Tag Archives: 2014

Ragnarok Odyssey Ace [PlayStation 3] – Review

As I mostly play older video games, or at least, few new-release games, I feel like my reviews should include a preface on why I decided to play what I did. There’s generally a logical through line; like how purchasing an Xbox 360 compatible arcade stick prompted me to play so many of the shoot ‘em ups on that console, or how the announcement of a spiritual successor to the Suikoden series finally encouraged me to start the first entry.

The UI on the PlayStation 3 version wasn’t as cramped as this Vita screenshot, but there was nonetheless a lot going on.

In the case of Ragnarok Odyssey Ace, there were a couple of reasons, despite the fact I had no experience with its source material. Dating back to the core game’s release on the PlayStation Vita in 2012, its vibrant anime-inspired settings and visuals seemed to be right up my alley. It also appeared to be an action-RPG in the vein of Phantasy Star Online, one of the most formative games in terms of my taste. And it was developed by Game Arts, the Tokyo developer behind a pair of influential RPG series: Lunar and Grandia, the latter being one of my favorites. From afar, this seemed to be a game tailor-made for me. But alas… it wasn’t.

As I mentioned, I assumed Ragnarok Odyssey Ace would have more in common with Phantasy Star Online than it actually did. In that game, I spent hundreds of hours leveling characters, replaying stages on harder difficulties for better loot drops, and powering up rare weapons, without getting bored. This game turned out to be slightly less of an RPG, however. As someone who still hasn’t played an entry in the Monster Hunter series, it seems to have more in common with that style of game, which makes sense as Ragnarok Odyssey was originally released exclusively on the Vita. There was a market for similar games on that platform, especially in Japan, when the hugely popular Monster Hunter series jumped from Sony’s handheld devices to Nintendo’s.

Although once in quests there was little exposition, there was loads of it in the castle town. The writing was enjoyable, but there were walls and walls of text to button through in order to select a fetch quest.

That said, structurally, it was actually quite similar to Phantasy Star Online. After selecting a character class and customizing my avatar, I undertook a variety of odd jobs from a quest counter. They were mindless kill x number of this foe, or collect x number of this drop, with some narrative bits thrown in every now and then. Based on the South Korean MMORPG Ragnarok Online, which in turn was based on the manwha by Lee yung-jin, Ragnarok Odyssey was set in a fantasy world inspired by Norse mythology. Accordingly, every dozen or so quests would include a boss fight against a massive creature of Norse lore, or I’d have to protect our little castle town from attacking giants.

So the mission design wasn’t engaging; I just hacked and slashed my way from room to room until I had met the objective. Back at town, I’d sell some loot, see if there were any improvements I could make to my gear, and repeat. It was quite boring, which honestly, PSO could be too. But comparing the two, it felt like there was more to do in PSO, that there was always something else I was working on besides the main quest line. And really, the only thing this game was lacking is a character level. Simple as it sounds, something like a character level can go a long way when you’re driven to see “the numbers go up;” that is, the damage I dealt.

Further exploring the various crafting systems would probably yield the power I needed.

Despite that, I trucked along with the game for about twenty hours before burning out. I wasn’t really enjoying myself, but seeing as I was already about two-thirds of the way through, momentum took over. Ever the optimist, I also held on thinking things might change, that something might click for me and I’d get it. Still thinking optimistically, I’d like to believe that moment may have eventually come. Ultimately though, I ran into a difficult stretch of quests that I just couldn’t seem to overcome.

Like its influences, this was a game designed with cooperative multiplayer in mind, but whose campaign was also playable entirely alone. I didn’t have too much difficulty in those first twenty hours, thanks to a trio of chances per quest, a couple of AI partners, and a general lack of challenge. I’m sure there’s a way for me to best the bosses that eventually me back, but I just couldn’t figure out what that was. I tried different classes (which admittedly, I wasn’t experienced with), different load outs (which admittedly, probably weren’t well synergized), and… well actually, the answer was probably to grind out material drops and explore the crafting system (which admittedly, I hadn’t up to that point). Up against that wall though, disappointed with what the game and just straight up not enjoying myself, it was easier to just throw in the towel, momentum be damned.

And so, a playthrough that started with so much promise petered out before the credits rolled.

Kingdom Hearts II Final Mix [PlayStation 3] – Review

Kingdom Hearts II Final Mix+ - PlayStation 2 - Japanese Box Art

After experiencing the three titles that make up the Kingdom Hearts HD 1.5 Remix compilation in quick succession last year, I needed a break. It was a desire to join in on the zeitgeist surrounding the release of Kingdom Hearts III that prompted me to finally jump into the series, though truth be told I’d always been interested. I started itching to get back into the series while playing the F.E.A.R. games last year, if anything to experience something a little more uplifting. First up: Kingdom Hearts II Final Mix. Continue reading Kingdom Hearts II Final Mix [PlayStation 3] – Review

Call of Duty: Advanced Warfare [PlayStation 4] – Review

Call of Duty Advanced Warfare - PlayStation 4 - North American Box Art

Acting upon a sense of urgency for no particular reason, this year has seen me completing many of the games that have populated my backlog for ages. Singularity and Syndicate, a pair of narrative-orientated first-person shooters, each with unique gameplay hooks, are two such games. While it misses the mark on alliteration, Call of Duty: Advanced Warfare otherwise fits the bill, scratching that itch for what I want in an FPS. Published by Activision on November 4, 2014, it was Sledgehammer Games’ second entry in the series, following their co-development of Modern Warfare 3 alongside Infinity Ward. Additionally, Raven Software (the studio behind Singularity, coincidentally enough) developed the multiplayer components while High Moon Studios handled the previous generation versions. Continue reading Call of Duty: Advanced Warfare [PlayStation 4] – Review

Captain Toad: Treasure Tracker [Wii U] – Review

Captain Toad Treasure Tracker

A spin-off of 2013’s Super Mario 3D World, Captain Toad: Treasure Tracker released the following year and expanded upon a series of one-off stages featured in that game. Designed around Captain Toad’s inability to jump and thereby defeat enemies in a traditional Mario way, each stage allowed the designers behind the Mario games to flex their creative muscles within strict gameplay confines. Impressively, they managed to do so across nearly 80 distinct stages, rarely reusing puzzle conceits. Consistently refreshing and stimulating, it was a joy to play. Continue reading Captain Toad: Treasure Tracker [Wii U] – Review

Crossy Road [Android] – Review

Crossy Road

This is a review of Crossy Road. It’s timely only if you’re reading this month’s ago, or if you’ve never heard of Crossy Road. Unfortunately, if it’s the latter, you’ve missed the zeitgeist. That doesn’t mean you’ve missed out on the fun though. Crossy Road is an evolution of Frogger with elements of modern mobile game design tacked on for revenue streams. It’s a game built around understandable mechanics, unobtrusive monetization features, and an attractive art style. It doesn’t fill you up, but it’s easy to keep coming back to.

As I mentioned, the core gameplay of Crossy Road is heavily inspired by Frogger. It’s basically that game with one important twist – it’s endless. Instead of crossing a few lanes of traffic and navigating floating logs to reach the shore on the opposite end of the screen, your character is on a never-ending journey. Both obstacles are present and accounted for here and seem to be randomized, keeping gameplay fresh. Tapping the screen moves the character one row forward and this is how the score is calculated. The high score competitions can get heated, recalling the days of Flappy Bird.

This is a free-to-play game, but it doesn’t beat you over the head with advertisements. The primary source of revenue for the developers would appear to stem from the many character skins. These can be unlocked by spending accrued coins on an in-game prize machine (think the gumball machines at your local grocery store). The coins are earned slowly, but extras can be earned by watching advertisements. Or, this coin collecting process can be subverted altogether by purchasing the character skins. Each character has features that make them unique, but not substantially different. For me, they were just something to work towards, while I strove to improve my score.

Crossy Road - Zombie
Each character has a few traits that make them unique. In the case of the zombie, it’s now dusk and I imagine it moans for brains.

Crossy Road is a free game, available on Apple and Android devices and it’s well worth the download. I thought it was a stellar pick up and play game for those moments when you need a distraction. If you have friends playing it too, the competition aspect will help to deepen the experience.  But, it was a distraction sort of game, and something I couldn’t spend a long stretch of time with after the first few sessions. It is, however, something I’ve spent much time with in the dozens of sessions I’ve played it. Well worth a look.

Far Cry 4 [PlayStation 4] – Snapshot Review

Far Cry 4

On a Friday night, just after Christmas 2014, I was surrounded by the usual gang – Jenny, Erika, and Jeff. The pangs to acquire a PS4 were getting to Jenny, and with much coercion from Jeff, I was finally dogged into taking the leap. That week, Best Buy was running a significant deal on the console, one that included a digital game. Jeff, a team member (ugh) at Target coerced me with the temptations of his substantial discounts, on top of their price matching. Needless to say, we walked away with the system and a couple of games. With Jenny and I being massive fans of Far Cry 3, the choice of a digital game was easy as there was no choice – it was Far Cry 4 all the way.

Once again developed by Ubisoft Montreal, this game is strikingly similar to its predecessor. That didn’t make it a bad game; it was just a less surprising one. As usual, the setting was a lush, sprawling, wide-open game world that offered many distractions. All together it took me about twenty hours to get its platinum trophy, so yeah it was expansive as far as single-player first-person shooters are considered and… there were multiplayer modes – enough said. Finally, the story and cast were anchored by an outrageous villain that gave Vaas a run for his money. The developers took the formula from the previous game, changed the superficial portions, got it running on the new generation of consoles and probably thought “that’ll do.” And it does.

Random Game #36 – Oscura: Second Shadow [Android]

OSCURA_SS_logo

When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.

Oscura: Second Shadow is a game I have yet to play. Like most of the games I have for Android or Steam, this one was acquired through a Humble Bundle, and remains untouched. Instead of personal experience then, I can only write about what I know of the game through quick research. Fortunately, the game’s website has a press kit that filled me in. The game takes inspiration from platformers from the 1990s, specifically the Super Mario and Rayman series of games. Stylistically, much inspiration is drawn from Tim Burton’s repertoire, and I’d also say Limbo. I’ll have to give it a shot sometime to see how it handles on a touch-based device, as I’ve not had much good things to say about platformers on such devices.

The game was developed by Ole Alfheim in conjunction with Chocolate Liberation Front. It was published by Surprise Attack Games, initially on iOS on June 26, 2014 and two months later (August 26, 2014) on Android. Per the game’s press kit, Ole appears to be an Australian and the brains behind this game and its predecessor.

Metal Gear Solid V: Ground Zeroes [PlayStation 4] – Review

Metal Gear Solid V Ground Zeroes

Honestly, I’m surprised by how much I enjoyed Metal Gear Solid V: Ground Zeroes. Granted, it was the first game I acquired and played on my PlayStation 4. That maybe had more to do with its budget price though. That, however, was also a factor that colored my interpretation of the game when it launched March 18, 2014. Most of what I remember about the game’s reception was negativity regarding its length and cost. I totally agree with that assessment after playing it, but I also agree with those who praised it for many reasons. It’s an incredibly polished, brief experience that one can easily be seduced into playing for more than the requisite hour.

The “core” mission is very short – I believe I completed it in about an hour. Snake infiltrates an American black site on Cuba with the goal of rescuing two young members of his special unit. The game opened, per usual, with a lengthy, awe-inspiring cinematic cutscene. The focus was a man with a disfigured face and his conversation with one of the hostages, just after he’d (presumably) violently interrogated the other. As I haven’t played any of the games dealing with these characters and this time period, I was a little lost in regards to their importance. Still, Snake had his mission and I obliged.

Holding enemies hostage was a way of obtaining non-crucial information.
Holding enemies hostage was a way of obtaining non-crucial information.

Upon the completion of the game, a handful of other “Side Ops” could be unlocked. These weren’t cinematic ventures directly related to the impending big show (Metal Gear Solid V: The Phantom Pain), but rather, just more missions. Everything took place in the same environment, and after playing for a half-dozen hours, I’m very familiar with this black site! The lack of variety didn’t bog down my impressions of the game though. If anything, it helped me to appreciate it more.

As I went Trophy hunting, I replayed these missions a handful of times, and restarted more than I’d like to admit! After all of this though, I’m very familiar with the depth of my actions in tackling any given scenario – it had a definite open-world vibe to it. The game was difficult to get acclimated to at first, especially as I haven’t played a game in the series in two or three years. But, as I was driven to collect Trophies, I stuck with the game after each mission’s initial completion, and really grew to relish the opportunity in sneaking about and stealthily resolving enemy threats how I wanted.

It would be a Metal Gear Solid game without sneaking. It'd be a Metal Gear Rising game!
It would be a Metal Gear Solid game without sneaking. It’d be a Metal Gear Rising game!

I won’t dive too deep into the nitty gritty of the gameplay, but there were a couple new mechanics worth mentioning. In my opinion, “Reflex Mode” was the most impactful. If I was spotted, time would slow for about three seconds and I’d have the opportunity to react and potentially prevent a compound-wide alert from taking place. Most usually, I’d land a headshot with a tranquilizer and instantly put my foe to sleep. Maybe I was close enough to grab hold of him, get some information and then knock him out. I probably wouldn’t be careless enough to have a lethal weapon equipped, because after I landed the fatal headshot, another guard would’ve possibly been alerted by the sound. In any instance, I would immediately stash the body.

Another new element to the series seems to have been lifted directly from Far Cry 3. Snake has a great pair of binoculars in his possession, and when an enemy is spotted, they’re permanently marked. A red triangle hovers above that enemy’s head which is visible from any point on the compound. The enemy is also permanently visible on Snake’s iDroid (an all-in-one map utility), which seems out of place considering the time period, if only name wise. Also, when nearby, Snake would occasionally catch a glimpse of the enemy in detail, even through walls; this is described as a “stealth instinct”, or something to that effect, but it’s very reminiscent of the abilities of Batman in the Batman: Arkham series.

Just kicking back on the beach, mowing this fool down, what about you?
Just kicking back on the beach, mowing this fool down, what about you?

The Metal Gear Solid series is one of those series’ that if it wasn’t around, video games would just feel different. Early on the series had an impact that few other games can claim – it inspired other game developers. I don’t know if the series has that same weight behind it today, for whatever reason one can gin up. One thing remains the same: the attention to detail and care that goes into these games’ development is palpable. Despite this game’s length and stated purpose as an introduction to the “true” Metal Gear Solid V, the level of its refinement and depth is kind of crazy. It’s a very challenging game, especially if one’s driven to collect Trophies, but it’s an incredibly well-playing game. It may have been decisive when it released with a $40 price tag, but at its current $20 (or even $7 on PSN!), it’s a no-brainer.

Pac-Man Friends [Android] – Review

Pac-Man FriendsWhen it comes to video games, I’m pretty easy to please. If you were to look back at the articles I’ve published here, I haven’t really ripped into a game or severely criticized one. I also haven’t written too much about mobile games. I’ve played many, really enjoyed a few, but avoid the majority. A game like Pac-Man Friends is why. Continue reading Pac-Man Friends [Android] – Review

Bayonetta 2 [Wii U] – Review

Bayonetta 2Bayonetta 2 was released for the Wii U a few weeks ago and it follows up 2010’s Bayonetta in spectacular fashion. Platinum Games refined the formula of the original and managed to top it in every way imaginable. During the course of my playthrough, it was apparent that I was enjoying my time with it considerably more than I did with the original. For a while it was hard for me to determine how much of that was attributable to the knowledge of the gameplay systems I carried over from my recent playthrough of the original. It was definitely a factor, but this game had enough chutzpah to keep me entertained for its duration. Continue reading Bayonetta 2 [Wii U] – Review