5th
December
2007
I would almost call this an RTS-lite game - at least where I am about 25% of the way through the game. The game is after FFXII (which, note I have not finished, but was able to pick this story super quick, as it relies little beyond characters and the Ivalice setting), with Vaan and gang now exploring a sky-based group of islands. The game is a series of RTS games; you control up to 5 party members, and you gain access to Espers - creatures that you summon at the start of each match and, when available through summoning points on the map. A special Ring of Pacts is set up like the skill tree in FFX, in that you can get new Espers after unlocking other specific ones. Espers themselves are based on the standard four elemental magics as well as healing/special or no magic ability at all, and you can only take 5 into a match (though you can alter their configuration as needed). It’s a pretty nice system though I’ve yet had to worry too much about making sure I have elementals to deal with weaknesses the other side has or to prevent being hit by a large advantage. In fact, the game to this point has basically been “select all, fight here”, though I see this strategy easily being defeated where I am now if I’ve not gotten appropriate new equipment or done side tasks to level up enough. So I am expecting at some point to have to split my attention. However, for being one that doesn’t play RTSs much, this is a very gentle introduction that yet still captures the FF game flavor. And of course, using the DS helps with a lot of the controls.
posted in final-fantasy-xii-reverent-wings, initial-impressions, nintendo-ds, rts |
26th
November
2007
Hudson Soft’s Mario Party series has had several poor outings in the last few releases. Mario Party 7 on the Gamecube was rather uninspired and while the microphone use was new, didn’t add much. Mario Party 8 for the Wii used the Wii remote fine, but the minigames were uninspired, and for a next-gen title, it really didn’t look like next-gen that much. Fortunately, Mario Party DS does attempt to correct those poor titles – the gameplay has a bit more strategy to it despite still being based on a lot of luck, and the minigames are enjoyable, and having multiplayer over local wireless is a nice feature. However, it is still a Mario Party game, and will not change your opinion about the series if you dislike it already.
Review Helpfulness: 



(2 votes, average: 5 out of 5)
Loading ...
Read the rest of this entry »
posted in mario-party-ds, nintendo-ds, party-games, 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
I’m pretty impressed with this game - while we’ve had at least one FPS on the DS before (Metroid Prime: Hunters), this is a little different as, so far, the shooting aspect isn’t much (though I know I get more guns later in the game), but for that, it works nicely. Exploring the abandoned mental hospital that is crawling with monsters, you move with the dpad, look around with the stylus on the screen, and then use your currently selected object with the left shoulder button - this requires you to hold the DS in the right way but definitely feels more comfortable on the Lite than the old DS. The game uses darkness effectively - you pretty much have to walk around using a flashlight all the time, and need to use sound to listen for certain monsters that lurk the halls - including little ankle-biters that easily can sap health. There’s a few puzzles so far (eg a numeric code written in blood on the wall that you need to enter into a number pad to open a door) but otherwise outside of that is not much more different, gameplay, from a usual FPS - it’s all about the atmosphere which is done pretty well on the limited DS hardware.
posted in action, dementium-the-ward, first-person-shooter, initial-impressions, nintendo-ds |
20th
October
2007
I started this game a while ago, and I think other things came up that I didn’t get back around it. But I’ve been working on it more, and while there some interesting elements to the game, it seems very esoteric in its approach.
The game uses a minimalistic interface, with the top screen (generally) showing a professor and his dog in a typical pixel graphic (with black outlines), while the character you control and most of the rest of the game world is closer to watercolor without such outlines shown on the bottom. Furthermore, the game puts you as a third entity that the professor character talks to, and that is in vague control of the main on-screen character. There’s minimal background of the story and most of it seems to be given as the story unfolds in the game. You move the on-screen character around either through dpad or via stylus, and when you come to a creature to fight, you have to put the character in a fighting stance and then let him duke it out, hitting automatically without your intervention — sort of a one step away process like controlling a Sim. There’s a lot of stats that basically grow with repeated use; do a lot of fighting and you’ll gain strength, for example, but there’s not much explanation of these. Fortunately, while having the on-screen character fall in battle will happen a lot, you only have to restart back from the beginning of the level, and it’s not a game-over type situation.
It’s just a weird game, and I’m more interested to see how it will end up then the actual rest of the mechanics.
posted in contact, initial-impressions, jrpg, nintendo-ds |