PlayStation 2

God Hand

October 23, 2006

Clover Studio, you will be sorely missed by those that enjoy innovative games, those that like new experiences in tired genres, and those that just want to have a good time. God Hand delivers on two of those three points, and, if developed by anybody else, would most likely have been just another three-dimensional brawler, but Clover managed to create a unique experience much more like that of old-school two-dimensional brawlers of ye olden days (Street of Rage 2, you are fondly remembered).

Gene, the game’s protagonist is… never mind. The story is bad. And unimportant. The graphics are bland, and the camera clips through walls on a nigh constant basis. None of that matters. Here’s what you need to know. You control Gene. Gene beats up on everything that moves until he stumbles upon a level boss at which point he beats the snot out of it. Then a new level starts and it happens all over again. And it works because the combat system is wonderfully deep and downright fun to play and watch. The soundtrack is catchy, too.

This game certainly isn’t for everybody. It’s for those of us that grew up saving a kidnapped girlfriend from a street gang, beating up transvestite prostitutes as a kangaroo, and rescuing the president from ninjas. Combat is where it’s at, and Gene can dish out quite a bit of punishment. Gene has access to one player-generated combo at a time that be changed on the fly from the pause menu. One’s a low number, but it works because it can be changed at any time. This makes the combat a little simpler, and when the screen is full of enemies it’s easier to remember to bash square than to hit square, square, triangle, circle, circle, L1. Power ups and new moves are earned as the game progresses, and it’s always fun to throw a new move into the combo and see how it works.

Gene controls well, and he has to in order to fight demons, insane clowns, and succubi all day long without dying. Gene’s movement is done primarily with the left analog stick. Tap a shoulder button for a quick 180 degree turn, while the right analog stick is used for dodging hits. You’ll need it, too. Gene can’t block, and the demons he’s fighting aren’t going to sit back and let Gene beat up on them without a fight.

What really pushes God Hand over the top, though, is the presentation and how fun it is. In other brawlers, you’re restricted to punching guys in the face or kicking them in the stomach. God Hand finally lets you kick that stupid demon that’s been giving you trouble right between the legs. It looks cool, we’ve all wanted to do it, and it gets the job done. God Hand takes us back to a time when it was enough to know that those guys over there need the stuffing beaten out of them. The cutscenes didn’t have to make sense; they were simply rewards for finishing a level, damn it! God Hand is brimming with the feeling of old-fashioned arcade entertainment. Give yourself a few minutes to adjust to the controls and you’ll find yourself having more fun than you probably ought to be. Thank you, Clover. You will be missed.

[i]Dynasty Warriors 3[/i] turned me on to a new style of game many years ago, the hack and slash. Never before had I experienced epic battles played from the view of a staunch ancient general leading his army through the battlefield. It was love at first sight and the affirmation that the “Warriors” series was becoming a truly successful franchise. Koei and Omega Force have teamed up yet again to bring us [i]Samurai Warriors 2[/i]. While the Koei Omega Force duo have strayed from the formula that made these games so successful in at least one recent release, Dynasty Warriors 5 Empires for the 360 being a great example, they return home for this one and make some great improvements that definitely ensure this game is a winner.

While [i]Samurai Warriors 2[/i] is similar in gameplay to its previous incarnations, make no mistake about it this game has a ton of new features that make it by far the best game of the franchise. [i]SW2[/i] has 26 playable characters and features 10 all new warriors. Many of the characters available to use are from the original SW with a few making the return from SW XL. Like all Warriors titles, only a few characters are available from the gate with the others being unlocked after completing Story Mode for the other characters.

One of my favorite new features in [i]SW2[/i] is the all new Skill system. This new Skill system replaces the point-based system from the original game. Skills are awarded for leveling up, learned from an enemy officer, or available for purchase from the in-game Shop. These skills are divided in 4 categories: Ability, Growth, Battle, and Special and play a key role in your continued dominance in the game. Other things you can purchase at the Shop include new guards, mounts, and weapon upgrades.

A few additional features making the cut are the Triple Musou Gauge, Linked Charge Attacks, and seamless Castle Warfare. The Triple Musou Gauge is by far the best feature and allows you grow your Musou gauge long enough to hold 3 full musou attacks. Unleashing this attack is a surefire way to increase your KO count. The Linked Charge Attacks are performed by using different combinations of the Normal and Charge attacks. These moves can be viewed from your characters Move List. Leveling up often times adds a new move and button combination so be sure to watch out for those. The Castle Warfare first introduced in Samurai Warriors is back, but is integrated seamlessly into Field Battles.

[i]SW2[/i] is packed with 5 game modes including the standard Story and Free modes. The Survival mode pits you fighting your way through an endless castle to see how many floors you can capture. Gold and experience earned in Survival carry over to your characters permanent stats. The PS2 version of the game is missing the 2 player online Vs. mode that the 360 version of the game implements over Live.

[i]SW2[/i] also sports a new party game called “Sugoroku”. Sugoroku is a 4 player game that has players traveling around a map of Japan divided into tiles. The goal is to reach the specified amount of gold. This is achieved by buying tiles you land on and collecting your flags and returning to your home square. Think Monopoly. Land on an opponents square and pay the fee, or pay the full value and challenge them for ownership of the tile. Owning multiple tiles in a row creates a link that increases the value of all the linked tiles. Upon starting the game you can specify if you’d like a large or small map and what the target amount of gold will be. A short game on the small map will take 30+ minutes so be warned that this is not a 2 minute micro mini game.

Now that you know how much time Omega Force spent beefing this game up, is it any good? In 2 words, hell yeah. While the PS2 doesn’t have the raw graphical power or HD that the 360 is capable, the visuals are still very refined. I didn’t have a hard time dropping back down to non-HD even after enjoying the 360 version of this game. The soundtrack is stellar and creates a nice aura about the game with new music from popular fusion artist Minoru Mukaiya. The controls are tight and responsive and your character does just what you expect.

The gameplay in Samurai Warriors 2 is as good as I’ve seen it in a hack and slash style and I have yet to run across a single issue that takes this game down a notch. Did Omega Force achieve perfection? Maybe not, but this game is as good as it gets for now. Samurai Warriors 2 gets a huge thumbs up from me and is a must own for fans of the Warriors series. Koei was also gracious and took the liberty of not gouging you by only pricing this title at $39.99, great move guys.

Rule of Rose

October 16, 2006

There are certain games that when you see videos and screenshots make you say “Hey, I want to play that game.” [i]Rule of Rose[/i] was one such game for me. One night while watching Nocturnal Emissions on G4, a trailer was played for [i]Rule of Rose[/i]. The game immediately captured my eye just because of the unusual video that depicted these strange little girls, a dog, and the main female character. I thought, “Well that game sure looks twisted, I’ve got to play it!” As the saying goes “looks aren’t everything” and never has this been more evident than with [i]Rule of Rose[/i].

The premise of the game revolves around your character Jennifer and the strange children of a desolate orphanage in the woods. The children have established their own club called the Red Crayon Aristocrats. They have even established their own hierarchy/class system for each child in the orphanage. Since Jennifer is the new girl, she is placed at the bottom of the hierarchy with no rights or privileges except to do the bidding of the Aristocrat club. The club demands a new present or task must be performed monthly by the children in the lower levels. The children call their twisted monarchy the “[i]Rule of Rose[/i].”

At first the game plays just like a standard survival horror game that I’m sure most of you have played before. You move Jennifer around from room to room, opening doors, picking up items, opening doors, back tracking, opening more doors, using items and clues to solve puzzles and opening more doors. Did I already mention opening doors? Let me count, 1, 2, 3, 4 times, OK. I just wanted to make sure I don’t leave this part out about the game. Sure, I know we’re supposed to be exploring a frightening and mysterious location but do we really have to have so many doors to open? Oh that’s right; this game does the typical “you can’t open this door until later in the game” thing. This inevitably leads you to try and figure out which doors you can actually open by trying to open every single door. What a concept. Granted this isn’t a new idea to gaming and will actually be around forever, but in [i]Rule of Rose[/i] it just got old quick. When you are exploring a Zeppelin that has sleeping quarters it ends up being a ton of doors that you have to try and open.

The dog you see in the videos and pictures does actually play a huge part of the game. Once you find the dog you then are presented with an option to find items. This is done by issuing a command to the dog to have him search for the same item or an item that could be connected to the object he’s searching for. If you forget to use the find feature be prepared to keep hunting aimlessly wondering just what in the world you’re missing.

Even with the typical gameplay of exploring and backtracking, the game’s presentation & story do a commendable job of keeping you on the edge of your seat. The cutscenes in the game are some of the best that I’ve seen on the PS2. All of the cutscenes are computer generated with tremendous detail in all of the graphics from the character faces, animations, and backgrounds. The regular gameplay graphics aren’t as impressive but still shouldn’t disappoint PS2 owners. The storyline is very weird and could be questionable to some gamer’s beliefs. The game hints at bullying, animal cruelty, and at times underage sex. This definitely isn’t a game for the under 18 crowd.

The biggest pain in the rear end for [i]Rule of Rose[/i] has to be the combat. The game does a terrible job of getting you prepared for combat. You’re playing the game, searching for items when suddenly out of nowhere you’re expected to fight. The controls during combat are almost completely useless with you practically never hitting anything. I guess the collision detection is way off since I was standing next to a creature, swinging my knife several times but never hitting anything. It didn’t matter if it was just one, two, three or more creatures this problem happened all the time. Then when it comes time for a “boss battle” just forget about it since you’re probably better off hoping the game forgets you’re still alive and skips the battle.

PS2 owners looking for a game to creep them out and frustrate them at the same time won’t be disappointed with [i]Rule of Rose[/i]. If you still find it acceptable and enjoy survival horror games that play like they are from 1996 instead of 2006 then give the game a shot. Honestly though, if you must have another survival horror game for the PS2 then you probably will find some enjoyment in the game. To each their own since everyone has their own opinions and I’m sure someone will say I’m way off base regarding this game.

[i]Liberty City Stories[/i] is the fourth [i]Grand Theft Auto[/i] game on the PlayStation 2, and the first port of an original PSP game (strange, it usually happens vice versa), which we have already [url=http://www.snackbar-games.com/r345.html]reviewed[/url]. I won’t go into the story, because that has been covered in the PSP games’ review.

So what has changed during the port? Well, I’m afraid nothing really, which is a real shame. The controls have been adjusted to the two analog sticks of the PS2, but that’s about it.

The sound remains the same. The music and radio stations aren’t the best, but the funny dialogs and great voice acting certainly make up for it.

Graphics look the same on the PS2 port, as in the PSP version. While on the PSP it was/is jaw-dropping, these kind of graphics in 2006 (even on the PS2’s hardware), are pretty lame. I wished that at Rockstar they would have beefed up the graphics, even if just a little bit.

There are also no added features (not like there aren’t plenty). You still can’t swim, fly helicopters, and all the things that didn’t make it in the PSP version, which is also a shame. I think I am not the only one that would have paid full price for a game that has a bunch of added features that were in San Andreas (weapons, side missions, and features), new radio stations and decent graphics.

But don’t be sad; [i]Liberty City Stories[/i] is still a fun game. Since it was designed for the PSP, the missions are quite short, but there are plenty. The game could take you dozens of hours to beat, if you play all the side missions.

Even though the game is budget priced, I recommend renting it. With the lack of added features, the fact remains that it is “just a port” and that it is not too long compared to other GTA games… it simply can’t justify a purchase for me.

[i]Chaos Theory[/i] is the third installment in the immensely popular stealth series [i]Splinter Cell[/i] from Tom Clancy. As is always the question with a sequel, we have to ask what’s new that makes this part of the series an improvement over the second or even the first? As you might expect, the same great stealth gameplay that we have come to know and love is still there, but does [i]Chaos Theory[/i] bring anything new to the table? Is Ubisoft milking this one dry? Read on to find out, and if you’re good, I might even let you in on the secret of why exactly terrorists can’t see the trademark green goggles Sam wears from point blank range.

As far as gameplay goes, if you are at all familiar with the first two games you will be able to pick this one up and get right into things. It plays pretty much identically to the rest of the series in terms of moving Sam around and in the presentation, menus, and interface. So what’s new this time around? Well, a lot. Sam has been outfitted with several new gadgets as well as some new moves and is even equipped with a knife this time around. First of all, you’re multi-purpose headgear now has a new function. Not only does Sam have his night vision and thermal vision, he now has a third option which detects electromagnetic pulses and helps to show you everything that may be hidden on walls or that you can manipulate with the OCP which can be used with your pistol. The OCP can be utilized multiple ways. You can no longer shoot cameras out, but you can lock them up for a short amount of time with the OCP, as well as knock lights out temporarily.

No longer does a locked door stop Mr. Fisher. Besides being able to pick locks, if you get into a pinch and need to get away quick you can break locks which is much quicker but makes a lot of noise and will alert enemies that may be in the area. You can also use the new hacking system to get to places you otherwise may not be able to. Along with the new gadgets, Sam has been given some delicious new stealthy moves on top of that. You are now able to drop onto enemies to knock them out, pull the unsuspecting over ledges or railings, and grab people through fabric walls or tents.

Along with the plethora of gadgets and moves that Sam has acquired since your last visit, he has also been given a bit more freedom. The game is most definitely still stealth based, but a few things have changed. There are now multiple paths and routes in many levels that will get you to the same place. You are allowed to choose whether you want to sneak through missions or if you want to pull out the big guns and blast your way through the opposition. Now this isn’t to say that you can just run start through the game shooting everything. The game is certainly much harder if you want to attempt to throw stealth out the window, but you have more flexibility in gameplay this time around. Alarms no longer serve as a, “three strikes and you’re out” system. Alarms do have an affect still, but rather than ending your mission they just cause more guards to be posted and eventually he guards are armed with helmets and bulletproof gear.

The visuals of Splinter Cell have never exactly wowed me. Things have always seemed a bit too dark (I know it’s a stealth game but, c’mon, it really is a bit much) and the series has always looked a bit rigid and flat. With all of the talk about the graphical look of [i]Chaos Theory[/i] on the Xbox you might think that that would go for the other editions of the game as well but this is not the case. The game is still very dark which I expected but I was really hoping that the character models and the environments would look much better. Unfortunately, Sam still has 90 degree angles for elbows, character models are still rather bland and rigid, and the environments are still pretty plain and uninspiring. I will say that, as much as I have to say bad about the visuals in [i]Chaos Theory[/i], it isn’t all negative. The game doesn’t look terrible; it just doesn’t utilize the full potential of the PS2. A few of the textures and the lighting would have to be the visual bright spot of the game. The audio of [i]Chaos Theory[/i] follows in the footsteps of the graphics. Not necessarily bad, but certainly not optimal. The voice-acting is still quite cheesy and the terrorists still sound like talking causes them immense physical and emotional pain.

So what exactly does [i]Splinter Cell: Chaos Theory[/i] do to advance the series? You get the same great stealth gameplay, with a bit more action and a handful of new gadgets and moves. [i]Chaos Theory[/i] is short just like both of its predecessors and is still bang your head against the wall difficult. Oddly enough I actually enjoyed the story of [i]Chaos Theory[/i] better than the last two. I say this in the same way as I would say that I enjoy someone kicking me in the groin much more than someone shooting me in the chest. [i]Chaos Theory[/i] still comes up rather short on the story end of things, but it’s certainly an improvement on the last two titles. I would have liked to see an improvement in the voice-acting or the visuals of [i]Chaos Theory[/i] but to be honest, [i]Splinter Cell[/i] games aren’t about voice-acting or shiny character models. The co-op play brings in a whole new set of co-op moves and a different gameplay experience that can be very fun with a friend. If you enjoyed the first [i]Splinter Cell[/i], or [i]Pandora Tomorrow[/i], you will most certainly want to pick up [i]Chaos Theory[/i]. It improves on the previous two games in almost every aspect of the game. Oh, and terrorists are color-blind. Duh.