Saturday, August 18, 2018

Game Time - July 2018

Game: Octopath Traveler
Developer: Square Enix and Acquire
Platform: Switch













I am always waiting for new JRPG releases to whisk me away to an interesting world where I lose hours of my life. Much to my dismay Octopath Traveler did not do that for me. Prior to its release I had seen a whole lot of Internet chatter about how the game feels disjointed due to the eight characters each having their own stories while never truly interacting. Once I got my hands on the final release, I felt the same. In theory a game telling eight separate stories could be awesome, but because you can't play straight through a single characters story without a ton of grinding for levels it requires you to sample many different stories, so a true flow never develops.

The battle system is quite enjoyable. It's like a mix between Shin Megami Tensei and Bravely Default. Each turn your four party members will gain a bonus point. Like Bravely Default you can use these bonus points to attack up to four times, or power up a skill four times. The SMT comes in when you attack enemy weaknesses. Certain weapon types and elemental damage will break enemies after they are attacked enough times, which makes them unable to attack while decreasing their defense. It's a fun system that requires you to figure out each enemies weakness and whether or not you want to take a fight slow, or unleash attacks in rapid succession to break enemies faster.

I really want to like Octopath Traveler, but nothing about it is particularly grabbing me. It seems as if a great deal of love and care went into the game and it's sold enough copies worldwide to back up that claim. I'm going to keep chipping away at it, but I find myself not wanting to play for more than a handful of minutes at a time. Perhaps once Dragon Quest XI hits my JRPG thirst will finally be quenched. 

Game: WarioWare: Gold
Developer: Intelligent Systems
Platform: 3DS













I have always loved the WarioWare franchise. In an era where Nintendo wasn't really trying to put out a bunch of new things WarioWare was a shining beacon of hope. It was supremely weird and introduced great characters like the pizza delivery girl Mona, and the haunted girl we all love, Ashley. It's the kind of unabashed strangeness that I really love from Japanese games. The concept is that Wario needs money, so he hires his "friends" to make 3- 5 second mini-games known as microgames in order to get rich quick. With little to no instruction the player goes through tons of microgames trying not to fail. It's fast paced and manic, while still managing to be fun.

The franchise hadn't seen a new entry in many years, so when I saw that a new one was coming out I was ecstatic. WarioWare: Gold acts as a greatest hits collection for the franchise. It offers tons of new microgames and even a few new characters, but it also grabs fan favorites from the original, WarioWare Touched, and WarioWare Twisted. They are separated into categories of mash, touch, and twist. At first they're kept separate, but in later challenges you're forced to switch between all three.

It took me a total of three hours to beat the "story," however I loved every minute of it. I've been going back and playing it a bunch because there is an achievement system and I feel like I need to do them all. It's cool to see Nintendo continuing to put out new games in the WarioWare franchise. Hopefully this was a test to see if they should continue producing it for the Switch. 

Game: Dead Cells
Developer: Motion Twin
Platform: PC (Also on Xbox One, PS4, and Switch)












Buzz about Dead Cells started when it first entered early access last year. I personally try to steer clear of early access games that seem interesting, because I usually tend to play them a ton and then get bored before all the content is added. I didn't do this with Dead Cells. I bought it pretty much right away and thought it was awesome. Then, news of the full release in early August happened and I started playing it all over again! Dead Cells rules and if you'tr not playing it then you're a criminal!

I feel like the phrase "smooth controls" is overused in the video games industry, but with Dead Cells it truly applies. Moving around the character is effortless and feels amazing. You play as a weird guy who seems to be dead, but also can't really die. It's a roguelike, so you run through some randomly generated stages, but when you die you have to start back at the beginning. Like many others of its ilk you collect a permanent currency (cells), which you use to purchase upgrades to make each subsequent run easier.  I've been playing it a ton and I don't see myself slowing down any time soon. There are so many intersting places to explore and secrets to uncover. Like, why are there so many doors all over each level that you can knock on? They have to be for something!

I don't really know what to say other than you should totally play Dead Cells. It's on PC, Xbox One, PS4, and Switch. The Switch version seems to be having some issues later in the game, but they seem to be working to fix that. It seems like it's doing very well, which is cool because I can't wait to see this developer make another game. Dead Cells is the best roguelike in ages, which is saying a lot, because we're basically drowning in them at this point.  

Wednesday, August 15, 2018

Project Top 10 - Episode 2

The second episode of Project Top 10 has arrived. This time I talk with my close friend Andrew Noukeo about his top ten favorite games of all time!
 

Tuesday, July 31, 2018

Project Top 10 - Episode 1

My new podcast idea has finally come to fruition and it's called Project Top 10. In this hot new podcast I sit down with a different person each episode and discuss their top ten favorite video games of all time! Since I use Soundcloud for my podcast RSS feed it will live alongside my regular podcast in the feed.

In this inaugural episode I sit down with my brother William. I had a pretty good idea of his favorites going in, but he definitely threw me some curve balls.

Monday, July 9, 2018

Game Time - June 2018

Game: Yoku's Island Express
Developer: Villa Gorilla
Platform: Switch (Also out on Xbox, PS4, and PC)















Around the time Yoku's Island Express was released I began to hear a bunch of positive buzz. It was being described as a Metroid style exploration game, but with the odd addition of pinball. At first I didn't really understand how that could actually work, but after the first few minutes of play it becomes very apparent. It not only works, but works well in order to add a fresh gameplay style to a well tread type of game.

You start off as the dung beetle Yoku. He answered a call to replace a mysterious island's mail man. Naturally the old mail man was a pterodactyl, and he's fed up with his post (pun fully intended). You bump into him as you arrive on the island and are give the post master bag and told to be on your way to HQ where you can learn more about the job. At first it feels weird, because you can only move left or right while rolling a ball of dung. The pinball comes in by way of orange and blue flippers throughout the world. Pushing L will operate one color, while R does the other. You essentially just roll around until you see flippers, or fall into oddly contained pinball tables.

I'm nearing the end of the game, but it's not particularly long. It's not particularly challenging either. That's okay because it definitely requires some precision pinball shots and I am unbelievably bad at pinball even when it's virtual. Yoku's Island is an interesting mashup of gameplay styles, that is well complimented by its charming characters, world, and music. It's a really unique little product, and I'm glad stuff like this is coming out.


Game: Hyrule Warriors Definitive Edition
Developer: Omega Force
Platform: Switch















There was a period of time where I tried to play it off like I ironically liked Dynasty Warriors games. I am willing to admit to you here, today, that I actually love Dynasty Warriors games with all my heart. I'm not ashamed anymore! Sometimes I just want to mash a button and cut down thousands of enemies with little to no effort as I zone out. There are the times where I want it to be Zelda themed. Initially I tried to hold off because I had already bought Hyrule Warriors on the Wii-U, but Fire Emblem Warriors was so disappointing that I just had to get something else to sate my desire for mindless action.

I didn't buy any of the DLC for the original release of the game, and then I refused to when they released a 3DS version with exclusive characters and content. Normally I wouldn't care that much except for the fact that the 3DS version ran like absolute garbage and I wasn't paying $40 for an inferior product. So now I'm over here with the Switch version and it has more content than I can possibly handle. The character roster has been increased exponentially and almost every character feels unique. The issue I had with Fire Emblem Warriors was that every character felt exactly the same. It was a man or woman with a sword, they just didn't do it for me. In this I can be all sorts of weird people. Tingle whacks people with a big bag of rupees and then smashes you with his butt. Skull kid poorly blows into the ocarina and flies around like a weirdo. They're all so unique, and I love it!

I'm going to be honest with you here though, there's never a whole lot to say. It's a Warriors game. You pick a character go into a battle, take over outposts, and collect loot. Most of this is done by mashing the light attack button while randomly throwing in strong attacks and supers. Hyrule Warriors doesn't really bring a whole lot of new gameplay to the table, it just has a ton of unique characters and an obscene amount of costumes, characters, and weapons to unlock. I would gladly recommend this to anyone with the caveat that it's just more Dynasty Warriors with a cool skin.


Game: Mario Tennis Aces
Developer: Camelot
Platform: Switch















I'm not the biggest sports fan, but something has always drawn me to the Mario sports games. I don't really consider go-karting to be a sport, so Mario Tennis on the N64 was the first one I remember playing. I never bought it, but I rented it a ton. It was simple enough to play, but difficult to master the elite level strategies. With each iteration they added more mechanics, and I ended up liking it less each time. So it's odd now that it's at it's most complex I'm more on board than I've ever been.

Aces adds a whole layer of complexity to Mario Tennis that I didn't even know I wanted. It's not just about returning the ball anymore. Now you have to worry about what type of shot you're using and what you're returning each shot with. There's actually a weapon triangle-like mechanic at play where certain shots beat certain shots and allow you to gain more meter. Yes, you heard correctly! This Mario Tennis game has meter just like a fighting game. With each hit you gain a bit of meter, and can use it to slow down time, hit powerful jump shots, or even use a super move. Slowing down time helps with returning difficult to reach shots, but also help you properly time the return of jump shots and super moves. Aces has added the possibility to win by KO. Shots that take meter to perform can cause damage to your racket, which will eventually make it shatter if you don't return them at the right time. When you run out of racket's it's game over for you!

Sounds like a lot to take in right? Well wait, there's more! The final addition that I cannot stand are trick shots. These are special long reach shots that you can perform by flicking the right stick in a direction towards a far away ball. If timed right your character will fly across the court and return almost anything. It makes volleys take forever. The issue I have is that there seems to be absolutely no risk to spamming trick shots like an idiot. You barely lose anything if you miss, and actually GAIN meter if you hit. Regardless, all of these mechanics have made it almost like a fighting game in terms of strategy. It's pretty cool, and I've been having a ton of fun playing with my friends. I have not really been having a ton of fun online though, because everyone trounces me. It's a bit of a bummer because once the short story mode is over the only thing you can really do is play people online. With that said though, I think that Aces is an excellent package that Nintendo seems like they will be supporting in a similar fashion as Splatoon 2. It's a ton of fun!

Friday, June 22, 2018

Podcast Episode 33 - E3 2018

The podcast returns and I talk about E3. I start off by giving my thoughts on the state of E3 and whether or not it's still necessary. I then turn my sights to the things I personally enjoyed.

Saturday, June 2, 2018

Game Time - May 2018

Game: Yakuza 6
Developer: Sega
Platform: PS4















I finished Yakuza 6 a few days ago and can't stop thinking about the ending. The seven game saga of Kazuma Kiryu is finally over, and I don't really know how to feel. Personally the conclusion didn't really do it for me, but with a few small tweaks it would have. I don't want to talk in vagaries about an ending you may not have seen, so I won't. I'll just say that the ending was not as impactful as it could have been. However, the game as a whole was excellent. The journey was interesting, but a bit plodding. That tends to be par for the course with Yakuza.

My playthrough clocked in at right around 26 hours, which I cannot believe. I felt like I was playing for at least 50. So either the clock is just wrong, or the pacing really got to me. That's one thing that always bugs me in Yakuza games is that the pacing is all over the place. It meanders along to try and add dramatic effect. Sometimes it works, but other times it prolongs already obvious plot twists and story developments. I still don't really know if this is a cultural thing or just actual pacing issues.

I'm glad that the story of Kiryu is done now. Now Sega can focus on the upcoming remasters and then move onto a new protagonist. While I absolutely love Kiryu, I think it was his time to give up the spotlight. I can't wait to see where the franchise goes next. Over the course of 7 games they built up a lot of interesting characters and relationships so it will be interesting to see what they follow it up with.


Game: Pixel Junk Monsters 2
Developer: Q-Games
Platform: PS4 (Also out on Switch)















As sad as it is to say, I bought the original Pixel Junk Monsters because it was one of the first PS3 games with trophies in it. At first I was all about the trophies, but I ended up falling in love with the little tiki man and his quest to protect his home with towers. Now, I've never been a huge tower defense fan, but something about Pixel Junk Monsters still feels different to me. Perhaps it's the more active nature. Instead of just placing a tower and waiting for waves of monsters to attack you take part in the action directly. The little tiki man acts as your cursor. If he stands over a tower he will begin to dance and the tower will upgrade over time. On top of that when enemies die they drop coins and gems which you will need to build more towers, so you need to always be on the move.

Pixel Junk Monsters 2 works largely the same as the original. The tiki man is back again, and he still dances all over the towers. However, this time you don't get to see the whole map. Instead everything is zoomed in just enough to obscure parts of the path. At first it's annoying, but it encourages even more movement and action so I'm okay with it. In addition just moving around to collect currency and upgrade towers the little guy can throw bombs and do sweet body slams now.

My favorite part has to be the visuals. I am obsessed with stop motion animation, and that's what the game looks like. Everything has a clay look to it, and the animation is fairly stilted. The default camera is the same as it's always been, but you can now push R2 to zoom in behind the tiki mans back, but gives a fresh perspective on everything. That's when you can really check out the awesome new art style. I fully expected this to be an easy rehash of the original, but it brings new art, and concepts to an already robust product. I haven't played a whole lot yet, but I'm looking forward to checking out more of it.


Game: Valkyria Chronicles Remastered
Developer: Sega/ Media Vision
Platform: PS4















Back in 2008 when Valkyria Chronicles was released on the PS3 I got it as a Christmas gift. It's the kind of semi-real time strategy game I'd be way into, but back then I had a lot going on and just didn't find the time to play it much. By the time I got around to it, I just kept finding excuses to play new games instead. I let one of my friends borrow it, and they ended up beating it fairly quickly. They absolutely loved it and kept trying to get me into it. I have a very hard time going back to old games once their time in the sun has passed, and normally try to stick with new stuff. However, now with the looming release of Valkyria Chronicles 4 I found my gaming schedule free after beating Yakuza 6 and decided I should finally give the game a shot.

I stopped by Gamestop and picked up the remastered version for PS4, and I've been having a blast so far. I've always been a sucker for strategy games, so I feel right at home playing Valkyria Chronicles. It essentially functions like turn based strategy games like Advance Wars and Fire Emblem, except with a little more direct input from the player. In battle you are given a set amount of medals, which allow you to move a character for each one you have. When you pick a character you are then put in direct control of them. They have a stamina bar, and can move until it is depleted. Like I said it's not too far off from most turn based strategy games, but the direct control of the moving and aiming adds a lot.

I've only done the first few missions, but I'm already farther than I got initially. The game is introducing new unit types and mechanics at a decent clip and I'm really digging it. So far the plot is relatively interesting, but I don't know if I'm fully invested yet. I'm sure I'll have more thoughts as I take the rest of June to try and finish it up.

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.