DS

Again

May 19, 2010

The team behind past DS titles like Hotel Dusk and Trace Memory have brought another “interactive novel” to the handheld, this time with a modern crime theme. Like Hotel Dusk, Again has you hold the DS sideways like a book, with the touch screen providing text interfaces while the other screen shows you character reactions and other scenery. The presentaion is very similar to CING’s previous work, and although Again uses actual photographs of actors rather than Hotel Dusk‘s sketch-like portraits, the overall effect is pretty much the same.

In Again, you take on the role of FBI Special Agent Jonathan “J” Weaver as he and his partner Kate Hathaway reopen the unsolved “Providence” killings that took place 19 years ago — and which are now seemingly happening once more. J’s family were the final victims of the original killer, and he receives a mysterious letter telling him to “go back to where it all began” shortly before the new murders begin. Shortly after entering the scene of the original murder, J experiences a vision of the same scene 19 years ago, which is the main focus of the actual gameplay in this title.

When experiencing a vision, the touch screen represents the present day, which J can explore; the past is displayed on the other screen at the same time. When J discovers a significant difference he can focus on it to gain further insight, but if he focuses on the wrong aspects it drains some of his strength; too many of these misses are the only way to earn a Game Over (that I discovered, at any rate), although his strength returns to full at the beginning of each new day. Oddly, this mechanic has more in common with the Konami game Time Hollow than with CING’s other titles, which are more traditional puzzle-adventures. There are a few puzzles in Again, but mostly it’s just a 3D version of “spot the differences.” As J matches the present to the past, he eventually pieces together a vision of what went down nearly 20 years ago. The idea is that by figuring out the original murders, the identity of the “Providence” killer can be determined before he — or a copycat — can recreate the entire spree in the present.

The rest of the gameplay is J and Kate driving all over town and asking various questions to witnesses, local law enforcement, and other notable characters involved in both cases. There aren’t a lot of branches in these dialogue trees, and answering incorrectly at the very few times it is possible to do so earns you nothing more than a “that’s not right…” from Kate and the opportunity to submit the correct answer. You rarely even need to use your inventory, despite having the ability to show all kinds of photos and case files at your disposal. It’s really kind of boring, gameplay-wise, although at least the narrative is interesting enough to hold your attention. 

And that’s all there is to it, frankly. Outside of the few past visions there isn’t a hell of a lot to do other than read. One could argue that a game billing itself as an “interactive novel” is supposed to have lots of text, but I felt that Hotel Dusk had much more of the “interactive” part than Again, which made for a better game overall . I blew through Again in a single day (~10 hours of play) mostly because I was engaged in the plot. Sadly, I thought that the resolution kind of fell apart towards the end, as the motive for the present-day killings seemed awkward, and the identity of the killer should become obvious to the player well before J and Kate put everything together. Discovering the truth behind the past killings was much more interesting, with the intersection of the two sprees  feeling a little forced but not entirely unreasonable.

In the end, the lack of interaction and decent puzzles is what keeps Again from reaching the heights of its noir-inspired predecessor Hotel Dusk. It’s worth a look if you’re not opposed to more reading than usual, and I’d put it roughly on par with the similarly-themed Time Hollow.

Plays like: Hotel Dusk without as many puzzles (or as solid characters).

Pros: Decent enough story, fairly original concept

Cons: Too much “novel,” not nearly enough “interactive”.

 

Infinite Space

May 19, 2010

At the unlikely crossroads of dating games, space opera, and real-time combat sims sits Infinite Space, an ambitious DS offering from the Platinum Games crew (best known for console titles like Viewtiful Joe, Okami, God Hand and Madworld) and the lesser-known Nude Maker team (Clock Tower, Steel Battalion). You play as Yuri, a young man who dreams of sailing the infinite sea of stars as a “zero-g dog” (think “sea dog,” but in space); he is initially helped in his dream by Nia, a “launcher” whose main occupation is getting budding zero-g dogs off the ground, but she’s just one of several dozen potential crew members that you will encounter as the game progresses. 

Yeah, several dozen. The main feature of Infinite Space is its ridiculous depth; in addition to the Chrono Cross-like level of personalities — each with their own strengths and skills that can help them serve as one of over twenty key crew positions (with Yuri permanently assigned to Captain) — there is also a vast array of ship designs, modules, weapons, fighter craft, and other details that will have hardcore stat munchkins slavering. The narrative even branches off at a couple of points, closing off various options for good depending on which way you go, providing an excuse for subsequent replays.

Not that you’re likely to have the time for a second or third run through the game, as your first play-through will take you around forty hours at the bare minimum; if you’re not opposed to grinding for cash, experience, and fame that number could easily increase substantially. There is a lot of game contained in that tiny cartridge.

And yet, ironically, there isn’t a whole lot to actually do during all of that time. A large portion of your time will be spent simply managing your fleet. Each blueprint you obtain allows you to build a new ship, if you can afford it, and each ship has its own unique space for modules. Unfortunately, you can’t discover how much space (and in what configuration) until you actually build the ship, which creates a lot of unnecessary save-loading as you experiment with your dizzying options. And of course as you progress in your adventure you will gain access to newer modules in addition to new ships, which further compounds the issue. Once you’re done with all of that micro-managing, you’ll find yourself spending even more time navigating dialogue trees and reading responses a paltry three lines at a time (while the upper screen does absolutely nothing but show a picture of Yuri, in a fascinating misuse of the DS’s capabilities).

Fortunately the game isn’t entirely stats and tedium. Like any space story worth its laser beams, you will frequently encounter enemy ships (often pirates) in combat. The real-time action seems simple on the surface, as you only need to concern yourself with the distance between your two fleets and not with the other two dimensions of travel and the primary commands have a rock/paper/scissors-like relationship (barrages deal triple the damage of normal attacks, but can be negated by dodging — which makes you more vulnerable to normal attacks); most of the strategy comes from managing your command gauge, which builds over time (and can be increased by the abilities of your crew and/or modules) and is consumed at different rates by the various commands. You can see your opponent’s approximate command gauge level as it changes (and presumably the AI sees yours in the same way), allowing you some insight as to what they’re up to. Combined with the positioning to place (or keep) your opponents in range of your weapons (which have both maximum and minimum values), this creates an oddly compelling sort of cat-and-mouse strategy that can be brutal on rookies who aren’t on top of things.

Perhaps more important, however, is the formation of the enemy fleet. Ships in the back of the formation are harder to hit than ones up front; each potential target has an indicator that tells you this information and you can switch targets with a simple tap, but you often start combat locked on to the enemy flagship — which is usually in the very back row (and where yours should be as well once you gain the ability to command more than one ship, since losing your flagship equals Game Over). Not realizing this key fact is the number one source of frustration early on, especially when it comes time for your first boss battle — and the game does a pretty poor job of explaining it to you.

In fact, the game does a pretty poor job of explaining everything to you, which is easily its biggest failing. Some information can be found in the manual (including the formation thing), but even if you’re one of the rare gamers who even opens those these days it’s still not all that clear. Buried on page 15 of the manual is a link to an online “commander’s guide” PDF that does a much better job of explaining a lot of how the game works, but there are still tons of little things that aren’t covered. Some of them can be found by navigating the in-game Help system (which is unfortunately on its own subscreen instead of being accessible from anywhere), but not all of them — and the in-game Help is incomplete at first, with virtually no indication of when certain topics become available as the game progresses.

There are a few other shortcomings with the game as well. The most notable is a lack of any sort of mission log; if you put the game down for a while and pick it up again later (or are just too busy grinding) you can easily forget what it is you were supposed to be doing. Not helping matters is the large number of oddly-named planets, regions, and characters you will encounter, which can be tough to keep straight even if you’re paying attention. This can have a negative effect on following the plot as well, but overall is a fairly minor problem. There’s also melee combat (more r/p/s), which you can (eventually) enter via ship combat at close range, when it isn’t disabled, but also occurs while investigating various structures on the ground; these ground encounters consist of nondescript passages that seemingly go on forever, are really uninspired, and are all identical no matter where you find them.

Completing the game will unlock two additional play modes. Loading your completed save file lets you start over in a New Game+, which gives you the opportunity to explore the other branches of the adventure while retaining the experience levels of your crew members (but nothing else, like all of your blueprints). There’s also Extra mode, which is an all-combat variation on the game; you start with 10,000 credits and have to hunt down various boss fights within your current region before you can move on to the next one. 

In the end, what you get out of Infinite Space is dependent on what you’re willing to invest into it. The combat can become repetitive and is the only factor breaking up the dialogue and management bits, so if you’re not into that kind of thing you’re probably going to find the game boring at times. Even if you like the heavy stat-managing element you might run afoul of the various other weaknesses. If you can look past all of that? Have fun losing a crazy amount of your free time to the life of a zero-g dog.

Plays like: Star Wars: the dating sim

Pros: incredible depth and length of play; deep replay options for those inclined

Cons: poor documentation; at times tedious game play

 

Ace Attorney Investigations: Miles Edgeworth gets a lot of things right in its new take on the Ace Attorney formula. With a great cast of characters and an enjoyable story, you’d think it would represent the epitome of the series. Unfortunately, it falls short of Phoenix Wright: Trials and Tribulations for that title due to the lack of tension and drama.

In AAI, as a prosecutor and crime scene investigator, you have the powers of Logic and Deduction at your disposal. This allows you to take seemingly disparate clues or discrepancies and unite them into a single deduction that becomes part of your evidence in finding the guilty party. This works very well in practice, except for those rare times that you have to pixel hunt for a clue or discrepancy to continue in the game.

The biggest difference between Ace Attorney Investigations and previous Ace Attorney games is that you can now walk around to explore the crime scenes. This does, for the most part, eliminate the sometimes tedious pixel hunting in crime scene investigations, along with providing for larger and more detailed crime scenes to investigate. Unfortunately, it also means less of those nice, detailed portraits of everyone you talk to that were present in previous games. They are still there during testimony and cross-examinations, but are otherwise absent from the game.

The story is great and on par with the wackiness of the previous games, with a number of returning characters that you’ve grown to love or hate already. The locations are more detailed than in previous games and the songs are high quality, but obviously remixed songs from the previous games.

Unfortunately the great story of Miles Edgeworth feels less compelling than the stories of the Phoenix Wright and Apollo Justice games because of the way the game plays out. You will never find yourself on the prosecutor’s side of the courtroom. The entire game is based around questioning witnesses and investigating crime scenes. While this works great by itself, it loses some of the drama and tension that you were faced with in the Phoenix Wright and Apollo Justice games. You will never feel like you are on the verge of losing the case, even when you are. At the same time, I don’t see any way to have worked such sequences into the game without destroying the flow of the rest of the game. 

Like the previous Ace Attorney games, there is very little in the way of replay value in Ace Attorney Investigations. And by very little I mean zero. There is nothing to unlock, no alternate endings, not even a secret episode to unlock. 

In the end, Ace Attorney Investigations is a great new take on the Ace Attorney formula with a witty and wacky story to enjoy. If you enjoyed the previous games, you’ll definitely enjoy this one. If you’ve never played one though, I recommend waiting on Miles Edgeworth and picking up one of the Phoenix Wright games first.

Plays Like: Phoenix Wright and Apollo Justice games

Pros: Walking around is a great new mechanic; Logic and Deduction are worthwhile replacements for previous Phoenix Wright abilities

Cons: No courtroom drama; No replay value

 

This is not a game. This is a cookbook.

Now that I’ve gotten that out of the way (and lost most of our readers), let me elaborate. 

For all intents and purposes, this is a sequel to 2008’s Personal Trainer: Cooking, and there’s no actual content that relates to the America’s Test Kitchen license. It does, though, feature more Western cooking than the first title, so it fits in better with most American consumers. For those who never used the first one, it helps you cook by providing step-by-step directions (in text and audio), shopping lists and nutritional information.

New to this installment is the ability to split up the work among multiple amateur cooks. It takes a second to enter names, but for a family looking to cook together regularly, it’s totally worth it. Also, you can pass around the system and have each person pick things they want to cook, which is a nice bonus. If you have a second DS, you can send some recipes over to cook more things at once. 

Honestly, this DS app is fairly simple and straightforward. The important thing: does it help you cook? I picked out a few of the 300 recipes and gave it a test run. Unlike my usual cooking, the result was edible. I call that success.

This is a $20 interactive cookbook. If you don’t want a cookbook, you’re not going to care. If you do, it’s a pretty cool one. Personally, now that my DS needs a place in the kitchen, I have to figure out what to do with my toaster.

WarioWare DIY

April 11, 2010

Nintendo’s Intelligent Systems studio has developed some of the company’s more interesting releases over the years, including Paper Mario, Fire Emblem, WarioWare and Advance Wars. One game they co-developed, though, has been painfully without a sequel: Mario Paint. As their other franchises have taken off, they’ve never had the opening to get back to the art and music creation title. But you can tell they wanted to. With WarioWare DIY, they did it, and they did it by slamming it together with a game they were going to make anyway. And it’s pretty cool.

Of course, there’s the WarioWare part, and it’s as solid as always. For the uninitiated, you’re trying to complete three-to-five-second “microgames” in succession, and the challenges are as bizarre as they get. This time, there are 90 to start with, and you can download more. Of course, you can always make them yourself– and that’s where this game’s new features kick in.

Nintendo has created a simplified interface for creating games, but for the scope of your three-second challenges, it’s more than suitable. It’s intuitive, but in classic Nintendo style, it forces you through the tutorials anyway. (Don’t worry…the Treehouse localization team did what it could to keep the “teaching” dialogue from Wario and Penny as entertaining as possible, so it’s bearable.) Everything is touch-controlled, and programming is essentially a few lines of if/then statements. You can get it to do what you need it to, though.

Also included is a full editing suite for art and music. You can use these in your games, create standalone songs and comics, or just mess around. You can start with any element that exists in the game or start from scratch. You can share any or all of these elements with friends, and that’s certainly where the depth in DIY lies.  

If you’re waiting for the other shoe to drop, here it is: we’ve learned from the console versions that the staying power comes from multiplayer. And…it’s not really here. The $8 WiiWare download, DIY Showcase, adds a batch of games to the DS version, and yes, there’s a multiplayer mode. Unfortunately, it’s barebones, and since it lets you mess up opponents’ games, it’s just a matter of who randomly gets the games you can’t sabotage.

Without the sustained outlet of solid multiplayer, WarioWare DIY is just an amusing single-player toy. Of course, so was Mario Paint, and that one’s a classic.