Review – Rise of the Argonauts

I’m not really sure what I think of Rise of the Argonauts. On one hand, the game suffers from some poor design choices that can really slow the pace to an insufferable crawl and frustrate the player immensely … so I wouldn’t recommend it. On the other hand, the exciting combat sequences, engrossing story, fine voice acting and art direction made the game quite enjoyable … so I’d totally recommend it.

On another hand, the developer calls this game an RPG, which it totally isn’t. Yeah, you can choose new abilities and change your outfits, but both aspects are so limited that you can’t really call it a full-blown RPG … so we’re back to not recommending it again (for RPG players). And on the final hand, that limiting of options actually works in the game’s favor, because coupling intricate inventory management with sometimes slow story progression would kill this thing outright … so is that a plus? One thing I can say is that I enjoyed playing the game. →  [do not click]

Review – Killzone 2

When I was first thinking about how to approach my review of Killzone 2’s campaign, I thought I could write up a sizable spreadsheet detailing all the cliches and tropes stolen from other games and films. Thankfully, I realized the errors of such an idea. The problem with the game wasn’t that it was using cliches and silly names. Plenty of other shooters do the same and are forgiven. No, the problem was that Killzone 2 was breaking one of my primary sins of game design – it made me feel like I was wasting my time. I began thinking not of the action at hand, but what else I could be doing during my time after work. I soldiered on simply for the purpose of review, which in turn led to my putting a magnifying glass on every little piece of creative laziness, even if it technically got the job done. I hate when a game puts me in this mindset, but sadly I could not help it. →  In all ages, hypocrites, called producers, have put crowns upon the heads of thieves, called publishers.

Review – Avalon Code

Video games have made me weep for a variety reasons. Terrible voiceovers, crappy graphics, mind numbing gameplay, irritating music – if it is horrible I’ve probably suffered through it. But I’ve never experienced anything like Avalon Code before. Not for any of the above reasons – to the contrary, Avalon Code has superb presentation, surprisingly good voice acting (on a DS game, no less!), and an intriguing plot with an excellent premise. What makes me weep is that Avalon Code is a game that is so close to being one of the greatest action RPGs I’ve ever played, but falls short for the dumbest of reasons that indicate – yet again – a developer did a piss poor job of seeing if their game was actually fun to play.

The game begins with your happy go lucky hero (or heroine, you pick, just remember Jesus hates gender benders) being informed that the world is going to end in a horrific cataclysm in the rather near future. →  OutRun 2006: Post to Post

Review – Baroque

Baroque has been wronged. There is no other way to put it.

I held off on getting this game until fairly recently, when I saw it for sale at $20. I wasn’t willing to buy it at $50 because I had heard all about how terrible the game was; crippling difficulty, a complete lack of story, no carjackings or Nazis, and so on.

A few months ago, RPGamer ranked it as the best Wii RPG of 2008. Granted, I don’t always agree with RPGamer – but then, I like Opoona, so my tastes are already pretty weird. Plus, look at the competition. Tales of Symphonia 2, Opoona, maybe a couple others. None would rank best RPG of the whatever on any other system. But my interest was piqued enough to consider Baroque.

I bought this game about a week ago and booted it up on a whim. I was getting a little bit tired of Valkyria Chronicles, and figured I’d take a short break and then get back to killing Imperials. →  In all ages, hypocrites, called producers, have put crowns upon the heads of thieves, called publishers.

The King of Fighters ’98: Ultimate Match

By the end of 2008, the situation concerning Western localizations of SNK games was at its grimmest. No one could tell what was happening with the US Branch. Did they actually have any power? If they did, why did they choose not to use it? Why were their games being released over a year after their announcements? What financial/business decisions forced them to use different developers for each port, leading to localizations of incredibly mixed (and now universally poor) quality? Why hasn’t their website been updated since last summer, and why are their forums dead?

At this point I have only a guess, based on the nature of their current lineup – after the remnants of old announcements are wrapped up and shipped out, SNK US may only exist for branding and licensing purposes, while all development, localization, and PR for future products is handled by Ignition Entertainment.

For your information, Ignition is one of many small localization shops that has been responsible for many SNK games in Europe, and has already been in charge of their last few products in America. →  God of War: Readnarok

Review – Uncharted Waters: New Horizons

Ahh, the Virtual Console. A wonderful vault of games long forgotten, chock full of titles from a simpler time. We didn’t have to manage inventory, talk to the right townspeople to progress, perform stupid fetch quests or deal with purposefully vague objectives. Back in those days, men were real men, women were real women, and games were all about jumping from platform to platform. Or so you might believe.

A few Mondays ago, the only Virtual Console release (a thought that saddens me; even three would be too few) was one Uncharted Waters: New Horizons. This led to mass disappointment, as everyone was hoping we’d get some stupid Zelda game (please don’t kill me) that everyone has already played before. On the other hand, I was ecstatic because I got a menu-filled, exploration-heavy Age of Exploration sim with multiple interweaving plot lines and tons of freedom. Better yet, it was relatively obscure and rather expensive until this release, so I can pretend to have gamer cred by having played it before. →  You had me at read more.

Review – Grand Theft Auto: Chinatown Wars

As much as I like the Grand Theft Auto series, I’ve always been more of an “owner” than a “fan.” I own the three PS2 installments and played only Vice City to any extensive degree. In GTA 3, I used the cheat code to spawn tanks over and over again outside of my hideout, blew them up, and discovered that they remained there after having saved a game, and the only way I could get rid of them all would have been to painstakingly push them all into the river with another tank, or to start a new game and lose all of my (admittedly meager) progress. In San Andreas, I exercised over and over again, became extremely muscular, then encountered a difficult early mission and lost interest in the game.

I’m not sure why Vice City held my interest so much more than the others, but Tommy Vercetti was a fun bastard of a character, the city had a lot of character itself, and the mission where you gun down the drug lord’s mansion in a helicopter may be one of the most memorable in the series’ history. →  Jesus: Readful Bio Monster

Review – Stormrise

Imagine you are fighting in a war. You are within a small group of soldiers but you control all of the soldiers on the battlefield. It is time to issue commands.

“Corporal Dunnan, do you see the soldiers over there?” you ask.

“The Infiltrators, behind the-” Dunnan starts.

“No, no, no. Not those infiltrators, the ones over there,” you point. Pointing is actually the only way you can issue commands, because your army is not very sophisticated, which is surprising since you are operating within a fancy mechanical robot body-thing.

“Oh,” Dunnan says, “the ones by the refinery.”

“Not in front of the refinery-”

“Oh kinda to the side of it,” he says.

“Yes, yes,” you reply, “Tell them to go over there,” you say, pointing.

“Okay,” Dunnan starts, “Unit 392, proceed to the balcony of the second floor-”

“No, no, no!” You say, pointing vigorously, “over there! Over there!”

I know from experience that this is an inefficient way to run an army. →  Today I consider myself the luckiest reader on the face of the earth.

Review – BIT.TRIP BEAT

It’s been 37 years now since Pong became the first commercially successful videogame. 37 years isn’t very long in the grand scheme of things, so with gaming still so young it’s not surprising that only recently there has been a popular interest in its history. Although the medium owes its existence to computer technology, games are unlike most computer software in the sense that the latest versions aren’t always the “best.” Every game offers its own unique experience.

Unfortunately most games don’t manage to transcend time completely, and large aspects of them are trapped as artifacts of their era. Essentially no one today could enjoy Pong the way its first audience did in 1972. This is why remakes are not just popular, but essential for most games. And sometimes someone will make a completely new game that borrows the best qualities from games of the past, and integrates them with the best qualities of today. That’s the kind of game BIT.TRIP →  Ratchet & Read

Review – Suikoden Tierkreis

I have enjoyed the Suikoden franchise for a good chunk of my life now, and have come to appreciate the series standards: 108 varied and colorful (if often throwaway) characters, no small amount of intrigue and diplomacy, a focus on large-scale battles and political or ideological change, and so on. Although the series has had its problems, even the worst Suikoden is a decent RPG with a few issues that drag it somewhat below the other games. The overall quality of the series has me eagerly awaiting any announcements, even in the case of the most recent entry/spinoff, Suikoden Tierkreis.

Maybe it’s the fabled Orb of Knowledge, prize possession of an advanced ancient civilization and key to overthrowing the evil empire.

Tierkreis breaks away from several of the series’ main ideas. Gone is the persistent storyline of the series, where each game takes place in a different region of an unimaginably large world, vast areas of which remain unknown. The True Runes, around which the series revolved, have been removed as well. →  Illiterates hate her! Click to read this one weird trick.