Dec 19, 2009

Teeming With Demons -- Shin Megami Tensei: Strange Journey Preview

Did you ever feel like a black hole was opening up over some remote corner of the world, allowing demons and other strange supernatural creatures to cross over into your peaceful realm of existence? No? Well then this is going to be a strange journey.

That is indeed the basic story behind Shin Megami Tensei: Strange Journey, Atlus' newest addition to the SMT franchise. In this unique role-playing experience, which can aptly be categorized as arcane science fiction, players will find themselves exploring an alternate dimension where demons prepare to destroy the world as we know it. In the demon's eyes, humanity poses a threat of armageddon to itself, so the process may as well be hastened. According to the developers, the demons are at the same the story's external antagonists and a representation of humanity's destructive flaws.

Strange Journey puts a unique spin on classic JRPG mechanics, making players form a party, level up, fight in turn-based battles, use skills and items, swap equipment, etc. over the course of a 40-to-50-hour adventure. Missions tabs on the game's menu screen present the next steps in the journey, as well as approximately 60 side quests players can embark on. The special Demonica Suit the main character wears allows access to new areas by adding special "unlock" apps to its interface, and "sub-apps," which each take up a specific number of the suit's 10 slots, will provide special effects and bonuses for the party. Non-usable "forma" is another important part of the game, and is found via exploration of the game world. An area scanner points to new forma on the overworld map, which can then be collected and brought to the weapons dealer in town to produce new equipment for the party.

What really sets Strange Journey apart from the standard RPG is its focus on demons; demon collection, negotiation, fusion, and trading (the game's demon compendium lets you output passwords to give specific demons to friends) are all central to the game's mechanics. In fact, only one member of the 4-character party is human, so it will be wise to diversify and improve the group by enlisting the help of various demons and investing time in their development.

Whenever players encounters a demon, they're given the opportunity to talk to it and avoid a fight or even gain a new ally. Brief dialog choices and the effects of alignment on the interaction determine the outcome, and if the demon doesn't like the player, the fight is on. During combat, all commands are given at beginning of each round, to be executed all at once following the menu selection process. Because of this, battles play out quickly, and strategy is required to anticipate the results of mid-round actions. Of particular interest are the elemental strengths and weaknesses of all characters, which must be discovered by trial and error and can be exploited via the demon co-op system. Whenever an attack is made on an enemy using an element it is vulnerable to, all of the player's party members whose alignment matches the attacker will get a bonus attack for that round. By involving the three components of skill type, enemy weakness, and character alignment in the demon co-op formula, Atlus has created the potential for a great deal of strategy in how to be most effective in battle. At the same time, an "auto mode" button is included for fights with weaker foes who require no effort to vanquish.

From what I saw during Atlus' convenient web demonstration earlier this week (which was awesome in an E3-in-my-living-room sort of way), Shin Megami Tensei: Strange Journey doesn't look like it will be slacking with the SMT name, and seems expansive and immersive for a DS title. Look for it to hit North American shores on March 10, 2010, each copy shipping -- in true Atlus style -- with a soundtrack CD included in the box.

Dec 17, 2009

Inglourious Race Car Drivers -- The Saboteur Review

Pandemic Studios may have fallen victim to Electronic Arts' improved "cost structure" back in November, but before drifting loudly away on the late autumn wind, the Mercenaries and Star Wars: Battlefront series developer had one final message for Nazi Germany in its swan song title, The Saboteur. This visually striking open-world action title's atypical and interesting World War II story is offset by dated gameplay mechanics and slow development, making it easy to have mixed feelings for it. This is exactly how I felt while playing, but revitalizing Paris in the face of Nazi occupation grew on me throughout my time with the game.

In The Saboteur, players step into the role of Sean Devlin, a tough, bar-dwelling, Irish race car driver, who is persuaded to join the French resistance against Nazi Germany during the occupation of the early 1940s. He's in it principally for revenge, but this more noble cause is what finally gets him wound up enough to spring into action. This is one of the best WWII stories in gaming, told from a very different perspective than what we've seen in the past, and is far more appealing than the typical beach-storming, infantry-inundated military tale we've played through time and time again. The characters are interesting because they're flawed and human, but I found their individual personalities, superficial relationships, and sophomoric dialogue to be generally unlikable. This feeling was enough to make it difficult to relate to or become emotionally invested in them outside of the fact that they were fighting off the Nazi occupation... and blowing things up.

The Saboteur

Blowing things up is indeed one of The Saboteur's main appeals amid gameplay mechanics whose roots lie squarely in the realm of earlier 3D Grand Theft Auto games. It's a familiar mission-based open-world structure, where various non-player characters pinpointed on the main map set objectives for Sean, either to drive the story forward or offer up some side-questing action. The missions seem to cover a wider spectrum than one would find in a GTA game, expanding upon the typical car theft, chases, shootouts, and sniping with stealth and disguise elements, climbing mechanics, and freeplay targets, which are specific Nazi structures throughout the game world that can be demolished at any time during gameplay. There is no obvious or immediate reward (aside from feeling like a champ) for setting off the fireworks on the freeplay targets, but doing so will have subtle effects on the game, reducing Nazi presence in the area and making Sean's life a little bit easier in the future. While the combat, driving, and climbing controls all feel clumsy and substandard when compared to contemporary titles in the genre, those moments where you jump out of your car and plant a bundle of dynamite on a fueling station or sniper tower and slowly walk away from the explosion are immensely satisfying and play out without the game engine trying to stop you from enjoying them.

The Saboteur's other calling card is its "will to fight" feature. In the beginning, the entire (and quite large) game world is a black-and-white, film-noir-reminiscent, depressing, and oppressive place, the visual style heavily impacting the player and reinforcing what is essentially the collective emotional state of the citizens of France under Nazi control. As missions are completed and specific Nazi strongholds and control points are retaken and/or depopulated courtesy of Sean's trigger and lighter fingers, color is restored and hope returns to the people in the face of adversity, a little at a time. As the will to fight increases, the dark, dingy, and spectrally desaturated neighborhoods formerly characterized by packs of roving Nazi guards and persistent rain turn to welcoming city streets bathed in warm lamppost light for strolling French citizens, and where the will to fight is low, only the bright Nazi flags, muzzle flashes, blood, fire, and other select elements stand out in vibrant color. Throughout the game, this extreme visual contrast has a powerful effect, and the Okami-esque revitalization of France is motivational and rewarding.

The Saboteur

Unfortunately, The Saboteur at the same time suffers from many technical issues that detract from its superb aesthetics and unique style. Frame rate drops are frequent, as is shadow pop-in and a fair amount of clipping. Other glitches, such as enemies and NPCs spawning in ridiculous places or failing to carry out their prescribed mission-dependant routines, happen less frequently, but they still adversely affect the gameplay experience, at times preventing the player from completing missions without restarting. Enemy AI leaves much to be desired, as guards can detect, pursue, and raise the alarm on Sean from what seems to be a mile away during stealth sections, but in the midst of firefights they do little to save their own hides from incoming bullets, often standing in the open, just begging to be shot. When Sean has to run instead of fight, The Saboteur's simple, yet silly system of escaping Nazis comes into play. To escape, players must simply get outside of a red circle indicated on the radar, at which point they are instantly liberated from the alert. Taking a page out of the Assassin's Creed book, there are also hiding spots scattered throughout the city that will clear the alert status. Because of the frequency with which the alarm is sounded in this game, it all seems to balance out, but I feel a better system would have been less frequent, more intense hunts.

The Saboteur isn't a great game, nor is it a terrible one, although its constituent parts can be characterized using such descriptors. Great visuals, a unique approach to WWII-era storytelling, the "will to fight" system, and explode-and-run fun made me love what I was taking part in, but the actual nuts and bolts of the gameplay -- shooting, driving, climbing, stealth -- made me want to choke myself instead. Over time, though, I became acclimated to the sub-par mechanics and did enjoy my time with The Saboteur, and I think many players with the free time and cash can do the same. Unfortunately, the game had the potential to do great things with the foundation provided by its unique features and style, but it ends up feeling dated among a sea of competitors that all handle the gameplay end of things far better.

Dec 16, 2009

The Zombie Invasion Of Floria: A Plants Vs. Zombies Virgin Experience

Plants vs. Zombies

So it's the end of the year again, and that means that now is the time that I, instead of playing new games for review or compiling various other collections of lexemes and such, sit and play everything that I've missed throughout the year in hopes of being able to look at year-ends awards from an honest and informed perspective. This year I came across a delightfully click-tastic little gem of a game from the developers of what would probably be my videogame nemesis, Peggle. (Yes, I think Peggle is awful.) This time, though, PopCap has done something right, and has delivered to us the excellent Plants vs. Zombies.

"So what is Eddie writing right now? Is this a review?" You might be asking yourselves questions like these right now, but I can assure you that this is not a review at all, but a look at one man's virgin experience with a seven-month-old game that just about everyone was already well-versed in, and an utter reversal of opinion over the course of a single fervent hour of gaming (probably less, considering the time I paused the game).

I have obviously been aware of PvZ for some time, but only yesterday did I actually try my hand at the game, and the following is my excited, reactionary, AIM conversation with fellow GN director Ryan Maffit.

This should be fun (offensive language and poor writing advisory in effect)...

[23:38] Eddie: i have to record a short clip tomorrow
[23:38] Eddie: about the year's most overrated game
[23:38] Eddie: and i'm stumped
[23:38] Eddie: i wish i played Killzone 2
[23:39] Ryan: he
[23:41] Eddie: ok, time to look at gamerankings
[23:41] Eddie: sort by 2009
[23:41] Eddie: best to worst
[23:45] Eddie: AWWW shit... Plants vs Zombies...
[23:45] Ryan: haha
[23:45] Eddie: 89%
[23:45] Ryan: that was a good 1 too
[23:45] Eddie: i bet i think it's overrated
[23:45] Ryan: :P
[23:45] Eddie: jeeze, i hope i do, anyway
[23:45] Ryan: haha
[23:45] Eddie: or i'll have no answer
[23:45] Ryan: its good I have it on my steam
[23:46] Eddie: now that batman is awesome
[23:46] Eddie: :-/
[23:46] Ryan: :P
[23:46] Ryan: ha
[23:55] Eddie: ok, so can i judge PvZ by the online demo?
[23:55] Ryan: link?
[23:56] Eddie: http://www.popcap.com/games/free/pvz
[23:56] Ryan: the actual game
[23:56] Eddie: this shit is boring
[23:57] Ryan: has a lot more stuff
[23:57] Ryan: haha
[23:57] Ryan: I think it starts off real slow
[23:57] Ryan: but it gets tricky
[23:57] Ryan: well in terms of similarity to the actual game
[23:57] Ryan: this is pretty spot on for the first level
[23:57] Ryan: lol
[23:58] Eddie: well this IS PopCap
[23:58] Eddie: it's the real game
[23:58] Eddie: just online
[23:58] Ryan: haha
[23:58] Ryan: even down to the music its the same :P
[23:58] Eddie: and it's a bunch of clicking
[23:58] Eddie: and dumb
[23:58] Ryan: >< [23:59] Eddie: i mean, Peggle Deluxe got an Xbox 360 release this year
[23:59] Eddie: but that's an old game
[23:59] Ryan: true
[23:59] Eddie: otherwise it would be my pick
[23:59] Eddie: i think Peggle is the most overrated game of all time
[23:59] Eddie: haha
[23:59] Eddie: maybe i'll say that
[23:59] Ryan: haha
[00:00] Eddie: PvZ is far better than Peggle
[00:01] Ryan: ya
[00:01] Ryan: haha
[00:04] Eddie: i'm actually enjoying it now
[00:04] Ryan: :P
[00:04] Ryan: Ya
[00:04] Ryan: first 3-4 levels are mad boring
[00:04] Eddie: if a zombie touches a plant does the plant die?
[00:05] Ryan: no
[00:05] Ryan: it starts attacking it
[00:05] Ryan: then it eats it
[00:05] Ryan: haha
[00:05] Eddie: ok
[00:05] Eddie: not so fast
[00:05] Eddie: but yes
[00:05] Ryan: takes a lil while
[00:08] Eddie: oooh a shovel
[00:08] Ryan: haha
[00:08] Ryan: ya u get power ups and shit
[00:09] Eddie: oh cool
[00:09] Eddie: bowling level
[00:09] Ryan: haha
[00:11] Eddie: ooooh
[00:11] Eddie: a squash
[00:12] Ryan: :P
[00:13] Eddie: i'm using that shit IMMEDIATELY
[00:13] Ryan: lmao
[00:13] Eddie: YES!
[00:13] Eddie: THWOMP
[00:13] Ryan: :P
[00:15] Eddie: wtf
[00:15] Eddie: a high-jumping zombie!
[00:15] Ryan: LOL
[00:15] Ryan: yup
[00:16] Ryan: told ya it takes strategy
[00:16] Ryan: haha
[00:17] Eddie: i think i left way too much space for sunflowers that time
[00:17] Eddie: i LOOOOOOVE sunflizzles
[00:17] Eddie: i Love SUN. I love lamp
[00:17] Ryan: haha
[00:17] Eddie: i'm getting a THOUSAND text messages right now
[00:17] Eddie: wtf
[00:18] Ryan: :S
[00:18] Eddie: i just got 4 in 4 seconds from 4 people
[00:19] Ryan: nice
[00:21] Eddie: oh shit
[00:21] Eddie: The Hero of Time
[00:21] Eddie: is in a tab
[00:21] Eddie: you sent me that link ages ago
[00:21] Ryan: lmao
[00:21] Eddie: and i clicked it
[00:21] Ryan: yes
[00:21] Ryan: haha
[00:21] Eddie: and now it's still here
[00:21] Ryan: yup
[00:21] Ryan: haha
[00:21] Ryan: its like
[00:21] Ryan: a full movie
[00:21] Ryan: haha
[00:21] Eddie: that was so long ago
[00:21] Eddie: when i first heard about it
[00:21] Ryan: haha
[00:21] Ryan: ya
[00:22] Eddie: did you watch it?
[00:22] Eddie: i probably will tonight
[00:22] Eddie: but wait.... first i have to fucking blast undead with snow peas
[00:22] Ryan: hehe
[00:29] Eddie: awww sheeeeeiiit
[00:29] Eddie: piranha plant
[00:29] Ryan: :P
[00:29] Eddie: oh
[00:29] Eddie: i can only have 6 to choose from
[00:29] Eddie: cool
[00:30] Eddie: "LET'S ROCK"
[00:32] Ryan: :P
[00:32] Ryan: hehe
[00:35] Eddie: ooooh
[00:35] Eddie: the rePEAter
[00:35] Eddie: 2 peas at a time
[00:35] Eddie: win
[00:35] Eddie: i fucking love this
[00:35] Eddie: haha
[00:35] Eddie: why am i still playing?
[00:35] Eddie: i thought it was a demo
[00:35] Eddie: this is a healthy ass demo
[00:42] Eddie: haha
[00:42] Eddie: damn
[00:43] Eddie: FUCKED them up
[00:43] Eddie: MY LAWN IS INVINCIBLE!!!!!
[00:43] Eddie: i have 2 full columns of sunflowers
[00:43] Eddie: then one of snow peas
[00:43] Eddie: then one of sunflowers
[00:43] Eddie: then TWO of rePEAters
[00:44] Eddie: CRUSHING FOES
[00:59] Ryan: LOL
[01:00] Eddie: holy balls
[01:00] Ryan: the full game gets crazier
[01:00] Ryan: haha
[01:00] Eddie: those little yellow fuckers are POWERFUL sun-spreaders
[01:00] Ryan: lmao
[01:00] Eddie: the shroomies
[01:00] Ryan: Yes
[01:00] Eddie: YEESSSS
[01:00] Ryan: haha
[01:00] Eddie: i just had about 6759865q8965248 sun
[01:00] Eddie: and 6 rows of super shooting shit
[01:01] Ryan: :P
[01:01] Ryan: and u thought it was an overrated game pshh
[01:01] Ryan: haha
[01:04] Eddie: i can't stop
[01:04] Ryan: ya it's a good game
[01:09] Eddie: DAMN
[01:10] Eddie: excellent
[01:10] Eddie: the demo's over
[01:10] Eddie: and i think i may post this chat session in my column
[01:10] Eddie: haha
[01:10] Ryan: haha
[01:10] Ryan: lmao :P

I really enjoyed that. Go try out Plants vs. Zombies here.

Dec 4, 2009

Needs More Gaga -- Just Dance Review

I recently broke from my regularly scheduled action/adventure/shooter/platformer/fighting/sports/strategy/rpg playing to take a critical look at a game that I can honestly say I never expected to see in my Nintendo Wii. Fortunately, though, I did try out Ubisoft's Just Dance, because I ended up having a pretty good time gettin' down, just dancing.

Although my level of embarrassment when first beginning to play was unprecedented for a videogame -- I was alone in my house and still felt awkward about mirroring the on-screen moves -- after a little loosening up, I got into the groove and started putting forth the true effort the game demands. Soon I had danced through 30 songs and worked up a decent sweat.

Just Dance

The game's basic premise is to mimic the on-screen professional dancers who demonstrate each song's choreographed moves in time with the music while holding a motion-tracked Wii remote in one hand. Because of the Wiimote-only input, the upper body is the most important part of each dance, but I was pleasantly surprised to discover that being lazy and trying to focus solely on the Wii remote position without doing the dance moves was less conducive to a high score, while really getting into the songs and bustin' moves yielded much better results. Overall the game does a good job of figuring out how you're performing, but sometimes gestures are not detected for whatever reason -- likely because there are many ways to hold the Wii remote that differ from the way the game shows players at startup, and it's easy to do it incorrectly. Each new move is telegraphed by a little silhouette sliding along the bottom of the screen, so no, you don't need the reflexes of a reflection to do them correctly. Points are awarded based on timing and accuracy, with chains of well-executed moves netting extra. Bad, good, and great moves are tabulated at the end of each song and displayed as percentages along with each player's overall score.

Unlike other rhythm games, there is no progression, advancement, or unlocking later songs by completing earlier ones; everything is available from the very beginning. To seasoned gamer-types, this is a flaw, as we've come to expect the former design from games in the genre, but immediate availability of all of the game's content also makes Just Dance a ready-to-go party-maker in a box. Players can jump right into either Quick Play mode, where you simply pick a song and dance, or Challenge mode, which has three gametypes designed for multiplayer competition. In challenge mode, players will choose songs and either have a standard battle for maximum points, play a "red light, green light"-style Strike A Pose game, or compete in a Last One Standing contest, where all players begin with seven lives and lose one for every mistake they make. In all modes, songs come in either "full" or very truncated "short" versions.

The game features 32 danceable tunes from the 60s to today, and each is rated according to the difficulty of its moves as well as the energy level of the dance. The game features plenty of disco, techno, pop, and rock music, but I found the absence of my personal favorite popular genres to dance to -- latin, reggae, reggaeton -- quite conspicuous. Otherwise, the mix was good and the tracks were almost all recognizable hits. I think that anyone who truly enjoys dancing (college girls, I'm looking at you) will absolutely have fun with this game, especially with a group of friends. I was only able to test it out with one other dancer, but that yielded lots of laughter, so a four-player session (the game's max) would most likely be completely off the wall.

Just Dance's biggest flaw is its lack of depth as compared to other games in the music genre. As mentioned earlier, there is little forward progression within the framework of the game, and the 32 included tracks are far less than what gamers have come to expect from offerings from the Rock Band and X Hero franchises. Downloadable content would certainly help fix the problem, but unfortunately, no such DLC is in sight. The game's biggest asset, however, is that it can be a whole lot of fun for the right audience, and that audience is sure to love it despite its very basic nature. In any event, it's at least worth renting to laugh at with your friends.