Showing posts with label Recommendation. Show all posts
Showing posts with label Recommendation. Show all posts

Friday, May 13, 2016

Backlog Burnout Review of Lost Odyssey: Making Memories

Title: Lost Odyssey
System(s): Xbox 360
Release Year(s): 2008
Rating: Teen
Current Amazon Price: $88.88 (New) $13.75 (Used Like New)


The Skinny:

A beautiful return to form for Hironobu Sakaguchi and Mistwalker studios, Lost Odyssey is a shining testament to the power of a well told story and old school JRPG mechanics. Its gripping story, solid gameplay, immaculate presentation, and wonderful characters make this one Xbox 360 exclusive that should not be missed.

The Meat:

Has a video game ever made you cry? That may sound like a silly question to some, but those people have obviously never played Lost Odyssey. This game tells a tale of love, loss, and the pain of memory that will make you feel feels that you didn't even know you had. The mastermind behind this work, Hironobu Sakaguchi, is a name you're seen mentioned in my reviews before. He was the visionary behind the Final Fantasy series, and after his departure from Square Enix following Final Fantasy X, he formed his own game studio called Mistwalker. After their disappointing first outing called Blue Dragon, which was a formulaic, bland RPG with little to offer, I was worried that Sakaguchi had lost his touch and that Mistwalker was going to fade into obscurity. However, this game assuaged all my doubts and reminded me why I'm a Sakaguchi fanboy. Lost Odyssey is the tale of one Kaim Argonar, a man who cannot die. It is a tale about the pain of immortality, the importance of memory, and the toll that 1000 years of life can have on a person.

Saying too much more about the story would be a disservice to the player. It is a tale well worth experiencing, simple in its structure, complex in its ideas, and beautiful in its poignancy. The Thousand Years of Dreams feature, which involves Kaim remembering snippets of forgotten memories from his past in the form of beautiful flowing text and images representative of his dreams, features some of the most impressive writing I've ever seen from a game. These tails of tragedy, love, laughter, despair, and hope are emotionally evocative on a level many people would not think possible from this medium and it really is a treat to unlock each one.

Now what about the nuts and bolts of what makes a video game great: the presentation and the gameplay? From a presentation standpoint Lost Odyssey is a feast for the senses. The ever talented Nobuo Uematsu has once again created a musical score that perfectly fits each situation, from the brooding urban city themes to the expansive and whimsical world map flutes. While not as iconic or immediately memorable as some of his Final Fantasy works, each piece really does help set the mood and create an atmosphere for each location and event experienced. Graphically Lost Odyssey makes excellent use of the Xbox 360 hardware with impressive areas and detailed character models for both NPCs and enemies. It must be noted however that every now and then a texture will pop up that is downright ugly and wouldn't have looked out of place on the Nintendo 64. These moments are rare, but noticeable and they are largely background or ground textures. While overall the visual presentation is superb, these occasional hiccups are rather glaring. That being said, the visual style and art direction more than make up for any short comings on the presentation front. Unfortunately the same cannot be said for the load times. There are extremely long load times for battles in particular. While the encounter rate is thankfully low, the 10-15 second load time for each one can really start to add up. While not a huge negative, this could be off putting for some players as it does tend to drag the pace of things down now and then.

Speaking of encounters this is a JRPG in the truest of fashions. Gameplay consists of exploring areas for treasure, getting into random encounters with groups of enemies at regular intervals, and choosing combat options from menus for each of your characters. While this is par for the course for the genre, Lost Odyssey does do a few things to shake things up. For example, as mentioned above Kaim is immortal. In most video games this would be simply a "story device" and Kaim would still be able to die like any other character. Not so in Lost Odyssey. If Kaim's hit points reach zero he will collapse for a couple of turns and then revive. Game over only arrives if all party members are incapacitated at the same time. Non-immortal party members behave just as characters normally would in an RPG, becoming unconscious and/or dead when their energy is spent. While it's a small change, wrinkles such as the immortality aspect of battles really help freshen up the gameplay and keep it engaging and interesting for veterans of the genre. Furthermore, this game has a robust and interesting skill mechanic that once again draws from the game's thematic ideas. The mortal members of your party learn skills as they level up. This makes sense as they are growing and changing as people. However, after 1000 years Kaim is pretty set in who he is. As such he does not gain skills from experience and combat. Instead, he learns from the people around him and the items he finds. Immortal party members link themselves to mortal party members and their equipment, either slowly learning the ability attached to the piece of equipment or the skills of the person they are linked to. This helps to create a literal bond among the party members and adds a sense of cohesion and shared experience to the proceedings.

Similar to the above ideas, the elemental affinity system present in so many RPGs can be found here as well. At first it seems pretty standard, with enemies that have an affinity with fire taking more damage from water based attacks and so on with a rock, paper, scissors style across the elements. However, again Lost Odyssey manages to perfect and old system and tweak it just enough to be fresh and interesting. You can change your equipment mid battle at any time, and the game has an extensive ring crafting system. Using drops from monsters and items purchased or found the player can craft a wide variety of rings that add additional effects to attacks, from changing their element to causing status effects or bonus damage against specific enemy types like insects or mechanical types. The power of these effects is triggered by an extremely precise quick time overlapping ring system in battle. It keeps the player engaged and adds a whole new level of engagement over the top of the simple battle system.

Enough about the combat, let's discuss the people. Lost Odyssey is a game filled with incredible characters, from the mysterious nature of our immortal protagonist, to the wacky personality of Jansen, the party's resident drunk, womanizing mage. From the heroes to the villains the characters of this tale are well written and engaging, with understandable motivations and often times relatable experiences. Rooting for these characters, or actively rooting against some of them, allows the player to feel a great sense of engagement with the world, and go off the beaten path to find tidbits of information about their mysterious pasts or possible futures. I laughed at Jansen's antics more than once, and I felt great sorrow for the misfortunes of some of the souls who find themselves accompanying Kaim on his long journey.


The Bottom Line:

Lost Odyssey is an incredible game that any fan of JRPGs or a good story should really experience if they can. It's ruminations on the nature of memory and experiences that are accrued over a lifetime are thought provoking and make playing the game an unusual exercise in self reflection. Its system exclusivity, and on a system not known for its wealth of quality RPGs, could be a sticking point for some. Furthermore, the game is fairly difficult as far as turn based RPGs go and has a distinct old school mentality. That being said, its masterful writing, familiar but fresh gameplay, deliberate pacing, fantastic presentation, and wonderful cast of characters really make it a memorable and worthy journey that is well worth taking.  This game receives a firm recommendation from me with very few reservations, with only a couple minor graphical hiccups and some unfortunate load times holding it back from being a truly immaculate experience.

Reviewed by Grant Nielsen


Saturday, March 7, 2015

Backlog Burnout Review of Shin Megami Tensei Persona 3 FES: Face Yourself

System(s): PS2, PSP
Release Year(s): 2007, 2008, 2010
Rating: Mature
Current Amazon Price: $98.70 (PS2 original), $15.16 (PS2 FES), $34.99 (PSP)
The Skinny:

A shining testament to the powerhouse that is the bizarre Shin Megami Tensei JRPG series from Atlus, Persona 3: FES is a lengthy, meaty, dark experience that is chock full of fun, personality, story, and enjoyment. This is a game with a unique idea pouring out of every orifice and its all wrapped up in a super stylized world that needs to be experienced.

The Meat:

Final Fantasy meets The Sims meets Silent Hill meets Pokemon. This is how I would describe Persona 3 to someone who is not familiar with it. If that sounds really bizarre to you that's because it is. It should also sound extremely fun and intriguing which would also be a correct assessment. Persona 3 is one of the most eclectic, strange, and stylish games ever made. Its mash up of genres and ideas should leave it a jumbled mess but instead it comes together to form an exquisite gaming experience that really needs to be played to be understood and appreciated.

Persona 3: FES is an updated version of the original Persona 3. There are several gameplay enhancements, as well as new story content. The entirety of the original Persona 3 is contained in a mode called The Journey, while the new 20ish hour mode called The Answer continues where The Journey left off. The basic story is that you take on the role of a new exchange student who has just arrived in the fictional Iwatodai/Port Island station of Japan to attend Gekkoukan High School. Everything seems normal when you get off the train and begin walking to your dorm, however soon everything takes on a green sheen, pools of blood appear on the ground, and all the people around you transform into coffins. Hurrying into your dorm you are met by a creepy little boy who asks you to sign a contract before disappearing into thin air. Then several other students come down the stairs with guns and begin questioning you. From this strange beginning your character embarks on an adventure that unlocks his ability to use personas, or physical manifestations of his personality. He uses these to battle monsters in the mysterious time known as The Dark Hour, an hour of lost time that exists between 12 and 12:01 AM that is only experienced by those who have unlocked their personas. i won't say any more, as the story of Persona 3: FES is excellent and one of the games many strong aspects.

From a gameplay perspective Persona 3:FES has two distinct styles that it switches between. The first of these is the exploration, persona collection, and combat that takes place around town and in the mysterious tower Tartarus that appears during the dark hour. You explore the tower floor by floor, constantly questing upwards. The tower is populated by Shadows, which are many armed black blobs wandering the floors. If they spot you they will aggressively and quickly charge at you. If you can manage to hit them with your weapon before they reach you then a turn based battle will begin on even footing. However, if they catch you by surprise or you miss then every enemy in the fight will get an extra turn to act before your party. This can be devastating and easily instantly wipe your team because the enemy AI is smart, brutal, and takes no prisoners. On the flip side if you can sneak up on a Shadow without being seen you get the same advantage. Once in battle your character can switch between the personas you have collected or created. Each different persona has different abilities, weaknesses, and stats, much like Pokemon. Magical abilities cost SP whereas powerful physical abilities cost your own HP to cast. This creates an interesting risk/reward system where to damage your opponent you must damage yourself. There are three different kinds of physical attacks (slash, pierce, and strike) as well as a full elemental system. Learning enemies weaknesses and keeping track of your own is key. If you hit an enemy's weakness it will be knocked to the ground and you will be granted another turn. Knocking down all enemies will give your party access to an all out attack where they jump on the downed party in a comic book style dust cloud of dirt and smacking sounds, dealing massive AOE damage. Care must be taken however because the enemy enjoys the same benefits as you. Get hit by an element you're weak to and you lose a turn and the enemy gains another. After battle you gain experience as well as occasionally gaining access to shuffle time. This mini game consists of cards ranging from experience boosts to additional personas. The cards rapidly switch around and it's up to you to track the one you want.

Speaking of acquiring personas through shuffle time, in classic Shin Megami Tensei fashion this game contains a robust fusing system. You can take two personas and fuse them together into a new, more powerful one, providing your character is equal or higher to the resulting persona's level. Mastery of this system is key to beating the game, as your power is directly related to your personas. There is an inheritance system in play for abilities known by the base personas as well, so careful fusing can result in powerful, custom made fighters. As the game progresses your fusion options open up to fusing 3,4,5, and even 6 personas into one powerful new force. Collecting all the available personas in the game is a similar feeling one gets from collecting Pokemon. It's fun, functional, and experimentation with different personas can reveal some fun new strategies.

One thing that may turn some players off is the lack of direct control of your teammates. They are controlled by the AI and you can give them general instructions like focus on healing or focus on knocking down the enemy. Overall the AI does a very good job and makes fairly good decisions. I actually like this system because to me it feels like you're really playing as this one character, and your party members are your friends, acting on their own to help you instead of just being mindless meat puppets tied to your whims.

Aside from the slick and smooth combat that can be found during the dark hour, there is another side of the game. This one involves time management and building of relationships in the normal world. This is an extremely strange and wonderful addition to the game. Aside from being this demon fighting bad-ass by night, your character, along with his friends, attends school and lives a fairly normal life by day. Aside from your combat stats you have social stats as well. These are charm, courage, and academics. These are raised by doing things like studying, standing up to bullies, or helping your friends with homework. These determine things like who you can ask out on dates or what activities you can take part in. The relationships you form with people, be it through dating, hanging out after school, or taking part in music club determine the strength of your social links. Each relationship you have has a specific tie to one of the arcana of the tarot cards (i.e. the magician, death, the hanged man, etc). These act as the class system for your personas. The stronger your social link is with that particular arcana, the more bonus experience it will get when you fuse it. For example, lets say you start dating a girl and your relationship with her is associated with the strength arcana. When you fuse a strength persona it will gain one bonus level. Now lets say you've been dating her for months of in game time and your relationship is pretty serious. Now when you fuse a new strength persona it will gain 6 bonus levels. This system is great because it requires decisions to be made. Do I go hang out with my girlfriend to raise the strength social link or do I go to practice with the swim team to raise the chariot link? And what about the exams coming up? I could either go to Tartarus tonight to fight some shadows and increase my combat stats, or I could spend the night studying to increase my academics stat to do well on the exams. This interaction between your social world and the combat world is the meat of the game and it meshes unbelievably well. It creates choice, tension, risk, and reward perfectly, all while giving the events of the game real meat and gravitas, all while telling a plethora of extremely interesting, interconnected sub stories.

A few final notes about the nature of the game in general and the differences between versions. One thing that must be mentioned is that this game is hard. Like really hard. The enemies are powerful, dangerous, and smart. Oftentimes elaborate strategies need to be planned out to deal with certain bosses. I personally enjoy this sort of challenge but it may turn some gamers off. This is only emphasized in The Answer mode which is significantly more difficult than the main part of the game. The game is incredibly long as well (hence the long delay since my last review). My final game clock, after completing both The Journey and The Answer was 110 hours. If that length of game is intimidating to you then I would recommend you steer clear because once you start playing you won't want to stop.

 Furthermore, there is a PSP port of this game. The graphics of the game were significantly downgraded for this version, however there were several gameplay changes. The option to play the entire game as a female was added which is a nice change of perspective. The story is the same but new character interactions and social links can take place. Also, in the PSP version it is possible to directly control your party members. So if letting the AI do its thing doesn't appeal to you then the PSP version is the way to go. However, this version does not contain The Answer, and neither does the original PS2 version.

The Bottom Line:

Perfectly fusing a multitude of disparate styles and designs, Persona 3: FES is a beautiful, bizarre, dark, wonderful game that I highly recommend. If you've got the time and the desire this game will provide you with an experience unlike any other and one I bet you will enjoy thoroughly from beginning to end. Also the soundtrack is one of the best in the business. All around an extremely solid game, and one I think any fan of JRPGs should play.
Grant Nielsen



Saturday, January 24, 2015

Backlog Burnout Review of Shadow of the Colossus: Joy and sorrow in a forbidden land

System(s): PS2, PS3
Release Year(s): 2005, 2011
Rating: Teen
Current Amazon Price: $59.90 (PS2), $19.39 (PS3)
The Skinny:

Holding a very secure spot in my top 3 games of all time, Shadow of the Colossus is a beautiful, fun, challenging game that succeeds at everything it attempts to do. An interactive work of art, this game is an absolute triumph that provides exciting action, perfect art direction and design, and an emotional experience very few games have achieved.

The Meat:

Last week I talked to you about the often forgotten gem that was Ico. This week I bring you the reason that people don't really talk about it anymore. While Team ICO created an extremely solid game in Ico their next offering completely blew it out of the water and out of people's minds. Shadow of the Colossus is a game that I believe anyone who enjoys video games needs to play at some point, and with the extremely reasonably priced Ico/Shadow of the Colossus HD collection for PS3 there has never been a better time to do it.

First thing's first. I will reveal nothing of the story of Shadow in this review. The game is an experience that is best enjoyed blind so my comments will be intentionally vague so as not to ruin it for you. What I will do however is describe what your task within the game is. Your sole purpose in this game is to hunt down and destroy the sixteen giant beings that populate the beautiful, desolate landscape of the Forbidden Land in which the game takes place. That's it. While at first glance this may not seem like enough content to fill out an entire game I can assure you it is. Gameplay is essentially broken into three different categories. Locating and travelling to each Colossi, figuring out how to destroy it, and then executing your plan.

Step one in your quest is locating your quarry. This is done by standing in sunlight, raising your sword above your head, and using the way the light reflects off of the blade to pinpoint the location of your next foe. This is a really cool mechanic because it really provides a supernatural and mystic air to the proceedings and gives the feeling that you're on an epic adventure for a higher purpose. After the sunbeams give you an idea of the general idea of where the next fight will occur your task becomes to traverse one of the most beautiful game worlds ever created. What is so cool about it is how there's really nothing in it, but that doesn't make it any less enjoyable. Aside from the occasional lizard or bird its just you and your horse exploring the remains of what was once clearly a living, breathing place but is now a haunting, empty land. There is so much story that is never said in words oozing out of every ruin, temple, and forest that you traverse. The world sucks you in and captures your imagination. Anyone who says games can't be art has never seen this game.

After you have shaken the feeling of wonder and sadness that the world invokes and actually manage to bring yourself to the lair of the next Colossi the action begins. The music swells and you find yourself face to face with some of the most epic and unique boss fights in gaming. Some of the Colossi are vaguely people shaped, some are animals, and some are just plain terrifying. One thing that they all have in common is that they all have distinct behaviors and personalities that are immediately apparent. Some are passive, some are hostile, and some seem sad. It is truly amazing how unique and unusual each Colossi is and each one brings a distinct flavor to the proceedings that prevents the game from ever getting stale, even for a moment. Their uniqueness doesn't just stop with their looks or personalities either. Each one is fought in a completely different way. While the way you kill them is always the same (climbing onto their enormous bodies like a flea and stabbing their weak-points) the specifics of each fight are completely distinct. Some involve using the environment to your advantage in order to disable the colossus or to get yourself onto it in some way. Some involve causing the colossus to do something in order to hurt itself in some way. Still others require you to fight from horseback while dodging and riding like mad. Each one is fresh, unique, and extremely fun.

Finally, once you've analyzed the landscape, personality, and nature of each battleground and colossus its time to actually do your duty. You climb aboard the giants and locate their weaknesses. These behemoths don't like being climbed on and will do everything in their power to get you off of them. This creates extremely exciting and tense moments, where you're about to land the killing blow but the creature is shaking and roaring, trying to throw you off, as your grip meter slowly drains. Dropping from the head of a 200 foot tall giant is a doom that always is lurking and providing an incentive to find secure rest points and handholds. Its difficult to explain just how epic and thrilling each fight is, but I'll try. Take the most exciting, large scale, and unbelievably crazy boss fight you've ever done in a video game and make it better. That's every fight in this game. Yeah.

The Bottom Line:

Melding aspects of puzzle games, platforming, climbing, adventure, and action, Shadow of the Colossus is a triumph in every sense. Its a beautiful game, with a mysterious story, exceptional art design, sublime gameplay, and an atmosphere that is second to none. This game receives my highest of recommendations and I envy those of you who just might still get to experience it for the first time.


Friday, December 12, 2014

Backlog Burnout Review of Dark Souls: If it was easy it wouldn't be worth doing.

System(s): Xbox 360, Playstation 3, PC
Release Year: 2011
Rating: Mature
Current Amazon Price: $16.29 (PS3), $15.30 (Xbox 360), $19.99 (PC)


The Skinny:

While it may be more Stockholm Syndrome than actual fun, Dark Souls never the less has a strong appeal. If you're a fan of hack and slash and aren't afraid of a learning curve resembling the Great Wall then this game may just scratch your itch.

The Meat:

Dark Souls is like an abusive lover. It treats you like dirt, kicks you while you're down, makes you doubt yourself, and expects you to take it, say thank you, and come back for more. And the weird thing is you do. Dark Souls is notorious for its brutal, unrelenting difficulty and the horror stories you may have heard are not exaggeration. Anyone who says "it's not that hard" is full of crap. It is that hard, however it is the best kind of hard that a game can be. At no point in my frustrating, death filled playthrough did I ever feel like the game had cheated me or pulled a fast one. Every single one of the hundreds and hundreds of times I died was completely and totally my own fault. The game is harsh, but fair. Now the reason I'm hammering this difficulty home so hard is that it is an integral part of ever facet of the game's design. The gameplay, the environments, the bosses, the NPC behavior, it all is just HARD. And that's not necessarily a bad or a good thing. It will mean different things to different people. Let's break the game down a bit.

In the story department the game sticks with its theme of not holding your hand at all. You get an opening cutscene outlining the basic history and back story of the terrifying world you are about to be dropped in to, but no real details or explanation. If you want to find out explanations for the events around you then you'd best put on your detective goggles. Very few aspects of Dark Souls story are outright stated. They may be mentioned in passing by an NPC or implied by the design of a derelict castle. However, for all of its subtlety and secrecy I really really enjoyed the story of Dark Souls. It's dark, sad, haunting, and well worth exploring. Just be willing to put a little effort into it. In fact, that is a theme that runs through most of this game. If you don't want to put a large amount of effort into the experience, you should probably steer clear.

Gameplay wise Dark Souls is an immaculate beast of a game. Controls are extremely tight and responsive, regardless of if you're fighting with a sword, spear, bow, or magic staff. And its a good thing they are too because almost everything in this game is trying to kill you and kill you quickly. This is not a Legend of Zelda game where your hero can take more hits than an olympic boxer. If a basic enemy hits you two or three times with a sword like as not you'll find yourself respawning back at the last bonfire you visited. And death is only the beginning in Dark Souls. When you kill enemies you absorb their souls. These souls are used as currency for everything in the game. Buying things from merchants, bartering for favors, and leveling up your characters stats. When you die, you lose any souls you have collected that you haven't used. However, they are not gone forever. You will respawn at the last bonfire you rested at in an undead state and you will have one opportunity to fight your way back to the place of your death and retreive your lost souls. In this undead state you have less health and are vulnerable to invasions by other real life players in the game. If you can manage to stay alive long enough to reach the place of your earlier demise you can retrieve your lost souls. If not, they are gone forever.

The invasion aspect of Dark Souls is interesting. While in your undead, or Hollowed, state other players can invade your game and attempt to end you. Manage to fight them off and you may get a sweet payoff. You can even report their invasion of your world to an NPC who promises judgement and retribution. And there may even be a way to, if you play your cards right, become an agent of that retribution. This multiplayer aspect of Dark Souls is pretty darn cool and adds a unique element. While you may be on edge that someone will invade your world, you can also call upon the help of other players to assist you with a difficult boss. My first playthrough of Dark Souls was done as a solo run, and then I replayed it with multiplayer functionality. Both methods of play have their own strengths and weaknesses. Besting the game without another player's assistance gives a great feeling of accomplishment, however few things feel as good as smiting down an upstart player with the nerve to attack you in your own world.

Combat involves careful reactionary dodges to enemy attacks and near perfect execution. While difficult, the combat is extremely deep and rewarding, involving crits for back stabs and split second evasions. Learning a towering boss's movements and finally besting a titan much greater than yourself is an extremely gratifying experience. No matter your play style there is something for everyone here. If you want to be a massive, armor covered beefcake that is a viable option. Mage and rogue paths are available as well. No one method is more effective than another in my opinion, and they all play in radically different ways. While the combat takes time to master, it is fun and extremely fluid. Just don't expect the game to hold your hand or help you very much.

One last thing I want to mention is the atmosphere of the game. It is absolutely amazing. No matter where you are, from the giant halls of Anor Lando to the scum covered, rotting boardwalks of Blight Town the world feels real. I almost wanted to use the term alive and breathing, but that would be completely wrong. This is a dead world. Every inch of it reeks of decay, degradation, despair, and doom. And for all of that it is beautiful. In its own weird way, Dark Souls is, in my opinion, one of the best looking games ever made just because of how absolutely effective its visuals are. It really must be played to be experienced.

The Bottom Line:

If you are looking for a fun, low effort romp through a fantasy game you really need to look elsewhere. This game is brutally difficult, almost to a fault. I use the word almost because it never enters the realm of unfair or broken. The difficulty will turn many people off and rightly so. If you are a gamer who gets easily frustrated or isn't super persistent this is not the game for you. The tutorial boss killed me 5 times the first time I played. However, if you are willing to put in a little work to learn the game and can manage to beat it even within its own hellish rule set the feeling of accomplishment you will get is unmatched. I would highly recommend trying to beat the game without a walkthrough as well because like any game there are exploits that reduce the difficulty. However, this is really missing the point. Once you see past the gruff, murderous, spiky exterior and get to the burning, molten hot, pain filled interior you may just find that you are enjoying yourself. If you're like me you'll notice you're having a better time than you've had with a game in a long while. Is it "fun" in the really traditional sense of the word? Maybe not. But is it a hell of a good time? Absolutely. You're a dead man walking through a dead world, and it's absolutely breathtaking.

Grant Nielsen

Saturday, November 8, 2014

Backlog Burnout Review of Etrian Odyssey: In a labyrinth this dangerous I would expect to find David Bowie

System(s): Nintendo DS
Release Year: 2007
Rating: Teen
Current Amazon Price: $21.50

The Skinny:
If you like extremely traditional turn based Japanese RPG (JRPG) combat, exploring, and don’t mind getting your teeth kicked in every now and then Etrian Odyssey is a must for you. Others may want to give it a pass.

The Meat:
Etrian Odyssey is an interesting beast. This Nintendo DS exclusive title from Atlus, the folks better known for the Shin Megami Tensei series, is a first person turn based dungeon crawler that cares little for the gameplay innovations of the past 20 years. From a gameplay perspective this 2007 release would not look out of place among the early 90s fare that it so clearly draws its inspiration from. The task it sets before you is simple. You are an explorer who has come to the town of Etria which is situated near a massive maze known as the Yggdrasil Labyrinth. Form a guild and explore it. What are you waiting for? Off you go! The game offers little explanation or guidance in the form of story that we have become so accustomed to in modern games. While this may seem like a criticism, it is actually one of the game’s greatest strengths. Presenting the player with this mysterious labyrinth and giving them no direction or instructions other than “go exploring” creates an interesting and unique experience. Every player will approach this task in their own way. Will you create a party of brutish thugs who rampage through the labyrinth smashing everything in your path or will you create a team of agile archers and survivalists who harvest materials and items from the labyrinth to sell for increased funds? Will you explore every floor carefully and find every hidden nook and cranny or will you rush through each layer of the labyrinth in a mad rush to uncover its deeper mysteries? The game places no pre conceived notions or requirements on you other than “go forth”.  While this task is simple and refreshing in concept, it is far from easy.

Standing in your way first and foremost is the Yggdrasil Labyrinth itself. As its name would imply it is a forested maze teeming with life. You explore the labyrinth in a first person perspective and this really allows you to realize how convoluted and twisted the pathways and locations are. Without a map you will quickly become hopelessly lost. This is where one of the more unique aspects of Etrian Odyssey comes to the fore. Most modern games would provide you with a map or have a map be filled out automatically as you explore. Etrian Odyssey would never hold your hand like that. It requires that you utilize the lower touch screen of the DS to draw your own map. While this may sound cumbersome it is in fact brilliant and enjoyable. You step into this labyrinth with no knowledge of what to expect. And then through your careful exploration of the starting areas a map of your own creation begins to take shape. You find shortcuts and secrets. The exploration becomes personal and you feel as if your guild is actually exploring an unknown realm. It gives a feeling of accomplishment and success to get to the end of a floor and see your carefully created map detailing every bit of the inhospitable maze you just traversed.

As mentioned above, the labyrinth is far from a dead place. It is filled with creatures and beasts, none of whom appreciate upstart adventurers wandering through their territory. When you inevitably bump in to these critters in random encounter battles, which happen at an extremely high rate, you enter first person turn based combat. This combat is about as traditional as it gets. Monsters are represented by nice static sprite drawings, and what battle animations can be seen are quite simple. Your options are the normal attack, skill, item, defend, escape, etc. If you've played a turn based RPG before you will be immediately at home here. However, unless you cut your teeth on old school NES RPGs of the early 90s the difficulty might catch you off guard. These monsters aren't playing around at all. Even basic battles can kick you to the game over screen faster than you can say Dragon Warrior. However, while difficult, the combat never enters the realm of unfair. With proper preparation, leveling, and strategy you will persevere and fell your foes. Once dead they will drop pieces of their bodies or materials that can be taken back to town and sold for currency to purchase items and equipment. And the more materials you sell to the shopkeeper the more equipment you can buy. Looking for a better shield? Better go find a dragon scale that you can have the shopkeeper make it from then. This almost Monster Hunter-ish aspect of the game makes hunting for a specific monster or drop meaningful and fun. While nothing in the gameplay and battle department is new or exotic, it is all executed with such precision and expertise that it never gets stale, repetitive, or boring. The developer knew what they were doing, and it can be seen and felt clearly in the end result.
Aside from the basic monsters you run into in the maze there are also the imposing FOEs. These monsters can be seen as angry looking orange or red snarls of energy in the dungeon. If they see you, they will chase you. If they catch you then you’d best hope you’re ready. These mini boss level monsters are extremely dangerous. When you first enter a floor you had best do your best to avoid them until you have done some serious leveling. This adds an aspect of cat and mouse to your exploration of the unknown. Turning a corner and seeing a FOE waiting for you leads to a terrified run hoping nothing gets in your way and that it doesn't catch you. Finding ways around these obstacles is a kind of puzzle solving in its own way. If it’s blocking your path do you let it see you and lure it out only to sneak behind it or do you wait until it leaves on its own? Is it moving in a set path or randomly? Only one way to find out.

As stated earlier the game gives you very little direction or purpose. Every now and then a member of town will ask you for a favor or the town leadership will task you with slaying a particular monster or collecting something. However, the exploration of the unknown is the true driving force of the game. As you go deeper into the labyrinth and it begins to change around you more questions arise than answers and you can feel that the answers are waiting if you can only get a bit deeper. Why is this labyrinth here? What is it? Where are these creatures coming from? The only way to find out is to play and go deeper.

The Bottom Line:
Etrian Odyssey is a supremely difficult, perfectly executed traditional JRPG firmly rooted in old school mechanics. If simple turn based combat isn’t enough for you then you may want to look elsewhere for your fun. This is not the place to go for a deep, gripping story or in depth character development. However, if the thrill of exploring the unknown and a really solid battle system coupled with an addictive mapping mechanic sounds like your cup of tea then drink up because this game is a blast for the right type of audience.

Grant Nielsen



Thursday, December 19, 2013

Movie Recommendation - Brick



Brick is the first film by writer/director Rian Johnson, a man whose unique perspective came to light in last year's Sci-Fi hit Looper and his work directing some of the best episodes of Breaking Bad.

Brick has been one of my favorite movies for years, ever since a podcast I listened to when I was about 15 told me about the then new movie. I couldn't find it anywhere for a good couple years, until one day I found one used copy in a now-defunct local video game store on their dvd rack. It's combination of high school drama mixed with Hardboiled Film Noir became an instant classic for me, and I try to expose as many people to this film as possible. Now that Looper has come out I think it's a much easier task these days, but I still try and get as many people as I can to see this movie.

It's hard for me to not spoil things when talking about Brick because my enthusiasm for it is only ever being barely kept in check, but I'll try my best to keep it succinct.

The premise of Brick is this; our main character Brendan (played by Joseph Gordon-Levitt) is a high school outcast that had a falling out with his now-estranged girlfriend Emily (played by Emilie de Ravin.) We start the film with a phone call to Brendan from Emily asking for help, and Brendan is on the case. He conducts an investigation into the events that led up to Emily asking for help, and her eventual disappearance.

The conceit of the film is that it's a Thriller film set in high school told through a Film Noir lens. All the characters talk as if they were straight out of a 1940's gangster movie, and Brendan is our down-on-his-luck Private Investigator, though in reality he's just a high school student.

The film is full of twists and turns that you won't see coming. Though fair warning, the 40's gangster speak can take some getting used to. I had to watch it with the subtitles on the first couple times to understand what was being said. I find it interesting to see how Johnson was able to so able to completely strip a 1940's Noir movie to it's essentials and replicate what those scenes in a movie made in 2005 set in a high school with teenagers. There are Femme Fetale's, Police Chiefs, interrogations of witnesses and all sorts of other Noir essentials that are somehow re-purposed into the film in some way or another. The cinematography is beautiful, the music is inventive and fits the movie to a tee and the story is engaging on multiple levels.

The film is on Netflix Streaming and even to my surprise, available to rent on Youtube. Check this film out.