Review – Valkyria Chronicles

Strategy games have proven to be a bitter mistress for me. It is an unfortunate genre because it is home to one of my all-time favorite games, X-Com. When I first boot up a strategy game, especially one that has a similar mechanic to X-Com, I find myself comparing whatever game I may be playing to the venial alien blasting classic. When this happens, almost all games fail and I end up ditching the discs in one of my many binders, never to play it again.

It was with a great amount of trepidation that I purchased Valkyria Chronicles. I loved what I had seen of the game, the story is set in an alternate WWII universe, it is graphically an anime-styled game, and you get to run over people with a big ass tank. I really wanted this game to work out; I strove to fall in love with it. And in the end, I did. It is an event on par with the appearance of Haley’s comet when a video game meets or exceeds all of my expectations but I can safely proclaim to the world that I am in love with Valkyria Chronicles and if the law allows, I may indeed marry it someday. →  Article Hominid

Review – LIT

LIT’s brilliance is not in the game itself (though it is a great game, to be sure), but in its ability to illuminate what makes a game fun and how developers ought to make use of the opportunity to make small games – an opportunity afforded by the Wii Shop Channel, PSN, etc. Set in an undead-filled school, LIT is a puzzle game that spans 30 levels, including 5 bosses, with each level being represented by a classroom. When I say puzzle game, however, I mean puzzle game like Zak and Wiki was a puzzle game, or perhaps even Wario Ware is a puzzle game; LIT is a metapuzzle game, the puzzle is figuring out how to solve each puzzle.

This is the first way in which LIT shines (for those playing the home game we’re up to three light puns now). Gameplay, essentially, can be split into two parts: 1. Figuring out what you need to do, 2. doing. Most games are successful by only challenging you in one of these dimensions, or perhaps at best challenging you with each one at a time. →  Now bear my arctic post.

Review – Time Hollow

Adventure games exist on a spectrum from what are essentially puzzle games with characters (such as Zack and Wiki and possibly Professor Layton and the Mysterious Village) to games with little interaction that are basically interactive books (I would include an example here, but, at risk of blowing the punchline, the game I am reviewing is further on this side of the spectrum than anything else I have ever played). The interactivity in Time Hollow consists mostly of moving from area to area. Once you find the right location (park, school, home) events frequently set themselves in motion and you just have to tap the screen to advance the dialogue; sometimes you have to tap each character on screen to get him or her to speak.

There are a handful of objects in the game which are very obviously interactive, so finding them and their application is rarely a challenge (the plus side of this is that it means there is no pixel hunting). →  You think about everything.

Review – My Japanese Coach

I have no idea how to review a language learning game before I’ve learned the language. Stay tuned for my full review of My Japanese Coach sometime in the next seven years. For now, though, I can address some of the valid and not so valid complaints people have had about the game.

The most flagrant problem is Ubisoft published a Japanese game that teaches you the wrong stroke order for some kana and kanji. Writing characters and syllables in the correct stroke order is (I am told) crucial in Japanese and it’s embarrassing that this game doesn’t get them all right. There are under 100 syllable symbols in Japanese and My Japanese Coach teaches at least five incorrectly. I can understand teaching kanji incorrectly, there are thousands of them and they’re complex, but after a few weeks of using an actual textbook, I could write all of the kana correctly. Apparently that puts me ahead of the experts who made this game. →  Now is the winter of read this content.

Review – World of Goo

What a strange and intriguing little beast this is. I’m hesitant to call it a game. It most certainly is a game in the sense that it places a series of challenges before you, with rewards meted out along the way, and then a credit sequence plays. But in some ways that are intangible, and other that are, it doesn’t quite feel like a game. Before I go off on some bizarre experiential recollection of my time spent with it, I will give you a more straightforward recounting of what I felt about the game. I believe in times past they were called “reviews”.

There is a lot to like about World of Goo.

I’m going to get the look and feel out of the way first, because it’s pretty much perfect. Stories of the game’s creators subsisting on cat food for years to bring their vision to life are probably apocryphal but probably not entirely inaccurate. This is what passionate and driven young people are willing to do for their art. →  When one person suffers from a delusion, it is called insanity. When many people suffer from a delusion it is called a game.

Review – No More Heroes

No More Heroes came out a little more than a year ago, but I’m reviewing it now since the current economy is helping me appreciate older games I already have lying around my room. I remember playing it soon after it came out and thought it was fun at the time. Once I beat single player story mode though I essentially lost interest in ever picking it back up because that was all there is to it.

Not that there’s anything wrong with a game simply having a twenty or so hour long single player mode, but once you beat it you’re through. There’s no way to select levels afterward and replay your favorite parts, so you simply have to make the whole twenty hour investment all over again in order to get the full experience. Fortunately for me it’s a year later and I don’t mind replaying it from the beginning.

But enough about my personal annoyance with the replayability, I’ll step back and give my assessment of the content itself. →  Snap! Crackle! Read!

Review – Fable II

For a change of pace over the holidays I went through Fable II, a light-hearted fantasy role-playing game developed by Lionhead Studios and its industry leading founder, Peter Molyneaux. Between the first and second Fable, Lionhead was purchased by Microsoft, meaning that Peter was now in the market of making Xbox 360 exclusives. I was especially curious to see if Peter and his team were going to take special advantage of the console like Epic Games has done with Gears of War. Sadly this wasn’t the case.

Before I get into that, let’s give the good stuff its due. In Fable II you play a hero born from a powerful bloodline, one that allows you to wield magic. A hero hunting villain is hot to kill you in hopes of ending the line and preventing your kind from stopping his plans for world domination. For the rest of the story you are building yourself up in order to facilitate this final showdown. →  How many games must a gamer play before you call him a gamer?

Review – Flower

If you haven’t noticed…and you probably haven’t, I have not written much lately. Truth be told, there hasn’t been a lot in gaming that has inspired me in the past couple of weeks. That is, until tonight. Flower has been on the Playstation Store now for roughly six or seven hours and in that time, I can safely say this game has answered the video games as art argument with a resounding, YES!

This review is not going to be very long because the game is not very long and it is hard to do justice to it without letting you just play it and experience it for yourself. The premise is simple, tilt the controller and press any button to make the wind blow. That is it. Of course there is more to it, but really how much can I say about a series of flower petals blowing in the wind? At first glance, the game looks like some kind of tech demo you would see at a video game convention but there is so much more to this game it is crazy. →  What is a post? A miserable little pile of secrets.

Review – Prince of Persia

The games and film industries are currently obsessed with the concept of reboots. While this is not a new concept, traditionally reboots are greenlit for franchises that are fairly old, and only when the IP holder feels that it will remain commercially viable after a modern facelift. Certain entities in the gaming world have bucked this trend, prescribing reboots for series that are still currently popular, and have likely had at least one new entry in the last five or so years. From a theoretical standpoint, this makes sense. If you are choosing something to to reboot from a list of modern franchises, it is much easier to determine their viability when your audience still remembers them. It also allows a publisher to continue churning out sequels at a steady clip without the new entries feeling immediately stale.

That being said, the industry’s reboot decisions have often been poorly made. Tomb Raider just had one not long ago with TR:Legend, and already Eidos wants to consider another. →  Theme Postital

Review – Persona 4

After blue comes yellow. So it would seem with the release of Persona 4, which has the same engine and battle system as its predecessor. Despite all this, it comes off as a much better game – Atlus clearly took the time to figure out what went wrong in Persona 3 and fix it. At the same time, they came up with a plot I found easier to connect with, composed better music, and even came up with better swag to lure people into buying the game. It’s no surprise, then, that Persona 4 is my new favorite RPG on the PS2.

Several improvements make up the core of the reason I enjoyed playing Persona 4 so much. You can pretty much copy the gripes from my Persona 3 and FES reviews and every single one of them has been mitigated if not completely resolved. Allies can now be under your direct command, although battles flow better when the AI does its own thing. →  The Last Readment