An old house is sold, and my articles are packaged and shipped to me from Minnesota out to Colorado. Boxes wallpaper most of my basement and my garage. Even a short lifetime of accumulation can easily overwhelm any storage space. I start with the kitchen supplies and linens, but soon have made my way to the boxes filled with video games. There are half a dozen of them, a few with incredibly rare Saturn and Neo Geo Pocket titles, while most is shovel ware for the PS2 and Dreamcast that I never got around to playing. The first box I open has perhaps the most pleasant surprises:
It’s mostly portable games (which has always been my favorite way to play games). The PSP might be my favorite system of all time (so what if it’s all rereleases of Playstation games? They’re still the definitive versions), and the first three games I find are some of the fondest memories I have with any system:
Most of the games that I find I have played at one time or another. However there are a few that I meant to get to which I was never able:
The last two are both unique handheld Ogre Battle battle games. The first is Tactic Ogre for the GBA, a game that I did play when I was 14, but the memories of which are so intertwined with Final Fantasy Tactics that I can’t tell you a single thing that happened. The second is an Ogre Battle game that only released on the Neo Geo Pocket Color.
The Tactics Ogre for the GBA intrigues me, and if I can find a GBA I’ll boot it up. Given how fantastic Let Us Cling Together is, it will probably be my next Travel Log feature.
Mii Plaza Games
Over the next couple of weeks will be a series of Mii Plaza “Non-Reviews”. They’re not long enough to deserve a proper review, but they are addicting enough to have their own posts. The best thing going for all of the games, is that very pleasing Nintendo aesthetic. Something that Sony or Microsoft, has never understood in their avatars: no one wants realism in the representation of themselves, just give me the amorphous cartoon version (the “Nintendo” version, ).
Find Mii Non-Review
A very simple fascination
You realize almost immediately that Dragons Crown is a repetitive game. But so is Borderlands, and Diablo, and every other lootfest, so what? So it becomes about the world, and the characters, that carry the rest of the game. Dragon’s Crown is better than most, but a step behind Borderlands 2. I would mention the story, but like any hack n’ slash, you’re moving from point A to point B, causing the story to take a back seat. It does scores some nostalgia points given the time I spent with Odin Sphere and Princess Crown (both the finest examples of 2-D graphics for their respective generations).
Oh, and the hyper sexualized imagery is somehow not as tacked-on as I expected. But does remain odd, at-best (search “Dragon’s Crown Images” to see immediately what I’m talking about).
The problem with Boredom
There is a tend in mobile game towards simplicity. There needs to be, as its made for picking up and playing in short bursts. It seems that games have gotten better at nailing this length aspect lately. But what they haven’t improved upon is the actual enjoyment. My tolerance for what constitutes a dull game is much higher on a mobile platform, but even still, so many lack the basic mechanics for enjoyment.
For every Punch Quest and Ridiculous Fishing, there’s dull affairs like Joe Danger Touch and Peggle. Technically proficient, good content depth, but a fucking bore to play. For a couple bucks you don’t ask for depth, you’re just asking for fun.
Title: Gargoyle’s Quest
Publisher: Armor Games
Cost: $3.99 (on Nintendo eShop)
I’ve wanted to play Gargoyle’s Quest ever since I found the Nintendo power card with Firebrand (Red Arremer if you’re a stickler) on the front of it. Described to me as mix between an RPG and an Adventure game, it seemed to straddle that “Zelda 2″ spectrum of early Ninentdo games. And while you do walk around in an overview, and there’s a few command prompts, it’s really an action game through and through.
So in the end, alls well that ends well.
Memory: It’s the only game I can remember that doesn’t provide development credits at the end
Title: Infinity Blade 2
Maker: Chair Entertainment and Epic Games
Cost: Free from iOS Anniversary (Normally $6.99)
Faded in the Rinse and Repeat
I had fun playing the first Infinity Blade. There were a lot of flaws but it wore them on its sleeve. Repetition was necessary because you’re immortal… ah, clever. And the controls for battles were simple yet effective, at a time when it seemed like only endless runners had made an effective use of the touch-screen. Even the story, which was still needlessly complex, worked out ok because it was so understated. A few lines here or there, odd reveals abound, and you’re left with something that your mind could fill in.
Infinity Blade 2 is none of those things. Err I take that back, it’s all of those things, which is why it’s disappointing. It’s the same graphics, the same mechanics, just more of it. The first games graphics were impressive because of when it was released and the unique art design. The second is a complete recycle of these. The dialogue that was enjoyable in small doses becomes schlock in long monologues. It’s only after people keep talking that you realize how little you care about any of the characters. If they had kept their mouths shut maybe they could have fooled me. What is perhaps the most unforgivable is that low-hanging fruit like rebalancing the magic system, and improving the grinding level system, remain bizarrely untouched.
The battles are still fun, if growing tired (again recycled), and the secrets that reveal themselves on multiple play-throughs remains an incredibly fresh mechanic that is executed on a high level. Murdering giant secret bosses was literally the only thing that kept me coming back after the short story runs to completion. In the end, it’s a incredibly safe game that’s unable to realize why the first was such a success.
Review: 2 stars (out of 5)
Memory: Accidentally stumbling on a secret boss early and being decimated in seconds.
The stat bonuses are completely revamped. Only just realized that. It still is probably the case that upgraded weapons outperform the “unique” ones, but now the stat bonuses from intellegence, and faith, boost specific elemental damage (ie, magic and lightining damage respectively) , and share on others (fire and dark). It’s an interesting concept, as it presents the possibility of doing something different than a intelligence stacking katana (my final weapons of choice in the first two).
The boss battles are decidedly less epic. They’re still a solid challenge, but many of the bosses lack the grand scale of the original games. The levels do a better job of providing enjoyment, so it’s hard to be mad. The regular enemy cannon fodder (which is a terrible word because they can still be deadly) seems to have shifted to groups. Survival is now a matter of crowd control, isolating members and picking them off slowly. You always had to worry about multiple enemies in the previous games, but now they aggro together, which means 6 small knights chasing after you isn’t an uncommon occurrence.
A long break, and I’m concerned with how easy I can come back to the game. Enemies don’t continually respawn, and there’s an erie quiet as you travel through an area that was once full. In a way it’s a sense of progress, and a marker for the places you’ve traversed many times before. It serves as a useful flag after a break, making reentrance much easier.
Shortly after a boss fight my first phantom invasion occurs. I last awhile, but they know what they’re doing, and when I leave an opening they have enough stamina to end me. It mentions the word “Grey” spirit, that’s something new. He does what I think is a surfs up sign over my corpse. Weirdly it makes the costly murder easier to swallow.
The covenants are similar but better this time around. I learn the “Bell Keepers” are the grey phantoms. They invade when you enter a certain territory. This existed in the Nottingham-esque forest of DS1 as well. The problem with the forest in DS1, was the area was too large, and you had to hunt them down before the action began. Here it’s a simple goal, kill the player before they march up the small tower to the boss. Clever idea, probably my favorite covenant ever because of its simplicity.
One of the inferior things this time around are the actual worlds. DS1 had clearly delimitated worlds, each one unique. Sure, it was a bitch to get around, but you always knew where you were. It’s not the case this time, the aesthetics of each world bleeds into the other, the only thing providing clarity is the menu for fast travel at the bonfire. I realize this after clearing the Bastille, as the Belfry and Sinner’s, are essentially the same thing.
There are a lot more secrets, hidden paths and treasure chests, in DS2. Where as I used to blow past player notes, I become accustomed to reading every player note I come across. I even end up leaving a few. I’m progressing relatively easily, which leads me to believe I’m about to run into a sharp difficulty spike.
Shortly after writing the last paragraph, I drain all of my humanity dying over and over on the same boss. Beginner’s luck the first time, I leave him with a sliver of life when I die. I’m so frustrated, I’m quickly destroyed the next 3 times due to a lack of patience. I’m out of humanity, so I back track. Trying to find paths I overlooked before. 2000 souls open a path to a “copse”, which seems like they’re searching for nouns. The enemies are easy but I die 10 times on a jump before I realize I can press R1 to prevent myself from rolling off the landing. There must be a thousand people who have gone though the same thing. A quick google search and there’s huge threads of people bitching about the landing.
Title: Kingdom Rush Frontiers
Maker: Ironhide Game Studio
Publisher: Armor Games
Probably what freemium should be
At 99 cents, Frontiers technically isn’t a freemium game, but that extra dollar provides so much value over the average shovelware garbage that’s capsizing the app store, that it’s hard to not advocate for it. That’s not to say the game is perfect, because it’s far from even being great. What that dollar gives you is a reasonable difficulty curve, normal cool-down periods, and completely optional in-app purchases. This provides a game that helps kill time as you calmly wait in a doctors office before jamming the keys into the ignition to race back to work afterwards.
Oh right, and it’s a tower defense. No surprises, it’s simply one that’s better than most, but probably not better than Pixeljunk’s.
Review: 3 stars (out of 5)
Memory: Turn the sound off
Yeah the game is brutal. Anyone who starts it up already knows this so there’s not much to complain about there. But the extent of what that means is a bit overwhelming even if you’re prepared for it. The world is a complete mystery when you start out, and the things that will kill you and help you are constantly surprising. There’s immediate needs, fire & food, but quickly things turn to science. And here is where the biggest initial complaint comes in. Do develop technology you need to build a “Science Machine”, to build one of these guys, you need a lump of gold. Gold is not that easy to come by, so the first 30 minutes of every game you play is a desperate scramble to find some of this resource. Once you’ve found it, there’s usually ample amounts, but trying to stumble upon it is one of the more frustrating aspects of the game.
But it keeps you coming back. Even with nothing to show for it, you keep exploring the beautiful and insane world. Masochism can be fun.