Tuesday, November 9, 2010

Marvel vs DC on the PSP

As many of us nerds know, there has always been a harsh battle between comic juggernauts Marvel and DC. It has spanned almost 50 years and every kind of media you can think of, and video games are no exception. With X-Men Legends and it's sequel as successful as they were, the formula of "dungeon crawler RPG + superheroes = awesome" was public, and both comics wanted to capitalize on it. Thus, in 2006 two games came out: Marvel: Ultimate Alliance and Justice League Heroes.

Alliance was developed by Raven Software, the guys who had made the Legends games, and strangely enough Voyager: Elite Force and Jedi Outcast, while Heroes was made by Snowblind, known for their dungeon crawlers Baldur's Gate II and Champions of Norrath. Now how do they stack up against eachother? Well, after playing through both, it's time for these games to go head to head!

Before I begin, let me preface with two things: yes, I do prefer Marvel over DC, but I have no resentment for DC in the slightest, and I played Alliance off a UMD and Heroes off my memory card ($9.99 on PSN), so I will address that later on.

Now, let's start off with a very simple headcount for both games. Alliance's gameplay lets you play as any four characters you have at once with each hero being assigned to a direction on the d-pad (in conjunction with the L trigger), with 27 heroes in all to choose from, with nine of them being unlockable. Heroes has you playing as two characters which are predetermined in the first two thirds of the game that you switch between with up on the d-pad, with 14 heroes to choose from, with seven of them unlockable. Yeah, you can kind of tell where this is going already. With the character options, Alliance lets you feel like you're in control of your party, picking out who exactly is going to be in your squad, and formulating some sort of plan for how all these characters mesh together. Plus, it's fun finding little bonuses for putting together certain teams, like if you have all of the Fantastic Four, you gain extra health every time you knock out an enemy, or if you have all girls, you get a +5% to damage, or you can make your own team, level them up, and give them the bonuses you want. Heroes just doesn't get this part of the experience. The entire first half of the game feels like you're being forced to play as every character you have simply because they're afraid you won't use them otherwise because you don't recognize them, and there is no special bonus for having a certain pair. This was a chance for DC to give it's lesser known characters a bit of love, and have you feel a sort of connection with them, even if that connection is just "this one's awesome!" I mean, hell, Alliance has Ronin, Captain Marvel, Deadpool, Hawkeye, and Spider-Woman, and these are characters only big comic book fans would have heard of prior. (Note that 2006 was before the giant flood of Deadpool we have now) While alternate versions of the heroes are presented as costumes, The Flash gets an old Jay Garrick costume, and Superman has his Earth 2 look, three of the unlockable characters in Heroes are just different models of existing characters, with the Kyle Rayner GL and Hal Jordan GL playing exactly the same as John Stewart, and Supergirl being Superman without one of his powers, but I'll get to powers later. So while it is fun to play as your favorite heroes, DC's contribution is missing many fan favorites like Blue Beetle, Captain Marvel (a different one, you might know him as the misnomer "Shazam"), Starman, The Question, and Lobo, which puts it a step behind Alliance.

Time for a graphics check. Both games have a remarkable amount of detail in their world, with every new stage feeling different than the ones before it. The characters all look great in both the in-game animation and the cut scenes... well, not the cut scenes for Heroes. The one thing I still can't get over in Heroes is how creepy most of the faces look. Sure, Zatana has a nice face, and Stewart looks like his strong self, but Wonder Woman looks emaciated, and Superman is just plastic. While Marvel's characters have a simple design, they at least still look visually appealing. It might be on a design choice though. While Alliance has a good balance between cartoony and realistic with all of it's character designs, the ones in Heroes either lean way too far to trying to be realistic or the opposite way to be only designed in a comic book universe. And Brainiac doesn't even look like Brainiac! They gave him a super-saturated green and purple color scheme and made him much more mechanical than he was in most of the comics and the animated series he was a part of. They even took away that circle-V-thing from his forehead! He just looks like a Lex Luthor suit now. The levels are good looking on both games, but the design of the levels feels much more seamless in Alliance than it was in Heroes. Every room you lurk through in Alliance feels like it has a purpose other than supplying you with more baddies or being where you fight a boss, where as Heroes has a contrived linear trail for the most part with areas copy and pasted from other parts of the same map. Mars especially feels lifeless, but then again, it is Mars...

With the two games coming from two different developers and comic universes, the controls are surprisingly the same. X is your light attack, O is your heavy attack, and you string these together into combos. Square is to pick up and interact with objects, and triangle is to jump, and pressing it a second time will net you either a double jump or flight. Pressing start brings up the pause screen, pressing select is your hero details page, the d-pad controls your team AI, and the nub is for movement. That's quite the similarities. But of course, there are differences in the playing style of each. The most frustrating thing about Heroes vs Alliance is that camera control is almost non-existent in Heroes, whereas it is seamless and with complete control in Alliance. As for actual gameplay, in Alliance, while you have at least ten abilities at your disposal, you can only have four shortcuts at a time, leading you to have to think about which powers to have at your disposal. Fortunately for those of us who prefer our powers on the fly, you can use the d-pad to switch what powers are slotted to your four face buttons, but this takes a bit of time and getting used to, so I just never used it at all. In Heroes, each super hero has only five powers maximum at their disposal, with three being unlocked from the start, and the other two needing to be unlocked through applying points to them after leveling up. This is where I got kind of annoyed with Heroes. What's with the short list? Why can I only do so much with a Green Lantern ring, and where's Superman's super-speed, and what about Martian Manhunter's eye beam thingies?

While I would have liked more variety in what powers my heroes had, it did seem like there were a few stand out powers that could just take on anything, like Superman's heat vision, which does constant damage, knocks enemies back, lights them on fire, and is something that you start out with. Or Green Lantern's "rock crushers" as they're referred to, which also do constant damage on a higher scale, and stun the enemy with each hit so they can't retaliate. These two characters I feel like could have blown through the game no problem on their own, which brings me to another problem with the powers. In Alliance, there's a certain balance to them, so as to help out the group when needed, whether it be applying extra damage, boosting stats, de-buffing enemies, every character has a couple of abilities that can focus on the group, whereas Heroes, everyone can pretty much solo besides Zatana, who is the uber-support of the group. She heals, she sets fire traps, she slows down time, creates shields, and turns enemies into bunnies for short periods to get them out of the way. Those are all hers, and only hers. The only other support-ish attacks are Green Lantern's "play pen" as I call it, that traps enemies in a box to be dealt with or left alone, and Superman's freeze breath which can immobilize enemies, giving you a bit of a breather. With all these abilities going around, you'd think there'd be a balance between characters. Nope. Superman is supremely overpowered with a base attack starting higher than any other character, and said game-breaking power, and guess who the least useful character in the game is?... BATMAN! I swear to God, this is the one game that doesn't make me want to play as the Dark Knight, even though he's voiced by amazing actor Ron Perlman of Hellboy fame. You see, Batman has the second lowest strength, and no good super powers. Sure, he's got a bat-a-rang and the grappling hook can close the distance between enemies, but when I can keep them at bay with a never ending beam of pure heat, that's not really useful. I personally could not find such distaste in playing a character in Alliance. Each hero can be put in a category, such as tank, striker, ranger, and mage (all names not used in the game, but you get the idea), and can be easily swapped out with another character from that category. While this sounds like most characters are the same, there are subtle enough differences to where you will find that good team.

Powers themselves are leveled up in Alliance via a very linear skill system, which keeps your powers at a relatively similar level to your characters, meaning no one power could completely dominate the rest. Heroes also has a linear skill system, but also integrates attack, health, energy, and regeneration into the mix, and I'll talk about the regeneration more later. Now, Legends had a separate point system for changing each heroes stats to your liking, which I loved, but Heroes makes you choose between powers and stats, and Alliance gets rid of it all together. While I can see Heroes not using something like it so as to distance themselves from Marvel in that "oh, we're not copying them" sort of way, it's sad to see Raven take away one of the more important parts of the character building from a series they had already established. It feels like an unnecessary dumbing down of a successful formula for no good reason. Another thing about the skill system in Heroes is that with each point you give to a power or stat, you can assign a modifier such as Luck, Damage, and Range to that point. This gives the idea of customization, but I only used them on, guess what, Superman's heat vision, and they proved to be unnecessary for the most part.

Quick bit about equipping: Heroes has no equipment, and Alliance each hero can only have one piece of equipment on them at a time. This means there is no defense boost for Heroes at all, and this is a massive point against the character building in Heroes. Again, the problem with Alliance is that the entire character building process is dumbed down, where you used to have three different pieces each character to wear in Legends, only one is allowed in Alliance.

Like everything else about their universes, the stories are on opposite sides of the spectrum in almost every way. Alliance has a fairly deep story that involves lots of characters both well known and obscure (there's a whole level centered around Arcade!), but at the same time, everyone you talk to practically rambles on about their life story and most of their history, or plot points you already heard from other people. Now, you can avoid most of these conversations by not talking to people, but then you can miss out on some bonus missions for extra exp. Meanwhile, Heroes has a super simplistic, almost stupid plot that makes you ask a great big "Why?" every time something happens. There's only a couple of well known baddies in DC's game, and all the more obscure villains are given no back story or real reason for being there, with the exception of Gorilla Grodd, who had a decent reasoning and was the first really good level of the game.

I spent about the same amount of time on both games, about 10 hours each, and on Heroes I finished the game and bought most of the characters, while I only got halfway through Alliance. There's close to no replayability for Heroes, aside from a lame challenge mode that's unlocked after beating the game and is just the old levels, but this time you choose your heroes. Thanks for making us beat the game before giving us freedom.

I wasn't able to try out the multiplayer portion, seeing as none of my friends were willing to buy the game on such short notice. However, Heroes has no multiplayer, despite having two characters on screen at once and all other ports of the game receiving a co-op mode, and Alliance has an online mode!... well, had an online mode. The servers formerly dedicated to both multiplayer action and stat-tracking have been shut down and the service no longer exists. This won't stop the game from repeatedly asking you if you want to log in to their server, though. Local multiplayer still exists, so again, point Marvel.

While having a super heroic dungeon crawler is great, the more I look at these two side by side, the more their faults show. Justice League Heroes could never be as good as it's counterpart, and Marvel: Ultimate Alliance feels like it's gameplay was stripped of some of it's best components. If you really want a good superhero RPG, Ultimate Alliance is a great play worth your money and time, but if you hate Marvel with a fiery passion, Justice League Heroes is still a decent play.

Marvel: Ultimate Alliance: 8/10
Justice League Heroes: 6/10

Monday, November 8, 2010

More PSP2 features!

As talked about at the Tokyo game show, The PSP2 has been unveiled, (albeit to a small group of people behind closed doors, but hey, whatcha gonna do?) and has some cool upgrades from it's last model. The second analog stick we've all cried for is finally being implemented (huzzah!), along with an inch larger "HD" (supposedly) screen that less people clamored for. Another interesting feature is the touchpad on the back of the device. While I don't know what you'd be touching the back of the new Sony handheld for, it would be pretty cool if you could use them as R2 & L2 buttons to play PS2 games on the PSP2 with PSN2!... (hell of a lot of twos, don't you think?) Oh, and another important feature of this new model: it overheats. There is a big overheating problem with the current hardware Sony has sent out, and it's really hampering the battery life. Well, there's still a year to fix it before their fall 2011 release goal, so it'll all be fine... or will it?!

Japan gets colors we don't



So you remember that God of War PSP I was so excited about? Well, Japan is getting one with no strings attached and also an equally bad ass white and blue one. Please let the other one come out here as well. Just because I know one of my friends would be interested in the PSP for once, and I'd finally have a consistent multi-player buddy. But anyway, for those of you not interested in Kratos's latest outing (although I can't see why not, they're always good), here's hoping you can still get the awesome color scheme.

Monday, November 1, 2010

For all you Tactics fans

Tactics Ogre, the precursor to Final Fantasy Tactics, is finally getting a new game released!... Well, is getting the original remade for PSP. Still exciting news though, because the original team from Quest is back, including a post-breakdown Yasumi Matsuno. With as many tactics games that have come out (hell, Onimusha even got a tactics game), it'll be nice to see the one that started it all. So hey, here's to a great turn based game, and all of it's Queen references.

Sunday, October 31, 2010

Daxter - Review

Oh, the early days of PSP. When everyone thought it would insta-bomb, and game developers were actually making games for it. This was far before the game drought we Sony handheld gamers find ourselves in now, and before industry heads realized that no one was buying their movies on UMD. Here we find Daxter, made by now famous PSP developers Ready at Dawn, known for their God of War games.

Daxter takes place in the last few months before Daxter actually rescues Jak from Baron Praxis' laboratory. For those who didn't play Jak II, it takes two years from Daxter's quick getaway (along with the line "I'll rescue you in no time!") to Jak's escape, for comedic effect and to explain how Jak had changed so much from game one to game two. Now, the original speculation was that Daxter was hard at work trying to figure out a way to get his bestest best buddy out of the slammer, and Praxis' facility was just so hard to sneak into that it took two whole years for Daxter to figure out a way in. In this game, however, it is shown to us that our main character this time around completely forgot about saving his friend and was content to spend the rest of his days just going to bars and telling tall tales. This makes him go from plucky comic relief to complete jerk-ass who just waits around for something to hapen to him. Hell, our in to playing the game is a guy Daxter ran into just after escaping. The beginning of this story would make much more sense if it took place a couple of weeks after Daxter's separation instead of over a year and a half. Anyway, Daxter finds a job as an exterminator killing all sorts of bugs, but especially the Metal Heads- I'm sorry, "larger bugs". There's no way around it though, these enemies are the Metal Heads from Jak II, just on a smaller scale to match Daxter's. They have the same pointy design and the same golden eggs in their skulls as the Metal Heads, but they can't call them Metal Heads, because that would make no sense in-universe. I mean, if the Metal Heads had been able to infest the entire city with these bugs, they would have taken over already. So why have the Metal Head orbs then? Why not make it something else? Like a pod from the thorax?

I'm getting picky though. The game is fun and lets you travel through a good portion of Haven City, and some outlying areas like an eco mine and the shipyard. Daxter is armed with an electric flyswatter (more powerful than it sounds) and a bug gasser that runs on green eco... at least it looks like green eco. It's some sort of fuel for the device on his back that can also be lit on fire to create a flame thrower and some how pressurized to form sonic blasts (again, I have no idea how it works, but it knocks back enemies just fine, so I'll just stop). But again, if you're going to use something that looks like something that has already been in the series, just make it that thing or make it look different. It's not that hard! And it doesn't confuse us fans any further than it has to. (Deep breaths here, it's going to be okay) The device can be used as a regular spray device or as a sort of jet-pack to propel Daxter through the air.

There's a set of minigames that start up after each day when Daxter goes to sleep based on various popular movies like The Matrix, Lord of the Rings and Braveheart. These add a little variety to the game, but quickly become boring and tedious to the point where you don't care if you get the gold trophy, you just want to get back to playing an actual game.

It's definitely a fun game (frustrating design choices aside), but has little replay value other than collecting all the Precursor Orbs around the game to unlock little secret movies.

6/10

God of War! PSP!


Yes, a new God of War is coming to the PSP and once again, it comes in a bundle with a PSP as bad ass as Kratos himself. The design is two tone with the facebuttons, shoulders and back being red, and the front, home buttons and stick being black. My current PSP is the original God of War one, but with the wear and tear it's gone through, I've been looking to get a new one. This has just given me a good reason to switch up. The only problem is that unlike the previous one, there isn't Kratos's glaring visage on the back. Oh well. Can't have everything, but what we can get will kick ass.



video from qj.com, picture from gamingbits.com

Finally, our Agito Fantasy feels real again

After over a year without any news or updates, Square Enix has finally unveiled a trailer for both of their unreleased Fabula Nova Crystalis games: Agito and Versus. Now because of my love and anticipation for this game, I'm just going to cover the short 30 second Agito portion, but already, I'm giddy with excitement to have this game come out. From what we know of the story, it sounds like if the gang from Red Dawn were stuck in Helm's Deep with Organization XIII's weapons. Confused? Then let me clear it up. The nation of Milites is invading (get it? Milites? Militant?) the rest of the world and is ready to take over the Peristerium School of Magic, when twelve students rise up, each armed with a different weapon and summon, and fend off the invading forces. The game has already been toted as an online game, meaning you should be able to play with friends outside of the same room (finally!) and be able to customize your character's traits. Here's hoping it's not all for nothing.


Final Fantasy Agito XIII TGS Trailer - MyVideo

Video from gamrfeed.vgchartz.com

Walk and talk and play


Well, well, well, the news is here and we finally have pictures! Sony is setting to release a PSP Phone to combat Apple's hold on the phone+gaming market. I personally think this would be a major step forward for them, seeing as how unlike Nokia's N-Gage try at this, Sony has both Sony Computer Entertainment for the gaming side of the equation, and their partnership Sony Ericsson's knowledge of how to make a phone work. Now, this should be the PSP 2 we've been hearing about (see the Mortal Kombat devs slip up for that), and the one big thing to notice is the touchpad at the center. It has two dots that, hopefully in answering our prayers, means there's a 2 analog stick system expy for this. What does this mean for the future? It means awesomeness. I'll try to get my hands on one as soon as possible, and find out what cell service I'll have to get to make it actually work.

For more details on the device, go to engaget's page.

Saturday, October 30, 2010

Kingdom Hearts: Birth By Sleep - Review

Ah, Tetsuya Nomura's fan fiction epic, Kingdom Hearts.

It's been eight years since the two media behemoths, Disney and Square Enix (back when it was still SquareSoft) teamed up to create an ingenious tale of a lost boy trying to find his way through unfamiliar worlds, science experiments, and his own heart. It was a cultural phenomenon and has since spawned a set up game, a sequel, an interquel, and a canon mobile game. The new PSP iteration does not disappoint.

The story follows three keyblade wielders in their quests to find something. For the older, troubled Terra, it's to find the recently disappeared Master Xehanort (voice of Leonard Nemoy), for the younger optemistic Ventus, who looks suspiciously like series regular Roxas, it's to find Terra, and for the only female of the trio, as well as the only one to receive the Mark of Mastery, Aqua, it's to find all three. You play through as each character separately, with a Sonic Adventure styled end section after completing all three, and trust me, you'll want to complete all three. The finale's of all four sections are well worth the game time and give you a sense of accomplishment and awe for completing them, adding to the already established mythos, and giving a small hint of things to come in the next adventure.

Thankfully, there are not as many recycled worlds in this game as previous ones. Yes, Olympus Colosseum is still around and Hollow Bastion makes an appearance as it's once beautiful Radiant Garden, but everything else is more or less new. My Disney nostalgia was peaked when I learned the first three worlds visited were going to be based on Snow White, Cinderella, and Sleeping Beauty. While these aren't my favorite films, it at least shows that the gang over at Square Enix is open to using older Disney movies like Sword in the Stone, Jungle Book and Robin Hood (you know, that one with all the animals that started up the Hamster dance). The intro to Lilo & Stitch is also used, with interesting gravity effects, but all of the rooms feel too similar to eachother. I guess this makes sense as it's a space ship, but still a little more variety would be a bit appreciated. This is not to say it's a bad world, that honor goes to Disney Town. It's only purpose is to be a mini-game hub with some extra prizes that aren't all that worth the tediousness of the games themselves. Keyblade Graveyard and Destiny Islands also make returns, if only at the end for a boss fight and quick cameo respectively.

Gameplay is fast and frantic, just like a Kingdom Hearts game should be, with a new way of using special moves. In previous games, the Command Board was used to select anything you had that was available to you, with lots of unwanted spells, items and whatnot taking up space and wasting time. In this game, X is always "Attack" (unless it's "Save"), with triangle being used to select the command needed from a set of at max eight commands. While this sounds restrictive, it's really not. There is no MP bar, so you can use every command to your heart's content... as long as it's recharged. I myself only really used Curaga and Thundaga in all of my Command Decks, with additional commands to activate certain Command Styles. What are those you may ask? Command Styles are one of three new additions to Kingdom Hearts combat present in Birth By Sleep. You see, up above your Command Board is a Command Bar, and when that fills up, one of two things happen: if you haven't done anything special, a regular finishing attack will replace your Attack command and you'll deal more damage, or if you do something a bit different, like use a Thunder command of some sort while it's charging, you'll go into a Thunder-themed Command Style, which gives all of your attacks a Thunder damage modifier to them, so long as the Command Bar is still filling up. This along with the D-Links that allow you to use moves relating to characters you meet like Cinderella, Stitch (here still called Experiment 626), and Zack from FF VII, make combat a fun and hectic experience that rivals console gaming experiences. The one new thing in this game that seems like a waste is the Combat Lock. By pressing down both triggers, it sends you into a first person view and lets you lock onto several enemies before allowing you to unleash a mindblowing attack. The problem is this feels so distanced from the way all other combat works, because for it to be effective, you need to be far from your opponent, when all other battle techniques call for you to be close. It's awkward and I myself only used it to see what the new ones looked like.

Now, not so much a combat feature, but a new way to build your character is by merging commands to make new ones. Sure, you can buy your commands from a Moogle Shop, or find them in chests, but the best way to maximize your capabilities is to experiment with what goes with what to what end. In order to combine commands, they must be fully leveled, which comes from battles, and then they must be compatible with at least one of the other fully leveled commands you have. From there you mash the two together and have the opportunity to add in a crystal of some sort. This is where your passive abilities come in. Where as in other Kingdom Hearts games, you learned abilities as you leveled up, and then assigned them based on your ability points, this game gives you abilities that are associated with what new command you have and what crystal you attached to it. Like attaching one kind of crystal to your new Fira may give you a boost in fire damage, but if you were to choose a different one it may have your Magic commands charge back up faster. Each crystal has labeled on it a general idea of what ability you'll attach to this particular command, so it's not wild guessing, but still gives you a bit of anticipation to see if that third Jackpot you need will be there or will it be another useless Item Boost. And once you fully level a command with an ability, the ability is yours to keep, no matter what happens to the original command.

Actually, the more I think about it, the more this reminds me of a certain other PSP game Square Enix made that was a prequel about a guy with a weird cowlick where you combined different spells together to get new ones... you know, the one that was terribly mediocre and served no purpose other than fan service? For those of you who have absolutely no idea what I'm talking about, Final Fantasy VII: Crisis Core was a game for the PSP by Square Enix that- Oh, I'm not going to say it again. Birth By Sleep feels like it was Crisis Core done right. The game still felt like the game it was following, the controls were given a much needed revamp, and it had a story actually worth paying attention to. Ultimately, this is almost an apology for Zack Fair's romp, and hell, he's even in this game for a short time and one of the best D-Links to use!

Now, I'm not going to say this is a perfect game. The "new" enemies are almost exactly the same as the Heartless gameplay wise. The Unversed as they're called, are deep blue angular versions of our favorite misnamed enemies. (The Heartless have hearts, for those who didn't know) This isn't a bad thing, but just feels like an excuse. I mean, the things are supposed to be the manifestations of our discomfort in our current surroundings, and it turns out to all come from one guy. One guy! The Heartless were something that could turn anyone, it was a universal plague brought on by our greed, hate, and other such emotions. The Unversed have the same perforation and it's all because of one guy that doesn't like his place in the universe.

And while there are a lot of great performances throughout the game by the cast, two stand out as not really giving their all: Terra and Aqua. Now, while Terra you can blame on his brooding confused nature, Aqua sounds like she's going to fall asleep at any second. I know I was when I heard her talking. Thankfully, Mark Hammil and Leonard Nemoy steal the show as Masters Eraquis and Xehanort, the latter of both going on my top list of villain performances. He's not deliciously evil or sympathetically evil, but when you hear Spock's gravelly voice paired with the character's signature hand movement, you know this is not a good guy. What really surprised me was that Jesse McCartney was not that bad in this game. I really don't like Roxas after he wasted three hours of my life in the intro of Kingdom Hearts II, but here, McCartney gives us a high spirited kid surrounded by trouble. Which is very similar to our regular protagonist, Sora, but different enough that you don't care about the similarities.

The only problem with actually picking this game up is that this is not available on the PSN store, presumably for storage space reasons. This means those who own a PSP Go cannot play this game, and quite a few people have been angered by this. Oh well. Sony is just screwing themselves over once more with this.

All in all, this game is great. A balanced combat system, an interesting story, and actual plot development towards the series' future gives this game a head-up on others in a similar vein. If you've never played Kingdom Hearts before, this is a good place to start. While starting with my personal favorite, the first one, is preferred, and there are a lot of little cameos and little "see? this is how this happened" moments, they aren't enough to bog down the game or make it inaccessible to newcomers. There's not really any replay value for playing all three campaigns and the secret ending again, but with over 60 hours of gameplay, this is a must have for any PSP owner.

8/10