March 2011

CreaVures

March 8, 2011

A puzzle platformer where you use a handful of characters with unique skills together to pass traps and obstacles while collecting items as you attempt to get to the end of stages. No, I’m not talking about The Lost Vikings. I’m talking about CreaVures, the latest release from Muse Games.

The plot of the game is relatively simple: the forest the CreaVures live in is dying and they must band together to gather the fading light and restore the forest. You start with the cat-like creavure Bitey and as you progress through the 15 stages and 2 boss battles you acquire the remaining four creavures to use: Pokey the porcupine, Zappy the lizard, Rolly the armadillo and Glidey the fruit bat.

Each character brings something different to the table. Bitey can latch onto hanging fruit and have his tail used as a vine by other characters. Pokey can fire his quills in different directions and create quill ladders on walls. Rolly is pretty obvious: she rolls and can smash through stone. And Glidey is also obvious as he can glide, but with a twist: he can also pick up other characters and carry them as he glides. Each character is used interchangably and at certain times to progress, giving this platformer a large measure of variety.

The actual gameplay is pretty easy to pick up and it handles well. There were a few times where the game would glitch or bug out on me, forcing me to restart from the most recent checkpoint I had been to though. Playing with both keyboard and controller felt natural and good, and the only problem I had with the latter was double-tapping to turn on the vines didn’t seem to work. Beyond that, the game controlled well and gameplay was fluid.

There are three different difficulties to play on in CreaVures, and each stage of each difficulty has a number of “Essences” and “Motes” – the game’s collectables – to acquire. On top of that, once you beat CreaVures you can use all five characters from the beginning of the game, giving the game a wide berth of replayability. 

The most striking thing about the game is the visual and audio style. With the light fading from the forest, everything within it glows in a rainbow of neon colors. With this gorgeous spread of an appealing visual pallet is ambient and mellow music that only adds to the aesthetic vibe of being within a forest. This changes up when you fight the two giant bosses to that of a more tense variety, but overall works great to supplement what the player sees.

All in all, CreaVures is a great indie puzzle platformer. Even with the variety and replayability packed within, the repetition might turn some people off but the game is a solid title with solid gameplay and a great audio-visual style.

Pros: Visually beautiful, controls well, great variety in gameplay

Cons: Buggy in a few places, replaying the game doesn’t change the experience much

 

The PSP is a veritable gold mine for RPG lovers. You can even get more specific than that. It’s a gold mine for SRPG lovers. It’s even a gold mine for people who had a large SRPG collection on the PlayStation and PlayStation 2 and would like to own those games again and also be able to play them on the bus. Between Front Mission 3, Disgaea: Afternoon of Darkness, Jeanne D’Arc and Final Fantasy Tactics: The War of the Lions I didn’t really think I had more room for SRPGs on my PSP. Then I remembered how much I enjoyed Phantom Brave on the PS2 and I have enjoyed it all over again on the PSP.

Marona’s parents were monster-fighting mercenaries who were killed by a demon named Sulfur. Now Marona is an orphan doing the best she can with the help of her parents old apprentice Ash. Ash is no ordinary apprentice though – he’s a phantom. Everything is going okay (not great, the locals don’t trust Marona since she can talk to phantoms) until Sulfur’s minions start showing back up. At that point it is up to Marona and Ash to defeat Sulfur and save the day.

Things get interesting in a couple of key places. First, Marona is not a great fighter. Her primary role in battle is to confine phantoms to ordinary objects to create warriors. Your phantoms each have their own level and stats, their weapons have their own level and stats, and the object to which they are confined affect those stats each time they are confined. If you confine a phantom to rock, for example, he is going to turn into a warrior with a high defense rating and a low speed rating. Confine that same phantom to a plant, however, and he will have a low attack rating and a high intelligence rating. It’s important to keep track of who you’re confining where as the phantom you’ve trained up to be a mage won’t do a lot of good confined to a rock. And you shouldn’t necessarily just confine everything you’ve got in the first turn. Phantoms can only remain confined for a finite number of turns before they leave the battlefield. It’s an interesting system that forces some different strategies than a more traditional game might suggest.

Second, Phantom Brave eschews the traditional grid for a more free-form movement and attack system. Characters can be moved around the battlefield in three dimensions confined by a radius. This means you can jam fighters right up next to each other and need to pay attention to how close you are to your enemy as attacks are less effective the further away you are. Just because you connect doesn’t mean you’ll knock the enemy on his backside.

Like other NIS SRPGs, Phantom Brave has enough depth to either keep you occupied for hours upon hours or drive you stark raving mad. There is a ton to do here. There is the main story, there is leveling up your phantoms and their various weapons in randomly-generated dungeons, there is combining weapons to create better and stronger weapons, there is fusing weapons to phantoms, and there is fusing phantoms together to create better and stronger characters. If you run out of things to do in Phantom Brave then you’re not looking hard enough.

Phantom Brave has a lot going for it. There is a mountain on content here, the main characters are likable, the loss of the typical SRPG grid is refreshing, and the character and item fusion mechanics are sufficiently different from other SRPGs to make Phantom Brave worth your time even if you’ve already got a strong stable of games on your PSP. If you’ve never played Phantom Brave, or are just looking to replace your old PS2 copy with a version that can be played on the go, you won’t be disappointed. 

Pros: Endless supply of randomly-generated content, lack of grid is neat, confinement system makes for different strategies than a different SRPG would suggest

Cons: Like other NIS SRPGs, Phantom Brave can be daunting

 

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