Wednesday, October 20, 2010

Star Wars The Force Unleashed 2, The Graphic Novel.


Synopsis:

     Rather than follow the path of video game antagonist Starkiller, The Force Unleashed graphic novel instead chronicles the events of a not-yet famous Boba Fett. Interrupted while spending an evening with Xasha, the closest thing he might ever have to a girlfriend, Fett is contacted by none other than Darth Vader. Addressing the bounty hunter by name (suggesting familiarity) Vader informs Fett of his latest assignment, offering to pay three times his regular rate in exchange for the termination of a "Jedi of sorts." Having learned to despise the Jedi at a young age and being enthralled by the money, Fett sets out immediately to Cato Neimoidia, a rigid mountain planet and former battle spot of the Clone Wars. Upon arriving at the planet with Xasha in tow, it becomes instantly apparent that the Jedi he's after is no ordinary force wielder, but something far beyond. Through following the wake of destruction and eventually coming face to face with original characters from TFU, Fett is determined to complete his mission and secure his place as prominent bounty hunter in the galaxy.
     No stranger to the Star Wars galaxy, author Haden Blackman (writer of the original game and its sequel) teams up with Black Horse Comics one more time to bring readers yet another story of intrigue, betrayal and loss; recurring themes that seem to plague our favorite force sensitives and those around them. By following the path of Boba Fett, who apparently makes only brief appearance in the game, TFU2 graphic novel offers fans a different point of view: enough to show prospective players what sort of challenges they'll have to face without blatantly showing how or why. Blackman also succeeds in humanizing Boba Fett quite a bit, a move that will cause fans to either laminate the novel and cherish it forever, or burn it in a bonfire along with all things Jar Jar Binks. From showing Fett's softer side with would-be girlfriend Xasha, to his internal struggle with coming face-to-face with a tampered version of his father's clones, Fett is given heart, depth, and shown as more than just a gun slinging bounty hunter with a fancy for carbonite freezing.
     Despite how the story is told, its a gutsy move for Lucas Arts to bring Starkiller back, and TFU2 shows just how close they are to ruining universe continuity. While they may walk a fine line that is sure to ruin most fan fiction, they do it like pros with a short and sweet graphic novel that grows on readers over time.

Appearance:
     Artists Omar Francia and Manuel Silva are also seasoned veterans when it comes to the world of Star Wars comic books, and its apparent with their depictions of an armored Fett, fully decked out Xasha, and some of the vehicles and weapons shown throughout the comic book. However, while their strong suit is definitely well-executed Star Wars throwbacks, faces of our beloved characters from both TFU and the original Star Wars universe are often hard to decipher without first glancing at the clothes they're wearing. It could be argued that the drawing duo never once looked at Starkiller's face, and that their idea of Juno Eclipse is just any lady with long blonde hair. 
     Another grievance with the artwork are the battle scenes. Often times its rather unclear as to what exactly the artists are trying to convey, especially in panels with no dialog boxes. Most of what's occurring is left to the reader's imagination: "is Starkiller using a force dash or is he deflecting the laser blast with his mind?" 
    Ultimately, the animation in the graphic novel is far from laughable, but might give fans who are already disgruntled with the return of a dead man just one more reason to complain. 

Don't Change a Thing:
     By following the tale of Fett, rather than Starkiller himself, Dark Horse has given readers a temporary TFU fix without giving away every part of the game -- a grievance with the first graphic novel that was discovered all too late. Its unclear if the ending of the comic book is the same ending point for the game, so those not wanting to risk any major spoilers had best wait to play the game before reading the graphic novel. By featuring planets not normally mentioned in Star Wars pop culture, fans will delight in the opportunity to get a glimpse at other planets that are normally overlooked, though only for a page or two. 
     Overall TFU2 is an easy read filled with action and "Holy crap!" moments that fans of just the series, comic book junkies, or newbies to both are going to get a kick out of. 

Should Have Spent More Time On:
     Despite its overall enjoyment, artists could have spent more time on actually making sure the characters look like they do in the game. Just because he wear the same clothes, has short dark hair and answers to the name of Starkiller doesn't mean he's the same hero that we love to watch shock the bejesus out of stormtroopers.

Just How Homo:
     While Boba Fett has never been one to get most hot and bothered, gaymers will appreciate the first couple pages in which Fett walks around in little more than a tank top and cargo shorts. In addition to humanizing the ruthless killer, it seems creators of the graphic novel also wanted to remind readers that underneath the armor Fett has a body as good as any object of nerd affection. 

Own it or Rent it:
     Due to its cost, the high probability that readers will scan the pages over and over, and the fact that its a decent story line, buying this little nugget of nerdiness is the best bet for any fan of comic books or the Star Wars series. Priced at roughly $12.00 brand new, its well worth the money. Given the ending of the novel, it would come as a surprise if Dark Horse didn't plan on releasing yet another chapter in the story, making this one a must-have for any geeks hoping to be up-to-date on their Star Wars knowledge. 

Tuesday, October 19, 2010

Final Fantasy: The 4 Heroes of Light

The 4 Heroes of Light. Its funny how
a game so small, can pack so many
frustrations. 
Synopsis: 
     Having just turned 14, Brandt, the stories main protagonist, is sent to appear before the king and declare himself a man; as is customary in his village. Upon arriving at the castle our hero discovers that the king's daughter has been kidnapped by the Witch of the North and is being held in the Witch's castle. Venturing out, Brandt soon encounters Jusqua, a mysterious boy with silver hair who agrees to accompany him on his quest to retrieve the king's daughter. Making their way through a pitch black cave and eventually into the Witch's castle, it isn't long until the insufferable Princess Aire and her faithful guardian Yunita join the party and the gang engages in their first boss battle against the Witch of the North. After the battle, it is revealed that our rag-tag bunch of misfits are none other than the 4 Heroes of Light who are destined to save the world from the encroaching darkness.
Heroes gear up for their first boss
battle: The Witch of the North
     Developed by frequent FF partner Square Enix, Final Fantasy: The 4 Heroes of Light is what happens when video game nostalgia meets modern technology. While including age-old elements such as classic-style leveling and the ability to equip armor and weapons, The 4 Heroes will be a game fans of the earliest FF incarnations might instantly fall in love with. However with its painfully dull story line, the need to talk to everyone in town before continuing with said story, and the fact that players should anticipate about 2 hours of level grinding between each adventure, most will opt to send the game back where it came from and play something more worth their time.
Brandt wearing
the Dark
Fencer Crown
     Not wanting to make an exact rip-off of the earlier FF's, developers have added the new Crown System, a job choosing interface in which players choose the roles for their characters by having them wear crowns acquired throughout the game. Each crown includes a special ability or talent, adding differentiation: the White Mage crown allows players to use less ability points when using white magic, while the Wayfarer crown allows players to use the ability "run away" to flee the battle. Crowns can then be "upgraded" by socketing them with gems obtained from battles. Once a crown has been fully socketed, a new ability becomes available. While the crown system is a well thought out idea, its not enough to entice gamers to keep pushing on and dealing with the game's many shortcomings.

Appearance:
Brandt wearing
the Merchant
Crown
     Despite so many things wrong with 4 Heroes, the game's graphics should receive nothing short of a standing ovation. Developed exclusively for the Nintendo DS, its obvious that Square Enix really took their time to bring the game to life, visually speaking that is. From the moment players look into the virtual world its impossible not to notice the unique and artistic look that Japanese artist Akihiko Yoshida has brought to the game. Cartoon enough to be whimsical, yet detailed enough to be imaginable, 4 Heroes really finds a nice balance to bring the game into the age bracket gray area. Both children newcomers and seasoned adult FF fans will be enticed by the game's appearance.
     Adding to the look of the game is the ever changing appearance of the characters. Each new crown brings an entirely new look to its wearer, breaking down the monotony of the story quite a bit. In addition, each item being equipped will also show up on the character in battle and while exploring. Players might find themselves opting to wear a slightly weaker item and dealing with the reduced stats, simply because it looks better.

Players will have to
choose between
equipment or healing
items. 
Game Play:
     Games like 4 Heroes are the reason DS insurance should exist: after perpetually running out of potions and getting slaughtered battle after battle, players wont think twice before throwing their handhelds at the wall. Each hero has a limited amount of room in their inventory to store belongings, while items currently being equipped continue to take up space. Also, spells such as Fire or Cure require the hero to hold a spell book, effectively reducing the space in one's inventory by however many spells they'd like to be able to use. This all combined makes for an extremely limited amount of space for potions and phoenix downs, making it highly likely that players will run out and eventually get slaughtered by monsters much stronger than their heroes. The only way around this almost certain outcome is for players to do hours of level grinding at the start of the game, and then again after each quest. However, even with stronger heroes, players still have only so much space for healing items, meaning every boss battle will have to be attempted many times before success.
The new AP System in
action. Not too well
thought out.
     By doing away with mana and introducing the new "AP System" developers have successfully brought us a title we will forever see in our nightmares. Characters can have up to five Ability Points, which are used to perform certain attacks or abilities in battle. After each turn one ability point is replenished, those looking to replenish ability points faster must opt to not attack for one turn and instead choose to "Boost". This causes the selected hero to go into a defensive state, taking less damage but also dishing out no damage for the turn and only gaining one extra ability point. Also, due to the AP system, players can not use abilities such as Cure outside of battle to restore health and must rely solely on potions while exploring or healing while in battle to maintain adequate HP levels.
     One neat feature for the game however is the ability to combine multiple heroes' attacks onto the same target to deal drastically more damage. However, this is a randomly occurring phenomenon that has nothing to do with the actions of the player -- who has no say in what opponent characters attack to begin with. Its almost as if developers introduced the idea, decided it made the game actually beatable, and therefore opted to only make it happen once in a great while.

Don't Change a Thing:
     Even when developed for systems like the DS, Final Fantasy games constantly remind us that they are the reigning champs of visual attraction in the virtual world. Players wont get bored with seeing their heroes' appearance constantly changing and improving and for some it might just be enough to continue playing.

The 4 Heroes off to save
the world and get on
our nerves.
Should Have Spent More Time On:
     With its many follies and headaches waiting to happen, 4 Heroes is nothing if not a bitter awakening to video game developers: just because it worked 15 years ago, doesn't mean its going to work today. By attempting to create a game so jam-packed with FF nerd nostalgia, Square Enix seems to have forgotten that the elements of a game that once passed as enjoyable have long since become outdated and annoying. If they're so intent on bring up blasts from the past they should stick to re-releasing the original FF's rather than trying to create a brand new title that will send geeks everywhere heading for the hills.

Just How Homo:
Some gaymers might
enjoy constantly
changing characters
outfits but not enough
to keep playing.
     Its hard to find any sort of allure with a game that delves into a cartoon-esque world. All male characters in the game resemble pale-skinned twinks rather than the muscly heroes gaymers are so fond of. While some gaymers might enjoy constantly equipping new items and crowns on their heroes to find the perfect look, more design satisfaction could be found from games like The Sims.

Own it or Rent it:
     While it is strongly suggested that players not waste their time and brain cells, those looking to get their hands on 4 Heroes are best off renting it. While most die-hard gamers have a special place in their heart for Final Fantasy titles, this is one that should definitely be overlooked. With attempts at the third quest nearing triple digits, players will be happy they didn't spend the extra money on owning a title that is better suited collecting dust on a store shelf. Final Fantasy developers had better do something to bring us back after this latest title, or we might have to change their abbreviation from FF to F-.

Sunday, October 3, 2010

StarCraft 2: Wings of Liberty

StarCraft returns with its
latest instillment.
Synopsis:
     Its been 4 years since the events in StarCraft: Brood Wars and the dust has finally settled in the Koprulu Sector. With Zeratul scouring the galaxy in search of Protoss survivors and the Queen of Blades withdrawing her swarm, things have been fairly quiet for the Terran forces. Having been branded a terrorist and traitor to the Dominion by former renegade-turned-emperor Arcturus Mengsk, human hero Jim Raynor has been biding his time and licking his wounds. After the return of an old friend, it isn't long before Raynor and his crew take to uncovering Xel'naga artifacts for the mysterious Moebius Foundation in exchange for money to fuel their efforts of taking down the Dominion. To make things more interesting, the Zerg have come out of hibernation, and fueled by the ruthlessness of Sara Kerrigan, have also set their sights on securing the artifacts for themselves. As events unfold it becomes apparent that an ancient prophecy is at last coming to fruition, culminating in the return of the Xel'naga and the destruction of all life in the galaxy.
     StarCraft 2: Wings of Liberty is the latest installment in the StarCraft series, and boasts just as much, if not more reasons to convert new gamers to the growing cult that is Blizzard fandom. Nearly 12 years since the release of Brood Wards, its obvious Blizzard has taken the StarCraft we knew and loved and has evolved it into something entirely better.
Siege tanks are introduced on a level
where ranged firepower is a must
     Featuring a non-linear storyline, players command Raynor's Raiders as they traverse the galaxy; saving colonies and collecting alien artifacts. Each mission unlocks a new unit specially tailored to the mision objectives. On a volcanic planet with steep walls, the cliff-jumping Reapers are introduced, while on an ancient world inhabited by the quick-moving protoss, concussive gernade wielding Marauders are added to the pool of available units and prove to be invaluable.
     WoL is only the first chapter in the three-part StarCraft 2 story, focussing mainly on the Terran race. With plans to release the first expansion Heart of the Swarm in roughly a year and half and the second expansion Legacy of the Void set to make its debut 18 months after that, Blizzard is making sure to tempt and tease fans just as long as they can stand it.

Plot development generally takes
place in impressive cut scenes before
and after each mission.
Appearance:
     One of the best things about a game made over a decade after its predecesor is the amount of new technology available to developers. By utilizing an entirely new game engine than the earlier incarnations, Blizzard was able to deliver both vivid in-game graphics, and detailed cut scenes; effectively killing two birds with one pretty awesome stone. What was once told through two units standing around on a terrain map talking has now become a fully-rendered cut-scene. Its jaw-dropping to think that the same in-game engine that brings a Protoss Nexus to life is also used to show a glass bottle shattering and whisky spraying everywhere in a cantina fight.
The Hyperion as it struggles to make
its way through a Zerg attack
     Like any game worth its bytes on a hard drive, WoL includes several CGI cinematics that are unlocked as the storyline advances. Unlocked cinematics and cut-scenes are then able to be watched again through the review computer located onboard the Hyperion, something that is bound to get plenty of attention. Seeing the Queen of Blades unleash a psyonic storm on Zeratul as they talk about the coming of the Xel'naga is likely to become a cinematic most gamers will want to replay again and again. 
Fans of the original StarCraft will
revel in the revamped appearance
of some familiar units
     Returning units from the earlier StarCraft games have been visually revamped, a nice treat for anyone aware of the familiar but now-outdated critters. Aside from being great to look at, seeing the newly rendered units seems to shed some light on the previous StarCraft incarnations: its now clear what developers intended for things to look like all along. Ultralisks are now rendered with an impressive if not terrifying four frontal blades while Battle Cruisers attack through visually stunning cannon blasts, mirroring fiery rain that crushes just about everything it happens to hit.

One particular level players must drill
through a Xel'Naga temple door as
Protoss assault their base
Game Play:
     As a military RTS, players' major focus is to strategically use units to accomplish varying mission objectives from mining crystals between lava surges, to destroying buildings before the Queen of Blades can get to them. Being a non-linear campaign players will be able to choose which mission they want to complete first but will have to deal with the repercussions. Choosing to ignore a distress call and instead hunt down another artifact will result in players having to eventually answer the plea for help, only this time the refugees they would have rescued are now Zerg zombies that have to be destroyed.
Through completing optional
objectives, players earn research
points that can be spent on an
array of things.
     Between missions, players spend time on the Hyperion, the former flagship of the Dominion liberated during the events in Brood Wars. While on the ship players can spend their time talking to crew members, listening to exclusive StarCraft music, or playing Lost Viking, a Space Invaders-esque arcade game with a StarCraft twist designed to give gamers a sometimes much-needed break from the stress of saving the galaxy. Also available on the Hyperion are the Laboratory, Armory, and Mercenary Contractor, additional ways to customize gameplay through the purchasing of new abilities, structures and units that ultimately turn the tide of a battle.
Units such as the Protoss Colossus
prove to be just another way to
turn up the strategic volume
     With the introduction of new units such as the Terran Hellion or the Protoss Colosus, the tactics available in WoL are limitless. Players will spend hours, if not days and weeks trying to master an all purpose strategy that is destined to change with each encounter.

Don't Change a Thing:
     Blizzard once again has succeeded in releasing a game that truly meets its rigorous requirements. With amazing graphics, jaw-dropping cinematics, and a compelling storyline that will have players on the edge of their office chairs, WoL is just shy of perfection, but still the ultimate taste of nerd nirvana.
     Along with the release of WoL came Blizzard's debut of the new BattleNet system, an online gaming network like none other. With a smarter ranking and quick-match system, compatibility with other Blizzard games, and ability to be linked with social networking sites like Facebook, being a recluse is no longer required to be a dedicated gamer.


A Zerg invasion. Pretty frightening
to behold as it is, gamers can't help
but wonder how it might have looked
as a CGI cinematic
Should Have Spent More Time On:
     While four CGI cinematics would have been more than enough for its predecessors, a game that takes an average of 26 hours to beat could have used a couple extra chucked in, if only to quell our geeky cravings. This would be the only grievance, however. Blizzard took their time to release something that would live up to gamer expectations, and once again has shown us why they are one of the leading names in virtual entertainment.

Just How Homo:
Jim Raynor and Matt Horner
exchange a long glance as they
discuss their next course of action
     With a crew comprised almost entirely of men, Blizzard has done an impressive job of creating a virtual hunk for just about everyone. From the mysterious voodoo using assasin Tosh to the ex-convict Tychus Findlay, most will find a guy they want to see more of. Surprisingly this time around however, the digital stud most likely to have gaymers drooling wont be the story's main protagonist Jim Raynor but rather his trusted second in command Matt Horner. With his smooth voice, chiseled face and piercing eyes, players might wonder why Horner has to be the only crew member decked out in full military garb, and why he can't just opt to wear something with a little less material and a little more form-fitting.

With Achievements for just about
everything, players might find
themselves spending countless hours
in pursuit of the value-less points
Own it or Rent it:
     Own it. Even if it were possible to rent a computer game, WoL is easily worth the money. Blizzard has pulled out all the stops to really push the standards of gaming up several notches. As if the enthralling campaign wasn't enough, players will have the chance to earn achievements in both the campaign and during multiplayer matches on BattleNet, an ingenious way to boost the game's already extremely high replay value. Achievements can then be displayed on gamer's profiles, decorating the page quite a bit and providing a good amount of street cred. The only downside to owning WoL will be the reminder that we still have over a year until we see the latest and greatest from the Koprulu Sector, but its a pain that can easily be repressed by building an armada of battle cruisers and taking it out on some unsuspecting noob somewhere.