Thursday, April 21, 2011

Backlog Reports #3: Shadow Hearts

Back to the Playstation 2? Now this is more like it. Worry not, I'm more than certainly behind the times, and I'm still chugging along on my backlog. It's unfortunate that I haven't been able to update my page as often as I'd like, but if I spent all my time writing about video games, I'd never have time to play them! However, I do still like to write about my experiences, and will continue to do so. Today is my review of victim #3 from my backlog, Shadow Hearts!


Shadow Hearts was developed by Sacnoth, a company that developed the prequel "Koudelka", and a Neo Geo game called "Faselei!" The company itself was bought out after Koudelka by a company called Aruze who took control of the Shadow Hearts series and oversaw production of the sequels. Sacnoth itself was a company that was torn apart by internal quarreling and lack of originality, given that the two factions behind Koudelka either wanted to copy Resident Evil, or copy Squaresoft. The company was renamed Nautilus after being bought out, and was later dissolved in 2007.

Shadow Hearts was released on December 12th, 2001 (Merry Christmas, demon lovers!) in America by the company Midway, a company known for producing Pac-Man, Tron, and Mortal Kombat. It received mixed reviews upon its release, some saying the game lacked any sense of originality and others saying it was the most original piece of gaming they'd ever laid hands on. It is the 2nd game in the series, following after a little known game called "Koudelka" that was released for the Playstation system, and got weak reviews and little publicity.

--Story--

Shadow Hearts takes place in an alternate reality earth, where demons and monsters are accepted as relatively commonplace affair, magic works, and no one seems to mind.

The game starts off with some snapshots of an alleyway in Rouen, France. A traveling priest was murder in a brutal and gruesome way, and his daughter was captured by the Japanese Army, and is taken to a train to  China. While on the train, that same girl known as Alice Elliot is found out by her father's murderer, a man who goes by the name of Roger Bacon. Clearly not a normal human, Bacon takes a leisurely stroll through the train cars, calmly murdering everyone who dares to even get close to him, seemingly invisibly. He comes to the last guard before Alice, kills him, then starts to make his move inwards, until BAM. Our protagonist, a young Yuri Hyuga, kicks in the door of the train car making an impressive display of strength, to which Bacon seems to have little reaction. We see the cause of his invisible death come in the shape of a small baseball-sized demon who charges after Yuri, but gets caught and literally crushed in his hand. After some trade-offs of powerful display, Yuri and Bacon, who is carrying Alice, wind up on the top of the train car and have another fight. Yuri manages to wrest Alice from Bacon's grasp and jumps off from the train.


"Worth it? God, I hope so."

The story of the game is pretty strange, and not even just in its content, but in its execution. When Yuri and Alice meet, the only thing they have to go on is a strange voice in Yuri's head that gives him direction. Alice with nowhere else to go decides to follow along and try to find a place where she can get to safety. The game then takes no time at all to introduce the demons, and I say this now about the game: "Everything Is Demons." I mean that truly. The first village you come to is overrun by man-eater cat demons. Later, you meet up with the demon of a girl whose father was killed by demons. Then you're followed by a dog who turns out to be a demon who is ALSO being mind-controlled by the main antagonist of the first half of the game. The first half of the game is spent roaming around various areas of China, who is dealing with eastern demons, western demons, the Japanese, and fear of an evil mastermind. I'll tell you now, this first half of the game is very slow, and a little boring. Not a lot of interesting things happen, and the game feels like a bit of a grind due to the fact that low-level play is a touch difficult in this game.

That said, not all hope is lost. In Shadow Hearts, I saw something I have never seen before. I have never once seen a game redeem itself SO GREATLY in its second half. The story starts to really take off, the characters become interesting finally, the plot twists taste like plot twists, and the entire mood of the game is finally defined. If the game continued on like the first half, it would have made my "worst RPGs" list. As it now stands, it makes the "good fun RPGs" list.

8/10.


--Gameplay--

The game is a relatively basic turn-based JRPG. Each character has specific abilities and aptitudes, and each character corresponds to one of the 6 elements of the game: Air, Earth, Fire, Water, Light, Darkness. You control the character while moving around towns or dungeons, and you have your traditional random battle encounters, where the monsters seemingly come out of frickin nowhere. You can buy items, equip weapons, upgrade said weapons, even play an ongoing lottery. There is one thing however that you need to take note of:

"Say 'hello' to your new god."

All actions, be they attacks, spells, items, lottery, or opening a friggin door are decided by the Judgement Ring. It's a basic game of timing, where a needle spins around the ring, and you have to press a button once it gets within a colored field in order to execute the action. This goes for making an attack against an enemy, casting a spell either on the enemy or yourself, using a potion, or various event rings that are needed to progress the plot. Now, I appreciate the idea and it even becomes fun once in a while because there are a lot of effects that alter the ring, by making the needle spin faster, or making the hit area smaller, but I'm not sure I like that this is what everything in the game hinges on. I'm fortunate enough to have good reactions and good timing, but for those who aren't so lucky, I can only imagine that they were turned off of this game due to the frustration of Yuri being Judged as too uncoordinated to eat a berry and gain hit points.

"Oh god, finally! Forget the bird demon, Papa Homie needs a sandwich!"

Everyone has their own set of skills and focuses too, but the most interesting has to be Yuri.  Yuri is what is known in the world as a "Harmonixer," which is a person who is able to collect and contain the souls of demons, and assume their shape for a period of time, gaining their powers. A large part of the plot hinges on this. As a harmonixer, Yuri's mind is plagued by a lot of darkness, and his brain has formed a sort of graveyard where all of the souls rest, as well as where the malice of his slain enemies is collected. Throughout the game, You must take breaks from the main plot in order to release the malice of your enemies. Otherwise, the malice becomes too great and you are assaulted by a being more powerful than you could imagine.

All in all, the game's got a lot going for it in the gameplay department. With the exception of the Judgement Ring which may become a little cumbersome for those with less accurate timing. Other than that, everything works out well and the game's difficulty stays relatively balanced for the rest of the game. Definite kudos there.

9/10.


--Audio--

The sound is pretty good in this game. The music suffers a bit in the same way that the plot progression does. It's possible that I just don't care for far-eastern musical themes, but the music in the first half of the game is relatively weak, but becomes incredibly good once you break into the second half. The music was composed by Yoshitaka Hirota and Yasunori Mitsuda. Yasunori Mitsuda is no newbie to the craft, with such titles as Chrono Trigger, Xenogears, Xenosaga, and Legaia 2 under his belt. Hirota is a much lesser known name, having worked on titles like Faselei!, Sonic Shuffle, and Glory of Heracles. To be honest, with a giant like Mitsuda involved with the soundtrack, I expected something much much better. The first battle theme was very boring and even gets to the point of annoying after a while. I've always felt like a battle theme is something that needs to be amazing, because you're going to be hearing it a lot. The battle theme in part two makes up for it, but not entirely. That said, the ending theme to the game is amazing, and immediately went on my iPod.

Then there's the voice acting. Oh, the voice acting. Now, given that the game was released in 2001, Voice Acting in a Video Game was still a relatively new concept. It certainly wasn't being taken awfully seriously at the time. That said, there ARE a couple of decent talents here, but only a couple. A lot of it feels like the director had the Actor do a cold reading, but was recording and didn't tell them. The emotional seems come off as emotionless, and something almost unforgivable, the voices get drowned out by the action at times. There are scenes where I still have no friggin clue what Bacon was saying. For any of you who have already played the game (which is probably everyone except me), all I have to say is this: "SHLOOOP. SHLOOOP. SPLAT." There's also the unfortunate fact that a lot of the battle speech was left untranslated. This is most apparent in Alice and another character later on named Zhuzhen.


" 私あなたのためにこれを翻訳する怠惰なよ!"

Overall, decent music, halfway decent voice acting.

7/10.


--Visuals--

You may look at some of these pictures posted and think that the characters look like resin dolls, or well-shaped plastic. This cannot really be denied, but keep in mind: for 2001, this was some extremely impressive work. Especially when you consider the standards of some of the other games back then. (Summoner? Are you kidding me?) So actually, I was very impressed. I was especially impressed early in the game. In the first hour or two, I had thought that the entire game was going to be in dark tones, tons of red and black, durr hurr so evil, and what not. I was happy when I got to Shanghai and entered a bright, sunny, bustling city. Now the game manages not to completely kill the mood with this. Remember, everything is demons. Shanghai is no exception. It's kind of nice too, when you expect your sunny happy town to be a safe zone, then BAM. Abominations. The visual effects are pretty nice in combat, you can tell they had a lot of good ideas and really wanted to see them given justice. The visuals team for the game really cared for what they were doing. 


"What's that? You wanted to sleep tonight? Whoospie-doodle!"

The light drawback here is that a lot of the coloring is TOO detailed for the engine they were working with. As such, a lot of detail gets lost, and for someone with as bad a vision as mine, that's kind of hard to handle. That said, the cutscenes are definitely a bowl full of eye candy. It's only a shame that there weren't more of them.

9/10.


--Overall--

I went into the game with pretty meh expectations. Any time there's a game whose biggest draw is "omg demons rawr", I just feel entirely apathetic to it. That said, I'm extremely glad that I picked this one up and played through it. It's a much better game than I was expected, and I'd definitely recommend it. On the downside, it is a little bit short, but there's some extra content you can do to kinda fill out the space. On the topic of that extra content, Shadow Hearts did bonus dungeons and things like that incredibly well. It added some non-essential stuff to the plot and the characters, gave a bit of a challenge, and also rewarded you really well.

It won't make it into my top 5, or even my top 10, but it's definitely a title worth checking out.

Total = 33/40 = B.

Monday, April 4, 2011

Backlog Reports #2 - Red Faction Guerilla

Two games in a row that were released within the past 5 years? I'm not doing a great job of living up to my namesake, am I?


Red Faction: Guerilla is the third installment in the Red Faction series. The game was released on June 2nd, 2009 in North America, and June 5th in Europe for the Xbox360 and Playstation 3, and it later went to the PC platform in mid-september. It utilizes the third-person action system, with the camera situated behind the game's protagonist. The game was published by THQ, and developed by Volition, Inc. Volition is known for released such titles as Summoner, Saints Row, FreeSpace 2, Descent, and the Red Faction Series. Red Faction Guerilla is their latest release, but they have two new titles lined up for 2011, both are further installments in the previous serial titles of Saints Row and Red Faction respectively. The game has sold over a million copies, and has received largely positive reviews from various game critics and game magazines.

--Story--

RF:G follows the story of Alec Mason, a mining engineer who has come to the Tharsis region of Mars to reunite with his brother Dan and begin a new life in a new world. The two get to work immediately by salvaging spare parts from abandoned complexes, which confused Alec at first. Dan then reveals that he's been working with a group called Red Faction to fight against the omnipresent Earth Defense Force (EDF), who have been keeping the denizens of Mars underfoot. Alec refuses his brother's request to fight with him, and states his wish to live a simple life. It's then that they are set upon by an EDF air team, and Dan is gunned down. Alec is taken by the EDF, but not seen as being worth the trouble. As he is about to be shot down himself, Red Faction operatives run in and save the day, and his life. From then on, Alec works with Red Faction to drive the EDF off of Mars, and restore liberty to its people.

The object of the game is to more or less, "stick it to the man." As Alec Mason, you sabotage the EDF's agendas, destroy their buildings, collapse their bridges, and basically ensure that they fail at every given opportunity. By doing this, you raise the morale of the people and wrest control from the evil EDF. Sadly, the storyline of the game is exactly that. It never evolves, there's no real plot twists, and nothing ever comes as a surprise. Even the moments that the game WANTS to be surprising fall flat, due to the lack of interest in your own characters that comes with a game that doesn't focus too much on its narrative.

"What do you mean, 'no one cares?'"

The game is relatively short if you ignore a lot of the side missions but even if you complete all of them, it doesn't add a whole lot to the plot. The narrative gets really akward about halfway through when an item called the Nanoforge is introduced. It's some manner of martian technology that utilizes nanomachines in a weaponized manner. There's a bit of mysticism involved in the retrieval of the item that is never revisited, however. The narrative, as a result, is stuck in a sort of limbo. It feels as if the game needed to be longer to cover everything, but there just wasn't enough content to fill the void. On a basic level the idea of the game is nice, but it desperately needed some expansion which it unfortunately did not receive.

6/10

--Gameplay--

One of the biggest draws and selling points of the game is how the world itself was programmed. Unlike previous Red Faction games, the terrain is not destructable. However, buildings, bridges, vehicles, and just about everything else is almost fully destructable. More than just being a feature, this becomes the main focus of the game. As Alec Mason, you target specific structures and outposts and proceed to damage them beyond repair, weakening the foothold of the EDF in a particular area, and raising the morale of the subjugated citizens of Mars. By using remote charges, projectile sawblades, rocket launchers, and nanomachine rifles, you take down structures the size of the golden gate bridge, the halls of congress, and any office building you could imagine. The end result? Satisfaction.

Cool Guys don't look at explosions. Or implosions.

Now it's not all willy-nilly destruction and happiness. You're being hounded on your every step by EDF squadrons who are tired of Alec Mason being in their bases, killing their doods. One of my favorite aspects of the EDF in this manner are how they absolutely swarm you at any given opportunity, and there's no sarcasm there at all. It makes you adopt guerilla tactics to some degree, to where you almost revere the ol' "hit and run." Going toe-to-toe with an entire squadron of EDF is surefire way to get yourself gibbed, even on the game's casual difficulty.

If there's one thing that prevents this section from getting a perfect score, it's the fact that Volition kinda put all of their eggs in one basket. The game focuses so heavily in the destruction of all things material, that it somehow manages to get slightly dull after a while. The game gets repetetive slightly early, and only once in a while do you get something new to toy around with, but even then the objective is the same. As well as being repetetive, there are also occasional dynamic events where your base will spot an enemy convoy, or they gather intelligence that someone is transporting important documents. While I enjoy dynamic events like this, they have a tendency of dumping them on you all at once, so you don't have time to accomplish any other goal in the game, should you choose to accept these dynamic missions.

9/10

--Audio--

Unfortunately, there's not an awful lot to say here. The upside to this game's audio development is that the sound effects are more than wonderful. Listening to a building crumble, fall, and splinter after you take a sledgehammer to its foundations is an extremely gratifying experience. The different weapons and automobiles and explosives all have unique effects, and all are both appropriate and pleasant.

There IS a soundtrack to the game, but you never really hear it. This is one of those rare games where music just doesn't matter in the least. The mood of the game is set by the narrative and the surroundings, leaving what little musical composition there is completely behind. The voice acting got some negative criticism as well, but I'm not entirely certain why. These guys aren't going to be getting awards any time soon, but I don't think the quality of it entered the realm of "bad."

Without more, it's pretty hard to fill out the section.

8/10

--Visuals--

The visuals are a real double-edged sword with Red Faction: Guerilla. On the one hand, you've got your explosion effects, the buildings crumbling, vehicles flying off of a cliff and bursting into flame in the chasm below, hell you've even got a bomb that is literally a localized singularity that picks apart structures from the inside, and subsequently blasts everything it was drawing in outwards in a great and powerful explosion. One of the neatest things to do in the game is plant your singularity, run like hell, turn around, and watch the magic happen.

Then on the other hand, you've got the terrain and the atmosphere. First the short, five word explanation: "Sure Is Orange In Here." I understand that the game takes place on Mars, and that even if it's terraformed, it's not going to be the green and blue that I'm used to back here on earth, but you can at least color your buildings to be something other than a shoddy rust color. The entire game is beset in tones of rust, orange, and gray. It makes for a pretty dull environment to look at. I mean, it's no wonder everything is getting blown up, people just want to see something different. As an unfortunate result, everything sort of melds into everything else and if it weren't for the mini-map feature, you'd never be able to find your way around Tharsis.

Spike-ball mech arms or spike-ball towers? You be the judge.

7/10

--Overall--

Red Faction: Guerilla proves to be a fun, destructively satisfying, and entertaining game to fill up your weekend, or to play throughout the week when the hustle and bustle of life subsides for a few hours. It resides somewhere on the positive side of average, but several key factors prevent it from being a truly great game. Still, I would certainly recommend it to anyone looking for something that's not too immersive, but can be run through in a week or so, and remains entertaining beyond the story mode because let me tell you: the Wrecking Crew multiplayer mode is an absolute blast. My favorite combination is the Rhino Pack and the Sledge Hammer. Give it a shot, and find the combination that works for you, and have fun with this one.

30/40 = C