Showing posts with label Great soundtrack. Show all posts
Showing posts with label Great soundtrack. Show all posts

Thursday, September 29, 2016

Duck Game

Landon Podbelski - 2014 - PC 

I am a sucker for a good local multiplayer game. Local multiplayer is one of my favorite experiences in games growing up with a Nintendo 64 and playing titles like Mario Party, GoldenEye and Mario Kart 64. It's an experience that's been getting more and more rare in recent AAA games especially since the advent of the internet and online multiplayer. I'm happy to see that indies and other small studios have noticed this absense and have picked up the mantle of developing awesome local multiplayer experiences. Duck Game is one such title, although it also has an online component. It's an arena combat game much like Towerfall: Ascension, another game I really loved. 

Duck Game takes those short and fast rounds from Towerfall and makes them even faster. For those not familiar with Towerfall, Duck Game is a 2D arena combat game. Think Super Smash Bros, but all weapons are a one hit kill. Levels are small and weapons are deadly, so rounds go really fast. Often times you're not even done laughing about the crazy thing that happened in the previous round by the time the next round starts. 

Another way Duck Game distinguishes itself from other games of its ilk is through its wacky sense of humor. It's a game published by Adult Swim games and I can't think of a more fitting publisher for this game's sense of humor. I mean you're controlling Ducks shooting each other with automatic weapons. There is a button on the controller mapped to "quack". That's it. That's all it does is make a quacking noise. That's the type of wacky humor that is on display here. 

The soundtrack, which strongly channels the sounds of the Sega Genesis, is another highlight. Like its gameplay, the tracks are short but sweet and pack a lot of punch. My favorites are Synth Rock, Steelmill Sunset and Butt Spin. Great stuff if you like the iconic electronic buzz of the Genesis sound chip.

Summary
If you're looking for an awesome and wacky time with some friends on the couch, you're looking for Duck Game. If you have no one to play with, it also features an online mode and a pretty fun single player challenge mode as well. Sometimes I just want to have a stupid and goofy time when I sit down to play a video game. And when I do, I'll be looking at Duck Game

Saturday, January 9, 2016

The Legend of Zelda: The Wind Waker

Nintendo - 2002 - GameCube/WiiU

See also my Top 10 Zelda Games

Happy new year! I hope everyone had a fun and safe holiday break. If you haven't done so already, you can check out my best games I played in 2015 list right here. You may also be interested in my top 10 Zelda games list or my top 10 Star Wars games lists as well. Anyway, on with the review

When replaying The Wind Waker recently, it really struck me how well this game has aged. I think this game could literally come out tomorrow and it would have an amazing reception, despite the fact that this game is nearly 15 years old. Now I wasn't playing the HD remake on WiiU either, I'm talking about the original on GameCube. The cell shaded graphics which had a mixed reception on release now blend right in with the modern "toon" style graphics popularized by recent indie titles. This graphic style also allows for what I believe is the most expressive and emotive iteration of Link in any Zelda title. I love seeing the suspicion or anger or happiness that was so clearly readable on Link's face.

The Wind Waker finds Link exploring the open seas on a small sailboat in a very vast and open game world. The Wind Waker especially excels at the same thing a lot of the other Zelda titles do well which is immersive world building. The Wind Waker's world feels immersive and real because the characters and events in the world are well written enough to make it feel that way. There's a part of the game not too far into Wind Waker where Link needs to crawl through a maze of tunnels underneath Windfall Island. There's nothing in the main storyline of the game that will specifically or directly prompt you to crawl through these tunnels, this is just a hidden optional side quest. Once you reach the end of the tunnels, you'll find a treasure chest with a pictograph box which is an item that kicks off several more sidequests, but what struck me about the pictograph quest was the inclusion of some readable text next to the treasure chest where you find the pictograph box. The text explains that there was a thief who was imprisoned presumably for stealing the pictograph box, and who dug a series of tunnels below Windfall Island in an attempt to find a way to escape the prison cell. This was pretty cool to me, and a neat example of the high quality of writing and world building on display in the Wind Waker. The game could have just made you crawl through a maze and then simply given you the pictograph box, but the fact that they included this little story behind it that justifies the level design in a believable way adds some realism and fidelity to the world in the Wind Waker

Wind Waker Video Review

Summary
The game is also not without its faults. I think the stealth section that occurs near the beginning of the game is really tedious, too long and one of the weakest points of the game. I can remember having a poor first impression of this game and thinking on my first playthrough how dull this stealth part of the game was. And then right after introducing stealth to you, the game promptly drops it and never revisits it for the rest of the game. Plus there's a few too many mandatory fetch quests with a repetitive and boring sailing sections near the end of the game (which was I think partially remedied in the HD WiiU version). But even with its faults, the Wind Waker is one of the strongest Zelda titles out there, and a perfect place to start if you've never played a game in this series before.

Sunday, November 22, 2015

Undertale

Toby Fox - 2015 - PC

I like the Mother series well enough. I actually preferred Mother 3 over Mother 2 (a.k.a. Earthbound in the U.S.). Both of those games construct a fun and wacky world populated with lovably silly enemies but despite the goofy nature of their settings, they still both manage to pull off well written characters in an emotionally charged story. Underneath the layers of American culture parody and just general wackiness, there's still direct messages from the game's authors commenting on human life and friendships and other similar topics. Experiencing the wackiness and interesting stories of those games was my favorite thing about them. My least favorite part was the combat. Aside from the often humorous in-battle text, these games featured pretty standard and simple RPG combat systems. Mother 3 tried to mix this up a bit by awarding players bonus damage for attacking with the rhythm of the music (think Crypt of the Necrodancer), but I still didn't really find the combat system that interesting. Especially with the amount of grinding that these games practically require you to do before being able to advance to the next area. It felt like the combat was getting in the way of the excellent story, rather than complimenting it.

So now fast forward 10 years from Mother 3 to Toby Fox's Undertale which strongly evokes the Mother series visually, musically, thematically, and even directly at some points in the game. Like the Mother games, you play as a young kid wearing a striped shirt exploring a weird and dangerous world filled with wacky monsters. Thankfully, one of the big deviations from the Mother games is the unique combat system found in Undertale. Undertale's combat presents the player with an interesting twist which is that you actually don't have to kill any of the monsters in the game. If you choose to fight monsters, you'll be faced with a timing mechanic similar to something you might find in one of the Paper Mario games. But an alternative to fighting is using the "act" menu which allows you to talk to or interact with the monsters to finish the encounter without killing them. This usually plays out as a bit of a puzzle where you meed figure out the right combination of actions to pacify the enemy. Regardless of which of these two actions you choose, you'll be faced with a "bullet hell"-like system when you defend and the monster attacks. Different monsters have different attack patterns, so memorizing how to dodge them is it's own fun mini-game

Also created by Toby Fox, Undertale's soundtrack is an absolute delight. It's a mix of chiptunes, synths and the occasional live instrument and echoes various other RPG soundtracks from Final Fantasy to Earthbound. My favorites are Ruins which sounds like it could fit in any RPG ever, Another Medium which at times sounds like it's trying to evoke Thousand Year Door's X-Naut Fortress, Snowy, which perfectly sets the mood for walking through a winter forest, CORE which is a rockin' electronic dance tune, Death by Glamour which is a variation on the aforementioned CORE track, and ASGORE which sounds like appropriate epic RPG final boss music. For more examples of what I believe to be music references to other games, listen to Dummy! (which I believe to be an "Off" reference) Alphys' Theme (which I believe to be another Paper Mario reference), Amalgam (which sounds very Earthbound-y to me) and Oh! One True Love (which is undoubtedly a reference to Final Fantasy VI's opera scene). The whole soundtrack is really, really solid and I fell in love with it almost instantly

As neat as the combat is an even as lovingly crafted as the soundtrack is, the real star of Undertale is the story. The characters are very memorable and endearing and the quality of writing here is top notch. The way Undertale builds expectation and then throws you a twist just when you think you've got things figured out is masterful. It's rare when games can make me laugh, and I usually count it as a success if a game can tell a joke and even get me to crack a smile. Undertale had me laughing out loud on several occasions. It handles the serious, somber, relaxing, strange and horrifying moments in the story just as well as the humor. It's so rare when a game can hit all these narrative notes as well as Undertale.

Undertale Video Review

Summary
Undertale is one of the best and RPGs I've played in years. I found it to be not only an homage to, but an evolution and improvement on blueprint established by the Mother series. It's not a systematically deep RPG with layers of strategy or anything like that. But what it does do is use game systems to tell a well written story with endearing characters full of memorable moments. It also has a soundtrack that leaves a lasting impact almost as big as its characters. Undertale's unique battle system keeps players engaged dodging various projectiles in a bullet-hell like frenzy on defense while giving the player an option of a timing based fighting system, or a non-violent puzzle to resolve combat. Depending on your actions in battle, Undertale adapts acknowledges your actions in the story as well, which gives real weight to the decisions you make in the game. It's such a smart game and I enjoyed every second I played of it. I finished my first playthough in one sitting and am currently halfway through a second. I'll likely play through this a third time as well since there's just so many cool easter eggs and little things to learn about the game's story that you inevitably miss in one single playthrough. All fans of RPGs and good storytelling need to play this game. This was one of my absolute favorites of 2015 so far this year.

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.

Sunday, September 13, 2015

Final Fantasy IX

Squaresoft - 2000 - PS1

(On my Top 10 Favorite Games list)

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

After the more modern/sci-fi settings used in FF 6-8, Final Fantasy IX is a return to the series roots. It takes place in the world of Gaia, a world full of knights, mages, magic, and other traditional high fantasy. The story initially follows Zidane, who is a member of a band of thieves who is charged with kidnapping the princess Garnet of Alexandria kingdom. In a twist, Garnet is actually looking a discreet transport from Alexandria and consents to the kidnapping as it fits her own agenda. They are joined by Vivi, a young child black mage who is also accidentally kidnapped and knight captain Steiner who is Garnet's royal bodyguard and is loyal to his kingdom to a fault. The four are eventually joined by other party members and are swept up in adventure, conflict and conspiracy as tends to happen in Final Fantasy games. Also in continuing with trends in other Final Fantasy games, the plot does sort of take a dive off of the deep end at around disc 3 or so. Without getting too spoiler-y, the traditional fantasy setting does get strangely thrown out the window at some point, but the game is still worth playing if you appreciate good writing.

What sets this game apart from other Final Fantasy titles for me, aside from its setting, is its well written characters. Now those of you who have played other Final Fantasy games may be rolling your eyes at "well written characters", but I think it really applies to FFIX in a way that no other FF game before or since has achieved. The characters in FFIX aren't the flat, one-dimensional stereotypes of characters that are found in most JRPGs. There's also none of (or very little of) the angsty JRPG melodrama found in the rest of the series. The characters in FFIX are more subtle and nuanced which speaks volumes for not only the writers but the translation and localization process this game had to undergo. This game even has humor. Like legitimate, actual, intentional humor. And it works. Usually when humorous dialogue is written in a Final Fantasy game, it's facepalm material. It's funny, but for all the wrong reasons. FFIX gets it right in a way that really endears all of its characters to the player.

The battle system is... well... it's just fine. There's nothing really wrong with it. But there's also nothing really right with it either. There's nothing too broken like FFVIII, but also nothing that really sticks out and grabs your attention to make you want to keep playing just one more battle like FFVII. It's pretty straightforward and standard for a Final Fantasy game. It's pseudo turn based with the ATB introduced in previous games and your characters fit into pre-defined roles of black mage, white mage, summoner, knight, thief etc. Just about the only thing noteworthy is that all abilities you learn throughout the game are learned from using a specific weapon a certain number of times in battle. For instance, if you want to learn the "fire" spell, you have to equip Vivi with the "Fire Staff" or whatever it's called. This creates a sort of interesting dynamic where the weapons and armor you have equipped for your party may not always be the "best" speaking strictly statistically. There's also the new "limit break" system called trance, where your character becomes more powerful and gets access to new abilities, but this triggers pretty much just randomly and always seems to happen when you're in a random, easily winnable battle and never against a boss when you really need it. So yeah, the battle system is... just fine I guess.

What's way better than "just fine" and another notable reason to check out this game is another superb, phenomenal, varied and otherwise spectacular soundtrack composed by Uematsu. I think Uematsu has gone on record saying this was his favorite soundtrack he composed. It's not necessarily my favorite as a whole, but picking a favorite Uematsu soundtrack is like trying to pick a favorite burger off of the menu at Red Robin. I love them all. Standouts are the "Battle Theme", "Stirring in the Forest", "Crossing Those Hills", "Border Village Dali" and "Hunter's Chance" but the whole soundtrack is really a standout as tends to be the case with Nobou Uematsu.

Final Fantasy IX Video Review

Summary
It may not have the best battle system and the plot gets a little weird about halfway through, but FFIX is still worth checking out if you like a well written story with well defined characters. The writing and soundtrack are enough to carry you through when the battle system is being dull and the story is getting weird. This game really is pretty charming once you get invested in it and it's become one of my favorites in the Final Fantasy series and just in general

Friday, August 14, 2015

Lethal League

Team Reptile - 2014 - PC

Lethal League is what would happen if you crossed baseball and dodgeball and then sprinkled in a little bit of Super Smash Bros. Sound crazy? It is a little bit. Allow me to elaborate: The point of Lethal League is to hit the opposing player(s) with the ball without getting hit yourself. The ball starts off slowly, then gains speed through continuous hits and bouncing off of the walls like in Pong or Arkanoid. You can alter the trajectory of your hits by holding the corresponding direction on the joystick when you hit the ball. You can greatly accelerate the ball's speed by jumping in the air and performing a "slam" which rockets the ball back down to the ground. Each of the 6 playable characters in the game have special traits and abilities that can alter the ball's velocity, timing or trajectory to fake out opposing players. The game can be played 1 vs. 1, 2 vs. 2 or free for all style, similar to Smash Bros.

This game also reminds me somewhat of Divekick. The game is very accessible, fun and easy to pick up and play, but I'm a little skeptical about it's long term playerbase retention. I confess I haven't played too much of this game, but I'm suspicious that Lethal League may not have the mechanical depth to keep players coming back for more. Even if it may be somewhat lacking in staying power, Lethal League is still a fun and fast-paced game to pick up and compete with friends or strangers online.

Also of note is the game's awesome soundtrack which falls musically somewhere between Hotline Miami and Jet Set Radio. Like Hotline Miami, the soundtrack is a compilation from several artists that still manages to have a unified sound. Of note is "Scream" by Bignic, "Ordinary Days" by Klaus Veen and "Urabon" by Grillo. I know I've said this before, but I love when game soundtracks have a unique sound like this. Not enough games do that.

Lethal League Video Review

Summary
Lethal League is a fun, fast-paced and accessible spin on the fighting game genre. I'm a little skeptical about this game's lasting depth, but you should play it yourself to decide where this falls on the scale between novelty and legitimate deep competition. At least I hope you'll be able to agree it has an awesome soundtrack

Wednesday, July 15, 2015

Final Fantasy VIII

Squaresoft - 1999 - PC/PS1

(On my Top 10 Game Soundtracks list)

See Also My Top 10 Final Fantasy Games List

Part of why I think this game gets so much hate, even from me, is that it came on the heels of Final Fantasy 7, of of the best selling and most well loved RPGs of all time. Final Fantasy 7 had a brilliant and customizable battle system, an engaging story with interesting characters and an awesome soundtrack. Final Fantasy 8 has... an awesome soundtrack, at least. To be fair, the story is pretty interesting all the way through the end of disc 1, but then things get so weird and hard to follow and major plot points are added and removed on a whim, as though the game has ADD and can't decide on what kind of story it wants to tell you. But the battle system is...oh god it's a total trainwreck.

So one of the many flaws of this game's battle system is its "junction" system. In FF8, magic spells are treated as a consumable item. Kind of a weird choice, but I don't have a problem with that necessarily. What I DO have a problem with is that spells are a consumable item AND the game allows you to "junction" them to your character to improve their stats. The better the spell, the more the stat increase. If you follow this chain of logic, you'll realize that if you have a high level spell junctioned to your character and you cast that spell, your character's stats will actually decrease. So then what's the point of casting magic? There is none in a normal playthrough, especially when you consider that your summon monsters, called GFs in this game, can be called upon to essentially cast any magic spells you'd want anyway, provided you don't mind watching a 45 second cutscene of the GF appearing EVERY FREAKIN' TIME. There's lots of odd decisions like this that slow the battles down in FF8 and make them tedious. Even the way you get magic is a chore. You can "draw" spells from an enemy, but depending on a few factors the game doesn't really explain, you'll only typically get around 3-6 spells per draw. Which means you have to sit in a battle and farm draw for quite a long time if you want to get up to the maximum of 100. But really the most broken thing about this game is when you discover you can manipulate limit breaks. Your character's chance of limit breaks are actually random in this game, another odd choice. The less health you have, the higher the chance of the limit break. But if you cycle your turn order, you can keep re-rolling the calculation that determines your limit break, essentially letting you limit break whenever you want. Totally. Broken.

Now that I'm done ranting about the battle system, on to the story (mild spoilers in this paragraph). It really does seem like it's gonna go somewhere for the first, maybe quarter or third of the game. But then we hit a point after disc 1 where the narrative has an identity crisis and starts grasping at different ideas and concepts and inserts them randomly into the story which results in a totally insane mish-mash of disconnected themes and gaping plot holes. I know Final Fantasy is a universe where characters get shot, sliced and burned in every battle, but the first huge narrative red flag is when one of the main characters is freakin' impaled through the heart with a giant icicle during a cutscene... and then is totally okay in the next scene. Like the game barely even acknowledges that it took place. Come on Final Fantasy 8! If you're not gonna take your story seriously then I can't either. 

The artwork and music are the huge redeeming factors of this game. FF8 features some of the most gorgeous hand-drawn backdrops in any RPG I've seen. And this might be controversial, but I think FF8 is Uematsu's best work. At the very least it's my favorite of his work. The relaxing "Breezy", the entrancing "Find Your Way", the mysterious "Under Her Control" and the nostalgic "Fisherman's Horizon" highlight the soundtrack. And of course "Man With the Machine Gun" does its best to keep the mindlessly tedious and broken battles from being too much of a nuisance.

Summary
This is far from the best Final Fantasy, and misses the mark on battle system design and storytelling. At best it's an average-ish RPG with a trippy story, some awesome music and inspiring artwork. Still there is something sort of intangibly alluring about playing this game. I must admit I've replayed this trainwreck at least 3 times now.

Sunday, June 28, 2015

Hotline Miami 2: Wrong Number

Dennaton Games - 2015 - PC/PS3/PS4/Vita

I was waiting until after I finished this game to review it - which I had intended to be a few weeks or so after its release, but that obviously didn't happen. So I've been playing this game on and off trying to get past the part I'm stuck on and you know what? This game is really freaking hard and I don't think I can finish it. At least not right now. So disclaimer: I'm reviewing a game I didn't complete

I could probably be super lazy with this review and just say "It's more Hotline Miami" and in most ways, that's very true. But I'm going to try to be just a bit more insightful and try to highlight some of the differences between this game and its predecessor. First off, the gameplay. It plays largely very similarly to the first game, but you'll notice some differences in level design. Some of Hotline Miami 2's levels are a lot more wide open, which was something that was not really present in the first game. Because of this, I found it much more important to use the camera to look around to see if an enemy is lurking off screen. This becomes kind of annoying, especially when off-screen enemies start shooting you from unseen locations. Nearly every level in Hotline Miami 2 features a different playable character with slightly different abilities, similar to the mask system in the first game. But the player can't change out and experiment with abilities and playstyles when they want to, like in the first game. Levels in Hotline Miami 2 are also generally much longer than the first game. This makes an already hard game that much harder and that much more frustrating when you're killed near the end of the level and forced to start again. It wasn't that big of a deal in the first game, as it was more about the thrill of memorizing relatively short levels and then executing them perfectly. The longer levels in the second game greatly slow it down and make it feel like more of a chore.

(Mild spoilers in this paragraph) The narrative in the first Hotline Miami game was definitely a little open to interpretation. The first half of Hotline Miami saw the player character, "Jacket" slaughtering buildings full of people because a voice on his telephone told him to. The second half of the game (if you follow Jacket's storyline) saw Jacket killing with a purpose instead, tracking down and killing off the people who killed his girlfriend. Many people viewed the story as a commentary on violence in video games, and discussed how killing for no reason vs. the player character killing with a purpose felt the same/different. I admired how Hotline Miami's story could be viewed through many lenses and how the vagueness of the story left it open for the players' imaginations to fill in the gaps. Hotline Miami 2's story has a similar vagueness, but it's compounded by each level being played by a different character and then each level also being told chronologically out of order. I just couldn't even follow what was supposed to be happening. The story seemed like some crazy blur of violence, neon lights, pounding music and confusion. Maybe that's what the developers were going for?

The soundtrack in Hotline Miami 2 is still very much on point. It's still a collaboration of many different artists, even more than the first game, that have somehow banded together to make a unified sound. Most of the first game's musical authors have returned to contribute fresh tracks, but I loved contributions from new artists as well. A few of my favorites are "Divide" by Magna, "Blizzard" by Light Club, and "The Way Home" by Magic Sword. The entire soundtrack is solid from top to bottom and is worth a listen if you like this sort of electronic/techno music.

Summary
I didn't care for the minor changes in gameplay and story but despite all of my above griping, Hotline Miami 2 is still a solid game. Fans of the first game should still enjoy its sequel, but if you haven't played Hotline Miami before, start with the first one. It's the superior game

Monday, May 25, 2015

Donkey Kong Country: Tropical Freeze

 Retro Studios (Nintendo) / Monster Games - 2014 - WiiU

(On my Top 10 Game Soundtracks list)

I grew up with the Donkey Kong Country games and am a huge fan. When Donkey Kong Country Returns came out in 2010, I was super excited to see the franchise revived after nearly a 15 year absence. But I was ultimately pretty dissapointed with that game mostly due to control scheme problems. It was back when every Wii game was obliged to shoehorn in Wii Remote waggling of some sort or another, so DKC:Returns forced you to shake the controller every time you want to roll. It was just awful. A simple design decision made what would have been an otherwise pretty good platformer nearly unplayable for me. I found a downloadable hack online that patched in the ability to map the controller shaking to a button, so I'd recommend Googling for it if you want to go back and play DKC: Returns because that game is fundamentally broken out of the box. The egregious controller shaking was unforgivable, but I noticed another small problem with DKC:Returns. It had a bit of an identity problem. It was a decent platformer with some admittedly pretty good level design, but it didn't really feel like a Donkey Kong Country game. Where were the Kremlings? Where were all the animal buddies other than Rambi? Where was the amazing head rocking music I was used to from previous entries? Sure it featured Donkey Kong characters, but the soul of the game was stripped away. For a game titled "Donkey Kong Country Returns", it didn't really feel like the franchise HAD actually returned.

So now onto Tropical Freeze. The first thing it does right is provide support for other control schemes. There is still Wii Remote waggling, but you don't have to do it if you play with either the WiiU gamepad or pro controller. Hallelujah!! This automatically makes the game much more enjoyable. The game also looks gorgeous in HD. The visuals were always so striking in DKC games, even on the SNES so it was nice to see some TLC paid to the backgrounds and artwork. The next thing you'll notice is the soundtrack. David Wise, the main composer of the SNES trilogy, has returned to the franchise to pump some soul back into it. I'll talk about him later, but what really made this a Donkey Kong Country game for me was a simple animation. Dixie Kong's falling/sliding animation. It's an animation that's rarely ever seen in either Tropical Freeze or the SNES DKC games, but it plays when Dixie is sliding down a surface. She sticks her arms and legs straight up and flails them around in the air. Again, it's a silly animation rarely ever used, but as soon as I saw it, it made me smile. It's the little polish developers can apply that make die-hard fans like myself feel at home in the franchise. No, there's still no Kremlings or animal buddies other than Rambi. But Tropical Freeze is a Donkey Kong Country game.

Dixie Kong is back from DKC 2/3! And Cranky Kong is now a playable character! Each Kong has their own special abilities. Diddy retains his jetpack hover from DKC:Returns and can now use it underwater to swim super quickly. Dixie makes Diddy somewhat obsolete with her hair flutter which carries the player higher/father in the air than Diddy's jetpack. Cranky Kong, my new favorite Kong, can pogo bounce on enemies and over spikes with his cane a la Duck Tales. Choosing which Kong to accompany you on a level is a new interesting decision as certain levels are tailored to certain Kong's abilities. Each level has been designed perfectly for speed running and platform and enemy placement is done just so basting through at full speed is possible if you have enough skill. Another speedrunner-friendly addition is then inclusion of replays. When you finish a level, you can post your replay online for friends/challengers to see. You can also view the replays of the top speed runs for a given level to see how it was actually possible to complete it in 43 seconds or whatever. This was a pretty cool addition. And don't let the cutsey Nintendo mascots fool you. This game is hard. Old-school hard. And if the normal levels aren't hard enough for you, you can find all of the K-O-N-G letters in each world to unlock bonus levels that are obnoxiously hard. I have only been able to finish one of the bonus levels so far. And I'm pretty darn good at this game.

Can we talk about the genius of David Wise for a second? When I heard he was back to work on the Tropical Freeze soundtrack, I was super pumped. Listening to the soundtrack was what actually made me want to play this game. The original tracks are awesome - Windmill Hills, Deep Keep and Fruity Factory. And the remix tracks are awesome too - Current Capers (Remix of DKC Aquatic Ambience), Irate Eight Chase (Remix of DKC2 Lockjaw's Saga) and Twilight Terror (Remix of DKC2 Stickerbrush Symphony). I actually think I like that cover of Stickerbrush Symphony better than the original. And I love the Original. If you like video game music or David Wise's work, I'd encourage you to listen to the whole soundtrack. There's lots of musical variety and it's absolutely phenomenal.

Video Review of DKC: Tropical Freeze

Summary
Tropical Freeze is the true return of the Donkey Kong Country franchise. A game with tight controls (yay!), excellent level design, striking visuals and rocking music are what you'll find here. If you're a fan of challenging platformers, speedrunning or excellent audiovisual presentation, you'll enjoy Tropical Freeze. It's a fun game to play cooperatively as well.

Saturday, May 2, 2015

Rayman Legends

Ubisoft - 2013 - PC/PS3/PS4/Vita/WiiU/X360/XboxOne

If you're looking for excellent platformers, or great couch co-op experiences, the WiiU is the next-gen console you want. To me, what sets the WiiU apart from any of the other next gen consoles are its tablet and its first-party games. The first-party games for WiiIU are the high level of quality you'd expect from Nintendo. Mario Kart 8 and Smash 4 are great and Super Mario 3D world is the best Mario game I've played to date. But I've noticed Nintendo doesn't really know how to implement its own tablet into its own first-party games. Mario Kart 8 simply maps the touch screen to a horn, Smash 4 only uses it to duplicate what's on the TV screen while Donkey Kong Tropical Freeze opts to turn the tablet screen completely off. None of these are inherently bad designs, but it's curios to see Nintendo stumped about what to do with its own hardware. Sure, Mario 3D World does have some light uses of the tablet where occasionally the game will require you to touch some block or something. But nothing like Rayman Legends. I know this game is on a plethora of other platforms, but you NEED to play the WiiU version of this game that utilizes all of the functionality of the WiiU tablet. I'm sure the developers would agree. I also hope Nintendo developers have played this game and are taking notes on how to properly utilize the gamepad.

The beauty of playing this game with the WiiU gamepad comes into play when there's at least more than one player playing the game. One player can play with a Wii Remote or Pro controller and plays through the platforming in a traditional fashion while the other player plays with the tablet screen and is tasked with helping the platforming player progress through levels. This is accomplished by touching to move and slide walls or platforms on the tablet screen or by keeping the platforming player safe by tapping to tickle monsters or by deflecting projectiles away from hitting the platforming player. It seems like each level has a new and inventive use of the tablet's touch screen that made playing each level fun and fresh. Neither the tablet player nor the platforming player are performing the same set of actions either, but both sets of actions are necessary for the level to be completed. This type of asynchronous gameplay experience is especially well implemented in Rayman Legends and requires both the tablet player and the platforming player to work together as a team to solve puzzles and complete the level. This, to me, is also why the definitive version of Rayman Legends can only be played on the WiiU and is probably best played with a partner.

Another thing that sets Rayman Legends apart from other platformers is its use of music. I've seen it before in other games where some background elements will move or dance in time with the music, but Rayman Legends takes this to another level. A lot of Rayman Legends levels require you to actually do platforming actions in time with music. If what I'm describing doesn't make sense, check out this video. But if you do, it may detract from the joy of discovering Rayman Legend's musical levels for yourself for the first time. The musical levels were so cool and I'd love to see this concept implemented in other platformers or even other game genres

Rayman Legends Video Review

Summary
Rayman Legends is one of the best platformers I've played in a long time and I'm enjoying seeing this resurgence of platformers and couch co-op experiences on the WiiU. The WiiU version of Rayman Legends also makes great use of the WiiU gamepad to implement a fun asynchronous co-op experience for both players. The music levels are wonderful and the game does have a great soundtrack in its own right too. Oh and it even features some of the best levels taken from Rayman Origins too! This is a great game and a must-play if you like platformers, co-op play, excellent music and art direction, or creative implementation of asynchronous gameplay

Sunday, February 1, 2015

Shatter

Sidhe Interactive - 2009 - PS3/PC/Mobile

(On my Top 10 Game Soundtracks list)

I had already been listening to Shatter's excellent soundtrack for about a year before I actually tried playing the game. I actually found this game through its soundtrack and bought it during the Steam winter sale when it was super cheap. Shatter is an Arkanoid clone made in 2009 originally for the PlayStation network. If you think you've never played the original Arkanoid before, you missed a classic. Or if you're like me, you played Arkanoid, but never realized it had a name. Other than looking and sounding gorgeous, Shatter separates itself from Arkanoid by implementing a slightly more complex physics engine where the player can manipulate the ball via "blow" and "suck" mechanics. This seems like an easy spot for a lewd joke, but I'm gonna try to be mature here and just keep going.

Shatter has several game modes including a couch co-op mode, but the only one I've played as of this review is Shatter's "story move". In story move, you play through 7 or so stages of Arkanoid-like gameplay before being confronted with a boss fight. The boss fights usually consist of trying to guide the ball into the bosses' glowy weak point using the blow and suck mechanic. It was these boss fights which highlighted what I thought was the primary problem with Shatter. I found I was hitting the bosses' weak points accidently through luck or random chance just as often as I was while intentionally trying to guide the ball with the blow and suck mechanics. The developers presumably included the blow and suck mechanics to give the player more control over the ball and add more skill and precision to Arkanoid. But it really doesn't matter. The blow and suck mechanics are implemented in such a way that it's still pretty hard to tell where the ball is going to go after you incluence it. Plus the screen is so chaotic and the balls bounce off of objects so randomly that you hit your intended target just as often through accident as on purpose. In fact, I felt the levels that required the most skill and control were the bonus levels where the blow and suck mechanics were taken away from you and there were no other objects on the screen

Shatter's somewhat mindless gameplay is given a boost by its impressive futuristic abstract graphics and hypnotic neon bloom particle effects. But what Shatter really stands on is its soundtrack. Oh my God the soundtrack. Standout tracks are Amethyst Caverns, Freon World and Granular Extractor, but the whole soundtrack is top to bottom amazing. It's the kind of hypnotic electronic trancey sound that is a perfect compliment to Shatter's gameplay. It's also great to work to or to fall asleep to. I mentioned in the introduction I actually listened to the soundtrack years before playing the game and probably would never even have given it a chance if not for the incredible music. The entire soundtrack was composed by Jeremiah Ross (a.k.a. "Module") who, to my knowledge, had never composed a game soundtrack before working on Shatter. I'd love to see him get more work; the Shatter soundtrack is truly awesome.

Shatter Video Review

Summary:
As I said before, Shatter's gameplay is kind of mindless, but I don't mean that in a negative way in this instance. It's can be a nice experience to put on the game, watch the pretty lights and colors and zone out to the amazing soundtrack with minimal interaction. If this sounds like it might be your thing, give Shatter a try. Or if you'd like to see a modern take of the classic Arkanoid, Shatter is your game

Thursday, January 15, 2015

Theatrythym Final Fantasy: Curtain Call

Square Enix - 2014 - 3DS

See Also My Top 10 Final Fantasy Games List

Finally back with my first review of 2015! Hope everyone out there had a fun and safe holiday break. I happened to take my 3DS with me while visiting family and got a chance to play some Theatrhythm Curtain Call. It's a rhythm game whose soundtrack is made of compositions from nearly every Final Fantasy game to date. Curtain Call is a sequel to the first Final Fantasy Theatrhythm game which came out in 2012. I actually got a chance to play the first game earlier last year, but didn't write a review on it. Both games are basically Square Enix's attempt to try to capture the audience of Final Fantasy fans who love the soundtracks for the series. And as someone who is a huge Final Fantasy and Nobou Uematsu fan, this game is a great tribute to the series and its music

The gameplay in Curtain Call basically consists of listening to a Final Fantasy song and then tapping along on your DS screen with your stylus, guided by on screen tapping prompts. The game scores you on how well you did or if you perform too poorly, you can fail a song a la Rock Band or Guitar Hero. But as long as we're comparing rhythm games to one another, Curtain Call is much more similar to Elite Beat Agents gameplay wise. There are also some light RPG elements which I guess are obligatory because Final Fantasy. You can choose a party of Final Fantasy characters from pretty much every game in the series, give them skills and items and level them up. Your character's level and skills can give you point bonuses or extra health or other helpful things while playing, but the RPG elements of Curtain Call can really be ignored if you're not into that sort of thing. If you're just playing the game for the music and rhythm parts, not micromanaging your party won't hurt you. Or if you're really into maxing out your party for the highest points and most health, that's cool too. But I guess it doesn't speak too well about the importance of Curtain Call's RPG system if you can completely ignore it while playing the game

Let me just say that having played both games, Curtain Call is completely superior to the original game in every way. If you want to try this series out, go straight after Curtain Call and don't bother with its predecessor if you have the choice. Curtain Call has every single song from the original plus way more. It also has more unlockable characters, a slightly more complex RPG system, a hefty growing library of DLC, and more gameplay modes than the original including a multiplayer mode.

Summary:
Curtain call is the the perfect type of portable game for me. Gameplay sessions can be short - you don't have to commit a huge amount of time to playing the game and you can save pretty much at any point. It's also quite easy to pick back up after not having played for several weeks. It's a great tribute to the quality musical compositions in the Final Fantasy series and seeing all of the FF characters be cartoonized was actually kind of adorable. There's also now some DLC out for Square Enix games other than Final Fantasy. Hooray for Chrono Trigger DLC! It's a nice addition to your 3DS library if you're a Final Fantasy fan or a fan of rhythm games. It's a must-buy if you're both!

Friday, December 26, 2014

The Legend of Zelda: Ocarina of Time

Nintendo - 1998 - N64/3DS

(On my Top 10 Favorite Games list)

See also my Top 10 Zelda Games list

I was having a discussion with a friend about which Zelda game a newcomer to the franchise should play first. Wind Waker and Twilight Princess were brought up, but Ocarina of Time wasn't even mentioned. And I wasn't really opposed to that. This game is a difficult sell to someone who has never played a Zelda title before. It's not so much that subsequent games have made massive improvements on the formula that OoT established or anything like that. But I realize that the reason I love this game is that I have SO MUCH NOSTALGIA tied up in this game. It was the first Zelda game where I got to explore the sprawling fields of Hyrule, the first Zelda game that really hooked me on its story and got me interested in its locations and characters and it was the first Zelda game I replayed over and over again obsessively. And the music! Oh man, the music. It always brings back so many memories. So either you read the last few sentences and knew exactly what I was talking about or you haven't played OoT. While I don't necessarily believe that subsequent Zeldas are "better" games, it's hard to come up with a sell for this game over other Zelda titles that isn't childhood nostalgia. But it's important to note how hugely important and impactful this game was when it came out.

This game was made in the era where 3D games were starting to come into their own. The first 3D game I played that really blew my mind was Mario 64. Those Mario worlds were fun to play and run around in, but what set the 3D worlds of OoT apart from Mario 64 were that OoT's 3D world felt "real" and lived in. It was a joy to explore. Especially with all of the detail put into the world; it made you want to explore each nook and cranny to make sure you didn't miss a hidden secret. I can distinctly remember being totally blown away by this the first time I played the game. I remember just walking around some of the villages and using the first person camera to admire all of the details.

The gameplay of OoT was revolutionary at the time and set a lot of precedents for how the rest of the 3D Zelda games would play. It sounds kind of silly now, but a lot of what we take for granted gameplay and systems wise not only in Zelda games, but 3D games in general had to be invented from scratch here. Everything from the way the puzzles worked to how the combat would function had to be converted from a 2D world to a 3D world. One of the most notable of these new 3D game systems was OoT's "Z targeting" system which governed how the camera would function in combat. By facing an enemy and pressing the Z button, the player could focus the camera on just one enemy until either the focus is switched by pressing the Z button again or the enemy is defeated. The developers did a fantastic job bringing this franchise into a 3D world

The Legend of Zelda - Ocarina of Time Video Review

Summary:
OoT is sort of a difficult sell for someone who has never played a Zelda game before, because I'd only be selling them on nostalgia. My personal recommendation is to play Wind Waker if you've never tried this franchise before. I understand the WiiU version, which contains some graphical enhancements and gameplay tweaks, is the definitive version of the Wind Waker. But for "game connoisseurs" and people who have somehow otherwise missed out on playing OoT and are interested, it is one of my all time favorite games. I actually haven't played the 3DS remake of Ocarina of Time, so I can't speak for its quality, but I hear good things. I'm not really interested in playing OoT on a handheld and while the enhanced graphics look beautiful, they also clash with all of the great memories I have of playing the original version. And while I admit there's a great amount of nostalgia tied to my Ocarina of Time love, I am still confident in saying it is one of the greatest video games ever made.

Friday, December 19, 2014

Final Fantasy VII

Squaresoft - 1997 - PC/PS1

(On my Top 10 Favorite Games list)

See Also My Top 10 Final Fantasy Games List

I actually played Final Fantasy 7 for the first time several years after it was released. A friend of mine gave me both the FF7 and FF8 discs at the same time. I initially decided to play FF8 as it was the newer and more graphically realistic of the two games. FF7's blocky and cartoony graphics initially turned me off and I didn't get around to playing through it until after I finished FF8. I liked FF8 well enough at the time, but it wasn't until I went back and played through FF7 that I realized how superior of a game Final Fantasy 7 is. It taught me an important lesson that I still think about when playing games now: graphics are just not as important as good gameplay and an interesting story

Final Fantasy 7 was the first game in the series released on the PS1 and was also the first game in the series to not appear on a Nintendo console. More importantly, it is also the game that is credited with popularizing the Japanese role playing game genre for western audiences. It is also the first game in the Final Fantasy series to fully embrace a futuristic sci-fi setting as opposed to the Tolkien-esque fantasy settings found in the previous games. Earlier games in the series had some futuristic and science fiction elements, but Final Fantasy 7 really embraced this aesthetic and fully built its characters and setting around it

Final Fantasy 7 follows the story of Cloud Strife, an amnesiac mercenary who joins a band of freedom fighters who call themselves Avalanche and are trying to stop the money-loving Shinra corporation from installing environment polluting "mako reactors" across the planet. The first part of the game deals with the Avalanche vs. Shinra conflict, but then the game and story really opens up as you begin to uncover the details of Cloud's past, his lost memories and how a mysterious man known as Sephiroth ties in to the story. You'll also of course explore the backstory to all of your party members, who are all well written and interesting characters. It's a truly gripping and mysterious story that had me hooked from the beginning and kept me interested to the end. It's a difficult game to put down because if whatever's happening in the story doesn't hold your attention, the addicting and well designed battle system probably will.

Just like any other entry in the Final Fantasy series, the battle system in FF7 is completely unique, but I believe this is my favorite battle system found in any of the Final Fantasy games. This battle system allows for a high degree of character customization through the new "materia" system. In the game, materia are basically little magic jewels that characters can equip on their weapons and armor to grant additional stat bonuses or new abilities. For instance, if you want a party member to learn a fire spell, you simply place the "fire" materia into one of the materia slots on that character's weapon or armor. What makes this system interesting is that some materia can be paired together. For example, if you wanted to be able to cast fire on all enemies at once, you can pair a "fire" materia with an "all" materia, assuming you have both. Players have to make some fun strategic decisions when building out their party as some weapons may be statistically better, but have fewer materia slots. Further adding to the strategic complexity of this system is that materia can gain experience and level up, granting you further statistical bonuses or more powerful spells. Another smart piece of game design is that some weapons and armors can increase the growth rate of the materia, but at the cost of fewer total materia slots. It's an excellent battle system that forces the player to think carefully about their party's build.

Adding to the perfect harmony of excellent gameplay and well-told story is the masterfully composed soundtrack. I know I've said it before, but Nobou Uematsu is a genius. The PS1 sound chip makes the tracks sound very MIDI-ish, but pay attention to the composition of the pieces. It's genius. Even more mind blowing is the crazy musical variety found in each track. There's the sleazy "Oppressed People", the dark and beautiful "Anxious Heart", the playful carnival-like "Gold Saucer", the nightmarish "Those Chosen by the Planet" and of course, the rockin' boss battle anthem "Those who Fight Further". But really, the whole soundtrack is totally amazing from top to bottom. Give it a listen if you're into video game music

Final Fantasy VII Video Review:

Summary:
Final Fantasy 7 is a masterpiece of a game. It's a perfect blend of engaging story, smart game design and a top-notch soundtrack. I've tried many times to recreate the experience of playing FF7 for the first time be trying various other Japanese role playing games, but none can quite recapture the brilliance of FF7. It's a must-play for fans of RPGs with great storytelling, don't let the blocky graphics scare you off. Speaking of which, I'd love to see that FF7 HD remake sometime in my lifetime

Friday, November 21, 2014

A Bird Story

Freebird Games - 2014 - PC

Earlier this year, Freebird Games and head developer Kan Gao released a free mini-DLC epilogue for their excellent 2011 game To The Moon. This DLC served as a sort of epilogue for To The Moon that wrapped up the story and tied into the next entry in the series. A Bird Story, which came out earlier this week, was teased as being the game in the To The Moon series and that's both true and misleading at the same time. I found A Bird Story to be actually more like the DLC that was released earlier this year - it's a short mini-episode that's meant to bridge To The Moon and its eventual full-length sequel together and introduce the sequel's new main character. While A Bird Story is a full, albeit very short, standalone game in the To The Moon universe, it also has some notable differences from its predecessor. Firstly, there is absolutely no dialogue in A Bird Story. Secondly, because A Bird Story takes place long before the events of To The Moon (and presumably long before Watts or Rosalene were even born), you play not as Dr. Watts or Dr. Rosalene, but as a young boy who will eventually become their patient in the next game.

The most defining characteristic of A Bird Story is its heavy focus on narrative, but complete lack of dialogue of any kind. This is in stark contrast to To The Moon which was a game made up almost entirely of reading text boxes. I found this to be the most interesting "mechanic" in A Bird Story. This places a greater importance on music to set the mood and the animation to convey the action in the game, which is pretty ambitious for a 2D sprite based game. After finding a few of the opening scenes to be ambiguous and difficult to interpret, I was initially not too fond of this style of storytelling. I was getting annoyed that I couldn't tell what the game was trying to convey to me, so I instead chose to focus on what *my* interpretations of the scenes were. I found this approach to the game made it much more enjoyable and I'll go as far as to say that I think the game was actually intended to be played this way. By the nature of removing all dialogue, A Bird Story sets itself up to be much more open to interpretation than literal like its predecessor. Plus A Bird Story has a very metaphorical and almost dreamlike quality to it which meshes well with its dialogue-less-ness.

While To The Moon had qualities of science fiction, these sci-fi laws were explained and defined and for the most part, the game played by its own rules throughout its story. A Bird Story is much less concerned with what rules govern its in game reality, and instead goes for a very dreamlike aesthetic. It's often hard to tell if what you're witnessing is "actually happening" or if its part of the main character's fantasy or daydream. This is exemplified not only in the events of the story, but in the game's level design too. In the first scenes of the game, the main character walks from his school to his apartment, establishing their physical locations in the game world. But then in a subsequent scene, the character walks back to his school from the apartment via a different path which goes in a totally contradictory direction than the one taken in the previous scene. You still know where you are, but the game invalidates its own rules for how its game world is laid out structurally. It reminded me of how sometimes the architecture of dreams isn't quite exactly correct. You still know where you are, but there are sometimes little shortcuts and inconsistencies with reality.

Kan Gao's excellent musical composition skills are on display again in A Bird Story. I did catch at least one recycled track from To The Moon, but I'm pretty sure all of the rest of the music in the game was original. I'm also a fan of the old school 2D sprite aesthetic and some of the backgrounds in the game are very well drawn. Without any dialogue, the music and artwork get an increased emphasis, and they do a good job of creating mood and atmosphere.

Summary:
A Bird Story does stand on its own, but I'm not sure I'd recommend this to people who haven't already played To The Moon and enjoyed it. It feels more like a shorter and more compressed version of everything that was great about To The Moon. Clocking in at just over an hour, it's a very short experience, but is probably priced appropriately at $5. The storytelling without dialogue works, but it just didn't quite have the same impact on me as To The Moon. I'm now looking forward to Finding Paradise which I guess will be the next "proper" game in the To The Moon series

Friday, October 31, 2014

Parasite Eve

Squaresoft - 1998 - PS1

I'm really not sure why I didn't try this game before now. It's got "me" written all over it. Parasite Eve is a text heavy horror RPG by Sqaresoft for the PS1. I love horror, I love RPGs, I love story and I love Squaresoft games. Classic Squaresoft, of course - not necessarily Square-Enix. Okay, so full disclosure: I haven't finished this game yet, but I'm on the 5th of 6 chapters. I usually try to complete every game I review here, but I wanted to play a bunch of new horror games in October and I think I bit off a few more games than I had time to chew this month. I'll admit to not finishing Clock Tower last week either. But I'm quite excited to wrap up Parasite Eve this weekend as opposed to Clock Tower which felt too aged for me to really enjoy.

Parasite Eve is actually a "sort of" sequel to a novel of the same name by a Japanese author named Hideaki Sena. The characters and themes of the novel were adapted to be used in the game, and a lot of new narrative was written by Takashi Tokita, who also helped direct Chrono Trigger. There's actually a lot of well-respected industry talent that worked on this game. Hironobu Sakaguchi and Tetsuya Nomura, both of Final Fantasy fame, respectively produced and did lead artwork for Parasite Eve. The game's excellent soundtrack was composed by Yoko Shimomura who is arguably the most prolific video game composer of all time who is not named Nobuo Uematsu or Koji Kondo. "Primal Eyes", "Missing Perspective" and "Out of Phase" are examples of Shimomura's great work on the soundtrack.

Parasite Eve tells the story of Aya Brea who is a cop working for the NYPD in a fictional New York City during Christmas of 1997. The game opens as Aya and her date are at Carnegie Hall watching an opera. During her solo performance, the lead actress of the opera starts to creepily stare directly at Aya and while the two gaze across the theater at each other, everyone else in the room suddenly begins to catch fire and spontaneously combust. It's a pretty crazy and horrifying opening scene. Aya then learns that the lead actress is being possessed by a being named Eve who is the source of the body melting fires. Eve eventually escapes Carnegie Hall and Aya must spend the rest of the game unraveling the mystery of who Eve is, learning what she's trying to accomplish, and finding a way to foil her plans. Parasite Eve isn't the greatest written game, but the story has its moments and keeps you interested by teasing a mysterious relationship between Aya and Eve.

One of the first things I noticed about Parasite Eve is how beautiful and detailed the backgrounds were. I love and miss all of the hand drawn backdrops that are present in all of Square's PS1 RPGs and I hope some of the modern RPGs will start to take a crack at this art style again. Parasite Eve's battle system is in some ways an evolution of Chrono Trigger's. There is no "battle scene"; encounters happen seamlessly while you're exploring. You also have full control over Aya's movements during the battle. You can move around to dodge enemy attacks and move closer when your ATB gauge is full to deal maximum damage at close range. All of Aya's weapons have range rating which determines how far away you can be from enemies and still successfully make an attack. I found I was constantly managing Aya's spatial position while my ATB was charging, which was an interesting mechanic. I know this is back-to-back reviews where I'm complaining about this, but really I found Aya's move speed to be too slow, both in and out of battle. Aya's snail-like move speed combined with the slow screen fade transitions made exploring a bit tedious at times.

Summary:
Parasite Eve isn't the most pulse-poundingly terrifying game out there, but I still found it be enjoyable. The game's creepy themes, excellent artwork and eerie soundtrack work together to make Parasite Eve an interesting play, but it's probably not anything that will make you want to sleep with the lights on. The combat was overall pretty decent, but it was hampered by Aya's slow move speed and the battles lacked that real addictive hook that's found in most of Square's games around this era. The story has its moments, but could really be aided by a little more character development early on. I did enjoy the realistic setting of New York City as opposed to the imaginary fantasy locations that are in most RPGs. I'm excited to finish this game up and to eventually move on to Parasite Eve 2 in the future

EDIT: Finished the game. The highlights of the game for me were the 4th chapter which is spent locked in a creepy abandoned hospital basement during a power outage and the 6th chapter final boss fight. Without spoiling too much, my first real moment of terror in Parasite Eve came during the final boss fight. I'd recommend this game, but only to players who can tolerate the pacing of older RPGs