Thursday, April 1, 2010

Final Fantasy 13 - PS3


Like every other RPG fan in March, I took time out of my schedule to play Final Fantasy 13. Scoreless screen shots and reviews have been written on the game and I might as well try to write one also. I'm not going to lie, this isn't a game for everyone. It's not much of a RPG game, but it is a very beautifully crafted cinematic piece of work. I'm about 26 hours in and I'm not sure if I would class this as an interactive movie or a really linear episode of Final Fantasy.

The story begins with a band of outcasts are being chased down by the local government of Coccoon. They are seen as diseased elements and all those that come in contact with them are to be "purged"; they are the L'Cie. It's not long that you realize that Lightning, a former captain of the military is the main character. Snow, the young leader of the resistance group, NORA (No obligations or Authority?), gets sucked into the mess because he's trying to save his fiancee. His wife-to-be has already been changed from L'Cie to Crystal because she had fulfilled her "focus". This will inevitably happen to all L'Cie. The other three characters that get dragged into this are Sahz, Vanille, and a boy named Hope. They later meet a fighting woman named Fang, who is in search of Vanille; she plans to rescue her.

These six characters are in search of an author. No, not really, but they are in search of some answers as to what is the connection between Coccoon and Pulse, legendary city outside of their world. They're also wondering if it's better to fulfill their focus and become crystal, or run away. They've already tried running. So they decided to take up a third alternative and rush towards the highest office of the Coccoon order, the Sanctum, and ask for answers.

So if I had to guess what happened at the game designer's table at Square-Enix, I'd have to say they were trying to concentrate all the "good" stuff in Final Fantasy and take out all the "bad" stuff. The players love the feeling of beating a boss, so let's make it so that all the battles are pretty similar to boss battles. Players loved the seeing Cloud, Squall, or Tidus slashing monsters in the air, so why not make it so that you'd get to see that in every battle?! Sounds great so far. People love cinematics, lets give them more than they've ever seen before; how about one after every chapter! Now to the bad stuff. Players didn't like talk to people in towns, let's just take out towns. Let's take out weapon shops, item shops, magic shops, and inns and put them all neatly in a save-point. Let's take out that tedious aspect of healing yourself after the battle also. Well you get the point. It's evolution, sort of. I'm not saying I don't like the game, but it sure is a different approach to Final Fantasy.

For the best, longest, and funniest review of Final Fantasy 13, please see Action Button.net's review. It's 18,000 words, and pure entertainment.


Saturday, March 13, 2010

Devil Summoner: Raidou Kuzunoha vs. the Souless Army - PS2 (part 2)

Check out the first write-up about this game here: Part 1

Raidou, why did you choose to go against fate? That is one of the many conversations that the bad guys say to you in your attempt to save the metropolis of Tokyo from destruction. As your adventure goes from saving one girl to infiltrating secret government labs under the ocean, you realize that your "job" isn't just being a good detective; it's saving the world.

Well as the game proceeded to it's closure, I started getting really impatient with it. For some reason, the more I played towards the end, the more I felt disinclined to play it. Perhaps because I really wanted to get more demons, and I knew that the ending was coming up soon and I was nowhere close to getting even 80% of all the demons. My strongest persona was "Siegfried" at the time, and I started seeing enemies with higher levels from him. Then I realized that I was running out of time. Not because there are time limits in the game, but because of the big impending event, the release of Final Fantasy 13. I knew that once that came out, I'd devote all my time to it and not want to revisit this game. I made a time slot for the game, and finally beat it in a three hour sitting.

The game took Raidou to battle against Rasputin, the mythical Russian sorcerer, to a crazy robotic warship possessed by evil spirits. It was fueled by a satellite that you had to destroy. I really liked the concept of the game, and I think it would definitely make a great movie some day. There's a scene where they decapitate Rasputin's head and interrogate it for solutions as to how to stop the mutant warship robot. Why not? I guess. Magic, mayhem, and mischief - you'll find it all in this game.

But back to the battle. You defeat the warship by sending your cat buddy, Gouto, into space with one of your demons and have them destroy the core. With that, they sacrifice themselves in the skies. The robot that shook the shores and sent projectiles to the city was thwarted for awhile. But you know you have to stop the evil force that possessed Kaya. Save the cheerleader, save the world? Yeah, pretty much like that. Before you do so, the game made you go for one last pep talk with your buddies: the reporter girl, the Yakuza boss, and the rocket scientist. All great guys to have a drink with, I'm sure. From there you use a sacred talisman and transport yourself to the final dungeon, an astral plain where time moves in decades as you take a flight of stairs. I loved the lay-out of the place. Reminded me of Final Fantasy 4's Crystal palace and the final dungeons of Persona 4.

You fought left and right, destroying hour-glasses which contained "memories of old wounds". This was the game-makers' way of saying, "please beat these bosses again". It was not that bad, now that you're so much stronger, but of course it's tedious and uninteresting. Once you defeat them all you'll go on the stairway to 20XX, somewhere after 2050. You'll be greeted by an angry school girl rage and a katana. She wants to slash your head off, and that just might happen if you're slow with the controls. The presense inside Kaya will be the last boss. This is the entity that orchetrated the soulless army and defeating it will take you to the end of the game. Naturally, there's more than one boss. Perhaps a possessed warship? Yeah, why not. I stayed focus and was able to beat it in level 67. The game ends, and you're transported back to Tokyo. Kaya is conscious too. The world is saved, and Raidou the 14th did not disgrace his clan's name.

  • Game Time: 36 Hrs and 10 mins.
  • Completed game in normal difficulty



Sunday, February 28, 2010

Call of Duty 4: Modern Warfare - PS3

I played this through in about 10 sessions, and each of them got more and more difficult as the levels got increasingly tedious. I played the first two Call of Duty games on the PC and really enjoyed it. I think the mouse made it a bit easier to control because of my experience from Unreal Tournament. I told myself to try the COD4 because it's one of the games that made the current generation systems legit. People bought their Xbox 360 and PS3's for this title and it deserved the 20 or so odd hours I put on it.

(image: battle in the night) The game is good. The game is a bit too realistic in the fact that you can die easily, like actual warfare. I'll expound on this. The next thing is the graphics. Even though all games on the PS3 are HD, most of them are 720p - not many extend to the 1080p graphics which maximizes your television's limits. You can see specs of dust from your rifle and every demolished building is rendered to the closest detail. Lastly the story is actually engaging. Pieces of it must be from actual stories from the soldiers; I recognized the Black Hawk Down episode. I mean it actually moves like a movie, using the soundless slow-motion sequences and everything.

(Image: completing the game)I have to say that the worst part about the game is that I went from playing Resistance 2 to Call of Duty and the way you play is totally changed. I'm used to being a hero and gunning down grims with a shield on or camping in far off tower trying to mow down a giant alien behemoth. But now you're doing tasks that are done in a way that if you don't do it right, you will die and start over. And there are so many ways to die: bullets, rockets, grenades, exploding cars, and even getting mauled by a dog. I guess I wanted a God-mode through it all, but hell, it probably would have made the victories less satisfying. And this game does give you some sort of warrior's satisfaction. I mean, anybody that's done mission where you're fending the farm town from four tanks and you take them down one at a time with the javelin rocket will know that when it's over, you just can't help but smile. Or the level where you're playing Price when he was a greenhorn and you had to pull your mentor to safety as you snipe down scores of enemy combatants, it goes to say that when it's done and over, you just wonder if the game changed you into a gun-wielding crazy. It feels good to kill, and if the reason is because you're doing it out of self-preservation and the bad guy is truly a bad guy, it feels even better. I'm sure the game-makers at Infinity Ward knows this. They know that there is a dormant violent spirit within us, and they're just giving it a little push with their games.

The ending, when Price tosses you the side-arm and you know what you gotta do, it's nothing but pure satisfaction.

  • Game Time: 20 Hrs
  • Completed the game once on normal difficulty