Friday, April 25, 2014

Lone Survivor

Jasper Byrne - 2012 - PC/Vita/PS3

This game can be summed up pretty quickly: 2D Silent Hill. Lone Survivor is an indie survival horror game and if you've ever played a Silent Hill game before, this game will feel very familiar. The developer, Jasper Byrne, is a self-proclaimed Silent Hill fan and the influences are very apparent throughout the game. Everything including the gameplay, the narrative themes, and even the audio cues are very Silent Hill-esque. And Byrne, who also composed the game's soundtrack, does a great job channeling Silent Hill's Akira Yamaoka with his musical style. But even if you've never played a Silent Hill game, you may still want to give Lone Survivor a look.

Lone Survivor is short, and I think that's to its credit. It's about 5 hours long, and I think that's a perfect length for a game like this. Turning off all of the lights in your house and subjecting yourself to the twisted imagery and pulse pounding terrors of a good horror game now and again is fun, but it's also kind of nerve wracking and draining. Not something to do every single night. I've played a lot of games that do a good thing effectively, but wear out their welcome by doing it over and over again for too long. I felt Lone Survivor had a very appropriate length, and I'd like to see more shorter experience games like this. I think it can work if the games are appropriately priced, but that's a whole different discussion. 

You play as a nameless survivor of some disease outbreak that has seemingly turned all of the world's population into mindless zombie-like monsters. The main character has holed up in his apartment to survive the disease outbreak, but is now running out of food and is curious if there are any other survivors other than himself. So you'll start to venture outside your apartment and see the horrors of the monster infested world, but you'll still return to the apartment often to rest and save. You can combat the monsters with your handgun if you have enough ammo, or you can lay piles of meat around to attract the monsters to a certain location to try and sneak past. Like any good horror game, ammo management is key. You'll want to sneak past enemies when possible rather than shooting them to conserve your ammo. You'll also want to keep an eye on how many batteries you have left. Without batteries, your flashlight won't operate and you won't be able to see many important clues and objects in your environment.

While Lone Survivor probably isn't quite as complete of a game as some of the games it's influenced by, this game is still my favorite type of horror game. There are very few, if any, jump scares. Less means that the few jump scares that are in the game are more powerful and memorable. Rather than relying on jump scares, games like Silent Hill and Lone Survivor create the feeling of horror by constructing a creepy atmosphere through good music, sound and art design. Games like these understand that the most horrific things your imagination can cook up are more intense than anything the game can actually show you. So they simply focus on creating good atmosphere and let your imagination do the rest. I especially love the strange hallucinations and bizarre scenery present in Lone Survivor. Good stuff. I think the minimalist pixelated art style works to the game's favor here too. When you see a monster, you just kind of get a general impression of what it looks like, and again, your imagination fills in the details. Lone Survivor perfectly follows the prototype for my favorite kind of horror game.

Summary:
I didn't find the story quite as satisfying or the game design as nuanced as Silent Hill 2, but Lone Survivor is still worth a look if you like these kinds of games. Its length is appropriate, and it does a great job creating a dark and creepy atmosphere. I wish it had the narrative depth of SH2, but does do a great job replicating nearly everything else from that game.

Friday, April 18, 2014

Final Fantasy X

Squaresoft - 2001 - PS2/PS3/Vita

See Also My Top 10 Final Fantasy Games List

I picked up the HD remastered versions of Final Fantasy X/X-2 on PS3 when they came out last month, and I replayed FFX for the first time in probably at least 10 years. I remember really enjoying when I first played it and I was worried my memory of the game would be greater than what the game actually was. But I enjoyed it quite a bit a second time around and it held up pretty well aside from the horrendous cutscenes. It's crazy to think about how Square just churned out hit after hit of amazing classic RPGs from this franchise in the 90s and early 00s and then to think about what garbage the FF series has given us since this game. 

A quick sidenote for those who never played a game in this series or are otherwise unaware: The stories and battle mechanics of each game in the Final Fantasy series are completely unrelated. Each game in the series has a completely new cast of characters and settings, and there's nearly always a different battle system with different battle mechanics and rules. The series has some common elements and reoccurring motifs; for instance there's usually magic or summon monsters and for some reason there's almost always a character named Cid that appears somewhere in the game. But you don't have to have played FF9 before FF10 or anything like that.

FF10 (or FFX for you Romans) follows the story of a young man named Tidus who is a star blitzball player from the futuristic city of Zanarkand. Blitzball is some kind of crazy combination of football and soccer, but played underwater. It also serves as FFX's primary minigame. It's kind of broken and clunky, but the football fan in me enjoys it despite its faults. Anyway, in the game's prologue, the Zanarkand blitzball arena is suddenly attacked by a massive whale-looking monster known as "Sin". Sin magically transports Tidus 1000 years into the future to another world called "Spira". While searching for a way to get back home to Zanarkand, Tidus learns about the world of Spira and befriends some of its residents. He learns that Spira has always been under constant torment by the same Sin monster he encountered in Zanarkand. Tidus soon befriends a young girl, Yuna, who is training to become a summoner in hopes to obtain a summon monster powerful enough to destroy Sin. FFX's main storyline deals with Tidus, Yuna and her guardian's journey across Spira and their quest to defeat Sin. 

I found the story and pacing for FFX to be both very good. Now the thing that's an absolute trainwreck and nearly ruins the game are the voice acting and cutscenes. Final Fantasy X was the first game in the series to be voice acted, and it definitely shows. Each cutscene is more awkward and cringe-worthy than the last. You may have seen the infamous laughing scene on YouTube before. Yeah, that's pretty much how all of the cutscenes in this game are. Now the actual story that is behind these cutscenes is pretty good. But oh man, those cutscenes. It might actually be better to watch them on mute. You have to try to focus on what the game is trying to show you, not how the game is showing it. If you can't do that, you'll probably find this game's story pretty laughable. No pun intended. 

Final Fantasy X's battle system is pretty tight and well balanced. Information like damage, status effects, and weaknesses are clearly communicated to the player during battle instead of having to guess which enemies are weak vs. which elements or try to figure out whether the status effect spell you just cast was successful based on what color a sprite is. If you equip your party with the proper "sensor weapons", you will even see strategies on how to defeat specific enemies, their HP, and what their weaknesses are. It's the kind of useful information the FF series always used to hide in the background instead of telling you straight up for some reason. There's a good variety of enemies that all have strengths and weaknesses to different members of your party. For instance flying-type monsters need to be taken down by a ranged fighter, while Tidus' sword is effective on smaller more nimble monsters. Still others may be weak to magic spells and require a Mage to defeat. It's a fun, strategic turn-based battle system that will have you rotating your party members in and out in order to try to exploit enemies' weaknesses.

FFX is notable for not having a world map to explore, which is normally a series staple for Final Fantasy. I was afraid this would be too much like FFXIII, a game which I hated for having linear corridor after linear corridor strung together as level design. But you never really get that feeling in FFX. The level design does a good job with divergent paths and interesting things to do and people to talk to in all of the areas to make you forget there's no world map linking everything together. The level design and pacing is pretty good in this game... except for the puzzle solving sections in stupid cloister of trails areas. People who have played this game before know what I'm talking about. Tedious, time wasting puzzles with random arbitrary logic that you have to solve by trial and error. Terrible game design. Whoever put these in the game needs to be smacked upside the head. 

Final Fantasy X also is notable for being the first game in the series that was not exclusively composed by the legendary Nobuo Uematsu. It was a collaboration between him and some other dudes. It's still a excellent soundtrack, but it sounds different than a lot of the other games in the series, and some of it sounds very un-Final Fantasy to me. Most of the soundtrack has a very electronic and synthesized sound. Still good, just different. Standout tracks include The Main Battle Theme (Nobuo Uematsu),  Rikku's Theme (Nobuo Uematsu), Battle With Seymour (Nobuo Uematsu), Besaid Island (Masashi Hamauzu), and Illusion (Junya Nakano). It's easy to hear each composer's different style and which tracks they contributed to the soundtrack. 

The soundtrack to the HD version was remixed, which I was a little disappointed in. Even though it had been 10 years since I played this game, I have the soundtrack on my phone and listen to it all the time, so some of the remixes were a little jarring to me. The HD remix soundtrack grew on me eventually, some tracks are more subtle and little less "in your face" than the originals and probably more appropriate in certain areas. But at least include the option for me to switch back to the old ones if I want!

Summary:
Overall FFX is a pretty solid game. Solid battle system, excellent soundtrack and good story. Terrible voice acting. I would actually recommend it as a good entry point for newcomers to the series if it weren't for those cutscenes. As it stands though, I'd probably tell Final Fantasy newbies to start with the masterpiece that is FFVII. It's may not be as polished, refined or pretty looking as FFX, but at least it doesn't have this in it.


Friday, April 11, 2014

Okami

Clover Studio - 2006 - PS2/PS3/Wii

This is unfortunately one of those “best game no one has ever played” games. Okami is a very artistic, creative and refreshing take on the "Legend of Zelda" formula. You play as an incarnation of the Japanese Shinto sun goddess, Amaterasu, who has returned to the land of Nippon incarnated as a white wolf to save the land from the evil 8-headed dragon serpent Orochi. Everything from the art style, to the musical score is highly Japanese culture infused. But it's more along the lines of ancient Japanese history, folklore and religion than like Japanese anime, for instance.

Art plays an important role in Okami. Early in the game, you'll meet up with Issun, who is an artist, painter and muse. Issun kind of serves as the game's narrator and Amaterasu's voice, the same way the fairy in a Zelda game would. Issun and Amaterasu soon come into the possession of the "celestial brush". It is a magical paintbrush that allows Amaterasu and Issun to perform miracles and is also Okami's main gameplay device. It allows the player to essentially freeze frame the game and paint on the canvas that is the current image on the screen. So for example, after unlocking the wind ability for the brush, painting swirly lines in the sky will cause wind to blow, which may turn a windmill that unlocks a gate blocking your path or something like that. Or in combat, drawing a slash through an opponent will cause a magical sword to appear, cleaving an enemy in two. It's an interesting gameplay device that is both the game's main puzzle solving mechanic and fighting mechanic and also fits in perfectly thematically with the game.

Most of the gameplay in Okami is puzzle solving and fighting with the celestial brush. The brush is used to "perform miracles" which usually involve restoring and healing wildlife or feeding animals. Doing these tasks gives Amaterasu more "praise" (experience), which can be spent to upgrade Amaterasu's stats. Honestly the combat system in Okami was kind of "meh" for me. You pretty much just figure out which brush technique works well on which enemies and then you're good to go. There's not a lot of challenge offered by the combat here. If you're playing Okami, you'll be doing it for the visual style and the presentation of the game's story. Okami's focus on storytelling is pretty strong and the game can get fairly text heavy at certain points. Actually I believe the game's opening cutscene and text bubble intro take a good 10-15 minutes to get through. So if story isn't your thing, you may be put off by the amount of reading you'll need to do. But Okami tells a pretty interesting and unique story. As someone not too familiar with Japanese folklore or the Shinto religion, Okami's interpretation of these things was pretty interesting and fascinating to me and kept me playing through the end.

I don't think I've ever been so positively struck by a game's art direction. Everything in the game has that large brushstroke accent that you typically see in classical Japanese paintings. It makes the entire game look very stylized and painting-ish. Very cool. Check out the screenshot below, click to enlarge it. The art style of this game is a huge plus, and I'm not someone who typically cares about that kind of stuff. It's a great case for art style being more important than realism in games. The excellent soundtrack further helps in immersing the player with the use of traditional Japanese string instruments, wind instruments, and drums. I'm sure the instruments all have specific names, but I'm too lazy to look them up. Here's a sample of the soundtrack. Awesome stuff

Summary:
Okami is a very refreshing and unique experience and it's a shame more people didn't play it when it came out. It's definitely worth a look if you're a Zelda fan or are looking for something very different to play. As long as you're aware of the amount of text reading you'll do in this game, you won't be disappointed.

Friday, April 4, 2014

Shadow of the Colossus

Team ICO - 2005 - PS2/PS3

Shadow of the Colossus is another one of those artsy games that I know is probably just not meant for me. I don’t exactly know who this game is meant for though; I think nearly everyone I've asked about this game has either never played it or found it unremarkable. Yet I frequently see this game on lists of the “best games of all-time” and lists of “games as art”. Games as art? Yeah, I could see that. One of the best games of all time? Ehhhhh I don’t know about that.

In Shadow of the Colossus, you play a nameless hero who has traveled via horse to a faraway temple to bring back the life of some other nameless dead chick whose body you brought with you. The game doesn't tell you how she died or why it’s important to you to bring her back, which seem like kind of fundamental storytelling details to me, but whatever. Some mystical disembodied voice in the temple tells you that if you kill the 16 giant creatures known as colossi that inhabit the surrounding land, that it will somehow magically bring the dead chick back to life.

So the gameplay in Shadow of the Colossus consists of traveling to the various colossus lairs and trying to figure out how to take them down. For each one, you’ll need to figure out where their weak point is and then figure out how to climb up on the colossus and strike it. This usually involves knocking the colossus down or using the environment to climb up on it or something like that. It’s kind of like 16 boss fights from a Zelda game all strung together in a row. If you’re like me, you’ll get a really strong sense of repetition playing this game, which was kind of a turn-off. Plus the colossus fights are usually quite long, which I guess gives a feeling of epicness to the battle when it’s finally over. But if you die or fall off of the colossus while climbing it, you’ll probably get frustrated with the slow pace of the battles like I did.

Summary:
The game does have a few bright spots though - it conveys emotion with very little dialogue which is always cool to me. And figuring out the puzzles on how to defeat the bosses is kind of fun even though executing them can feel kind of tedious. I've seen the soundtrack to this game given a lot of praise across the internet, but the overly epic orchestra sound doesn't typically do a whole lot for me. When new games boast that they have a “fully orchestrated soundtrack!!” my response is usually “well that sucks”. It's not bad I guess, but it's no DKC2

I’m now going to drop some mild spoilers about this game’s ending, so if you’re thinking about actually playing Shadow of the Colossus, you may want to stop reading.

The ending to this game is insanity. Complete insanity. It’s not clear or understandable what happens or why it happened at all. I guess “open to interpretation” is the polite thing to say, but I’m going to stick with “insanity”. It's just so bizarre and abstract and doesn't serve to wrap up the game or conclude the story in any satisfying way. Just weird random crazy things happen to all of the characters. The end. I've heard ICO actually does have a really good ending, but Shadow of the Colossus has kind of scared me away from playing ICO. I still have it on my “games to play” list though, so maybe I’ll finish and review it one of these days, but don't count on it