Nut Load. Mini reviews of games old and new. No fuss. No spoilers. Occasional shock face.
Showing posts with label Turn-based. Show all posts
Showing posts with label Turn-based. Show all posts

Monday, November 24, 2014

Front Mission 4 (2004)

Genre: Turn-based Strategy | Players: 1 | Developer: Square Enix Product Development Division 6

An assault is undertaken on a series of German military bases by an unknown and powerful wanzer force that all but cripples the German military's capabilities. As quickly as they appeared, they disappear into the night. The collective European allied nations known as the European Community (E.C.) send in the Durandal, a team of pilots and researchers specializing in wanzer combat including new recruit and protagonist Elsa Elaine, to help with the investigation and uncover who is behind the attack. Meanwhile, a half a world away, Venezuela declares independence from the United Continental States (U.C.S.) and is now embroiled in a conflict between UCS troops and the state army forces. 2nd protagonist UCS sergeant Darril Traubel and his 3-man wanzer squad are slacking off on their rear guard duties as usual when a state army plane is shot down and they are the first to the crash. The plane's only cargo is a crate filled with gold; the funds embezzled by the corrupt Venezuelan governor from the people. Darril and the squad, unhappy with their career trajectories decide to steal the gold, go AWOL and make plans to abscond with the cash out of the country which proves much more difficult than expected.

Gameplay takes place on some rather large battlefields with possibly daunting tactical depth. There are many stats to be aware of for both the pilots and the wanzers and also how they interact with each other. There are prebuilt wanzer models for players who don't get off on all that number crunching, but deep customization is the only way to get the most out of your units. There are AP points that dictate how many actions a pilot can take in a turn, EP that can be spent to learn skills and boost stats and Link points that can be assigned to friendly pilots so they can act in tandem providing they have enough AP and are in range.

Weapons are in 1 of 3 categories of Melee, Ranged and Long Range. Melee weapons only hit once and can only be used adjacent to an enemy, but only cost 1 AP. Ranged weapons cost more AP to use and are limited by ammo and accuracy, but hit multiple wanzer parts. Long Range weapons have huge attack range and power, but cost large amouns of AP to use, have very limited ammo, and are extremely heavy so only large, slow wanzers can carry them. There are also 3 different types of armor; Impact, Piercing and Fire. Only 1 type can be used at a time (at first), but if it is the counter to the enemies' weapon then damage will be cut by a third. There are also support abilities with new backpacks that can be used to carry items, inflict status ailments, extend missile range and call in air support. Using all of these factors in tandem along with optimizing wanzer parts will let players tear through the opposition. The only problem with it besides its daunting depth is it isn't entirely necessary until later in the plot because of enemy A.I. that is pretty unchallenging. Enemies don't often work together, leaving damaged easy kills to attack another pilot that they have a fixation on and also not using Links effectively, often being linked with a unit on the other side of the map. Although once enemies figure that out later, it is a whole different ballgame.

The graphics are pretty, though bland. Colors are washed out and lots of textures are flat and uninteresting which might at least be in theme with a mech game I suppose. The cinematics are top notch as is expected from Squeenix. There isn't a whole lot of replayability. You can start a new game with all your EP and money from a previous game, but only the hardcore will care to use that boost to try different setups and unlock all the hidden Simulator battles which are the only way of grinding.
For those who like it, incredible depth of tactics and a suspenseful political plot with some decent voice acting outweighs the easy difficulty curve and serviceable, but bland visuals.

Buyer's Guide:
Available for the PS2.

4 Everything explodes out of 5

Sunday, February 9, 2014

Xenogears (1998)

Genre: RPG | Players: 1 | Developer: Squaresoft

I missed this one the first time around, but being an avid fan of all things Square I pulled it off PSN. The game starts with our protagonist Fei Fong Wong who has been brought to a small town with a bad case of that ever-so-useful amnesia. After a few years of peaceful living, a centuries long conflict between the 2 nations of Aveh and Kislev spill over into town and the town is destroyed in the battle between the armies' huge mechs called "gears". Now Fei must travel the continent with the town doctor Citan and discover the origins of the conflict and the forces behind it that may go back even farther.

Gameplay is a fairly standard RPG model with a twist on the turn based battles. During each character's turn, they are assigned attack points that can be used for either low, medium or high powered attacks that are mapped to the triangle, square and X buttons respectively. Using different combinations will allow the use of special deathblow combos that can be learned with experience. Unused AP can also be saved and then used for a long string of deathblows for devastating damage. There is also ether points (EP) that are this universe's form of magic which acts in an identical way to most other RPGs, but the main draw for most is probably the battles inside of the gears. Gear battles are pretty much the same except AP is replaced with fuel which every attack consumes as well as any special abilities the gear might have like healing. Woe be to the player who gets stuck fighting a gear sized enemy without their own gear.

The story starts out almost cliche, but gets more interesting as more subplots and characters are added. Then it goes too far in the opposite direction with so much going on that the whole narrative becomes muddled and confusing. The majority of the subplots are never resolved and it comes to a head on disc 2 when they are all mostly dropped completely as is most of the actual game.The story becomes a long slog of characters narrating events to the player instead of actually playing it out. Only sparse scenarios interrupt this shift with things like the world map and visiting towns and such disappearing completely until the endgame. This fault line was so bleh that I almost stopped playing, especially when I sat for over an hour reading narration with no gameplay. Whatever the reasons for the rift, it mars the game and it took considerable effort to maintain the motivation to keep going which I did mostly to justify the hours already spent. The themes based off of different psychological practices were interesting until they became overblown like everything else. There is a bunch of stuff ranging from reincarnation and gene manipulation to nano machines and living gods when just picking one would have made a much more cohesive experience. It feels like a bad case of spectacle creep and a nasty extension of the weird habit Japan has of giving divine qualities to large robots that I am rarely willing to accept. They can never just be weapons.

Otherwise the game held up better than most of the time even if the sparse anime cutscenes are nowadays nothing special and the voice-overs for them are laughably out of synch and there are way too many random battles, often within a few seconds of the previous one ending. Altogether, an interesting experience if not always an enjoyable one.

Buyer's Guide:
The original PS1 release is a collectors item, so expect to pay a premium for it even though it is now available for download on PSN.

But at least there was kung-fu and gun-slinging priests out of 5

Wednesday, February 15, 2012

Golden Sun: The Lost Age (2003)


Genre: Role-playing | Players: 1-2 | Developer: Camelot

The Lost Age picks up where the last game left off, but you now play from the perspective of Felix whom you had been chasing in the first game. They now journey to light the remaining elemental lighthouses and restore the ancient force of Alchemy.

Gameplay is mostly unchanged from the first installment. Standard RPG fare enhanced with equip-able Djinn familiars. There are a few tweaks in that now there are equip-able items that can change your class, you can mix different elements of Djinn for new summons in addition to the old summons and this installment is quite a bit more non-linear. The previous game let you revisit locations and do some events out of order, but this one is even more so. There are also certain game elements that change if you transfer your completed game data from the first game via either a link cable or a password taken from the first game cartridge. It isn't necessary to finish the game, but it can give some bonuses like extra items and some new scenarios depending on your actions as the first protagonist, Isaac. It is also the only way to get all Djinn. The battle mode is also still available via the link cable.

Puzzles, animation and exploration are all ramped up with new spells and locations to visit and then revisit with new spells to unlock hidden areas. The game also falls on the easy side, but less so than the first game. It also moves at a slower pace which can be grating at times. It takes a good way into the adventure just to get your 4th party member. There are new enemies, but like the first there are a limited number and new enemies are often just recolored sprites of the original enemies. Even the new main villains are just similar stand-ins for the first game's lost ones. Just as good as the first with some new tweaks.

Buyer's Guide:
This one carries a higher price than most for some reason. Used copies can be had for $15-25. New copies can go much higher. From $25 to $100.

4 The "spear-wielding, desert tribe in need of a witch doctor" section might come off a bit racist out of 5

Monday, January 23, 2012

Golden Sun (2001)


Genre: Role-playing | Players: 1-2 | Developer: Camelot
I'll give Doc's style a shot.

Golden Sun is a role-playing game for the GBA that is very reminiscent of old school SNES rpgs. In a sprite based cartoon art style, players control silent protagonist Isaac and his friends as they journey across the continent in pursuit of the villains who have not only stolen mystical and dangerous artifacts from the village, but have also kidnapped 2 of Isaac's friends as well. They must recover their friends and the artifacts before they can be used to unseal the ancient force of Alchemy.

Battle against monsters and humans alike with the usual swords, axes, etc. and this game's form of magic called Psynergy. Each character has an innate element based on the four classical elements (Fire, Earth, Water, Wind) that they can use to cast spells both in and outside of battle. These can also be modified using Djinn; elemental familiars you can capture to equip and modify spells and stats. Mixing elements will make new spells such as adding a water djinn to an earth innate will give him plant based spells that outside of battle can grow climbable vines to access hidden areas. Djinn also have unique abilities that can be used in battle like one turn invulnerability and enhanced attacks. Or they can be unequipped at the cost of stat boosts to be summoned in battle. The more Djinn used (max of 4) summons more powerful creatures. All this adds more layers of strategy to the standard RPG battles. Two GBA's can be linked to battle other players as well outside of the single player game.

The game does fall a bit on the easy side. While this eliminates level grinding it also makes all the strategy options they give you all but unnecessary. You can go through the whole game without once mixing Djinn or summoning if you're not a complete idiot. But it is still a fun game full of detailed animation, hidden areas and bosses, special weapons, light puzzle solving and a lighthearted adventure.

Buyer's Guide:
Can be found used and new for between $10 and $20.

4 One eyed magic rock monsters who seem powerful enough to do this shit themselves out of 5

Monday, November 21, 2011

Final Fantasy Tactics: War of the Lions (2007)


Genre: Turn-based strategy | Players: 1-2 Vs. or Co-op | Developer: Square Enix

Final Fantasy Tactics: War of the Lions brings the Playstation classic to the PSP with new characters, job classes, cut scenes, a new translation and multiplayer.

Gameplay:
Battles unfold on isometric battlefields where characters take turns maneuvering and attacking with a variety of weapons, spells, animals and job classes; all with different strengths and weaknesses. Players must also be aware of terrain, height and enemy placement to complete their objective. Battles can be very complex and satisfying for strategy and RPG enthusiasts. New additions now include wireless multiplayer where players can fight versus or co-op to complete missions and earn new weapons and items.

Graphics:
The new FMV cutscenes are beautifully done in a cel-shading art style and the original aesthetic is enhanced by the new widescreen aspect ratio. Unfortunately, almost every action in battle is met with annoying slowdown.

Sound:
The soundtrack is one of Square Enix’s best and the voice acting for FMV’s is excellent. Sound effects in battle are affected by the slowdown, often finishing long before their respective action.

Story:
The end of a 50 year war has left rampant crime and poverty. The king dies and a regent is needed for his infant son to rule. Two candidates emerge; One with the banner of a black lion who is supported by the nobility and the other with the banner of a white lion supported by the poor and disenfranchised. This kicks off the titular conflict wherein you play as idealist knight-in-training Ramza as he and his associates are swept up in these events.

Buyer’s Guide:
Available on PSP, Playstation Network and iOS. The iOS version omits the multiplayer. The original PS1 version can be found used as well.

4 entitled assholes out of 5