April 2011

The original Dissidia: Final Fantasy is arguably the closest thing to the perfect fanservice game, given that not many series boast such a large amount of entries with different casts of characters. While the service was great though, the actual gameplay mechanics were far from refined, and what could have also been a top-notch game didn’t quite reach its full potential. Enter Dissidia Duodecim, a sequel of sorts which expands upon the game’s core elements and fixes some of the issues most prevalent with its precursor, though it also introduces some new issues that might put people off.

As with any expansion to a fighting game series, Duodecim has the standard fare of new characters, new stages, new gameplay mechanics, and in some rare cases, new story. Among these new mechanics comes the ability to assign an assist character, turning battles into a pseudo-tag-team affair where you can call upon your partner for offense or defense. In addition, party battles (which are fought in a tournament or a round-robin style) and world map have been added, further exploring the series’ RPG roots. The barebones “dungeons” from DFF have been reworked into gateways you enter while wandering around the world map, which no longer force any restrictions on you and can be tackled at your own pace. Do you want to beat the minimum amount of enemies and move on, or maximize EXP, items, money and points by chaining every enemy? Both options are available to cater to different mindsets.

The story mode for Duodecim takes place before the first game’s, highlighting the events that set the groundwork for Dissidia’s final battle. In a nice surprise, Square Enix actually re-did the story mode from the first game with Duodecim’s new mechanics and gameplay features, making it easy to see how the stories intersect and improving the previous game’s lackluster dungeons. On the downside, the new world map feels barren at times, as there’s nothing to do in it besides enter gateways and fight off random generic enemies. There’s hardly any exploration either, as most character stories involve going in a straight line on the world map until you hit the next gateway. It’s a nice touch and a step above the restrictive dungeon design in DFF, but it’s something that still needs work done to make it interesting.

There were key issues with the game’s main feature, fighting, that kept DFF from reaching its potential. While the game never punished players for engaging in aerial combat, it did nothing to encourage players to stick to the ground either. Since there were only 2 or 3 characters that excelled at ground combat, fights in DFF would devolve to permanently dodging in the air, dashing and just plain never touching the ground during the whole match. This has been reworked in Duodecim, as characters fall much faster, jumps aren’t refreshed after performing an air dodge, and most moves have been re-worked to discourage sticking to the air 100% of the time. The new characters nicely fill in the niche of play styles that hadn’t been implemented, such as the firearm antics of Laguna, summoning creatures ala Yuna or up-close brawling like Tifa and Prishe. All in all, the base gameplay has received enough fine-tuning to make it much more enjoyable, whether you just plan on beating up AI or duking it out locally with friends.

The presentation for Duodecim is also a step above its precursor’s, though given how harshly DFF was judged when it came to this, anything can only be an improvement. Characters are much more animated during cut scenes, the game’s lighting effects are much better done (given how every character in the first game looked like they were covered in a shiny aura), and the track list has at least doubled in size from DFF. Nearly every character has a song for wandering through the world map and exploring the gateways, all composed of either well-done remixes of classic tunes or straight rips of the originals. Add to this the extra alternate costumes for every character, all based on either original artwork or alternate clothing from each character’s game of origin, and you’ve got a game that further delivers on what was already one of best fanservice games created.

Dissidia Duodecim is not for the casual fighting game player. This is a game custom-tailored for the long-time fans of the series, those who already know who the entire cast is and their motivations for why they fight. It’s not a perfect fighting game, but you can tell that it has received a lot of polish and care from its developers. For $30, its well worth quite a few hours of entertainment, though without being knowledgeable with the source material, it’s easy to become tangled in the complex web of character relationships and struggles. 

When you pick up one of Omega Force’s Warriors games, you know what you’re going to get. All play similarly, with huge casts of characters, weapons to collect and maps with officers to hack and slash to death. Samurai Warriors Chronicles is very much one of those games, and people looking for a profound shift in what the game is are out of luck. There’s quite a contingent of people who love the feeling of playing these games, though, as it’s the game equivalent of a cheap pizza: it may not be a high-quality meal, but it’s comforting to kick back with a slice.

This time, you’ll be kicking back in 3D, though. The game implements it subtly, and that’s nice. the engine runs well, and the smaller viewing area helps with the series’ trademark framerate and slowdown issues. It certainly isn’t trying anything new, but that’s not exactly unexpected. Thankfully, though, Chronicles doesn’t use the segmented-map tactics of the series’ previous portable titles, as the grand map is what really makes the game fun.

In the campaign mode, you create a character and play through his or her life. There’s not that much to the customization, but you do name the person and answer some personality questions to determine base attributes. The visuals aren’t customizable, but the protagonist is in many cutscenes and that’s probably the reason. The one twist in Chronicles that changes the gameplay? You control a group of up to four different warriors on the battlefield, and over the course of the battle you’ll be presented with short-term goals to complete. These often have time limits of as low as 30 seconds, and that’s where the switching comes in: battlefield positioning can keep you from losing valuable seconds in completing missions. Some missions even require that a specific character complete a task like defeating an officer or defending an area. Most aren’t vital to winning the whole battle, but each gives a bonus like experience or items, and it’s recorded for people who strive for completion. 

There are some things included to keep you busy after completing (or between advancing in) the campaign. You can return to battles you’ve cleared to grind for levels and try out new strategies. You can also use StreetPass functionality in a similar way to Street Fighter, with your characters’ stats used for passive skirmishes with others’ team. It’s a fun diversion, but there’s not much depth there. Sadly, there’s no actual multiplayer here either, and we would have liked to see that, since co-op makes the console versions a lot more fun.

Sure, Samurai Warriors Chronicles feels a bit recycled, but in a launch lineup of recycled games, it has an interesting storyline, a polished engine and a formula great for just passing the time. Your level of enjoyment entirely depends on whether you like the series, but there’s no fatal flaw here to keep you from having a good time.

Pros: Progression and replay value in a depth-starved launch, smooth controls

Cons: Too frantic at times with character switching, Warriors fatigue in full effect 

 

In the new inFamous 2 trailer, protagonist Cole McGrath shows off his new ice and oil powers. The game, which will have user-generated levels and a host of other new things.

The game’s slated for a June release. Check out the trailer after the break. READ MORE

Looking forward to Square Enix and Obsidian’s take on the Dungeon Siege series? Well you’ll have to wait a bit longer, but the wait may be less painful.

Dungeon Siege III has been pushed back a few weeks from a May 31 release to June 21. The good news? If you’re planning on picking up the PC version, you can pre-purchase on Steam and get the first two games in the series for free to help keep yourself occupied until then.

Nippon Ichi Software America made an announcement we all knew was coming: when we can expect a U.S. release of the fourth installment in the Disgaea series. Subtitled A Promise Unforgotten, the game will release sometime in September of this year.

For more information, including details of a contest, check out the game’s official site.