Saturday, March 31, 2012
Duty Calls: The Calm Before The Storm (Parody)
[OLD] Devil May Cry - The Devil That Never Dies
This game has been re-reviewed. Read it here: https://trophyunlocked.blogspot.com/2023/10/second-look-devil-may-cry.html
In an effort to build up to Capcom's upcoming DmC: Devil May Cry, I have taken it upon myself to replay and review every Devil May Cry game released to date. I will begin of course with the original Devil May Cry, released by Capcom in 2001. It was originally intended to be Resident Evil 4, but during development it was transformed into the gaming juggernaut that is still around today. Having barely played the Resident Evil games, though I do plan on doing so in the future, I don't really have anything much to say regarding this point.
Before I start, I'll admit right off the bat that I played on the Easy Automatic mode, mainly because I completely sucked at the Normal difficulty setting. At some point during this coverage however, I do plan on actually beating it on Normal, since I actually did a little better on the start of my second ever playthrough.
The story of Devil May Cry focuses on the demon hunting half-demon Dante, son of the legendary dark knight Sparda, who runs a business called Devil May Cry in modern America. One night he gets approached by a woman calling herself Trish, who requests his presence on Mallet Island for business regarding the demon king Mundus. As Mundus had battled his father long ago, Dante jumps at the chance to be able to kill him, traveling to the island to begin his quest. Not much happens to completely flesh this out, but enough happens to serve a complete story without the plethora of plot twists that other survival horror games had at the time. I liked the complete badassery of Dante, who is the kind of man who wouldn't back down from a fight or resist the opportunity to kick demon ass, and yet I also appreciated his more compassionate side, seen when he shows a little concern for one of his enemies as well as during an event near the end of the game. Trish and Mundus are never really fleshed out beyond the role they play in the game, but the former's character growth that occurs gave me enough of a reason to like the character.
Dante's combat prowess is not to be taken lightly, an aspect of his character that gets translated perfectly well to the player in both the sword and (infinite ammo) gunplay. The weapons available are all fun to use, as is knowing which ones are best suited to the given scenario, and the items are all very useful should you need to use them. While there is a learning curve at first for the controls, given how unconventional they are for a PS2 game, the setup is reliable anyway and the fact that actions are assigned to a single button makes the feeling of power even easier to immerse in. What makes the experience even better is the Devil Trigger mechanic, where Dante can become a thunder or fire demon with the push of a button once a gauge has lit up at least a certain length. In this state he regenerates health over time and all of his attacks are even more powerful, plus some specific attacks related to each form depending on the skills the player purchased.
The enemy variety for this game is astounding. I loved how each one not only looked different, but required a different strategy altogether to take out. The fact that the AI is pretty smart helped the experience and made fighting more of a thrill. I could say the same about the bosses, who all require a completely different plan of attack each time if you want to efficiently take them out.
I am also impressed by the replay value of this game. Not only are there plenty of hidden secrets, mainly finding items and orbs or orb fragments scattered around the levels, but also secret missions that I had no idea existed until the final tally was added. The fact that the player is ranked after each level creates the desire to go back and do the level again in hopes of getting a better score, something I can applaud it for. The unlockables present also serve as a nice motivational tool to keep playing over and over.
On the technical side of things, I found the voice acting and sounds to be pretty well done, though one thing I enjoyed the most was the music. I liked it so much in fact that sometimes during a fight I would pause the game just to keep hearing it. The graphics are also still impressive for when it came out, with architecture that is impressive to view and enemy design that was not only a little gross but also very well detailed to help everything stand out. I also thought that while the fixed camera did give the best angle for the action on screen, it seemed odd at times when I would get to a certain spot on the map and it would become something a little less convenient for the action, though this was mostly during jumps to grab items. I also had to get used to the fact that the controls don't reorient themselves between camera shots until you stop moving for maybe a second.
Is Devil May Cry a good game? Yes. Being able to annihilate all that stand in your way, and look cool while doing it, is an experience that no one should pass up at all. If you've heard of this game at all or wanted to know where "Stylish Combat" or "Extreme Combat" came from, then pick up this game immediately. Again, this is definitely not a title to ignore and I wholly recommend it.
Now, with a great game like this, it stands to reason that the sequel, advertised in the back of the manual, would be served to fans as a good follow-up that continues moving the franchise forward in great strides, right?
Right?
Stubs - You Can't Take It With You
Friday, March 30, 2012
The Hunger Games - Why I'm Still Hungry
Thursday, March 29, 2012
Asura's Wrath Episode 11.5 (DLC)
If you've read my review of Asura's Wrath, you'd probably take away that despite the game being relatively short, I greatly enjoyed having the opportunity to play that particular niche title. It didn't resort to filler and took a risk in design elements that I can't help but admire. Now that it's been out for a while, a little over a month, Capcom has begun releasing a series of planned DLC over the next few weeks, the first of which I will cover in this brief review.
Simply put, this $2 DLC fills the player in on what caused the mysterious explosion in Episode 11. While you can't directly control Asura at any point, the episode is filled with animation by STUDIO4°C, the same studio responsible for the beautiful animation in Catherine. Their amazing quality is still present here, with gorgeous visuals matched with perfectly mapped Quick-Time Events that offer some, limited, sense of control. Since the ability to advance is based on having the Burst Gauge filled at specific points, it makes you really pay attention to what you need to press, though there are plenty of opportunities to get it right.
However, I do have one minor problems with this offering. While I again highly praise the animation, the quality does seem to change a little over time, which I'm sure is actually tied to a stylistic choice, although it mostly seems to be with Asura's character model changing its anatomy a little between shots. Still, it's mostly consistent and I do commend the animators for doing this.
Episode 11.5 is an interesting offering that manages to do its job quite well for the price. I'll note though that the content is about 10 minutes long, but that shouldn't immediately stop you from buying it, if at least to get some visual variety and a possible question answered.
[OLD] Ratchet & Clank Future: Tools of Destruction
On the planet Kerwan, Ratchet is fixing up a hoverbike when Clank gets a distress signal from Captain Qwark, who is under attack by a swarm of heavily-armed robots. They try to reach him through the hoverbike, but crash before fighting their way to Qwark's base. Once there, the duo finds out that the robots are actually trying to eliminate Ratchet, and try to escape. However, they are stopped by the robot army and learn that they are being controlled by Emperor Percival Tachyon, leader of the Cragmite race, who's goal is to wipe out all Lombaxes for eradicating his kind. However, Ratchet escapes before Tachyon can finish the job. As the last Lombax in the universe, Ratchet must defeat the Emperor, also the last of the Cragmites, with help from some friends he meets along the way. Meanwhile, Clank comes into contact with a mysterious group of aliens called the Zoni, who seem to know more about the future than one might anticipate.
The new characters introduced in this installment are pretty enjoyable and not annoying, though it was also nice to see some old faces every so often. I also felt the new female lead, Talwyn Apogee, seemed fairly well-rounded, complimented by some amazing work from her voice actress, Tara Strong (she recently lent her voice to Harley Quinn in Batman: Arkham City). However, that is not to say the rest of the voice acting isn't great, as everyone gave a solid performance overall. While I'm on the sound side of things, I should also compliment the music, which is just as engaging as ever, including an entertaining bit of music from a new gadget, the Groovitron.
Speaking of which, there's a plethora of new weapons and gadgets to use in this game, in fact so much that the Quick Select is now divided into three rings instead of two. Switching between these rings is much easier than in Deadlocked, since it utilizes the shoulder buttons to go through them really quickly. Like in previous games your arsenal can level up over time, though here the maximum Level is back to 5. There is a system similar to the Mods in Deadlocked present through a vendor, but this time it can be used to upgrade various aspects of your weapons, including Ammo capacity, Bolt drops, and Raritanium drops among others, the latter of which is used for the upgrades in the first place. One of my favorite items to use was a robot called Mr. Zurkon, who can be very handy in taking down tougher enemies while hilariously delivering trash talk (one of my favorites is where he compares a target's fighting to "an infant bird-fly").
An interesting addition to the gameplay is the way that the DualShock 3 controller is utilized. Using the Sixaxis functionality of the controller, you can perform actions such as cutting through rock by moving the controller in the desired direction. Fortunately, if there is a point where this becomes too hard to handle, you are given the option to use an analog stick instead for the rest of the game.
The graphics are amazing for an earlier PS3 title, and the physics are actually improved upon, if only in a more minor, yet noticeable sense. Crates this time are smaller and have more weight compared to previous games, in that if you manipulate them in certain ways they will fall over as opposed to just dropping down. While this might cause you to lose a crate if you aren't too careful around gaps, it's still very impressive to behold. When you visit some planets throughout your journey, since there is more texture it's interesting to think of it as Ratchet placed in a modern video game setting, as well as the subtle contrast it creates.
I've brought up the checkpoint system in previous games, and the qualities of it seem to work the same way here. However, this is not the minor problem I mentioned before, since I've learned to expect this sort of thing from a Ratchet & Clank game. The aforementioned problem is actually an instance where the sound in one cutscene went out of synch for whatever reason. Aside from that incident, the synchronization was perfect throughout the game.
Ratchet & Clank Future: Tools of Destruction is a nice step forward for the Ratchet & Clank series. It has many great improvements to the formula, the graphics are still stunning after a few years, and there are plenty of strong performances all around. The story also is very engaging and leaves on an interesting cliffhanger. If you are a Ratchet & Clank fan, this is one game you don't want to miss.
Sunday, March 25, 2012
I Am Alive - Is It?
March 2009. This was the issue of Game Informer where I had first heard of I Am Alive. As I read the preview, I became intrigued by its concept and believed that it would be released in retail for consoles later that year. I anticipated the game, but then it just seemed to fall off the face of the earth, with only speculation and rumor as to its final fate. Then sometime last year I had finally heard that it would be coming out, but as a downloadable title instead. I also learned at that time that the project had changed hands, going from developer Darkworks to Ubisoft Shanghai. Since the Xbox 360 version came out first, with the PS3 version soon to follow, I have decided to review that version.
The premise of the game is one other thing I should mention that has changed. Originally, it would follow 27-year-old Adam Collins, a normal office worker who happened to be in Chicago when a 10.9 Earthquake had struck. He would have dug himself out after 3 days to a city in ruins, in which he must search for his ex-girlfriend Alice, whom he still had feelings for. He would have also had to band together with other survivors to get them to a base camp so they could be rescued in a week, all while aftershocks continue to shake the city and turn the environment into the game's greatest enemy. What I ended up playing however, was a bit different. I Am Alive instead follows a man, still named Adam, after he travels to the fictional city of Haventon to search for his wife, Julie, and daughter, Mary. A worldwide cataclysmic event has left the city in nearly uninhabitable ruins, as a cloud of toxic dust is now prevalent in the air. Almost immediately, he gets involved with the wheelchair-bound Henry, a little girl named Mei, and her mother Ling as he tries to help them with various tasks that will ultimately help them leave the city for good.
Of course the important thing about the differing premise is how it's executed, and I think it was done quite well. The story isn't the best, but it is compelling enough to keep the player interested, plus the characters are interesting and fleshed out enough to suit the relatively short title. However, the rest of the execution is where the gameplay takes the reins.
The combat in I Am Alive comes in two flavors: Melee and Shooting. Shooting is pretty responsive, with only two buttons needed to aim and shoot while the shots are auto-aimed. It is possible to switch between targets by moving the camera, though sometimes it takes a bit longer than it should to get to the target you want in a tight situation. There are only three weapons that can shoot, a pistol, bow, and shotgun, which all have their own effective uses. Both of the guns can be used to intimidate enemies and control a situation effectively, as long as you don't take too long to stall, and the bow is more suited to firing from an exceptionally longer distance while the shotgun is best for rare crowd control scenarios. Ammo is scarce throughout the game, with the shotgun having only five shots and the bow having two shots maximum but the arrows easily retrievable, which does create more of a tactical mindset while figuring out the exact steps needed to take out a group of enemies under certain conditions while still trying to conserve ammunition as much as possible. Melee combat on the other hand isn't very free, instead taking the form of machete battles not completely unlike the chainsaw duels of the Gears of War franchise. Since the minigame can be interrupted however, melee is best used when there's only one enemy left.
Enemy variety however, is just about equal to the number of weapons in the game in terms of how many types there are. They can all be taken out in the same ways, but their tactics are different. Machete wielding enemies are more likely to rush you, while ones with pistols are more likely to attack from a distance. However a third type, which wears armor, requires that you manually aim the gun at their head with the click of a stick, a mechanic where I wasn't quite sure if I was aiming right until they were right in my face. One mechanic the game mentions is that taking out the tough guy in a group will automatically make the weaker ones surrender, though I questioned this since it was a bit difficult to tell which one would be considered the "tough one" and thus I accepted it at random. In any case, there is some risk to be involved with trying to use certain maneuvers in combat, and with it comes reward. Enemies with pistols will drop a bullet for you to use and armored enemies will drop some much needed protection that can extend how long you last in a fight.
Adam's success is dependent on two gauges: Health and Stamina. Health is drained when taking damage, obviously, and Stamina is drained when doing anything that would require exerting above a certain level of physical effort, mostly from running, climbing, and machete combat. If this gauge is drained completely, then a rapid press of the trigger button will keep him going, but will feed off of the maximum capacity instead until death. Fortunately Adam's Stamina regenerates automatically while standing, although the maximum capacity doesn't. Should either bar drop for whatever reason, items exist in the world to aid in their recovery, such as placing a Piton during climbing to act as a temporary breathing point. These items are scarce however, which does contribute successfully to the atmosphere of the world, since I not only tried not to use the items so that they may be used to help other survivors, I also tried to ration as much as I could in an attempt to be as efficient as possible. One annoyance however was the lack of health items in comparison to stamina items, hence the efficiency comment.
Of course, one of the biggest enemies would be the air itself, which is rendered so toxic that the Stamina gauge drains all by itself. This increased the alertness of my actions and helped heavily contribute to the tone, at times reminding me of Silent Hill or Resident Evil to some degree due to the heavy dust acting as a very thick fog. Climbing to a higher elevation can lead to recovery, though exploring enough will yield items that can accomplish the same task.
On the technical side, the graphics are very decent for a downloadable title and do provide a solid amount of detail work on the environments to help each location stand out, be it a building, the dust-filled streets or the subway. However, the characters models, especially Adam, didn't seem completely attractive by way of resembling graphics from the older games of this console generation. Voice acting is also solid and music is pretty well cued, although the enemies could have had more varied dialogue. The sound effects also weren't annoying, which is a plus.
I Am Alive is a game with an interesting premise and solid execution. For $15 it's a pretty decent download and fans of Survival Horror may get a kick out of it. As I played however, I could only wonder what the original premise would have been like to play through. Still, I don't regret playing what I got anyway.
Saturday, March 24, 2012
Stubs - Stranger on the Third Floor
Saturday, March 17, 2012
Stubs - The Day of the Locust
Sunday, March 11, 2012
Second Opinion - Journey
If you've ever played Flower, you should have a pretty good idea of the work that developer Thatgamecompany can provide. Placing more emphasis on generating an emotion in the player, rather than building a game around its mechanics, they have managed to create games that may be considered much closer to art than anything else. However, this route isn't all that bad, as demonstrated by their latest release, Journey. As a PlayStation Plus subscriber, I was able to play this early, and I believe my $15 was very well spent.
Journey is all about the journey taken by a cloaked, genderless figure as the player makes their way to a mysterious mountain in the far off distance, while also learning about their past, present, and even future. Along the way, you may come across a companion that may accompany you to the goal, as well as help you solve various puzzles across a handful of levels. While communication is key most often in co-op plays, the difference here is that there is no way to talk to anyone else other than through a wordless shout, and even then you can't identify them in any way until after the end credits. Isolation is the main aspect of Journey, and these qualities help to create that feeling, along with a sense of comfort once you find someone else in the lonely world.
While the levels are minimal, they are also large and absolutely beautiful. I'd have to concede that along with having a gorgeous graphical style, the game sports physics that can outdo even Uncharted 3's sand; sand is to Journey what grass was to Flower. Traversing the environments is also as easy as it could possibly get, since literally anyone could grasp the controls and the two or three buttons needed. Floating like a petal in the breeze is invigorating, as is the perfectly cued music used throughout. Mentioning any specific moment would make this review spoileriffic, but I would like to mention that I could easily have cried at one point or two in awe.
While Journey can be completed in roughly a couple of hours or so, it's the experience that really counts. It's a masterpiece that impressed me to such a degree as to tempt me to press Start immediately after the title screen came up again. Putting emotion over gameplay is something that resonates well from the game, but I'll admit that it isn't for everyone. Potential players expecting it to go the other way may not find it as thrilling as those who will no doubt fall in love with this adventure.
Saturday, March 10, 2012
Journey
Wednesday, March 7, 2012
Stubs - This Is Spinal Tap
Sunday, March 4, 2012
Flower - Elegance At Its Finest
Star Trek II: The Wrath of Khan
I'll admit right off the bat that I'm not a big fan of Star Trek, but this is more based on my lack of exposure to the franchise. The only other movie I've seen is the fantastic J. J. Abrams reboot and a couple of episodes of the original series here and there. Star Trek II was the only one besides the Abrams series that I had really wanted to see because I had kept hearing so many positive things about it, but only recently had I acquired a copy on DVD, specifically the extended Director's Cut. While I don't immediately wish to see more Star Trek, I have become a fan of this movie and I can see why others love it too.
The events of the movie take place 15 years after the Original Series episode Space Seed, which I had watched beforehand. The crew of the USS Reliant are searching for a lifeless planet to test something known as the Genesis Device, which can create life in an area where none exists. They stumble upon what they believe to be Ceti Alpha VI, which seems desolate enough to qualify as a candidate. However, they keep receiving a mysterious signal and decide to beam Commander Pavel Chekov (Walter Koenig) and Captain Clark Terrell (Paul Winfield) down to the surface to investigate. As they search the area, they run into Khan Noonien Singh (Ricardo Montalbán), who reveals that they are in fact on Ceti Alpha V, which Captain James T. Kirk (William Shatner), now an Admiral, had exiled him to 15 years prior; Ceti Alpha VI had actually exploded, which caused his own planet to suffer greatly. He blames Kirk for everything bad that has happened to him, including the death of his wife. Khan now plans to avenge her death by eliminating Kirk, no matter what it takes, starting with a complete takeover of the Reliant.
What unfolds next is fascinating to watch. It's sort of like a classical nautical adventure, only set in the far reaches of space, pulled off by having the Federation function like an actual navy. As we learn more about the Genesis device and Khan's intentions, the plot becomes more dramatic and at times exciting. There is an interesting chemistry between Kirk and Khan that helps make this work, and the tactical thinking displayed by the two of them as they try to come up with deeper strategies is simply amazing. This carries over until the final climactic battle in a nebula, when Khan finally shows some desperation in his two-dimensional battle plan.
The way every character is portrayed helps to really sell the movie in all of its elements. Admiral James T. Kirk has to deal with being middle-aged on his birthday, something which he isn't very proud of. This is compounded by McCoy's gift of antique reading glasses, which gets used rather well as subtle symbolism of Kirk at first succumbing to old age when using them a couple of times, but then reclaiming his youth once the spectacles are cracked at the end and when he says "I feel young." Captain Spock (Leonard Nimoy) acts as a good opposite to Kirk, approaching situations with logic as opposed to letting emotions influence him. He is also shown to be very tactical as well, especially during his encoded radio communications with the Admiral as Khan listens in. Another spectacular performance shines through with Dr. Leonard McCoy (DeForest Kelley), who delivers some light-hearted and humorous moments to an otherwise dramatic and serious film, creating some balance that helps the movie be a classic.
Then there is, of course, Ricardo Montalbán's performance as the antagonist, Khan. Montalbán plays the character in ways that make him a very interesting villain to watch, especially how dead set he is on eliminating what he sees as his greatest enemy. His presence alone breathes a certain atmosphere into everything around him and I couldn't help but be impressed whenever he was on the screen. Khan will stop at nothing in pursuit of his prey, ignoring reasoning given to him by both Chekov and his own crew. This is done similarly to Captain Ahab from Moby Dick, whom he embodies and quotes at the right moments to sell the drama with graceful precision. It is this along with his quick and forward thinking that, to me, makes Khan a credible and memorable character that stands up well even into the present day.
But while Star Trek II has great characters, it also has some memorable and classic moments. One of these is Kirk's "Khan Scream", which has been endlessly copied, referenced, and parodied through TV and the internet (though incorrectly). I found myself dropping my jaw in awe when I first saw the Genesis chamber, with its vast, colorful space and impressive scale in relation to the characters walking into it. There are also a couple of moments within the nebula that stand out as well. The first is how Kirk and Khan both alter their strategies to suit the environment of the nebula cutting off their sensors, leading to an amazing scene where the Enterprise goes underneath the Reliant and then "surfaces" behind it to deliver a finishing blow. This works in the end since Spock reveals that Khan is used to battles in two dimensions, thus he isn't used to thinking in three, something which is alluded to near the beginning of the film with a checkerboard. The other moment in the nebula is when Spock manually fixes the core of the Enterprise's warp drive, enabling the ship to escape an explosion from Khan arming the Genesis device.
This moment, while leading to a moment of victory, shifts into the most dramatic event of the movie, which is Spock's death scene. As Kirk and Spock share this moment, the drama really sinks in and their emotions immerse the viewer into the scene. You can tell just how much Spock meant as a friend to Kirk, as what can be seen as a part of him is now gone, seemingly forever (he returns in the sequel, but that doesn't matter here). Everything about this death is pulled off fantastically, including the event leading up to it and how it is dealt with after the fact as the Admiral regains his sense of youth. Spock even delivers the closing narration.
Other things I liked about the movie were the score and visuals. The score is simply perfect as it matches the tone and fits whatever is happening at the moment. Even what can be heard from the original TV show is used well at the beginning and end. The special effects are breathtaking and surprisingly hold up even today, particularly those used to illustrate the Genesis chamber and the nebula, as well as the transformation of the space within the nebula into a planet after the Genesis device explodes aboard the Reliant. I also thought Ceti Alpha V had an impressive sandstorm on its surface. Set designs for the ships and other locations are also well-detailed, something I can also say about the costumes and props. I know this may sound like an odd way to praise a movie, but I actually found myself impressed by not only the well-framed cinematography, but also the lighting. Yes, the lighting. I felt it contributed heavily to the overall dramatic atmosphere and highlighted the mood of each scene, like those on the Reliant, perfectly.
While there are plenty of good things to say about this film, there are admittedly a couple of things that seem off a little. The costumes for the Federation for example, while offering a more timeless look that fits the naval feel, do seem a little heavy. A couple of plot holes also exist, the most glaring of which is the fact that Khan recognizes Chekov even though he wasn't in Space Seed and the fact that the USS Reliant was unable to detect that Ceti Alpha VI no longer existed. These quips are minor however and most of the holes, whatever others there may be, can be explained away logically. For instance, it is possible that Chekov was indeed on the Enterprise at the time and just not a prominent character then, but it is still odd that he of all the crew members would stand out in Khan's memory. I'll also admit that I found the pacing to be a little slow at times, but sitting through the movie is well worth it anyway.
Star Trek II is indeed a fantastic movie. Every element balances out very nicely to create an atmosphere that never ceased to amaze me. It's a film that stands out to me well beyond the realms of pop culture and I now consider it to be one of my favorite films. If you've ever been curious about The Wrath of Khan, and aren't a nitpicker or someone who doesn't like older sci-fi, then you should definitely give this film a viewing. If you don't own it, you may very well want to afterwards.