Paul Bishop

One of Snackbar Games’ traditions is to have staffers pick their top ten games of the year. We’re so all over the map in our tastes that our lists are never similar. Today, Paul Bishop shares his picks. We think he has a type.

10. Bayonetta (PS3). Last guilty pleasure of the year, I feel like apologizing to every female I have ever known after I play it, but I come back again and again for unadulterated action and over-the-top scenes. Unabashedly it is what it is, beyond description it goes for the gusto with a smile on its face the entire time. Worth the experience 100%.

 

9. Star Wars: Force Unleashed II (360). Although it didn’t improve too much on the original it was still a fun game that traded length for memorable set pieces. I never thought falling to my death would be very fun, but then again I am not the accomplished Jedi like Galen Marek who completes boss battles as such.

8. Arcania: Gothic 4 (360). Another minor blip on the radar turned into a truly rewarding experience. A no-nonsense RPG that has an awesome, if not easy, combat system and a skinnied down leveling system that is as rewarding as it is fun. Looting and leveling were never better. READ MORE

Arcania: Gothic 4

November 23, 2010

Ten years after the last entry in the series, Arcania: Gothic 4 focuses on the Island of Feshyr in the Southern Seas where a war has be broiling for some time. The self-proclaimed king slaughtered your town and fiancée while you were away, and now you seek revenge. To go up against the might of the King and his army, you must first travel the island looking for lost relics. 

The story is as bland as they come for a standard RPG adventure, and is definitely not one of the high points of the game. You can expect the normal twists and turns from the story as you delve deeper, but it does a passable job moving you from one area to the next. The voice acting, on the other hand, is all over the map. It’s as if the developer could not decide whether to make a serious game or a game with tongue-in-cheek references to genre stereotypes. The main character is voiced extremely well, but tends to be overly serious, which wouldn’t be an issue if every other character you run in to didn’t sound like a cartoon version of a witch or the village idiot.

Where the game does excel is in stripping down the action RPG genre to its bare bones. The genre has become obsessed with morality systems and limited inventory space, and I was shocked I didn’t need to concern myself with either while playing Arcania. You are encouraged to grab everything that isn’t nailed down, no matter if it’s in a friendly person’s house or on the corpse of an orc. Within the first hour of playing, my bag was already brimming with loot and crafting supplies. 

The controls seemed intuitive on the 360 controller, and although it would have been nice to be able to map a little more to the controller for item usage, it still provides almost everything you need to slash, shoot arrows and fireballs at your enemy. Enemies are easy to dodge, and it is only when they gang up on you that you might find yourself in trouble. 

Similar to World of Warcraft, quests and quest-givers are seen on the mini-map, letting you know where people who need help are or where you need to get items. You can even complete a quest even before talking to that person. As was my habit, I would clear out an area before I ever went into town. What? You need a peg leg from that goblin cave? Like this one I got before I came to town? Quest complete! 

Arcania is a broad, traditional action RPG that doesn’t show you anything you haven’t seen before. Still, though, it’s an awesome time-sink if you like looting, crafting, leveling and combat.

Pros: Excellent combat system and controls, back-to-basics WRPG

Cons: Bland story and graphics, too easy

Fallout: New Vegas

October 28, 2010

War never changes, and sometimes a good formula doesn’t change much either. Fallout: New Vegas takes the 2008 hit and updates it with a few tweaks to bring you right back into the fight. Does a change of venue and some small modifications warrant a trip back into the wasteland? 

Fallout: New Vegas brings you back to the West where the original games were set, transplanting you to Las Vegas which surprisingly was barely touched by the nuclear war that decimated the rest of the United States. New Vegas has become a Mecca in the wasteland as the Colorado River provides clean water and power via the Hoover Dam and as such it has become a home to conflict between multiple factions vying for control of the people. When the New California Republic came from the West to try to stabilize the area, they ran into a brand new group of power-hungry slavers from the East trying to seize control for themselves. In addition, Mr. House tries to maintain peace as he can from New Vegas but he needs more to stop the ruthless killing outside his utopia in the wasteland. You are just a lowly courier assigned to bring a package to New Vegas when you are shot in the head and left for dead in a shallow grave. After you are patched up by a local doctor, you take it upon yourself to find your would-be killers and deal with them as you see fit.

Where the story of New Vegas shines is the ability to affect the outcome of the game by choosing factions to support (or none at all). Karma is still in play, but it doesn’t matter as much as faction reputation does. Past the main three factions are numerous smaller factions for towns and groups that affect how they interact with you, including having a town outright attack you when you come by if your reputation is low enough. While this doesn’t replace karma, it should have. If you play only the main quest this may not even register on the radar, but given that the majority of the game is side-quests that pit faction against faction this seems like a major oversight by the developers to punish a gamer for choosing sides, which you eventually have to do anyway. 

Anyone who has played Fallout 3 will instinctively feel at home as the gameplay mechanics have not changed much. You can alternate between first-person and third-person perspectives as you fight across the Mojave Desert. You could approach this game as a straight-up shooter, or play it as a mixed RPG by using the VATS function that pauses battle while you choose sections of the enemy body to target based on hit percentages. Die-hard shooting fans will be happy to know that bore-sighting has been added to the FPS mode, while VATS fans will be sad to know that implementing VATS commands doesn’t stop an enemy from attacking you while you shoot them. This last was a fair addition, as in Fallout 3 it just seemed silly that an enemy would stop attacking while you performed your VATS attacks. Small additions like this and the new hardcore mode show the developers’ intent to instill a sense of realism.

Hardcore mode is my new favorite game mechanic that all games should implement if they can. Purely for bragging rights (and an achievement/trophy), hardcore mode completely changes the way you approach the game by putting additional constraints on the player. In addition to the Radiation meter you have to monitor, in hardcore mode you have to look after how hungry, tired and thirsty you are, constantly questioning whether you need to take a nap before tackling that band of outlaws, lest you succumb to the sleepless nights you have been working. The mode causes your ammunition to have a weight that slowly adds up, makes all healing items work over time and requires specific rare items to heal critical damage. Without instant-heals, fighting requires a different approach, so you can’t just rush into an overwhelming fight with plenty of stimpacks. If hardcore mode isn’t for you, you can simply turn it off, but for once a game increases difficulty in a way deeper than raising enemy stats.

Every level you gain, you earn skill points to bolster core skills such as guns, lockpick, barter and more, while every other level you get to choose a perk. Each perk is unique and allows you to truly customize how you play your character. Want to have an increased chance to deal damage with rifles? There’s a perk for that. Want to see enemies explode in a pile of goo? There’s a perk for that too. These choices are especially critical in hardcore mode, where you need all the extra help surviving in the desert.

As well as the game replicates its predecessor, it also picked up some annoyances along the way. This is the glitchiest game I have played in a long time. There are graphical hitches that slow frame rate as you wander the Mojave, and cause ghost dead enemies to flicker in and out. Enemy AI is extremely spotty at times. The new mini-game Caravan randomly doesn’t take over the screen so I can’t see what cards to play. The console freezes up completely. Thankfully the autosave feature is robust enough that I never lost more than ten minutes of data, but still these items should have been vetted before the game hit the market.

As annoying as these bugs were, it still didn’t stop me from reloading a save file and heading back out into the wasteland. New Vegas doesn’t veer too far from its 2008 predecessor, but the original was worth it, and this is worth it too. 

 

Trinity Universe

August 11, 2010

Trinity Universe is one of the hardest games to define, as it seems to be the amalgamation of several different series with questionable results. Depending upon your knowledge of beloved series like Atelier, Disgaea and Valkyrie, you may be left scratching your head in confusion or laughing till you cry. Do you love Japanese RPGs that place an emphasis on grinding over story? Do you love quirky characters with nonsensical dialogue that goes nowhere yet makes you laugh? Do you love dungeon crawlers with plenty of loot to upgrade your characters to the point of being overpowered? How you answer these questions will ultimately tell you where you may fall with this title.

Trinity Universe takes place in the city of Empyria, a lone safe harbor within the Netheruniverse where lost things float about in a vortex. Floating objects such as bonsai trees and shoes come and go past Empyria without issue but occasionally a dungeon will enter the gravity pull of the city, threatening to destroy the town. Here you take the role of one of two saviors taking two different yet converging paths to save the city: Demon Dog Kanata takes the easier difficulty path, using the dungeons as a reason to escape your fate while chowing down on everything you come across, and Valkyrie Rizelia wants to right wrongs and force the Demon Dog Kanata to face his ultimate destiny. Merely a façade for hijinks, the plot doesn’t really explain anything until you complete both paths opening up a third path and hidden character to explore around with.

While both initial paths are supposed to be different in difficulty and story, they intertwine enough that you get almost the same experience with both. The biggest difference between each path is when you get access to extras associated with your party members, whether it be the Monster Coliseum or the various shops, you may need to wait longer to access them. In the end the game always ends up with your hero going on a dungeon crawl.

To stop the random dungeons from destroying Empyria, you need to enter them and destroy a gravity core that is guarded by a boss. Here the game devolves significantly as the light hearted nature of the game quickly becomes rote grinding. Each dungeon has its own personality, but unfortunately the designs seemed lackluster and repetitive with occasional horrible camera issues. Likewise the exploration and combat seemed to be an afterthought compared to the witty dialogue.

Random encounters and boss battles use a turn-based Action Point (AP) system where you could use a set amount of AP per turn to use strong, weak or magic attacks, each mapped to a face button. Add to that a static camera behind the heroes and limited animations and grinding, and you have a truly boring experience of mostly spamming square or triangle over and over. For the first couple of hours you have this to look forward to until the game opens additional mechanics that allow you to synthesize items and forge better weapons based off of loot drops.

It pays off if you can make it past this phase, because the item creation system is truly in-depth and allows you to create some unstoppable weapons. Depending upon your feel, this could either be a bad or good thing, because the grinding becomes easier, but you devolve into more button spamming to progress. At this point, only in the boss battles do you need to exercise any caution with strategy to make it out alive.

Visually the game is hit or miss; during the 2D cutscenes the character animations are manga heavy with bright colors and vibrant with emotions and humor, while the dungeons almost look like something you could have found on the PlayStation 2. The cutscenes use an interesting movement to create a breathing image that moves as the characters talk to each other, hair gently sways and dog ears flap ever so lightly. Voice acting is top-notch with the actors emoting just as much ridiculousness as the dialogue demands, but the score is often repetitive and drab, especially in the dungeons. 

Trinity Universe is a mixed bag that seems to cater to a specific crowd. If you are in-the-know about JRPGs, you will be pleasantly surprised by how everything mixes together. If you aren’t, there is a strong possibility you won’t make it past the first couple of hours to experience what the game truly has to offer.

Pros: Quirky memorable characters, plenty to do past the first couple of hours

Cons: Lackluster combat and grinding, with a couple of boring hours in the beginning

 

 

3D Dot Game Heroes makes no secret of blatantly ripping off the Legend of Zelda formula, milking nostalgia and tongue-in-cheek references about gaming to create an updated adventure game. Can this homage to an out-dated gaming era hold up now in the land of FPS’s and RPG’s without becoming some flippant inside joke? 3D Dot asks this question while handing you everything you may have loved about Zelda while throwing in its own tricks.

In the land of Dotnia, a formerly 2D kingdom, a great warrior stopped a big bad guy and sealed him up with the power of 6 orbs controlled by 6 mages. Since then the land upgraded to 3D due to lack of tourism until a different menace threatened to unleash the big bad guy again. As a living descendant of the first hero, you are called upon by the King to stop this imminent threat, and save the princess in the process. The game milks it for all it’s worth by blatantly making fun of why you need to do things, including subtle pokes at gaming in general and more specific references to other Atlus games that may not click with the non-initiated. How many people are going to get a Demon’s Souls reference, really? But in wit and charm the game rewards you with great, intentionally bad writing (Life Up Get!) and some moments that catch you off-guard, such as using a bomb to open up a secret cave only to find the owner of the cave mad and demanding money to fix his wall. Treasures like these are generously sprinkled throughout the game and show the developer has more than a passing interest in creating a quirky backdrop for the action.

Speaking of action, do you remember all the great things about the original Legend of Zelda? Well, they’re all here and they’ve aged remarkably well. Atlus was kind enough to throw in its own unique tweak to the formula as well: A giant sword. Not just big; I’m talking about half-the-size-of-your-screen big. As you progress through the game, this sword can be upgraded to be longer, wider and able to swing a full 360 degrees around your screen which means clearing an entire screen in one sweep. A combination of the old and new satisfies in so many ways and by limiting the outlandish-sized sword to full health, it encourages you to play flawless lest you are forced to play with a mortal sword.

Difficulty is gradually ramped up so that you won’t be playing with the massive sword the whole time, as enemies will most likely cause at least a little damage to you every now and then. In dungeons, the difficulty is ramped up even further while you try to figure out puzzles. These puzzles and dungeon design are directly descended from Zelda, as you need to find the special item of the dungeon that will allow you to progress to the boss. First it is the boomerang to hit switches from a distance, then the bomb to explode cracks, and conveniently enough these objects let you eventually access the next dungeon on the list. While it may seem simplified, it is satisfying working your way through the increasingly puzzle-laden dungeons.

At the end of each dungeon is a ridiculously oversized boss that you need to get through to get the orbs. Even though the bosses follow the old-school “I will follow geometric pattern until you kill me” formula, the fights stand out for their increased difficulty and fun nature. Atlus was kind enough to leave a boss replay option in each dungeon, so I can come back any time I want to and re-fight an old boss as I attempt to get the perfect boss kill achievements offered by the game. Add to this a deep world to explore with plenty of secrets to discover, and side games of tower defense and block attack and you have an experience that could go over 20 hours on the first playthrough.

The game takes the 3D-pixel look to the extreme. I thought it was beautiful at first (especially the water effects they used), but towards the end I wished for some sort of soft edges somewhere. One benefit to this engine was the ability to choose different models for your hero, including a custom-built character. With my custom snake hero I noticed more model blips that showed the unit frame box, so I swapped back to one of the many default heroes.

Similarly, the sound may either bring feelings of nostalgia or drive a person to insanity. Using faintly familiar 8-bit soundtracks and sound effects, the game capitalizes on repetitive music loops and almost stock sound bites to complete the homage. I never thought hearing a character climb stairs or destroy an enemy would make me remember things from almost 20 years ago. Unfortunately, if I lingered in a zone for too long I would become annoyed listening to the same loop over and over again and would turn off the sound. Now that’s commitment to nostalgia. 

It is impossible not to compare 3D Dot Game Heroes to Legend of Zelda, whether it is a wholesale stealing of the game or a light-hearted homage to a great game is up to each gamer to decide. Regardless, the Zelda elements still hold up and the additional sword leveling action make this a game any gamer will appreciate whether they have played Zelda or not.

Plays Like: Old-school Zelda, complete with boomerangs, bombs and puzzles

Pros: Great old-school gaming, interesting progression, deep world

Cons: Graphics may not be for everyone, very repetitive music