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Final Fantasy XIII has arrived

Posted by Stephen Nadee On March - 13 - 2010

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After a 4 or 5 year development cycle, a roller coaster of delays, platform changing, and a universe planned out to play out among 3 games, Final Fantasy XII has finally landed on our shores. And it sure has been worth the wait. Final Fantasy XIII has a massive significance in this generation, not only for consoles but Final Fantasy as a series overall. XIII marks the newest advancement in graphical and technological design as the first Final Fantasy in true high definition and the first original multi-platform numbered offline Final Fantasy ever.

From a technological aspect the game is very well built. Visually, its difficult at times to tell the difference between the in-game character models and the game’s CG sequences. We can see a justification for a long localization process with so much detail involved. All the dialogue in the game has been voice and lip matched, and I mean everything. Of course some things don’t receive as much attention, but at the start of the game I had to double take at NPCs talking to me, their mouths didn’t simply move when they talked, but they move matching the words they speak according to the English dialogue. The game requires absolutely no install, it plays straight from the Blu-ray (I played it on the PS3) and there’s virtually no load times for things, although I experienced exactly 2 instances when I had a lag time when switching from overworld to battle scenes, but that might be because I rarely ever turned off my PS3. Otherwise, entering a battle was absolutely seamless. The horizon is expansive, in an area similar to the Calm Lands from Final Fantasy X, you can really feel the grand scale of the area. In the distance you can see a colossal creature’ moving around behind the mountains, flying monsters in the sky, packs of wolf monsters running around the plains, and giant walking elephant-like creatures (they’re this game’s version of Adamantoise) grazing.

Gameplay is solid as well. Battle is revolved around the paradigm shift. Essentially job changing mid fight; likened to shuffling a deck of cards. In preparation for battle, you assign each character in your party a role: healer, physical attacker, magic attacker, enemy enfeebler, party support, or a tank. And you need to change your party members’ roles on the fly according to the situation in battle. Combat is as involved as it has ever been in a Final Fantasy. Gone are the days you can simply mindless push the action button to advance the fight. While most of the combat is automated, if you turn away from certain fights for even a moment your game could be over. You only control one character essentially, and if that character dies, the game is over. Luckily, to reduce the frustration of having to retry you don’t have to restart from your save point, after losing a battle you pick up right were you engaged the monster and can try again or choose to run around it. Once again random battles are no more. Monsters are seen and you can try to sneak up on them prior to the fight to get a head start on the battle. At the beginning of the game, the combat seems too easy, you’re healed to full after every fight, even if you have character’s K.O.’ed. But it turns out to be very welcome near the middle of the game. You don’t have to buy restorative items constantly at shops, monsters don’t even drop Gil. HP levels are absurdly large, normal monsters seem to average around 600k near the end of the game. To balance this off, damage dealt has been largely increased as well. Battles revolve around chaining attacks to build a chain meter, once that meter reaches a predetermined point dependent on each enemy they are put into a stagger state when damage is exponentially increased. Then taking down a boss with 3million hit points doesn’t seem so daunting.

But this isn’t a new concept, other RPGs have given large amounts of damage before. But this is where things have changed in the themes of Final Fantasy as a franchise. Certain elements are very different this time around. The musical elements are something I personally missed. The only familiar tune is the chocobo theme. There is no traditional victory fanfare, no prelude, no Final Fantasy theme, not even in the ending credits. The gameplay is linear throughout the entire game, the only real time you can break away from the story is at the very end of the game prior to the last dungeon. While a linear story is not new to FF, (FFX was linear) there is no world map, no airship, not even towns.  The side quest system is borrowed from Final Fantasy XII a la monster hunts and summons are limited to only six; four of which are classic summons. It doesn’t always feel like Final Fantasy, but it’s still a a great game in its own right. Each character is likable and there’s a bit of character development, albeit a tad cliche. The voice acting is well done and not awkward (like White Knight Chronicles).  People have complained that the series has become stale and old and Square Enix responds by an even larger departure from tradition. It’s only fitting that the last story trophy/achievement you receive is called Instrument of  Change.

White Knight Chronicles…

Posted by Stephen Nadee On February - 8 - 2010

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Ahh… White Knight Chronicles. I was so excited for thee when you were known as Shirokishi Monogatari (Japanese; Literally – White Knight Stories) back in 2007 when the game was announced. There were rather some high expectations for this game. Developer Level-5 was hailed to be the new contender and rival to Squeenix and potentially produce high quality RPGs as the latter.

Early builds of the game demonstrated extreme detail in combat. Contact between weapons, their targets and shields would act as you would expect them to if you were to see it in real life. Blocking with a shield would properly deflect an attack and the shield and it’s wielder would recoil. Instead attacks animations will follow through and pass through your character model regardless if there was a block animation or not. There were also team attacks that no longer seem to be present in this final version of the game. At one point your party members would be able to restrain an enemy while your character would be free to land an attack. This is not to say the combat is bad, it’s actually enjoyable. The combo system is fun to play with. You learn moves with points you earn from leveling up. Each of those moves will become an individual attack you can select and assign on the combat bar. The combos are stringed together by each of those attacks that you can assign in place of a single move. Each character has a selection of skills he or she can raise. They are common for the most part among all the characters: skills in sword, great sword, bow, polearm, divine, elemental, axes, and staves. Your characters are not limited to one skill set so theoretically you could max everything out.

The equipment system is rather impressive. Each piece of armor will show on the character models, whether it be weapons, body armor, gloves, or capes. The system of upgrading a single weapon tends to keep an early level weapon up to par with weapon shops a few cities ahead of you. You can also combine weapons to create more powerful ones and add elemental attacks to them. The only gripe here is they are done at separate vendors instead of at one place. So if you can’t remember a certain ingredient needed you have to run between the two vendors to get it right.

The story is generic. Save the princess is how it starts off. And there’s is one Super Mario moment (”… but the princess is in another castle”) that really invokes a nice facepalm. The character development is somewhat stagnant and hard to believe. The relationship between Leonard and Cisna feels awkward and forced, but I personally believe that the fault could lie in the poor voice acting. I really wish they included the Japanese voice track, maybe then the screaming in vain wouldn’t be so cringe inducing (Think Darth Vader Episode III).  However the creature and monster design is nice. There is a creature with a city on its back and the White Knight itself is very beautifully designed. The landscape throughout the game is done very well and the scale of the game just in setting alone is grand.

There is also an available online mode where you can use your custom made avatar to play with friends on Level-5’s service called Geonet. You can customize a hometown a la Dark Cloud and partake on sidequests co-op with your friends. The option first becomes available once you buy a quest from a guild in town and you reach the world map and it sort of becomes a mini MMO (Yeah I know that’s an oxymoron). Oddly enough some elements of this game are reminiscent of Final Fantasy XI (Provoke, Pentaslam, Skewer, Last Resort) The avatar you create is at the beginning of the game and oddly is included in your party. He or she does not actually play any role whatsoever to the story, it’s just there, doesn’t talk, doesn’t cause anything to happen or change the course of the story in any way. But if you leave the custom character out of your party, which I did, it still levels up as the rest of your party does so you can use it online.

When it all boils down, this generation of gaming consoles has been lacking on the JRPGs, particularly since the higher caliber RPGs have extremely long development cycles.  And due to that, the variety of games has gone down.  While games like Demon’s Souls were good, they were also fleeting. WKC had the potential to be memorable and a great experience but sadly falls flat. Let’s be honest here, a lot of us are just waiting for March 9th, so it probably wasn’t the best idea to draw out the localization process to release the game a month before Final Fantasy XIII. White Knight Chronicles would have been a great thing to have 6 months after it’s Japanese release, not an entire year.

Best of “X-Play’s” 1000th episode

Posted by Daniel Nasserian On February - 3 - 2010

“Twilight: Modern Warfare 2″

Posted by Daniel Nasserian On January - 20 - 2010

This little diddy is was sent to us from G4’s hit show, “X-Play”.

“Batman: Arkham Asylum 2″ announced!

Posted by Eugene Wong On December - 13 - 2009

Yes, it’s true – as I’m sure you’ve already watched the insane trailer above prior to even reading this! “Batman: Arkham Asylum 2″ is indeed in the works and from what’s shown in the trailer, it looks like it could actually be taking place in Gotham City! Holy sh*t, Batman! Read on…

Rocksteady Studios is currently developing what’s expected to be the highly anticipated video game sequel to “Batman: Arkham Asylum”. Warner Bros. Interactive Entertainment announced today that it will be the worldwide publisher of the game. Martin Tremblay, President of Warner Bros. Interactive Entertainment had the following to say:

“We are thrilled to build a global game franchise from ‘Batman: Arkham Asylum,’ which is receiving an incredible response from gamers and Batman fans around the world. Rocksteady has taken Batman to a new level in the video game space and we are committed to delivering a sequel the fans will love.”

Sefton Hill, Game Director for Rocksteady Studios added:

“Getting the opportunity to create ‘Batman: Arkham Asylum’ and seeing its success has been a dream come true for the team. We are honored to create the next chapter in this compelling story and promise to deliver another game worthy of the Dark Knight.”

You can find the official teaser site at ArkhamHasMoved.com.

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First footage from “Tron” video game

Posted by Daniel Nasserian On November - 24 - 2009

This video was emailed to us from Spike TV in preparation for the Video Game awards which will be aired live on December 12, 2009.

“Assassin’s Creed: Director’s Cut” for $5! Seriously.

Posted by Eugene Wong On October - 21 - 2009

Believe it. Steam is currently selling “Assassin’s Creed: Director’s Cut Edition” (PC) for only $5! Get it while it’s hot because we can’t say know how long this deal will really last.

http://store.steampowered.com/app/15100/

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