March 2006

Better late then never I say! I owned a few original (and used) Gameboy Advances over the years, but I never really owned a new GBA, or GBA SP. Finally, November 2005, one year after the DS has been released, I got a brand new and awesome crimson GBA Sp. How is it?

The SP is the first full redesign of the GBA. I never really liked how the original looked and it didn’t have a backlight (I know, I am spoiled) so I decided not to get a new one, just used. Years passed and BAM! The new clam shell GBA was out with *gasp* a backlight screen. It was amazing, and it still is.

The top half is the screen, and on the bottom are the A and buttons, as well as the D-pad, start and select buttons. If you want to, you can turn your light on and off. On the shoulder of the clam, is the L and R buttons. But wait, how can I play a game without two analog stick, X, Y, C, D, E and all the other buttons in the alphabet buttons? Well, dear reader, the answer is simple. You won’t need sixty eight different buttons to play a game, these 4 buttons plus D-pads will give you just as much satisfaction and fun gaming as with a bunch of other buttons.

The graphics are old-school, don’t expect anything near the PSP or even the DS. But in my humble opinion, they are just fine. The games don’t require the amazing graphics, since they are about the game play, not about wow! There are sixty polygons in that dude, yo! People can get nostalgic, since the graphics are NES/SNES like, hence the insane amount of ports and rehashes (what a politically incorrect term to use).

The GBA has a lot of excellent titles on it. [i]Pokemon[/i], [i]Final Fantasy[/i], [i]Zelda[/i], [i]Mario[/i] and so on. The games are fairly cheap so you can afford it. Hell, nowadays you could get a brand new system and a game for the price of the Gameboy Micro.

This brings me to my next point: the GBA SP is a much better purchase than the Micro. Why? A) The SP is cheaper (about 30 bucks). B) The Micro is way small, and a lot of people will find it uncomfortable. C) The SP is bigger (but still fits in your pocket no problem), and you won’t lose it as easily and D) the SP’s screen is really hard to scratch, thanks to the clam shell. If you want to play a Nintendo handheld, you are on a budget or just don’t feel like getting a $100+ handheld system, then the GBA SP is the way to go.

[i]Devil May Cry 3[/i], quite possibly the best action game of 2005, gets a budget re-release, with heaps of extras and adjusted difficulties! But do the extras warrant getting it again? Let’s see…

For those not familiar with [i]Devil May Cry 3[/i], it’s a prequel to [i]DMC[/i]. Dante, the main character, is a half human-half demon. He’s got strength, endurance, and plenty of style. As the game starts, he’s just setting up his business and hasn’t picked a name for it yet. He gets attacked in his ‘office’ by demons, and shortly thereafter his estranged brother appears at the top of a huge tower. Dante takes the hint, and goes off to meet Vergil, his brother, at the tower. As the player, you guide Dante through a seemingly endless army of grim reaper-esque demons, each named after one of the seven deadly sins, dispatching them in the most stylish way possible. A Style Meter is displayed at the top, ranging from Crazy to SSStylish. One of your final rankings at the end of a mission depends on how much Style you’ve accumulated. There are a few puzzles thrown in along the way, but nothing too taxing; the game’s main focus is combat. And it does it well.

Dante is given 4 weapon ‘slots’; two for melee, and two for firearms. At the start of each mission, Dante is given the option of swapping out these 4 weapons. During the actual gameplay, Dante can swap between his two melee weapons at the touch of R2, and his two firearms with L2. At the start, Dante has only one melee weapon, the well balanced Rebellion sword, and one firearm, the twin pistols Ebony and Ivory. Though the weapon system is based around customization, many gamers won’t stray far from these two weapons: they’re the defaults for a reason.

The other customizable aspect is Dante’s style; which is something you can change at the beginning of each mission. The four default styles – Trickster, Swordmaster, Gunslinger and Royal Guard, are each activated by the O button. Each style furnishes Dante with extra manoeuvres: Trickster providing evasion tactics, Royal Guard giving defensive moves. Swordmaster awards each melee weapon with extra moves, as Gunslinger does with firearms. These diverse styles allow for the player to pick a fighting style that suits them best – all offensive, or self preservation. In addition to these four styles, an extra two are unlocked during the course of the game. The extra two are not full featured styles as such, but rather like tacked on skills. Still, they both have their uses: One slows down all the enemies, allowing Dante to strike out with ease. The other rewards Dante with double damage, for a short time.

One other facet of combat is the Devil Trigger. Though not usable at the start, the Devil Trigger becomes a vital part of your repertoire as soon as you obtain it. Once activated, Dante takes on a demonic appearance relative to the weapon he’s wielding. During Devil Trigger, Dante moves faster, and deals out more damage. Alternatively, the Devil Trigger can be charged, released in the form of an explosion which instantly decimates any nearby enemies. It’s a tough call between using the Devil Trigger, or causing an explosion – both are incredibly useful in a tight spot.

If you stand still, and look very closely, the graphics aren’t amazing. Fortunately, most of the time, you’ll be too enraptured with an intense fight to even notice. Incredibly, there is no slowdown. Considering the speed at which things run, and the amount of things happening on screen at any given time, and that it’s being played on the PS2, this is nothing short of miraculous. The only problem here is load times. The in game menu is the main offender; taking several seconds to load up. This is a poor contrast to the high speed gameplay.

The music is what you’d expect: heavy , linkin park-esque rock. Most of the time, it works great. In the rare instances where you’re not fighting, the music drops to a mellow haunting tone. Cutscenes are handled well, though a few around the middle of the game seem to be filler content; nothing really happens. The boss fights are fairly spectacular, and the clashes with Vergil are nothing short of epic.

Speaking of Vergil; this is the reason why you should buy Special Edition, even if you own [i]DMC3[/i] – Vergil is now a playable character. Rather than being a crappy palette swap, Vergil is a full fledged alternative character, with a radically different playing style. He gets 3 unique weapons, and his own style – Darkslayer (an upgraded Trickster). It goes without saying that playing as Vergil is an entirely new experience. He has no guns for a start – Vergil doesn’t see them as true weapons of a warrior. In place of firearms, Vergil has Phantom Swords; magically summoned blades which fire into enemies. The advantage here is that the Phantom Swords appear around Vergil – meaning he can fire away at any time, even in the middle of an attack. Since Vergil only has melee weapons, the weapon switch tabs are changed so that all three are selectable at once, pushing L2 or R2 will cycle between the three weapons clockwise or counter clockwise. Additionally, all of Vergil’s arms are available at the start. Since Vergil only has one style, and three weapons, it could be seen as a half assed job. This is not the case though; Vergil simply offers a more conserved playing style. His tools of destruction are simpler to use, but require well thought out strategies to achieve the same Style results as Dante.

Vergil has no story of his own. He plays through Dante’s game, sans cutscenes. Strangely, when you get to one of the Vergil boss fights, you have to battle against yourself, in a red coat (This guy has been dubbed ‘Vante’ by fans). Though this has caused some controversy, the simple fact is that a Dante boss fight would just not work. That aside, Vergil has been well accepted among the [i]DMC[/i] elite. Though it may take some time getting used to the lack of customization, playing as Vergil pays off.

Vergil is not the only new addition. The new Bloody Palace mode is a welcome addition. It places Dante or Vergil in a 9999 level endurance game, against any possible combination of any of the enemies and bosses in the game. If you tire of the main game, there are 9999 combinations of hurt awaiting you here. Of course, those persistent enough to beat the Bloody Palace are well rewarded…

There’s one new boss included in both Vergil’s and Dante’s game: Jester. The clown everyone loves to hate. Now you get to beat him down. He now appears three times in the game. You have to beat him once, in a compulsory fight. After that, he’s an optional (though fun) battle. And he bleeds confetti. Oh yes…

Additionally, the game is comprised of both the Japanese and US difficulty levels. At the start of the game, you must choose between Gold and Yellow orbs (this determines the continue system later on. Gold is the Japanese system – you’re revived on the spot where you fell provided you have a Gold Orb, and get infinite continues. Yellow is the US system – you return outside the room you died in, and can only continue if you have a Yellow Orb. Also, the actual difficulty levels have been rearranged (But the observant will realise that all the original difficulties are still intact). Finally, the game has gained a “Turbo Mode”. When activated, the gameplay is sped up by 20%. While on turbo mode, everything (including Dante / Vergil) moves faster, but your Style rating doesn’t fall 20% faster. To that end, playing on turbo mode actually makes the game easier, if your reflexes are up to scratch.

So, is it worth it? If you’ve never played [i]DMC3[/i], then yes. Absolutely. This is a necessary game, which deserves your attention. If you played [i]DMC3[/i] to death, then Vergil, and the Bloody Palace are reasons enough to pick it up. I have to say… this is worth trading in your old copy of [i]DMC3[/i] to get: it has everything of the old one, and so much more. And of course, it’s at a knockdown price. You really have nothing to lose here.

Black

March 5, 2006

[i]Black[/i] is the latest title to be released by the up and coming developer Criterion Games. Since its initial announcement [i]Black[/i] has been hyped to the fullest extent as what was to be an almost revolutionary FPS that focuses on 100% action 100% of the time. The compromise, however, is extremely destructible environments and intense firefights in a single player arena in exchange for good story and any sort of multiplayer options. That is exactly what you get with [i]Black[/i]; whether or not that is a good thing I’m still not sure.

[i]Black[/i] is visually stunning. Everything from the textures, to the lighting, to the dust and smoke effects are absolutely top notch. The environments in [i]Black[/i] are big and full with a good amount of attention to detail everywhere you look. That being said, they look even better when you blow them to pieces. Perhaps the most impressive graphical aspect is that every bullet leaves a mark. When you shoot a wall, you leave a mark in it and that mark actually stays there. When in a firefight your shots will kick up dust and spit debris into the air when they hit dirt or walls which really helps to make things even more hectic.

On par with the visuals of [i]Black[/i] is the audio. The music is very well done by an orchestra that definitely knows what they are doing. If you have a decent surround sound setup you’ll be able to wake up the neighborhood with the explosions throughout this title. The weapons also sound very real and powerful. When you are crouched behind a concrete wall, or what’s left of one, you will actually hear the enemy bullets chipping away at your sides. Of course the baddies will be yelling “grenada” every time you chuck a ‘nade at them and will be shouting out the same handful of phrases at you throughout the game, although I suppose that is to be expected by now.

The gameplay in [i]Black[/i] is precisely what Criterion has promised us all along. The game is all about big explosions, lots of ammo, and blasting wave after wave of enemies. The controls are easy to pick up and play and despite the absolute lack of story [i]Black[/i] has a Hollywood quality presentation. The weapons in [i]Black[/i] are, more than any game I’ve played, very fun to shoot. It’s a feeling somewhat similar to shooting an actual gun; the weapons in [i]Black[/i] feel that powerful. This is a great thing since you will be gunning your way through hundreds of brain dead baddies in every level. The game gets repetitive very quickly which actually makes [i]Black[/i] feel a little bit longer than it really is. A veteran FPS’er will polish this one off in 6-8 hours and probably no more than 10 hours for the less experienced.

While I understand that Criterion was very focused on delivering the single player experience they wanted I can’t help but to wonder why we can’t have the pretty sights and sounds of [i]Black[/i] and have a coherent story and a little more depth in gameplay. As I said the game is short and you won’t be coming back a second time due to the repetitive gameplay and the fact that there are no extras or unlockables save for the harder difficulty. This game is the epitome of a “rent but don’t buy” title. [i]Black[/i] comes out gunning but gets boring real quickly. Beauty is only skin deep and [i]Black[/i] is a busty blonde with no personality.

I’m sure a few of you know there is an official Final Fantasy soft drink called “Potion” in Japan. Well, wacky soft drinks meet wacky advertising in this clip. Not like this is anything unusual in Japan, but now it involves Final Fantasy. Have fun:

[url=http://web-cache.stream.ne.jp/web/selector/suntory_viewer/user/wmt_b.html?cont=softdrink/ff/battle&band=b&player=wmt]Final Fantasy “Potion” Ad[/url]

Source: [url=http://www.kotaku.com/gaming/final-fantasy-xii/final-fantasy-xii-the-potion-the-tv-spot-158425.php]Kotaku[/url]

For anyone who had been following the gaming industry for any length of time, the downfall and eventual demise of Acclaim was not much of a surprise. The company that brought us such memorable gaming experiences as Burnout, Turok, and Extreme G had begun down a slippery slope of forgettable, and oftentimes downright poor releases long before their experiment with topless biking. Of course, people look back on the low point as being 2002’s Z-Axis-developed BMXXX, but their path to self-destruction was not paved with just one game, and their eventual absence was met with sighs of relief from many, while several companies with whom Acclaim had been working with for future releases were left holding the proverbial bag.

But that, as they say, is water under the bridge. In December 2005, former Activision front man Howard Marks made a play for the now-defunct company, and purchased the name A