Saturday, June 19, 2004

Real Ultimate Power

Awwwww Snap. So I finally picked up Ninja Gaiden. Well, more accurately, traded Disgaea for it. I played a good six hours of Disgaea, and just decided it wasn't the game for me. I can completely understand the appeal, and if you have the time and the interest I'm sure you could lose your life in it. However, I found myself with neither, and thusly had no use for the game. I also felt like unless I was going to play the game on the deepest level possible, fully understanding everything, I wasn't going to get the most out of it. So anyhow, I got Gaiden.

I've only played through the first two or three levels, but I wanted to give some early impressions, partially for my own interest to see how things change throughout the game, and partially to impart any pertinent information about the game. Such as, whether I would recommend purchasing it or not. So far, I must say, it's pretty badass. Almost as much so as all the raving reviews, which was a bit of a surprise actually since action games rarely live up to the hype some of the flashier ones gather. Obviously, the game is gorgeous. I wouldn't quite say it puts Prince of Persia to shame, simply because of PoP's ungodly beautiful soft lighting techniques, but it's one sexy sexy game. It's probably the first game I've seen show off the X-Box hardware to any real extent, and obviously couldn't be replicated on a lesser system. The presentation is also nice, with some very pretty CG cutscenes and ninja atmosphere. Another element which is really great in NG is the exploration. As much as I adore Otogi, all the gorgeous demons and delicate Japanese tunes on earth can't disguise bland level design. Like too many games in the crowded genre, you basically progress through each stage by taking on little pods of enemies one at a time until you've worked your way to the end. Gaiden, on the other hand, is structured more like Onimusha or Devil May Cry. You still fight batches of bad guys at a time, but they're more casually inserted into the stages, which themselves are incredibly varied in architecture and in the way you approach each section. Some of the wall-running and acrobatics needed to proceed in some areas are also very reminiscent of PoP, while not quite as refined. The combat is eons more interesting and dynamic though. Ah, yes, the combat. I'm still undecided on some aspects of it. It's definitely very fluid and very intense, and I feel like once I start to get a better hang of the moves, it will feel a lot more rewarding. It is structured after a fighting game after all, so it does take some investment. Considering how deep the combat can get though, some of it just doesn't work in certain areas within the levels. Jumping off a wall to slash some evil samurai horseman in the head sounds like a great idea, and usually is, unless the stone is angled slightly the wrong direction, which will fuck your flight path completely. And the camera...curse this evil beast, it's the worst enemy of all. All the movement is mapped to the left analog stick, and the camera pretty much goes where it wants while you move. You can always center it by hitting R, but this makes smoothly running around a corner and seeing what's around the bend impossible without coming to a complete halt. The game is hard enough as it is, I don't need to lose a bit of life every time I enter a room just because I couldn't immediately see my attackers. There's just no reason why the camera controls can't be mapped to the now-standard (for FPS' and 3rd person games) right analog stick, it would make ninja life a whole lot easier. And yes, as I said, and as everyone knows, the game is damn hard. I beat the first two bosses without dying, but it was no easy feat. And I did die at the hands of some random samurai thugs a coupe of times in the middle of the level. I'm glad it's not a cakewalk though, because it forces you to master the controls and moves faster than you normally would - learn or die, that's the idea.

So yes, those are some admittedly early impression. I'll be back with more soon enough. Right now, this Ninja needs some rest. All those disembowlings can wear a guy out.

Thursday, June 17, 2004

Scaliber

See, Soul Caliber 2 would be a near-perfect game outside of half the characters being ultra-lame. And their intros. And everything they say. I don't know if it's a terrible translation job or just plain bad writing in the first place, but the amount of time they took in releasing this game here makes me think it's the latter. The gameplay is the most solid in the genre, and the graphics, sound, and controls are all wonderful (at least on PS2, my version of choice; the Gamecube version looks even better but controls like ass, and I assume the X-Box version shares those traits). I know I'm a good six months late in talking about this, but fuck, why fuck up a game template this good with such awful characters and presentation.

Mitsurugi is enough of a badass Samurai to hold his own (he's a SAMURAI, for fuck's sake), and Kilik, Maxi and Yunsung are cool enough thanks to their weapons, but all four of them still sound like douches of the highest degree when they open their mouths before and after every match. And the rest of the characters are just awful. You've got a fruity fencer, a ridiculous-titted freak, some broad who wishes she was that Nazi blade dude from Hellboy, a wussy female Link, some totally inoffensive-but-still-uncool Chinese chick, Drew Barrymore from Poison Ivy, the cool-looking but lame to play as Yoshimitsu from Tekken, a zombie in bondage, some Pirate guy I haven't unlocked yet but is assumable lame, and two giant, slow brutes that aren't fun to play as or against and look like LOTR rejects. And man, putting Heihachi in a weapons-based fighting game is just cock. He's a fucking badass till the end, but he just doesn't belong here. Bah.

I've made such a big deal about art design in games many times before (it's second only to control in importance to me), and this is a perfect example of a game that just gets it wrong, which is really frustrating because it gets everything else so right. I mean, I'll probably be playing it regularly until MK: Deception comes out, but I'll be hating every other second of it. How is it that faceless, single-color ninjas have more charisma and appeal in one skeletal finger than a guy with a giant sword with an eye on it has in his whole body? One of the many mysteries of our universe I suppose.

Edit: Thank you for reminding me Brendan, I almost forgot the worst offender of all, Necrid. Not so much that he's the lamest character (his built-in energy sword dealie is actually kind of cool), but because he's such a disappointment. Namco gave Todd "Motherfucking" McFarlane free reign to create an original character, and he fucked it up, bad. He looks like some sort of idiot man-dinosaur, and what's up with the big yellow thing?

Spiffing, wot?

So did anyone figure out what game I bought? Come on, it’s not that hard. It just came out in early June… I’m obsessed with Rare… Heck, I even linked to a picture of the old Spectrum Sinclair, and I know anyone who reads this site is familiar with that old system. Still don’t know? Well, I’m very disappointed in you. Of course I bought Sabre Wulf for the GBA. And I’ve been enjoying every delicious minute with it.

Considering it’s “only” a Gameboy title, Sabre Wulf has been in development forever. I guess that should come as no surprise since Rare was making it and all. Thankfully, this game is more in line with what we have been expecting from Rare during the Nintendo era. SW game breaks away from the overly ambitious Banjo-Kazooie GBA, the fun though repetitive Grabbed by the Ghoulies, and the just too damn long for its own good Star Fox Adventures by creating a game that is finally worthy of the Rare name. Sabre Wulf will remind fans of Rare why they loved them in the first place, and will be thoroughly enjoyed by platform fans of all kinds.

So what is Sabre Wulf? It’s the fourth game in a twenty year old series staring Sabreman – a foppish English adventurer - in a quest to seal the kleptomanical Sabre Wulf in a magic something or other that will keep him from terrorizing towns. The story is kind of ridiculous, the wolf steals anything he can get his hands on including women’s underwear and the major, but that is to be expected from Rare products, no?

For most of the game, Sabre Wulf is a relatively traditional 2D platformer. Harkening back to the days when controllers contained only two buttons, Sabreman does not have a huge arsenal of moves at his disposal. In fact, the only move he can perform is jumping. But, he does have a bag full of animals to help him. It’s not really explained how this works, but somehow Sabreman has 15 animals with different abilities at his disposal There’s Boomer – a crazy badger who blows up anything nearby. Tiny Phoenix – who makes Sabreman invincible. And Golem – an immobile behemouth who crushes enemies and acts as a platform. The other 12 animals all bring something to the table (unlike GP) and help you on your quest.

The only flaw with the game is the animal inventory system. As the game does not pause when you bring up the animal menu, you can find yourself in some tricky situations, frantically scrolling to the correct creature before you meet your demise. I wish Rare would have allowed you to quick map animals to the L and R buttons, but, alas, they do not.

There is some light puzzle-solving along the way, mostly figuring out what animal to use in what situation, but for the most part you will be trying to pass obstacles rather than trying to figure out how to pass them. The levels themselves are set up in a way very similar to the Donkey Kong Country series. You are able to simply walk from the beginning to the end, which is good enough to pass levels and eventually win the game. But, like DKC, you can also explore if you want to. Levels branch up and down, allowing you to search for new animals and treasures if you wish. This added option is the perfect mix for people who do not like exploration in their platformers.

My favorite part comes after you reach the end. Every level concludes with you sneaking up to Sabre Wulf’s cave and snatching whatever treasure he has stolen away from him. This pisses off the mythical beast. He lets out an enemy killing howl and then the chase is on. The game shifts from a traditional platformer to an anything goes chase back to the start of the level. With Sabre Wulf nipping at your heels, you need to make sure you don’t get caught while still navigating the jumps of the level. Oh, and those enemies he killed with his howl magically change into bouncing treasure. So, while you run away from the crazed canine, you will also be trying to pocket as much cash as possible.

This part of the game is very reminiscent of the kitchen scene from Jurassic Park. You remember that scene – the stupid girl and the stupid boy are in the kitchen together while the world’s greatest predator is trying to find them. Somehow, they inadvertently fool the raptors with a reflection on a nearby cabinet. As if a raptor could be tricked so easily. Anyway, there was that one part where they are running towards the freezer with a raptor right on their tale. When they enter the walk in freezer, the ground is covered with ice for some reason. Both girl and dinosaur fall to the ground – a mere inches from each other. The girl somehow gets up first and locks Mr. Raptor in the freezer.

In Sabre Wulf, a similar thing happens. The wolf is much faster than you are, so you will have to do some fancy maneuvering to avoid him. With all that speed, the thief has trouble keeping his feet when you make him change direction quickly. So, if you’re about to be caught, you can change direction and watch him skid helplessly by. It’s pure entertainment.

Because of this speed element, the game offers tons of replay value. Like Blast Corps, you are awarded a bronze, silver or gold depending on how quickly you return with the treasure. If you earn a gold, you open up a challenge mode for that level. In this mode, you attempt to pass the first part of the level as quickly as possible using only a select number of animals. So, essentially, there are two speed goals for each level. As the levels are all designed really well, it’s a blast to play through them again in order to earn gold.

The game also has some RPG elements. Not much, obviously, but there are some. When you’re not confronting Sabre Wulf, you are in a town with a top down view. Here, you can buy armor and more animals with your loot, or talk to the folks in town. This part is actually quite fun as Sabreman is hilarious. He always questions why these towns are making an old man fight the good fight for them, and is reluctant to continue on the quest without the promise of money.

This is just one of those games that really make me thankful Rare is still around. They took a normal 2D platform game, injected their sense of humor, added a great chase element, and made another great game. This is my favorite Rare game since Conker’s Bad Fur Day on the N64, and, along with Mario Kart and Mario and Luigi, one of the 3 best games on the GBA. And since the game is only $20, no one but Nick has an excuse for not buying this game.

Tuesday, June 15, 2004

Ginger the short man

I will try my best to refrain from talking about the Pistons during this post. Since our last update did not deal with video games at all, it hardly seems fair to subject our loyal readers to a tribute of my all-time favorite Piston - Darko. I know it's trendy to love the Pistons now, but the awkward grace of the Serbian monster is too much for me to bear. The way he tore down that offensive rebound in the closing minutes, then stood completely still - unsure what do to with the basketball - as a Laker stole the ball cleanly from his troll like hands, brought a tear of joy to my eye.

But, alas, I digress. The reason I have not updated these past two days, besides writing letters and drawing pictures of the #2 overall draft pick from a year ago, was because I have had my hands tied up with a beautiful new game. No, I won't mention it in this post - it deserves more hours of play time and a coherent post - but I'm sure anyone who both knows me and is able to read release dates will have some idea what game I have been enjoying. Until I update, though, you will just have to keep guessing.

Moving to a real topic, according to you-know-who, the sexily titled Xbox 2 is now coming out in the latter stages of 2005. I've heard these early release dates before, for every generation, and I once again have to question the validity of it. Sure, there are a couple trustworthy anonymous sources saying they will be shocked and pissed if Microsoft doesn't release the console come next Christmas, but that is hardly a convincing argument. Is Microsoft really willing to risk their position of the most powerful console on the market? Their strategy this generation seemed to be supply everything a developer may need and just let them go to work. Does it really seem like Microsoft is going to take the opposite route and release an underpowered system with no fancy hard drive? I am going to guess not, but who knows?

On the other side of the pond, Sony is apparently going to sit on the success of the PS2 for 3 more years. 2007, they claim, is when the 3rd coming will finally arrive in our (Nick's) home. He-who-should-not-be-named quoted another anonymous source stating that, by delaying their uber console until Emma Watson is legal, they ensure their much heralded Cell Chip will be ready for mass production. Oh, and their Mini Disc 2 - aka Blu-Ray DVD - will be ready to take the world by storm. Sony has a brand new DVD technology they are itching to get out there, but don’t realize that people (me) have no interest in buying a 3rd copy of Fight Club. They are a stubborn company, though, and firmly believe any format they push out there will eventually succeed. It seems like they have enough on their hands with UMD coming out next year, but maybe that's just me.

In Nintendo news... a child sitting next to me in a movie complained that the original Metroid, included in Metroid: Zero Mission, is far too difficult. Can we get someone on this problem? I think the DS and Revolution should continue where the Gamecube left off - have one huge button in the middle of the controller. Who needs 6 buttons when you can have one? Just think how amazing it would be if Square made games for these new consoles. Hit A (the one button), watch movie, and then repeat. Ah, the joys of gaming.

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