Wednesday, December 10, 2008

All that was promised and more




I've had some time with TvC and I have to say, color me impressed. It is hands down the BEST third party effort on the Wii so far, and it's a real shame we'll never see it on these shores...

I'll have a full review soon.

Monday, December 8, 2008

Coming up...


Review incoming, barring any Freeloader FAIL... Stay tuned.

Thursday, December 4, 2008

Kingdom Hearts Re: Tired





Originally part of the Japanese-only release Kingdom Hearts II: Final Mix +, the game was considered an "extra". Yes, Square-Enix is charging us full price for what was a bonus disc in a Japanese "Director's Cut" release of KHII containing new weapons, cutscenes, areas, and boss battles. Though disappointing, it is fortunate that SE decided to release re:CoM in the States at all, especially given the fact that we are definitely in the PS2's twilight years. I purchased the game solely to support SE's efforts to bring over "special edition" releases, even if we don't get the whole package...

All that said, if you liked the GBA release, or never played it, this game is for you. Just don't expect it to be a proper sequel to Kingdom Hearts II (a far superior title). The engine used to render the areas and characters is based on KH1, and therefore the areas are a little more barren than you would be used to from KHII. Also, they didn't bother to re-sync the lips with the English voice acting, which can be exceptionally distracting if you have studied Japanese at all and can actually see what the characters are saying (although for most of you that probably won't be an issue). The storyline bridges the gap between KH1 and KH2, and explains what happened to Sora prior to the start of KH2. Most of the voice actors from KH2 reprise their roles, although some notable ones are missing (though I doubt any Square fan was REALLY expecting Hayden Penettiere to reprise her role as Kairi due to her newfound fame courtesy of HEROES, so her absence isn't surprising).

To those expecting normal KH gameplay, I've got bad news for you there, too. It's a card game. Don't wince too much - it's an action-based card game. In a sense, all your actions (including items, attacks, and spells) are represented as cards, and you form a deck of commands you can use in battles. The higher the number on the card, the more effective the card is, and a card of a higher number can cancel an enemy card of a lower number. The system works surprisingly well (especially when strategy comes into play later on in the game, stacking certain combinations of cards and using them all at once in "sleight" attacks), but the fact remains that the entire system doesn't work quite as well in 3D as in 2D. As I play the game, I keep wishing for the KH2 battle system.

As I said, this was not intended to be a stand-alone game, and it shows. What you get is a 3D remake of CoM on the GBA, script largely untouched, with a few new cards and a couple new boss fights (which are welcomed). The quest is long, especially when you consider the two playable characters (I won't spoil). In order to get the full story, you'll have a lot of difficult card battling ahead of you - which may be a good thing or a bad thing. The difficulty is also ratcheted way up - especially in the second quest. You WILL die a few times, and it'll take some strategy to figure out decks to best certain bosses.

One final note: PS3 compatibility FAILS.

If you have a PS3 with SOFTWARE EMULATION (either the old 80gb model, or the MGS4 40gb special edition model), you will experience glitching in the first area of the game and won't be able to pass the tutorial. Some people bought the game concerned their game was broken or glitchy, but this turned out to be the fault of the software emulation of the console. In my opinion this is unforgivable, SE will lose a few sales to this. People with launch units (60gb or 20gb) will be able to play the game completely error-free, courtesy of hardware emulation.

Other than that, it's Kingdom Hearts...but not the triple-A Kingdom Hearts you're used to. This is more of a snack to tide us over until Birth By Sleep and 358/2 Days (yes, they REALLY are keeping those names for the American releases) hit the PSP and DS next year.

Dear SEGA:

Having played many of your games, and just about all of your Sonic titles, I have a question for you (and it's an easy one)...

What is so hard about making a quality Sonic game?! It seems with every yearly release you get an inch or so closer than the year before to regaining some kind of playability and enjoyment in the games. But for some reason you INSIST on shipping in Q4 to maximize holiday sales (rather than finishing your games).

I think Yuji Naka would be disappointed in you.

You've gone as far as to go on the record to state that Sonic 2006 was "unpolished". Yeah, "unpolished". Falling through solid ground more times than I can count, obnoxious loading times, furry-on-princess make-out session... I'd have a few more choice words for that mess besides "unpolished", but I'm sure you don't want to hear them. That game could have been good. It even showed promise, at least graphically. But the levels were untested, the load times were unforgivable, and the story was absolute garbage. I quote myself:

"I wanted to like [Sonic 2006], I REALLY did, because it's one of the few Japanese games on the [360] with a recognized brand. However, abysmal collision detection and boundary issues caused me plummeting to my death from what appeared to be solid ground...not to mention the glitchy camera, incessant load times, and poor level design issues (pressing a button to run over poorly placed pits of sand without sinking, mere milliseconds after hitting a speed booster? No thanks.) that caused me to utter many an expletive in distaste at Sonic Team's disgustingly bad QA in an attempt to release the game for the holiday season last year. The worst offender of the collision detection and bad level designs are the "mach speed" sections of the game, which play like poorly laid out racing levels. Sonic races along (all too fast) and if you hit an obstacle or enemy, you die. Simple as that. The problem is, Sonic moves too quickly, and the "wide, expansive" environments make it somewhat difficult to figure out where you're supposed to go next. Furthermore, the design of these sections feels almost random. I found myself continuously fighting the game trying to figure out what the developers WOULDN'T PLAN on a player doing, so I wouldn't fall victim to unnecessary death-by-bug. Sadly, I still ran into bugs over and over again while keeping this in mind, and never wanted to press through to obtain even one single achievement award."

Though it pains me to say it, Sonic: Unleashed isn't much better. It provides some 2.5D segments that push the series in the right direction, but other parts of the game are ripped directly from those nasty Mach Speed sections (fortunately you don't die if you hit an obstacle this time) and others are pilfered from God of War (the corny WereHog levels). Please, MAKE IT STOP. Just make a sequel to the original Sonic games, put it in HD, and stick it on the PSN and XBL. At this point, that's about all any of us former fans could ask for...and it wouldn't even cost you as much as these big-budget diarrhea discs you're farting out every year. Enough. Please. Enough...

Monday, December 1, 2008

On Castlevania Judgment (not an Epic Fail...)


Sometimes, albeit not often, the Wii has decent, if not stellar, third party contributions.

and...

Sometimes reviews can be wrong.

Case in point: Castlevania Judgment. A combination slasher/fighter/action title that is unfortunately destined to be headed to a premature death in the bargain bin due to both the tsunami of software releases over the next few weeks and to its less than stellar review scores. A game that really doesn't know what it's supposed to be, but yet got beaten up in the mainstream press far more than it deserved. A game that, surprisingly, manages to look fairly good graphically for a non-Nintendo title - especially to those that dig its anime-inspired over-the-top art style. A game that controls just fine, provided you toss the waggle-stick aside and put your classic controller or GCN Controller/Wavebird to good use.

Perhaps we'll never know why Iga decided to make this game rather than a true-blue 2D Castlevania title for Wii, and those who were expecting something like that are of course going to be extremely disappointed with Judgment. That being said, though, there's a lot to like here. Far more than the reviews would have you believe. So I suppose the best way to handle a review of this game into the genres which it represents, and then dealing with the typical criteria of graphics, sound, and control.

As a fighter, Castlevania Judgment is: 2.5/5

Unbalanced and toned down for the Wii audience. There are some technical moves to pull off here, but it's a very mash-friendly fighting game with a few exceptionally overpowered characters. The subweapons aren't all that useful, and "super attacks" (that are activated with a push of the X button on the GCN controller when the super meter is full) can drain an opponent of 75%+ of a life bar. There aren't that many characters to choose from, and the hazards in the environments feel like an afterthought (remember Mace: The Dark Age on N64? Yeah, kinda like that). I can't help but feel that this game wasn't meant to be a balanced fighter. All that said, it's still leaps and bounds ahead of Namco's sophomore Wii effort Soulcalibur Legends... then again, just about ANYTHING would have been better than Soulcalibur Legends.

As a third-person action game, Castlevania Judgment is: 3.5/5

More or less, if you liked the 3D titles in the Castlevania series... Lament of Innocence and Curse of Darkness, this game plays like a jacked-up version of the boss fights from those games. The controls are a bit different, and due to the emphasis on 1 on 1 fighting, obviously there are differences in how the game "feels", but its action roots are certainly apparent. I can't help but wonder if the game began life as a new 3D Castlevania on the Wii. Thanks, but no thanks. I actually prefer Judgment's current gameplay when compared to to running through empty corridor after empty corridor with little scenery, stopping to fight some guys, and then do the whole thing over again. Though all of these issues could have been avoided if they would have just released a real 2D Castlevania on the Wii... Judgment isn't bad, it just isn't that great either.

As a Wii game, Castlevania Judgment is: 4/5

I'll be the first to admit - I popped this game into my Wii expecting it to suck hard. Really hard. Like, really, really, "SUCK MONKEY BALLS OUT OF A BULL'S ANUS" AVGN hard.

After reading the reviews I wanted to remove it from my Gamefly queue to avoid wasting both my time and theirs. I was completely expecting a Castlevania-flavored Soulcalibur Legends style turd to be squeezed out by Konami to capitalize on the waggle craze. Thus I can't help but give it points for being BETTER than completely horrible. And that's a sad thing, but a true one. As a fighting fan, and a Castlevania fan, I'm having a good time with this game. I know it's shallow, and I know I'll probably be returning it in a few days, but for the moment, it's a lot of fun. The online is smooth and doesn't require friend codes, and the graphics are beautiful (especially with the anti-jaggie filter turned on) for a Wii game. Lots of particle effects, very little slowdown. The development team had love for this game. I don't think they had as much time as they would have liked to work on this title, but what's there is solid. And that alone is worth a rating boost, because this is one of the few third-party efforts not in the "Bratz Babiez Partyz Fashionz Dolphinz Happy Fun Ninjabreadz Manz" line of titles that sadly continue to sell to the idiot masses.

Note to the Hardcore:

As I said above, and I can't emphasize this enough: DO NOT PLAY WITH WAGGLE TURNED ON. It's just as broken as Soulcalibur Legends or Bleach, probably moreso. There's nothing I hate more than a Wii fighting game that forces waggle for every attack - it's just stupid, and I know most of you agree.

Treat this as a fanservice game, a "popcorn game" that won't have much longevity but will be fun in short bursts or to pull out at parties. It's very simplistic.

As far as how it plays (with existing games for reference)... it's two parts Destrega and one part Power Stone, coated with a thin Castlevania shell sprinkled with bits of Mace: The Dark Age. I know Destrega and Mace are pretty obscure games nowadays, but they contained several elements that made their way into Judgment: simple controls, over-the-top moves, half-baked environmental hazards, and 1 on 1 versus gameplay. In fact, Mace and Destrega keep coming up in my mind as I play Judgment. Since I liked both of those games back in the day, I don't have a ton of complaints. It's a light snack of a game in-between rich, calorie-laden first-party Nintendo goodness. That being said, it's also one of the best non-Capcom third-party efforts on the system so far. That's intended as a compliment to Konami... I'm not saying rush out to the store and buy it, but definitely give it a shot. Chances are you'll be pleasantly surprised.