Monday, April 25, 2016

Movie Review - Nightcrawler (2014)

  
    While I wish I was reviewing a movie about the X-Men character of the same name, 2014's Nightcrawler is in fact a much more disturbing tale than that of my favorite teleporting blue mutant. Nightcrawler has us following Louis Bloom, played by Jake Gyllenhaal, as he navigates and rises through the ranks of news journalism. Specifically, Bloom wants to take on the task of a "Nightcrawler", someone who rolls around town late at night with a video camera, waiting for some sort of event to come through on the police scanner to video tape it, and then sells it to a news station for use in their broadcast. This can include car accidents, fires, murder and various other crimes.

Describing the tone of this movie is hard to exactly nail. I catch myself calling it something like charmingly disturbing. Nightcrawler is an excellent foray into the genre of thrillers, something writer/director Dan Gilroy is pretty well-versed in, having helped make two of my favorite recent thrillers, as his brother writer/director Tony Gilroy made Michael Clayton and Duplicity, and wrote the Bourne series. This family knows the thriller genre, and it shows. What we get here in Nightcrawler is an excellent turn from Jake Gyllenhaal as this...oddly likable sociopath who's goal is to start at the bottom rung and efficiently work his way to the top.

This movie lives and dies on Gyllenhaal's performance. He is in every scene of this movie, and he makes this character come alive. Someone less skillful would have teetered the movie to either too dramatic or too funny, but Gyllenhaal does an amazing job making Bloom a character who's not only amiable, but also downright terrifying. I keep stating that Bloom is charming and that he could be played too funny, and the truth is that Bloom as a character is absolutely terrifying, he's a sociopathic monster who we watch slide into increasingly dark pathways throughout the run time of this movie.

However, Bloom as a character is written in this odd, stilted way. He's this guy who presents himself as a super personable dude to the outside world, someone who is non-stop goal oriented and who endears himself to "business-like" codes of conduct in everything he says and believes. It's humorous to watch the way he talks. It comes across as incredibly uncomfortable and awkward, but the performance is so earnest, you have a hard time not believing that he believes what he says to be true. And that I think is the key to Gyllenhaal's performance. He plays Bloom so earnestly that you have a hard time not liking him on some level for being so dead-on goal oriented. Knowing exactly what he wants and figuring out exactly how to get it.

As uncomfortable and horrifying it is to see Bloom do these increasingly worse things in order to be the best Nightcrawler in town, it's also on some level hard not to respect that each calculated move he makes indeed rises him up the ladder of success to exactly where he wants to be. It seems that he learns something in every scene, and he's applying it to the next scene. It's utterly fascinating to watch. I absolutely love this movie. It's excellently shot and composed, the entire cast does a great job and the story is entirely watchable. Much like any good thriller, it's a slow burn, but at no point in time did I ever feel like turning it off, it had me hooked from the beginning with it's interesting subject matter, and watching our main character delve deeper into that world was enough to keep me on the line for the just under two hour run time.

If you like thrillers or movies that get under your skin, check out Nightcrawler.

Monday, April 18, 2016

Welcome Back

So it's been awhile. Over a year and a half since the last time I wrote anything. For awhile I was really in a creative rut, thinking I had nothing to say anymore. But since the fall I've been recording a movie podcast with some friends of mine (which I'm going to figure out how to integrate into here) and it made me realize reviewing and sharing the things I enjoy is what makes me the most happy. I want to be able to share that with you all once again. I'm not doing this for the views, (because I don't get any) I'm doing it because it makes me feel good to be able to share my experiences with all of you...whoever you are.


So welcome to Discovery Machine, your blog for movie, TV and music reviews and recommendations. While I will be reviewing current stuff, I want this blog to be about recommending things that are less common, giving less popular or overlooked stuff a chance. This has pretty much always been my mission statement, but I feel like it's needed now more than ever in a pop culture world where everything is about moving on to the next newest thing. So in the next few weeks expect to see new content from this blog. I am extremely excited to be bringing the ol' Machine back online.

Until next transmission,
Raymond

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, January 16, 2015

Backlog Burnout Review of Ico: Living in his younger brother's Shadow

System(s): PS2, PS3
Release Year(s): 2001, 2011
Rating: Teen
Current Amazon Price: $74.99 (PS2), $19.99 (PS3)
The Skinny:

Ico is a haunting, beautiful game that is often forgotten due to it's impeccable "sequel" Shadow of the Colossus. Artistic, moving, well crafted, and only occasionally marred by awkward AI or character control Ico is an excellent, somewhat overlooked gem that you should definitely check out.

The Meat:

Shadow of the Colossus is in the top five of many people's best games of all time lists. It's consistently heralded as a work of art and is deserving of all of the praise it receives. But we aren't here for that game. We're here to talk about Ico. The "older brother" game of Shadow that, for some reason, people don't seem to talk about or like nearly as much. Is it just one long escort quest? Absolutely. Is it as good as Shadow? No. Can the AI occasionally drive you up the wall? No doubt. Is the combat kind of meh? No argument here. Do any problems that the game has fall to the wayside while you're playing it and you you realize you've lost yourself in a beautiful, desolate haunted castle and couldn't care less about minor grievances? No question.

Ico was the first major release of a development team inside SCE Japan Studio known as Team ICO. Recently  It is a puzzle/platforming game in which a young boy named Ico with horns is taken to an ancient ruin by the elders of his village and sealed inside a pod and apparently left to die. After escaping his pod he finds a strange girl locked in a cage who speaks in a language neither he nor the player can understand. This girl is hounded by mysterious shadow creatures and has some unknown connection to the decrepit castle our hero has found himself in. Together, young Ico and Yorda (mysterious foreign girl) try to escape the castle.

The entire game is one long environmental puzzle. Your only goal is to escape the castle, but this is much easier said than done. Many doors are blocked by odd statues. These statues react to Yorda and move aside for her, so the goal of most rooms is to get Yorda to the statues. While Ico is very nimble, Yorda is not at all. This creates a really fun dynamic in the game where Ico goes scrambling along tiny ledges and climbing pipes on walls to get to a higher platform, and then reaching down to pull Yorda up after him or drop a box down for her to climb up. It makes you feel like you're really helping her and she in turn helps you by opening the way forward through the castle. I personally grew attached to Yorda throughout the course of the game, which is impressive considering that she never says a word you can understand at any point.

Threatening this new budding relationship are the denizens of the castle, the ghostly shadow beasts. These dark creatures will pop up from time to time and try to steal Yorda away. They will knock Ico down, pick Yorda up, and attempt to force her through a shadow portal. If they succeed a shock wave comes from the portal, that turns Ico to stone. Yorda will also be captured if Ico leaves her alone for too long. Your job in these situations is to fight off the shadow beasts with a stick that you pick up near the beginning of the game. The combat is extremely simple, with one button for swing sword. However, there are subtle layers of nuance to it. Some of the beasts will go for Ico and attempt to incapacitate him while others bee line straight for Yorda. Or a big hulking beast will distract you in front while a smaller one flies around to sneak up on Yorda from behind. It creates tense situations where you're trying to protect her from multiple foes or chase down a flying beast that is carrying her off. While not an impressive or mind blowing combat system, it is effective and enjoyable in its own right.

The puzzle design of this game is sublime. Figuring out how to get through each room is a unique and enjoyable experience and is really divided into two parts. First off, you need to figure out how to get Ico through the room. Then you need to figure out how to get Yorda through. While some of the puzzles are fairly simple, some of them took a little outside the box thinking to unravel. Are there objects in the room I can make a bridge out of? What would smacking this do? The game perfectly walked that line of difficult puzzle solving without ever dipping into the annoying or arbitrary zone that many games fall prey to. If you're the kind of person who uses walkthroughs for games, this is one I would strongly encourage you not to do so for. The entirety of  this game is figuring out how to traverse each room, so having someone tell you how to do it really defeats the purpose and takes away the joy of accomplishment.

One of the most impressive features of Ico is how effective the atmosphere of this game is. I mean that in more ways than one. The environments are both beautiful and forbidding at the same time creating a sense of wonderment coupled with unease at all times. The way that Yorda behaves timidly and strangely, and yet seems to understand far more about what is going on than you do is intriguing and draws you in. The fantastical designs of the shadow beasts hunting Yorda are truly remarkable. Some just look like men whereas others are hulking monstrosities or bizarre birdlike creatures. There is a minimalist attitude to everything that I find refreshing. There is very little music so what is there is all the more effective. The castle is desolate and empty, except for the powerful moments when it isn't. There's no real story being told directly, so every little snippet you can discern for yourself is that much more rewarding.It is just an incredible journey that can't be adequately explained and has to be experienced.

There are a few minor gripes I have with this game. Occasionally Yorda just won't cooperate. You'll stand at the top of a ladder and yell for her to climb up and she'll just stand there for 30 seconds before doing it. Sometimes she'll refuse to jump a gap three times, and then just do it. It's rare but these moments are really immersion breakers because they show that Yorda isn't a person, she's just a stupid AI. Also, sometimes Ico won't do exactly what you tell him. If you've played Assassins creed you know what I'm talking about. Yes of course I wanted you to jump at that angle directly off the platform instead of 2 inches to your left. That's what I needed.

The Bottom Line:
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Ico is a beautiful game that any serious video game fan should play. It has enjoyable gameplay, wonderful artistic design, an appealing main concept, and a fantastic atmosphere. Small technical gripes here and there do break immersion or cause frustration, but these moments are few and far between. Oh and let me save you a major headache and say that you can swing on chains using the circle button. You're welcome. Took me far too long to figure that out. With its recent re-release as part of the Shadow of the Ico/Shadow of the Colossus HD remaster collection you should definitely check it out. And, for its low price of $20 you get this wonderful game as well as its "sequel" which is one of the greatest games ever made. But that's a discussion for another time. Thanks for reading!

Saturday, December 20, 2014

Backlog Burnout Review of Dragon Quest: Wait is it Quest or Warrior?

System(s): NES, SNES, Gameboy Color
Release Year(s): 1989, 1993, 2000
Rating: Everyone
Current Amazon Price: $80.00 (NES), $50.00 (SNES), $299.98 (GBC)
(Please keep in mind all listed prices are for new or like new products. Buying used will significantly lower price.)

The Skinny:

This granddaddy of JRPGs, while not unplayable, is a relic of an age gone by. With very little story to speak of and gameplay that is 90% grinding very few modern gamers would enjoy this experience. However, hardcore fans of the genre may find some historical enjoyment in experiencing what many consider to be the genesis of the turn based JRPG.

The Meat:

Not too long ago I did a review of the original Final Fantasy. While that game and series was instrumental in forming the genre we now know as the Japanese Role Playing Game, there is another series which is perhaps even more instrumental. That series is Dragon Quest (known here in the states as Dragon Warrior until its eighth iteration). As an amusing side note, the reason for this name change is kind of a funny story. In the United States there was already a pen and paper RPG series with the name Dragonquest, so in order to not violate United States copyright law the name of the game had to be changed. It seems U.S. copyright law being a convoluted quagmire of handcuffing rules and annoying regulations is nothing new. Anyways, back on topic, published by Enix, this original game in that legendary series had random encounters, turn based combat, an overworld map, grinding for experience and gold, and talking to npc's (non-playable characters) to figure out where to go next and what to do. Basically, all the core elements that are so standard in modern JRPGs were popularized right here, albeit in a much more simple form. Dragon Quest would go on to release 10 more games in the main series across many different platforms, much like Final Fantasy. In fact, in Japan Dragon Quest is on par with Final Fantasy for rabid fandoms. Before taking a look at some of the later entries, some of which are among my favorite games ever, let's dig up this old dinosaur and see how it holds up.

The game opens with the King informing you that you are a descendant of the Legendary Hero Erdrick, who fought demons in ages past using a ball of light. Then the Dragonlord came, stole to ball of light, and hid it away in the darkness. It is your job as the descendant of Erdrick to defeat the evil Dragonlord. That is basically the extent of the story that is present in this game. There are a few more details that you uncover if you talk to every single npc, but the overall gist of it is found in these few sentences. And while its not the most enthralling story ever, I kind of like it for its simplicity. Here's this evil things. Go kill it. It's kind of refreshing in its own way after some of the convoluted messes I've seen in some more recent JRPGs. However, while the story may be refreshing in its simplicity, the gameplay is not.

Doing any kind of action in this game is incredibly cumbersome. Your character moves slowly and there is no run button. This wouldn't be a problem if all of the areas weren't so maze-like and sprawling. Secondly, once you manage to actually get to where you are going interacting with objects or people is more difficult that it should be. In most games, you would push the A button to interact with someone or something like a treasure chest. Not this game. When you press A a menu pops up with the options talk. status, stairs, search, spell, item, door, take. This means that to talk to people, you have to stop in front of them, open a menu, and select talk from the available options. Same with using stairs or opening a door, Nothing is automatic. You have to manually tell the game exactly what you want to do at all times. While this may seem like a small annoyance, it becomes frustrating after the 200th time you have to do it just to go up or down some stairs.

Once you manage to navigate your way out of the starting castle you will find yourself on the overworld and more than likely entering your first battle immediately due to the extremely high encounter rate. Battles in Dragon Quest consist of simple turn based 1v1 combat. It is your hero vs one monster and you take turns whacking each other until one of you dies. If its the player that dies you are revived by the king back at the starting castle with half of your gold gone. If it is the monster that dies then you are rewarded with tiny amounts of gold and experience. And here is where one of my major beefs with this game comes in. The reward you get for killing monsters is far far too low, leading to excessive amounts of grinding. And I really mean excessive. As a fan of JRPGs, I'm used to grinding and usually it doesn't bother me. However, this game takes it to a whole new level. You have to grind for upwards of 2 hours on level 1 monsters outside the starting town just to get enough gold to buy the basic starting equipment. And that is basically the entirety of the game. The monster level jump between towns is massive, so unless you've ground up enough money to buy the best available equipment from your current town you won't stand a chance. On the subject of equipment, this is another area where the game isn't very user friendly. There is no way to tell how a new piece of equipment will affect your stats or combat effectiveness in the shop. You just have to guess, based on the name and price, whether the equipment will be better than what you're wearing. Sometimes this is obvious, like the sword of fire is probably better than this dagger I'm using. However, if you're wearing the mirror armor and you see the holy armor on sale for 100000 gold in a shop, you have no way of knowing if that armor is better than what you're currently wearing and worth saving up for. It can be very frustrating to grind for 3 hours to afford equipment that is equivalent or only marginally better than what you have currently.

On a more positive note, the music is quite nice, especially considering how old the game is. Before doing the playthrough for this review, I hadn't played this game since I was a kid. Immediately when I started the game the music in the castle took me back to playing this on the NES in my grandma's basement as a child. I remembered every note from the town music, the castle music, and the overworld theme. It was a really fun experience and a testament to how well done the tunes were that they stuck with me for more than 10 years. While there are only 4 or 5 different tracks in the whole game they are all enjoyable and entertaining.

The Bottom Line:

While not a terrible game, Dragon Quest is just old. The frustrating mechanics are tolerable for a few hours, but after a time begin to really bog the experience down. From the archaic interaction system to the extreme level of grinding required to do anything at all the game just screams ancient. If you're like me and a huge fan of JRPGs and want to experience a little piece of gaming history, or if you played it when you were younger and are looking for a nostalgia trip then you may be able to glean some enjoyment out of the experience. Otherwise my recommendation would be to look elsewhere for your JRPG fun, because this old dinosaur is long since dead.


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