Jason Dobson

I’m a fan of swag, but I’m doubly so if said swag is edible. I’m always up for a snack, and once again Nintendo has come through by packaging some cotton candy (of the delicious blue variety) and some very salty peanuts with our review copy of Mario Party 8. Hell, give me a circus clown and I might as well be at the carnival already. Serious Nintendo, thanks. It’s not everyday lunch gets delivers right to my front door.

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Simply, and utterly gorgeous. This is the first thing that came to my mind when setting upon Odin Sphere, Atlus’ latest release for the PlayStation 2. In today’s age of increasingly complex 3D concoctions it’s hardly a mystery that equally intricate sprite work has become somewhat of a lost art, a failing obviously lost on the developers at Vanillaware, a studio also responsible for NIS America’s GrimGrimoire. First impressions account for a lot, especially with the sorts of niche releases for which Atlus is known, and here Odin Sphere does not disappoint. From the onset, the game expertly plays to the strengths of its sex appeal with large sprites and detailed environments, where every screen captured seems suitable for framing.

As the spiritual follow up to the now decade-old Princess Crown for the Japanese Saturn, Odin Sphere offers up a similar mix of gameplay styles that playfully flirts with both action and role-playing mechanics. While this sort of hybridization falls short of setting the game apart from other similar titles, it is Odin Sphere‘s unique art style – all hand drawn by Vanillaware’s own George Kamitani – that makes the title truly stand out. In addition, Odin Sphere features a score by Hitoshi Sakimoto (Final Fantasy XII), resulting in the sort of sensory overload usually reserved for bachelor parties and Pink Floyd concerts.

A lengthy adventure spanning multiple characters, Odin Sphere first casts you in the role of Gwendlyn, a Ragnaneival Valkyrie princess caught up in an ongoing conflict between waring nations. Over the course of the adventure, the story shifts perspectives by placing you in control of four other characters, including Cornelius, prince of Titania, Mercedes, the crossbow wielding faerie princess of Ringfold, Oswald, the dark knight, and finally Velvet, the bastard child born out of an affair between Gwendlyn’s father, King Odin, and the rival faerie nation of Vanir.

While each of these characters are all mildly interesting on their own, it is when these stories intermingle and the different characters cross paths that the magic of Odin Sphere‘s narrative truly shines through – thanks in no small part to the kind of expert localization that fans have come to expect from Atlus.

Story aside, in many ways, Odin Sphere‘s gameplay reflects back on an earlier age of gaming, with its emphasis on short stages, cheap enemies, and frustrating bosses. Now, reading that you’d think I was down on this game, but you’d be wrong. There’s a growing movement in the gaming community that feels that video games, in general, have become too easy, and here we have a game that will occasionally bloody your nose just to remind you who’s boss.

It’s unfortunate however that, much like those games of old, the lion’s share of the gameplay here is mired in repetition, with numerous stages playing out in similar fashion and offering little variety save for a new enemy or menacing boss encounter to break up the tedium. Some of this is masked beneath the game’s stunning outward appearance, but for those players unwilling or unable to look past Odin Sphere‘s reiteration, no amount of visual acuity or compelling storytelling will make the experience palatable.

For those who stick with it, however, what awaits is gameplay that is evocative of classic side-scrolling brawlers, with multiple areas broken up in a collection of stages, boss encounters, and shops. Odin Sphere also offers an illusion of nonlinearity by allowing some freedom in what order these stages are played, while some may be bypassed entirely. The game also offers a useful map for plotting your course through the different areas, with helpful icons showing the relevant difficulty and potential reward for completing each.

Something that stuck out while playing Odin Sphere is in how long it takes for the on-screen character to react to a button press, as well as the sometimes excruciating recovery times needed between attacks or item uses. If you are like me, at first this will seem an an unconscionable nuisance, having to press the button earlier than might be ideal to attack or jump, but early on, like so many things in life, you adjust, and this becomes just another notable quirk in a game that seems to go out of its way to be unique.

In addition, despite its action roots, Odin Sphere is certainly not a button masher. These delays force you to plan out your attacks and activities sometimes seconds in advance, knowing that recovery times are not immediate. Also, you are encouraged to learn from my experience and never stop to eat a nourishing hot crossed bun or cheese wedge when a giant brigand is plummeting out of the sky to land on your head.

Odin Sphere‘s quickly escalating difficulty is also sure to be a sticking point with players, as the game wastes little time in ending your game if you are not careful. And even if you do tread lightly, be prepared to retry some stages many times before success is earned. Thankfully, death is cushioned somewhat thanks to short load times and the immediate ability to restart from the stage that did you in. The unfortunate flip side to this is that if you ventured into a stage already on death’s door or with little with which to heal, you may find yourself restarting from a previous save instead. So save often.

And speaking of healing, one of the most interesting elements of Odin Sphere is the ability to grow your own recovery items, something that proves very useful should the scenario above play out. Money is a rare commodity in this game, so while it is entirely possible to purchase provisions from the local wondering merchant, the much more feasible and readily available alternative is oftentimes to plant seeds during battle and later harvest the resulting fruit, energy, or even sheep (yes, sheep).

While not a rule, in order to mature most of these seeds require a given number of Phozons, magical balls of light that are released as enemies are defeated. Interestingly, Phozons can also be collected yourself to power any number of magical abilities, so many times, especially during a particularly hairy boss encounter, a decision has to be made as to which course of action will best help turn the tide of battle in your favor. Alchemy, a gameplay element that has become extremely commonplace in role-playing games of late, also fills a similar role here, as recipes are found and items are collected and mixed during battle, resulting in various concoctions, both helpful and vicious.

It’s probably not a surprise that Odin Sphere‘s chief draw lies in its presentation, as the game is without question one of the — if not the — most visually impressive games to be counted among the PlayStation 2’s library. However, the title is repetitive, at times arduous gameplay is simply not something that players are used to putting up with these days, and as such many will likely pass on this game in favor of something more modern. Those looking for an experience rife with old school charm, complete with an interesting story and unparalleled visuals, Odin Sphere comes through with vibrant colors.

OK, as I have stated in the past, Nintendo likes to have fun when they mail stuff out out the press. I have cited many examples before (chocolate Donkey Kong coins, hamster food on a stick), but today’s arrival ranks among the top WTF moments we’ve had when opening boxes sent from our friends in Redmond.

Today a smallish box showed up containing a healthy slew of green and white confetti (seriously, does Nintendo get a discount on this stuff?), with a plastic cup hidden inside. The cup was branded with the Wendy’s fast food chain’s logo, with a link to [url=http://www.frostyfloat.com/]http://www.frostyfloat.com/[/url].

Not much other info was included, save for a scroll of paper saying more information is coming on May 21. Similarly, the website linked there is counting down to that date as well. So, I presume there is going to be some sort of Wii giveaway, so you can work off those triple patty cheeseburgers.

I’m hungry. Thankfully the cup contained a coupon for a free frosty. I’m on my way!

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As a video game enthusiast, you have to love Atlus. The company stands as one of the few A

A side-scrolling strategy game? Will wonders never cease?

Real-time strategy games on home consoles are rare, but not unheard of. In fact, I dare say the genre itself probably owes more to the console market than die hard PC enthusiasts might care to admit, with TechnoSoft’s Herzog Zwei spearheading the genre on the Genesis some two years before Westwood’s iconic Dune II. That said, Nippon Ichi’s upcoming summer offering, a side-scrolling real-time strategy release for the PlayStation 2, is a very different beast indeed.

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In a rather (sometimes painful) anime stylized spin on the Harry Potter, wizard-in-training motif, GrimGrimoire puts you in control of amateur magician/student Lillet Blan as she moves about her wizarding school, getting into mischief while bumping into the school’s professors and resident ghosts and devils, though these things need not be mutually exclusive. There is even talk early on that “the Philosopher’s Stone has returned,” making this game feel, well, a bit rehashed.

This wouldn’t be so noticeable if the story, ridiculous as it is, didn’t take itself so seriously. Admittedly this sort of thing is par the course for Nippon Ichi, and we love them for it, but here, with a story that plays out like Harry Potter meets Groundhog Day, things are taken to an almost absurd level. Then again, I have yet to play through the entire campaign, so in fairness things may well pick up and deliver. A handful of hours in, however, the game wades deep into the labored waters of middle school drama.

The version of the game sent to our office was far enough along to feature all of its English dialog, which is decent, though needless panning inches to the left and right as characters talk during cut scenes is more annoying than useful, sometimes making the characters look like they are having to endure an earthquake every time they open their mouths. Also, there are some awkward pauses that pop up all too frequently in the speech, which is in and of itself is well (over)acted. Sometimes these pauses are due to loads from the disc, but other times just feel as if the actor forgot to turn the page. Many times I found myself skipping past the dialog simply because I finished reading the line of text before the actor decided to speak up.

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Putting all of the wacky anime flavor aside for a moment, the meat of GrimGrimoire‘s gameplay is surprisingly old hat, playing to elements found in nearly every real-time strategy game released since the early 80s, first in the form of training (there is a quite a lot to wrap your head around), and soon enough in full fledged combat. As the campaign unrolls, Lillet earns several grimoires, basically magical tomes, which in combat act as a specific generator for certain abilities and creatures, called familiars. Think of these as the buildings in Warcraft or other similar offerings, with each able to be upgraded in order to provide new and more powerful familiars and abilities.

As expected, this is all made possible by resource farming, using your weakest familiars, peons for lack of a better term, to scout out and harvest nearby crystals and then carry them back to the closest generator in exchange for goods and services. Everything you build pulls from a single pool of accumulated crystals, the game’s ultimate resource.

Without question, what appears to be be GrimGrimoire‘s strongest asset is its impressive visuals, particularly with regards to the large and intricately detailed unit sprites. The available units are all terrifically animated, and greatly varied, from the whimsical faeries and iridescent ghosts, to the menacing dragons, which occupy nearly a quarter of the screen by themselves. When a pair of these nasty, lumbering beasts face off, a swath of destruction is left in their wake. In addition, cut scenes are brought to life with large, well-drawn anime characters that seem to pulsate thanks to a strange yet oddly compelling animation technique that makes all of the characters look as if they are taking deep, life giving breaths.

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In typical strategy game fashion, you can select and move multiple familiars to do the same task with a single order. However, just as resources are greatly simplified in this game as compared to GrimGrimoire‘s PC contemporaries, so too are the methods used to group and give orders to units. Unlike some more complicated (some would argue robust) examples of the genre, only like familiars can be included within a given group. The game argues that this is because each familiar harbors its own unique sets of orders, which is true, but seasoned strategy enthusiasts will no doubt be put off by the game’s simplified approach (editor’s note: some screenshots from the Japanese version plainly show different familiars grouped together, so this shortcoming may be overcome as the game progresses.).

Of course, what becomes immediately apparent in this game, even during the tutorial segment, is that given the game’s larger (admittedly gorgeous) sprites and the limited on-screen real estate afforded by the game’s side scrolling nature, things get very crowded in a hurry as soon as more than a handful of familiars are put into your control. As sprites overlap, the game requires you to use the direction buttons to cycle between familiars, and listen for audio cues as to who or what is selected. Thankfully most times this is obvious, but again most players will long for a above view perspective that, while old school and maybe not in line with Nippon Ichi’s repertoire, still would have made things much more friendly. Keeping things simple has never been Nippon Ichi’s stock and trade… and again, we love them for it.

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Set for release this summer, GrimGrimoire is certainly unique, at the very least in terms of how it presents gameplay that is decidedly old school. As with all Nippon Ichi releases, this game will not be for everyone, but rather for those who appreciate the company’s unique catalog of titles brought over from Japan. For those players, this is yet another to keep on the radar. I have more than a few gripes with the game, but its unmistakable anime charm, gorgeous sprites, and familiar story are sure to invite a niche following. That said, GrimGrimoire seems to lack much of the hard core strategy appeal found in Disgaea or other similar releases, so it will be interesting to see how accepting console strategy enthusiasts will be. If I had to venture a guess, I’d have to think that players will be less inclined to fall in love immediately, but will eventually warm up to all the game has to offer.