Thursday, March 29, 2012

ORC's biggest mistake

Just a weekend ago, I rented a copy of Resident Evil Operation Raccoon City. Wondering if it would be worthwhile to play, letting things be aside. Played it, indulged for the first few missions. And questioned "this is it, right?" Only one side of the team is opened to be played, can't be. Turns out, many voices have been clamoring together, that this title is a mess because the entire game is locked out. (and those cries are coming from consumers who actually bought the title, not renting it)

Since my 2nd play time, I wanted to actually finish the game, and foresee what the outcome was choosing to save Leon & friends. Turns out, your own teammates would turn against you. Supposedly the adjoining sides would work together. Oddly enough it actually foreshadows what is going on in the real world as well. Tons of people in the industry are losing their jobs. Some reporting of job growth (where is that really? out of a magician's hat?

Even Kotaku and other net journalism sites are pushing the awareness of how bad things are getting. From QA jobs sucking the life force from some in desperate places. Or an entire team losing due to some messy financial issues with the people upstairs. I understand that I may be a lowly drone, and not a full fledged writer or tech analyst. But I tell you what, I feel for all of those hard working people. They work with others to make a product that people will buy, add interest with good PR, and hopefully the fish bite. But as things have been occurring across cyberspace or the printed page, there are too many people losing jobs.

What also doesn't help is the add-ons of another next gen cycle. That our current stuff is obsolete, and the new setup could mean the end of disc based media. Adding to that, I am not a fan of that idea at all. I enjoy actually holding a disc in my hand and being able to play its content. Whether it be a game, movie, or music. It makes me sad sometimes just to think that all of those options could be gone in the next few years. I don't favor the idea whatsoever, it makes me uncomfortable seeing people doing all sorts of stuff with their smartphones as it is. (and its worse that when I'm actually going somewhere, that the person on the road might be playing Angry Birds because they are bored and don't care that other people are nearby.)

I understand that the term of ownership means a license that a person has with the content's owner. But from what press and other media are dishing is that everything we were used to is going to change even more. I'm using RE-ORC as an example because it is what's next for games from now on.

1) Shorter campaign = separate modes can only be unlocked by purchasing them (how is this a good idea?)
2) All content that will be unlocked at later dates is already stored on the disc (someone bought the game full price, they do deserve  access to that don't they?)
3) Patches fix everything (keeping up with the Capcom forums, it turns out there are hundreds of bugs, including some that lock playing the game online with others)
4) Said content can only be played with those who also buy the content via their account (yay for progress)
5) Turns out that its lacking features for more options offline with co-op or multiplayer (seriously!)

I learned my lesson with Marvel VS Capcom 3. It just made me feel like giving up altogether. Only to find out that it would be re-released with the rest of the roster. (which should have been unlockable, and not a total lockout fest) And its even made worse by the fact, that its $30 less than its original purchase price, and it still had blocked content data. SFXT is also sharing the pain, everything is there, just locked away data until some time later this year (and then Ono-san got sick, I wonder if this is why)

I honestly don't know how they will be able to keep this up. But its beginning to take over more and more

Sunday, March 25, 2012

Operation Raccoon

Resident Evil – Operation Raccoon City
http://www.residentevil.com/reorc/index.php
Dev – Slant Six Games
Pub – Capcom / Biohazard team
Release – 2012

Back to the beginning – Years ago, we were introduced to the Umbrella Corporation. Known to many RE fans as the “enemy” of the ongoing saga. A corrupt: very powerful organization that had control of literally everything. Only to let loose a nightmare that would take an entire city. But we never knew of a certain clean-up crew, until now.

Gear up! – Right from the start, you are introduced to the Wolfpack. A team of mercenaries, that are sent in to infiltrate a bio-lab that was destroyed in a planned upheaval once information was leaked. Hunk, an operative that is only known by his nickname, takes the team under his wing. Until a certain monster is unleashed, sadly he takes the fall leaving your crew off to find out what you can, and escape.

Just from the intro alone, you get to know your comrades. Being able to choose from a: medic, sniper, surveillance, or technical expert. Each class is able to gain XP, depending on the mission. From collecting data discs;  to successfully finding secret rewards by taking on all sorts of challenges throughout. (XP is also awarded online through team play, and judgment calls on part of each member). These points can be used towards skills by type from better awareness, or even faster maneuverability. 

Ammo supply – There is a plethora of nasty toys available once you meet certain requirements. XP can also be applied towards armaments. From handgun: , to assault rifles, sniper, or shotgun.  There is no limit depending on your characters class type. In fact, each weapon can also be swapped in missions, in case you run into some nasty foes. Thankfully ammo is carried to any weapon picked up, or dropped off. But be advised, some have limited supply until you can acquire more. If all else fails, CQC (close quarters combat) is an open substitution. “who brings a knife to a gun fight!?” This team does!

Positives or Negatives
Pros –
Open to any style of play
Work offline, or play with friends (or enemies)
Solid campaign (RE2 with a spin)
Still carries the classic “tension” RE fans remember

Cons -
Contains several bugs in several parts of the game (to be fixed soon)
A bit on the short side (campaign can be played through 8-10 hours)
Team mates are kinda tricky to co-operate, due to limited tactical style (no command option given)
(hopefully it may be an added feature sometime soon)


Afterthoughts – For a long time, there was a squad based game hiding within Resident Evil. Sadly it wasn’t being harnessed to its full potential. Although in RE4, there was the introduction of Mercenaries mode. A side mission where players could work co-op with a team, and pursue the in-game campaign in a unique way. There was another online co-op released right after called “Outbreak”. Sadly it wasn’t received well, due to its clunky controls, and limited commands (no mic?). It was a diversion until RE5 broke the mold, letting two friends work together and take down each mission consecutively both offline and online.

However, RE was receiving several tweaks thanks in part to the ongoing films. The series was pitched as a side story that would lead into the main series. Oddly enough they actually added more to the mix, because a lot of the influences are being shared. Not just by RE alone, but every other game out in the market as of right now. (*I don’t think many are realizing that until now, so shame on them)

So is ORC a horror / survival game? Honestly, I don’t feel fussy about the concept. It works, and it feels like a worthwhile experiment. Gameplay is frenetic, crazy, arcade style quick. But most of all fun, even with several flaws that seem to rear their ugly head. Is this for the hardcore RE fan? To be honest, I’d recommend it to anyone who enjoys a squad based shooter. Even with a minimal campaign, there is a lot to be explored through the XP system, online, and upcoming extra goodies. But if you want to take a taste of this experiment, rent it for a weekend.

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