-Shin Megami Tensei: Nocturne- Review

-Demi Fiend’s Bizarre Shine Megan Tense Game FEATURING DANTE FROM THE DEVIL MAY CRY SERIES –

So lately I’ve been playing JRPGs made by Atlus, probably more than a Leaving Cert student should. I originally wanted to talk about Persona 4, then I played Persona 3, then Persona Q and it got to the point where I couldn’t let myself put together a good enough review on Persona 4 or 3 because they were no longer the thing I had the most recent memories with. Hence this review is on the last Atlus RPG I have currently played; Shin Megami Tensei: Nocturne. Heads up though, don’t buy the European version of the game. At least on PSN, you’ll see why much later.

When I first played Persona 4, I was pretty shit at the game. I died a lot because I brought a very different kind of RPG logic to the table. My friend jokingly wondered how I’d fair in Nocturne as Persona is considered to be more simplified as a sub series of Shin Megami Tensei, and Nocturne is considered a man’s man’s Shine Megan Tense game. Of course that was two years ago, since then I’ve become competent at how Atlus expects me to strategize in a RPG and I’ve been having fun doing so (Persona Q notwithstanding). Thus when the European version of Nocturne was on PSN for a measly 4 euro I jumped right on it to see how I fared. This review is the result of the 50+ hours I put into the game.

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-Dissidia Final Fantasy- Review

Super Final Smashtasy Brothers was a tad on the nose.

Ever wanted to play a Final Fantasy fighting game? Well here you go. Dissidia Final Fantasy was released for the PSP in 2008. Tetsuya Nomura started the idea off as a spin-off of Kingdom Hearts but decided to use Final Fantasy characters instead since apparently the idea of Disney characters fighting each other wasn’t too comfortable for them. Although the game wasn’t directed by him, Nomura did the designs for all the characters and worked along with the staff to make it appealing to a international audience. Did it work? Well, let’s see.

Warriors of…….zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

Ladies and Gentlemen, even in the realm of Final Fantasy, a fighting game like this is not going to have a plot worth diving into. Not like this game actually knows that, the amount of cutscenes in this game are fucking staggering. From Final Fantasies I to X, protagonists have been summoned by Cosmos (goddess of harmony) to defeat Chaos (the god of discord) and his team of Final Fantasy antagonists. However this war has been continuously repeated. Everytime a side wins the losing side loses the memories they had of the previous battle, take a long nap, and wake up when they are called back to the war. However Cosmos now wants her warriors to find their “crystals” which will give them the power to end things for good. Thus the warriors fuck off to wander around, have a tiny arc that doesn’t mean anything but drags out, get their crystal under convenient circumstances and watch their goddess die at the hands of Chaos. The warriors almost die, live thanks to their crystals, beat the shit out of Chaos and end to war. They return home and the game ends.

That’s skipping over a good deal I know but hear me out, I have quite a good number of reasons for telling the story like this besides it not needing to be in a fighting game. Firstly the story is split into ten main chapters, covering how each warrior gets their crystal. You only need to beat one of these stories to unlock the final chapter. Of course I did EVERY chapter and let me tell you how each arc can usually go.

  1. It’s a poor recreation of the arc that character had in the game they came from.
  2. It’s a arc detailing a underwhelming problem that character has and why we need them to fight their respective antagonist to get resolution. Problems include: Cloud not having a reason to fight, Squall learning how fight on his own….but with his friends (makes the same amount of sense in context), Terra for some reason losing control of her powers at times, Cecil fighting Golbez to prove how his friends make him stronger (ugh this shit sucks).
  3. A story that just has the characters go about, talk shit to the villain, have the villain talk shit to them which somehow gives them doubts, and then they fight after a resolution scene with the character by himself or with his friends.
  4. A poor excuse to overuse bad purple prose every ten seconds and/or repeat what the person just said using different words in a attempt to sound deep.
  5. A combination of the story sets I just mentioned.

Combine all that with the amount of cutscenes there are and you WILL get sick of the fucking story soon after the first chapter you play, especially since there are only 11 locations in the game for cutscenes to happen in. Now I know a lot of people enjoy this story, specifically for the backstory about the gods and how it serves as retelling of the Final Fantasy I story but JESUS it’s a fucking roundabout way of making that story have some kind of connection to this one. The story as expected, leaves nothing to cherish besides a few good cutscenes here and there but the amount of repetition and nonsense and prose and overall NOTHING to the narrative as a whole makes me VERY surprised that Nomura didn’t direct this game. Some of you out there may get some enjoyment out of it, personally I think skipping the story wouldn’t exactly leave anyone missing out on much. Hell, I would only consider the voice acting meh or passable besides a few exceptions; mainly the returning voice actors from other games and Golbez’s fucking awesome voice. Exdeath and Garland are pretty good too with their ham factor but besides them the rest most likely just didn’t get any good voice direction with their characters.

Now the actual fucking game

Dissidia is a 3D fighter with RPG elements. Each character has something that makes them unique and better than others in specific areas. Zidane is great at air combat, Onion Knight can perform light and quick attacks that can chain into more attacks, Cecil has the ability to swap between his paladin and dark knight persona’s for different atatcks, Bartz mimics attacks from everyone with different touches added, and Terra is a powerful spellcaster. That’s only some of the 20 different ways the game lets you fight so there’s bound to be a few out there that you enjoy.

However I said this game has RPG elements for a reason. Half of the trick to winning is having good gear, which follows the rules you’d expect. All your gear can be bought from the shop which is accessible via the customization menu. You can also use materials you get to trade for new items. The shop gets new stock via getting new materials and levelling characters up. The shop also lets characters power up with new materials; this lets them equip weapons from what you own that they normally wouldn’t be able to or increase their equipment slots. We also have accessories which, along with raising stats, also can have their effects multiplied. When you equip a accessory with a yellow-ish ring icon, if you equip items that say things like “When HP is maxed” or “When Level is 1-9” it means that any yellow ring accessories you have equipped will have their effects multiplied when their requirements are met. A good set up of these can really make things go well.

Levelling up does a number of things besides raise stats: You can learn new moves, skills and abilities as well as increasing your SP so you can have more of those abilities and moves on you at once.

In battle characters can lock on with the “L” button and jump/double-jump with “X”. Triangle is used for interacting with the environment, indicated by orange arrows appearing around the character. Using this you can do things like wall-run, grind on rails and dash across large distance. Pressing “R” and Triangle at once will have the character fly quickly towards what they’re locked on to. Circle is used for BRV (Bravery) attacks and Square is for HP attacks. BRV attacks drain the opponents BRV and adds it to your own. HP attacks uses the number of BRV you have to damage the enemy, reverting your BRV back to zero if it connects. When your BRV hits 0 it’ll regenerate to what it was when you started, the speed of which can be altered via different methods. BRV Break is when a BRV attack drains all of a character’s BRV, giving the person that attacked them a Stage BRV bonus. Obviously you don’t want your opponent to have this but when they do its countering time. “R” lets you block a BRV attack leaving your opponent open if you block successfully. Dodging is done by pressing “R” and “X” as well as moving in the direction you need to dodge.

Now if the opponent is close to winning there are ways of tipping the scales (lol).     EX Mode can be activated by pressing “R” and Square when your EX Meter is full. EX Mode gives the character regeneration as well as abilities unique to them but the best part is the EX Burst. Connect a HP attack in EX Mode and press Square again to do a EX Burst. During this you’ll do great BRV damage though this can be increased if you do what the game tells you to during it, which is different for specific characters. FINALLY there are also Summons which can be activated at will or during certain situations depending on whether they’re AUTO Summons or not. They fuck shit up in various ways, like tripling your BRV or swapping it with a opponents. You obtain Summons mainly through story mode so you’ll have to play a great deal of it to get a lot of them.

NOW if that sounds complicated, don’t worry you have the game to give you loads of good tutorials/tips and many battles to try different things out.

Time to move onto the different modes.

Story mode has you pick a chapter and then you go through 5 boards with that character. Each board has you move with DP (Destiny Points not Double Penetration) towards enemies, chests and items. DP is used to get PP and items at the end of each board, you’ll still be able to move without DP but you’ll be missing out on some stuff if you waste it by running from battles and getting DP penalties. Bonus DP can be gained by performing specific actions in battles like winning within a certain amount of time. The main idea of the board is to use your DP wisely so you get some good items by the end of the board. Board Skills are there to help you out too when you get them, which lets you do things like being able to lower the enemies’ health or heal before the fight begins. Its not the most interesting set-up, and its best you play Story Mode in moderation to avoid losing your sanity but the thing is not a lot is unlocked before you beat story mode. Beating this mode in itself can be a chore since the final chapter takes a LOT of levelling and good gear to clear but at least I can pick whatever character I want to play as during that.

Arcade Mode is you taking a pre-set character through a bunch of fights for PP and a couple of items, there’s not much too it even on the unlockable difficulties. Quick Match is self explanatory but since XP is determined by the enemies HP you can do some neat grinding tricks by beating a enemy that is high in LV but has a dumb AI thanks to you tinkering with the Quick Match settings. You have to unlock the ability to raise the enemies LV far above the one you’re currently at though.

Sadly the only thing you can do before beating the game is unlocking the playable antagonists via the PP Catalog as well as a whole bunch of other things there like new battle music during the post-game. PP is gained by winning battles, enough said. Villain characters I don’t generally use because they don’t have a board in story mode you can go through to get them stuff and XP, its Arcade Mode and Quick Battle only for them till you beat the game. Duel Coliseum is unlocked in the post-game, letting you fight enemies of different levels, earning you medals. Medals can get all sorts of different things when they appear in the Coliseum Deck but you can also just trade them in for PP when you leave the mode. After beating the game some Story Mode chapters open up. 2 of those chapters lets you get Shantotto and Gabranth as playable characters (Vaan isn’t here for some fucking reason, Gabranth is the only FFXII representative). The final extra chapter consist of gruelling fights against Lv. 110 characters (you cap at 100) then ends with a rematch against a overpowered Chaos. I’ve gotten to that rematch and cant fucking get past it, the fucker is next to impossible even with my Lv. 100 team of Zidane, Onion Knight and Cloud.

The Chocobo and Moogle Messages stuff are simply there to encourage you to play the game. The former lets you pick a chocobo that gives you bonus’ for battling while the latter gives you PP and items for interacting with it if you play the game once per day. Calendar bonus’ give increased payouts for battling depending on the day and what calendar you use which depends on what gamer you tell the game you are (which can be changed at any point). Completing Accomplishments and performing specific actions for Battlegen get you new stuff too. In Battlegen’s case it’s for getting a good chunk of all of the materials and you only have a chance of getting the material when the action is performed. Even then specific materials can only be created by certain characters with Battlegen.

Sweet mother of god, just fucking say if that game is good or not.

Look I’m going to cut myself short here because you probably get the picture by now. While there is LOADS of repetition in this game full of countless amounts of battles that one go through, there is loads of fun in picking my favourite character, in using tons of different means to make mine the strongest one, in turning the tides at the last second, in using strategy to get around a really tough opponent, and in unlocking all sorts of shit. I think you get the picture. If not let me put it this way; unless the in-game clock is somehow wrong (which I really, really doubt) I’ve spent over 90 hours on the game. And this does not surprise me considering how much I’ve played it since I got it nearly a year ago. It’s a fun handheld fighting game with a bunch of bells and whistles. I have my problems with how a lot of things are set up and the story is utter garbage but I had a lot of entertainment with this game specifically its post-game stuff. The remixed music is pretty nice too. Too bad its multiplayer is really fucking limited since there’s no online multiplayer, its only wireless local multiplayer. Who the fuck wants to play this with me? I found my copy for 10 euro in Gamestop, the digital version is a bit more expensive. If you have a PSP/Vita and are interested then go ahead and get it, I don’t think this one is just for Final Fantasy fans though the references to the series help a good deal when going into the game no doubt. Also might make the time I put into this game have some kind of slight real-world application if I get people to buy it.

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-TheAceAlucard

-Jak and Daxter: The Precursor Legacy- Review

Before the PS2 Naughty Dog were only known for making Crash Bandicoot before selling him off after 3 games and a racing title. Now let’s see the beginnings of the franchise on the PS2 where they did pretty much the same thing to it; 3 games and a racing title before abandonment.

Jak and Daxter: The Precursor Legacy was released for, as mentioned, the PS2. The developers wanted a to create a new and unique series for the PS2 to go along with its status as a new console. In 1999 while some of Naughty Dog were working on Crash Team Racing others were working on the game then known as Project Y. After a development period of nearly 3 years the game released in December 3rd 2001. Many of you already know I love the series, hell I named my dogs after the title character but can I recommend the first game after nearly 15 years? Well that question will be answered if you read. Or not, but if you’re here then I presume you have nothing better to do.

-When something goes wrong in the happy-go-lucky world of somewhere-

Jak and Daxter are two teens who live in Sandover Village. The former doesn’t talk while the latter doesn’t know how to stop talking. The two ignore the warnings of a cranky green eco sage named Samos and decide to take a boat out to Misty Island and explore for some reason. After arriving, they see two figures plotting with an army of Lurkers. The duo, worried by what they are seeing, prepare to leave, but are attacked by a large Lurker. Jak manages to destroy it using a barrel of Eco, but the explosion throws Daxter into a pool of Dark Eco. Daxter flies back out of the pit, transformed into an ottsel which is a otter/weasel hybrid thing.

They seek help from Samos who states that only Gol Acheron, the Sage of Dark Eco, could change Daxter back. However the other sages that could teleport them to him have mysteriously deactivated their teleportation gates so the duo will need to go on foot, using Power Sta- I mean Cells to get past the macguffin walls the game will throw at them. The game continues as Jak and Daxter learn that the Blue and Red sages of eco have gone missing and sure enough, the culprits of their disappearance turn out to be Gol and Maia. The two have been corrupted by Dark Eco and now wish to flood the world with it by destroying ancient silos full of them left by the Precursor Race long ago.

After making it to their citadel the heroes defeat the villains as they operate a Precursor robot, locking them within one of the Dark Eco silos with Daxter getting himself to accept his new life as a talking ottsel. They celebrate with the rescued sages, Jak fails at getting some from Samos’ daughter Keira, and then they discover a precursor door that can only be opened by getting 100 out of the 101 Power Cells. Upon doing so the team are greeted with a blinding light that is supposed to give us a sequel hook. The story is nothing noteworthy, I mean I skimmed over the mysterious precursors who have left pieces of their somehow more advanced old technology all across the land which includes an entire underwater city however we’re not given any more details besides that. The main focus is on, as you’d expect, the interactions between NPCs and such when getting Power Cells along with the game’s dialogue. Jak may not talk but the kid sure knows how to express himself otherwise, he has a lot more character than you’d think a silent protagonist could have. Daxter can get annoying to some and I’ll be the first to argue his humor is worse here but when his dialogue works off Jak it is great. And Samos’ crankiness is done right in a way that works without the player getting sick of him.

Animations and voice acting is all well and good. I’ve heard some people who don’t like the art style but the type of American cartoonishness they’re going for works to the game’s benefit in my book. The game has a amazing set of colors for locales and character designs that doesn’t make you get tired of looking at the game’s list of locations and NPCs.

-SUPER JAK AND DAXTER 64? BANJO KADAXTER?-

Yep, this game is a good old fashioned collectathon and a extremely well made one too. Completing tasks get you Power Cells either by using your platforming skills or by completing missions and minigames for the NPCs. Precursor Orbs are used to purchases Power Cells from NPCs and collecting all 7 Scout Flies in a area gets you a Power Cell. Jak can jump, double jump, punch, spin kick, roll, roll jump, perform a long jump and perform a uppercut punch. He can also do a spin kick in the air to gain a bit more time in the air before falling. Jak is also able to manipulate Eco to his advantage. Green Eco restores health, Blue Eco makes him run faster, break boxes in the vicinity, activate devices and attract collectables. Red Eco increases the damage and range of his attacks and Yellow Eco lets him shoot energy from his punches or from his first person view through his goggles. Not great powerups at all but still helpful in their own right and not always situational. Jak controls well enough with a small criticism being his movement speed although that’s easily circumvented via repeated roll jumping.

Overall getting Power Cells is a relaxing enough task, with enough variety to keep things interesting. The game has no load times, its one seamless multi-level world. You can use teleport gates to get around to the villages in when you need to. The details that I adore in this game include the ability to see different parts of the world from various locations and the dynamic soundtrack that adds instruments in certain areas. Speaking of which the soundtrack is good enough, well suited to each situation or locale but the stuff I consider really nice here is the relaxing tracks such as Sentinel Beach’s theme.

That’s more or less a good word to describe this game in general; relaxing. It’s in no way difficult and getting everything doesn’t require a guide, it’s something I also think you can do in a comfortable amount of time. Nothing is too strenuous and if you want to you can just stick with getting the 72 Power Cells to beat the game. You don’t even need all the Orbs to get 101 Power Cells but I get them anyway because it’s not annoying for me to. Again, this is just a relaxing game to play without dumping anything near a lot of time to do so, I can get to 100% in around 9 hours without practice easily. Yep, I recommend this game for those who want a great, well made collectathon that knows it shouldn’t make every area overly massive because it can. It knows how much and how little of everything it should have which includes stage length. Get the PS2 version of the HD version on PSN if you feel like trying it out…just not the Vita version for the love of god, that version is buggy as all hell.

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-TheAceAlucard

-Ratchet and Clank (PS4)- Review

Yep, we’re skipping over the PS3 games (for now anyway, it’s mainly because my ToD copy decided to freeze). Ladies and gentlemen after 2009 it became clear Insomniac Games were running out of ideas for their franchise. The game before this one had only 5 planets for god’s sake. Then they got a movie deal for a retelling of the plot of the first game. So obviously we need a game tie in. That’s where a re-imagining of the original Ratchet and Clank for the PS4 comes in.

Ratchet and Clank was released last week this April, with the US getting it a good deal earlier and Europe getting it earlier than us in Ireland. At the time I’m writing this I’ve yet to watch the film. The game was in concurrent development with Rainmaker Entertainment who are behind the film adaption. This lead to there being shared or at least touched character models, environments, animation and some writing between Insomniac and Rainmaker.

I was happy enough to see this kind of direction be taken, and if there was any game that needed fixing it was the first one. Retool the characters to be in line with their less asshole sides from the future games, add upgrade systems, some sexy visuals and new stuff…..instant sell for me. One thing that was odd was how it was a PS4 game being sold for 45 euro. I immediately thought back to the last game in the series which was sold for 30 euro for a reason. There were reassurances this was done to throw back to the original games’ price but I was still uneasy.

“The game, based on the movie, based on the game”

For the sake of this being a recent game/recent film I’ll not bother with a plot summary, especially since it’s just a revamped version of the first game’s plot with some new faces with the Galactic Rangers and Dr. Nefarious there for fanservice. The plot is what it is and that’s all I can really say.  I feel I can’t discuss much for the plot here, especially since part of it as a whole is in the film. Fair Warning: This isnt going to be very long. Once again Ratchet can do everything he could from before so the new things are the things being talked about.

The aiming system is the same from Deadlocked and Into the Nexus, for some reason it was dropped after Deadlocked until the previous game. Also returning from Nexus and ToL is Raritanium. You can find it from hidden ores that you can break open or get it as a random drop from enemies and can use it to upgrade a weapon’s various stats like Range or Rate of Fire. This system, since its introduction in ToD, has always bothered me as it made leveling a weapon up only increase its power but its grown on me considerably although in my opinion getting Raritanium seemed a tad harder here from what I’ve played.

New to the series are Holo-Cards. These cards can be found in packs of 3 or from enemy drops. They all contain images and info on stuff from the series however when you complete a 3 card set you geta increased drop rate for more Bolts, Raritanium or Cards. Completing a Weapon Deck lets you buy its Omega version in Challenge Mode. There are also 9 RYNO cards in the game, find them all and you get this game’s RYNO (game breaker). The best part is you can get the RYNO right before the final two bosses in case things weren’t easy enough for you. I find the Cards to be a nice addition, especially for a fucking fanboy and collecting all of them is pathetically easy in Challenge Mode. Gold Bolts in this game aren’t just used for screwing around with cosmetic stuff and concept art, it’s now used for CHEATS. Want the game at a higher speed? Infinite Ammo? Invulnerability? Granted those last two can only be done right before the final boss but these things don’t turn off Playstation Trophies, they only turn off XP. This makes getting 100% in Challenge Mode a good deal easier and can help you scrubs nuke the final boss faster.

Now…for the downsides. There’s no Arena Battles. No Armor. This game takes a lot from earlier games but not those two for some reason. In fact out of the Weapons you can buy only TWO of them are unique to this game. They’re great weapons (the Pixelizer is fucking amazing) but c’mon only 2 new weapons? Really? In terms of this game being a reboot there is a lot of level design and structure taken from the original. While there is new additions around 70% of the game is better looking versions of the original areas. Speaking of which this game looks fucking fantastic, this game shows how well the PS4 can do more cartoonish environments spectacularly. However like the previous game it only runs at 30fps instead of 60fps. However I’m more okay with that choice here since Nexus LOVED to fall UNDER 30fps while this game has it more constant and uses motion blur as a cover up.

The game is longer than the incredibly short Nexus and Quest for Booty with about 12 planets. I ended up completing it within around 9 hours. In Challenge Mode, since you’re skipping all the cutscenes, you’ll end up with a pathetically short playtime for each run onwards. Speaking of cutscenes the uses both clips from the film and in-game cutscenes. It makes the game feel more like a tie -in game with these clips playing in between the gameplay segments, and the quality of cutscenes with NPC’s aren’t very good quality. The humor is more of what we’ve already seen, with good Ratchet wit….mainly from the cutscenes that are clips from the film. The in-game dialogue is probably the blandest in the series, especially outside story events but even those are a good deal on bland side. Voice acting is great stuff but I can’t stand the one’s for Cora and Victor Von Ion. No they don’t use Stallone for his game counterpart. Ratchet isn’t the jerkass he is in the first game obviously and impressively sounds a good deal younger in his voice acting. We have Captain Qwark narrating the game which is absolutely a great decision. Some of the things he says is obvious stuff although its played for laughs most of the times he does it.

Upon completing the game and getting all the Gold Bolts you can unlock the Insomniac Museum again which is a lot…shitter than its previous entries. It’s just fan service over cut content with some Japanese Ratchet and Clank stuff in there for good measure. At this point Insomniac could cut me a break with the fanservice, this isn’t exactly a series that forgets it’s a series. The soundtrack is decent, I find the first game’s soundtrack to be a lot better but there are some great tracks in here.

In Short

The game is great, but after all the games in the series I’ve played I wanted a lot more out of it than what I got and I feel there’s things missing besides the aforementioned lack of armor and arena challenges. Maybe I’m just sick of the series or disappointed for the wrong reasons but I can still recommend the game, it’s not difficult in any sense and has a immense amount of things going for it. It did what it set out to do I just would like a lot more than what was there but the great fun I had is fun I wanted from this series for at least nearly 3 years. I would say it makes me look forward to the film…that is until a bunch of not-good reviews of the thing started popping up since yesterday. Oh fucking well.

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-TheAceAlucard

-Ratchet Deadlocked- Review

 

Ladies and Gentlemen, in every franchise there comes a time of trial. At this point Ratchet and Clank started the trend of spewing out a game every year and a half or so. Now the previous games were of unquestionable quality. However, we have in our hands what may be the first outlier.

 

Ratchet OwTheEdgelocked was released for the PS2 in 2005. Europe once again got a title alteration in the form of Ratchet Gladiator, although I haven’t bothered to check what innuendo or inappropriate phrase “deadlocked” is. Strangely enough when searching for development info on the game next to nothing turned up. Probably appropriate because to a lot of people this game just…”exists”. It apparently got enough attention to garner a digital only HD remaster but we’ll get to THAT later. The game got some positive reviews from critics overall not as much as the previous games though. Although this is a little early to mention, the lack of Clank as a playable character was apparently a point of contention….WHY? I’ve barely mentioned his sections in previous reviews for a reason, I didn’t find them entertaining when they bothered to show up. Enough review stretching though, this isn’t going to take very long.

-ALL HAIL RATCHET, HEROES RISE AGAIN-

I kid, people make complaints about the darker plot but it isn’t REALLY “dark”, it doesn’t come close to feeling like it has edge shoved down your throat in the actual game in fact this is probably one of my favourites when it comes to Ratchet and Clank humour. Let’s begin.

Ratchet, Clank and a mechanic named Al (that I never mentioned in previous reviews) have been given command of the Starship Phoenix. The crew get warned by Sasha that Dreadzone; a show broadcasts gladiatorial combat in lawless regions of the galaxy, have been kidnapping heroes and forcing them to kill. Soon after Ratchet and his friends get boarded and kidnapped by Dreadzone thugs. Ratchet wakes up later finding that he’s been forced into some cool looking combat armour with no hole for his tail, and I’m not kidding about that he nearly flat out fucking says where it’s been stuffed. Soon after being forced into completing a “qualification course” he meets Gleeman Vox, the creator of Dreadzone. Long story short Ratchet is forced to compete in DreadZone, and is fitted with a Deadlock Collar which will explode if he becomes uncooperative or boring. If you’re wondering how Dreadzone is able to broadcast such “sport” on intergalactic television then you’re not running with the joke and somehow manage to not get why the station’s name is “Vox”.

Look I could get into more detail with some of the smaller scenarios but I don’t really NEED to. By the end the team compete long enough to find a means of shutting down the entire hero containment station as well as defeating Vox. The in between stuff is the great humor, most of the cutscenes don’t have much relevance to the plot but are fucking hilarious either way. Special mention goes to the news crew that comes up with creatively outlandish tales of Ratchet and Clank’s “true” nature, which includes Ratchet being a crime boss, selling cigars to children, getting drunk and crashing a oil tanker onto a bunch of baby alien equivalent of seals. Sure the game gets dark on occasions but overall don’t serve much of a purpose than to justify the change in direction. There’s this character named Ace Hardlight who is Dreadzone’s current major star who is losing popularity and appears on occasion to play up how much of a big deal your battle with him will be but once he gets defeated he brings up how he was corrupted by Vox before passing on for good from the plot and that’s it. Look I’d be complaining a lot more about the lacking of any major plot changes if the writing wasn’t so great. With that out of the way let’s get into what was really altered: the Gameplay.

-OBLITERATING EVERYTHING THAT’S NOT YOUR FRIEND-

Ratchet controls similar to how he used to with some changes. He automatically strafes when a weapon is equipped and now fires at whatever that camera is aimed at meaning aiming is more of a active thing now. Ratchet is now accompanied by two combat bots that fight with him and can be commanded to do things whenever the game forces you to make them to progress. They suck, they die a lot and getting upgrades for them only serve to delay the inevitable: they die and you need to command them to…rebuild themselves. There are only 10 guns in the game, a good deal fewer than usual but the weapon system has been altered a tad. Weapons can go up to Lv. 10 and can now be fitted with mods:

Omega Mods- Purchased through the Weapons store, these can add secondary effects if the weapon is compatible. Examples include Shock, Napalm, Acid and Morph mods.

Alpha Mods- Gained through leveling a weapon up which increases the amount of Alpha Mods it can hold and adds a new one. These I don’t generally mess with since the once the game puts on for you work with the weapon well enough, but in Challenge Mode the Weapons Vendor starts selling these along with XP Mods which help immensely in getting weapons and health to max.

The game is now set around completed missions in campaigns to unlock new campaigns on new planets. Most missions revolve around straight up shooting with platforming, vehicle missions and boss fights thrown in sometimes. Hence the game has quite some repetition and often times I hear people compare the game to what if the arena missions from previous games were turned into a whole game. I disagree with that comparison, I feel the game does change things up enough to make you forget the amount of combat there actually is and the fact that there are different visuals in the form of new planets help though a lot of the places have very little color due to fake edge. Plus this game isn’t as long as the others in the series so things don’t drag for long at all. From the start you can now select what difficulty you wish to play in which can be changed at any time and only affects what character skins you can buy with Difficulty Stars you get when completing missions.

Like Ratchet and Clank 3 the in-game economy is extremely lenient, especially since you get cash for completing missions and getting skill points in this game. You can blow through this game rather easily, the only major challenges being the final gauntlet followed by the final boss. For some reason though there’s no armor system in this game. Challenge Mode returns, and with it comes more powerful versions of your weapons that let you go to LV. 100 but its easy as hell to rack up levels and the power boosts when leveling up are smaller. Hey, at least when you reach Lv. 100 the weapon’s projectiles become rainbow powered.

-More multiplayer!?-

The online multiplayer returns with a couple of new modes. It met the same fate as the R&C3 multiplayer but when I tried to play some matches on the HD version on PSN NOBODY CAME UP. Apparently nobody cares about it as much as the one in R&C3 where I actually did get some matches. I suppose the online multiplayer is dead so let’s talk about LOCAL CO-OPS. 2 players killing everything in sight. You both share the same weapons and ammo meaning both of you cant hold the same weapon but it’s still fun to break the game with “teamwork” since when a player dies as long as one is alive the dead one will respawn. Too bad the co-ops is only local multiplayer though.

 

-What did I mention earlier about a HD version?-

I did mention a HD version. And it’s amazingly terrible. All of the cutscenes that aren’t prerendred have glitches galore which you can easily find on Youtube. Some are funny but most are not and its fucking unbelievable how messed up this port is. Thankfully the actual gameplay is free of glicthes…most of the time. In fact my most recent playthrough had a glitch where I got a skill point from a planet I wasn’t on yet. Special mention goes to the fucking slowdown when a lot of things are moving on the screen which happens more times than it should. Basically if you can find a PS2 copy that’s cheaper than the already cheap HD version then you should get that unless you want to see a poor excuse for a remaster.

-So does this game have quality?-

Might be nostalgia talking but I still find this game to deliver in the Ratchet and Clank fun I look for despite the repetition. The soundtrack isn’t memorable at all though and I can go outright and call some tracks just crap for trying to fit with the game’s fake edge. Same goes for the aesthetics although there are a couple of exceptions but I noticed a few reused assets from R&C3 on occasion. One thing that really gets on my nerves is the in-game commentary by the news crew that gets repeated REALLY DAMN FAST. Overall, the game is completely skippable but it’s not a long game. Its something I can at least still have some good fun with and not take a lot of my time doing so.

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-TheAceAlucard

 

-Ratchet and Clank 3- Review

 

….what? I don’t have anything better to do.

As you know from my last review Ratchet and Clank 2 was great. So a sequel came out a year later in 2004, with development being heavily revolved around rigorous testing and fan input on what problems could be fixed. The game would be known in the US as Ratchet and Clank 3: Up Your Arsenal while once again Europe were not able to handle the disgustingness of such a subtitle and just left the game without it. Now let’s see how the 3rd entry in the series changes what the first two games established.

-Plot….what? I ran out of ideas-

Ratchet and Clank are playing intergalactic chess in their apartment (as all great stories generally start). They also watch some Secret Agent Clank, a show Clank managed to get for himself with Ratchet as the chauffer. Afterwards they turn on a newscast showing Solanna (R&C1 galaxy) being caught in a massive war against tyrannoid invasions commanded by one robotic Dr. Nefarious. This includes Ratchet’s home planet so he immediately drags Clank onto his ship and the two make their way back to Solanna. Upon arrival Ratchet is reluctantly put in the position of sergeant of the Galactic Rangers; who mostly consist of rather pathetic and humorous robots who need Ratchet to constantly bail them out of trouble. I’m taking this as the reason they didn’t show up to fight Drek in the first game or they were on sabbatical the entire time.

Ratchet and Clank are greeted with a transmission from the Solanna President after taking out the tyrannoids on Veldin, who (while giving credit to Clank thanks to being a fan of his show) tells them to go after the man who defeated Nefarious once before…Captain Qwark. Qwark incidentally managed to escape his “employment” at Megacorp and made his way to the Florana jungles. By the time the heroes catch up with him he is completely feral and has about as much coherent thought as his new monkey friend Skrunch. Ratchet takes him to the Starship Phoenix under command of Sasha, the president’s daughter. After having a orgasm over all the Starship’s features (you will too) Ratchet begins his fight against the tyrannoids. After Ratchet gets Qwark’s memory restored via playing one of his “historically accurate” videogames in front of him, Qwark creates the “Q-Force”, a team of “elite” soldiers working against Dr. Nefarious, and assigns Ratchet a new mission to infiltrate Nefarious’ base and acquire as much information on Nefarious’ plans as possible.

Wondering why someone like Qwark is given command? Its played for laughs mainly, the guy isn’t the asshole he was in the last two games with his new character playing off humor similar to the Behind the Hero videos about him. It’s a great change, one that later games would continue to play off in different but similar ways.

Ratchet and Clank eventually arrive at Planet Daxx and learn about something called a Biobliterator, but not what it does. They also find a music video by Courtney Gears (har har), which tells robots to destroy organic lifeforms. Courtney Gears kidnaps and hands over Clank to Nefarious after the heroes make a attempt into investigating Nefarious through her. Nefarious present Clank a ultimatum: Help him conquer organic lifeforms or be a disgrace to his robotic brethren. Unbeknownst to the player and Ratchet, Clank refused causing Nefarious to replace him with a evil twin named Klunk while holding Clank as prisoner. Ratchet and Klunk. Ratchet, with Klunk, then follows up on the Bioblierator on the Obani Moons. While helping them access the third of the moons, Skidd, another member of the Q-Force, is kidnapped by Courtney Gears. Ratchet enters the third moon to save him, but is too late as Skidd gets transformed into a robot. Ratchet defeats Courtney Gears and later infiltrates Nefarious’ Star Cruiser with Qwark.

When Ratchet arrives, however, he discovers that Dr. Nefarous lured them to the ship as a trap, and he activates the self-destruct system before teleporting out. Qwark says he may have found intel and, much to Ratchet’s dismay, Klunk asserts that they must leave him behind. The duo escape as Qwark is left to die in the exploding cruiser. After a humorous funeral scene, Ratchet is fighting off yet another Tyhrranoid invasion in the city of Metropolis. Nefarious uses the Biobliterator to turn the helpless citizens and Tyhrranoid invaders alike into robots. Before Ratchet can attack him, Dr. Nefarious escapes the city and Klunk attacks Ratchet. After defeating Klunk, Ratchet and Clank are reunited. They discover via looking into the star cruiser’s crash site and playing a blacklisted “historically accurate” Qwark videogame, that Captain Qwark is still alive and is hiding at his secret hideout after he survived the self-destruct via escape pod.

I haven’t been mentioning the backstory between Qwark and Nefarious shown in the Qwark videogame segments. The two used to be in the same biology class (with Qwark being 26 at the time) and years after Qwark stops Nefarious’ amoeboid attack he accidently knocks him into robotizicing machinery which turned him into the robotic doctor he is today.

Back in the present day Qwark refusing to fight because he doesn’t want to die and Ratchet and Clank begin their final assaults on Nefarious. They destroy the Biobliterator only to find it to be the first of two and the weakest one, with the final one being held at Nefarious main command centre. Ratchet and Clank arrive at the command center and confront Nefarious, but before they can defeat him he teleports inside the Biobliterator, which transforms into a giant, heavily armed robot. Having regained his bravery, Captain Qwark flies in to fight alongside them and they engage in aerial combat against Nefarious and the Biobliterator and defeat it. The Biobliterator self-destructs, and Nefarious and Lawrence (his butler) are left stranded on an asteroid after attempting to teleport away from the explosion. The ending fades to the Q-Force and their allies watching the premiere of the latest Secret Agent Clank holofilm.

The story, despite having some more meat, is about as good as R&C2’s. The humourous and quirky dialogue is back and better than ever, with Dr. Nefarious being so good at his job he returns as a villain and later a protagonist in 2 more games.

 

 

 

-How to use a Ratchet again because this one is different to the other ones-

Sort of. Ratchet can do everything he could before so we’re solely focusing on the gameplay changes made to 3. What your XP gets you in this game is a bit different. Ratchet starts with 10HP which can go to 100 (200 in Challenge Mode). His weapons can now be levelled up from V1 to V5, gaining mods and powerful additions each time, with V5 giving them the most destructive upgrades. Because of this, Ratchet’s weapons can get extremely powerful, so much so you can beat the game without buying more than a couple of guns. The guns in this game are probably some of the best in the series in terms of power and even if they seem weak, all of their V5 states cause utter destruction and the last two planets in the game give out large XP amounts. The Starship Phoenix allows you to test weapons before purchase so you can determine whether or not you think it’s worth buying but if you know what you’re doing in this game you can buy just about everything. There are 2 bonus crates you can come across also; the Jackpot crate which temporarily doubles XP and bolts and the Inferno crate which makes Ratchet temporarily immune to damage and make all of his melee attacks kill in one hit.

The in-game economy is the least strict in the series, rivalling only Crack in Time. You get a LOT of bolts in this game, particularly when doing optional things and there is no more bolt paywalls. There’s no Hoverbike races or Ship Battles; there’s just Arena Challenges, Sewer Crystal Hunts and Ranger Missions. Arena Challenges work like they should with some platforming challenges thrown in to have something else to do there as well. Sewer Hunts are…something else. On Planet Aquatos you can go into the large system of pipes filled with Amoeboids and get Crystals for 2,000 bolts each. There are 101 Crystals in there. However you can’t fully explore the place without the Gravity Boots and Treasure Mapper (just to see where the fucking Crystals are on the map of the huge place). Not to mention there’s extreme fucking slowdown in the place. I don’t know whether or not it’s the enemies that cause it or why its in the PS3 version but jesus christ the place is nigh unplayable to go through with the speed it runs at the deeper you go in. The Ranger Missions are a set of missions that generally involve defeating enemies or using vehicles that come up on certain planets. Some are mandatory, some are optional that get you new items, but they all give you cash payouts and that is good. Something to mention is that Arena and Ranger stuff all refill your ammo after starting a mission which is great for saving cash.

The Quick Select now has 2 rings for storing weapons and gadgets. Also you can now change between that last 2 weapons you’ve use by tapping triangle instead of just the last weapon you used. A new series staple is the Swingshot (or Hypershot) activating automatically when you jump towards a target so there isnt a reason to keep it in the Quick Select anymore. Also Gadgets are rather barely used in this game with one gadget only being used in ONE PLANET. Items in this game to give Ratchet some need tricks; like a spare health refill in case he runs out or two of the items from R&C2 being combined into the Bolt Grabber V2 which can get loads of free cash from breakable objects extremely fast because of what it powers up.

Clank sections are back, working as he used to now guiding a monkey with a banana shooting gun as well as the Gadgebots. He’s controlled 3 times so it’s not worth talking about. Same goes for the Qwark Vid-Comics where you get to play…functional (I guess) 2D platformer sections. There are 5 and they’re all mandatory. They’re decent enough and you get a good deal of cash for doing well. They can even be skipped in Challenge Mode. Overall the differences this game brings are enough to justify itself as a sequel. The only time you should ever fail is when the enemy manages to get the better of you and not due to lack of power. The last couple of areas final boss are good challenges though even when you’ve been breaking the game in two with all your V5 weapons and equipment. It’s a great example of R&C gameplay and has obvious input from people’s complaints from the first two games, if a little lacking in the pure platforming department (Qwark Vid-Comics aside) with some planets just being a battle fest.

-Um, what? Multiplayer? Fucking hell-

Yep this game has ONLINE PS2 MULTIPLAYER. Predictably due to the set-up required you wouldn’t be using this for much more than local until the Playstation Network allowed use of the online multiplayer in the HD port. Its decent enough, with some Deathmatch, Capture The Flag and Siege modes. It’s nothing worth explaining in detail, I don’t tend to play it too often but it isn’t a ghost town in terms of people that are using its online these days. At least I think so from the little matches I played. Just don’t expect too many original assets, there isnt even any new music for this mode from what I recall besides the menu music. I imagine something like this paved way for a lot of what we know as today’s console online multiplayer with a number of features you’d be surprised for a PS2 game to have, that and I never played too many PS2 games WITH online capabilities. Might look into that sometime.

-Sooooooo…-

Presentation wise the game is good but I much prefer the aesthetics of R&C1 and 2. This game doesn’t have as much colour then the others and its soundtrack isn’t the best in the series. It’s not bad by any means and still works well but it’s not terribly good either. Maybe it’s just the kind of tone they were focusing on but it is very hard for me to remember music from 3. A few planets make a return from R&C1 with completely different aesthetics and level design but, with the exception of Aridia, have the same tracks from R&C1 although in Aridia’s case the planet looks NOTHING like the original so there wasn’t a reason to even use the same name.

Overall the game is about as good as its predecessor in my book although I can see why the changes it has have people call it the better game. It’s just rather easy for me to blow through at times but the humour is great stuff and its probably the most accessible R&C game. Pick it up along with its predecessor for your PS2 or PS3 although the graphical oddities in 2‘s HD version make reappearances in 3‘s HD version.

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-TheAceAlucard

-Ratchet and Clank 2- Review

 

Got some things to explain. Why the second game? Because the first game is aged shit. I COULD NOT play it again for the review and it only sets the basis for this game, while this game sets the basis for the ENTIRE SERIES. I’ve decided to skip ahead to 2, and I’ll explicitly explain to you exactly why soon.

-How the series went from decent to awesome, R&C1to R&C2 –

Ratchet and Clank was released in 2002 by Insomniac Games for the PS2. It was a action-platformer that had a large focus on using ludicrous weapons and gadgets to get through various sci-fi planets. However its design choices were detrimental in it being as aged as it is compared to the other games. Combat could get clunky, you could only get a max of 8 hit points, you needed to be a absolute hoarder of cash to get anywhere, difficulty could get obnoxious and weapons were EXTREMELY situational most of the time. There was a weapon named the Taunter that did nothing but make noise to, as the game puts it; “lead foes into traps”. Basically you either wasted your money on it or spent more money to get a mine weapon that complements it in only certain situations. Worst of all for a good chunk of the game the two main characters were the EXACT OPPOSITE of what you’d want out of partners. Ratchet acted like a typical teen who sounds like a surfer “dude” who’d use worse like “tubular” whilst Clank was just a textbook nerd who was prudish and stuffy as all hell. The two had no chemistry for most of the game and were not enjoyable heroes to be stuck with which is one of the worst things you can do. The game isn’t terrible or even all that bad, it has some good things about it that I do love but I can find those in ANY other Ratchet and Clank game.

Luckily the game managed to get enough praise to have a sequel start its development 5 months after the first game’s release. And HOLY FUCK did they fix EVERYTHING.

-NOW THE AMAZING PART-

Ratchet and Clank 2: Going Commando (Locked and Loaded in Europe, apparently we can’t handle nudity jokes) was released in 2003 and is one of the best examples of a sequel overtaking its predecessor in every way. Everything about the game’s development says they wanted to fix criticisms of the first game and add a few “big ideas”, things that would add to the game’s “Wow-factor”. And they did for the most part. Mention must be given to them specifically fixed the personality of Ratchet before I begin the plot synopsis. He’s grown up more or less, now able to take charge in stressful situations without being impetuous and cocky. As well he’s less of a dick and is more friendly to Clank.

So without further ado, LETS FUCKING DO THIS.

The story starts off nearly a year after the first game where Ratchet and Clank are having a interview on the TV show Behind the Hero. The two state that after all the praise and festivities they’ve started living a uneventful life again, with Ratchet explicitly saying “No one needs a hero right now”. A corporation head watching from a entirely different galaxy disagrees and teleports the duo to a space carrier. The man introduces himself as Mr. Fizwidget, founder of the Megacorp company an extremely powerful corporation that manufactures every product in the Bogon Galaxy. He requests Ratchet’s aid in retrieving a biological experiment that was stolen from the megacorperation by a mysterious thief. Ratchet almost immediately accepts with Clank being hesitant…that is until Fizwidget tells them the rewards of the job; a penthouse suite, a job as Megacorp accountant and a robotic masseuse. Clank agrees immediately after . Ratchet is then given combat training and a new body armour (complete with helmet) on the 2 week trip over to the new galaxy. After failing to stop the thief’s escape from his flying lab Ratchet begins his journey after him during which Clank gets kidnapped from his apartment and held as hostage by the thief. Ratchet rescues him and the two eventually manage to track down and recover the experiment as the thief makes his escape. After heading to the rendezvous point on a abandoned mining planet, Fizwidget accidently lands on Ratchets ship thinking it was “a little debris on the landing pad”. The old man waves it off stating that “Its insured!”. He retrieves the Experiment and offers the two a ride on his ship but accidently ejects them out after attempting to turn on the radio. The two fall into the inner abandoned mine, Clank assumes Fizwidget kicked them out on purpose but Ratchet decides to give him the benefit of doubt as a easily distracted old man. They make their way out of the mine but are held up by the thief. The thief unintentionally knocks off his own mask (by humorously slipping off the top of his ship), and it is revealed that “he” is actually a female Lombax named Angela Cross. Ratchet states he doesn’t have the experiment, which she states has put the galaxy in danger.After finding a way to repair their ship, Ratchet and Clank discover on a couple of Megacorp research and development facilities and that Angela’s claims are true, as the Experiment is revealed to be a dangerous predator that Megacorp intends to market as a pet.

They try to persuade Fizzwidget to destroy the experiment on a number of occasions but fail due to the man’s convenient incompetence. The experiment now dubbed the “Protopet” is now being cloned and shipped across the galaxy. The team decides to head to Megacorp Headquarters to halt the cloning of the experiment where Qwark happens. They discover that Captain Qwark, the disgraced superhero from Ratchet & Clank, had disguised himself as Fizzwidget and planned to release the protopet from the beginning in spite of its hostility, so he could save the galaxy from his own threat and restore his reputation.

To be fair to the game this isnt what you’d call a left field end as videos appear in the game explaining what happened to Qwark after Ratchet and Clank stopped him from assisting the main villain by taking him out. Qwark was arrested after selling fake gadgets to people under a false identity and was charged with paying a extremely high sum to the recipients of the defected products. He attempted to flee custody, got arrested and escaped by flushing himself down the prison toilet. He attempts to use a “Helix-o-morph”, a gadget Angela designed to repair the genetic flaw in the Protopets that causes their aggression, and zaps the original Protopet, but it malfunctions, mutating the protopet into a gigantic, vicious monster that swallows Qwark whole. After Ratchet defeats the giant Protopet, Angela and the real Fizzwidget arrive on the scene, with Angela explaining that Fizzwidget had been tied up in a closet the whole time. After spitting Qwark back out, the giant Protopet is changed back to normal once Angela retrieves the Helix-o-morph and fixes it by putting the batteries in the right way. With this the device is hooked up to Megacorps TV transponders allowing it to fix all of the Protopet clones, ending the game with Qwark being forcibly signed on as a test subject for Megacorp products including the…crotchitizer.

Well as you can probably tell this series goes about things with a generally humorous and quirky narrative (I sadly cant sit here listing examples so I cant really do it justice) which is much more enjoyable thanks to the better character in the main protags and well as, for the most part, good characters in general. And trust me I did cut a lot out of the synopsis including all the Thugs-4-Less scenarios which I love. Fun fact: despite Angela being a female of Ratchet’s species absolutely NOTHING happens between them and it’s great because she has a good deal of personality which is why they never used her again. It’s what it needs to be for a Ratchet and Clank plot, I’m not expecting anything deep and intricate from a series that loves having fun doing ridiculous things with its weaponry. Voice acting is good, with James Arnold Taylor taking on the role of Ratchet…for good, even up to this year’s game and film. It’s a bit odd hearing his first go at the role though he sort of fluctuates, sometimes making Ratchet sound different on occasion at the beginning.

 

-How to use a Ratchet (lololololololololol)-

Let’s start with what the original game introduced. Ratchet can run, crouch, jump, double jump and do a combo with his wrench on the ground. He can do a overhead swing with the wrench and toss it while crouching. Weapons and Gadgets are selected by holding triangle to bring up the Quick Select. Here you can choose which weapons or gadgets you wish to equip without having to go into the Weapons menu to equip them. The game doesn’t pause in the Quick Select menu, and you need to pick which ones that are in it in the pause menu. Firing the weapon is done with circle and double tapping triangle swaps to the last weapon you held. Ratchet can also glide with Clank (in the original he needs to upgrade him first) and perform a long jump forward and up with him. Bolts that drop from breakable objects or enemies can be used to purchase weapons or get past paywalls the game throws your way sometimes. Gadgets are used to manipulate specific things when needed, like a Swingshot for the swingshot targets. They sound situational and they REALLY ARE, especially the last gadget which you only use 2 and a half times since you get it near the end of the game. What’s worse is that there are two items that conceptually do the exact same thing: Infiltrator hacks stuff with a minigame and the Electrolizer activates stuff with a minigame, not to mention the access points for each look similar enough.  Clank sections return…in two areas where you perform a decent platform challenge whilst commanding robots to do shit for you. Nothing worth mentioning really, Clank sections sort of stay like this until Crack In Time so meh.

Now the new things and get into the problems afterwards. The game adds XP meters for both your weapons and health. Every time your heath XP is maxed your heath increases. Including Nanotech Increases you can find your health can go all the way up to 80 HP just from 4 HP. This is not only better than the original game its also important since enemies can start doing more than 1 HP of damage. Luckily you can now buy armour in this game, decreasing the damage you take. Sadly the armour system is introduced right after you repair Ratchet’s ship which is about nearly a third into the game which is rather late. The weapon’s XP allows it to permanently transform into a stronger version of that weapon when filled. The amount of things your quick select can hold has been increased. A very useful addition is strafing with L2, which allows you to aim MUCH EASIER than the last game. You can even lock on to enemies with weapon mods (which is rather stupid). In the first game you had to pray the weapon had some kind of target indicator which would angle the shots because you have to move Ratchet to aim. Additional means of acquiring money has been added, there’s now Arena Challenges, Hoverbike Racing, Crytal Searches, and Space Combat Missions as well as optional boss fights. The mods I mentioned earlier can be bought with Platinum Bolts which you might find looking around the planets, they don’t do too much so you don’t have to get them but they’re nice enough to have like a Acid or Shock Mod. There is even a weapon shop that lets you get back R&C1 weapons for no cost if you purchased them on a R&C1 save file, meaning you get free weapons if you have. This game also introduces the Charge Boots as a means of moving faster, which you get after finding the Hoverbike Race track on the Megacorp Games planet.

The New Game + that lets you replay the game with all your stuff and stats has been tweeked into Challenge Mode. Here you have a bolt multiplier that increases each time you kill a enemy and decreases when you take a hit, letting you get insane amounts of cash very fast. This lets you buy the million bolt arm or the RYNO II; a insanely powerful rocket launcher that breaks everything. Any weapons that have their XP maxed out can be repurchased in their MEGA state, which also comes with ANOTHER XP bar to fill making it even more powerful after its full.

Introduced in this game is the Insomniac Museum which unlocks after getting EVERYTHING in the game. Or you can do this quite deliberate and easy to pull off glitch put in by the developers to get there from a secret teleporter Silver City. The Museum showcases a bunch of cut content, gives you immense amounts of behind the scenes and game info as well as letting you mess around with all kind of cut stuff or developer tools. It’s one of my favourite parts of the game just for the pure fun of messing around and learning neat stuff from people who had a fun time their game.

 

-Issues may include…-

OK I’ve blabbered about good things long enough let’s get into the reviewer clickbait: THE PROBLEMS. Firstly the Space Missions are crap design-wise. The controls are simple enough however you’re in a spaceship with full 360 degree movement instead of only need to worry about turning, rising and descending. The ships you’re against go everywhere and are much more accurate than you are, in the time it’ll take for you to find them you’re already taking a bunch of potshots. You’ll be mashing R2 to straighten the ship constantly to get a good idea of where you reside in the area. Basically look up one of the missions on Youtube (I can’t be bothered, no good examples came up on my first search) and see for yourself how clunky things are. Luckily there are only 4 mandatory missions but 2 of them REQUIRE upgrades in order to accomplish the mission without failure, which means getting Raritanium from earlier space missions and buying better shields and weapons at Slim Cognito’s later in the first third of the game. They do give great payoffs and a few of them arent combat orientated.

One of my main issues with the game is the tad unbalanced in-game economy. It means that if your not hoarding things can get troublesome. Let me explain. There are a lot of weapons in this game that, while good for taking different approaches, only serve to waste a lot of your cash when it comes to boss fights where dealing damage is everything. The game has QUITE a number of weapons that are useless in terms of damage as well as throwing good weapons in the vendor right after a few crap ones. With the occasional money paywalls and armour that you’ll need to buy, don’t be surprised that you’re going to have to grind if you bought whatever came up in the shop, not knowing how ineffective it is. R&C1 had this problem too but in that game enemies didn’t take “damage” as much as they took “hits” so many non-situational weapons were still effective from beginning to end. Here the stats matter and weapons like the Lancer or Heavy Lancer lose their use before you get halfway into the game. GET the Mini-Rocket Launcher and Bouncer weapons before deciding on anything over 20,000 bolts.

Speaking of boss fights, special mention goes to the fucking one against the giant robot piloted by the Thugs-4-Less leader. Something HAS to be wrong with this fight design-wise, it takes way too fucking long to finish, your weapons do piss damage to his incredibly large HP so your only option is these turrets…that also do piss damage and get destroyed by the giant robot very easily. It’s a fucking mess.

-Presentation-

The game looks great for 2003 PS2 standards and the aesthetics of each area are generally overwhelmingly pleasing. Ratchet’s new armours make him more cool looking than the…”outfit” he had in the first game. Graphical quirks occur left right and centre in the HD version, particularly with cutscenes that happen in a ship, but usually aren’t enough to diminish the quality of them overall (we’re not at Ratchet Deadlocked HD yet). The humour is great and I cannot do it justice, with only a few jokes that lost touch over time. Music is fucking awesome, its bombastic, its funky, its atmospheric, it has so much variety with different instruments. Its everything it needs to be and more and I recommend a listen to it. The only problem is, the game has no credits music. Why? I don’t know, it just plays the Final Boss music during the credits instead for some reason and there’s no credits music in the soundtrack. Also why is there only ONE track for Hoverbike Races? The Ship Missions have multiple music tracks I’m sure they could squeeze out one more.

-So is the fucking amazing game a fucking amazing game?-

Yep. The in-game economy is one of the few worst in the series and certain sections I fucking tire of but overall it’s a fantastic game and a major improvement over what was, allowing the series to continue to the point nearly running out of ideas and then getting a reboot and a film next month. Recommended for any PS2 owners or anyone with a PS3 can get it as part of the HD collection, where you can get it with its meh predecessor and its equally good sequel.

4

On a humour note, look up japanese Ratchet and Clank box arts if you have time to waste. They’re…weird and sometimes inaccurate. For Ratchet and Clank 2 the cover shows a oddly drawn Ratchet in his original design, something that’s only present in the first cutscene in the game.

-TheAceAlucard

-Final Fantasy Explorers- Review

What a first, huh? A review that of a recent game rather than a SNES RPG

I have rather little to talk about before getting into the main portion of the review which is the gameplay. Explorers was released late 2014 in Japan, taking until January 2016 to be released in the US and Europe. All I could garner for development info was the director Atsushi Hashimoto making the game based off the concept of a multiplayer Final Fantasy adventure with a job system being incorporated. Soon after the game came out my drive to purchase this immediately was rather flustered by reviews generally not going higher than 7 out of 10 (Fun fact IGN indeed rated the game 6.8/10. I presume too much Final Fantasy) but after purchase has my fears been unfounded? Well first off the game isn’t being sold for the general 50 or above euro Nintendo games get as price tags for no fucking reason so scrounging 40 euro for the game wasn’t as much of a problem.

The story? Please. This game can be summed up as a Final Fantasy version of Monster Hunter, a series that does not bother with plot as far as I’m aware. The basic premise is there for the sake of it, people who hunt for powerful life and technology powering giving crystals are known as Explorers. YOU are a Explorer heading to the island of Amostra, which is newly discovered as a vast source of crystals but on the way there your airship gets blasted by fucking Bahamut. After booking it you (I’m getting fed up with this already) get to the town of Libertas to began questing around for questing’s sake in search of the island’s Grand Crystal. After about 20 hours of doing stuff and having a rather pointless lesson in what the search for crystals do to the world you get to the Grand Crystal, the story stops pretending it’s a thing and most of the game’s quests start opening up. Now let’s get to the REAL review.

First off the avatar customisation is rather shit with a very limited number of options, though I don’t mind not spending hours increasing the size and shape of every part of my character’s face. I do mind having to shorten my character’s name to Chris due to character limits that shouldn’t be there. Like usual you start off in your Freelancer Job, to get more you need to unlock them. You unlock a bunch early after completing one of the tutorial quests but you unlock most of them by finishing the Job Test quests that you’ll get along the game. Other Jobs are unlocked by specific means such as learning Firaga, Curaga, and Blizzaga to get the Red Mage Job or killing 500 monsters to get the Dark Knight job. You shouldn’t have any trouble with the requirements except the “Make 20 Monsters” one but we’ll get to that later. Jobs as you’d expect change your stats, the abilities you can use, weapons you equip and so on and so forth.

You get equipment mainly through the shop in Liberta using the materials you get from defeated monsters to either make more stuff or upgrade your equipments’ stats until the piece reaches its stat limits (haven’t reached the Buster Sword’s one yet so I don’t plan on replacing it). You don’t level up for killing things Liberta serves as the main hub, you select your quests there and after each quest you get sent back although you can choose to explore the island but certain areas are blocked off till you get a quest telling you can pass through and then the area is unlocked for good. These area barriers get rather annoying to see and I can’t think of a reason for them to really be there. You can select main areas you’ve discovered via the airship outside of quests but the in between areas leading to the main ones like mountain passages or forests have to be travelled through during quests and they’re much more repetitive since its basically 3 similar areas till you reach the next main area.

After a certain point you can also select a number of subquests to be done during quests for rewards like killing monsters or delivering a item. Regardless all quests cost a bit of money to actually start for some reason, it’s not like you’ll ever run out of gil in this game. Quests you unlock come in set difficulties which determines the monsters’ strength and exploring Amostra is always done on the highest quest difficulty available to you but Lv. 2 and Lv.3 item drops don’t happen unless you’re above a certain difficulty whilst Lv. 1 drops are always guaranteed. If you want to make finding new materials easier use LibertaExplorer, it’s a site opened by a bunch of fans at the start of February that contains a enormous deal of Explorers info that players should definitely check out, it’s really convenient. No matter what however you will get annoyed at how enemies tend to not appear in areas that they should like the humble Chocobo which you can kill but only if it decides to show up.

Let’s get into mechanics now. Explorers can all do a normal attack and sprint. Your AP meter is the fuel for your abilities and sprinting, it fills as you attack, use a ether or stand still. For the love of god don’t overuse it and run out unless you want to be left walking after your teammates as they sprint away. You can lock on to nearby enemies by tapping R and have the camera move to in front of you by tapping L, holding L or R opens the ability lists allowing you to use what you have on them. Abilities also have a charge time after use but usually you should always have at least one ability to use if you spam all of them. Holding both L and R opens the Crystal Surge menu when the game tells you have one available. The controls do have a hefty use on the shoulder buttons but it’s easy to get used to, my main issue is how the lock-on always locks on to any boss monsters if they are in the vicinity and not the small fries unless you press “Track Small” on the touch screen.

You learn all your abilities from the Main Crystal in Liberta and they all cost CP. CP is what you get from killing things and is multiplied heavily after a quest. CP is also used during equipment upgrades and monster fusions. The Main Crystal also lets you learn any mutated abilities you’ve found. What are those? Let me explain that with Crystal Surge. You have a count of your Crystal Resonance on the top left that you raise by using abilities, when it gets over 100 a Crystal Surge can occur. The Crystal Surge menu then can be opened allowing you to choose a temporary status change for example all of your attacks are Critcal Hits or all of your attacks are Fire Elemental , but the 4 that appear are random and you won’t know what they do unless you look them up in the game or just try them out. Anyway when a Crystal Surge is active some of your abilities may turn yellow. Use them and you unlock a ability mutation which is a extra add on for the ability you have and all mutations can be stacked and added with whatever other mutation the ability is compatible with. For example:

  1. I have a ability called Sonic Steel
  2. I activate the Fire Crystal Surge that makes my attacks all do fire damage
  3. Sonic Steel turns yellow and I use it during the surge, the game prompts me that I’ve gotten the Fire Mutation
  4. I purchase Sonic Steel1 (which has the fire mutation) from the Main Crystal and replace it with the normal Sonic Steel.
  5. I get a poison mutation for Sonic Steel1 allowing me to purchase Sonic Steel2 which now has a chance of poisoning and burning a enemy.

I can increase the power and chance of success of abilities by repeatedly mutating the same Surge. If you don’t want to use any of the Crystal Surges that appear in the list you can change it by using abilities a couple of times. If you want to get the most of your abilities, GET EVERY MUTATION YOU CAN.

Now there’s Magicite (no not the Final Fantasy VI stuff) which you unlock after you Encase your first Eidolon during the quest where you learn how to. Eidolons are the series’ summons that fight you in specific areas and can be defeated for items but when they are at low HP the Encase Crystal Surge can appear allowing you to capture the Eidolon and use their magicite. It is REALLY annoying trying to capture a Eidolon for the first time so here are some tips that you should keep in mind every time you attempt it:

-Use abilities or Crystal Shards that don’t damage the Eidolon to raise your Crystal Resonance

-Use the Oracle item to change the Surge list

-When playing in a team you all have individual Crystal Surges at around the same time and raising Resonance is much faster. Having 4 people with Surges increase the chances of one of them having Encase.

When you Encase an Eidolon, you unlock its Trance for permanent use and can sell the Magicite as a Eidolon. Your Trance meter fills as you attack and use abilities. When its full you can go into Trance which fills your HP and AP. It also lets you use a Trance Surge when you get another Crystal Surge which is a really strong special but what it does depends on the Eidolon you have equipped. Now WHO WANTS TO TRANSFORM INTO LIGHTNING FROM THE POPULAR FINAL FANTASY XIII!?!?!?!? Like unlocking Jobs, you can unlock Magicite from the Libertas Moogles after completing certain requirements that let you transform into veteran Final Fantasy characters in Trance and use their Trance Surge. No Final Fantasy IX characters sadly. You can also unlock and forge Final Fantasy outfits but they’re generally overshadowed in terms of protection and convenience.

Now Monster Creation. This thing mainly exists so that people playing solo can have some semblance of “team”. When a monster dies they have a chance of dropping their Atmalith…it’s their soul so to speak. You use this to create monsters to fight with you and they can…level up even though you can’t. I split Monster Creation into two catagories: Either they’re shit or they’re broken damage dealers. My personal favs are the Black Knight, Cactuar and Magic Pot who deal really high magic damage.

So people like playing with other people right? This is self explanatory, you can play with up to 3 others in different quests, the difficulty is raised depending on how many people are there so good job synergy and teamwork is necessary. This can be done with friends or people you find online that may or may not be cunts and run off whilst you try to get materials. Can’t do much in profanities though, you have a set list of things to inform the team of.

I think I’ve covered more than enough. The game is rather clunky but still great fun as it serves its purpose well. Like some other games (BRAVELY DEFAULT) I think it would’ve benefitted greatly from some more time, attention and additions to make things more convenient. The music is…decent but with a game like this you’re probably listening to music or a podcast (wink wink nudge nudge) when playing. It’s worth the price that its going for and fans of the series have already bought the game because of all the beautiful fanservice. I wish Gilgamesh and Omega Weapon weren’t the only non-summon boss fights though, some more fanservice in optional boss department pls.

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Anyone want to see what review comes up next? I’m leaving that up to you.

-TheAceAlucard

Chrono Trigger Review

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Disclaimer: I rushed this one out the ass.

-Release-

In 1995 Square released Chrono Trigger saw its release on the SNES, a creation of what was dubbed the Dream Team; Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest) and Akira Toriyama (who most of you probably already heard of) with the game being produced by Kazuhiko Aoki. It was critically acclaimed upon release although official PAL cartridges of the game were not created for some reason and it wouldn’t be until 2009 that PAL regions got Chrono Trigger via the DS version. There was a PS1 port created in 1999 but like Square’s port of Final Fantasy VI and such, it was absolutely filled with load times and they were almost 10 second ones at the least. I presume this has something to do with the PS1’s RAM or lack thereof which is why SNES ports got these load times. The only new addition to the PS1 version was a set of animated cutscenes that would play at different intervals created by Bird Studio and Toei Animation. They’re great and all, especially with the opening’s version of the main theme but they’re also included in the DS version of the game along with bonus features, a better translation and such. Predictably the DS version is the best one out there, while I did manage to cope with finishing the PS1 version that’s something I’ll never do again and there are already iOS and Android versions of the game if you need them.

-How Trigger got triggered (lol)-

Crono is a young swordsman who’s a mute. Oh boy. In all seriousness the kid wakes up excited (at least that’s what his mother says) for the festival the Guardia kingdom is holding to celebrate its long prosperity. While testing out his friend Lucca’s teleportation device being showed off at the fair a girl named Marle, who tagged along with Crono after bumping into him, tries the machine out but her pendant causes a malfunction which opens a random portal that she gets sucked into. Crono picks up the dropped pendant and decides to open the same portal to find her while Lucca stays behind and tries figures out just what the hell happened. He finds himself in the Middle Ages where he finds that Marle has been mistaking for that era’s queen whose been missing. Marle suddenly and rather painfully disappears in front of Crono just as she begins to explain why she was mistaken for the missing Queen Leene (lol). Lucca appears to tell Crono that Marle is actually the present’s Princess Nardia who took on the name of Marle to go off doing non-royal things. Leene is the Nardia’s ancestor and because she is still missing with Marle taking her place, a grandfather paradox occurs causing Marle to simply not exist. Crono and Lucca team up with a frog knight named…Frog in order to rescue the missing queen and restore the royal family line. After doing so Marle is restored and using Lucca’s new device designed to open gates in time that are appearing for some reason (sort of explained later on) they return to the present. Upon doing so Crono is arrested upon escorting the princess back to the castle under the pretence of “kidnapping her” (don’t worry there’s a sidequest also explaining this well enough) and escapes from jail with the help of Marle and Lucca. After escaping to a time gate leading to the distant apocalyptic future they discover that at some point the planet was ravaged by a unknown force named Lavos. Deciding to try and find a way to stop the event from happening they begin their journey through time to save the future and that’s where I’ll stop for now. The game may be over 20 years old but I don’t feel up to spoiling a lot of elements that make it easier to enjoy. Besides this synopsis is pretty bare but the depth to the game and the characters start coming about from Antiquity onwards along with the endgame sidequests mainly focusing on character events and development for example going back in time to stop Lucca’s mother from losing the ability to walk by getting caught in the active machine right in front of the poor girl (just save beforehand so you don’t fuck it up and make Lucca watch it a 2nd time). It’s what they went for I think, mainly giving you a romp through the world and characters they created until you get to Magus where things start adding up. The time travel logic isn’t pure perfect, it never is when changing history is the subject, but it uses it really well ignoring some paradoxes .

 

-Gameplay-

We have quite a number of new things to cover but nothing too in depth. Trigger does away with random encounters and transitioning into a different screen for battle. Battles are initiated by coming into enemy contact or going to a specific tile for fixed battles and battles all happen on the same map. This was considered quite innovative to have battles happen where they start, however there’s one major problem with this: There are a lot of fixed battles, combine that with enemies respawning everytime you leave the room and come back and you have a annoying number of repeated fixed encounters when you step on a tile on your way back to somewhere. EarthBound didn’t have this problem because dungeons had one way to go most of the time and avoiding encounters was more of a element there. In here its more in theory. One thing that makes it a bit harder to take is how because you fight on the same map YOU KNOW that you’re fighting the exact encounter again in the same area whilst with random encounter transitions you feel more like fighting just another one of that enemy type if they show up. You get used to it fast enough and if you don’t it’s not something that hampers the whole deal but it’s something that’ll make it hell to play the PS1 version where battles have load times where they didn’t. At least thanks to this system there are no encounters in the world map. Battles run off Final Fantasy‘s Active Time Battle. Basically everyone, enemies and characters, runs off a ATB Meter which gets full when they can perform a command. The higher a characters’ speed the faster the meter goes, although I recommend altering the battle speed and ATB in the Options menu to go faster or slower and whether or not it still fills when selecting through Items and Techs in case you don’t want to feel pressured to pick something in those menus fast before the enemy snags you. Techs are basically where all a character’s special moves and spells are and they cost MP to use. You learn Techs by gaining TP but unlike XP a character has to be in the battle to have earned it, whilst members out of the party can gain some XP on their own. Techs generally have a field of effect, some work more when the enemies and lined up or in a particular area of range; for example Falcon Strike is a Tech that attacks diagonally so anything next to what your attacking gets hit as well. What makes creating a party in this game unique in terms of strategy are the powerful Dual Techs. When two character’s ATB are both filled you can use any Dual Techs they may have. Dual Techs come about when character’s Tech’s can be combined for example Crono’s Cyclone Tech can be combined with Lucca’s Flame Toss to create Flame Whirl. Dual Techs cost the characters using the Dual Tech the amount of MP that their normal Tech would cost on its own meaning Crono spends MP needed for Cyclone and Lucca spends the MP needed for Flame Toss   learning Dual Techs is a matter of changing around party members once in a while when they learn new Techs and seeing what appears in the Tech menu. It gets even further with Triple Techs which require a specific party and in some cases a specific item to use. Party members can be swapped at any time outside of battle so making a new party is a button push away if needed. Since TP has to be earned during battle I generally like to fight the respawning Rubble on the Mountain of Woe past the halfway point of the game, the bastard drops 100 TP which is not something I can pass up to grind on until everyone has their Techs which is something you WILL do before getting to the near end anyway. I don’t think this game will ever force you to grind too much but there are bosses that you will need to think of a good strategy to beat…or be like me and just abuse strong Techs when I can get them early. Basically fights give good challenge either way, they’re difficult enough as things go on so that you need to keep your eyes open and learn the enemy starting with Magus and especially with the fucking Golem boss.

One of the main gimmicks for Trigger is, well, time travel. Different version of the same planet through a number of time periods allowing access to new locations; The present, middle ages, prehistory, apocalyptic future, antiquity and finally the year 1999 where Lavos rose and destroyed the planet. And when I was born. Lovely. The End of Time which you enter soon into the game acts as the main hub for any Time Gates the group come across until you get the time machine Epoch and eventually its upgrade to fly. Gaspar will generally give you hints of where to go next so getting confused on what to do isn’t ever a problem. Just don’t touch the bucket’s Time Gate, that takes you straight to the final boss. Gaspar does warn you not to touch the bucket when you meet him but fuck he could’ve mentioned where it lead. The Epoch comes majorly into play when doing sidequests which are basically the meat of Trigger‘s final chapter. Getting Crono back into your party endgame is technically one since at that point you can beat the game with any party you want but the others serve to strengthen the party for the fight against Lavos so ignoring them is a very bad idea unless you want Lavos to wipe you out. I won’t go too in depth to them but they’re enjoyable side quests nonetheless and give you great equipment for the final battle as well as the time travel coming into play for stuff like the Sun Stone and Rainbow Shell. The game is designed quite straightforward until that point, and it helps cut down the backtracking by a mile.

I think I’ve covered the main gameplay so far so let’s get into the DS version’s additions. Besides some interfaces changes we also get a self filling map which is always nice to have. There’s also 2 Lost Sanctum areas which basically have you do fetch quests and things for reptites in return for rewards. I never bothered since the stuff opens extremely late game and you all know how I feel about areas being dedicated to fetch quests. We also have this Arena of the Ages. Ever wanted to raise a monster? Now you can, although this is accessible from the End of Time it doesn’t anything I deemed worth going after although some items can be nice to get a bit early and the raising mechanics are extremely straightfoward. I just get a kick out of watching my raised pet out damage another one but that’s about it. Finally we have 4 extra boss fights against a few shade versions of your party members and then the Bucket will take you to the Dimensional Vortex dungeon. This does get you some more awesome equipment but it’s the last thing in the game so I didn’t feel it was worth trying out and Square usually made extra dungeons in ports a pain to get through. Maybe when I bother to go after the Dream Devourer (yeah that’s the name of it) and the other ending, I’ll update the review but not now.

Speaking of extra equipment Chrono Trigger was one of the first RPGs to introduce the holy New Game Plus. Replay the game with all your badass equipment, levels and Techs? Fuck yeah but now we can get into alternate ending territory. There are a large number of endings you can get that the game keeps track of, all based on when in the game and how you beat Lavos. The ending most players should get first is the ending that comes after you rescue Crono and fight Lavos after going through the Black Omen. A lot of the endings are more of a play for laughs like what if you went into the Bucket defeated Lavos before helping Ayla take out the reptites in Prehistory, thus turning the present’s humanity into repitites. Another ending is…the female characters going through a list of the male characters of the game. Fucking hell.

-Presentation-

Sexy on all accounts; the music is phenomenal and definitely my favourite SNES soundtrack. The graphics were spectacular for the time make the game hold up extremely well amongst the DS library although the numerous uses of the SNES’ list of special graphical effects (can’t name them all myself right now) does age the game to some extent. The story is what I feel it needs to be, its less about deep questions but still keeps characters’ and story’s development and has good writing with twists that are strong as they need to be. I recommend the game for everyone to at least try out, I know a lot of people aren’t very friendly towards some of the ideas implemented (specifically ATB and encounters started by touching tiles) but it’s a great game given a fair shake and worth any gamers’ time. The DS version is great despite my disinterest in a lot of the extras but seeing as the other options are the PS1 version (huge load times), the SNES version (90’s RPG localization), and iOS (touch screen controls), I think you’ll come to the conclusion it’s the best choice out of them.

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-TheAceAlucard

 

 

 

Wanna know why this was rushed? I wanted to review Mother 3 but I realised how long I would take writing a plot synopsis so I looked over a couple of things I could do. I tried rushing a playthrough of the original Ratchet and Clank as a nod to the upcoming reboot game and film but it was agonizing going back to it. I had about four days to decide, most of which I wouldn’t spend writing so I picked Chrono Trigger as a easy ticket out.

EarthBound (Mother 2) Review

-Release-

EarthBound is a 1994 SNES RPG created by Shigesato Itoi as the sequel to 1989’s Mother; a NES game not released outside of Japan until 2015 when Nintendo decided to take the unreleased prototype of the localization and sell it as EarthBound Beginnings. Yep, not only did they localize the wrong Mother game fans have been begging for but they also used the prototype that’s been on the internet for some while and didn’t adjust it. We’re not here to talk about Nintendo’s lack of effort though, we’re here to talk about the fact that EarthBound’s US advertising slogan was “This Game Stinks!” while in Japan it was marketed towards non-gamers. The game sold like shit in the US because of the advertising campaign (costing a total of about 2 million dollars) and the graphical style being received poorly at the time. As a result no official PAL (European) cartridges of EarthBound were made and its sequel was never released outside of Japan. In spite of that thanks to its unique style and setting (Extremely satire portrayal of America, most of which presumably unintentional) Earthbound created a massive cult following for itself which grew bigger as time went on and is probably one of the most nice and undying video game fandoms out there. EarthBound finally got itself a Wii U Virtual Console rerelease in 2013, presumably because of licensing issues thanks to the games’ numerous musical quotations, references and sampling. This release allowed Europeans to play Earthbound without using a emulator but before you do that lets look at the cult classic in question.

 

-EarthBound’s Beginning (lol)-

After being shown a sort of horrifying screen that has nothing to do with much and being given that lovely title card we get to name stuff: The four party members, Ness’ dog, your favourite food and your favourite thing. Your favourite thing comes into play as Ness’ PSI Special or PSI [Your-Favourite-Thing-Here] to be exact. Just don’t name anything after yourself as the game asks for the player’s own name down the road. The story starts with a meteorite crashing near Ness’ house and after the police are away, Ness’ neighbour Porky Minch knocks on the door and asks Ness to help find his brother Picky near the crash site. Yes, I know the kid’s name is actually Pokey in the US version but not only is that a stupid name but Smash Bros. and Mother 3 use the Japan variant Porky. And because the kid looks like a fucking pig. Ness finds Porky’s brother but a fly-like messenger from the future named Buzz Buzz emerges from the meteorite, telling Ness that he is the chosen one who needs to stop the alien Giygas from causing world devastation (and lots of other weird shit). Giygas is the villain from the first game who booked it after a few kids played a song from his childhood, deciding to become pure evil in order to continue conquest. After taking out the Starman Jr. sent to kill Buzz Buzz (because Final Starmen are fucking expensive) Ness takes Porky and Picky home where its implied the kid gets a good parental beating by his father. Porky’s mother Lardna kills Buzz Buzz because he stupidly flew into the woman’s earshot. With his dying breath (which you can get him to continuously repeat) Buzz Buzz tells Ness to visit 8 Sanctuaries and collect their melodies which will give him the power to stop Giygas. And what is that power? 200,000 XP. From then on the story doesn’t really advance much besides finding the other chosen kids to join Ness and getting through all the weird things each area brings. You’ll be taking out gang members and a police force, fighting your personal dark side inside a surreal mental location, or getting your soul tossed into a robot in order to travel to the past just to name a few but let’s leave weirdness aside for now. Nothing that I can say about the story from now besides Porky turning over to Giygas’ side and becoming 2nd to final boss or Giygas causing weird things to happen to the townspeople, animals and inanimate objects really holds much significance to a reviewers’ plot summary. Some might argue the game’s story pauses until the final dungeon, however we’ve still got a lot of meat to cover here.

-Gameplay-

REALLY standard stuff for a RPG, with some archaic problems even for its time but convenient additions in areas you wouldn’t expect. EarthBound has you go through different towns in Americaland and areas connecting said towns because fuck world maps. The game was one of the first SNES RPGs to introduce diagonal movement but the main chore of navigation is the lack of any sort of speedy travel. You can only walk everywhere with the only things you get to alleviate this being a bicycle that Ness can only use by himself and you get it not too long before a area where you get your first party member making it a waste of space. You also get PSI teleport around the halfway point that lets you travel to areas you’ve already been through but at that point you’ve already done a REALLY large amount of back and forth to get to that point. At some points you can/have to take the bus through the first few towns but THAT takes time as well. Battles initiated upon contact with a enemy, a pre-emptive if you get them unawares, a sneak attack from them if they get your party from the back or a normal battle circumstance every other time. Its basic turn based battle mechanics, with a couple of exceptions. First the health meter is a odometer, meaning it takes time to scroll down when you take damage. This means if you take a fatal hit but win/heal before death than you survive which becomes very important to take into account in later bosses. When engaging in battle with weaker enemies you’ll end up killing them instantly and skipping the battle. Weak enemies and enemies in completed Sanctuaries also run away from Ness instead of chasing the party. You save the game via telephones which you use to call a number of people but here are the main ones: Your dad to save, your mother to get rid of Ness’ homesickness (yes that is a status ailment exclusive to Ness and it comes up randomly until Lv. 70), and your sister to get a delivery man to collect 3 items and put them in storage. If you get a game over you’re sent back to the last save point you used with half of your money.

When you defeat monsters any money you get is sent to your bank account which you access via ATMs so if you’re done with money put at least most of it away to avoid losing a lot of it. One of the infamous problems with this game is the fucking inventory. Nothing stacks, your equipped weapons are treated as separate items that take space and each character can only hold 14 items each INCLUDING key items. Needless to say in a RPG this system becomes a massive pain in the ass to sort out, especially since other RPGs of its time didn’t have something as backwards as this. You do have the item storage I mentioned earlier for useless key items and such but even that has a limit and you can only store and take 3 items at a time when using the delivery service which takes time to get to you in the first place. Status ailments can be annoying to cure at first with some needing specific healing requirements but stops becoming a major issue once you get the better Healing PSI

Characters can only hold one weapon and 3 pieces of equipment to boost their stats, with shops allowing you to automatically equip purchased items and sell old ones which is a convenient feature in the face of the inconvenient item management. As it may be obvious baseball bats and psychic powers replace swords and magic which doesn’t mean too much to me, they do what they need to do in this type of game. Each character is unique in certain ways:

Ness- Main Physical Attacker and Healer with PSI Special coming in for crowd control

Paula- Main PSI Attacker, learning lots of useful PSI attacks but is incredibly weak to attacks when you get her. Grind her levels up for a easier time since every character starts at Lv. 1 when you get them and she has the weakest defence and HP.

Jeff- Good Physical attacker, can’t use PSI and can take advantage of one use items he either purchases or fixes if his IQ is high enough. Said one use items can BREAK BOSSES EASILY so Bottle Rockets and Big Bottle Rockets are a goddamn must.

Poo- PSI attacker that comes in halfway through the game but he has a number of drawbacks. He can only wear 4 special pieces of equipment you’ll most likely miss in the whole game and a lot of items don’t have much effect on him like fast food. The only time he can get close to eclipsing Paula’s PSI range is his unique PSI Starstorm he learns late game.

Different PSI is learnt after reaching different levels and can make bosses and enemies easier if you grind to them….which the game can make you do on a number of occasions. There are some areas and dungeons halfway through the game that can rip you in two quickly if you don’t rip them in two first. In fact the start of the game is technically you just grinding enemies near Ness’ house until you can beat the gang members and their leader because they can do heavy damage if you walk to them straight away. Something useful to note is that if you exit a room and re-enter it/move far enough away you can reload the enemies in that area into either a different formation or type which makes avoiding dangerous or speedy encounters feasible.

My experience with this game can be summed up as such; I had fun until the halfway point. Its then when all of the design problems this game has starts building up. Backtracking is rampant at certain points, particularly when trying to get into the fucking Monotoli Building in Fourside and having to do a few backtracks to the desert especially obvious in a cave FILLED with fetch quest monkeys although it does start to thin out over time. A number points of the game can be cryptic on what to do and the townspeople only do so much when they’re not giving you the weirdest dialogue you’ll ever hear in a RPG but I can’t really complain about it because 1. There’s a guy in certain areas of the game that gives hints and most importantly 2. Every copy of EarthBound comes with a extensive strategic guide, including the Wii U version. Getting lost is kind of difficult with that stipulation but I’m not really a fan of that type of design if the game was indeed packaged with a guide in part to clear cryptic and annoying parts aside but I doubt it.

Is EarthBound beginner friendly? Yes, despite the need to grind on occasions. Is it good for veterans? In my opinion, HELL NO the gameplay just doesn’t hold up well enough to compete with many RPGs, including the ones out at that time. The deciding factor for many on why they love EarthBound is its presentation.

 

 

-Presentation-

The game’s simplistic cartoony style is appealing whilst allowing it to age better over time but SNES games didn’t tend to age badly in my book. The only time the style annoys me a bit is when the perspective can get wonky, especially in Fourside. The sprites are OK, I’m more a fan of the enemy sprites in battle which are really nice looking in this style. The battle background is another story. This  kind of thing is never too intrusive to the eyes but you have to wonder why they decided to get trippy with it, maybe to make the game have more of a identity than it already had since I don’t want to think about if this is Ness’ actual vision. The music is really catchy stuff and I like a lot of the battle themes despite a good bit of it being a SNES sound chip and a theremin having rough sex but eerie, atmospheric and funky battle tunes all the same. I’ve mentioned the insane amount of weird shit and dialogue previously, and while that is a humorous turn on for some I find it rather unremarkable after the halfway point where I realised this is all I’m hearing from these people not to mention the aged gameplay taking me out of it. I think this weird kind of plot can be done with endearing writing, something I have a hard time spotting in the dialogue. The creepy shit that happens with Giygas at the end of the game shook me out of my bored stupor but I went right back in when the method to defeating his last form came about. After playing Mother 3, a game I think   manages to balance its good writing and characters with its weird, wacky and unmistakably humorous side I found it to be the better game between the two because I felt a reason to keep going with the game. I know many EarthBound fans think otherwise but that’s how I think about it.

-So?-

For myself I feel EarthBound has managed to build itself up as a popular experience than a game. It does things uniquely but only in the ways it wants to and whether or not one likes the game is a question of if they can find endearment in its wackiness because this gameplay does shit for anyone. Sure its fine for first timers but why start a first timer with something so limited? When I don’t feel satisfied from a gameplay view the story and characters were what usually have me press on but I didn’t find it appealing enough to stop the drag that the game became till the end after the halfway point. Well, besides the catchy soundtrack.

It’s up to the person from there, but I doubt anyone whose played many other RPGs will have a easy time trying to see for themselves. Who knows, maybe watching a LP or something might get a craving going for more of its silliness but I think it’s done much better…in its Japan-only sequel.

Hey, at least I can say I love the fans of the game and what they do in their spare time.

-TheAceAlucard