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Bayonetta
Genre: Hack n Slash.
Online: No.
Multiplayer: No. 
System: PS3/360.
Score 3.4/6
I-Ninja
Genre: Hack n Slash
Online: No.
Multiplayer: No. 
System: PS2/GC/XB
​​Story = 0
 
Characters = 0
 
Game play = .6
 
Graphics = .5
 
Audio= 0
 
Overall fun = .5

 

Once upon a time, the great hero, Ninja, fought haphazardly against a group of Ranx. Ninja’s swords, bombs, and kunai went flying in all directions, extinguishing Ranx after Ranx off the surface of Earth; he put so much effort into beating the crap out of them that the only thought he had was DESTORY the enemy. Ninja’s goal was to rescue none other than Sensei from the evil O-dor, leader of Ranx. In the end, he freed Sensei, but then suddenly an oversized dragon appeared, ripping out of the ground. It locked its sights on Ninja. Of course Ninja defeated it though the threat was far from over. As he stabbed its neck an ominous object called the Rage Stone fell directly into his hands. He clutched it and then harnessed absolute power. However, as its name implied, Ninja's already crazy persona became berserker, a side-effect of touching the Rage Stone; he accidentally killed Sensei. After calming down from seeing Sensei's ghost, who came back to tell him only he can end O-dor's life in order for peace to exist, Ninja set out on a long journey. 

 

As you can tell, IN's story is random... I have to say that's not a bad thing when the entire game is random! Ninja is an insane bad-mouth mother fucker who yells the most random one liners I ever heard from a ninja. Well if you think about it, IN is a parody of the serious ninja genre that has existed in gaming for such a long time. In a way the game is still serious since its main character is not all about ponies and rainbows. He likes to yell, "DIE, DIE, DIE". After finishing an enemy off, you can always hear his psychotic chuckle. However, I didn't find Ninja's nonsense humorously attractive. It got annoying quick let alone repetitive. I often went, "shut up dude, ugh..." He never develops as a character. Other than this stuff, there's nothing else to talk about. Fear not, for plot means nothing here. I can forgive badly written fiction if the gameplay is fun. In fact I should (IN disregards it).

 

Gameplay wise, IN is an archetypal third-person platform game. It's as basic as its narrative. There is an obedient camera that works well on the right analogue stick, movement on the left, jump and double jump on X, slash and downward thrust moves on square and triangle, and yeah you get the point. There’s little to none combos. When actually fighting, all I had to do was mash the same buttons in the same manner. I discovered no diversity of moves that I could physically perform, which made it pretty boring for me though once again you need to know this game works as a brawler styled platformer, so I guess it is not meant to take inspiration from Ninja Gadien's intense combo system. Enemy variety is thrown out the window. Playing it now in 2,014, the gameplay does feel outdated in terms of mechanics. The hack-n-slash part NEEDS ENHANCEMENT! One thing you don't have to worry about is the entire platforming aspect. If you’re familiar with Sonic games you will recognize Sonic Adventure-style looping rollercoaster obstacle courses spread throughout various areas. They force you to run at fast speeds across giant wheels. Ninja can even do the wall walk like a certain Prince. There’s grapple hooking, ball rolling, and rail ridding. These require precision. Traveling from A to B is pretty cool since the controls naturally feel comfortable. I didn’t have any issues moving around. It’s all fast past, which compliments an untamed ninja who only wants to fight head first. I’m admitting to a healthy amount of platforming. Quantity check. It is hard to ignore the variety within IN’s plaforming despite its below mediocre combat. Even so, I except more out of each mechanic. Quailty... I want them to introduce new ways of using these mechanics instead of repeating the same old wheel run. Great, there’s over ten wheel runs, well MAKE THE ELEVENTH DO SOMETHING INNOVATIVELY DIFFERENT than the last =___=.  I’m not playing as the god damn hamster ninja. In Sonic it works because innovative mechanics are introduced; eventually I encounter a new element. In IN it works for a while then falls flat, becoming poop because to tell the truth IT’S SO LACKLUSTER. Repeated sequences are too standard for me. I appreciate the developers established a mixture of ideas. On the other hand, the mechanics of those things feel so… meh. Seriously banal. They feel rehashed and plain. I did the same things in other sixth gen games before, which were by far more fresh. New is not a requirement for pleasure unless my experience ends up  being wasted on nothing special (bluntly put, IN is nothing special. Cramfesting the best aspects of the platforming kings only to water them down will not get you a higher score). Overall, I believe IN needs a complete gameplay upgrade.

 

Boss Battles have variety too. For example, you are in a first-person boxing match, which is easily one of the most memorable moments in the game - partly because it's well executed and unexpected or at least I thought so. Boss battles are often more fun than an entire level.

 

IN has some replay value for those who wish to know.

 

Graphics, the game is a sixth gen game. That means it visually looks god-awful compared to current gen. Has it aged badly? Kinda. Texture, lighting, and character models stand up fine against Mario Sunshine, Sly Cooper, and Vexx.

 

Soundtrack is whatever. I didn’t find any tunes that pumped me up.

 

For those who like platformers, I suggest trying IN out. It does have a classic, nostalgic feel.

 

 



 

 

Score 4.7
​​Story = .6
 
Characters = .5
 
Game play = 1
 
Graphics = .8
 
Audio= 1
 
Overall fun = .9

 

 

Sexual violence is the first thing that comes to my mind when playing B. You start off as Bayonetta, an oh destined protagonist. Because Destiny Says So paints all over this characterization. Simplistic from beginning to end. One day, she randomly wakes up after sleeping for five hundred years inside a coffin. Not surprising by any means, she suffers from slight amnesia. The most important memories fresh in Bayonetta's mind are obviously her duty to fight evil (she’s good at it) and the fact she derives from a mystical clan called Umbran Witch. She then sets off to uncover the truth behind all she forgot like any other stereotypical amnesic heroine. Direct continuation of plot points obeys Anachronic Order; details about the big bad, backstories, and magical objects skip back and forth along continuity, which sadly remains convoluted. Suspense builds up slower than snails crossing the Mojave Desert. Information vital to to B's overarching storyline is withheld for its conclusion. The juiciest and coherent bits appear at Chapter XVI.

 

 The point of B is to obtain the “Right Eye”, an ancient artifact that Bayonetta hopes will grant back lost memories. The narrative is all over the place in a messy way. There are too many inconstant twists and turns as if they were created for the heck of having plot related things pop out of nowhere. They left me with more questions than answers. I'm thrown into action before hearing its significance. Information almost always dumps through discourse among Luka, cannon fodder with plot armor, and Enzo, king of butt monkeys. Both love ranting how demons and angels fuck up their lives. Go ahead, take a load on my face, information dumpster. Your shit can't effect my pleasure unless it is subtle and underdeveloped. Oh... turns out this shit is cryptic. The amount of showing B contains outweighs telling - yes I know sounds weird to say but listen. Pictures slide from panel to panel like a comicbook. Unlike comicbooks, the narration does not fully explain B's visual material. When this material is story centric and put off hold for shock value I looe interest. Elaboration must ensue. Enzo insists on Bayonetta finding the Right Eye. Picture of the Right Eye appears. She chases after it. Why? Treating amnesia would be a good answer except Bayonetta conveys little to none emotions, opinions, and doubts that revolve around her situation. Personal reflections aren't apparent, therefore character development stays stagnant. Gotta respond Bayonetta, sorry. How will she obtain the Right Eye? A picture of its location appears. Exactly how she gets there is not elaborated upon. Enzo might have said something along the lines of, "So, I found some guy who is selling a huge stone on the black market", yet nothing presented via cutscene authenticates his adventure. He didn't prove any skills valuable enough to infiltrate the black market. His entire shtick is a parody of classic gangsters and comes off as Goofied instead, my own trope that means "one acts more clumsy than Goofy". Etcetera. An overwhelming sense of none essentialness seeded deep in B's tale prevented me from enjoying it. I often traveled to areas with no good relevant reason. Everyone’s trope demands randomness to materialize! At one point I'm on an airplane then next in some funky dimension. Being chaotic never benefits cutscenes. The central, underlying objective wasn’t even in the back of my mind while I played. Each characters’ motivation did not make much sense when I connected them to different ongoing events until I motivated myself to look more critically, and by then B was long beat (in truth - http://bayonetta.wikia.com/wiki/Bayonetta_Wiki - satisfied my curiosity to a degree). The dialogue between Bayoentta and the cast most of all is laughably corny and so is her male counterpart, Dante. If you don’t understand by now, B is a unique spin on the Devil May Cry series. The difference is that I find Bayoentta and almost every other character to contain less badassness. Instead I see a lot more sexual charm. When Bayoentta takes action her moves are flashy but not badassy. Pause, shake some booty, and straddle on a pole - oh yeah! Give a kiss while you're at baby. Personally speaking, I want less hentai in my hack n slashes. Imagine if Dante flexed his pecks Old Spice style and grinded the air during each cutscene - oh yeah so manly! Model stuff bugs me. Just kickass without posing. I never felt that intense danger, thrill, and excitement Hideki Kamiya implemented so heavily into Devil May Cry based on B’s cinematics; the gameplay, on the other hand, is different. 

 

For its first game, B’s plot attempted to go beast mode, which back fired. I ran into filler fluff orbiting around depthless characters. Yes, I find Bayoentta pretty monotonous. The focus on a sexy attitude isn’t my cup of tea. If it wasn’t for her love for children, which opened up new areas to explore, then I could less about the character. However, B is foremost a hack n slash game. This genre tends not to embrace in–depth narratives anyway. The only reason I’m commenting so much about plot here is because B has lots of lore in fact. It simply wasn’t presented well. Antonio's Notebook contains chapters concerning past incidents. Demons and Angels have ranks and history. Three realities make a trinity factory. B’s lore is in the form of text, leaving everything else mehish in the cutscenes. If I want to read text I’ll get a novel. That’s the problem. I’m playing a game, so don’t make the interesting stuff text while everything else I experience in the actual game, not some option menu thingy, to be once again MEHISH you hear me!!! 

 

I love manichaeism, old fashion dualism between good and evil/light and darkness. B incorporates the theme. A whole mythology exist. I'm frustrated at the same time for it not being taken seriously. The wikipedia describes the story better than the game does!!! On paper B is fantastic but in cutscenes... by odin's beard. 

 

Now time to talk about where B shines. Its gameplay is MOTHER FUCKING top notch high quality. tbc

 

 

 

 

 

PlayStation All-Stars: Battle  Royal
Genre: Arena Brawler.
Online: Yes.
Multiplayer: Yes. 
System: PS3.
Score 4.4/6
Resonance of Fate
Genre: JRPG.
Online: No.
Multiplayer: No. 
System: PS3/360.
Score 4.6/6

Story = 1
Characters = 1
Game play = 1
Graphics = .9
Audio= .8
Overall fun = 1


ROF’s premise involves a catastrophe occurring ages ago, humanity living in a gigantic tower dubbed Basel, and all in Basel life being controlled by a mysterious power. Basel, located high above the clouds, is a vast network of mechanical clockwork, giving ROF a steam-punk feel. The world itself is covered in hexes, which must be unlocked in order to travel through. This is because Basel is in a state of degradation. In the previous era, humanity polluted Earth to the point where life could no longer subsist on the surface; poisonous layers of gases permeated the land, causing cancer. Basel was the answer to human survival, so the remaining population built a titanic tower that purified the environment within it. Centuries later, people forgot there was even another world beyond Basel's walls. They were used to residing in and relying on it. Architects established various towns, cities, and even theme parks and landmarks for families to enjoy themselves. Cardinals became the political/religious leaders. The game starts off with Leanne, the only female protagonist, attempting suicide, but is suddenly saved by Zephyr, a delinquent. Zephyr is part of a mercenary group lead by Vashyron, a middle-aged man who acts as a big bother to the other two. For the first half of the story, you experience their daily lives. They help out local Cardinals in order to gain revenue, spending the money on luxury goods and alcohol. However, unknown to them Basel's top Cardinal is planning an injustice act.  Just for a heads up, the Cardinals seemed randomly weird to me and I was turned off by a few. Since ROF focuses on how Cardinals interact with the three characters, and the fact I disliked ninety percent of them, made me raise an eyebrow here and there; their strangeness hindered my enjoyment when I saw Cardinals like Jean-Paulet. I couldn't wrap my head around how his and other's actions were relevant to the narrative. The same might happen to you, but don't let their randomness stop you from playing. (Note: ROF is a character-driven JRPG, so it's okay if Cardinals do not add depth onto material beyond Zephyr, Vashyron, and Leanne. I tried to see if there was a connection and ran into none. When I was searching for the connection, disappointment struck. HOWEVER, after completing ROF and rethinking about it, I accepted Cardinals for who they are, people with high status employing broke ass hunters. Only during the first walkthrough this fact was not apparent because my exceptions were different)  ANYWAY... where was I? Oh yes. Masaki Norimoto proved his heroes strive to make ends meet Peter Parker/average Joe style. For that I give credit.  Now ROF has a different story that breaks away from what you normally see in seventh gen JRPGs. It deviates into a different path. It is broken into chapters, and those chapters are completed by clearing story-centric missions. Some chapters are dedicated to single characters, which is great. It allows plot-oriented gamers to experience greater intimacy with Vashyron, Zephyr, and Leanne. You really get to understand their motives and feelings in deeper details than what most JRPG characters contain on PS3, 360, and Wii JRPGs. One character is not over developed. Instead they all are touched upon equally. Once again it puts a spot light on EACH CHARACTER, giving the protagonists their own independent sub stories. The plot is told through cutscenes like almost all JRPGs, but every cutscene matters because they tie into a larger picture. The cutscenes alter between flash backs and present time. Now there is nothing wrong with that fact because A directly connects with B. This may sound like an odd thing to say when the protagonists goof around for the first half of the game, and then suddenly BAM a wild flashback appears. This is done on purpose in order to show you the life they want to live. At the same time the flashbacks contrast their current behavior, revealing what happens when they don’t have that life style. Gradually it builds up so you can understand why they conduct themselves in a comical manner during present time. They hide from their past, never wanting it to come back. You are drawn into the overall story once you put in the disc. The opening cut scene, before the start menu pops up, is a MAJOR part of Zephyr’s and Vashyron's past.  After you learn their backstory, trust me, your brain will explode in a massive mind fuck. That's because ROF's story relates to its themes:  the chaos religion causes, the dangers of science, the results of human greed, how important fate is, and the benefits of friendship. The game is very human, meaning its main protagonists contain a sense of realism. They do not have over the top personalities JRPG characters are well known for. Vashyron acts more like a mix between Vash/Wolfwood from the anime Trigun, but not so hyper. The other two are merely his companions. Best of all, everyone from the protagonist to antagonist have skeletons in the closet haunting them. Rowen, SPOILER > he's the bad guy<, fuels up on a former tragedy. He tried to escape the skeleton. It never vanished because Rowen became consumed by it. Anyway back to the heroic cast. Zephyr has many sides to him. He's jocular, emotional, romantic, vengeful, sweet, and psychotic. His character was originally mentally unstable for reasons you have to play in order to find out. Leanne is usually kind and thoughtful though behaves harsh when the boys annoy her. She ends up bitch slapping them. I thought they kinda resembled the gang off of the hit anime Cowboy Bebop. They are misfits, dealing with the horrifying nature of power, coercion, and moral choices. If you do not enjoy puzzles then don’t bother to give ROF a chance. Its story is not told in obvious plan sight, and  if you don’t unite the scattered pieces you will not see their deep seeded connection. ROF is thematic. It has a strong renounce pulsing behind everything plot related. For those who struggle putting everything together you will often ask, what the fuck is this? When did Leanne do that? Who is that person? Why am I doing only missions? It’s not hard to figure out if you stop and THINK about what you just played. Figuring out the plot is mostly left up to you, the player, and once you do I assure a sudden revelation of understanding will bring you pleasure. I know there will be some people who end up disliking the obtuse storytelling, yet the obtuse storytelling and vague details does keep the mystery going because it's well done. 

Gameplay... is GOD DAMN FREAKING HARD. It plays like chess. It's complex because you really have to think about every little tiny thing on the screen during combat. This ranges from moving an inch with your character to even switching characters. It all counts. One wrong step will lead to your death, trust me.  ROF is not noob friendly. It's not the type of JRPG where you rush in head first just to start hitting buttons, knowing you'll survive because your level 70 with some OP, uber weapon and maxed out nearly all of your stats. Okay here is ROF's combat 101.

1: The only main weapons you use are guns.

2: All actions characters perform on the screen are done in a flashy cinematic style.

 

3: All enemies have a bar above and beneath them that represents their health. 

 

4: Characters move freely throughout the battle field by steering the left along stick. Depending on the amount of tilt you put on it, the characters can either tip toe or run.

 

5: When you move, the enemy moves.

6: . A stamina meter indicates how much you can act.

7: The nanosecond (IF YOU CAN SEE THAT FAST!) your target is in sight, hit  the X button to bring up a circular gauge.  Holding the X button immediately after touching it equals rotations. One rotation of the gauge allows you to attack, but you can build up more than one rotation if need to be. Doing so doesn't only execute attacks, but the chances of your character’s skills is increased as well though you need stamina for it.

8: There are two types of damage.
Direct damage = Inflects minuscule pain on opposing AIs if they are not covered in Scratch damage. As the name implies, Direct damage deals DIRECT DAMAGE, affecting health.  
 
Scratch damage = This damage harms all enemies greatly but not their health. The more you rain Scratch damage on them the easier they are to take down. It’s basically pre damage in a similar way trailers, and popcorn bags, and giant soda cops are for movies; the last three make movies more enjoyable to watch for some people. Well, scratch damage makes fighting bad guys trouble-free for ALL people. Once an enemy is swathed in Scratch damage, finish them off with direct damage.

9: Each time the Vashyron, Zephyr, and Leanne shoot their guns, the more proficient they become, which ultimately determines their levels. Therefore, balancing the party with different weapon types is very important.

10: Gaining levels is less of a concern with an increase in HP. The most important benefit is the increase in the Hero Gauge. The Hero Gauge consists of Bezels. One Bezel grants you one Hero Action.

11: Hero Actions allow your character to run from point A to B while charging up the attack gauge faster than usual. This allows you to build up a substantial amount of power, let loose an attack, and deal significant direct or scratch damage to the foe you wouldn’t be able to do otherwise. If you press the Square button during a Hero Action, your character will jump stylishly. Jump attacks allow you to hit all enemy parts instead of just one. Most enemies consist of pieces and parts that add protection to their primary health bar.

12: You need to time your jumps and your Hero Actions properly in order to win. This is mainly because the Hero Gauge also acts as your central life force. If you dare spam them, you will end up in a "FUCK, I'M DEAD" situation. 

13: Enemies are able to deal Scratch damage, so watch out. Once enough Scratch damage has been dealt, your character will fall to the ground and a good chunk of the Hero Gauge will follow them. As a result, you’ll need to gather the lost Bezels. Yes, enemies can steal them too. During this state you enter Critical Condition. Direct damage now affects you.

14: There are about 100 other things I didn’t list like Resonance Points, Trinity Attacks, properly using the obstacles and explosive drums in the battle field, the way status effects can change a battle, blah, blah blah… but that’s what the tutorial is for.

Outside of battle there are side missions, weapon customization, weapons to buy, items to buy, and best of all awesome outfits to try on at the local clothing store. However, I had trouble customizing my guns in ROF. I wanted to create one that visually looks awesome and shoots powerfully, but I ran into a lack of gun parts for half of the game. I also didn't find that many variety of guns in the shops let alone the amount of guns wasn't worth noting.

​Visually, ROF is a good looking JRPG. Everything in it is gloomy and dark, which fits well with the steam punk setting. I hardly saw a change of scenery. 
The game itself is an enigma. This is where ROF shines. Exploring is a brain tease. Fighting is a brain tease. Each time you do both, it doesn’t feel the same because like chess, the next match will be different. ROF truly feels unique. When unique is done well I give credit where credit is due.

Soundtrack is an okay mix between funk and metal. It fits the dark, gloomy feel. There is a Japanese voice option here too.



 



Nier
Genre: JRPG
Online: No.
Multiplayer: No. 
System: PS3/360.
Score 4.5/6
​​Story = .9
 
Characters = 1
 
Game play = .8
 
Graphics = .5
 
Audio= 1
 
Over all fun = 1

 

 
​​Story = 0
 
Characters = 1

Game play = .8
 
Graphics = 1
 
Audio= 1
 
Overall fun = .9
 
 Hey, look it’s that game nearly everybody says is a rip off of Super Smash Brothers. Did SuperBot Entertainment copy and paste? I don’t think so. The two are uniquely different in the same manner Tekken is nothing like Dead or Alive.

 

Being an arena fighter, PSA doesn’t have much story to tell about. Neither did 95% of the other arena fighter games I played long ago. In fact, Arc System Works is the only company that makes competitive fighting games with lore I honestly care about. PSA’s plot is told through the standard single-player arcade mode, in which said characters must defeat numerous randomly selected opponents until the player finally reaches the final boss. DUN DUN  DUN, Polygon Man! It’s simple and short. Nothing else is worth noting.
 

PSA excels where fighting games should shine at, fun combat play. For starters, I don’t know about you, but PSA is the most balanced arena fighter I have played. The 24 characters feel equal. Kratos is not over powered despite his fierce attacks, Sly Cooper is  not frustratingly cheap  because he can turn invisible, and Sack Boy's teleportation via access points is nowhere near broken. PSA has no characters who are equivalent to Metaknigt. I also found NO repeating clones. Dante doesn't play akin to Radien. It's obvious that a lot of time and effort went into making EACH character feel extremely distinct, with no two so much as sharing a basic square, triangle, and circle attack.  

 

As the name of the game implies, 98% of the roster spans across games that have been part of Playstation's history. The fighters show this fact strongly; their attacks and stages are themed after their home games. For example, Henechai brings forth some of his Tekken combos, including his juggles and counter. PSA manages to make the move sets both varied and "appropriate". First, there is no standard attack button. SSB mainly has A, opening up that input command for a full range of additional strikes (input, up+input, down+input, left/right+input, air+input). Yes, it's common for the square button to govern the fastest and lowest impact moves, but PSA doesn't leave the other buttons to be so useless. They all have a purpose, which umphs up the character's uniqueness. Instead of relying on one button, there are several that are just as resourceful. Ratchet has his entire arsenal with him. The different buttons offer full control over Ratchet's weapons. He can set laser traps, summon forth robots, fling his wrench, and much more depending on the command output. Each button also allows for more than one playing style. I'm not picking Nariko because she's faster at executing an universal jab than another character but because her entire moveset makes me think of new strategies to use. A fresh of breath air and distinct individuality. The biggest thing about the gameplay is that the characters perform the exact attack outputs that we see in their respected games, something I already stated as seen with Henachi. On the other hand, I have played cross over games where the characters play NOTHING like their source material. This isn't the case with PSA.

 

PSA’s victory condition is the single largest difference between it and anything else. You hit, hit, and hit, collecting “All-Star Points" along the way, until your super meter is full. You can only damage said foe with a super attack. There are three super attacks. Since the buttons permit players to execute multiple moves at once, they can mix those moves together and produce combos; throwing a super attack in with the specific combo often leads to  glorious  victories. It’s much harder to land a super attack without any set up because they are all easy to evade with exception of those level threes. Most can even be stopped. One character's level one super attack might be ground level only while their level two is air only. Depending on the situation, you must learn to plan your set ups smartly, so that they are difficult to defend against. Propping up an enemy then hitting them with an air super attack is smarter than just hitting the super attack button regardless of any set up.  The “my super attack is filled up, so all I have to do is press it and I win” mentality  will lead to your death when playing online. Think of exocores (Rumble Fighter). Once activated, you can do crazy damage. Many allow for a wider hitbox. Super attacks (PSA) are similar except if the hit connects you die. For the last time, mixing none super attacks with super attacks (mainly pre level 3) is really the best method to play PSA. Remember button mash logic gets you nowhere. The  most skilled players defend at the same time, protecting any AP left.

 

 

 

                             

                       

                           have purpuse, so plan your actions based on what they provide. Freeze, fire, daze, crumple, pull, teleport, trap, charge, and etc properties directly  stem from the four buttons (exp: Jak's daxter spin kick inflects knocback and is aimable before it connects). Ring outs do not play a role in the game, which is a fact I love. I'm not a fan of smashing opponents outside the stage. I prefer beating the shit out of them right on a map where they can't make use of edge wins, going in hard with combos. Additional midair jumps are only possible if you land first;  think ahead of time about how said character's feet touches the ground. No midair blocks - air doges yes. Sadly air doges do not go in particular direction like a roll. On the plus side, they grant brief  invulnerability followed by a period of vulnerability. Rolling grants invulnerability though vulnerable to throws. You can choose an end direction to face during the roll. All attacks have hitstunt. 

 

I admit, the game’s AI isn’t the best. PSA isn’t a challenge for its campaign even when played on the hardest mode. Those new to this genre of fighting might find it hard. I didn’t.  That’s why real people exist. Online is full of challenging players.  Besides combat, there isn’t anything else. No adventure mode, no level creator, no mini game mode, no tournament mode, and so on. All the characters are unlocked from the get go except the DLC ones. However, they do have pretty cool costumes that can be unlocked. PSA lacks in replay value. However, if they added Crash Bandicoot, Sypro the Dragon, Cloud Strife, Sora, Dart Feld, Virginia Maxwell,  Abe, Boco the Chocobo, Mog the Moogle, Olvier from Ni no Kuni, Jude Mathis, Tomba, Klonoa, Kutaro, and so on I wouldn't mind if it didn't contain extra content. 

 

The soundtrack depends on the stage. Each stage is a mix between two games. It's cool seeing the fusion because the only other place I can find such art work are on sites like Deviantart. Seeing Master Onion drop kick a Tactician Drone is AWESOME. The overall original soundtrack is pretty cool too. I bumped my head up and down a few times listing to PSA's tracks. The graphics are colorful though sometimes the character models give off this bland aura. I don't know if it's just me or what.

 

For its first game, SuperBot Entertainment gave me more characters than I find in your typical fighting game, several playing styles, an array of moves to execute without so much repetitiveness, no clones, no overpowered brutes, but they forgot about replay value. PSA deepened on that mother fucking Crash Bandicoot to be playable but NO a certain somebody wanted to hog the character to them self. Even so, I find PSA enjoyable. I have no problem spending hours online, competing against other gamers in PSA because the roster is one that's strong.

 

 


 


 


 
 

Hello Caim and Angelus fans. As I'm sure you can guess, Nier is a direct tie in with the Drakengard series; it specifically continues after ending E of Drakengard 1. For those who haven't played Drakengard 1 I suggest you to do so. It's a classic JRPG exclusively on PS2. Having a play through of Drakengard 1 and 3 will give you a better understanding of Nier.

 

Time period: 2049. Deep in the heart of a post-apocalyptic city, a haggard and run-down man searches hard for edible goodies he can give to his sickly daughter, Yonah. The two of them are sheltered in an abandoned grocery store. Outside, Earth’s climate is almost equivalent to the ice age. Fierce snow storms rage everywhere. Yonah’s illness grows worst, causing Nier to worry even more; unfortunately, the cure for her uncontrollable cough does not exist. Then his entire world turns upside down the second golden monsters materialize out of thin air. They charge head first towards him though their true objective is to capture and harm Yonah. Wielding a pole like it’s a bo staff and imbued in warrior's courage, Nier fends them off. He does a great job, motivated by the compassion he has for his only child. Nonetheless, even the strongest of fighters fall. The creatures overpower him. He plummets onto his knees, begging a mystical book, which lay beside him, for the strength to demolish the opposing threat. In response it answers, granting him unlimited magical power. Nier eventually wins but at the cost of Yonah’s life. 


Time skip: 3,316.  Nier and Yonah are still alive, now living in a medieval-styled village. Here is where the game becomes a bit weird. The entire post-apocalyptic setting is replaced with a true fantasy world. Giant grasslands, dungeons, and ominous temples are spread throughout the new location, and the past is devoid of the protagonist’s knowledge. It’s as if their former experiences were just dreams. 

 

In this age, players learn the disease plaguing Yonah is called Black Scrawl. Players also learn that those shimmering monsters have a name, aka Shades or Gestalts.  Shades follow a leader, Shadowlord, and his motives are mysterious for the first half of Nier. 

 

Nier’s town is full of everyday people, who try to work together to ensure a better life for their community. Nier has his eyes out for a treatment that will heal Yonah once and for all. He does errands nonstop, mainly labor jobs, gaining income from them. With the arrival of Popola, and her twin sister Devola, he starts finding hope because they offer guidance. 

 

One day, Popola tells Yonah the Lunar Tear can grant anyone who finds it a wish. She says it grows in the Lost Shrine, so the seven year old girl goes off to unearth it despite being sick. Doing such a thing is a direct challenge against her father's orders; she was told a thousand times to stay in her bed because the real world is too dangerous for Yonah when Shades roam several lands. Upon learning about his daughter's disappearance, Nier becomes upset. He leaves and comes back with Yonah, a magical talking book, a badmouthed duel sword wielding chic, and a shy monster that has awesome abilities. Collectivity, WITH EXCEPTION of Yonah, they go on grand adventures.

 

However, something awful happens to Yonah down the road. The three have to make sacrifices  to save her.  

 

Well, that's pretty much Nier's plot without spoilers. From the jest of it, Nier does sound rather simple. I thought so to on my first run because I didn't play Drakengard beforehand nor did I complete all the missions, including DLC ones, and pay attention to some of the special scenes because I thought they lacked complexity. Guess what? Never judge a book by its cover. Nier is DEEP. There is a shit load of themes, symbols, and motifs behind what Nier portrays. Understanding them takes time just like it does for ROF. Its protagonists are focused on heavily as well. Nier is the bravest father there is. He will do anything to comfort Yonah and shield her from vile Shades. He wants her to experience an ordinary childhood, but such a possibility is farfetched due to her status and the world they both inhabitant. He is awkward at times because he distances himself from people. His primary goal distracts him. Nier mentally holds a resourceful pouche full of hard-earned wisdom at his disposal, so don't let his barbaric appearance fool you.  Kaine is a super female soldier. She's more badass than Batman; that's right I said. In fact, she hogs the opening cutscene when you first put in the disc, yelling "Weiss you dumbass! Start making sense you rotten book, or you're gonna be sorry. Maybe I'll rip your pages out one by one, or maybe I'll put you in the goddamn furnace! How can someone with such a big, smart brain be hypnotized like a little bitch, huh? Oh, Shadowlord, I love you Shadowlord. Come over here and give Weiss a big sloppy kiss, Shadowlord. Now pull your head out of your goddamn ass and start fucking helping us!" Kaine has a fucked up childhood once  you learn about it. I almost felt sorry for her. On the outside, she appears to be viloent and mad but to tell the truth she acts that way as a result of being abused at an early age. Anger consumed any kind hearted emotions she once possessed when a certain incident occurred. Nier and the gang, on the other hand, showed Kaine a whole different side to life than just hate. Next up is Grimoire Weiss, a talking tome who has a British accent. He's egotistical, always loving to show off his intelligence to those he deems dumb. I found him to encompass a cynical charm. Weiss can also be an emotional crybaby at times, but doesn't like to reveal the more immature side of him. He cares for the other three in a big brother stylish manner; often,  he ends up butting his nose into their business even when they say C your way out. Lastly there's Emil, who at first is quiet and timid as if he never experienced a playful childhood. Once the party recruits him, he breaks out of his shell. Emil brings a sense of youthful exuberance to Nier, which is nice because that liveliness shines light upon the dark lives Nier and Kaine have. The antagonist seems cliché until you discover who and what the Shadowlord really is. Everybody has more to them than what's on the surface. Shades aren't just evil monsters and Weiss is not the only Grimoire with speech.

 

However, I believe finding the truth may seem difficult if you cannot immerse yourself in all Nier has to offer STORY wise. Some things related to its lore are hidden beneath equivocal context or linked to Drakengard. It is a character-driven game, so the lack of contextual depth on towns and areas around the world was not shocking. I still found quest fetching for NPC after NPC disappointing. Just because developers left out setting information did not mean they had to force FETCH MY ASS missions down our throats!!! Progress through Nier is done quest style, meaning find this, X thing for Yonah, find that, Y thing for Devola, and find this, Z thing for Popola, expands the game. These missions aren't fun (lack of urgency). Once a certain event occurs, threads weed together, making sense. 

 

Note: Infomration about characters and lore is a DLC called The World of Recycled Vessel, short stories -> 

 

And So There Were None
https://docs.google.com/document/d/1t6WAuFEc608hvMbHfodyau9BCOWqnXLNhTEmQc5be7A/edit?hl=en&pli=1

The Stone Flower
No translation that I am aware of.

Red and Black
https://docs.google.com/document/d/10YR01oEGZXx4CfgK-7rQdYF6M6FUPLnfEWXQ1X74wMw/edit?hl=en&pli=1

The Little Princess
https://docs.google.com/document/d/1qD_1ZEmmDp9b7hIPKYNdOkN_uu4pQfMnl0T0xl1Q0aI/edit?hl=en&pli=1

Mountain of Monsters
https://docs.google.com/document/d/1ZU3mZSUZw44xJNbGwgq3ph1XLS60KDMshLgfbJ7Ww3s/edit?hl=en&pli=1

The Witch's Sabbath
http://kho-dazat.tumblr.com/post/71609207779/note-im-in-the-process-of-redesigning-my-tumblr

The Mermaid Princess
https://docs.google.com/document/d/1Gf8k8BxgP9z51n8NIM9fIvcKc62YC53HpvJzDGayH_g/edit?hl=en&pli=1

A Narrow Gate
https://docs.google.com/document/d/19KnA7ljWw_NQDj93JI95lv9kKHAzjrYS6SLK9AIoy4g/edit?hl=en&pli=1

The World’s Foremost Questions in 80 Days
No full translation that I am aware of.

The Lost World
No full translation that I am aware of, and GRIMOIRE NieR -Project Gestalt & Replicant System -> http://www.amazon.com/GRIMOIRE-Project-Gestalt-Replicant-Japanese/dp/4048686712.

 

 

The biggest turn off I experienced was the lack of Shade diversity. I discovered never before seen Shades near the end of Nier. Remember, I’m a gamer who loves finding NEW stuff in a game. The more SAME OLD stuff I see the more likely I’m going to call it repetitive. Nier's dungeons are also a problem. After a while, I realized they visually and structurally gave off the same vibe. I wished the creators put mechanics that immerse players further into the game than simple dungeon crawling. I often found myself repeating the same things. Zelda and Dark Siders have good examples of dungeons; the developers should've looked at those games for inspiration. 

 

The last thing I wish Nier offered is a variety of conflicts besides Shades or make the existing ones deeper. Their deepness lies in secrete information, which is very vague on first impression until you look at the bigger picture.

 

At least the characters are awesome, super awesome in fact. I have to say the dialogue between the four protagonists is the most entertaining aspect of Nier. More importantly, their communication isn't limited to the narrative either. While you go from A to B, conversations between them occur in real-time, providing each other with their own sense of importance and plenty of motivation to complete their objectives. They feel concrete, tangible enough where I care for their emotions. After all, being imbued in abnormal, mysterious, fanatical, comedic, and strong qualities make them the circus freaks of Nier. I love watching the group develop because they are one of a kind. It's rare to see characters like them in JRPGs. I don't remember the last time I played the role of a middle aged father. 

 

 

Nier's gameplay is EVERYWHERE. It contains two-dimensional platforming, rail shooting, hack n slash, fishing, and more stuff. For an action JRPG, Nier attempts to be unique; it pays off well. You get a little bit of everything just like a buffet. The options leave me with little to complain about. Combat is one hundred percent real time, taking place in an open world setting. Nier's uniqueness comes from mostly Weiss. He offers numerous spells to infect critical damage on Shades. There are lances you can hurl at them, small orbs you can blast at them, giant hands you can punch them with, whirlwind blades you can carry around to gain crowd control, shields you can put up to block attacks, force fields you can wrap around yourself to absorb attacks and redirect the energy towards said enemy, and you get the point. These are what I call magical spells. Unlike your typical JRPG, you won't be selecting water spell on the fire element based monster. All spells are usable while jumping, and for most you have to aim accurately in order to make them work great. Since the camera switches, depending on the map, how input spell presents itself varies. It can easily convert over to a downward rail shooter or a complete third person beat em up brawl sword fight. Now, the bad thing about Nier is only Nier remains playable. The other three are support characters. This fact made me put on an angry face. It felt unfair. I desired another playing style, especially since I saw how agile Kaine was.  At least I experienced a variety of... gameplay ideas. For example, when you go into Emil's mansion you move from A to B like in the classic Resident Evil games. Then there are parts where it plays similar to Crash Bandicoot, Ico, and God of War. I saw no problem with their quailty. 

 

The next thing you need to know about combat is for Nier only (surprise!) there are a great deal of weapons available. One-handed weapons offer a five hit base combo and have wide range when attacking, spears are the fattest weapons but second weakest right after OHWs and allow up to three hits, and two-handed weapons deal the most damage but allow up to a limit of three hits. All weapons can charge for a stronger attack.

 

Lastly, Shades use magic as well. They often come at you in hoards, which makes battling them tough on the hardest difficulty. Five Shades might throw up a horizontal wave of deadly magical projectiles, forcing you to think twice about where you jump, while another Shade bombards the floor beneath your feet with a bigger wave that happens to take a spherical shape, and the rest run just to punch you in the face simultaneously. See what I mean?  Nier is far from easy. Once enemies layer together, the challenge heightens.

 

Note: Shades are not the only monsters. Beware man eating sheep, for they are everywhere on grasslands. 

Apart from combat, there’s fishing, farming, puzzle solving, weapons customization, and side missions. The side missions are standard, aka go kill x # of Shades. The funny thing about the quests is the protagonists openly complain about them. Wesis even admits they are pointless. Spoilers ->  YOU CAN RIDE A BOAR.

 

Nier is famous among those who play it because of the game's soundtrack.  It’s VERY original.  Oh my god, oh my god, OH MY GOD Nier's OST is AODHWAP9DYAWY9PFAH9PAHF98H398HAF3FA9G3O9GAF!!! 

                                                           

 

 

 

 

 

 

 

 

                                 

                                       

                                       Listen to it yourself. If you don't think that's exceptionally fabulous then something's wrong with you.


By the way, Nier has multiple endings! 


 

MagnaCarta 2

Genre: JRPG.

Online: No.
Multiplayer: No. 

System: Xbox 360

Score 4.5/6

Story = 1
Characters = 1
Game play = .8
Graphics = .5

Audio= .9

Over all fun = .9

 

 

MC2 is a standalone game by the way, so you do not have to play the others. When I first put in the disc, an opening cut scene, briefly describing Lanzheim’s history, hooks my attention like a fish. Lanzheim = the overworld. 

 

(Note: Tily debarred the following information from his prologue. I do not know why, but he placed it further down the plotline.

l have it for those who wish to learn more of MC2’s lore.) The Great Carta War turned Lanzheim into a barren ruin. However, Strauss, a powerful hero, decided to save his beloved world by sacrificing himself to the flying warship La Strada, spreading plenty of Kan throughout the lands. The end result left peace and prosperity upon Lanzheim for one thousand years. Warfare unfortunately brews again in the distant future over political, territorial, and tribal maters. (Note: The following is the actual prologue.) One day, lady Ibrin, Queen of Lanzheim, is assassinated by her Prime Minister, Schuenzeit. He kidnapped the Queen’s only daughter, Princess Rzephilldia, also named Zephie for short, and stole the royal throne. He crowned himself King, setting his sights on what at first appeared to be conquering Lanzheim. All who opposed him were sentenced to death. Luckily Rue, Zephie’s bodyguard/friend, broke her out of prison and together escaped. They fled to Abazet, a capital city, and joined forces with its ruler, Count Alex. King Schuenzeit’s power grew. He had his own army, Northern Forces, and Count Alex had his own army, Southern Forces. The two waged war. ​

 

After the introduction, you immediately jump into Juto’s shoes, a young male. Yes amnesiac village boy (overused trope in JRPGs) reeks all over him. However, he is not trying to discover his past from the get go. He accepted it remains a mystery until that unknown literally confronts him. Amnesia's role in his life contributes to shades of grey, so there's depth inplace toward character development. Reclaiming memories long forgotten open up a whole new struggle. How will he cope with the values, ethics, and morals of (SPOILER) someone else's identity? Anyway... Juto begins the day collecting lapper shells alongside gathering medicine for the elderly. Through these mundane routines, players take a step into his insouciant lifestyle. He seems perfectly normal for someone who can't remember their origin. Highwind Island, the place he calls home and paradise, inhabitants not only him but the woman who found him. Melissa, Juto’s sister, gave him the name Juto when he first reached ashore. She taught him how to fight and brave out danger. Much to their dismay, Highwind Island is short lived once the Northern Forces swoop down on it, slaughtering islanders at will. The Southern Forces arrive in the nick of time to combat against Schuenzeit's troops. When Elgar, a strong enemy and major character, kills Melissa as she tries to defend her brother, Juto snaps. Out of rage, he gives it his all against Elgar. Then a harsh fact stuns him. All the techniques his sister taught  scarcely impact her killer. He fails. The small battalion of Southern Forces is no match for the onslaught. They turn tail.  Juto departs with Zephie. He hopes to avenge Melissa's death. The princess reminds him such a vision is harder to accomplish in reality. The structure Tily uses for telling Juto's adeventure is familar. It matches up with a man finds himself in circumstances that create a problem for him. In coping with this problem, the man is changed in some fashion inside himself. The story is over when the inner change is complete--the external incidents may go on indefinitely (Robert A. Heinlein). A jubilant, hopeful, and even naive outlook on Lanzheim is challenged in the circumstances of war for our laid back islander. From here on, threads grow larger and juicier. The overall plot retains enough lore to include multiple beasties, weapons, locations,  and so forth. Issues based on old age cultural feuds take center stage, brewing trouble within MC2's races. Trewa fight amongst each other. Blackthorn Trewa dislikes other clans for reasons you must play. Mares are elf-esque. Pretty passive. They isolated themselves from the rest of the world. Avis, machine-building feathered organisms, try to make Lanzheim a fly friendly zone. Wizards are warriors used as pawns in both the Northern and Southern Force. Even Wizardy plays a major role. It has a dark history. These antiquities enrich race A's, B's, and C's motives instead of leaving them plainer than white rice. Although I wish the issues A, B, and C faced could have been a bit deeper; it would seriously make the game more compelling to play if they were. The story encompasses plenty of twist happening left and right. What’s even better is the entire cast has backstory, apart from Rue. Tily handled backstory well. He didn’t rely on lengthy exposition to bring his characters to life. He focused on the present for their growth, as opposed to hey, I was once a part of a nobility house. Let me tell you all about it without concrete evidence. Bygones lay as a backdrop, gradually expanding out into the open of details that support a reason to behave quick-tempered or wooden.The worst thing for JRPGs in general is when I know nothing of a character’s past. This often leads to me not giving a damn about them IF their personalities and events they experience are boring; in MC2’s case such complications aren't noticeable. I like the cast. Juto is a run-of-the-mill  islander , wanting to live life the way he sees fit on Highwind Island, but due to war everything he knew of is turned upside down. His sense of self gradually declines. My description right now sounds like a simple revenge tale, killing that Elgar guy because he murdered Juto’s sister. Please know the more you play the more conflicts materialize. They do fast, trust me. Elgar and King Schuenzeit may not even be bad guys. Zephie remains on the opposite end of princesses needing saving. Politically-active princess plus royals who actually do something equals Zephie's main tropes. She has enough spunk to keep Crocell, a hothead, and Celestine, a genki girl, in check. Bureaucrats hush up around her. She even took one painful slash to the gut by a certain somebody, refusing to let Rue, who was the somebody's original target, die. She stands up for herself, loved ones, and ideals in the same manner Yuna from the acclaimed Final Fantasy X does. Juto and her even have that Tidus ♡ Yuna thing going on (arguably better). The characters constantly intertwine with one another throughout MC2. Their relationships grow for each hardship they endure, thus developing. At first some of them are annoying and loud, but as time goes on they calm down from bonding. They truly intermingle like a family, getting on each other’s nerves and loving each other. Brilliant comradery. Juto becomes close best friends with his party. Their growth is not stagnant. By the end, they are changed people. Like in the Tales of franchise's skits, MC2 has a system where you get to hear characters speak outside of the normal cut scenes. It’s called mail. This is nice because literally hearing the cast’s thoughts on events, bosses battles, and what they think of each other enlightens me. The extra information I receive makes me care for their development. More content I’m fed, more I’m happy, comprehend? The story is fantastic, going at a paste rapid enough for me to understand without any confusion. However, I found a few of the antagonists shallow. They suffered from what I spoke of earlier; a character with either a meeeh/boring personality and little to none back ground history = I don’t give a damn who they are. Their motives in MC2 didn't excite me apart from some here and there. I believe that is mostly due to Tily trying to cram as much content into each character's design at the best of his ability, but fell short on Claire Setilan and Huaren Jass; these two are major bad guys, and their overall personal stories are interesting, yet very forgettable because they aren't focused on heavily compared to Schuenzeit and Elgar. Claire was raised by Schuenzeit after she was abandoned from somewhere that wasn't stated or even clarified. She will do anything for him. Huaren is a mad scientist and the Albert Einstein of Sentinel research. For gamers who like war and the emotions that come with it, you will enjoy MC2’s plot. I was moved by it, feeling a sense of accomplishment when it ended. From outside my viewpoint, the conclusion is debatable as a good one or not among MC2’s fans. Whatever... it’s not about the last five minutes but the entire thirty plus that you spent playing. It clearly left room for a direct sequel to take place, and any further plot is speculation by the fan base. However, MC2 is a hidden JRPG that is overlooked by many people, so there will never be MC3. It’s not a popular game.

 

Combat relies on a real time stamina based combo system. You control one character at a time, while the other two take action depending on specific AI settings, such as attack or defend. However, you are allowed to swap to any of the three active characters with a touch of the D-Pad. Assaulting baddies increases your stamina gauge. Once filled completely, you enter a state called overdrive; damage output becomes heightened (aka beast mode).

 

 

 

 

 

 

 

 

 

 

 

 

No... going over 9,000 does not last forever; you overheat. Combos are something you have to figure out. There really isn't a set method for them. Jumble consecutive standard techniques and skill techniques into well thought out strategy, boom combo. If you finish a combo before overdrive runs out there is a chance for a chain (switching to another character nearing overdrive and pushing their stamina to the brink will then execute a new skill technique). These duel attacks inflect even greater damage than the previous character because their strength and skill power is transferred over to whoever you now control. Chain breaks reset both characters' stamina gauge, which prevents overheating. All it takes is one skill technique during a chain to break the chain. This creates a lively, fast-paced battle system. It’s a bit tactical rather than senseless button mashing. It’s about switching to the right character in the right moment, so you can deal as much damage as possible while healing at the same time. That does not mean MC2 is difficult. I admit almost all preexisting encounters suck; hit harder bitch. Do bosses provide a challenge? Only the last few. Why? I blame the weak enemy AI script. Death approached me but rarely took my soul. Game over was uncommon in my playthrough. Thankfully the computer is smart enough to not to upset your inner rage demon. Responsive friendly AI. Fuck yeah! I found myself smiling over the fact someone did something rather angry because they just stood there, useless like games I played in the past. ANYWAY, skill techniques are powered by Kan. There is Strength and Attribute Kan. Strength Kan is invisible, building up from only normal attacks, while Attribute Kan is visible; a small orb of elemental energy (aka Fire, Water, Lighting, and Wind) that only affects the immediate area. If you move away from the Attribute Kan, any amount your character collected fades. Fortunately, each map has a constant level of Attribute Kan. Making use of the Attribute Kan keeps your magical special attacks flowing. Depending on your character, different Attribute Kans can be generated. After you win battles you gain skill points; there are two skill trees, each one is for the two different weapon types your characters have. Different weapon types enable you to do various special moves and playing styles. Some enemies may be affected by this weapon type than that one. You can also upgrade your weapons with Kamonds. There are Ability Kammonds, Status Kammonds, and Special Kammonds. Each one makes your weapon and status more powerful. Since there are plenty of weapons you will find throughout the game the immense customization options are almost endless. Outside of combat you can do optional quest. These quests give you big EXP bonuses, items, and weapons. Some are even story related you would not find inside the cut scenes. There are mini games as well, yay! I love mini games. The six characters also have their own unique skills called field actions. They are not battle abilities, but rather ways you can interact with the environment. If there is an interactive object, a certain character can do something to it. Juto picks up bombs and plants them. Argo shatters rocks. Sadly, there is no form of real time transpiration you can manually use to get from point A to B though later on there is a fast travel station. Fast travel stations are nice. Having a car, airship, animal, etc to ride are even better!!!! MC2 suffers from lack of puzzles, unique ways I trek through the maps, and over all fun stuff besides combat. None of it feels like a chore unless you spend hours grinding, which won't really happen since the maps are very small, linear, and easy to navigate. It doesn't take a long time to go from A to B. In between A and B I often found Movie Events pooping out nonstop. That fact keeps the story fast paste like the gameplay. The game is split up into chapters. Once said portion of the game is complete you're rewarded with EXP and a reflection, in narration form, of the experiences you just went through by Juto himself. For me, grinding seemed like an option. I spent less time thinking about it compared to other JRPGs. However, that does not mean there are several puzzleish/mini gameish extra content to complete. I discovered a tiny bit (You will need to keep a group of soldiers alive for a total of 60 seconds while their health depletes. A minor cure costs 1 Kan and a major cure costs 2. Be aware that you can position yourself to sometimes hit more than one soldier with a cure, and only use a major cure when someone is below half health, otherwise just run around and spam minor cures). Exploration is not MC2’s focus point, so don’t bother to complain about it. What it needs are some DAMN PUZZLES and unique stuff. What’s unique? I don’t know… do you know? Perhaps the developers could have applied field actions into the battle (oh look. A giant boulder on a cliff.  Smash! Chunks downpour onto enemies below). About six more mini games won't hurt either.

 

Visually, MC2 is a mediocre looking game. The cut scenes are colorful and nice to look at, but everything else is pretty blah. The game is not focused on graphics though. The story isn't told through cut scenes, which there are very few, but instead still picture scenes called Movie Events. The only downside to this is that there is a lot going on in the game and if you have attention problems you can often find yourself being bored of all the “blah, blah, blah.” For me, that isn’t the case because what they say is highly interesting. I am attracted to literature and MC2 has a LOT of it. Its graphics are a bit old school.

 

The OST complement the settings. It’s mystical, relaxing, and gets my blood pumping when I kick monster ass. The voices are... well good for the most part. Juto has the same voice as Lelouch vi Britannia and does not love Lelouch?

 





Reviews

 

Blue Dragon
Genre: JRPG.
Online: No.
Multiplayer: No. 
System: Xbox 360.

 

Story = .8

Characters = 1
Game play = .9
Graphics = .5
Audio= .4
Overall fun = 1

























Score 4.6/6

Blue Dragon… great another JRPG. Sakaguchi starts his story out plain and simple. Talta Village, home of Shu, is periodically terrorized by the dreadful land shark, forcing helpless denizens to constantly rebuild. One day, violet clouds dwarf the sun lit sky; their presence alarms people. The townsfolk run for safety. Oh, d-d-d-d-dear my evil senses tingile. What could it be?
 
 
 
 
 
 
 
 
 
 
 
Then... BOOM! A fin tears the ground asunder. It belongs to none other than the land shark, which quickly obliterates Talta Village. Except! Shu, along with his two friends, swear to defeat it. While most of the villagers are content to persists through the devastation, our three protagonists devise a trap. Half successful at accomplishing the task, they get pulled, quite literally, into a more sinister plot. However, do not let this clichness stop you from enjoying BD because the overall narrative retains the classical JRPG atmosphere that is hard to find on Xbox 360. There is a reason it has an anime, manga, direct sequel on the DS, and a somewhat proud fan base (well I am bluffing. I really don't know the reason lol). Surprises lurk around every corner, so
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The land shark is not an organic beast, but synthetic, and Talta Village is not the only place  it's set on munch munch munching. Somewhere down the line, one powerful kingdom offers the protagonists help in their fight against Nene's robo army. An unforeseen higher power, controlling various events, blends among manmade chaos. On the outside BD seems unsophisticated, but the more you play the deeper the tale thickness. BD’s story put a smile on my face because it reminded me of old Saturday morning cartoons that no longer air. BD excels in character design. Their clichéd personalities actually complement each hero's starting/main class; the starting/main classes mimic their demeanors. Shu's blue dragon shadow is a flat-out attacker, but tactical. Jiro’s blue dragon is a white mage, which matches his level headed protecting instinct. Kluke’s fiery attitude mirrors her blue dragon’s black magic. As you trek across the many lands, you eventually run into two new characters. Marumaro, a cute chubby blabber mouth, and the mysterious mercenary Zola. Yes the cast is endearing. They did not get on my nerves. Marumaro does comic relief well done. He’s simple and awesome. Basically he acts more like a drunk moogle that drank way too many potions. It’s hard to hate him (very reminiscent of Gir from Invader Zim). It’s even harder to hate Shu because he, much like the rest of the five, has spunk. They aren’t bitchy, stupid, or just flat out ordinary and boring. If they were I wouldn’t love the game so much. Nene, the antagonist, is quit evil as well. He certainly executes his purpose as the heroes' doom; he is the definition of mean. Without a doubt not charismatic, nor does he show a sympathetic plight or tragic flaw. I especially like how the characters interact with one another. They recognize each other’s personalities, which is a good thing because it leads to great dialogue for such a light hearted narrative. The five characters also have a little more to them than what is portrayed. Shu is not a ladies’ man at all. He even says this in the game. Though he does have a crush on Kluke, and since his blue dragon is a flat out attacker he couldn’t help but flat out ask who Kluke liked in the bluntest terms. Him or Jiro. Jiro also likes her, which puts him at odds against Shu. Stuff like this adds some splice of life to the JRPG. Then there’s Zolo and that cute Marumaro. They just... wow add a lot more craziness into the mix. However, there are some things in the game that  are not purposely  expanded upon because the sequel digs deeper into those things. The ending is an example, so keep that in mind. Note: earlier when I stated BD's narrative was lighthearted I meant quite literally. That means you should not   anticipate the grayer multifaceted subplots JRPGs like Persona are known for. If you cannot accept this truth then BD isn't for you. The story does well with what it established just like Teen Titans animated, Dexter's Laboratory, Recess, and Darkwing Duck did. KISS principle. What it presents comes off as rated E10+ even though the rating is T. 
 
(I am sorry. For the sake of saving space, the font has decreased to 6 PX. Please enlarge on yoru own.)
 
​BD’s gameplay can be summed up in four words...  classic turn base system. BD does not test new combat ideas. The Blue Dragon themselves are really magical classes. There are over five of them and you can customize their skills. Though there is something called monster fight. It’s a feature that puts two different rivaling species against each other, forcing them to duke it out. Awesome because you're rewarded with loot otherwise you wouldn’t be able to obtain from monsters. It also deviates away from doing the same old run into monster, fight, and repeat. You can capture them, setting said monster up for a trap. That option is nice in terms of strategic approach. During combat you usually fight waves of enemies at a time. After you take out one wave the next appears, but before you fight them a power wheel pops up. This power wheel spins with various categories. You have the choice of picking a HP, MP, agility, strengthen, or etc boost. Power-Ups help A LOT when you fight against monsters that deal heavy damage; trust me later on you will witness difficulty spikes. Since Blue Dragons replace swords and guns, you have nothing else to rely on bar accessories. It’s your skills against the rivaling artificial intelligence rather than the best weapon in the game. Some Blue Dragons may prove useless against some monsters. Enemy weakness is visible based on their appearance. Mechas, for instance, are susceptible to water attacks. Fire inflects higher damage on insects. Damn it. I have to take back “BD does not test new combat ideas”. I forgot one aspect. The invitation is gimmicky; aesthetics support gameplay. Poo snakes composed of pure stone soften at the touch of water, withering in pain. I assume they feel pain. Anyway… a drenched poo snake enables physical damage to work more efficiently. Armor attached to a goblin blows away via wind spell. See something vulnerable? Exploit it. Matsumotoi kept this concept simple, so don't over think it. At least it expands your strategy. HOWEVER, please know the combat itself is slow. A twelve to forty second delay occurs once characters attack. Mad annoying! Long loading times too, which I don't have patience for (the loads and loads of loading trope decreases player control). Charging moves is possible, so they become postponed. Understandable, yet at snail speed is problematic. Besides combat, there are hidden bosses you can fight, hidden towns you can find, hidden treasure boxes you can find, a ship you can fly anywhere to on the world, things you can shoot with the ship, interactive real time/cinematic events that immerse the player further into the game through various gameplay mechanics, barriers to brake that lead to new areas, field actions to acquire, rings you can craft, puzzles you can solve, mini games, some side missions, and a lot more. The biggest thing about the game is the objects in the environment. Nearly all of them are touchable. If you see a tree, rock, table, shrub, wall, hole in the ground, etc... touch it. As a result, you get rewarded with money, usable items, material, and stat boost (vitality, strength, speed). Hope you get the point. BD is indeed open world and even gets bigger, so big it takes place in space. I would say BD is almost as good as Pokemon's open world. BD makes up for its lack of in depth story with really fun gameplay. I am talking about a world-driven JRPG.   
 

Note: DLC exist. 6 Treasures - Package of 6 Handy Items ($1.00), Ultra Hard Mode (free), and Shuffle Dungeon ($1.00). They're worth checking out.

 

​Graphically, BD is easy on the eyes. It’s very cartoonish looking, nothing special really. Reminds me of clay animation.  

Soundtrack is meh. Old school. I'm not much of an old school JRPG music lover. The voices are decent. There is Japanese and English by the way, which is an option everybody bitches about when JRPGs do not have them.
 
Here’s a cool fact. BD is the first game Hironobu Sakaguchi, Nobuo Uematsu, and Akira Toriyama developed together since Chrono Trigger. 

SUCCESS

/səkˈsɛs/ (noun): the favorable or prosperous termination of attempts or endeavors.

 

VISION

/ˈvɪʒən/ (noun): the ability to think about or plan the future with imagination or wisdom.

 

INNOVATION

/ˌɪnəˈveɪʃən/ (noun): the process of featuring new methods; advanced and original.

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