Friday, May 30, 2014

Chrono Trigger

Squaresoft - 1995 - SNES/PS1/DS/Mobile

(On my Top 10 Game Soundtracks list)

I wonder why Japanese style role playing games aren't made much anymore. At least they're not released as frequently as they used to be. Especially when you compare what's been released in the last generation of gaming systems to what was released on the SNES or the PS1. It seems like SNES/PS1 JRPGs usually sold well, were usually well received and games like Final Fantasy VII (PS1) and Chrono Trigger (SNES) are now often referred to as some of the best games ever made. A video I watched recently suggests that JRPGs like Chrono Trigger are on the rise again. I sure hope so. By the way, you should totally watch all of PBS Game/Show's videos. Good stuff.

Referring to themselves as "the dream team", Chrono Trigger was the brainchild of Hironobu Sakaguchi (creator of the Final Fantasy series), Yuji Horii (creator of the Dragon Quest series) and Akira Toriyama (creator of Dragonball Z). Sakaguchi designed the battle system, so everything will feel familiar to anyone who has played a Final Fantasy game before. There's the active time battle system, potions and ethers and all that stuff. Horii wrote most of the story and scenarios with input from Toriyama. Both Horii and Toriyama were big fans of time travel fiction and wrote the game around the theme of time travel. Toriyama did a lot of the artwork for the game including the character designs and the visual styles for each time period. When I think about it, Chrono Trigger shares quite a few stylistic similarities with Dragonball Z. It's especially evident in the future and prehistoric time periods, whereas the present and middle ages feel more like they're out of Dragon Quest. So it's pretty much like playing a Dragon Quest game set in a world out of Dragonball Z with the battle system of an old school Final Fantasy.

Squaresoft also commissioned a then unknown and unproved composer, Yasunori Mitsuda to do the soundtrack for the game. Chrono Trigger has become one of my all time favorite video game soundtracks and it's some of Mitsuda's best work. Tracks like Time Circuits, Silvard, Secret of the Forest, Chrono Trigger and Frog's Theme blow my mind. Keep in mind when you listen to these they were made in 1995 on a SNES. Also keep in mind this was Mitsuda's very first soundtrack. Crazy. No one should be this good on their first try. The tracks perfectly complement the time period and scenery and art style to create mood. Exactly what a good soundtrack should do. There's even little musical motifs he repeats throughout the soundtrack, altering them slightly to fit the mood of each track. Amazing stuff. Also Robo's Theme sounds suspiciously like Rick Astley's "Never Gonna Give you Up". Just sayin'.

The main character of Chrono Trigger is a boy named Crono. Yeah, Chrono and Crono. It gets confusing. I'm guessing in Japanese, Crono's name is written as some clever play on the word for "time" rather than just dropping the "h" from "chrono", but whatever. In the beginning of the game, Crono's scientist friend accidentally transports them 400 years into the past while testing a new invention. When trying to get back to the present, the party way overshoots their destination and winds up in the year 2300. When they arrive in the future, they find the world is in ruins. Few humans are left, there is no food and the Earth is a barren wasteland. The find out that the Earth was practically destroyed in 1999 by a giant monster called Lavos who emerged from deep in the Earth's core, where he had been resting for millions of years, slowly absorbing the Earth's energy. Yes, the Earth is destroyed in 1999. Keep in mind this game was made 20 years ago, but they probably should have picked a date farther in the future to avoid dating themselves. Most of the game's plot then deals with the party trying to find a way to defeat Lavos and spare the Earth from being destroyed in 1999. You'll need to time travel to different eras to learn how to defeat Lavos, enlisting help from a robot from the future, a cave woman from the prehistoric era, and even a talking frog from medieval times. The story's tone covers everything from adventurous & light-hearted to mysterious & thrilling and even sometimes bleak & depressing. It's well paced, and there are memorable characters and events that held my interest throughout the game

Gameplay wise, Chrono Trigger feels like a pretty standard old school Final Fantasy style RPG. You wait for your action meter to fill up, perform an action and repeat. There's really nothing too special about the battle system in Chrono Trigger, which is kind of disappointing. But even with a bland combat system, there's still fun to be had in battles though. The fights will feel challenging, but also not unfair. I never feel like I need to sit and grind in Chrono Trigger, and I do feel like that's necessity in some of the older Final Fantasy games and other older JRPGs. Which is fine if you like grinding, but I don't. If you get stuck on a boss in Chrono Trigger, you're probably not using the correct strategy. Some bosses are susceptible to physical attacks, while others are magic weak. Some bosses are susceptible to physical attacks, but only after using magic. Some have attack patterns you can exploit. You kind of have to experiment to find which strategies work best on which bosses. And I like having to figure out that these strategy puzzles rather than having to grind to get past bosses.

Chrono Trigger is notably one of the first RPGs to have a seamless transition between exploring and fighting. When you encounter an enemy while exploring, a menu just pops up and you start fighting, no transition or screen wipe to another battle scene or anything like that. It's also one of the first games I can think of to have multiple different endings depending on what actions you choose and which sidequests you do. There's also a good amount of optional sidequesting you can do to see more of a certain character's background story while also obtaining more powerful weapons and equipment for that character. There's even a secret party member you can unlock if you make the proper dialogue choices and do the appropriate sidequests.

Summary:
In short, Chrono Trigger is a fun and memorable adventure if you like old school JRPGs. The battle system is a bit unimaginative, but the game is carried by its well paced story, inspired art design and its incredible soundtrack. I played through its sequel Chrono Cross and... kinda didn't like it much. I'd love to see another game in the Chrono series and it seems now is a perfect time for it what with Square Enix's recent financial struggles. Another Chrono game seems like money in the bank to me. That and a FF7 HD remake.

Friday, May 23, 2014

Thomas Was Alone

Mike Bithell - 2012 - PC/PS3/Vita

What an unusual game this was. In Thomas Was Alone, you can switch control between several multi-colored rectangles while trying to guide them through each of the game's 100 levels. Throughout each level, a narrator with a British accent tells you what each of the rectangles is thinking or feeling. Each of the levels are very short and are completed by aligning each of your rectangles with its matching outline that is found somewhere in the level.

I found this game to be a bit disappointing and uninteresting. Oh it has interesting ideas, sure, but the execution of these ideas falls flat. For instance, the game's story is about these multicolored rectangles that are given names and personalities and are supposed to represent artificial intelligences in a computer system. But I couldn't remember which name belonged to which color rectangle and the story became very hard to follow. Even if I could remember who was what color, the story was pretty abstract and uneventful. The rectangles just wander around and you hear what they're thinking, but nothing interesting ever really happens to them. There's also several references to other games and pop culture, but they're not at all clever or well done. They're just kind of thrown in without purpose

The other interesting idea this game has - but doesn't execute well on - is the concept that each rectangle has a different ability. There's one that can double jump, one that can float in water, and one that has a bouncy trampoline-like property. But there's nothing really new or novel done with the puzzle solving sections that incorporates using all of your rectangle's abilities in a mechanically interesting way. There's one rectangle who's slow and fat and can't jump high. And nearly all of the puzzles in the game involve simply getting the fat rectangle to the end of the level which is usually time consuming and annoying. The puzzle solutions are almost always obvious and very frequently tedious. I feel Thomas Was Alone misses the fundamental point of why puzzle games are fun. In a good puzzle game, the fun is found in trying to figure out the solution to a difficult problem. You feel an endorphin rush when you have that "Ah ha!" moment and finally figure out a problem you've been stuck on. Carrying out the solution to a puzzle once you know what to do is usually not that fun or interesting. Thomas Was Alone presents you problems with obvious solutions over and over again. It's all execution and no critical thinking.

Summary:
I didn't really care for Thomas Was Alone. It doesn't have the charm or humor of Portal, it doesn't have the exhilarating platforming of Donkey Kong Country 2, and it certainly doesn't have the mind bending puzzles of Braid. But it's unique and it has its own identity. And I'd rather unique games like this be made than copy/paste sequels or games recycling the same ideas and gameplay for the millionth time

Friday, May 16, 2014

Braid

Jonathan Blow - 2008 - PC/PS3/X360

Braid is my gold standard for puzzle design in video games. It introduces a simple concept - most of the puzzles in Braid revolve around time manipulation. You have control of a character and also control over of the flow of time in that character's world. It throws a few puzzles at you that require understanding of these concepts. It starts simple and then elaborates. Each stage tests your understanding of the previous stage's mechanics and also adds in a new layer of complexity. As an avid gamer, as a programmer, and especially as a fan of puzzle games, I'm usually able to learn and understand game systems very quickly. In most puzzle games, it's usually fairly easy for me to figure out where the game wants me to go, what it wants me to do and how I'm supposed to do it. There were a few puzzles in Braid where I just stared at the TV screen for minutes, just trying to comprehend the complex game systems that were being layered to create Braid's sublime puzzles. Braid's puzzles are completely mind bending, but in the best way. It feels great when a solution clicks and you finally figure out what you're supposed to do. And it boggles my mind even more to think how the developer came up with these puzzles.

Braid's levels are divided up into 5 short worlds. Each world introduces and elaborates on a new puzzle solving mechanic. For instance the first world, which is labeled world 2 for some reason, simply introduces character movement and the rewind time mechanic. You can move left and right on a 2d plane and jump just like a platformer. Then it teaches you that you can rewind time to undo your actions Prince of Persia style. This can of course be used to cheat death and undo platforming mistakes you make. You'll need to collect all of the puzzle pieces in each world to unlock final world in Braid. Puzzle pieces are always obviously placed, but difficult to obtain. They are frequently placed behind locked doors or put up high in the air and its up to the player to figure out how to obtain them, which requires a good understanding of the game's time mechanics. A heads up though - the first world is home to my least favorite puzzle in the game. Anyone who has played Braid before knows the one I'm talking about. The solution is kind of ridiculous and out of place with the rest of Braid's excellent puzzle design. You're not wrong for looking up the solution for how to get all of the first world's puzzle pieces.

The second world introduces objects that have a green glow on their outline. With these objects, their physical position and movement is completely unaffected by the flow of time. This concept can be trickier than you would think. In the third world, the flow of time is directly tied to your character's physical position. As you move forward, time advances. As you walk backward, time rewinds. This idea is then combined with the second world's mechanics to create some really mind bending puzzles. The fourth and fifth worlds are similar, both introducing new mechanics and combining them with concepts from previous worlds. The fifth world especially is home to some really excellent and difficult problems.

Where Braid falters a bit is with its story. It's presented by reading short bits of text that are found before each level. The narrative feels very abstract and artsy. There's not a clear sense of who the main character is or what he's struggling with. There's something about the main character and a princess he's in love with or used to be in love with or something, I don't know. It's so unclear and "open to interpretation". I still can't decide if the ending to this game makes any sense or not. I kind of don't think it does. It feels like the developer may have had some message or theme he wanted to communicate to the player, but Braid failed to connect with me on a narrative level.

Summary:
Overall, Braid is a good demonstration of excellent game and puzzle design. Aside from that one stupid puzzle in the first world, I've never been so impressed by creative ideas mixed with well thought out design. It's a bit short and the story is kind of nonsense, but Braid more than makes up for that with its sublime puzzles. If you like these types of problem solving games, Braid is absolutely a must play. The Witness, Jonathan Blow's next game, should be out in the coming months. It's definitely my most anticipated game of 2014 and I'm hopeful it'll be as well made as Braid. Expect a post on it later this year.

Friday, May 9, 2014

Hotline Miami

Dennaton Games - 2012 - PC/Vita/PS3/PS4

(On my Top 10 Game Soundtracks list)

Hotline Miami is a top-down fast paced action game set in Miami in the late 80s. You play as a delusional, mask wearing psychopath who receives cryptic voicemals on his answering machine instructing him to kill various groups of people. You'll use a combination of ranged and melee weapons to make a bloody pixelated mess of every single enemy on the screen before being allowed to proceed to the next stage.

First off, let me just say that this game's soundtrack is completely awesome. It's a collaboration between several different artists who each give their take on what the Miami neon nightlife of the 80s sounded like. Most of the tracks are kind of electronic/dance/techno of some sort, which isn't even my thing, but they all mesh perfectly together to give this game amazingly unique style. Just listen to tracks like Daisuke (El Huervo), Hotline (Jasper Byrne), Knock Knock (Scattle), Miami Disco (Perturbator), or Paris (M.O.O.N). All different artists, all amazing tracks. This is my favorite game soundtrack in recent memory for a few reasons. A: It's awesome. B: It's ****ing awesome C: It breaks the mold of having this fully orchestrated, symphonic sound that most modern games seem to be conforming to, especially the big budget ones. It's proof that modern games don't need or even shouldn't have that symphonic sound if they want to stand out and create a unique and memorable soundtrack. I really hope more developers/creative minds take note of the Hotline Miami soundtrack and we can start exploring new directions in game soundtracks. That's my rant on that. Anyway fun fact, Jasper Byrne, who contributed a few tracks to Hotline Miami's soundtrack, is also the same guy who developed Lone Survivor

So how does the game play? You'll need to switch up melee and ranged weapons to defeat each enemy in the level. Melee weapons are fast and silent, but if an enemy notices you approaching, you're probably toast. Ranged weapons allow you to combat enemies at a safer distance, but they usually makes a lot of noise which can attract other nearby enemies which is often more risky. Nearly every weapon in the game is a one hit kill though, so you have to constantly be on your toes. The game awards you on a point system for killing enemies more quickly or for killing several enemies in a row. Certain amounts of points can give you unlockable weapons and masks. Masks can enhance a certain playstyle or statistic. For example, there's a mask that increases your view distance, and there's also a mash that increases your running speed. Most of the masks I found didn't alter the gameplay too substantially though. The levels get progressively harder throughout the game and I died a ton, especially near the end. But dying evokes what I like to call "the good kind of frustration" in this game. It never feels unfair or like the game isn't playing by its own rules. If you die, it's probably your fault. You weren't careful enough, or you didn't pay attention to a certain enemy or you made a bad strategic decision. It's the kind of frustration that makes you want to replay the level over and over until you get it right.

In addition to the jammin' soundtrack, this game has a pretty unique art style as well. Everything is pixelated, which seems to be the indie game norm right now, but it still feels very unique to this game. During dialogue, all of the characters have ugly pixelated disembodied heads that hover eerily back and forth during conversation. This combined with the crazy psychedelic neon lights that constantly fade in and out in the background make the game feel just like a late 80s/early 90s PC game. But at the same time, it's still uniquely Hotline Miami. Later in the game, your character will start hallucinating and seeing visions of other people wearing animal masks, and also visions of mutilated bodies and dead corpses. It reminded me a bit of the hallucinations experienced by characters in Silent Hill, which I loved. The amount of violence in this game is also pretty high, but it's kind of offset by the game's pixelated art style. At the end of each level, you'll be standing on a mountain of bloody, pixelated corpses which gives a weird sense of awesomeness.

Summary:
If you can handle a bit of challenge, Hotline Miami is a good time. It's a bit short, a bit weird and a bit violent, but it has a lot of style. I'm looking forward to Hotline Mami 2 which should be out later this year.



Friday, May 2, 2014

Star Wars: TIE FIghter

Totally Games - 1994 - PC

(See also my Top 10 Star Wars Games)

Greatest Star Wars game ever made. Trust me, I've played nearly all of them. I've played the good ones (Jedi Knight/Dark Forces, Knights of the Old Republic), I've played the bad ones (Rebel Assault, Super Bombad Racing), and I've played the ones no one has ever heard of (The Gungan Frontier, Droidworks). TIE Fighter stands alone as the greatest Star Wars game ever made, and one of the great classic old-school PC games. 

Star Wars: TIE Fighter is a flight simulator game. Remember when that used to be a genre? Where have all of those games gone? So if you're looking to play this game, you need to fight a USB joystick. Remember when those used to be a thing? Ahh the 90s... But seriously, get yourself a fight stick. This game DOES NOT play well with a mouse or keyboard. I haven't tried using a controller, but for the optimal TIE Fighter pilot experience, you're probably going to want a joystick.

So problem #1 is finding a USB joystick in the year 2014. Problem #2 is getting this game to run on a modern PC. I've done it before, it's a pain in the butt, but it's possible. Steam or GOG can we PLEASE get a re-release of this game with compatibility settings for modern machines? Please? Anyway, problem #3 is that this game was made in 1994 for DOS. So, you know, it kind of looks like it was made for DOS in 1994. Here's a tip though if you're trying to get this game to work: look for the remastered collectors edition. The model resolutions and polygon counts are a bit higher. It still looks like garbage but, you know, slightly higher resolution garbage. Or if you know me personally, ask and I'll let you borrow my CD that has all the compatibility files with it. But if you can get past those three problems, you're in for an amazing game.

Star Wars: TIE Fighter is a sort-of sequel to Star Wars: X-Wing, which was released a year earlier in 1993. I say "sort-of" sequel because it's essentially the same game, but you play as the Empire instead of the Rebellion, which is way, way cooler. Star Wars fans know what I'm talking about. There's also a few game engine upgrades, mechanical tweaks and graphical enhancements in TIE Fighter which make it slightly more polished than its predecessor. You'll start as a lowly trainee pilot, given the Imperial standard TIE Fighter at the beginning of the first campaign. The first levels start you off doing routine cargo inspections and escort missions while teaching you the controls for the ship, which are surprisingly complex. Nearly every button on the keyboard is mapped to one ship function or another. As you progress through the campaigns, you gain access to additional ships, progressing from TIE Fighter, to TIE Interceptor, to TIE Bomber to eventually experimental prototype craft like the TIE Advanced. The mission types vary as well, from cover missions to bombing raids, to starfighter dogfights, even full on epic assaults as in the movies.

While piloting your craft, you'll usually need to pay attention to several systems at once. You need to watch the recharge rate of your lasers/ions. If there's not enough energy in the cannon bays, you won't be able to fire. Increasing the recharge rate of your cannons draws power from other systems on the craft, like shields or engines. You'll also need to watch the energy level of the shields. If there's not enough energy in the shields, you're defenseless. But increasing the recharge rate of the shields similarly draws power from other systems like engines and cannons. So there's a little power balance subgame you'll be constantly playing throughout the mission which usually gets pretty frantic while your trying to keep one enemy ship in your sights while two or three others are on your tail. Some of the power balance is situational as well. For instance, cannons are not as important when attacking a stationary defense platform with no starfighter support, so cannon power can be redirected to engines or to boost shields. And shields are not as important as the speed to keep up and maneuver with faster targets, like the Rebel A-Wing. Here, shield power should be redirected to engines. The loadout of your craft can be customized as well. Equip the fast, ship seeking concussion missiles when expecting heavy starfighter resistance. Bring slow, but heavy damage dealing proton torpedoes when on a bombing run. Like any good game, there's a good bit of strategy mixed in with the skill required to succeed. 

The game does the movies such great justice. Seemingly every measure was taken to try to deliver the experience of piloting a starfighter just like in the movies. The little details like what systems and weapons and speeds each of the Star Wars craft should have are perfectly replicated here in the game. Concessions are not made. For instance, TIE Fighters, TIE Interceptors and TIE Bombers have no hyperdrives. They need to return back to the star destroyer or space platform from which they launched at the end of the mission. They also have no shielding systems, so they can be destroyed in two or three shots. Just like the movies. It's the little details that give this game so much credit with me and probably with other Star Wars fans as well. The game is even voice acted, and acted surprisingly well considering it was 1994. Most of the missions take place between The Battle of Hoth and The Battle of Endor, but for the super hardcore Star Wars fans, there's a whole set of missions that has you serving for Grand Admiral Thrawn, from Timothy Zahn's Heir to the Empire books. There's lots of really awesome Star Wars references and homages like that throughout the game.

Summary:
KOTOR and Jedi Knight/Dark Forces come close, but this is definitely the best Star Wars game ever made. Don't believe me? Check this game out. It's fun, fast, requires a good mix of skill and strategy, and is very true to the movies. It's a shame that it's so old and requires a good bit of effort to get the game to run on a modern machine. It would be nice to get a re-release, or dare I ask... a re-make? It would be great to see this game rendered on modern hardware and co-op online play would be amazing. Please someone make this happen... Disney??