Tuesday, August 26, 2008

Final Fantasy Tactics A2: Grimoire of the Rift Review - NDS

As a genre, tactical RPGs are a pretty specialized bunch and are aimed at a specific audience of followers. The original Final Fantasy Tactics was one of the greatest examples of this style and a game to which most that came since have been compared to. In a sense, Final Fantasy Tactics A2 falls short of its esteemed predecessor but is still a very strong game with plenty of enjoyment to warrant your investment.

To get right into it, the story in FFTA2 is its weakest point. It it a light and unexciting tale about Luso Clemens, a schoolboy in the real world (our world) who gets transported into the pages of an exotic book. This lands him in the world of Ivalice, the setting used for Final Fantasy Tactics, Final Fantasy Tactics Advance, and Final Fantasy XII. The overarching goal of the game is for Luso to return to his own world but there is no urgency or serious motivation to do so. Even the other goings-on that occur along the way lack any true seriousness or gravity. Perhaps the whole "save the universe" concept so prevalent in RPGs (especially Japanese RPGs) has gotten rather cliche but it sure lends a sense of importance to the events which are happening. Additionally, with the focus on a child as the main character there is a further disconnect for an adult player such as myself. Perhaps Square-Enix is trying to reach out to a broader audience with that decision but I don't think there are a lot of schoolchildren playing tactical RPGs.

Fortunately, the gameplay far outshines this weak story. Of course the main focus in most any tactical RPG is tuning your army and fighting battles and in FFTA2 those elements are wonderful. The class based system used in the previous FFT games is still here and is the best part of this title. You can chose a class (or job for us old-schoolers) for each member of your clan which decides what abilities that individual can learn and also determines some of their basic stats like movement, speed, and evasion. There are a total of 56 classes available, broken down by 6 different races (although it's important to note there is some overlap of abilities and unit types). Not all classes are available to start though, there are some races of units which only become availabe under special conditions and the more advanced classes have prerequisites of minimum ability levels in the more basic classes.

How you actually learn abilities is by wearing equipment imbued with those abilities, with most equipment holding two or three abilities that certain classes can use. By wearing that equipment and being the correct class you immediately gain access to that ability. The longer you wear that equipment while in battle you gain ability points towards learning that skill. Once you earn enough ability points that unit can then use that skill even when not wearing the equipment. (This mechanic should be instantly recognizable to Final Fantasy veterans.)
The best part of this system is once you learn an ability you can even change classes and still have access to equip skills learned under a previous class. Each unit can equip two class action ability groups (such as the White Mage's white white magic abilities or the Soldier's pugilism actions), one reaction ability that triggers when attacked (like counter or regeneration), and one general support ability, (like attack up or turbo MP). This allows for an insane amount of customization once a unit has learned enough abilities. For example, by the end of the game my most powerful unit was a red mage with doublecast (two consecutive magics in a turn), summoner ability, and the blood price support ability (spells cost HP instead of MP at double the price).

The battles in the game are varied and abundant. In addition to the main storyline events your army, or clan, can take on an almost countless number of side quests by accepting jobs at the local pub. A surprising aspect of this is that far from being just throwaway distractions most of these quests had small storylines all their own with recurring characters and consecutive jobs which built upon the prior. For the most part, battles present a decent challenge but the game as a whole felt on the easy side and left me longing for the challenges present in some of the original FFT battles. Thankfully there is also a Hard mode selectable when you begin the game and in hindsight I wish I would have selected that myself. My one gripe about the battle system is that on occasion the enemy AI makes some idiotic choices. This ranges from a wasted turn trying to inflict a status ailment on a unit immune to that ailment to mages with low HP effectively committing suicide my walking up to a fully armored knight with counterattack ability and hitting him. Thankfully these type of things occur only rarely.

All of this is wrapped up in a very attractive and polished package. The entire game is presented in 2D using well detailed sprites and backgrounds similar to FFTA. However, an impressive upgrade when compared to its predecessor are the spell and ability effects, some of which light up the whole screen with dazzling displays. Being a DS game, the expected touch control is available but it is in no way necessary and I suspect the vast majority of players will skip it all together. Music is very well done and features themes taken from FFXII along with original compositions.

In summary:
+ Beautiful 2D graphics and effects.
+ Expansive selection of unit classes and customization.
+ Huge amount of gameplay.
+ Highly polished presentation.
- Immature and non-engrossing story.
- Occasional poor AI decisions.
- Not all classes are available to start.

Overall FFTA2 is a worthy entry in the FFT series and the tactical RPG genre as a whole. While I still long for the mature storyline and difficulty which was found in the original there is still plenty of deep and engrossing gameplay to justify the easily over 100 hours investment available here.

Sunday, August 24, 2008

A small Final Fantasy Tactics A2 update

After over 110 hours of playing FFTA2 I am nearing completion of the main game. This thing really is huge, especially for a handheld. I have completed may of the additional side-quests which are available throughout the game but there are still a lot left. However, in the interests of moving on play to some other titles before the end of my lifetime I'm just sticking to completing the main storyline. I hope to have the review up Tuesday so keep your eyes peeled.

Thursday, August 14, 2008

PixelJunk Monsters Review - PS3


It's not too often that a game comes along which can captivate audiences across a broad range of ages, skill levels, and even genders. PixelJunk Monsters is one game that can do exactly that. What's better, it can even bring loved ones closer together. Read on to see how this is all possible.

PixelJunk Monsters is a downloadable game from the PlayStation network. It is based on the 'tower defense' genre of games, with examples such as Desktop Tower Defense, Onslaught, and Xeno Tactic. The basic premise is that you are little shaman-looking tribesman tasked with keeping your village of babies (referred to as 'flock' in the game) safe from troops of monsters who just happen to like said babies (the other, other white meat). The way you combat the waves of monsters is by replacing the trees in the forest with defensive towers. There are a variety of towers which have varying effectiveness versus the different types of monsters. For example, fast firing arrow towers are most effective against speedy little spiders but practically bounce right off big lumbering rock golems. For those, you are better off with cannons. Once you throw in the fact there are flying monsters as well which can only be hit by select types of towers you start to get a feel for the strategy involved in keeping all your little babies safe.


While the variety of towers available in the game is great one of my few complaints is that some of the towers are essentially useless, either because they are simply too weak or because they are too expensive to unlock. Oh yes, that's right. Not all of the towers are available to you when you start a level. In order to gain access to the more advanced towers you need to unlock them by spending gems which some of the nasty critters will drop when they die. But wait a second, there's another twist coming. Those same gems can also be spent to upgrade the towers you've already built to make them stronger. Ah ha... such a delicious dilemma. Pay to upgrade that anti-aircraft tower you just built to help kill the oncoming swarm of flying monsters or gamble that your meager defense will hold and save up to unlock laser towers which are even stronger against airborne nasties. One saving grace to help in your dilemma is you can also upgrade your towers by dancing on them. Yes, that's right, dancing. If you just stand still on a tower you have built your little shaman will shake what his mama gave him to somehow invoke the gods of fortification. Dance long enough and your tower will level up, but then again, if you're standing still on a tower you're not building more defenses, now are you? Hmmm... perhaps the dilemma's not lessened after all. Strategic dilemmas are so good, so very good.

An additional challenge is that once you begin to progress past the initial levels you will also start to see monsters with different types of shielding. These shields will render them almost impervious to certain types of towers, helping to keep you honest and not just selling out on one type of defense. While this is a great added element, and you can see when an upcoming wave has shielding, unfortunately there's no way to determine what type of shielding it is. This sometimes leads to a trial and error scenario where you have to wait until the monsters actually arrive on-screen to see if you have been caught with your pants down. Luckily, the game is so enjoyable and the challenges are so varied, trying again is just part of the enjoyment.

I have to say this game is really a perfect conversion of the tower defense style of game for a console. Instead of the hand-of-god mouse cursor plopping down towers you have an actual on-screen character to control. Also, the fact that towers can only be built onto existing tree locations eases console play while adding an additional wrinkle to the challenge (which some stages make a focal point). But hands-down, the best addition a console has brought is the game's inclusion of two player co-operative play. That's right, you can bring a friend along to join in the fun! While you both have full control over building towers and buying upgrades probably one of the best ways to work together is for one player to focus on upgrading the towers while the other handles building new ones. While co-op mode definitely makes the game easier, the overall challenge level of the game is such that it's still not a walk in the park by any means.


To top it all off, all of this gaming goodness is wrapped up in a very attractive package. It sports a unique and distinctive art style which is very cute without going overboard. The music is also original and soothing, helping to ease any frustration that may come from replaying particularly difficult levels. It's an excellent presentation that makes the game accessible just about everyone.

In Summary:
+ Co-op multiplayer!
+ On screen character and pre-set building locations works perfectly for a console.
+ Gameplay presents many strategic dilemmas.
+ Appealing art and musical style.
- Some towers are practically useless.
- No indication of what type of shielding upcoming waves have.

Overall, PixelJunk Monsters is highly recommended. For less than $10 you get a game which will give you, and hopefully a partner, hours of great entertainment. Just be prepared to lose a few hours of sleep as you find yourself trying "just one more time." Still not convinced? Download the free demo and give it a spin. I'm sure you'll be hooked.

Thursday, August 7, 2008

Welcome...

Welcome to Gameometer, my personal look at video games. This is where I will discuss my individual take on the games that I play. Why should anyone listen to me? Well, I have been playing video games ever since my first Atari 2600 at the age of 5 and since then I've owned most all gaming systems known to man. I draw upon all of that experience when it comes to evaluating the games I play.
From time to time I might throw in other various things of interest as well so stick around, lend an ear, and tell me what you think.