Showing posts with label Genre: adventure. Show all posts
Showing posts with label Genre: adventure. Show all posts

Monday, September 3, 2012

Review: Ratchet and Clank: All 4 One (PS3)


Title: Ratchet and Clank: All 4 One
System: Playatation 3
ESRB Rating: E 10+
Number of Players: 1-4 player co-op, online capabilities
Buy It: Amazon | GameStop |

By this point, everyone is sick of me talking incessantly about how much I love Ratchet & Clank. Well, call me honey badger because I don't care. I've been a fan of the Ratchet and Clank series since its launch in 2002. With each of the main games that came out, I liked the series even more. It was a mix of insanely bizarre weapons, an engaging story, completely loveable characters, and modern platforming (done right!) that drew me to the series in the first place. Even as the series evolved and moved onto the PS3, I still loved the series. I even enjoyed (thoroughly) the spinoffs Size Matters and Secret Agent Clank, despite their flaws.

So, despite the fan attack, I'm going to say this right out in the open, unashamed: I thoroughly enjoyed the shit out of Ratchet and Clank: All 4 One.

I know, I know. Fans of the series typically hated this game because it deviated from the R&C norm that we've come to expect from the series. But that was part of what really drew me to it: it was different than what I'd come to expect, and for the first time, I could play a game from this series with another person. Or, as luck would have it, a group of people. (I wasn't lucky enough to have anyone to play Deadlocked with me as a kid.)

The story isn't quite as deep as I've come to expect from a Ratchet and Clank game. We're greeted with a beautifully-rendered cutscene of Ratchet and Clank escorting Qwark to an awards ceremony that seems (to our titular heroes) to be a fishy. When they finally get to the podium that's been set up for Qwark, it's revealed that Nefarious is the villain behind the "ceremony," and our heroes prepare themselves for a Class-A beatdown. Unfortunately for Nefarious, he gets caught up in the chaos unleashed by his own plan and gets himself abandoned by Lawrence, leaving him to work with Qwark, Clank, and Ratchet. They all then get captured by the real threat, and the four of them have to work together while they await rescue from Cronk and Zephyr.

A lot of the complaints that I've read about the game talk about how it's not really a "co-op" game because you're working against your teammates as much as you're working with them. That's true, so my friends and I affectionately call these kinds of games "competitive co-op" games. It's the same kind of classification we give to Castle Crashers. As much as you'll be working with friends to complete puzzles and unlock doors, you'll be competing for bolts (the R&C universe's currency) and critters, cute little creatures that unlock bonus puzzles. If your friends are already competitive by nature, then this is already right up your alley. The winner at the end of the round gets a bonus in bolts, and every character gets a title after the battle. (For example, if you collected the most bolts, you'd be the Bolt Master, whereas if you died the most, you'd get the title Noob.)

One of my biggest qualms with the game doesn't lie in the "co-op vs. not co-op" debate, but in the fact that you can't level up your weapons like fans have grown accustomed to over the course of the series. You have to buy your upgrades instead of earning them, and sometimes, the upgrades really don't feel worth the bolts I have to pour into them. The other is that, while you can play the game by yourself, the AI that you get paired up with isn't always smart enough to get the hint. Sometimes, it gets caught and runs itself into circles while driving the player character crazy.

Other times, working with other players isn't much better. The range for working on the level is very narrow, making it frustrating for someone in the party to go back and get something when everyone else is trying to move forward. Other times, someone's clumsiness causes everyone else to commit mass party-suicide when they slip off of a hookshot point or when they pull someone off the edge while they try to tether forward to the rest of the party. And on grind rail levels, try to make sure whoever is playing as Quark stays in the back, because he's almost impossible to see around. The other characters - even Nefarious, despite his height - are narrow and easy to see past, but Quark is a wall of body mass. Most of these things are overlooked, though, while we're busy laughing at each other for being so unbelievably stupid. (Not that thing about Quark, though, we all really hate that guy.)

The weapons system is difficult at times, as well, especially when not working with the AI. Players can choose which of their weapons to use, and while that's great most of the time, damage bonuses are awarded when two or more players use the same weapon against an enemy. Many times - especially against bosses - that damage bonus is the deciding factor between winning the battle and resurrecting your friends. But unless you and your teammates are really good at guessing each other's movements and weapon preferences, it's easy to get caught up in using nothing but your blaster. That's a shame, because some of the other weapons (I'm looking pointedly at the Frost Cannon and Warmonger, here) are absolutely devastating against enemies when used wisely, and become indispensable later in the game.

Overall, the game isn't as bad as some members of the fanbase want you to think it is. It's entirely too short (we've blown through the entire story in an afternoon) and some of the things we have to go through don't feel worth it for the payout, but we've each found a character we love using and when we don't have anything better to do, we automatically default onto All 4 One. If you've liked the rest of the games in the series, but you'd like a multiplayer option, then you really can do worse than this game.

Bottom Line: Certainly co-op, but competitive co-op. Awkward camera angles and character sizes make some levels really difficult, but overall not a bad experience.

Final Score: 8/10

Saturday, September 1, 2012

Weekend Flashback #4: Paper Mario (N64, 2001)


Title: Paper Mario
Original Release Date: February 5, 2001
Platform: Nintendo 64 
ESRB Rating: E

Ever encounter a game that you picked up for no other reason than because the art was unusual? I think we've all done it at one time or another. (My most recent encounter with this was The World Ends With You, for example.) That's what I did with the original Paper Mario. I wasn't really into most of the titles in the Mario franchise as a kid; I'd play them if they were there, but they were far from my first choice. So everyone was a little shocked when I picked this title up as a kid.

I didn't finish this game the first time I played through it. I got stuck on the final fight with Bowser, got frustrated, and gave up entirely. I remember doing that, and my own save file on the N64 cartridge confirmed it. So, instead of picking it up from where I left off, I played through it again. Completely, all the way through. Then I bought it from the Virtual Console store on the Wii and played it through again to see how it stacked up against the original version. Two playthroughs in about a week and a half, and I still wanted more.

Needless to say, I'm pleased all the way around.

There's something about this title that makes it truly timeless. The graphics hold up, the music is just as fun and bubbly as I always remembered it being, the worlds Mario travels through are still beautiful, and the partners he picks up are still wonderfully characterized and different. This game is still so amazing and fun to play that I honestly believe it should be in everyone's Nintendo library, and that's not something I say often. The other entries in the Paper Mario franchise are all okay, but none of them seem to live up to the standard that this one set. In terms of accessibility, anyone can play it. My nieces had a blast playing through it, as did Dave. This is one of those rare titles that, no matter what your experience level is with gaming, you can pick up and play like a pro in just a few short scenes. 

The story isn't fast-paced, per se, but it does flow very well and move fairly constantly. There's not really a lot of idle time for Mario and his friends, but it never feels like you're being rushed. There's always something to see, do, and find in every level that makes going back really rewarding (and trust me, I'm still not at 100% with my files.) Leveling up my partners is still a bit of a challenge - you don't level them up with experience, you do it by finding ultra blocks - and I spend quite a bit of time just wandering around looking for them. I know there's walkthroughs out there, I even have the original guidebook in my room, but finding them myself is half the fun. 

As for the Virtual Console version, it's been left, for the most part, untouched. Most of the controls are the same, save for commands that use the "Z" button. (On the Gamecube controller, which is what I use to play Virtual Console games on, you use the "R" button.) The game is smooth and clear on the Wii, and doesn't leave remnants if you're using a standard-def Wii on an HDTV. Overall, an enjoyable experience.

Verdict: No one should miss the original Paper Mario. It's a game that none of its sequels have matched in story, gameplay, or charm. 

Notes: As I mentioned above, this title is available on the Wii as a re-release for 1000 Wii Points. ($10)

Thursday, October 27, 2011

Review: Professor Layton and the Last Specter (DS) PART TWO

Title: Professor Layton and the Last Specter
System: Nintendo DS
ESRB Rating: Everyone 10+
Number of Players: 1
Buy It: Amazon | GameStop | PlayAsia (Japanese) (English)
Other Notes: Soundtrack available on PlayAsia | Read my review of London Life, the mini-RPG bonus game here if you missed it.

If you had asked me what I thought of brain teasers circa 2008, I'd have told you that they were a waste of time. Because they were never something I was ever good at, unlike my father, they were something actively dismissed. Worse, if an assignment called for them for homework in school (and it did, on a few occasions,) I would take an F for the homework grade rather than sit there and suffer through a bunch of puzzles that would infuriate me.

Then Professor Layton walked by, and all that changed. Between the first game's enchanting art style and charming music, I was immediately hooked, puzzles be damned. I was more enchanted by the story, characters, and settings than I was by the puzzles, but they grew on me. Now, at the fourth game in the series, I can say (without sarcasm) that I'm really glad that I took the first step into the puzzle-solving franchise. Professor Layton and the Last Specter takes everything about the series up a notch: story, puzzles, characters, and music, and keeps the entire experience as charming and magical as it was in the first game. But better.

This game (and, yes, the next two,) act as the prequel chapters towards Curious Village and give players an insight to what the gentlemanly Professor Layton was doing before St. Mystere ever became an issue and before Luke started wearing that adorable periwinkle sweater vest he always wears. The game kicks off with a few wonderfully rendered animated scenes and a few easy puzzles to get you going before you start getting kicked in the pants with new, more difficult puzzles. Veterans of the series know what to expect: puzzles ramp up in difficulty the more you play, plot twists come out of nowhere, and hint coins are still hiding in elusive spots. Newcomers to the series won't be disappointed, and the Professor walks through how everything works himself early on so that you don't get confused.

While plot twists and red herrings can still be somewhat frustrating, the story kept me engaged throughout so that I didn't get flustered enough to throw in the towel without seeing things through to the end. Even with the tomfoolery with the plot twists, I can't dock too many points from the game. It's remarkably solid, fun, and still a great way to waste a weekend. If you've been putting off getting the game, stop. Just go get it. If you've been interested in taking the series for a spin and never have, there has never been a better time to join the Professor in solving a mystery.

Bottom Line: Same Professor, but more. More cutscenes, more puzzles, more enchantment. You know, more. And bigger.

Final Score: 9/10

Wednesday, October 19, 2011

Review: Legend of Zelda: Ocarina of Time 3D (3DS)

Title: Legend of Zelda: Ocarina of Time 3D
System: Nintendo 3DS
ESRB Rating: E
Number of Players: 1
Buy It: Amazon.com | GameStop

Go ask a gamer about The Legend of Zelda: Ocarina of Time. I'll bet that they've played it. It's one of the single-most influential games that's ever come out, and quite possibly the most well-known Zelda title to date. There's a reason why this game is successful every time it gets remade. Something like that isn't an accident. That's because this game is a timeless classic, and it will remain that way for quite some time. That said, let's go and talk about its most recent incarnation: Ocarina of Time 3D.


Let's start with graphics. They've been updated for the 3DS outing; pots and jugs decorate what used to be barren shelves in houses and shops on earlier editions. It's a little tougher to see the seams in texturing, the harsh lines making up buildings and trees have been softened; clipping errors are harder to come by. The graphics are pretty, they work well, they're more fully developed and everything feels alive. The update was necessary, and what has been done doesn't at all disappoint. Ocarina's Hyrule feels more fully realized now than it ever has before. The 3D option adds a depth of field that wasn't possible before, making it even more possible to get sucked in to the action.

Gameplay has gotten an overhaul as well. The addition of gyroscopic targeting allows for less slingshot fumbling and more shooting Skulltulas. And the gyroscopic targeting system is quite impressive. It allows a full 360-degree targeting range (provided, of course, you're able to turn that far,) and has completely eliminated the need for joystick-based targeting. Plus, the touch screen now has all your map- and inventory-based needs so you don't have to ever interrupt the action on the top screen. And, with the unlockable addition of Master Quest, the game goes much farther and gets much tougher on subsequent playthroughs.

Of course, through all this glowing praise comes the bad news, right? Well, unless you're like me and get motion sick with those 3D graphics, there's no bad news. At all. Ocarina is as fun, frustrating (water temple, anyone?), and engaging as it was when it first came out. If you haven't played it yet, go out there and grab yourself a copy.

Bottom Line: Play it again. For Hyrule! And, you know, for Master Quest.

Final Score: 9/10