A journey through my ever expanding game collection as I try to at least make significant progress in all of them.
Sunday, May 20, 2012
Summer Challenge!
The games I will play in no particular order:
1). Final Fantasy VI. I really had the pick of the series here as I haven't finished any of them I thru IX. I could have done IV, but I figured that is cheating since I am close to the end on it when I got frustrated with the difficulty jump. Also, VI is widely praised and has beautiful pixel art. This should be a joy.
2). Metroid Prime. I started this when the Metroid Prime Trilogy was released, but I think I will just restart this for the challenge.
3). Super Mario Brothers 3. While I haven't beaten 1, 2, Lost Levels or World, I chose this one since it really introduced the overworld idea used in pretty much every Mario game since. I will be playing the All-Stars Wii version of the game.
4). Legend of Zelda: Ocarina of Time 3D. I had a choice of multiple Zelda's and multiple versions of this game, but I chose to play the portable one since I won't be limited to playing while home. I think the reputation of this game has been keeping me from it mostly.
5). ICO. The collection that this came in was one of my reasons for choosing a PS3 over 360 and I have yet to play it or Shadows of the Colossus. Its about time I play one of my reasons for getting the system, no?
6). Metal Gear Solid 3: Snake Eater. While I haven't played any of the Metal Gear games, this is the first one in terms of story time line and that is the order I am going to play them.
7). Broken Sword: Shadows of the Templars. I needed a point and click in here some where and this fits the bill of being classic. I hope I enjoy this series as much as I do the Telltale games and Aminita Design's.
8). Prince of Persia: The Two Thrones. This one may not be a classic, but the first game in the trilogy is and I have already beaten the first two in the trilogy, so I might as well finish it.
9). Super Mario RPG: The Legend of the Seven Stars. While I wanted to stick to one RPG for this challenge, I don't think this will be overly long and I've seen enough differing views on it to want to see for myself.
10). XIII. This is more of a cult classic FPS. I like the art style... Will have to see about the game itself.
Sunday, April 29, 2012
May Goals and Such
I also decided to change how I handle DLC. I had been counting each DLC that had objectives as a :U:, but I decided that unless the DLC has significant content to it then it will just count towards completion of the main game. For example, all the DLC except Awakening for Dragon Age are this way now, as are both DLC for Mass Effect. Awakening is the exception here since it is really a fully realized expansion. I am keeping the Borderlands DLC except Mad Moxie's as :U: since they all have significant length to them and are story driven. Mad Moxie's is more of a challenge map type DLC and thus will only count for completion of the main game. The last one I would like to comment on are the Civ DLC. While the campaigns in these DLC aren't necessarily long, they change the core game significantly with special rules and have multiple factions each, thus earning :U: status.
During the next month, I will be adding two, possibly three games to my backlog. I will try to avoid what happened towards the end of this month with the random purchases of the Metal Gear Solid HD pack, Batman, Assassin's Creed II and Sonic Generations. I did also purchase the original Assassin's Creed for PS3, but since I already had it on another system, it just changed my primary copy.
Definite additions will be Diablo 3 on May 15th and Batman: Arkham City GOTY at the end of the month. D3 is coming free since I signed up for the annual WoW pass. Batman is preordered, and may even spark a hard mode run of Arkham Asylum leading up to its release. The possible purchase is Legend of Grimrock. I have heard nothing but good things about this game and have always wanted to try a dungeon crawler. Also, it is made by a Finnish studio and I am part Finn. I may also be adding the DLC for Assassin's Creed II if I get to that this month, though they will count for completion of the main game, not seperate :U:s
As for what I am playing currently, I am still going through my RPG rotation, though Avadon seems to be skipped a lot. I am getting towards the home stretch of Final Fantasy XIII and am making steady progress in Xenoblade. Though I will say Xenoblade will not be done before Last Story comes out. I would like to finish Avadon before then so Last Story can have the third slot in the RPG/long game rotation since I fully expect XIII-2 take XIII's spot.
So while my general goal is to beat around 10 games or so (yeah right) I would like to specifically make progress on getting both Steam and GoG under 60 :U: and beat some of my new games for the year.
Thursday, April 19, 2012
April 19th Update
I have also found a system that seems to prevent or at least prolong burnout on long games, and that is to have two or three of them going at the same time and rotate so I am not playing the same game two or more days in a row. At the moment, the three games on this rotation are Xenoblade, Final Fantasy XIII and Avadon, though Avadon hasn't been touched in a week. (Should change today!).
Another change I made is in how I handle cookie games. My original idea was to have a Beat cookie and a Starter Cookie, but I decided to change that. Instead, I will only have one cookie game going at any given time. The type of cookie will be chosen when I go to open one. For the first cookie on this new system, I chose to do a handheld cookie where it only considered unbeaten games on one of my handheld systems since I didn't have any handheld's on my now playing.
And now for a general update on the games in my now playing.
Advance Wars: Dual Strike: This is my handheld cookie game. I haven't done much with it since opening the cookie besides figuring out where I left off. When I started it, I had two save files. One was on the level select screen with mission 15 as the next mission and the other was in the middle of a battle. I finished the battle and found that it was in level 9. I then saved over the first save and thus will be picking up with mission 10. I also fooled around with the combat mode a bit. Need to figure out how long that mode actually is.
Avadon: The Black Fortress: I haven't touched this in over a week. The last time I played, I finished the Beraza Pit and then got my next assignment, which is to go deal with a wizard tower in Khemeria.
Capsized: Haven't played this one much either in the past few days. I poked around in level four, but didn't finish it.
Final Fantasy XIII: Just got back into this the other day and finished Chapter 9. Next session I will start and maybe even finish Chapter 10, depending on how long it is. Not sure what side tracked me from this in the first place, but it feels good to be back.
Hard Reset: Started and got partway through level 2. I've been dying a lot on this level and from what I read there are 7 more after it. This will be interesting. Hopefully I will get better and be able to finish this soon so I can move onto other new bundle games from this year.
SSX: This is beat, but I am still keeping it in now playing as I am still having fun with it and working towards complete/platinum. I have most of the online required badges, including the 50,000 person global event and the badges involving beating rivals and defending against rivals, so it should really be up to me now.
Xenoblade Chronicles: This game has been a blast so far. From what I have seen, it is either 60 hours if you don't do side quests or ~120 hours if you do them all. I am seem to be heading towards the 120 hour side, which doesn't bother me at all. Lately I have been cleaning up side quests and exploring the Satorl Marsh. I have also just begun the rebuilding of Colony 6. Next session I will need to put together a shopping list of what I need for the first set of upgrades.
Wednesday, April 4, 2012
State of the Backlog April 2012
For the month of April I would like to do the following.
1). Finish Mass Effect 2. This has been in progress for a while and I know I am getting close to the end. Only a few Loyalty missions left and some side quests before Omega 4. Once this is done, I will probably go back to FFXIII since the onus is on to finish that with enough time left in the year to finish XIII-2 as well.
2). Finish the two indie bundles. This includes Avadon, Snuggle Truck, Zen Bound 2, Hard Reset and Vertex Dispenser.
3). Play through Capsized and Treasure Adventure Game. Possibly also the thank you freebie from gog.com, depending on if it is a game and what game it is.
4). Finish SBCGFAP. Wanted to finish it last month, but didn't. Also would like to finish Gemini Rue and open another starter cookie, but that isn't a priority.
5). Get a Beat on SSX. I don't think this will take long. And it is one of those games that I see myself going back to from time to time to kill time ect.
6). Make significant progress on Xenoblades. I do not see myself beating this in April. From all accounts a single play through can take up to 120 hours depending on how much you do and with my sporadic play habits and the fact that I like to work on multiple games means this will take some time. I would like to finish it before Last Story comes out in Mid June.
7). The overall goal for the month will be to get my unifinshed back below 340, which is where it was before the indie bundles came and spoiled my parade.
Tuesday, April 19, 2011
Mass Effect (PC): Red Tape...
Shepard is sent to Noveria to investigate the geth. Upon arriving, she learns that Liara's mother, Matriarch Benezia is there, doing something for Saren. It is immediately clear what needs to be done. Find and confront Benezia, but there is one problem. The corporate bureaucrats won't allow Shepard to leave the station he/she lands at. To get out of the station and proceed with the mission, Shepard must perform a few tasks at the station to earn a pass to the garage where he/she can then get the MAKO and continue chasing Benezia.
While you are on Noveria to investigate geth sightings, the main foe on Noveria are the Rachni. It turns out, Saren had hired one of teh corporations that had labs on the planet to carry out research on a Rachni egg that he found in a hulk. It turned out that the egg was a Queen and still viable. They then hatched the queen and used her to create an army of Rachni. However, the Rachni got out of control and escaped the lab. It becomes Shepard's job to clean up the mess.
After clearing out various rooms full off rachni, you enter a secure lab. In here, you find Benezia and the Rachni queen. After dispatching her commandos, Benezia reveals what has happened to her and what she was doing on Noveria. This dialogue may only occur if Liara is in the group, which for me she was. After Benezia is defeated, the Rachni queen uses one of the dying Asari to speak to you. In the end you are given the option of killing or freeing her.
Noveria gives the player some interesting choices. From the beginning, the player must decide if they want to have Liara around for the confrontation with Benezia. There are also choices to be made in regards to how you obtain the garage pass. Finally, you have the choice with how to deal with the queen.
Playing through this area made me realize how bland and generic the side quests and the planets they occur on are. Most planets are mountain and valley type surfaces that you drive around the MAKO on and search for anomalies, resource deposits and debris. There is usually also a location that is the objective of a side quest as well. The side quest locations use one of a few different layouts depending on the type of facility they are supposed to represent. But all of them end up being the same. Clear out turrets and other above ground defenses using the MAKO, enter building and clear out hostiles. Find objective and use, talk to or kill depending on the mission. Maybe there is a short cut scene with a minor decision that affects your paragon/renegade guages.
After Noveria, I set out to do more of the side quests that I have but realized just how generic they are compared to the story quests. While I know more effort is put into the main quest line, it would be nice if in a game like this that has dozens of side quests, the side quests were more varied and had more thought put into them. They just seem copy/pasted with different flavor text.
All in all, I am finding my interest waning. Maybe I should just abandon the side quests and finish the main story. But I want to do them, if only for the story and bits of lore that they add. Maybe I just need to step back and play another game for a few hours, either by bumping Mass Effect for another PC game for a bit, or going back to Radiant Historia. The third option would be to add something to my now playing from my Wii or PS1.
I have recently acquired quite a few games due to steam sales, the new humble bundle and a gift from my mother. In all, I acquired Borderlands GOTY, Trine, Shadowgrounds, Shadowgrounds: Survivor, Audiosurf and Lego Star Wars III. I have fired up Borderlands and Trine to take a peak, and since Audiosurf is Null, my rules don't apply. Maybe I should start my humble bundle project and play one of those games for 6 hours before returning to Mass Effect. I think a break is needed. We'll see.
Tuesday, April 12, 2011
Update: Keeping the Train Rolling
As for Radiant Historia, I haven't played it much recently. Just over 3 hours since I started this blog and 6 hours total. Its not that I don't like the game. Its more that playing it requires at least an hour per session and when I have that sort of time I either want to fire up Mass Effect or my guild mates in WoW want me to log on and run some dungeon with them. Hopefully I will get around to playing this more though, so I can keep my posting varied between the games I am playing. I also plan to decide on a Wii and possibly a PS1 game to throw into the mix as well.
Thirdly, I have heard rumor on the internet the the 3rd Humble Indie Bundle is coming tomorrow. This means more games for my backlog really. It is a pay what you want pack of indie games where part of the proceeds go to charities and you get to decide how the money you spend is divided. The third installation of the bundle will include Trine, Shadow Grounds and Shadow Grounds: Survivor. Also included is the prototype for Jack Claw and a pre-order for Splot. Honestly, Trine is the only one here that hold any interest for me, but the cause is good, so I still plan on purchasing the bundle. Of course I will give each game a fair chance before I decide if it is something I like. If not, I will null it, no big deal.
This also gives me an idea for a future project, probably when Mass Effect is done, or Mass Effect 2 if I decide to continue that series. And that would be to put at least 6 hours or beat every game from all three indie bundles. Of course, games that were included in incomplete states will not have to meet my normal rules, though I may play them enough to post about them once. Games under this category would include Cortex Command (campaign mode has yet to be released), Jack Claw (only a playable prototype at the moment) and Spots (I don't think there is even a playable prototype out yet).
Friday, April 8, 2011
Mass Effect (PC): Bringing Down the Sky
The real issue was the installer itself. When it asked for the game code, I would enter it and hit next. Then the installer would immediately fail. After some internet research, I found that the installer never worked properly with the Steam version and to get it to work, when you got to the screen where you enter your code, instead of entering it, you had to force quit the installer using the process manager, which would then bring up a backup installer which would work with the Steam version. On a side note, the installer for Pinnacle Station worked flawlessly the first time. Why Bioware never properly released Bring Down the Sky with an installer that worked with all PC versions, be it the disc, Steam, or other Direct Download service, I can't say.
Technical issues of getting it installed aside, the DLC was good fun to play through, though short. The whole quest took around 70 to 80 minutes to complete, including the optional objectives. The premise of the mission is that an asteroid that was being moved into orbit around a human colony planet for mining was hijacked by Batrian terrorists and set on a collision course with the planet. The size of the asteroid is said to be about twice that as the one that wiped out the dinosaurs on earth, so an impact with the planet would practically wipe out all life on that planet.
When Shepard and company arrive on the asteroid, it is approximately four hours from impact. Shepard is informed that she, yes I am playing a female Shepard, can avert the impact if she can shut down the three fusion torches that are propelling the asteroid. Shepard's team must fight through each of the torches stations to get to the control room and shut it down, with each successive torch adding something new to the mix. While the layout of the facilities are the same across the board, the arrangement of the objects in the main room for each one is different. Also the defense put up at each station gets stronger with each one you disable.
After the first torch is disabled, Shepard encounters the lead engineer of the asteroid's crew. He fills Shepard in on what is going on and mentions that he hasn't heard from three of his engineers who were out at perimeter stations. This sets up the optional portion of the quest where Shepard can repair a broken relay to learn the locations of these posts and then investigate them to find out what happened to the engineers. He also tells Shepard that the next torch has proximity mines planted around it and that they must approach on foot to be able to avoid setting them off.
After I took out the second torch I went and explored the asteroid, finding the bodies of the three engineers and stumbling on the main part of the base, taking out its external defenses. I couldn't enter at this time, however since it was locked and required a key to get past. So it was onto the third and final torch. This torch had the most interesting layout, as there were raised platforms I could position the team on. To add more fun to the mix, defensive drones were also being used against us. After shutting down the last torch, I was confronted by a mercenary in the employ of the terrorists. Being a charming commander Shepard, I talked him into abandoning his employer to save his own hide and was given the key to the main facility.
This triggered the final portion of the quest in which Shepard had to go to the main base and take out the leader of the attack. This provided a good challenge since the main room where the combat took place was circular so cover was only good until some of the enemies circled around, then you had to move and take up new positions. Once the henchmen were all cleared out, the leader showed his face. Using the surviving crew of the asteroid as hostages, he gives you the choice. Sacrifice them to try and kill him or let him escape and save the crew. I chose to let him go, at which point he states to insure I don't follow him, he has set up bombs around the facility that I must diffuse to save the hostages.
At this point Shepard has 3 minutes to find and disable all the bombs, while being attacked by drones. Diffusing the last bomb ends the quest. Shepard is given a choice of rewards. I chose the Quarian armor since Tali was still in her original suit and I hadn't found any up to this point in the game.
Over all, this was a short yet enjoyable DLC. It gives the player a rather straightforward story with some options that effect the morality rating of the player and has different outcomes based on those choices.
Wednesday, April 6, 2011
Radiant Historia (NDS): Walls of Text
I have been finding that a cut scene/ plot exposition point can take from 10 to 20 minutes (probably exaggerating, but they do feel this long) to click through if I read the text at a conversation pace, making the appropriate pauses and all. Which makes sense since the story is revealed through dialogue. How ever, because the cut scenes take a significant amount of time to go through, a short session is hard to do. It wouldn't be as noticeable if these scenes were in frequent, but they are not. In my last hour of play, I went through three cut scenes which amounted to about half the play session. All this means, to make progress, I need to be able to devote at least an hour to every session with the game, and with the cramped controls on the NDS, an hour is about as long as I can go without my hands feeling cramped.
Sure I could use the stylus to control a lot of the action, but the d-pad and buttons feel more natural for this type of game. I don't mean to rag on the game. It is very fun. I just wish it could be played in shorter bursts, if needed. As it stands, this game would have been better suited for a console where long sessions are easier. And its not like jRPGs can not be done well and support short sessions. The ports of Chrono Trigger and Final Fantasy 4 did this well, as did Nostalgia.
Rant over. I would still recommend this game for any jRPG fan. I have stated I am not a huge fan of the genre, yet I find this game very fun. And in essence I wouldn't change the dialogue either. It makes for a good story in this case. I just wish shorter sessions were easier with this game than they are.
Sunday, April 3, 2011
Mass Effect (PC): More to Do
| Liara T'Soni |
After becoming a spectre I decided to pursue one of the story quests to rescue Dr. Liara T'Soni. While I would have loved to just jump into exploration and side quests, I knew I wanted Liara as one of my companions through out the story as she is the equivalent of the Adept class for the PC. My other companion that I will be using mostly is Tali, who is the equivalent of the engineer class. Since my Shepard is a soldier, this team gives me equal ability in combat, tech and biotic skills.
| Tali'Zorah nar Rayya |
One thing I will say, how ever is that some of the scripted encounters can be tough at low levels. I found both the encounter before entering the mine and the one with the Krogan to be rather difficult for a level 10ish squad to deal with. Both encounters took multiple tries before I found a strategy that worked. Although, I do see this as a good thing, and as I have leveled, I do notice that I am becoming more accurate and I am doing more damage. I was apprehensive about how much effect the RPG mechanics were going to have on the shooter mechanics and I am pleased with the result.
Another point I am trying to figure out is what weapon upgrades to use. I hope that becomes more apparent as time goes on, or that they don't have a major effect on the game.
As I stand now, my part is at level 14 after six hours of play. I intend to do more exploration and side quests for the time being. Maybe go and play through the DLCs as one of my next goals. As for now, this game is staying in the now playing list.
Friday, April 1, 2011
Mass Effect (PC): Taking aim at RPGs
Mass Effect is an action/shooter RPG from Bioware. I have to say I am a fan of Bioware, having enjoyed playing the Baldur's Gate games, Neverwinter Nights, Dragon Age: Origins and KOTOR, though KOTOR is the only one I beat. Mass Effect though seems to have the same pull on me as KOTOR did.
In Mass Effect, you play as Commander Shepard, an officer aboard the SSV Normandy. The game starts with the Normandy on a shakedown mission to retrieve an artifact from Eden Prime, however, when the Normandy arrives, they find the settlement under attack by the Geth. Apart from some initial walking around the Normandy gathering info, the player is almost immediately thrown into the action on Eden Prime with two NPC companions.
The game is an RPG/FPS hybrid. It controls much like a standard FPS, except the targeting reticule is rather large and your actually chance to hit your target within it based on your character stats. Many other RPG elements, such as experience and morality are prominent in the game as well. While the player is Commander Shepard, Shepards, gender, class, background and appearance are chosen by the player. The class effects what skills the player will have access too, while the background gives Shepard points towards renegade and or paragon, depending on what background you choose. The paragon/renegade morality system affects things such as dialogue options and what side quests are available later on.
The game also has an achievement system within it. While this isn't a selling point, or a feature I look for in games, Bioware actually made the system more than just bragging rights. Certain achievements confer bonuses to your current and subsequent play troughs. These bonuses could be small boosts to stats or additional skills that you can have Shepard train in. Its a nice touch and gives the player more reason to try and earn them than just gamer points.
Currently, I am about three and a half hours into the game. Up to this point, the game has been linear, going through Eden Prime to find the artifact and then conducting an investigation in the Citadel to prove that Saren has gone rogue. As a result of my investigation, I have been made a Spectre and assigned with stopping Saren. I believe from this point the game opens up greatly, and will give me plenty of options on how to proceed. A quick look at the game map shows that there are many places to explore and many of them have no connection with the main quest. I have heard there are many side quests, both in the Citadel and throughout the galaxy. I also have the Bring Down the Sky and Pinnacle Station DLCs to play through as well. Finally, on my party select screen there is still a character greyed out, meaning I have one more person to recruit to my party as well.
That said, I think my next course of action will be to find the final companion and then explore some of the side quests before continuing in my hunt for Saren.
Thursday, March 31, 2011
Radiant Historia (NDS): A Unique Concept
Radiant Historia is a Japanese style RPG developed and published by Atlus. I will admit here that my experience with JRPGs is rather limited and confined mainly to the offerings of SquareEnix and overall I am not really a fan of the genre. I prefer RPGs that allow the player to define the protagonist as they see fit. Being able to at least choose the class and personality of the player. In my limited experience, which consists of dabbling in Final Fantasy, Chrono Trigger and Golden Sun games for the most part, JRPGs are more like adventure games than true RPGs. The stories are linear with predetermined characters who have set personalities. This isn't necessarily a bad thing as it allows for the story to make extensive use of the characters personalities as a plot devise, but it also limits the amount of role playing the player actually gets to participate in. In the end, I have found this genre to relegate the player to directing battles and purchasing gear to allow the story to progress.
That said, I am finding Radiant Historia to be rather enjoyable. The game even gives the illusion of player choice with the split time lines mechanic. This mechanic also happens to be the main gimic of the game, but more on that in a bit.
The plot of Radiant Historia revolves around a war between Alistel and Ganorg. The games backstory states that long ago, the fall of an ancient empire started a process of desertification of the continent on which these two nations reside. As the desert expands the nations fight for what arable land remains. The game follows Stocke, the player character (PC), who is a member of Alistel's Specint unit. Upon setting out on his first assignment, Stocke is given the white chronicle. Stocke soon discovers this book allows him to travel through time and fix mistakes he made during the mission. After completing the first quest, which serves as a turtorial, Stocke must choose whether to remain with Specint or join his former comrade an friend, Captain Rosch's unit in the army. This choice creates two time lines, the real history and the alternate history.
This split time line serves as the main mechanic and plot device of the game. Stocke must use the chronicle to travel between the time lines to insure history follows the correct course. Way points in the time lines are created when the player is presented with a choice of action. Some actions can result in a game over, while others simply allow you to continue and others yet have an impact on the other time line. In the end though, which option you choose at each point is irrelevant as Stocke can always go back to that point and make a different decision.
The other main mechanic is the battle system. In battle, the player is thrown into a turn based combat where the enemies are place on a 3 by 3 grid. By manipulating the order of attack and using different skills, the player can put the enemy in unfavorable positions and unleash combos. This creates a simple, yet deep system that is very rewarding as the player has to balance many different tings.
So far, I have put about 4 hours into the game and I would say it feels like half of that was clicking through dialogue. This isn't a bad thing necessarily, since the story is engaging and the characters are not really annoying as I have found characters in other JRPGs. The amount of dialogue would surely be a detriment if there was no way of skipping it when you go back to make a different choice at a decision point, but since you can rapidly skip the text, I can't complain.
In the time that I have played, I have completed the prologue and started the first chapter for both the alternate history and the real history. In the first chapter of the real history, I saved a merchant who was supposed to make a delivery to the mines, which then allowed me to progress in the first chapter of the alternate history where I had to stop the Granog army from getting through the mine. I haven't really run into any tough battles yet, except for a minor boss fight when rescuing the merchant. Seeing as the boss fled at the end of the fight, I highly suspect that this boss will be the traditional recurring boss fight in which every encounter with him sees him stronger and with some new ability.
The main difficulty in so far has been in attrition. your characters do not recover health or mana over time so to heal, you must stay at an inn, use mana to cast healing spells or use items. You can also use a mana crystal at a save point to fully restore your party, but the crystals are expensive and thus a limited resource in the early game. This forces the player to try and be efficient in combat, even against trash and makes moving around the map strategic as the player decides whether he really should engage that group or try and avoid them.
Overall, I will say this game is promising. Expect another update after I progress a bit more.
Wednesday, March 30, 2011
A New Direction
To remedy this, I created an account on the backloggery. The site allows users to post their game collections and the status of each game, whether it is unbeaten, beaten or completed. There are also specialized status' called null and mastered. Null is used for games you want to show in your collection, but have no way to truly win. Mastered is used to denote completing a self imposed challenge to increase the difficulty of the game beyond the normal scope of the game. An example would be a speed run, or a mega buster only run in a Megaman game. This worked for a while to motivate me to make progress on my games, but lately is seems that is doing the trick. Which brings be back to the CRPG Addict.
I figured I would take his example and impose a few rules, and use a blog to track my playing and thoughts about the games I am playing. So, my rules that I will do my best to follow are as follows:
- Only one game from each system that I own can be in my now playing. These are the games I will be writing about on the blog. Null games do not count for this purpose, though they may get occasional posts if something interesting happens or I have something to talk about regarding those games.
- A game must be played for at least 6 hours unless beaten in less time before it can be removed and a new game can be added. I considered making the time longer or even requiring beaten status to remove it, but that would just make it feel like a chore. The blog will allow me to document my progress better than the backloggery site can anyway.
- For each game, a blog post should be made when the game is added to the now playing list after a bit of play to introduce it and my initial thoughts on it. Another post should be made when the game is removed. That post should give a good idea where I left off if the game is still unbeaten and my final thoughts when beaten. Interim posts should be made as needed as well. (I will shoot for roughly 3 hours worth of gameplay for each post.
Friday, September 11, 2009
Review: Prince of Persia: The Fallen King (NDS)

Does Ubisoft's DS spin off live up to the Prince of Persia name?
Prince of Persia: The Fallen King is a handheld spin off of Prince of Persia (2008) featuring the latest incarnation of the Prince. The game has you guiding the Prince as he seeks to summon Ormazd to aid in the fight against Ahriman. Along the way he meets a magus named Zal, who he eventually teams up with. As the game progresses, you learn more about who Zal really is.
Not having played the console release of the new Prince of Persia, I can't say how well his character was translated. The Prince in this game is reminiscent of the Prince in Sands of Time however. His relatively optimistic outlook and cheesy comments brought a smile to my face after bearing through the old Prince becoming emo in Warrior Within. The Prince's sidekick in this outing, Zal is quite a bit more serious than the Prince. As you learn more about Zal this personality is quite fitting for him. Overall the story and character development are weak, but this is a Prince of Persia game, not a best selling novel. I didn't pick this game up for the story, I picked it up in the hopes of the acrobatic game play the series is noted for.
The game is controlled entirely by stylus. Every move the Prince can perform is done by tapping the touch screen with the stylus. To make the Prince move, one simply holds the stylus on the screen in the direction you want the Prince to move. The further from the Prince you place the stylus the faster he runs. Jumping gaps is accomplished by simply tapping the other side and, assuming the gap isn't too large the Prince will leap to the other side. If it is too large the Prince will fall and die or take damage depending on how far he falls. Dieing isn't that big of a deal however as you simply start at the last check point with full life. And the game is quite generous with check points, usually placing them liberally throughout the levels.
The Acrobatics in this game consist of the aforementioned jumping, wall climbing and running, wall jumps and pillar climbing/jumping. All of this control by tapping certain spots on the screen. To climb a wall, simply tap it. When the Prince is on the wall, tapping above him will cause him to wall run up a certain distance and then tapping away from the wall will cause you to jump off the wall. Tapping below yourself will cause the Prince to start sliding down the wall faster. Pillars are like walls in that you can jump onto them and off them, but you can shimmy up and down by holding the stylus above or below the Prince respectively. Also, by tapping the opposite side of the Prince, he will swing to the other side.
Once the Prince teams up with Zal, you also have control of Zal's magic. This is done by holding any button on the DS and then using the stylus to perform various actions. Certain items in the environment can be manipulated in this way by holding or dragging the stylus over them. Zal can also shoot magic energy by tapping the screen with the stylus or shield the Prince by holding the stylus over him with a button depressed.
Combat in the game is simple, reminiscent of Sands of Time, but sparsely placed. To attack, one simply taps on an enemy, or, slashes them with the stylus for a strong attack. You can also use Zal's magic to stun certain enemies so the Prince can attack them. That is the basis of combat, really.
The boss fights are based around gimmicks, requiring the use of techniques learned in that world. This results in fun and unique fights, though they are, once you figure out the strategy, easy encounters. But the boss fights and combat aren't really why anyone plays a Prince of Persia game. One plays a Prince of Persia game for the platforming. And it is the quality of the platforming and jumping puzzles that make or break a game in this series.
The platforming in this title is hit and miss. At times the levels seem inspired and are a blast to play through. This usually occurs though at the beginning of a world where new elements are introduced and you see the style of puzzle they are used in for the first time. After that, the later levels in a world seem to reuse the same puzzles from the earlier levels, making only minor variations to them, such as increasing the length or mixing in an older element. These changes aren't enough though to keep the puzzles from feeling rehashed. The platforming also suffers from inexact controls. There are some sections that require rather precise maneuvers more suited to a traditional control scheme. To say the least, the touch controls can be imprecise and cause allot of frustration during some of the more complex platforming sections.
For each world, there is a map that allows you to select levels. When you have a level selected, at the bottom of the screen the number of treasure chests hidden in the level and whether or not an extra can be purchased is displayed. The extras are additional life and resurrection orbs. The additional life is self explanatory, it simply increases the Princes max health. The resurrection orbs allow the Prince to respawn with full life if killed during a boss encounter without having to restart the fight. When this happens the, or orb is consumed. To get these, they can be purchased by paying coins, which are collected in the levels, at gates hidden in certain levels on each world.
Also hidden in levels are treasure chests, worth 20 coins each. The number in each level varies and some can't be reached on the first play through of the level since they may require techniques not gained till a later level. To buy every upgrade, you will need to grind coins and you must purchase every upgrade you want in a world before taking on the worlds boss since once he is defeated you are moved to the next world and cannot back track to previous worlds.
Graphically, the game uses a stylized 2D animation which looks quite good on the small DS screen. Cut scenes are done in a comic book style with text and text bubbles explaining the story. The music is forgettable.
Conclusion
Overall, Prince of Persia: The Fallen King is an enjoyable, if easy, game if you can get by its two largest faults. Those faults being the sometimes frustrating control scheme and the lack of creativity in some of the levels, which lead to the game feeling longer than it should be... And even with that, the game will only last most players around five hours or so. The story is rather forgettable as well, but I am willing to overlook that since the focus of the game is on platforming.
Score: 6/10
Thursday, September 10, 2009
Rating System
10 - Perfect
Of course no game is ever truly perfect, but a score of ten indicates that it is as close as it can get to perfection in the current climate of games. We don't dish this score out lightly, this is a genre defining game that we absolutely feel you should own.
9 - Excellent
A game that scores a nine should be considered a must buy for fans of the genre. Of course if we give a nine to a racing game and you only enjoy RPGs then this probably won't change your mind.
8 - Very Good
If we award a game an eight, you can be sure if you like the genre this is a sound buy for you. Minor niggling factors or a badly judged difficulty spike may have made this game fall short of a nine, but it is not to be dismissed lightly.
7 - Good
A seven is not average in our eyes. This game will sport a few areas where the game is blatantly let down to the detriment of its overall quality and enjoyment, but it is NOT average. A seven is still a recommendation, but you might want to consider what we thought let the game down and decide for yourself if it would bother you before buying.
6 - Not Bad
This game is not good enough to rush out and buy without doing your homework. Whilst you should approach with a degree of caution you might still really enjoy this game. A good example of a six is a lazy sequel, it doesn't innovate but it doesn't really do anything wrong. Other games with a six may be flawed in crucial areas.
5 - Average
A five is where you really need to start wondering if this game is for you. We are saying this game is average in our own subjective opinion. You have to judge for yourself if you are so attracted to this game's concept that you are going to take a chance on it anyway. We'll always give our reasons to show why the game failed to impress.
4 - Below Par
A game with a four may well have some redeeming features, but we're clearly issuing caution to stay away from this game. Broken gameplay, bugs, bad control schemes, inflexible options, and repetitiveness - all these are factors which may contribute to a score of four.
3 - Poor
This is the sort of game you buy and instantly wish you didn't. The developers and publishers are probably well aware of what went wrong and are trying to put a brave face on it. Don't be fooled, accept our warning and run a mile!
2 - Bad
Avoid this miserable specimen of a game at all costs. Any manner of game breaking faults may have contributed to a game being awarded a two, suffice to say this game is not for you. Move on, there is nothing to see here.
1 - Awful
This game is a shambling mockery of a game. You should be insulted that someone thought you were dumb enough to even consider buying this turd. If you ever see a rating of a one DO NOT even consider buying this game. RUN for your life!
These rating descriptions were copied directly from Nintendo Life. I had no part in their creation, but I liked their definitions and reproduced them here for convenience.
Wednesday, September 9, 2009
Welcome to my Backbloggery
If I revisit a game to go for completion, I also hope to write a post discussing the game after a second play through, to see how it has changed my perception of the game.
I am hoping writing about the games I am playing will help to increase my excitement about the game as well as improve my writing skills. So we shall see.