PlayStation 2

The second installment of the second .hack series is as convoluted and awkward as the game’s title. The anime-based single-player MMO-like RPG is an acquired taste, to be sure, but for those who like the unique genre, G.U. is a solid effort.

Fans of the series will be content, as Reminisce brings a new set of quests and items, and everything about the first game remains consistent. This game is not really a title on its own, though. Rather, it’s a 30-hour extension to the original quest. Players can import their characters from the first game, and presumably the same will be true for the third installment.

Anyone new to the series should start with the first game, as Reminisce provides no help for beginners. Namco Bandai assumed players knew the game, as well as the storyline. The first level begins in the middle of a storyline, and there’s no help with battle, bike controls or finding save points and needed Chim Spheres.

The MMO-like flavor of the game is interesting and well-done. The title sports A

With Atari moving the focus of the Test Drive series to next-gen consoles, the publisher has handed off developing duties for the PS2 version to Melbourne House, a studio familiar with racing games. The Xbox 360 version of this game was a critical success, but the game relied upon a massive online world for its charm. Can a PS2 port capture that same kind of experience?

Sadly, the answer seems to be no, as it seems to be almost entirely a recycled port of the PSP version. The letterboxed menus would be understandable if a widescreen option was available, but this is not the case. Rather, they were recycled from the portable iteration of this title. Despite this, the graphics are not horrendous; the game looks great on the PSP and manages to suffice on a larger screen. Also, the team created a world that can be driven completely around with little noticeable load time, which is a definite plus.

The real advantage this version has over its smaller counterpart is online play. The PSP port suffers from connection and lag issues, and is limited. The PS2 version fixes this, with more features, but it obviously pales in comparison to the options on the original 360 version. It loses most of the customization in the transition: original avatars and races won’t be found here, and online trading is gone too.

On the bright side, Melbourne House did make some improvements to how the cars handle. The vehicles each have a noticeably different feel, and this does make the car choice more than just a superficial one. Unfortunately, the team’s engine does have a few flaws. Virtually all roadside items are treated the same, and a small roadside pole can bring cars traveling at any speed to an immediate stop. This becomes annoying at times, especially in the middle of races. Also, the cars take no damage, which is strange for a supposedly A

Eureka Seven Vol. 2: The New Vision feels very much like the first Eureka Seven game not with a new coat of paint, but with different story segments spliced in. If the first game was any fun at all then this wouldn’t be a bad thing, but the original game was riddled with problems that have been faithfully recreated in the second installment. Fans of the show may enjoy themselves, but everyone else should stay away.

Throughout the game you’ll play the part of Summer Sturgeon. Summer has two problems going for him. One, his last name is a type of fish. Two, he doesn’t have a mind of his own – throughout the adventure Summer does nothing but follow around his girlfriend, do what she says, and try to keep her out of trouble. Somewhere a whip is cracking and Summer is snapping to attention because Suri needs something and Summer is just the mindless lapdog to get it for her.

Gameplay comes in three flavors: ground, aerial, and race. Ground combat is easy and repetitive. What little challenge there is comes from ambiguous mission objectives. Aerial combat sounds interesting, until you realize that instead of flying and dogfighting you’ll be twirling in circles on hoverboards blindly firing missiles and hoping one hits your opponent. To make matters worse the aerial combat sections are mandatory to progress the story. To break up the tedium that is ground and aerial combat there is also hoverboard racing. If the races worked as races then they might be a good time, but they’re broken. Get to close to the ground and you’ll get off your hoverboard. Get within ten feet of a wall and you’ll fall of the hoverboard, too.

Everything about Eureka Seven Vol. 2: The New Vision is a disappointment. There is something here for fans of the show if they can wade through the clunky controls, easy combat, and frustrating races, but even fans of the show would be better off reading a story synopsis than playing through the game. Hopefully we won’t see a third installment in this franchise, but if we do it’s a safe bet that it will play a lot like the two existing games: badly.

Capers are interesting. They’re fun to watch (Ocean’s 11, The Thomas Crown Affair, etc.), and they’re fun to play (Sly Cooper). Making a movie or game about a crime is a no-brainer. There are nifty gadgets to keep the player’s attention, interesting locations to visit, and best of all there is a sense of teamwork – even in a single-player game – because no thief ever did it all alone. Danny Ocean needs Basher to blow stuff up, Sly needs Murray to drive the van, and Th3 Plan needs to decide whether or not it’s going to take itself seriously. It could also stand to sit in on a few courses covering spelling. 3 is not a letter. 3 has never been a letter. Replacing letters with numbers is stupid, and it makes those that do it look stupid. Besides, your legacy, especially when replacing e with 3 is that of Driv3r. Nobody wants to be associated with the worst installment of the Driver franchise so just stop it. It’s okay to call your game The Plan. If there are three main characters then feature them on the box. If it’s the third installment of a series then put the three at the end. We’re not in algebra class here so let’s start acting like it.

Heist stories live and die by one thing and one thing alone. Writing. If I don’t care about the people involved – or, at the very least, find them interesting – then why do I care what they’re stealing and why? I don’t. This is Th3 Plan’s first mistake. I don’t care about any of the characters, and since I don’t care about the characters I don’t care whether they win or lose. This makes it difficult to get into the game. Failing a mission doesn’t make me sad that I screwed up, and it doesn’t make me frustrated that I wasted my time. It doesn’t do anything. All it means is that to move the story forward I have to play though the same bland level using the same clunky controls one more time. And the worst part? I didn’t fail because the mission was hard. I failed because the nonsensical controls combined with the timed missions result in failure due to figuring out how to use the new gadgets.

The controls for Th3 Plan are terrible. They make little sense and things don’t work the way that the game implies. For example, when you acquire the night vision goggles you’ll be looking at the inventory screen. Common sense and logic would dictate that you could equip those same goggles from that inventory screen, but you can’t. You just press down on the directional pad while playing the game. That’s all well and good, but there is no in-game indication that that’s how equipping the night-vision goggles works. If I’m going to be penalized for taking too long then I shouldn’t have to spend a load of time figuring out the controls. And why can’t I equip from the inventory screen? Following in the clunky footsteps of the night-vision goggles are the multi-character controls. I appreciate what the developer is trying to do here – to create a sense of teamwork – but it just doesn’t work. It’s difficult to get all three members of the team to work as one cohesive unit. Let me assign them commands or give them competent AI. Hell, give them competent scripting, but don’t make me control three clunky characters when I’m racing against the clock. That’s just cruel.

After we get team members with competent AI, give some to the guards, too. They don’t pull alarms, they get tired of chasing you, and they don’t care when their cohorts fall out of radio contact. The guard AI is reminiscent of Sneak King – a game I bought for $3… from Burger King. The guards don’t even change their security codes after you waltz into their museum, shoot them all, leave a trail of bodies in your wake, and walk out with the codes. Those same codes work the next day and the museum has no additional security posted. Whatever you’re after must be important.

When pitted against the current generation of consoles, the PS2 is easily the worst-looking contender of the bunch. The aging platform continues to survive, however, and some stunning games have been released for the it. Shadow of the Colossus, God of War II, and Odin Sphere are testaments to the PS2’s graphical capabilities. Sure, these games are no Gears of War, but they’re certainly beautiful. And after seeing such beauty pushed from the weakest console of the previous generation, it’s a little off-putting to play a game that looks like it belongs on the PS1. Th3 Plan features bland environments, aliased models, minimal lighting effects, and no particle work (that I could see). Not everything needs to be bleeding edge, but the PS2 is over five years old. If developers are going to continue programming for it then they’re going to have to step up their efforts to compete with the current crop of consoles. Fun factor is certainly what’s most important in a game, but that doesn’t mean that boring environments are okay. Graphics used to look like this because we couldn’t do any better. Now they look like this because developers are being lazy.

Even at an MSRP of $15, I can’t recommend that you pick up Th3 Plan. Throw down an extra $5 and pick up a classic from the PS2’s huge Greatest Hits library. And if you really want a heist game, pick up Sly Cooper instead; it’s one of the games in that Greatest Hits lineup.

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.