Tuesday, December 19, 2017

Xenoblade Chronicles 2 Impressions


For the longest time, the Final Fantasy series was the gold standard of JRPGs for me and nothing else could ever come close to touching it... then came Xenoblade Chronicles for the Wii. As one of my favorite RPG series, I've been looking forward to Xenoblade 2 (which is actually the 3rd game in the series) ever since it was announced during the unveiling of the Switch. Right now I'm about 15 hours and 3 chapters into this massive game. Some early impressions:
  • The setting, a world in which each nation is on the back of a different giant flying creature is pretty cool and fun to explore. This does make each region feel a little smaller and more linear since each Titan is a self-contained area. I'm totally fine with this though, as I've already explored enough completely vast open worlds this year.
  • Like the previous two games, there are a ton of stats, abilities, skill trees, and items to manage. At 15 hours into the game, I still don't even have access to all the games menus.
  • It took a while for it to click with me but now that I'm getting the hang of the combat (particularly executing combos), the battle system seems like it will have some potential for interesting strategies. Combat is very chaotic though, so it can be hard to keep track of what's going on.
  • The game lacks a manual or in-game menu to reread the tutorial info which makes learning the game's complex systems more difficult than it needs to be.This is an especially strange omission considering that the first two Xenoblade games had such thorough documentation.
  • In addition to the lack of a manual or tutorial menu, the UI is also missing other smaller things like controller rumble options and aggro symbols on monsters in the field. Not being able to tell which monsters are aggressive has gotten me killed several times already.
  • The story leans heavily into one of my least favorite anime tropes: the magical girlfriend who is also the protagonist's possession, pet, or slave. For now, I'm going to try to have a little faith in the Xenoblade writers and hope that they'll develop Pyra into something more than just a bargaining chip for the hero, Rex, and his enemies to fight over.
  • Xenoblade 2's character designs are much more anime-inspired than in previous entries and I've found these designs to be a mixed bag. Several of their outfits look particularly silly. Also, some of the highly sexualized characters seem kind of out of place for the game's tone.
  • While many players will be quick to download the Japanese audio patch, the English voice acting has really grown on me. I appreciate the diverse range of accents in the cast; so far I've picked out English, Welsh, Australian, and American. The main downside to the voice acting is that the characters talk way too much during combat. However, this has been an issue since the original Xenoblade.
  • The game's music is really beautiful. I'm looking forward to playing the soundtrack at work or in the car.
Overall, I'm really enjoying Xenoblade Chronicles 2 even though the story isn't grabbing me as much as the previous games. If the earlier entries in the Xenoblade series didn't appeal to you, I doubt this one will be the one to win you over. However, series veterans will like what they find here and complete newcomers could easily use this as a starting point since the plot is unrelated to the first two games.

Monday, December 18, 2017

Golf Story Review

If you would’ve told me a year ago that one of my favorite games on the new Nintendo console would be a golf game, I would’ve laughed in your face… but here we are in the year 2017 and all the rules are out the window! I had a fantastic time playing Golf Story, the role-playing/sports hybrid game that I never knew I wanted. Here are my takeaways now that I’ve finished the game:
  • The game’s story of an underdog athlete, his coach, and his condescending rival is fairly typical of the plots one would see in sports movies or TV series. What sets Golf Story apart is its effective use of humor that varies from biting commentary to utter absurdity.
  • Even though real golf courses have 18 holes, the game wisely cuts it down to 9. Having to replay an entire 18-hole course after losing a tournament would be aggravating.
  • The golf mechanics seem simple at first, but become deeper as the game goes on. Eventually, more advanced aspects such as ball spin direction, club selection, and adjusting for wind/slope are essential to succeed on the later courses. The courses also feature hazards, such as ball-stealing birds, that can be to your advantage or detriment depending on how you aim your shots.
  • While I’m generally not into golf (or most other sports for that matter), I found that carefully lining up my shots and setting my parameters and then watching the ball sail through the air, hopefully landing in the right place, to be very satisfying. This process reminded me a lot of artillery games like Scorched Earth and Worms that I used to love playing as a kid.
  • The game offers a variety of challenges and mini-games that varied a lot in their appeal. A few stand-out ones surprised me and immediately put a smile on my face, while others I cut through quickly (or skipped) so I could move on.
  • Golf Story’s music is an interesting mix of jazz, rock, and ambient pieces. Many of them were appropriate, but forgettable, while others I’ve found myself listening to even in a non-gaming context. The game cleverly has some of the tracks drop in at just the right time to set the scene really well, for example, the tense-sounding theme that plays during a sink-or-lose putt.
  • I did have two minor gripes with the game. The first being that the player can't quit or reset challenges while they are in progress. For example, if you need to make 7 shots out of 10 and miss the first 4, the game will still require you to take the next 6 shots before you can restart the challenge. The second grip is that while on the putting green, the only indication of the slope of the ground is an arrow in the corner of the screen with qualitative descriptors such as "slight" or "moderate". This vague information can make pulling off long putts more difficult than it needs to be. While these issues show some lack of polish on the part of the studio, they didn't cause me enough grief to significantly impact my enjoyment of the game.
Overall, Golf Story is a fun and quirky experience that is unlike anything else on the Nintendo Switch. If you think you have a taste for off-beat humor and also have the patience for a slow-paced game like golf, I highly recommend picking up Golf Story.

Score: ⭐⭐⭐⭐⭐
Completion Time: About 20 hours (campaign and most side quests)

Monday, December 11, 2017

Dishonored 2 Review


Even though I received Dishonored 2 as a Christmas gift last year, it took me until this month to finally play through it. This has been quite a year for gaming! Since Dishonored 2 is quite similar to its predecessor (see original review), I'll mostly just be giving a quick overview of points of contrast here:
  • The new setting for Dishonored 2, Karnaca, is a little bit more vibrant than the previous game's Dunwall, but it still has a generally similar dark steampunk aesthetic. 
  • Of the game's nine missions, there are two stand-outs: the clockwork mansion and the time-travel stage. Each of these introduces new mechanics that manipulate the level layout and allow the player to explore in new ways. I wish that these interesting new features were further explored rather than confined to their own maps. The remaining stages, while well-designed, are fairly similar to those in Dishonored 1.
  • Playing as the new protagonist, Emily, doesn't feel significantly different than playing as Corvo (the first game's hero) since most of her abilities are analogs to his. The main exception is that compared to Dishonored 1, there are more options for non-lethally eliminating enemies head-on. In the first game, if Corvo was spotted, the non-lethal options were to use one of his precious few sleep darts or run and hide. Emily, on the other hand, has the option of blocking enemy sword attacks and the delivering a knock-out counterattack. This makes taking the non-lethal route much more forgiving in Dishonored 2.
  • I found the story to be a little bit less engaging than in Dishonored 1, but that be due to the fact that the first game was an introduction to a whole new world and Dishonored 2 is just building upon that. 
In summary, Dishonored 2 is a very good first-person stealth game that doesn't deviate much from the formula established by its predecessor. I'm glad I played this game, but in my opinion, there doesn't need to be a Dishonored 3. If you loved the first game and are craving more, you'll be satisfied with what Dishonored 2 has to offer. Newcomers will definitely want to start with Dishonored 1 in order to get introduced to the characters and world and then decide from there if they want to proceed to part two.

Score: ⭐⭐⭐⭐
Completion Time: 17 hours, 25 minutes (non-lethal campaign path + most collectables)

Tuesday, December 5, 2017

Mercenaries Saga 2 Review

 
After giving some initial impressions of Mercenaries Saga 2 for a "Demo Hotness" back in December 2016, I've finally gotten around to playing the full game. For convenience's sake, I picked up the Android version rather than the 3DS version that I originally previewed. Here are my takeaways now that I've finished the game:
  • Throughout the game's 32 stages I found that the variety of units, skills, and classes allowed for good party customization and changes of tactics. That being said, there definitely seemed to be some clear winners and losers among my characters (e.g. witch >>> thief)
  • Most of the battles provide a good challenge and mix of enemies along with some varied terrain to take into account. However, there were very clearly some stages that were just there to serve as padding. In my opinion, if the whole set up for a battle is  "Oh no! Bandits!", it probably didn't really need to be in the campaign.
  • As somebody who is pretty averse to grinding, I was concerned when I hit a few difficulty spikes. Thankfully, by revising my strategy I was usually able to find a way overcome stronger enemies and I managed to get through the whole campaign with minimal grinding. To me, this is a hallmark of a well-designed strategy RPG.
  • Compared to most other SRPGs, the battles are fairly short which is well suited to portable play. It's also helpful that progress can be saved at any time mid-battle.
  • As I noted during my preview, the controls and interface are pretty clunky. This is even more notable when playing on a mobile phone since some of the menus were clearly designed with physical inputs in mind rather than a touchscreen. Once I got used to it, this clunkiness didn't significantly impact my enjoyment of the game.
  • The writing in the cutscenes is pretty dry, but the story works in terms of giving each character a little personality and setting up each battle scenario; just don't expect it to keep you on the edge of your seat.
  • The music quickly became repetitive. This is a rare case of a game that I played mostly on mute.
Reading this review, it might seem like most of the positive aspects of this game that I've highlighted come with a negative caveat. That might be true, but when you get right down to it, this is a fully-featured portable SRPG for only $5 (USD), and a pretty enjoyable one at that despite a few flaws. If you want something more robust than Fire Emblem Heroes, but not as involved as Final Fantasy Tactics, Disgaea, or Fire Emblem Fates, Mercenaries Saga is definitely worth a look.

Score: ⭐️⭐️⭐️⭐️
Completion Time: 25 hours, 5 minutes

Monday, November 27, 2017

Implosion Never Lose Hope Review



For the past several months, I've been chipping away at my #MechMonth game, Implosion: Never Lose Hope, for the Nintendo Switch. Here are my thoughts on this brawler on a budget now that I've completed the campaign:
  • The game offers a good hack-and-slash fighting mechanic with added depth since you can upgrade your mech. Learning to how to chain melee attacks, ranged weapons, and special moves is pretty satisfying.
  • The surprisingly high-production value voice acting and music was pretty consistent throughout. However, after a while, I had trouble following what was going on in the story.
  • The main campaign is pretty robust but starts to feel repetitive after a while. There's only so much that can be done with hack-and-slash gameplay, kill rooms, and the game's limited mix of enemies.
  • Boss battles are a highlight and break up the routine, but some of the later ones feel a bit too bullet spongy for my taste.
  • There are optional challenges in each level that allow you to unlock more upgrades and a new mech. The objectives are fairly bland but they give you something else to aim for as you go through the stages.
  • The free DLC side story is a nice addition to an already good value. Unfortunately, the DLC levels are very long and have no check points, so I eventually got frustrated with them.
  • This game is a solid single player brawler, but it's sorely lacking a co-op mode.
Implosion is a good game for what it is, a single-player hack-n-slash. It was more than enough to be a fun diversion when I had time to kill but wasn't especially compelling either. I think this game is best suited for players looking for lighter fair as a palate cleanser to put between bigger releases.

Score: ⭐️⭐️⭐️
Completion Time: About 10 hours (Main campaign plus half of the DLC missions)

Sunday, November 19, 2017

Doki-Doki Literature Club Review

A wolf in sheep's clothing.

My second title for #VNNovember was Doki Doki Literature Club, another freeware visual novel. This one initially presents itself as a cliche saccharin-sweet dating sim, but as things progress, you'll realize there's more to it than meets the eye. As this game is highly susceptible to being spoiled, I'll be keeping this review short and relatively vague so that anyone who reads this will still have surprises in store for them when they play the game.
  • While the game has certain surprise elements that set it apart, the majority of the time you'll spend with it will be in the form of a classic dating sim. The game's developer absolutely nails the tone, characters, and scenarios of classic 90s PC dating sims. Much to my surprise, before the various twists happen, Doki Doki Literature Club is actually a pretty decent dating sim visual novel in its own right.
  • Since the game is about a literature club, the game's main sections involve sharing poems between the protagonist and the various girls in the club (of course the protagonist is the only male member... I told you this is a cliche dating sim). The protagonist's poems are generated by picking a selection of words from a menu. The player never sees the protagonist's completed poems, but the words you choose will affect your dialog with each girl. Reading the girls' poems is more interesting than I expected. The writing in these sections does a good job of giving the characters a little more depth beyond their otherwise trope-laden personas.
  • Like the writing, the music also perfectly captures the tone of classic dating sims while lulling the player into a false sense of comfort. Unique instrumentation of the music plays while reading each girl's poems, which is a nice touch. The pleasant soundtrack also distorts appropriately when the twists start coming, which is another little detail I appreciated.
  • Without saying what actually happens, when the game finally starts deviating from being a dating sim (you'll know when you get there), it does so in a way that is interesting, but not entirely unique. As someone who has played other indie games that hinge on deceiving the player, I wasn't as shocked by the turn of events as some other players might have been. That being said, some of the twists were very well executed, but I felt that a few were handled a little clumsily.
Overall, I really enjoyed my experience with Doki Doki Literature Club. The main portion of the game was a pleasant nostalgia trip to my days as a dorky teen playing dating sims on my parents' computer late at night. The post-twist segment, while not completely original in concept, was still effective and stuck with me for a while after playing. If you like dating sims and games that go to strange and dark places, I'd highly recommend Doki Doki Literature Club. If you don't like dating sims, however, you will likely find yourself getting bored long before you get to the twist.

Score: ⭐️⭐️⭐️⭐️
Completion Time: About 5 hours

Sunday, November 12, 2017

Narcissu Review


Background:
This month, as part of Chic Pixel's #VNNovember Community Game-A-Long event, I'm going to be trying out a couple of visual novels. For those unfamiliar, a visual novel is software that tells a story primarily through static images and text (occasionally accompanied by voice acting). I use the word software here rather than game because while some visual novels involve decision-making and have winning/losing conditions, others are purely a means to tell a story and involve little or no user input.

Review:
Naricussu is a freeware visual novel for PC and Android that tells the story of a man and woman that have been diagnosed with a fatal illness. The story is primarily told from the male protagonist's perspective and describes his thoughts about his condition, his interactions with a fellow hospice patient, Setsumi, and how the two of them elect to spend their final days of life. It probably goes without saying that this is an extremely sad story and it is important that one be in the right mindset before experiencing it.

While I have some prior experience with visual novels (primarily of the adventure or dating sim variety), Narcissu is the first completely linear visual novel I have ever tried. Other than tapping/clicking the screen to advance the text, there is no input required from the user. Also, unlike most visual novels, the use of images is very limited and the graphics primarily show scenery rather than characters. Thus, this minimalist experience is much more like reading a short story rather than playing a video game. I was initially disappointed by this, but once I reframed what this experience would be (i.e. not a game), I was able to get into it.

Being a mostly text-based experience, everything hinges on the quality of the writing, which I had mixed feelings about. Narcissu initially does a great job of expressing the thoughts and feeling of its terminally ill characters and succeeded in getting me invested in their situation. However, as the story went on, the writing style and pacing often tried my patience. The author has a tendency to reiterate the same points several times. I frequently found myself saying "Ok, I get it already, let's move on." Also, since the characters' relationship is initially very awkward, there are many conversations that are primarily made of up phrases like "umm...", "never mind", or just "...". As a result, the middle of the story seemed to drag on. It is possible that some of the issues I had with the writing are not the fault of the original author, but are an artifact from translating the Japanese script to English. Making it through the mid-story slog did come with rewards, the late-story scenes pulled me back in and the poignant conclusion left me thinking for some time to come afterward.

In addition to the text and minimal imagery, Narcissu featured some audio embellishments that added to the atmosphere. The context-appropriate background music and sound effects were well-timed with the text and did much to set the mood of each scene. Also, a subtle, but effective Japanese vocal track is included for Setsumi that contributed to the strength of the ending. The male protagonist, however, is silent.

Narcissu is tricky to recommend. If you're in the right mood for a non-interactive tear-jerker of a story and have the patience to get through some writing in desperate need of an editor, you'll probably be satisfied with your experience. For me, I'm ultimately glad I made it through this visual novel but couldn't help but feel like it had the potential to be much better.

Score: ⭐️⭐️⭐️
Completion Time: About 4 hours