23rd
September
2007
Thank goodness this is better than both Enchanted Arms and Blue Dragon. It has the beauty to support the high definition display, and gameplay to help back it up, unlike Blue Dragon which, to me, looked great but play is rather generic.
The story is pretty good as it describes a dream that Frederick Chopin may have had while he was suffering mortally from illness. In the dream world, (to the point I’m at), your characters are learning that a medicinal powder given to the people by its ruler may have drastic ill side effects causing them to go mad, and requiring your party to find out the real reason its being given away.
Eternal Sonata has a lot of subtle elements in common with Star Ocean 3 (not surpising as both are from the same tree that gave us Tri-Ace and Tri-Crescendo). While the overworld stuff is pretty standard, the combat is semi-action based. At least to the point I am, when your characters’ turn is up, you can decide what to do, but once you start moving, you have 5 seconds (with bonus time for some hits) to move and strike. Each character has a normal attack and a special attack (the latter which you can learn and equip as you grow levels) which does more damage and can be used indefinitely. However, the system provides a combo bonus system called Echoes that the more consecutive normal hits used before a special attack will power up that special move. For weak foes, each character can power their own, but stronger foes may need the whole team to hit weak to give one character a power shot. Also, on the field of battle are light and shadows, and the special attacks change depending on where you are; similarly monsters will have different attacks of this nature and may also change form when in shadow. When monsters attack, you can also participate by attempting to block each. So far, after 10 hrs, I keep figuring out better ways to handle the combat in the game. I do note that there is a party level that changes some of the combat mechanics that happens about every chapter, which from what I can tell will help to keep combat fresh throughout the game.
If you played the demo, it does introduce most of the concepts of the game, so you get an idea what is going on from there.
Needless to say, the game’s beautifully rendered vividly and really looks outstanding. The only shame I’ve got so far is that the camera is fixed on all scenes so you can’t look around, but the angles they give are truly impressive.
posted in eternal-sonata, initial-impressions, jrpg, xbox-360 |
23rd
September
2007
Given the general bloat of WWII shooters, this is actually a pretty interesting change-up from two aspects.
The first is obviously that you start each mission jumping out of a plane and get to parachute to any reachable point on the map; how you land is also important as if you screw up the landing you’ll be out for a few moments as you recover; enough time for an enemy to shoot at you. The 6 campaigns appear to be set up in the same fashion; there’s 2 to 5 mission points you need to do in any order you want from the drop point (generally to help push the offensive such as taking out communications or an ammo dump), then there’s one or two additional missions that come up once you clear those out. While the first set of mission points is active, if you die, you just drop again (with cleared missions left cleared), while you start on the ground already for the remaining missions.
Once on the ground, the game is more oriented towards a variation of a score attack game. Gunplay is typical for the game, but you are rewarded with special gun additions after achieving a number of kills with certain weapons (this sticks with you through any replays of missions too). Once you clear a mission, you’re rated on how well you completed it (time, number of deaths, number of kills, etc.) and you can go back to try to beat that; there’s a bunch of medals that work similar to Xbox Achievements for using all the weapons, not dying on a mission, or finding all the special difficult landing points when jumping.
The game isn’t easy; the enemy does keep on coming and will use alternate routes to get to you, and while your fellow squadmates can help a bit, they’re not going to move forward unless you take out key points. Plus, the game loves to have foes rush and beat you with weapon butts while you’re in the middle of reloading. But there is usually a pattern to their behavior so it’s not impossible once you know when you snipe, grenade, and rush.
Annoyingly, there are some definite slowdowns with the graphics which shouldn’t be in any console game. I understand the need for realistic details but it should drag the graphics one bit.
posted in first-person-shooter, initial-impressions, medal-of-honor-airborne, medal-of-honor-series, xbox-360 |
19th
September
2007
Just noting that I’ve found a nice way to add a summary table of my reviews to here.
The Game Review Table will summarize the reviews I write by various grades, and will allow quick access to these reviews as well. Of course, at this point, this is not complete, but will be filled in over time.
Besides the link here, there’s a perm-link in the page header to get you to that table as well.
posted in site-news |
18th
September
2007
Man, if the online component of this game was smooth, I would almost say this game is the nail in the coffin for the Tony Hawk series.
skate. is basically a completely open-world game. You have no attributes or anything, and basically all the tricks that you can do are open to you from the start, it’s just a matter of practicing them over and over to get them right. Additionally, the “world” is a respectable-sized city with several different areas that each have their own feel; you can skateboard around to get to them, practicing on the way and finding “spot challenge” points, or you can just on a subway to get to remote parts of the city faster. Also, after a few early challenges, you can also perform filming challenges, basically allowing you to pick your own line to complete a small set of requirements for the film challenges. Fixed challenges at specific spots include jams, races, magazine photography tricks, and other such items. Again, there’s no character progression, completing these can increase your fame with a sponsor or magazine as to get access to new goods for your character, but these items don’t affect how your character plays out.
Tricks are not done with buttons as in the Tony Hawk games, but all with the thumsticks; ollies are done by pulling back on the right, then pushing forward with a higher jump for holding back longer. Flip tricks are similar, though you pull down and push off at different angles on the stick. Grinds are done by making sure to land a jump on the grind, the type of grind being determined by how you land. This is much vaster improvement over the ease of a Tony Hawk grind, and while more difficult to pull off, is much more satisfying. Gripping the board or spins are also doable by adding additional moves while in the air. Doing a line is much easier than Tony Hawk; when you do a trick, you start to fill a multiplication meter. You do not have to come down into another trick right away (unlike Hawk’s reverts and manuals needed to string tricks together), but you do have a short window to pull off another trick. If the trick is “easy” (a simple flip trick) this window will run down faster than if you just skated the distance, so this allows you time to nail a handful of big tricks without having to worry too much about intermediate distance to fill with a difficult manual.
Where the game is presently sucking is the fact that the online component has some great features but is hampered by EA insisting on using their own servers instead of through the normal Xbox Live way. Supposedly they’ve fixed the problem but this first weekend had a lot of disconnects and difficulty in inviting people to the game. Furthermore, there’s a stupid 15 second window after an event finished before a new event can be started, which makes no sense. But outside of the technical problems, there’s a lot of fun modes online, both casual and competitive. By far the best is a Spot Own challenge, where you try to make the best scoring trick off a specific obstacle, and here is where it is fun to see how impressive others can trick out and/or faceplant into a wall. They also allow people to freeskate and save and edit video (to be uploaded later to the skate website to share with others) while in multiplayer, and I had a session this weekend where one person would literally act as the cameraman while people tricked over him.
The game looks great; the city is nicely detailed, and the game is nearly always presented in a fish-eye camera view as your sidekick supposedly is taping everything you do.
posted in initial-impressions, skate., sports, xbox-360 |
5th
September
2007
For those that miss text adventures or LucasArts style games, or like anything offbeat, Phoenix Wright: Ace Attoney for the DS is definitely a fun, strong plot and character-driven game that can fill the niche with some pretty good brain-teasing puzzles.
Phoenix Wright, simply, is one of those odd Japanese games, based weakly on their classic dating sims, that has been translated to English and brought onto the DS platform. In Phoenix Wright, you play as Phoenix, a just-off-the-bench defense attorney on his first 5 cases in court, defending the innocent of murder charges. The game is set in the near future, where the justice system has been radically revises as to have all criminal court cases take at most 3 days, thus requiring a significant burden of proof on the defendant. As the player, you have to work your lawyer-y skills in court to disprove witnesses’ testimony with evidence and information that you collect, and prevent the prosecution from overruling you. The game, while based on the idea of Japanese dating simulations, feels that it has strong comedic influences from the Adult Swim show, “Harvey Birdman: Attorney at Law” in that shouts of “Objection!” and “Hold it!” stand out like the cartoon onomatopoeia effects from Batman, key points are punctuated with fighting sound effects, and the bumbling attitude of Phoenix, though the game’s plot is still (mostly) firmly grounded in reality. I think it’s more that stateside, without the popularity of Harvey Birdman, this game would have had little chance to succeed without a major media push, but with it, the game can easily become popular by word-of-mouth.
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posted in ace-attorney-series, adventure, nintendo-ds, phoenix-wright-ace-attorney, puzzle, review-repost |