Monday, May 31, 2010
Spoony devs
Friday, May 28, 2010
Game dictatorship
Monday, May 24, 2010
Not Monster Hunter
Friday, May 21, 2010
Addendum gestalt
Thursday, May 20, 2010
g = 10
Tuesday, May 18, 2010
Medieval opera symphony
The legendary hero of legend
Roundabout
Next week we're back in business. Atlus is dropping Hexyz Force on an indifferent North American populace. Followed by Blaze Union on an indifferent Japanese populace. Deathsmiles II X also hits on Thursday. And again I'm wondering if it's worth my time and money to import. Deathsmiles 1 was at least universally acclaimed, but II is treated with apathy by both shooting snobs (Cave fans) and the general arcade going public.
In addition to games, Square Enix is releasing another of those SQ remix albums. Chill SQ hits on the 26th, featuring electronica remixes of various Square Enix (mostly Square) themes. I'm curious to check this out myself, but I forgot to buy a Mother's Day gift for my mom, so I'll pick one up for her and rip it to my mp3 player after I put it on her iPod. True story.
Friday, May 14, 2010
Let's go crazy!
Thursday, May 13, 2010
Hurry up and age
Wednesday, May 12, 2010
True form change
This game is, thankfully, a little more competent, combining the gameplay style of The Legend Of Zelda, with the theme and mechanics of Berserk. Swing huge sword, kill Moblin...er, Shades, throw bombs into the mouth of a giant floating head boss, collect Tri-Force...I mean, keys to Shadowlord's castle, to rescue your princess... sorry, daughter, while bathing in blood. At least they didn't cop out and called it "spirit energy" or something. Blood is blood, it's very red, and there are gallons of it everywhere. This game does not reinvent the wheel, by any means, nor does it even try to improve, or streamline the design. It's just a plain sum of stolen parts. I have my doubts as to how far this game can go towards becoming Square Enix's next pillar franchise. The biggest innovation this game can claim is the gratuitous (over)use of shooting game bullet patterns during boss fights, and just regular grunt enemy encounters. Everyone loves to shoot red balls of energy in your general direction, which prove to be quite a threat thanks to the imprecise and sluggish movements of the protagonist. Owing to this design choice, if one was so inclined, it could be possible to label Nier as an action-RPG-shooter. The RPG element mainly comes from levelling up through experience gained from defeating enemies, a key step towards making combat in this, and any other game frankly, not seem like a complete waste of time. In addition to shooter and RPG elements, the designers decided to go completely old-school, and throw in some text adventure parts. At one point in the game the player must enter the dream of another, and the entire sequence is conveyed through text, with no graphics or sound whatsoever save for the background music. It is also possible to die during this part if the player makes the wrong choice, and it counts as a boss encounter in the in-game trophy room, making this an essential part of the game instead of an optional sidequest.
Graphically it's serviceable. The environments and models are pretty plain, but look convincing enough, are realistically styled and varied enough to not bore the player. Simple homes are simple, grand castles are grand, ugly people are ugly, pretty people are pretty. Nothing feels over designed, or too barren. It's pretty subtly impressive to experience. My favorite part is the wreckage of a huge bridge that can be seen off-shore from the seaside town. It's just far enough for the depth-of-field algorithm to slightly blur it giving the impression that it's a truly massive structure. Combined with it's wrecked state, it really helps to subtly convey the feel of the distant future world. The water at the beach is a flat polygon, though, but the texture map moves to simulate the rippling. The game also uses a sort of dynamic lighting that varies from time to time to simulate varying weather conditions (sunny/overcast) and times of day (morning/evening). There is no day/night cycle however, something that the game tries to explain away via a "there's no night in the year 3000, lol." While the technical game is barebones competent, the presentation is where it truly shines.
The music. Putting it plainly, is the greatest part of this game. The composers went far above and beyond the call of duty here, and created a soundtrack that pretty easily rivals any of the masters in the genre. Even before getting the ability to swing a sword taller than the main character, I immediately got the Berserk vibe from the theme that plays during the field areas between towns. While not a direct copy of Susumu Hirasawa's work, unlike the gameplay, the music does an impeccable job of creating an original and "alien" atmosphere for a world that's similar to ours, but not quite. The setting of the game is our Earth, a thousand years into the future, so while a few relics remain, they are completely foreign to the local inhabitants. One technique the composers used to great effect to convey this feeling are foreign language vocals. While the ending theme is sung in English or Japanese, depending on your region, the majority of the vocals in the game are sung in much more exotic languages, most of which I myself don't recognize. It is a very refreshing change of pace. Musically, the soundtrack can be compared to Yasunori Mitsuda's Celtic-influenced Creed and Chrono Cross soundtracks, while again, not copying it wholesale. It's so refreshing to see a Japanese artist creating something wholly unique that can't be easily labelled or compared to anything else. The biggest surprise? The music was composed in-house at Cavia, not the huge multimedia conglomerate publishing partner, Square Enix. At this point I'd have to ask, what exactly was Square Enix's contribution to this project? The musical style throughout the game is very sweeping, old-world, choral, symphonic stuff, which fits very well, but does seem monotonous compared to a typical RPG soundtrack from Japan. Hell, even Castlevania likes some electric guitar riffing from time to time. While I certainly wasn't disappointed by this, I did notice the absence. Therefore, I was very pleasantly surprised by what I heard during the downloadable content missions which were made available two days ago. Rocking techno remixes of the amazingly beautiful music from the main game. I'd go out on a limb and claim that the remixes elevate the music even further into greatness. While the standard OST should be purchased without a second thought, a remix AST should be number one on fans wishlists. The OST is a contender for best soundtrack of the year, an AST would be hands down the winner. A note of praise should also be given to the localization and voice work. The writing is entertaining, and each character delivers their lines with the dedication of true actors, not office staff who were shanghaied into the audio booth.
Wish I could be as optimistic about the actual content of the DLC though. As I alluded to before, the game is mechanically very rough, and jumping is by far the most cumbersome action to perform with any sort of precision. Thanks to this, my run through was cut unceremoniously short by a platforming segment that seems quite impossible to traverse by employing only the physical skills of the protagonist. Sadly, the technical flaws again serve to hamper the experience of an otherwise very interesting game. Which Nier certainly is, mainly due to the story being a fairly convoluted mess, as per Japanese norm. The game will require multiple play-throughs to get any idea of what's actually going on, which is an annoyance, since it's a fairly long game, even if one were to skip all the optional side content. (Around 20 hours from title screen to staff roll.) Thankfully, subsequent play-throughs begin at the half-way point of the game, and carry over all the weapons and equipment the player has amassed throughout the course of the game, making fighting the same bosses over again much easier, and quite satisfying when they can be felled by only a few swings of an over-sized sword. After watching 'Ending A,' I still have no idea what is going on, who my enemies are, or what happened to any of my companions. It was at least a happy ending, I think. I learned more about the setting of this game through promotional materials, prior to its release, than from actually playing it. In the end, all this does add up into quite a playable experience, as my 30+ hour game clock can attest to. Overall, in regards to Nier as a game, it's not bad for a first time effort, unfortunately this is neither Square Enix's nor Cavia's first game.
Nine days later: A cautionary note.
