Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Thursday, January 26, 2017

Riding Around Assassin's Creed II

Assassin's Creed II is the 1st chapter in the Ezio trilogy showcasing Florence, Tuscany, Forli, and Venice Italy.

In the first game, you could only ride your horse outside cities. The same thing applies for ACII, but certain locations have surrounding land that lets your ride around the entire map (Appennine Mountains, Villa Monteriggioni, Tuscany, and Forli).

I'm only covering those locations.

Riding Time
~~~~~~~~~~~
Apennine Mountains......... 05min16sec
Around Villa Monteriggioni. 02min20sec
Around Tuscay.............. 05min50sec
Around Forli............... 02min50sec



I'm done.

Friday, January 6, 2017

Strolling Through Assassin's Creed II

Assassin's Creed II is the 1st chapter in the Ezio trilogy showcasing Florence, Tuscany, Forli, and Venice Italy.

I still think this is the best story and Ezio is the most well-written character in all of the Assassin's Creed franchise. Lots of background information to delve into this game as well as the conspiracies that happened throughout the altered version of real world history.

Strolling Time
~~~~~~~~~~~~~~

Florence........................ 07min49sec
Villa Monteriggioni............. 04min00sec
Tuscany......................... 09min30sec
Apennine Mountains.............. 26min04sec
Forli........................... 07min46sec
Venice.......................... 10min30sec

Total....................... 01hr05min39sec



I'm done.

Thursday, December 22, 2016

Sprinting Through Assassin's Creed II

Assassin's Creed II is the 1st chapter in the Ezio trilogy showcasing Florence, Tuscany, Forli, and Venice Italy.

I still think this is the best story and Ezio is the most well-written character in all of the Assassin's Creed franchise. Lots of background information to delve into this game as well as the conspiracies that happened throughout the altered version of real world history.

Sprinting Time
~~~~~~~~~~~~~~
Florence........................ 02min27sec
Villa Monteriggioni............. 01min21sec
Tuscany......................... 02min54sec
Apennine Mountains.............. 07min53sec
Forli........................... 02min39sec
Venice.......................... 03min32sec

Total........................... 20min46sec



I'm done.

Wednesday, December 21, 2016

Traversing Assassin's Creed: Brotherhood

Assassin's Creed: Brotherhood is the 2nd chapter in the Ezio trilogy showcasing Rome.

With only one location, this video was easier to make. This is also the first Assassin's Creed game that lets you ride your horse inside city walls.

Sprinting............. 03min52sec
Strolling............. 15min59sec
Saddling Up........... 04min00sec



I'm done.

Tuesday, December 20, 2016

Return to editingTraversing Assassin's Creed: Revelations

Assassin's Creed: Revelations is the final chapter in the Ezio trilogy showcasing Constantinople.

With only one location, this video was easier to make.


Sprinting Time ...... 05min36sec
Strolling Time ...... 14min34sec



I'm done.

Monday, December 19, 2016

Sailing Around the Caribbean // Assassin's Creed 4: Black Flag

The idea is to sail around the Wild West Indies seas without desynchronizing on the border. I sailed around counter clockwise starting from The Great Inagua Hideout. I lost my bearings on the bottom right corner of the map and about north of The Great Inagua Hideout. I tinkered with my counter around those points, so you'll see the timer counting down, and up, paused , and down again to be as close as possible to actual travel time.

I turned on several Abstergo cheats for smooth sailing (no waves) and calm weather. That didn't help much. There were still waves and rain.

Sailing Time............ 37min46sec



I'm done.

Strolling Through Assassin's Creed IV: Black Flag

I wasn't sure how I would go about doing this in Assassin's Creed 4: Black Flag. With 50 locations and 75 islands to explore, this proved to be a much harder task.

I decided to just stick with 3 major cities in the game: Havana, Nassau, and Kingston. Along Aveline de Grandré's memories, Freedom Cry and DLC islands, I didn't include the Great Inagua Hideout location, despite it being a major place in the game. The terrain towards the back of the island involves jumping between trees and platforms. It's not a problem with Edward sprinting, but walking makes this impossible.

Sprinting Times
Havana................. 01min48sec
Nassau................. 01min43sec
Kingston............... 03min46sec

Total.................. 07min17sec



I'm done.

Sunday, June 7, 2015

Batman: Arkham Asylum

Batman: Arkham Asylum is the best superhero videogame. I am super late in playing this game. It came out back in 2009 and I just played and finished it in 2015 thanks to PlayStation Plus's free games per month.


The story begins with Batman in the Batmobile, racing towards Arkham Asylum with Joker in handcuffs in the passenger's seat. Supposedly, Joker broke out of Arkham Asylum. Batman found him and is taking him back. Batman sensed something wasn't right. He thinks Joker just handed himself easily. He accompanies the staff in making sure Joker won't try anything funny. It turns out he did. He put the entire facility on lock down for the staff and got most of the dangerous patients freed, including Harley Quinn, Bane, Killer Croc, Poison Ivy and the Scarecrow. The entire area also includes Blackgate Penitentiary. Now it's up to Batman to investigate and save the Arkham Asylum staff from Joker.


Joker's ultimate goal is to complete a serum (Titan formula) based on Bane's blood and some of venom from Poison Ivy's vines and inject it to a few Asylum inmates to transform them into deformed, powerful titan like creatures. While Batman is busy stopping Joker, the Riddler is also leaving behind puzzles and clues to mess with Batman (I managed to solve all of the Riddler's riddles and sent his coordinates to the police).


The Scarecrow also managed to inject Batman with his fear toxin. Batman started hallucinating about his childhood, Commissioner Gordon dying and switching places with Joker, who shoots him in the head. Somehow Batman was able to overcome the effects of the fear toxin, despite being injected multiple times (Scarecrow lamented on how Batman could still be standing). While running away from Batman, Scarecrow ended up in Killer Croc's lair and took him out.

As far as enemies go, Harley Quinn was the weakest. Batman put her out and locked her back in her cell. Poison Ivy is a special one. Of all the patients in Arkham Asylum, she is locked up in the Botanical Garden.


In the final battle, Joker got Batman to fight two titan henchmen. After that, he injected himself with the Titan formula and transformed. Batman was able to beat him. The police from Gotham stormed in and locked up the prisoners again. Scarecrow somehow survived and will probably come back in the next game, Arkham City, set a year after Arkham Asylum.

Apparently, the Arkham Asylum director took credit for stopping Joker and became a major. He deemed both the asylum and Blackgate Penitentiary no longer suitable to hold all of Gotham's dangerous criminals. Instead, he purchased Gotham's most notorious slums and converted them into one huge prison they called Arkham City.



I'm done.

Tuesday, April 21, 2015

Assassin Turned Templar

Assassin's Creed Rogue is the standalone Assassin's Creed (AC) game released in 2014 along with Assassin's Creed Unity. Within the franchise's timeline, Rogue is the direct sequel to Assassin's Creed 4: Black Flag and the prequel to Assassin's Creed III, with the last mission being the prologue to Assassin's Creed Unity. Rogue is set during the Seven Years' War between Great Britain and France.


Unlike other AC games, Rogue follows Shay Patrick Cormac, a former pig farmer from New York of Irish descent during colonial times. He worked with the Colonial Assassins around this time with a younger Achilles Davenport as the brotherhood's mentor (from AC 3). In search of Precursor sites (ancient sites from "Those Who Came Before" men), Shay grew resistant to how the Assassins' gather intel and the killing of people who couldn't defend themselves.


His last mission as an Assassin to obtain the Precursor artifact from under an old church in Lisbon drove Shay to turn his back on the brotherhood. After stealing the manuscript holding the location of Precursor sites and shot in the back during his escape, he was found by the Templars. He helped the Templars in a few missions before his official induction into the Order of the Colonial Rite by their Grand Master, Haytham Kenway (also from AC3). Shay's story shows us how Achilles' Colonial Assassins Brotherhood ended.

As a gamer, you are playing as a new Abstergo Entertainment employee in the present day, tasked with studying and reliving Shay Cormac's genetic memories through the Animus. It looks like several months have passed since members of the modern Assassins infiltrated Abstergo Entertainment (events in AC 4: Black Flag). The present day gameplay is the same as in AC 4: Black Flag.


As far as the game is concerned, Rogue is everything that you experienced in AC 3 and AC 4: Black Flag. Controls are still the same as the last two main AC games. Shay has two pistols and fights with a sword and long knife combo. There are three main locations which you have access to: The Northern Atlantic, River Valley (Hudson) and New York.

I haven't played AC Unity, but I've seen the gameplay videos and know of the entire story. Rogue should have been a longer game rather than a companion game to Unity. Shay's story felt very rushed (only 6 memory sequences compared to the normal 12 memory sequences in most AC games). At the same time, Shay's adventures were in-line with the modern Templars (Abstergo) objective. Their purpose was to prove that the Assassins are wrong and show why an Assassin became a Templar. As for the story, Rogue shows us that the Assassins are not always right. Shay felt responsible for all the deaths that they have caused trying to retrieve Precursor artifacts and betrayed the Assassin Brotherhood to save the world.


If you enjoy watching Let's Play videos on YouTube, I've recorded my walkthrough of the game from start to finish, focusing on the main story mission.



I'm done.

Sunday, September 14, 2014

PlayStation All-Stars Battle Royale

This game is the gaming world equivalent of fan service. Hot on the heels of the wildly successful crossover fighting game, Super Smash Bros. franchise, Sony developed PlayStation All-Stars Battle Royale and released it in November 2012. It follows the same concept as Smash Bros.: Characters that made their name on PlayStation consoles are drawn to various "time holes" scattering everyone across different points in history of PlayStation. Parappa the Rapper, Kratos from God of War, Heihachi from Tekken, good and evil Cole from inFAMOUS, and many more battle it out among the who's who of PlayStation games.

Colonel Radec (Killzone), Jak and Daxter (Jak and Daxter), Heihachi (Tekken), Nathan Drake (Uncharted), Kratos (God of War), Cole MacGrath (inFAMOUS), Sweet Tooth (Twisted Metal), Big Daddy (Bioshock), Sly Cooper (Sly Cooper), Fat Princess (Fat Princess), Parappa (Parappa the Rapper), Toro Inoue (Doko Demo Issyo)

Up to four players can battle each other using characters from various Sony franchises, as well as third-party franchises. There are, however, differences in how opponents are defeated. During the game, players damage other players to receive "AP" orbs that build up a power meter at the bottom of the screen (These orbs can also be found on the stage over the course of the match). Earning enough power allows players to use one of three levels of special attacks named "Super Moves" which can be used to defeat opponents and earn points. The game features cross-platform play between the PlayStation 3 and PlayStation Vita versions.

The game features a traditional single-player arcade mode, in which players must defeat several randomly selected opponents, followed by a character-specific rival battle and, ultimately, a battle against the game's main antagonist and final boss, Polygon Man. Multiplayer modes include time-based matches, where players compete to achieve the most kills within a time limit, stock based matches, where players attempt to be the last one standing, and kill-limit matches, where players compete to be the first to reach a certain number of kills. The game also features a single-player challenge mode, in which players attempt to complete specific objectives. [1]

First half of the Hades stage based on God of War.

Along with the host of varying playable characters, All-Stars also comes with a range of items and levels influenced by various PlayStation franchises. The game features 14 different arenas for battle, with elements in each one that can damage characters and cause them to lose AP. Each stage is based on a combination of two games, such as "Sandover Village" (based on Jak and Daxter and Hot Shots Golf), "Dreamscape" (based on LittleBigPlanet and Buzz!), "Stowaways" (based on Uncharted and BioShock Infinite), and "Hades" (based on God of War and Patapon). As time passes, a stage's second representation takes hold, usually introducing a map hazard into the level. In addition, there are several item pick-ups that can be utilized by players, such as the Hedgehog Grenade from Resistance, the Gravity Shield from Wipeout, Baumusu's Axe from Rise of the Kasai, and Razor Claws from Ratchet & Clank. These items can be used to augment a player or do damage to an opponent. [2]

This can be a fun casual game and be treated as a serious fighting game. There are a few downsides. Players can only win a match if they have the most points based on number of kills (+2) and deaths (-1). The only way to kill opponents is by using your Super Moves. On time-limited matches, players can just make the first kill and avoid being killed for the duration of the match. This requires a different strategy compared to most fighting games. Single-player mode uses still images in both the character intros and endings, only using in-game graphics of the characters having a pre-match conversation with their sub-boss before fighting Polygon Man.



Overall, it's a good game. The controls are easy to pick up. No long string of character-specific button combinations to memorize. The story is cheesy and just what you'd expect in a crossover game. It's currently free for PlayStation Plus subscribers on the PlayStation Network for September.

I'm done.

Friday, August 29, 2014

inFAMOUS 2 - Video Review

I gave up on completing this game more than a year ago, but I've finally beaten it. Here's a video review from IGN.

Fez Review

Fez is a 2D puzzle game with a 3D perspective. You start out as a character named Gomez. He wakes up in his bedroom and explores the outside platformer world, talking to denizens about how everything is flat and two dimensional. Reaching the top triggers an event: a cube descends from the sky and introduces another dimension. As it turns out, this two-dimensional world is actually in the 3D realm. A few moments after that, the cube explodes into smaller cubes. It is your job to collect as much of the cube as possible to restore the balance of the world.

A screenshot midturn - You have to see the video to see what I'm talking about

Fez plays like a 2D platformer. Navigating your way around the world requires turning the entire screen 90 degrees (top down). It's all about perspective. What appears to be an unreachable platform turns out to be inches closer when turning dimensions. Separate ladders on different platforms turns to a complete ladder in a different angle. The illusion of a complete ladder is completed in 2D.



Other than these puzzle-turning events, there are codes and drawings imprinted on stones and walls. If it weren't for the huge online community following Fez, you would easily dismiss these puzzles. Ciphers, counting, etc. You need a paper and pen to solve these riddles. One particular puzzle is an obvious QR code. With your smartphone, you can scan the QR code to get the code for obtaining a cube or anti-cube piece.

The core game takes a few hours to complete. Finding all collectibles and cube pieces will take more.

I'm done.

Monday, August 25, 2014

Proteus PSN Review – A New Journey

I recently played Proteus for PS3. I didn't think I'd like it because of the graphics. I was wrong.




Originally posted on Metro:

Proteus (PS3) - Mystery Island

Another indie classic makes the move from PC to console but is Proteus an interactive experience on the scale of Journey or just a pretentious non-game?

The term ‘non-game’ is not one you hear much nowadays. Very popular a few years ago, especially as a term of abuse, it was applied to everything from Brain Training to Wii Fit, as well as many an indie download. Perhaps some gamers meant for it to imply a general state of worthlessness but it always seemed a perfectly reasonable and non-derogatory description to us. Whatever way you look at it Proteus is not a traditional video game, but it is a fascinating interactive experience nonetheless.

Perhaps the best way to describe Proteus is as Oblivion without the gameplay. And without the attempt at photorealistic graphics. Or indeed the mammoth play length. Proteus uses a much simpler form of procedurally generated visuals, but despite their abstract nature there’s an undeniable beauty to the island world in which you find yourself. A huge sun looms over you like a protective sunflower, bathing light on the fractal geometry that recalls the magic of 8-bit graphics – and yet still allows for a fully explore-able 3D world.

And if there is any goal to Proteus it is exploration. As you emerge from the ocean and into the game world you’re given no backstory or princess to save, and it’s entirely up to you where you go and what significance you choose to apply to the strangely empty buildings and quasi-alien fauna and flora. Do the animals look odd just because of the graphics or are they a hint that Proteus is meant to take place somewhere specifically not of this Earth? Is the nonsense sense of scale, where trees are gigantic but mountains can be climbed in moments, an accident or intentional?

The visuals have a haunting beauty of their own but it’s the music which is the key to the game’s secrets, and the majority of its interactivity. Simply by moving you add to the strange, otherworldy soundtrack but it also changes on its own depending on the time of day, the weather, and the season. Animals and plants make their own sounds – sometimes pleasant, sometimes not – and they in turn react to your presence.

Chasing strange 8-bit butterflies and watching pastel-coloured flowers bloom into life is as action-packed as Proteus gets but, much like Flower and Journey, it’s hugely compelling nevertheless. Soon or later you work out how to advance the seasons, and continuing to do so will bring an end to the game within about an hour.

Proteus (PS3) - the changing of the seasons

There’s still no way to win (or lose) but the short playing time ensures the experience can never outstay its welcome, and when you do play again the randomly-generated landscape will be completely different (almost – the PlayStation 3 version use the time and location to generate its worlds so it is technically possible to see the same place twice).

This seems an odd new feature though as it appears to contradict the game’s deeper themes about the impact of man on the environment and the unavoidable progress of time. And if you resent applying those themes to the real world they seem all the more relevant when you consider how you usually interact with video game worlds.

Proteus’ island may be small and roughly formed compared to other games but because you’re unable to shoot or race anyone you’re given the excuse to simply enjoy the virtual landscape for what it is, and wonder at how it came to be and what it really represents. There are gameplay mechanics in Proteus but its main form of interaction is between its audio and visuals and your imagination.

With Grand Theft Auto V still fresh in everyone’s minds, and the Christmas games rush in full flow, Proteus seems much more relevant now than when originally released on PC earlier this year. But even if you enjoy its enigmatic charms the obvious complaint is that it’s too expensive for such a short experience. You can keep replying on different islands but it has to be admitted that your first time is always the best.

But Journey was short too, and although Proteus doesn’t have quite the accessibility and structure of that game (and Journey definitely was a game) it’s an experience that will stay with you just as long.

In Short: Many will argue as to whether it’s a ‘real’ game or not, but Proteus’ ability to stimulate your imagination and your senses makes it a more satisfyingly interactive experience than many.

Pros: Mesmerising visuals and cleverly interactive soundtrack create a game world unlike any other, hinting at deep secrets – both physical and metaphorical.

Cons: It has very few of the elements that make a traditional video game and a single walkthrough lasts no more than an hour – which makes the high price harder to justify.


I'm done.

Tuesday, June 3, 2014

Ni No Kuni and Coping With Depression

I was planning on writing a game review for Ni No Kuni, but this IGN article perfectly sums up what I feel about this game.


Why Ollie has a lot more to offer than most JRPG protagonists.


Poor little Ollie isn’t your typical JRPG hero. He doesn’t have spiky hair or carry a sword that’s bigger than he is. He doesn’t brood in the way popularised to stereotype by Cloud or Kaim, nor is he at the opposite end of the spectrum with the relentless and irksome positivity of Serah. He’s not an amnesiac or an elite warrior; he is simply a normal young boy who, because of certain events, wants to do good things for those in need around him.

Oliver’s desire to do right has come at a cost, though. At fault for his mother’s untimely death, he is obviously and understandably distraught, spiralling into three days of wallowing and self-pity. Eventually his tears spring a surprise, breathing life into his cherished cuddly toy who reveals himself as Drippy, a noble fairy from the realm of Ni No Kuni.

Drippy explains that Ni No Kuni is in desperate trouble, the victim of a terror known as Shadar. He requires Oliver, one of pure heart, to help him save his world. Ollie is initially uncertain, but when offered the slightest hope that his aid may save his mother, it’s then he agrees to go on the uncertain journey.

Ni-No-Kuni-1
Ollie wants more than anything to return to his old life.

Although it can be easily lost in the game’s innocent and charming setup, what Ollie is doing is blocking out reality in favour of a fantasy world, one that’s a more attractive proposition than his own. In Ollie’s case, what’s particularly interesting is that his fantasy world not only absolves him of any culpability relating to his mother’s death (as Drippy explains to him, it was Shadar’s fault, after all), but it’s also a world in which he believes he can actually save her from death.

Simply put, he has control of his life and a purpose in Ni No Kuni. Without Ni No Kuni, he has nothing; he is alone.

It’s a scenario that’s seems so sad, yet this form of escapism is something that I can absolutely relate to through my own past experiences with depression. I won’t bore you with the finer details, but every time I put a disc in my console throughout my twenties, I was doing exactly what Ollie was; escaping to a place where my problems couldn’t hurt me.

Bad day at work? Rapture offered the intrigue to make me forget. Didn’t feel capable of going outside and facing the world? I delved into the Capital Wasteland instead… or the Ishimura… or Liberty City… or Hyrule... anywhere I could escape my brain. These were all worlds in which I felt I had more control than the real one and they were a massive comfort to me at the worst of times. Game worlds were always my go-to release from the bad times, just as they’re the chosen release of countless others like me.

Like many of those who turn to games as an escape, though, Ollie’s never actually free of his guilt or of his relationship with the real world. The faces he knows from his quaint hometown appear regularly in Ni No Kuni as very different characters (a factor described by Drippy as linked souls), and in a handful of instances, his sadness still gets the better of him externally. Even Drippy is a gift from his mother, his accent and mannerisms all come from her interactions with Ollie.

If you're going to escape to a fantasy world, you could do a whole lot worse...
If you're going to escape to a fantasy world, you could do a whole lot worse...

Despite this, Ollie manages to forget his loss through his escapism, or at least comes to terms with it for a while. In between the reminders, his mourning is replaced by a resolve to help everyone he meets. It might be that he feels that in some way, by doing good in either world, he’s making amends for the events that led to his mother’s demise (at least making progress towards that goal). I like to think, however, that he simply understands. He understands their pain because of his loss and wants to help it stop. Helping people becomes his new coping mechanism in spite of his goal to save his mother, and he revels in it.

In most cases in gameplay, this process simply means locating someone struggling to find the very elements of a person that real-life depression can cripple, such as enthusiasm, courage or kindness, borrowing a sliver from someone who has too much and topping up the sufferer’s heart. The message is simple but effective, and plainly clear from the first moment you undertake this little chain of events. It gets a little more tactile the further you delve, though…

A bit later into the game and Ollie is trying to gain the help of a once great sage. The sage, Rasheed, initially refuses, too worried about his daughter shutting herself off from her loved ones. Ollie travels back to the real world to locate her linked soul, only to find Myrtle, a reclusive young girl who believes she is too sick to leave the confines of her bedroom. Using his magic to break into her house and speak to her, Ollie can sense from her a real fear of her father. A neighbour will shortly confirm your suspicion. Her father, Rusty, has become abusive to both her and his wife.

Myrtle's soul mate Esther joins Ollie on his adventure. It's a soul thing.
Myrtle's soul mate Esther joins Ollie on his adventure. It's a soul thing.

After hotfooting it to the father’s garage, Ollie witnesses the abuse first hand. As Rusty works frantically on a car, his wife lovingly brings him a meal, which he hits out of her hands aggressively. Ollie is the only one in the town not to turn a blind eye and confronts the angry father.

It turns out that the man isn’t merely broken-hearted like many others you’ve already helped at this early stage, but a demon labelled as a “Nightmare” has also attached itself to his heart, controlling him, causing him to become a monster terrorising his own family. Ollie must battle the Nightmare to save the man.

In this sense, he literally helps Rusty fight his demons.

This realisation of what the game was tackling hit me like a ton of bricks at this point. As with real depression (and other ailments which can be related, like alcohol or drug addiction, which is my interpretation of how Rusty’s broken heart evolved), you can’t always find the answers yourself; often sufferers require a push from someone, even anyone, to seek the help that is really closer than they realise. For this man, Ollie was the catalyst for his recovery as he was brave enough to speak up, just as my own friends were for me.



I love it when video games can manage to connect at an unexpectedly emotional level, and in Ni No Kuni’s case, I certainly wasn’t expecting it to resonate with me this much prior to starting. Indeed, many reviews hint that it hits all the right emotional high-notes through excellent writing, pacing and character growth, yet it’s the game’s indirect commentary on coping with depression that managed to strike a particular chord. These are just a handful of early examples too; the mending of broken hearts remains a constant theme throughout.

At the centre of it all is the bond that I felt with Ollie in particular, a young man that I had initially thought I’d dislike, but instead grew to look up to and admire. We shared something in common, he and I, and although my own depression wasn’t related to a loss, I fully understood him in his strongest and weakest moments. I found common ground in the ways in which we both chose to cope with our own sadness, our acceptance, and our recovery.

It hits me now that, despite dealing with the morose subjects of loss and depression, Level 5 and Studio Ghibli have avoided the tired genre tropes of the internally angry, disengaged loner and created a protagonist that deals with his anguish in far more human and relatable ways. Because of this, Ni No Kuni might well be one of the most important and relevant JRPGs in more than a decade.

Original article written by Andy Corrigan at IGN.comNi No Kuni and Coping With Depression - IGN

Saturday, February 22, 2014

Brothers: a Tale of Two Sons


Sony introduced the first DualShock controllers back in the PlayStation era. It's basically the same PlayStation control, but slightly bigger, with a vibrating function through the oscillating motor inside and the addition of two analog sticks in the front. The analog sticks also functions as the L3 and R3 buttons when you pressed down. This new controller became the standard controller with new editions of the console. Game developers used the vibrating feature to enhance the game experience (worked pretty well with fighting and survival horror games). They also took advantage of the analog sticks, which simulated real time input from the players. Game characters were able to look in all directions and move at varying speeds with a slight nudge or full motion towards any direction.

I thought about ways game developers can make use of analog sticks. As a kid, I used to play Contra with my sister or cousins. They didn't play the game as much as me and wasted lives (sometimes costing me lives). I imagined how it would be like to control both players by myself. I thought about how cool it would be to control two characters on the screen with each of them tied to each of the analog sticks. The possibilities are endless. Brothers: a Tale of Two Sons, made that adolescent thought into reality.


Brothers is a story-driven adventure game. It revolves around the interaction between the two brothers with each other and the world. Players control each brother with one of the analog sticks, allowing each character to move on their own. NPCs will have different reactions when interacting with the siblings. Sometimes, only one of the brothers can get specific info from various NPCs.

The story starts with the younger sibling praying at his mother's tombstone. His mother drowned at sea while he tried to save her. This made him fearful about the outside world, especially swimming. The older sibling calls out for help to get their father to the village doctor. The doctor seems to suggest that the only way to save their father is to go on this long journey outside the village and collect water from this Tree of Life.

Now, since I've already played the game, I already know what the brothers had to get. During the game, we are oblivious as to what the brothers' main objective is for venturing out on an adventure. The characters talk in a foreign, made up, unintelligible language. On screen actions and intonations in their voice are my only cues.


Throughout their journey, they face the local bully, a farmer's dog, and wolves. There are optional actions to do like take a ball from a kid to either shoot it in the hoop or drop it in the village well, which makes the kid cry. There is no timer, so these little interactions add to the atmosphere and setting. They also help out others during their journey. There is a troll that help the brothers hop and climb over hills and inaccessible areas without being thrown (gently). Turns out this troll is looking for a female troll captured by other trolls. The brothers enlist themselves in freeing the captive damsel and reunite the two. Other characters they encounter include a man attempting suicide, an inventor that needs help and a tribal group doing a ritual dance of sort.



The story and the controls take center stage. You could feel the urgency and necessity of having both brothers work on puzzles and obstacles, wonderfully interwoven into the story. There's not much else I could say without spoiling the story, though. It's a must play game.

I'm done.

Monday, February 17, 2014

Also Finished Final Fantasy XIII-2, Too



Last month, I did my review of Final Fantasy XIII. I have mixed feelings about the game. It was much different from previous Final Fantasies and used the new Fabula Nova Crystallis mythology instead of the original crystal origins that the first games used. Linear maps, non-north facing maps (which was a pain), very short story, only one major side quest... the list goes on. Good thing the sequel improved on everything.

Final Fantasy XIII-2 is set three years after the previous game. Without spoiling much of what happened, the 6 main characters saved the world. However, something is off. Lightning, one of the main characters is gone. Nobody knows where she is. Many of her friends believe she turned into crystal. Serah Farron, Lightning's sister, sees things differently. She remembers Lightning being with the group after they saved the world and then suddenly just disappears.

The game starts with Lightning in another dimension, Valhalla, in battle gear and different armor. She's fighting another person named Caius Ballad. During the fight, a portal appears out in the sky. A young man, named Noel Kreiss, falls through. Lightning saves him and tells Noel that she was expecting his arrival. She knows that Noel is from the distant future. She sends Noel on a task to help Serah on saving the world... again. The game pulled a Metal Gear Solid 2 and switched main characters. For the duration of the game, Serah and Noel are the main characters.

Noel arrives in Serah's time, 3 years after the 6 l'Cie heroes saved the world, and tells her that Lightning sent him. Noel explains that the sudden appearance of otherworldly monsters is caused by different timelines bleeding into each other at one point in history, causing a paradox. The only way to fix these is to travel through time and resolve all the paradoxes and find the TRUE timeline. Serah decides to go with Noel and jumped through time using the Historia Crux (it's the fancy name they call the wormhole to jump through time).

That's pretty much the whole premise of XIII-2. The two main characters have to go through history fixing paradoxes. Along the way, they meet familiar main and supporting characters from XIII. There's actually more content here than XIII on top of many improvements.

One of many complaints from XIII were the linear maps. That's gone. They expanded the borders on where you can run around, battling monsters and talking to NPC. The non-north facing map? They fixed that by adding an option to make the full map and mini-map always facing north or facing where your character looks. Chocobos are found in all timelines after you've completed the story missions in those areas. This makes traveling much easier than XIII. You're also able to fully explore the game menu unlike in XIII. You can also save anywhere.

In XIII, it was possible to completely ignore appearing monsters by running away from them and catching them completely off-guard with their backs turned and abuse staggers. Not anymore. When monsters appear, a color-coordinated timer appears counting down from green, to yellow then red. You have the chance to hit any of the monsters with your weapon before the timer runs out and get a preemptive strike. However, these preemptive strikes don't almost stagger the monsters. You can run away from the monsters and the timer disappears. if you don't hit them or them hitting you before the timer runs out to red, you won't be able to restart the battle.

In battle, you have a chance to obtain monster crystals from monsters you've defeated. You can use these monsters as pets and your third character during battle. Like your two main characters, they can be leveled up and obtain more powerful skills and more health. You can also infuse one monster to another monster. The other monster would gain any available ability from the consumed monster. Another game mechanic they changed is the ability to switch leaders during battle. This was not possible in XIII. When the leader dies, it's game over. Not in XIII-2. When the leader dies, it automatically switches to either Noel or Serah. They also added this feature for paradigm shifts: (1) Normal, Cross (X) or Wide (W) paradigms. Paradigms with X have the characters focus on one target. Wide paradigms focus on all targets. You can also save up to three paradigm shift setups. This makes setting up for specific boss battles easier and it's as easy as loading your go-to shifts.

XIII-2 played similarly to another numbered sequel (X-2)... in that you can choose the order you play each timeline or branching timeline. You don't even have to play all the timelines to beat the game. I know some people play the game like that, but they miss out on everything. When interacting with certain NPCs and various story points in the game, there is a trigger event that lets you choose an answer, which garner serious, honest or funny reactions from the characters. Any variations of these will net you decorations for your monster pets. There lots of these collectible items. They're unnecessary for completing the game, but it's fun to dress up your monsters. XIII had you collecting monster drops and pawning them off to shops as the main source of money. Not in XIII-2. This time, monsters actually drop gil, as well as monster items and equipment.

Can't get enough of side quests? XIII-2 has got you covered. Collecting monster decorations, fully exploring every map from all possible timelines, optional bosses, gambling and chocobo racing. These will keep you busy. These don't even include the downloadable content (DLC) you have to pay, which are a lot, and which Square Enix is guilty of abusing. There's a colliseum DLC, which have you fighting strong monsters and familiar characters from XIII. Beating these guys will net you their monster crystal. That's right. You can have Sazh, two version of Lightning and Snow as support characters. From a gameplay standpoint, these DLCs were fun to beat. They don't really add much to the story, but they sure help out with beating the game. Too bad I already beat the game before I attempted to fight them in the colliseum.

You can get Sazh early on by playing his own DLC. In this story, he was also affected by the paradox. He and his son, Dajh, wind up in the Serendipity dimension, where everyone can gamble. You can play poker and this other gambling game having to do with a clock or something. Beating the requirements for this DLC gets you Sazh's as a supporting character.

The last DLC is the important one, as it bridges the story at the end of XIII-2 and the third game, Lightning Returns: Final Fantasy XIII. In this DLC, you play as Lightning wearing Etro's Goddess armors or whatever. You fight Caius Ballad one on one. It's probably one of the hardest DLCs I've had to play. Normally DLCs are freebies and much easier than the main game content. Square Enix didn't get the memo and is basically making you pay extra for a harder difficulty. Because Japan.

Square Enix did everything right in my book. From what I heard, this was supposed to be just one game, but it got too big to fit in one Blu-Ray disk that they have to split it into two games. Not sure if that's true or not, though. The only thing I didn't like is having to play another game to find out the story of the Lightning Saga. I already ordered it, but the seller is waiting on a back order delivery of another item before they can ship this. Gives me more time to play other games, I guess.

I'm done.

Thursday, January 2, 2014

Finally Finished Final Fantasy XIII

I bought Final Fantasy XIII (FFXIII) back in late 2010. I even wrote a first impression on the game based on a few hours of gameplay. Then my fat PS3 broke. It couldn't handle all of FFXIII's awesomeness (The original 80GB PS3s could play PS2 games and DVDs, overworking the disk lens. FFXIII fried it). My initial review was heavily biased over a broke PS3 and I chimed in haterade bandwagon online. Three years later, a new slim PS3 and numerous games after, I decided to pick up where I left off on the game early December completed the game.

The cast in Final Fantasy XIII: Left to right: Sazh, Snow, Hope, Lightning, Fang and Vanille.

The Final Fantasy series is the poster boy for everything that the gamers of the world know about Japanese Role-Playing Games. Numerous iterations, different game mechanics and new stories later, we are now at the thirteenth of the series.



Story (mostly from Wikipedia)
Review



Story

FFXIII is set on the gigantic world of Gran Pulse (simply called Pulse). Central to the story is Cocoon, a massive artificial sphere that floats above Pulse's surface and is ruled by the Sanctum, a theocratic government. The two worlds are controlled by godlike beings known as fal'Cie. The Cocoon fal'Cie are responsible for keeping Cocoon floating, as well as providing light and water to the people that live inside. Each fal'Cie handles a specific task. The fal'Cie have the capability of marking the humans that live in Pulse and Cocoon as their servants. These servants, called l'Cie, are branded with a symbol representing either Pulse or Cocoon and are given a "Focus" — a task to complete. If the 'Cie complete their task in time, they are transformed to crystal and according to legend gain eternal life; otherwise they become mindless monsters called Cie'th. The l'Cie are not explicitly told their Focus, but are instead given visions that they must interpret.


Lightning on the Archylte Steppe in Gran Pulse, looking at Cocoon.

Several hundred years before the events of the game, a battle known as the War of Transgression took place between Pulse and Cocoon. During the battle, l'Cie from Pulse attacked and ripped a large hole in Cocoon. Eventually, the l'Cie complete their focus and were turned to crystal. The hole was patched with material lifted from Pulse, and Cocoon's citizens have since lived in fear of another invasion; this fear is used by the Sanctum to remain in power. the Sanctum oversees two military branches; the Guardian Corps, responsible for keeping order on Cocoon, and PSICOM, the special forces in charge of dealing with any threat related to Pulse. The fal'Cie have given the humans advanced technology, including flying airships and mechanical creatures, and a form of magic also exists. The magic is normally only accessible to l'Cie, fal'Cie and various monsters in Cocoon and Pulse, though distilled chemical forms can be used by normal humans.

The six main playable characters of Final Fantasy XIII are Lightning, the main protagonist of the game, a former soldier and older sister to Serah. Snow Villiers, Serah's fiancé and leader of NORA, a paramilitary group. Oerba Dia Vanille, the game's narrator and an exile who is later revealed to be a l'Cie from Pulse. Sazh Katzroy, a civilian pilot and father to a young boy, Dajh; Hope Estheim, a young boy who is struggling within the relationships he shares with his parents; and Oerba Yun Fang, a l'Cie from Pulse who is working with the Sanctum's Cavalry branch. Other characters include Galenth Dysley, the ruler of the Sanctum and main antagonist; Cid Rains, a Sanctum Brigadier General in the Cavalry who does not trust the government; and Serah Farron, Lightning's younger sister.


Courtesy of IGN: Snow and Vanille looking at the Pulse Vestige after it crashed on the ground and crystalized the waters in the surrounding area.

FFXIII begins in Cocoon as the citizens of the town of Bodhum are being evicted, or Purged, from Cocoon after coming in contact with something from Pulse. Over the course of the game, the player is shown flashbacks of the events of the previous 13 days, which began when a fal'Cie from Pulse was discovered near Bodhum. Lightning's sister Serah had found the fal'Cie from Pulse and been changed into a l'Cie by it. Lightning and Sazh derail a Purge train bound for Pulse in an attempt to save Serah. In the subsequent battle, Snow leads his resistance group, NORA, to rescue the Purge exiles. Several of them, including Hope's mother, are killed. As Snow heads to the fal'Cie Anima to save Serah, he is joined by two of the exiles: Hope and Vanille. The two groups meet at the fal'Cie, and find Serah just as she turns to crystal. Anima then brands them all as l'Cie and they are cast out into a different part of Cocoon. During this transformation, the newly crested l'Cie all have the same vision: a monster called Ragnarok. The group, arguing over the ambiguous nature of the dreamed Focus, find Serah in her crystallized form; Snow remains with her as the others leave.

The System

The beginning plot covers three out of the thirteen chapters in FFXIII. The start of chapter three is when your characters start using magic, bestowed upon by the Pulse l'Cie who marked them. The rest of the game is the group rationalizing their decisions on whether to undertake the "focus" given to them, run away and give up, or option three, like most epic RPG plots, go against the status quo and start shit up.

Playing FFXIII over the last three weeks made me like the game. As far as JRPGs are concerned, FFXIII is still the same formula as previous games. The biggest difference is the change in overall game mechanics.

For starters, while you still have health points (HP) there are no mana points (MP). You still have magic abilities, but they are no longer dictated by how much MP you have left before you use an Ether to restore them. You still get HP in battle, but you can use cure to restore it or an item. After the battle ends, your HP is back to full. All of your attacks, special techniques and magic are simply abilities. the power of your abilities are determined by your Strength (STR) and Magic (MAG). You increase these attributes, along with HP using the Crystarium System (CS).

Each characters gets their own CS. Each battle awards you with Crystarium Points (CP). You can use these points to increase your character's attributes and gain new abilities. There are 5 levels in the CS. Each node holding an attribute or ability requires CP. You require more CP as the level progresses.


The team facing one of the toughest and largest monsters in the game: Adamantoise.

Initially, characters get to have three CS for any three roles: Commando (attacker), Ravager - magic user (RAV), Medic - healer (MED), Synergists - status booster (SYN), Sentinel - damage tank (SEN), and Saboteur - status ailments (SAB). You can only have three people in your batty party. You can mix and match your characters to have different roles for each paradigm and switch out of that during battle. For example, you start the battle with three characters as RAV and fight the enemies. If one character's HP is almost gone, you switch to another paradigm of two RAV and one MED, continuing the fight while one character restores health. You can mix and match your paradigm set up and tailor it for different enemies.

In essence, you don't level up your characters in FFXIII. You level up their roles to gain attributes and abilities. It is the same thing with weapons and accessories. Each character have their own weapons which they can level up and upgrade from Tier 1 to Tier 3. Each Tier 1 weapon have their own Tier 2 counterparts. All Tier 2 upgrade to the same Tier 3 weapon for a specific character, with different stats and special attributes. Upgrading weapons requires organic and industrial components. You get these from enemy drops or from buying through online shops inside save points. This brings us to another change in the Final Fantasy series. While you still have gil as currency, enemies don't drop them at all. Selling enemy drops and only a select few treasure orbs are your only monetary source. The good part about this is that certain enemies drop what are called premium items. These items are useless for upgrading your weapons and accessories, but they sell for a lot in the stores. This forces you to battle in the chance of acquiring premium items and get CP and enemy drop for upgrading in the process.

With these, FFXIII's battle mechanic is still a JRPG at it's core. They just stripped out the tedious parts and focused on making the battles look cool, flashy and fast-spaced. It's the best of both turn-based and active real time battles. You also have to be proactive with the battles and change your roles accordingly.

The Good

Final Fantasy VII (FFVII) will always hold a special place in my heart as the first Final Fantasy game I ever played and for introducing me into the world of RPGs. Final Fantasy VIII and Final Fantasy X are close second place next to Final Fantasy V and VI. That said, FFXIII managed reinvent the RPG genre and streamline the storytelling process. The soundtrack is quite new and sort of a step up in the same direction as Final Fantasy XII (FFXII).

They got rid of random battles, which is also a step up from the same formula in FFXII. You see your enemies on screen as you plow through from start to finish. Enemies are alerted by your presence when you enter their radius. If they notice you, they give chase. You can fight them head on, try to dodge them or avoid them entirely. You also have the option of using shrouds (Aegisol, Fortisol and Deceptisol) to buff your party or hide from enemies before battle and cause a preemptive strike. When you need to farm for CP and enemy drop, you can exit out of the area and go back. This resets the area and have another go at the enemies you just passed or beat. This level of freedom is a nice addition Final Fantasy that won't be going anywhere.

The CGI cutscenes are one of the best in any RPG to date. It's signature Final Fantasy... always flashy and never disappoints. The environments, characters and enemy models had an upgrade. At some points in the game, you couldn't even tell whether you're watching a CGI cutscene or in-game graphics.


A still from one of the cut scenes riding Fang's Eidolon, Bahamut, flying over Gran Pulse.

The game can be as short or as long as you want it to be with fully developing your characters and their weapons and accessories. My total time in the game after getting 100% completion is close to 100 hours. Even if you just plow through the story, you can get back to completing missions, side quests and getting 5-star rating on those missions.

The Bad

Despite all the new additions to "wow" gamers, FFXIII is not as good as previous Final Fantasy games. For such a long-standing series, there are traditions and appeal to the series that fans have known for two decades now. FFXIII is a case of too much something new and disastrous omission of what Final Fantasy.

FFXIII sort of mimics how FFVII started out. You're thrust into this situation and only get snippets of the story as you progress. Everything is linear, going from point A to point B, battling enemies and unavoidable boss battles. After chapter three, you'd think  you see the world map. But you don't. You're going through ten more chapters in a linear direction. The closest this game to ever getting a world map is in Gran Pulse when you finally get out of Cocoon. Gran Pulse is one huge place. There are 6 main interconnected areas. They're all still point A to point B areas and longer. If it weren't for teleport spots, Gran Pulse would have been a tedious area.

The maps in the game show are different from the previous game. The point of a map is to show your location on a stationary fixed-point. in FFXIII, the fixed-point is the direction that your character is facing. The map rotates accordingly. This is useful when you're following arrows to the next location as a compass, but you're left scratching your head on side quests. It took a while to get used to it until I figured out landmarks to know my whereabouts.

At it's core, FFXIII is a very short game compared to previous adventures. there are no towns to go and visit to relax when the entire plot revolves around running away from enemies and going forward to the goal. They had two relaxing parts in the game: a flashback and a brief rest from all the chasing. The entire story for the first 12 chapters were supplanted by cutscenes and flashbacks on the first thirteen days before the events of the game took place (thirteen days, thirteen chapters, thirteen Analects in the game to read, etc). I accumulated almost 100 hours of gameplay because the distance between point A to point B is really long. I think they tried to make it so distances are as lifelike in the game. They succeeded in making the game longer. There aren't enough side quests like in previous games, though I can kind of get that because of the overall plot.

A personal "bad" for the series is the inclusion of staple names in history and mythology present in Enix games, but were not in Squaresoft. The marriage between both companies is a compromise. As an homage they would put staples from both companies in their games. It's not really a game breaker, but it's also not the Final Fantasy I knew. It's a change. Whether fans like it or not, I welcome them just as well.

Overall



Overall, FFXIII is an okay game. It's still Final Fantasy. It's got a great story. The characters and the world setting is something you can get used to and invest your time in. The battle mechanics are a welcome change. The story felt short, made longer by the massive environment. I think it set itself up for the sequel Final Fantasy XIII-2 and the upcoming sequel, Lightning Returns: Final Fantasy XIII. I'm going to take a short break before moving on to the sequel.

I'm done.

Sunday, December 29, 2013

The Problem with Gaming...

I took a gaming break in college. I played unfinished games on my PS2 from time to time without completing them. Towards the end of college, I got into Maplestory. It was crazy addicting. It wasn't until I graduated in 2008 that I started getting back into gaming again. My dad bought the PS3 around this time.

I started with a decent collection of PS3 games. Soul Calibur IV and Tekken 6 for fighting games, a First-Person Shooter with Unreal Tournament III, a basketball and tennis game and that Motorstorm racing game that came with the PS3. None of these were serious games that I invest my time on. Most of those games were still a year or so away. I was still playing better games on the PS2 and my current Maplestory addiction. My ex also bought Rock Band 2 for me and my siblings, even though I told her it's a waste. It's a nice party game, but it's not a game I seriously invest my time on or the fact that I don't really host parties lol.

It was about 6 months or so after (2009) when all the good games were released. Over the next two years, not in any particular order, I got Fallout 3, Metal Gear Solid 4, Dante's Inferno, Heavy Rain, Brutal Legend, Final Fantasy XIII, Silent Hill: Homecoming, Call of Duty 4: Modern Warfare, Mirror's Edge, L.A. Noire, Nier and God of War 3.



Fast forward to now:
  • I reached level 200 in Maplestory in late 2012. I'm probably the only one among my friends in college to ever reach this achievement (no cheating or private servers). I stopped playing shortly in early 2013.
  • I haven't beaten Silent Hill: Homecoming. I also bought a copy of Silent Hill: Downpour. I haven't played it yet.
  • I haven't beaten Fallout 3. I actually traded my copy of it. At first I thought about buying the Game of the Year edition of Fallout 3 and Fallout: New Vegas, but I felt it was too much Elder Scroll mechanics for me.
  • I did beat Call of Duty 4: Modern Warfare. I also got copies of their direct sequels, Modern Warfare 2 and 3. Also beat them.
  • Metal Gear Solid 4, Dante's Inferno and Mirror's Edge were the only serious game I invested my time on in 2009-2010.
  • When I started playing Final Fantasy XIII on my fat PS3, it actually broke the system. The lens was fried and could no longer play any disks, Blu-Ray or DVD. The system is still operational for downloaded games and is now sitting in the basement. I bought the Killzone 3 bundle of the slim PS3. I beat Killzone 3 (didn't really care about multiplayer).
  • I started playing Nier, Brutal Legend, Heavy Rain, God of War 3 and L.A. Noire around 2010. I beat God of War 3 and Nier in 2011. I just beat the other three games earlier this year.
  • Sony had problems with the PSN in 2011 and closed it for a while. As their "Welcome Back" package, they gave away a few PS3 games for download and a trial of PlayStation Plus. I got inFAMOUS and Wipeout. Wipeout was meh. I beat inFAMOUS earlier this year and downloaded a free copy of inFAMOUS 2 as a PlayStation Plus member. Still have yet to beat it.
  • E3 in 2012 showcased a trailer for Assassin's Creed III. That got my so hyped up that I bought the previous Assassin's Creed games (1, 2, Brotherhood, Revelations) and beat them in the 3 months leading up to the release of AC3 in October 2012. I bought Assassin's Creed 4: Black Flag on release date. I beat it about 3 weeks after.
  • I acquired a bunch of PSN games. flOw, Flower, Journey, Datura, Machinarium, etc. Already beat them.
  • I got The Walking Dead: A Tell-Tale Game and the 400 Days DLC. Still waiting for Season 2.
  • I acquired Ni no Kuni and Bioshock: Infinite from Amazon. Bioshock: Infinite includes a free copy of the first Bioshock. I'm actually playing that one first. I started playing Ni no Kuni. It's a fun J-RPG.
  • I got Beyond: Two Souls. Many people were turned off by this game, but it's a definite improvement as the spiritual-successor to Heavy Rain. It had better dialogue, acting, pacing and story.
  • Because of PlayStation Plus, I've had my pick on the litter on free games. I got Uncharted 3 for free. Rather than play this game first, I bought the Uncharted 1 and 2 bundle at Best Buy and beat the first game.
  • I started playing Final Fantasy XIII again. I'm almost done with the game. I bought Final Fantasy XIII-2 last year for $15 at Target. The final sequel, Lightning Returns: Final Fantasy XIII comes out next year.
The problem with gaming is that there are too many games distracting you from playing and completing previous games. I literally have games lying around enough to last me for another year, provided I don't purchase anymore. With PS4 already out, it's only a matter of time before I make the switch.

I'm done.

Wednesday, May 22, 2013

L.A. Noire Review


"A city on the verge of greatness. A new type of city based not on the man, but on the automobile: the car. The symbol of freedom and vitality. Where every man can own his own home, have room to breathe and not be overlooked by his neighbors. A city where a man's home is his castle, a quarter-acre of the dream made possible by victory. A city of opportunists. A city of dreams, where Hollywood will shape the thoughts and desires of the entire planet. A city of pioneers. A city of dreamers. A city of undercurrents where not everything is at it seems. A twentieth-century city that will become the model for the world. A city that has no boundaries that will stretch as far as the eye can see."

Sunday, March 3, 2013

ReRave Review

Parappa the Rapper (1996) was not the first rhythm-based game, but it's credited as the first influential rhythm game with its core gameplay used as the template for various games produced since then (Dance Dance Revolution, Pump It Up, Guitar Hero, Rockband, Just Dance, etc). Despite waning popularity of the genre, advancements in technology kept gaming developers to find new ways to innovate gameplay for all types of games. On the line up of many touch pad games comes ReRave by Step Evolution.