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by Ethos and Riddles

Dragon Quest IX: The First 20 Hours

Thursday, July 15th, 2010

Yes, I said the first 20 hours.

Because that’s how Dragon Quest games roll.

Looks nice.

Dragon Quest and I have a very strange relationship. I played DQVIII on the PS2 close to when it came out and I spent the entire time waiting for it to get good. I suppose I was expecting something completely different. I decided to play the DQIV remake for review when I worked at RPGamer. I was surprised that the game was actually progressive in many of its story-telling choices, but incredibly archaic with other design choices. In either case, I enjoyed it well enough to give DQV a try on the DS as well and I actually had a great time with it despite many of the same interface issues.

Armed with a better knowledge of how the series operated, I started a new playthrough of VIII during the Christmas break and enjoyed it a hell of a lot more than I did the first time. This time I found the simplicity of the game charming, and the world to be a lot more engaging. Still, after playing the hell out of it, I never missed it once I stopped.

Dragon Quest IX seems to be having a similar effect. I’ve already played over 20 hours in about half a week, and sometimes I’ll be really excited to play while other times I feel like I could put it down and never pick it up again.

The strange thing about Dragon Quest IX is that it finally introduces some new features that are quite engaging while managing to continue to refuse to progress in other ways. Being able to see enemies on screen and making them largely avoidable is massive. I can now choose when and to what degree I want to grind, and generally which monsters I prefer to fight. If I’m in need of cash, I make note of which monsters give out more coin and stick to going after those guys. The game sticks with the ability point system from VIII and adds the ability to switch vocations (see: jobs). Not a new mechanic to RPGs, perhaps, but a welcome one. Alchemy is way more accessible this time around, and equipping your characters is fun, easy, and changes the character models which actually plays into my decisions. I don’t want to equip an ugly helmet if it’s only a bit more powerful on my carefully created characters.

Decent customization

That’s the other risk DQIX has taken. There are no more set party members that you gather over time who reveal their own back stories. There is a single point near the beginning in which you are literally given the choice to go multiplayer or create up to 3 party members; gender, look, vocation, and all. I have no interest or means to play the multiplayer, so I’ve been playing with created characters. This was my largest hesitation and it’s actually been really nice so far. I never understood the appeal of a “silent hero” before, but when all four heroes silent, I’m actually warming up to the idea. It’s no longer confusing to have my party members talk while I sit in silence, because nobody says anything. I’m left alone to level up, choose which abilities and vocations to master, and how quickly to progress the story.

And the story has been interesting so far. I mean, it’s nothing incredibly engrossing, but it’s not a negative bullet-point which can actually be the case for some RPGs. There have been some intriguing moments and some cool missions, and I’ve been thankful to be an observer without the game trying to make it personal somehow.

Still, for all these positive changes, the main menu is still ugly as shit, it’s still way too difficult to check experience needed to go up a level, and lots of grinding will be required if you want to keep up with the best equipment and abilities. Also, even though it’s apparent that the game is impressively massive for a handheld title, it’s weird for zero voice acting to be present even during the rare cut scenes. Suikoden Tierkreis had lots of it, and that was also a huge game.

Ultimately, I’m not going to review this game because I doubt I’ll finish it in time, and I also won’t be able to check out the multiplayer, which is a very big part of the game. Dragon Quest IX confirms that I’m a fan of the series now, proving that the series gets better as it ages with you. However, the game also proves that despite its initial addicting nature, the series will never be anything transcendent nor make a big impact in storytelling or gameplay. Jeremy Parish may claim that the game is actually quite progressive, but despite new ideas and an impressive handheld design, the fact is that these new – and welcome – things are still crammed into the archaic Dragon Quest design that desperately needs more change than just multiplayer, a job system, and lots of costumes.

Quickie Impression: Donkey Kong Country Returns

Thursday, July 8th, 2010

Time to get back to these. Only three more to go. Or, er, two and a half, really. But let’s get back on track with Donkey Kong!

Donkey Kong Country Returns

Ah, it was great to be playing Donkey Kong Country again. As you’ll hear on the upcoming Hey! Look! Listen! Audio Edition, Matti blasts it for being absolutely nothing new.

This, in and of itself, is true. The gameplay feels exactly the same, the graphical style is identical, the music is practically unchanged, and even the enemies and supporting cast are nothing new.

But when the 5th first person Halo game is coming out in 9 years, I’m okay with another Donkey Kong Country being released for the first time in just under double that period. Plus, the gameplay is tight and challenging, the graphics are very pleasing, and the music is fantastic, there is nothing to complain about.

However, there’s nothing else new to write about this game. I played a mine cart level, and it was pure fun, just like the SNES game. The only thing I can tell you that is noticeably different is the new waggle to blow feature, which is exactly like it sounds. You waggle the Wiimote and Donkey Kong blows. Luckily, the function of this is to reveal secrets, and so the gimmicky controls are not mapped to any of the moves needed in platforming or combat.

The only other thing I noticed of note was that on top of the K O N G collectible letters, there seemed to be other – far more difficult to discover – collectibles. This is something I don’t mind at all in 2D platformers. With 3D ones, it seems tacked on, but in 2D games it feels more optional and requires you to really know levels intimately to find everything.

Feel free to ask any questions in the comments below if you feel I missed key pieces of information that you’re curious about regarding Donkey Kong.

Quickie Impression: Pokémon Ranger: Guardian Signs

Friday, July 2nd, 2010

Yessss, Pokémon Ranger! The most under-appreciated spinoff series in history!

Pokémon Ranger: Guardian Signs

Yup, I love the series in which you don’t battle Pokémon, but literally turn them into your friends by drawing circles around them. It sounds incredibly dumb, but the 2008 sequel to the cute but simple original proved that this series is capable of pulling a lot of weight. Shadows of Almia blew open the doors with an impressive number of sidequests, secret areas, and challenges, and by turning the “battle system” from a simple countdown process to a more deep, upgradeable system with rewards for pulling off better performances.

Now, unfortunately, most of my time with this demo was spent reading text. And I didn’t even give it a good read to see if it stacked up to the funny and enjoyable stuff of the last game. I blitzed through to finally start circling Pokémon again. Luckily, the game seems to be moving forward from the standard the sequel set, at least in terms of the battle complexity. There were slots I didn’t recognize – which indicates more upgrades or mechanics – and the system was still rewarding me for maintaining multiple consecutive circles. Unfortunately, I calmed down not more than two Pokémon and I was called away. I didn’t really get a good chance to explore the back-end or the experience system. All I can say is that all of you need to keep an open mind with this underdog series. It’s really a hidden gem on the DS.

Quickie Impression: Golden Sun: Dark Dawn

Friday, July 2nd, 2010

Golden Sun: Dark Dawn

I was really excited to hear that this game was at the event. I was a fan of the original games on the GBA to some extent. I beat the first one (I think) and only played a bit of the second, but I remember them as fun, addicting, and deep RPGs, at least for a handheld system. One of the hooks of the series is the fact that many of your acquired powers must be used on the field to solve puzzles or to find secret areas. It gave the game a unique hook and made exploration more fun in a lot of cases. Now the demo at the event was split into two parts: Adventure and Battle, and I went with Adventure first.

This section featured that hook I was talking about. It was essentially a timed training ground to learn a few of the spells for moving objects and burning objects. Unfortunately – from my 10 minutes anyway – it controls terribly. This is even more disappointing when you factor in the fact that the touch screen should easily make the process easier. To aim your fireball, instead of just tapping, a giant circle appears with your reticule in it somewhere that you have to painstakingly maneuver to the place you want it to be. Even then, it seems to be a bit of a crapshoot. Hopefully I just didn’t understand and going through the proper training will alleviate my fears here.

The Battle section was just a dungeon with random battles, and it was a relief to see that the same menus and strategy were back. The graphics seem to make a jarring shift in style not only from the original games, but from the overworld itself. Maybe my memory is fuzzy, but I remember a classic cartoony style while I was struggling with the touch controls and an almost realistic switch for the battles. Although I’m likely exaggerating, this isn’t a bad thing, necessary. And they fixed my biggest gripe with the original! Now when two characters have selected the same enemy to attack, if the first kills it, the second won’t defend for no reason but will attack another enemy. Thank fuck.

Anyway, I’ve still got my eye on this one, but it was the most disappointing demo I played at the event.

Quickie Impression: Dragon Quest IX

Wednesday, June 30th, 2010

Unfortunately I had the least amount of time with the DS games, but I was able to try 3 of them out. All games that I’m extremely excited for. First up, DQIX.

Dragon Quest IX

I’ve mentioned many times before that I think the handheld space is perfect for the Dragon Quest series. The classic series might be epic in some regards, but is mostly too rooted in old school tradition to make good use of the power of modern home consoles. I’ve quite enjoyed the remakes of IV and V on the DS, so I’ve had my eager eye on Dragon Quest IX for a while.

I couldn’t have played more than 5 minutes of it, but from that I gleamed that there seem to be some incremental improvements with some disappointing – if not slightly expected – standbys. First off, the visual style is simple but appealing. It looks more like a notably upgraded version of the classic DS remakes than a recreation of the PS2’s DQVIII. Gameplay seems thankfully more the like DS remakes as well, which means quicker exploration and jar smashing. Much more friendly for longer play sessions or loot-binges. Another improvement is the axing of random battles. The game incorporates the now genre-standard enemy models on the overworld so you can engage or avoid to your heart’s delight.

The downside? The menu system seems to be ripped out of the IV and V remakes. Those menus were actually the worst part of those games. I can deal with simplistic, but not only do they lack good presentation, but they lack any sort of intuitive layout. I didn’t get to check them out too deeply before moving on to other things, but I notice a glimmer of hope. When I selected “equip” I was brought to a far more attractive screen that seemed to be way more user-friendly, so maybe it’s just the initial screen that’s bad.

I only engaged in one battle, but it was the same battle system you’ve seen in Dragon Quest for every single entry. I didn’t get a chance to explore or investigate the upgrading or leveling up mechanics.

You’ll hear more when I buy and review the title in mid-July.

Quickie Impression: Kirby’s Epic Yarn

Tuesday, June 29th, 2010

I played 7 unreleased Nintendo games yesterday and looked at a few others, but none for any significant length of time. So instead of clumping all my thoughts together, I’m going to post quickie impressions of them one at a time over the next few days. First up, Kirby!

Kirby’s Epic Yarn

This game’s announcement got my attention by having a standout art style. Using just patchwork and yarn to create characters and backdrops looked way better than you might expect. In motion, it looks even prettier. The animations are incredibly smooth and full of personality. The controls are tight, and the sound effects bring back memories of Kirby’s Dream Land: my very first video game. So far it looks like the difficulty will remain consistent with other Kirby games: easy. Still, there are a bunch of collectibles, and I can imagine that 100 percenting this game will be a challenge for any hardcore gamer.

Even if the game ends up easy overall, the early levels were showing promise of charming and clever puzzles using the world held together by yarn, strings, buttons, and zippers. Kirby was able to turn into a bunch of context sensitive forms already, and it was fun for every moment I played.

Oh, and Kirby is really fucking adorable.

Alan Wake: The First Night

Wednesday, May 19th, 2010

So yeah, I started Alan Wake! After penning that massive HLL you see below, I promptly drove across the street to my local GameStop, snagged my copy, and returned home to play. (Man, I love living across the street from a GameStop.)

Actually, my first play session was reduced to 45 minutes. Why? Because Lost came on. And Charlie watches it religiously. (But hey, what Lost fan doesn’t?)

Since then, though, I’ve put in a sizable chunk of gametime. Enough to say that yes, I like Alan Wake. I haven’t been blown away quite yet, but I’m imagining that things only get better from here.

One of the first things you’ll notice when starting Alan Wake is how awkwardly Alan himself controls. He doesn’t move with ease like a typical videogame protagonist; he stumbles, gets tired, and moves with a general awkwardness that adds a distinct realism to the gameplay. Every action, from jumping a fence to firing a gun, feels as if it’s being performed by an actual human, rather than an action hero. This makes combat scenarios tense, and very challenging – if you’re not careful, you’ll be quickly killed.

But, while I’ve had some tense moments, I haven’t really been scared yet. This might be because the game’s initial hours spend so much time setting up the story. Alan Wake is a very plot-intensive game, which isn’t a bad thing – so far, it’s all fairly interesting. The dialog strays toward the melodramatic often, but given the nature of the game – it’s essentially meant to read like a novel – it’s forgivable. The voice acting is solid,though perhaps not as solid as it should be for a game with so much dialog.

Graphically, the game is a bit of a mixed bag. The real-time game environments actually look quite good; there’s some real artistry behind the visuals of Alan Wake. Environments are generally shrouded with darkness, with only your tiny flashlight to illuminate the path. It’s all suitably eerie, atmospheric, and oddly beautiful.

However, aside from the in-game visuals, Alan Wake tends to be pretty ugly. Character models during cutscenes don’t look particularly detailed, and facial animations are generally awful. The only exception from this rule is Alan Wake himself, and even he doesn’t look impressive. Heavy Rain, this is not.

I really don’t feel that I’ve played enough of Alan Wake to form a real opinion on it. It’s clear that there’s complex mystery to be unfolded over the course of the game, and in the opening hours I’ve barely scratched the surface. But as I said, I’m enjoying it quite a bit so far.

Later tonight, a certain Ethos should be posting his thoughts on the game in the form of a Scatter Storming. Look for it! And look for more of my thoughts on the game later this week.

-Riddles

Final Fantasy XIII IMpressions: The Outtakes

Sunday, March 14th, 2010

Lightning convobad memory

And that’s all, folks. Hope you had as much fun with Final Fantasy XIII Week as we did.

Final Fantasy XIII IMpressions: The Battle System/Crystarium

Friday, March 12th, 2010

Battle IMpressionsCrystarium IMpressions

So. Do you like Final Fantasy XIII’s battle system? Or does it feel too oversimplified? And how about the Crystarium? Does it suit your tastes as a micro-managing RPGamer?

Let us know!

Final Fantasy XIII IMpressions: The World

Friday, March 12th, 2010

World IMpressions 1World IMpressions

Hmmm. So, has Final Fantasy XIII succeeded in creating a believable and immersive world? What do YOU think?