On Special: 4 DLCs


Micro-transactions… are the future. In the future, the principle game will be less important than it even now is. We’ve already learned to expect from pioneers in the DLC field like BioWare that a retail game may be half of what it ends up being… and not through the antiquated idea of a full expansion (although those are still nice and profitable too, I’m sure) but rather through add-ons. DLC. Updates. Extras. Once we’re paying for little tidbits to enhance the game we’ve already paid full retail for, we are just walking, talking wallets for the developer.

In a way? This is actually a good thing. We can expect more content to be established over time and to bridge the gap from release to release. Does this seem lazier, and a way to push retail titles out faster? Unquestionably. However, even with full eyes-wide-open knowledge that I’m being exploited somehow… I’d earnestly rather be able to download and play a few new scenarios over the course of a year that eventually complete the game I had purchased… rather than finishing a more-complete-at-retail-launch game… and having nothing to play for a year.

Unfortunately, I think the developers realized this even before I did… and it led them to release games that weren’t even ready to go, reasoning that they could be completed later. Still, the idea of rushed production isn’t new. Let’s take the example that I’m sure some of us are still angry about… Knights of the Old Republic II. Obsidian’s sequel offering to the critically acclaimed original threatened to be better than BioWare’s classic original in literally every way. We had more characters, more sophisticated interactions, a more diversified playing field in terms of character customization as well as available items. We threatened to go to more places, more diverse locales, and places not quite so stubbornly grounded in the Star Wars trilogy canon. In short, the game threatened to be an all-time great. Oh, except that a third of the content was cut before release. It was released with roughly ten trillion bugs. It was released, in short, because the producers wanted to make money for Christmas… rather than put out a game that would endure even through 2011.

But if Knights of the Old Republic II were released in 2011… we would have gotten the HK factory. It would have been a $5 (U.S.) add-on, but we would have gotten it. We would have gotten patches and updates to make the game stable and play-able so that we could have gotten the HK factory. So that we could have gotten the Sith Academy. Or whatever else cut content we found ourselves to be lacking.

Given that I was going to buy Knights of the Old Republic II either way… and given that I’m going to buy incomplete DLC-driven money-grubbing games today… I guess I’ve just accepted, at this point, the inevitability of DLC and micro-transactions in general. If I can spend $5 at a time for some cool add-on, I do it almost without thinking. At least, for my favourite games. If the retail release is garbage, I’ll never think about it again. So I suppose that’s the line that developers have to walk in this brave new world. Make it good enough that I’m willing to play it on-and-off for a year. This will keep the game always in my head, so I’m already thinking about the sequel… and it will keep me happy, so that I don’t write scathing reviews about your product.

Phew. Rant over. Alright, here’s something that might potentially become a regular feature for me. Four (or more, but this time, four) DLCs or add-ons I played recently. My impressions, whether they were worth the money I shelled out, and what they did to the overall game. These are, in this case, in no particular order, but I did include the launch DLC for Dragon Age II… just because.

Jill Valentine / Shuma Gorath – Additional Characters for Marvel vs. Capcom 3 – It’s been two weeks (or more?) and I still earnestly can’t believe what I paid for these characters. As anyone could have guessed (and, really, since these two at least were in the game files anyway, it didn’t take a savant to anticipate) the first ‘major’ DLC for MvC3 is the addition of fan-favourites from MvC2. Unfortunately for my wallet, the idea of being able to use Jill Valentine and Shuma Gorath again somehow justified the cost. Given that these add-ons were basically unlocks (costing me roughly 100 KB of space on my XBox 360’s hard drive) and not new content at all, I’m extremely unimpressed with their addition. Couldn’t I have gotten this as a bonus for pre-ordering? I already forgave developers for adding cut content on later as DLC packs, but I feel like this reaches a point where content is deliberately cut in order to make a few extra dollars. Are video games not enough of a growth industry? I’ve got an idea – make a better game. Sell me a half dozen characters as an add-on, not two individual ones each of which cost me a few bucks. As much as it pains me, I really can’t discourage this DLC enough. What a disappointment!

The Golems of Amgarrak – Add-on Scenario to Dragon Age: Origins – I reviewed this just today, so I won’t spend a ton of time on it. Considering its cost, and how much I enjoyed the original game, I can’t say that I regretted this purchase. After playing it, I’m sternly disapproving of the marketing of this DLC as some kind of super ultimate difficult challenge. I thought the Emerald and Ruby Weapons in Final Fantasy VII were harder… and they were literally just a matter of patience in game-play. And fine, say what you will, that in a game that allows tactical thinking you can’t make a challenge that is difficult for everyone yet also possible for everyone… but don’t try to tell people who really enjoyed the tactical combat of Origins and were hoping for more just how hard Golems would be. Because it wasn’t.

Arrival – Add-on Scenario to Mass Effect 2 – Very much following in the vein of the Overlord DLC, we are treated to what is ultimately an elongated single mission. For this scenario, we have Commander Shepard rolling solo, and the scenario is quite a bit more challenging than normal – mostly as a result of this solo-Shepard format. However, I can’t argue with the scenario design, which is fun to play through. The DLC is about the average BioWare-single-scenario-add-on length… but yet again, the marketing let me to expect something that I don’t feel like I got. Arrival didn’t do much to bridge ME2 and ME3 for me. Now, of course, I’ve envisioned scenarios in which it stands as a direct bridge, but the DLC still felt a little lazy to me… and not something that profoundly changes the way I felt about the setting. I was earnestly disappointed after the DLC that we’d received from the ME2 team in the past, with Shadow Broker, Kasumi’s Stolen Memory, and Project Overlord all head-and-shoulders above this offering. Still, it was fun, and if you’re hungry for a re-visit to ME2, Arrival isn’t a terrible choice.

The Black Emporium / The Exiled Prince – Launch DLC for Dragon Age II – As a pleased pre-order customer of this game, I received both of these DLC packs via the usual unwieldy 4957 digit prize code entry which gave me permission to spend twenty minutes downloading add-on content for my launch copy of Dragon Age II. My fundamental issues with the format aside, I’m reasonably happy with the fact that I got these add-ons for free. The Black Emporium is little more than a curiousity, despite its potential. Its existence provides a solid jump to your Hawke in the early stages of the game, but you earnestly may never visit the in-game Emporium more than once… maybe twice.

As for the Exiled Prince… it was actually a very strong DLC. I may not have liked Sebastian Vael as much as I liked the game’s stock companions, but he has a very complete role in the story. He’s interwoven with elements of the plot, with events from the previous game, and with the most important underlying themes of Dragon Age II. He feels like an integral part of the story if you take the time to do each of his plot scenarios and speak with him when the opportunity is given. Of course, as is common with this game, the overall sheen of Exiled Prince is marred by the bugs it launched with. Most notable amongst them? Not being able to earn achievements from the DLC. I don’t mean to sound overly critical… but this is just unacceptable, particularly for customers who would have purchased this add-on after market, not received it for free with a pre-ordered copy.

What I Played Today: Golems of Amgarrak


I was in quite a mood after playing so much Dragon Age II, and (as that led to) another full play-through of Dragon Age: Origins. I had originally planned to continue straight on to Awakening, and just complete the whole series. But then, as I was on my roll, I remembered that I had purchased a couple of DLC packs for Dragon Age: Origins a while back on the cheap. They had some kind of sale for half price DLC, or some such. I’d taken that opportunity to pick up both Witch Hunt and The Golems of Amgarrak… but while I’d completed the former some time ago, I’d never bothered to sit down and play through Golems. I took a look at the achievements, because I’m like that, and I realized that I needed to complete the DLC on a minimum difficulty of Hard in order to receive my e-recognition for my accomplishments.

Harkening back, I recall that Golems of Amgarrak was touted as an extra-difficult bit of DLC… it was, ostensibly, much harder than the regular game, even on the Casual difficulty. In short, this DLC was not intended for the faint of heart. This did nothing but excite me, but I did go into it expecting a higher degree of difficulty, and felt that I should use some caution.  Although I might be ‘that guy’ when it comes to gaining achievements in an expedient manner, I’m strangely honourable about some of them. It seemed to me that if I were going to defeat the DLC’s final boss on a Hard or Nightmare difficulty, I might as well play the whole DLC on that difficulty. So, I set my difficulty, and I chose to import a Warden from an Origins playthrough at level 20, a Dwarven sword-and-board warrior.

The DLC took a couple of hours to play through all the way. It introduces a semi-new area (yet another re-skin of the default Dwarven Thaig that we saw four times or more between the Origins game and the various DLCs) that paves the way into a completely new area. Amgarrak itself is a completely unique area replete with colour-switch puzzles, swarms of enemies (mostly of the more difficult types. I assumed there would be Golems, but I was treated to a plethora of Revenants, Arcane Horrors, and high-ranked skeletons as well), and a bunch of loot. Most of the loot proved to be useless, but it did provide upgrades to the Golem which I picked up on my way in. As one might expect, the Golem is the key to the whole deal. It has significant healing abilities, and while it can’t always fight its way out of trouble, the Golem is tough enough to escape from danger so long as your party features some tankier types.

Ultimately, I found the DLC a little on the disappointing side. It was about as substantial as I expected (given the average length of BioWare’s DLC add-ons) with a fairly large area to run through and a whole new party. However, in lieu of adding substantially to the story (as Leliana’s Song does, and Witch Hunt debatably does) the idea behind Golems of Amgarrak was to provide a very challenging play experience within the tactical game engine of Dragon Age: Origins. Earnestly, I didn’t feel the need to adjust my tactics much from playing the original game. Tank-type characters are still able to mostly take care of themselves, and the most effective approach for me seemed to be to focus on healing. The only encounter I had to repeat was a surprisingly difficult swarm of golems which jumps out at you in an optional chamber while in the process of acquiring golem upgrades. I was not particularly impressed by the Harvester, which seemed to be mostly a matter of managing a group of enemies and keeping on top of healing.

Anyway, I think this polishes off my experience with Origins. I’m very much anticipating a DLC – any DLC add-on, really – for Dragon Age II.

Review: Dragon Age 2


Unfocused Ramblings

After a long wait, I hope to be back and better than ever. I was originally planning to go off the board with MLB 2K11… which is still getting a review I might add … but Dragon Age II consumed my life for a while, and I have to talk about it. BioWare and I have had a rocky relationship. The first game of theirs which I played was actually Neverwinter Nights… which I got about halfway through before my friend told me to stop playing it and go back and hit Baldur’s Gate II: Shadows of Amn instead. It was a formative experience for me. Up until that time, I would have described myself as an irredeemable JRPG fan. Since that fateful day, I’m not sure I’ve ever enjoyed a JRPG as much again. Naturally, this launched my love affair with BioWare. There have definitely been parts of that relationship that I’ve enjoyed more than others. For me, as much as I enjoyed Baldur’s Gate II, the current generation of these games is really the golden age of WRPGs in my eyes.

Is Dragon Age II the best WRPG that I’ve ever played? Ultimately, I would have to say no. Its release was too obviously rushed, which is evident in the plethora of bugs available for your gaming pleasure (some of them pretty damaging to your game experience, and all of those impossible to correct when playing the console versions). In years past, it was always true that the PC release was preferable because the developer could release patches that would solve a lot of the known bugs, and knowledgeable use of the game’s console could solve a lot of other problems. Obviously console games still don’t have the latter option, and only (relatively) recently gained the former. But as time has gone on and computers have easily outpaced what I need them for in terms of work, it became steadily less economically viable for me to upgrade my GPU three times a year… especially when I could own one XBox 360 for four years and counting.

The potential annoyance factor only comes out occasionally – when games are pushed through release with known bugs, and you have some agonizing wait for them to be fixed for the console version. Unfortunately, this was definitely the case with Dragon Age II and it sapped some of the luster off of what I otherwise felt to be an extremely fun offering from one of my favourite developers.

Oh, and a little disclaimer before I begin complaining in earnest. As I am wont to do, I’m going to table any discussions about DLC, micro-transactions, and EA’s 2010+ marketing strategy of bundling add-ons with pre-orders and adding content at regular intervals to bridge the gaps between releases. I think we can all agree that it is one of the more brilliant marketing ploys (not that we’re giving EA credit for coming up with it, but that doesn’t really detract from the idea itself) that we’ve seen… ever. I think we can also all agree that regardless of our personal feelings, on the whole, it works. This was the first game I’ve pre-ordered in years, and I did it entirely to gain access to the launch DLC that I’d otherwise have to pay for. It wasn’t particularly onerous, since I knew I was going to purchase the game anyway, and EA knew for a fact that they’d sold me a copy six months before launch. I’m sure some executives slept very soundly knowing that they’d suckered yet another fan into pre-ordering titles and sitting around in anticipation of Amazon’s launch day delivery time.

So how is Dragon Age II? As a sequel to the dark fantasy original, Dragon Age: Origins I would say that it both succeeds masterfully and disappoints completely. The feel of the two games is almost entirely different. In the original, we’re treated to a bleak literal-end-of-the-world scenario that is playing out before our eyes. Factions of whom we urgently require aid are fighting one another, the enemy is building in power, and in the grand tradition of Tolkien-esque fantasy, evil used to have a hell of a lot harder time of it. The sequel, rather, takes us through an eight-ish year period in the life of a single protagonist within the Dragon Age setting. It deals heavily with plot elements that were introduced in the original game and it has some obligatory cameos from characters we’ll recognize, but it otherwise is entirely stand alone. Gone is the overarching threat of a darkspawn-fueled apocalypse. Instead, the conflict centers around the city of Kirkwall, a deeply troubled metropolis that was formerly the center of a bustling slave trade in the ancient Tevinter Imperium.

We haven’t really gotten away from the slavery, however. Not only is Kirkwall infested with some of those very same modern-day Tevinter slavers, but the whole city lies under the pall of another form of slavery. As brutal as we may have found the treatment of mages in Ferelden – what with the vials of blood taken from every Apprentice that could allow them to be unerringly tracked down, or with the merciless hunting of unlicensed ‘Apostate’ mages – we only saw the tip of the iceberg in terms of both what mages have to suffer through, and what they’re capable of when they’re left unshackled. The picture painted by this conflict is an interesting one primarily for its gray morality. Very few issues in real life have the kind of clear-cut good and evil dynamics that we often see in video games. Real people are complex organisms with complex motivations. We are not a society of mustache-twirling villains tying maidens to railroad tracks only to be foiled by tights-wearing do-gooders from every angle. To an extent, we experienced this in Dragon Age: Origins as well. Both games mercifully liberate us from the point-based good-versus-evil system that characterized the Knights of the Old Republic games and others during that era.

In Dragon Age II we’re treated to a whole new system which bears a little resemblance to the party-favour style system we saw in Origins, but with a new twist. Now, our party members (as expected) either approve or disapprove of our protagonist, Hawke, and the actions we take as Hawke. The relative level of either ‘Friendship’ or ‘Rivalry’ (I’m sure you can figure out which is which) then begins to colour all of Hawke’s interactions with the rest of the party. Many of the changes are subtle, but Dragon Age II is rife with subtle-but-appreciated touches that make it stand out as a game above many of the other offerings in this same genre. These little touches serve ultimately to give this title a more authentic feel than many games that I’ve played over the years, and I appreciated the attention to detail. It seems an odd contrast with the various bugs, which, I really can’t state enough, were plentiful and ranged from mildly irritating to infuriating.

Oh, and while we’re unfocused, and while we’re talking about subtle details? An odd thing occurs in this game. One which I might have appreciated more than almost anything else in the whole thing. Each conversation option is responded to with a variant of the Mass Effect style conversation wheel – responses to the right tend to lead toward the conclusion of the conversation and have a certain tone, while ones to the left tend to be follow-up questions. Unlike Mass Effect, we are treated to some symbols which help to identify the tone of the message before Hawke plants her foot in her mouth. For example, a sarcastic or whimsical reply will be accompanied by a comedy mask icon. A decisive, aggressive reply is accompanied by a closed fist. A bribe is accompanied by an image of falling coins. And so on. Anyway, this in and of itself is nice, but the truly outstanding dialog feature of the game? If you reply consistently in one vein (i.e., if you are consistently sarcastic) then the filler dialog or automatic replies from Hawke begin to mirror that type of response. Again, using the ‘sarcastic Hawke’ as an example… the dialog which is default, that is, not under the control of the player. Eventually, if enough sarcastic replies are given in order to establish a pattern, Hawke will begin to respond in a sarcastic manner on her own. It adds a lot of character to Hawke solely based on how you’re already playing the game. I hope that you can see why I think this is one of the best (albeit very subtle) features that BioWare thoughtfully included for me in this title.

So, I suppose the real question is… what is Dragon Age II like? True to how it was promoted, it’s sort of a compromise between the FPS-action-with-RPG-elements style of Mass Effect 2 and the old-school WRPG tactical gameplay of Dragon Age: Origins. If what you loved most about Origins was how it harkened back to Baldur’s Gate II, you’ll probably find the combat system in Dragon Age II to be a bit on the shallow side. You’re still, of course, perfectly at liberty to pause the game, arrange your party, and launch a more tactical assault. On the harder difficulties, being discriminating and tactical pays off big dividends. However, the game clearly wants to draw in fans of the Mass Effect games with a pace that is overall faster, and a system that is much more streamlined. As a result of this intention, it’s pretty quick-paced… or, at least, it can be, with an optimized party on the lower difficulties. Don’t expect the same degree of difficulty that Origins could present, either, if you chose to visit Orzammar first and played on the higher difficulties. Although, again, on the higher difficulties Dragon Age II has its own challenges.

Let’s boil things down, shall we?

The Good

– It’s a beautiful, detailed, thoughtful world. We’re introduced to more of a setting we’ve been introduced to. In a lot of ways, Dragon Age II exceeds Mass Effect 2 in terms of expanding on an existing setting. If you were really drawn into the world of Dragon Age, you’ll find a lot to like in the sequel.

– The voice acting is exceptional. I can’t think of a single character whose voice acting was poor, whether you like the character or not (and – almost as a side note – I liked them all)

– The characters offer a lot to the narrative, and have some fantastic interactions. BioWare has done a stunning job letting the party members banter back and forth during quiet moments. Try different combinations. You won’t be disappointed!

– The slice-of-life style which follows a single character, Hawke, and her life is perhaps a bit less ‘epic’ on the overall than the Grey Warden’s quest, but it delves far deeper into the underlying themes of the setting.

– Combat system is streamlined and intuitive. You’ll recognize everything from Dragon Age: Origins and the menus are actually easier to navigate now.

– Party members have completely unique skills, maintain their own wardrobe, and maintain their personal opinions, which lets them keep a refreshing flavour each of their own.

– BioWare went out of their way to make crafting your own potions, Runes, poisons, grenades, and supplies more attractive. Given how frustrating it could be to locate certain components in Origins, it may almost seem like an overreaction for how simple things become in Dragon Age II – but it works well.

– Girthy. This game is pretty long. If you’re planning to do everything… settle in. You’re looking at forty hours of game-play or more.

– The DLC items (from every source!) are not the best items in the game. They’ll definitely serve you well in the early part of the game, but they’re outclassed by the mid-game, and they also don’t sell for a ton of money. Just having DLC gear won’t make this game a breeze for you, or render all other equipment useless. It’s a nice touch to actually be trying to upgrade my stuff, rather than just equipping Blood Dragon Plate and calling it a day.

The Bad

– Buggy. Buggy. Buggy. Buggy. I really can’t overstate this. Every game launches with bugs, but this one launches with an unacceptable amount, and an unacceptable severity. Patches have already cleared up a couple of them (even for the console versions) but I was still frustrated to see the sloppy polish on what is otherwise a very delicious fruit.

– Much of the tactical aspect of gameplay is gone. Baldur’s Gate II could be a serious pain in the ass sometimes, but it really rewarded good planning and a thorough knowledge of spells and mechanics. Dragon Age: Origins made a strong compromise between viable-console-game and hardcore-tactical-gameplay… this element isn’t nearly as strong in Dragon Age II.

– Did I mention the bugs? Seriously. Hopefully more of the issues in this game can be patched out.

– Overused sets. Although the set pieces are beautiful and I love the look of the game, it suffers from a bit of the Mass Effect syndrome, where there are a hundred caves which are all built using the same “cave” layout and look. Very disappointing to see a step backward here after what we saw from Origins, Awakening, and Mass Effect 2. I can only assume this is another aspect of rushed production.

– We revisit too many places. I understand the scope of the game, its focus on Kirkwall and the surrounding environs, and whatever else… but while I don’t mind re-treads within the city (especially in, as the game runs on, a number of years) it seems like there should be more unique locales around the city. It feels lazy for us to revisit the same places over and over again for quests in each Act of the game. I’ll mention it once more… it was probably intended to have a few more locales, and that was probably scrapped for time. I’m in no position to complain because I bought the game, and I loved it, but I would have loved it more if EA/BioWare had spent another month catering to my discerning tastes.

– The game seems to lack focus at times in terms of the narrative. I actually appreciated this characteristic as it seemed to mirror how a real person’s life would tend to pan out… but it does seem out of place in a video game. At times, it’s not clear where the game is headed.

– This may sound stupid, but I’m far from above personal pique, so… way too much energy spent on promoting the game prior to launch. Although their strategy of offering DLC items for interacting with people on the BioWare website or whatever else might have drawn in a couple of new fans, it almost assuredly annoyed a lot of fans who were planning to buy the game anyway.

The Bottom Line

BioWare has me, at least, hook line and sinker. In spite of my various whiny complaints. I can’t wait for their next release.

Game Review: Bulletstorm


Unfocused Ramblings

I loved Gears of War. I just want to establish that before I begin a rant that no doubt is going to feel very much like some kind of savage attack at the heart of that game. My problem with Gears of Wars is simple. There’s just too much ultra-real-gritty-brown-and-gray in today’s media. It’s not confined to Gears. It’s everywhere. Films have taken a darker ultra-realism tone, video games seem to be obsessed with avoiding an artistic style in favour of an ultra-realistic one. I’m sure this trend was fueled by a hundred different factors – not the least of which being that people expect HD graphics to look like real life – and it’s not even wholly a bad thing. It’s just everywhere.

So imagine my surprise when Epic’s new first person shooter game isn’t gritty or ultra-realistic at all. Here’s the first and strongest thing I can say about Bulletstorm: It’s almost an anti-Gears of War. The setting is shiny and vibrant. There are colours everywhere. I don’t have trouble making out details of the setting because of the lack of contrast between surfaces. And it’s ridiculous over-the-top action. Now, of course, it’s also a traditional first person shooter rather than an over-the-shoulder affair and it isn’t cover-based, so it’s not in quite the same genre as Gears of War… but I’d say there are certainly some strong parallels in places. It’s just that Bulletstorm feels like a much livelier game.

Which is ironic, because the game is about a dwindling group of people trapped on the surface of a hostile alien world which is completely overrun with toxic mutants, carnivorous plant life, and five hundred foot tall monsters with a foul temper.

Bulletstorm is, at its heart, about over-the-top action. Throughout the game, you will acquire points by slaying enemies. The caveat is that the game doesn’t reward precision or efficiency, but creativity. Although a small point bonus is given for shooting an enemy with a devastating headshot, a much bigger one is given for kicking him off the side of a chasm into a swirling tornado which has become charged with lightning and presumably ending his day in a less-than-desireable way. These point bonuses are universally referred to as Skillshots, and there are a couple hundred of them, encompassing virtually every conceivable creative killing. Oh, at this point it might be worth mentioning that this isn’t a game for your young kids. Trust me. The language is strong, the violence is insane, and the themes of bitterness, revenge, and despair aren’t particularly accessible to the under-20 crowd. Of course anyone can appreciate a good action game… and this is definitely one of those, because you’ll be moving non-stop, even while you try to find creative ways to dispatch your hapless foes and occasionally take cover from the devastating fire being flung back at you.

Like Gears of War, Bulletstorm features a quick-switching weapon trio. We haven’t got any grenades, but we do have a supertech gadget called a Leash. This is the game’s outstanding feature, as it allows you to manipulate your environment in many ways, gripping objects, flinging them from place to place, and so on. Of course, it distinguishes itself from other physics-heavy weapons (like Half-Life 2’s famous gravity gun) in that it also directly manipulates your enemies themselves. You’ll use the Leash to draw enemies out from behind cover so they can be kicked onto some metal wreckage (for good bonus points!) or to maneuver an explosive container for a timely detonation. The Leash definitely offers the most potential for manipulation and fun, but of course there are some enemy types which are (mostly) immune to it except in special circumstances by virtue of being either too large or too fast… but you’ll be relieved to know that even at the end of the game’s single player mode most enemies are ready to be tossed around like rag dolls.

In addition to the Leash, Bulletstorm features a variety of weapons. We have the obligatory assault rifle, a high-caliber pistol, a sniper rifle with remote controlled bullets, a gun that launches drills, among other stand-outs. In addition to their basic firing mode, each weapon has an upgraded ‘charge’ mode which can be purchased (with those ever useful score points) that can be used in special circumstances. The ‘Peacemaker’ assault rifle, for example, can use its charge mode to fire a special hundred-shot clip instantly into a foe. This will literally disintegrate one or more opponents if you land it, with the accompanying visual effects. The Leash itself has an upgraded charge mode called the Thumper which will use a wide-area application of force to launch your enemies into the air and crash them into the ground. It has more applications than it sounds like, and can occasionally be used to dramatically clear an entire field of enemies.

The weapons are re-loaded, re-armed, and equipped at the discretion of the player who will use special containers called DropKits which will accept the currency of the player’s score (achieved, again, through killing enemies through the skillshots) in exchange for the player’s choice of weapons, charge ammo, regular ammo, Thumpers, and so on. This interface also features a handy database of skillshots. You know,  just in case there was a weapon effect that you hadn’t considered.

Game Modes

Bulletstorm features a feature-length single player campaign of what to me felt like ‘appropriate length’. I didn’t time my run through it, but I can say that I was neither left wanting more nor lamenting the time spent on it. It tells the story of Grayson Hunt (voiced by Steve Blum, of anime dub fame), a bitter alcoholic space pirate and his squad. In the opening moments, Grayson makes a poor decision amidst an alcohol-induced haze which lands he and his remaining friends on a hostile alien world. Before all is said and done, Grayson is left with only his emergency-rebuilt pal Ishi, who is now half machine and partially in the grips of a psychotic AI. Recognizing that, despite Hunt’s mistakes, their best chance lies in cooperation, Hunt and Ishi take off across the hostile alien terrain. They discover the overgrown remains of what seems to be a giant tourist-friendly resort which has apparently been taken over by inhuman mutants, hostile plant life, and others.

It also features the Echoes mode, which is essentially a series of time trials that take you quickly through sequences from the single player game only without the story bits and dialogue, and with the bonus of a timer. As a result, these levels are completed quickly, and they heavily emphasize using the point-boosting skillshots in order to achieve a high score (in this case, rewarded by Stars, which are essential to completing a number of Achievements/Trophies).

Multiplayer is another outstanding feature as long as you have some fun folks to play with. The game mode, which is called Anarchy, is similar to a Hordes or Firefight mode from other FPS titles. However, the Bulletstorm twist (as you might expect) is that the game is based around racking up a high score through the use of skillshots. The environments in Anarchy mode provide some extra opportunities to earn some skillshots not seen in the single player mode, which is good, because the team’s aggregate score must pass a certain minimum in order to advance out of the current round. A premium higher than survival or the overall massacre of your enemies is on using the terrain features correctly in order to maximize player score. Although it’s certainly a great deal of fun (at least, initially), you may ultimately find that there’s not a ton of variety to be had in the Anarchy mode. The main variation is in the specific details of the maps, but there’s not a PvP aspect to it, and the AI is the same as it would have been in the single player campaign mode.

The Bottom Line

The single key word to Bulletstorm is: fun. It’s not thought-provoking (although the characters are oddly compelling), and it’s not breaking new ground all over the place, but it is a great deal of fun just to sit down and play. It’s worth re-emphasizing that this isn’t a game for younger kids… the characters swear like sailors.

The Big Question

Is it now required by law (as opposed to just by convention) that every game needs to set itself up for its own sequel?

Game-Play

The game plays pretty tightly. Occasionally you’ll find the hit tracking on the melee attack isn’t so good against enemies who are right up in your grill, but this is only a problem when trying to pull off specific skill shots and not an overall problem when playing the game. Despite having quite a few mechanics going for it, Bulletstorm’s control system is simple and intuitive. If you’ve mastered the controls of any first-person shooter in the past you’ll have no trouble with Bulletstorm. Despite its variety of game modes, Bulletstorm is ultimately a bit limited in terms of the variety of experiences that it provides. However, as long as you ration your exposure, you could very well find the game fun forever.

Graphics

As we expect from Epic, the graphics in Bulletstorm are gorgeous. More importantly, we see some varieties in colour, with lush green foliage all over the place and a clear sky above. Now, of course, there are some areas of the game which are more breathtaking than others, but all of the sets were gorgeous in design, and some of the set pieces were very epic, and very cool. You’ll have such encounters as a hydroelectric dam which is coming to pieces around you (including its massive water-turning wheels), and trying to escape not only from enemies but also from terrain pieces aboard a fast-moving train. The character models are also very pretty, although some of the textures will sometimes break down in close-ups. The best character design in the game definitely has to go to Ishi and his newly-installed machine parts. You’ll also be treated to a number of interesting visuals directly tied to how you finish off your enemies, but those I’ll leave you to discover on your own.

Sound

The score is proficiently done and fits the settings pretty well. For the most part, the tracks are forgettable (although I do very much enjoy the main theme which plays on the menu and at places during the single player campaign). The voice acting is all very well done. I particularly like the voice acting for Ishi, which has been digitally modified to have a mechanical edge to it. His banter with Grayson is a little reminiscent of what you get between Dom and Marcus in Gears of War, but with a more genuinely hostile edge to it. The sound for the game’s effects, weapons and other features is tight and complete. Nothing to complain about in the sound department with this title.

Multiplayer

The Anarchy mode is definitely a lot of fun, but it’s not something that most people are going to want to play every day. Given the style of the game it’s not insane that there isn’t a strong PvP multiplayer component to Bulletstorm, but by its nature PvE multiplayer is going to have some limitations that there are no ways to overcome – human enemies will think creatively, and want to hurt you. AI opponents just do whatever they’re programmed to do.

Game Review: Marvel vs. Capcom 3: The Fate of Two Worlds


The Bottom Line

It’s been over a decade (no, seriously! Marvel vs. Capcom 2 came out in 2000! It was on the Dreamcast!) since we last dropped into this remarkable franchise of fighting games. A lot of our favourite characters are missing, but the feel hasn’t changed.

Unfocused Ramblings

As usual, I like to begin these reviews with a boring story about my personal life. About ten years ago, a friend of mine owned the Sega Dreamcast. He never had a ton of games for it, and we all agreed that the controller was preposterously big, but it was probably the console that my group of friends and I played the most during that stretch. Because whatever we thought about the Dreamcast, and however few games there were on it, or however few my friend owned… he did own Marvel vs. Capcom 2. At this point, years later, I don’t even remember much about the fine details of the game. But I do remember its feel… and that feel has returned, to my hazy memory more or less intact, this year with the release of Marvel vs. Capcom 3: The Fate of Two Worlds. So now that I’ve played it, and the excitement is all flooding back to me, the unfortunate truth comes out: for all of its selling points (and it has them to spare) this game is not as much fun as its predecessor.

It’s not. You may think it is, and you may even be having more fun with it now… but it’s a matter of circumstance. And this game is not as much fun as the last one.

Does that mean that Marvel vs. Capcom 3 isn’t a great game? No. Actually, I’ve been impressed by basically everything that I have seen from the new title so far. It has the same feel of the old game. That hyper-frenetic superhero/comic book/action game and so on action is quite intact. You still have the hyper combo bars. You still have three different characters who are flying in and out of the action supporting one another and generally causing some havoc. You can still fill the screen with blasts of energy and crazy attack schemes that seem like no one could ever possibly survive them (and be just as disappointed to see that your opponent blocked in time). In other words, they’ve done a magnificent job of recreating what made Marvel vs. Capcom great. So we can say that this sequel is a faithful one. So what’s the problem?

I’m not sure this game translates as well to playing against faceless strangers on the internet as some of the other fighting games that have come out over time. Of course, it’s not a different experience on XBox Live (or the equivalent service of your choice) but this game, unlike other games, is a more intense frenetic experience and should be less about a cold, tactical approach. To me, this makes it more fun to play with friends than in multi-player match-making. Ultimately, that’s subjective, and if you like fighting games you should enjoy the multi-player experience here as well. Of course, whatever I may say about frenetic superhero/video game combat, the more skillful players of fighting games will still maintain a big advantage in this game due to the huge variety of combos available, even if the move-sets of each character are relatively simple. A lot of universal concepts translate across all characters (such as chaining together flashy aerial or team combos, and the counters to those moves).

The game does offer some options to help teach people about the game-play mechanics. If your fingers aren’t made of steel you may get frustrated attempting to execute long multi-team-mate-extravaganza type combos, but the mission mode (sort of a training mode with specific objectives as far as moves) encourages you to explore chaining moves together (from the basics of knocking a foe in the air and coming down on top of them with a crushing blow all the way to the aforementioned 500000 hit combos). I suspect that if you explore some of these modes, and trouble to learn the moves of a few favourite fighters, you’ll quickly get the hang of winning in this game.

Oh, and don’t be overly troubled by the absence of some Marvel vs. Capcom favourites. I’m sure they will all be available through DLC sooner or later. What’s that, you say? They announced that Jill Valentine and Shuma Gorath will appear as DLC characters even before launch? Let the games begin!

The Big Question

What were they thinking, not including characters like Megaman X? Presumably they were already looking at the prospect of selling DLC packages… but there is an infinite pool of characters to draw on between Marvel and Capcom. It still feels a little cheap to have excised some of the staples that we’ve been playing with since the first installment in the series.

Overall Game-Play

It’s a seamless game-play experience that has more than its fair share of flashy effects and super-cool sets of moves. My one gripe with the game on the whole is the inconsistency in move-sets between the characters, where some of the characters have a huge variety of diverse moves that can work in every situation… while other characters… are basically stuck with a signature move or two and a series of button combos. I can see how the innate attributes of the different fighters necessitate some of this for the purposes of balance, but it’s a little disappointing to find out that a personal favourite character has a lackluster move set. I suspect that this will be the exception rather than the rule for most players, but I do think it’s worth mentioning.

Graphics

It’s not visually breathtaking, but it has a certain (and to my mind, incredibly appropriate) style, and you won’t be disappointed by the attack animations. A ton of unlockable artwork accompanies the game in addition to the rendered character models, and there’s a lot to like with the visuals in this game. More important than the overall graphical presentation is probably the tightness of the experience, which doesn’t seem to have any glitches or bugs to it.

Sound

An upbeat main soundtrack accompanies unique themes for every fighter in the game as well as for the mighty Galactus. You’ll likely recognize a lot of the music as remixes on songs associated with the character in question (for example, Chun-Li’s appearance in a bout is accompanied by an overclocked remix of her battle theme from Street Fighter II) and you’ll probably come to appreciate a few favourites. I didn’t find the score forgettable which is a point in its favour. Obviously there’s not a ton of room for mood music in a fighting game, so the character themes and menu themes are essentially it. As for the voice acting, I haven’t encountered any voices that send me to my knees screaming at the heavens, and I take that to be a good sign. For a handful of bonus points, if you have some good surround sound and bass, you may be blown out of your seat by comments from Galactus, who addresses Thor with a hearty “If you are a god… then what shall we call Galactus!?” and other fun-loving quips.

Quick Take: Magicka


Quick Take

If you ever asked yourself how much fun it would be to randomly combine 10 different “elements” to create an absurdly large array of spell effects this game answers the question. For the rest? Don’t ask questions.

Unfocused Ramblings

I have, upon reflection, a soft spot for games that are developed by groups of Swedish students. I mean – in a broader sense, if you can make a game that people will enjoy, then why not? And through the magic of Steam, this game becomes available to the world. I know a lot of people have already played Magicka, and but I’m hoping more people will take the plunge into it.

So what is Magicka? It’s a humorous adventure-RPG-ish-game set in a world that parodies a number of mythologies as well as aspects of pop culture. You’ll see a ton of references to pop culture icons like Star Wars, 300, and literally dozens of others. The opening movie which introduces the setting and the premise is chock full of pop culture references and popular memes, and it doesn’t slow down from there. The player takes command of a nameless mage clad in an obscuring robe who has been taught at the academy of magic, and learned to wield eight ‘basic’ elements in order to weave together ever-more-impressive spells. If that weren’t enough, you quickly learn about two basic combines which produce two other, we’ll say “hidden”, elements (which, themselves, are frequently used to create still more sophisticated spells). With these ten building blocks, tens of thousands of combinations are possible. And, since the game doesn’t really force you to progress forward, and even your most tenderly beloved allies are valid targets for your spells, the game really does encourage you to play with these elements until you create something you really like. And from there, to use that spell until you get tired of the animation… and develop something new… and so on.

And yes, there are some big booms available in the more sophisticated spell combinations.

On top of just randomly mixing and matching various elemental building blocks to create beams, balls, streams, and walls, there also exist a repertoire of ‘Magicka’; defined spells that you learn the combination to which have particularly powerful effects (such as Revive, which restores a dead ally, Haste, which allows your mage to run at incredible speed, or Grease which deposits some very flammable fun on the ground).

Your mages can collect weapons from time to time which have some special effects, but for the most part, the game attempts to steer clear of any kind of level-up or power-up type stuff. The focus is very much on the interplay of the spell combinations, and the limitless fun you can have blasting your friends up, over, and through the landscape elements using your magical powers.

All of that sounds good, right? Well, it is. But the game does have some problems, and I would be remiss if I didn’t warn you about them before you shell out your hard-earned cash for a copy of Magicka.

– The single-player version of this game just doesn’t stand up well on its own. For several reasons. The most important one is that it’s very easy to kill yourself in Magicka, and if you do so when playing solo, you’ll find yourself regressing to a checkpoint that could be a good ways back. Quit the game? You’ll end up restarting the entire chapter. This glaring weakness still exists in multiplayer, but with a team of four, you can revive your comrades and hopefully not all die at once. This is tough in single player.

– There are some bugs. Let’s not mince words about this. In addition to wacky things that can happen with spell effects (many of which will send you or your enemies flying around the screen) the game seems to crash occasionally, and it just doesn’t feel quite as polished as you might expect from EA’s latest release.

– They made some inexplicable choices with the multi-player, such as not being able to reconnect to a game in progress, and the cut-scenes not being skip-able except by the host (and they’re pretty lengthy cut scenes at that. You can skip ahead of the cut-scene even if you’re not hosting, but you just stare at a loading bar until the cut-scene ends anyway).

– Despite having its own tutorial section, Magicka really doesn’t teach you much about how to play. Pay close attention to the controls it does show you, and don’t be afraid to experiment, but also don’t spend a lot of time looking for the game to guide you… because it won’t. That having been said, it’s not a crippling problem since experimentation is half of the fun in this title.

– Although the game is clearly more friendly for multi-player use, you’re definitely going to prefer putting together a group of four friends as opposed to playing open multiplayer. Friendly fire is a huge part of this game, and you’ll enjoy it more with your friends. Trust me.

The Bottom Line

Personally, I love Magicka. It’s a great multi-player experience and the combination of spell effects is a lot of fun. But it’s not a polished experience; it has some bugs, some of which are frustrating, and as a single player experience it leaves quite a bit to be desired. For what you’re going to pay for Magicka, however, you’ll feel as if you’ve gotten your money’s worth.

Review: Sands of Destruction for the Nintendo DS


So while I was happily killing an afternoon liking things over at Get Glue [http://www.getglue.com] and while I was ‘liking’ the zillions of RPG’s that I’ve played, a recommendation came back to me for a game called Sands of Destruction.  Made by Sega, it was originally released in Japan in the summer of 2008 and brought Stateside in early 2010.  Immediately I got my grubby little hands on a copy and away I went.

This game starts with a good premise:  Completely innocent rural lad goes off on a seemingly innocent mission only to discover that he’s the key to the destruction of the whole world.  And the girl that he’s destined to fall in love with wishes to accomplish just that because the beastmen that rule the humans are vile and, pardon the pun, inhumane.

A good premise, however, can’t always save how that premise is executed.  The story is slow paced in the beginning, and you’re lead around by the nose and unable to travel freely or explore for a good 2/3 of the game.  In a way it’s a lot like playing through a movie.  There is a plot twist in the middle, though, that speeds up the pace of the game and once you’re able to travel freely, then it’s pretty much on like Donkey Kong.  It’s only a shame that the game and its storytelling waits quite so long to be that good.  I’m happy that I stuck it out until the end, but I know a lot of gamers that aren’t quite so patient.

There’s also a bit of a learning curve with the mechanics of the game.  You can customize your equipment in smithy shops located in the towns you visit.  You can customize your character’s skills, although that isn’t explained fully either [I’m a student of the in-game tutorials, yeah, call me spoiled if you want to].  The game itself makes it too easy because once you’ve customized a certain style of attack, you can just use that one style of attack for the rest of the game, final boss included.  Outside of this, it is your standard wait-time RPG battles.

In all honesty, the good points and the bad points of this RPG balances the whole thing out.  I loved the story, and the different twists and turns that this story took.  But I’m not a fan of the learning curve, and the inability to freely explore during much of the game.  The game itself is a good idea, but I wish it had been better executed.  Still, if you’re looking for something to play until the next Kingdom Hearts / Final Fantasy / Dragon Quest arrives on your DS, then I can recommend this as a pretty good time-waster.  [3.5 out of 5 muffins – not as fresh as it could be, but it’s good if you’re hungry.]

DLC! Black Ops: First Strike


(This DLC is an add-on to  Call of Duty: Black Ops by Treyarch.)

Standard Open

Hey, it’s that time of year! No, it’s not time for a new Call of Duty game… but it is time for the first multi-player map pack that Treyarch has released for the latest iteration of the Call of Duty franchise –  Black Ops. The “First Strike” pack contains 5 all-new maps, four for the standard multi-player modes of Black Ops, and one for the “Zombies” mode. Since there’s no other content for this review, I’ll go ahead and give you the multi-player play-by-play (if for some reason you need a review of a zombie mode map, I don’t know what to tell you)

Ascension

Hey, it’s a zombie map! As you would expect, it has a lot of doors… I guess that doesn’t tell you much. This map has you climbing a missile silo. Like all zombie maps, it centers around team-work and cooperation. Don’t play it with your enemies.

Berlin Wall

This map is a (relatively) small battleground that is divided into two distinctive halves by the existence of a kind of ‘neutral zone’ across the middle. This zone, marked very clearly on your radar in red, is the home to multiple guard towers who will shower you with a pleasant hail of sentry gun bullets if you so much as set foot inside of it. The rest of the combat is, to a lesser or greater extent, defined by this dead zone at its centre. Although it initially seems like more long-ranged combat would be the result, you may find that most combatants are seeking ways around the dead zone in order to engage their foes, and that the map actually has a much more intimate feel than you might expect given its small size.

Discovery

This map is the arctic site of some Nazi laboratory. It’s very small, and divided into two distinctive halves. The division is not nearly as clear as maps like Nuketown, but the presence of a bottomless chasm that divides the centrepoint of the map still leads to a limited number of routes from one side to another. It definitely feels like a map where a spawn lock could be effective. That having been said, a central bridge which connects the two halves of the map makes for a potentially brutally-contested “B” point for Domination and other balanced side game-types. Despite its small size and the relative open-ness of most of the map, Discovery is very much a 2-3 level map, and enemies will often be above or below you, so pay close attention!

Kowloon

This map is based on the Hong Kong escape level from the single player campaign, using many of the same terrain elements to create a multi-leveled brawl. This map is very small. In terms of physical size, it probably would rival most of the mid-sized maps, but because of the way the multiple levels and terrain intervene, it plays as small as any level in the game. You’ll often find that combat over the central portion of the map is the key to victory, and is defined by numerous level-changing bridges which provide access not only from rooftop to rooftop but also between the combat levels. Enemies can, and will, come from all sides on Kowloon, and it’s important that a prudent player stay careful throughout.

Stadium

Another small map, actually, despite having several different distinct combat areas. Depending on your chosen game-type you’ll find yourself mostly embroiled in combat in one of the map’s main “zones’… which is to say, the hockey arena itself,. the area outside of the building, or between the rink and its surrounding structures. Spawn points, available cover, and the general feel, of this map change significantly from iteration to iteration. Like most of the best multi-purpose maps, the first time that you play Satdium you should find yourself wondering what it plays like in Death-Match, or Domination, or Demolition, or whatever you’re not playing. Out of the four maps, I personally think that Stadium is the most universally fun design, albeit with some potential for tiresome slug-fests over the same couple of areas of the map.

The Details

For X-Box Liver users, this game is going to run 1200 Microsoft Points (or roughly $15). For hard core Black Ops players the DLC is very much worth it, as it significantly expands the basic roster of maps that the game shipped with. Much like Modern Warfare 2 this DLC will not allow you to match-make on the new maps if you don’t own them, without forcing you to select an alternate play-list (Halo style). On the other hand, this method filters down the available pool of players based on the ownership of the DLC, so it probably evens out.


The Bottom Line

Is this DLC worth it? If you’re a serious Call of Duty multi-player mode player, then yes, it probably is. You’ll appreciate the additions to the game’s maps… and the new maps seem to have been founded with an understanding of what Black Ops really is; a game that features much more intimate combat than its immediate predecessor. You probably won’t feel any urgency to use your sniper rifle on most of these DLC maps (not to say that you can’t snipe, but merely that these have a feel more like Firing Range or Nuketown, and less like Array), but your SMG will probably get a workout.

Classic Game: Baldur’s Gate II


A lot of people – and I mean a lot – have played BioWare’s games over the years. Knights of the Old Republic, Neverwinter Nights, Dragon Age: Origins, Mass Effect, Mass Effect 2… and it’s still going strong. BioWare has at least two games that are probably going to come out in 2011. But as time goes on, I rarely find someone who played the games that sort of set off the whole BioWare phenomenon. I would consider BioWare to be the definitive “WRPG” developer, much as Squaresoft would have been the definitive JRPG guys in the past. Of course there are others in the medium, and their work is good too, but when I look back, I always find myself staring back at one game: Baldur’s Gate II: Shadows of Amn.

I think of Shadows of Amn more than the original Baldur’s Gate because it’s a better game. In a lot of cases, we can probably agree the sequels never quite match up with the originals. I think Shadows of Amn blows away the original game for two reasons. First of all, it used to be that advancing technology and increasing popularity for video games made sequels that had a bigger budget and more respect than the originals. History is replete with examples of this phenomenon and it definitely continues into the late 90’s and early 2000’s.

Baldur’s Gate II, however, is a little bit unique in my opinion in the way that the evolution of the same general WRPG style takes a significant step backward from the sophistication and features that BGII integrates. We see in Shadows of Amn an alignment system which your party members will react to throughout the game (including outright leaving if they don’t like your guts), several romances which have interaction with one another, as well as a culmination within the game. A wide cast of characters who support and aid you throughout, and a five-character party which allows for sophisticated and tactical combat.

How much of that transfers on to Knights of the Old Republic? Earnestly, not a great deal. KotOR is still the evolutionary advancement of Baldur’s Gate, it’s just not as evolutionary as you might think. In a lot of ways, it represents a significant step backward in terms of the sophistication of WRPG, the decision-making process that characterizes the genre, and other things. Just one of a thousand reasons that I will always feel that KotOR is insanely overrated. As you’ve probably caught on to by now, I don’t tend to favour titles which don’t advance the genre in some way. I admit that there is some logic to the idea that making changes just to make changes is a recipe for disaster (and let’s face it, there’s no stronger example than my most hated game ever released, Master of Orion 3), but I also think that games should evolve along with the technology that supports them.

Do I think that Mass Effect is a better game than Baldur’s Gate II? In most respects; yes. I thought that the party interactions in Baldur’s Gate II were more sophisticated and more fun, but in most respects, I don’t even think it’s arguable that Mass Effect has moved us in a positive direction with the usage of technology and budget, and is the superior title. But even with Mass Effect (one of my favourite “modern” titles) I’m not certain that everything has been done better than Shadows of Amn. As usual, when we forget about past games, we’re leaving diamonds buried in the sand, and it’s not becoming of us.

So, I guess the bottom line is, play Baldur’s Gate II if you get an opportunity to do so. Try and appreciate the elements of it that are still great, and are still better than modern WRPGs, despite the inferior technology, the (relatively) primitive game system, and even the ongoing use of AD&D 2.0 rules.

Review: Suikoden V


Konami’s Suikoden series has been a fixture in the Playstation console systems since the PS1. While not as graphically beautiful as Square-Enix’s Final Fantasy series of role-playing games, Konami’s own Suikoden rpgs more than held its own in complexity of character development and storylines. These two factors have become something the Final Fantasy rpgs have really lacked since Final Fantasy VII. I would even say the Final Fantasy series hit its high-point in Final Fantasy VI and has been downhill since. Not so with the Suikoden series. From the beginning the series has beautifully combined characters and storylines to create a game that still uses the basic stats and experience mechanics of most Japanese RPGs but with a unique brand of npc recruiting and a wholly realized complex world which grows and reveals itself with each successive game in the series.

In 2006, Konami released Suikoden V in North America and there were some trepidations on how well the game would turn out. The previous game in the series, Suikoden IV, was abit underwhelming in its execution. A rarity in the Suikoden series in that the game was just ok; with some fans calling it awful. But even Suikoden IV still played better and its story less cliche than most rpgs coming out of Japan. Suikoden fans needn’t have worried about this latest entry in the series. Suikoden V doesn’t bring anything new or innovating in terms of graphics to the genre (but then these games never has in the past) but what it did was bring back the series to the high-standard of character development and storyline the series was very well-known and critically-acclaimed for.

Set six years before the events which played out in Suikoden I, Suikoden V takes places in the Queendom of Falena whose current Queen has in her possession the Sun Rune. The Sun Rune is one of the 27 True Runes which makes the backbone of what makes the critical events of the Suikoden Universe so unique to the role-playing genre. Queen Arshtat rules Falena with the Sun Rune but events prior to the beginning of the game (told in flashback) has set into motion a dangerous game of political machinations and powergrabbing between two powerful groups in the Houses of Barows and Godwins with the Sun Rune in the middle of it all.

The player is given control of Queen Arshtat’s only son to figure out just what sort of secret plans either Houses has in store for the Royals. Accompanying the player are Arshtat’s sister Sialeeds, his bodyguard and lifelong friend Lyon, and Georg (a familiar face for those who have played the previous games in the series). As the game’s story unfolds the complexity of the power struggle between Barows and Godwins and those of the Falenan Royal Family becomes more than a struggle for the realm of Falena but for its ultimate survival as something powerful and beyond human comprehension has slowly influenced those in close proximity. There’s moments of extreme sadness and ultimate sacrifices and love. Machiavellian plots and counterplots from both the protagonists and antagonists keep the player guessing as to how the story will play out. There’s also betrayals and genocidal actions which gives this entry to the series the dark edge the previous fourth Suikoden lacked.

Unlike most JRPG’s (Japanese RPGs), Suikoden V doesn’t have an end-of-the-world storyline but one which stays regional, but makes the plot no less epic and actually gives the game more freedom in how the story unfolds. The game’s story has to rank up there with Suikoden II‘s as one of the best rpg storylines ever and only lags behind the second game due to that game’s having a brilliant and memorable villain in one Luca Blight. The main characters and most of the 108 Stars of Destiny characters were well-written with their own distinct personalities and motivations for joining the fight. The dialogue during the game is mostly done through text with each character show in anime-style profiles. The cutscenes on the other hand uses voice acting which for a rpg was done pretty well with voice actors who actually gave each character voiced a distinct personality. It would’ve been nice if Konami had included the Japanese voice-acting in addition to the English translation. It’s a minor gripe, but nothing that takes away from making Suikoden V such a great game.

The gameplay mechanics returns back to the 6-party formation from the first three games in the series. There’s still the usual co-operative attacks when certain combinations of characters are put in the battle party. The co-op attacks could involve just two characters all the way up to six characters combining to create devastating non-runic attacks. There’s also co-op attacks between characters using runes. These combined runic attacks are some of the most damaging attacks in the game and allows the player a reason to actually bring a balanced party of 6 characters that’s made up of fighter strong in physical attacks and those adept in runes. The newest change in the battle mechanics occur in the war battles. Gone is the turn-based system that’s worked well in the first four games. Suikoden V‘s war battles now takes place in real-time which makes for much more hectic battles. The player must constantly know where each of his units are and how they’re stacked up against the opposing forces.

Suikoden V is a great game and also brings the Suikoden series back to great form after an interesting but lackluster attempt at innovation with Suikoden IV. This fifth entry did everything right in what made the series great. It had a great and compelling storyline with complex and distinct characters. Suikoden V misses surpassing the great Suikoden II in greatness just due to that game having certain classic and memorable characters. This is an unfair comparison but something that still puts the second game ahead of V, but just barely. That shows just how great this game really is. Already announced by Suikoden’s creators that V will be the last Suikoden game for this current generation of Playstation console system. While the title hasn’t made a return to consoles that’s not handheld if this was the last game in the series then it was a proper send-off.