Showing posts with label PS4. Show all posts
Showing posts with label PS4. Show all posts

Friday, May 29, 2020

Scene Selection - The Opening of Final Fantasy 7

People will often tell me that Final Fantasy 7 is their favorite JRPG of all time, or sometimes even their favorite game of all time. While I can see that as a rational decision I often find myself scoffing at that idea internally. Recently I’ve tried to get myself out of this mindset because it both makes me seem like a giant tool and is a totally reasonable thing for someone to say. Final Fantasy 7 was the first fully polygonal JRPG, and was the first major JRPG on the Playstation One. When it released in 1997 the visuals and scale of the game were unparalleled. It also hit a lot of people in my age range at the exact right time to become one of their favorite pieces of media. I get it, there’s a lot to love, but for me I have a lot of issues with it.

I can’t really gripe about my issues with Final Fantasy 7's story too much, because I don’t want to get into too many spoilers now that the game is being shown to a whole new generation of people. The main thing is that I never personally connected with most of the characters and to me that’s most of the JRPG experience. Cloud is an emotionless twat most of the time (I realize this is part of the plot, but it doesn’t make me like it) and some later game revelations almost destroy him entirely for me. It’s not necessarily bad writing or anything, it just doesn’t gel with me personally and that’s fine.

From a more mechanical standpoint most of the characters in the original FF7 feel the same in battle. While the material system gives the player the choice to spec out characters however they want with magic it makes everyone feel replaceable. Aside from base character stats and limit breaks the characters can all essentially fill any role. On one hand that’s cool, but on the other it removes their personality. This complaint is actually addressed brilliantly in the remake, while Cloud continues to be an emotionless twat.

My complaints about FF7 are not why I’m here today though. Due to the pandemic I’ve been largely alone at work recently and have been using the FF7 and FF7R soundtracks to fill the silent void left behind by my missing co-workers. So I guess this can technically be considered a Memorable Melodies entry as well, but I wanted to talk about the opening moments of the game.

Unlike most people I didn’t play FF7 for the first time on the PS1. My dad worked in a computer store and was often able to bring home games that weren’t selling well for me to play. One weekend he brought me the PC version of FF7 and I was absolutely thrilled. I have a very vivid memory of getting to the church with Aeirth when my best friend at the time called and asked if I wanted to sleep over. I lied and told him my mom said I couldn’t go anywhere for the weekend because I just wanted to keep playing. That is also my earliest memory of lying to get out of a social gathering. Back then I quite enjoyed myself with the game, but time turned my opinions more harsh.

Despite my general distaste for the game now the opening of FF7 has always stuck in my mind as being very special, and the way it appears in the remake is near perfection. Every time I see either version of the opening paired with Nobuo Uematsu’s fantastic score I get chills and am immediately excited. Part of the excitement comes from the fact that no Final Fantasy had taken place in a large semi-modern city before. Every previous game was largely high fantasy with some strange high-tech/magical stuff thrown in for good measure, but here comes a new entry with a sprawling steam-punk aesthetic.

It’s burned into my memory. Aerith picking up flowers. She moves out into the bustling street. The camera zooms out to reveal the whole city. The title card appears. The camera moves back down through Midgar to a train. Cloud jumping off the train to make his debut. It’s all so well done.

Here is a video of the opening as it originally was for reference. What I’m referring to is only the first 2:22 of the video.



When people say that they love Final Fantasy 7 this is the scene I imagine plays out in their head as they say it. For a lot of people it was life altering. It was unlike anything that had come before, so when fans pushed for a remake I completely understood where they were coming from. In a turn of events that I still can’t fully comprehend Square listened to the pleas of passionate fans and now we have the first part of the Final Fantasy 7 remake. Does it have its issues? Yeah, totally. However, I still think it’s an excellent game that modernizes this classic quite well. I especially love the opening sequence! Take a look at this!



The remake adds a few minutes giving context to the different areas of Midgar and ends up being a bit more ominous to show how Shinra is effecting the planet, but everything else remains largely the same. This is like what 8-10 year old Manny fondly remembered the intro looking like instead of the comically polygonal models of the original game. Our minds glorify things we’re nostalgic about, but now we don’t have to do that anymore. The remake takes care of it perfectly. It still gives me chills, and still gets my psyched up. While Cloud continues to be an emotionless goon he still looks cool as hell when he jumps down off the train gripping his ridiculously oversized sword.

Openings are meant to get you invested immediately and FF7’s does just that. I love it so much.

Wednesday, July 3, 2019

Game Time - June 2019

Game: Outer Wilds
Developer: Mobius Digital
Platform: Xbox One















There's something about space exploration that draws me in, but I need some type of objective. The entire reason No Man's Sky didn't hit for me is because there was no real goal, and since everything was randomly generated the chances of happening upon a cool sight was very low. Outer Wilds is almost exactly what I had hoped No Man's Sky would be. Outer Wilds is a space adventure contained in a single hand crafted solar system. You play as the newest spacefarer from a species that recently started a space program.

At first there is no real goal other than to go to space, but it quickly becomes apparent that much more is going on. Your first space outing might be uneventful with nothing happening at all, or you could happen upon ancient writings speaking of a long lost race. Regardless of how it goes you'll either be killed by your own naivety on a new world, or twenty two minutes will pass and a comet will plunge into the sun ending all life. The good news is that your character can never truly die. In the beginning they communed with a statue that in essence saves your memories. Every time you die you start right back at the point before blasting off to space, but you remember everything that happened.

This time loop allows you to gather information and explore areas, but the twenty two minute clock is always ticking down. Objectives are never made explicitly clear, but you will gather rumors to investigate and things you learn about each one will be logged on the ship. Outer Wilds gave me a sense of mystery that most modern games just don't have anymore. Most games are developed with the idea that the player needs to see everything they can, so games end up being a guided tour filled with hand holding. Outer Wilds isn't afraid to leave things unexplained, which certainly won't be for everyone.


Game: Cadence of Hyrule
Developer: Brace Yourself Games
Platform: Switch















It's a well known fact that I like rhythm games, so it was a no brainer for me to pick up Cadence of Hyrule. Nintendo has been loosening their grip on their IP over the past few years and with the success of Mario and Rabbids hopefully the trend continues. This time the developers of Crypt of the Necrodancer got to take a shot at making a rhythm based Zelda game, and the result is quite entertaining.

I desperately wanted to like Crypt of the Necrodancer, but my lack of patience never let me get very far. Thankfully Cadence of Hyrule plays very similarly to Necrodancer, but is much more forgiving. Like classic Zelda games of yore the map is broken up into a grid and you travel across different screens. Each screen is filled with enemies, which you need to move to the beat to vanquish. When everything is clear you are free to move around as quickly as you want in that block. The cool thing is that enemies are repeated frequently, so you can easily learn their pattern. Unlike Necrodancer, Cadence of Hyrule isn't a rogue-lite. When you die you won't lose all of your progress, just a few items that are easily obtained again within seconds of re-spawning.

What makes Cadence so special is that it flawlessly blends the rhythmic gameplay of Necrodancer with the classic enemies, world, and music of the Zelda franchise. The level of quality seen here is that of a main line Zelda game, which is excellent to see.


Game: Bloodstained: Ritual of the Night
Developer: ArtPlay
Platform: PS4


















Most people consider Castlevania: Symphony of the Night to be one of the greatest video games of all time. When the mastermind behind the Castlevania games everyone holds so dear, Koji Igarashi left Konami he started a Kickstarter for a spiritual successor. In 2015 the campaign earned over 5 million dollars, and now over halfway through 2019 we finally received the finished product. For the past few years the quality of the game was a bit concerning. Trade show demos and backer previews suggested that the game was sluggish and looked awful graphically. Luckily the team at ArtPlay took the criticisms to heart and delayed the game a few times to make sure they got it right. What we ended up getting in the end is a high quality Symphony of the Night-like game.

Thankfully Bloodstained doesn't ape Symphony of the Night whole cloth and introduces some elements from the later games like Aria of Sorrow that Igarashi worked on. It's still the same old castle exploration with RPG elements you know and love, but now there is crafting and enemy power collection as well. It's chock full of content, and overall feels very good to play. There are over 100 spells to collect that are all upgradable, and there are over a dozen weapon types that all feel vastly different.

Despite all the praise I'm giving the game it is certainly not without issues. Patches have caused game breaking bugs and caused horrendous slowdown. It's odd because neither of those things existed in the base game. The team seems like they are working on fixes as well as a bunch of DLC, but it does take a bit of the wind out of the games sales for me. While it may not be the exact same Symphony of the Night experience everyone was longing for it definitely manages to capture a similar feeling and even expand on the formula in some ways. I'm looking forward to seeing the game improve with fixes and content over time and what the inevitable sequel will have to offer.

Monday, October 8, 2018

Game Time - September 2018

Game: Dragon Quest XI
Developer: Square-Enix
Platform: PS4 (Also on Steam)















Dragon Quest XI is the JRPG I've been craving. It's odd, because there isn't really anything new to it. It's a very classic turn based RPG with all the elements you would expect from a game of this type. This is normally the sort of thing that would bum me out, but it knows exactly what it is. It takes the formula that you know and love, and just does everything well. It has tons of charm, a compelling story, and all the content you can handle. I am currently 75 hours in and I have at least a few more dungeons to go. Personally I have been engaged the whole time, but I can see how a game of this length would burn some players out. 

Most Dragon Quest games have a very predictable plot with a few over the top twists. Dragon Quest XI is no exception. It has some wild twists that were shockingly not revealed in any pre-release marketing or reviews. There are wide swaths of the game that I can't even talk about without spoiling some very interesting things. It's an impressive feat that I didn't know the main twist of a game that had been out in Japan for a year before its release here. That didn't stop a co-worker from spoiling the entire ending for me this past weekend! 

The western release improves upon the Japanese release in a few ways. First of all it the voice acting. Every character has a strong European accent to the point where it's comical at times. However, for the most part it's very well done. The original Japanese release does not have any voice acting, which I find to be an odd choice. At TGS they announced a Switch version, which will be adding Japanese voice acting. The other brilliant addition to the western release is the ability to dash. Previously you had to walk around at a relatively brisk pace, but with the addition of the dash you can blaze trails around any enemy. At first it seems a little too fast, because enemies definitely can't catch you. Later in the game you come to appreciate its greatness though, because sometimes you just don't want to fight. 

I'm a handful of hours away from the conclusion of my journey and I'll be sad when it's over. This is the kind of JRPG experience that doesn't come along very often in the modern era of games, so I'm trying to savor it. 


Game: Marvel's Spider-Man
Developer: Insomniac
Platform: PS4















As soon as I heard that Sony had contracted Insomniac to make a Spider-Man game I knew it was going to be awesome. I wasn't wrong. For years people have been lamenting the slew of mediocre to terrible Spider-Man games that couldn't seem to recreate the amazing web slinging mechanics of Spider-Man 2 on the Gamecube and PS2. After waiting patiently since 2004 our long nightmare is finally over. Insomniac made a great Spider-Man game!

Insomniac saw what people liked about the traversal in Spider-Man 2 and made their own top notch web swinging system. It always feels cliche to say things like this, but you really feel like Spider-Man. The second the game opens you take control of a swinging Spider-Man as you're shown how to quickly zip around the city. The system is very intuitive and takes hardly any time at all to get used to. It's simple and very fast. I think the thing that makes the system feel complete is that you never really get stuck anywhere. If you mess up and end up climbing a building it's possible to run right up the side and then continue swinging from there, or even sip straight from point to point if needed. It's an easy to execute system, but you can get super fancy if you're up for it.

Outside of the great web swinging the combat feels really good as well, but a bit familiar. If you played the Batman Arkham games the combat will be all too familiar. The dodge and counter system that those games popularized is alive and well here, but with some web shooting thrown in. You clobber enemies and use gadgets until Spidey-Sense lets you know it's time to dodge and then go right back to pummeling thugs. 

The plot is standard fare for an outing in the Spider-Man world. You fight a bunch of interesting villains and stop a plot to wreak havoc on the city. The story is fine, but the gameplay mechanics are really what carries the game through its 30 or so hours. The one downside I can really think of is that the side missions aren't too great. However, that didn't stop me from getting the platinum trophy. Insomniac did an excellent job with this game. Its already the fastest selling PS4 exclusive, which is a crazy thing since God of War just came out a few months ago. 

Saturday, September 22, 2018

Podcast Episode 36 - The Spider Man

Matt and I are back again to touch on topics like the newest Nintendo Direct, lethal League Blaze, and the PlayStation Classic.

For the second half we transition to talking about the hot new first party Sony title, Spider-Man! Watch out, because for the last half hour we talk openly about spoilers, but we warn ahead of time!

Thursday, May 3, 2018

Game Time - April 2018

Game: Ni No Kuni 2
Developer: Level-5
Platform: PS4


Ni No Kuni 2 is one of the first games in a long time that has made me feel like I'm crazy. It reviewed super positively, and pretty much everyone was singing its praises. I did beat it, but I didn't enjoy it very much. The combat never got much more exciting and it certainly never got any deeper. I was hoping that by the end of the game any of the characters would get worthwhile or meaningful development. That didn't come to pass either. It's weird, because on the surface it is a great game. It starts strong, and introduces tons of systems that seem interesting. However, like I said last month it's a jack of all trades, master of none scenario. There is a lot going on, but no one thing is focused on and almost all of it fell flat for me.

This isn't to say I think it's a bad game, I just don't understand the effusive praise and everyone treating it like it's the best thing to happen to JRPGs in a decade. It's fine. One of the things that I couldn't get over was just how easy it was. I saw all kinds of things online about people suggesting to use weaker characters, don't level, and pretty much don't use the tools available to you and it'll be a much more "fun" experience. I'm going to come right out and say that if your game is so easy that I have to actively try to handicap myself and not interact with all of its systems then it was poorly balanced. 

In the end Ni No Kuni 2 just didn't grab me like the original. To me it was noticeable that Studio Ghibli was no longer involved. The game borrowed the Ghibli style, but when it came to voice acting and animation it just didn't feel right to me. The original game built an interesting world that felt like there was a lot of thought put into it. This game flies through everything and TWO of the continents don't even have anything on them aside from monsters. I don't like being that guy that dunks on the thing everyone is happy about, but I just don't get the praise. It's fine.


Game: Yakuza 6
Developer: Sega
Platform: PS4


At this point I have played every Yakuza game except for Yakuza 2, and the non-canon Yakuza Dead Souls. So I know a thing or two about Kazuma Kiryu and his crazy antics. It's wild that all he ever wants to do is leave the Yakuza, but somehow he just gets roped back in over and over. Lucky for Kiryu, Yakuza 6 will bring his saga to a close. I have greatly enjoyed my time with it so far. 

Last year the excellent Yakuza 0 came out, which got a lot of people on board in the West. In my opinion this caused a few problems, mainly with the character of Goro Majima. He's essentially a different person in 0, but at the end they give context to how he acts for literally every other game in the franchise. I also feel like 0 does a poor job of making people like Kiryu, which is a shame because he is the protagonist of every other Yakuza game. However, the roughest part is that people will most likely have played Yazkua 0, and the remake of 1 and then jump right to 6. This sucks, because so far there have been a ton of callbacks and characters from the rest of the series. Hell, even some of the main characters from Yakuza 4 and 5 wouldn't even be known.

Yakuza 6 may also leave a bad first impression, because it's running on a different engine than every game prior to it. It's vastly improved, but as with all things moving over to a brand new engine it loses some of the complexity it had built over time. While Yakuza 0 and Kiwami introduced multiple fighting styles and a myriad of moves, Yakuza 6 only has one style and it plays more like a standard beat-em-up. There are a few moves to learn, but you can get away with mashing like an idiot. I really like Yakuza 6 so far, but I have a feeling that it may fall flat for people who weren't there for the rest of the series.


Game: God of War
Developer: SIE Santa Monica Studio
Platform: PS4


I borrowed the first God of War from a friend around the time it came out, and got about halfway through before dropping it. The gratuitous violence felt unnecessary and I didn't find Kratos to be an interesting character. I tried again with God of War 2 and similarly dropped it. God of War just wasn't for me, but when Sony showed they were releasing a new God of War based around Norse mythology it piqued my interest. Something about Norse mythology has always interested me. 

I didn't really know what to expect of this game going in, but I ended up absolutely loving it. The combat was more fun to me, the violence was toned down a bit, and Kratos was actually an interesting character. It's been interesting to see video games grow up as a medium. A lot of the people who were there at the beginning have kids now and that's been showing up more and more in recent releases. The crux of the new plot is that Kratos moved far to the north after he killed the Greek pantheon and ended up having a child. The game opens shortly after his new wife's death where Kratos and his son Atreus are setting off to scatter her ashes from the tallest mountain in all the realms. It's a simple enough premise that quickly turns into a much more daunting task than it seems.

As is to be expected you're going to come into contact with all sorts of creatures and gods. This time around though the plot is less about murdering everything and more about Kratos and his son bonding. It becomes clear early on that Kratos wasn't around much and his son resents him for that. There is a lot of conversation and most of it is very well done. The combat is much more my speed too. It's a little more deliberate than the older games. Kratos now wields a magical ice ax that he can throw and recall at will. At first blush the combat seems simple, but as you learn more moves it gets quite a bit deeper. In the end I had dozens of moves, but only was using a handful I liked. It offers a lot of depth for those who are looking to use it, but you can get by with the basics if you need to. I absolutely loved this game, and am excited to see where the take the franchise next. 

Saturday, March 31, 2018

Game Time - March 2018

Note: I have been struggling to think of a new format for the monthly edition of game time, but I have finally settled on something. I'm tired of regurgitating story and gameplay descriptions. With that said the format won't change too much, but the text will be a lot more personal. I'm also going to try and do away with the intros and outros because I never knew what to say anyways. 


Game: DJMax Respect
Developer: Neowiz MUCA
Platform: PS4















The DJMax franchise has been around for quite a while, but only a handful have been released in the U.S. DJMax Respect is the first one to be released here since 2012 if you exclude mobile releases. What's cool about Respect is that it pays homage to all of the previous games in the franchise. The opening to the game is a spectacular animated scene that depicts all the previous DJMax games as grave stones that are being revived. Then to enter the game you need to press X to pay respect. It shows a love for the previous games in a way that I would never have expected.

This franchise can be notoriously difficult. Much to my dismay they even marketed it as "the Dark Souls of rhythm games." While I don't think it's impossibly hard it definitely has been giving me a hard time. Each song can be played with 4, 5, 6, or 8 buttons. As you'd imagine the songs get harder with more buttons, but I'm finding it fun to learn. I can do pretty well with 4 buttons, but 6 buttons is kicking my butt. Normally the repeated failures would make me frustrated, but I've persevered and am actually getting better. This game has given me skills that I can take over to other rhythm games too. I never really understood why people cranked up the speed of the notes in game, but it actually helps to space them out so you can see what's coming next. It's incredibly helpful, so now I try to play everything at 2X speed. At first it's really jarring, but now I can actually tell what buttons to push in super fast paced sections. 

It's really cool to see a developer make a product that shows a love for all the previous games in a franchise. At first I thought that Respect was just another one of their random subtitles like fever or Technica, but it's actually all about paying respect to the franchise. I am having an absolute blast with this game and will probably keep trying to get better at it. It's going to help when four DLC packs come out next Friday.

Videos: DJMax Respect - The Lowest Level Play
              DJMax Respect - Let's Get Good


Game: Ni No Kuni 2
Developer: Level-5
Platform: PS4















I absolutely loved the original Ni No Kuni. It came out at a time in my life when I could properly enjoy it because I was fresh out of college and didn't have a job. It left a lasting impression on me, so when the sequel was announced I got super excited. I'm currently playing through it right now and I think it's fun, but it's not blowing my mind like the original was.

Instead of the semi turn based combat of the original the sequel employs a much more action oriented system. It's more engaging in theory, but it ends up being too easy. I've seen people recommending to not use all of the tools at your disposal to make it more challenging, which is a ridiculous notion to me. I like being powerful, but at a certain point I'm just massacring enemies with reckless abandon. The part I'm digging the most is the kingdom building portion. The main character Evan was overthrown in the beginning so the entire crux of the story is that he's building a new kingdom called Evermore. You go around the game and recruit citizens to come and live with you. They have special abilities that take effect depending on what buildings you put them in. It's a cool system that gets a little bogged down by real time counters. Luckily the longest counter I've seen so far is 50 minutes, which flies by because there is so much to do.

What gets me about it so far is that I come to RPGs looking for an engaging story and well developed characters and so far Ni No Kuni 2 is not delivering that at all. So far it's moving at a lighting pace and none of the characters are really receiving any development. I love level-5 as a developer, but they have a real jack of all trades, master of none thing going on. They build huge games with tons of content, but no one thing stands out above the rest. They make such colorful and and fun games so it bums me out that they try to cram so many things into each one. I'm all for more content in games, but if it takes away from the quality of other content is it really worth it? Who knows, maybe I'll get to the end of this and feel differently, but right now I'm just having mindless fun.


Game: A Way Out
Developer: Hazelight Studios
Platform: PS4















The first game from Hazelight was Brothers - A Tale of Two Sons, which received critical acclaim. I never ended up playing it, but heard nothing but positive things about it. It was trying to tell an emotional story, which isn't always the easiest thing to do in video games. I first became aware of the studio's second game A Way Out at EA's E3 press conference this past year. However, I think most people became aware of it  during the game awards when the director Josef Fares got a little rowdy and started yelling "fuck the Oscars." I just finished A Way Out a few hours ago and it definitely wouldn't have won any Oscars.

I am still trying to fully process my feelings on this game. It's ambitious as hell, but it just doesn't work as intended. The entire game has to be played in co-op, so the game takes place entirely spit-screen. During certain scenes the screen real estate will change depending on which player has the more important thing going on. It's a cool effect, but it makes the actions of the other player seem meaningless. In fact, most of the actions feel kind of lifeless and meaningless. It starts out as a simple adventure game with the most basic button prompts, but by the end it's a poorly controller third person shooter.

It was a fun experience, but a lot of the game seemed to miss the mark. You can't have a super emotional game that's supposed to leave a lasting impact on the player with the quality of voice acting in the game. A lot of the line deliveries fall flat, and it's a huge bummer. It also doesn't help that it has a lot of goofy video game stuff in it. Janky looking walk animations are enough to take you right out of an "emotional" scene. It was around a six hour experience that I enjoyed while sitting next to a friend. I don't really know that it left a lasting impression, but I think that the kind of cinematic approach it was taking is admirable. It's cool, but don't playing it expecting some kind of life changing story.


Friday, March 30, 2018

Game Time - February 2018 - Monster Hunter World End Game

Note:In my attempt to think of a new format for the monthly edition of Game Time I completely forgot to write one up for February. One idea I had was to write something more in depth about my thoughts on a game as opposed to regurgitating what it is. So I'm going to try that now. Today I will be talking about the end game content of Monster Hunter World.

I want to preface this entire thing by saying that I absolutely love Monster Hunter World. Last time I checked I had put in 114 hours. That's a long time and sadly I think I'm about done until there are a bunch more content added to the game. So far Capcom has been doing a good job of cycling in event quests to help out with farming materials and occasionally adding new pieces of gear to the game. This past week the first major update came out, which finally added the Deviljho. It's a cool addition, because the Deviljho is a fan favorite, but it's just a single monster. I would much prefer huge content dumps to the few events and updates we are getting now.

The issue I'm facing is that there is no more reason for me to grind out materials and weapons. I personally have the best weapon I can be using, and the armor set I have is good enough for my play style. There are no more new monsters for me to see, so the only thing left for me to do is grind tempered monsters until the end of time. There really isn't a reason to though, because as I said there's nothing left to fight. In theory I think tempered monsters are cool. They're basically just more challenging versions of all the monsters in the game that drop special stones. These various types of stones can be used to augment weapons with special abilities. These range from having more defense to regaining health based on your damage. For a while I was content to grind these stones, but with no more real weapon or armor progression I quickly got bored.

Monsters are the main thing that kept me interested in the previous games. There just aren't enough Monsters for me in World. For example World has 30 monsters (31 with the Deviljho), while the game that got me into the series Monster Hunter 3 Ultimate had 51. 20 more Monsters might not seem like a lot, but it makes for a lot more variety. Personally I feel that World is lacking in monster variety in general. Recent games have added a ton of unique monsters, while a bunch of the monsters in World feel to similar for my taste. 

It's quite possible that I have been spoiled by the ultimate versions of these games in the past. I got used to having G rank difficulty monsters, so it feels weird that this game doesn't have them. The ultimate versions of these games had tons of monsters and content in general, but to be fair to World they were more like expansions. It's entirely possible that World will get a paid content update, or even an ultimate version of its own. G rank would add a new level of armor for each monster and the weapons would get even more added to their trees. It would bring back a reasonable sense of progression as opposed to the incremental progress that can be made now. 

What really bums me out is that the quality of life and engine improvements in World made it almost impossible for me to go back to the older games. World is an amazing base for the series going forward, and allowed for the franchise to take hold on a global level. I know there will be more games like this going forward and even new updates to World. While all of these things about the end game and lack of monster variety are bumming me out I understand why there isn't a ton more content. This is the first time in a very long time that the series has been on a home console and not the 3DS. They're remaking everything from the ground up, so it's going to take a bit of time for it to get to where I personally want it. 

Wednesday, March 14, 2018

Podcast Episode 32 - Monster Hunter World

In this episode of the podcast I discuss what Monster Hunter World is all about and how I think it was able to succeed on a global scale.

Friday, February 9, 2018

Game Time - January 2018

I decided to take December off from writing and now I'm back to start 2018 with a bang! 2017 was a stellar year for Video games, and 2018 looks like it's going to be great as well. 

To start I'll talk about Xenoblade Chronicles 2, which is the last game I started playing in 2017, but the first game I beat in 2018. It's the first new expansive RPG for the Switch and it delivered in all the ways I wanted it to. 

As for some hot new 2018 releases I've got Dragon Ball FighterZ and Monster Hunter: World. Sadly I have only played a bit of DBZ, but it seems like it's actually a good fighting game. Monster Hunter on the other hand has pretty much consumed my life since its release. Boy do I love me some Monster Hunter. 

It's game time!

Xenoblade Chronicles 2

I played the original Xenoblade Chronicles for over 100 hours before getting burned out. I forced myself to do everything I saw, until I just couldn't do it anymore. I came back to it a few months later and finished it. For my initial 100 hours of play I loved that game. The MMO like combat pulled me in deeper than I ever would have expected. The real draw for me was the interesting story though. That's why I bounced off Xenoblade Chronicles X. There was barely any narrative whatsoever, but Chronicles 2 brings it back.

Xenoblade Chronicles 2 returns to the originals narrative heavy roots.

I don't even really know where to start with this game. The combat system is a more simplified version of the original with a ton of complex and slightly convoluted systems are layered on top of it. To start the original game had you using a fairly large pool of skills that once used would go into a cooldown state. Depending on your style of play you could swap out skills when you needed. Chronicles 2 cuts down drastically on the skills known as artes and each character only has three they can use in battle at a time. Each character auto attacks like an MMO and then you use skills to do more damage and inflict status effects. At first it sounds more simple until you get into the combo system.

The world of Chronicles 2 revolves around beings called blades. They are essentially sentient weapons. The characters you control are called drivers, who bond with crystals to make the blades appear. Once summoned they are bound to the driver and you can use them in battle. They each have different elements, which leads us back to the combo system. Each driver can have three blades equipped. In addition to their three skills they have a special attack that can level up from 1 to 4 by using skills. Once you use a special a combo meter will start and a branching path will appear on screen. You then need to find the next element in the chain in order to continue the combo. Once you complete a full tree which takes three special attacks an orb will begin floating around the enemy with the color of the last element you used in the chain. You can then "burst" by filling another meter. Once you do that you get a chance to break the orbs you have on an enemy in order to do massive damage.

The UI is just as overwhelming as the battle system!

Confused? I certainly was for the first few hours of the game, because the tutorials are not super great and you can't really review them. The entire system revolves around working to built these combo chains, which takes a long time. Due to that even battles with weak enemies can take upwards of ten minutes because your meant to do a ton of damage with your burst. At first it seemed tedious but once I got the hang of it every battle seemed like a puzzle. The battle system is the core of the game. Overall the game is fun, but man does it have some huge flaws. The map is atrocious, and getting blades revolves around random chance, but the entire experience as a whole was something I greatly enjoyed. It's the first real AAA rpg for the switch and it's at least worth a look.

Dragon Ball Fighterz

I'm going to be real here, I've played this game three times. Twice during betas, and once to get trounced by my brother and a few friends because I focused all my time on Monster Hunter instead. What I have played of the game is very fun though. I kind of knew what to expect from a DBZ fighting game made by ARKSYS, but I have been pleasantly surprised by it. Just like Xrd the game looks beautiful in motion and in stills it looks just like the anime. In terms of gameplay it was a lot of intricacies you'd expect from.an ARKSYS game, while remaining assecible for the average player. If you just want to have some fun with DBZ characters you can mash one of three attack buttons to do cool looking auto combos. On the other hand if you want to go wild with super long combos you make yourself it's got you there too.

Like Guilty Gear Xrd before it FighterZ is a beautiful game. 

I'm excited to really dive in and see what the story is all about. It introduces a new Android character (21) and she seems pretty cool. You have to beat the story to unlock her as a playable character so I haven't seen much of her on streams. So far people seem to really like the game and I hope it succeeds in a huge way for ARKSYS.

Monster Hunter World

Monster Hunter World came out last Friday. I have played 80 hours since then. I have killed monsters for approximately two full work weeks now and I don't regret a single moment of it. As some of you may know I fell down the Monster Hunter rabbit hole for the first time with Tri Ultimate on the Wii-U. The thrill of the hunt caught me and since then I have put over 1,000 hours into the franchise as a whole. What's a bummer is that most of the time people are dismissive about the franchise because it doesn't do a good job of explaining a lot of it's systems and it can get overwhelming fairly quickly. Now we have Monster Hunter World, which does a lot to try and make the series appeal to a wider audience, and for the most part I think it succeeds.

I could list the quality of life changes World makes, but that's not going to mean anything to a lot of people. What I can tell you is that there has never been a time to start playing the series. For once it has a tutorial that is serviceable enough to get you into the swing of things. It is by no means perfect and misses a few things, but at least it does enough to get prospective players started.

The scale of the monsters and the world are much larger than ever before.

Just in case you don't know what Monster Hunter is, the title says it all. You hunt large monsters and use their parts to craft weapons and armor. This is all done in service of hunting more monsters! There are 14 weapon types which are all very different, and I equate them to different characters in a fighting game. At first glance their movesets seem very limited, but under the surface they are all very nuanced. Finding the true potential of a weapon is a large part of the fun I find in the game.
In previous iterations you would travel around various maps and travel through loading zones to attack monster. In World each map is one contiguous zone, and there is an emphasis on everything being more like actual nature. Everything is lush, and the monsters interact both with the environment and each other. Capcom took a calculated risk by moving Monster Hunter from handhelds to home consoles, but after selling 5 million copies worldwide in just three days I think their gamble paid off. The franchise is seeing success on a global scale like never before and I can't wait to see what kinds of updates this new formula receives. It just might be the best Monster Hunter yet.

2018 is Going to Be a Banger

Every time a new Monster Hunter comes out I get sucked in for a long time. In my extreme hype for World, i decided to import Monster Hunter XX for the Switch. Going to back to a game without all of the improvements and quality of life changes that World made has been rough so far. Despite that I've been sticking with it and continue to play two Monster Hunter games at the same time...

When I get completely burned out of Monster Hunter I'm going to transition back to playing the new Digimon game. I have a lot of thoughts about it... As a turn based RPG I like it a lot, but as a story based game I can't stand it. It's the equivalent of playing a filler episode from an Anime.

Most of the new releases on the horizon that I care about are in March. So it's entirely possible that I'll just continue to play a whole lot of Monster Hunter.

Friday, December 8, 2017

Game Time - November 2017

During the entire month of November I didn't really play a whole lot. I kind of just lounged around and let the Holiday season wash over me. I don't even really know what I did other than watch a whole lot of Adventure Time.

That doesn't mean I didn't play games, it just means I didn't finish any... It's game time!

Battle Chef Brigade

Years ago I saw a pre-release video of Battle Chef Brigade and it immediately caught my eye. It's an interesting mix of an action RPG and a match three puzzle game couched inside a fantasy Iron Chef. If what I just said sounds crazy, it's because it is. You play as Mina, a chef. She has run away from home to enter the tournament to become a member of the battle chef brigade. In the game world chefs are apparently super powerful and protect the land.

In order to join the brigade she must win a series of matches without losing three times. The game has you start your day by doing odd jobs for your teachers around town. This doubles as a way to get money and learn advanced game mechanics. You can do fun puzzles where you need to create specific patterns in the match three game, fight enemies, and make orders ads fast as possible in a busy restaurant. When you're all set you can find a fellow chef and challenge them to a battle. You than travel to a battleground and start the cool chef fight.

If only it was this easy to cook in real life.

Initially you're introduced to the judge for the event and they let you know what element they like the best and what the main ingredient of your dish should be. There are three elements earth, water, and fire. The more you have of the specific element the judge requests the higher you'll score. The buzzer goes off and then you need to get cooking! You have to run outside and kill monsters to collect their parts, which are made up on colored orbs. You need to drop the parts into your cooking pot and then match them. When you match three of a kind they fuse together into an upgraded flavor gem and you can repeat the process. Before the timer runs out you bring the dish to the judge and are scored accordingly. It has been a lot of fun the few matches I've played so far. It has a lot of charm, and I'm excited to see where the story and mechanics go.

Pokemon Ultra Moon

It's a well known fact that I love the Pokemon franchise. Despite that I can't bring myself to defend the newest duo of Pokemon releases. I have personally enjoyed my time with it so far, but it's hard to justify it as a purchase for people who played Sun and Moon last year. Game Freak billed this as an all new adventure with an alternate story, which is only a half truth. While there are new aspects to the story it is still largely the same as before. They made tweaks to the pacing so that things get going quicker, but a majority of the changes take place near and at the end of the game. I do think that it's a better overall package, but it just takes a while to see any of it.

The games bring back Team Rocket, but not until very late in the story.

Sadly I can't comment on any of the new story aspects other than the Ultra Recon Squad showing up every so often. When I last played the game I stopped right before getting to the wholly new story section dealing with the legendary Pokemon Necrozma. There is also additional content after the game is over where you fight against a new and improved Team Rocket which I am looking forward to.

In terms of gameplay it's pretty much identical. You fight with Pokemon in turn based battles. You capture Pokemon, level them up, and see them evolve. It's the classic gameplay that we all know and love from the franchise, but I hope that next time they can change it up even more. Sun and Moon were a nice departure from the previous games and tried a bunch of new things. Personally I hope that for future iterations they take the changes even farther. While I adore Pokemon I don't know how much longer they can get away with the current formula.

.hack//G.U. Last Recode

.hack//G.U. originally came out in 2006 for the PlayStation 2. I came into the three part franchise during its second outing in 2007. I played the second and third volumes a ton, and enjoyed them quite a bit. However, that was back then. The graphics were decent then, and the repetitive combat mechanics and melodramatic anime acting did it for me then. Now we're in 2017 and the games have been re-released in a collection on the PS4. What sets this collection apart from others of its type is that it adds a ton of cool features in addition to the improved graphics. On top of all that they created an all new volume 4, which I definitely have not played yet. It is really cool that this franchise has been revived in 2017, but I just am not having a good time playing it.

The combat is simple active combat. You run into a group of enemies and mach a button to kill them. As the games go on you receive more weapons to add variety, but in the opening hours there's little to no variety. You play as Haseo, who is a player in the MMO known as the world who is trying to find out what happened to his friend Shino. She was attacked by a mysterious character called Tri-Edge and was never seen again. Haseo learns he has special powers as all good anime protagonists do, and he goes on a journey while honing his skills.

Haseo is back and edgier than ever!

Even in 2017 the concept of playing a video game about being inside a video game is pretty novel. It still freaks me out that you can "log off" the game and retire to a PC desktop to read email and download sick wallpapers. I still like .hack, but I just don't want to play through it again. I already saw the story once, and the combat actually puts me to sleep. I played three sessions of it and almost fell asleep each time. It would be hard to recommend it to someone who has no nostalgia for it, but it's really cool for fans that Namco put this collection out.

Tis the Season

Pretty much all I've been doing since the 1st of December is playing Xenoblade Chronicles 2. The Switch finally has the hot JRPG action I have been craving. Sometimes I feel like if I go too long without playing one I will wither and die. So far I like it a lot, but it certainly has its fair share of problems.

The Director's Cut of Night in the Woods comes out Tuesday and I'm totally going to play through that again, because I love it so much. Other than that I don't really have a whole lot of video gaming plans. I'm just going to chill for the Christmas season and get really stressed out at work! See you next time!

Monday, November 13, 2017

Game Time - October 2017

Is it halfway through November? Yes, it is. I realize that this October edition is very late, but cut me some slack I went on vacation! I had an absolute blast getting away from home! I went to a Halloween party dressed as Steven Universe, played Super Mario Oddysey a ton, went bowling, saw New Found Glory in concert, and ended the whole stint with a 24 hour stream for Extra Life.

Leading up to Extra Life I did not get a lot of sleep, and posting the donation and stream link here on the blog slipped my mind. However, it was a success nonetheless! Once again we had a goal of $200, but we literally doubled it and ended with $400. I said it during the stream and after, but I can't express my appreciation enough. As someone who doesn't stream or make videos very often it's absolutely crazy to see so many people come out and show support by donating.

We're here to talk about the video games of October though. The Switch has finally become exactly what I wanted it to be. The amazing games are piling up, and I want to snuggle with the thing at night. However, I can't let the Switch bogart all the attention, so I'll throw a bone to Shadow of War on the PS4. We'll launch into the video game discussion with Fire Emblem Warriors, bring the hype down a bit with Shadow of War, and then let the hype build back up and explode with Super Mario Odyssey. It's game time!

Fire Emblem Warriors

Every time I choose to write about a Warriors game I don't know why. There isn't a lot to say, because they're mostly the same. You play as a character and mash the same button a whole bunch to beat down thousands of enemies. Fire Emblem Warriors is very much more of the same, but now there are Fire Emblem characters! I used to find these games a guilty pleasure, but now I have come to terms with the fact that I genuinely love them. There's something so relazing about turning my brain off and mashing the same button for hours on end. Sure it's not hard, but it sure feels good to strike down foes with little to no effort like you're some kind of all powerful warrior.

Blindly mash and get tons of kills!

What's cool about FE Warriors is that it actually incorporates a handful of gameplay elements from the franchise it's drawing from. In case you're unaware Fire Emblem is a turn based tactical strategy game. In FE Warriors you control not one, but four characters. You can freely switch between them, but it's more efficient to open your map and give the units you're not controlling orders. This way you can focus on going ham while your AI companions defend or take over what they need to. It also makes use of the classic FE weapon triangle, which is another reason for controlling multiple characters per mission. Yes, you can beat enemies who you're weak against , but it takes forever. So if you bring the right characters into battle you can cover all the weapon types and never really run into trouble.

It's odd to see elements from the Fire Emblem franchise blend so well into a Dynasty Warriors game, but I guess it makes sense. Near invincible soldiers are the bread and butter of a Warriors game.

Shadow of War

I loved Shadow of Mordor and its nemesis system. Fighting orcs and having the game create dynamic rivalries was fascinating, and I couldn't get enough of it. Now that the sequel Shadow of War is here I'm not quite as excited as I thought I would be. Once again you take control of Talion, who is being inhabited by the spirit of the elf who forged the one ring. I am well aware of his name, but don't have the patience to try and spell it. In classic video game fashion you lose all the cool powers you amassed over the previous game and need to earn them back. I didn't even play the game long enough to earn them all again, because I just didn't want to keep going.

The fact that I didn't get way into this game continues to baffle me. The game is much larger and added a whole slew of new mechanics and content. A lot of the changes are interesting, but for some reason I just can't get into it. Part of the reason is that encounters with orcs in the original game felt special, and now in Shadow of War you can't turn a corner without running into a new orc to face off against. It happens so often that the encounters lose their luster and that's just a huge bummer. What's even more of a bummer is that all of the story missions are an unending slog. I still feel like the Lord of the Rings license isn't even needed for this game, but it's still here. You get to hang out with Gollum and Shelob, which is kind of cool I guess. The part where it turns sour is that all the missions are super generic and not fun. Have you ever wanted to follow Gollum around for way too long? If so, then this is the game for you! It's just a huge drag, because the draw of the game is the nemesis system and it isn't well implemented into the story at all. It's way more fun to run around the world like a moron and see what trouble you can get into.

The nemesis system makes its triumphant return.

This is one of the few games that I want to try and get back to, but right now I just want some time away from it. After playing a handful of hours I had to put it down, which made me pretty sad. Shadow of Mordor was one of my favorite games the year it came out, but this one just isn't doing it for me at all.

Super Mario Odyssey

I'm kind of distracted right now, because I have the TV near me playing Super Mario Odyssey speedruns. I have been enjoying watching Trihex blow through the entire game, but a few moments ago he brought up a valid point. He's doing the any % run, which means he's just trying to beat the game as fast as possible, but he doesn't want to be. He wants to move up to other categories that have him playing the game for longer periods of time, because he likes it that much. He wants there to be more Mario in his life, and I totally get where he is coming from.

This image makes me so happy.

Odyssey feels like the culmination of what Nintendo has been working towards with Mario for years. It has so much content that it's bananas, and a lot of it is catered specifically to long time Mario Fans. I won't spoil any of what that stuff entails, because witnessing it for yourself is magical. I won't lie, it was magical for me. Part of why I enjoyed Odyssey so much is that it made me feel like a kid again. It's a feel good game, and I felt good while playing it. What makes it special is that it feels both old and new, but in a proper blend. Mario 64 had you collecting stars, while Odyssey has you collecting moons. You still need to complete objectives to get them, but there are way more objectives now. You'll get them for beating a boss, but you might also get one for kicking a can the right way. There are over 800 moons to collect, which is mind blowing. It might seem a bit like overkill to have so many, but I personally think they're fun to collect. They give you a reason to explore, and you definitely don't need to get them all.

What really sets Odyssey apart from its predecessors is the fact that Mario can possess enemies with his hat. It's been possessed by a being called Cappy, which allows him to literally become his enemies. Yes Mario has his platforming skills, but now you can literally become a freaking Goomba. When you throw your hat and enter an enemy they wear Mario's hat and grow a freaking mustache. Possessing enemies allows for all kinds of new experiences that add a lot of fun to the game. That's what Odyssey is to me. It's a fun video game. A lot of modern games are cool and have a lot going on, but aren't necessarily fun. Mario Odyssey is exactly that for me. It's an amazingly crafted game with a lot of love, but above all it's just freaking fun to play.

The Wind Down

2017 has been a hell of a year for video games, and it's finally starting to wind down. There are very few games left that I want to play this year, and that is kind of relieving. I still have a ton of stuff I want to try and finish, but know I won't. I've finished a lot of games this year, but I have also found myself putting a lot of them down. I no longer have the patience to play things I don't particularly enjoy. In the past I'd power through games I didn't like just to say I did, but I think those days are behind me and that is probably for the best.

I'm trying to play through the re-release of the .Hack//G.U. trilogy right now, but I'm having a bit of trouble getting into it. The Steven Universe game is the only thing I'm actively playing right now, and I am enjoying it quite a bit. I would have finished it already if I wasn't trying to stream the whole thing. The new Pokemon games come out in about a week as well, and I'm kind of exited to play those.

It's hard to continue to be excited after beating Odyssey. As I said this year has been bananas, and I might have gotten my fill of what it has to offer, but I must continue on! See you guys in a few short weeks.


Friday, October 6, 2017

Game Time - September 2017

I've been waiting for the month of October all year. Tomorrow one of my best friends is getting married. Then at the end of the month I'm going on a week long vacation leading up to my 24 hour Extra Life stream. I have an action packed few weeks ahead of me, but before I can fully dive in I have to tell you about the games I played in September!

The month started strong with Monster Hunter Stories. I am still playing it every so often, but have not yet completed it. I never would have guessed that a Monster Hunter JRPG targeted at children would appeal to me so much.

Then a few weeks later Capcom dropped Marvel Vs. Capcom Infinite. The presentation of the game and marketing leading up to its release made it seem like it was going to be a garbage fire. Unsurprisingly people are trashing it to the ends of the earth and back. The kicker is that it's actually super fun to play! I really like it.

The last game I played was Cuphead. The hotly anticipated indie release has finally come out, and it's everything I was hoping it would be. The 1930's cartoon aesthetic needs to be seen to be believed. In motion it looks stunning. On top of that the frantic boss fights are very fun and challenging.

We have a lot to talk about. It's game time!

Monster Hunter Stories

The fact that I love Monster Hunter is no secret. I feel deep into its trap a few years ago and haven't looked back. It's been a while since a Monster Hunter game has been released in the West, and for some reason Capcom decided to keep XX as a Japan only game. While Monster Hunter World will release in late January the only thing to tide me over until then was Monster Hunter Stories.

The Monsters you know and love are here, but they're small and cute now!

I normally never download demos of games, but I had to know what this one was about. What's crazy is that the demo is just the first five or six hours of the game. You can do almost everything available to you, and the progress even carries over to the main game. By the time the demo concluded I was hungry for more, and ended up getting the game when I otherwise wouldn't have.

I think the most surprising thing about it is that it is essentially a Pokemon game. You collect and battle with cute versions of all your favorite monsters from the series. It starts off very simply. Battles consist of choosing one of three types of attacks, either Technique, speed, or power. Each beats another, so you're playing roshambo. If you lose a trade the enemy still takes damage, but not as much as they would have. Each monster has its own tendencies, so just like Monster Hunter you need to learn each enemies habits to beat them effectively. As the game goes on the patterns get more diverse and you can mix things up by using skills of your own. It has a ton of charm, and while it's not the most complex game out there it manages to capture the charm of Monster Hunter in its own way.

Marvel vs. Capcom Infinite

In my eyes Marvel vs. Capcom Infinite will be the new Street Fighter V. Everyone on the Internet will mercilessly dunk on it without having actually played the game. Alternatively it could be used as a case study in how to absolutely fail to market something effectively. From the start Capcom has mismanaged this games public perception. The models don't look great, but initially they looked even worse. Chun-Li's face looked so bad it quickly became a meme. It is also now coming out that the team was given a very small budget and an incredibly short time to develop the game (to the surprise of no one). When you add in the fact that the roster is largely old characters composed of re-used assets it's hard to see the game in a positive light.

Despite all of that, I decided to try it out anyways. My brother is an absolute Marvel vs. Capcom fanatic. Marvel 3 was the first fighting game he got truly good at, and I loved watching him play. Hell, I just love watching Marvel in general. So I am happy to report that this game has excellent gameplay. The fighting is good in this fighting game. I can's stress this enough. Yes, you only use two characters now instead of three, but the fact that you can tag your partner in at any time and continue your combos allows for so much creativity. The control has changed up a little from 3. You now have a light punch, heavy punch, light kick, and a heavy kick. Crouching heavy punch is a universal launcher, so doing sick aerial combos is still very easy to do. It's fast paced, and very fluid. It feels good!

Still screens look so bad, but it plays just fine.

Do I think this game deserves a lot of crap for the way it was marketed? Yes. However, when you actually play the game its easy to see that it's a good fighting game. I don't think it's wrong to like a fighting game because the actual game is great, but the content surrounding it is not. So far it has absolutely tanked in sales, but I am personally hoping for it to have a long tail. Like Street Fighter V they are going to be selling DLC characters. Capcom has a plan for this game, so thankfully I think we'll have many years of Marvel tournaments to look forward to.

Cuphead

Cuphead began development in 2010 and it is finally seeing the light of day. The 1930's cartoon inspired game was first shown in an indie game montage during a Microsoft E3 press conference. Details started to trickle out and it was revealed to be a sidescrolling boss rush game. Even back then it was said to be fiendishly difficult despite its playful cartoon look. At first there were only bosses, but the game was put back in the oven to add some platforming levels. I can safely say that the platforming levels are my least favorite part of the game, but the bosses are awesome.

Cuphead is a relatively simple shoot-em-up. You run from side to side and shoot magic bullets from your finger. The challenge comes from the fact that you need to keep shooting while simultaneously dodging everything that gets thrown at you. You begin each encounter with three health, and after three hits you're finished. In order to defeat your enemies you'll need to learn the patterns for each phase of the fight. Damaging enemies enough will get them to change up their strategy. It's cool, because you never know exactly how long a fight will go, but if you fail a progress bar of sorts will let you know how close you were to victory. To ease the burden of the game you can purchase different types of shots and charms to help in specific scenarios. The shots have varying damage and range, while charms will give you specific power-ups. While it's certainly possible to beat the game with the default shot and no charms it's not necessarily going to be easy.

If I didn't know better I would think this is a still from a 1930's cartoon.

The game is definitely about the gameplay, but it does have a story. It's actually surprisingly dark. Cuphead and Mugman sneak out of their home and visit a casino. They get on a hot streak in craps and think they're unbeatable. Turns out the Devil owns the casino and he challenges them to a bet. If they win, they get tons of cash, but if they lose he gets their souls. They obviously lose, but plea for their souls. The devil agrees to release their souls if the duo can collect other souls he is owed. So each boss you defeat is someone who owes their soul to the devil. Both this concept and the difficulty are in direct opposition to the beautiful and fun art style, which might be why everything works so well. This game controls like a dream and looks like you're literally playing a cartoon. Cuphead rules!

OCTOBER!

As I stated at the beginning of this fabulous edition of Game Time, October is upon us. I am unrealistically excited for Fire Emblem Warriors. I've been craving some mindless Dynasty Warrior action and now I can get it! However, the true best Switch game is also releasing. Super Mario Odyssey will be out right before the end of the month. I can't even begin to describe how ready I am to play a brand new 3D Mario product. It's been a long time since Super Mario Galaxy 2, and Odyssey looks like it's going to be a worthy successor.

What's even better is that both of those Switch games are going to be out in time for me to play them on a five hour plane ride. It will be my first plane ride with a Switch, and it should be a great time.

Monday, August 7, 2017

Game Time - July 2017

This past weekend I went on a trip for a close friend's bachelor party. We went white water rafting, which is a bit out of my element. Despite that, I had an absolute blast. However, I did end up getting quite a spectacular sunburn. Even my knees are burnt... I am here now fighting through the discomfort to tell you all about what I played in July!

I am here now to fight through the mild discomfort and let you know what I've been doing. It's game time!

Spaltoon 2

When Splatoon 2 was first unveiled I was both excited and disappointed. I enjoyed the original quite a bit, but 2 just looked to be more of the same. Sometimes this works out for games, but the reason I liked Splatoon so much was because it was a rare new IP from Nintendo. Even more rare was the fact that it reached ridiculous levels of popularity on a struggling console (The Wii-U).

Now that Sapltoon 2 is out I can say that my initial disappointment has faded. I can't lie, it is certainly more Splatoon. Thankfully there are enough new guns, maps, and modes to keep me interested. The core gameplay is still the same as the original. You are squid kid and you need to shoot your ink all over the stage. The team with the most ink in the stage at the end wins. It's a simple concept, but it works surprisingly well. Some old stages return, but there are a fair amount of new ones as well. The same goes for weapons. The new weapon I enjoy the most consists of two pistols, called the splat dualies. They let you move quickly, and roll out of the way of enemy attacks.

Everybody gets merced by the Splat Dualies.

As for modes, the single player is a bit more involved this time around. It's still a bit weird though, because there are a ton of mechanics introduced in it that are never seen anywhere else. The new mode I enjoy the most though is the co-op hoard mode called Salmon Run. You team up with three other players to shoot down a bunch of Salmon and collect their golden eggs. It starts off relatively easy, but as you rank up it gets incredibly difficult. The bummer is that for some ungodly reason it's not available all the time. I just don't think any game modes should be locked behind a timer. Despite odd design choices like that, Splatoon continues to be a shining example of how stylish and interesting Nintendo can be.

Pyre

Pyre is Supergiant's third release. They started off with the action game Bastion, and then moved onto the strategy game Transistor. As crazy as it is, Pyre is another genre. It mixes visual novel and weird fantasy basketball. Very rarely do studios change up the games they make after each iteration, which is one of the things I love about Supergiant. There are things that you can always count on though, like beautiful art, and a well developed world.

The game takes place in a purgatory-esque place known as the Downside. People who have wronged or broken the law in the civilization called the commonwealth are banished and forced to live out their remaining days in the downside. That is, until you as a reader arrive. You as the player were cast down, because you learned how to read. The ability to read is forbidden, and you were found out. A group of weary travelers finds you broken in the downside and takes you in. Upon finding out about your ability to read they ask you to read a tome for them, which starts you on your path to freedom.

The rites start off easy, but get much more challenging.

You participate in a series of trials called the rites, which is the main focus of the game. In each rite you control three characters, but only one can move at a time. You start near your "pyre" which is a large flame that acts as your goal. At the beginning a large celestial orb drops in the center, and the goal is to run it into the enemies pyre. When you have the orb all you can do is jump, but without it you have an aura that if it hits enemies will remove them from play for a few seconds. There are a myriad of rules, but after a few games it;s easy to figure out what's going on.

The reason you're doing the trials is to earn freedom. After prevailing enough times you'll be given the option to send one of your party members back to the Commonwealth. The choices drove me nuts. On the one hand I really liked some of the characters, but on the other you're sending them away so you can't use or interact with them anymore. On the other hand you can fail the rites as well, but the game continues on anyways. It's an interesting experience that requires a lot of reading to get through, but in my opinion it was well worth it!

Kingdom Hearts Final Mix

I've been wanting to replay the original Kingdom Hearts for a long time, but I'm only getting around to it now. I don't have a lot to play right now, and the reveal that Toy Story 3 will be in Kingdom Hearts 3 got me really fired up about the series in general. I think once I finish it I'll record a podcast for next month with my thoughts on it as a whole after a full replay. In my mind Kingdom Hearts is still my favorite of all the games in the franchise. Back when the original came out it was such an interesting idea to marry Final Fantasy and Disney together in a brand new universe. At that time it was a simple story of light vs. darkness that got a whole lot more convoluted as the series wore on.

The reason I wanted to replay it was to see if my memories of the game were accurate. I personally always liked the original game more than Kingdom Hearts 2. Whenever I say that to anyone they scoff and don't understand my reasoning. As I stated above the idea of the original game is very innocent, but it's more than that. I think the gameplay is more fun. Playing this HD version now I still believe that. Kingdom Hearts 2 did add a lot to the combat, but it also dumbed it down at the same time with reaction commands. As much as I liked hitting triangle to see Sora bust out some cool moves it made every fight way easier. Sure the combat in the original is a lot of mashing the attack button, but the more abilities you get the deeper the combat becomes.

The original is simple, but in a good way.

This trip down memory lane has been fun for me so far, but a few things make me want to scream. For starters the camera is not great. Even with the added ability in the HD version to manually control the camera it still gets stuck a whole lot. It often feels like the real fight is with the camera as opposed to the enemies. I get that though, the game is old. The thing I can't excuse is how terrible Donald and Goofy's AI is during fights. Yes, you can change their tendencies, but it doesn't help. I have Donald set to use offensive magic as little as possible. Somehow he still enters every fight and then blows all of his MP spamming gravity. For a while in the beginning the two of them would enter every battle and then immediately die. It was baffling. Now that I've leveled up a bunch it isn't that bad, but man is it every frustrating.

I have not finished yet, but I stand by my words. I think Kingdom Hearts is better than Kingdom Hearts 2.

Waiting for the end

Normally there are a few things throughout August that I want to play, but somehow this year all three of the games I want in August come out right at the end. The new Uncharted DLC comes out the 22nd, but both Mario X Rabbids Kingdom Battle and Yakuza Kiwami come out on the 29th. So I don't really know how next month's edition will work out. I guess I could go really hard on these new games for a few days, but I might just wait to talk about them until the following month. I have no idea, but I look forward to seeing you next time.