Hydrophobia: Prophecy

 

Haha… well, it’s good to see that we’re still making games that that are teaching our tub-jawed meat-brained male populous how to be a good-guy stalker. I am of course talking about Hydrophobia: Prophecy.

 

 

Hydrophobia Prophecy is an “action” game where you take control of Kate Wilson, an engineer on some… ship… whereupon waking up on her day off, her peaceful home life is ruined by an unforeseen terrorist attack. To be fair though, most terrorist attacks are. In order to escape, you’ll control Kate as she runs around through water-filled corridors while some thick-headed smooth-talker tells you what to do and comments on your every little action. All the time. It never stops.

 

 

It’s hard to get a good feel for the rest of the plot beyond that in just an hour. While Kate seems to dream of drowning, she doesn’t seem to have a fear of water. The terrorists are boring and generic–kill all humans because they are overpopulating the earth (ship?). Generic cryptic “Kill Yourself” phrases and other messages are scrawled all over the place, many of which are only viewable when using Eagle Visio–er, I mean–hacker vision. Apparently this is the first chapter in a 3-part game that was cancelled after chapter 1. I have never understood why so many developers shoot themselves in the foot with this tactic. Very few single-chapter game series survive.

 

 

Gameplay is basically all the staleness of old Tomb Raider with none of the fun. Pathways are largely linear, stupid annoying collectibles are littered everywhere with little meaning to their collection and ladders–LADDERS my FRIENDS!–will be climbed. Admittedly, the water’s pretty and flows realistically, but it means little if that’s all we have. There’s a bit of acrobatics in Kate’s arsenal such as the ability to scale certain pipes on the wall and to swing from one pipe to another ledge (covering a distance of about 3 feet which, while realistic, is a tad dull) but it’s nothing special and frankly games should stop using the existence of linear wall-scaling as a substitute for real game mechanics. Even older Lara Croft’s exploits were not so painfully linear. No doubt later on we would gain some sort of power or fighting skills, but for a game that’s rated at 4~6 hours long I can’t imagine they would be that great.

 

 

The worst aspect of the game by far though is storytelling itself and the heavy lean towards the good-guy stalker syndrome. I once heard a quote concerning the newer Tomb Raider games that effort was being made on Lara’s model so that the players would want to “protect her.” This idea is repulsive on so many levels. There is absolutely nothing wrong wanting to protect a person. There’s nothing wrong that if the person you want to protect happens to be female. The problem is, that this is not how the sweaty-palmed male-targeted audience will receive these games–and it’s not how the developers designed them either. Kate is designed to be sexually appealing to hetero-sexual men. She’s well endowed, wears a skimpy skin-tight tank-top, taut jeans and has no bodily defect that would be considered unattractive. Kate is designed to titillate her male viewer, stimulating their primal urges into associating feelings along with the game that aren’t really there in substance.

 

 

Keep in mind here though, that Kate’s appearance alone isn’t the source of our problem. Our problem is that while she’s spunky, energetic and active, she’s also timid, innocent and needs the constant direction of the man in her ear, the alleged “Scoot.” Scoot is who the male audience is supposed to want to be. He’s fit, muscular, has a commanding American accent and has complete omniscience to Kate’s whereabouts and actions at every second of the journey. Jump to a ledge and he frets over her choice to take a dangerous route. Run into a corridor filled with water and he passionately yells at her “Don’t stop! You can do it!” Kate asks Scoot to leave her and find safety and Scoot responds with “No, don’t even think about it. You’re my responsibility and I’m staying.” Why is Kate Scoot’s responsibility? Why does her safety belong to him? Chivalrous bullshit, that’s why. Unless Scoot is Kate’s father (which is about as likely as getting the second chapter for this game) or some similarly audience-informed explanation, Kate belongs to herself. You want to know what’s worse? In the original Hydrophobia (yeah, this one’s a remake) Scoot was fat and had an Australian accent. He was not the mold that male players were supposed to inject themselves into so that they could feel one step closer to their precious Kate. The good-guy stalker syndrome devalues people (and in almost every case women exclusively) by assuming that their existence depends on the good-guy stalker.

 

In the end, this strikes a hard Tier 3 garbage level, only avoiding Tier 4 because the water really is so damn pretty. Otherwise? Why bother playing this misogynistic piece of crap. Old Lara Croft would have a thing or two to say about being sexy and “needing protection” and she’d probably say it while gunning down Bengal tigers, awakened dinosaurs and raider thugs with an arsenal of weapons that would make even Rambo nod his head in respect.

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Valdis Story: Abyssal City

 

Heralding back to metroidvanias, have you ever asked yourself what one would look like underwater? Look onward my friend towards…

 

I’m just going to give this one to you straight and quick. Valdis Story is a polished metroidvania game with tons of toys for you to play with but fails to perfectly capture the goodness of the genre that it represents.

 

 

Story-wise, it has something to do with sea-dwellers being labeled as angels by those who live underneath it, two goddess sisters born unto light and dark and some sort of clash between both aforementioned pairs. You play as a top-sider who falls into a city in the sea and it’s up to you to beat the ever-living crap out of anything that gets between you and the next plot-trigger. The dialogue is acceptable (if a bit dull) and the opening drags on for what feels like an eternity.

 

 

There are 4 playable characters to choose from (2 of which need to be unlocked) each with a focus in a different fighting style, although it seems that it can be easily summed up as “Fighter, Healer, Thief and Mage.” I chose the healer (because I’ll be damned if I’m stuck playing a fighter again after Fortune Summoners) and I was happy to discover 8 distinct starting spells and several spell-casty perks to be picked up with each level gained.

 

 

The art is appealing as well, with very stylized characters and a bright and colorful world. The HUD and menu’s interfaces are also snappy, colorful and very user-friendly. It took me a matter of seconds to become acclimated to them. Monster drops are bright and apparent and upon pickup are immediately sent to their cozy little home on the inventory screen. Judging by the blank spaces, there’s even the promise of multiple pieces of equipment ranging from weapons to armors to finishers and pets.

 

 

The problem is, something about the game just doesn’t feel right. The world is almost too bright, and oftentimes I’ll lose the character in the action that’s going on. Smacking enemies in Castlevania felt satisfying and every level up felt earned–in Valdis Story, combat feels a bit button-mashy and level-ups almost feel gimmicky. You start out with so many skills that I almost feel spoiled and I feel I’ve done little to earn the power that I have yet I’m just as impatient for more power so that I feel a sense of progression. Horizontal movement within the game feels very slow and while I appreciated acquiring an early dash, it’s button input (down and quarter turn right/left?) was a little bit awkward. It was probably done so that other buttons (bumpers, I’m looking at you) could be reserved for powerups later, but the Castlevania series reserved the shoulder buttons for dashes for a reason.

 

In spite of all this polish and content I wish more thought had been put into the game design itself. Access to a healing spell right off the bat puts emphasis on turtling and hoarding MP just to have a bigger life bar. Some skills don’t seem very dynamic while others just seem like an alternative (and MP draining) method to mashing the attack key. Regardless, it can’t be denied that there seems like a lot to discover through multiple playthroughs and even offers a decent challenge–and I was only playing on “Normal” which was 3 levels below the ominous “God Slayer” difficulty. All this adds up to a high Tier 2 and definitely will be something I come back for once I clear out my T1 list.

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Shadow Warrior

 

“I like sword. That’s a personal weapon.”

 

I was a bit worried when I loaded Shadow Warrior. Many years after its release I picked up Shadow Warrior Classic Redux after noticing its similarities to Duke Nukem. I was not disappointed (it was made by the same company after all) and discovered a fast-paced FPS with bad 90’s humor, overly done racial stereotypes and a challenging difficulty level (at least for newcomers). Some of the jokes were better than others (I generally felt uncomfortable when stumbling upon the naked  adolescent) but with such a copious torrent of Lo “Wang” jokes much was forgiven. This was why I was worried though–SW Classic managed to pull something off that walked precariously along the edge of good and terrible, and in spite of crossing onto the wrong side a few times, by the end it emerged as something pretty decent. To try and create a reboot of something like this just seemed very risky (RIP Nukem). So–they didn’t. They made something new. And it is filled with awesome.

 

 

SW features the familiar character of Lo Wang in an unfamiliar way. Whereas Classic Lo Wang came off as sort of that crotchety old man who made a lot of pervy grandpa jokes, new Wang is a lot younger and more fiery. He still has that same irreverent attitude as before, but now it’s… well it’s actually funny. That might sound weird, but old Wang was usually funny because of how stupid what he was saying was. New Wang is a young aggressive punk that doesn’t take shit from anyone, but has a biting witty humor about him. He’s very cock… err… wang-strong, grossly self-confident and singularly driven to accomplish whatever his goal happens to be. I’m not saying he’s a nice guy or even a good guy, but he’s extremely likeable in the manner that he doesn’t give a fig about what anyone else thinks.

 

 

Speaking of good and bad, Lo Wang works for Zilla in this one–or at least he starts out that way (Zilla was the villain in SW Classic). This is one of many references to the original game that makes an appearance and they are all worked in very well. Maybe I find it too funny, but I cracked a smile whereupon picking up your katana in Chapter 1, Wang says, “Hmmm… Sword. For when you want to make it personal.” Add to this rebooted monsters, weapons, fortune cookies and even an arcade machine and those who enjoyed the older game will at least find something to laugh at from nostalgia.

 

 

By no means is this game all (or even in the majority) throw-back. Combat has been completely revamped in lieu of a pseudo-level up system that features many skills weapons and upgrades. I’m actually surprised that they managed to cram so many different options onto one X-Box controller, but through the double-tap of the L-Stick and some shoulder buttons, everything you need is accessible on the fly without the use of a menu. I found the combat to be a bit non-challenging and perhaps simplistic, but that also meant that it didn’t drag and let’s be real, you just play this game to hear the next thing that comes out of Wang (or Hoji’s[?]) mouth, not for the combat. That’s not to say that slicing up demons and humans alike into deli meats isn’t fun, albeit I lean towards gun-toting ranged combat as a stylistic choice. Oh right–and you make a deal with a fox-demon named Hoji. That’s a thing.

 

 

Recently I rated D&D:Daggerdale at Tier 1, explaining that even though it was unfinished and simplistic, I still really enjoyed the gameplay. D&D:D carried many stipulations that indicated its poor quality but I submitted that if you could enjoy it for what it was, then it was worth it. Shadow Warrior on the other hand is something I think would recommend to a much wider audience with much less stipulation. So far, this has just been a fun game. The pacing has been fast and fun. The skills and combat has been fun. The characters have been fun.

 

 

I’m not trying to say that this kind of game or story hasn’t been done before (after all, it feels very 90’s–early 2000’s action hero-y, but if I can use Lo Wang’s cell phone from the beginning as a reference point, I think that this game is supposed to take place in the late 80’s) but I am saying that there don’t seem to be many obstructions to the game’s entertainment. The humor and setting is in the same key as the Deadpool film and who doesn’t like that? Tier 1 for now–I’ll be very disappointed (and a little sad) if I have to lower it later.

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Rise of Nations

Imagine Civilization crossed with Age of Empires II.  Actually, you don’t even need to imagine since it exists: in the form of Rise of Nations.  As a real-time 4X-ish game that progresses through the ages, it seems pretty solid.  Remarkably solid, even.  The thing is, I’m not a big fan of that sort of game.  I’m definitely more of a Sim City or Sim Tower (or, if we’re sticking with strictly RTS, Homeworld or Masters of Orion) sort of person.  So while this game seems mechanically sound and pretty deep…I can’t really say I was having fun.  That being said, this game does combine a lot of the better features of both Civilization and Age of Empires.  Maybe if I was playing over LAN with a few friends I would have a more favorable opinion.  Since I can imagine picking this up again someday, I’m going to stick this into Tier Two, with a distinct possibility of an upgrade if it’s the right group.

 

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Fortune Summoners: Secret of the Elemental Stone

Ever been thrill-baited into thinking that you’ll finally get the chance to be a magical girl, only to have it taken away from you at the last minute and have yet another dim-witted sword-wielding antagonist thrust upon you? Ah, then you too must have played…

 

 

It’s okay. I’ll admit it. I’ve always wanted to be a magical girl. Who wouldn’t? They’re basically like power rangers only pretty, fight with their heart and inevitably fall in love with their crush by the end. What’s not desirable about that? Fortune Summoners dangles this carrot in front of me as I begin to play the game but its sinister wiles whisper dark chants, bits of which I can only make out as “traditional main character uses a sword…” Yes, Arche, young girl at the prime age to be magical, just-moved-to-a-new-town, attending a school of predominantly female occupation that teaches magic… is doomed to be the elemental stoneless, sword-fisted, brainless, muscle-bound power-house that can’t use magic. I can’t be too mad though. She’s freaking adorable.

 

So for the hour, I lived out the life of Arche, adorable hyper-child, by doing what any 8-year old girl would do.

 

Doing cartwheels like mad around the house…

…And holding up Mom at sword-point demanding that supper be ready.

Yep. That seems pretty accurate.

 

Jokes aside, Fortune Summoners has some great sprite-work in it, especially when it comes to the three protagonists who are portrayed with the cutest animations.

 

 

The game functions as a traditional RPG in a non-traditional 2-D format, whereas you can tumble, dash, run roll and launch little Arche nearly 15 feet up into the air with her jumping skills. During my first impression run, that part just didn’t get old for me.

 

 

The combat is fun if a bit simple. While you do have several different slashes at your disposal when it comes to fighting enemies, typically the best strategy is to just murder them as fast as possible with a barrage of swings. Player accuracy is important, but if my instincts tell me anything about it, it’s much like Tales of Phantasia; very fun and light-weight at the beginning of the game, very old and repetitive by the end of the game. I did get a party member along the way in support of my school shenanigans, and to my delight I was allowed to swap over and play as her… but her not being the protagonist inevitably led to her departure and me being stuck with the avatar of a sugar-infused jittery hyper-child again.

 

 

I want to put this in Tier 1, except that I know better. The pacing compiled with the charming but simplistic plot is likely to lead to a game that is less about meaningful progression and more about grinding. In Dark Souls, I know I can beat an enemy if I’m clever enough. I’m certain that in Fortune Summoners, I would be able to overcome all enemies if I level enough. I fear that in my older age, I’ve outgrown the illusion of progression and instead prefer actual progression. This is why games like Unepic, a game that could have just as easily fallen into the same trap, will always be more impressionable to me. In it, winning comes from a combination of not just stats but also overcoming very clever boss designs. Maybe I’m reading too much into Fortune Summoners from just an hour of play, but it is so seldom that a JRPG diverges from this artificial extension/progression formula. Even the Shin Megami Tensei and Persona series which are some of the best JRPGs created to date rely on the ol’ grind eventually. Seeing nothing else that sets Fortune Summoners apart has me awarding it Tier 2.

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Skyborn

Why the heck do I have so many RPG Maker games?

 

I… can’t even stomach this one enough to give it a proper review. I’ll just sum it up that playing this game is like walking into someone’s fanfiction. The main character is a hot-headed mechanic who’s going to be married off against her will to some rich snob. There’s political turmoil in the form of racial oppression from a race of winged beings, of whom our hot-headed mechanic is self-righteously angry at all the time. In order to escape her fate, she steals the airship she was fixing and flies off into what could only be guessed at to be a generically dynamic series of events that one might describe as an adventure. Oh right, I should have mentioned that there are airships. Why Airships? Because… steampunk I guess. Honestly the airship wasn’t that important and I’ve never been a fan of them in fantasy games anyway.

 

 

There are some unique sounds and of what little I heard, the music is original but if you’re familiar with RPG Maker games you’ll hear plenty of recycled material. The art and sprites work the same way–it’s about 50% new and 50% reused. Inherently this is not bad, say if the game was actually interesting in either the mechanic or storyline aspects, but this is not the case. The mechanics seem average and as I’ve already mentioned a bit concerning the story–I feel like I’m reading the secret diary of a teenager’s fantasies. It’s not that there’s anything wrong a diary of this sort on it’s own, it’s just I’m not sure why I would want to play a game about it, let alone buy it (which apparently I did at some point).

 

 

Here’s one that popped up a lot that I just could not ignore. Why is there a midget knight? Well, it’s because our main character is a custom sprite that’s bigger than the generic RPG maker sprites. Our poor knight on the other hand is… you guessed it–a generic RPG Maker sprite. You’ll run into this a lot with the NPCs.

 

 

No EXP in combat means that the game likely focuses on story aspects and not so much on grinding. This is actually a mechanic I can get behind… but it’s the only one. It’s not that the combat is bad, but it’s generic and let’s face it, we’ve moved away from it for a reason–it’s too simplistic. There needs to be something more–something else appealing; this isn’t the 1990’s where a working combat system justified the making of an RPG. Nowadays, and RPG must justify the working combat system. Since all this game seems to offer is material that would appeal to a Twilight Fan, I’m relegating this to a Tier 3 position. It’s not at the bottom of Tier 3, but still undoubtedly belongs there because of one simple question: Why would you want to waste your time with this?

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R.U.S.E.

I’m afraid this impression will need to be a bit short, since the above screen represents about 75% of my playtime.  R.U.S.E. had been on my Steam playlist for quite some time – next to World in Conflict.  Much to my dismay, I have discovered that both of these games are no longer available and are pretty much dead.  That’s…quite a pity.  I had been looking forward to trying both of those games.  R.U.S.E. worried me when it asked me to sign in to Ubi.com, and my fears were justified.  Some quick Googling later, I find myself deprived of not one, but two games I had long thought about playing – both axed by Ubisoft.  I miss hosted servers (though apparently R.U.S.E. was pulled due to a licensing agreement).

 

Tides of Time

Ahh….Tides of Time.  Wait.  That’s a board game!  Yep – part of our semi-weekly tradition is to find and play a random board game.  This time, I thought it might be a good idea to write up a quick look at our experience with this game – again, the requirement to give each game a fair shake (usually an hour) stands.  In this case, we played three rounds at our FLGS.

Tides of Time styles itself as a glorious adventure of “merciless cunning, grand choices, and a deeply tactical game in only 18 cards”.  None of that is contained within the box (Not even the 18 cards – for, you see, there are actually 19 cards).  Chezni and I played several rounds, but (as might be expected), the limited number of cards does lead to limited strategy.  While its possible we were just missing some crucial aspect to the game that makes for the grand choices specified on the box, it really does seem like this is just a case where too little was included to make an engaging game.

The one redeeming aspect to the game was the card art – on extra large cards, no less.  Sadly, even that is not enough to save this from Tier Three.

Dark Messiah of Might & Magic

Chezni already reviewed this, so I’ll spare you the details.  Suffice to say that as a Source-based RPG, Dark Messiah isn’t bad.  Here’s an analogy to explain: I recently watched a movie called Hudson Hawk, starring Bruce Willis.  It was an interesting movie – sort of a cross between Die Hard and The Fifth Element.  It wasn’t the best movie ever (and it wasn’t as good as either Die Hard or The Fifth Element), but it tried something new and was an overall decent movie with a couple great scenes.  In the same way, Dark Messiah isn’t bad (though the running animations are hilariously bad) – it has some interesting interaction with your environment (kick everything).  It wasn’t terribly long or unique plot-wise, but at least it tried something new.  It scrapes its way into Tier One because it isn’t Risen and because you can kick everything (though the platforming is still terrible).  My only real problem with it is its serious fascination with spiders.  So.  Many.  Spiders.

And, because Chezni took the dark path: I took the light path.  Interestingly, I found the succubus’ voice annoying (though occasionally amusing) and your companion likable but underdeveloped.  Dark Messiah definitely falls into the trap of “female interest likes you because the plot says so.”  There is practically no development for Leanna (and the Succubus is mostly a tutorial voice), which was a bit disappointing.  They really could have done quite a bit with both of those characters as they follow you on your adventures, but then the game would need to also be twice as long (which would not be a bad thing).

 

Nevertheless, as for my endings:

Yeah…they’re all pretty much the same.  The only difference is that whats-her-name is with you instead of the Succubus.  I mean, she doesn’t tempt you to rule the world.  But the no-succubus demon-father ending is exactly the same as the one Chezni mentioned with the succubus.  The “good” ending (with Leanna and re-chaining your father) is equally disappointing – perhaps more so since the narrator essentially says “and the fate is still unknown” – so your entire effort was for naught.

Ah well.  I can’t say I didn’t enjoy my time, or that I didn’t wish I could spend some more – which is why it stays in Tier One.

Deadcore (Completed)

So I don’t have any fancy screenshots for this one, but I had to throw my two cents in here along with Lepcis’s, because he brought up some good points. For what it is, Deadcore is a fantastic game certainly deserving of Tier 1. It’s fast, it’s smooth, it has tons of paths to choose from and its five levels are more than enough to keep you entertained, especially if you’re going for some of those top scores (although level 4 can still go to the place of fiery burning). If you couldn’t tell from our Deadcore contest, we had a friendly competition to see if we could beat each other’s times, all the while sharing our pathing to collaborate to find a faster and faster route through the level.

While I’ve loved speedrunning as a concept for many years and have watched no small number of them (what game-lover hasn’t), Deadcore was the first one that I got into hands-on. The experience was great and it really opened my eyes to many facets of speedrunning. One that really stuck out to me was that the thrill of the run didn’t come from the prospect of beating a high score time, but instead from beating your own best time.

Ultimately though, it has awakened me to what makes a “good” speedrunning game. Take for instance Zelda OoT. One of Nintendo’s most beloved titles, this game has been speedran to death. In fact, it’s gotten so ridiculous that last I checked, the fastest time involved messing with variables so that the use of Queen Ghoma’s door instantly won you the game. While from a technical perspective and possibly from a fan’s perspective, this is very entertaining. However, from a gameplay or speedrunning standpoint, it’s not that interesting. After all, where’s the contest? Will the judge of who is a better OoT runner be who can subtly input the variables switches ever-so-slightly faster so that they have a .01 second better time? This isn’t really that interesting to the player or the viewer once the concept has been understood and ultimately fails to capture just what OoT is all about.

In line with what Lepcis was saying about the RNG within Deadcore. The cubes are an RNG that produces inconsistent results. Jump pads (while technically not RNG) are so imprecisely manipulatable that they become an unreliant method of traveling through the game–and yet, if you want to get the fastest time, you must make a run at the level hundreds (if not thousands) of times so that you can “get lucky” and nail all of the ridiculously precise “bugs” of the game to get the perfect time. Slope-dashing and Super/Mega Jumping are interesting ideas, but as they were not really intended to be part of the game (and are so difficult to pull off consistently) that they just turn the game into a set of variable manipulations instead of executing strategies related to the purpose of the game’s initial intent (just like the problem with OoT). Not to mention the fact that a slope-dash into Mega Jump on the pad after the door on Level 1 skips most of the level. If that’s the case, what’s the point in the level existing at all? This was a big reason Lepcis and I outlawed Mega Jumping.

It’s not that Deadcore developers did nothing. They removed rocket-jump-chaining (an even more notorious bug) in order to make the game more competitive. I feel though that within reason, if a game is to truly devote itself to speedrunning, then no bug or feature of the game should completely override or remove other parts of the game unless it does so within the expected and encouraged mechanics of the game. I do not blame speedrunners at all for searching for, using and abusing glitches within games in order to accomplish a faster time–I merely feel that a pure speedrun game would be constantly updated to remove these exploits until eventually what you were left with was a game that you truly had to play and the victor of “best time” would go to those that understood the game and its entirety the best, not just the person who could macro a Mega Jump script.

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