Saturday, August 17
Muramasa Rebirth Review (PSV): Let's play a painting (a fucking rad painting)
With your PlayStation 4s and Xbox Ones around the corner, photorealistic graphics are going to be what every developer and their Call of Duty dog strives for. The two-dimensional sidescroller will soon solely become the domain of indie developers. Not that I don't appreciate their work, more that your average publisher won't want any part of a niche market comprised of a small set of customers yearning for experiences from a bygone age.
Enter Muramasa Rebirth, a remake of the (previously) Wii exclusive, Muramasa: The Demon Blade. I never played the 2009 home console release, but I have read enough songs of praise for Vanillaware's beat 'em up to make the idea of importing the handheld iteration sound like an acceptable course of action. Let's face it: at this point, importing any new retail release for the Vita sounds like a plan because new releases for Sony's fledgling portable are rarer than hens' teeth, and publishers aren't exactly breaking their backs to get their games to Australia. I can understand why, mind you; but still, the game's showing a release date of "TBC 2013" on the EBGames' website and our friends across various ponds have been playing it for two to five months now!
Oh yeah, the game! Let's talk about that, rather than the business of releasing games Down Under.
I loved this game. Loved it. I can fully understand if someone didn't want to give it time to see the time of day or wanted it to burn in a fire though.
For one, it's mighty repetitive. When you're not mashing the square button for minutes on end, it's more than likely that you'll notice some familiar scenery. The two campaigns play from and to opposite sides of Genroku era Japan to attempt to break up the monotony, but save for a few enemy types that are unique to each, there are a lot of common experiences spread across 10 hours plus.
Secondly, it's repetitive. Save for one boss fight that takes the concept of "verticality" and turns it up to 11, you'll have seen all the different types of combat scenarios the game has to offer after about two hours of play. So, that means shitloads of lengthy boss fights, hundreds of often frustrating exchanges between high flying enemies, and just generally bashing shit until it falls over. If you're looking for "surprise" in the conventional videogame sense of the word, there is no turret sequence and you can't jump in a vehicle to "freshen up" the experience. This is a beat 'em up: you will beat shit up on a 2 dimensional plane. That is it.
It's a good thing then that bashing shit up in Muramasa Rebirth happens to be somewhat enjoyable. The range of attacks that both Momohime and Kisuke have at their disposable are varied, and generally have your chosen character darting from one side of the battlefield to the other with a flurry of strikes. Some of the more open arenas lead to some particularly satisfying battles where you can string attacks together and climb from tree to tree (or cliff to cliff), leaving bodies above, below and to the side of you. There are some slight RPG elements at play here, but none of the special, blade-specific Secret Arts will greatly affect how you play (on the standard difficulty setting, at least).
I probably should've mentioned this earlier, but this has to be one of the best-looking games on the Vita. Hell, it's one of the most visually-arresting games I've played this year. Anything from the most fearsome demon to serene shorelines are rendered by hand, and the animation quality is top-notch. The game's visuals are reminiscent of a kakejiku that's come alive. The greatest joy in this game comes from running through a vibrant Japan and catching Momohime and Kisuke's wry glance at you mid-flight: it's hauntingly beautiful.
The boss fights probably wouldn't be anywhere near as memorable -- and in some cases, bearable -- were it not for Murama Rebirth's memorable artistic direction. Some of these encounters encourage movement and require enough skill and timing so as to be satisfying, but the vast majority require you to a) mash the fuck out of the square button and b) push the analogue stick to the right. Sometimes, ten minutes of bashing your sword against a wall would seem a challenge if not for the fact the game is so easy on the eyes.
There are some other quibbles, like the finnicky positioning required to start a conversation with NPCs, the apparent ignorance of the developers regarding the Vita's touch interface (and how that could've remedied the aforementioned issue), and two difficulty settings that allow for either careless play or require judicious use of resources (where's my happy medium?), but they don't detract enough from Muramasa Rebirth's gorgeous veneer to warrant further discussion. I'm sure that most will appreciate it's beauty, however, I'm less convinced that all could see its charm. If you don't mind playing with one less dimension and have an itch for some swordplay, I'd recommend this without hesitation.
Friday, July 5
The High Horse Audit: My 50 Favourite Games
Following in the footsteps of Kotaku Australia editor, Mark Serrels, I've decided to share my slant on what are the top 50 games of all time. There was a great disclaimer to his list that I think I'll apply to my own:
– I know [insert game here] isn’t on the list. I know that’s outrageous. Make your own list and post it in the comments!
– [Edited] There's a few Star Wars/Mario/fighting games in his list and it reflects the games I like and the games I’ve fallen in love with.
– People like different things for different reasons!
– Please do not use this list to justify any future comments I make in the future, or even things I might have said in the past. This is simply a list that represents how I feel right now. It would be different if I were to make it in the next 30 minutes, let alone in a year or two!
– I’ve written down the platform I played the game on — I realise it might have been on other platforms!
– Yes, they are ranked!
50. Teenage Mutant Ninja Turtles (Arcade/XBLA)
49. WWF War Zone (PS1)
48. Devil May Cry (PS2)
47. Burnout 3: Takedown (PS2)
46. BioShock (X360/PS3)
45. Mickey Mouse and the Castle of Illusion (Sega GG)
44. Quackshot (Sega MD)
43. Fallout (PC)
42. Wolfenstein 3D (PC)
41. Mercenaries: Playground of Destruction (PS2)
40. Sonic the Hedgehog (Sega MD)
39. Hotline Miami (PC/PS Vita)
38. Mario Golf: Toadstool Tour (GC)
37. Lumines (PSP)
36. Thrasher: Skate and Destroy (PS1)
35. Metal Gear Ac!d 2 (PSP)
34. Pokemon: Sapphire Version (GBA)
33. Time Crisis (Arcade/PS1)
32. Halo Reach (X360)
31. Bastion (XBLA)
30. Red Dead Redemption (PS3)
29. Tiger Woods PGA Tour 2005 (PS2)
28. Crackdown (X360)
27. Wonder Boy III: The Dragon's Trap (Sega MS)
26. Tony Hawk's Pro Skater 3 (PS2)
25. Street Fighter IV (PS3)
24. Metal Gear Solid (PS1)
23. Mario Kart: Double Dash (GC)
22. Relentless: Twinsen's Adventure (PC)
21. Gears of War (X360)
20. Super Mario Bros 3 (NES/GBA)
19. StarCraft (PC)
18. Streets of Rage 2 (Sega MD)
17. Resident Evil 4 (GC)
16. Super Monkey Ball (GC)
15. Doom (PC/XBLA)
14. Crusader: No Remorse (PC)
13. WWE Smackdown: Here Comes The Pain (PS2)
12. Tie Fighter (PC)
11. Def Jam: Fight for New York (PS2)
10. Soul Calibur II (PS2)
9. Tekken 4 (PS2)
8. Grand Theft Auto III (PS2)
7. Capcom VS SNK 2: Mark of the Millennium (PS2)
6. Fire Emblem: Awakening (3DS)
5. Dark Forces II: Jedi Knight (PC)
4. Shining Force (Sega MD)
3. Metal Gear Solid 3: Snake Eater (PS2)
2. Final Fantasy VII (PS1)
1. Vagrant Story (PS1)
Source: Kotaku Australia
Sunday, June 16
Animal Crossing: New Leaf - Mayor's Log, Part 1
I've never played an Animal Crossing game before, but a series of extremely enthusiastic New Leaf fans on Twitter pushed me over the edge. Last night I started my quest, knowing only that I'd encounter a clutch of achingly cute animals along the way. Join me as I get to know the citizens of Geebung.
June 15th, 7:30pm: I'm met on the train by an adorable cat (?) named Rover. He asks me where I'm going, and because of a very small character limit, my destination will be Geebung (the suburb where I grew up) instead of New Holland. After a few minutes of general chit chat he tells what I assume to be an inside joke (been riding this train since 2002 apparently) and it dawns on me that I haven't been asked to customize an avatar. So, do I get to use my Mii, or is there a standard character that everyone has to play?
June 15th, 7:35pm: Hey, I'm a small, brown haired, white boy. Hooray for diversity, I guess.
June 15th, 7:37pm: I'm introduced to the townsfolk, a charming array of anthropomorphised animals and am proclaimed mayor of Geebung. I challenge this assertion, because as far as I know, I was just visiting. No, it appears that it is I who is mistaken, and I will be the new mayor of Geebung.
June 15th, 7:40pm: I'm informed that I will need a place of residence before I can officially be sworn in as mayor. I am asked to meet with a real estate agent immediately. All the other businesses in Geebung are closed and I notice there's only a handful of houses here, so it stands to reason that if your livelihood is selling property, you'd best be on call.
June 15th, 7:43pm: I settle on a lakeside site next to some trees. There's been no mention of cost at this point. Do they give away waterfront properties in Geebung?
June 15th, 7:44pm: My real estate agent, Tom Nook sets up a tent for me to use while the house is being built. He gives me a lantern and shows me how to set it up and use it. "This is a set up," I think to myself, afflicted with mild paranoia. He tells me to see him tomorrow to get the bill. I knew this was too good to be true!
June 15th, 7:46pm: Isabelle, my colleague in the mayor's office confirms my birthday and gives me a Town Pass Card. She then leads me to my inauguration ceremony in the town square. I plant a tree and bask in the insincerity of my new people. I am now the mayor.
June 15th, 7:50pm: I put the console to sleep so I can watch the Waratahs get thumped by the British and Irish Lions. Throughout the game I think back to the one piece in this puzzle that doesn't fit: Rover. Was he supposed to be Geebung's incoming mayor? What did he have to gain from me being installed as leader? Was I thinking into this a little too much? Only time would tell.
June 15th, 9:45pm: I attend the Bug-Off trophy ceremony. I am the mayor after all and this is a prime chance to be seen with my constituents. The judge appears to have eaten each of the winning entries; looks like a trophy is the most that any contestant can hope to walk away with. With each trophy conferral, we clap -- that is to say that we try to, our hands never quite meet but a thunderous sound is being made anyway. I'm tired and a little drunk. I need to leave before I make a scene.
June 15th, 9:55pm: I stumble from tree to tree, shaking them in the hope of finding treasure or some clue as to why I'm in this post. I acquire fruit and money. I shake one last tree, my view of the ensuing melee is obscured by another tree. I emerge with one eye swollen, stung by a swarm of angry bees!
June 15th, 10:00pm: What a night. I retire for fear of being further brutalised by the wildlife of Geebung.
June 16th: 7:30am: I awaken and exit my tent to find myself greeted by my postman, a pelican. He explains the mail system and warns me to check for incoming letters regularly or else my box will overflow and I'll then miss out on any additional mail. I have one letter from an anonymous sender, he indicates that it was he who was supposed to be thrust into the role or mayor, but insists I'll be fine. I swear at this point that I will hunt this villain down and bring him to justice for the grievous fraud he has committed!
June 16th, 7:31am: ROVER, YOU SON OF A BITCH, I WILL HUNT YOU DOWN!!!
June 16th, 7:38am: Isabelle briefs me on the mechanics of mayorhood and drops the bombshell that my approval rating is a whopping thirteen percent. I've just moved here, been thrust into a leadership role and I'm living in a fucking tent. Give me a break!
June 16th, 7:39am: Pacing with murderous intent following my shocking poll results, I run into a boar who tries to sell me some turnips. She explains that people don't eat them much anymore, but I can buy and sell them to various people to turn a profit. Can these turnips be used to manufacture drugs, I wonder; why else would the market be so volatile? I mean, if you're not going to eat the fucking things, then why are you buying them? I can now see through Geebung's smiling veneer and behold the festering shithole of addiction and greed that lies beneath. I want to die.
June 16th, 8:38am: Riddled with anxiety, I visit the real estate agent to see just how far I've submerged myself in debt. To my surprise, his office is closed and he didn't leave me with any other means to contact him.
June 16th, 8:39am: I visit the post office. Apparently Nintendo had left something for me: a rainbow screen. I wonder if I can sell it off to scrounge for a house payment.
June 16th, 8:40am: I visit Nookling Junction and find myself greeted by Tommy, who appears to be a cute, brown raccoon thing. He likes to give some subtext to everything he says, whispering sweet nothings after each of his utterances. Bells, the town's currency are "So shiny," and he wants me to come back because he'd "Love to see me." I sell some cherries for roughly one thousand bells. I wonder whether feeding myself will become problematic if I can score a grand for some common fruit. It comes to mind that I've played this game for roughly ninety minutes and still haven't murdered anything. I buy a shovel: not only because it should be a deadly weapon, but it should help me to dispose of any evidence that could incriminate while I sit in Geebung's throne. I also buy a bug net, because I'll show those shitheads how to win a Bug Off.
June 16th, 8:47am: To my horror, it doesn't look as though I can do much damage with this shovel. I do, however, unearth three fossils while digging around the town. I wonder how much money I can get for these things? What ancient creatures lived beneath this city's tiny houses?
June 16th, 11:55am: I visit Tom Nook's office again. Ten thousand dollars, for a lakeside property in this economy. Things could be worse. Tom tells me to go fishing and catch bugs to make the down payment. My first instinct is to tell him to go to hell. As if you could afford a house by pawning sea shells, but then I remembered that puzzling formula from this morning: 8 bunches of cherries = approximately $1000.
June 16th, 12:07pm: I speak with Blathers, the owl curator of Geebung's museum. At first he seems shitty at me for waking him up, but he's cooled off. He assesses the fossils I've found to reveal that I've been lugging dinosaur skulls across my city. What the fuck, these bones are probably worth millions and he wants me to donate them FOR SCIENCE? Knowing my luck, I've probably got kids to feed somewhere in this dungeon of a town.
June 16th, 12:18pm: I need ten large. If I want a solid roof over my head, I'm going to have to meet that end. I started shaking cherry trees, but they weren't fetching as much at Re-Tail. I collected shells and bells. I hunted butterflies and for as long as I'd been in Geebung, I found the closest thing to pure joy.
June 16th, 12:30pm: Nook has his fucking money now and tomorrow I'll have a house. What will I need to endure to survive my tenure as mayor of Geebung? Will I exact sweet revenge on Rover? Tune in next week to find out!
Crotch Cam, Care Bears and Metro: Last Light
I can't do scary movies. When my brothers and friends used to insist on viewing films such as Dawn of the Dead and 28 Days Later, I would accompany them, but I'd also spend between ninety and one hundred and twenty minutes with my eyes fixed squarely on my crotch. Even when watching the relatively lighthearted murder sprees found in the Friday the 13th series, I would stick my fingers in my ears to block out the sounds associated with men being torn limb from limb. I'm certain that my entourage would tell you that I whimpered on occasion - I'm not saying I did, but I wouldn't put it past them all the same.
I was able to play the odd survival horror title without crawling into the fetal position, however. Something about having agency in a raft of terrifying situations allowed me to deal with the sort of gratuitous violence that normally have my glance heading south. Resident Evil 1 through 4, the first Silent Hill, Dead Rising, and titles like Dino Crisis and F.E.A.R -- that weren't necessarily scary, but would try and get you to jump with surprise attacks and limited resources -- were able to be bested despite my inability to compute cinematic horror.
As time's gone by and I've branched out from friends and family, our expeditions to view abhorrent content have become less and less frequent, and I've strayed away from the offensive content almost entirely as a result. It's to the point where I'm even shying away from violent games: Resident Evil 5,6 and Dead Space 3 have been lying around the house unplayed for months, Dead Space 2 has been in the backlog for years now. I thought I could go the rest of my life without my heart rate rising on account of copious amounts of blood, guts and screams of terror.
Then I found myself in the Metro. Surrounded by floor-to-ceiling spider webs, haunted, eviscerated rail cars, and amorphous pods of skin that spew slime and more spiders, I found that the best way to deal with my fear was to let it out. I mean really let it out: squealing and swearing as I trudged my way through the depths of post-apocalyptic Russia. I'm like a surly, cowardly sailor shooting barbs and buckshot towards creatures that make my nightmares look like scenes from an episode of Care Bears.
It's not just the grotesqueries that have me perpetually wailing "That's fucked up!" either, it's the sounds that accompany them. The taut strings that score the stealth sequences, the skittering of six (maybe eight?) very large legs, the blood-curdling screams and cries for mercy from innocent survivors: if my fingers weren't wrapped tightly around the controller, they'd be in my ears.
I actually relish the chance to face human opponents. They're predictable, they're preoccupied and they only see me coming when I want them to. It's not so much that the AI-controlled opponents aren't cunning strategists as much as they are blind. Unless a strong light source is present, consider the greenlight for shenanigans flashed.
In any case, I'm glad that Metro: Last Light has provided some fuel for that final, flickering spark of courage hidden at the back of my brain. If you have any love of bleak, post-apocalyptic scenarios or thick Russian accents, I strongly suggest you give it a try.
Tuesday, April 30
Mission (sort of) Accomplished: Gamefast 2 ends in success!
Tuesday, April 23
Review Fight Club: Castlevania: Lords of Shadow - Mirror of Fate (3DS)
With this in mind, please join me for the first instalment of Review Fight Club - a series where I'll take the worst four reviews (not just necessarily because of the score awarded) rendered by the lucky games writers who have their scores posted to Metacritic. Castlevania: Lords of Shadow - Mirror of Fate (hereafter referred to as Mirror of Fate) on the 3DS will be the first subject, a 2D platformer that has received "mixed or average reviews" and an aggregate score of 73 out of 100 according to the game industry's all-important arbiter.
For my part, I really enjoyed this interesting experiment which aimed to fuse the traditional 2D platformer with the God of War flavoured combat that first saw light in Castlevania: Lords of Shadow which appeared on PlayStation 3 and Xbox 360 in 2010. It's by no means the best game that I've ever played, but was in no way deserving of the middling critical reception it was afforded - with two reviews drifting below 50.
It's easily one of the best looking games available on the 3DS, with a camera that moves to emphasize some truly impressive backgrounds and fearsome opponents. It must be said that I rarely use the 3D effects on the system, but the sections where I trialed the technology looked great. A consistent frame rate, charming, gothic art direction, and a varied assortment of well-animated, screen hogging creatures await all who are willing to see past a plethora of mixed assessments.
The other-dimensional combat is what sets Mirror of Fate apart from the majority of its kin. With controls more reminiscent of the fully 3D Lords of Shadow (and its Sony Santa Monica inspration, God of War), players can use direct and area attacks to dispatch enemies that approach high and wide. Levelling up unlocks new attacks which, while not essential for success, make it substantially easier to whip through the demonic hordes. Each character also has the ability to dodge back and forwards to evade enemy attacks. It takes quite some time to master, and considering that each playable character has their own set of weapons and abilities, the brawling seldom gets stale throughout the ten hour adventure.
This might sound odd, but the way in which abilities unlock makes sense in the overall context of the narrative. To go into much more detail would be a surefire way to spoil the story, but it would make sense that a reckless, vengeful youth, an awakened and forgetful vampire and a high ranking slayer would have varying levels of mastery over Belmont family heirlooms.
Difficulty (generally speaking, the brutal nature of it) seems to be one of the common complaints amongst games writers, and while I think the game encourages judicious use of magic and the dodge ability, I don't think it feels overly punitive. GamesBeat's Jasmine Malificent Rea offers that "you’ll often find yourself pinned in impossible situations," and that "Bosses are the worst about this and have the added bonus of ensnaring you in perpetual animation loops." Both assertions are patently untrue. Even without unlocking higher-tier abilities, all playable characters have access to both direct and area attacks. Direct attacks and combos act exactly as you'd imagine, flying directly at the enemies in front of you. Area attacks, however, have the whip and Combat Cross flinging above, behind and below you. Alternating between these attacks to control the crowd and dispatch enemies is key to survival; not as central as the dodge, but essential nonetheless.
Boss fights are difficult, but only once was I trapped in anything resembling Rea's "loop". Like any Castlevania game, bosses have a distinct and limited range of attacks and usually assault the player in patterns. The same is true in Mirror of Fate, except here, you're afforded checkpoints throughout these encounters -- which, granted, you will use -- and even specific hints if you keep getting knocked around. On more than once occasion, I was greeted with text in white all-caps telling me exactly how to avoid death when faced with a specific attack. IGN's Colin Moriarty claims "the developer seems to have made a modest admission of its game’s complete lack of reliable combat mechanics by designing boss fights that are laughably forgiving." He then adds that through the "brute force" of the player dying and respawning, bosses can be defeated. Contrast that with Polygon's Philip Kollar who would have you believe that the boss fights are a "chore" with opponents that can "take off a fourth of your life bar" with each attack, encounters that he sees as only "passable courtesy of liberal checkpoints."
Maybe these writers should get together and decide what constitutes too hard and "laughably forgiving"? To be fair, in support of Moriarty's comments, know that each character gains an ability to either essentially convert their magic bar to a second health bar or heal themselves through attacks or dodges - two actions you'll perform as much as breathing while playing Mirror of Fate. To support Kollar, I should admit that I died at least once during most boss fights. I wouldn't say these encounters were too much of one thing or the other, they were great - you had to memorise attack patterns, experiment with magic and attacks and then act accordingly. You know, like every other Castlevania game. There's also inconsistencies in how enemy configuration is assessed. The relentlessly-negative IGN writer says that Dracula's castle is "sparsely populated by enemies" whereas Destructoid's Tony Ponce states that the Belmonts are forced to "spend an exhausting amount of time engaged in combat." What is it boys? Too many or not enough?
For those looking for the second coming of Symphony of the Night, you will find yourself wanting. Mirror of Fate doesn't offer potential for exploration: it points you in the direction of the next major event through the use of an objective marker on your mini map and you can either choose to follow the somewhat apparent path there, or deviate when the opportunity rarely presents itself. It's a system that works just fine in my opinion. The game has a sense of purpose and determination that sets it apart from its predecessors. Moriarty argues that the game is "unfocused" and that it offers "fragmented exploration," whereas Tony Ponce complains that this iteration of Dracula's castle "is essentially a straight shot." Again, a contradiction which, in my opinion, fails to acknowledge that the new breed of Castlevania is more directed and that's not necessarily to its detriment.
Spoiler warning - The following two paragraphs contains plot spoilers because Polygon's review team are clowns.
Finally, I'll address the story which, surprise, our reviewers actually agreed on. Philip Kollar and his editor saw it fit to spoil the ending of Gabriel Belmont's 2010 adventure. Why I'm not sure. I mean they could've just referred to the antagonist as, oh, I don't know, DRACULA!? Why they thought it was relevant to the review as a whole, or even necessary to address for that matter, will haunt me until my dying days. It makes fucking zero sense. Perhaps even more infuriating, the villain is referred to as Dracula for the rest of the review! When he's not spoiling games from yesteryear, Kollar says that the "plot never goes much deeper than its introductory revenge tale, instead building to a goofy, predictable "gotcha" moment at the end."
Moriarty, Rea and Ponce are mainly on the same page, arguing that the story approaches "nonsenical", "uninteresting" and "telegraphed". I saw the twist coming as soon as I saw Alucard because I played the demo, but yeah, I can't see anyone being blown away by this nonlinear, three act play. What I will say is, since when has Castlevania been the pinacle of videogame story telling? Have you played Symphony of the Night? To see the game's true ending, you have to find a pair of magical fucking spectacles! Moreover, you'd be lucky to hear five minutes of dialogue across five hours of play! Mirror of Fate isn't the most compelling tale I've played through, but I could understand what was happening and the voice acting scored high on the Scottish Brogue Index. So there's issues with lip syncing in the otherwise beautiful cel-shaded cut-scenes. What of it?!
End spoilers.
Castlevania: Lords of Shadow - Mirror of Fate is a good game. I'd argue that the fusion of traditional 2D platforming with the kind of combat that's most usually associated with the third dimension is enough to "build an identity of its own" while still honouring its "lineage" - a courtesy that Polygon's Kollar is unwilling to afford the game. While I agree that the new breed of Castlevania is indeed "brutish", it's unfair and disingenuous of Jasmine Malificent Rea to assert that it's "disappointing because it’s trying to marry two unwilling elements". The combat system works just fine, and while the boss fights may indeed be brutal, they're able to be bested with mastery of said system and with the help of generously-doled checkpoints and hints that appear when you're just plain doing it wrong. I can't remember Konami or Mercury Steam promising "the fusion of old and new Castlevania design", but Tony Ponce should know that's what we got here, and Colin Moriarty, you got it dead fucking wrong when you said this game "isn’t worth playing at all".
I thoroughly recommend Mirror of Fate to all 3DS owners. It may not be Symphony of the Night, but then again, I don't want replication. This is genuinely different. This isn't a tired rehash of a beloved formula. This is worthy of your your time.
















