May 2010

Final Fantasy XIII is possibly the most anticipated game in the entire celebrated series, so it should come as little surprise that, while it is a great and entertaining game, it just isn’t as good as all the hype made it out to be. Honestly though, it would have to have been one of the best games of all time to live up to the hype. It is still a must play for any fan of the series or the genre, there are just a couple of minor issues that prevent it from rising to the top.

The story is one of the highlights of Final Fantasy XIII, and it draws you into the world of Cocoon right from the start. Right from the opening scene to the end game cinematics, you’ll be drawn into the worlds of Cocoon and Pulse until the game is won. Perhaps the only downside to this is that Final Fantasy XIII is an extremely linear game. As you move forward from chapter to chapter, you’ll rarely revisit previous locations, and there is little room to go off the beaten path, even at the end of the game. 

As usual, Square Enix has changed the battle and leveling system for Final Fantasy XIII, though they are both reminiscent of previous entries in the series.  The battle system is very autonomous, and it appears to expand and improve upon the Gambit system of Final Fantasy XII. Called the Paradigm system, each character is given a role to play, and automatically chooses an action to do from a list of abilities for the specified role. Throughout the battle, you can switch out paradigms, or sets of roles, at will. This allows you to quickly heal your party when needed, or quickly switch everyone to an offensive role to do more damage. The only problem with this system is that battles are more about strategically choosing and switching between paradigms than it is about actually controlling any of your characters. Another aspect of this system is that if your lead character is killed, you lose. Any other character can be revived if they fall in battle, but not the lead. Additionally, your entire party is healed between battles. You might think this would make the game easier, but you’d be mistaken. Square Enix uses this as a way to increase the difficulty of every fight in the game. After the tutorial is over, which does take awhile, nearly every fight will be a high tension affair with death hanging in the balance if you are not smart with your paradigms.

The leveling system is called the Crystarium and is extremely similar to the Sphere Grid system of Final Fantasy X. Each character has their own Crystarium, rather than sharing a large grid as in Final Fantasy X. Instead each role shares a place in the Crystarium. As you collect Crystarium Points(CP) during battles, you can use them to upgrade your characters in various predetermined courses. You can upgrade any role you wish for a character, with upgrades for HP, strength, and magic along the way to learning new abilities for each role. Any abilities learned are only able to be used when assigned that role in battle, though the HP, magic, and strength upgrades are always present.

Graphically, Final Fantasy XIII is beautiful and impressively detailed. It is easily the most graphically impressive game I’ve played yet on any system. Oddly enough though, the cinematics look better on the 360 version while the actual game play looks better on the PS3.

The soundtrack of Final Fantasy XIII is great work as usual. It doesn’t have the instant classic feel of most previous Final Fantasy soundtracks, but it is definitely top quality work. The only disappointment I had with the soundtrack was the lack of the classic victory song. A variation of it has been in every Final Fantasy game until this one, so it’s sad to see it go. As far as the voice acting, it is definitely the best cast of voice actors Square Enix has used so far, although Vanille’s voice is irritating and annoying.

One other side note is that the loading times for the 360 version of the game are shorter than the loading times for the PS3 version.

Overall, Final Fantasy XIII is a great game, with much to recommend it. Unfortunately, the linearity and the somewhat self-controlled battles keep it from being among the elite of the Final Fantasy series. If you love Final Fantasy, be prepared for yet another epic fantasy. If, however, you aren’t a fan of JRPGs or linearity in games, there is little here that will change your mind.

Plays Like: Final Fantasy XII, Final Fantasy X

Pros: Story is intriguing; Graphics are impressive; Soundtrack and voice work are great; Battles are epic affairs; Characters are great

Cons: Vanille is annoying; combat system sometimes feels like it is playing itself

 

Final Fantasy XIII is possibly the most anticipated game in the entire celebrated series, so it should come as little surprise that, while it is a great and entertaining game, it just isn’t as good as all the hype made it out to be. Honestly though, it would have to have been one of the best games of all time to live up to the hype. It is still a must play for any fan of the series or the genre, there are just a couple of minor issues that prevent it from rising to the top.

The story is one of the highlights of Final Fantasy XIII, and it draws you into the world of Cocoon right from the start. Right from the opening scene to the end game cinematics, you’ll be drawn into the worlds of Cocoon and Pulse until the game is won. Perhaps the only downside to this is that Final Fantasy XIII is an extremely linear game. As you move forward from chapter to chapter, you’ll rarely revisit previous locations, and there is little room to go off the beaten path, even at the end of the game. 

As usual, Square Enix has changed the battle and leveling system for Final Fantasy XIII, though they are both reminiscent of previous entries in the series.  The battle system is very autonomous, and it appears to expand and improve upon the Gambit system of Final Fantasy XII. Called the Paradigm system, each character is given a role to play, and automatically chooses an action to do from a list of abilities for the specified role. Throughout the battle, you can switch out paradigms, or sets of roles, at will. This allows you to quickly heal your party when needed, or quickly switch everyone to an offensive role to do more damage. The only problem with this system is that battles are more about strategically choosing and switching between paradigms than it is about actually controlling any of your characters. Another aspect of this system is that if your lead character is killed, you lose. Any other character can be revived if they fall in battle, but not the lead. Additionally, your entire party is healed between battles. You might think this would make the game easier, but you’d be mistaken. Square Enix uses this as a way to increase the difficulty of every fight in the game. After the tutorial is over, which does take awhile, nearly every fight will be a high tension affair with death hanging in the balance if you are not smart with your paradigms.

The leveling system is called the Crystarium and is extremely similar to the Sphere Grid system of Final Fantasy X. Each character has their own Crystarium, rather than sharing a large grid as in Final Fantasy X. Instead each role shares a place in the Crystarium. As you collect Crystarium Points(CP) during battles, you can use them to upgrade your characters in various predetermined courses. You can upgrade any role you wish for a character, with upgrades for HP, strength, and magic along the way to learning new abilities for each role. Any abilities learned are only able to be used when assigned that role in battle, though the HP, magic, and strength upgrades are always present.

Graphically, Final Fantasy XIII is beautiful and impressively detailed. It is easily the most graphically impressive game I’ve played yet on any system. Oddly enough though, the cinematics look better on the 360 version while the actual game play looks better on the PS3.

The soundtrack of Final Fantasy XIII is great work as usual. It doesn’t have the instant classic feel of most previous Final Fantasy soundtracks, but it is definitely top quality work. The only disappointment I had with the soundtrack was the lack of the classic victory song. A variation of it has been in every Final Fantasy game until this one, so it’s sad to see it go. As far as the voice acting, it is definitely the best cast of voice actors Square Enix has used so far, although Vanille’s voice is irritating and annoying.

One other side note is that the loading times for the 360 version of the game are shorter than the loading times for the PS3 version.

Overall, Final Fantasy XIII is a great game, with much to recommend it. Unfortunately, the linearity and the somewhat self-controlled battles keep it from being among the elite of the Final Fantasy series. If you love Final Fantasy, be prepared for yet another epic fantasy. If, however, you aren’t a fan of JRPGs or linearity in games, there is little here that will change your mind.

Plays Like: Final Fantasy XII, Final Fantasy X

Pros: Story is intriguing; Graphics are impressive; Soundtrack and voice work are great; Battles are epic affairs; Characters are great

Cons: Vanille is annoying; combat system sometimes feels like it is playing itself

Part-reality show, part-disaster area, Split/Second is definitely exciting. But what else is it? We participated in a listen-only interview with Black Rock Studios’ director Nick Baynes. For an hour, he answered our questions about the racer releasing later this month. Check out the audio below. READ MORE

Staff writer Shawn Vermette put the Halo: Reach beta through its paces. Here are his thoughts.

First off, let me say that I didn’t really expect much out of this beta.  I love playing Halo multiplayer, but all of it has felt exactly the same to me through the years, so I was expecting more of the same for the Reach beta. However, while it feels very familiar, just enough has been changed to make it feel fresh all over again. READ MORE

Before I begin this review in earnest, you should know that Conviction is the first Splinter Cell game that I have ever played. With that out of the way, I have never had so much fun being so terrible at something. I’m not certain what happened to Sam Fisher now that he is out of the spy game (but not really), but it doesn’t really matter. It’s just as fun to hang from a pipe on a secret air base and kill a guard who has no idea what is happening as it is to hide behind a soda machine at a fair near the Washington Monument in an attempt to catch people tailing your contact.

The single player campaign takes you all over the world, but all of the levels save one play out pretty much the same way. Move toward the objective waypoint and sneakily take out guys along the way. This means shooting out lights to create shadows or taking your chances moving from cover to cover with the lights on. Shoot out the lights and you’ve got more places to hide when things go south. Leave the lights on and nobody has a reason to think you’re there until you mess up. There is a balance at play, and either style will work. That’s one of the beauties of Conviction – you can go in guns blazing and succeed. You can minimize casualties and succeed. Or you can use a mixture of the two and only kill when sneaking backfires. It’s all up to you, and either way it feels like a Hollywood spy narrative.

Either way you play the new mark and execute system gives every encounter the possibility to feel like a scene from a movie. Take down an enemy using hand-to-hand combat (which is rewarding enough to use without mark and execute) and you’re rewarded with marks. The number varies with gun, but it is always between two and four. This allows you to clear a room of five enemies quickly and without being detected if you can pull off the first hand-to-hand takedown without being spotted. And when you have a set of marks pre-loaded the pull-off looks amazing. Pull a guard out through the window you’re hanging from, and then hit Y to see Sam quickly take aim and headshot his four friends.

Dovetailing into mark and execute is the upgrade system. Three or four times per level Sam will come across a weapons stash. At these toolboxes of death you can replenish your supply of sticky cams, remote mines (a personal favorite), and EMP grenades in addition to selecting a pistol and secondary weapon and spending upgrade points that have been acquired by completing in-game challenges (things like taking out five enemies in a row without being detected, executing a death from above maneuver, or reviving a teammate in coop. The gun upgrades make your weapons more accurate, more powerful, add silencers, or add available marks. Gadget upgrades increase the effective radius, and uniform upgrades improve armor ratings and holding capacities. You’ll be driven to complete the challenges anyway because they are fun, but it is great that Ubisoft has included an in-game reason to complete them.

In addition to the single player experience, Conviction also has cooperative multiplayer. The multiplayer campaign is exactly what I wanted it to be – the exact same mechanics present in the single player campaign with the possibility of me pulling a guy over a ledge while my buddy takes out his friend with a well-placed headshot. The only thing wrong with coop is that some doors require both players to open, and it always seems to happen that on character gets stuck and can’t get into position. Aborting the whole thing and starting again seems to fix it, but it is annoying every time that it happens.

After you’ve finished the co-op story there are four other multiplayer modes that make up conviction’s Deniable Ops. First is Hunter where two agents are tasked with eliminating 10 enemies from each of multiple zones. Get detected and enemies will call in back-up so sneakiness is essential here. Infiltration is multiplayer sneak. Get spotted by a camera or an enemy or trip a wire and you’ll be forced to reload the last checkpoint. Last Stand is a lot like Hunter except you and a partner are defending a warhead from endless waves of enemies. It is Splinter Cell does Horde Mode from Gears of War 2, and it’s fun, but Hunter feels better since you can actually win. Face Off is the last multiplayer mode, and it is the only competitive one. It’s spy versus spy with enemy AI thrown in for good measure. Deathmatch is gone, but Face Off feels good for one on one spy antics.

I don’t know how Splinter Cell: Conviction stacks up against previous entries in the series, but it melds action and stealth together like no other game I’ve played, and there are enough play modes that Sam Fisher’s latest adventure ought to last you a good long time. If you like stealth, action, or good cooperative play, then Splinter Cell: Conviction definitely deserves a place in your library. 

Pros: Great mechanics, on and offline cooperative play, great in-game challenges and upgrade system

Cons: Dual open doors are problematic in cooperative play

Plays Like: Uncharted 2: Among Thieves, Metal Gear Solid 4