Category: Video Games
Let’s Play Megaman X – Flame Mammoth
Shepard Fantasy XIII-2
Son of a bitch! Square-Enix is making it really hard for me to not spend my hard-earned Microsoft Points on alternate costumes for Final Fantasy XIII-2. I can safely ignore Noel, but I am finding it very hard to resist the chance to dress up Serah as Commander Shepard. Is it really worth the $3? No. Maybe if the costumes came with some stat boosts, but as it is they’re entirely cosmetic. I have to say though, every new set of DLC outfits is better than the last… The Costume GET! guy must be having a fit.
I did buy the two legacy boss coliseum packs. Omega was a piece of cake, which is totally opposite of its reputation as an FF superboss. Not that I would really know. I think the only Omega I’ve ever fought during the course of my FF career was Omega Weapon in Final Fantasy VIII, and I (through an incredible stroke of luck) owned him in about a minute flat. However long it would have taken to Aura my party, get a lucky Invincible Moon on Rinoa’s first limit break, and then go to town with Lionheart.
Ultros and Typhon were a completely different story however. I fought long and heard, but could not claim victory against the two Final Fantasy VI bosses. It wasn’t until we were already in pretty rough shape that I realized that Typhon was occasionally restoring Ultros to full health. I don’t know why it took so long because I spent the second quarter of the fight focusing on Ultros. I turned my attention back to Typhon, but at that point it was already too late and I was only able to whittle away about one million of his 3,000,000+ HPs before we bit the dust. Lesson learned: equip ribbons. Or something that prevents Daze.
Tiny mountain out of a tiny molehill
Yes, I still “play” Tiny Tower. I now have the biggest tower of all my Game Center friends, but I still can’t put the thing down. I have to build it higher!
There is one thing that really bugs me about it though. See the really clean, consistent visual style? Yeah, nice and pixely. Now look at the stars. Crisp, clean, and not at all matching the graphical style of everything else in the game. Geez. Next thing you know the clouds are going to be made out of polygons…
Komayto, komahto
Not only is Kid Icarus: Uprising awesome and hilarious, it’s also got some fantastic references to other Nintendo games, the best of which (that I’ve seen so far) you can see below:
Now, Komaytos were in the original Kid Icarus, so the Metroid-esque enemy itself is not a big deal. It’s the flavour text here that really brings it home. Even better is that there are space pirate enemies to go along with them this time around. They bear only a passing resemblance to Metroid Prime space pirates, and are even farther removed from the Zebesian variety.
The rest of the game is the exact same way when it comes to excellent writing, and it is so great. Even the online multiplayer is super fun, and I very seldomly get into online multiplayer modes. I cannot believe that there was a point in time where I wasn’t interested in this game. Thank goodness Nintendo pushed it as hard as they did.
Let’s Play Megaman X – Storm Eagle
Yeah, that room
This is a “hidden” area in Silent Hill: Downpour. It is also the best hidden room in the history of ever. There really isn’t much to it, just a medkit and a handgun, but I think the fact that it’s there is good enough. I’ll admit that I would have liked maybe a ghost or two, or to have been able to enter the other rooms of the apartment, but what can you do?
The lack of interactivity is a bit of a missed opportunity, but at least they did a really good job on the detail. The living room table is missing, but I knew where I was immediately. They even included Henry’s loafers!
(Cheat sheet for idiots: It’s the apartment from Silent Hill 4: The Room)
When it rains, it downpours
In celebration of my fancy new promotion, Stephanie (who is the best, BTW) bought me Silent Hill: Downpour. I think I was pretty clear about how much I loved Shattered Memories, so it shouldn’t be too shocking that I was a little wary when the first details for Downpour hit.
The game was being developed for 360 and PS3, which sounded to me like a death knoll for Shattered Memories’ style, which focused almost entirely on exploration and atmosphere. Then came the guns, which meant that combat was back; combat has never been more than “acceptable” in Silent Hill games, and is usually much, much worse. I was immediately awash with fears of the game being produced with a “hey PS3 blood and guns derp derp” mentality.
Fortunately, I couldn’t have been more wrong. I’m only a quarter of the way through the game, so I’m not sure how things are going to roll out, but so far I’m really enjoying it. Downpour actually does feel a lot like Shattered Memories in most ways. The flashlight mechanic is less prominent here because you have to manage weapons as well as illumination, but it’s still an important part of gameplay. The single (playable) Otherworld section I’ve been in was a mix of puzzle solving and running from an undefeatable enemy. Otherworld transitions are unexpected and visually interesting (I do miss the ice though).
Downpour carries on the Silent Hill tradition of shallow, janky combat. The biggest improvement here is the ability to block, which is way overdue. I don’t know, maybe Origins and/or Homecoming allowed your character to block; I haven’t really played either. But yeah, blocking isn’t going to change the whole game, but it does make monster encounters more managable.
The monsters are also apparently affected by the weather. A loading screen tooltip that came up once said they come out in greater numbers and are more aggressive when the rain is really coming down. I haven’t witnessed a heavy rain yet, but I was surprised at how some of them will elect to run away when the rain stops. Monsters located inside always seem to be equally aggressive, but I suppose that makes a certain amount of sense.
The world is an interesting kind of hybrid of open and linear design. Another Silent Hill staple, now that I think of it. The first couple areas do a fairly good job of herding you forward, but give some nice rewards for exploring off the beaten path. Once you actually make it into the town, you’re given a bit more choice in where you want to go. Between locked doors and blocked/crumbled roads, Silent Hill still tries to push you in the direction of the next plot point, but you can run around town pretty freely. Another tooltip that I saw hinted at a subway system that might allow me to get around town faster, which has me wondering exactly how big Silent Hill is this time around.
One of my favourite things about the game so far is that it has side quests. Yeah, honest-to-God side quests in a “survival horror” game. I use quotation marks because survival horror isn’t really a genre in video games anymore. But anyway, side quests! I’ve only done two at this point: one rewarded me with copious amounts of bullets, I don’t think the other had any reward besides the satisfaction of doing a good deed.
The other thing about Downpour that I’m really digging is that it is terrifying. It might have less to do with the game being scary and more to do with the fact that I’m playing it the correct way. I knew nothing about the game before launch aside from what was shown in the very first trailer; I didn’t even know it was released until I haphazardly noticed it on a store shelf. Also, I’ve been playing it alone in the dark. The right atmosphere mixed with not having a clue what’s going to happen next is exhiliarating in the most horrifying way.
Suffice it to say, I am leaning on the radio static (which signals monster presence) more than I ever have before in a Silent Hill game. Somehow though, monsters are still managing to get the drop on me and catch me off-guard.
It’s not as scary now that I’ve learned how most of the monsters act and what the rules of the game are, but those first few hours were something else. The tension remains high because you really never know what’s going to happen next. I’m currently making my way through a library section of a tower, and there’s this… ghost, I guess that keeps randomly pushing stuff over and giggling. It’s nothing new to the horror genre, but it’s spooky as all heck when you’re not expecting it. There was another related event that actually made me jump out of my chair, but the game is still fairly new so I’ll avoid any more spoilers for now.
So Silent Hill: Downpour is pretty great. I’m not sure if I like it more than either of the Silent Hills that star Harry Mason (Silent Hill Play Novel not included), but it’s definitely my favourite SH game otherwise. You done good, Konami. You done good.
Mmmm, crow!
So, my complaining worked.
I spent a bunch of time putting off my slot machine duties in Final Fantasy XIII-2 last weekend, and then when I finally went back I hit it big in roughly ten minutes. It took a while to get my first triple-9 (250 coins) and Victory Mode, but I almost immediately hit another triple-9 (500 coins) for Super Victory Mode. Only a couple spins later did the microchus line up (see above) for a massive payout of 50,000 coins; far more than the required 7,777.
Turns out slot machines aren’t that bad after all!
Run, rat, run
So I was playing the second chapter of Dragon Fantasy (which is fairly brutal at the the outset, BTW), and I came across the first boss, the rat king. While fighting the boss, I accidentally hit the “run” command for one of my characters, and to my surprise, we were able to escape the battle!
This is not a new feature to RPGs, but it is an exceedingly rare one. In fact, the only other game that I know for sure lets you run from boss fights is Chrono Cross. I’m fairly sure Final Fantasy XIII and its sequel let you run too, but I’m not certain.
Dragon Fantasy even adds a wrinkle in here: if you run away from this boss, he up and leaves! I was shocked when I saw this, and a little disappointed that all that delicious XP just walked away. The big rat does the same thing if you best him in battle, but I thought it neat that if you don’t want to fight him you don’t have to.
I haven’t tested with other bosses yet, but it’s definitely something I’ll be keeping in mind as I progress. Is this an intended feature or a bug? If you can run from all bosses, do any other ones leave? What an exciting mystery!