Tuesday, September 24, 2013

PlayStation Vita Impressions















A week ago I made a bit of an impulse purchase on the PlayStation Vita, intending to get some quality mobile gaming done during downtime at work. Over the summer, I'd been using an old hand-me-down PSP-1000, but used it almost exclusively to play old downloadable PSOne classics, since hardly any of the actual PSP games interested me. The Vita seemed like an appealing option since it retains the same backlog of PSOne classics as well as various downloadable versions of PSP games, all on newer and better hardware with the expanded library of Vita exclusives. The recent price drop to $199.99 USD was also an appealing factor in the decision. 

I bought four Vita games with the device: Gravity Rush, Soul Sacrifice, Dragon's Crown, and Killzone: Mercenary. Of these games, the only one I've played thus far is Gravity Rush, which has proven to be a pretty fun experience. The Vita came bundled with the full first season of Telltale's The Walking Dead, which I've already played on PC. I was also able to download the Vita version of Playstation All-Stars for free, courtesy of Sony's cross-buy policy, since I'd already bought the game on PS3. Finally, I bought the updated PSN version of Spelunky, after having played the original version extensively on PC. These are the seven games I have to start my Vita library, and here are my thoughts on the system after one week of use.

Monday, September 16, 2013

The Dream Machine: Chapter 4 Review















Evidently it's been nearly 16 months since I reviewed the first three chapters of Cockroach Inc's The Dream Machine. When I played those three chapters, I was immediately hooked and couldn't sing enough praises for the game. An interesting story with great narrative pacing, intelligent brain-teasing puzzles that felt incredibly natural and plausible in context, and a fairly unique atmosphere and visual style had me anxiously awaiting the release of chapter four. And yet it's taken nearly two years since the release of chapter three for chapter four to finally become available.

Fortunately, chapter three didn't end on a major cliffhanger -- there was still obviously a lot of the story yet to be told, but it sufficiently resolved one prominent story arc before promising others. Chapter four picks up right where chapter three left off; after rescuing your wife Alicia from her own dream, you realize that you have to do the same with the other residents of your apartment building in order to shut down the landlord's haywire dream machine. Chapter four thus consists of a self-contained dream sequence as Victor goes into the dreamscape of his elderly neighbor Edie. 

Wednesday, August 28, 2013

Tiny Tina's Assault is Halfway Decent















The trend I've noticed with the Borderlands 2 DLC campaigns is that they're all kind of "meh." In each case, the three preceding BL2 DLCs offer mostly just "more of the same" and don't offer a whole lot of truly unique, interesting content. Speaking as someone who'd spent hundreds of hours in just the base game, playing across multiple characters with multiple friends, the DLC campaigns have all felt like fleeting sideshow distractions, rather than something new and fresh. 

Tiny Tina's Assault on Dragon Keep (hereafter referred to as "Tina's Ass") is the last of four originally planned DLC campaigns, and it's by far the best one. Boasting totally original landscapes to explore (no more boring desert wastelands) with a nice variety of aesthetic themes, entirely unique enemy types to fight (no more boring bandits), and a compelling narrative premise of being set inside a Dungeons & Dragons-style role-playing campaign, Tina's Ass feels like a proper expansion, and not just a bloated cash grab. 

Sunday, August 4, 2013

Thoughts on Final Fantasy VI















Final Fantasy VII is frequently lauded as one of the best games of all time, being the JRPG that introduced many-a-young gamer to the world of JRPGs. But there are those who believe firmly that its predecessor, the aptly-named Final Fantasy VI, is actually the better game. I played FF7 recently and didn't think too highly of it, but wanted to get some more perspective on the series, seeing as I had virtually no experience with Final Fantasy. So FF6 seemed like the natural place to start.

Approximately 35 hours later (spread out over the course of eight weeks), I've now finished FF6 and can confirm that it does in fact have better gameplay mechanics than FF7. The main things FF7 has over FF6 is its improved graphics and its more "epic," more dramatic presentation. What I'd really like to see if FF6-style gameplay with FF7-style presentation, and then I think we'd have the best of both worlds. As it is, it's difficult for me to say which I prefer as the overall better game, so here are just some of my thoughts on how Final Fantasy VI holds up on its own and how it compares to Final Fantasy VII.

Thursday, July 18, 2013

Dishonored: No Clever Subtitle for This Review















Dishonored is a thing. To be more specific, Dishonored is a video game by Arkane Studios, the team responsible for Dark Messiah of Might and Magic and Arx Fatalis. Both of those games were known for allowing a lot of creative freedom in terms of how you wanted to play with the game mechanics, and Dishonored follows that same philosophy. In Dishonored you play as Corvo Attano, personal bodyguard to the empress of the quasi-steampunk region of Dunwall. After being framed for her murder, you set out for revenge, collaborating with a group of loyalists in assassinating key figures responsible for the coup on the empress.

Besides the other games by Arkane Studios, Dishonored reminds me a lot of the original Deus Ex and Thief games. Like Deus Ex and Thief, there are just so many different ways to play Dishonored, based on how you choose to invest skill points and resources, how you choose to explore levels, how you choose to complete objectives, and how you choose to eliminate hostile targets. In that regard alone, Dishonored is a mighty fine game that also boasts a very convincing setting with a satisfying mission structure. Unfortunately, the story leaves a little something to be desired, and the great quality of the gameplay still lets some crucial things slip through the cracks.

Sunday, June 30, 2013

Evoland: A Little Rough Around the Edges















June has nearly come to an end, and I still haven't written a single article. It's tough working six days a week, but it doesn't help that I've been trying to play three games simultaneously. So I figured I'd try to play through a short indie game and write a quick review of it, and on an impulse bought Evoland for $9.99 on Steam. Less than 48 hours later, and before I'd actually started playing the game, Evoland went on sale on both Steam and GOG for $4.99. So the lesson learned is this: never buy a game unless it's on sale, because it will surely go on sale immediately after you buy it.

Evoland is supposed to be a nostalgic tribute to classic action/adventure/RPGs like Zelda and Final Fantasy. The gimmick, here, is that the game progressively "evolves" from the historic roots of video games up to something more modern. The gameplay begins at its most basic, with visuals reminiscent of the original GameBoy; as you play, you unlock extra mechanics (like background music, health meters, save points, etc) and watch as the graphics steadily upgrade themselves to that of the early GameCube. It's an intriguing premise that does manage to kindle nostalgic memories of fonder times, but is the game itself any good?

Unfortunately, the full game experience doesn't quite deliver on the great potential of the premise. We've all replayed some of our favorite games hoping to relive childhood passions, but the problem with Evoland is that it merely reminds us of other games, without offering much substance of its own. That's good for jogging fond memories (which is without a doubt fairly low-hanging fruit), but the experience rarely transcends simple nostalgia. It's basically like the game is trying to stand solely on references without having its own unique stamp to tie everything together. Don't get me wrong -- the "evolution" gimmick is very unique, but that's not enough to carry the weight of a $10 game. 

Wednesday, May 22, 2013

The Witcher vs The Witcher 2















The Witcher is one of my all-time favorite RPGs. When I played it in 2007, I was immediately engrossed by its incredibly complex quest design and was particularly impressed by how it handled moral choices. It felt a lot like an old-school RPG dressed up in a modern skin -- it was sort of the best of both worlds. So I had pretty high hopes and expectations for The Witcher 2, but it didn't wow me as much as the original did. There are some things about The Witcher 2 that are technically superior to the original, but the two are ultimately beasts of a slightly different nature.

Whereas The Witcher is predominantly an RPG designed for enthusiasts of classic, old-school RPGs, The Witcher 2 is more of a cinematic action-RPG designed to interest a more mainstream audience. There are things I like about each game, and they're each very fine games in their own right, but I definitely prefer the greater complexity of the first game. In this article I'll compare and contrast the two games on specific points like quests, story, exploration, combat, atmosphere, and so on, in an attempt to determine which game's execution works better.