Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Monday, 20 October 2014

Retro Review: Eternal Sonata

Originally posted on D-Pad.co.uk

Lost in the shuffle of Halo 3, Super Mario Galaxy, and the plethora of Triple-A games released in 2007 was Microsoft's umpteenth attempt to crack the Japanese market.

Eternal Sonata is an RPG centred on legendary Polish composer Frederic Chopin. Developed by tri-Crescendo, the makers of the Baten Kaitos series, Eternal Sonata takes place in an imaginary world conceived by a terminally-ill Chopin on his deathbed.

The story is based on teens Allegretto and flower-girl Polka's quest to stop the evil (and prepubescent) Count Waltz. The Count has raised taxes to a ludicrous level, and our heroes set out to obtain an audience with Waltz to air their misgivings. Instead, events escalate, threatening to throw the whole world into turmoil. Chopin himself features in the main story but curiously, as a side character. Chopin must have been a very humble man to consign himself a bit character in his own dream.

As the world is based in Chopin's mind, music plays a big part in Eternal Sonata; The main characters are named after musical terms (other than Chopin himself). Pianist Stanislav Bunin faithfully recreates Chopin's pieces. In addition, the game features original music composed by the prolific Motoi Sakuraba.

The game's events are inspired by Chopin's life story, such as the rebellion sub-plot, which has similarities to the Polish–Russian War 1830–31. Main heroine Polka suffers from a terminal illness similar to the one that befell Chopin. In the world of Chopin's dream, the side-effect of a terminal illness is the ability to wield magic. The story is complex and has many underlying themes, with no clear plot; the story is hard to invest in and will fade from your memory after completion. tri-Crescendo has to be applauded though, for creating a story based on high taxes and tuberculosis.

Two playthroughs are required to experience everything the game offers fully. Eternal Sonata's Encore Mode would suitably challenge hardened gamers. The mode is unlocked after one playthrough; the enemies in Encore deal out 1.5x damage, have 2x HP and are more aggressive in battles.

Despite being released over seven years ago, Eternal Sonata still looks impressive as it did in late 2007. The colours are vivid, and the cell-shading creates an Anime feature-film look. In addition, the monsters of Eternal Sonata are highly imaginative; watch out for the flying goat and oversized onion.

The PS3 version – released a year after the 360 game – includes exclusive playable characters and new areas. Regardless of the system, Eternal Sonata will satisfy underserved JRPG fans or those wanting to sample something different, which Eternal Sonata most definitely is.

Overall

Colourful, original and bonkers. Eternal Sonata is unlike any game this gen. The gameplay might not be revolutionary, but the vivid graphics, whimsical music and unique story hit the right notes

7/10

Monday, 8 September 2014

Inazuma Eleven GO Review

Originally posted on D-Pad.co.uk

GO comes in two versions: Light and Shadow. The difference between the two games is minor: a few special attacks, teams, and a returning character from the previous Inazuma trilogy. This review is based on the Light Version of the game.

Released to coincide with this year's World Cup, Inazuma Eleven GO has finally dribbled onto our shores (GO has been available in Japan since Dec 2011).

Set 10 years after the original Inazuma trilogy, the game follows wide-eyed Arion Sherwind and the rest of the Raimon High School football team as they battle Fifth Sector. This corrupt governing body seeks to control every aspect of football (no relation to actual events).

Inazuma Eleven's unique blend of football, Anime, and RPG has failed to catch on outside of Japan, but could GO score the winning goal?



Behind GO's cheery exterior lies an engaging plot. Fifth Sector governs football with an iron fist going as far as predetermining outcomes of games. Fifth Sector orders Raimon High School to lose their opening game; with the urging of newcomer Arion, Raimon decides to go against the script and play to win. GO is structured like an Anime and the game's plot and art style is reminiscent of mid-2000 Anime's such as Beyblade and Yu-Gi-Oh. Occasional animated cutscenes appear in pivotal moments. Produced by the studio behind the Pokémon anime – OLM – these segments are of the highest quality. There's even a cheery Anime opening title that I guarantee you'll be humming within in a few days.

Arion loves 'The Football' (yes, he refers to football as a person) and won't stand for Fifth Sector's crooked approach to the game. Arion is a prototypical Shounen character in the vein of Goku from Dragon Ball and countless others, but that doesn't make Arion less of an affable lead. Other members of the team include the implausibly short, Jean-Pierre – or JP for short – and troubled Captain Riccardo Di Rigo. The character designs are outstanding, with each central cast member having a distinct look.

The great work done by Level 5 on design has been hampered by the localization team, who have given certain characters new 'English' personalities, the worst of which is midfielder Ade and his comical Geordie accent. Other English terms such as "Innit" and "Lad" appear innocuously. Whilst the story is left untouched, this unnecessary altering is a throwback to a best-forgotten chapter of gaming.



Matches are controlled via the stylus, with the buttons only used to move the camera. The controls are fiddly to get a hang off, especially for those not used to touch controls but the movements are intuitive enough for you to master as the game progresses.

There are two types of matches in GO; full 11 vs 11 football games and 5-a-side battles that the player can found around the game world. The 5v5 games are only 15 seconds, although time is paused whenever an action is being conducted, meaning these battles are closer to 1-2 minutes. A 5-a-side game can be triggered by finding an eager opponent on the game map (no random battles, thankfully). The requirements to win are winning the ball, keeping the ball (quite tricky) or that old fav, Next Goal Wins.

The big matches are much thornier. To advance the story, the game requires you to perform actions, such as getting a specific player (usually Arion) into the penalty box, which can be a pain with ten players hounding on you. Ironically, Inazuma's plot is centred on match-fixing, yet the big games are heavily scripted. At times it feels as if you're watching the story rather than playing it. After fulfilling said objectives, the game allows you to run free. Much like in the plot, that's when the game comes alive. Despite that grumble, the big games are bundles of fun and have a great atmosphere; you'll be raring to play the matches as if you're a member of Raimon yourself.

The learning curve is steeper than you would expect for such a 'cutesy' game. Curiously, GO doesn't display the opposition's level before a game, resulting in frustrating bouts against mini Tim Howards. However, that frustration is worth it for the oh-so-sweet moment you finally get one in the net.

GO introduces Fighting Spirits to the series- Inazuma's take on summoning monsters. Only select players can unleash Spirits. They are essentially clear shots at goal. The player can only unleash Spirits in story battles, but after completion, you can freely use them at any time.



Graphically, the game looks outstanding and is comparable to Level 5's PS2 title Dragon Quest VIII. Switching 3D on actually detracts from the visual. Leave that slider alone! The soundtrack is superb and perfectly meshes with the game. One gripe is the lack of variety in the music department. GO uses the same BGM whilst out-and-about in the game world and during battles. In critical moments though, the soundtrack accompanies the game beautifully.

Inazuma Eleven is unlike any series out in the market. If it was released a decade earlier, when Anime was still on television and Japanese games resonated outside of their home country, I'm convinced Inazuma would've achieved more success. The poor localization is regrettable, but it doesn't hinder the quality GO exudes. If you enjoy football, Anime, or RPGs, GO should have a place in your starting eleven.

Overall

Inazuma Eleven GO is a unique RPG boasting an intriguing story and charming characters, let down slightly by a shoddy localization. Perfect for young and old gamers alike, Inazuma scores a screamer.

8/10

Friday, 24 January 2014

Assassin’s Creed: Liberation HD Review

Originally posted on D-Pad.co.uk

Assassin’s Creed: Liberation HD is a port of the 2012 PlayStation Vita title, adding upgraded visuals and extra missions. Available on PS3, Xbox 360 and PC, this downloadable title follows the life of Aveline de Grandpré, the first female protagonist in the Assassin Creed series.

Liberation takes place in late 18th Century New Orleans around The Seven Year War and the Louisiana Rebellion of 1768. Slavery is one of the main plot points, a subject that even Hollywood wasn’t comfortable tackling until recently. Kudos goes to Ubisoft for tackling such a sensitive topic (Assassin Creeds IV’s DLC, Freedom Cry, also deals with slavery). Although, after watching the powerful 12 Years a Slave, it did feel odd seeing the slave’s plight reduced to a trivial side-quest.

In another departure from the norm, the relationship between main character Aveline and her sidekick Gerard is a deliberate 180 on traditional gender roles; Aveline is the brave warrior who drudges on – sometimes foolishly – into battle whilst cautious Gerard offers support from the sidelines. The main story, whilst intriguing, jumps erratically. This is somewhat redeemed by summaries in-between loading screens.

Prior knowledge of past Assassin’s Creed games is expected. Unfortunately, Ubisoft makes little effort to explain the greater Assassins and Templars plot, leaving many sections of the story downright baffling for newcomers.

The main story is roughly 6-8 hours long; there are also numerous side-quests to occupy the Trophy/Achievement hunters. Most of the missions are quick pick-up-and-play offerings. The much-criticized multiplayer mode from the Vita version has been removed.

Liberation’s gameplay is a departure from previous Assassin Creed games. Aveline lives with her parents and has to keep her Assassin dealings a secret from them. To circumvent this, she rotates various personas, three in total—first, the de-facto Assassin Persona, which will be familiar to anyone who has played an AC game. Second, the Lady Persona gives her the ability to ‘charm’ guards and walk around New Orleans uninterrupted. However, due to the Lady Persona’s oversized dress – and because she is a lady – Aveline can’t free run whilst in this persona. The third uniform is the Slave Persona that the heroine utilizes to go undercover in plantations and slave camps. Despite its ubiquity in advertisements and promo material, the Assassin Persona was the least used of the three outfits in my playthrough due to the high attention the Assassin colours garnered from guards. The better option when out-and-about, is the less-conspicuous Slave Persona which has all the abilities of the Assassin outfit albeit with less health and fewer weapons.

The whip is a fun new addition; unlocked halfway through the game, it allows Aveline to swing across obstacles like Spider-Man. In battle, the whip is a handy tool; with one press, you can knock an enemy off balance, leaving them open for a killer blow.

The cinematics displays Liberations Vita roots; poorly synced voiceovers and stilted faces that went unnoticed on a tiny Vita screen are all too apparent on an HDTV. Although generally, the game looks very impressive, especially the Bayou setting, Liberation HD scarcely resembles the Vita title.

Throughout my time with Assassin’s Creed series, I have become accustomed to the various glitches found in the games, but Liberation pushes that patience to its limit. In the very first minute, I encountered a glitch that caused Aveline’s legs to grow 30ft tall. In another instance, whilst climbing out of the Bayou River onto land, Aveline thought it best to continue swimming. On the grass. I had to restart the game to prevent Aveline from drowning on a tree branch.

The soundtrack is fantastic and is up to the high standard of Assassin Creed scores; even more impressive considering that this soundtrack was composed for a Vita title.

Liberation offers new gameplay features that AC fans will appreciate. However, it cannot be – and shouldn’t be – treated as a main entry into the series. The game is also a tad overpriced at £15.99.

The character of Aveline shows promise. Hopefully, Ubisoft will promote her to a main franchise game or use her traits for another female protagonist to give video games a much-needed leading heroine.

Liberation is a decent game that its intended fanbase will enjoy, but it’s not one for newcomers.

Overall

Assassin Creed fans will love this fresh outlook on a familiar franchise with its daring plot and inspired characters. Sadly, the game is riddled with glitches, unwelcoming to newcomers and lacks polish. Only for the hardcore AC fan.

6/10