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Showing posts with label Square-Enix. Show all posts
Showing posts with label Square-Enix. Show all posts

Thursday, 9 January 2020

Nintendo Switch Retro Roundup 2: SNES Re-Releases


While the Switch has SNES games arriving via its online service it has also seen a number of physical releases that first found favour with audiences on Nintendo’s 16 bit machine. Here we will round up some of the most interesting.

Collection of Mana

Collecting three early games from the Mana series together, this collection offers good value for money. The Gameboy game being included is nice from a completion point of view but it is Secret and Trials of Mana that steal the show. Aside from a quick save option little has been changed within the games themselves (these aren’t the remade versions of either game), but both are strong enough action RPG’s to still hold up well and both quests are epic adventures to undertake. It also represents the first time that Trials has been localised for the West. Both games are very pricey to buy on the SNES so it is great to have them so accessible for the Switch audience.

Putty Squad

The most bare bones of the re-releases, Putty Squad hasn’t fared well in its transition to the Switch. The visuals have been updated but the colour palette and graphical style make levels seems cluttered and chaotic (and not in a good way). The platforming itself is ok but it just isn’t as good as the original release and it contains a number of sloppy issues. One such major issue is that while the game now auto saves as you go along it doesn’t restore lives or energy. This means if you have just scraped through the previous level you are likely to just get stuck in a loop of dying over and over again on the next. While we would recommend it as an essential find in its original form, Switch owners can miss this without worrying.

Wild Guns: Reloaded

Konami’s action shooter is a very welcome sight on the Switch. The original now goes for stupid money so giving the game another lease of life is very welcome. Again, not much has been changed and unless you are going to make it through the game on the higher difficulty settings you may never see any of the new levels which have been added. The steampunk/western mixed style still looks great and if you are looking for some classic shooting action then Wild Guns unique ‘shooting gallery’ style is well worth looking at.

The Ninja Saviors: Return of the Warriors

Yet another very pricey SNES release given a second lease of life on the Switch, Ninja Saviours: Return of the Warriors has been remade to look as good as you remember it to be. Subtle graphical overhaul aside the side scrolling brawler has had little else changed apart from the addition of two extra characters which are unlocked by completing the game on different difficulties. Luckily, the game itself still holds up well and the single plane of movement helps it stand out from the other brawlers out there. Each character plays quite differently and once you understand how all the systems work it is a rewarding and fun game to dive back into.

Flashback

We have a detailed review of Flashback here - https://www.retro101.co.uk/2019/06/flashback-review-switch.html

Monday, 7 December 2015

Dragon Quest: The Zenithia Trilogy Review (DS)


The Dragon Quest games have always been in the shadow of other RPG’s in the West due to rarely being released outside of their homeland. Dragon Quest VIII did make it across on the PS2 and garnered enough interest for Square-Enix to consider releasing their back catalogue. From 2008 to 2011 Dragon Quest IV, V and VI were remade for the Nintendo DS. Collectively known as the ‘Zenithia Trilogy’ (The name of the castle in the sky found in each game), they were renamed as ‘The Chapters of the Chosen’, ‘The Hand of the Heavenly Bride’ and ‘Realms of Reverie’ respectively.

Each of the three games is fairly similar in terms of core mechanics. Combat is turn based with party members having the option to attack, defend, use items or flee. Four party members can be used at once with others being able to be swapped in and out to allow the player to configure different types of configuration. Combat is initiated through random encounters as your party travels around dungeons and the world map

There’s nothing particularly complex to learn and the games represent a good starting point for gamers who want to get into RPG’s for the first time. They are also quite forgiving with death as players will find themselves back at the last save point they visited when they die with any experience points they have earned intact – though your gold will be halved. This means that you are never really losing any progress and if you stick at it long enough you will eventually overcome any obstacles. It’s a system that works well as it never punishes the player severely for pushing forward or exploring.

The stories of the games are based around the idea that a great evil is awakening and a nameless hero will eventually vanquish it. This involves traveling the world and finding sacred weapons and armour which allows entry to Zenithia. You will then be able to access the underworld where the evil awaits to be defeated.

There are of course differences between the games and they each have their own way of telling the tale and offer up different gimmicks to keep things interesting. ‘Chapters of the Chosen’ is split into five chapters with the player experiencing the story of different party members as they find their way to the hero. The fifth chapter then puts the group together for the final battle. An extra chapter becomes available after completion which furthers the story and allows a new character to join the party.  There is also a town building sub-game where players can persuade villagers to move to their town. However, this requires some input from other players via sharing which will be difficult now.

‘Then Hand of the Heavenly Bride’ follows the Hero through three stages of his life as he grows up. You will also pick a wife and your eventual child will also join the quest. Monsters can also be recruited to the party and players can find and display various knick-knacks that have been collected from around the world. 

‘Realms of Reverie’ changes things up a bit by giving players the ability to train their party in a wide range of different roles. It’s a similar job system to something like Final Fantasy III and alters the characters core stats and gives the unique learned abilities to them. Once a certain job has been completed more advanced vocations can be taken on which lead to some very useful tools for players to play with. Monsters can no longer be recruited at random by there are a host of slimes to be found in the world who you can talk to and get to join your party. There’s a dragon hidden away somewhere as well. There’s also a slim combat arena and fashion parade to get involved with if you so wish.

All the games contain the same visual style, shops and enemies. There is a church to save your game and resurrect party members, the inn, casino and various shops which serve the same purpose throughout the series. There are also wells which can be looked into and the mini-medals to be found which can be taken to a specific castle and exchanged for rare prizes.

Each of the games is focused on its main story and though there are things like building the town and slime arena there isn’t much out in the world in terms of real side quests. This is generally ok as each town you visit tends to be different from the last and the games move along at a pretty good pace. Each game takes around forty hours to complete and each then gives extra content like dungeons after completions for players to dive back into.

Overall, the three games in the series are pretty much all on a par in terms of their quality. They each offer up a solid adventure which has some good and bad moments as you go along. All the games are great for both newcomers and hard-core RPG fans and they all have great localisations with accents and humour coming through perfectly. If it’s a traditional RPG that you want then the three games here should offer up more than enough to keep you interested.

Overall –
Dragon Quest IV: The Chapters of the Chosen 8/10
Dragon Quest V: The Hand of the Heavenly Bride 8/10
Dragon Quest VI: Realms of Reverie 8/10

Wednesday, 2 December 2015

Dragon Quest Heroes: The World Tree's Woe and the Blight Below Review (PS4)



Written by Bradley Marsh

Oh how I am jealous for Wii U owners having had to part with my console. I loved playing Hyrule Warriors and despite having access to the likes of Dynasty Warrors on next gen consoles and the VIta nothing quite felt the same.

Yet here I am with Dragon Quest Heroes: The World Tree’s Woe and the Blight Below a game as far removed from what I understood a Dragon Quest game to be, as I can imagine. From the very first moment I picked up the Dragon Quest Heroes it felt familiar, more than it should have.

I will admit it is a game I paid little attention to once I heard of its reveal, not through ignorance, but just I knew I wanted to play a Dragon Quest game and was happy to avoid all media coverage and see what fell on my lap come release day.

Because it felt so similar to Hyrule Warrior and Dynasty Warriors I had to dig a little after my first moments with the game. Lo and behold, the reason I felt like I knew this game, was because the team working on it was Omega Force.

Y’know, the guys who developed Dynasty Warriors, Hyrule Warriors, Toukiden, Warriors Orochi and much more. This was one of theirs, using another new setting and basically a new skin. Want to know something? I couldn’t be happier.

The various ‘Warriors’ games are wonderful to pick up and waste time on, just destroying endless waves of enemies and feeling like a general badass. The very moment you pick up a controller, whether you have experience of Omega Force games or not, you just know what to do. You hack & slash your way through arenas with a huge grin on your face just enjoying what is happening on the screen before you.

With Dragon Quest Heroes: The World Tree’s Woe and the Blight Below, this is no different and whilst there is a story to follow, you can easily ignore it, enter a level and murder everything that dare stand in your way.

Personally I’d like to say there is more to it than that. That there is a bit more depth and sophistication when you scratch below the surface, but the truth it, there simply isn’t and that is a good thing. As not every game needs to have this deep meaningful reason to exist. Sometimes you just want to enjoy a spectacle, pick something up and play it. This is one such game.

Of course there are the opportunities to level up your characters and make them better, but that is all fairly streamlined as the game pretty much just urges you to get into the action. But there are a few things that make it feel different to Omega Force’s usual affair.

Because it is based on the Dragon Quest series, it feels like there is much more emphasis on telling a story and giving substance to the characters. This is something I felt would hamper the game a little, but in actual fact it has made me want to try some of the mainline Dragon Quest games.

The presentation too seems to be up there with Hyrule Warriors, which felt like it finally showed Omega Force could actually add polish to their overall experience. Looking through videos and stills of other Dragon Quest games, there is no doubt whatsoever that this is part of that world.

Compared to other games from Omega Force there is a lack of extras, with the game focusing on the story driven campaign and being aimed more at the single player, rather than a co-op experience. This is pretty disappointing to start with, but the longer you play, there less you miss that option. Yet it wouild have been nice to have.

The one thing I did feel though, is unlike Hyrule Warriors, there is no need to go back and play it over and over, once the campaign is finished that really does feel like that is it. Whereas Hyrule Warriors felt wonderful repeating mission and using different characters, this just didn’t have that and is honestly a one and done game for me.

That isn’t to say that one isn’t a wonderful experience, because it truly is and having finished I am already looking forward to some kind of sequel, hopefully to include more of the options that make and Omega Force game the wonderful entities they are.

Overall 8/10

Colour Blind Issues - No

Review Code - Yes

Wednesday, 17 June 2015

Final Fantasy VII Review (PS1)


Hype is a tricky thing. No sooner is a game announced than media outlets have mapped out every single detail before your very eyes. It's no new phenomenon either. Final Fantasy VII was no stranger to the effect, yet somehow not one person knew what to expect when it arrived on European shores. Chalk it up to inexperience. Nothing quite like it had been seen before by the masses and for many they simply could not have imagined what awaited them. It was a magical adventure – beyond anything that had preceded it. You did not play Final Fantasy VII, you lived it.

The story built around the central character Cloud Strife and revealed layers of depth defying common notions of what a videogame was. Initially appearing to be a cold hearted mercenary his visage slowly dissolves to expose that he has a far greater purpose to play. The mystery of Cloud's background and purpose becomes the key focus for the journey through this new world. We experience things as Cloud does, drawn ever further into the thickening web of intrigue- punctuated by some highly effective twists along the way.

It soon becomes clear that there is far more at stake than a small group of freedom fighters trying to cripple a domineering corporation. Each encounter drip feeds a new piece of information. Hints of what is to come fuel the fervour to press on without ever fully enlightening players as to what the hell is going on. Cleverly paced and well scripted, you remain on the edge of your seat stretching forward to see what is around the next corner. Many a time we picked up the controller with the intent of only seeing out the next encounter only to find ourselves squinting through eyes grown intolerant to strong light as the sun rose the next morning.

Combat follows the tried and tested turn based RPG format. Characters wait for their timing bar to fill to become active. At that point they can then unleash all manner of destructive forces upon your foes. The most spectacular of these are gargantuan creatures, summoned from the magical 'Materia' that forms around the land to fight by your side. While players were taken aback by the epic summoning of magical creatures, the cut scenes truly stole the show. At the time of its original release in 1997 the graphical artistry and animation blew away everything else.

Everyone who played the game knew this was more than simply something special; this was a historic moment for gaming in the West. It pushed the boundaries to such a degree that at the time it seemed impossible anything else developed for the Playstation could ever surpass it.

This being a story set against a backdrop of a fantastical cyberpunk world, both high-tech weaponry and devastating magic are freely available. Attaching 'materia' to equipment and weapons gives any character access to its magic. Materia has both good and bad effects introducing the need to strike a balance in order to stop characters from becoming weak and easily killed. As a result players form parties built how they want and are not forced to shoehorn characters into a predetermined mould.

Years have passed, and graphically the game will not carry the impressive awe for newcomers it had to those fortunate people who played it in its time. Furthermore, the pace may seem a little slow to the uninitiated. However, give it a few minutes and you find the story suffers not from the ills of aging. You're quickly engrossed and any 'faults' melt away. Its hypnotic grasp remains strong regardless the age of its appearance.


While the graphical wonder of the title may fade, the excellent musical score rings true as ever. Sweeping music completes an epic adventure and Final Fantasy VII has it in abundance. Moving scores accompany every scene perfectly heightening the mood and emotion. Indeed, while walking through the Snow Mountains you may be tempted to turn the heating up a little as the music works so well it drags you down into the icy caves with it, and it is a cold place down there.

Final Fantasy VII represents one of a select group of titles that transcends its existence as simply a 'game'. It started a shift in the gaming tastes of Europe (as it likewise did throughout the western world), it opened our eyes to what was possible with the power of a thirty-two bit console, it made us think what could be achieved in the future. Arguably, no game before it had such an emotional impact on gamers. We fought, we cried, we drove onward for revenge and we remembered every minute of it. Those who were there in that first week when it was released already know why this game is an historic title.

For newcomers the title proves as enjoyable as ever. Alas, it is doubtful the euphoric sense of elation - the almost indescribable feeling that no game had ever created before (Maybe Occarina of Time), can be similarly recaptured. Final Fantasy VII represents a moment in time. Where were you when it happened?

Overall 10/10

Wednesday, 7 January 2015

Final Fantasy VIII Review (Playstation)


Square return after the not so much ground-breaking as ground-shattering master class of all things fantastic that was Final Fantasy VII. With this in mind Final Fantasy VIII had an awful lot to live up to. Although it has a fair go at it, it doesn’t get close to the true inspiration of its prequel.

Set in a futuristic high-tech world, Final Fantasy VIII focuses on the story of ‘Squall Leonhart’ as he becomes entangled in what turns out to be an epic story. This is basically how the story goes- starting as a member of an elite military team you proceed to make a bitter rival in a guy called Seifer. From here you undertake a few missions and exams, which then leads to a sniper attempt on an unsavoury character known as Edea the sorceress. That’s disk one.

You then end up in jail, a military faction goes on a revolt and several mystical things happen. The twist comes when you realise that Edea is actually all the characters' long lost Nanny from when they were kids and if that’s not the most stupid thing we have ever come across in a role-play game then we don’t know what is. Anyway you go through the whole ‘is she really a good person being controlled’ bit, before realising there is a greater evil at work that you must stop. That’s about it for the story apart from the fact you flash back in time with another character and go through his entire life as well. Now I understand that is a very simplified version of events but it took us eighty-three hours to get through and I cannot remember all the details. Needless to say the story does keep you interested and though it makes the odd far-fetched claim, you may well be quite happy to go along with it as it unravels.

Story aside, Final Fantasy VIII changes the control system of VII with magic now being drawn from enemies in combat instead of coming from materia, and Guardian Forces (as they are now known) are summoned very differently. Instead of a one off hit from the huge beasts that drains magic, they now have hit points and can be damaged while being cast. This change to the system is where the big flaw in the game lies. The problem therefore, is that you find yourself constantly calling the Guardian Forces in every single battle. The removal of magic points means that as long as the huge beasts are not killed then you can call upon them as many times as you want. This acts to take a lot of the skill and fun out of the game as you end up sitting through the same animation over and over again.

Furthermore, the other major problem is the difficulty setting. When a game is in excess of eighty hours long it does not need to be completely unforgiving in every single battle that you find yourself in. It is so unbalanced sometimes that two or three random battles can be more deadly than the massive great boss creature at the end of the section. This is not helped by the way that creatures adjust to how powerful you are, meaning that if you are having trouble beating something you cannot go and fight some smaller monsters to make you go up a few experience levels. If you do this, then the returning monster will be even more deadly than before.

Another concern is the actual setting of the game. We can’t quite put my finger on it but it just seems wrong. FFVII, FFIX and X all had perfect settings. But the sterile, futurist world simply lacks the feel of an epic adventure. Its just too dull.

To sum up, then, it’s a shame that Final Fantasy VIII falls short in a few areas. If the control system had not been so drastically altered it might well have been another classic adventure. Unfortunately, while the game is graphically superior to FFVII, in terms of setting, story and controls it lags way behind. Whilst it does hold your attention, We can think of at least four other games in the same genre on Playstation that are much more fun to play (FFVII, FFIX, Breath of Fire 3 and Suikoden 2).

Overall 7/10

Wednesday, 8 October 2014

Final Fantasy IX Review (Playstation)



After the good, but disappointing for many Final Fantasy VIII the next instalment of the series had a lot of work to do. Many fans felt the ecstasy produced by the monumental seventh instalment had been taken away. Unsure what was about to spring from the minds of Square Soft many approached Final Fantasy IX with both caution and a romanticist hope that all would be set right in the world of gaming once more.

Taking a more traditional fantasy setting than the previous two games, FFIX is firmly based in the realms of the medieval. Huge castles, magic swords, enchanted towers and the odd dragon are very much the order of the day. A big change from the Neo-punk and technologically advanced societies presented in FFVII and FFVIII. 

The setting proves an inspired touch showing an awful lot can be done without guns and mechanical creations, somehow it just seems to make the whole escapade more of a magical fairy tale adventure than ever before. The plot, (deep breath everyone), revolves around a monkey-tailed thief named Zidane. Starting with a band of thieves including the said hero trying to kidnap the princess of Alexandria. 

Simple enough you may think, however the reason for the kidnap is that the queen of Alexandria has become evil and planes to take over the entire world using huge magically summoned beasts named Eidolons. In order to do this the Eidolons must be drawn out of the Princess, killing her in the process. After many twists and turns we find that the queen is being controlled by another evil character named Kuja, the Princess is in fact not the real Princess at all but in fact from a lost village of summoners and then everything really gets complicated. 

The story effectively puts across the idea buried deep within the Final Fantasy subconscious; those being the notions of love, friendship, hope and individuality. The idea that no matter how small and insignificant someone may be able to make a historic difference. A very clichéd tale, but one rarely told so beautifully and enigmatically. 

Graphically, the game is absolutely stunning from start to finish. If the PSOne ever produced anything more jaw dropping than this game, then we have yet to witness it. The locations you find yourself exploring are created excellently and act to add whole new levels of atmosphere to the story. Characters and monsters are equally stunning, huge beast towering over our diminutive heroes making the player believe they truly are in for a fight. The real showstopper though is the CGI; it is simply breath taking what the cut scenes look like and really makes you understand why the game comes on four discs. The CGI puts almost every other game of the era to shame.

Luckily the gameplay system has been brilliantly overhauled since the last episode as well. Skills are now learned from wearing different items and using different weapons. As characters fight and progress the skills become permanent additions to their arsenals allowing new equipment to be used to gain yet more power and skills. A very good system that allows a lot of flexibility, allowing players to give characters whichever skills they prefer, meaning you can play the game how you want to. 

Furthermore, the summoning of Eidolons, previously Guardian forces has been changed back to the way of Final Fantasy VII meaning battles are more tactical and fun no longer relying on the same old moves to get you through. Now everything is governed by how many magic points a character has, a much more sensible way of doing things, showing Square Soft clearly realise when they have got something wrong. 

Everything in the game is just about perfect with controls, story, characters and setting all of the very highest order. In typical Final Fantasy style the game will take the best part of a lifetime to get through, and the rest of that lifetime to find all of the thousands of secrets hidden away.

So a perfect ten out of ten? Well no, but it does come very close. We realise how tiresome it is to keep referring back to FFVII but it is still the best example of the genre to found on the planet, with a story that never lets up and the odd mini game to break up the more traditional action. While the story is good in FFIX we found ourselves getting bored during sections of the third disc, Admittedly not very often but enough to sour the experience a little. Furthermore, as with FFVIII there are very few mini games and certainly nothing in the league of the bike chase from FFVII. This ever so slight lack just makes the game fall short. 

Final Fantasy IX is a masterpiece of an adventure game. For anyone not to fall in love with it would truly amaze us. Everything is set just right and you are drawn into the story right from the very offset. It really is hard to pick fault with it, and even harder to think what could have been done to make it better. However you cannot get away from the fact it is still not as amazing as FFVII, although I doubt anything ever will be. As it is FFIX is leagues ahead of FFVIII and beats FFX for sheer magic as well, but still has to settle for being a very close runner up to what was and is a landmark in the Role-play genre.

Overall 9/10

Wednesday, 26 March 2014

Kingdom Hearts 2 Review (PS2)


The first Kingdom Hearts was without doubt one of the best adventure games to grace the PS2. The strange mix of Square and Disney characters created a number of lush and interesting worlds for players to explore.  After a long delayed release Kingdom Hearts 2 it finally made its way to Europe, but was it worth the wait?

Right from the start the game throws players off by starting you in the form of Roxas, a young boy who lives in Twighlight town. Never fear, Sora will appear later but first we have a mini adventure. This serves to acquaint the player with the games controls and also sets out the themes of the title.

Presentation as you might expect is of an incredibly high order with striking representations of the Disney creations complete with some excellent voice over work. As before, many final fantasy characters appear throughout and as a nice touch most of the characters that appeared in the  FFVII Advent Children movie have the same voice actors. While the presentation of the game may be as excellent as ever the levels themselves are sadly a little lacking when compared to the first game.

Combat is the emphasis for this title with the many puzzles and platform sections of the original all but a memory. Difficulty has also been dropped a touch, though that is not necessarily a bad thing considering some of the insanity present before. As well as the standard physical and magical attacks available there are now new gauge and limit options. The gauge allows a second keyblade to be brought into action containing a whole new set of skills in a sort Disney version of a Chow Yun-Fat double pistol attack.

Limit attacks bring all the characters together to perform a high impact move on the enemy- often with quick time event style button pushes to prolong it. In certain situations the triangle button can be pressed to initiate a context sensitive attack, in boss battles this is always obvious as a very large and clear ‘Press Triangle’ sign appears over a Triangle shaped button. When fighting normal opponents however the triangle command appears fleetingly at the bottom left of the screen on the command menu and is far too easy to miss.

Although having such a wide range of moves is welcome their execution leaves something to be desired. Combat is so frantic and fast that most of the time it is completely impractical to cycle through a couple of menus in order to find the summon or limit break commands. Luckily they are not really necessary to fight your way to victory but you cannot help feel that the control system could have been a little more streamlined.

With the puzzles removed what we get is relentless combat followed by relentless combat, which if played in long sessions does become repetitive. This feeling is not helped by some uninspired level design and locations on occasion. With all the creations that Disney has license to you have to wonder why certain locations are repeated from the first game. They do have new stories but did we really need to go back to the Hercules level? I think not.

That is not to say there is not inspiration at work as well- the Steamboat Willie and Pirates of the Caribbean levels for example. You can’t help but feel that The developers have missed a few tricks here though with so many Disney movies not appearing in either game so far and that’s not to mention other IP’s such as Duck Tales or Darkwing Duck. What we have here for the most part is a very safe choice of levels.

This is the main feeling you get from the title. There are numbers of good and inspired moments but for each one you can’t help but think of something else that would have been better and players will no doubt end up feeling they have seen it before or that could have been handled with a touch more inspiration. Faults aside the title is highly enjoyable and well presented. For fans of the series there are sections here that are worth the entry fee. However, there is no getting away from the fact that first game simply contains more inspiration, more variety and more magic.

7/10

Wednesday, 5 March 2014

Star Ocean - Until the End of Time Review (PS2)

 
The PS2 version of Star Ocean is the third in the series, but like many other Square franchises it is not necessary to have played the other games to know what is going on. The story follows a boy named ‘Fayt’ who is busy minding his own business on a holiday planet when it comes under attack from an unknown military force. Thus you are thrown into an epic tale spanning across the galaxy, with twists etc, you know how it goes- while Star Ocean may not innovate in the tale that is told, the way it unravels is a slight break from the norm.

The title is placed in a highly futuristic setting, it is then somewhat of an irony that the game crash lands you onto a primitive planet filled with knights and dragons where due to intergalactic law you can not use any form of technology more advanced than your surroundings. This means even though you have the technology to level a city at the flick of a button, you have to run round with a sword. At least it appears the developers have a sense of humour.

Combat is dealt with in real time. All of you who have had just about enough of random encounters and turn based fighting rejoice. Enemies can be seen on the map and engaged at the player’s choice. However, it can be all to easy to keep running past creatures while exploring the map meaning you are missing out on much needed experience- you have been warned. 

Combat itself works extremely well. Computer AI is decent enough and characters can be given set instructions to carry out. However they do tend to not heal themselves so boss battles often result in players taking control of the main healing character while the computer deals out punishment for you. During combat there are numerous special moves available at the touch of a button and skilled players will be able to string massive combinations together, indeed it all works so well it makes you wonder why we bothered with turn based fighting for so long.

Graphically the title is not outstanding. Characters and locations are nicely created but there is very little that will cause you to marvel at what is on screen. Cut scenes are well done but are normally only a few seconds long. This may please some people who do not want a constant precession of ten minute long story segments, but when the PS2 takes a few seconds to load up a scene which runs for about three seconds,  then takes a few more seconds to load up the game area again it creates an incredibly disjointed feel and effects the general flow of the game no end.

One of the titles undoubted strengths is the subtle beauty of the musical scores that run through it. While in space you are treated to cold, empty sounding melodies that float around the game area, truly outstanding. The only time the music falls down is when entering one of the many dungeons. After building a mood throughout the game with gentle melodies that perfectly fit your surroundings walking into the first dungeon area on a sixteenth century planet to be greeted by the sounds of Japanese synth pop is a little out of place to say the least. However, like so many things in Star Ocean after a few hours you get used to it and it begins to fit the overall feel of the title.

While many other RPG’s claim to be epic, Star Ocean definitely is. Spanning two discs there is more game in there for you money than almost any other title currently on the market. In order to get through to the end you are looking at putting in somewhere in the region of fifty plus hours. If you want to collect all the battle trophies and complete all the side quests, inventing sections etc, then you could easily see that play time double. When you take into account the multiple endings available it shows that Star Ocean is ready and willing to absorb how ever much of your time you want to put into it.

While far from being perfect Star Ocean is a well put together title that offers a lot of fun for RPG veterans and new comers alike. While there is not really anything that drives you through the game it is more than likely that players will stick with it until the end due to its easy going nature. Star Ocean is a game you have to play through at your own pace, there are so many things you can do that are optional it is a title that personifies the idea that the more you put in the more you will get out. Maybe not quite up to the standard of other square adventures of times gone by, it is never the less a highly enjoyable experience and one well worth checking out.

Overall 7/10





Monday, 4 February 2013

Dragon Quest: Journey of the Cursed King Review (PS2)


Dragon Quest was Enix's signature series before they merged with Squaresoft some time ago. This is the first Dragon Quest game after that merger and sticks with the theme of having funky anime style character design with a Dragon Ball Z twist to it. At the time, Dragon Quest games had never made it to the UK before - even though it rivals the Final Fantasy series in Japan for popularity - and so we were a little surprised to see this one being heavily promoted with television spots and poster and magazine adverts.

The distinct graphical style will be immediately apparent and if you're opposed to all things brightly-coloured, it may not be for you. Both the game world and the characters are 3D, but their cel-shading hides this somewhat, There is plenty of treasure to be found around corners and under shadows with the landscapes being well thought out to capitalise of the art style. In contrast, Towns all look very similar and there aren't too many locations in the game that stand out as different. Whereas Final Fantasy sends you to many locations with their own distinct look, these do not really have that charm.

The protagonist of this RPG, surprisingly, does not have spiky hair; he also never speaks throughout the game. Simply put, the hero of the piece is meant to be the player. Our unnamed Hero is a knight to the king and is helping him on his quest to return himself and his daughter back in humans (they have had a curse put on them, transforming the king into a strange Yoda look-alike and the Princess into a horse). To start with, Hero is joined by Yangus, a short, fat, straight-to-the-point cockney, who follows Hero wherever he goes... for reasons we find out later in the game.

The plot starts fairly simply, and through flashbacks you see what has brought us to this point and that our travelling band are searching for an evil Jester named Dhoulmagus. The basic premise is that our group must travel around the world looking for people who can help them in locating the said evil jester, who can then be swiftly dispatched so the King and Princess can return to normal. Later in your travels, two other companions will join you. Of course, this being an RPG, things are never exactly as they first appear.

Plot exposition and dialogue do not dominate as heavily as some may fear and Dragon Quest is not a game that will bore you to death with 30 minute cut scenes. It quickly swings into action by giving you a good hard slap in the face as soon as you try to fight anything. In battle, the initial learning curve is quite steep; though there are not too many level-up 'walls' in the game (i.e. difficulty barriers requiring extra training to pass). Unfortunately, the first one appears right at the start and you'll just have to brave the few hours needed to progress. Furthermore, whenever you die, you are returned to the nearest village with any experience points you earned still intact - meaning, if you are willing to put some time into the title, anyone can finish it.

The battle system is quite simple - you have a standard attack, a power up, magic and items. Power up uses that turn to empower your character by tensing them up with the pay off being in the next turn they can unleash this tension and send the enemy flying! Do this quite a few times and they will get super-charged and hit insanely hard. You can win quite easily by repeatedly pressing X and remembering to heal occasionally, so battles can be a bit boring. Boss battles aren't that much different either. If you get stuck, it's often more effective to just level-up than it is to try a different fighting strategy.

The customisation aspect of your characters affects what weapon they specialise in. When characters level-up, they gain points that can be spent on a specialist skill. For example, if one character specialises in swords, they will do more damage with swords, hit more often, critical hit more often and learn special sword-only abilities.

The music is absolutely mad, and we have never heard anything so happy and constantly upbeat throughout a game before. It is so ludicrously joyful, prepare to be rolling around in happy fits of laughter. There are virtually no serious tones in the game, apart from big boss battles. While you would think that being battered with tunes that make the Sound of Music look miserable would be some kind of hell, somehow it all just manages to stay on the right side of horribly cute.

In terms of longevity, Dragon Quest is a decent-sized adventure. It will probably take you forty hours for a basic run through, though the side quests will add another ten or so on top. Then, when you have completed the game, you get the option to start from the point right before you kill the last boss. Doing this unlocks a new dungeon which allows players to find out more about Hero as well as allowing you to find all the weapons you missed out on, master your weapon skills and complete the monster arena - an arena where you can capture monsters from the world and then pit them against other monsters.

Dragon Quest is good fun and a well put together game, although it seems to have a slightly mixed target audience. The team have gone to the trouble to include 'teleport' spells and spells that clear areas of monsters to stop frustrating back tracking and exploration of areas you have already visited which encourages newcomers. However, there are those level-up 'walls' where the only thing you can do is go and get experience points for a few hours in order to proceed. Luckily, these only pop up on two or three occasions and rarely spoil things. The best way to sum it up would be to say that Dragon Quest is a casual RPG for the hardcore gamer. If that sounds like you, or you've enjoyed other Dragon Quest games, then chances are you'll love it.

7/10

Wednesday, 24 October 2012

Dragon Quest Heroes: Rocket Slime Review (DS)

 
Whatever is a hero to do? Rocket the Slime was quietly gooing about his business when the evil Plob turned up and kidnapped all the residents of Boingburg. Now it's up to Rocket to return everyone and rebuild the town. Yes, this can mean only one thing... it is going to be a very silly game.

Rocket Slime is an adventure game set in the Dragon Quest world, but is not a classic Dragon Quest-style RPG. Apart from the name and the creatures present, there is hardly anything here recognisable from the franchise with not a turn-based battle or random encounter in sight. Rocket Slime is an adventure more in the Zelda mould, but even that comparison is somewhat misleading. Indeed, what we have here is something very rare: a collection of original ideas.

The game is split into three main parts. First, there is the town, which will gradually be rebuilt as Rocket rescues Slimes. Here you can talk to people and save the game along with the usual town-based activities of buying items and upgrading equipment. Then there is the actual adventuring part; after picking a location, you will go off to bounce around and see what you can find. Any Slimes or items found must be put on rafts or carts that run through each level and take things back to the town.

 
Last but not least are the tank battles. After a level or so, Rocket will find a huge slime-shaped tank which he will need in order to fight Plob's machines of destruction. The items you send back to the town invariably end up as some form of ammunition for the tank battle which occurs in real time. Here, Rocket and his crew of three (who can be given different orders) must run around the tank picking up the ammunition that comes out of various chutes, then throw it into one of two cannons.There are lots of different types of ammo, all of which behave differently, and you can even jump into the cannon yourself to try to get inside the opposition tank in order to sabotage it. Once the enemy's tank has lost its hit points, you have to run over and try and smash through the machine's metal heart to destroy it. It is a unique battle system and one that works very well.

Rocket himself has little need to carry around items or weapons and most things he picks up are only useful as ammo for the tank. The only real exception is the slime knight who sits on Rocket's head and can be used to slash at enemies. Without one of these, Rocket must stretch himself out and then spring back like an elastic band to attack monsters. Pretty much anything can be picked up and stuck on a raft or cart; even the monsters themselves can be sent back to town where you can then go and talk to them as they run around. Once enough of one type of monster is caught, a statue of them will be built in the library.

The game is not particularly long, or difficult. Realistically, it will probably take no more than about ten hours to finish the main story and the few side quests that are available (which normally involve finding a certain amount of a particular object). Furthermore, Gamestyle did not actually die until the last level itself, and that was in a tank battle (though admittedly there where a few close calls along the way). This aside, the adventure itself is very enjoyable and each level has something unique and distinctive about it that makes them all fun to play.


What we have here is arguably the first real adventure game on the DS, and a very good one it is as well. You would expect Zelda to have a little more to it when it arrives, but everything Rocket Slime does, it does very well and is one of the most enjoyable titles to arrive for a fair few years. It comes highly recommended and everyone who wants an adventure title with some new ideas should not think twice about picking up a copy. We can only hope that later entries into the series will be as fun and original and also that the tank battle system makes its way into a full fledged Dragon Quest game at the next available opportunity.

8/10

Friday, 19 October 2012

Final Fantasy VII: Crisis Core Review (PSP)

Square Enix has come under continued criticism for raiding its vaults in order to make a quick buck recently. They've been at it for years, and while sometimes it works out for gamers (Final Fantasy Tactics on PSP and Final Fantasy III on DS never made it to Europe originally), it often smacks of cynical cashing in, such as Final Fantasy I and II being released separately for the PSP. So a new title based on the much loved Final Fantasy VII should appeal to everyone, right? Well, yes and no.

Crisis Core is one of the titles that marks the celebration of Final Fantasy VII's tenth anniversary, the others being PS2's sub standard shooter Dirge of Cerberus and the pretty but shallow Advent Children movie. The good news is it's the best of the three. Set before the events of VII, you're placed in the boots of Zack Fair, SOLDIER member and walking commercial for V05 hair gel. Working beside legendary operatives Sephiroth and Angeal, you have to carry out orders for the company by: a) beating the crap out of things, and b) using magic and summons to beat the crap out of things. It sounds like a dumb idea for a prequel to one of the biggest, most deeply involving games ever, but Square Enix should be given a pat on the back for at least trying something different.

That's not to say Crisis Core features nothing from VII's combat- materia, limit breaks and summons (well, some of them) all make a reappearance, but in a cut down form. Materia isn't assigned to weapon or armour slots here, just to the character. The limit breaks and summons both work through a new device called the Digital Mind Wave – a slot machine style system which randomly assigns abilities in battle (a little like that of the one in Grasshopper's No More Heroes).

After meeting certain characters or monsters, they are added to the DMW. If all three slots display that character, a limit or summon is triggered. Also, different combinations can aid you with invincibility, no MP cost and so on. It's a system that could well annoy some, but one I found to be fairly competent- more so than NMH's slot/dessert hybrid. Rarely did a limit trigger at a pointless moment in battle, but sometimes you feel as if the DMW has given you a cheap win, allowing you to deliver a huge ass kicking with little regard for attack patterns or skill.

It's not really a difficult game on the standard setting, and only becomes a challenge very close to the end. Only when playing on hard mode do you realise that paying attention to attack patterns and knowing when to dodge are important, as you have Ability Points which account for these manoeuvres. Dodging and special attacks will slowly empty the bar, and finding yourself unable to roll away from danger will likely result in death.

When you aren't avoiding death or dealing out beatings, you will be prey to the cut scenes. They are many and range from bland in game subtitled conversations to beautifully rendered CGI. While these moments don't quite reach the heights of Metal Gear's 'story' moments, they can sometimes feel intrusive and unnecessary. One in particular does raise an important question, however. What is Sephiroth using on his eyelashes?

Crisis Core is an enjoyable title in small doses. Extended sessions result in boredom through repetition, and the 300 or so side missions on offer give little diversion from the main story- mostly existing only to extend the play time rather than enjoyment. The main focus here is on the characters. Zack becomes a very likable protagonist, and as the game moves on you get to experience some quality time with Aerith, meet Yuffie and hang out with Cloud. These are all things any fan would expect, and I must admit, it was exciting to go back to Nibelheim as Zack and experience Cloud's story as it originally played out. Yet that just sums the whole experience up- at the end of the day, Crisis Core is nothing more than fan service wrapped in a competent game.

6/10

Written by Dan Gill