24th
February
2008
Harvey Birdman: Attorney At Law is High Voltage Software’s and Capcom’s take at taking the natural extension of the Ace Attorney games into the popular Adult Swim cartoon as to make a humorous adventure-type video game. Unfortunately, the game may capture the same game mechanics as the Ace Attorney series, but the integration of the animation against the typical adventure gameplay makes for an extremely awkward and extremely short title.
I will note I played this on the PSP, but I expect that there’s little difference in the PS2 and Wii versions from what I’ve read.
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posted in Uncategorized, adventure, harvey-birdman-attorney-at-law, nintendo-wii, playstation-2, playstation-portable, review |
12th
November
2007
Consider this as Squenix’s first venture in the Pokemon-type RPG. Basically, you go around, collecting monsters to fight together monsters in order to get them into your party. While there’s less about competing against other “scouts” (aka trainers), and much more in terms of visible random encounters that you see. Where it is better than Pokemon is that it is much easier to work on convincing a monster to join you: you “scout” it and then let your monster party do one round of attacks to accumulate a percent of a chance to turn the monster to your side. A weak part will only gain a few percent while a powerful one can get close to 100%. No more carefully waiting until you’ve poked the monster enough to weaken it to capture. The other aspect I’ve yet to get to is that one can then synthesize monsters together to make stronger ones — my monsters are too low level to do this, but it seems to have standard aspect of the DQ games that make them interesting to experiment with.
Unfortunately, the game is done in 3D mimicking DQ8 in art style and approach. While it may look ok, the 3d movement is just too klunky to really work well - I’d much rather have seen them go all 2D sprites like in Rocket Slime, or a fixed top-down 3D angle like Pokemon Diamond/Pearl.
posted in adventure, dragon-quest-monsters-joker, dragon-quest-series, initial-impressions, jrpg, nintendo-ds |
11th
November
2007
For purposes of last season, I will hold off on a full review until the entire season is released; particularly since most of the general presentation elements are the same and will carry over.
So far, the second “season” of Sam and Max is looking pretty good. “Ice Station Santa” continues where the first season left off (and while its not required to have played through Season 1, you will miss a lot of the characters and setup if you don’t), this time having the duo facing against an evil-turned Santa. The game still has the same usual gameplay structure: in this case, an intro, two “acts” (a singular puzzle that requires solving several other puzzles before continuing), and an ending puzzle, but it works for the material. The puzzles themselves are not too hard, but nothing too sinister either, though some of the puzzles require multiple traversing of the the game’s sets to collect all the items as needed. The gaming introduces a hint system option that you can adjust, from having absolutely no hints to being close to hand-held through the game, which can be a nice option if you’re more interested in the clever writing and situations than the puzzles themselves. Characters include all the favorites from the last series and a few new ones that are bound to make reappearances in future episodes.
Probably the only other most notable change to date is the addition of widescreen support which is really nice.
posted in adventure, mid-game-thoughts, pc, sam-and-max-season-2, sam-and-max-season-2-episode-1 |
25th
October
2007
Zack and Wiki feels like a mix of point-and-click adventures with the minigame concept of WarioWare using the Wii remote, and so far seems pretty good. Generally, you point where Zack, a pirate wannabe, goes or investigates on the level, picking up objects or other actions. If a monster appears, you can cause Zack’s partner Wiki (a strange flying monkey-like thing) to transform into a bell to cause the monster to transfer into a usable object. With this objects or other pieces around, you then need to figure out how to avoid traps or cross chasms or the like; using this objects requires to mimic the action , sawing a tree is done by holding the remote horizontally and moving in and out of the screen repeatedly. Each stage is rather short (so far) but can be repeated to improve you score on it… what this does, I don’t know yet.
It looks pretty good, even if it mimics some of the Zelda animations (such as when Zack pulls an item from a chest). However, I’ve only gotten a chance to play a few levels so far to get a better sense for how big this game is.
posted in action, adventure, initial-impressions, nintendo-wii, zack-and-wiki |