At last, we have finished our great quest. The Kingdom of Gallowmere is safe from the evil clutches of Zarok and his undead army. Despite living life as a charlatan and fraud, utter incapable of defending himself, let alone his realm, Sir Daniel Fortesque has finally "lived" up to the legend, accomplishing in death what he failed to do in life.
Join us in recounting once more the ending of this epic adventure.
Showing posts with label HD remake. Show all posts
Showing posts with label HD remake. Show all posts
Sunday, December 1, 2019
Sunday, November 17, 2019
You're All Bones - Medievil (PS4) - Part 3
Our bonely friend Sir Daniel Fortesque needs our help in his quest to rid the Kingdom of Gallowmere of the evil sorcerer Zarok. And as valiant heroes in our own right, who are we to refuse the call?
And where we are, things are looking positively eldritch.
And where we are, things are looking positively eldritch.
Sunday, November 10, 2019
You're All Bones! - Medievil (PS4) - Part 2
Sir Daniel, why are you turning all of your enemies into Roast Chicken!? Oh wait, it's because you're all bones!
Today, in our journey across Gallowmere, we encounter several powerful foes on our way through some of the best and worst Zarok has to offer.
Today, in our journey across Gallowmere, we encounter several powerful foes on our way through some of the best and worst Zarok has to offer.
Wednesday, November 6, 2019
You're All Bones! - MediEvil (PS4) - Part 1
Though the spooky season has wound down, there's still plenty of time for Fall Frights. In that spirit, I feel it is appropriate to play a game that Sony has opted to resurrect from my childhood. While not the best, it was a franchise that heavily appealed to me in many ways.
Let us join my friend, Sir Daniel Fortesque on his quest to save Gallowmere in the 2019 remake of MediEvil.
(This is a remake of a game I wrote about years ago, in case you were interested.)
Let us join my friend, Sir Daniel Fortesque on his quest to save Gallowmere in the 2019 remake of MediEvil.
(This is a remake of a game I wrote about years ago, in case you were interested.)
Saturday, August 2, 2014
Impressions #10: Kingdom Hearts: Final Mix
The fact
the I am a fan of the Kingdom Hearts franchise is not much of a
secret. Even after my critiques of the series, I still find myself
coming back to it over and over again. When I found a copy of Kingdom
Hearts HD 1.5: ReMIX for $19.99, I just had to make the purchase.
Having spent much of my free time with Kingdom Hearts: Final Mix in
particular, thoughts on the game are gathering in the back of my
mind. Before I start, I would like to warn readers that I write this
assuming you are already familiar with Kingdom Hearts, and have at
least played the original release of the game. With that said....
When I
started my latest playthrough of the game, I noticed that the Final
Mix version of the original Kingdom Hearts changed the initial
choices of difficulty. While the first version had only two choices:
Normal and Expert, the Final Mix had three options. They were Final
Mix: Beginner, Normal, and Final Mix: Proud. Having played Kingdom
Hearts many times in the past, I decided to bring in some challenge
by tackling the Proud difficulty. This became a choice I would regret
at first, because the initial levels in the game are fairly brutal
without Guard or Dodge Roll. Once the game opened up a bit, unlocking
some magic and abilities, I changed my mind. On Final Mix: Proud, the
game becomes much more about timing and positioning. If the player
leaves an opening, the enemy will capitalize on it. On Normal mode,
attacks do not inflict enough damage to be very worrying. Proud Mode
is a different story. Foes can easily take out half of Sora's health
with a single blow. As a result, I found myself utilizing magic and
items a lot more than previous playthroughs of Kingdom Hearts, where
I would mostly just attack, using Cure for healing. It added to the
game in a way that I would have never anticipated.
Another
thing I should mention are the scenes they added to the game's main
story. Most of them detail Riku's involvement with the plot. None of
the added scenes are absolutely essential to understanding the story.
However, they do add a nice context to Riku's character and how it
evolves over the course of the game. With these scenes, it is much
easier to understand exactly why Riku joined up with Maleficent, and
how she convinced him to work with her. Also, when Ansem takes over
Riku's body towards the end of the game, the extra scenes help
explain how he ends up on the other side of the door to Kingdom
Hearts along side King Mickey. None of this is necessary for the plot
to make sense, but it is nice to have the game explicitly answer
these questions.
Aside
from that, the story to the original Kingdom Hearts is all here, and
it is as Simple and Clean as it was back then. The first game
excelled at telling a simple, Disney-style story. It talks about
friendship, heart, and the duality between light and darkness such
that anyone in its E for Everyone demographic can understand. While
later entries in the series will delve into the more complicated,
Final Fantasy-esque storytelling, Kingdom Hearts started out
differently, and the writing was better for it.
On a
core level, this is the same Kingdom Hearts that I fell in love with
way back in 2002. The combat feels grounded. I would not call it
“realistic”, but it has a sense of plausibility that later games
in the franchise did not quite recapture for me. Even today, the
gameplay holds up extremely well. Hit detection is solid and the
player has a lot of feedback with regards to when something takes
damage or when an attack gets parried.
Having
said that, there is key difference that I made a note of. In the
original game, when Sora uses a technique like Ars Arcanum or Sonic
Blade, he is invincible during both the initial attack and during all
of the follow ups. In Final Mix, I noticed that during the follow-ups
of either Ars Arcanum or Ragnarok, Sora is open to attacks, making
both moves less useful overall compared to Sonic Blade or Strike
Raid. I am not sure whether or not I appreciate that change. On one
hand, the two moves are not as good as they used to be. On the other
hand, not only were they overpowered to begin with, but their reduced
effectiveness encouraged me to use other techniques instead. With the
addition of new abilities and adjusted level up charts to accommodate
them, the game feels fresh even for people who have already played
Kingdom Hearts before.
Other
notable changes help to bring the game into the modern age. In the
original Kingdom Hearts, players needed to scroll down through the
attack menu in order to select the contextual commands. The HD
version of the Final Mix changes that by mapping them all to the
triangle button in much the same way that Reaction Commands work in
Kingdom Hearts 2. Follow-up attacks from Keyblade Techniques are also
handled this way. Further, at the start of the game, players can
choose to either stick with the shoulder button camera controls from
the original game, or change it to the right-analog stick. When I saw
the prompt, I personally switched it the the right stick as fast as I
possibly could. These are both really nice convenience changes that
improve upon the game by bringing it into the current gen. Shoulder
button camera controls have always had issues, like their limited
axis of effectiveness and general unwieldiness. Purists might be
turned off, but I welcome the additions.
Kingdom
Hearts always had a knack for looking good, even back in the PS2 era.
Because of the game's use of bold colors and a stylized, cartoonish
look, the game visually withstood the test of time. With the HD
treatment, this is even more true. Everything looks fantastic with
the higher resolution. However, given that this is still a PS2-era
game, there are some noticeable graphical hiccups that games from
that system were known for. For example, they did not have the
technical ability to render a character's high detail face outside of
cutscenes. When in gameplay, and even in some cutscenes, the faces on
the characters are noticeably of lesser quality. As a port of a PS2
game, this is to be expected. Unfortunately, sometimes the higher
resolution works against the game in this case. When uprezzing some
of the textures for the character models, there are a few isolated
cases where there is noticeable pixelation on them. Thankfully, it is
no where near as bad as when Final Fantasy X-2 HD, where most
character models had that issue. I only noticed in a few small,
highly isolated cases. The pixelation is only a blemish on an
otherwise highly polished piece of art.
Overall,
Kingdom Hearts: Final Mix alone is well worth the asking price for
the 1.5 ReMIX. As of the time of writing, I have yet to complete the
boss fight against Unknown that was added to the Final Mix. I do not
feel leveled enough to be able to fight him on Proud mode and right
now I want to take a break from the game. I also do not currently
feel compelled to play through Re: Chain of Memories. When it came
out on the PS2, I purchased it and completed it 100%. As fun as that
was, I do not feel like I want to do it again after doing it on both
the GBA and the PS2. Nonetheless, I am extremely eager to purchase
and play through the 2.5 ReMIX when it is released.
Friday, May 2, 2014
Impressions #4: Final Fantasy X-2 HD
Of
course, after playing Final Fantasy X, I just had to jump into the
other game in the HD collection. Final Fantasy X-2 presents an
interesting time in the history of the Final Fantasy series. This
game was the very first in the main franchise to be a “true”
sequel. Up until its release, each main installment of the Final
Fantasy series took place in an entirely different world with an
brand new cast of characters. Final Fantasy X-2 changed that by
taking place in the world of Spira two after years of Final Fantasy
X, and even had one of the game's two leading characters reprise her
role as protagonist. For better or worse, this is the game that
helped pave the way for the Final Fantasy XIII sub-franchise. Having
played through more than half of the game at this point, I have quite
a bit to say about it.
One of
the things I love most about Final Fantasy X-2, and was preserved in
the HD release, was the revival of the ATB system from prior games.
Though FFX's turn-based combat was still very solid even by modern
standards, I vastly prefer the combat in Final Fantasy X-2. I have
said, and will always say, that Final Fantasy X-2 represents the
pinnacle of the ATB combat system. The ATB allows combat to have the
strategy of a turn-based game, but with the real-time mechanics.
Enemies and allies make move in real-time, with various gauges
representing when they can make their moves. This gives the overall
impression of more of a brawl between two parties than a tightly
structured, “line-up” battle, which really adds to the game's
verisimilitude.
While
the ATB system was good, it is not the reason I like X-2 as much as I
do. No, that reason is the Dressphere system. One of the main
conceits in Final Fantasy X-2 is that the three party members have
devices called Garment Grids that allow them to utilize special
spheres called “Dresspheres” to change classes. Though this is
similar to previous Job Class systems like in Final Fantasy III, V,
and Tactics, it is fundamentally different. In previous games,
players had to select classes before battle. FFX-2 allowed the three
characters to class change in the middle of combat. Players can
choose to assign different Garment Grids to the character and the
positions of the Dresspheres in the grid. At any time, the girls can
change to a Dressphere that is adjacent to their current one on the
grid. The character will immediately switch classes in a Sailor
Moon-inspired transformation sequence. This allows players to react
to changing situations on the fly by switching to a Dressphere that
is more advantageous to the current situation. The sheer freedom this
system offers in combat feels a lot cooler than the turn-based combat
of the previous game.
Character
advancement also works in ways similar to older Job Class systems.
Though the main party levels up as they would in a typical RPG, they
do not learn abilities in the same way. As they use skills and
dispatch enemies in battle, they gain AP which is used to learn
skills for the currently equipped Dressphere. (The game presents a
list of skills a given Dressphere can learn, and players can choose,
within limits, which one to allocate future AP to.) This gives
players the ability to truly customize their battle tactics and have
each player character specialize in Dresspheres of their choice.
Combined with the ability to change Dressphere's mid-battle and the
revamped ATB system, Final Fantasy X-2 was a delight to play because
it truly gave players freedom to do as they pleased.
This
new-found focus on player freedom seems to have affected the
storyline in Final Fantasy X-2 as well. Though the story will
generally follow a similar course and reach the same final boss no
matter what the player does, players are encouraged to explore the
world at their own pace. The game expressly marks which areas in the
game absolutely needed to be completed to advance the plot, but
players are encouraged from the get go to put them off for a bit to
explore and look for side-content. Further, some scenarios and
situations will play out very differently depending on the things
players choose both to do and not to do. It is a very reactive game
at its core, both in the way players choose to develop their
characters and in the way it gives players options.
One of
the more contentious points of Final Fantasy X-2 is the overall tone
of the story. Compared to its predecessor, the tone of this game is
much more lighthearted. The female lead from FFX, Yuna, takes center
stage as the protagonist along with her cousin Rikku, who also in the
original party with her. Joining them is a new character named Paine.
The fact that all three characters are female gives the game a
distinct “Charlie's Angels” feel. Some people may be put off by
the games “cutesy”-er nature compared to other Final Fantasy
games, but those who are not can find plenty to enjoy here, despite a
fairly mediocre overall plot. It is fairly campy and does not take
itself all too seriously, which in my opinion improved the
experience. I can see where people has a problem with it, but I
personally did not mind.
As with
the HD version of Final Fantasy X, Final Fantasy X-2 brings the extra
content from the International version with it. However, unlike the
case with its predecessor's Expert Sphere Grid, the content does not
change the game in a very fundamental way. The game adds a few new
dresspheres, the Festivalist and the Psychic. These both add some new
and interesting skills to the overall skillset, but they are hardly
game-changing and could be safely ignored by most players. Nothing
particularly ground-breaking, but still a nice addition.
The
other new feature brought into the game is the new Monster Capture
mechanic. By completing certain main story events and participating
in Monster Arena tournaments, players can earn “Monster Pods”,
which can be use to capture monsters and event some human NPCs to use
in combat. Once a pod has been obtained, the player can lay them down
in specific areas to catch monsters. S-size pods capture small
monsters, while M- and L-sized pods capture medium and large monsters
respectively. Once captured, monsters can be swapped into the party
in the place of one or more of the three main characters. A small
monster only needs to replace one member, a medium will replace two
and a large will replace all three. Players do not have direct
control over a monsters action, but they can control a monster's
moral. High moral will make them act more aggressively and low morale
will cause them to be more defensive.
Monsters
will level up just as a normal party member would, but only if they
participate in battle. They can be further developed by feeding
accessories to them to boost stats and learn abilities. Abilities can
also be learned by monsters Blue Magic-style, where getting hit by
certain abilities will teach them their own variant of it if they
have one. Because of these limitations, it is highly unlikely that
most players will even take notice of or use this feature. When a
party member is replaced by a monster in battle, they do not gain
experience or AP towards their equipped dressphere. This gives the
player little incentive to utilize monsters. After all, every battle
that a monster fights is one that a party member is not gaining
anything from. Since the dresspheres offer enough variety in the way
party growth/development can occur, there are almost no reasons for
players to even think about using creatures. There is a “Monster
Arena” that players are told can be used to test their creatures'
abilities. However, since the main three protagonists can fight in
there as well, monsters will still get neglected. It is extremely
bizarre because I honestly cannot think of much of a reason why
anyone would use them.
Lastly,
it would be criminal to talk about an HD release without touching on
the updated graphics. The HD update seems to be even worse here than
in the HD release of Final Fantasy X. It is truly bizarre to see such
low-resolution models and movements of many of the NPCs juxtaposed on
this otherwise higher-res environment. The main character models
fair a bit better since they have more detailed models that were
easier to up-res. However, since most characters in the game are
minor characters, it is easy to notice the lower resolution compared
to Final Fantasy X HD. I am normally not a graphics snob, it would
have been nice to do more of a touch up here because of how obvious
and jarring the problem is.
Ultimately,
Final Fantasy X-2 is a hard game to recommend. While I would say that
it certainly plays better than most games in the franchise, the story
is divisive. Further, it requires some knowledge of the previous game
to truly understand the significance of many of the events of the
game. People who dislike the new, extremely lighthearted tone of the
plot might also have trouble getting into the game. Still, there is a
lot in the game for people who do like Final Fantasy, or at least did
during the PS2-era. The value here is extremely subjective, but I
would say it is worth trying out at least.
Friday, April 18, 2014
Impressions #3: Final Fantasy X HD
As a
Final Fantasy fan, it would be against the law for me not to buy the
HD remake of Final Fantasy X and X-2. Final Fantasy X in particular
holds great significance to me. It was the game the introduced me to
the RPG genre way back when it was released in 2001. Sure, I had
played demos of other RPGs before on those old PS1 demo discs, but
this was the game that cemented what would grow into a great love for
the genre. With that in mind, I was eager to see both what additions
the International release brought on, since that content was added to
the HD version. Also, I was curious as to how the game holds up in
the context of modern game design.
One of
the most striking changes the International version of the game added
was the new Expert Sphere Grid. As most people know, in all versions
of Final Fantasy X, character development is handled by the Sphere
Grid. Characters gain “Sphere Levels” by participating in battles
and acquiring AP. With Sphere Levels, they can advance along the
grid, spending Spheres in order to increase stats and acquire new
abilities. The Sphere Grid that most Final Fantasy X players are
familiar with in the “Standard” Sphere Grid that came with the
North American release. While that grid is still in the International
(and, by extension, the HD) release, the option exists to switch to a
new “Expert” Sphere Grid at the start of the game. This grid
allows for significantly more customization of the cast.
A
problem with the Standard Sphere Grid everyone is familiar with is
that it basically partitions the grid evenly between all the
character, dividing them into very distinct character archetypes. It
was less of a grid and more like a series of corridors, where each
character had their own to traverse. Though it was technically
possible for characters to go into other characters' sections of the
grid, that would be rare and mostly occur towards the end of the game
when players had high level Key Spheres to break the locks separating
them. Each character would mostly stick to their defined roles.
While
the cast still have their own classes in the Expert Sphere Grid,
there are gray areas where some paths along the grid intersect. As an
example, Lulu's and Yuna's paths in the Expert Sphere Grid frequently
have points where the ladies can encroach on each others sections.
This means that Yuna can gain a bit of Black Magic and Lulu can gain
a bit of White Magic while they both still generally stay on their
main paths. (In my current playthrough, Yuna currently has all first
and second level elemental spells.) The physical fighters also have
similar intersections along their grid paths, which leads to them all
being able to visit and borrow from each other as much as the player
wants/needs.
I
personally like this a lot better as this seems to really utilize the
full potential of the concept of the Sphere Grid. While the Standard
Sphere Grid might as well have been a standard leveling system for
all of the customization it allowed players, the Expert version
delivers on the promise of using a grid to let players more strongly
control how characters develop. However, it exacerbates the problem
in vanilla Final Fantasy X where Kimahri was the most useless
character by far. In the Standard Sphere Grid, Kimarhi's section is
the center of the grid. His gimmick is that the starting points for
all other characters Sphere Grids are right next to his and blocked
by low-level locks. Therefore, he can gain the skills and assume the
role of another character. However, in a game where every character
is a specialist against a specific enemy type, this is not all the
useful. With the extra customizability found in the Expert Sphere
Grid, Kimahri's gimmick is even more useless.
Another
minor addition was the addition of new “Distill” abilities. Like
the “Distiller” items in vanilla Final Fantasy X, these skills
force an enemy hit with them to drop a specific type of sphere. (For
example, “Distill Power” forces an enemy to drop Power Spheres.)
These skill cost 1MP, so they are inexpensive to use. New weapons
found in the game are also imbued the the property to inflict Distill
statuses on the enemy. This helps players better control the spheres
that are dropped by enemies. This does not help much in the late
game, since spheres of all types are very common. However, this is a
great help in the early game, where specific sphere drops can be
more/less scarce depending on how far the player is in the game.
Surprisingly
enough, Final Fantasy X holds up surprisingly well, despite some
clearly dated game design principals. I think part of the reason for
this may be that while modern Final Fantasy games seem to be aiming
for a more action-oriented, cinematic style of combat, this one is
purely a turn-based game. I do not mean to imply that real-time
combat systems are intrinsically bad. (I will defend the battle
systems for Final Fantasy XIII, XIII-2, and Lightning Returns.)
Rather, that a purely turn-based game in the context of modern RPGs
is a refreshing change of pace.
One of
the things that was best about Final Fantasy X was that players can
switch between members of the party at any time, even during battle.
This means that if the player finds that another party member would
be better suited to a particular enemy, they can swap them in to
better fight them. Thanks to the way combat works, this is necessary.
With the exception of Kimarhi, every character has a set of foes
that they are uniquely suited to fighting: Tidus can handle agile
enemies. Wakka can take down flying enemies with his magic soccer
ball. Lulu can dispatch elementals and flans. Yuna's summons can take
on large, tough foes. Auron excels against armored monsters. And
lastly, Rikku can easily disable machines. The fact that every
character has specializes in taking down specific enemies helps to
sell that every party member is necessary in order to complete the
journey to Zanarkand. It is a nice, small touch that adds to the
game.
However,
there are negatives aspects of the game as well. One of the biggest
complaints that I have regarding Final Fantasy X are the Cloisters of
Trials. In the world of Spira, summoners acquire new summons, or
Aeons as they are called in game, by praying to the fayth, souls
trapped in stone. There is a temple for every fayth. In order to
reach the fayth of a temple, the summoner must attempt the Cloister
of Trials to get to their chamber. (These are mostly mandatory and
required by the story.) Each Cloister takes the form of an annoying
puzzle that both halts the flow of the game and wastes a large
portion of the players time. Usually, the puzzles are pretty easy to
solve. Unfortunately, they are usually so slow to solve because of
the number of steps involved in the solution. Virtually every one of
these puzzles feel unnecessary and halts the flow of the game.
As for
the HD graphical upgrade, it is interesting to behold. Although it is
certainly pretty, it seems incomplete in a way. Though the major
characters have very nice models, the secondary case and the town
NPCs all still use fairly low-resolution models. Since the
environments have also received a nice upgrade, this makes all the
minor characters stand out for the wrong reason. There are also some
interesting results obtained from the HD upgrade. As an example,
Yuna's model in particular makes her look surprised at everything,
thanks to the wideness of her eyes. Also despite the new visuals, the
game makes it clear that it is a PS2 game at its core because of the
way the characters move on screen. This is not surprising, given that
it is just a visual update. Overall, the game looks really good.
As of
the time of writing, I have not yet finished the pilgrimage to
Zanarkand. Because of this, I have not yet fought many of the new
bosses like Penance or the Dark Aeons. Perhaps when I have finished a
more through playthrough of Final Fantasy X HD, I will write an
addendum piece to this describing any further thoughts I might have
on new content. However, I do not hold me to that as I might change
my mind. Based on what I have seen though, there is enough here for
both old fans of Final Fantasy X and JRPG fans who never played the
original game to give it a shot.
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