Jet
Set Radio Remix – Part 2
Cel Shader – During the earlier systems, animation styles such as rotoscoping,
used a technique filmed with a live-action sequence portrayed in non-existing
space. In such a way, anything was possible from taking a character on the
moon, to being on a train that wasn’t really there. In JSR, the team came up
with a concept of using the same idea, but giving it a comic book styled edge.
Just like comics, they express themselves in words and color. Whenever you move
your character, they are exuberant in colors that actually tell you what type
of personality they inhabit.
Choice -*For those that aren’t aware, a lot of Japanese concept makers love to
incorporate themes with characters they create. Like blood type, or color
expression, it reveals a bit more if they are good/evil. In JSR, colors
actually redefine the characters, depending which paths you take. And the
characters envelope the city, shape the in-game world and change it wherever
they tag. (this is also a continuation with Future, with more in-depth details
actually depend on what side you’re on)
Alive - Like animation, every crew member in the JSR series has their own gang
they find themselves working with or against. The flipside with JSR, is that
the characters you couldn’t play show up in Future. (Say Coin for example was
the mysterious rouge who caused a ruckus, but couldn’t be played from the
get-go). Another shift in gears between the original and future, was the Versus
option. Opening up a different way to play, like other multiplayer games “tag”
or “capture the flag” and a ball tag type of game.
What is by far the biggest difference between the original JSR, and Future?
Aside from the consoles, the data limit was actually capped on the Dreamcast.
Since the disc can only store so much data, some things were cut. What was
missing in Future was the upload feature, although Live was just being
incorporated with the in-game engine. It didn’t happen because of budget
reasons. Team Smilebit was in fact working on 3 other titles at the time,
Panzer Dragoon Orta and GunValkyrie. The other said titles were more of the
fantasy fare, and a mixture of sci-fi. Although the titles were separate from
JSRF, they shared a kinship in the fact that they were based on platforms that
the Sega brand let go for so many years.
Next generation – Is this current generation of gamers ready for the return of
JSR? Many were just born into this world during the late 90’s or 2000’s. Now
those new kids are looking towards titles we grew up beside, before we became
more internet crazed and dependent upon. With all of the networking that was
capable back then, to now there is a huge difference in what attention spans
grasp upon. Oddly enough the team that produced JSR were aiming for every kind
of audience that was playing their titles. The biggest gap that JSR will have
to cross with the current crowd is that the music may have to re-adapt. However
at the time, the music styles that blended so well, were in fact ahead of their
time. Many weren’t aware of the huge collaboration of indie bands, to
well-known names pushing to get their names featured on a title that many would
dare to take a second glance towards.
But I believe that is the hidden charm
behind a title like Jet Set Radio, its one of the few titles from the Dreamcast
era that refuses to go away. It ages, yet it rekindles something special about
it that brings you back, wanting to learn more from that past experience, maybe
there was an opportunity missed. And finally you went back to challenge that
missed goal, and found that special gift about the game you put away for so
many years.
Wednesday, April 11, 2012
Gaming Treasures - Jet Set Radio Rewind
Part 1 - The beginning (and the insanity)
Jet Set Radio
Dreamcast – 1999 / 2000
Smilebit
Just Push Play -From the start players are introduced to the world of JSR by DJ Professor K. What we know from the intro is that rebel taggers graze the city with their artworks. These spread the word of who owns what turf, and the gang that brings order or disorder to the streets.
Back when this game was barely out in stores, it was already hitting issues. For one, the addition of graffiti being used as in-game mechanic to let players be creative and guide their gang to the top. But the thing was unparalleled by the music, and the game’s art style. Unlike any other, has art come to life, and given funky grooves to take game design to another level.
Fast forward – Well guess what, it’s been twelve years. Things have changed, games and televisions are in high definition, analog is gone, hail to digital. By far the biggest difference is that there are very few games that can push gamers buttons. And SEGA is geared up to retread the unfriendly streets of Tokyoto on nextgen hardware. What are the odds that twelve years keeps bringing back the past.
Rewind -Back to the intro, players are guided by allies such as Gum (a pop-ish jet setter who looks like she came out of a clothing store), and Tab (just a grungy character that challenges you to master some funky grinds and spraying). The biggest twist is that there is no main character, although you are sent on a mission as an entire gang. The GG’s are on a conquest to spray the town in some new colors. Leaving a message that this city is there’s!
Visual Tease -Another sweet feature that caught many off guard, was the in-game engine. Being entirely created in Adobe Shockwave Flash, it was manipulated to push the Dreamcast to deliver unique graphics. Closely enough, it resembled a comic book (or manga) brought to life. With vicious colors, and drawing style that made it vibrant with tons of colors, and taking players on the wildest journey ever ventured.
Visual Tease JSR HD – SEGA has been teasing gamers with the addition of the game being displayed in HD. (JSRF for the XBOX came with the feature intact and displayed solid visuals) Many fans who played this title on their standard definition televisions remember those moments, and can never forget those lit nights around the town, and the insane gleams of sunlight while getting away from a certain captain and his SWAT team.
Beats -What made JSR an impressive title was the collection of sounds that resided within its soundtrack. From drum n’ bass, rock, dance, funk, and electronica. Even more captivating is that the soundtrack was collected from all over the world, some bands from the States, and several overseas such as Europe and Asia. Another interesting feature was that the music playlist was actually mixed by actual DJ’s. Depending on how well you are gaining points by doing tricks, the BGM track will actually shift into one another. So whenever you get into a session of JSR, the music will stay fresh.
Beats - JSR HD – The only issue with the re-release of the title, is the actual loss of being able to bring over the entire OST to nextgen consoles. Keep in mind its been twelve years since the original JSR was on the Dreamcast. So its possible they may have to track down an entirely new sound, and re-tweak the in-game mixing engine to be compatible. Or for more fun, it could be possible to change up an entire playlist of your own (maybe a digital DJ feature?)
You’ve got soul! Brother! -
Within the world of Jet Set Radio resided various graffiti tags that could be collected. These artworks were made by real artists that helped with the development of the game. Thankfully for those with issues, there is a handy intro before the game starts that delivers a message on what this game is about. That fluff aside, being able to manipulate art within a game like this is a leap never taken this far. During the release, there was an online campaign where players across the world could create their own tags and upload them to share with friends. (How many games offer such an option anymore?) JSR HD may hopefully continue this tradition, and offer a new paradigm to a different generation that missed this insane trip the first time.
Friday, April 6, 2012
Gaming Treasures - Devil May Cry
It all began many years ago on a humble PS2, with wrecking difficulty like the classic Ghosts n' Goblins. For those hardcore fans who faned at difficulty, this game celebrated the word "challenge". Within Capcom's hidden brain trust emerged a game like no other, many would try to level up to it, but never could. Here is its story...
Rebellion -
From the start we get to know Dante as a monster hunter / cool cat. Then we find Trish (with some secrets), that we get set on a quest to find out why the world's gone to (h-e-double hockey sticks). But the odd thing about this series was that it was originally a spin-off of Capcom's other "love child" Resident Evil. So the "Team Little Devils" tweaked a new concept off of the engine and voila!
Grading system -DMC
From D to S (D,C,B,A,S) D being the lowest, and S = Smokin! The level system was actually a spin-off from the Street Fighter series. (within SF3, the letter grade system ranked how well you played, if you delivered top-notch offense & defense, including use of super arts and EX moves). Same goes for the DMC series, but it also offers bragging rights among fans. In later entries, they added more S rankings, SS and SSS.
Bad Influence -
"Devil Trigger" hidden within Dante is a lovely power, once tapped it unleashes his hidden abilities. Causing all of his attacks to deliver more fierce damage, (and in III a lovely guitar). Throughout the series, it became a key component shifting the gears in the players favor, dishing out some justice, and giving back health in case they were running low. (take that green herbs!) In addition, there was no need to hunt down ammo, because within the lovely weaponry like Ebony and Ivory, sustained their own ammo supply. Plus throughout your quests, any armaments you came across can be yours (some are hidden by hunting them down, or accomplishing certain deeds).
Let them eat cake -
Each series entry let loose a players options, from being able to play other characters. Such a Trish (in a hidden bonus mission), Lucia (in 2), Virgil (in 3), and Nero (in 4)
DMC II's scrutiny -
Several factors made DMC2 the infamous of the series. Within reason it shifted gears amongst fans on where the series could be heading.
1) II was not produced by the original team that made I.
2) Hideki Kamiya still feels disappointed about this title
3) Hideaki Itsuno (another Capcom producer) was made director for this entry
4) It was mapped out as a different game, with tweaks made to gameplay (some called the first game weak) and it was given a lower difficulty (or as we call it "easy")
5) And the 2nd disc was bowed out as a cheap way to make the game a solid chapter (and filled with too much overtones that fans were not really pleased with)
DMC III (+SE)
After II's defeat at the hands of reviews, III took players back to Dante's origins (a younger and fiesty version of the character). Differences from JP release (lighter difficulty) / SE brought more challenges for the US and EU (later retweaked in JP) keeping it together.
By far the biggest difference from the other chapters in the series was the design. Taking a more open approach like other action games out at the time. Giving more influence on CQC than the past games were capable. Plus the added option of taking on the "Jester" as a boss or side quest. And playing as Vergil (with being able to level up his play style, and Devil Trigger).
DMC IV
Introducing Nero (another Devil Hunter) forced to take on the handle of "hero" and work alongside Dante. Given sustained power, and being able to tweak Nero's offset abilities, it is a welcome addition. However, we don't get to play as Dante often, but a few missions flipped from Nero's quest. On the plus side, Dante is balanced as he always has been, and leveling up makes for interesting play styles (including the Yamato). Oddly enough both characters can wield the weapon, but only Nero can harness the given "stand" and deliver more offense. Whereas Dante can dish sweet damage in his Devil form.
Ebony & Ivory -
From the beginning, to the end DMC has been a fun roller coaster ride. And the ride isn't over, with more exciting things to come. However this new DmC isn't really a part of this series, but some alternate trip (and re-tweaked by some team named Ninja Theory). Honestly I feel that the main series is not over. And maybe someday Kamiya and his team may get to make another Dante chapter. (here's hoping)
And for many DMC fans, here are a treasure set of wallpapers to celebrate DMC HD's collection's release. https://www.facebook.com/media/set/?set=a.318140224918682.76140.175325335866839&type=1
Rebellion -
From the start we get to know Dante as a monster hunter / cool cat. Then we find Trish (with some secrets), that we get set on a quest to find out why the world's gone to (h-e-double hockey sticks). But the odd thing about this series was that it was originally a spin-off of Capcom's other "love child" Resident Evil. So the "Team Little Devils" tweaked a new concept off of the engine and voila!
Grading system -DMC
From D to S (D,C,B,A,S) D being the lowest, and S = Smokin! The level system was actually a spin-off from the Street Fighter series. (within SF3, the letter grade system ranked how well you played, if you delivered top-notch offense & defense, including use of super arts and EX moves). Same goes for the DMC series, but it also offers bragging rights among fans. In later entries, they added more S rankings, SS and SSS.
Bad Influence -
"Devil Trigger" hidden within Dante is a lovely power, once tapped it unleashes his hidden abilities. Causing all of his attacks to deliver more fierce damage, (and in III a lovely guitar). Throughout the series, it became a key component shifting the gears in the players favor, dishing out some justice, and giving back health in case they were running low. (take that green herbs!) In addition, there was no need to hunt down ammo, because within the lovely weaponry like Ebony and Ivory, sustained their own ammo supply. Plus throughout your quests, any armaments you came across can be yours (some are hidden by hunting them down, or accomplishing certain deeds).
Let them eat cake -
Each series entry let loose a players options, from being able to play other characters. Such a Trish (in a hidden bonus mission), Lucia (in 2), Virgil (in 3), and Nero (in 4)
DMC II's scrutiny -
Several factors made DMC2 the infamous of the series. Within reason it shifted gears amongst fans on where the series could be heading.
1) II was not produced by the original team that made I.
2) Hideki Kamiya still feels disappointed about this title
3) Hideaki Itsuno (another Capcom producer) was made director for this entry
4) It was mapped out as a different game, with tweaks made to gameplay (some called the first game weak) and it was given a lower difficulty (or as we call it "easy")
5) And the 2nd disc was bowed out as a cheap way to make the game a solid chapter (and filled with too much overtones that fans were not really pleased with)
DMC III (+SE)
After II's defeat at the hands of reviews, III took players back to Dante's origins (a younger and fiesty version of the character). Differences from JP release (lighter difficulty) / SE brought more challenges for the US and EU (later retweaked in JP) keeping it together.
By far the biggest difference from the other chapters in the series was the design. Taking a more open approach like other action games out at the time. Giving more influence on CQC than the past games were capable. Plus the added option of taking on the "Jester" as a boss or side quest. And playing as Vergil (with being able to level up his play style, and Devil Trigger).
DMC IV
Introducing Nero (another Devil Hunter) forced to take on the handle of "hero" and work alongside Dante. Given sustained power, and being able to tweak Nero's offset abilities, it is a welcome addition. However, we don't get to play as Dante often, but a few missions flipped from Nero's quest. On the plus side, Dante is balanced as he always has been, and leveling up makes for interesting play styles (including the Yamato). Oddly enough both characters can wield the weapon, but only Nero can harness the given "stand" and deliver more offense. Whereas Dante can dish sweet damage in his Devil form.
Ebony & Ivory -
From the beginning, to the end DMC has been a fun roller coaster ride. And the ride isn't over, with more exciting things to come. However this new DmC isn't really a part of this series, but some alternate trip (and re-tweaked by some team named Ninja Theory). Honestly I feel that the main series is not over. And maybe someday Kamiya and his team may get to make another Dante chapter. (here's hoping)
And for many DMC fans, here are a treasure set of wallpapers to celebrate DMC HD's collection's release. https://www.facebook.com/media/set/?set=a.318140224918682.76140.175325335866839&type=1
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
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.
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.
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.
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.
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