Wednesday, 26 June 2013

Vandal Hearts: Flames of Judgement Thoughts


I am a big fan of Strategy RPGs, in fact my favorite game just so happens to be one. SRPGs just seem to have a way of offering me all the things that I want. I get a lot of joy out of creating a fighting force that is customized to my specifications. Creating a long term plan for what I want my team to look like and then gradually seeing that come to fruition is really fun to me. So when I heard about Vandal Hearts: Flames of Judgement, a game that was suggested to me because ever character's stats and proficiencies are directly tied to your actions, I was instantly interested. Of course it's a $15 game from 3 years ago, but I just recently got around to playing through it. Having beaten the game, I thought it was worth taking a look at what it did right and... everything else.

So what does it get right? The first thing that comes to mind is that the battles are all pretty varied. There are a fair number of them for such a cheap game, and very few of them feature the simplistic "kill all enemies / the boss" objective. Even the missions that do have you simply murdering all the baddies almost always have something else to spice things up, often some object on the map that can be interacted with. This can mean a boulder you have to push down a hill, or a flaming brazier you can shove over to block off a path, or a variety of other things. Between those, and all of the treasures scattered across each map, every battle stays pretty fresh. Beyond that, the only other positive thing I can really say about the game is that it's stat system really is quite extensive, offering a ton of potential customization to each character. However... it's not so simple as that.



The unfortunate fact of the matter is that Flames of Judgement is a game with a list of issues a mile long, a list that I couldn't possibly sum up in this post. But ultimately, most of the big issues end up relating back to the stat system in some way. Which is unfortunate, because I've always really liked the whole "your stats grow based on your actions" kind of systems. I think the issue Vandal Hearts: Flames of Judgement faces however is that it just went way overboard. At a guess, I would say that each of your 6 characters have something like 45-50 stats. These include your core stats, your combat stats, your weapon proficiencies and your magic proficiencies. Many of them make perfect sense and are no surprise. Sure, you get better at using swords the more you use them, and melee attacks while your at it. Sure, your MP and magic stats go up the more you cast spells. The combat stats are just silly though. Why do we need a stat the indicates how much damage you do when you move more than 3 squares before attacking? Or when attacking from a higher elevation? More to the point, why do we need to care about these stats increasing?

As I said, the overwhelming depth of this system ends up causing several issues. For me though, I think what really killed it for me was the fact that, each character has so many stats it's hard to get a good impression of how strong they currently are, and how they are progressing. There is no one screen you can look at and see "oh, he has 12 strength, that's pretty good". In fact, each character has a strength, mentality and agility stat, but as far as I can tell they don't actually do anything but indicate the suggested route the player should guide that character along. These stats never change, and within a couple hours of starting the game the character with the second lowest strength was my best physical attacker. Now this may seem like a small issue, but I believe that in a game such as Vandal Hearts, progression is everything. If you can't get a good idea where your characters stand, then your system has failed. These systems work when you have a good idea where you want your character to go, how to get there, and how far along that path you currently are. Vandal Hearts: Flames of Judgement fails to varying degrees in all three areas.


The other big issue to me was simply the game's usability and just the general feel of it. Just about every aspect of the game feels obtuse and lackluster in some way. Sure, I can understand if a $15 title uses still images for it's story scenes. But I don't understand why it takes as long to load some static images as other games take to load entire 3D cities. Why is it that the only time I can save is when in camp, but I have no ability to enter the camp menu myself? Do I really have to fight and win a battle just to save the game? Easily the worst offender in this regard is the game's inventory menu. It's understandable to some degree that it's hard to display so many stats, but it really wouldn't have been that hard to make a more usable menu system. To do just about anything requires you to scroll to a tab within a tab within a tab, then scroll all the way down a menu. Heck, I didn't even know how to equip items until 1/3 of the way into the game because the equipment screen requires you to scroll down to a second screen, but offers no indication that you can do so.

In the end of the day, Vandal Hearts: Flames of Judgement is a game that exudes mediocrity from every pore. I could spend all day typing and still not list every minor issue I take with the game. You'll notice I didn't even mention the game's plot or it's characters, but I've detailed the most offensive issues here. Ultimately it's a game that is at it's best mildly interesting, and at it's worst an obtuse sack of annoying. Much of that is forgivable in a $15 title, but the most grievous issues plaguing the game are as a result of bad decisions and bad design, not because of a lack of budget. I'm glad that I did play the game, however. It's games like Flames of Judgement that we learn the most from - games with a few interesting ideas followed by a massive list of things not to do. With that said though, I wouldn't recommend it if you are looking to y'know, have fun with your video game.

Tuesday, 11 June 2013

E3 2013, Sony Microsoft and Nintendo Impressions

So, E3 is going on, and as always the big news is in the form of the Big 3's conferences. Of course, Nintendo  didn't hold an actual conference, instead opting instead to do another Nintendo Direct, but we will include them anyways. This year's E3 is extra special, because it's the period of hype for the next generation. Information on the next round of consoles (sans the ailing Wii U of course) is just coming to light, people are forming their allegiances, and Microsoft and Sony are fighting tooth and nail to earn said allegiances. It's an exciting time to be a gamer, to be sure. So in honor of E3, I thought I would discuss my thoughts on the the big 3's E3 presence, and my thoughts going forward with the next generation.



Microsoft

If you've been following the information pertaining to the Xbox One, then you know that Microsoft had nothing to lose and everything to gain from E3. Their focus on non-gaming media and their stance on used games and internet requirements turned a lot of people off, at least among the vocal minority. On the whole I would say Microsoft put on a pretty good conference, though. People wanted to see games out of Microsoft, and they got them. Of course many of the games on display were in fact titles that will be available on PC and/or PS4, but people seemed pretty excited for the most part. I can't really claim that anything really caught my attention aside from Project Spark and Titanfall in terms of games, though I'm a fan of the in-built streaming capabilities. We know the PS4 has similar, but I would certainly prefer stream to Twitch (partnered with Microsoft) than Ustream (partnered with Sont). Oh, and there was a rape joke, that was fun.

When all was said and done, I don't really feel that Microsoft came out of their conference too much better of than they were, though. People said they wanted to see games, they saw games, and yet all they were talking about was the elephant who remains in the room, and the $499 price point. I feel like Microsoft tried to just sweep the talk of DRM under the rug and hope games would make people forget, but it doesn't seem to have worked. I think the better approach would have been to subtly show how the online requirements and DRM can work to the player's advantage. Obviously they aren't going to get on stage and discuss all the features everyone is up in arms about, they are there to build hype not draw attention to their detractors. Yet, if I had seen a good reason for an Xbone to be constantly online, then maybe my opinion on the console would change. Instead, we got Smart Glass awkwardly and aggressively shoved in our faces.

I think Microsoft has managed to seal their own fate on this one. As soon as they announced the price point that was all anyone was going to take out of that conference, and it's a doozy. What confuses me the most about the Xbone continues to be the question of demographic. Who is supposed to buy this thing? Microsoft has touted this thing as the one device that will take over your living room, seemingly aimed at everyone. Yet, between used game restrictions, online requirements and a $500 price tag, it seems to me they have managed to alienate every demographic in some way. Sure, it's understandable that packaging a kinect with it will drive the price up, but casual or non-gamers aren't going to buy this thing at that cost. The same is true of college students, whom I assumed was the primary demographic.

I don't know what Microsoft does going forward. It seems to me their only options are to back pedal, and hope they regain enough good will to not be a total disaster. Perhaps the more likely course of action is that they simply stick to their guns and try to stay lean and economical. No doubt regardless of whatever missteps the Xbone will still sell many, many units. If they can maximize their income from every unit, then maybe they can hang on. Either way, it would certainly seem Microsoft has thrown away any chance at the top spot in this generation.



Sony

In truth, Sony didn't need to do much. The advantage was theirs to throw away. All they had to do was show up, not murder any puppies, and be heralded as the great prophets of gen 8. Sony basically did just that, and then some. There were several games on show, including Final Fantasy Versus XIII (rebranded as FFXV) and Kingdom Hearts III, and indie titles like Transistor and Octodad. In truth the games were kind of secondary in this conference, to me any ways. It was predictably a bunch of trailers that didn't say much about the games in question. I will say that I was very impressed that Sony managed to get live demos of both Assassin's Creed IV and Watch Dogs, despite Ubisoft not doing a live demo of said games in their own freaking conference. There was also a first look at gameplay from Bungie's Destiny, which at first didn't do it for me, but as it went on and the RPG features came to light, my interest was piqued.

I think the biggest thing about this conference was the subtle things like the language they used. It seemed to me like every word in Sony's presentation was chosen very carefully, and it went a long way. I loved the referential humor that they knew the people watching the show would get. More to the point though, Sony clearly had been paying extremely close attention to what Microsoft's detractors were saying. Almost point for point, Sony had something to say about every one of the Xbone's weaknesses. Oh, you are obstructive to indie's? Here's 20 minutes of indie games on PS4. You restrict used games? Yea, we don't. They may have well have been shouting "PS4 does what Xbone don't", but instead they were just taking subtle jabs there weren't off-putting, but reassuring.

Then there was the final nail in the coffin. They announced the $399 price point, and it was all over for Microsoft. Not only is the PS4 significantly less restrictive, more powerful, devoid of  major privacy concerns and just more gamer friendly in general, but it's $100 cheaper. That makes a big difference. That means more early adopters, which means more third party developers, which means more exclusives, which is ultimately all that it comes down to. The PS4 even has some small advantage in their Gaikai cloud streaming service, but what that ultimately ends up looking like has yet to be seen. On the whole, it would seem that the PS4 is in a decisive lead some 5 months before either console is released.




Nintendo

It's very strange to me that Nintendo seems so far removed from the competition of late. Ever since the last generation started it's felt like Sony and Microsoft have been duking it out, and Nintendo has been off in the corner doing their own thing. This has never been quite so apparent as with their approach to this year's E3. Sony and Microsoft are battling for supremacy, holding huge 2 hour conferences in E3. Meanwhile, Nintendo's console has been out for 7 months and they put together a 40 minute pre-recorded presentation from the empty 7th floor of their office in Japan. In truth, it really wasn't any different from every other Nintendo Direct that has been put out, except that it happens to have happened during E3.

In that light, I would say that on the whole, the presentation was pretty unsurprising. Every game that was shown was either an already announced (or, at least known to be existing) game, or a highly predictable one (zomg, who would have guessed! Mario Kart, ON THE WII U?!?!?!). Of course there isn't anything wrong with that. Nintendo has subsisted on their first party titles and handhelds for over a decade now. People love their Nintendo franchises. None the less, there is clearly a lot of excitement behind the announcement of the next Super Smash Bros (apparently entitled simply "Super Smash Bros" ?). With games like that, a closer look at Wind Waker HD, and another look at Platinum Games' Wonderful 101 and Bayonetta 2 it seems likely that Wii U sales will begin to pick up.

And then there was "X". The next game from Monolith Soft, the rumored Wii U successor to Xenoblade Chronicles. In truth, I think I'm more excited about this title than any other I have seen from E3 thus far. I mean it's like Xenoblade, but high def, with more awesome mechs, mechs which the player can ride, and it's a more proper RPG. It looks pretty amazing, and is the first Wii U title I have seen that really screams "you need this console. You cannot miss this game". Of course I was always going to grab a Wii U once Zelda games started being released, but X might finally be the first third part core game that really pushes the Wii U into peoples' homes.


Thursday, 6 June 2013

Fire Emblem and Player Choice



So I've been on a bit of a Fire Emblem kick for a while now. A couple of months ago I finally played through Path of Radiance, and following that I made my way through Awakening. More recently, I'm in the middle of re-playing plain old Fire Emblem, the GBA game from 2003. I've found it kind of interesting to look at how the series has evolved over the past 10 years. Of course the series didn't ever leave Japan until 2003, but since then it has picked up significantly more widespread appeal. I can't help but feel like several of the changes made to the series since then were made in the interest of appealing to the new fans rather than the old. So with that said, today I wanted to talk a bit about choosing characters, and why it was better back in the day.

Tuesday, 21 May 2013

Xbox One Reveal

Several months ago Sony revealed their vision of the future with their announcement of the Playstation 4. They talked a lot about semi-interesting social features, weird and wacky things that most people probably won't care about, and how much easier it will be for developers of all kinds to make games for their system. They also showed a decent amount of gameplay footage, real gameplay that was not pre-rendered, including footage from a brand new IP. At the time reactions to Sony's conference was mixed. Some people were optimistic, many were unimpressed. The conclusion that I think a lot of people came to was that we will wait and see what this all means for games.

Today Microsoft held their own conference, and I wanted to talk about my immediate thoughts. Full disclosure: I've owned every Sony console ever released, and none of the Microsoft consoles. While I'm not the Sony fanboy I once was, it would be naive to claim I didn't still have some bias.

Firstly on a superficial level; Microsoft actually showed their console. So we are fully aware now how sleek it is, and how much room it will take up on your shelf next to the equally large Kinect 2.0. Also, it's called the Xbox One. Why? I know laughing at console names has kind of become the thing to do these days, but still... Playstation 4 is safe, it's unimaginative. Xbox One is confusing and doesn't really seem to be based on anything. So what do we call the original Xbox now? The original Xbox? Xbox fat? XLBox? For that matter, what snappy name do we use for this new console? XOne? XBO? XBone? Yea, let's go with XBone. Anyways, I digress.

On the whole, I would say Microsoft's console started out strong--ish. Very quickly I got the impression of a console which transforms your living room. It acts as the gateway to all the media you need, and in this capacity it seems like an intriguing device. However at the same time, it's an embodiment of the ADD society we live in. Being able to instantly flip between media with a voice command is undoubtedly cool. However pressing the input button on my remote isn't particularly troublesome. Being able to open up a secondary application on the side of the screen is quite nifty. However if I'm going to control it with my phone, why not just run said application on my phone to begin with? Not to mention, how do all these media features function if I don't have cable? Or I don't have Xbox live gold? Or Netflix? Or... INTERNET.

After that whole shebang was out of the gate, Microsoft's conference took a real nosedive though. From that point there was little to see other than how awesome sports are, unrelated interviews with Athletes, a Halo TV series, a partnership with the NFL, and gameplay footage of the next (multiplatform) Call of Duty, which wasn't actually gameplay footage. The talk of actual video games was surprisingly minimal, even more so than was the case in Sony's conference. As a result of all of this, a lot of people are decrying the console as nothing but a media box aimed at fratboys and casuals. What's more, it has been confirmed that there will be an activation fee for playing used games. Of course this also comes with the claim that users will be able to trade and sell games through the console, which is intriguing, but the used games thing seems to have caused enough rage that people don't read far enough to see the reselling games bit.

The immediate reaction to this reveal seems to be the internet freaking out, because their favorite console has turned into a media box aimed at frat boys. At first I was right there with this viewpoint, but I don't think I am any more. Sure, the demographic has changed so that I'm not a part of it any more. Dudebros and casuals probably make up the majority of the market these days, so it makes business sense to me. What does being a part of that demographic do for me, anyways? Why do I care if I'm being marketed towards? There will be video games right? Sure, we will certainly see what's up at E3. If anything the biggest problem here is that the demographic that watched this live presentation is likely the core gamers and not the dudebros. Now, the core gamers feel scorned. Sony's stock is apparently soaring, and a significant number of people are leaning towards the PS4 now.

In the end of the day, all I care about are the video games. Sure, Microsoft's presentation didn't do anything for me, but they have to sell their product. In today's market where virtually every title is multi-platform, it's exclusive titles that sell consoles, and I was promised 8 new exclusive IPs at E3. Features are cool. PS4 has features that are aimed at playing video games. XBone has features that are aimed at media consumption and general use. At this point we haven't an inkling as to which box will have the best library of games, and that is ultimately all I care about. Even in terms of usability and features, there is still a lot to be seen. Microsoft's conference was a small disaster, but this battle isn't done by a long shot. The internet just has to remember that the people watching the reveal live are not representative of the other billions of people on the planet.

I do have to admit though. It's incredibly disappointing that the most interesting part of the entire presentation, the segment they used to cap off the entire thing, was about Call of Duty. Which, beyond just being Call of Duty, is a multi-platform title.

Tuesday, 7 May 2013

Fire Emblem Awakening Review


Fire Emblem is a series that I have been a fan of for about a decade now, about as long as it has existed in North America. So you can imagine that I was pretty excited at the prospect of a new title on the 3DS, especially considering Radiant Dawn came out way back in 2007. Fire Emblem is just one of those series that speaks to me, it has interesting characters, tactical combat, immersive worlds, and yet remains a pretty simple product on the surface. Unfortunately I had to wait a couple months after it's North American release to pick up my copy of Awakening, but all is well. I have my copy now, and I'm just about done with it, so I thought I would share my thoughts on the latest installment in the Fire Emblem series.

The first thing that makes this title stand out from the rest of the series is simply the degree of freedom and customization one has over their characters. It's actually somewhat reminiscent of Sacred Stones in this, and also in that you can spend time fighting non-integral battles for experience. Awakening has three main systems for customization. Firstly, every character has a pool of classes that they can change to, and subsequently learn skills from. Each person typically has about 3-5 classes they can access, and it's interesting choosing which classes to spend time in, which skills to pick up. Each character also has 5 total skill slots, giving a pretty high degree of customization per character. Even beyond this though, is the ability to marry characters together. Doing so eventually gives you access to a new character in the form of their child, who inherits potential classes, base stats, stat growths and even a couple skills from their parents. It all combines for a pretty complex system that allows for a lot of long term planning.


While I'm a huge fan of the customization Awakening allows, the unfortunate fact of the matter is that the positives to this game more or less end there. That's not to say everything else about it is terrible, just not quite up to par with the rest of the series, in my opinion. Ironically, the very things that make the game so fun (to me anyways) also have a lot of not so great repercussions. It all comes down to pacing, really. Fire Emblem games typically ferry you immediately from one battle to the next with some storyline in between. In Awakening you can spend hours messing about, grinding baddies, playing DLC, fighting spot pass teams etc. While having all of this extra stuff to do can add a lot of meat to the game, it also completely removes all efforts at pacing. What's more, how you choose to build your army matters a lot less when you have as long as you need to make up for your mistakes and grind your weak characters. If you are like me, you end up so absurdly powerful that the story missions are a joke. Even the story suffers. Goofing off for hours between chapters removes all intensity from the plot. I really cared about what happened to the worlds of Elibe and Tellius, but the story behind Awakening feels really weak, I don't feel engaged in it.

Beyond the actual storyline behind whatever world Awakening takes place in, I feel like the characters themselves suffer a lot from this games open-endedness as well. For one thing, each character being able to re-class into so many different classes really hurts their individuality. In previous titles, a character's class defined who they were. When you can so easily switch a character's class, who they are starts mattering a whole lot less. They stop being a person and start being "Mercenary #3". It doesn't help that graphically, each character is only distinguishable by their head. In their base class they have a unique body, but as soon as they promote that goes away. Every Sage for example, friend or foe, has the same body, which just gets weird. It's especially odd when that body has physical characteristics that the character in question really shouldn't have, or varies drastically from that of their previous class. I personally consider this a much graver sin than any palette swap ever was..


Sadly, the character issues don't end with individuality, either. One other way that Awakening bucks the series' norms is in how it handles support conversations. Often times in the past, each character would only be able to support a handful of other characters. What's more, each character could often only get a limited number of supports. Neither is really the case in Awakening. Characters can support just about anyone else (from their own generation, anyways), and there is no limit to how many supports a character can have. This also ties into the marriage system, in that marriage occurs when two characters reach an S level support. At first this seems like an overwhelmingly good thing. It means support options aren't so restrictive, and each character has an incredible amount of dialogue with which to build their personality and relationships. What's more, Awakening doesn't resort to having pre-canned generic conversations like Radiant Dawn did. However the sad truth is that in the end of the day, the result isn't significantly better.

The problem lies in the fact that each character has precisely one defining characteristic, and the pure volume of writing that has to be done for each possible combination. Seeing how each character would interact with another is occasionally interesting, but after seeing several supports it invariably begins to tread old ground rather quickly. I get it, the mage is studious. The thief likes candy. The archer is a flirt. It would be nice if support conversations dug a little deeper like that, as has been the case in previous games. When it comes to romantic relationships  things aren't any better, either. Because there are so many marriage options, the pairings are often quite unconvincing. I didn't see a single proposal that wasn't painfully contrived. Yet, each support feels like it's leading towards marriage. Even if a character is already wed, anyone else who gets an A support with that character will seem to be blatantly flirting. It's like characters in this universe don't know how to have a friendly relationship with the opposite sex without throwing a ring at them.


In the end of the day, Fire Emblem Awakening is a very odd game to assess. The level of planning and strategy it affords is significantly higher than previous installments. Yet, every other aspect of the game feels significantly more shallow. If there was ever a question that Fire Emblem should stay a linear game, I think Awakening proves the point. Being able to go off the beaten track totally ruins the game's pacing, both in terms of challenge as well as in removing intensity from the plot. Having characters that are so flexible and support conversations that are painfully generic lead to uninteresting characters that lack individuality. What's more, being able to level up at will removes any danger that your characters will ever die. Combined, I found I just didn't really feel like I cared all that much about my characters, or the world for that matter. Even the battles themselves feel less strategic and more like going through the paces. 

Fire Emblem Awakening isn't a bad game, it just isn't good in the same ways that previous titles were. It's not a game about strategic battles, interesting characters and a tense war for power. Those things are there, they just take a back seat. Awakening is all about planning out your characters, watching them become beastly, and then spending $3 on DLC maps that take 20 mins to beat. A part of me wants to see what the game is like on the more absurd difficulty levels; maybe more challenge would solve a lot of the game's problems. A larger part of me feels like I've had my fill of this particular title. It's a quality title, I'm certainly not disappointed to have played it. It just didn't scratch the itches I expected from a Fire Emblem title.