Wednesday, July 20, 2016

Zero Escape: Zero Time Dilemma

Chime - 2016 - Vita/3DS/PC

At last we finally have the conclusion to the Zero Escape series after it appeared for a couple years that this game wouldn't get funding due to relative poor sales of the previous two games in the series. Although I'd have to admit all games in the series are pretty flawed in one way or another, I'd still recommend giving these a look if you're down for a pretty well written mystery/thriller with an unmistakably Japanese flavor. So before we go any further, know that THIS REVIEW WILL CONTAIN LIGHT SPOILERS FOR 999 AND VIRTUE'S LAST REWARD because I have no idea how to discuss this series' convoluted plot otherwise

Zero Time Dilemma begins in December of 2028 at the Dcom facility in Nevada and takes place after the events of 999, but before the events of Virtue's Last Reward. Sigma and Phi have traveled back in time and joined what is known as "The Dcom experiment" in order to prevent the outbreak of the Radical-6 virus which has killed most of Earth's population in the future. They are joined by Junpei and Akane from 999 who have been tracking the movements of a terrorist organization known as "Free the Soul" whose objectives also include destroying humanity. They are joined by heroic firefighter Carlos, sad sack Eric, seductive Mira, a somehow familiar looking girl named Diana, and a young boy boy has no memory and wears a strange capsule on his head. As part of the Dcom experiment, the group of them are (of course) locked in a facility and forced to play a deadly "decision game". The group is forced to split into 3 teams and told that at any point if 6 people are dead, the remaining survivors will be allowed to escape. Additionally, every 90 minutes a drug from the participants bracelets is injected which puts them to sleep and wipes their short term memories. Pretty crazy stuff

The story of Zero Time Dilemma is told in 90 minute "fragments" where you choose what team you'd like to follow and watch what events play out over the next 90 minutes. Only you initially have no idea where those 90 minutes fit into the grand timeline of the game. Sometimes you'll start a fragment and half of the group will be already dead and you'll have no idea why. I actually found this approach to storytelling a little annoying and hard to follow as I never knew where in the timeline I was and near the end I couldn't keep track of all the reveals of who was dead and who was alive and why.

After 999's static images and fixed camera, Virtue's Last Reward introduced voice acting and full 3d models with moderately successful results. Zero Time Dilemma takes it even farther with a much more distinctly cinematic approach to portraying its story. Zero Time Dilemma uses much more camera panning and animations during cutscenes. This is a slightly less successful transition unfortunately. It was pretty clear that the animation team was either rushed or not very experienced. Animations are jerky and forced and the lip sync is pretty questionable. It personally didn't bother me too much, but it was certainly notable and I know a lot of people will find the stiff animations a distracting drawback

I thought the puzzles in Zero Time Dilemma were some of the best of the series. They were varied, interesting and had me pulling out actual pen and paper to work through problems. Depending on the order of the fragments you play, the pacing of the puzzle rooms can be a little weird though. In my experience, I had tons of puzzle rooms in the beginning and middle of the game, but almost none near the end which made playing through the end of the game more like watching a movie. Speaking of the end... it was kind of a let down. Without discussing any spoilers, the ending was sort of plain and disappointing which was a surprise in of itself since 999 and Virtue's Last Reward had such huge reveals and shocking twists. Ahh well, it was still nice to finally have some sort of closure for this series.

Summary
Regardless of what the marketing of this game wants you to believe, you can't play it without playing the first two games first. Or at least you shouldn't. Start there first or else you'll likely be massively confused. For veterans of the series, this game will offer some closure for the story, albeit a slightly disappointing one. I still must admit I enjoyed this game a lot as it features some of the strongest puzzle rooms in the series. The Zero Time Dilemma journey is much more enjoyable than the destination, and the journey is worth it.

Wednesday, July 13, 2016

Pokemon GO

Niantic - 2016 - iOS/Android

This is probably the most timely review I've ever written since at the time of this writing, practically everyone I bump into is on their phones furiously tapping away at Pokemon GO. I was on my lunchbreak and saw people in the restaurant playing, on my way back, I saw a car pull up next to a known gym and whip out their phones, and on the way back to work, there was a lady in my elevator trying to catch a Pidgey. It's safe to say that Pokemania is sweeping the nation again for the first time since the franchise's initial release. 

So for those not swept up in the fever of Pokemon GO players, this game is a phone app that functions largely by placing virtual objects in real space by using the Google Maps API and your phone's GPS. It functions very similarly to Ingress, Niantic's other popular game, albeit much less popular. The game encourages you to explore the real world to find virtual monsters on your phone. The terrain around where you are may encourage certain types of pokemon to appear. For instance, water type pokemon are often found near bodies of water while more common Pokemon like Pidgey or Ratatta can be found pretty much anywhere.

Real world places of interest appear in the game as either Pokestops or gyms. At a Pokestop, you can restock on poke balls or other healing items where at a gym what you can do depends on what team controls the gym and also what team you've decided to join. There are three teams: mystic, valor and instinct all vying for control over in game gyms. At an enemy gym, defeating all Pokemon in the gym will allow you to claim the gym for your team and earn daily rewards as long as you still have a Pokemon present in the gym. Training at a friendly gym may increase the gym's prestige level and allow it to house more friendly Pokemon. Battles are not turn based, as in nearly all other Pokemon games. In Pokemon GO, battles pretty much consist of furiously tapping on the enemy Pokemon to reduce its health. You can also hold down on the screen to attempt a stronger attack, but this can only be done once a stamina meter has been sufficiently charged. 

Summary
The shell for a really amazing Pokemon game is all here, but I find this game to be pretty feature incomplete at the moment in addition to being very buggy. The app seems to freeze a lot when catching Pokemon or battling at a gym which can only be remedied by restarting the game completely. But the freezes only occur when you can login to the game in the first place, as the servers are very frequently down due to overloading. I'd love to see trading and friendly battles added soon, and maybe a little more depth added to the combat system, although I'd like to see server issues addressed first obviously. None of my concerns about bugs or lack of features have dissuaded half the population from playing this though and it's exploding in popularity at the time of this writing. Gotta catch 'em all!

Friday, July 8, 2016

Dark Souls 3

From Software - 2016 - PC/PS4/XboxOne

When I finished Dark Souls II earlier this year, I criticized it for having lackluster level design and a dull story especially when compared to the amazing precedent that was set with the original Dark Souls. Hidetaka Miyazaki, who directed Demon's Souls and Dark Souls was busy making Bloodborne while Dark Souls 2 was in development and I think his presence was missed. DS2 wasn't terrible, but it didn't quite have the magic of the first game. Miyazaki's magic, while difficult to describe, was something I immediately felt when I started Dark Souls 3. I think it's most noticeable in the level and enemy design. From Software in general has an unrivaled expertise in 3D level design. If you ever want to see video game level design's version of the Mona Lisa, you need to check out some of From Software's offerings from DS1 and DS3

Not only are the environments created in a very mechanically and structurally pleasing way, but the visuals are top notch here as well. As much as DS3's world in concerned with killing you, it's also just as concerned with having you admire its beauty. DS3 has some of the most breathtaking mountains, valleys, lakes and castles I've ever seen in a video game. It can be hard to admire the scenery with the constant threat of death right in front of you, but if you have a chance to stop and take it in, Dark Souls 3 is quite a sight to behold. It's also quite proficient at one of my favorite things to see done well: environmental storytelling. Want to get an idea of how old DS3's Firelink Shrine is? Head below the shrine and see the massive crypt filled with the remains of past fire keepers. Stuff like that really helps with player immersion and bringing the game world to life

The game mechanics are mostly what you'd come to expect if you've played any of From Software's similar offerings. It does seem like the team made a decision to push the combat mechanics more in the direction of DS1 than DS2. Gone is DS2's health bar reduction on every death. Enemies now respawn indefinitely like DS1. Also "humanity", which is now called "ember" is a binary state, again just like DS1. The primary new mix up to the gameplay formula comes in the form of weapon arts. Weapon arts are unique skills that are tied to your left hand item and can range from temporary buffs to entirely new unique moves. Often times your left hand item will be a shield which may have a shield bash or shield parry as like the previous Dark Souls games, or your shield may even default to your right hand weapon's weapon art skill as is the case when you have nothing at all equipped in the left hand slot. Most weapon arts consume your magic meter as well which also gives non magic classes incentive to put points into leveling up their magic bar. I found weapon arts to be a welcome addition to the Souls formula that adds interesting and unique skills and abilities and makes experimenting around with different equipment load outs even more fun and interesting

The strange and alluring mystique of Dark Souls' lore is back in full force. As I wandered through the Dark Souls 3's various mysterious locations, I found myself reading the item descriptions of various weapons and armor I picked up for additional lore. I was even drawn to watching several YouTube videos explaining the backstories of several bosses and NPC and theorizing on their connections. There are also several tie ins and reoccurring characters from the first Dark Souls so veterans of the series are in for a few surprising pay-offs especially for those who are deeply invested in the lore.

Summary
If this truly is the last Souls game we get, it is certainly a worthy send off for the series. Level design, audiovisuals, gameplay and lore are all top notch here and in some cases arguably the best we've seen of the Dark Souls series. This is one of my favorite games of the year so far and a must play for fans of these games who are up for one more challenge.