PS3

Sports Champions

September 19, 2010

The PlayStation Move motion controller released late last week, and the pack-in, Sports Champions, is inevitably going to be compared to Wii Sports. The game has a similar structure, casual appeal and introduces players to the new control scheme. It’s a tough comparison, as Wii Sports made its system the most popular console on the planet almost single-handedly.

Thankfully, it holds its own.

The title contains six sports: Archery, Beach Volleyball, Bocce, Disc Golf, Gladiator Duel and Table Tennis. Each has its own Champions Mode single-player campaign with increasing difficulty and various arenas, as well as score challenge and multiplayer options. And while the games all play differently and are executed to varying degrees of success, there’s an overarching theme that makes it different from Nintendo’s offerings: these are games, and developer Zindagi Games isn’t afraid to mess with the core mechanics to make it more game-like.

Archery is what has gotten the most hype, with its two-Move play being the focus of the accessory’s advertising. (Thankfully, you can also play with only one controller.) It’s very similar to Wii Sports Resort‘s archery mode, but  with some twists. Players get points by splitting arrows, hitting watermelons and ripping open flying bags of coins, and sometimes they can block opponents’ shots and otherwise manipulate their environment. It’s all very competitive, and makes for a dynamic experience. Of course, there are also simpler variations on the theme for people who want that.

Bocce is the surprising star here. For those who haven’t played (and there are many), players try to throw a medium-sized ball to get it as close as possible to a smaller ball. It plays like a cross between bowling and curling, and it’s a good showcase for motion control. What makes it fun here is the differing play surfaces, from a an official-looking court to a random playground with paths, benches and trash cans. There’s a real strategy in placement, and each round feels like a different task.

Disc Golf is what you’d expect if you’ve played previous motion-controlled titles. Zindagi seems to have nailed disc physics, and standard tactics like curving shots work well. (Or, well, accurately. It directly correlates with your skill level.) Gladiator Duel is rather strange, as you’re out there with old-style swords and shields, and hitting in different places nets different damage. You can also damage the shield, discouraging its use, but it’s a small blocking tool and overuse seems unlikely. 

Beach Volleyball is the dud of the collection. While the Move shines with precision movements and pointing, it’s not so great for sticking your arms high in the air or detecting whether your arms are in a good position to hit a ball. Table Tennis is what you’d expect and nothing more, but there’s not much more it would make sense to add. 

Instead of using custom avatars, players use specific characters, each with their own sport they excel in. (Of course, none of their sports are in this game, so there isn’t a clearly dominant character in each.) While potentially a bit too stereotypical, each has his or her own personality, and that’s refreshing. In another “hey, it’s a game” move, there are unlockable characters attained (for the most part) by beating Champions Mode in each sport.

Aesthetically, the game isn’t particularly astounding. There’s obviously a focus on making things look high-definition, as everything is shiny, clean and modern. Otherwise, things are fairly nondescript. Compounding that is the game’s audio, which, while not obnoxious or anything, is the least memorable of any game in recent memory. It’s okay, though, because the focus was on getting the gameplay right, and with the inevitably short development time of a launch title, it’s good to narrow your ambitions.

Sports Champions isn’t enough to make the Move worth purchasing on its own, but it was a necessary title to have if Sony wants to attract the Wii crowd, and anyone who picks up the controller should go ahead and give it a try.

Scott Pilgrim vs. the World is a game for a very specific audience. If you fall outside of its demographic, it isn’t very appealing. 

Of course, its demographic is people who like games. So you’ll like it quite a lot.

Scott Pilgrim is a side-scrolling brawler that borrows heavily from 8-bit classic River City Ransom. You play as the main characters in the graphic novel series: protagonist Scott Pilgrim, love interest Ramona Flowers, band frontman Stephen Stills and drummer Kim Pine. Each character has a variation on the same moves, so while it provides a bit of variety, all of them are similar enough that there won’t be arguments about who is who. You beat up a bunch of enemies inexplicably violent towards you on the way to a boss, who is also inexplicably violent towards you. But this is Scott Pilgrim, where it’s accepted as normal that someone would have to kill a girl’s exes to date her (and no one bats an eye when they’re all extremely talented fighters with special abilities). Of course, it’s all based on video game logic, so even those who haven’t read the books would get the humor.

Not that you shouldn’t read them before playing. Scott Pilgrim vs. the World is stuffed full of references only fans would get, from amusing scenes animated in the background to weaknesses of bosses to…well, everything really.

The game tries to push the right buttons for its audience, and with the fervor of a new Tekken player. The love letter to early-1990s games includes a world map reminiscent of Super Mario World, secret codes pulled directly from Street Fighter and Sonic 3, a menu aesthetic that evokes EarthBound and chiptunes from Anamanaguchi. There are ninjas, zombies, robots and clones. Ubisoft may have tried a little too hard here, but that’s amusing in its own right.

Since the game stays true to the graphic novels and only has seven bosses, it’s not very long. Some attempts were made to add replay value. Each character has its own ending, and reaching certain milestones unlocks a few more playable heroes. The game’s RPG system means you can play again and shape a character’s stats differently. There are three difficulty levels that range from reasonable to ridiculous, and even with a powered-up character the higher levels are a challenge. Online multiplayer is not supported (though four can play locally), but leaderboards are there to stimulate the competitive among us.

Ultimately, though it’s tied to the movie release, Scott Pilgrim vs. the World isn’t really a movie game. It stays closer to the books’ plot and doesn’t include any likenesses or voices from the film. Yes, it’s more enjoyable if you’ve read the series. But that doesn’t mean I won’t recommend that you buy it. That just means I recommend that you read the books and then buy it.

 

Trinity Universe

August 11, 2010

Trinity Universe is one of the hardest games to define, as it seems to be the amalgamation of several different series with questionable results. Depending upon your knowledge of beloved series like Atelier, Disgaea and Valkyrie, you may be left scratching your head in confusion or laughing till you cry. Do you love Japanese RPGs that place an emphasis on grinding over story? Do you love quirky characters with nonsensical dialogue that goes nowhere yet makes you laugh? Do you love dungeon crawlers with plenty of loot to upgrade your characters to the point of being overpowered? How you answer these questions will ultimately tell you where you may fall with this title.

Trinity Universe takes place in the city of Empyria, a lone safe harbor within the Netheruniverse where lost things float about in a vortex. Floating objects such as bonsai trees and shoes come and go past Empyria without issue but occasionally a dungeon will enter the gravity pull of the city, threatening to destroy the town. Here you take the role of one of two saviors taking two different yet converging paths to save the city: Demon Dog Kanata takes the easier difficulty path, using the dungeons as a reason to escape your fate while chowing down on everything you come across, and Valkyrie Rizelia wants to right wrongs and force the Demon Dog Kanata to face his ultimate destiny. Merely a façade for hijinks, the plot doesn’t really explain anything until you complete both paths opening up a third path and hidden character to explore around with.

While both initial paths are supposed to be different in difficulty and story, they intertwine enough that you get almost the same experience with both. The biggest difference between each path is when you get access to extras associated with your party members, whether it be the Monster Coliseum or the various shops, you may need to wait longer to access them. In the end the game always ends up with your hero going on a dungeon crawl.

To stop the random dungeons from destroying Empyria, you need to enter them and destroy a gravity core that is guarded by a boss. Here the game devolves significantly as the light hearted nature of the game quickly becomes rote grinding. Each dungeon has its own personality, but unfortunately the designs seemed lackluster and repetitive with occasional horrible camera issues. Likewise the exploration and combat seemed to be an afterthought compared to the witty dialogue.

Random encounters and boss battles use a turn-based Action Point (AP) system where you could use a set amount of AP per turn to use strong, weak or magic attacks, each mapped to a face button. Add to that a static camera behind the heroes and limited animations and grinding, and you have a truly boring experience of mostly spamming square or triangle over and over. For the first couple of hours you have this to look forward to until the game opens additional mechanics that allow you to synthesize items and forge better weapons based off of loot drops.

It pays off if you can make it past this phase, because the item creation system is truly in-depth and allows you to create some unstoppable weapons. Depending upon your feel, this could either be a bad or good thing, because the grinding becomes easier, but you devolve into more button spamming to progress. At this point, only in the boss battles do you need to exercise any caution with strategy to make it out alive.

Visually the game is hit or miss; during the 2D cutscenes the character animations are manga heavy with bright colors and vibrant with emotions and humor, while the dungeons almost look like something you could have found on the PlayStation 2. The cutscenes use an interesting movement to create a breathing image that moves as the characters talk to each other, hair gently sways and dog ears flap ever so lightly. Voice acting is top-notch with the actors emoting just as much ridiculousness as the dialogue demands, but the score is often repetitive and drab, especially in the dungeons. 

Trinity Universe is a mixed bag that seems to cater to a specific crowd. If you are in-the-know about JRPGs, you will be pleasantly surprised by how everything mixes together. If you aren’t, there is a strong possibility you won’t make it past the first couple of hours to experience what the game truly has to offer.

Pros: Quirky memorable characters, plenty to do past the first couple of hours

Cons: Lackluster combat and grinding, with a couple of boring hours in the beginning

 

Very few developers go back to an already finished series to make a new game, especially after rebooting said series to take it into an entirely new direction. 2008’s Prince of Persia was a love or hate kind of game, but it did sell well enough to warrant a sequel. What do we get instead? Prince of Persia: The Forgotten Sands, a game that returns us to the Sands of Time “trilogy” once again. Although this game is technically a movie tie-in, it is not based on the Sands of Time film. It is, however, an enjoyable game that has plenty of fun moments, but does not live up to that original trilogy. 

The presentation in Forgotten Sands is solid, bringing us back to the time when the Prince and his world were not cel-shaded. The opening cutscene is gorgeous, but from there we basically get rather standard graphics some with neat effects. The Prince himself has had a re-design, and he looks…ugly, to say the very least. Sound design is good, and the voice acting definitely lives up to the standards you would expect from the series. The game’s presentation may be lacking compared to some modern games, but that does not make it bad by any means. 

The story manages to do a decent enough job filling the gap between 2003’s Sands of Time and 2004’s Warrior Within. At the very least, you will get a good enough idea of why the Prince became such a huge Godsmack fan. It’s nothing amazing, but it is definitely very reminiscent of Sands of Time; they even re-cast Yuri Lowenthal as the Prince, which goes to show the team cared about bringing the player back into that series. The Prince’s dialogue is as witty and enjoyable as it was in Sands of Time.

The gameplay is both excellent, meeting the standard of what you would expect from a Prince of Persia title, and sometimes rather monotonous. The platforming and puzzle solving sections are excellent, and the developers continue to find a way to make running along walls and avoiding traps new and exciting every time. The combat, on the other hand, is pretty simplistic and not terribly fun. It’s not bad, but considering how much combat there is in the game, it could have been a lot better.

In terms of the platforming, the Prince gets a couple of new powers as well as the classic rewinding time mechanic from the previous games. One new power you get is the ability to freeze water. It seems silly, but this new power is actually really cool and it allows for plenty of neat gameplay changes in the platforming. 

They do have to allow for some incredibly convenient things to happen in the environment for this power to be truly effective. Yes, there happens to be drains pouring out water at equal distance from each other. And yes, using these streams of water leads the Prince to exactly where he needs to go next. I know it was necessary, and it’s really hard to question anything in this series at this point when the main mechanic is about reversing time, but it does leave me scratching my head. 

The puzzle solving elements are all well done, and while the majority of them are not particularly challenging, they do use the Prince’s skills and powers in very unique ways every time. The platforming and puzzles are the reason you would play a Prince of Persia game, although the series has never been known for its compelling combat. Forgotten Sands is no exception, and despite a decent variety of enemies, you won’t be particularly enthralled by the waves of enemies you will find yourself facing off against.

There are new powers related to combat as well, four to be precise. A stone armor power that makes you invincible for a certain period of time, a whirlwind power that knocks all of your enemies down, and fire and ice powers that add…well, fire and ice to your attacks. The fire and ice powers are rather useless, but the whirlwind can be handy when surrounded, and the stone power is always useful. 

It’s a shame that, aside from the stone armor, you rarely find yourself using the others. That particular power just makes the game too easy, since you become invincible for a limited amount of time. You also gain experience from defeating enemies, so you can increase your health and your abilities using a rather limited skill tree system. You will never find yourself upgrading any of your powers except for the stone armor, and even that really never needs upgrading. And with constant checkpoints, you’ll be hard pressed to find any real challenge in the game, even on the highest difficulty setting. 

As always, Ubisoft Montreal has nailed the controls perfectly. You are given many different gameplay mechanics to mess around with this time around, and later on you will find yourself relying on many of them at once. This all works wonderfully together, with a control scheme that will feel very familiar to those who have played previous games in the series. The camera, on the other hand, seems to have a mind of its own at times, especially during combat. 

One last downer this game presents: the numerous technical hiccups and glitches, some of which will cause you to die inexplicably (even during cutscenes) or just cause the Prince to get caught in walls or the ground. These problems do indicate a clear lack of polish that would have done this game well if it was not inevitably rushed out to be released in time for the movie. 

If you can look past the middling combat, some questionable gameplay additions, and various technical issues, The Forgotten Sands is an enjoyable entry in the Prince of Persia series that will please fans of the Sands of Time trilogy. This is a title that is at least worth a rental for those looking to spend once last weekend with the Sands of Time series.  

Pros: Amazing platforming sections; solid controls; very clever puzzles; new powers add a lot to the gameplay

Cons: Combat is too simplistic; some new abilities are useless; wonky camera; odd technical issues and glitches

 

 

3D Dot Game Heroes makes no secret of blatantly ripping off the Legend of Zelda formula, milking nostalgia and tongue-in-cheek references about gaming to create an updated adventure game. Can this homage to an out-dated gaming era hold up now in the land of FPS’s and RPG’s without becoming some flippant inside joke? 3D Dot asks this question while handing you everything you may have loved about Zelda while throwing in its own tricks.

In the land of Dotnia, a formerly 2D kingdom, a great warrior stopped a big bad guy and sealed him up with the power of 6 orbs controlled by 6 mages. Since then the land upgraded to 3D due to lack of tourism until a different menace threatened to unleash the big bad guy again. As a living descendant of the first hero, you are called upon by the King to stop this imminent threat, and save the princess in the process. The game milks it for all it’s worth by blatantly making fun of why you need to do things, including subtle pokes at gaming in general and more specific references to other Atlus games that may not click with the non-initiated. How many people are going to get a Demon’s Souls reference, really? But in wit and charm the game rewards you with great, intentionally bad writing (Life Up Get!) and some moments that catch you off-guard, such as using a bomb to open up a secret cave only to find the owner of the cave mad and demanding money to fix his wall. Treasures like these are generously sprinkled throughout the game and show the developer has more than a passing interest in creating a quirky backdrop for the action.

Speaking of action, do you remember all the great things about the original Legend of Zelda? Well, they’re all here and they’ve aged remarkably well. Atlus was kind enough to throw in its own unique tweak to the formula as well: A giant sword. Not just big; I’m talking about half-the-size-of-your-screen big. As you progress through the game, this sword can be upgraded to be longer, wider and able to swing a full 360 degrees around your screen which means clearing an entire screen in one sweep. A combination of the old and new satisfies in so many ways and by limiting the outlandish-sized sword to full health, it encourages you to play flawless lest you are forced to play with a mortal sword.

Difficulty is gradually ramped up so that you won’t be playing with the massive sword the whole time, as enemies will most likely cause at least a little damage to you every now and then. In dungeons, the difficulty is ramped up even further while you try to figure out puzzles. These puzzles and dungeon design are directly descended from Zelda, as you need to find the special item of the dungeon that will allow you to progress to the boss. First it is the boomerang to hit switches from a distance, then the bomb to explode cracks, and conveniently enough these objects let you eventually access the next dungeon on the list. While it may seem simplified, it is satisfying working your way through the increasingly puzzle-laden dungeons.

At the end of each dungeon is a ridiculously oversized boss that you need to get through to get the orbs. Even though the bosses follow the old-school “I will follow geometric pattern until you kill me” formula, the fights stand out for their increased difficulty and fun nature. Atlus was kind enough to leave a boss replay option in each dungeon, so I can come back any time I want to and re-fight an old boss as I attempt to get the perfect boss kill achievements offered by the game. Add to this a deep world to explore with plenty of secrets to discover, and side games of tower defense and block attack and you have an experience that could go over 20 hours on the first playthrough.

The game takes the 3D-pixel look to the extreme. I thought it was beautiful at first (especially the water effects they used), but towards the end I wished for some sort of soft edges somewhere. One benefit to this engine was the ability to choose different models for your hero, including a custom-built character. With my custom snake hero I noticed more model blips that showed the unit frame box, so I swapped back to one of the many default heroes.

Similarly, the sound may either bring feelings of nostalgia or drive a person to insanity. Using faintly familiar 8-bit soundtracks and sound effects, the game capitalizes on repetitive music loops and almost stock sound bites to complete the homage. I never thought hearing a character climb stairs or destroy an enemy would make me remember things from almost 20 years ago. Unfortunately, if I lingered in a zone for too long I would become annoyed listening to the same loop over and over again and would turn off the sound. Now that’s commitment to nostalgia. 

It is impossible not to compare 3D Dot Game Heroes to Legend of Zelda, whether it is a wholesale stealing of the game or a light-hearted homage to a great game is up to each gamer to decide. Regardless, the Zelda elements still hold up and the additional sword leveling action make this a game any gamer will appreciate whether they have played Zelda or not.

Plays Like: Old-school Zelda, complete with boomerangs, bombs and puzzles

Pros: Great old-school gaming, interesting progression, deep world

Cons: Graphics may not be for everyone, very repetitive music