Friday, May 12, 2017
Toukiden 2 (PS4) Review
I really enjoyed the first Toukiden, more than I thought I would. I figured Tecmo Koei's first foray into the monster hunting genre would be a bit shaky, but it was solid and felt familiar enough, yet different, from other offerings. I ended up playing it for many more hours after reviewing it, and was very excited to finally get my hands on the sequel. Of course, I had the carryover demo to help satiate me beforehand, so I was able to hit the ground running in the full release.
If you haven't played the first Toukiden, or read my review of it, I'll briefly cover the basics. You play as a slayer who is tasked with defending a village from various monsters called Oni. This involves choosing a weapon, getting some allies together, and hitting them a lot until they die. You can then purify them, which gives you an item. Each medium and large Oni has several parts that have their own durability. If you hit them enough, the part will break off. Those too, can be purified. While you can sever legs and arms, most time the monster gets a phantom version so they can still use it to move and attack. Those parts can still be targeted, which can aid in stunning or tripping them, giving you a few seconds to hit them without fear of retaliation.
The controls are mostly the same as the first entry, but with a few new additions. Square, Triangle and Circle will do different attacks based off the weapons types. X is your dodge button, which is the same as last time. Filling up your weapon gauge still allows you to do your super attack that will sever a monster's limb instantly. Running and the Eye of Truth no longer drain stamina, which is nice. Also newly added is the demon hand.
The demon hand adds a new layer of mobility for your character. You can target an Oni with it to pull yourself to them quickly, which can help in hitting their higher sections. You can also use them in the environment to go up ledges and across gaps. The unity gauge has also changed to be used with the demon hand. When it is filled, you can target a monster's part and break it, sometimes permanently. It's different per monster, but some can be left legless, dragging themselves around to fight you. It's really useful and cool. At first I didn't really care about the demon hand, but after smashing off an Oni's arms and watching it walking around trying to peck me, I realized its true worth.
Mitama are back, and also slightly reworked. They don't level up as before. Instead, doing different things will unlock and level up their skills. There's also very specialized skills that some have, affecting other types of mitama or certain weapon types (think of the corporate buzzword "synergy"). The second and third mitama give you new skills. One is activated by holding R1 and pressing R2, and the other activates automatically when the conditions are met. They have lots of new skills, too, like filling up your weapon gauge at the cost of health, or keeping you from dying when your health is out. It took me a bit to get used to how the new skills worked, but I do like them. Besides just reworking the types of mitama already present, a few more have been added.. I still really like my spirit type, but I'm starting to like the plunder type as well. The command type is a bit of a let down, though.
The story mode for the series went through an overhaul. It used to be just like Monster Hunter, where there was dialogue bits in the town, and you would take missions from the counter, complete them, then repeat to press on through the story. Now, the town has the different "ages" outside of it in a giant, connected map that you can run around in. There are plenty of Oni, items to pick up, side quests to complete, and even collectibles. There are also random "joint operations" where you help another slayer out (or even a Tenko). When you complete it, the slayer will temporarily join you, effectively giving you a fifth party member. You can encounter other player's characters in this way. When encountering a large or medium sized Oni, there is a barrier keeping you within a certain area. It's possible to leave the blue types, but red keep you in. These are for quest targets, so you probably don't want to run from them anyway.
When I first experienced the large map, I though it was just a side thing to do, where you could free fight Oni and gather stuff. It took me way too long to realize that this is where the campaign takes place. I thought about if I liked that or not, and finally decided it was actually a good choice. It moves it farther from the game that inspired it, but gave it something unique that works really well. I don't know if it needed the collectibles, but I really like the new, large, connected map.
The multiplayer stays closer to its roots. However, instead of having a map with different zones, you are basically put in the area with the target(s). You will be in a section of the normal map, but within the red barrier area. This makes missions much faster. I wasn't able to find an online lobby the few times I tried, but you can do the quests offline with the story characters or a copy of anyone that you have the card for (other players, basically).
While the first Toukiden and the Kiwami expansion had story and plot, Toukiden 2 has more. The story is a bit predictable towards the end, but the character backstories are really good. Going through the story and some of the side quests took me 25 hours. Completing the rest of the side quests and doing the hunting missions will rack up many more hours. I've put on an additional 20 hours and still have more to do. Like the first game, the difficulty isn't as high as its competitors, mostly because you can take AI with you almost constantly and they can revive you. I had no difficulties going through the story, although some of the later monsters hit very hard.
If you are a fan of the first Toukiden, like myself, I would definitely recommend Toukiden 2. Just realize that they have changed some things to better separate it from the crowd, which I could see alienating some people. I actually really like the changes, and had a lot of fun playing through the story and side quests.
The Good:
Expands the game in interesting ways to further differentiate itself from its inspiration.
The Bad:
The changes may alienate some fans of the genre.
The SaHD:
I'd really like to play online with my friends, but none of them have the game.
(Review code for Toukiden 2 was provided by the publisher)
Tuesday, May 9, 2017
Hakuoki: Kyoto Winds (PS Vita) Review
Hakuoki: Kyoto Winds is a visual novel set in Kyoto, Japan in the mid 1860s. It stars a female protagonist searching for her father. She quickly becomes a "guest" of the Shinsengumi, and the story unfolds from there. Kyoto Winds is also a remaster of the previous Hakuoki, which came out a few years ago on the PS3 and Vita. The story has been partially reworked, adding more minor characters and romance-able targets for the leading lady. Sadly, the story has also been split in two, and this is the first part of it.
The story is pretty entertaining overall. You interact with many different characters, which feels more logical for such a big group, as opposed to cramming all the characters into every scene. There's also a fair amount of voiced dialogue. Of course I expected some, but with so many characters, I expected less than there ended up being. If the dates in the game match up with historical dates, it would make sense why there are sometimes big jumps in time (up to about a year) during the story. Otherwise, it would be kind of strange that a lot of things happen in a month or two, but then nothing for the next four months.
Many points in the story will task the player with choosing an option which affects how the story unfolds. Some of these make big differences in the short run, but in the long run, the story unfolds in much the same way. Since the story is based on historical events, it makes sense that that would be the case. Sometimes the following scenes feel a bit disconnected from some of the choices. Basically, there seem to be better options to make the story flow perfectly, but you don't have to do that. What your choices do greatly affect is which characters you can raise your relationship with. This, in turn, changes which final chapter you get in the game.
When I say "final chapter", I don't mean the story's conclusion...yet. It's only the first half of the entire tale. This was a bit of a disappointment. The breaking point is a pretty logical one (at least in the routes I did), so it isn't some awful cliffhanger to leave you waiting for the next part. With so many different last chapters, I'm curious to see how the second game deals with that at the start.
Like most visual novel games, Hakuoki runs about 4-6 hours for your first playthrough. There are several points where a different choice will change parts of the game, plus a route for each of the characters gives you some good replay value. Finishing the game once allows you to choose at what point to start at, and then select one guy to set the relationship at high or low. This makes it easier to see the alternate routes without having to skip through parts you have already seen. Plus, when you come to a choice, previous selections will be marked with different font color, which aids in choosing another. While a lot of this stuff should be standard in visual novels, I'm still very happy that it's included here.
If you think it would be hard for a guy to play and enjoy an Otome game, you would be mistaken. Hakuoki: Kyoto Winds in an interesting story that is unfortunately split in two. That is made better by the fact that it splits in a logical place, and with so many different ending chapters, has replay value for hours, even if you have to wait for the full story to conclude. Visual novel fans should definitely give it a try.
The Good:
Interesting story with some nice twists, and plenty of ending routes.
The Bad:
Having to wait for part 2 to finish the story.
The SaHD:
I've seen Ruroni Kenshin, so I recognize a few of those names.
(Review code for Hakuoki: Kyoto Winds was provided by the publisher)
Friday, May 5, 2017
Marvel Heroes Omega (PS4) Closed Beta Test Impressions
Marvel characters meets Diablo-like gameplay? Sounds like a great idea. I have played a few hours of the PC version, but early on my computer couldn't handle it, so I waited until I got a machine that could. Even so, it was a game that I really wanted to use a controller for, and was very happy when it was announced to be moving to consoles under the slightly changed name of Marvel Heroes Omega.
There's a new intro mission that has you play as a few of the Avengers while introducing controls and key aspects of the game. After which you will then do the old tutorial level, the Raft. If my memory serves me correctly, this Raft mission is a bit stream-lined from its old version, and I like this one better, mostly because it feels shorter.
It's a good thing too, since story progress is saved by character. So, if you switch to a new one, they want you to do the Raft again to get a level and some starter gear. With so many characters already available to try (and more that I have to wait patiently for), it's a nice idea, but there are easier ways to just try a character out. First, there is a training room hidden in the list of teleport locations, which lets you attack a set of dummies to try out your powers. If you want live combat, you can just enter the first street zone and run around beating up a few punks to see how it feels.
So how does it play on a controller? For me, it's great. You move with the left stick, and the face button uses your moves. Several moves don't have a cooldown, so you can either hold down the button or press it continuously to use the moves. Holding down the L2 will give you access to another set of four moves once you have them unlocked. Setting what skill was on what button was easily done from the skill menu, too.
L1 will use a healing item, although I wasn't sure how many I had. Maybe it isn't limited, but a cooldown? The right stick doesn't move the camera, which I thought it would. Instead it...does nothing? I'm not sure what it, R1 and R2 do. I imagine one would do the ultimate skill, but I didn't play far enough to find out. I should when there isn't the looming threat of a character wipe, though.
However, the biggest thing I was excited about was the inclusion of couch co-op. Many of you may know that I play several games with my awesome wife, and after sinking hundreds of hours into Diablo, Marvel Heroes Omega is a game we were itching to try. It took a bit to get everything lined up (she apparently couldn't actually pick a character to join unless I was already in a mission), but after that it worked out really well.
The second player is basically sharing the account of Player 1. This is good because you only have to buy characters for one account to get the benefit for others. Inventory is shared, too, which is good (easy to give pieces to other characters) and bad (capacity will get filled faster). With loot still being character specific (a choice I'm not too keen on), it helps to not have to trade or drop it so the other player can use it. Of course starting inventory limits are not conducive to my play style (I'm a hoarder), so I know I'll spend some G to increase it.
As much as I enjoyed the game, I of course had a few problems as well. Some of the UI text is absurdly small, even on a 55" TV. I imagine (and hope) that will be fixed by launch. I also would have liked a help page that showed the controller layout, since I had a devil of a time trying to log out the first time. It turns out it's cleverly hidden in the lower right corner of the screen when you first open the menu. I guess I've played too many other MMOs, since I was looking for it in the options, and other places for several minutes before I just saw it sitting there, laughing at me. Lastly, when you level up and gain a new skill, it puts it on a button. Fine, but it tends to duplicate it, or just put it over one you had before if you've set up the buttons manually. It's not game breaking, but it's weird and annoying.
It's safe to say I had fun in the closed beta for Marvel Heroes Omega. I set out to try different heroes to see who I might have to buy, and to play some couch co-op. Both goals were met, so now I have to wait patiently for the open beta, and then the game's launch! I'm definitely looking forward to that.
The Good:
Lots of heroes to choose from, controller works great...and did I mention couch co-op!
The Bad:
Some UI elements aren't optimized
The SaHD:
Really, really looking forward to when my boy Juggernaut is added. And of course Venom!
(Founder's Pack / Closed Beta access codes for Marvel Heroes Omega were provided by the publisher)
Monday, May 1, 2017
The Silver Case (PS4) Review
The Silver Case was Grasshopper Manufacture's first game. Originally a Playstation game released in 1999, it was recently remastered for a PC release, and now it's on the PS4. The game is a crime drama adventure game split into two parts, Transmitter and Placebo.
Transmitter follows the main character (that you name) and their story through 7 chapters. While the stories don't always appear connected, they are in sometimes obscure ways. I was able to follow most of the plot, but a few points escaped me. Some of these are things addressed in the Placebo portion of the game. Placebo only has 5 chapters, stars a different character, and gives a different perspective on the happenings of Transmitter. As already mentioned, it fills in a few gaps, so it isn't as ancillary as it first appears to be. Also, finishing all the cases on one side unlocks a bonus one for the other, which is new content not from the initial release. Sure, they are really short, but new is new!
Being a Suda 51 game, you know it has to be dripping with a unique style. In that respect, The Silver Case doesn't disappoint. Part of the game's style is the background imagery. There's lines, letters, symbols and other things floating around. At first it was really distracting, but once I was used to it, I thought it was pretty neat. Plus, it helps that every chapter had its own color and thing going on in the background, making them all feel unique.
In addition to that, there are also a myriad of ways the game shows things. Many characters have portraits (that are different for the two "sides" of the story), there are still images, 3D models, animation and even some live action videos. It's all kind of crazy, but since it uses them at least a few times each, it kind of works. There is little spoken dialogue, so the game uses a text noise when writing the dialogue. It actually has a few different noises, which is nice. However, it just kind of cycles among them, instead of having certain people's sound one way, as a way to differentiate people from others. That would have been cool.
When you aren't scrolling through and reading dialogue, you will likely be moving around the game's limited 3D environments. These sections are the weakest part of the game. It's also the only "gameplay" you get, which is what makes it an adventure game and not a visual novel. Anyway, the controls for them half make sense, but are still jumbled. I get the movement, but selecting what thing to do (movement, system, etc.) with the wheel feels very cumbersome. There's an alternate way, where you hold the L1 button and use a face button, that feels more natural. One of the characters even points out that it won't makes sense, but that you will get used to it. They don't say that it gets better, mind you, only that you'll accept it and move on. While these sections aren't fun, in the Placebo story, they feel superfluous. Many times, you basically move a square forward and interact with something to advance the story. I guess it at least gives you time to save.
Early in the game, my dislike for these sections was cemented. I was moving around in the first room you can move in, and I couldn't go anywhere. I examined what I thought it wanted me to, but all I could find was a door it wouldn't let me though, a panel that I could type stuff in, and a blurry picture that seemed like it would be important if it was legible. After about 10 minutes, I found a comic book near the ground. "Ok, great the game is going to have collectibles during these parts," I thought. I wandered around for a few more minutes, just not understanding what I was missing.
Then I tried to walk though the door again. And it worked. "What?!" I yelled (actually, there were more expletives in what I yelled). I apparently had to pick up a silly and useless collectible in order to go through the door. Sadly, that wasn't the only time I would not know what to do, only to find out it was look up or down on a specific panel and a specific direction. Sigh.
In the Transmitter half of the game, several of the 3D sections have puzzles to figure out. The first ones I came to didn't really give any indication of what I was supposed to do (remember that panel I mentioned?), and being already confused, I didn't know what to do. There's a little magnifying glass icon, that when hit, solved the puzzle for me. So what was the point of actually doing it? I don't know. After completing all of those ones in the same way, I figured out what you were supposed to actually do to solve it. On one hand I think it's silly to just easily give the solution like that with no penalty, but on the other I appreciate that you aren't stuck when they just dump a puzzle on you with no explanation.
The other puzzles don't have a button to solve it for you, and they aren't very hard when it comes down to it. I will admit I got stuck several times, but it wasn't usually because of an actual puzzle, but more that I didn't know what part of the area I was supposed to walk to, or look up or down or something else that feels pointless. Luckily getting all the questions right in the 100 question kumite isn't actually a puzzle, since that wasn't going to happen. (Apparently, they always ask in the same order, meaning a guide will get it done.)
While I do have some big problems with The Silver Case, I think the story is interesting. There are parts that don't feel as well explained as they should be, and there's a few twists that feel unnecessary, but I enjoyed it overall and kept playing to find out what was going to happen. I'd enjoy it more as a visual novel, since the movement sections were far more painful than they should have been. The style is the game's strongest point. Still, if you are a fan of some avant-garde design and story telling, The Silver Case is worth a playthrough, especially if you have played any of the related Suda 51 stories.
The Good:
Pretty interesting story, very unique style.
The Bad:
The 3D environments.
The SaHD:
One of the characters nicknames the main character "Big Dick", which makes for some hilarious lines...which I unabashedly took screenshots of.
(Review code for The Silver Case was provided by the publisher)
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