Showing posts with label *DS. Show all posts
Showing posts with label *DS. Show all posts

Friday, September 25, 2015

Rock Band 3

Harmonix/Backbone Entertainment - 2010 - X360/PS3/Wii/DS

(On my Top 10 Favorite Games list)

I'm a big fan of the rhythm game genre and in particular the Guitar Hero and Rock Band games. Now there hasn't been a release in either of these franchises since 2010. This fact, coupled with the decreasing sales and popularity of these franchises caused many people to speculate that these types of games were "dead". Then out of the blue, Harmonix announced Rock Band 4 and Activision followed suit with an announcement of Guitar Hero Live. Obviously neither of these franchises are dead (at least at the time of writing) and both have new games launching in the coming weeks, but I do think there are a few reasons we haven't heard from these games in five years. First and probably foremost was oversaturation. If you include the DJ Hero games and the various portable releases from each franchise, Harmonix and Activision combined to release thirty five Rock Band and Guitar Hero titles between 2005 and 2010. I'm serious. Check Wikipedia. The American economic downturn that occurred at the end of last decade certainly didn't do any good to either of these franchises that require players to buy relatively expensive accessories. Plus I think some players decided they didn't want to have ridiculous Fisher Price-looking plastic instruments cluttering their living space anymore. I think that last point still holds true in 2015, but there obviously hasn't been any oversaturation in a while and the U.S. economy is doing better which is why I think we're now seeing releases from these franchises. So what do I want to see from either Rock Band 4 or Guitar Hero Live? Let's take a dive into one of my all-time favorite rhythm games, Rock Band 3, and examine some of the things I think it does well and some of the things it does not so well.

Let's get the bad things with Rock Band 3 out of the way first. The game has obsession with realism and wanting the player to learn real instruments. This is fine when done well, and a game like Rocksmith really shows how this concept can be pulled off successfully. But Rockband 3's execution of this was way too complicated. Rock Band 3 introduced "Pro Mode" for guitar, drums, and its new keyboard accessory. Mad Catz partnered with Harmonix to sell a "pro guitar" with 102 plastic buttons. There wasn't really a great tutorial for this instrument, and the strange chord notation was almost impossible to interpret at the speed Rock Band throws notes at you. Especially for someone who has no actual experience playing guitar (me). This was the same problem with the "pro keyboard" which expected the player to play a 25 button mini-keyboard at full song speed. I actually liked the "pro drums", which added 3 cymbals to Rock Band's normal drumkit of 4 pads. I found it to be a welcomed challenge as opposed to an impossible one. But aside from the drums, I think the whole "pro mode" experiment was a failure, especially when you consider that none of the older DLC or other imported songs supported the pro guitar, and most didn't support the keyboard at all. They strangely did however, support pro drums. My speculation is that the songs were always encoded to differentiate between cymbals and drums, even though the original drum kits only had 4 pads. I think Harmonix has recognized this failure and has removed support for pro instruments and the keyboard peripheral entirely for Rock Band 4 although they will continue to support pro drums. 

The most awesome thing about Rock Band 3 is the massive library of DLC songs you have access to. If you include importable tracks from previous entries in the series, the total of playable songs is upwards of 4,000 which is pretty awesome especially assuming Harmonix makes this library available again for Rock Band 4. You can be practically guaranteed to find something you'll like when browsing the online store. Rock Band 3 also introduces vocal harmonies, allowing there to be more than one vocalist, provided you have more than one microphone. Tracks that support vocal harmonies will show separate vocal tracks with separate lyrics for each singer. Another new feature is the ability for players to drop in and out of songs on the fly without restarting a track. This, combined with the ability to make song playlists and enable "no-fail mode" made it very accessible as a casual party game. Rock Band 3 also features an expanded career mode and a more in depth character creator. All of these features combine to make Rock Band 3 a very full featured and well polished game

Rock Band 3 Video Review

Summary
Despite it's faults and it's misguided attempt to integrate playing "real" instruments, Rock Band 3 is still the most fun I've had playing rhythm party game. I've actually already played a pre-release build of Rock Band 4 at Pax and I think it captures all of the great things that Rock Band 3 did well. If people are willing to dust off their plastic instruments and hook them up to their next-gen consoles, I think Rock Band 4 should do just fine. I probably won't buy it initially as I don't even own a next-gen console yet, but I'm glad these franchises have been resurrected and I'm looking forward to eventually playing more fake plastic instruments.

Friday, August 22, 2014

Diddy Kong Racing

Rare - 1997 - N64/DS

I unfortunately recently lost a family member who was very important to me. I don't think this person quite had the intense passion for gaming that I do, but he was always down to play whatever I was into at the time, and that was awesome. I was trying to think of just one game to pick that we shared together growing up, but there were so many. I can clearly remember Christmas of 1997 when I first got my N64 with Diddy Kong Racing. I don't think I've ever been so excited in my life. I was pretty much this kid. I remember all of the sleepovers we had in the following weeks where we played battle mode and co-op and took turns trying to beat the various bosses in this game. Good times. Good memories. I'm sure you've got much better things to do now than read video game blogs, but in any case, Jay Wolf: This one's for you.

So usually when I write these reviews, I'm either reviewing a game that I've played so many times that I've committed it to memory, or it's a game that I've just finished and it's fresh in my mind. Neither one is really true of Diddy Kong Racing for me, but I played it a ton when it came out and I replayed it about 5 years ago in college. I'll be drawing on old memories for this one, so if I exclude a few details here and there, forgive me. Okay one quick thing before I begin: Is it just childhood nostalgia or did some of the best games ever come out during the N64/PS1 era? Ocarina of Time, Super Smash Bros, Tomb Raider, GoldenEye, Final Fantasy 7-9 etc. It's not just me, right? These are HUGELY influential games. I'm not saying Diddy Kong Racing quite belongs with these titles, but I feel like even the "B" games from this era are better than today's "B" games, no?

Diddy Kong Racing was released for the Nintendo 64 in November of 1997. It was actually developed by Rare under the title Pro Am 64 and had absolutely nothing to do with any Nintendo characters until Shigeru Miyamoto saw the game and, at the last second, suggested adding Diddy Kong as the game's mascot to try to boost sales. It worked, and Diddy Kong Racing became one of the best selling N64 titles and was later remade for the Nintendo DS. This was actually also the debut appearances for the Rare characters Banjo the Bear and Conker the Squirrel who went on to star in Banjo Kazooie and Conker's Bad Fur Day, respectively. Both of those games were also pretty awesome. It tickles me quite a bit that Conker, the mischievous, foul-mouthed alcoholic squirrel got his start in Diddy Kong Racing, a game marketed for kids with an "Everyone" ESRB rating.

I don't normally care for racing games. Especially the ones that try to be hyper-realistic. I went over my feelings on realism in sports games in my Ken Griffey Jr. Baseball review. I like racing games like Mario Kart or Diddy Kong Racing that add excitement to racing games by adding weapons and ridiculous hazards and absurd level design. I'm sure racing purists will disagree, but these games are my jam. The main way Diddy Kong Racing sets itself apart from Mario Kart 64 is with multiple vehicle types. Not only are there cars, but planes and hovercrafts are selectable on most levels as well. Hovercrafts are a little harder to control than cars, but there may be shortcuts in some levels accessible only by hovercraft. Or you can choose to take to the air, but doing so may require some finesse and skilled piloting in close quarters, plus planes have slow acceleration, if I recall correctly. In addition to the variety of vehicles and weapons, there are some cool secrets with the game that reward skillful technical play. Pro tip: Take your finger off of the accelerator when going over a boost. You'll go faster. Or if you're really good, power-slide into a boost while driving a car AND take your finger off of the accelerator. You'll go crazy fast. You can also optionally try to collect stray bananas while racing to increase your top speed. The neat little tricks like this add polish and depth to the game.

In addition to just racing with friends, DKR has a pretty cool battle mode. I'm not sure I like it as much as Mario Kart 64, but it certainly feels more customizable and fleshed out. In addition to a deathmatch mode, there's a sort of capture the flag mode where you compete over possession of certain items and try to bring them back to your base. DKR also has a pretty excellent single player adventure mode which is definitely better than Mario Kart 64's single player. Instead of just racing track after track, DKR's single player combats repetitiveness by offering different challenges for you to complete like collecting hidden coins while racing or defeating super-fast bosses in races through special tracks. Exploring the race tracks and the "hub world" that connects them is highly encouraged and the game world is pretty interesting and well designed for a racing game. There are some cool unlockables and secrets that can only be found through careful exploration. And the soundtrack. Oh, the soundtrack. Even after not playing this game for many years, I can still whistle along to all of the catchy tracks. David Wise, the Donkey Kong Country composer, returned to work his magic on the DKR soundtrack. Pirate Lagoon, Frosty Village and Ancient Lake are some of my favorites.

Summary:
If you like the Mario Kart games and are looking for something similar, check out Diddy Kong Racing. The single player is a little more fleshed out than Mario Kart's and I believe you can actually play some of the single player missions cooperatively with two people, if memory serves. I've never played the DS version, so I can't vouch for that. But if you can dig up an N64 and a working copy of this game, you're in for a good time. It's an extremely solid and polished racing game.

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, January 31, 2014

Elite Beat Agents

iNiS - 2006 - DS


Oh man, this game. Elite Beat Agents is a music/rhythm game for the Nintendo DS. Gameplay in EBA consists of tapping and sliding the DS stylus on the screen when the game prompts you in time with the music. It’s kind of like Guitar Hero but without the guitar. That may sound easy to you, but on faster songs with a lot of beats, the screen can fill up with a lot of beats and it becomes hard to hit them all in the correct order and with the proper timing. I found myself doing better on songs I had heard before so I could sort of use the rhythm as a guide. Nearly all of the songs in the game are pop songs, but I really don’t listen to much popular music.

The gameplay in EBA is fun in the same sort of way Guitar Hero is fun, but the real draw of EBA is the absolute lunacy of the games’ “story”. Now I looked this next part up on Wikipedia, cause the game doesn't really straight up tell you what’s going on, but the “story” of EBA is that there is a government agency that dispatches special elite dance agents to help people when they’re in trouble. The agents don’t actually directly assist people with their issues, but rather they dance to motivate and inspire people to overcome their problems. Each song in EBA is accompanied by a humorous short story about a person or people in peril that apparently need dance inspiration to overcome issues. It’s really goofy and silly in a very bizarre way. The closest thing I can draw a comparison to is the humor in the WarioWare games.

Summary:
If you like rhythm games or games with a really wacky sense of humor, check this out. It’s short and I’m not sure how much replay value it has, but it could be an interesting way to kill some time on the go.

Tuesday, December 31, 2013

999: 9 hours, 9 persons, 9 doors

Chunsoft - 2009 - DS

Yet another interactive story game feeding my newfound love of games like this.. After playing Heavy Rain and To The Moon, I wanted more games like this and 999 delivers. 999 is probably what you’d get if you made the Saw movies into a Japanese Anime. And then made that into a video game.

In 999, your character wakes up locked in a room with no memory of how or why he’s trapped there. You’ll eventually escape the room to find that you’re one of 9 people trapped on an old cruise ship. You learn that you've been imprisoned by someone named “Zero” who wants the 9 of you to play survival game that involves solving puzzles to find a sequence of 9 hidden doors somewhere on the ship that supposedly lead to your freedom. The problem is that your party only has 9 hours to find the doors before you’ll all be dead, hence the title 9 hours, 9 persons, 9 doors. Sounds like something Jigsaw would cook up in one of the Saw movies except this game was made in Japan, so all of the characters are very anime looking and have ridiculous goofy looking colored hair.

The writing in this game is pretty strong. The characters are distinct and well developed and the story seems pretty well thought out. There are a few times where this game’s attempts at humor will fall flat, but it does a masterful job of creating and maintaining suspense throughout the story. It’s one of those games that will keep you thinking about the story even when you’re not playing it. The game is mostly just reading text and making dialogue choices, but there are a few puzzle solving sections as well. The puzzles usually involve searching a room for items or solving some simple math based problems. If you don’t figure out the puzzles on your first few tries, the game will automatically start providing hints until you understand what the game wants you to do, so you probably won’t ever be stuck on a puzzle in this game for very long.

I was really all set to love this game and start singing its praises - until I finished it. Based on some of the decisions and dialogue choices you make in the game, you will get one of several different possible endings when you finish the game. What broke my heart about this game is that you’re guaranteed to get a “bad ending” on your first playthrough. In order to get the “true ending”, you have to play through the game several times. Screw that. This is a narrative based game! That would be like reading through a book several times before you’re allowed to see what the “real ending” is. And it’s not just that there are “bad endings”, it’s that the bad endings leave so many loose ends and unanswered questions that are only given in the “true ending”. But I don’t want to re-solve puzzles I've already solved, nor do I want to re-read text I've already read. Ugh. I was so disgusted by the design choice here that I just looked the true ending up on the internet.

Summary:
What a shame, I would have really liked this game… Apparently there’s a sequel for this on 3DS, but I need to make sure they don’t repeat this forced bad ending crap before I check it out. If you can overlook this game’s flaws, it does tell a compelling story. Just expect to be disappointed at the end.