for a Doom clone. While the levels are somewhat claustrophobic due to all the corridor mazes, they all look as they did in the movies. I especially loved the space ship which featured plenty of H.R. Giger inspired visuals. The music ranges from atmospheric to techno and it fitted the scenery really nicely with the dark brooding corridors adding to the tension and feeling of hopelessness.

Overall I was pleasantly surprised by Alien Trilogy. I expected it to be a run-of-the-mill Doom clone. Instead I found a love letter to the franchise's second movie. The stiff controls and human enemies may be a turn off for some, but if you love 'Aliens' and old school first-person shooters then this is the game for you!

Pros:
- Faithful to 'Aliens' gameplaywise
- Dark and moody atmosphere add to the tension
- Fun gunplay, killing xenomorphs never gets old

Cons:
- Human enemies cheapen the whole experience
- Limited weapon selection
- Stiff controls

Final Grade: B

That is one sexy cover! It lets you know it's an alien game and that it won't pull any punches. Unfortunately, both the title and tagline make it a bit misleading by promising the "complete alien trilogy". Yeah sure, the game itself is complete, but it's really got nothing to do with the movies.

Inside you'll find a below-average manual and an Acclaim catalog.
The manual provides no background information plot-wise, at least it goes fairly deep on how to play the game, complementing the information with screenshots. It's just a shame the screens are so dark and blurry you'll be hard-pressed to make out anything in them.

Finally there's the catalog which is somewhat hit-or-miss. Half of its titles are sports or wrestling games which didn't make for interesting reading material. Oddly enough, the WWF Wrestlemania page features a promotional picture of three of the wrestlers that is way too stretched out. I'll admit I don't know what kind of image editing programs were used back then, but that does not look at all. Other games in the catalog include Alien Trilogy, D, X-Men Children of the Atom, Rise of the Robots 2(ergh) and Bad Mojo.

Overall the packaging isn't bad but it could have been so much more. At least the catalog is worth a browse or two.

Packaging Grade: C+