Thursday, July 11, 2019

Video Game Review #191: Detroit: Become Human

Detroit: Become Human
PlayStation 4


Nostalgia Factor:

This was my first time playing Detroit: Become Human, so I don’t have any nostalgic feelings for it. I’ve always been a fan of Heavy Rain and Beyond: Two Souls, which were made by the same people who made this game, so giving Detroit a shot was a no-brainer for me.




Story:

Detroit: Become Human takes place in the near future. Life-like androids are being used by humanity to do their dirty work. You’ve got housekeeping androids, security androids, personal assistant androids, construction androids, sex androids, you name it, you’ve got an android for it. As a result, people are losing their jobs and sinking into poverty, making them resentful of their android replacements.

The game follows three different androids whose paths eventually converge towards the end of the game. Conner is a detective who tracks down androids who behave abnormally. Kara is a housekeeper who goes rogue when her owner starts beating and abusing his young daughter. Markus is a personal assistant who also goes rogue when he witnesses his owner being abused by his drug addicted loser son.

This is a choice-based game, so what happens with the story changes depending on the choices you make. For example, on my first playthrough, I stood by as Kara while her owner beat and abused his daughter. He eventually killed her and when he was done, he killed Kara too. Game over for Kara. If I would have continued playing, it would have been without one of the game’s three main characters. This was still relatively early in the game, so I decided to reload the chapter rather than play the rest of the game and miss out on so much content.

My story ended up with Markus leading a violent android revolution, with Conner attempting to put an end to it, as I never helped him find consciousness. Kara and the little girl escaped to Canada, where they lived happily ever after, or so I’d like to think. Apparently there are hundreds, maybe thousands of different ways the game can go depending on your choices. Two people can play this game and have completely different experiences from one another. I am very curious to play this again someday and see just how different things can get.




Gameplay:

If you are coming here for a rich, rewarding gameplay experience, you may be disappointed. This game is all about its story and the choices you make. Think of it more like an interactive movie than something like Assassin’s Creed or Uncharted. You’re not going to be doing much running, climbing stuff, jumping, or shooting. Typical gameplay consists of walking around, talking to people, looking at things, and making decisions. There are occasional QTE action sequences that require you to react and push buttons quickly, but that’s about it as far as action goes.

Everything handles relatively well, however I did find that the characters feel very stiff when you are controlling them. Try to walk around a desk and you’ll get hung up on the edge of the desk rather than just sliding around it. Try to step over something, and you’ll get stuck. You just have to walk around obstacles. It takes a little getting used to, but you do get used to it. Another complaint is that the characters move sooooo slowly. Occasionally they will run depending on the circumstance, but most of the time they don’t. It is quite aggravating sometimes.




Graphics:

This game is gorgeous. There is simply no way around it. Characters are lifelike and well-detailed. I was stunned when I saw some of the actors doing interviews about the game, and how closely they resembled their artificial counterparts. Outside environments are immaculate. It is the future and things look shiny and futuristic, but at the same time they don’t look too outlandish or unbelievable. Interiors look great as well. There are small personal touches everywhere you look. Houses look like people actually live there. Offices are designed practically and look like they could function in real life. To top it off, everything is rendered in near photo-realistic graphics. I could just wander around and look at stuff all day long.

It is one of the best looking games I have played in recent memory.




Sound:

If you are going to have a video game based on cinematics and storyline, you better have good voice acting to go with it. Thankfully, this game does. The voice actors behind Connor, Markus, and Kara do an excellent job  bringing their characters to life. Some of the performances in this game are better than you would see in big budget Hollywood movies, and that is not an exaggeration. Supporting actors like Clancy Brown, Minka Kelly, and Lance Henriksen also lend their talents to the game.

As far as music goes, nothing really stood out to me as particularly catchy. But I never had a single complaint about the music either. It fit the tone and the atmosphere of the game 100%




Overall: 

The key to enjoying this game is knowing what to expect before you fire it up. If you are expecting something like The Last of Us or God of War, you are going to be sorely disappointed. If you enjoyed Heavy Rain, Beyond: Two Souls, or basically any Telltale game, you are going to love this. In fact, comparing Detroit to a Telltale game is almost an insult to it. Its graphics are a bajillion times better, everything is much more interactive, and the choices you make actually impact the entire course of the game.

The length of the game is pretty short, however. I don’t remember my exact hours total, but I think it was somewhere in the area of ten hours. There is a ton of replay value to be had here though. You can play through this game a countless number of times and see things that you never would have seen or noticed before. I did not do that, however, because I had only rented this from GameFly and I wanted to send it back as soon as I was done with it so I could get Red Dead Redemption II (which just arrived at my house a day or two ago, BTW). I guarantee you, though, if I had actually bought this game I would have played through it a couple of times by now.

As far as Quantic Dream games go, I would rank this ahead of Beyond: Two Souls and behind Heavy Rain. Perhaps it is better than Heavy Rain, but it has been a long time since I’ve played that and I need to play it again to see if it has aged as well as I remember. Still though, this is a really good game. If you are into the whole interactive movie thing, I don’t see any reason why you wouldn’t like this. If you’ve played Heavy Rain and the others before and did not like them, chances are you won’t like this either.

But hey this is my review, and I liked the game. I thought it was very good, and I barely even scratched the surface of exploring branching paths and seeing where the story takes you. If I did, it might have gotten an even better score.



Final Score:
B+



If you liked this review, please check out some of my other game reviews:



Tuesday, July 2, 2019

Video Game Review #190: Kingdom Hearts II

Kingdom Hearts II
PlayStation 2


Nostalgia Factor:

I remember being so hyped for Kingdom Hearts II when it first came out. It is one of the few games that I went out and bought on day one. I remember having fun with the game, but at the same time I can’t say I really understood it. It seemed like there were a lot of things that happened between the first game and its sequel that weren’t explained properly. I enjoyed the game, but I didn’t quite connect with Kingdom Hearts II like I did with its predecessor. I’ve played through the first Kingdom Hearts game at least five or six times in my lifetime. Kingdom Hearts II? I’ve played through it twice.

Now that I’m playing through all the Kingdom Hearts games in order, it is time to give KHII another shot. Would I still consider it a fun but somewhat incomprehensible game? Would I enjoy it more, now that I have a slightly better grasp on its story after playing Chain of Memories? Would it surpass my enjoyment of the original Kingdom Hearts, or would it continue to play second fiddle to a game I consider an all time classic? One of these things happened. I’d tell you now, but that would spoil my whole review, and what would be the fun in that?




Story:

This is the section of the review I am dreading the most. As I have stated in my previous two Kingdom Hearts reviews, I am by no means an expert on this series’ storyline. Most of this recap is going to be either educated guesswork or pure speculation on my end. Sue me if I don’t get every little detail right, or even if I screw up major important plot points. The game is (intentionally?) vague regarding its storyline, and someone with such a short attention span like me is bound to zone out and miss key details during the game’s cutscenes. With that disclaimer in mind, we shall proceed.

This game picks up with the player in control of a boy named Roxas. Roxas lives in Twilight Town, where he likes to hang out with his buddies in his free time and eat sea salt ice cream. Funny things are happening in Twilight Town. Roxas and his pals have not only lost all the photographs they’ve taken over the summer, they’ve also forgotten the word photograph completely. Roxas is seeing odd visions of Sora, Donald, and Goofy’s adventures from the first game, except he has no idea who these people are or how they relate to him. He’s also seeing mysterious black cloaked figures around town, in addition to dancing, silver Hearltess-like creatures. As you play, Roxas is led to a seemingly abandoned house on the edge of Twilight Town. He breaks in, where he finds Sora, Donald, and Goofy in suspended animation pods. Roxas vanishes into thin air, and Sora and his pals emerge from their pods with no memories of where they are or how they got there.

I didn’t really understand what was going on the first time I played this game, but now after playing Chain of Memories I have a better idea of what was actually happening. Sora and his friends were in stasis after the events of Chain of Memories, where they were having all of their old, deleted memories restored. Twilight Town was just a simulation that was helping to merge the personalities of Roxas and Sora, and to help integrate the two personalities together. I think.

After emerging from stasis with their memories intact, Sora, Donald, and Goofy seek out powerful sorcerer Yen Sid. At Yen Sid’s tower, they learn that Organization XIII, the men in the black cloaks, are up to no good. Also, Maleficent has returned, this time working with villainous Disney character Pete in order to overrun the worlds with Heartless. Sora and company is dispatched to not only put an end to Maleficent and her plans, but to also find out what Organization XIII has been up to. Thus begins your adventure, traveling from world to world and fighting Heartless, sealing Keyholes, and taking down devious Organization XIII members.

The goal of Organization XIII is a bit too complex to explain fully, but I’ll try my best. The Organization is made up of Nobodies, which are bizarrro world clones that get created when someone becomes a Heartless. In order to regain their missing hearts, they are manipulating events so that Maleficent summons forth hordes of Heartless, and Sora then kills them with his Keyblade, freeing the hearts from Heartless control. But then these hearts are intercepted by Organization XIII, who attempt to use these hearts to gain access to Kingdom Hearts and reunite their Nobody bodies with their original hearts. I think.

Anyway, the game ends with Sora and company storming the Organization’s hideout and destroying their leadership. The ending shows Sora, Riku, and Kairi back home on Destiny Island, finally able to enjoy some god damn peace and quiet. A letter from King Mickey arrives, and everyone gathers around it, their faces in complete shock. Game over. Wait, what??? What did the letter say? No wonder people have been so hyped for Kingdom Hearts III. I didn’t remember from my previous playthroughs of the game that things ended with a cliffhanger.

I’m sure I’ve either missed or misinterpreted some of the game’s events, but I am okay with that. I consider myself more of a casual fan than anything else, to be honest with you. I am not even close to being dedicated enough to fully understand Kingdom Hearts’ plotline. Is anyone, really?




Gameplay:

This game handles and controls in a very similar fashion to the first Kingdom Hearts game, which is a good thing. That’s not to say that enhancements haven’t been made across the board to make combat a more fun and enjoyable experience. Things just feel more smooth and natural. The camera is zoomed out a little bit more, and it doesn’t get in the way like it did in the first game. Battles are faster paced. It’s easier to lock on to your enemies. The game gives you a lot of triangle button prompts as you fight, which give you the option to activate special attacks. There is also a brand new Limit gauge added to the game that fills up in battle. When the gauge fills up, you can activate your Limit, which puts Sora into a super powerful, super fast destruction mode where you can make quick work of your enemies.

Combat is DEFINITELY a lot more fun in Kingdom Hearts II than it was in the first game. In fact, the entire game has a faster, more fun pace than the original. There were times the first Kingdom Hearts felt like a slow paced slogfest, and never at any point did I get that feeling with Kingdom Hearts II. The worlds are fantastic too. I absolutely loved seeing Pirates of the Caribbean, Tron, and the Lion King added to the mix.

The game is also a lot easier than its predecessor. Outside of a few challenging boss battles (the one against Roxas in the World That Never Was took me a countless number of attempts to beat), the game really isn’t that difficult. In fact, the string of battles at the end of the game is laughably easy. I didn’t even die once. I still have nightmares about the Ansem battle at the end of Kingdom Hearts I. By comparison, this game’s ending boss battles are a walk in the park.


 

Graphics:

This game looks better than the first Kingdom Hearts. The characters are more detailed. The worlds are prettier. I like how Sora and his friends’ appearances change when you visit new worlds. Sora looks super cool in Halloween Town this time around, and I’m in love with how the characters look when they visit Pride Rock, Timeless River, and Space Paranoids. The first game I think still holds up appearance wise, but Kingdom Hearts II improves upon its look in many ways.

The ways in which some of these worlds are brought to life are absolutely brilliant. I just like how colorful and vibrant everything is. It is really like you are playing through a living and breathing cartoon. And no two worlds look alike. Jumping from world to world with all these different visual styles is actually quite refreshing. You’ve got the bright and lush Oasis of Pride Rock, the gothic beauty of Beast’s Castle, the uber charming old school black and white cartoon world of Timeless River, the realistic and gloomy look of Port Royal, the neon computer world of Space Paranoids. There are so many different looks packed into one game, and they all look absolutely terrific. Let’s not forget the cool, trippy effects you see when flying through space, or visiting many of the game’s original locations.

Considering this game is 14 years old, its graphics have held up remarkably well.




Sound:

I have one complaint about this game’s soundtrack, and it is that dang “Sanctuary” song. I heard it in the first Kingdom Hearts game, I heard it in Chain of Memories, I think I even heard it in the 358/2 Days movie that was included on my Kingdom Hearts collection disc. This song doesn’t appear just once in each game either, you have to listen to it multiple times. Four Kingdom Hearts games into the series, and I am completely sick of it. Please tell me they drop this song in future titles. Please?

Other than that, everything sounds good. The voice acting is great. The sound effects are great. The music is great. I love the mix of new music and classic Disney tunes that each stage showcases. When I was playing the Port Royal stage and a battle broke out, accompanied by the classic Pirates of the Caribbean theme song, I couldn’t help but get the chills. I love that song and it completely put me in the mood to kick some Heartless behind.




Overall:

All my life I have been in the original Kingdom Hearts’ corner. My reasoning was that it had more sentimental value to me, its plot was a lot more simple and understandable, and that it was a super cool and original idea for its time. I always liked the sequel, but I always looked at it as simply more of the same, albeit with a much more confusing storyline. But I was wrong. I was dead wrong. This game is MUCH better than the original Kingdom Hearts, and I can’t believe it took me this long to realize this.

Sure, the introduction sequence with Roxas can be a bit time consuming and bland. But I liked it this time around. It was cool how they worked classic Final Fantasy characters like Seifer and Vivi into the game. It held my interest. Playing Chain of Memories and understanding things a little bit better surely didn’t hurt matters either.

Kingdom Hearts II takes a little while to really get going, but once it gets going, it gets going. The pacing is better, the combat is a lot more fun, and you don’t overstay your welcome on any of the game’s worlds. I like how you only spend an hour or two on each world, and then move on to the next one. The faster pace helps quite a bit. There were days where I played the game for hours and hours on end, wanting to move on and see what the next world had in store for me. Super addicting. Super fun. The more I look back on the first game, the more I realize that its slower pace was holding it back as far as its fun factor was concerned.

My main complaint about this game is in its cutscenes and its storyline. You knew this was coming. When I re-played through the first Kingdom Hearts game, I was actually surprised at how few cutscenes there were. I for some reason had it in my memory as this game where you watch a bajillion cutscenes and do more watching than playing, like the Metal Gear series. That wasn’t the case in the first game. In this game, it DEFINITELY is. You do so much watching in this game. It would be okay if the storyline was interesting and made more sense, but it doesn’t. So many of the Organization XIII scenes are just characters talking incomprehensibly in riddles back and forth at one another and then disappearing. I stopped caring about Organization XIII after a while as a result of this. People really like to tell Sora what to do, too. I thought the section of the game where you visit Yen Sid and the Fairies was NEVER going to end. Every time you were ready to embark on your journey, they’d say “oh just one more thing!” and then you’d get dragged into another ten minutes of talking. It was really, really infuriating. This kind of thing happens multiple times throughout the game too, and it never gets any less irritating.

Outside of that, I have no problems with the game. It takes a while for things to click, but once they do, you are in for a super exciting ride. Kingdom Hearts II is fun, its colorful, and it is full of awesome and creative Disney worlds that are a blast to explore. Once this game got its hooks stuck in me, there was no looking back. I played this game every spare second I was home from work. It is just so addicting and so fun. Even the long drawn out cutscenes weren’t enough to make me lose interest in the game. I just wanted to keep going and going until I had seen and done everything there was to see and do.

My opinion has definitely changed on Kingdom Hearts II. It’s better than the original, and it really isn’t even that close. I don’t want to give this game an A+ because honestly it does have some pretty annoying flaws. But the gap between A- (which is what the first game got) and this game’s A is a lot bigger than it seems. This is clearly the best Kingdom Hearts game that I have played, and the rest of the games in the series have their work cut out for them if they are going to top this.



Final Score:
A




If you liked my review of Kingdom Hearts II, check out some of my other game reviews:



Wednesday, June 26, 2019

Video Game Review #189: Tomb Raider: Definitive Edition

Tomb Raider: Definitive Edition
PlayStation 4



Nostalgia Factor:

The Tomb Raider series has been a part of my life since the mid 1990s. Over the years I have seen the series grow and change in many ways. None of the changes have been as drastic as the complete overhaul Tomb Raider received in 2013. Rather than having stages, the whole game was set on one island, with the ability to backtrack and recover things you may have missed due to not having proper equipment the first time around. A Metroid-vania style Uncharted title is not a completely inaccurate way to describe the game.

I had a lot of fun playing Tomb Raider back when it came out. Unfortunately, this was RIGHT before I started writing game reviews, so it never got the proper recognition from me that it deserved. Since 2013, two more titles in the series have come out: Rise of the Tomb Raider and Shadow of the Tomb Raider. I have heard nothing but good things about those games, so I made it a personal goal to return to the series and see what the fuss was all about. No better time to start than now, and no better place to start than right from the beginning.




Story:

Throw out the version of Lara Croft that you’ve seen in previous iterations of the Tomb Raider series. This game introduces a brand new Lara Croft, the likes of which we have never seen before. In past Tomb Raider games, even the very first one back in 1996, Lara already had this established mythos around her character. Strong, heroic, a bit emotionally detached, and not afraid to come in with guns blazing. In this game, she is still tough as nails, but very green and inexperienced. She’s young. She’s intelligent. She doesn’t like killing, nor does she even want to do it to begin with. But when push comes to shove, she isn’t afraid to get her hands dirty. As the game goes on, you see her turn more and more into the Lara that we all know and love.

The game begins with Lara and her friends on a ship seeking the lost island of Yamatai. Right off the bat we get hit with some character development, which was severely lacking in previous Tomb Raider titles. You get to know the crew of this ship, watching them as they interact with one another. They all have their own distinct quirks and personalities. A severe storm ends up sinking the ship, sending the survivors scurrying for safety on a nearby island.

Lara is separated from her friends, and in a very intense escape scene she ends up getting away from this deranged looking cannibal guy and his cave of wonders. It doesn’t take long for Lara to figure out that the island is inhabited, and that she and her friends are in extreme danger. As you play, you explore the island, looking for clues as to your whereabouts. You occasionally will come across members of your crew, but you don’t ever stick around them for too long. Someone is always getting hurt, killed, kidnapped, or gone missing. Plus Lara shows she is the only one capable of kicking ass and getting the job done, so she is often sent off by herself on dangerous missions.

Spoiler alert: you are on the very island you originally set out to look for: Yamatai. There is a clan of cultists living on the island, and they have seemingly found a way to control the weather to protect the island. That’s why the storm that sunk your ship at the beginning of the game popped up seemingly out of nowhere. It’s also the reason that all calls for help prove to be futile. Any time an airplane or helicopter approaches the island, it is quickly knocked out of the sky by lightning and bad weather.

Lara sets out to destroy the cult so she and her friends can escape. Before that can happen, her friend Sam is kidnapped by the cultists, who want to perform a ritual on her that will put the soul of ancient Japanese goddess Yumiko into Sam’s body. The storms have been bringing people to the island and keeping them there, in the hopes that someday a proper host body for Yumiko can be discovered. It becomes your goal to put an end to all this nonsense once and for all.

One thing I can say about this Tomb Raider game’s story is that it does a very good job at forging an emotional connection between you and its characters. Lara’s friends and expedition members aren’t just useless fodder that are used as a prop. You really feel a connection with them as the game rolls on. You want them to survive. I even shed a tear or two at a few points during the game. That’s something I have never done in any Tomb Raider game, EVER, and I have played nearly all of them in my lifetime. Kudos.




Gameplay:

I earlier described this game as Metroid-vania meets Uncharted, and I am standing by that description. Things seem pretty open at the beginning of the game, but the more you play, the more you will notice ledges you can’t reach, boxes you can’t open, walls you can’t climb, torches you can’t light – that kind of thing. It falls on you to remember where these things are and come back once you have the proper equipment to do them.

Things take place from a behind-the-back 3D perspective. Controlling Lara, you can run, jump, climb ledges, draw your weapons, fire those weapons, light torches, push movable items around, and more. This is a very user friendly game. The controls are super simple and this game is easy to pick up and play, especially if you have played Uncharted before. Swap Lara’s character model for Nathan Drake, and this game is nearly indistinguishable from Uncharted at times.

Combat is a departure from previous Tomb Raider games. Rather than just locking on to your enemies and firing away, in this game you use the left trigger button to draw your weapon, the right analog stick to aim it, and the right trigger to fire. Where you hit your enemy determines the severity of the damage you give them. Hit someone in the head, and they go down right away. Hit them in the body or the arms and legs, and you simply slow them down or hamper their mobility. There are also melee attacks at your disposal, but I only used those when absolutely necessary.

Lara gains access to new weapons as the game goes on. You progress from a bow and arrow to a handgun to a shotgun to a machine gun to a grenade launcher, so on and so forth. Despite all the weapon advancements in the game, the bow and arrow was my go-to weapon. There is just something really satisfying about drawing back, taking proper aim, and letting that arrow fly. It’s silent too, so it comes in handy when you want to pick individual enemies off without alerting the others.

Exploration in this game is fun and satisfying. The island is huge, and there is lots to see and do. This is one of those  games where there are collectibles scattered about EVERYWHERE. It was very hard to stop playing this game every night, because I am one of those people that likes to completely clear out entire areas before I turn the game off. In this game there was always something nearby on the map for me to collect. This lead to a couple of very late nights on my end.




Graphics:

This is a very good looking game. The island is lush and gorgeous. Wildlife is everywhere. The weather effects are realistic, as are the explosions and the fires. All the ruins and tombs on the island have a very distinct “old” feel to them. Everything is so very detailed, especially the indoor locations, such as inside the tanker and inside the installations built on the island. Even six years after this game’s release, I can’t deny that it looks freaking fantastic. It’s not quite Horizon Zero Dawn, but it still looks damn good.

Character models are on point. All the characters look fairly realistic. They all look different too, which is important. It would be jarring to see a bunch of cloned enemies running around on this island. I think they got around this by having a ton of enemies wear face coverings, which is smart. Speaking of character models, I especially like Lara’s new, more realistic character model. In fact, I actually prefer this to her older… bustier designs. She is still hot, but in a way that’s more natural and not so horribly over the top. There is a lot more to this Lara than just her looks.




Sound:

The game sounds as good as it looks. The voice acting is terrific. No complaints from me in that area. I don’t really remember a whole lot of the game’s music, but I am okay with that. This game is more focused on creating a tense jungle atmosphere than worrying about sweeping musical scores. And it definitely succeeds at creating a tense atmosphere.

I have been saying this in a lot of my reviews lately, but you should really play Tomb Raider in the dark with headphones on. All the little sounds like the wind blowing, the rain falling, water dripping in a dark cavern, faint voices as you near an enemy hideout, they all add up to a very impressive and immersive experience. You’re not really missing anything if you don’t play with headphones on, but with them on they definitely enhance what was already a very good audio experience.




Overall:

I don’t think Tomb Raider gets the credit it deserves. This game is flat out FUN and there is just no way around it.

Tomb Raider grabs a hold of you right off the bat with its interesting storyline and characters and cinematic action sequences. I cared about Lara, I cared about her crew, and I cared about what was happening on the island, all before I had even taken control of my character. Then when I did take control of her, the gameplay more than held up its end of the bargain.

From beginning to end, this game never ceased being fun for me. I liked exploring, I liked collecting things, I liked the jumping and the climbing, I liked completing all the little hidden tasks the game has for you, I liked the combat. I could not put the controller down. My life was Tomb Raider for the two or three days it took me to beat this.

I really have to think hard to come up with things I didn’t like about this game. I didn’t like that you couldn’t hold down the survival mode button and walk around in survival mode. I really hope they fixed that for future games. Having to come to a dead stop in order to look around in survival mode dragged down the flow of the game a bit too much for my tastes. Other flaws? Umm... the game isn’t very long, nor is it very challenging. I beat it in just a couple days without the help of any kind of online assistance whatsoever. I wanted just a little bit more! I guess the good news for me is that there are still two full Tomb Raider games out there that I haven’t played yet. I’ve heard that the series only gets better with each game, so this makes me VERY excited to play them.

I came into this review, as I do with every review, not knowing what letter grade I was going to give Tomb Raider. I usually just write the review, get it all down in text, go back and re-read it, and then weigh the pros and cons of the game when determining its final score. I never would have thought that this would end up being an A+ game, but I think that's exactly what is going to happen here.

I don't hand out that score too often, as I consider an A+ to be reserved only for games that I consider a masterpiece. Is Tomb Raider a masterpiece? I don’t know, but it is a damn fine game that has almost no flaws in my eyes. That’s good enough for me. I had a blast playing this, and I will give it an A+ with no regrets whatsoever. Now, to see if this game’s follow-ups live up to the almost impossibly high standard that it has set.



Final Score:
A+



If you liked this review, please check out some of my other game reviews:




Sunday, June 23, 2019

Video Game Review #188: Kingdom Hearts Re: Chain of Memories

Kingdom Hearts Re: Chain of Memories
PlayStation 2



Nostalgia factor:

When Kingdom Hearts II came out back in 2005, I was all over that shit. I was a HUGE fan of the first game, as anyone who’s read my review for it can attest. It didn’t  take very long for its sequel to confuse the hell out of me, however. The first Kingdom Hearts game was pretty straightforward, and I think I expected it to pick up right where the first one left off. Quickly, though, things went completely off the rails. I didn’t know what had happened with Sora, Donald, and Goofy. I didn’t know who Roxas was. I didn’t know what Organization XIII was. I didn’t know what the Nobodies were. I knew nothing, Jon Snow. I still enjoyed the game, but 90% of it didn’t make any sense to me. I knew that there was a  GameBoy Advance title called Kingdom Hearts: Chain of Memories out there, but I didn’t realize its relevance. I probably blew it off as an inconsequential spinoff that I didn’t need to bother with.

That was a mistake. In the ensuing years, I’ve come to learn that playing this game is essential to understanding the storyline that bridges the gap between Kingdom Hearts I and II. I never got to play it, however, as it was a GameBoy Advance title, and I never had a GameBoy Advance. Nor did I know that there was a port of the game available for the PlayStation 2. It wasn’t until this year, 2019, that I was finally able to get my hands on the Kingdom Hearts 1.5 + 2.5 Remix collection for the PlayStation 4. This collection includes several Kingdom Hearts games, most notably Chain of Memories.

Not just Chain of Memories, but Re: Chain of Memories. What is the difference, you may ask? Chain of Memories is the 2D title that came out for the GameBoy Advance. Re: Chain of Memories is the upgraded 3D port that was brought over to the PlayStation 2 in 2008. That is the version I played for this review. So technically I am playing a port of a GameBoy Advance title that came out for the PlayStation 2, on a PlayStation 4. Confusing, I know, but hey I didn’t make the rules. For clarity’s sake, I am just going to count this as a PS2 game. It is the exact same version of the game that came out for the PS2, but with sharper HD graphics. This most definitely does not deserve to be counted as a PS4 game, and the GameBoy Advance title is a completely different thing altogether.

Got all that? Good, because I barely do. Anyway, enough with the small talk. Let’s get this review started.




Story:

The game starts right where the first Kingdom Hearts leaves off. Sora, Donald, and Goofy are wandering around, looking for signs of King Mickey and Riku. A clue from Pluto leads them to a mysterious hooded man in a black cloak. He leads our heroes into Castle Oblivion, where they discover they are starting to lose their memories. Sora and company have to fight their way through the castle, making their way to the top. The higher they get, however, the more memories they lose.

A lot is going on behind the scenes that our characters don’t know about. As I stated in my last Kingdom Hearts review, I am by no means an expert on the storylines of the games. So forgive me if I am wrong with my interpretation of the events. From what I gathered, everything is being manipulated by a group called Organization XIII. The Organization is a group comprised of Nobodies, who are the empty shells left behind when someone loses their heart and becomes a Heartless. The Nobodies want to get their hearts back so they can become whole again, and they believe the only way to do this is to manipulate the Keyblade holder (Sora) into doing their bidding. Thus, they launch an elaborate trap to cleanse Sora of his memories and make him their puppet.

They enlist the help of Namine, who is Kairi’s Nobody (from when she lost her heart in the first game) to help them accomplish this task. Namine has the special ability to make people lose their memories. How she has this ability, we don’t really know. Anyway, as our heroes battle to the top level of the castle, they encounter Namine. Namine is fed up with being manipulated by Organization XIII, and flips sides over to Sora, Donald, and Goofy. She gives them the option to either leave the castle, retaining their memories from inside the castle, or to get their original memories back and forget everything that happened in the castle. The group decides they want their old memories back.

Namine lets them know that it won’t be a short or easy process getting their memories back. They have to enter these big stasis pod thingies while Namine works on restoring their memories. So into the stasis pods they go, where they remain until the beginning of the next game in the series, Kingdom Hearts II.

That is my bare bones recap of the game’s events. There is a LOT more going on than I indicated. The game dives into the personal dynamics of the Organization XIII members. Namine has some story stuff going on. There are clones in Castle Oblivion, most notably one of Riku. Whether he is simply a clone, a simulation, or a Nobody, I don’t really know. I’m sure the game explains it, but I was pretty overwhelmed by everything else going on to process it. The real Riku also has an unlockable side quest that you can take on after you finish the main game with Sora.

There is a lot going on in this game, and I can’t say I truly understand it all. That’s okay, though. I got to see how Sora, Donald, and Goofy wound up in those stasis pods, and that’s really all I wanted from this game.




Gameplay:

To say there is a learning curve to this game would be an understatement. As if the game’s crazy plot wasn’t enough to process, you have to process a brand new style of combat and level progression as well.

I’m really divided on the direction they took this game. Outside of combat, things control exactly as they did in the first Kingdom Hearts. You run, you jump, you swing the Keyblade. Once you enter combat, things are a different story. Rather than just casting spells and swinging your Keyblade as you did in the first game, things are controlled by a very complex card based system. I am not a fan (AT ALL) of card games, so this new system immediately made me apprehensive. My first few hours with the game, everything turned out to be even worse than I had feared. I was getting absolutely slaughtered in battle to the point where the game was not even the slightest bit of fun for me.

As much as I wanted to see what the game had in line for me as far as its story, I was ready to give up. In fact, I was very, very close to it. Luckily, I was sick one night and had nothing better to do than lay around like a slug and watch YouTube videos. It clicked in my head – hey you should look up tips on Chain of Memories to help get you through the game. So that is what I did. And boy oh boy did it help. I had been doing everything wrong. My main problem was that I wasn’t customizing my deck. I was using the original deck that had been given to me at the beginning of the game. Once I figured out how to add more attack and spell cards to my deck, things became much easier for me.

I want to explain how the card system works, but I fear it would be too complicated and lengthy to spell out succinctly. Do you really care anyway? Let me just say that you have a deck of cards filled with attack and spell cards. Each card has a number on it. Enemies also play attack or spell cards. You have to make sure that the number on your card beats the number on the enemy’s card. So if an enemy plays a one, pretty much every card you have will beat that card. If they play a six, you have to play a card that is a six or higher. If you play a lower numbered card, you lose the card and won’t get it back until you reshuffle your deck. If you play a zero, however, that beats ANY card that the enemy plays. The key to success in this game, particularly when you are fighting bosses, is to have lots of zero cards in your deck.

You can string together up to three cards at a time to perform a special attack, or to break an enemy’s special attack. So if you see an enemy playing a six, a seven, and a three card, you have to quickly do the math (in this case, the cards add up to 16) and string together a combo of your own to break the enemy attack. Or just play a zero. The catch to stringing together cards is that you will always lose the first card in your deck until the battle is over. As you play, you learn sleights, which are special, more powerful attacks that Sora unleashes when certain cards are played in a certain order. You also gain summon cards, which you can use to summon Donald or Goofy to your side to help you in combat. That’s right, unless you play a summon card, you are fighting solo as Sora.

As you level up, you are given the option to get more HP, learn a new sleight, or gain CP, which allows you to add more cards to your deck. I made the mistake of loading up on HP. CP is what you want to focus on.

For the most part, this covers how card based combat works. Cards also affect how you play through the game’s stages.

Each level of Castle Oblivion represents a stage you played in the first Kingdom Hearts game. For example, the first stage in the game is Traverse Town. You can actually pick what order you want to play the rest of the stages. I followed my original KH path, going to Wonderland, then to Olympus, then to Agrabah, so on and so forth. Deep Jungle is notably missing from this game, as I believe it has something to do with copyright stuff, since Tarzan is based on a book.

Each stage is filled with locked doors. You have to unlock these doors by using cards you pick up in combat. Each door has a certain condition you must meet in order to open it. For example, one door may need a blue card that totals four. Another door may be a red card greater than six. Some doors require several cards to open. What you want to look for are the doors that are marked with a heart, a key, or a Heartless logo. Unlocking these doors advances the game’s storyline for you.

Different cards each carry different conditions with them. For example, let’s say you have to open a door with a red card that is higher than a three. You look at your deck of red cards. You should have several different types of red cards, many of which are over three. You want to find the one that best suits your need to unlock the door. For example, one red card may be “more Heartless will appear in the next room.” So you want to play those ones if you are looking to fight a lot to level up. Another card may be “less Heartless will appear in the next room”, so if you are looking to just run through a stage without fighting anyone, this may be your best bet. Other cards will put Heartless to sleep, make it so they give out more EXP when they die, or force them into playing only weak cards when you fight them. On the flip side, there are cards that make things harder as well. Card management is definitely something you have to take into account as you play this game. I got rid of all of my “make the game harder” cards on story based doors where I knew I wouldn’t have to fight any Heartless on the other side.

As I said, there is a massive learning curve to this game. I hope I explained everything pretty thoroughly, although even with all that I am sure I am missing a lot.




Graphics:

Graphically, this game is on par with the first Kingdom Hearts. It doesn’t look any better or any worse than that game. That’s really… all I have to say about that.




Sound:

The same thing goes with the game’s sound. Voice acting is as strong as ever, although this game often ditches voice acting in favor of text boxes that you have to read. That’s understandable, as this game is meant to be a smaller scale spin-off, and I am sure its budget is not as big as the numbered entries in the series.

Most of the music you hear is recycled from the first game, which is fine. One particular tune, however, was really getting on my nerves. It is not even that it is a bad little jingle, it is just used WAY too much. It’s the tune they play whenever there is a scene involving Organization XIII. If I had made it a drinking game to take a shot every time that song queued up, I would have gotten drunk FAST.




Overall:

I’m really torn on this game. I went back and forth between loving and hating it so many different times. When it started, I thought that it was interesting. I liked the fact that I was finally seeing what happened in between Kingdom Hearts I and II. The cutscenes and the voice acting were a lot better than I thought they would be, for such a small scale spin-off that pretty much nobody I know has ever played.

Quickly, the game soured on me with its complex card based combat and exploration. I was ready to toss this game in the trash and move on to something else. Then, once I got the hang of the card system and how the game worked, I started to like it again. In fact, there was a spot in the middle of the game where I was cruising along and having a really good time. When this game clicks, it is really fun and entertaining.

Then came the bosses. Oh man. I am still shaking my head thinking about them. Regular Heartless you encounter in battle are pretty easy once you get the hang of the game. The bosses, though, are hard as shit. It is SUCH a big difficulty spike between regular battles and boss battles. Some of these bosses took me ten, twenty, thirty attempts to beat. A lot of these fights were over in a matter of seconds. They left my jaw hitting the floor with how difficult they were. I have not been this frustrated playing a video game in a very long time. I really wanted to throw or break something, but luckily I was able to stop myself. Breaking stuff over a game is stupid. But still, this game made me understand why people throw their controllers through the TV. I am getting mad just thinking about this game’s bosses. They really wrecked a lot of the enjoyment that I was able to get from this game, they were THAT difficult.

So you understand my dilemma. I did not consistently have a great time playing this game. Admittedly, the high points of the game were pretty high, and a lot of fun. But the low points were just terrible. My enjoyment of this game was constantly going up and down and up and down. And I'd say unfortunately it was more down than up. I can't ever see myself playing this game again. Not that the game is bad, just that the boss battles are so horribly frustrating. They almost wrecked the game for me completely, on several occasions.

If you are a Kingdom Hearts fan, I would still encourage you to check this out, as it will help you understand KHII a little bit better. If you are just now stepping foot into this series, I would definitely avoid this game. I can't possibly see what you would get out of it.



Overall:
C




If you liked my review for this game, please check out some of my other game reviews:



Saturday, June 15, 2019

Video Game Review #187: Inside

Inside
PlayStation 4


I will be referencing my previous review for Limbo during this review, since the two games go hand in hand with one another. If you want to check out my Limbo review, you can find it located >>here<<



Nostalgia Factor:

If you have read my Limbo review, you’ll know that I didn’t even become aware of either of these games’ existence until last year, when I read a preview for Inside in a Game Informer magazine. The premise of these games immediately intrigued me, and I made a mental note to myself to check them out. I finally got around to it this month, renting the Limbo/Inside collection disc for the PS4 through GameFly.

Limbo didn’t impress me too much, as evidenced by its C- score in my review. As a result, my hopes weren’t too high for its follow-up, Inside. While I can definitely say that Inside is better than its predecessor, I still have mixed feelings on the game. Read on for my full thoughts.




Story:

Much like Limbo, this game’s storyline is very much up to player interpretation. Inside places you in control of an unnamed boy. You’re in the middle of an eerie looking cornfield, on the run from mysterious agents with flashlights and guns that want you dead. Very quickly, this game becomes a life or death struggle for freedom as you try to escape. Things get weird fast. You run through an abandoned farm area, where there are dead pigs piled everywhere. The ones that are still living charge at you and try to attack you. Once you make it through the farm, the setting changes to an industrial environment, where human-like zombies are being herded through checkpoints for inspection. You hop into a submarine which takes you through an underwater area. Once you re-emerge, you pass through an open area, where some kind of powerful timed pulse blows you to smithereens if you don't properly take cover from it. You enter a lab where creatures are being experimented on. Things only get weirder and weirder the deeper into the game you get.

Eventually your character comes into contact with this big ugly blob creature, where he is absorbed into its core. The last few chapters of the game consist of you playing as the blob as you rush to escape the laboratory. The game ends with the blob busting through a window and rolling down a large hill, where it comes to rest at the bottom of said hill.

The End.

Wait, what?

Again, just like with Limbo, the game abruptly ends with no explanation whatsoever as to what you have just witnessed. Did I like the ending? No. I have stated multiple times on this blog that I don't like open-ended stories. I like clearly defined beginnings, middles, and ends.

That said, I found the world of this game to be much, much more interesting than that of Limbo's. All the weird post-apocalyptic shit you see, all the bizarre lab experiments, the creepy herd of "zombie" humans... the more I saw, the more I wanted to know what was going on. This game clearly has a story to tell. I just wish it actually told it.




Gameplay:

I have no problem with the way Inside handles. You run, you jump, you grab stuff. That's about it. This game is very easy to just pick up and play. The basic gist of the game is that you start on the left side of the screen and you make your way to the right. You have to jump over things, solve puzzles, and clear obstacles.

There are a wide variety of puzzles for you to clear, but none of them are too overly difficult. I did have to turn to help online for a few of these puzzles, but not too many of them. Puzzles range from very simple, like rolling a cart over to a ledge so you can jump on it and boost yourself over the ledge, to very difficult. One puzzle that stood out to me was when you have to use your mind control powers to steer a herd of zombies onto a giant scale. Once you've collected enough of them, a door opens and the game lets you move on.

Expect to die a lot as you play this game, but never does Inside feel as cheap or as frustrating as Limbo. There is definitely a learning curve to some of these puzzles, however, particularly the underwater ones. I did not care for those at all.




Graphics:

If you are looking at this game from an artistic standpoint, Inside looks really cool. The simplistic look of the game definitely gives it a very unique feel. It is not straight up black and white like Limbo, but the colors are pretty dull and muted throughout the whole game. The only bright color you really see is the color of your character's shirt. The graphics mesh well with the mood and the feel of the whole game. I couldn't help but feel on edge and slightly creeped out as I played it.

If you are looking at this game from the standpoint of "I need good graphics!! Everything has to look like Horizon Zero Dawn!!11!", then you are going to be disappointed with Inside. This game has a very simple, minimalist look to it. It's all about creating a spooky, eerie environment with as little outside context as possible. I almost feel like the game's graphics and its setting are a second character in the game, outside of the boy you control. The game may not look like much when you stack it up next to jaw-dropping games like the aforementioned Horizon Zero Dawn, but it has its own charm to it that cannot be denied.




Sound:

I can't say much about this game's music and sound effects, other than that they do their job. They really bring this bleak, unsettling world to life. Inside is all about atmosphere, and the sound effects definitely pull their weight in that area. This is another game you should play with headphones on, in the dark.

I may not have cared too much for Inside in the long run, but I can't deny that the atmosphere of the game is really freaking cool.




Overall:

I had a better time with Inside than I did with Limbo, but that still isn't saying much. Honestly, I am a bit disappointed in both of these games after reading all the rave reviews. I expected something earth-shattering and groundbreaking, and instead I got two relatively short and simple puzzle based platformers with weak to nonexistent storylines.

I can see why people like Inside, it just wasn't really my cup of tea. It's all in the game's atmosphere. Even I can admit that I was intrigued by all the creepy shit you see as you play the game. The problem is that the game raised all these questions and then didn't bother to address them.

I think I mentioned David Lynch in my Limbo review. Well, I am going to mention him again. Inside definitely seems like something that could have been created by him. It's dark, it's creepy, it's full of stuff that doesn't make any sense. The atmosphere is cool, and you have a relatively okay time as you play the game. But then, it abruptly ends on a less than satisfactory note, leaving you hanging as to what has been actually been going on the whole time you've been playing the game.

If you like that kind of thing, you'll love Inside. Heck, you'll probably sing this game's praises to the roof. Almost every review I've seen out there has been a positive one. I think I am the only person out there to say anything negative about this game. That whole style of storytelling is just not my thing, and I don't think it ever will be. You can speculate as to what this game means until the cow's come home, but that is all it will ever be is just speculation. Give me answers, dammit!

Did I like Inside? It was okay. Did I think it sucked? No. Did I have a blast playing it? No. Would I play it again? Maybe, someday, a long time from now. I really wanted to like Inside, but I simply found the whole thing to be very average. I think it is fitting that the final score will reflect that.



Final Score:
C




If you liked my Inside review, please check out some of my other game reviews:




Thursday, June 13, 2019

Video Game Review #186: God of War III

God of War III
PlayStation 3



Nostalgia Factor:

I used to be such a huge, obsessive fan of the God of War series. I played the first two games in the series over and over again when they first came out. I think I played them too much, however, because when the third God of War game came out for the PlayStation 3 back in 2010, I was pretty much God of War’d out. I bought the game and I played through it once, but I don’t remember it leaving a huge impression on me. It just seemed like more of the same, but with bigger battles and better graphics. That was the first and only time I ever played the game. Looking back on my time with it, I couldn’t remember any details of its gameplay or its story.

I’ve really been wanting to play the new God of War game that came out last year in 2018. But being the “start from the beginning” kind of gamer that I am, I didn’t want to come into the game not being able to remember how the original trilogy ended, in case it was relevant. Since I’d already recently played through the first two God of War titles, I figured now was as good a time as any to revisit the third.




Story:

This game picks up directly where God of War II left off. Kratos is leading an attack on Mount Olympus, where he plans to kill Zeus and the gods and rid Greece of their influence once and for all. The game kicks off with a giant, epic battle scene that goes south quickly. Kratos ONCE AGAIN finds himself in the Underworld, stripped of all his powers. In order to defeat Zeus, Kratos realizes that he needs to utilize Pandora’s Box, which is what he used to defeat Ares in the first God of War game. Opening Pandora’s Box does not prove an easy task, as it is surrounded by impenetrable flames. The only person who can penetrate these flames is Pandora herself, the creator of the box. The main goal of the game is to find Pandora, bring her to the box, and use the box to defeat Zeus. Things of course do not go 100% according to plan.




Gameplay:

There’s not much I can say about God of War III’s gameplay that I haven’t already said in my previous God of War reviews. You run around smashing things and killing people before moving on to the next area of the game, where you do more of the same. There are a minimal amount of lever throwing and block pushing puzzles along the way.

The only puzzle I found to be difficult was in Hera's Garden. The puzzle revolves around freezing time, pushing blocks around, and diverting the flow of water, so it would change the layout of the architecture around you. It was fucking awful, and the camera does you NO favors in this area of the game. I couldn't even see what I was supposed to do half the time, and it was really pissing me off. I had to give up trying to figure it out on my own and look to the internet for help.

Aside from that, God of War III doesn’t do much to break the formula. Seeing as how this is the game where the series made the jump from the PS2 to the PS3, I can’t say I am too surprised. It seems like the makers of the game were more focused on bringing us better graphics and larger scale battles than they were with improving the gameplay, or even making minor tweaks to it.

That said, the game is still a decent amount of fun to play. If it’s not broke, don’t fix it... right?




Graphics:

This is the area where God of War III clearly outshines its predecessors. The game looks GREAT. Everything is so sharp, polished, and well-defined. Kratos looks awesome. The enemies look awesome. The game’s stages are all jaw dropping and epic in scale. That battle with Cronos completely blew me away in 2010, and even now I couldn’t help but marvel at how impressive it still is. The game is a visual masterpiece, and that is saying a lot considering that it is now considered a “last gen” title.

Trying playing God of War I or II after playing this, and you will marvel at how primitive those games look in comparison to this one. It is shocking.




Sound:

God of War III sounds as good as it looks. The voice acting, as always, is spot on. Kratos is back and he sounds angrier than ever. The game’s music is also very good. It can be subtle in the game’s quieter areas, and it can be booming and epic when you are wrapped up in intense battles.

This is one of those instances where the game’s visuals and its audio go hand-in-hand. Play God of War III in the dark with some headphones on, and completely immerse yourself in the world of the game.




Overall:

There is no denying that this is a very well-made game. Everything about its presentation is top of the line, from its visuals to its audio to its cutscenes. It controls very well too. If you are a fan of the GoW series, you will have no trouble jumping right into this game.

If you have never played a God of War game before, I can’t for certain tell you if you would like this game or not. It picks up right where GoW II leaves off, so if you have never played that game, you will have no idea what is happening in this game’s storyline. Even though GoW’s storylines are normally pretty weak, at least a basic understanding of what is happening usually makes them a lot more enjoyable.

Speaking of the game’s storyline, it is mediocre at best. This goes for all the God of War games I have played, to be honest with you. Unexplained or incomprehensible plot twists galore, preachy characters who speak a lot of empty words, and a ton of pointless cameos from classic characters from Greek mythology. on. It’s like the makers of the game thought “hey we forgot to put this ancient Greek character in the game, let’s just throw him in here, even though this doesn’t match what is happening with the main quest at all.” It is basically fan service for people who like ancient Greece. It all seems a bit disjointed to me. While the beginning and the end of each game’s story makes sense to me, it is the middle ground that I find the least enjoyable. I zone out and don’t know what the hell is going on half the time. I just roll with it.

Aside from my complaints with the game’s story, I don’t have much else to say about God of War III. This is a fun, enjoyable hack and slash title. It’s pretty short, clocking in somewhere around ten hours in length. Not only is the game short, it FEELS short too. I think I finished it in two days, if that. It’s no wonder I didn’t really remember anything about the game from when I played it in 2010. This is "fluff" gaming at its best. I just finished the game and it is already almost completely out of my memory. Not to say the game is bad, it’s just…. there. It’s fun and I had a good time with it. But it is not memorable in any way, shape, or form. A truly great game, like The Last of Us or Final Fantasy VII, sticks with you for a long time. I just played this game and I've already forgotten about and moved on from God of War III.

If you are a fan of the series, I can say that this game is still worth checking out. If you had fun with the other God of War games, there is no reason you shouldn't have fun here. They didn't do much to advance the God of War formula, but it is not like it took a step back either. In fact, I'd say this is easily the most polished game in the original trilogy. It's also nice to see an official end to the numbered God of War series. I, for one, am excited to play the 2018 reboot.

If you are not a fan of the series, I am not sure what you'll get out of this game.


Overall:
C+



If you liked my review of God of War III, check out some of my other game reviews: