Sunday, March 18, 2012

SFXT mini review

Street Fighter X Tekken
Multiplatform – PS3 + 360
Release – early 2012
Genre – Fighting / MMA

Origins – Once started as a bet between two producers, it became a title that many fans were drawn towards. It was a dream match planned unlike any other game for years. Finally in 2010 & 11 we were teased with a sample of tag-teams, and a gem system.  Lo and behold an old rivalry is finally set. But does the collaboration work?

Insert coins – From the get-go, players are introduced to a tutorial with Professor Dan. Giving the player the choice to learn the in-game setup and play styles. Right after all the options is up to you. Play arcade / story mode and find out where your fighters destinies lie. (Oddly enough the pairings regulate with characters from the same universe, not in crossover mode. As far as I’ve learned, later updates are changing that.)

+ Neat setup with characters!

Gem system – Depending on what you decide, there are quick combos, cancels / super cancels, stronger attacks, or easy combos (etc) Sadly its not all open, or unlockable, the more expanded gems are going to be DLC only. Which frankly sucks…

Color custom (cough) half customizable with limited options, (like SFIV had the ability to just add colors). Here in SFXT, it can be customized to one’s liking, but with a limited palette. Oh and btw DLC will have costumes that players have to pay for. And can switch outfits with other characters.

Why is this review short? Well.. its fun, but it feels limited with letting players mesh the two universes together. Some team ups have different round end quotes. In-game OST is alright, but it feels empty with a few consecutive tunes, but rival themes only play rarely near the end.  Plus the endings kinda feel like a head scratcher. They feel empty, but contain some tidbits as a “what if” scenario. Or some for comedic relief..
I didn’t get the chance to play every team. But from what I did play, it felt like a title that was worth playing. Its just the compromise of pushing for DLC, and not being able to unlock anything frankly bites.

Saturday, February 25, 2012

Soul Calibur VS FF XIII Part 2

I rest my case.. here are two reviews of some diverse quality. Guess which one wins


Soul Calibur V Review
Developer – Project Soul
Release – 1302012

- For the Sword
  Soul Edge began on the Sony Playstation many years ago. It branched out what 3D games could produce even within a small format, that of an audio cd. Pushing its capabilities, Soul Edge was a game that was called the most unique fighting game released at the time. Now in its current form, IV opened another door for the series.  Bringing back character creation (from III), and adding online play. However for many fans, we lost the story mode, to a simple challenge mode instead.  V now unleashes its next move…

- Chosen Ones
  Story mode introduces the player to Patrolkos (son of Sophitia) a noble heroic knight. With a quick intro, he takes on an oncoming barrage of enemies. (random battle?!) Apparently he’s hunting down those affected by the Soul Edge’s power. (and not quite a nice guy after all). Graf Dumas is introduced to the player as a new enemy (in history he was notorious for killing many people in Europe). From episode one, the story is grafted through cutscenes, and a hand drawn storyboard with dialog. I must admit, this is a different game than I expected.

Story mode matches are unique, and play as if directions are done by your actions. Perhaps Patroklos is finding alliances in his quest?

- Sheath
Alas there are many changes to the in-game hub. It looks character creation takes up most of the disc space. Playing story mode is the crux of the only story you are actually playing through. Offline mode consists of your regular choices, offline (arcade), vs and Legendary Souls (unlocked when certain requirements are meant). I don’t know why they took out the story with characters you play in arcade. I miss seeing the overlapping storylines of the heroes and villains. Story mode although well done, does seem to be missing a few key concepts that I loved in SCII. Its no longer an open choice mission setup, you can only play what’s given to you (in chapters). The only way you unlock items is through playing various modes, but its all random and shows up like a mini-box on the bottom of the screen. (like a wall street ticker message)

Even though the game had to change, it feels a lot is missing. My gaming heart just isn’t into SC anymore. Just chopping away designs that worked, into this.. I feel disappointed. They could have done so much more with V, it’s a shame that it doesn’t feel like a solid title anymore. But I will say this, story mode does have a solid tale, voice acting, cutscenes, and keeps you engaged for a while. But after that… what’s left?

Final Fantasy XIII -2
Developer – Final Fantasy Team
Release – 2012
Multiplatform

War of the Gems -
Its been 3 years since the cataclysmic events of Cocoon’s great war. Lightning and her allies fought to protect Valhalla against a new threat known as Calius (whom was once an ally in the previous game). With the two in battle, a meteorite out of nowhere is summoned about to take her homeworld apart. Gratefully she gives her life to defend it, until a blinding light.. Three years later, Serah (Lightning’s sister) finds herself on a lost world, filled with remnants of the old land. Upon awaking, her clothes change from the off world, knowing that something is gravely wrong, Serah begins her quest to find her sister.
Fate is on her side, with a noble fellow by the name of Noel.. (and a trusty Moogle)

Broader skies-
FFXIII part 2 takes place immediately after the first game. If you missed playing the first entry, there is a handy beginner’s primer to get caught up. From the start you are given an array of submenus at your disposal. Plus you are able to freely choose your play style, and your party’s alliances. After dispatching several bugs, you are able to explore the new open world. Active time battle is introduced, timing is key to attacking or defending the party in play. Right after, interact with others around you to find out where to go. Even though 13 is a unique system, it still plays a lot like X (I fondly remember that game, but it had some outrageous cutscene sequences). Thankfully here in 13 part 2, they are significantly shortened, and you are able to pause or skip. However as this is my first play through, I won’t skip anything. But I am quite thankful for the pause feature. (Oddly enough the director behind Chrono Trigger is also taking the helm here within XIII-2, which explains the unique storyline.)

Level me up-
Like past entries, every time you engage in battle (win items, gain EXP). And your optimizations are limitless, given you gain enough points from battles. Party paradigm (organize your party’s playing style, from defensive, to offensive styles.  Crystarium – brought back from XIII part 1, the ability to level up your characters abilities through crystogenesis. (these are found during battles or in treasure chests).
Oddly enough, I’m a veteran player of the FF series, and I still find this feature fascinating. Honestly even better than our Americanized way of developing characteristics. I really miss free flow design ideas like this, it is a piece of creativity that is missing from a lot of concepts lately.

Leveing up is not only limited to your human based team. But also the monsters you interact with. From battles, you are able to capture creatures inside of elemental crystals. These shards house their powers, giving their owner the ability to forge a team of monsters at their disposal. Every time you obtain items during battles, they can be used to evolve your monster of choice.

By my side-
Another neat feature that I found myself enjoying was the monsters you could add to your team. It felt a bit like Shin Megami Tensei (or Devil Summoner as we call it here stateside). Once you’ve fought a monster, some may give you a crystal shard that contains an elemental energy that contains creatures that can become part of the team. Plus when you’ve fought various outside forces, they are able to be leveled up. (I wonder if it has anything to do with Lightning’s power to summons a huge array of them during the opening sequence).

Offense or Defense -
Paradigm system (with guidance from Mog the Moogle)
“Hi, Kupo! Mog the moogle here! This system is all made up by you the player. You can change from attacks, to defense, or providing cure all’s against hostile ailments. Plus your team’s levels also change the functionality and chains of your attacks. So the higher you are the better chances of fighting enemies better!”

Hymns -
Another solid piece of the Final Fantasy has always been the soundtrack. What makes XIII part 2 unique is the mixture of genres adapted into this sequel. XIII part 1 I’m sure carried many themes as well. But part 2 seems to carry more melodic trance than I’ve heard in a while. Battle sequences are introduced by a “time break” theme when enemies are in the area, or charge towards you. If the in-game area bgm is playing, they sequence together (which reminds me of what Jet Set Radio was capable of). Depending on the timeline you’re visiting, the music carries either a light or dark centered theme. As your team ventures towards other areas,  the world begins to change thanks to you.

Destiny-
What I learned through my story so far, is that time in the XIII world has fused with another. An outside force is changing the past to make the future different. However Serah is capable of forseeing outside possibilities within the time shifts. So its highly possible that players can make their own unique timelines. Honestly I learned the hard way venturing too early into the dense forest landscape, where a giant evil tree was capable of high offense and defense. Oddly enough I wasn’t able to beat the darn thing because I made a decision too early. So I faced my consequence the best I could. But it was unique to see what I could change (but by making the game even more challenging)

Until next time-
Honestly I found myself enjoying this game so much. I feel bummed out that Redbox ™doesn’t allow extended checkout on titles. And I glanced by the clock on my playtime so far 17h’45m’20s. I wanted so bad to keep going, but had to return it (actually I checked the game out twice, because I did want to keep going). As a longtime fan, I really have to say I love it still, even though its facing some tough criticism. That aside, any FF fan has to play this chapter, and if you missed part 1 get that as well.


Tuesday, January 3, 2012

Spider-man Edge of Time Review

In this new and exciting adventure, a Spider-man dies, and another saves. Its a time traveling quest that was riddled in a classic Spidey tale from several years ago. Where one generation was lost, and another was born. However it also bends the rules of a classic "What If" tale that makes it worthwhile.

Enter the two Spidey's you'll get to play. Amazing = Peter Parker, photographer works for the Daily Bugle, and takes on the mantle of everyone's favorite webhead. But from the future in 2099, Miguel O'Hara is fighting to save a lost part of time, his former job at Alchemex is held by a thread from someone tying loose ends in the past. So Miguel goes to find the culprit, only through a wormhole, and foresees Peter's death at the hands (or I should say tentacles of Anti-Venom). For current readers of the comics, Eddy Brock was touched by Mr. Negative and it changed his abilities with the former symbiote making him an Anti-Venom that takes away anyone's pains (or in Spidey's case, life force).

All of this takes place right after Shattered Dimensions, thankfully both Spider-men remember the crazy time quest before. And this is where the review begins...


Gameplay - Platformers dream. For anyone that loved Sands of Time, this is your game. Filled to the brim with vast environments (sadly most of the levels you get to explore are within a laboratory that is locked within time and space). However, it is so insanely vast, it feels more towards the level of the design with Metroid and PN03. Thankfully your Spider sense acts as your compass, letting you know where to go and who to take down. Its done by an A+B system, mission + bad guys + lost items + sometimes a timer = the usual routine.

Added for some variety is the new freefall missions. These were introduced in the Spider-man 3 movie based game, as a mini-game where you literally fall through rings to obtain points for some weird reason. It was bizarre, yet it it was leaning towards something.. Enter Edge of Time, (Shattered Dimensions had short segments where you were shot through obstacles to escape the clutches of villains, or getting to one). EOT now has this element as an entity of its own, a complete mission where you dodge a variety of obstacles (which gave me recalling nightmares of Panzer Dragoon Orta). Upon completion, you are able to move onward to the next area. Later on, there is a mission that requires you to vault back where you came from via a gravity generator.

Within EOT is an easier fighting scheme, which oddly reminds me of Sands of Time (minus the slowdown of time). No wait, that's actually there with 2099. Amazing Spidey also has a neat feature, Hyper Sense. An ability of giving the wallcrawler enhanced speed and agility, and some extra health in case its low.



Design = Within EOT, all of the events in the story take place inside of the head HQ Alchemax lab. Even with the time jump between present and future. Including the environment also changes, depending on each mission. Where one may portray a colorful past, to a desolate future where things are shifted. However throughout the journey time and space are beginning to collide, and the inter played world begins to crack almost taking both spiders with it. 

Level based missions happen one after the other. When part A (say its recovering keys from a guard to enter a specific area). To B, the entry point that was blocked now open. Or C, a pathway only 2099 can jettison by freefalling to enter the next passageway / portal. EOT keeps the same combo fighting system with an array of both offensive and defensive moves. Some are accessible at the start, with a variety of others that can be unlocked by collecting portal points. Spiders are collected as another payment for health and shielding. And red energy is collected for health replenishing, or can be swapped for portal energy.

Collecting portal energy resembles Pac-Man. Think of power pallets sprawled all over an area, and avoiding obstacles nearby. It seems a bit off-beat, the idea actually works. Energy can also be collected by knocking down foes, whether it be a boss or goons. Plus there are some hidden spiders that can be obtained by taking down all of the enemies within the battle zone.

Sub-missions are arranged in the Web of Challenges. When each mission is completed, they unlock challenges for either Spider to explore. There are various types: A) Time based energy collecting, B) Arena survival, and C) Special missions when others are cleared, and they give you extra skills + a new suit.


Webheads - From two generations of Spider-men come friends, and foes. But the boss behind the scenes? That is a mystery 2099 Spidey finds along the way,  and finds out the consequences of what it is to be a hero.

I have to be honest, this game surprised me. Even though I enjoyed Shattered Dimensions. I was surprised by how short both titles were. However there is a ton of extra missions and gameplay modes to explore. I am curious if there is a "What If" mode in the game that can only be unlocked by a code just like the PSX game. Loved the game, and I definitely recommend it to any other webhead fans.

Sites you should visit:
http://www.herohq.com/
http://www.beenox.com/en
http://spiderfan.org/
http://www.herohq.com/spidermanedgeoftime/

Sunday, January 1, 2012

Spider-man - Edge of Time (prelude)

So from the start, things are not going so well. 2099 foresees ASM's death at the hands of Anti-Venom.
Miguel has to stop the future from changing the past. But doesn't quite make it in time. Now the present is wrapped into a Alchemex present. Peter and Miguel race time to... still trying to work it out.

So far..gameplay is consistent, controls are solid, upgrades show up as you play more.
Challenges are unlocked depending on your actions. And sequences move onward, depending on how well you proceed. (btw obtaining energy orbs reminds me of Pac-man!) Oh and the hallowed lab walls in Alchemex makes me feel like I'm playing PN03!? Seriously they went there, I'm not kidding.

*Music = excellent, voice work = solid. Loving this game.

Time

Greetings friends, its 2012. Hope your life is going well for a new day.
Just checked out "Edge of Time" the recent Spider-Man series entry.
Review soon

Friday, November 25, 2011

KOF XIII Review Part 2 - Orochinagi Ediiton -

Welcome to part II of my ongoing coverage regarding KOF XIII. In this article, it is directed towards the longtime fans (the ones let down by XII) But fear not friends, XIII brings KOF back with a vengeance. And honestly its better than SFIV.

Gameplay modes - Although there are many, its easy to access all of the sub-menus. There may be a loading logo at the bottom right, but it doesn't last very long. Or during matches, its a quick start up and go. Btw I advise any one playing this game to save it to your hard drive. It makes things so much better, and less waiting time.

Controls are quick on the fly, every button press is touch sensitive. Including the D-pad (for those hardcore ones out there  I'm sure you're playing with an arcade stick, hopefully the patch comes out soon for improvements to allow you fun characters to play. Try out the tutorial in case you are not familiar with the adapted setup, it may seem overkill to learn but in fact its worth it. You might be surprised how robust the adapted Drive Cancels really are.  Including the NeoMAX or as we longtime fans love to call them HDM. Explore the different power modes, in fact there are five! I know its crazy, but you will get used to it after awhile, its a lot like breathing.

For those worried about visuals, need not be concerned. Presentation is excellent! The character designs are sharp (actually sharper than XII) The "Zoom" happens when your character unlocks their HDM move and lets their opponent have a fresh serving of pain. It also happens during other special moves, which is a neat feature because it was rare to see the in-game camera focus on a variety of moments. Here it does just that, the character even gives a "wink" to the player when the move is pulled off. Just watch, you'll see. **And I'm sure many know by now of the classic KO specials towards King and Yuri. That aside, the characters actually react more towards their health bar dropping, listen to the audio cues (this is something that really surprised me).


Btw for those longtime fans, the character designs remind me of the CG style we all grew up with in FF and AOF. I am surprised just how much detail went into every movement. From defensive, to offensive, and even when the character stands still. Another hidden detail is from the "burst" mode is that every attack attains a more zen-like quality where you gain full control of the HDSM's without a hiccup. The NeoMax attacks are unleashed full force, and can be controlled until the very last hit. (or an ongoing combo can be made up until the opponent "kisses the earth").

For you newcomers, we're glad to have you with us. Practice, and learn well. And to everyone just have a ball playing this excellent game. I admit it, XIII beats SFIV anyday. Sorry Capcom but you've been beaten by KOF to this gamers heart. *wink*

Wednesday, November 23, 2011

The King of Fighters XIII Review


King of Fighters XIII Review
Release date: 11/22/11 Worldwide
Dev and Publishers: SNK Playmore and Atlus USA
Online capable
PS3 and XBOX360

Let’s Get Started! -
Welcome to a new installment of KOF fellow gamer. This review will be covering many different aspects of the newest chapter in the long running series. From mode: to changes, and a comparison towards another series.


Show me your moves! -
KOFXIII brings in series regulars from Team Japan, to Team Iori (with two fellow ladies whom many fans will recognize). Taking a page from where XII missed its mark, XIII makes up for its losses and delivers an entirely different experience than past games. Featuring several bonus EX modes, including NeoMax, and Hyperdrive. In fact a lot of these concepts were adapted from Fatal Fury and Art of Fighting.


For the newbies, this means that whatever move you use (as in special attacks) can double cancel, and include a secondary or third attack making it more powerful. In fact, some of the classic Desperation moves are now remixed into the Neomax (or Berserk!) moves. When used these attacks fill up the screen with colors that nullify an opponent’s ability to counterattack. (There are in fact, more than 4 different types of attacks, practice learning everyone’s skills) Plus it appears that the team member “switch on the fly’ option has been taken away. This was from KOF2k3, so at will you could change partner’s mid-fight. Now it’s back to the original setup of one-on-one until your opponent drops to the ground.


Press Start! –
There is a helpful tutorial available for newcomers, or classic players. At first the “jump” takes some getting used to, even the EX moves require you to take them to mid-air cancels. Keep trying, and you’ll get the hang of it. Within KOFXIII, every character has adapted with the new setup, but its also faster and no longer lags input. So every button press goes along with the players timing. For those button mashers out there, you’ve met your match!


Arcade – select your team, and get going!
Story – Find out why Ash took on this dark quest (includes the option of playing any team, and taking on all challengers throughout the in-game story).
Mission – Time Attack (obtain the best time while taking on opponents) , Survival, and Trial (master different move lists, and learn some new combos)
Gallery – Play through each mode to unlock some bonus goodies, from artwork, movies, and music.

Online – According to friends on the lovely interwebs, many have said mixed things about the online play. Some may experience good bouts with other players, or sometimes unplayable match ups. It all depends on players’ internet connection. Btw you can also setup a team ready to go for online matches.
And setup custom colors for your favorite characters. (you can also unlock more color palettes, the more you play that specific character)


Music to my Ears – The in-game soundtrack is a electric romp of sounds that KOF is known for. Plus some tunes contain remixes of past tunes, giving them a new spin. For those who pre-ordered the game, we were treated to a collection of four cd’s that contain tracks from past games. Featuring tunes in their original arcade sound format, and some with arrange mixes. The fourth cd is the track list from KOFXIII, and it is something definitely worth listening to. You won’t be disappointed with this awesome assortment of tunes.


The Long Road Ahead -
Overall, KOFXIII is an awesome game that must not be missed. Although it has some tough competition, anyone who enjoys 2D fighters should pick this one up right away. On the plus side, this is KOF in its finest form, challenging, fun, and engaging. You will not be disappointed.


Websites of knowledge!
http://www.atlus.com/
http://www.atlus.com/kofxiii/
http://www.snkplaymoreusa.com/