13 Hours Of XIII

13 Hours Of XIII

Final Fantasy is a franchise I’ve experienced quite a bit of but not always enjoyed. I decided this year to commit to playing 13 all the way through, especially with it being on the 360. It only took me a short while before I realized I had made a huge mistake.

This game redefines “drawn out,” it’s absolutely insane how much time this game takes to give you literally 10 seconds of narrative, or to trust you with a new mechanic, or do anything. You’ll spend most of your time walking forward and pressing the a button through what feels like an infinite horde of enemies.  Levels are almost purely a straight corridor so there’s not a lot of choice or exploration or anything to break the monotonous tone they seem super-intent on setting.

Breaking from the tradition of the series it attempts to streamline a lot of the gameplay but ends up removing a lot of the strategy in the process. Character development and equipment is pretty simple, and due to the new paradigm system ends up blurring together so that characters have less of a distinct feel to them. As far as the combat goes it’s sad that they removed most of the point of issuing single commands and being strategic, instead you just shift roles to do what you need. Especially when the AI doesn’t employ the advanced tools that a human player can and gets you killed in the process. The problem with taking away control from the player over their entire group is that they sometimes stumble and don’t behave in the best way and it’s not readily apparent why.  It just makes the worst parts about the change stand out more.

I would suggest that the combat should instead be a stance control system like shifting paradigms, a targetting setup so that you can flag enemies as the active target, and allies as the active heal. Then add in some of the abilites like big spells to be used sparingly. Get rid of this idea of controlling one character, it’s pointless since you only use it to change targets, use items, or unleash spells/summons. All of those could be made a group function and it would fit the metaphor much better. But that probably would have been too radical and would have pissed off too many of the fans who want this nonsense.  They ended up architecting themselves into a corner and it just ends up feeling awkward, like most “designed-by-committee” things tend to.

None of the characters are likable, believable, or interesting. They are all awkward and apparently like to be vague and mysterious emo-types. It’s as if they wrote a single bullet point for each character and then torture you by spending 2 hours revealing it through choppy cheesy dialog. But by that point you’ve already easily guessed the gist of it and it’s no longer interesting.  It feels very thrown together and dressed up, as if they are trying to trick you into thinking there is a deep and involved back-story where none actually exists.

I was determined to complete FF13 but it was apparently more determined to stop me. You win this round, I’m going to go back to playing games that treat me like a grown up, until next time…

God Of War 3

God Of War 3

Let’s start this review with some background. I never played the original god of war games, not until the collection recently came out at least. And even at that I only played 3-4 hours of each. I wasn’t terribly impressed, maybe games have evolved beyond that point and the classics don’t hold up as well? I went into the third game with an open mind and played all the way through finding myself at moments alternating between seeing potential fun and being disappointed. But throughout the whole experience it felt very average.

Visually the game is stellar, and you can tell that it’s where most of the budget went. But graphics only get you so much, and sadly the gameplay feels a bit dated. It’s pretty much pure mashy combat with a few tweaks thrown in. Some later fights can even be won by simple holding down the square button. As cool as all the animations are I found myself frustrated by their length and dying because of them a few times.

I don’t get how the combat was intended to be fun. To make an enemy more difficult they just make them have uninterupptable attacks, and if that isn’t sufficient then some awkwardly homing attacks are thrown in. Want to kill that guy with the circle over his head? Too bad because you just tried to grab the guy behind you who isn’t grabbable and now your stunned for a second or two. And then you get stun locked for a few more hits, all said and done you end up with a sizeable portion of your life gone because it decided to go for the wrong guy when you hit grab.

At one point I was digging all of the alternate weapons realizing they were all pretty cool and different, but then this feeling was shattered by the fact that some are way more powerful than others. Near the end of the game I tried a particular fight 5 times with the nemesis whip and losing. I switched to the cestus and the fight was stupid easy. Both weapons were maxed, and there were no cestus-specific enemies involved, so what’s the deal?

I feel like this game could have been so much more had they actually taken some damn risks with the gameplay and not just played it safe. God Of War 3 to me is the very definition of our 3 star rating, it’s shiny and well put together, but it fails to evolve the series recipe enough. It just felt like a very boring bland experience that had pretty graphics.

The Heaviest Of Rains

The Heaviest Of Rains

Quantic Dream’s latest release successfully blurs the line between an interactive movie and a video game. Heavy Rain is one of those games that will draw you in with the story and in the process manage to connect you to your characters. It’s a package that tells a great story but doesn’t have a huge amount in the way of gameplay. Like most games it has it’s highs and lows but manages to do a few things along the way that have never been done in a video game before.

The whole reason it worked for me is that it’s a murder mystery with a sense of urgency. I found myself wanting to figure it out, and wasn’t at all disappointed with how it all played out. One of the weaker points of Fahrenheit was that it’s story ran off the rails and didn’t really end up being very cohesive. Heavy Rain’s story is pretty solid through and through, I can’t really think of a place where it wasn’t compelling me to progress.

As far as the QTEs go, I feel like having them embedded in the action is really smart and worked well. The only snag was te couple if times the white icon was against a white background. Embedding you in the experience is something the game did extremely well, icon were shaky at appropriate moments, holding down a series of buttons was tense, and some of the scenes drew me in more than any game ever has.

It is not a game without it’s troubles though. Voice acting in the game gets pretty rough in some spots which is distracting, but it didn’t really kill the experience, just detracted. There were a few moments of absolute rage caused by the game’s strange and janky controls. I’m not talking in the abstract here, there are a few concrete changes that would have gone a long way. One example is to make contextual actions based more on proximity than on facing, since the act of turning around is nearly impossible.

Having played Fahrenheit all the way through I feel like Heavy Rain improved on everything and helped shape this emerging genre a bit better. I’m still not convinced that the sweetspot has been found between providing enough of a game to justify $60, but it’s getting closer. Heavy Rain is worth playing, rent it if you get the chance.

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