Xenoworld

I’ve put about a day’s worth of play time into Xenoblade Chronicles since its release date, and it never stops amazing me. There are plenty of great things about the game, but the one thing that keeps hitting me over and over is the gigantic world environments.

Exactly why I’m so impressed by these is beyond me; it’s not a new feature to video games. Hell, I think that in February I spent more time in Skyrim than I did in the real world, and that game is all gigantic world.

It might be that I’m just now starting the really appreciate these huge environments. Hitting the wide open Gran Pulse after spending countless hours of being funneled through linear environments in Final Fantasy XIII was an absolutely exhilarating experience, and the effect wasn’t lost on me. When I first stepped out onto the Bionis’ Leg (pictured above), I got really excited and thought to myself “Oh man! This is the Gran Pulse of Xenoblade! Already! It must be huuuuge!” and then I remembered that I’d just spent almost 13 hours playing in the equally humongous environment of the lake and hillsides around Colony 9.

Colony 9, for those who aren’t yet on the Xenoblade wagon (shaaaaame), is the starting area of the game. And it is humongous. Like I said above, I spent roughly 12-13 hours playing around in there alone, doing sidequests, exploring the hillsides, challenging too-strong monsters. How many JRPGs give you such a large place to play around in right off the bat? Not too many. Unlike Skyrim and its cousins, Xenoblade doesn’t give you free access to the entire world right off the hop, but it does give you a big new playground after every few story bits.

The downside is that even though you have these huge environments to play around in, there isn’t a whole lot to do in them. There are truckloads of sidequests if you have the patience to stalk the townsfolk long enough, but most of them are monster-slaying requests or monster-loot fetch-quests. Monsters in any one area come in many shapes and sizes, but can generally be sorted down into two groups: ones you can kill and ones you won’t be able to kill for a long time. In the Colony 9 area, there are monster groups ranging from level 1-10 and then they rocket up to 70+; nothing in between. So unless you want to grind those weak mooks forever, there is sort of a ceiling to character development, at least in the early areas.

There are also no treasures in the field. Sort of. There are little collectible baubles that randomly appear all over the place as blue wips that you can pick up. You can log one of each in your colletopaedia, and when you complete a category of items or location page, you get a special stat-buffing gem. Once you’ve logged one of each type, these doodads are just good for selling and bartering with NPCs. Monsters drop loot too, including armor and weapon, but they mostly seem to be crap compared to the local shop stocks.

The real reward for running around the world is the thrill of adventure, discovering new places, and looking at those beautiful landscapes. The Bionis’ Leg area alone is so majestic and verdant that I don’t think I could ever get bored of running to the top of cliffs and looking down on the scenery. It also helps that the field music tracks are fantastic and I could listen to them forever. This is most likely because the uber-talented Yoko Shimomura is one of the composers of the game’s soundtrack. I desperately want to import a copy of said soundtrack, but with an Amazon price tag of $75, I can’t convince myself to pull the trigger on this one. It would definitely be the crown jewel of my video game soundtrack collection though…

And that’s all I’ve got to report for now. I’m not very far into the game yet, so I’m willing to bet you that there will be more thoughts on it in the future.

The rain won’t let up

I have finished Silent Hill: Downpour twice now. One more run and I’ll be part of the 1000/1000 club. You may have gotten the impression that I really liked the game last time I talked about it, and to that end, you’d be right. It’s exactly what a Silent Hill game should be: creepy, atmospheric, mysterious, and mind-bending. It has all the best qualities of a classic-style survival horror game, but cuts off most of the cruft to make it a more brisk, enjoyable game.

There are, however, a few downsides. Pobody’s nerfect, and the Vatra team is no exception to that rule. They did a really excellent job for a relatively inexperienced studio, but there are a few things that made my playtime less than optimal. The most obvious flaw with Downpour is the horrible, horrible lag. On my first run it wasn’t really an issue until I was wrapping up a few side quests near the end. Because I was taking my time and looking into every nook and cranny, the game had more than enough time to get everything loaded up and keep the framerate at a decent level. Only when I started motoring back and forth across town did I start to notice that the engine was having a lot of trouble keeping up with me, and things got really choppy. My second playthrough was even worse, because I was basically gunning it to wherever I needed to be next, and that is apparently not how you’re supposed to play. I worry about how my third run will go, since it’s essentially going to be a speed run to pop the last three cheevos.

The other thing that really got under my skin is that there’s only one save file. I’m not such an obsessive gamer that I save over multiple files in one run, but I do like to have more than one save on hand at times. Especially since there is a point of no return near the end of the game. Aside from that though, there isn’t really a need to have more than one save in this game, but I’d like to have the option available so that I could say, have a save game that leads right into the joke ending. Downpour is also the type of game that auto-saves. And it only auto-saves. There are checkpoints everywhere, and even if there isn’t an obvious one around, you can always go into a building to save. I feel like it would just be a lot more convenient to have a button on the menu to save though. Is it really that hard? The auto-save slavery still beats having to find an actual save point, I guess.

Aside from the framerate issue, these are very minor complaints though. Having multiple save slots and a manual save option would be nice, but the game works fine without them.  Other than that, I am pleased as punch with Downpour. The sentiment doesn’t seem to be too popular with the rest of the internet, but nuts to those guys. Vatra took Silent Hill in a great direction, and Tomm Hulett is most definitely still in my good books for the work he’s done with the franchise. Here’s hoping that the next one is just as good.

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.