Posts Tagged ‘Sega’

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DoFuss 2010 – The Further Chronicles

Friday, May 13th, 2011

Welcome once again to my ever more untimely, not-sure-when-its-going-to-end, series of posts about my games of 2010. These are not the best games of last year, or even the most notable, they are the games that made an impact on me during an emotional period of my life and that will forever be linked with those memories.

Valkyria Chronicles 2 on PSP was the follow up to Sega’s 2007 Valkyria Chronicles. Blending turn-based strategy with real time combat the original certainly stood apart from its competition, but it was the sketched comic book style that made headlines. Moving to the PSP saw much of visual flare needing to be muted (with in-engine cut scenes needing to be replaced by comic book stills) but the game play remained intact with only a few concessions being made to the smaller devices limited memory.

The new awful teen stars.

If I had a complaint about Valkyria Chronicles’s series it would be the too overly- verbose saccharine anime. Unfortunately for me the series is now dependent on this, with the brand carried on an anime series and a selection of ill-clad toys. This dependence on pandering to the male anime fan will probably stop the franchise ever revisiting its more serious faux WW2 topics but does at least ensure continued titles in this unique series.Valkyria Chronicles 2 would have rubbed salt into this anime reality. Setting itself a military academy that is essentially a typical Japanese pulp fiction high school with love triangles, childish drama, the shy one, the studious one, the cool one… you get the idea. Thankfully however my Japanese was nowhere near good enough to follow the reams of text that made up the story, sparing me from hours of frustrating reading I would have felt compelled to do and just letting me jump straight into the action.

I actually received my PSP (as a Christmas present, thank you Miki) for the express purpose of playing Valkyria Chronicles 2 and quickly discovered that even without the story (or maybe because of no story) my expectations were exceeded. With just the missions to hook me I sank in hours daily on my commutes. Maps made up of several small areas (rather than the original’s single large maps) lead to new grab and dash attacks that changed up the tactics in a number of interesting ways. The academy setting also acted here as an excuse to reuse many of these small areas as training grounds, which did bore at times, but at least each new visit introduced new elements.

Areas were smaller, but some iconic landmarks returned.

Revisiting the familiar areas did allow me to practice the newly introduced character customisation with it’s branching skill trees. Where the first game saw whole classes and weapons being upgraded on mass, Valkyria 2 saw each squad member able to specialise within their class. This meant while at the start of play only four unit types were available by the end there could be upwards of sixteen slightly different designations, all with the option of slightly tailored weapons.

I must have put over thirty hours in before it, and my PSP, were stolen. (Yes, I am sure some regular readers were wondering when I would get to my overly depressing point). One day I went drinking with a bag stuffed full of sentimental items and had it nicked from under my nose (well table in truth but close enough). The theft itself was a blow, with the loss of some treasured possessions, but the gaming implication is what I am remembering here. I was so close to the end of the game I knew I would probably never return to it.

Most notable among the new classes were a hammer class for breaking armour.

The revelation that I didn’t really want to go through it all again left me questioning of how much I had really enjoyed Valkyria Chronicles 2. If I liked it as much as I thought surely playing through again would be a pleasure not a chore. I contemplated this and found that while it was fun, my real pleasure was derived from the satisfaction of progress. Climbing a mountain is fun, but not if just before you reach the peak you are sent back to the bottom. Experiencing the same obstacles again would not result in the same challenge, or satisfaction. Now I simply can’t return to challenges I have already conquered, so despite a desire to see the peak, the climb is not longer worth it. But at least soon I will have a new mountain in the soon-to-be-released Valkyria Chronicles 3, which looks like it may even have a good story.

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Tags: 2010, PSP, Sega, Sony, Theft, Valkyria Chronicles 2
Posted in editorial, game opinion No Comments »

Bayonetta (360, PS3) in 250 words.

Wednesday, June 16th, 2010

I am not that familiar with the third person fighting genre. It may be my own fault, a lack of commitment to learn the complex mechanics. But even with that caveat Bayonetta depressed me; proving mashing buttons was enough to reach the finale, offering no incentive to hone my skills.

So it may be my fault that I didn’t enjoy Bayonetta, my own lack compulsion to submerge myself in the experience. It’s stylish environments and exuberant moves initially drew me in, but I quickly discovered that smashing my palm on the controller was enough to reveal everything the game had to offer.

Manic and beautiful, but not enough to keep me interested.

Even the frantic gameplay and titillating lead character were not enough to hold my interest.

Unfortunately its appearance could only carry it so far, and with no discernable story, there was only the combat to hold my attention, which it rarely did. Even bosses, who proved spectacular on the first meeting, had their impact muted by multiple encounters.

Part of my ease of progress through the game came from the generous checkpoint system that allowed repeated failure. I was happy it was included but it left me able to brute force my way through the game only mastering the dodge ability. Not wanting to dismiss the game I tried again on ‘hard’, but ‘hard’ translated to ‘insurmountable’, so gave up disillusioned at my skills.

Everything about Bayonetta screams style. Yet despite the skilled execution it failed to hold my attention beyond the initial wow. Set pieces and boss fights were the clear highlights, but simply didn’t offer enough of a draw for me.

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Tags: 360, Bayonetta, Platinum Games, PS3, Sega
Posted in game opinion 3 Comments »

The DoFuss Show – TGS Hype Machine

Wednesday, September 23rd, 2009

This week DoFuss is off to TGS, expect plenty of articles, previews and interviews dotted around the internet. To add to this we will also be having another podcast this week from the show.

Although the next podcast will lack the usual polish as we’ll be ‘in the field’, this show has the usual line-up of news, music, games, banter and of course, Frakesy for your auditory pleasure. Hope you enjoy!

The DoFuss Show – TGS Hype Machine [ 1:20:02 ] Play Now | Play in Popup | Download
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Tags: Batman, Frakes, news, Sega, Sonic, TGS, Yakuza
Posted in podcast 5 Comments »

Mad World (Wii)

Thursday, May 7th, 2009

Boss fights and bonus rounds offer much needed variety to the game play.

Boss fights and bonus rounds offer much needed variety to the game play.

With Nintendo and most third party publishers focusing their sites on the ‘casual’ market few have tried targeting the more serious gaming audience on Wii. With the comparative failure of such titles and their high development costs who can blame publishers from being a little wary about venturing into this niche market on the little white system? Sega has thrown caution to the wind however with their latest offerings.

Foremost amongst is Platinum Games (formerly Clover Studios) developed Mad World. Superficially it seems like everything the traditional gaming crowd has been demanding. A (primarily) black and white colour palette gives a stylish Frank Miller graphic novel vibe to the experience and a lavish splattering of blood and gore (I said primarily black and white) ensured it received a rating of ‘M’ for mature (which is the last thing I would label it). It is a visually arresting style and while in dire need of some anti-aliasing it manages to dodge most of the Wii technical limitations and function far better in motion than stills suggest.

And there’s blood.

And there’s blood.

To ensure your ears don’t feel left out of the offensive fun, Greg Proops and John DiMaggio provide fantastically obscene comedy over a Rock sound track. The pair were evidently given full licence to make their roles as profane as they could manage, references to everything you would expect to rattle a classifications board are all present and for the most part extremely funny the first, second and third time you hear them. After that even the foulest remarks do tend to become a bit over familiar. I honestly never thought anal sex would be something a game would desensitise me to, but this may well have done.

Its outer appearance masks a simple old fashioned fighting game, updated for the 3D generation with a few waggle controls added for the Wii. You move through stylised levels, which for the most part merely amount to new skins over a single blood soaked skeleton, forcing you to repeat the same few mundane actions until you reach a stage’s unique bonus stage or boss fight. While Mad World’s intermissions are certainly more diverse than its forefathers the one hook that used to keep me enthralled is sorely lacking, co-op. This is a game that should be enjoyed and at laughed with friends, but when your friends can only sit and drink beer while watching the mayhem it loses something that used to make me replay Streets of Rage over and over again.

The black and white aesthetic is far clearer in motion.

The black and white aesthetic is far clearer in motion.

I concede that I may have played this game ‘wrong’. Not to say that there is really a ‘right’ way to play any game, but most ‘hardcore’ games these days lend themselves to a more involved experience which cultivates hours of continuous play. Mad World is more akin to an arcade game. Something to be enjoyed in small chunks, not delivered as a single narrative. The story is hackneyed and essentially pointless with a futuristic blood sport being the only explanation for anything that’s going on. As such the repetitive game play is left holding the baton. Which it does; up to a point. The enemies and death machines may all behave in the same way but faux variety offered by altered outer facades is enough to keep it entertaining, if not experienced in rapid succession. When played in short bursts it proves truly refreshing from longer narrative centric games. It is a casual game for hardcore players who don’t like Peggle but want something to relax with after a hard evening of Call of Duty.

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Tags: Mad World, Platinum Games, Sega, Wii
Posted in game opinion 3 Comments »

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