Showing posts with label impressions. Show all posts
Showing posts with label impressions. Show all posts

April 17, 2016

The Platinum Demo has me worried about FFXV



About a year ago, Square-Enix released the first public demo of Final Fantasy 15 packaged along with Final Fantasy Typo HD. I bought Typo just so I could play it, and it was worth every penny. Episode Duscae, as it was called, was a demo in the classic sense. It excised a chunk of the main game that showed off nearly all of the systems coming to the final release. It was glorious. Perfect! Everything I'd hoped Final Fantasy XV would be after ten years of waiting. It raised my hype through the roof and left me chomping at the bit for more. 

The new Platinum Demo achieved none of those things. In fact, it might have undone them. Whereas Episode Duscae confirmed to me that Final Fantasy XV was going to be the amazing game I hoped it would be, the Platinum Demo has cast doubt on my eager anticipation. There's a few problems with it, starting with the fact that they'd make this objectively inferior taste of Final Fantasy XV the only taste available to the general public. 

January 16, 2016

Impressions Redux: Hyper Light Drifter


When was the last time you played a game that didn't hold your hand? You're probably going to say Demon's Souls. But even Demon's Souls had tutorials. While I'm sure the final version of Hyper Light Drifter will have some sort of instructions on how to play the game, the Kickstarter alpha version does not.

September 23, 2012

Impressions From The Future: Lost Planet 3

Nothing but the frozen wastes and a giant robot to keep you company.

A few weeks ago, I ventured into a portal that transported forward in time and to Seattle. There, I played a bunch of upcoming games and have returned to the present with impressions! Today: Lost Planet 3.

July 6, 2012

Impressions: Kingdom Hearts 3D

Kingdom Hearts has always been a little bit crazy, but Kingdom Hearts 3D ups the crazy ante in suitably crazy ways. The story, of course, has become even more convoluted (Or has it...? It probably has.) this time involving Sora and Riku ridding dream worlds of dream eaters so they can pass their Mark of Mastery exam and become keyblade masters. Still with me? Good. The game's new set of enemies are crazy neon animals that come in both "nightmare" and "spirit" forms. Nightmares are bad, but spirits will fight with you, replacing Donald and Goofy. And that's just the most minor difference.

Impressions: Heroes of Ruin


If I could describe my experience with Heroes of Ruin in two words, it would be "pretty good". Heroes of Ruin won't revolutionize dungeon crawlers forever, but that doesn't mean it's not pretty good. The game has four character classes, and so is tailored for four-player co-op. The demo let me try out the warrior (lion man) and the ranger (hood man). I assume the other classes are a tank and some sort of mage. Anyway, since it's inevitable to compare this to similar games, Heroes of Ruin is definitely better than the last dungeon crawler I played. Nope, not Diablo 3. Crimson Alliance on the Xbox Arcade. Compared to that, this is amazing. It's a much deeper, more traditional dungeon crawl experience, only handheld. And it is indeed fully featured, with both local and online play with voice chat. 

April 27, 2012

Check This Out: Project M Demo 2.0

Smash Brothers fans can agree that Brawl was a good game, but not a good Super Smash game. Luckily, there's a dedicated group of individuals out there who aim to fix that. Enter the Smashmods community. These groups of modders have fixed up Brawl in a variety of flavors, free of charge. There's something for everyone depending on the amount of disappointment you hold towards the game. The best part? You don't even have to mod your console or void any warranties. It's free, easy, and legal to have the sequel to Melee you've always wanted. Of these mods, the biggest revamp comes in the form of Project M. Project M overhauls the gameplay almost completely. As the name would imply, Project M aims to make Brawl into Melee 2.0. I have to say that, for the most part, it absolutely succeeds. When you boot up the mod, you'll see that all the menus have received a custom makeover, stages have been swapped, and only 29 characters are available. Now, these 29 characters aren't indicative of the final roster (all the characters) but they are the furthest along in their revisions.

April 13, 2012

Installation 04 @ PAX EAST 2012

So I was at PAX East last weekend and I played some great games. Not as many games as I wanted to play, but I played some cool stuff nonetheless. What did this year's show have to offer? Impressions lie within, including a spcial preview of Party of Sin.

March 12, 2012

Quick Impressions of the PlayStation Vita

*UPDATE* I got some hands on time with the back touch panel while trying out Little Deviants. It was... disorienting. It's a cool idea in theory, but I get the feeling it won't be used to its full potential. In the game I had to slide my fingers across the back in order o raise the ground and roll around this little round monster, collecting items and solving puzzles. It's sounds cool in theory, but I found it really difficult to judge where my touch on the back would register on the front. Just hearing about it, it may not seem like much of a task, but trust me when I say it's really awkward. You have to get used to holding the system so that your fingertips touch the back and I can tell it'll take a lot of getting used to before gamers can adjust to the idea of interacting with a touch screen they can't see. Imagine playing Angry Birds or Fruit Ninja, except having to touch the back of your phone to play. It sounds difficult, right?

I had the chance to play around with a Vita the other day and I was surprisingly impressed by it. I noticed two things immediately: the thing is f'in huge, and it's also f'in light. Even with a huge wired security brick latched on to the bottom, the thing felt like it was mostly hollow. I don't know how they did it, but I sure was impressed. The screen takes up most of the space on the front of the system and for good reason. It's fantastic. So big and sharp and touchy and wonderful. Also wonderful: ergonomics. It's the perfect size and shape to fit comfortably in the hand. Fingers fall in just the right places on this one!

February 7, 2012

Early Impressions: Kingdoms of Amalur Reckoning

Don't let this picture fool you: Reckoning is full of color!
I've been anticipating this game since the day it was announced. Every piece of information they shared, every screen shot and video they released, make it look like my dream RPG. Action combat! Open world! Color! Now that I've finally gotten a chance to play it... well, it's not quite the perfection I was hoping for. Don't get me wrong, I think it'll be a solid game and a great new IP but it's not the ultimate RPG I was hoping for based on what I played.

March 25, 2011

The 3DS: I have played it!


I played the 3DS today and I can confirm that everything you've heard is true. The 3D works, and it is awesome.

June 24, 2010

Crackdown 2 impressions


Crackdown 2 suffers from something I like to call "next-gen disease." That is 1) it's darker and 2) it has zombies. Because everyone knows if your game isn't dark and zombie-ridden it isn't modern. The city, while the same, is almost unrecognizable at least in the area I played. Everything's decayed and run down, the color pallet is darker and even the Agency agents look like generic armored men. One of my favorite things about the first Crackdown was how your agent would physically evolve when your skills increased. While he certainly gets bigger now, the only other visual effect is more armor. You can choose a specific face for your agent, but you'll never see it, and the armor colors include blue, gray, light gray, and dark gray. Exciting. Even the HUD is transparent black rather than blue. Yes sir, this game certainly has next-gen disease. 

May 22, 2010

The Installation 04 Official Reach Beta Impressions

Now that the Halo Reach beta is over, it's time for impressions! So, uh, here they are.

April 7, 2010

Just Cause 2 Impressions, or How to Make a Sandbox Game

Just Cause 2 is big. I mean BIG. And yet, it's far from boring. Even when there's nothing to explode, the detail and scenery in the game is absolutely stunning. Let Just Cause 2 be an example to every other game developer out there: This is how you make a sandbox game.

March 13, 2010

Impressions: Blur

I can sum up Blur in a sentence: It's pretty damn fun. For those of you unaware, Blur is the next big game from Bizarre Creations, developers of Project Gotham Racing and Geometry Wars. It can best be described as a more mature Mario Kart. The parallels are uncanny, in fact. You pick a car and race around on a track filled with power-ups used to deter the other cars from passing the finish line before you. At it's current beta stage, it's quite a fun, though slightly flawed, title.

December 8, 2009

Impressions: Bayonetta


So I read a preview of this game a few months back that said this:
So we're Bayonetta in this city and we're kicking monsters and shooting things with our boot guns and all of a sudden this giant statue comes to life we're dodging and our clothes are disappearing and then there's lava everywhere so we run on the skyscrapers and fight angels and we're chased by a tsunami and then we're in a cathedral and there's a dragon coming through the window and we're fighting it and then it lifts off and it's flying and the cathedral is flying and everybody's flying and fighting and shooting and what is going on.
Yeah, that pretty much sums up how awesome this game is. 

October 14, 2009

Tatsunoko VS Capcom Impressions

Don't even pretend you know what Tatsunoko is. You will have no idea who the characters in this game are, so don't even try. You will never know. But that doesn't matter because Tatsunoko vs Capcom is one hell of a fun game. Some people complain because they can actually tell what the hell is going on, and say the game is "slow as shit" but, personally, I like my shit slow. That's an actual quote from somebody about the game, you know.

February 6, 2009

Halo Wars Impressions

I have played it. I can now die happy.

Wow, where to begin? First, I'll start off by saying that Halo Wars (at this point at least- no final game yet, you know) does live up to everything that's been said about it. The demo contains the first two campaign missions as well as a stripped down skirmish mode. Before I detail every little thing in great detail, for those of you on the edge know this: Halo Wars is a fantastic game. Despite whatever concerns you may have about the "Halo" aspect of it, know that as a game it is fantastic in its own right. Now, on to nitpicking.

If you're like me and you've researched everything there is to know about this game already (sans plot) then when you first boot up the demo you'll want to skip the tutorials and get right to the good stuff. Oh, one last thing before I get into it: If you do plan to download the demo, know that it is 1.4 gigs in size and that it takes a ridiculously long time to download. Personally, I continued my three-year-old game of Hexic HD while I waited and achieved a new high score.

Ok, enough blabbering, let's get to the good stuff. So I booted up the campaign and I was treated to those stunningly beautiful cutscenes I've seen a million times by now except this time on my HD TV. Wow. So, I finally get into the game itself and that doesn't look half bad either (by that I mean unexpectedly good). In the first mission you're tasked with steering Forge's Warthog around the snowy terrain collecting your scattered forces so that you can reclaim Alpha Base. This mission is really just like an in-game tutorial that teaches you how to move and attack. In about five minutes, it's mission complete. This concerned me. The game has 15 missions total and if the first only takes five minutes, I'm worried that the game will turn out quite short. Hopefully, it'll be like the Halo trilogy where the levels vary in length meaning that some will be quite long. I was a little more reassured in the second level that took me about half an hour because I decided to build up my base and complete side-objectives. Still, if you run through the missions bear bones, I'm afraid the game will be over before it started.


Anyway, the second mission has you start out at Alpha Base, build up your army, and take on Covenant forces on your way to "The Relic" where you have to prevent the Covenant from blowing the palace to bits. Again, If had just enough forces to get by and went straight through, you'd be done in no time. I suppose, with an RTS game, you can't stages be terribly big or you'd never be able to transport units from one place to another without waiting five minutes in between for them to get there. I hope the later levels have "checkpoints" like secondary bases where you can regroup and build forces so you don't have to go halfway across the map to your base, thus making longer missions. My guess is yes because the whole "multiple base" thing seems big in this game. In fact, I've found it hard to get by if you only control one base. There are more buildings than you can build on one site and you often need multiple reactors or supply pads, taking up extra space that you can use for, say, vehicle depots. If you destroy an enemy base, you can claim it as your own.

At the end of the second campaign mission, you're treated to another nice cutscene and the demo abruptly ends. I want more, damn it! Apparently, what is found in that relic re-routs everyone to another UNSC colony named Arcadia. For all I know, the entire rest of game could take part away from Harvest. Classic Halo-style move there, Ensemble. Still, I can't wait to dig into the full campaign and find out more about the flood.


So after I finished the campaign levels (two out of 15- very, very, short...) I loaded up skirmish mode where you can fight one-on-one as either the UNSC or the Covenant with either Captain Cutter or the Prophet of Regret as a leader unit. Only one level is available, chasms, and it gets old after a while. The action, however, does not. I must say that this now famous control scheme is, indeed, as good as they say it is. It's beautifully designed to give you all of your most necessary commands at your fingertips with no need to dig into tunnels of menus. An interesting thing I noticed in the options menu was that you can adjust the cursor stickiness. A sticky cursor will automatically attach to nearby units when you scroll near them. Very handy, indeed. One of the main problems with RTS games on consoles was solved outright by centering the cursor in the middle of the screen. So, actually, your scrolling the screen around and not the cursor.


Another ingenious addition to the controls are the socket bases. You're base starts out as a hub with five empty "sockets" attached to it. You can select on and create a building there. Simple, easy, ingenious. It really simplifies things and gets you right into the action. The best thing about the socket bases is that your most important structures that you'll need multiples of (supply pads, reactors) can be upgraded so that one then equals two. Speaking of those, let me get into a little more detail about those all important structures. Supply pads do exactly what their name suggests, they bring in supplies via Albatross dropships from Spirit of Fire. This means that, once you build one, you'll have a steady stream of supplies always coming in adding to your supply points needed to build anything. This eliminates the need to have units go hunting for supplies so that you can build things (though there are supply crates you can optionally pick up). If you think about it, this makes sense in the context of the game in which you control the military in the future. Supply runs may work for other RTS games, but they really don't make sense in the context of Halo. Reactors basically upgrade your tech level and allow you to build more advanced units including the Vulture uber unit.


Selecting units in Halo Wars is a breeze and, although you can't necessarily regroup units into formations, all five methods are useful in the heat of battle. I found myself using all of them. Tap A to select an individual unit. Double tap A to select all units of that type. Hold down A to create a "paintbrush" and highlight the units you with to use. Hit the left bumper to select all units on screen and hit the right bumper to select all available units. Easy peesy.

Another innovation is the circle menu which pops up when you select a building. It works exactly as you'd expect. Highlight an option using the left stick and press A to select. No messy menus to dig through. It also pops up when pressing up on the D-pad to open the leader menu, which gives you access to special leader-specific abilities at a great cost to supply points. The D-pad can also be used to navigate around. Hit left and you can cycle through your bases, hit right to move to an alert location, and hit down to cycle through your armies.

I must say, Ensemble did a good job of making the Covenant play differently from the UNSC. The biggest difference is that the Covenant tech increases by researching "ages" and not by building reactors. This is good because it frees up space at your base, but it can also get costly. Each tech upgrade seems to be 1000 more supply points than the last, though the Covenant seem to have a limit. If you play as the UNSC, you can build as many reactors as you want. I can't figure out why you'd need to do so, though. Most stuff you need caps off at a tech level of 4. The other major difference between the two factions is that the Covenant have their leader unit on the ground. Once you build a temple, you gain access to your Covenant leader who can use his "god power" via the Y secondary attack button. Regret has a cleansing beam, which is basically what the Covies use to glass planets. You can imagine how powerful that is. Each Covenant hero can be upgraded and also have their secondary ability upgraded. Full strength cleansing beam is instant death. I once pimped out Regret so he had a flying chair that shot three fuel rod shots and had sentinel guards hovering around it. Pretty sweet indeed. The only other difference I see (besides the obvious- they're different factions) is that the Covenant unit cap is higher because they are typically weaker basic unit wise. If you have, for example as I did once, an army of pimped Regret, a Scarab, and seven Locust then you really don't need all those weak infantry. Getting to that point, however, was not easy.

The units are awesome, and well balanced. There are plenty in the demo and even more in the main game. I'll detail each separately in later updates, but I'll say now that my favorite is probably the Cobra. It's a great anti-(almost)everything unit. It takes out infantry well with its duel cannons and can lock down for long range, more powerful shots that are particularly effective against buildings. I also like that the game has leader-specific units and abilities. It adds variety and strategy to the game. I think it'll be especially cool in 3 vs. 3 matches where everyone has a different leader. One last, unrelated, thing- the soundtrack is spectacular. I'll have a full writeup soon, but just from the demo I can tell how well it goes with everything. It's Halo-y enough, yet holds its own. I especially enjoy it on the skirmish levels. A welcome change from Halo 3's silence. Each has a different theme, apparently. Oh, and not much sign of ambient life. Is that still in? Unless those birds flying overhead count. Here's hoping.


At the risk of rambling on too long, I'll now bring this preview to a close, though there is so much more to be said. All in all, I think Halo Wars will live up to all the hype. The controls certainly do. I know one thing for certain, though, and that thing is this: My only complaint is that this is a demo. I want more. This demo has reassured my gut feeling that this game would be a great addition to the Halo franchise. I can't wait until March 3rd!

January 23, 2009

Puzzle Quest Galactrix preview

I love puzzle games and I love RPGs. Imagine my surprise back in 2007 when Puzzle Quest was announced. A game that combines puzzle grids with role playing? It seemed absurd. It turned out to be excellent. Galactrix aims to raise the bar... IN SPACE!! I had a chance to play it (the actual PC version, not the flash demo) and I've come away feeling good, but with a few concerns.

Basically, Galactrix works the same as the original game. You navigate your ship around the map to complete missions by pointing at a location and select it. A menu pops up that lets you activate a quest or a number of other things like shopping or upgrading your ship. Obviously, because it's in a scifi setting, there's not much in the way of one-on-one battles but ship-on-ship battles. Combat works much the same way it did in the last game, though on a hexagonal grid. Mach up three or more like colored tiles and your energy bar for the corresponding color increases. Red, green, and yellow tiles are used in combination to execute attacks to lower your opponent's health. Blue tiles recharge your shield which is especially useful if you don't have enough other colored tiles to use a shield repair ability. Purple tiles are for psi power, which I was unable to use in the portion I played. White tiles add bonus intel (experience) to your character at the end of a match. Finally, matching three or more numbered bombs will automatically attack your opponent and do as much damage as the sum of the numbers on the bombs.


Even though the game looks a lot like Hexic, it plays nothing like it. Tiles simply slide in the direction you click them, rather than falling from the top. For example, if I move one block to the left to match up three, new blocks will be pushed from the left of the screen to fill up the hole. The implementation of shields is the most significant gameplay change. You have to take them out before you can directly attack your opponent's health. Maintaining your shields becomes the most important element in any battle.

Collected intel can be used for a number of things including upgrading your ship (since you don't control your character directly) and getting new abilities. You can have a number of ships as well as a crew for them that preform specific tasks. That brings me to my next point: "minigames." In Galactrix you can mine for resources, craft items, and hack computers. Mining and crafting are accomplished by combining particular tiles together to obtain certain amounts of this and that. If I was building a new shield generator, for example, I'd have to combine the shield tiles together three times and the power tiles together six times. Likewise with mining, you combine tiles of ore together until you have run out of moves (there are "blank tiles" that serve no other purpose than to get in your way). Hacking tasks you with matching a certain amount of tiles in a certain amount of time in a certain sequence. That sounded really confusing. Ok, so let's say your hacking a terminal, it gives you 90 seconds to match 12 colors. The first is red. Match three reds, done. Next, blue. Match them, done. And so on until you either succeed or fail. My concern with this is that it seems well suited for the DS or computer where you can easily point and click, but not to consoles where you have to select with an analog stick. I fear it might be frustratingly difficult to complete in the allotted time if the developer doesn't address this. The only other gripe I have is that there was not enough combat and too many "minigames" in what I played. I assume the final game will even it out.

Puzzle Quest: Galactrix looks very promising over all and I'm looking forward to it. Look for it on the DS February 24th and on the PC, XBLA, and PSN shortly thereafter.

June 20, 2008

Spore Impressions

I've had some time to play with the Spore Creature Creator, and I must say it's just as good as you thought it was. The creator is just as easy to use as it looks. Basically, the game gives you a randomly shaped lump of "clay" with a spine attached. You can mold the clay into whatever shape you choose by manipulating spine. You can make it longer or shorter, bend it into any shape you choose, and even change the thickness of the vertebrae. Once you have your desired body shape, you can attach any of the 228 parts to your creature. You can alter the appearance of these parts as well to make your creature even more unique. Before you test out your creature, you'll want to color it. You can pick from a variety of coats and combine them with your own color choices for nearly infinite combinations. Though just a portion of the full game, the Creature Creator is great fun and has near infinite replayability. When the full game comes out on September 7th, you can upload the creatures you've created ahead of time for use in the full game.

Here are just a few of my favorite creatures that I've created:


Fat-Bellied Kroff
The first creature I made was the Fat-Bellied Kroff. Not only was this the first, but in my opinion, it remains one of my best. This thing is basically just a camel thing with a shell and a funny tail. Simple, but awesome.











Molemoose
I call this one the rejected Pokemon. It's some kind of biped mole with moose antlers. The best part about Molemoose is how he actually animates in the game. It's really funny to watch him walk around.












Greater Jube
With this, I tried to make something just about as tall as I could get. Greater Jube is almost maximum height. His tail came out accidentally awesome. It was intended to be a single tail, but it ended up splitting in two at the end. I also had a hard time hiding the mouth (a necessity for all Spore creatures) but I somehow made it completely ivisible.









Ivory Grogg

I wanted to create something that had wings and arms for legs. I ended up the the Ivory Grog- a creature whose hooves are pure ivory, and whose blood is pure grog.











Duck-Billed Spruce Brod
The Duck-Billed Spruce Brod is one of my most popular creations for some reason. It's a tiny flying fish creature with a duck bill and coral on its back.














Klorglor

This massive guy has rocks on its back that smaller creatures seek refuge in. Although he's not very popular, I like him for whatever reason.











Mossy Kruger

I sure use the letter "K" a lot, huh? Anyway, this is my latest creation. It's basically some kind of weird camel alpaca with a mossy back.










Shmutomi


Heh. Ah, yes- the Shmutomi; simple minded creatures that use their four arms to build simple lumber villages.















Lesser Jube

The Lesser Jube is the shorter relative of the Greater Jube. I actually like this guy more than the other one. I did have a hard time hiding the mouth, though. It came off looking like a layer of fat around the neck, which is exactly how I described it.










Woil

Finally, is the Woil. This thing my most popular creation to date. I actually worked on this guy for quite some time before I was happy with it. He underwent numerous transformations, but ended up being a two-legged cross between a hound and a crocodile with a spiky tail.




Remember to check out Sporepedia for over 700,000 creations. You can see my creatures here and Doegab's here. A few of mine mentioned here, as well as some of my other creations, are saved under Doegab's account.