PS3

Ar tonelico Qoga

April 12, 2011

Ar tonelico Qoga: Knell of Ar Ciel is exactly what nobody should want or need in a Japanese RPG. It is a step backwards in terms of equipment acquisition and random battles, the real-time combat is tedious, and it treats its female party members as sexual rewards rather than real characters.

RPG developers learned long ago that comparing equipment was useful to players. For some reason, though, Qoga does not feature a useful comparison tool. Other developers mastered this in the PS1 era or before. To miss such a necessity of the genre on a modern console is shocking and it makes the game a chore to play. After you’ve finally equipped your party, you see the only thing that Qoga does right has to do with exploration. The number of random battles in any given area is limited, and the game tells you when a random encounter might be coming up. Unfortunately, the estimator isn’t very accurate, and the maximum number of random encounters per area is so high that you will be done with the area before you’ve exhausted the random encounters that pop up every few steps.

Numerous random encounters wouldn’t be so bad if Qoga allowed for auto-play of unbalanced fights a la Earthbound, but every time a random fight pops up you have to take part in it. Your party is made of tissue paper, so you will spend a good amount of time in each fight tossing healing items at party members instead of playing the interesting part (i.e., fighting, casting magic, and devising strategies). Qoga‘s combat should be exciting and a breath of fresh air as compared to other RPGs. With music as a central focus of the magic and combat systems, the whole thing should feel like a more complex version of Patapon, but instead your time is spent slapping enemies for paltry amounts of damage while your caster’s song reaches its apex and unleashes a decent attack. At this point the whole process repeats and you get bored each time before the battle ends. 

Qoga‘s biggest misstep, though, is its treatment of its female characters. As you explore the world you will collect “talk topics” which can be used at inns to get to know your cohorts better. This sounds like a great idea. There is a tangible reward for exploring your surrounding, and you are encouraged to interact with your party members. In towns there are also establishments called “dive shops” where the player character, Aoto, can explore the girls’ subconsciouses. Exploring in this way will eventually make your party members stronger, but the game doesn’t hesitate to tell you that subconscious exploration also causes the girls to take their clothes off in order to be “more in tune with nature.” Good character interaction and in-battle upgrades are enough of a reward, and treating characters like this cheapens the whole game and, honestly, makes me feel like a cad for playing it.

Pros: random battle countdown

Cons: peep show rewards, boring combat

 

The original Chime was a huge success for developer Zoe Mode, successfully blending together a music and puzzle game not unlike Q? Entertainment’s Lumines series. Chime Super Deluxe is an updated version of the original that adds six new songs and a multiplayer component, making it the best version of Chime to date. 

The basic concept of Chime is rather simple: to cover a large grid with 3-by-3 (or larger) quads created from different irregularly shaped blocks. A line passes over the grid which converts the created quads into coverage. As you add more blocks and create more quads, more music begins to play, allowing you to create your own “remix” of the particular song you choose. 

It is somewhat similar to Lumines, yes, but what sets Chime apart from most puzzle games is how stress-free it is. You never really feel pressured to accomplish any major goal and you never have to worry about failing. Combine this with a remarkable selection of songs and you have a fairly varied and stress-free experience. It would have been nice to have more than ten songs available, but the selection included supply plenty of variety and offer the perfect balance of both addictive beats and ambience.

There is a time play mode which has you trying to fill in as much of the grid under a certain time limit, but even that feels relaxing compared to a lot of high-pressure puzzle games. The second main mode is free play, which allows you to take your time to fill the grid before it is replaced by a new one. This mode is all about trying to accumulate as high a score as possible.

The addition of multiplayer is a welcome one. It provides you with two new modes: co-op, which has you working with up to three other players to fill in the grid, and versus, which has you competing to gain the most coverage of the grid. It’s pretty basic stuff, and it’s local only, but it adds a lot of replayability to an already addictive game. 

Chime Super Deluxe is the best and most up-to-date version of Chime available. It proves, above anything else, that this fairly basic formula is still just as fun as it was one year ago. Even if you already own another version of Chime, you’ll be missing out if you skip this. 

Pros: Excellent music, addictive gameplay, multiplayer is a great addition

Cons: Would have liked to see a few more songs

 

This year, Sony mixed things up by making more changes to the MLB The Show series than they’d done before. An entirely new control scheme, a new game mode, 3D enabled graphics, and a revamped Road to the Show all pull together for what is arguably the best and most realistic baseball simulator to date. 

This year, Sony decided to try its luck with thumbstick based batting and throwing, and they did a far better job with it than the MLB 2K series ever has. Rather than vary the movement required based on the pitch, they simply made speed and accuracy vary based on speed and straightness of your stick movement. It also factors in the rating of the player when determining how accurate and fast the pitch is. As for batting, simply pull back on the thumbstick to rear back and release it to swing. Pushing it forward gives the swing more power, though, and the angle at which you push it will help determine any pull the ball has. For those who don’t prefer the new control scheme, Sony has thankfully included both of their older button-based options.

The franchise mode is one of the deepest I’ve ever seen in a sports game, and should satisfy almost any fan of sports simulations. You can control everything, from the players on your 40-man roster to the regular season draft. You can control what kind of advertising your team has, how much you spend on scouting, training, and medicine and even what stalls and vendors you have in your stadium and how much they charge. There’s a Rule 5 draft you can participate in, salary arbitration and waiver wires. Anything you can associate with professional baseball is in the franchise mode (except for the steroids and work stoppages). All of this is great and amazing to find in a baseball game, but none of it is new.

The Road to the Show mode is back, this time with more customization than ever, along with a new training point system. After being drafted by a team, you’ll get sent to AA, with the goal of improving both your in-game stats and your overall stats. After each at-bat, you’ll be given points based on how “good” your performance was. For a pitcher, you’ll want to either strike out the batter or get them out with as few pitches as possible for the best scores, while as a batter you want to make the pitcher throw as many pitches as possible, and preferably get on base. Additionally, your stats have changed to allow 60 days of not being worked on before they start declining instead of just 30.

As far as online gaming is concerned, it is largely the same as it was last year. Connectivity and lag will always be a problem for games like this that require such precise timing. A new competitive online mode called Challenge of the Week has been added though, which is quite enjoyable. In this mode, a challenge is posed each week, and players compete in the same challenge for top scores. Real prizes are up for grabs each week and everyone gets one free chance to compete, with extra chances available for 25 cents.

The Home Run Derby is back again, this time with move support. This is a nice added feature for players who’ve been looking forward to showing how good, or bad, they are at actually swinging a bat at major league pitching.

Graphically, MLB 11 is the best-looking baseball game available. The players are very detailed and the stadiums look exactly like the real ones, right down to the smallest detail. This year Sony went an extra step and added 3D support as well, for those of who you own a 3D TV. They also added a third commentator, Eric Karros. Unfortunately, his lines are very sparse, with nearly all the commentary recycled from last year.

While it may not seem like it on the surface, MLB 11: The Show has a number of significant changes and additions that make it worth a purchase for any fan of baseball games.

Pros: Road to the Show is better than ever, franchise mode is very deep and detailed, 

Cons: Online play is still laggy, commentary is largely recycled

 

Moon Diver

April 5, 2011

We first really noticed Moon Diver at E3 2010, as a trailer running in Square Enix’s booth. Back then, it was known as Necromachina. Before that, it was Moon Diver. No, we don’t know why, but neither name really makes sense anyway, so it doesn’t matter. Anyway, the game looked like a fast-action side-scroller with physics and craziness, like a cross between Strider and Super Smash Bros. Brawl‘s Subspace Emissary mode. (That Strider thing makes sense, as it’s made by some of the same people.) We’re suckers for four-player co-op, and the customizable elements kept it firmly on our radar. 

Now that we have it, it’s everything we thought it would be. Not everything works out as well as we imagined, though.

You play as one of four characters, each with strengths and weaknesses. The three base stats are all fairly close between the four, but leveling up gives you a point to increase one stat, and each character has certain attributes that go up more with each point. For example, there’s a guy who is incredibly adept at power, and his will go up twice as much per point as the rest. The problem is that you sometimes do need a bit more health or something, and that balance-vs.-specialization tension can be interesting.

In the game, you jump around, attack things, hang onto walls, climb across ceilings, and generally do everything. At first, the freedom is fun, as there are so many ways to take on enemies. You can hang off platforms and shoot special attacks, you can jump around everywhere and slash, or you can remain on the ground and hit an attack button until you fall asleep. At some point, it starts being less liberating and more frustrating, since the lack of restraints makes for not-as-interesting level design, but it’s still fun.

Moon Diver focuses on speed, though, so you’ll power through things quickly. Whether it’s constantly-spawning bombs at your position that hit you if you don’t keep moving, enemies that blow up and explode in lines across the screen Bomberman-style or just hordes of bad guys that spawn right as you hit the last platform that you can just speed past, this isn’t a game in which you’ll ponder situations.

Along the way, you can pick up special attacks to equip to your character. These are called “MoonSault Combinations,” but that sounds ridiculous, so we’re not saying that again. Each character starts with one, and you can assign four to each direction on the D-pad. These can be big screen-clearing items, shields, buffs or just slightly-enhanced basic attacks that use small chunks of your meter. We wish these were tailored for each character to give them some, well, character, but everyone can access the same moves if they collect them on a stage. It’s still probably best to go with your strengths, though.

Moon Diver plays up to four players both locally and online, which is wonderful. Playing alone feels more like an old-school action game if you want that, though the levels are clearly designed for team play and will thus be less tightly-woven in single-player. There are leaderboards to try to climb after the game’s done, though we see this more as an evening-with-friends game than something to train at. 

There are many downsides to the trend toward $15 downloadable titles, but the upside is that we’re seeing a lot more attempts from larger companies. Moon Diver would get a wholehearted endorsement at $10 (and we could see a sale in the future), but even as it stands it is a worthy purchase, simply because the team knew what a game needs to have some staying power. If a sequel comes (and we hope for one), we’d like to see a bit more variety in the characters’ fighting styles, and some changes of pace in the level design.  

Pros: Fast-paced play, co-op, interesting character progression

Cons: A bit too frantic, Story so bad we didn’t mention it until now

 

Hard Corps: Uprising

March 31, 2011

Hard Corps: Uprising is the spiritual successor to the Genesis’ Contra: Hard Corps. Contra: Hard Corps is true to its name, and is the most difficult Contra title ever made. Hard Corps: Uprising takes the essence of Contra: Hard Corps, gives it a flashy new paint job and a thrash metal soundtrack, and unleashes it upon the unsuspecting masses. 

Hard Corps: Uprising is not merely difficult. Shank is difficult until you get a feel for the combo system and what weapons work against which enemies. Hard Corps: Uprising, in the vein of all Contra titles before it, has only one weapon that you actually want to use – the spread gun. Everything else pales in comparison, and once you pick it up you manage to get hit, drop the gun, curse loudly, and then curse some more as you try in vain to make it to another spread gun while using the standard rifle.

The game is developed by the fine folks at Arc System Works, who are best known for Guilty Gear games and the recent BlazBlue. Whether you like 2D fighting games or not, there is no denying that the sprite work in both is exquisite. Hard Corps: Uprising is no different. Gone are the days of blocky sprites held back by the platform they appear on. Hard Corps‘ sprites are beautiful, lovingly hand-drawn, and you will marvel at them until you get shot by an enemy and drop your treasured spread gun.

Hard Corps: Uprising is for the same set of people that bought and love Bionic Commando: ReArmed and Capcom’s Mega Man retro revivals. It takes a long time to make it through any given level, but just like the Contra games of yesterday, there are few things that can’t be overcome with a little memorization and a spread gun. Hard Corps: Uprising isn’t for everybody, but for those who love hard retro shooters and playing through them with a friend, Hard Corps: Uprising is not to be missed. It’s hard, it’s gorgeous, it’s cheap, and it’s been far too long since I played Contra with a friend, and now I can do so over PSN or in the same room.

Pros: beautiful sprites, cooperative multiplayer always makes Contra better

Cons: Too difficult for most of today’s gamers