My love for JRPGs, via Tales of Vesperia

Last summer, after much research and poking around, I bought Tales of Vesperia, an action-RPG from publisher Namco Bandai. My reasoning behind the purchase was simple: I hadn’t played a traditional, non-Pokémon JRPG since I started Lunar 2: Eternal Blue two autumns ago, and wanted desperately to see if the current generation of consoles could hack a new, quality take on the genre. After six months of play, I’m still only eleven hours in, but the time I’ve spent so far has satisfied my craving for J-gaming experiences, and helps me remember why I love the genre in the first place.

My love for JRPGs began when I was much younger, after hearing one of my friends raving about Super Mario RPG: Legend of the Seven Stars. Being a lover of all things Mario, I went out of my way to go to Hastings and rent the game, only to be incredibly perplexed by it when I got home. “Where’s the action?” I cried, confused at the isometric perspective used by the game. “Where are the Goombas? Why can’t I jump on anything? This is boring!”

After learning about the game’s mechanics and taking my time to look around, though, I found myself intrigued by this new way to play. The emphasis on talking and learning about the game’s story fascinated me, and I grew to appreciate roaming around the environments and exploring, chatting with townsfolk and discovering hidden treasures. If there’s one thing I love about JRPGs, it’s getting caught up in the game’s universe and imagining the world, places, and characters outside of the main storyline.

From what I’ve played so far, Tales of Vesperia does a good job of world-building, and, after a convoluted start, establishes itself as well as any other JRPG in my “favorites” pile. Vesperia follows Yuri, a cocky ex-soldier from the kingdom of Zaphias’ lower quarter. A magical object used to purify the quarter’s water is stolen, and Yuri must track down the thief before his home becomes unlivable. Along the way, he is joined by almost every hoary JRPG character cliché, including the Princess In Disguise, Mysterious Loaner, and Plucky Kid, though expressive voice-acting and pleasant, conversational writing help keep the eye-rolling to a minimum. While the story is somewhat familiar, at least in the early goings, Tales of Vesperia‘s world has an established and involved backstory, though the game never insists on too much lore. I’m enjoying discovering new towns, as well as each place’s role in the world—always a good sign when I’m playing a JRPG.

Probably my favorite aspect of the story, compared to other, more modern takes on the genre is how simple it is. Tales of Vesperia has a light, pleasant tone to it, and avoids feeling as laborious as seemingly every JRPG released after Final Fantasy VII, with main characters constantly plagued by self-doubt and dark secrets and blah blah blah. Vesperia realizes there will be plenty of time to fill in character details of Yuri and crew over the course of the game, and wisely avoids front-loading its cast with any heavy baggage at the outset. That’s not to say that that everyone is devoid of personality—they’re simply not over-encumbered by so-called “characterization.”

Another aspect of classic JRPGs I love is the combat. True, at its worst, JRPG combat boils down to staid menu selection screens, standing idly by and watching characters take turns hitting each other. Personally, though, I like the pacing change-up in JRPGs, and how different turn-based or active-time systems feel from other game mechanics. Plus, there’s something inherently satisfying about beating a monster about the face and watching the damage numbers pile up.

The Tales series has always eschewed turn-based battles in favor of real-time ones, and Vesperia is no different. Like past games, players control the party on a 2D plane, running back and forth whacking the crap out of enemies with weapons and casting spells called Artes. Vesperia follows the precedent set by the GameCube’s Tales of Symphonia and adds the option to run into and out of the background, changing the angle of the fight while still keeping it 2D. It’s faster than other JRPGs, and gets a bit button-mashy, but Vesperia‘s combat is still more leisurely than other action games, and feels like a welcome change of pace from so much shooting and frantic quick-time events.

In fact, this is my favorite aspect of JRPGs: they feel like a break from most other games. Sure, JPRGs have frustration points that other genres don’t (random battles, experience grinding, etc.), but the moment-to-moment gameplay often feels relaxing for me, like I’m playing the game to unwind, rather than to further tense up. My favorite JRPGs heavily focus on story, with a de-emphasis on gameplay, and I find the differences liberating.

Though it’s more action-packed than the likes of Final Fantasy VI, Tales of Vesperia hangs onto this leisurely feeling, with its tonally-light story and slower-paced gameplay. Indeed, when I first bought it back in July, I played it exclusively on weekend mornings to wake up, getting me acclimated and adjusted to the real world while I met new characters and learned new spells. Sure, that kind of pacing is a terrible way to expediently finish a game, but it’s my preferred method of play by a stretch.

So far, I’ve had a great time with Tales of Vesperia, which hangs on to my favorite JRPG tropes while still creating its own identity. Surely, my affection for the genre comes from a nostalgic place, but Vesperia manages to tap what I love about the genre so much, and for that I’m grateful. They say you can’t go home again, but with Tales of Vesperia, I always feel like I have a room at the inn.

Five for Friday: Handheld Games I Need to Play in 2012

This year, I made five gaming-related New Year’s Resolution for the Bozeman Daily Chronicle, and one of them was to play more handheld games. If I could spare ten minutes to play Angry Birds on my iPhone, I rationalized, surely I can make time this year to catch few more Pokemon, explore more of Castlevania: Order of Ecclesia, or lose myself to a few more rounds of Planet Puzzle League.

Unfortunately, I have a bad habit of leaving my DS games in the seat pocket on airplanes, so my collection is a skosh on the small side. Fortunately for me, there’s an absolute stockpile of quality games already available for the DS, along with the 3DS’s expanding library of games, and the PS Vita looming on the horizon. Here are five games worth making time for this year.

Five portable games I will make time to play this year

5) Mario Kart 7

Mario Kart was one of the first games I bought for my Nintendo 64, and my love for the series has gone strong for the past fifteen years (and cripes, do I feel old typing that). It’s been a while since I’ve had any new experiences in dropping banana peels and power sliding to victory, which is where Mario Kart 7 comes in. Featuring what some reviewers call the strongest track collection to date, Mario Kart 7 graces the 3DS with classic (“klassic”?) kart-racing action, along with a few sprinkles of new gameplay, like the return of coins as speed-boosters, or the addition of gliders and propellers to give karts added movement. Mario Kart‘s gameplay is perfectly suited to three-to-four minute bursts, and Mario Kart 7 looks to be another fine addition to Nintendo’s esteemed racing series.

4) The Legend of Zelda: Spirit Tracks vs. Phantom Hourglass

Not owning a Wii, my life has been cruel and Zelda-less ever since I finished The Wind Waker way back in 2003. Fortunately, Zelda has two lengthy, quality offerings for the DS, giving me an opportunity to quest for the Master Sword and stop Ganon on the go. Two touch screen-controlled Zelda games have been released so far: Phantom Hourglass from 2007, and Spirit Tracks from 2009. Either would feed my Hylian action-adventure fix, but for the purposes of this list, I’m choosing Spirit Tracks–I like the idea of using the train to navigate, even if it does cut down on the series’ signature exploration, and I’d prefer to avoid the much-maligned Temple of the Ocean King from Phantom Hourglass, a timed stage that players must complete after completing each dungeon. Fun stuff.

3) Golden Sun: Dark Dawn

Turn-based JRPGs are some of my favorite games, and Nintendo handhelds generally have a nice repository of quality menu-driven action. Several recent games vyed for a spot on this list, but I’m most excited about Golden Sun: Dark Dawn. Having played through the first game (and completely missed out on the second), I have an attachment for the Golden Sun universe, and for its emphasis on puzzle-solving as well as combat. Dark Dawn carries on its predecessors’ legacy, with multiple Psyenergies to utilize, as well as more elusive Djinn to track down for summoning purposes. I’m not sure if anyone else is excited at the prospect of returning to Camelot’s much-acclaimed GBA series, but I love the idea of having more advenures with Isaac, Mia, and all the rest.

2) Super Mario 3D Land

All of the hype and kind words about this game have driven me this close to purchasing a 3DS, and even now, I’m not so sure that I won’t find myself leaving Target one day, $169.99 poorer and enjoying one of Mario’s best handheld outings in years. The little I’ve played of Super Mario 3D Land feels significantly more tight and precise than I thought the 3DS circle pad could manage, and the 3D effects give the game a unique flavor that I can’t find on other consoles (lacking, as I do, a 3D-capable television set). The other footage I’ve seen looks like a fantastic collection of gameplay tropes from Super Mario Galaxy mixed with the art design from Super Mario Bros. 3, alternating between 2D and 3D space with few hiccups and even fewer complaints. Solid 3D platformers are a rare treat nowadays, and Mario is still the best in the biz at what he does.

1) Radiant Historia

Every once in a while (about three times a week, by my count), gamers who grew up on 16- and 32-bit JRPGs lament their absence from the current gaming climate. “Why don’t they make ‘em like they used to?” we cry, dismayed at the notion that games like The Last Remnant and Nier are expected to carry the mantel established by Dragon Quest, Breath of Fire, and more. Well, now’s the time for me to put up or shut up, because Atlus has given me exactly (and if everything I’ve ready is true exactly exactly) what I’ve asked for. Radiant Historia is a sprite-based 16-bit RPG with turn-based combat and an emphasis on character-interaction and deep, layered storytelling. From its unique, grid-based battle system to its tricky, time-twisting story, Radiant looks to tread an expert balance between nostalgic design and progressive ideas. In his review, Game Informer editor Joe Juba mentioned Radiant Historia in the same breath as Earthbound, Final Fantasy, and Chrono Trigger, saying that anyone who has longed for 16-bit RPGs needs to play this game sooner than later. If I have my way, dear readers, I’ll make it sooner.

Replay Wednesday: Battlefield: Bad Company

If you’ve paid close attention to my post tags, you may have noticed one called “grim shootin’,” which I generally append to games that put on a big ol’ Serious Face under the pretense that it makes the game more fun. Most modern FPS fall under the grim shootin’ banner, which is a shame, because it didn’t always used to be so. Heck, I don’t even have to reach all the way back to the 90’s, when Quake and Doom showed gamers the simple joy of circle-strafing and comically over-large weaponry—I merely have to go back to 2008, when one of my favorite shooters of all time graced store shelves, Battlefield: Bad Company.

Bad Company was Battlefield developer DICE’s first hand at making a Battlefield game specifically for consoles; prior entries were crappy PC ports that failed to capture what made the PC series so popular, or understand what makes shooters work on a console. Bad Company, makes a few choices atypical of modern FPS, several of which dumbfounded critics and audiences back when it was first released, but those quirks combined with the game’s large-scale action give Bad Company a distinctive, enjoyable vibe that I find preferable to nearly every other shooter on the market today.

Unlike previous console Battlefield games (or, as I understand it, Battlefield games in general), Bad Company has an actual, honest-to-goodness single player campaign. You play as Preston Marlowe, a rookie to the Army’s B Company, a division comprised of delinquent troops meant to act as cannon fodder before the “real” soldiers enter. During the middle of an unspecified conflict with the Russians, Marlow and squadmates stumble upon a horde of mercenary gold and, hoping to leave B Company in the filthiest, stinkin’ richest manner they can, strike out to track down the source of the precious bullion.

Bad Company’s story favorably reminds me of every bad 80’s B action movie I’ve ever seen. Characters are given broad, over-the-top personalities, and it’s hard not to warm up to such defined (for an action game) personalities. In addition to Marlowe (who’s more of a blank slate, the better to act as an audience-surrogate), there’s Haggard, an explosion-happy redneck who keeps going on about Truckasaurus Rex; Sweetwater, a neurotic tech specialist with more than a small hint of Steve Buscemi; and Sergent Redford, a no-nonsense CO whose tough-guy attitude and long-suffering demeanor are plucked from so many Police Chief-type characters. Also heard, but unseen, is Mike 1 Juliet, field operator for B Company, whom everyone refers to as Miss July for her attractive-sounding voice. The cast is miles away from the anonymous grunts populating most modern shooters, and give the proceedings a comic, anarchic kick.

Of course, Bad Company does more to stand out than simply act as a haven for broad characters and stolen gold. Bad Company was already deep in development when Call of Duty 4: Modern Warfare altered FPS games forever in November of 2007, and does not follow its now-ubiquitous structure of linear levels and heavily-scripted setpieces. Instead, Bad Company’s campaign plays like a very literal adaptation of classic Battlefield gaming: players are dropped onto a large, expansive map, and must fight their way to the objective using whichever route they choose. Though Bad Company’s tension never becomes as drum-tight as the Modern Warfare series, it’s easy-going exploration is much more befitting of the game’s tone, which is heavy on jokes and light on self-serious military jargon.

Level design isn’t even the biggest way Bad Company divorces itself from other modern shooters. Battlefield employs a respawn system similar to the Vita-Chambers in BioShock, letting players respawn after dying while keeping the mayhem they wreaked before death intact. Simply put, if you shoot two dudes and then kick the bucket, the two dudes you shot stay down after you come back. This effectively neuters the game of any stakes, never causing players to worry about their mortality, but it allows the gameplay to continue uninterrupted, and encourages experimentation with different forms of play.

Perhaps the most distinct element of Bad Company’s gameplay is its emphasis on destructibility, provided by the Frostbite engine (making its first appearance here). Every building in the game can be blown up, with walls and window sills crumbling from rockets or under-barrel grenades. It’s this last element that elevates Bad Company to something special; if a guy is shooting at you from behind cover, remove it with some C4 and move in for the kill. Bad Company distributes explosive ammo frequently and freely throughout the campaign, practically encouraging players to relax, play around, and have fun blowing stuff up real good.

This, in a nutshell, is why I love Bad Company. From the surf guitar music during the loading screen to the constant banter between Haggard, Sweetwater, and Sarge, Bad Company is no less of a lark than the corny, over-the-top 80’s action movies I know and love. This levity of tone and lack of frustration completely hooked me during my junior year of college; I played it for a week straight during break, spending every day casually working my way through the campaign, losing track of time and missing several meals.

Stellar, too, is Bad Company’s multiplayer. Present and accounted for is Conquest, Battlefield’s signature mode involving the capture of control points. Far more satisfying, though, is Bad Company-original Gold Rush (renamed Rush in later, more Serious sequels), with two teams alternating between attacking and defending two crates of gold. If both crates are destroyed, the defending team retreats further into the map to protect another two crates, and the game continues until either a) the attackers destroy all of the gold, or b) the defenders destroy enough attackers. Gold Rush was my obsession for a good six months after I bought a subscription to Xbox Live, and the mode still holds up well today. Incredibly, Bad Company‘s multiplayer runs faster and more-responsively than either of its sequels, with online play practically lag-free and performance feeling buttery-smooth.

I was in a good place when I first played Bad Company, and nostalgia could easily be clouding my judgment regarding Bad Company. Still, I think its structural differences from most modern action games (Vita-Chamber respawns, huge open levels, and massive explosions) make it a must-play for shooter fans looking for a fun, leisurely way to experience Battlefield.

Demo Impressions: Final Fantasy XIII-2

Released after four years of anticipation and marketing hype, Final Fantasy XIII was a controversial entry in Square Enix’s much-beloved RPG series. Many enjoyed its take on combat, mixing old-school design with modern action sensibilities, while others cried foul over its simplistic environments and lack of exploration. Square Enix is looking to put the series back on track with Final Fantasy XIII-2, fixing what didn’t work in the first game while hanging onto what did. I spent some time this weekend with the demo for XIII-2, and so far, the game looks like a pleasant step-up from its previous entry.

The demo starts with two characters tumbling out of a portal into a rain-soaked city: Serah, sister to XIII’s main protagonist, Lightning, and Noel, a young man from the future who bears a passing resemblance to Kingdom Hearts’ Sora. They’re greeted by a large, murderous floating hand, and a boss battle/tutorial ensues. Eventually, a small squadron of Apache helicopters* chase the hand off, leaving Serah and Noel to track it down and defeat it.

From the get-go, Square Enix’s effort to set Final Fantasy XIII-2 apart from its predecessor is palpable. After the tutorial is over, Serah and Noel are dropped into an explorable base camp, complete with shops to browse through and NPCs to chat up. “Okay, you guys want towns?” says the demo. “Fine, here’s a town! There will probably be lots of others in the game!” In truth, I did miss wandering around and conversing with different people, and its inclusion in XIII-2 is a welcome one.

After leaving the base camp, Serah and Noel begin exploring the ruins of an ancient town. The path to the ruins runs off in multiple directions, and feels more like a traditional dungeon than XIII’s overly-linear corridors. I found myself turning off the mini-map and simply exploring the area, bringing back memories of dungeon-crawling just like in the olden days.

Unfortunately, Square Enix decided to put another staple of traditional JRPGs back into XIII-2: random battles. Before, monsters were visible in the overworld, and players decided when to go into combat, if they wanted to go at all. In XIII-2, monsters teleport into the area with little warning, forcing players to stand and fight. At least Serah and Noel have the ability to perform preemptive strikes, giving players an opportunity to get the jump on foes if they’re quick enough.

One of XIII’s highest-praised aspects was its battle system, and most of the mechanics carry over to XIII-2. Players still juggle various strategic options in the form of Paradigms, roles their characters take on during combat—with a few small clicks, you can go from dishing out both weapon and magic damage, to having one character heal while the other defends, to many, many other combinations. For me, the battle system’s fun came from customizing different Paradigms for different situations, and changing Paradigms to respond to the flow of combat.

New to combat is the addition of friendly monsters for support characters. During the course of XIII-2, Serah and Noel come across various creatures they can collect, helping fill additional roles in the party, like the healing Cait Sith or the ice-wielding Nekton. Each monster levels up individually, adding a Pokémon-like catch-and-train aspect.

Graphically, XIII-2 adheres to XIII’s previously high standards, with impressive-looking characters and gorgeous environments, though I thought it was odd how everything had a slight shine to it. Music sounds less like avant garde jazz piano than the previous game, instead possessing more of an electronic tinge. The voice acting is much improved from XIII, with both Serah and Noel sounding much more natural than the overblown performances of characters like Snow or Vanille.

Honestly, I’m a bit blown-away by XIII-2’s demo. While I enjoyed parts of XIII, I didn’t have a tremendous time it, and I wasn’t sure how XIII-2 would win me over. Leave it to Square Enix to exceed my expectations, and address nearly every beef I had with the first game. Final Fantasy XIII-2 is back on my radar, and I’ll be paying close attention to it when it launches on January 31.

Five for Friday: Game franchises that need to come back

Good franchises never die, they just fade away. Or they’re given sequel after sequel until no one cares anymore. Still, I’m always heartened when I hear a preferred game series of mine is receiving new attention, and 2012 is bringing fresh entries to some of my favorite long-dormant franchises, like Tony Hawk’s Pro Skater, Devil May Cry, and SSX. Since resurrecting once-popular franchises seems to be in vogue these days (that doesn’t even count re-imaginings of XCOM, Syndicate, and others), I’d like to posit a few game series in need of resurrection.

Five Gaming Franchises in Need of Revisiting, if I Leave Off Like Three Others Made By Rare

5) Lunar

Lunar is a series of RPGs originally released for the Sega CD, and later ported to the PlayStation. The first game in the series, Lunar: The Silver Star Story, is one of my favorite games, with a strong cast of characters, an engrossing, if familiar story, and a clever, incredibly competent English localization. Lunar: The Silver Star Story did little to move the RPG genre forward (though considering it was based on a game originally released in 1992, this isn’t too surprising), but it did foster a warm, lovingly nostalgic experience for RPG fans like myself, making return to its world a welcome option.

4) Beetle Adventure Racing!

Beetle Adventure Racing!’s title is more self-explanatory than it first appears: you race exclusively using Volkswagen Beetles, and the game emphasizes exploring over simply getting the quickest lap time. The game’s unconventional mix of racing and discovery gave it a unique flavor, and to this day, nothing quite matches the size and scale of BAR!’s courses; each lap takes anywhere from two to four minutes to complete, often with more hidden passages than can fit into three circuits around the track. I wrote a whole piece last year for Gamer’s Guide to Life about why Volkswagen needs to dust this series off, and my hunger for smashing point boxes and snooping for shortcuts hasn’t faded in the slightest.

3) Perfect Dark

The spiritual successor to Goldeneye 007, Perfect Dark saw multiplayer life in my household like few games before or sense. With its future-cool vibe, impressive arsenal of weapons, and impeccable shooting mechanics, Perfect Dark managed to carry Bond’s secret agent mantel while carving out its own identity. Awesome, too, was the multiplayer, improving on Goldeneye by adding customizable weapon packages, AI bots to populate the field, and myriad sliders and options for customizing matches. Played today, Perfect Dark is still a rush, even among other modern shooters. Disregarding the sub-par sequel that Rare released alongside the launch of the Xbox 360, Perfect Dark is one of Rare’s strongest franchises, and I hope they can grant fans with a new entry sometime soon.

2) Jet Force Gemini

Released during the twilight years of the Nintendo 64, Jet Force Gemini is a combination action-platforming game in the same vein as the Ratchet and Clank series: players are given a series of open levels to jump and shoot through with increasingly-creative weapons, along with several sections for backtracking. JFG lacks the polish Ratchet games are known for, but the results are still quite fun—blowing cyborg bugs to high heck with a three-barreled rocket launcher never, ever gets old, and the combination of exploration and heavy artillery is still an appealing one. Ratchet proved that action and platforming make for one hell of a blend, and Rare is missing out by not reviving one of its best forgotten brands.

1) Zone of the Enders

Lord knows if anyone else will buy it, but Zone of the Enders is one of my all-time favorite series in games, and I would welcome a new entry with a fervor generally reserved for seven or nine prodigal sons. ZOE (an abbreviation I have lovingly used since I caught first wind of the game in 2001) is perhaps the most Andrew-specific series in the industry, appealing to both my love of stylish action games and giant robot anime, and excelling in both areas. My favorite part about ZOE is how it feels like playing a Super Robot animation, perfectly capturing the fantastical, frantic, heavily-stylized action I love about the genre. Rumors of a 3DS game have been floating around since last August, and barring another top-down strategy turn for the series, this may be the game that finally prompts me to buy a 3DS.

Replay Wednesday Thursday: Maui Mallard in Cold Shadow

I was a major Disney-phile back during my tender, formative years (similar to how I am now, actually), and it was my good fortune that back in the 90’s, most games based on Disney properties were actually pretty fun. From early gems like Chip and Dale: Rescue Rangers and Ducktales for the NES, to later 16-bit entries like Aladdin, The Lion King, Mickey Mania, Disney games were among the best platformers a boy could want. I’m actually quite saddened to think how Disney’s licensed games have gone from some of the best in the business to some of its most unkind of shovelware, give or take Warren Spector. Seriously, if Disney releases a crappy game adaptation of Wreck-It Ralph*, I will take measures to let Bob Iger know my displeasure, and make him share in it…

Anyway, one Mouse House platformer I owned back in the day was Disney Interactive and Eurocom’s Maui Mallard in Cold Shadow. Maui Mallard starred Donald Duck as a private investigator who works in exotic locales and sports a nifty Hawaiian shirt. Donald (the manual never explicitly states it’s Donald Duck, but come on) is hired by a mysterious woman to… to… well, you know, I’m not sure if I’ve ever known what the story is in Maui Mallard. I think it has something to do with Donald tracking down a stolen artifact before the island he is investigating on goes kablooie, but the plot never operates at a level less than slightly vague.

Ever the versatile duck, Donald utilizes two different skillsets during the course of Maui Mallard. His primary means of attack is a gun that fires bugs, and Donald can collect multiple ammo types and combine them for different effects. His other, even cooler ability is to transform into a blind-folded, staff-wielding ninja, who can swing from statues, as well as dole out bo-infused pain by holding both shoulder buttons. Donald must juggle both his normal and ninja forms through the game’s eight levels, collecting treasure and immersing himself further in the ways of the warrior.

Maui Mallard was developed by Disney Interactive, and is a prime example of the studio’s mastery over colorful, expressive sprites and character animation during the 16-bit era. Donald looks, moves, and generally behaves like his cartoon persona, from the way he jumps to his elaborate amusing idle animations. Nearly everything in the game is equally expressive, from the crisp, elaborate backgrounds to the cartoony, exaggerated enemies, making Maui Mallard a feast for the eyes.

On the audio front, Maui Mallard’s score is provided by Michael Giacchino, a game music composer who eventually moved into the realm of film; among other accomplishments, he provided the score for TV’s Lost, and eventually won an Oscar for his work in Pixar’s Up. The game’s tunes are light but layered, and all sound great, with my favorite being the Eastern-themed level tune for the Ninja Training Ground level. From the lovely sprite-work to the satisfying soundtrack, Maui Mallard’s presentation is a treat.

Which is good, because Maui Mallard’s gameplay is pretty rough, clinging to some of the worst habits of 2D gaming from the 90’s. Jumping is floaty and imprecise, and Donald’s loose and clumsy movements make precise platforming an unnecessary hassle. Entire sections of gameplay are predicated on Donald’s touchy, unreliable pole-swinging mechanic, and the collision detection on certain items and enemies feels less-than-generous. Enemies constantly get in cheap hits, and Maui Mallard’s lax controls tip its challenge level from “tough but fair” to “punishingly broken.” Jacking the difficulty down to Easy helps alleviate the frustration of ninja potshots, but does little to adjust for the sloppy controls.

Playing older games usually elicits one of two responses from me: “They don’t make games like this anymore,” or “I’m glad they don’t make games like this anymore.” I’m not happy admitting it, especially since I remember loving it as a kid, but my recent play-through of Maui Mallard left me feeling the latter. Maui Mallard is worth looking into for Disney curios, but few others will have enough patience to deal with the game’s frequent, infuriating quirks.

If you don’t stand for something…

As you’ve no doubt seen if you’ve tried to access Wikipedia, many sites on the internet are down for today to protest the Stop Online Piracy Act, a piece of legislature that, with its vague wording and harsh countermeasures, could threaten free speech on the internet. Protesting sites include Destructoid, Reddit, and Gamer’s Guide to Life, my primary haven for game writing.

Since I was part of the GGTL blackout decision, I thought it would be appropriate to blackout my own blog as well. After tooling around with WordPress scripts for far too long, though, I haven’t found a good way to close down my page for today. So much for idealism.

Anyway, I’ll compromise by telling you to contact your congressional representative and tell them to say “NO!” to SOPA. Even though the bill is on the retreat, we need to hammer at this thing until it’s gone. Seriously, Lamar Smith, the bill’s originator, is digging in for the long haul, and, at risk of sounding sensational, we need to stand strong against this thing. Consider this your SOPA PSA for the day, and I’ll see you tomorrow.

Review: Rayman Origins

It’s funny to think that perhaps three or four years ago, the 2D platforming genre was all but dead in the water, written off by the mainstream as, at best, throwaway fodder for Xbox Live Arcade or PSN. Over the last few years, though, running from left to right has found its way back into the modern gaming lexicon, with no less than five major platformers released for home consoles since 2009. Joining this new 2D renaissance comes Rayman Origins, a quirky throwback to the limbless wonder’s first release on the original PlayStation. While not my favorite platforming game since the genre came back into vogue, Rayman Origins has more than enough item-collecting, wall-jumping appeal for gamers craving more from the second dimension.

Like many of the best platforming games, Rayman Origins features barely any story at all. A brief cutscene at the beginning weaves a tale of undead grannies, brustish creatures, and missing fairies, but the plot never becomes heavy-handed; in fact, it barely even registers, unless you’re really paying attention (like the talented wordsmiths who managed to eke five paragraphs out of the game’s story on its Wikipedia page). Rayman Origins forgoes plot in lieu of gameplay, and the results feel light, breezy, and carefree as can be.

Rayman’s journeys take him across sixty different levels and five different worlds, each boasting numerous gameplay hooks to tinker with, like Gourmand Land’s ice patches, or the Desert of Didgeridoos’ gusts of wind. In each level, players strive to collect small golden Lums, which free kidnapped Electoons that unlock new stages and help advance Rayman’s progress. Rayman also meets and frees several Nymphs along the way, granting him additional powers, such as running on walls or floating through the air.

I’ve you’ve spent more than ten minutes with a 2D platforming game since the SNES, there’s a good chance you can pick up Rayman Origins with little difficulty. Running, jumping, and using Rayman’s special abilities are smooth and responsive, and Origins plays similar to other strong platforming games recently released. In fact, I thought it played a bit too similarly—though Origins is mechanically solid, and quite fun in its own right, its gameplay never quite clicked for me, and left me feeling I had done it before in other games, and had a better time doing it then.

Perhaps it’s Origins‘ over-emphasis on Lum-collecting, which I found unexciting and overly-simplistic in design. I also grew frustrated by the game grading my level performance and progression based on how many Lums I had collected, which makes about as much sense to me as grading how many coins I collected in a Mario game, or how many bananas I scarfed down in Donkey Kong Country. I’m sure many platforming fans will enjoy perfecting their timing to snag that last Lum before it disappears, but to me, Rayman Origins’ single-minded focus on collecting them felt tedious. With little to offer besides combing every level for every last Lum, I kept wondering, like Peggy Lee, “Is that all there is?”

Where Origins really comes into its own, though, is during its treasure chest levels. Hidden in every zone and unlocked only by collecting enough Electoons, the treasure chest levels are ten stages of the most sadistically-difficult, retry-heavy gameplay this side of Dark Souls. During each stage, Rayman must chase a sentient treasure chest through a series of obstacle course-like areas, staying close to the fleeing chest as platforms collapse, doorways close, and the entire zone becomes hellbent on stopping Rayman from getting his disembodied mitts on the escaping trunk. Treasure chest levels require rote memorization to simply progress, as well as a heaping helping of patience in order to finally succeed. These sections stand much taller than any other area of the game, and are easily Rayman Origins‘ high point; tricky though they are to complete, mastering the timing of each one becomes addicting, and the gratification brought by success is incredible.

Despite its stratospheric level of difficulty, Rayman Origins expertly treads the fine line between “manageable challenge” and “totally unfair.” Origins’ levels are rife with mid-level checkpoints, often saving after each new room or major bout of platforming. Rayman is also given infinite lives to progress through the game, helping tip its hand in the way of experimentation while still remaining a steadfast challenge.

Rayman Origins positively drips with personality, best expressed through its vibrant, eccentric art style. Every asset in the game (or darn near close to it) is hand-drawn, as well as stylized to an extreme bent, giving each area and stage a unique, unteathered vibe. The art direction is particularly gonzo, leaning heavily on grotesque, though often charming, caricatures; broadly speaking, Origins’ look is about as French as French can be, and it’s hard not to appreciate the specificity and love put into how the game looks. The game’s music is pleasing, with jaunty tunes and various bouncy melodies, though none of the tunes stuck with me for longer than the time I spent playing it.

Similar to other platforming games released since the genre’s new wave, Rayman Origins supports up to four-player drop-in/drop-out co-op. Gameplay as precise as Rayman Origins isn’t necessarily conducive to having multiple people, and Origins gets, if anything, even harder when played with a group. Still, co-op is a blast to play, mostly because Rayman Origins offers one of the most comprehensive player-griefing system in all of gaming, practically encouraging gamers to take advantage of Origins’ infinite lives by slapping each other around or throwing other characters headlong into obstacles. It’s not the best option for making progress in the game, but co-op in Rayman Origins is still a ton of fun.

Really, apart from a few small gameplay design decisions, I have almost nothing negative to say about Rayman Origins, except that I found it fun, but ultimately unexciting. I feel almost perturbed; many in the industry have been crowing from the rooftops about Origins since as early as last September, with several listing it as one of their favorites of 2011. I wonder if I’m missing something, if game mechanics possess an appeal I can’t understand, or if I’m simply expecting too much. As it stands, Rayman Origins is a great time, one I would encourage folks to experience, but also one I simply can’t get into it as much as others.

Five for Friday: Most Anticipated Games of 2012

Alright, the New Year is here, and that means we’re through with all of that wistful, backward-glancing, year-in-review stuff. Instead, we’re diving headlong into cynical, speculative, forward-looking articles. Rejoice! Let’s kick off this year in a positive way, by checking out the five upcoming games I’m most excited for.

Top Five Most-Anticipated Games Coming Out In 2012, Of Which Only Two Have Actual, Concrete Release Dates

5) Metal Gear Rising: Revengence

The game title that coined the best, most-nonsensical gaming term since “Metroidvania,” Metal Gear Rising: Revengence (it’s so bad, and I love it) is a sidestep for the series, focusing on wimpy-kid-turned-ninja-badass Raiden. I’ve never been a huge fan of the Metal Gear Solid franchise, mostly because I’m absolutely awful at stealth games, so Revengence‘s new emphasis on hack-y, slash-y, stylish action is a welcome departure for me. Plus, it’s being developed by Platinum Games. Platinum Games! The goodwill I have for Bayonetta alone is enough to convince me to rush out and buy this one, no questions asked.

4) Alan Wake’s American Nightmare

I’ve already discussed how much I love Alan Wake, so the prospect of a follow-up is always welcome. Unfortunately, I haven’t actually finished Alan Wake yet, and because of my efforts to avoid any plot-related spoilers, I don’t know a whole heck of a lot about American Nightmare. Based on the trailer shown at the Spike VGAs, though, I can make a few educated guesses. American Nightmare looks to take place in the American Southwest, inside an episode of Night Springs, a television program that protagonist Alan Wake used to write for. In addition to combating the darkness now teeming through his new surroundings, Wake must contend with Mr. Scratch, a live-action mad man claiming to be his double. American Nightmare will be part of Xbox Live Arcade’s House Party promotion starting on February 15, which means I have some serious catching-up to do before Wake’s return to gaming.

3) Tony Hawk’s Pro Skater HD

Tony Hawk suffered probably the most painful, easily-followed journey from riches to rags in gaming history, going from universally acclaimed (Tony Hawk’s Pro Skater 2) to universally reviled (Tony Hawk Ride) in the span of eight short years. After taking a year off, the Birdman is back, and returning to his roots. THPS HD is a download-only XBLA and PSN game, and an attempt to recapture what fans loved about the series (fun, tight skating mechanics) while getting rid of what they didn’t (content-bloat; skateboard peripheral; Bam Margera; etc.). I spent entirely too much of my youth perfecting virtual kickflips and finding hidden tapes, and the prospect of doing it again in HD greatly excites me.

2) The Last of Us

Yet another reveal at the Spike VGAs, The Last of Us is the newest original game from Naughty Dog, who, after three stellar Uncharted entries, could convince me to buy an up-resed version ET for the Atari 2600 if they claimed they developed it. Little is known about The Last of Us, but the trailer’s choice to focus on character interaction rather than straight-up zombie shootin’ is a telling one; besides, Naughty Dog knows a thing or three about how to create compelling characters, and I see no reason for them to stop now. With luck, The Last of Us will do for post-apocalyptic zombie games what Uncharted did for action-adventure games.

1) SSX

When SSX first premiered last year under the subtitle Deadly Descents, I was worried; gone were the whimsical, Uber-tricking antics that made SSX Tricky and SSX 3 so gargantuan and fun, and in their stead was a new, grim tone, more befitting of Call of Duty: Black Ops than Cool Boarders. Since then, EA has released a bevy of new screenshots, trailers, and gameplay showing that, yeah, SSX will be just fine. Demonstrating the same over-the-top flair as previous entries while adding new elements like wing suits and the brand new Survive It mode, SSX is back to show the Shawn Whites and Stokeds of this generation how snowboarding games are supposed to play. February 28 cannot come soon enough.

Replay Wednesday: Star Wars Rogue Squadron II: Rogue Leader

November 18, 2001. After months of anticipation and fevered desire, I was finally about to lay my hands on Nintendo’s newest home console, the GameCube. I remember explicitly telling my mom to take me to K-Mart; I didn’t want my precious system to be sold out, so I figured it would be safest to look in a place where no one regularly shops (ohhhh!). My savings had grown to a staggering three hundred dollars, and for my troubles, I picked up the ‘Cube, a 59-block memory card, an extra controller, and one of the best launch titles my 14-year-old self could have asked for—Star Wars Rogue Squadron II: Rogue Leader.

Developed by recently-deceased developer Factor 5, Rogue Leader was the sequel to one of my favorite games for the Nintendo 64, Star Wars Rogue Squadron. Star Wars was one of my early passions, and vehicle-focused games based on the license were some of my favorites; at one point, I rented Shadows of the Empire specifically to play the opening sequence on Hoth. Rogue Squadron was one of my most-loved and -played Nintendo 64 games, letting me control Luke Skywalker as he piloted various implements of flying laser-fire across fifteen missions (plus three extra).

Rogue Leader featured fewer missions than its predecessor (eleven total, with five bonus levels), but adhered closer to the movies, in many cases borrowing actual dialogue and musical cues from the Original Trilogy. The graphics were given a notable bump from the N64, adding to the presentation, and the GameCube hardware allowed for more gameplay options, like full 360-degree space battles, or a greater number of enemy fighters clogging the screen at once. Factor 5 also included the ability to swap crafts during missions, allowing me to begin a mission as an X-Wing, then transition to a Snow Speeder to fend off Imperial walkers.

Rogue Leader’s controls are significantly more responsive than its predecessor, but both games play almost identically. During the course of each mission, players are tasked with completing various objectives, often of the blow-up-this-thing or protect-that-guy variety. Rogue Leader offers a few variations; in one mission, players must steal a Lambda-class shuttle from an Imperial base, and great stretches of the Battle of Endor mission simply focus on survival.

After each mission, players are awarded medals based on their performance in each mission, graded on points like accuracy, enemies destroyed, and time it took to complete each mission. Most of the replay value in Rogue Leader comes from earning these medals, which help unlock bonus stages. Bronze and silver can be pretty easy, but earning gold medals often requires a thorough understanding of exactly where to go, what to shoot, and how many shots to do it in. Playing through every mission in Rogue Leader can take as little as three hours; earning a gold medal on every mission can easily take around thirty.

Masochistic as I was, I earned a gold medal on every single mission in the original Rogue Squadron, though I had help: a code for infinite lives, which I got from an issue of Nintendo Power. Rogue Leader offers no such advantage—one requirement for gold medals is losing as few ships as possible, or none at all. As such, I was unable to achieve gold on each mission, though I did get as far as two-thirds.

Today, Rogue Leader holds up reasonably well. Missions are challenging, but enjoyable to complete, and the thrill of gunning down TIE Fighters still resonates after all this time. Some of the GameCube limitations are starting to show through, though. Back in 2001, I was blown away by how close to the movies Rogue Leader looked, but the Cube’s weird, flat way of displaying textures is more prominent than ever, and the MIDI music is less than pleasing to the ears, though I do like how it reacts to the action at hand. Also, I’m not sure if I would ever have the patience to try to earn 100% gold medals nowadays, as the commitment required to learn the ins and outs of each level is simply too great.

Still, Rogue Leader remains fun ten years after its initial launch, and is one of my favorite games based on the Star Wars license. Sadly, Factor 5 was forced to close its doors after the massive flop of Lair, their sub-par PlayStation 3 launch title, so the likelihood of seeing additional Rogue Squadron games is pretty sparse. I would still like to see the series return, though, if only to give the Death Star trench just one more run, for old time’s sake.

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