PlayStation 2

SSX Tricky

March 19, 2006

When the PS2 was released, it came with a nice little demo disk. It showed off a few nice videos, had the program YABASIC on it, and a couple of playable demos. [i]SSX[/i] was one of those playable demos. It was, without a doubt, the best of the first few PS2 games. A year later, those crazy guys at EA did what they do best: make a sequel.

[i]SSX[/i] is basically the snowboarding equivalent of Motocross. It’s a race between 6 boarders, each trying to be as stylish and tricky as possible. Throughout the tracks, there are plenty of big jump opportunities, so the boarders can show off their incredible skills in the air. Each successful trick will add to the adrenaline bar at the side of the screen, allowing for a small boost in speed at the touch of a button. Obviously, screwing up a trick, or falling flat on your face will decrease the adrenaline bar. So that was [i]SSX[/i]; a race, pulling tricks to earn speed boosts.

A year on, they reckoned that they had better come to grips with the technology available to them. They said that they had wanted to do things that wouldn’t have been possible in the first [i]SSX[/i]. Tricky isn’t so much a sequel, as a remake. All the courses of the original are back, but a few of the original riders have gone AWOL. (Sadly, this includes the awesome Hiro.) Tricky makes up for it by introducing a bunch of brand new boarders – from the well balanced alpine boarder, Brodi (Hiro’s replacement), to the maniacal BX boarder, Psymon. All the original tracks reappear, some have minor adjustments. Some are like entirely new courses. There’s also the welcome addition of two new tracks; a super easy beginner course, Garibaldi, and an insanely difficult expert course. Alaska.

The emphasis in Tricky is on style, rather than speed. The introduction of Uber Tricks is the best example of this. Topping off the adrenaline bar, there’s now the word “TRICKY”. When you build up the adrenaline bar all the way to the top, Run DMC will briefly highjack the soundtrack, and start yelling “It’s TRICKY!!” This is your opportunity to perform an Uber Trick. These new tricks award you with massive points, a complete refill to your adrenaline bar (Though it should be full anyway, if you just pulled an Uber Trick…) and each Uber Trick you perform will highlight one letter of the “TRICKY” which adorns the adrenaline bar. Highlighting the entire word will give you infinite boost for the rest of the race. It is of course, incredibly hard to pull off 6 Uber Tricks in time for it to actually make it worthwhile.

Each race you win will give you experience points, which you use to upgrade your rider. These points are pretty damn useful, especially when you turn your attentions to Showoff mode. Showoff is the other mainstay of Tricky – you get a course all to yourself, and have to reach the target number of trick points. Here, Uber Tricks are your friends. Do well in the races and showoffs and you’ll advance a ranking. Your rank is just a cosmetic thing – but each new rank unlocks a new board for your rider.

That’s pretty much it as far as gameplay goes. So what makes it so fun? It’s all the little things. The DJ’s always fun and characters like Eddie and Psymon often have interesting things to say. The variety among the boarders is great. Even the character select screen acknowledges their differences; Kaori hides from Psymon. Those are the nice little details that make [i]SSX Tricky[/i] a joy to play, over and over again.

Load times are kept to a minimum which is strange considering they reappeared with a vengeance in [i]SSX 3[/i]. Popup is non-existent, and framerates are never a problem. The graphics aren’t outstanding, but then – it is 5 years old. All things considered, they are pretty remarkable. One minor problem (if it could be called that) is that each character’s outfit selection has little variety. They’re all the same outfit, just with colour swaps.

The music is pretty damn suitable. Lots of hip hop and the general snowboarding vibe make up this sweet soundtrack. The voice actors are all top notch (David Duchovny and Lucy Liu are among the cast) and all suit their character’s well. The DJ is fantastic; he introduces each track in his own unique way… There isn’t much else to say. [i]SSX Tricky[/i] is fantastic, in an over-the-top kind of way. Some of the Uber Tricks, like Psymon’s Guillotine Air, spit at the laws of physics. It’s this rampant surrealism that makes [i]SSX Tricky[/i] fun to play, even though it’s old.

Should you look into Tricky, even though it has 2 sequels? In a word – yeah. [i]SSX On Tour[/i] does away with all the crazy Uber Tricks, and in the process, loses a lot of the [i]SSX[/i] charm. If you’re looking for a solid, realistic snowboard game; go for [i]SSX On Tour[/i]. If you want a bit of silly fun, this is the one to get. At around $8, there is no downside to [i]SSX Tricky[/i]. One thing I must mention though – steer clear of the Gamecube version. It just doesn’t work – not enough shoulder buttons. That said, go buy it. Now.

When Sony announced that they were not continuing the Ratched and Clank franchise I was deeply saddened, but somewhere deep inside I knew that they were full of crap. [i]R&C[/i] have been highly successful and they wouldn’t be Sony if they didn’t try to milk that for all it was worth. Enter [i]Ratchet: Deadlocked[/i].

[i]Deadlocked[/i] is a game based in the world of [i]R&C[/i], but it removes Clank from the equation and places him in a NPC role so he is in the game, but Sony didn’t technically put out a new [i]R&C[/i] game, they put out a new Ratchet game.

Over the course of the franchise the [i]R&C[/i] games morphed quite a bit and strayed from the traditional platform style game and managed to successfully turn into a 3rd person shooter with a lot of focus on weapon xp and upgrades. Since Insomniac seemed to nail it perfectly I don’t think many people were bothered by this transformation. I know I wasn’t. [i]Deadlocked[/i] takes this concept to a whole new level and shelves the platform concepts that made [i]R&C[/i] popular. [i]Deadlocked[/i] focuses on the Battledome/Arena style battles found later in the series. Ratchet is somehow suckered into being a gladiator of sorts and performing for an evil TV mogul named Vox. Vox forces Ratchet to perform on a reality show based around huge arena battles and gladiator fights.

As you can probably guess, the battles general follow the theme of Ratchet versus tons of enemies with a larger than life boss fight at the end. Despite my true love for the platforming aspect of the [i]R&C[/i] games I got totally sucked into [i]Deadlocked[/i]. As in the previous games you can upgrade your weapons to out of this world limits and [i]Deadlocked[/i] actually sets that limit for your weapons at level 99. Yes, the vast majority of my weapons are at level 99 due to being on my 3rd play through the game.

The weapons, levels, and bosses in [i]Deadlocked[/i] are just as unique and fun as every game that precedes it which is flat out impressive. [i]Deadlocked[/i] also sports split screen action and online multiplayer goodness. I passed on the online component of play, but Dots and I engaged in a little co-op action. Before I explain the co-op I need to explain one key addition of [i]Deadlocked[/i] and that is your bots. Instead of having weapon based bots to help you out, you get a pair of robots to cover your back for the duration of the game. Like your weapons, these bots can be upgraded and customized. You will make use of the bots very frequently and they can be revived should they happen to get taken out by an enemy. The bots are capable of turning the bolts that always appear in [i]R&C[/i] games as well as firing off EMPs (you will need this for many large enemies) and dispatching a grind rope to aide you in getting from platform to platform.

The big difference in playing co-op versus single player is that you loose the bots and the 2 players must work as a team to utilize the tools previously allocated to your bots. This adds a very challenging yet fun aspect to the co-op levels. Dying in co-op is like many FPS games where you respawn as long as your partner is still alive.

As much as I love [i]Deadlocked[/i] I hesitate to slap it with an A++ super rating because it does depart so greatly from what many fans of the [i]R&C[/i] series may be looking for. That being said, it’s a great game despite its roots and is definitely one of the better games out right now. I think it goes without saying that [i]Ratchet: Deadlocked[/i] is a must buy.

[i]Devil May Cry 3[/i], quite possibly the best action game of 2005, gets a budget re-release, with heaps of extras and adjusted difficulties! But do the extras warrant getting it again? Let’s see…

For those not familiar with [i]Devil May Cry 3[/i], it’s a prequel to [i]DMC[/i]. Dante, the main character, is a half human-half demon. He’s got strength, endurance, and plenty of style. As the game starts, he’s just setting up his business and hasn’t picked a name for it yet. He gets attacked in his ‘office’ by demons, and shortly thereafter his estranged brother appears at the top of a huge tower. Dante takes the hint, and goes off to meet Vergil, his brother, at the tower. As the player, you guide Dante through a seemingly endless army of grim reaper-esque demons, each named after one of the seven deadly sins, dispatching them in the most stylish way possible. A Style Meter is displayed at the top, ranging from Crazy to SSStylish. One of your final rankings at the end of a mission depends on how much Style you’ve accumulated. There are a few puzzles thrown in along the way, but nothing too taxing; the game’s main focus is combat. And it does it well.

Dante is given 4 weapon ‘slots’; two for melee, and two for firearms. At the start of each mission, Dante is given the option of swapping out these 4 weapons. During the actual gameplay, Dante can swap between his two melee weapons at the touch of R2, and his two firearms with L2. At the start, Dante has only one melee weapon, the well balanced Rebellion sword, and one firearm, the twin pistols Ebony and Ivory. Though the weapon system is based around customization, many gamers won’t stray far from these two weapons: they’re the defaults for a reason.

The other customizable aspect is Dante’s style; which is something you can change at the beginning of each mission. The four default styles – Trickster, Swordmaster, Gunslinger and Royal Guard, are each activated by the O button. Each style furnishes Dante with extra manoeuvres: Trickster providing evasion tactics, Royal Guard giving defensive moves. Swordmaster awards each melee weapon with extra moves, as Gunslinger does with firearms. These diverse styles allow for the player to pick a fighting style that suits them best – all offensive, or self preservation. In addition to these four styles, an extra two are unlocked during the course of the game. The extra two are not full featured styles as such, but rather like tacked on skills. Still, they both have their uses: One slows down all the enemies, allowing Dante to strike out with ease. The other rewards Dante with double damage, for a short time.

One other facet of combat is the Devil Trigger. Though not usable at the start, the Devil Trigger becomes a vital part of your repertoire as soon as you obtain it. Once activated, Dante takes on a demonic appearance relative to the weapon he’s wielding. During Devil Trigger, Dante moves faster, and deals out more damage. Alternatively, the Devil Trigger can be charged, released in the form of an explosion which instantly decimates any nearby enemies. It’s a tough call between using the Devil Trigger, or causing an explosion – both are incredibly useful in a tight spot.

If you stand still, and look very closely, the graphics aren’t amazing. Fortunately, most of the time, you’ll be too enraptured with an intense fight to even notice. Incredibly, there is no slowdown. Considering the speed at which things run, and the amount of things happening on screen at any given time, and that it’s being played on the PS2, this is nothing short of miraculous. The only problem here is load times. The in game menu is the main offender; taking several seconds to load up. This is a poor contrast to the high speed gameplay.

The music is what you’d expect: heavy , linkin park-esque rock. Most of the time, it works great. In the rare instances where you’re not fighting, the music drops to a mellow haunting tone. Cutscenes are handled well, though a few around the middle of the game seem to be filler content; nothing really happens. The boss fights are fairly spectacular, and the clashes with Vergil are nothing short of epic.

Speaking of Vergil; this is the reason why you should buy Special Edition, even if you own [i]DMC3[/i] – Vergil is now a playable character. Rather than being a crappy palette swap, Vergil is a full fledged alternative character, with a radically different playing style. He gets 3 unique weapons, and his own style – Darkslayer (an upgraded Trickster). It goes without saying that playing as Vergil is an entirely new experience. He has no guns for a start – Vergil doesn’t see them as true weapons of a warrior. In place of firearms, Vergil has Phantom Swords; magically summoned blades which fire into enemies. The advantage here is that the Phantom Swords appear around Vergil – meaning he can fire away at any time, even in the middle of an attack. Since Vergil only has melee weapons, the weapon switch tabs are changed so that all three are selectable at once, pushing L2 or R2 will cycle between the three weapons clockwise or counter clockwise. Additionally, all of Vergil’s arms are available at the start. Since Vergil only has one style, and three weapons, it could be seen as a half assed job. This is not the case though; Vergil simply offers a more conserved playing style. His tools of destruction are simpler to use, but require well thought out strategies to achieve the same Style results as Dante.

Vergil has no story of his own. He plays through Dante’s game, sans cutscenes. Strangely, when you get to one of the Vergil boss fights, you have to battle against yourself, in a red coat (This guy has been dubbed ‘Vante’ by fans). Though this has caused some controversy, the simple fact is that a Dante boss fight would just not work. That aside, Vergil has been well accepted among the [i]DMC[/i] elite. Though it may take some time getting used to the lack of customization, playing as Vergil pays off.

Vergil is not the only new addition. The new Bloody Palace mode is a welcome addition. It places Dante or Vergil in a 9999 level endurance game, against any possible combination of any of the enemies and bosses in the game. If you tire of the main game, there are 9999 combinations of hurt awaiting you here. Of course, those persistent enough to beat the Bloody Palace are well rewarded…

There’s one new boss included in both Vergil’s and Dante’s game: Jester. The clown everyone loves to hate. Now you get to beat him down. He now appears three times in the game. You have to beat him once, in a compulsory fight. After that, he’s an optional (though fun) battle. And he bleeds confetti. Oh yes…

Additionally, the game is comprised of both the Japanese and US difficulty levels. At the start of the game, you must choose between Gold and Yellow orbs (this determines the continue system later on. Gold is the Japanese system – you’re revived on the spot where you fell provided you have a Gold Orb, and get infinite continues. Yellow is the US system – you return outside the room you died in, and can only continue if you have a Yellow Orb. Also, the actual difficulty levels have been rearranged (But the observant will realise that all the original difficulties are still intact). Finally, the game has gained a “Turbo Mode”. When activated, the gameplay is sped up by 20%. While on turbo mode, everything (including Dante / Vergil) moves faster, but your Style rating doesn’t fall 20% faster. To that end, playing on turbo mode actually makes the game easier, if your reflexes are up to scratch.

So, is it worth it? If you’ve never played [i]DMC3[/i], then yes. Absolutely. This is a necessary game, which deserves your attention. If you played [i]DMC3[/i] to death, then Vergil, and the Bloody Palace are reasons enough to pick it up. I have to say… this is worth trading in your old copy of [i]DMC3[/i] to get: it has everything of the old one, and so much more. And of course, it’s at a knockdown price. You really have nothing to lose here.

[i]Crash Bandicoot[/i] was [i]the[/i] PS1 game. If you didn’t have it, there was little point in owning a PS1.The sequel was even more impressive, and [i]Crash 3[/i] was bordering on perfection-for a PS1 platformer game, at least. Such a great legacy from the PS1… then it was marred forever by the PS2 debut of a Crash game: [i]The Wrath of Cortex[/i], an appalling game. Is [i]Twinsanity[/i] Crash’s saving throw?

In a word: no. It’s a Crash Bandicoot game, but not as you know it. Rather than having a mission-based hub like the old games, all the levels are linked as one long linear path. This is more than a little annoying, as it’s only much later in the game do you actually get to go back and retrieve anything you missed. Also, the Crash tradition of ‘smashing every crate in the level to get a gem’ is gone. Now, the gems are scattered about the levels and are collected like any other item. The gems now unlock bonus material. It’s all a load of crap.

The big change in gameplay is the fact that Dr. Cortex (the villain in all the previous games) is now used as a partner, but it amounts to nothing more than a weapon. Cortex’s cousin is also a playable character but adds nothing to the gameplay. Crash himself is no longer ‘upgradeable’-he has all the moves he will get, right at the start. While that might sound harmless, it’s a pretty big drain on the game; there’s no sense of accomplishment as you beat each boss. It’s ‘just another one down.’

So, the gem feature’s gone, and Crash starts with all his moves. This game isn’t looking very ‘Crash-like’ at all so far…

The soundtrack was never remarkable in the [i]Crash[/i] franchise, but it always managed to suit the theme of the level. In the case of the old boss fights, the music was pretty good. Now, it’s all bad-all of it. The music, in general, is messed-up tribal chanting, with the odd guitar riff and some occasional lyrics. This is a poor soundtrack with no saving merits. The voice actors are bearable, though Cortex tends to overact. Crash has become a mute; you no longer get that adorable ‘WOAH!’ as he kills himself. Oh well…

Graphics-wise, there are a lot of vibrant, cartoon-like colors. They do fit the theme of the game well, and I can’t really fault them (the ice sections in particular, as they have nice little warping effects when you see Crash through a sheet of ice). The animations are topnotch too, and the game responds as fast as you press the buttons. Everything handles sharply, and it’s nice to see Crash lolloping around with that stupid walk of his.

So what’s the big problem? It’s very hard in places. One section, which strikes you in particular, is an early bit in a cavern. It requires very good reflexes to get through. This wouldn’t be such a glaring problem if the game had a bit of balance to it, as the bosses are the easiest in the series. In a game that’s so clearly geared towards children, the difficulty should be much more balanced: bosses should be at the top of the difficulty chain, not random bits of switch-hitting.

I would recommend this game if you’ve got kids… but the sudden geared-up difficulties in places mean that anyone under 12-ish will struggle. This weird combination of immaturity and difficulty makes for a game that can only be half-enjoyed by kids.

If you’re after some solid platforming fun, then look elsewhere. [i]Jak 3[/i] is an excellent choice, as are [i]Crash Bandicoot 2[/i] and [i]3[/i].

Originating with the relatively unknown game [i]Koudelka[/i] on the PS1, the [i]Shadow Hearts[/i] series has managed to develop itself a reputation as one of the premier RPG series in the world. Utilizing a highly Westernised artistic design and set in Europe near the start of the 20th century, [i]Shadow Hearts[/i] is not your typical Japanese RPG fare. Indeed, in terms of style, it is very close to the likes of [i]Castlevania[/i] and [i]Devil May Cry[/i] rather than the usual fantasy, sci-fi or pseudo-fantasy/sci-fi setup that most RPGs employ. The character art is very unique and really can’t be compared to any other games I can think of in the RPG genre. And indeed, art style is not the only thing that [i]Shadow Hearts[/i] is unique in.

The most notable gameplay aspect of [i]Shadow Hearts: Covenant[/i] is the Judgement Ring. A circle with a line circling it, players must press the X button at appropriate times on the ring in order to successfully carry out an attack. Players with quick reflexes can even go for ‘strike areas’, or little red areas at the apex of an attack area that will allow for the full power of the attack. The Judgement Ring does two important things for the quality of [i]SHC[/i]’s gameplay. First, it really makes the turn-based battle system a lot more interesting. As a player getting rather bored of just selecting attacks from menus, the Judgement Ring offers a little excitement to the formula. Now, the concept of the Judgement Ring could get rather boring, but this is where the developers cover their backs on that extremely well. The second thing that the Judgement Ring offers is a deep level of customization. Between items that can change the size of the areas, the option to pick a different number of physical attacks per turn, different kinds of rings, keys which allow for multiple spins of the ring and a whole slew of nasty status effects which can affect the Ring’s behavior, the Judgement Ring completely and utterly controls the flow of the game’s gameplay. In other words, it is not a gimmick. No, it is a completely new way of playing an RPG.

Now, time to move to rather more frivolous aspects of the game. [i]SHC[/i] has always offered a lot in terms of presentation. Detailed character models complement some really nice gothic architecture and outdoor areas, which feel really natural. There are a series of absolutely beautiful FMV sequences that pepper the game’s story, and of course, all the usual cut scenes, dialogue boxes and other non-interactive touches. The music isn’t hugely memorable, but the game’s OST, from what I’ve heard, has some nice remixes. Of course, none of the music is going to drill through your ears, so that is something. The voice acting, however, is mostly a revelation. While undoubtedly there are some characters with voices that make you want to strangle them (Garan), [i]SHC[/i] has some great voice acing and definitely some great dialogue. Too many RPGs have been dubbed into English really poorly, but thanks in part to being set in Europe, Midway decided to get some decent voice actors to do the setting some justice.

So we’ve confirmed the game offers nifty presentation and really good gameplay innovation, but what else is important in the RPG genre? Well, story and characterization, of course! The [i]Shadow Hearts[/i] series has made a habit of breaking almost every RPG clichA