October 2010

The Ball

October 27, 2010

Back in the day, before zombies ran wild over today’s media, the mummy used to be the king of the undead creature scene. To be honest, I had almost forgotten that they existed until I saw an early preview for Teotl Studios’ The Ball, which highlighted different ways one could kill a mummy. You take on the role of archeologist who is trapped in a dormant volcano somewhere in 1940 Mexico, who quickly discovers an ancient artifact: a handheld device that controls a giant ball.

Describing itself as a “first-person action and puzzle game”, The Ball certainly makes good use of its puzzle element. Traveling through this massive underground city full of devious traps and mechanisms created to keep the Ball locked away, the puzzles in the game usually involve tandem movement by the player and said Ball, whether it’s by placing it in one location to activate a switch while you move to another revealed location, or by using the ball as a stepping stone to reach a higher location. The difficulty for these is very well-balanced. As the game progresses, they expand to more complex mechanisms, often requiring you to solve several in the row before you can move on.

The combat, unfortunately, could have used a little more polish. While enemies are uncommon during the game’s early stages, the later ones are full of them. The way to defeat said enemies usually revolves around crushing them the Ball you control, which will entertaining at first, wears a little thin after a while. By far the least entertaining segments in the game are when they separate you from the Ball and force you to go through a horde of enemies who can quickly tear you apart while you can only gently push one of them back at a time. There are boss fights and special enemies here and there to mix it up, but these end up being just another puzzle, since they’re usually beaten by interacting with stage hazards and mechanisms rather than attacking them with the Ball itself.

Luckily, the controls are tight and well-responsive. There is always an indicator on-screen showing how far away the Ball is from you, as well as a very generous (and very optional) hint system that outright tells you how to solve every puzzle in the game with the press of a button, which is a nice solution to people who might become frustrated at some of the game’s puzzles. 

The game does make good use of its setting as well. The puzzles are decorated with a tribal feel, and enemies are usually adorned with tattered rags of a civilization long since forgotten. The dungeons and cities, while grim and desolate, are always full of color. This also works as a gameplay mechanic, since certain colors are usually attributed to the game’s different switches and doorways, the latter being a helpful sign of where you need to go next. 

Ultimately, The Ball is a nice mix of puzzle-solving with the occasional mummy-crushing that, while satisfying to those looking for a game that’ll test their puzzle solving skills, could have used a little more work.  

 

Final Fantasy: The 4 Heroes of Light is an intentionally retro throwback to the old 8-bit Final Fantasy days, before the Active Battle System (first seen in FF4), pre-rendered cinematics (FF7) or pretty much anything else that has come to define the venerable series these days. There isn’t even a chocobo or moogle to be found, although crystals do show up.

4HoL uses an Action Point battle system that takes some getting used to. Every turn each one of your heroes generates one AP (to a maximum of five). Every action except “boost” requires at least one AP (boosting actually gives you one more AP while reducing damage taken that turn by half), and any AP you don’t use is carried over to the next turn — or to the next battle. That last part is key, as AP you carry between battles is also used to cast healing spells while not in combat. As you might expect, this has the effect of making items much more important, as there is no AP cost to use them on the map (they cost 1AP in battle just like a regular attack).

Of course, items take up space in your characters’ personal inventories; unlike most RPGs, there is no universal “bag of holding” in which all of your loot is stashed. Every item except crowns (more on them later) and key items occupies a single slot in a character’s fifteen-space inventory; multiples of the same item do not stack (although they do in your 99-slot “storage space”, which is only accessible via certain shops found in most towns). In addition to your items, you must also make room for equipment, weapons, and spell books. A well-armed magic-user will probably have precious little space to carry anything else… and any class can use magic if you want it to.

The class/job system in 4HoL is done via almost thirty hats called “crowns” that you earn a few at a time as you defeat bosses (or doing exceptionally well at the two mini-games you eventually find). You can swap crowns at any time, and crowns are accessible to all characters even if your party is split up at the time — which is how you will spend the first half of the game. In addition to an inherent ability (such as White Mages needing one less AP to cast white magic), each class has its own special ability, which must be assigned one of six action slots along with any spells you want to cast. Crowns can also be upgraded up to three times (per character…) in order to gain additional abilities; upgrading is done by attaching specific gems, which are gained by defeating monsters.

What you do not gain from defeating monsters is gold. Monsters only give you XP, items, and gems. Other than the occasional treasure chest, your only means of income is selling items, equipment or gems. Gems can be valuable when cashed in, especially the rarer ones, but since you need them for upgrading your crowns (and one town has a shop that can use gems to upgrade equipment as well) you have to weigh your options carefully. Bear in mind that if your party dies you will lose half of one type of gem (randomly selected, I believe) unless one of your characters is the beginning class of Freelancer (no crown).

All of this inventory and ability management makes the game tedious at times, but you quickly get used to it; using the button shortcuts instead of the stylus is usually more efficient, but both methods are fairly reliable. What you may not get used to unless you have experience with 8-bit RPGs is the nearly complete lack of hand-holding. If you forget — or simply don’t know — where you need to go next, your only recourse is to ask everyone you can find and see if one of them hints at a course of action. It’s not always obvious, but there’s usually something mentioned that you should investigate. Later on you gain the ability to speak to animals and can use that to get a more direct hint from the fox companion of the ubiquitous adventurer who serves as your only save points. That’s right, you can’t save whenever and wherever you want — there isn’t even a quicksave feature; it’s mostly restricted to just towns and right before bosses, although mercifully if you really need to you can always put the DS into sleep mode.

4HoL is hard, but not impossible. Your success will generally come from careful management of your crowns, as the right job(s) can make a world of difference. I’m almost convinced that certain bosses are actually unbeatable unless you have specific classes, which can be frustrating. Certain classes are more powerful and/or useful than others, although it’s not always the ones you might suspect. Be wary of over-leveling as well, as the game scales accordingly and you can quickly find yourself outclassed if you grind too much without having the skills and/or equipment to back it up. After completing the second half of the game you gain access to several randomly-generated dungeons that can yield the remaining crowns (you only earn twenty of them naturally, plus the two earned from mini-games) that can be thought of as post-game content, and there is a multiplayer local wireless aspect that I did not explore that will probably add some additional value for those able to utilize it. Points that you earn in the single-player mini-games can also be spent at the wireless store to buy special items — which I did not discover until after I beat the game.

While the retro style of 4 Heroes of Light has its charm, it is not for everybody. Even die-hard RPG fans might find the throwback uncomfortable. Overall I enjoyed the game, although I can’t recommend it as highly as I did the Final Fantasy III remake a few years back; that game’s limitations were inherent to its decades-old design (and even then they still managed to add a quicksave feature), while the limitations in 4HoL are all intentional. It’s still a solid RPG experience if you’re up for it.

Pros: “old-school” Final Fantasy adventure without all of the cinematic trappings of the current editions

Cons: A lot of those “retro” touches were abandoned for a reason

 

Borderlands is, hands down, one of my favorite games of all time. The original game was very solid, but Gearbox followed it up with 4 very solid DLC releases. To celebrate, they released a Game of the Year edition that included a voucher for all 4 DLC packs, a foldout map of Pandora, and a voucher code for Duke Nukem Forever First Access.

Since we like to give things away around here, I’ve got a copy of this awesome version of Borderlands for PS3 up for grabs.

The rules are simple:

  • Must be 18 or older to enter. By submitting an entry, you confirm that you are in fact 18 or older.
  • Must reside in the US or Canada.

Just leave a comment letting me know why you deserve this. For a second entry, RT our status promoting this contest. I’ll compile all the entries next Monday, November 1, and randomly select a winner.

Ready, GO!

Nippon Ichi Software is known for three things: offbeat stories that break the fourth wall and all barriers of reason, deep and customizable systems, and games that practically never end. Usually, though, they stay within the turn-based strategy RPG space. With Z.H.P.: Unlosing Ranger vs Darkdeath Evilman, the team has ventured out into the roguelike space, and it feels right at home with the rest of their library. 

The story, which once again is quite crazy, goes like this: there’s a Super Baby. The Super Baby will save the world…somehow. So Darkdeath Evilman, who unsurprisingly is not a nice guy, is trying to kill the Super Baby. The Unlosing Ranger, who doesn’t, well, lose, is on his way to fight him when he gets hit by a car. You, a bystander at the accident, decide to become the new Unlosing Ranger, go fight Darkdeath Evilman, and lose pretty quickly. Now dead, you go to Bizarro Earth to go train, beat baddies and beat him. 

But no, for a while, every time you try to go back, you get beaten down pretty badly.

If you haven’t played a roguelike, here’s how the gameplay works: every step taken is a turn of sorts, and you have various items and weapons to use. You traverse floors of randomly-generated dungeons in an attempt to find the exit. In true NIS style, you also have ranged grid attacks that you can pull off. The problem with all this? It uses up your energy. It uses up the durability of your weapons and armor. You’ll need to replace them, and replace them often. 

That’s okay, though, because what doesn’t kill you makes you stronger. For that matter, what does kill you also makes you stronger. The grinding in this game is incredibly intense and time-consuming, but it’s what fans of the company live for. Eventually you’re able to go back and take him down, but there are dozens of hours (at least) before that.

If you’re excited when hours of gameplay are a bullet point on the box, you’ll love Z.H.P. It’s not the most focused game, and the story, while good for a laugh, loses its charm after hours upon hours, but there’s a lot here. 

 

The sport of lucha libre is one where the charm lies in the presentation. The luchadores are real showmen, always staying in character and cultivating quirky personalities. So with Slang’s Lucha Libre: Heroes del Ring, you expect an entertaining, polished experience. For the most part, you get it.

Immersion Games, developer of the 360 and PS3 versions, did a good job maintaining authenticity with the fighters and presentation. Each wrestler has his own moves, taunt animations and entrances, and the announcers have special things to say about all of them. There are various intros to modes that include authentic footage from real-life fights, and each player has a bio detailing his history and notable matches.

There are two campaigns in the game, one for “tecnico” wrestlers and one for “rudo” ones. This is basically your standard good guy-bad guy thing, but with more focus on whether you follow the rules. An important part of lucha is winning over the crowd, and the game implements this by including a bar that increases when the fans are happy and affects the potency of your moves. Different moves and tactics work better depending on your fighter’s alignment; for example, a rude fighter is benefited more for finding a chair outside the ring, bringing it in and using it to bash his opponent.  

By far the coolest feature is the character editor. It’s not something that hasn’t been featured in games before, but the level of mask detail and move customization makes you really feel like you’re making the exact luchador you want.

All of this is wonderful at providing atmosphere, but there’s one thing I haven’t mentioned: the actual gameplay. It’s not horrendous, and it’s not broken. It feels like the old N64 wrestling games more than modern ones, but that’s not horrible either. The real problem here is with the pacing. Lucha is a fast-paced, action-filled sport, and the game is slow and full of drawn-out grapples and failed attempt after failed attempt to pin your opponent.

Still, there’s a lot here for people who want to keep playing. The game includes online modes, including the high-stakes “Mask vs. Hair” mode, where losing players have to win consecutive ranked matches to regain their headgear.

If you like lucha libre, this isn’t a horrible implementation. If there’s a sequel, though (and we hope there will be), the team should be able to work out the kinks in the system.