Thursday, 9 February 2012

Final Fantasy XIII-2 [PS3]

The latest incomprehensible, shiny adventure from Square Enix is a much more playable experience than its predecessor.


Exploration and time travel are the key words of the day here - trekkin across space and time to save the future.


New features keep play varied and engaging - and thankfully the combat is still intense and visually stunning.


The ABC on the new J-RPG, FFXIII-2
For those who haven't completed the introductory course in pseudo-Latin game numbering systems, the title of this game is Final Fantasy 13 - number 2 (that being, the direct sequel to Final Fantasy 13).


That means that this game is a Japanese fantasy role-playing title, with a focus on exploration and character development. There game offers around 20 large areas to visit during several time periods, with each specific time and place having unique enemies and treasures to find. Due to the convoluted nature of the story, you will be revisiting these areas several times each in order to get all the hidden story items and complete all quests.

Story: An Introduction to the Beginner's Guide
The story here is that the time line has gotten messed up. Something, or someone, has mixed up time such that there are anomalies everywhere which our heroes, Serah and Noel, 
resolve to sort out. Once a time glitch (or "paradox") has been fixed, our heroes earn crystal fragments which can then be used to open new time periods and find new paradoxes and then sort those out as well.


Serah is the Lightning's sister from FF13, now not frozen in crystal an in need of rescue, but instead heading off to save Lightning, who is trapped in Valhalla in an eternal battle with an  evil time-travelling bloke (what is up with this family - can they not go 5 minutes without some interplanetary catastrophe centred around them!?!).


Noel is a bloke who dreams about Lightning and Serah before falling through the timeline into Valhalla. It is there that Lightning tasks him with finding Serah, and making their way through time to meet up with her in Valhalla (get the 4 o'clock bus, change at Hammersmith, then get off and walk at civilisation's ruin).



The time travelling theme means lots and lots more unpleasantly corny dialogue.

The big bad guy is called Caius Ballard, and is closely involved with a freaky girl called Yeul who sees every possible future. Noel knows Yeul (well, "a" Yeul - er - I'm just not going to go into it) so anyway he gets all emotional about seeing her. Then Sarah does. Then Yeul does.


The scope for puns based on names is so wide thanks to there being characters called Fang, Hope, Snow, Lightning, Noel and Yeul. I mean, the Christmas puns in both Noel and Yeul scream out at me and some sort of drug and spike pun out of Snow and Fang would be good. Some very quickly, and poorly, conceived examples are below but the possibilities are endless:


Happy Noel Noel!
Ah, Happy Yule Yeul!

You got a number for Snow?
Yeah, call this guy. Say Fang sent you.
Cool... I'm gonna get Snow with Fang's help...

O.K. maybe I'm trying a bit too hard to have fun with the characters here but you can cut me some slack - they're all bizarre, annoying and so you just cannot connect with any of them.


On that note, the co-dependant, emotional party of characters from FF13 no longer follow you around everywhere you go, however they do all pop up at some point along your travels to greet you. This offers some closure to their stories - at the end of FF13 everyone celebrated the completion of their journey and then the credits roll. Now you get to see what they got up to in the years that followed - if you were at all bothered which I doubt you are. I wasn't.


The Art of War
The combat is played out in a semi-turn-based style, that being that your team fights enemy characters in turns. The turns are not a fixed "player one fights, then player 2 etc." sequence, but instead an action bar fills up over time and once you this bar has filled sufficiently to carry out your selected action then your turn starts.



Battle sequences have much more variety and play out on a grander scale than in FF13.

Coupled with this, you normally have two other team members who you have indirect control over. You get to choose what they will be doing by selecting the appropriate "paradigm" for the battle. Paradigms are basically the current team ethos, so you can have offensive, defensive, healing, or any combination of these to suit the battle at hand.


Skills are improved by earning Crystarium Points (C.P.) which you spend equally on Noel and Serah's skills. There are bonuses as you level up through the skill trees but how you develop depends on upon the roles to which you assign your Crystarium Points, for example spending points on the Commando role gives big bonuses to your character's overall strength. Similarly, spending points on the Medic role gives bonuses to healing and overall health.


One issue I found was that the characters become very high level very quickly, and from about 15 hours in the game offers no challenge. Even the final boss battle was no problem, as I was level 99 in most roles (the maximum possible!). Perhaps the difficulty level is better balanced if you have not played FF13, but in any case the main story battles were far too easy.


I have yet to play through with the "Paradox Scope" ability turned on - this is unlocked once you have completed the final battle and ramps up the difficulty while you hunt for the rest of the 160 crystal fragments (of which I had found 44 at the time of finishing the main story).


Gotta Catch 'Em All
As you only have 2 team members to work with, you enlist the help of creatures that you fight along the way. Once you have beaten and caught a creature, you are then able to use it in your line-up. This is actually a welcome mechanic, offering some more variety to play and allowing you to vary your combat style without having to make massive changes to Noel and Serah.



The large creature on the right side of the screen is actually on your team!

When you acquire a monster, you are free to upgrade its abilities using upgrade parts found in battles, to make it wear a custom item of clothing, and to change its name to something more memorable. I quite enjoyed the naming aspect, as they had a nice selection on offer - from your "Butch" and "Viper" fighting names, to "Furball" and "Gobstopper" for monsters more comfortable in their toughness.


Again, these creatures get far too tough once you have upgraded them fully. These are upgraded using items picked up in battle or bought from the shop. With careful buying and selling, you can have more than enough of these to fully upgrade whatever monsters you want before the end of the main story - making the final battles a breeze.


The monsters also have unique abilities that can be unleashed in battle - in the form of a Quick Time Event. While not adding much to the gameplay, these have very handy perks that if used cleverly can allow you to turn battles around in an instant. 

The Broken DVD Player Effect
On that subject - now Quick Time Events pop up throughout some of the cutscenes. Mercifully, an effect on screen does warn you when one of these is about to pop up but there are few times when it feels necessary for you to be involved at all. 


A few times, as shown in the picture below, there is a choice to be made in the video. If there were more of this type of event, where different options allowed the video to pan out in different ways, then it may be more engaging. Unfortunately these moments are few and far between, and most events simply have "succeed" and "fail" within the time limit.


Cinematics now include Quick Time Events - now this is what I call progress.


The dialogue choices available are absolutely appalling as well - you sometimes get a 4 way dialogue choice but 3 of these options are clearly "wrong" and you are meant to keep asking until you ask the "right" question. In one case, where I was figuring out what the hell the story was going on about, the conversation went like this: 


Me: Could there be more than one World?
Hope (an old friend): Well an ancient civilisation, which lived in these ruins,
 believed that there was only the one World - this World.
Serah: Oh, so there's just this one World then?
Hope: That's right.


I beg your pardon? What? Just because someone off-handedly remarks that an ancient civilisation had a "One Universe" theory, that means that we can't discuss a "Multi-verse" theory in a place where I can time travel across thousands of years to various places in this World and elsewhere? Fair enough. Alienate me further.


One scene had us walk into the lair of a big bad called "The Arbiter of Time", who told us to get out or we will be destroyed. I believed him. Anyway, we asked him for a crystal fragment (pretending to do him a favour) and he gave us the fragment and told us to leave immediately.


Noel then decides to stand around there for a few minutes, bitching about Serah's boyfriend. Why? Just get the hell out of there! Stupid emo kids.


In most conversations, the best way to go is emo. In fact, one battle doesn't require you to think of a clever strategy, it only lets you win once you have "Screamed at Hope" (who wasn't even in that time period!). It worked though - Hope changed history to end the battle because Serah had a hissy fit. This game is pretty stupid.



I Remember Doing The Time Warp!
The Historia Crux - the new map selection screen - is a
tangled web of areas and time periods for you to explore.

You search across the time line using this menu - The Historia Crux - which is thankfully quite easy to use and functional. The time line opens up and branches off as you unlock more, completing quests and earning fragments in unlocked time periods will open up more areas.


The good thing about this is that you can warp to the Historia Crux from virtually anywhere, and your position in that area will be saved. That means if there is a fragment you need to collect from another time period you just open the Historia Crux menu, travel to the required area to collect the fragment, then warp back to the place you left off. This saves a lot of unnecessary faffing about in later missions.


Conversely, there is an annoying habit in some menus to freeze for about 15 seconds. Just shows the message, generally "Do you want to step into the flow of time?" but doesn't let you select "Yes" or "No" for a really long time.


Anyway, another handy feature is the return of Chocobo! Yay! Not only can you use Chocobo to speed you around the map, avoiding those short battles you once had, and your position with a Chocobo will be saved if you warp out as well.


You can also catch and train Chocobo to fight with you and to use in a Chocobo Races mini game. Apparently you can earn a lot of money on this but my Chocobo is obviously lazy because I got beat every time and lost a lot of money I bet on the bloody thing. That'll teach me to have faith in giant bird monsters....


Should've Gone To Specsavers
Your friendly marshmallow pig, Mog, will help you look for rare items out in the World.
A lot of the main bulk of the game requires you to trek around the World map completing quests and finding awkwardly hidden items and fragments. You find such items by using an old Final Fantasy favourite - Mog - who waves his wand and bring things into reality. 


These are quite carefully hidden as well, items are camouflaged such that finding the buggers takes a long, long time on the more complicated maps. 


One main quest in the second half of the game requires you to find 5 hidden items spread across the timeline, and it is this searching that took the majority of the play time. 
Well, cutscenes and searching. About 40% searching for hidden stuff, 40% watching glass-eyed hair stylists talk about emotions, 10% playing mini-games and a depressing 10% of your time actually spent fighting.


A higher difficulty setting from the start would have been welcome, or I would equally settle for cutting out around 10 hours of the cutscenes. I'm still playing after the main story is complete though, just because for the first time in a long time, I am playing a good old Final Fantasy.

Conclusions
Surpasses its predecessor by far - this has a much more open and exploratory theme - more akin to earlier Final Fantasies.

Although the plot is no less baffling, this is a much more accessible FF adventure and so should appeal more to newcomers to the series.

While it kept me playing to the end, the game was far too easy once I'd upgraded my characters. 
I guess this was SquareEnix trying to put as few people off as possible, but it will not gain favour among the hardcore FF fans.

I do not own the copyright to these images. And to appease the Amazon gods, go take a look at buying it!

Lana Del Ray - Born To Die [CD] [QUICK&SHORT]

What is it?
Debut offering from new pop artist, Elizabeth Grant (a.k.a. Lana Del Ray), who  claims she is a "self-styled gangsta Nancy Sinatra", and citing influence from Elvis Presley, Britney Spears and Kurt Cobain. She shot into the spotlight last year when her Youtube video for the track "Video Games" gained massive popularity and currently has over 27 million views [see below]:


Is it any good?
Well, yes and no. The refined, effortlessly charismatic sound that is in each of the first 4 tracks gets lost more and more as the album goes on. That is:
  1. Born To Die
  2. Off To The Races (slightly less, but for the unsettling theme mixed with the  girlish giggles in the chorus)
  3. Blue Jeans
  4. Video Games

Really, the first 4 are brilliant - I have had each of them stuck in my head for weeks now and their simple, uncluttered arrangements allowed Elizabeth's voice to stand out. This must be what people describe when they say they like Amy Winehouse or Adele - I think if you like either of those two you should enjoy these. 

Tracks 5 and 6 are still quite good, although this is when the lyrics start to feel a bit too contrived to be bearable - the use of cliche throughout is obviously to try to gain that timeless sheen but it gets tired very quickly.

From then on the album is fine to listen to, with several tracks still sounding great, but the lyrics and vocals seem to have had much less thought put into the composition. It's almost as if they threw a bunch of phrases about love, modern life and Jersey-girl references to the floor and randomly picked them and shoved them into the latter few songs. Feeling timeless now? Nope. Sorry.

There's also this sample used a bloke shouting "Oh!" or something and it's used far too frequently on several tracks and I just can't see what it adds to it.


Now the artist I would most liken the later tracks to is Britney Spears, unfortunately not the glorious early pop gems, but post-Toxic stuff, where it's trying to incorporate R'n'B into the mix to appease the market and it ends up sounding like a half-baked mess.

Conclusions
Well the first few tracks show that Lana Del Ray is talented and she certainly has mass appeal.
I have no doubt that if Lana's second album can be a full length chilled crooner then I will absolutely love it.
Perhaps feeling the need to pay homage or appeal to the pop charts diluted her sound, and now that's out the way she can get on with making albums full of timeless music rather than tacky filler.

Saturday, 4 February 2012

Backbreaker Vengeance [PS3] [QUICK&SHORT]

Overview

A very condensed "party-play" version of American football, broken down into 20 challenges for each of the 3 different game modes: 
  1. Tackle Alley is where you must run the length of the field, dodging opposition players, to score a touchdown. 
  2. Vengeance is where you take on the role of a defender, trying to take down the opposition player running for a touchdown. 
  3. Supremacy is a tournament game, where players start by trying for a touchdown and if they fail they move over to the defence side of the game to try and prevent the other players from scoring (Supremacy challenges take longer to play through so there are only 10 of these).

Major Points
Bone-Crunching - The one thing that needed to be absolutely spot-on - the tackles - are perfect. Launching at an opponent leads to some vicious and horrific take downs, where one player is sent flying head first into a wall with 3 other players on top of him. In most games, there will be at least on tackle that makes you say "Ooh, bloody hell that must have hurt!".
Slick Presentation - Although there actually isn't that much to display - all games take place in the same stadium and the only thing that changes is the uniforms - everything is still very well animated and displayed. A colour-coding system allows you to identify what dodge is needed to get past the next tackler and it allows the game to rocket on at a fast pace.
Hard As Nails - Although each of the levels allows you to carve your own path to the end zone, letting you decide whether to just run for it or to show off and earn some extra points, later levels are really challenging just to complete at all. In each game mode, pretty much half way through the challenge list, the game suddenly ramps up the difficulty and throws dozens of opponents at you. At the time of writing, I have still yet to complete ANY of the game modes - just because I can't stop those big bullies from smashing my face into the turf.



Conclusion
Brutal - This game really conveys how I feel about American Football - it's harsh, violent and you wouldn't see me within 100 miles of the field. Luckily, I can now have little pixelled men play this for me, and the thrill of making them collide at top speed is highly enjoyable.
Challenges Aplenty - There's no way of forgetting that this is a game - points rack up as you play, you need to earn points to progress through the levels and your scores are uploaded to global leaderboards to show off/ shame yourself on an international level. If you enjoy the challenge, there is a big draw to come back and improve on your performance.
Not an easy ride - So apparently running down a field full of butch athletes out for your blood is harder than I imagined it would be! While marketed as a casual game, this may put off casual gamers in later levels as they really are bloody hard. I'm still going to keep going back to them though - even if I fail, I can still cause some nastily violent injuries to fake men. 

Videos in this review are from Youtube and are kindly provided by:
http://www.youtube.com/user/BackbreakerVids1 and 
http://www.youtube.com/user/BackbreakerFootball

Thursday, 2 February 2012

Tomb Raider: Underworld [PS3]

Nearly gets the classic Raider formula spot-on. 
Underworld has gorgeous environments, novel puzzles, grappling rope fun - but in the end, terrible design choices made this a chore to finish.

Initial Buzz
You know what? 
If I based my review on the first level of this game, the conclusion would be: 
"Stunning and great fun - feels like the old Tomb Raider!"

Sadly, the game did not stop at the first level......

The game starts by throwing you in at the deep end (quite literally) when you dive into tropical seas in search of an underwater temple. Right from the start, there is much more of an open feel to the settings: you swim/run/jump around all over the place until you get the hint of a trail and then start to climb up a cliff face that looks promising. This sense of exploration, crossed with ancient ruins and local animals feels just how Lara's adventure is meant to.


The underwater sections are easily big enough for you to feel "out of your depth".

At the bottom of this giant underwater temple, 
you meet the first big bad - a giant octopus!

And the level works! The whole section feels natural - like you're playing around in a room until you figure out the secret that allows you to move on. The puzzles and climbing sections have a much more organic feel to them... that sounds weird, so I'll elaborate - the ledges and crumbled ruins look ancient, meaning that you spend your time searching for the gap in a wall or hand holds rather than have neon strips highlighting where you need to go (a-la Uncharted). 

There isn't some of the other modern additions to action/adventures either, like giant floating arrows telling you which way to go, or help messages reminding you that you've picked up the Skull-shaped key, which may go in the skull-shaped lock... 
(hint hint, nudge nudge, know what I mean?)


Although I'm happy for the game to let me find my own way through the levels, it could have made more of an effort guiding me through the storyline:
Someone who killed Lara's mum/dad has kidnapped an angel, who is evil, and they're all trying to get hold of Thor's hammer. We're all jetting across the globe to find Thor's gloves (hidden in Thailand) and then we'll use the gloves and hammer to get into Valhalla. Oh, and there's a Lara Croft clone in the mix too. Chuck Norris may or may not make an appearance.
Makes you miss the good old days of "Bad guys to the right - keep moving that way".

I can tell you this for free, Lara - that pistol ain't gonna' do jack to Monsieur Octo.

Tarzan, Eat Your Heart Out
One addition that really boosted the game's appeal for me was the grappling hook. Used in a variety of ways (some wonderfully clever), the grappling hook allows Lara to swing, climb and drag to progress through the levels.

I really can't emphasise this point enough: it really does work. The swinging, the physics of Lara and the rope, the applications of the grappling hook - all spot on.



So, after climbing to the top of the giant octopus chamber Lara then swings across a daunting gap to make her way out to freedom. I shamefully uttered little yelps as she slipped on the edge and struggled to climb up - 
"EEEEK! Shit I've missed! Oh no! She made it! Boy, do I hope no-one heard that!".


Lara is as athletic and gymnastic as ever - but still forgot to put a waterproof on.

Sleek, Shiny and Manageable
As I said before, the environments all look the stuff - ruins seem to crumble before you, water shimmers in the sunlight, and the trees look....er....like trees. Each setting has a distinctive feel to it as well, with Thailand's jungle looking noticably different to Mexico's. 


As you complete puzzles, ancient mechanisms groan into life and open up to reveal new areas. The cutscenes that show these changes taking place often use wide, sweeping shots that show off the supreme shiny prettiness of Underworld. Getting to leap around them afterwards should be a massive bonus. Surely? You'd think, wouldn't you?

This area evolves as you progress through the level - finishing in the state shown below.
Maybe these captures don't do it justice, but the fire and rain do look amazing.

Poltergeists (or Invisible Walls)
OK so, after finishing that glorious introductory level it's time to get out of the sea and take the adventure on to dry land. Well, actually the next step is to get on a boat.

The boat section(s) are one of the main problems in the game, lasting for far too long and spending far too much time shooting at appalling AI characters. I'll talk a bit more about the shooting sections later on.

So anyway, the next climbing/adventure level is more of the same searching for a hand hold, climb, leap, grapple and so on. The issue arises when the environments get a bit more cluttered and the climbing/grappling sequences get more complicated. Climbing turns from fluid joy to plunging leap of death far too frequently - the game has a tendancy of aiming Lara towards a climbable ledge half the time, and jumping off into thin air the other half.


The next major grappling section involves swinging between two large boulders, and if Lara comes within 2 metres of either one - SPLAT - she collides with an invisible wall and plummets down into a spike pit (which is badly animated too, maybe trying to avoid showing any blood).


After trying some of these sections 3 or 4 times, and certain that my aim was fine, I became convinced that there was some sort of poltergeist at work, sabotaging my progress to loot ancient tombs (though for the life of me, I cannot think of any motive for this).


The final straw came at one of the final "puzzle rooms" in the game, where there was a leaping section necessary to move on that required both accuracy and timing to leap from a bar onto a moving chain. Lara then needed to climb along the chain, against the movement, to get over to a ledge. 


Would she carry out this simple set of instructions? Would she buggery!  


Hanging and climbing kept making her fall off. Leaping as far as she would go at the right time led to some long falls as Lara aimed at her old friend thin air. Trying to climb on the chain and walk along it and boosh - INVISIBLE WALL (slash POLTERGEIST). 


Something was in the way - Lara would walk halfway along and then just freeze, causing her to be pulled back by the chain until she fell off and died. I repeated this enfuriating chain of events in sequence, testing each one to find out what I was doing wrong, for nearly an hour. 


An hour of my life spent trapped in a room in the body of Lara Croft.... and I was having a horrible time.

Looooooong Way Down
The middle section of the game - Mexico - has a lot of time spent speeding around on a motorbike. After some really annoying grappling sections, I was in the mood for a change of pace (actually I was about to turn the game off once it had autosaved, but carried on once I saw Lara was on a big bike). 


So there's a few areas that you need to get between in this area, connected by long roads which have nasty spike pits. The best way around them? Going top speed on a motorcycle (obviously). Then you fight some bad blokes or vicious animals, and search around to find a puzzle piece to solve a main puzzle back at the centre of the map. You are therefore expected to speed backwards and forwards around this map for quite a long time, especially in the beginning while figuring out what exactly you are up to.


And I am sad to report that I got bored of this too - especially at the end when one of the already adjusted puzzle mechanisms "slipped back out of place", as the game smugly told me. "Waste a bit more racing around on a bike in the jungle", it should have said.


Thus far, Underworld has managed to take all the fun out of grappling physics and motorcycle stunts. What else can it ruin before the end?

I quite liked the puzzle shown here - until the second and then third time I had to do it

Pea Shooter Vs. Puma
During most of the levels, there is a large great thick shooting section. The targets on offer range from small animals, such as bats, to large animals, such as pumas. Now bats, I can just about accept... but pumas? Two of them at once? While wearing nothing but a tank top? Really? 


Later on, Lara takes on heavily-armed guards and undead demons - again with no body armour or any significant firepower. As if the ridiculous situation wasn't enough, the way the game handles the shooting sections is just crap. You lock onto targets with auto-aim, and the guns fire pathetically and do virtually no damage per hit. You have to shoot at the same enemy for several minutes, frantically firing weak-as-piss shots to eventually wear their health down.

With the undead enemies, you then have to smash their motionless corpse to bits by jumping on it once it has fallen to the ground. When three enemies swarm you while you are trying to do this, and the bastard just gets straight back up again, you get the joy of shooting him a few thousand times more. Lucky you.



Sufficed to say that I really didn't enjoy the shooting sections, and hated the fact that about half of my time in the game was spent drudging through them. So that's swinging on ropes, motorcycling and shooting ruined now - Arnold Schwarzenegger films are looking less  appealing by the minute....

The shooting sections are one of my biggest annoyances with Underworld - totally unnecessary filler.



Conclusion
So very nearly a return to triumphant form for Ms. Croft. 
All the elements are here - but the developers felt the need to pad the game out with shooting and bike sections that were laborious and unnecessary. 
Add to that climbing sections that are actually broken and the magic is lost. 
Nearly, Lara, very nearly....

Please note: I do not own the copyright to these images.