Review – Rune Factory 3

I think Neverland is set for life with Rune Factory. Few other series can withstand being rehashed over and over again without much in the way of innovation. Most stagnate enough that even the die-hard fans abandon them. Dynasty Warriors is a good example of one of the few capable series; perhaps it’s because the beat-em-up is that ideal genre where one only need switch up a few move-sets and add new characters and people will be satisfied.

Surprisingly, this game does not directly cater to the, er, fur-inclined.

Surprisingly, RF3 does not cater to the, er, fur-inclined.

Despite the fact that every Rune Factory is very similar, the three I have played feel very distinct. In Rune Factory 3, you still raise crops, forge weapons, woo women, and fight monsters –  many more activities exist, most of which are variations on the rest, such as wooing monsters and forging women. →  You’re tearing me apart lamers!

Alternate Take – Nier

Note: Some folks on Twitter asked me if I was going to write anything about Nier after finishing it.  I obliged, as I did find the game very interesting, but I want to point out that the game was already reviewed by Chris back in December.  The original review can be found here, and I recommend you read it first.  It covers some of the same ground, and  Chris has a much better handle on the genre than I do.

Nier is a bog standard action adventure game in which the lock and key puzzle system of modern Legend of Zelda releases is replaced with traditional jRPG time wasters (mainly sidequests and weapon upgrades).  Its environments range wildly in style, but the over world sections tend to be empty, sweeping plains which don’t really tell you much when viewed as a screenshot.  →  Readout 3: Takedown

Review – Glow Artisan

I have been meaning to review Glow Artisan for a very, very long time. Unfortunately, I had trouble sinking my teeth into it after just a couple of days (though those couple of days were, admittedly, fun). Did my struggles signify that it was, in fact, a bad puzzle game? I had to weight all the possibilities. My conclusion, at least for now, is that Glow Artisan is a good game, but it triggers a major psychological stumbling block within me.

Glow Artisan takes place on a grid of small squares. You are meant to color in the grid, using the three primary colors (which naturally create secondary colors when mixed) and an eraser. In addition, there are rules which dictate how you can manipulate each hue. A series of “glow emitters” sit next to the left and upper edges of the grid, which allow you to pull what is essentially a strip of color, either down through a column, or to the right, through a row. →  Double your reading, double your fun.

Review – Radiant Historia

Radiant Historia gets so, so close to being a bona fide classic. For three quarters of its length, it was my favorite genre-piece since Demon’s Souls. After that, it segued into its (shockingly) boring, generic final act. The biggest surprise of 2011 became the biggest headscratcher.

Radiant Historia is a classically styled jRPG with a time travel mechanic at its core. The player guides the protagonist through two different timelines, with the ability to travel to the past or present of either of them at will, maybe to fix a mistake, or to ensure that a certain event occurs. Time travel is at the very core of the game’s design. It drives, and explains, so much of what goes on. For example, while the hero can travel between the timelines, he can’t travel into the future (at least, not any future he has yet to experience). →  We are what we pretend to be, so we must be careful about what we play.

Portal 2 Review Part 2/2: The Negative Review

Any motion picture–such as 2001:A Space Odyssey; Demon Seed; Silent Running or Forbidden Planet–or Star Wars–in which the most identifiable, likeable characters are robots, is a film without people. And that is a film that’s shallow, that cannot uplift or enrich in any genuine sense, because it is a film without soul, without a core. It is merely a diversion, a cheap entertainment, a quick fix with sugar-water, intended to distract, divert and keep an audience from coming to grips with itself.” — Harlan Ellison

It is probably safe to say at this point that everyone loves Portal 2. Just look at Metacritic, just look at the sales charts, just look at what anyone, anywhere is saying about it. So what’s even the point of different publications hiring different reviewers anymore? →  Genghis Khan II: Clan of the Gray Post

Portal 2 Review Part 1/2: The Positive Review

The first Portal seemed so undeserving of its success. It was essentially a Half-Life 2 mod similar to Research And Development only with a new gameplay gimmick. The story was only added later in the playtesting phase because players were getting bored with room after room of puzzles. Since the developers didn’t have time to model and animate characters a disembodied voice was created from the same disembodied voice that appears in both Half-Life 2 and Team Fortress 2. The end result was barely marketed at all and distributed merely as a small bonus bundled with other “real” games. By all rights, Portal should have been enjoyed for what it was and forgotten afterwards, along with every other short puzzle game. But it wasn’t. Everyone loved the final product, puzzles, storyline, dialog, and all. →  Zero Escape: Nine Hours, Nine Authors, Nine Articles

Portal 2, and Three Reasons Why I Don’t Like Sequels

This isn’t about how I don’t like Portal 2. Tomorrow (or perhaps earlier?) will be a historic day in my life. Not just because I’ll be playing Portal 2, but because it will be the first time in I-don’t-know-how-many years that I’ll actually play a game on its launch date. I barely ever pay full price for games anymore, much less preorder them. With that said, I don’t think I need to go into further detail how extremely excited I am for Portal 2.

I want to emphasize that fact so that the rest of this post isn’t misinterpreted as being critical of Portal, or any specific game. The release of Portal 2 however works well as an opportunity to discuss sequels in general, and why I almost always dislike them. →  Read more, before it’s too late!

iPod Gaming Report

Now that I have owned an iPod Touch for several months, I figured it was time to come back and report on the iOS gaming experience. The only problem is that there hasn’t been much of an experience to speak of. I bought quite a few games, most of them highly acclaimed, and only played a handful of them. This is, in a way, a good thing. Since the games were so cheap, I didn’t waste more than a few bucks on bad purchases, and it taught me quite a bit about this brave new world of gaming.

Specifically, it is no different than the old one. Just like with the Xbox, the Wii, or the PSP, iOS devices have the potential for both great and awful games. More importantly, the same decisions which can lead to good or bad games on those “traditional” platforms are also in effect in iOS land. →  Sid Meier’s Alpha Centarticle

Weekend in Review – Weekends Happen Once a Year

Sometimes Pat and Jay hang out and play video games. These are the chronicles of Pat and Jay hanging out and playing video games. Here are some of the old chronicles of Pat and Jay hanging out playing video games: Some month a long time ago, some month less a long time ago.

Project Berkley – No obsessive Shenmue fan’s collection is complete without the Japanese release of Virtua Fighter 3tb, since it came with a disc of scenes and interviews about the making of Shenmue (codenamed Project Berkley during development). Neither of us speak Japanese, but we were lucky enough to be joined by Jay’s girlfriend, who also doesn’t speak Japanese.

Pat: Not much to say. There is some good character concept art, and the Shenmue music always makes me wistful, but without knowledge of what Yu was saying this almost felt more like something we should do than anything else. →  One must imagine video games happy.

Stalker: Shadow of Chernobyl Non-Review

S.T.A.L.K.E.R.: Shadow of Chernobyl has been a game I’ve declined to review. There are some things I’m just not comfortable casting judgment on. A review implies that the reviewer has authority over the game, an intellectual superiority. I can tell you what I think about Stalker, but Stalker is a complex game full of loose ends; it calls upon a creative power within its players to piece them together. What I think about it is constantly changing the more I play and the more I learn. Any review of the game will say much more about the reviewer than the game itself. This is my non-review. It’s just what I think right now.

I’m going to go ahead and say that I like Stalker–a lot. It’s one of my favorite games ever and I still can’t stop talking about. →  Think outside the post.