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Posted on Sep 30th 2008 at 07:15:08 PM by (Sirgin)
Posted under Review, Modern Gaming, PS2, Sony, Square, Disney, RPG, Kingdom Hearts

What would happen if we put many of Disney's famous characters, some random evil guys, a couple of Final Fantasy's greatest heroes and some new spike-haired kids all in one game? That must've been the question Squaresoft and Disney were asking themselves when they were creating the concept of Kingdom Hearts. What made them came up with such a crazy question? I have no idea. Does it make for an enjoyable RPG? It sure does.

No matter which way you look at it, Kingdom Hearts (2002) is a pretty unique game. It shares some common points with the Final Fantasy series, but it's profoundly different otherwise.
At the start of the game we meet Sora, Riku and Kairi. These three friends are simply enjoying the little tropical world they live in and spend their days playing, talking or staring at the ocean. One day changes everything when the Heartless, a purple army of toy-like bad guys, attack the island. Both Kari and Riku disappear and Sora decides to go and look for his friends, with the help of his magical Keyblade.

Before the main story takes off, you're placed in a church-like darkness, with only glass windows displaying sleeping princesses to walk on. This area serves as a tutorial for basic combat action as well as facing you with a choice that'll decide your "destiny". Destiny may be a big word, but it comes down to you having to choose a strength and weakness with "attack", "defense" and "magic" as your options. This will later influence the way your character (Sora) levels up, what abilities he'll get first and even how fast he'll level.

Soon after embarking on his quest, Sora will meet up with Donald and Goofy, who will accompany you throughout the rest of the game. You stumbled upon the hilarious duo because they are on a quest of themselves: to find King Mickey, who has given them instructions to assist the Keyblade wearer, which just happens to be Sora.
Although the plot may seem quite heavy, it is treated pretty lightly during most of the game, mainly because you'll be working to get all the sub-plots in the different Disney worlds settled out. There's more to say about the main plot but revealing any more story feels like spoiling to me, so I won't. I'll just say that even though the story has its depth, it's clear to see that Square wanted to make this a lighter digestible plot than the average Final Fantasy; a decision that's also reflected in Kingdom Heart's gameplay - but more about that in a minute.

You'll meet many famous Disney characters on your quest to find Riku and Kairi, all living in their specific world based upon their movie counterparts. Funny is how these Disney characters (except Donald and Goofy) don't know anything about the major story, but are preoccupied with their own little problems. Along the way you'll find yourself playing alongside characters like Alladin and Jack Skellington in worlds such as Wonderland, Agrabah, the Hundred Acre Wood, Halloween Town, etc... Next to that there are some new worlds designed specifically for this game such as Traverse Town and Hollow Bastion.

Now for one of the most irritating aspects of the game: travelling between all these worlds. Rather than just having your party "teleport" to a world, you'll have to play a minigame each time you'll travel to a new world. Your ship, called a Gummi ship, travels along a determined path until you reach the next world. While flying around you'll have to shoot (often unidentifiable) enemies. This is clearly a Star Fox rip-off, and a bad one at that. By defeating enemies you'll receive "Gummi blocks" which you can use to upgrade your ship. Instead of making this easy, Square decided to put in an awkward ship editor in the game that allows you to make your ship stronger by adding parts or even create a new one. This sounds better than it actually is because there isn't any point in doing so. The Gummi levels are so easy, you'll just want to get them over with quickly to advance to the next world; so what's the point of upgrading the basic ship? The whole feature could have been left out of the game for me, but I guess Square found it necessary to let players "experience" how the party travels between worlds.

Luckily, the game is a whole lot better when inside one of the worlds. Unlike the (until then) Final Fantasy series, Kingdom hearts is an Action RPG. This means all combat happens directly in the main environments, without "going" into a turn-based combat area. Your main weapon is Sora's Keyblade, with which you can use to hit the enemies one time or in combo's (depending on the abilities you have). You can also cast traditional FF-style magic such as fire, blizzard, thunder, slow, etc... These can be selected in the "Command menu" in the lower left corner of the screen with either the D-pad or the right analog stick. You can also assign up to three magics to the cross, triangle and square buttons that allow for easy-casting in combination with L1. Lastly, you can summon Disney characters that'll temporarily help Sora out, giving Donald and Goofy a break. The camera can be moved only to the left and right by holding down either L2 or R2, which feels quite restricted. In fact, it's the main thing that bothered me while playing Kingdom Hearts; I find the camera much too close to Sora's back to give a overall perspective of your environment. Oftentimes you won't even see the enemies you're fighting, with the camera struggling to get them into view. If it wasn't for the lock-on function (activated with R1), Kingdom Hearts would be almost unplayable.

Combat happens frequently, with enemies spawning almost everywhere on the map. Sadly enough the limited tactical options will make fighting the hordes of Heartless a rather boring venture, and feels like "something you have to do" instead of being a source of fun. It isn't so irritating that it'll make you stop playing, but it could've been done a lot better. As I said earlier, Donald and Goofy will accompany you on your quest, so they're also with you during combat; helping out by attacking enemies, using magic or throwing a potion your way when your health is low. You can also opt to temporarily exchange one of the two by an optional character, depending on the world you're in. On a positive note I can say that the boss fights are much more fun than the random battles and can be quite challenging, too. (if you haven't leveled up your characters too much, that is)

Besides the fighting, there's the traditional RPG action to be done such as talking to characters, buying items and weapons in stores and saving your game at save points. There's also a bit of platforming included, which is a nice distraction from the combat but suffers from the same camera problems as well as the not-so-fluid jumping animation. Kingdom Hearts clearly is an RPG with some platform elements rather than a platform game with RPG elements.

In the main menu there are the traditional "item", "equipment", "status" and "abilities" menus as well as a "customize" and "journal" menu. In the customize menu you can set the quick-access magics for Sora and determine Donald and Goofy's combat behavior by selecting if they have to do certain things "constantly", "frequently" or "occasionally". The journal menu serves as a log in which a summary of the story is kept, next to character and world descriptions.

Graphically, Kingdom Hearts is a feast for the eyes, especially if you're a Disney fan. Both the worlds and characters accurately resemble their traditional animation counterparts, something Square can be proud of. You can also enjoy the colorful scenery in first-person view when pressing the select button. Once again, the restricted camera is the only thing that keeps this game from being a sightseers' dream.

Vocally, Square has done their best with much of the dialog being voiced over by an excellent cast of voice actors. Most of the actual Disney voice actors have lent their voices to their respective characters and Haley Joel "I see dead people" Osment gave his voice to Sora. Sound effects are average but just like in most of Square's RPG's, music is excellent. Each world is accompanied by its own theme (often a variation or adaptation of the famous Disney themes) that either sets a happy tone (in the Disney worlds) or a more serious tone (in the non-Disney worlds).

Despite its flaws, Kingdom Hearts is a unique game that successfully merges the worlds of Disney and Square into a unique experience. Whether you're an RPG fan, Square fan, Disney fan or action fan; there's a little for everybody in Kingdom Hearts. 8.4/10



Posted on Sep 22nd 2008 at 06:56:29 PM by (Sirgin)
Posted under Review, Modern Gaming, PS2, Sony, Square, Enix, Level 5, RPG, Dragon Quest

Dragon Quest: The Journey of the Cursed King (in the US: Dragon Quest VIII: Journey of the Cursed King) is Level-5's third RPG for the Playstation 2, and also the third game ever by the developer. After the good Dark Cloud (2000) and the great Dark Chronicle (2002), Level-5 decided to take on the massive task of making the next instalment of the long lasting Dragon Quest franchise. Not only that, Dragon Quest: The Journey of the Cursed King (from now on called Dragon Quest 8 ) would become the first game of the series for the Playstation 2, as well as being the first Dragon Quest game with 3D graphics. Not an easy task, but Level-5 fulfilled all expectations.

The game starts when the evil mage Dhoulmagus tries to steal a legendary sceptre, locked away in a local castle. To reach his goal, Dhoulmagus cursed the castle and petrified everyone inside into plant-like beings except for three individuals. The King, Throde, gets transformed into a Yoda-like toad, while his daughter, princess Medea, gets turned into a horse. The last survivor of the curse is you, the hero of this tale, and the only one not affected by the curse in any way.

Despite the shallowness and classic feel of the story, there are some interesting plot twists that'll keep you entertained until the end. Along the way you'll meet three more characters that'll join you on your adventure: Yangus, Jessica and Angelo. Yangus is rough fellow that got his life saved by the hero and calls him "guv" out of respect. Another recurring line of Yangus is "Cor' Blimey!" whenever King Throde appears out of nowhere. Jessica is a hard headed aristocratic girl that wants to avenge the death of her brother, Alister, who got killed by Dhoulmagus some time before his attack on the castle. Angelo is a Templar Knight, devoted to Abbot Francisco, but lacking the will to follow the Templars' strict moral code.

This lively bunch sets out to find Dhoulmagus, and while doing so encounter countless other characters that need assitance of some sort to advance the main plot. The game offers alot of content and a whole world to discover. Rushing through the story without doing any sidequests will almost take up 50 hours. You can almost double that number when playing at a normal pace and getting involved in most of the sidequests.

Gameplay-wise, Dragon Quest 8 is an as classic RPG as it gets. Combat is turn-based and gets triggered by random encouters. Because there are only 4 playable characters, switching characters isn't an option, meaning all characters will level up at the same speed. When faced against a number of monsters, you'll have to assign tasks to all 4 of your characters first and then watch them get executed together with enemy attacks. Besides melee and ranged attacks, characters can cast offensive or healing spells, aswell as use weapon-specific abilities. Lastly, players can opt to raise the tension of a character to build up energy that can be released in a single, devastating blow; especially useful when doing a boss fight.

Characters differ concerning the spells they can cast, aswell as the attributes they can raise. When a characters levels up, you can assign points to any of 5 attributes of that character. 4 of those attributes are to increase damage done with specific weapons, 1 attribute is different for each character. Some tactics lie in the fact that not all characters can use all types of weapons. For example, Angelo is the only one that can wield bows. The maximum amount of points that can be assigned to an attribute is 100, which can be obtained at around level 40. This gives players some time to experiment with different weapon types first before having to stick to one type to get it as strong as possible. The different weapon types are swords, boomerangs, axes, clubs, knives, scythes, whips, staves, bows and fisticuffs (no weapon equiped).

Besides weapons, characters can also equip a piece of body armor, a helmet, a shield and an accessory. These aren't as many categories as in some other RPGs, but you'll still spend a great deal of time finding, buying or making better weapons and armour. That last option is available once aquiring an Alchemy Pot. You can throw in multiple items and see what new item pops out. This mini-game is similar to the "invention" system in Dark Chronicle or the weapon system in Rogue Galaxy. It's quite important to try out as much combinations as you can, because it's the best way to get a hold of some strong weapons/armour/items before being able to purchase them. That's needed, because the game can be pretty challenging, especially early on when it doesn't take much hits to get your party wiped out. After the game's ending you can load your saved game again to just before defeating the final boss and enter a complete new dungeon after which some of the hardest boss battles can be found. Sometimes you'll have to go through large stretches of land without really knowing what to look for. Although this might set off the less experienced RPGer, old-school gamers will love the classic approach to this RPG.

If I could say only one thing about Dragon Quest 8, it would be that it's a very polished, rich and complete games. Alot of thought went into the menu, which looks particulary nice. All your items can easily be sorted with an auto-sort option in the menu, where they are displayed with beautiful icons. Also nice is that, when pressing select, you get a "battle records" menu in which you can watch a full list of of monsters, collected items and Alchemy Pot recepies.

Coupled to the great gameplay are stunning visuals and sound. Graphics are some of the best on the PS2 and the best ever in the Dragon Quest series. The cel-shading suits the game perfectly, with characters and monsters looking like they've just escaped from an anime, yet staying faithful to the Dragon Quest franchise. Akira Toriyama did the character design of this game and is the man responsible for the Dragon Ball Z series.

Sound is just as nice with convincing voice acting (despite the sometimes over-the-top voice of King Throde), great sound effects and fantastic music. The songs are all classic orchestral tracks that really set the mood for the many areas that the game is rich. From the regal intro tune to the upbeat battle song or the creepy dungeon track; they all maintain the same high level and are never out of place.

I'll wrap it up by saying that Dragon Quest 8 is one of the best games in the series aswell as one of the best RPGs on the PS2. If you're looking for a good RPG, a game that will last a long time or just a good game in general, this is a must-buy. 9.3/10



Posted on Aug 24th 2008 at 04:38:37 AM by (Sirgin)
Posted under Review, Modern Gaming, PC, ArenaNet, NCSoft, MMO, RPG, Guild Wars

Guild Wars: Prophecies, released in 2005, was the first game ArenaNet ever developed. It's an MMORPG (Massive Multiplayer Online Role Playing Game) that shares many traits with other games in the genre, but also introduced some interesting things; most importantly maybe that there's no monthly fee for playing this MMO.

If Guild Wars (GW) would've been an offline RPG, its story could've been considered a bit shallow. It is however an online RPG, where story is somewhat less important than the actual online interaction with other players.
You start out as a new recruit of Ascalon, which has been at war with the Charr for years. The Charr are a bunch of savage creatures from the North, who look like upright walking tigers with horns. Suddenly disaster strikes as the Charr launch a massive, magic-fed attack and almost completely overrun Ascalon; an event later called "The Searing". You regain control over your character two years later in the now post-apocalyptic Ascalon where the story further unfolds...

This story is what it should be and drives the main missions well. However, you already get to play with your character before the Searing, all of which serves as a big tutorial. In this tutorial (which can easily take up 10 hours) you learn the basics of combat for all professions and have to choose your secondary profession before you'll get thrown into the actual game.

As with most MMO's, you first get to create your character: male or female, tall or short, brown or blond hair. Also, you immediately have to decide which profession you want to be: ranger, warrior, monk, elementalist, necromancer or mesmer. This is a choice that'll profondly effect your further gameplay, so it's wise to try a few professions first before investing too much time in one that doesn't suit your style of play.

GW features pretty standard gameplay. Each profession can wield any type of weapon, but can only wear its own specific armor. The attributes of each profession are different though, which is why it's best sticking with weaponry suited for you. A ranger, for example, has an attribute called "Marksmanship" which improves damage done with a bow.
You gain attribute points every time you level up, until level 20, the maximum level. Different than in most MMO's, getting your character to the maximum level doesn't take hundreds of hours, but can be completed within 50-60 hours on your first playthrough. (Incredibly fast for a game of this type) Also armor and weapons which feature maximum stats aren't that rare, giving GW quite a unique perspective on achievements compared to most MMO's.

In GW, the real goals are titles which you can display under your name. These can range from obvious ones as "Champion", "Hero" or "Explorer" to "Drunkard", "Party Animal" or "Unlucky". Some of these are relatively easy to complete but most take tens or hundreds of hours, some almost a thousand hours to complete. Craziest title of all is "Legendary Defender of Ascalon". To achieve this title you need to get to level 20 in the tutorial area (before The Searing) which requires you to make enemies level up by letting yourself die over and over again. A perfect example of playing the game without actually playing it, something that can be said of alot of the titles in this game.

To advance through the world you'll have to explore Explorable Areas (what's in a name) by yourself or in a party, making your way from outpost to outpost. Some of these areas are linked to specific missions, which also push the main story along. Don't worry though, because the other areas are filled with NPC's giving you lots of FedEx quests to gain some more experience. GW's world map is huge; exploring it alone takes hundreds of hours.

In these explorable areas, you'll come across the unavoidable monsters, which drop some gold or items for you to pick up. Every profession has different abilities, which you collect along the way. Only 8 abilities can be used at the same time, making for some strategic tactics when putting together the ultimate set of abilities.

Graphically, GW is great, with nice characters and monsters and interesting and diverse scenery. I think the water is particulary nice, even maybe by today's standards.
Music and sound are pretty standard, same goes for the voice work; although there are some catchy musical themes. It's not mind-blowing, but never gets on your nerves aswell. (Very important for a game that never ends)

Now to discuss my theory on MMORPG's as a genre, and something that GW suffers from too. The problem with an MMO is you're either addicted or you're not. There's no middle way. (Atleast not for me)

When you're addicted, the game you're playing is the greatest game ever and you don't want to play anything but that game. With objectives (in GW's case: titles) taking hundreds or thousands of hours to complete, you can easily spend a whole year on an MMO, completely submurged in the game and everything about it.

However, once that addiction fades it's hard to stay interested, because games like GW or WoW are specifically made so they're only fun when played alot. Finding the motivation to perform these long, tedious tasks becomes much harder without that obsessive drive aswell.


As a conclusion I can say that Guild Wars is a great game in its genre, but it's still an MMORPG, so beware! Once you're hooked, you might not play another game anymore for months. Don't say I didn't warn you... 8.5/10



Posted on Aug 2nd 2008 at 04:59:52 PM by (Sirgin)
Posted under Review, Modern Gaming, PS2, Sony, RPG, Square, Square Enix, Final Fantasy

The Final Fantasy series is one of the longest game series out there. What started as a failing company's "Final" Fantasy, ended up as one of the most succesful franchises of all time, with 12 parts in the main series and dozens of remakes and spin-offs.
Final Fantasy XII (2006) is the second game of the main series on the PS2, after Final Fantasy X  (2001) and it's semi spin-off Final Fantasy X-2 (2003).

Final Fantasy XII (FF12) takes place in the world of Ivalice, where two major kingdoms, Rosaria and Arcadia are at war. Our main character Vaan comes from the smaller kingdom Dalmasca, trapped between the two fighting nations. He lives in Rabanastre, capital of Dalmasca, with his friend Penelo, and dreams of one day becoming a sky pirate.
FF12 starts with a small prequel (which serves the function of tutorial), where we meet Reks, the two year older brother of Vaan, who gets murdered in a fight with Aradia. We also meet Bash, captain of the Dalmascan army, who prevents his king from signing a treaty, by murdering him. Because of his action, Dalmasca doesn't become part of the Arcadian empire and a resiliance rises against the opressing nation.

From here, the story continues and it doesn't take long until you meet (in typical FF style) the other characters of your party.
A couple of negative remarkes should be made about this story:
1) The main character Vaan is a pretty ordinary guy who doesn't seem to influence the story all that much. Balthier (and to a lesser extend: Ashe), a member of your party, seems to be making the decisions when it comes to what to do next, which makes me wonder why you don't view the story more out of his perspective.
2) Although the voice acting is fine (with some characters having a refreshing non-American accent) a lot of the sentences spoken, are not. Lots of the "higher" class character speak as if they just walked out of a Shakespear play. This makes the story sometimes hard to follow, especially in cut-scenes where text is being said rather fast. This maybe fun for those who major in english, but for others (and those whose first language isn't english) this can be a problem.

Anyway, enough about the story, let's talk gameplay. For FF12, Square dared to innovate. Whether you like this or not, that's up to you to decide, but certain things have pretty radically changed.
Most noticably: The random encounter, turn-based battle system is gone. Now, you can simply see your enemies walk in the same environment as you, and even avoid them if you don't feel like fighting. The battle system changed aswell. What Square calls the "Active Dimension Battle" (ADB) is a real-time battle system in which your characters and the enemies can freely move. Blue and Red curved lines indicate which char/enemy is atacking another. Because the battle is in real-time, the gameplay is much faster (a good thing) but can get pretty hectic with lots of enemies on the screen or during a boss battle (a bad thing).

Another new addition to FF12 is the gambit system. Gambits are commands your characters (both the character you're controlling and the 2 others) will execute under certain conditions.   
Things like "Attack enemy who is HP critical" to "Throw elexir on character with MP>10%". The order in which you place these in the Gambit screen will mark the importance of each action, the highest placed gambit being the most important. Lots of different options make this an interesting system to experiment with, aswell as making the battles more enjoyable; because the player doesn't have to select each action manually.

The "License Board" serves the same function as the "Sphere Grid" in FF10, although less complicated. License Points are required to activate licenses, which you gain next to experience in battle. It's basically a large chess board, with magic spells, augments, armor and weapons on all spots. This board controls what the characters can do/wear, because you can only activate a license that borders a license your character has already learned. In the first 20 (or so) hours of the game, it's important not to waste your License Points, so your characters can wear the latest armor, use the latest spells, etc. So if you want to use the spell "Fira" with a character, you have to activate the corresponding license on the board, aswell as buy the spell in a magic shop. This seems rather complicated, but works pretty smoothly.
A bad thing however is that it's much too easy to complete the License Board. With a character at level 50, he/she will probably have almost the entire License Board activated, which makes all characters identical and renders character tactics completely useless.

Graphics of this game are very good for a PS2 game, with the addition of a fully 3D world where you can control the camera in, something that makes the game much more accesible, and maybe even more mainstream. Also new is that non-playable-characters (NPCs) who have something to say are indicated with a text-balloon above their heads, making it unnecessary to try and talk to each NPC in an area. I have the feeling the amount of CGI has gone down alot compared to FF10, but I might be wrong.

As I said earlier, the voicework for the main characters is done well, apart from the lip-sync being wrong alot, which is a common problem when dubbing a Japanese game.
Music in this game has the typical FF-atmosphere to it, but is composed by Hitoshi Sakimoto, instead of Nobuo Uematsu. Don't let that scare you though, because Sakimoto is also responsible for the music of Final Fantasy Tactics (1997) and Vagrant Story (2000) to name a few.

As always, FF12 is filled with side quests and little things you can busy yourself with apart from the main story such as: going on Hunts or finding Unique (rare) monsters.
If you'd like to skip these completely, it'll still take 50-60 hours to finish the game, depending on how much you try to rush your way through it. Doing all sidequests too will keep you busy for atleast 120 hours. In other words, this game is good value for the money.

I can conclude with saying I enjoyed playing this game, despite of the couple faults I named, and think anyone who likes RPG's should get it, aswell as those looking for a game that'll keep them busy for a longer time. 9.1/10

PS: I realise now this is no longer a "little" review, but it's hard to review a game like FF12 in only a couple of lines Tongue


                                                                                                                                                                                                                                               
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