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Wednesday, June 11, 2014

Freedom Wars - Cinematic Trailer (And Some Quick Info) (Updated)


             Freedom Wars (Sony Computer Entertainment) has me excited and you
should check out this cinematic trailer *below* to see why. It looks colorful and punkish
in design—not heavy metal, but there is a certain edge to its anime persuasions
which offers a variable take on its futuristic aesthetic. This first-party collaboration is coming sometime this year exclusively to the PS Vita. Freedom Wars allows the player to completely customize their character and their companion A.I. (from hair type and color to skin tone and sex, as a few examples). The customization doesn't stop there, voice options are available for your A.I. partner in the form of a text-to-speech program—type something and the game will attempt a pronunciation of it. A mix of gun and sword play with a bit of Just Cause-like flare--with the ability to zip around levels using the band of thorns wrapped about the player-characters wrist; this all affords players a variety and depth of play that looks very promising...and fun. 

Tuesday, June 10, 2014

Middle-earth: Shadow of Mordor Gameplay -- Nemesis System Power Struggles


The Witcher 3: Wild Hunt - E3 2014 - The Sword Of Destiny Trailer


Sword Art Online: Hollow Fragment - Ps Vita - Survive to SAO (E3 2014 Tr...

(Update: No Vita Version) Is Final Fantay Type-O HD Coming to PS Vita In the West? PS4 FF Type-O HD Announced

 According to the PSN blog, Final Fantasy Type-O was, supposedly, getting the HD treatment and heading to the VITA in the Western markets. But, one wonders why Sony would have neglected to mention this on Monday during their E3 press event. No matter, the game that has been so desperately requested for a Vita release is coming.  It appears, however, that Vita fans may have to wait indefinitely as Type-O looks to only be headed to the PS4 and possibly Xbox One in HD.

Update: No PlayStation Vita version of Type-O, PS4 and Xbox One are the only versions announced and in coming.
Check out the *PSN Blog post here*

Sunday, June 8, 2014

The PS VITA Isn't Dead...

  At least it isn't dead to those that love its style, and those still patiently awaiting Sony's actions or inaction. 

Trigger Happy Havoc


            The bells seemingly toll the demise of the latest Sony handheld device, but I have to say that those who clamor for its end may just be disappointed. The Sony PS Vita has quite the diverse selection of present and upcoming titles. Let's see--Gravity Rush, MLB The Show 12-14, Little Big Planet, Killzone Mercenary, Danganronpa: Trigger Happy Havoc, Ys Memories of Celceta, and who could forget Persona 4 Golden; then, on the new and upcoming release side of things, we have: Oreshika: Tainted Bloodlines (from Sony's Japan Studio), Freedom Wars (another Sony developed looker), Akiba's Trip: Undead and Undressed, Hyperdimension Neptunia Re;Birth (A remake of the first title in the series, which was on the PS3, featuring improved gameplay), There's a potential Gravity Rush 2 in the works--let's hope at least, Walking Dead and The Wolf Among Us ports as well. 


 
            Ok. I get it. Ports hold no water and the "niche" JRPG titles don't appeal universally. Yeah, well, not too many games actually do appeal to everyone, and of course, some games have a larger mainstream lure than others, but this shouldn't exclude their (potential for) greatness. Look at Capcom's Okami, it didn't live up to their sales expectations, but this didn't make it any less of a gem than it was and still is. The business side isn't irrelevant, the PS2 was a sales monster much like the original Wii and this, as much as its wide and varied games library, contributed to its legacy. But it often times is a lack of stars aligning that may lead to unfulfilled potential. If we go into E3 on Monday and Sony neglects its powerful handheld once more, then one can hardly be blamed for a lack of faith in its future, or present for that matter. However, I feel the odd selection of indie titles, still in the works and constantly being released, will find their marks; the so called "niche'' games will find their target audiences as well, but with a more guided hand from the architects at Sony, the Vita could better acclimate to the Western market and thrive on the dedicated fans, much like the PSP did.  

Check out Brain Age Express: Arts & Letters via Club Nintendo

Check out Brain Age Express: Arts & Letters via Club Nintendo



So I just logged into my Club Nintendo account and noticed I had expiring coinage. And once again, I find--in my desperation to offload my kept coins--a different version of Brain Age awaits me, hmm. But don't get me wrong, I find the concept of a game such as Brain Age interesting, so no problems here. Oh, and don't forget to use up your expiring Club Nintendo Coins by the end of June--the 30th to be exact!

Saturday, June 7, 2014

The Last Guardian... Canceled? (Updated)

The Last Guardian, a game in development purgatory--and in development since 2007, is reportedly canceled according to IGN sources. Checkout the original story over on IGN.

Update: Now it seems that there may be some confusion on the status of The Last Guardian. Sony VP, Scott Rohde, took to Twitter to refute the rumor that The Last Guardian is canceled.

E3 2014 Sony VS. Microsoft, Take Two




Sony

           Competition is good for the consumer. Competition is good for the industry. Competition breeds innovation and options galore. Competition...well, you get the idea. Last year, at E3 2013, Microsoft compounded its problems of TV and more TV with DRM and always online restrictiveness, and Sony answered the calls of many gamers to not follow suit; Planting a flag and declaring unrestricted freedom and traditional gaming for all. Sony threw haymakers, taking advantage of Microsoft's foolhardy, pompous maneuvers. Sony declared no 24 hour online check-ins and the ability to, as always, trade and play used games. The crowd at E3 2013, attending Sony's conference, erupted as they were galvanized to a pronounced and thunderous applause. This all lead to a sustained momentum, which has thus far carried over to impressive sales numbers for the PlayStation 4. Microsoft has yielded, terminating their unrelenting vision for the future of gaming that only they could foresee. 


Friday, May 30, 2014

I Finally Finished Final Fantasy 13!

          Finally...after about a year and a half, I have beaten Final Fantasy 13. Wow. Talk about exhausting. I have some very mixed feelings about the game. The linearity is not in and of itself a problem. However, the tiringly paced and relatively hard to follow plot are. Even with the plot inline, the story and cutscenes at times drag-on in uninteresting ways and lead to an unnerving boredom that threatens the future chances of finishing the title. This is all exacerbated by a feeling of being along for the ride. But don't get me wrong, the combat system is a fluid thing that can offer up a challenge in the form of contemplating and executing a workable strategy against the various enemies that lay before you. I found the battle system to engage more with the right paradigms, which are the in-game role combinations that can be set and swapped outside of battle and in battle they can only be changed but the roles within each combination (paradigm) cannot. With paradigms it can be a bit confusing and as expansive as the in-game log is, the system takes time to grasp and feel-out. Once you have a feel for on-the-fly swapping of paradigms, you will begin to see the hidden strategy beneath what at first appears to be shallow and auto-mated. (for instance, going from a medic/medic/sentinel, which is optimal for healing while the sentinel takes the heat off the squishier members of the party--i.e., Hope, to a ravager(magic caster)/ravager/commando(read: melee/hard hitter), which is better at building chain bonuses/gauge and staggering an enemy faster, and thereby allowing you to do more damage.)

            But back to the feeling of languishing in the games story and basic progression, I lacked the motivation and the incentive to finish off the game and so it has taken me so long to finally reach the credits. I just hope that FF13-2 is a much better experience. The graphics and presentation are phenomenal. Even to this day FF13 is quite a pretty game. The CG cutscenes are outstanding and serve as small treats in-between the tedium of high-pitched whining and a sense of going nowhere. That may be it after all--a sense of going nowhere. Vanille, Hope, Snow, etc. these characters dig in to the mellow drama quite often and it becomes overbearing and unbearably nauseating, at times. Minor spoilers--although they are quite minor and I doubt it would be totally enlightening, unless you have played the game already: The characters attempt to fulfill their focus as l'Cie at the start, but as the story unfolds they attempt to defy their focus--end spoilers; This all adds up to a large chunk of slow, plotting character development that, while entertaining at times, is uninteresting  and could have befitted from quicker pacing, with less slogging through long drawn-out sections of minutiae: both gameplay--walking through the varied corridor-like levels and story. 

             I just don't know, the game is excellent in-terms of general sound, graphics, the presentational bits and pieces, but the battle system takes a good while to actually open-up and it is never fully explained effectively; also the lack of freedom within the environments and the stories slow pacing and over-use of exaggerated characters--not to mention the long stretches between any meaningful plot points and the bog enemies, seemingly unending, a cascade of battles--each one feeling longer and longer than the preceding. I can say, having finished the game, I'm glad that I saw it through. I can't say that it was all enjoyable, though. Nevertheless, FF13 offers something...different that's for sure.

*Now I have to get back to playing through Watch_Dogs, which at this point is enjoyable and flexible.

Friday, May 23, 2014

Metro Redux Coming Later This Summer

        Metro Redux, featuring remastered editions of both Metro 2033 and Metro: Last Light--this includes new animations and "next-gen" visuals, was officially announced by its publisher, Deep Silver. The releases will be available both as separate digital downloads for each game (Metro Last Light Redux and Metro 2033 Redux): priced at $24.99 each, or at retail in the Metro Redux packaging with an msrp of $49.99. Metro 2033 will have, according to Deep Silver, the most improvements, as it will feature improvements made to Last Light's gameplay (e.g., controls, A.I. improvements, combat changes, and graphics). But both games are confirmed to be running at 1080p and 60fps. All DLC is to be included, this includes the well-known and sometimes challenging ranger mode. Metro Redux is coming to Xbox One, PlayStation4, and PC-- no release date has been confirmed as of yet.  


         Though I have played the first and second titles in the series, based on the novel METRO 2033 by Dmitry Glukhovsky, I have yet to complete them (I was fairly late to the party). This HD upgrade is just in time as rumors have swirled since last summer about the potential PS4 porting of the games. But what really catches my attention with these titles is the detail--the commitment to the tone and place, which developer 4A Games does so well. The way you swipe the gore and residue of the wasted earth from your mask, the need for filters--lest you engulf the scourge of surface toxins; it all adds up to something bleak/oppressive/hostile... Yet, somehow, it inspires the imagination and subsequently empowers the mind to adapt and conquer the challenges of such a place and time.  For me, again, it's the aspect of putting me into Metro-- I am the protagonist, Artym, I do fear the unknowns that dwell within the post-apocalyptic reaches that lie scorched and ghastly--that stands out.  I look forward to seeing how Metro Redux shapes up upon its release.  


From Deep Silver, here is the official announcement trailer for the new re-release:




Cite:http://www.deepsilver.com/news/newsdetails/article/return-to-post-apocalyptic-moscow/

Middle-earth: Shadow of Mordor is Looking Promising




https://www.nerdist.com/wp-content/uploads/2014/04/ShadowofMordor_FOB_PS4.png          

          Family murdered before him. Talion, Gondor Ranger and protagonist at the helm, finds himself host to a wraith-- bound by fate, and suddenly brought back to life, there are many answers yet to be uncovered. Shadow of Mordor, from developers Monolith productions and published by WB Interactive, presents new gameplay concepts that have me brimming with excitement. The nemesis  system if pulled off well will offer up some interesting gameplay dynamics. Set before The Lord of the Rings and after the Hobbit, Shadow of Mordor looks set to offer up a mouth smacking bland of army building, RPG mechanics, open-world traversal, and a tantalizing assortment of enemy variety--in as far as their A.I. is concerned. Imagine a radiant A.I. system which can recall past encounters and prepare itself contextually to face off against the players Talion in future encounters--fashioning a thirst for vengeance, an in-game enemy, can you imagine that. Upgrading the wraith abilities, which seem to give Talion dominion over the minds of others and other magical, phantom shifting powers, looks to offer quite the tactical boon.  

Shadow of Mordor is coming to the PS3, PS4, Xbox 360, Xbox One, and PC on October 7th.




Check out an early gameplay video on Machinima's Channel:

cite:https://www.shadowofmordor.com/
https://www.youtube.com/watch?feature=player_embedded&v=3Ps7puWAz1E

Watch Dogs Twitch Stream Was Insightful

    
Watch live video from Ubisoft on TwitchTV

          Watch Dogs developers appeared on an hour or so long Twitch stream today and gave a ton of info, some old some new. What stood out was the vision, one that encapsulated density and player volition. There was a sense that the world no longer remained a static, unchanged thing.  The ability to traverse with an Assassin's Creed-like parkour while activating hacks in creative, emergent ways, altering the playing field seamlessly in your favor, is refreshing to me. Some may disagree, but the graphics, running on a PS4 at low res, still looked good. The weather effects and the lighting combine to give this digital depiction Chicago an assorted complexion.
  
 ---- Half some fun with it....If you just like blowing [stuff] up, it's cool...
            
          Creative director, Jonathan Morin, and lead game designer, Danny Bélanger gave some interesting insights into the creative/ design process. Chicago was in fact chosen, not solely for its hyper-surveillance, but also for its greater, if theoretical, likely-hood of adopting such a city-wide operating system as ctOS. The multiplayer, then, becomes an extension of the game world's connectivity, thus linking players asynchronously for one-vs-one hacking or in larger, more chaotic four-vs-four matchups, centered on decryption and/or free-roaming.  If you haven't already, take a look at Ubisoft's stream--skipping ahead to around 20-mins in will get you past the rehashed promo videos.

Wednesday, May 21, 2014

Infamous: Second Son Review

Should you get hip to the power trip?



The Vaunted Gamer Review
Infamous: Second Son, from Sucker Punch Productions



The Vaunted Gamer Review      Cole MacGrath--no more. Say hello to the new infamy: Delsin Rowe! Infamous Second Son introduces us to a new protagonist and a new setting.Seattle (in all its splendor and realism) is the playground for our latest adventures in the, now familiar, superhero comic-styled Franchise, Infamous. The lead, Delsin Rowe, is a member of the game's Akomish tribe. Delsin, from the very opening, is "painted" as a trouble maker. He lacks a sense of responsibility, but--if the player so chooses--he doesn't lack the heart or the compunction to make the daring decisions befitting a destined hero. Delsin is (all things considered) quite affable; and as he revels in his new-found abilities as a conduit, his attitude is infectious and serves to instill players with a secondhand bliss, so much so that uncertain experiences ahead seem bright.With circumstances that seem fated to be, if not strangely and irreversibly set in motion by hidden, causal factors--as future revelations may reveal, Delsin is torn from the confines of the Akomish reserve; and he must make telegraphed karmic (moral) decisions, which, to some extent, add depth and development, but, ultimately, have so little impact that the developers might as well have settled upon a two path system--as the current one artificially slots players into one of two karmic paths. The D.U.P (the Department of Unified Protection) has locked down Seattle and are out to contain the Conduit problem. Conduits are the Infamous equivalent of superhumans, think X-Men. Delsin, in a straightforward plot to undue the work of Augustine (the D.U.P commander in charge of a Seattle wide lock-down), ventures into Seattle for middling fun.


Tuesday, May 20, 2014

Watch_Dogs Preview


After nearly two years of hype, can Watch_Dogs (Ubisoft's latest open-world outing) hack it?

 

Watch_Dogs, published by Ubisoft, releases on May 27th

     
      I've been keenly interested in Watch Dogs for some time now. The game made its debut at E3 2012 to a floored crowd, anticipation has surged since. What the heck is Watch Dogs? An open-world action-adventure starring Aiden Pearce, a hacker extraordinaire. Yes. It is also touted to be a "true next-gen experience." From what has been shown thus far, I can say that things look assuredly bright for Ubisoft Montreal's latest brain child-- In development since 2009 and hotly anticipated.


HACK IN


       Hack anything, play any way, do anything--well, not exactly a tag, but you get the idea. Grand claims and grander visions align. The preview images and videos for the game show off the many ways that Watch Dogs will attempt to deepen the level of player interaction and choice within the gaming realm. We see the protagonist, Aiden, speeding across the cityscape of Watch Dogs' virtual Chicago. In escape of the authorities, he (the player) slows time and pinpoints from an array of options, which include ground spikes to steam pipes, the ability to hack an oncoming draw bridge. With his pursuers in tail, Aiden initiates the hack and darts across the raising bridge just in time to cutoff the cops. 

         How? The city--Chicago--is connected. CtOS, a city wide operating system, functions to monitor and control wireless, interconnected facets--both seemingly public and private. And as such, Aiden Pearce can hack the CtOS systems and gain control over many of the cities networked components. These include the ability to raise guard rails—for cover in combat, short circuit breaker boxes, activate searing steam pipes and, as has been seen innumerable times, hack NPC's cellphones and private networks. Though a morality system is nowhere to be found in the upcoming title, Ubisoft's creative minds want players to be wholly aware of their actions, choosing to forgo the stale and limited reaches of a binary morality bar, instead opting to reflect the consequences of player action within the dynamics of the city itself. 

Monday, May 19, 2014

Soul Sacrifice Delta Review




Soul Sacrifice Delta for the PS VITA, published by SCEA on PSN


The first Soul Sacrifice (an action role-playing game) was released for the PS Vita on April 30th, 2013. It was well received. But it would appear that it was not as welcomed as it could have been, as Sony has chosen to release “Delta” the expansion to Soul Sacrifice as a PSN only downloadable title. I have had a chance to put a lot of time into the first entry, and I was quite impressed with the experience. The presentation lacks the furious budgets of larger titles, though who can tell if this is a hardware limitation or simply, and more aptly, a design decision; But, even without monstrous graphics, the original Soul Sacrifice captivated the imagination. With a coherent and readable art direction that communicated the “grim” world which your sorcerer inhabited.
You see, monster hunting games tend to bear the title of Monster Hunter clone, this may just be appropriate if said titles fail to establish their own unique qualities and revel only in copycat, derivative mechanics that fail to capture the intended audiences attentions and meet expectations. Monster Hunter is, of course, the dominate hunting franchise from Capcom that has a strangle-hold on what some may consider—at least in the U.S.– a niche genre. Within these games players can co-op and or solo a crafting, resource, technique sensitive experience, in a land filled with both large and small creatures that range the prehistoric gambit, in terms of design. Hunting down resources and harvesting them from monsters and the environment, then crafting armor and weapons this is the spirit of the hunter genre. A clear lack of narrative is neither an exception nor a rule, as some games, such as Monster Hunter, lack it, while others, such as God’s Eater, have veiled story arcs and plenty of dialogue.
As far as Soul Sacrifice is concerned, the new franchise sheds any heavy technicalities that one may associate with a learning curve in other Hunter franchises. The game is streamlined to an extent; superficially it is a snap to dive right in. The water, however, is not shallow. Offerings and the means by which you acquire them offer up reasons to complete and revisit the multitude of pacts that are scattered throughout Librom. With Librom being the book—yes the adventure takes place within a magical text—in which you adjust your characters appearance and take on quests—pacts—and story missions. The story, in short, surrounds a prisoner—you—within a bone prison settled within a post-apocalyptic world, ghastly in its appearance, mirroring the creature and character designs within the pages of Librom. You must acquire the means for your escape, by way of defeating your impromptu warden--a sorcerer of devastating power, by reading Librom and experiencing the tales inscribed within his pages.  Soul Sacrifice isn’t revolutionary or by any means amazing in its writing department, its stories—including the some of its pacts with narrative breaks—have twists, but it is not simply this alone that captivated me so, rather the quality of presentation: voice acting, at times overdone, illustration and music, together with the pangs of emotional weight that the execution of the writing allows—it does not fumble its pacing, and it dwells on what is important and sheds excess prose.


Shin Megami Tensei 4 Quick Review/Thoughts




  *Just a quick review of Shin Megami Tensei IV*


Shin Megami Tensei IV for the Nintendo 3DS, by Atlus
      The tensions of our lives are generally what makes them worth living. Rare is the person who can, in the end, praise the merits of a flat existence. With that said, one should keep this in mind as Shin Megami Tensei 4 implores all the tension that is at once reminiscent of a journey worth taking--and a life well lived.

      Have a Dark Souls style  experience without the perceived need of quick reflexes or heightened maneuverability. Megami Tensei 4 will see you through a calamitous 40 hour-plus adventure. Incurring upon yourself the trials of world shaping proportion as you take charge of a familiar--to the Shin Megami faithful-- yet vibrant and provocative assortment of Pokémon-esque demons. Starring as a samurai charged with the protection of your nations status quo and with it the theological underpinnings that seemingly hold fast the entire structure of society and its sanity.
Gameplay and story are a complement, sporting a turn-based, press-turn system that deepens with time and understanding, ultimately contributing to hours upon hours of drastic tactics and desperate, exhausting last-minute victories-- or unsurprising defeats. The atmosphere within the game rivals that of the combat, it is foreboding and impresses upon you the gravity and mystery that its narrative assumes. It would be a neglectful oversight to give away too much plot, but I shall attest to its captivating, if familiar, post-apocalyptic beats.

Monday, December 23, 2013

Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst Review

Naruto Shippuden: Ultimate Ninja Storm 3, published by Namco Bandai
Naruto Shippuden: Ultimate Ninja Storm 3, published by Namco Bandai


With a furious heart and maniacal finishers, Naruto Shippuden: Ultimate Ninja Storm 3 Full Burst is a blast of enjoyment; whether you play vs. mode, online battles, or ultimate adventure mode the combat is frantic, quick and easy to learn, yet difficult to master.



I wasn't sure how much I would enjoy the game, but I nevertheless gave it a purchase at the behest of a family member; all I can say is that it's a great thing I listened. Ultimate Ninja Storm 3 blows me away with its intangibles and well-polished visuals. Intangibly this game has heart and character. Tangibly, visual and design wise, this entry into the Naruto Ninja Storm series materializes a vibrant and well-choreographed reproduction of the popular manga and anime.  Fans and non-fans of the series will find something to embrace with this title. I find that with myself I am an off and on again fan, never really finding a quintessential balance. So, I can say, with reasonable experience, that it isn't solely on its fanatical embrace of the canon that this vagabond fighter is lofted--in my opinion, of course--to great combative heights, but, rather, it is how this commitment to fan expectations is achieved that gives me cause to praise the entire package that is Ultimate Ninja Storm 3.



First off, the core game-play is that of a simplistic, few button requisite combo-masher; or so it may seem at first. The circle button--on the PS3--is used to perform a number of combination attacks that only differ in input ever so slightly. For instance, the basic combos for every single character may boil down to four circle button presses on the controller, and that would be it. But I tend to think that this sheds itself of some of the excess of other fighters (read, by fight-fans: complexity and depth); this streamlining, if you will, doesn't mean less mechanical depth, on the contrary, there are--as I had to discover--quite the few nuances hidden within the games design. The triangle button--used to load one's chakra (energy/chi/Qi--life force)--adds another layer to each basic button function; it acts as a modifier allowing one to perform Ninjutsu (ninja techniques) and Ultimate Jutsu. The triangle button also allows the player to modify their movement speed (using the triangle and X buttons in combo) and throw energized kunai/shuriken (using the triangle and square buttons in combo), which when utilized effectively allows you to close the distance between yourself and an opponent--this is a more costly and proficient version of ninja dash, which is itself performed with a double-tap of the X button--and deflect opponents attacks. Add ninja movements--stylish, acrobatic maneuvers; ninja items--including attack/defense boosters, bombs, chakra refills, etc.; squad constructions-- both in their implementation within team battles and in the unique construction of certain character combinations and their special finishers/ jutsu's; and the ability to use powerful states called awakenings and you have some very interesting and varied mechanics and systems at play. 

 *Jutsu moves are hosts to embellished, screen-filling productions that are unique to individual characters* 


Monday, December 16, 2013

Pokémon X and Y Review

Refreshing, Spirited, Enticing and a Heck of a Lot of Fun. 

Pokémon Y From Nintendo

 

Pokémon X and Y are brilliant entries in the long running franchise, and they also mark the series debut on the Nintendo 3DS. Welcome to the world of Kalos-- beautiful sprays of warm, bright colors  are mixed with small and large graphical touches that spruce up the familiar and introduce a sense of joy that I have not garnered from a Pokémon entry in years. Yes, Black and White and their sequels, Black 2 and White 2, were great games in their own right, but it is the leap forward in polish afforded by the 3DS and the simultaneous streamlining of the experience that pushes X and Y just beyond the reach of their predecessors, once removed from nostalgic goggles, that is. 

You are a Pokémon trainer. You set off at a young age to challenge other trainers, capture Pokémon and become the champion of your regions Pokémon League. The game is expansive, sporting main city hubs and routes to explore--with Lumiose City being quite distinguished and familiar, not unlike the very grand and splayed Nimbasa City of Black and White. X and Y introduce Horde battles, which pit your Pokémon against a select group of congregated wild Pokémon of up-to five VS one. Then there is the fact that you are now given two starter Pokémon, yes, two. This sense of reward continues as these main entries are the first to introduce mega stones; These unique items offer in-battle evolutions that grant specific Pokémon, wielding specific stones, incredible new evolutions with new typing/new abilities  and boosted stats that set them way apart from their peers. Mega stones can feel overpowered to an extent, but they never felt too out of step with a felicity permeating the game. New Pokémon--over 60, Sky Battles, cafe battles, berry field breeding and more. The dazzling, unraveling thread of splendor is at a constant high-octane throughout the experience of the game. 


Speaking of the experience, it is clear that Game Freak, Inc.--developers of the main-entry Pokémon games (such as X and Y or Heart Gold and Soul Silver )-- and the long-time series director, Junichi Masuda, have taken the best of the series and refined it into a substance that is more palatable. How? you may ask. Well, from the very beginning the game gets you straight into the experience with little barriers. The player starts the game by picking their gender as usual, but, also, in a very welcome change to the formula--however slight--you can now select from up-to three character skin tones. This new wrinkle, if you will, to the customization formula is coupled with the ability to dress your avatar in a number of bite-sized fashion ensembles and articles of choice. The meat of the experience, the game that many fans have come to enjoy, is as it always has been--a rock-paper-scissors, turn-based, strategic collect-a-thon. What's more engaging, enjoyable, and inviting about the meat of the matter is the quicker pacing to the turn-based battles; the absolutely exquisitely rendered Pokémon character models (Yes, they are that good-- eye-candy that endures the entire journey and continuously brings a smile to my face whenever I revisit the game) and the additional immersive factor that is Pokémon-Amie. In Pokémon-Amie, the player is allowed to pet and play with their party of Pocket Monsters, raising their affection levels--which can lead to unexpected effects, among other things--and increasing the bond between Pokémon and trainer; this bond actually has in-game benefits, with enough care you can make your Pokémon fight more effectively in battle--they withstand blows that would normally knock them out, and they have an increased chance of making critical hits, just as a few examples.

Saturday, November 23, 2013

Time...There is Never Enough

I haven't posted in a good while. But, I assure you, I am still committed to producing honest, comprehensive reviews for whomever may read them.It has been a grueling fall--thus far, and so I have been pressed for time to blog. Remember, I do this with passion, not for any compensation. Therefore, I must find the time to eek-out my thoughts.
 
But fear not. I will, towards the mid-point of December, return to full swing as much as I can muster posts on PS4, PS3 and PS Vita--gaming news in general. We are on the cusp of a new generation, I say this because, to me, the games define the hardware and the cycle--not the other way around. With the release of the Xbox One and the PS4 we have a great deal of potential to look forward to, but for now, I am focused on a play-through of Tearaway, Pokemon Y, and a host of other great titles brimming , not with potential, but with a fulfilled realization of gaming bliss.

I have played a great deal of Pokemon Y and I do plan to have a review up soon, hopefully. I have greatly enjoyed the refresher that is X and Y. They don't revolutionize the formula, but, rather, enliven and enrich the experience. I can't wait to share my experience with Y; and as for Tearaway, well,it just released on Friday the 22nd, meaning a review will take some more time. I have been aware of the gaming press at-large dubbing it a reason to own a Vita, and I sure hope this is so. It is no secret that I believe the PS Vita to be a masterful work of gaming art, powerful and sleekly designed, but as I have stated it has, thus far, been underutilized and pushed aside. With Tearaway, one can hope to see the potential of the Vita come to some form of actuality.

Well, again, its been awhile since I last posted. But I hope to get back to it, though I won't be fully operational until mid-December. I hope to acquire a PS4 and join the fray of early adopters; though, I am also considering the possibility of getting an Xbox 360...hmm. \
I would, however, like to suggest anyone still on the fence about Pokemon, though, get it--if you have ANY inclinations at all. But, as far as next-gen goes, Its up to weighing individual situations and the various options available and remember it should be about the games--and when was the last time that launch titles scratched that itch or satiated that hunger?


Thanks for reading. Any thoughts, questions, comments? Let me know. I may also incorporate a bit of cinema, as I plan to watch Man of Steel shortly, and --hey--It might be a post or two.On second thought, I might just get an Xbox 360 instead of a PS4...

Monday, September 23, 2013

Grand Theft Auto V Review

Rockstar, indeed, does it again...here is my full review.

 
Grand Theft Auto 5
GTA V, by Rockstar Games

Grand theft Auto 5 manages to bolster Rockstar's ...rock-star-status; So, yes, if all you need is an affirmation of the greatness that is GTA V, then, again--YES--it is a smorgasbord of fun; a buffet of polish; and a feast of ambitious preparation and scope. Game developer Rockstar has managed to transcend their previous works in many ways with this latest entry in their long running series and they should be commended for it. The technical fidelity, as I mentioned in my review-in-progress, is staggering, if only for the fact that the hardware of the PS3 and the Xbox 360 are--from my perspective--being pushed to their respective limits. This release follows Max Payne 3, published last year, which looked stellar in it's depiction of Brazil, but for it's graphical and detailed achievements was mostly linear. Now, we have GTA V and it captures the level of detail and graphical fineness of Max Payne 3 and it infuses it into an open-world, crime drama.

---"You're a hipster."
---"I hate hipsters."
---"Classic hipsters denial."

In Grand Theft Auto V, you play as Michael, a retire with a shady past and family issues; Franklin, a repo-man who seeks to better his situation by removing himself from a life of petty crime and gang affiliation; and, finally, Trevor, who isn't  quite stable, but is the sort of protagonist that can help to explain away the players in-world transgressions. The three protagonist are drawn together by circumstance and, though some would rather forget others, they share memorable screen-time together. Trevor is a zany character, he sets himself apart as far and away the most insane and off-the-wall character I've experienced in this game and video games in general, recently--next to Vaas from Far Cry 3, that is. Michael typically spends his time watching movies--as he is a huge movie buff--and finding it difficult to relate to his kids or his wife Amanda. Franklin is the youngest of the trio and spends his time repossessing sports cars and the like for a local car dealer. Franklin dreams big, but just needs the right opportunity to present itself. The story in GTA V is a mishmash of narrative threads--which isn't foreign to a GTA title--but, this mash-up has fresh legs that are all due to the dynamics of a three character arc. While the use of three characters didn't move me as much as I thought it would, they still provide a certain je ne sais quoi, a certain revivification ensues. No single piece of the cast is allowed to stagnate because there is always a new overlapping situation or piece of the narrative puzzle to engage with. The overarching story is, granted, nothing special, three criminals plunged further under by their self-less actions lacks a certain redeemable quality, but how we are perfused through the stories body releases a flood of endorphins and a joy-ride brimming with scope and scale, but more importantly a narrative pacing that is trimmed of excess drudgery.  The story isn't perfect, but I believe it is HOW it is told that will captivate and motivate you to see-it-through. 

Wednesday, September 18, 2013

Grand Theft Auto 5 Review in Progess


Grand Theft Auto 5
Grand Theft Auto 5

I have just begun a journey laced in moral Grey's, epic scenery, poignant vistas, dense detail...corruption, crime, the American dream diffused; Grand Theft Auto 5 is nothing short of amazing, thus far.


It opens in a hurry, revealing a wealth of nuanced features and improved mechanics. The microcosm of Rockstar's achievement in technical fidelity is, quite simply, stunning; shooting mechanics as polished as Max Payne 3 or any other 3rd-person shooter ,for that matter. The myriad of newly implemented animations at work bleed life into the locomotive rampage and satirical performances of the, thus far, perfectly parodied cast of characters. The draw distance won't blow you through a window, but nonetheless it is, thankfully, commendable--pop-ups are kept at a minimal. Interiors are believably lived in, packing parcels of paper and modern domestic minutia a plenty.

It is clear from the outset--from the first minutes of one of  this console generations master class auteurs--that GTA 5 was seemingly handled with the utmost care and dedication. Though, like every work of art worth its salts, there are some flaws predicated on an ambitious vision, not necessarily grander than the collective brain trust of Rockstar can produce, but, in such a celestial undertaking--in the open-world gaming space--Rockstar must remain focused on the vision at hand , and to some extent rationalize their decisions based on their own artistic contemplations. Ultimately, the stretching--the scope of ambition, does not allow for an equal analysis of specific portions of the Odyssey in contemporary, social critique that is GTA V. Thus, I can envision others taking great offense to the lack of sensitivity in the  reflection of society that Rockstar has chosen to refract and engage with, without always debriefing, and providing the player with enough outlets for moral reproach.