Diablo III: Ultimate Evil Edition (PS3)

I remember Diablo 2 quite well. This is because I recently turned 18, was a senior in high Box artschool, and was looking for something new to play on my computer at the time. I wasn’t exactly coming out of gaming shell, so to speak as I was looking for something new to expand it. I recently beat the living daylights out of Soul Reaver and loved its gothic universe. It felt oppressive. It was dark. And it was well told. This was the beginning of something new in gaming to me. It was the fact that games could begin to use their powers to tell potently emotional stories. Diablo 2 wasn’t one of them. Man, was it fun.

However, this is about the third installment of the series. The story, while taking things very seriously, is very simple. Diablo and his bretheren have returned and it’s up to your hero to stop him. End of story. Full stop. Forget any potential plot twists.

I played through the game [up to Act 3] as the Wizard. It’s interesting how they tried to give him a personality. Yet they failed. He didn’t feel human to me. I felt more connected to the Druid and Sorceress from the second game than my Wizard because they didn’t talk. Furthermore, he just isn’t interesting. I have no clue if this true for the other character classes. There’s something wrong when Leah, Deckard Cain’s “niece,” is more interesting than the protagonist.As such, this made the world feel contrived to me. I didn’t want to play as my Wizard. I wanted to play as Leah. I wanted to customize her to my play style. I wanted to hear her story because she seemed real to me. Especially since she seemed to be the most consistent thing in the world. (Major spoiler: the barbarians of Mt Arrat are no longer barbarians. No wonder they die so easily.)

Picture 1

This doesn’t mean that the gameplay is bad. Or the controls don’t work for the system. This couldn’t be any further from the truth. Using six of the buttons on the controller for skills, and the L1 for potions makes playing the game a breeze. In fact, this is better than the PC version of Diablo 2 as it let me use skills on the fly. The trade off is simple: I can’t assign more than six. Furthermore, since the X button is also the investigate/talk button I “clicked” out of a dungeon a few times more than I would have liked. It isn’t game breaking, just annoying.

Picture 2Since this is a Diablo game, you can expect a decent amount of customization. I’m very thankful that the patched version that I played had loot geared for my hero. This made grabbing gear and feeling properly prepared very easy. I’d actually call the game “easy.” Diablo games, at least the first two games, have their legacy based upon “hard” monsters and “hard” decisions. These two concepts fed off of each others. It was “hard” because stats could be customized however one desired. Does one make transform the mage into a warrior? A balance between magic and melee? The second game made it even tougher with the three different skill trees.

Speaking of skill trees, they’re gone. Seriously. Gone. Each time the hero levels up, he (or she) gains access to at least one new skill, no points required. Each skill is assigned to one of the six buttons on the controller and represent different skill sets (direct attack, or defense, or summoning). And while there is a decent amount of mixing and matching (especially with powering up the base skill with a different learned rune), you can’t have all the armor sets assigned, or  a few different base attacks of magic missile saved. Or have all the buttons assigned with summons.  Due to the lack of skill points powering up the character’s skills, this makes what weapon the hero wields all the more important.  It doesn’t make the skills chosen any better or more important than any other. I think the purpose was to allow players to customize the hero to fit their personality.

This breaks the second reason mentioned about the previous game: hard monsters. In Diablo 2, how one powers the skills and boost stats determines how difficult the area could Boss fightbe for the class. Thus when the legions of monsters were crushed and the boss was defeated, there was a sense of accomplishment and relief. There was this rush of euphoria for conquering a foe of insurmountable odds. I liken it to beating a boss from Demon’s Souls/Dark Souls. Diablo III skips that. I found it easy on the standard difficulty. Just press the appropriate button, hit everything with disintegrate [Wizard skill], recharge, and repeat. To me, that’s sad. This doesn’t fit the legacy that Diablo created from all those years ago.  I challenged the hoards of hell and they fall this easily? Someone’s not training their hoard correctly. Or the guards for that matter. This isn’t a Diablo game. This is a Skinner Box with the only reward of grabbing more loot and even more effective manners of destroying the enemy. Forget finding a reason to fight demons or discovering that perfect skill build. Just press R2 and watch the supposedly epic boss fight (on normal!) be finished in under three minutes.

Graphically, the game looks dark and gritty. This is leaps and bounds above what the second installment offered all those years ago. And it’s glorious. Horrific zombies, translucent ghosts, imposing demons, skeletal remains of animals from long ago littering a desert….It may not look as detailed as the PC version, it gets the job done. I have 2 main complaints. The first is that the brightness is on the dark side, so it’s very difficult to tell where I can go and see what I’m doing. This feeds into the second problem: I feel like I can’t read anything. Is it because I own a modestly sized wide screen TV or is the game’s camera just too pulled back to be of use? The world may never know. It’s just hard on my eyes.

So is this game worth your money and time? I’m somewhat split. On the one hand, crushing hoards of demons feels satisfying, and the loot system is almost as addictive as the original games. The environments are varied and interesting to look at for the time spent in them. I’d be lying if I said it wasn’t nice to crush hoards of demons after a hard work day.

On the other hand, this doesn’t feel like a Diablo game to me. This feels like one of the generic clones that the first two games inspired all those years ago. It’s mainstreamed the fighting to make fast progress for those of us who don’t have the willpower or energy to devout to a 30 hour campaign. The complexity that kept me coming back to Diablo 2 off and on for years is gone. In other words, the drug is delivered faster and the crash comes just as quickly. Yeah, it scratches that hack and slash itch.  Something is missing. And I think it’s because it lacks a soul. If you find it on the cheap, grab it. Those looking for a more complex game on any level, look elsewhere. It shouldn’t take an entire game for it to become complex and rewarding.


Review: Thomas was Alone (PS3)

TWA 1Clever game exploring existentialism/human condition

 

Before Feminist Frequency posted her videos exploring female identified characters on YouTube, I’ve never heard of Thomas was Alone. Obviously, despite following the Indie Games Blog the game didn’t hit my radar. And that’s a shame because it’s a really good game.

 

TWA 2On the surface, Thomas was Alone is a simple puzzle platformer. It’s not too hard for the casual player and not too easy for the hardcore audience as the game quickly builds upon concepts presented in previous levels: Build “stairs,” bounce around, float in acid water, time your jumps…and the traditional platforming tropes go on. It’s not going to win any awards for it like Klonoa, Rayman, or Landstalker. It’s just clever enough to make things interesting as one figures out how the characters support each other.

There’s no need for crazy button presses. The X button jumps, the analogue stick/D-pad control movement, and the right analogue stick lets one look around the current level. Switching between characters means hitting the L/R1 buttons. And thankfully, the game is quite responsive. As previously stated, the level design is not as obtuse as it could be and frustrate the gaming populace save for puzzle addicts.

What steals the show is the plot. It starts off very simple: Thomas was alone. And he was sick of it. So he goes on a quest to not be alone. Every level has narration, little blurbs here and there that solidify the characters’ personalities and what’s occurring on screen. What really makes it interesting is that it is a quest into the unknown of the psyche.  The platforming just solidifies what is going on with the themes of the story: seeing things from a different perspective and how that impacts life (having a character on the ceiling), recognizing one’s skills and, ultimately, purpose. It’s about how similar objects cause them to “bleed.” It’s a game about finding meaning and the game’s answer to it is simple: finding out what connects individuals together and how individuals are supposed to help each other.

I’m making the game sound convoluted and feel like high art. This isn’t the case. It’s a simple game that works its way simply into the psyche and slowly explodes into a leap into the unknown. This is what makes the game worth hard earned hard drive space.TWA 4

 


Castle of Illusion (PSN remake)

Last weekend, I picked up a copy of the remake of The Castle of Illusion Starring Micky Mouse on PSN. The deal was a little hard to resist: game, original Genesis game, and an active wallpaper for 15. Tell me, is that an easy thing to resist?Castle of Illusion - 01 So no, I didn’t resist it.

And it isn’t like the demo is a massive let down –or even a let up. It’s just a solid platformer that’s short, something that can be beaten in a few quiet evenings and a few more if your inner completionist gets channeled.

That hasn’t happened to me…yet.

 

Anyway, the story is not very well told as there are not cutscenes–just still pictures with voice overs. The original game had them swirling in the forest as I watched Mizrabel kidnapped in the forest. Plus, there are comments from an unknown narrator who provides “color” of the scene. It’s this aspect that’s the worst. Let the game speak the atmosphere, draw one in. Or have Mickey comment about what’s going on. A perfect example of this is when he is swinging from lamp from lamp and he says “Oh, c’mon!” Such moments are few and far between.
Musically, the game is pleasant and easy on the ears.Castle of Illusion cards And the sounds are all in the proper places. Fans of the original game, such as myself, will find the remade music in full non-chiptune sound will be pleasantly surprised. It’s not as catchy as its 16-bit counterpart and lacks part of its charm.

Gameplay is, of course, classic platforming and moves, somewhat easily, from 2D to 2.5D to full 3D and back. Most of the game is in 2D and Mickey runs and jumps from the left side to the right (pure classic comfort gameplay), picking up every 75 diamonds (no extra life for a full 100 as there are not that many in each level) and hidden items. I’ve found picking up all the diamonds is the main challenge. The 3D segments aren’t bad, just a tad clumsy as it’s a little hard to tell where Mickey is in the space. When it goes 2.5 really show cases the remade design as things move in and out. The best level that exemplifies this is when Mickey ascends the clock tower as gears move in and out. The library is another awesome example as books jump off the shelves and slide back in. Castle_of_Illusion_02

The game also tries to mimic Mario 64 as a specific number of diamonds plus a rainbow gem. Acquiring the necessary amount is rather easy as it only takes around 400 gems to finish the game and I suspect that most players will easily reach it. While we’re at it, the game’s difficulty randomly spikes, specifically during boss battles. The most obvious level is reaching Mizrabel which requires some old school platforming skills.

So this is the ultimate question: is it worth your time? Yes and no. No because there are games that do 2D platforming better (Klonoa, cough cough). While the levels are bright and colorful, there’s no little gimmick to keep one entertained. Plus, it’s expensive for something that is pure classic gameplay when picking up something along the same lines is also cheaper. And then there’s the yes: it’s interesting to see how things have changed and the rearrangement of levels that makes for a more consistent experience. Plus, if this is the benchmark for future Sega Disney remakes then I’m game. There’s a line that mentions Donald’s adventure (Quackshot, one of the best Genesis adventure/platformers). If that game is remade, tightened, and expanded upon, I will be one happy camper.

In other words, it’s comfort food. It’s meant to be beaten in an evening or two, not savored. The biggest hurdle is the price tag. If you can grab the bundle, or get a copy for around 7 bucks, grab it. Otherwise, enjoy the demo as that’s a fairly accurate take of what to expect from the game.


Review: Uncharted 3

Uncharted 3 boxAhhh, Uncharted 3. Say what you want about the series as there is no denying that it helped propel the PS3 up amiss all the cross-console games that the Xbox 360 had. Sony needed a solid series to help them, and in it they got Uncharted.  The second game, while good, lacked something that the original had. Heck, I played through it back in December and still had fun with it.

Then I picked up this bad boy for birthday. In many ways,  it’s as cool as the iconic box art would lead you to believe. (For the record, I have the poster version on my wall.) In many others, it’s just an enjoyable 3rd person cover-shooter that’s forgotten as soon as the disc leaves the system.

So you probably know the drill: unbelievably handsome Nate Drake gets wind of a long lost treasure that his ancestor hid and is now out to “recover” it before them. Except this time, it’s been nearly 20 years in the making as he was on its trail as a teen. So…yeah…it sounds a bit cliched–especially by Uncharted standards. The thing is, it feels like a blockbuster movie with top notch acting and ton of explosions. There are scenes where the tension is so tight that it could be cut with a pair of scissors and worn as a robe.Uncharted 3 France Thus, when it grabbed me I could barely break myself free.

And then there’s the gameplay. Yeah, it’s typical 3rd person shooter. The weapons are  solid and are useful. The problem for me is that the game can be a series of exercises in trial and error as enemies may/may not change their tactics. Plus, Nate can be as fragile as a vase…a few good shots knock him down. And that’s on normal.

Furthermore, Uncharted 3 is still an action game at its core. It tries to break things up by going through a platform-puzzle segment. Sometimes the transition works. Other times, it slows the game’s flow until the next action segment. It doesn’t help that the game can be so dark, graphically, that I could barely see what was going on in certain scenes.

Atmosphere is again, top notch. There are various locales from the Arabic desertlost in the desert, a tropical island, a ship graveyard, and a mansion in the middle of a French forest. It’s certainly a nice break from the blues and whites currently outside. Music helps add to the tension. It is important to note that there were times that the game’s geometry “broke down” and didn’t properly render the area. Usually it was fixed rather quickly.

Is this a game I recommend? Yes, despite the fact I frequently raged quit and returned to it days or even a week later. It’s an enjoyable romp, though it didn’t hold my attention as well as the first game. Still, if you’re a fan of the series it is definitely worth a closer look and copies can be obtained for under $20. If you can focus on it, it’ll provide a solid action packed-weekend.


Review: Rayman Origins (PS3)

Incredible platformer, though not very gender sensitive

RO_CC_HD_gongI’m a huge fan of platformers. Heck, most folks that grew up with a NES or Genesis are the most familiar with the genre as that was the bread and butter of the day: Sonic, Mario, Ristar, Shinobi, Adventure Island, Castlevania and so forth. So let’s talk about one of the best modern platformers: Rayman Origins.

RO_CC_HD_bellyflopThe plot behind Origins is rather silly: Rayman and friends are napping and their snores wake up the Livid Dead (not that there are many zombie enemies in the game) and kidnap his friends.  From there, it’s just a light-hearted adventure to save the dreaming world.

But we need to talk about the elephants in room: gender roles and the enforcement of them. What am I talking about? The first level of each area consists of Rayman [and friends] saving one of the big breasted fairies who can’t save themselves.  And then when she is released, her body is on display. This wouldn’t be a problem, or as big as one, if they could be saved by a woman. While some of the Teensies are androgynous enough (yea!), there’s no female characters at the start: you have to unlock the Teensie Princess. Thus, it can argued that men are the savers/rescuers while women are damsels. (See some of Feminist Frequency’s videos if you don’t believe me.) Those scenes give the game a very heterosexual vibe in contrast to the silly and carefree vibes that the rest of the game exudes. I don’t want this to turn into a discussion on body image issues (rock what you have), to me it represents what a good “woman” is supposed to be: classically attractive, play the support role, and define oneself by others.

But this doesn’t mean the game isn’t fun. This is, I would argue, Rayman-Origins_waterfallsbetter platforming than what the current Mario games have done. First of all, forget worrying about lives as they are unlimited and checkpoints are frequent.  This allowed Ubisoft more freedom to create creative and tougher levels than the aforementioned game. Secondly, the platforming is always doing something different in each area: shrink down to a size of a flea, float along musical notes and air, slip and slide on ice while breaking ice, and run along the walls. Then the game shakes things up with a shooter level.

And the thing is, it works brilliantly most of the time.RaymanOrigins ice There’s no need to worry about players taking up extra space as everyone can stand in the same exact place. Furthermore, characters can build character towers and swings to conquer challenges. While there’s no online multiplayer, multiplayer with a physical person  is always more fun and family/friends can easily join and leave. Adding to the fun is that a character can be “saved” by smacking the character’s expanded body, bringing that character back into play. This does mean that [more experienced] player(s) can be brats and ignore the player in need of help.

There are two main problems with the game: first, collecting the requisite lums (pronounced “looms”) is a pain as the requirement is quite high and requires a fair amount of perfection. It also doesn’t help that certain levels later in the game are easier than the earlier rayman-origins EEL chaselevels. The second problem are the endurance runs. While the main levels are perfectly balanced for single and multiplayer, the endurance levels are not. The game follows whomever is up front, leaving the other player(s) behind in the dust and causing defeat. Thus, there’s no chance of survival for said player(s) compared to the rest of the game.

Sonically, the game has a cheerful and catchy soundtrack –just like the art style. Surprisingly, it was done by a symphony in France. While they may not have the same name drop quality as over here in the states (NY Symphony, London Philharmonic Orchestra), they rival it. My only complaint is that it can be too catchy and can overstay its welcome.

rayman-origins 1Thus, Rayman Origins is a game I easily recommend for fans of platforming. Few games in this day and age ultilize creative level design like Origins. Yes, there are some flaws in this game. However, they don’t over power it. I lucked out and found it for $15 –which is a steal, especially since I’ve seen online and at Best Buy for $20. Regardless, give it a try.