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Archive for the ‘Project 365’ Category

Project 365 #27: Still clinging (together)

28 Jan

Believe it or not, I’m still holding true to my commitment to play an hour of games every day. I haven’t been able to work on free choice selections, unfortunately, but my job requirements haven’t exactly been onerous. You can check out the latest episode of Active-Time Babble for my thoughts on Atlus’ Radiant Historia. (Spoiler: it’s good!) And then there’s Tactics Ogre….

I’ve hit the point where my character customization choices are starting to have impact. I’ve focused on creating a defensive party with high constitution and a wide spread of evasive skills, and now I’m kind of steamrollering everything in my path. I choose to believe that this isn’t a sign the game’s difficulty has been nerfed, although it has to a certain point; characters no longer level up individually but rather by class, so that once the (for instance) Knight class reaches level 10, all Knights in your party (regardless of tenure) are level 10. No more need to let the game auto-battle through dull training missions between story battles! So, I’m pretty hooked.

I’ve also discovered that there are a handful of story sequences that can only be seen by checking through the Warren Report. It’s so nice to play a game that recognizes my compulsion to poke around in its supplemental bits and reward me for my trouble.

 
 

Project 365 #11: Yeah well

12 Jan

Not surprisingly, my brash assertion that I’d be playing an hour of video games every day this year hasn’t quite panned out as intended. I fell off the wagon over the weekend, since the lady and I were checking out some local gyms and undermining the correlated weight-loss goals by having dinner with a friend. And while I’ve managed to catch up, time-wise, the whole “play a single game to its completion” ambition is well off the rails.

Blame work for that one, though. It’s the second week of the year and I’m already up to my ears in reviews. I muddled through Prinny 2: I’m Not Writing Out the Damn Subtitle. It was a real disappointment. The first game had promise, but Nippon Ichi somehow managed to completely disregard the opportunity to realize said promise via sequel improvements, actually amplifying the flaws of the original game with its follow-up. And, god, that plot and script and voice acting: just awful.

In my dreams, I am forcing the Prinny dev team to play through Donkey Kong Country Returns to see how one goes about making a good, fair, polished, creative, yet altogether challenging platformer. They’re nice dreams.

Next on the slate are Mass Effect 2 on PS3, Radiant Historia, and the English-language copy of Tactics Ogre that showed up on my desk this morning.

I also have been writing some articles, like a piece about how good Super Mario All-Stars could have been. That should make for some amusing conversations next week when I’m at the 3DS press event!

In my free time, I have been browsing the reader comments one articles like these and staring at them in mixed amusement and bemusement.

 
 

Project 365 #5: Blow out the candles and have a piece of cake

06 Jan

My commitment to an hour of gaming each day has held up so far. I haven’t been so good at sticking to just one game at a time, though; as I mentioned on Twitter, I’m something of a poly-game-ist — a pun so terrible no one even replied. Shucks. I’ve been plugging away at Curse of the Crescent Isle a little bit at a time, and I’m enjoying it, but I admit it’s better in small pieces. As fun and inventive as it is, the game has enough quirks and glitches to be frustrating in large doses. Also, my Xbox 360 hard drive ended up crammed to capacity last night, so the game was seriously stuttering and choking until I figured out what was going on — no fault of the game, of course. I blame Crackdown 2 for eating up a sixth of my drive’s space on a game that was basically just Crackdown, except crappy. On the whole, I’d rather play Crescent Isle. Guess that makes it easier to decide which one gets deleted!

I’ve been playing more of The 3rd Birthday in the meantime. It’s supposedly a 10-12 hour game, and I have seven hours on my clock. So I should be about halfway through it, right? Well, no; I’m not even finished with the second of six episodes. I replayed the first mission in several different permutations in order to better grok things like Overdive Kills, weapon customization, the Over Energy system, and the in-game achievements for the sake of my 1UP preview.

Funnily enough, now that I’ve moved along and made significant progress in the second mission, I’m enjoying the game a lot more. I’ve gotten a feel for the flow of combat, the process of taking down enemies with OD Kills (when you see the triangle in the image above, that is your cue to blow up a monster with the power of your brain), the way to game Aya’s special powers by combining mutant DNA, and so on. I’m annoyed by the fanservice, the camera is pretty bad, and I wish the shooting mechanics were more complex — but it’s shaping up to be a much better game than I had originally thought.

Square cheated a little with the second mission, though. The combat scene music is a new rendition of the battle theme from the original Parasite Eve. How could I not love that?

And no, I still haven’t unlocked Aya’s Santa costume. Or any other silly costume, for that matter. I am OK with that.

 
 

Project 365 #1: Off to the Crescent Isle

02 Jan

I didn’t play enough video games last year. This isn’t something people normally lament, but, you know, for me it’s a matter of professionalism. So I’m making a commitment to myself for 2011: to try and play a different game every week (over and above the ones I’m obligated to play for review, I mean). At the very least, I will be attempting to sink an hour into my current project every day, even if I don’t finish.

We’ll see how this actually plays out. You’re welcome to take bets on how long it takes this to flop embarrassingly. My money’s on “three days.”

Anyway, I started Project 365 (as I’m stupidly calling it) with a title very close to my heart, or at least my sense of narcissism: Curse of the Crescent Isle. An Xbox 360 Indie Title, Curse was crafted by a regular on our very own Talking Time forums, one A. Mowery (not his actual online alias). Exciting!

This makes one more creator of cool games who frequent Talking Time. I’m building quite the collection, here.

Mr. Mowery is clearly a man who appreciates the finer points of Super Mario Bros. 2 (the American one), and Curse is more heavily inspired by Mario 2 than any game I’ve ever played. The only other example of such a thing that comes to mind at all is the Noah portion of Bible Adventures, but, uh, this is way better than that. You can see the inspiration right there in the screenshot above — you hop on enemies, grab them, lift them above your head, and chuck them. Pretty straightforward, right?

Well, no; it’s not quite so cut-and-dry as Mario 2. Throwing an enemy at another doesn’t take either one out of the picture; it simply stuns them momentarily. But each enemy has its own attributes when lifted or chucked, meaning that some monsters briefly stun their fellows while others (namely the slime) freeze them indefinitely.

Still, if that’s all there were to Curse, it would be a pleasant but quickly forgettable little game. To be completely honest, it doesn’t play nearly as smoothly as Mario 2. I like the fact that the little king moves like a hybrid of all of Mario 2′s cast (fast like Toad, capable of jumping extended distances like the Princess, etc.), but he controls a little roughly; his jump is a simple arc rather than the more complex parabola you expect from Mario. His edge detection feels a bit off compared to Mario, too, and it’s a little too easy to bump into enemies or fall off edges while rushing in for a jump.

These issues quickly fade away the minute you reach the game’s second level. It’s here that you suddenly realize why the game’s controls are a little weird: the button to lift enemies is different than the button you use to throw enemies because the lift button (X) begins to serve double duty as a special command button, which varies according to the enemy being held. The grey drill guys let you pogo-hop and drill through rocks, Duck Tales-style; the green tentacle dudes let you essential reverse gravity and stick to the ceiling, Metal Storm-style. This greatly expands the king’s repertoire of skills and makes the stiff jumping feel like a trivial issue, because you’re doing so much more than just jumping.

It also turns Curse into something akin to a grand tour of great NES platformers: It looks and plays a lot like Mario 2, with a hero capable of exploiting varied enemy skills like Kirby, and said skills encompass the gamut of 8-bit classics. Even the music is redolent of the best of the NES: The title screen scrolls in to the accompaniment of a Hip Tanaka pastiche (blending tunes redolent of Kid Icarus and Metroid).

Anyway! It’s really quite an enjoyable little game, especially for a buck, I heartily encourage everyone to download a copy. Admittedly, I’m not exactly unbiased here, but I’m genuinely looking forward to tomorrow’s hour with the game. Would this tiny pixellated face lie to you?