Tuesday Links (01/22/13)

Now Writers Can Drown Their Sorrows With Their Own Sorrows: Writer’s Tears Irish Whiskey. Learn what tragedy is, in liquid, alcoholic form.

I’m Mentally Ill, I Love Violent Video Games, And They’ve Never Made Me Feel Like Killing Anyone: “If we want to look at why Adam Lanza walked into an elementary school and opened fire on a bunch of children and adults, it’s not video games we need to be looking at. I recently saw someone using a league of legends cheat – and they dashed through the game like five times faster than everyone else. We need to ask who was paying attention to him, and had anyone noticed something was wrong with him emotionally would the mental health care he probably needed have been both accessible and affordable?”

Game Review: Epic Mickey 2: The Power of Two

In the last months of 2012, a well-known but failing department store chain called Zellers was acquired by Target. The inventory of Zellers’ stores had to be liquidated by their shutdown date, and I strolled its aisles with the other vultures, thinking to pick at the bones.

I went not once, but twice, each time seeing a pile of heavily discounted special edition boxes of Epic Mickey, for the Wii. Twice before I had almost bought a copy of the game, but for whatever reason hadn’t.  Here, once again I walked away, empty-handed. I had a few unfinished games at home already, and though I was intrigued, it wasn’t a must-play (if there still is such a thing for me).

The game’s been somewhat polarizing, and I think I have an idea why. Long-standing Disney properties bring a certain caché that can’t be whipped up out of thin air, and the company is careful how they leverage that. Putting Mickey in a mediocre game would be like making a bad sequel to a brilliant film. It’s pop-culture sacrilege.

Fan hatred is a scary thing. The mixed response to that first game meant that a sequel needed to fix everything that didn’t work, or replace it with something better.

I like the idea of this series a lot. I like that Walt Disney’s first cartoon creation, Oswald the Lucky Rabbit, is Mickey’s bitter doppelganger, existing in a “Wasteland” of forgotten cartoon characters. There’s a very meta, self-aware quality to the whole idea of a real-life legal battle resulting in the fictional abandonment of a living intellectual property.

This surreal, self-referential conceit continues into the basic game mechanic. Mickey, a cartoon, wields both a magic paintbrush and a bucket of thinner, giving him the power to create or destroy the very fabric of reality as he knows it. Obviously this works well with the Wii, though you can also play the PS3 version with an ordinary controller (it’s Move-compatible).

This unique gameplay mechanic carries over into the sequel, but is paired with the abilities of Oswald, who has switched from antagonist to partner. He gets a magic remote, with vague electrical/machine-controlling powers.

I love the idea of this world. It includes familiar as well as little-known characters and half-remembered cartoons from the ’30s that I remember seeing as a kid, all transformed into black-and-white 2D sidescrollers. Unfortunately, they tend to be rather tedious.

The game is two-player co-op, whether you want it or not. Oswald and Mickey must work together to progress, combining their powers to solve any number of puzzles. If you don’t find a friend to play with you, the AI will take over, but there’s no solo version of the game.

The upshot of this is that your partner switches between making the game tediously easy and frustratingly difficult. With the AI in control, you will sometimes bumble your way through poorly-designed puzzles without even understanding how you did it simply because one half of it was automatically completed for you. Of course, at other times you will want Oswald to do your bidding and get no help at all.

Either way, it can be frustrating to be left out of the driver’s seat.

There is a binary, morality-based system as in Knights of the Old Republic or Infamous.  Enemies can be defeated (and puzzles solved) through the use of constructive paint (good) or destructive thinner (bad), which I found frankly annoying, because it encouraged me to not make use of my full range of abilities.

They really upped the ante by adding more and more new ideas — more than they were able to deliver. The game is supposed to be a musical. In reality, it’s only the demented scientist (an enemy from the first game), who sings. Story scenes switch from being fully-voiced to text halfway through, as if they ran out of time or money.

I know they are trying to create a gameplay experience that is truly different, and a world that is completely immersive, but it doesn’t always come through. Ambitious is the word.  Ultimately, however, whatever difficulties there may have been behind the scenes, the result for the end user should feel finished and effortless, and instead, the whole thing feels unpolished and bland.

It is easy to make mediocre games by playing it safe. Here, they made a mediocre game that failed at greatness, and I think they perhaps deserve some credit for that, along with the blame.

Article first published as PlayStation 3 Review: Epic Mickey 2: The Power of Two on Blogcritics.

Care2 Blog Weekly Roundup (12/15/12)

Yes, I’ve been doing some (mostly) holiday-related writing, lately, as my day job has slowed down just a little bit this month. I hope to do a few more posts at Care2 before New Year’s, should the opportunity present itself.

Can Lazy People Make the World a Better Place?

Why Are There So Few Female Game Creators? The Internet Responds

5 Wars More Important Than The War on Christmas

Five Reasons Not to Buy a Puppy for Christmas

The Family Dog Was a Wild Wolf All Along; What of It?

Gaming These Days?

In fact, one of my earliest interests in journalism (as opposed to fiction writing, an earlier predilection) was my high school subscription to the Official US Playstation Magazine while I was in high school. It occurred to me that these guys (and the odd girl) were having a lot of fun. I had visions of 12-hour gaming sessions followed by marathon feats of writing just under deadline. I would have loved an internship at that magazine office.

I don’t game as much as I used to, simply because it’s too much of a time-suck and I have trouble fitting it in. But I’ll always be a gamer, old-school, eighties style (though I keep up with the industry and don’t just play on NES emulators all the time). And I still take the odd review title, which you’ll have seen if you check in here regularly. So allow me to share some of the stuff I’ve been playing in some of the cracks in my work schedule these days.

Growlanser IV for the PSP, part of a series but very much a stand-alone from what I can tell. A very tough, deep, and rewarding tactical RPG. I put it down after I did my review a couple months ago, and picked it back up this weekend when I didn’t feel like reading or doing anything resembling work during my downtime.

Kingdom Rush, which I very nearly beat tonight, narrowly failing to take down the final boss at the end of a grueling final level. It’s a tower defense deal in the vein of Crystal Defenders, one of the best I’ve played (I’ve played quite a bit in the genre over the last couple years since I’ve discovered it), and it’s free to play online (with optional premium content). I saw it recommended elsewhere and have had a few late nights with it since starting it a few weeks ago.

Older titles: I picked up a cheap copy of Metroid: Other M back in the summer, started playing it one day, and haven’t gotten back to it for a few months. But I think I’ll find time over Christmas for a proper playthrough. I also have picked up Mirror’s Edge a couple times recently, just to play a level or two for fun, on a regular story mode playthrough. No OCDing over time trials or anything like that. Just enjoying the atmosphere and narrative.

This game really does need a sequel. I suspect it may end up like Beyond Good & Evil. We’ll wait 10 years before we see anything because it’s a little too smart to bring in the big bucks like some of the juggernaut, by-the-numbers franchises. So long as it’s worth the wait.

Game Review: Pokémon White Version 2

It’s hard to believe the Pokémon series is still going strong when all logic suggests it should have completely saturated its own market position. The series began when I was 14, and has now been running long enough that I could have gotten married, had kids, and bought them their own brand-new Pokémon games by now.

Pokémon Black and White marked the fifth generation of Pokémon games, and as was the case with every previous generation, the games make up a duo. Released together, they are essentially the same game with some minor changes in the Pokémon type availability or frequencies, and a single in-game area unique to each version.

Unlike previous games, Black and White provided a sense of “back to basics”, perhaps in a bid to introduce a whole new generation that had grown up since the start of the franchise. Like the very first games in the series, the available Pokémon have not appeared previously. Now, with the release of Black Version 2 and White Version 2, this generation has offered another first for the series: a direct sequel to a previous game.

While previous series have always seen an enhanced follow-up or deluxe edition a year or two later on the same handheld (from the original Game Boy all the way to the current DS/3DS titles), not to mention a flurry of spin-offs and tie-ins on other systems, both iterations of Version 2 provide a whole new story set in the same Unova region as the first Black and White, but with new characters and towns, a brand new main character (which, as a stand in for the player, has no defining characteristics whatsoever; not even a default name), and some new mini-games.

The basic gameplay is unchanged and includes the same features introduced with this generation of the series. However, the availability of Pokémon is different. While 151 new species were introduced with Black and White at the expense of seeing any old favourites (series mascot Pikachu, for example), Version 2 includes a selection of previous Pokémon mainstays along with the new set introduced for this generation.

The basic story is two-fold. As always, the player character (who could be either eighteen or eight) is sent out by his mother to travel the world and become a Pokémon master. To do this he has to capture and train up Pokémon (through the usual RPG expedient of battling, levelling-up, and learning special moves in multiple ways), defeat eight different gym leaders for their badges, and then enter a major tournament in order to battle and best the greatest Pokémon trainers around.

As a parallel and interweaving plot, the player, through no fault of his own, will find himself constantly battling against an organization of supervillains, the remnants of Team Plasma from the previous games, ultimately stopping their nefarious world-dominating plots while en route to Pokémon mastery.

The player eventually has the opportunity of encountering one of the two legendary Pokémon of the Black and White games. In Pokémon White Version 2, it’s the Vast White Pokémon, Reshiram. His anti-thesis, Zekrom, the Deep Black Pokémon, was capturable in Pokémon White, where Reshiram appeared as a boss battle, but was not obtainable by the player. So players of both the original and this sequel can get the matching set of legendaries. The same end may be achieved by trading, or by playing Black Version 2 along with this game.

I find the battle strategy in Pokémon is not as deep as other RPGs. Though the sheer numbers of Pokémon available, not to mention the potential for move customization in each one, mean there are many, many ways to skin a Meowth, it’s also true that, by simple weight of variables, the results of a given match-up can be a bit of a crap-shoot.

Not all Pokémon are created equal, and while it would be nice to pull out one’s fire-type Pokémon to wipe the floor with an opponent’s grass-type choice, the player is probably better served pumping up the all-around fighters with few weaknesses. I have a Genesect who never loses to anybody, and a little Sunkern who can’t win against opponents 15 levels lower than him. Que sera sera.

Of course the theme song of the uber-popular anime series is “gotta catch ’em all”, and indeed, the collection of pocket monsters and completion of the Pokédex is what plays on the obsessive-compulsive personalities old-school gamers are known for. The battles aren’t particularly interesting because most any match-up is one-sided, and the story is pretty bland. The world-building has reached a point after so many games where credulity is nearing the breaking point.

(Is every non-human living thing a Pokémon? What do people eat? How does an economy function where anything and everything has something to do with Pokémon? What about basic things like farming and manufacturing? And if every ten-year-old goes out to capture weird monsters for glorified cock-fighting instead of attending school, where do nurses, engineers, and other professionals come from?)

The battle animations, though revamped already for the first Black and White, are still basically NES-era Dragon Warrior. The sprites move slightly, an effect happens. I know Nintendo’s handhelds have always striven for gameplay over power, but this pseudo-animation is a bit weak for a 2012 RPG on any system.

But with the main game finished, will I still pick up my DSi for a few more rare Pokémon hunts, some online trading, and a more complete Pokédex? You better believe it. Despite my nitpicks, this series is still quicksand for completionists. Stay far away if you don’t have forty-plus hours to spare in the near future.

Article first published as Nintendo DS Review: Pokémon White Version 2 on Blogcritics.

Game Review: JoJo’s Bizarre Adventure HD Ver.

Even after Sega officially stopped production of the Dreamcast system, the console continued to sell steadily, used Dreamcasts quickly being gobbled up from second-hand store shelves. It became, for a short time, the gaming equivalent of Latin: a dead interface that would never see any new works, the beauty of it and the quality of its existing library drew gaming aficionados to it.

As I contemplated reviewing this particular title, I wondered if this manga-based port might be one of the ill-fated console’s many hidden gems. Only one way to find out, of course.

JoJo‘s Bizarre Adventure is a Street Fighter-era 2D brawler with a cast of characters that, excepting the chihuahua, seems no more bizarre than any other fighting game of its time. The fighting system seems fairly typical at first, with various types of punches, kicks, and projectile attacks, depending on the character. What sets this title apart is the “Stand” ability–a second fighter–possessed by each character.

A sort of inner spirit or projection of the fighter, both the appearance and behaviour of this second self varies wildly from character to character. Some will hang back and let their Stand do the work, allowing the player to control it directly. Others manifest the stand as a shadow that mirrors their movements, allowing every attack to, potentially, hit twice.

Others are in-between. Jotaro, for example, can send his Stand forward as a type of projectile attack. A certain attack calls up the Stand to rush forward and let off a flurry of punches before fading away. One useful strategy therefore is to have the Stand perform its one-off as either an opener or a distraction, while simultaneously diving in after it with a follow-up attack.

The strategic possibilities of this tag-team style fighting are intriguing, though they’re also very different from character to character and Stand to Stand. And, of course, there’s a defensive side as well. A character takes damage either from direct attack or attacks on his Stand.

Use of the Stand can leave the main character wide open to attack, especially for those characters who stay still while the player controls the Stand remotely. Too much damage on the Stand itself also has its risks: the Stand will fade and the character will be left dizzy and open to further punishment.

The game is 2D sprite-based so the HD aspect of this re-release is less important than it might otherwise be. Some parts of the game are a bit dated. The gameplay is perhaps a little less fluid than Street Fighter and other series would become, but the Stand system is also unique, even today. Somehow the idea hasn’t (to my knowledge) been copied and appropriated into other game franchises.

Perhaps the most notable quirk of the game (I hesitate to call it a weakness) is its high learning curve. No effort is made to ease the player into it’s fighting system. There is no tutorial, no in-game hints, no move lists, nothing. You have to experiment and play around if you want to master your character. This is old-school 2D brawling, arcade style: play, lose, get frustrated, experiment, and make joyous discoveries.

Since many likely missed it the first time around, this might just be a chance for classic fighter enthusiasts to experience a new game like it’s 1999 all over again.

Article first published as PS3 Review: JoJo’s Bizarre Adventure HD Ver. on Blogcritics.

Game Review: Growlanser IV

Originally a Japan-only PS2 release way back in 2003, Growlanser IV was remade with expanded content and new characters for the PSP system in Japan last year. This time around, they opted for an English-language release to follow.

And it’s actually a little surprising we didn’t see this title in North America after its initial release nine years ago. The story isn’t too far “out there” — one of those untranslateables which, in the old days, just didn’t seem like they could flourish outside the Japanese milieu. In fact, after a slow start, the characters and storyline are entirely decent in this very playable, though admittedly, high-difficulty TRPG.

Marketing mysteries aside, the sprite-based, classic gameplay is the sort that ages well in the bottle. With the updated content, there’s no sense that this is a decade-old game, nor that it was ever intended for anything other than than a Playstation Portable system, as is the case sometimes with simple ports.

Despite the fact that this game is fourth in a series, the story and characters appear to stand entirely alone. The narrative revolves around a character named Creville, the archetypical “silent protagonist” of RPG convention, whose only dialogue is selected by the player in a multiple-choice fashion. We find out early on that he is a so-called “Ruin Child”, individuals found in a technological stasis in the few remaining structures from an ancient civilization.

The same threat that wiped out this advanced ancestral culture, some 2000 years before the events of the game, may be arising again. However, these mysterious forces, in the guise of city-destroying angels, almost fall to the background for much of the game, as no less than four different countries wage war against each other.

Starting out as members of a mercenary band, the characters fighting both on and alongside your team shift allegiances several times, ultmately battling with and against the members of several nations’ armies. The discovery of ancient magical spells are treated as a major tactical advantage, since initially, only one nation has access to them.

(The player also has the option of unlocking better and more powerful spell abilities of his own by performing sidequests and putting supporting members of the team to work on magical research.)

Combat-wise, tactics overshadow level-grinding as the big timesuck in this title. Rather than spending hours clicking “attack” in dungeon runs, the player can expect to put in the same hours going through the same boss battles until the trick to undoing the enemy defense becomes clear. This is particularly true with extra-challenging clear conditions that vary from rescuing hostages, defending strategic routes, and guarding VIPs.

A plethora of special abilities and accessories (everything from stealth skills which allow Creville to more closely approach an enemy before beginning a battle, to random chances of inflicting or resisting status effects) make preparations before a big battle as important as commands in the fight itself. Side missions and non-battle activities at the home base, including business ventures, weapons research, and, oddly, city planning, all ultimately feed into supporting the player’s fighting power. It’s a sort of “supply lines” strategy aspect to the game that I found unusual and interesting.

Atypically for a TRPG, battles are active time rather than strictly turn-based, and movement is analog instead of based on a grid. More typically for a TRPG, boss battles (which usually feature tough odds against overwhelming numbers of enemy soldiers) are usually an affair of 30 minutes to over an hour. Never get complacent. Much like a game of chess, it’s not over until it’s over. Victory can be snatched away, even in the final minutes of a campaign.

On the whole, I found the game often frustrating, but remarkably addictive, and ultimately rewarding. The story and characters aren’t going down in gaming history for me, but the gameplay is interesting and challenging, and the engaging and plausible way the non-battle elements of the game tie in with field tactics put this one over the top for me. Recommended.

Article first published as PSP Review: Growlanswer IV: Wayfarer of Time on Blogcritics.

Tuesday Links (08/21/12)

Learning Through Level Design with Mario: “The first thing that happens when you play Super Mario Bros. is: You die.”

Star Trek Original Series Episode Art Prints: “We’ve taken the voyages of the starship Enterprise one adventure further with a series of original movie-style art print sets commemorating every episode of Star Trek, the iconic American television series that aired from 1966 to 1969.”