It's been a long time since a game obsessed me as much as Dragon Age: Inquisition does. So far I have spent hours running around Thedas, listening to my companions banter, helping the needy, and flirting. Lots of flirting. I am definitely going to finish the game, and I may replay it.
But the weirdest thing about playing Dragon Age is how uneven my relationship with the game is. I love some parts of it, but not others. Unfortunately, the part I hate the most is combat. Maybe it would be easier on a PC, but on the PS4 I loathe the tactical cam and don't find it fun at all. I also don't think the skill trees are all that interesting. There are fewer natural-feeling uses for stealth and traps than there were in Skyrim, which is the king of all addictive games for me. Every time I have to go through a fighting sequence, it feels like a slog. Exploring can be fun, but the geography of some areas is confusing, and I get tired of trudging around trying to get past yet another mountain range. On top of that, a few of the collection missions are less than intuitive—I am going for my Tempest specialization right now, and the hunt for essence containment apparatuses is infuriating.
I keep going back to Dragon Age, despite the combat mechanics, because the story segments are awesome. I perk up whenever I talk to one of my companions at Skyhold and get a cutscene or special mission. Goofing round with Iron Bull, Varric, Sera, and Cassandra is hilarious enough to be a game in itself. I find myself investing hours of time in less preferred activities—like engaging in combat—so that I can get back to what matters to me, which is expanding my influence and building relationships with my in-game friends.
Dragon Age's Power and Influence mechanics also feel a little wasted to me. To progress through Dragon Age: Inquisition, you can't just go around killing things (although that is part of it). You also have to gain Power and Influence points so that you can unlock missions and acquire "Inquisition Perks," which are bonuses that rack up as you become increasingly influential. But all of that movement-building is ultimately a gateway to more combat—no matter how big your movement becomes, you ultimately have to build your party and take down the bad guys yourself. I wish that all of the influence I've wracked up could be used for something more game changing than that. More politics, please!
For me, the best missions in Dragon Age: Inquisition don't involve big bosses or perfectly-crafted combinations of skill perks. I'd rather unlock codex entries, wrangle with nobility, or use my influence to acquire the next installment in one of Varric's book series. But even if the game can't be all "fun parts," I will play through all 90 or so hours of Dragon Age: Inquisition because of how much I enjoy the people of Thedas and their stories.
Thursday, November 27, 2014
Saturday, November 22, 2014
New Nintendo 3DS: Worth It?
When I first heard that Nintendo was releasing a "new" 3DS, I was upset. My limited edition Zelda 3DS XL is barely a year old, and it's already going to be obsolete? Aren't you supposed to wait more than three years before switching consoles on your consumers?
Even as I read strong reviews of the New 3DS, I am still experiencing feelings of resentment. When Playstation released a slim version of the Vita, it didn't bother me because I didn't have to replace my own much-beloved device. But with Xenoblade getting a port for the new 3DS only, I can see the writing on the wall. If I want to keep up with 3DS games, I'm going to have to upgrade.
In an attempt to cheer myself up, here are some of benefits that will come with acquiring a new 3DS:
1) Better processing power. Early reports indicate that the New 3DS is significantly faster than the current 3DS system. It will be much quicker and easier to navigate between games and the home screen.
2) Right analog stick (sort of). To help with camera angle adjustments, Nintendo has given the New 3DS a little nub on the right side that will function as a right analog stick. Early adopters say that the analog nub is tiny and that it feels kind of like the mouse navigator on a Thinkpad. While that isn't everyone's cup of tea, I feel good about it.
3) Buttons have been improved and relocated for easier use. The Start and Select buttons have been moved to the right side and are going to be normal buttons, instead of those awkward flat ones on either side of the home button. The L and R buttons are also going to be more usable.
4) Amiibo support! I've acquired a couple of shiny new toys, and I want more chances to play with them.
5) Better 3D viewing. One of the most irritating things about the current version of the 3DS is that its 3D is actually very limited. Move your head too far to one side or the other, and you'll be asking yourself how much you drank today. I tend to play with the 3D off if the game doesn't require it. So far, however, it seems that the New 3DS has vastly improved as a 3D device. You will be able to move your head and neck a lot more before the 3D spell is broken, and the whole experience is supposed to be significantly more enjoyable.
6) The new control scheme and higher processing power might allow better new games... and better ports from Nintendo's back catalog. In exchange for buying a New 3DS, players will gain access to even more fun. At least, they had better.
Even as I read strong reviews of the New 3DS, I am still experiencing feelings of resentment. When Playstation released a slim version of the Vita, it didn't bother me because I didn't have to replace my own much-beloved device. But with Xenoblade getting a port for the new 3DS only, I can see the writing on the wall. If I want to keep up with 3DS games, I'm going to have to upgrade.
| Thanks for the image, Polygon! |
In an attempt to cheer myself up, here are some of benefits that will come with acquiring a new 3DS:
1) Better processing power. Early reports indicate that the New 3DS is significantly faster than the current 3DS system. It will be much quicker and easier to navigate between games and the home screen.
2) Right analog stick (sort of). To help with camera angle adjustments, Nintendo has given the New 3DS a little nub on the right side that will function as a right analog stick. Early adopters say that the analog nub is tiny and that it feels kind of like the mouse navigator on a Thinkpad. While that isn't everyone's cup of tea, I feel good about it.
3) Buttons have been improved and relocated for easier use. The Start and Select buttons have been moved to the right side and are going to be normal buttons, instead of those awkward flat ones on either side of the home button. The L and R buttons are also going to be more usable.
4) Amiibo support! I've acquired a couple of shiny new toys, and I want more chances to play with them.
5) Better 3D viewing. One of the most irritating things about the current version of the 3DS is that its 3D is actually very limited. Move your head too far to one side or the other, and you'll be asking yourself how much you drank today. I tend to play with the 3D off if the game doesn't require it. So far, however, it seems that the New 3DS has vastly improved as a 3D device. You will be able to move your head and neck a lot more before the 3D spell is broken, and the whole experience is supposed to be significantly more enjoyable.
6) The new control scheme and higher processing power might allow better new games... and better ports from Nintendo's back catalog. In exchange for buying a New 3DS, players will gain access to even more fun. At least, they had better.
Wednesday, November 19, 2014
Video Games I'd Never Admit to Playing
I am a proud gamer, and I don't typically hide the fact that I spend hours of my free time with a controller in my hands. There are a few games, however, that I'd never admit to playing—if, of course, I ever played them. Just as I would never let anyone catch me watching a Disney sequel or reading 50 Shades of Gray, some games just need to remain a secret.
1) Monster Monpiece
When I first heard about Monster Monpiece for the PS Vita, I was really excited. I love trading card games, and I was hoping that this would be like a video game Magic: The Gathering. Alas, it turned out to be a game I would never, ever play in public. The monsters who fight for you in Monster Monpiece are represented as scantily-clad, probably-underage girls. Even worse, to level them up... you have to rub them. And I'm not talking about giving them a pat on the head.
I'm willing to do a lot of things for the sake of a video game, but jerking off my PS Vita isn't one of them. At least as far as you know.
2) Cooking Mama
Games in the Mama series, which include Cooking Mama and Babysitting Mama, definitely have a fan base. But if I had ever played one of these games, I would never admit it to you. As a modern woman, I can't escape the feeling that whenever someone plays this game, it sets womankind back by about sixty years.
Is this game a trap designed to lure women back into the kitchen?
3) Bulletstorm
Bulletstorm is a shamelessly crass shooter in which the characters are stunningly obsessed with dicks. I don't know about you, but I'd never play a game with such childish dialogue.
Nope. Never.
4) Hannah Montana: The Movie
Is the platinum really worth it? Really?
It is if you like Hannah Montana. Don't worry, I won't tell on you.
Monday, November 17, 2014
Things I Hope Not to See in Far Cry 4
Be Warned: Spoilers for Far Cry 3.
The moment of truth is almost here: Far Cry 4 arrives tomorrow, and I can't wait to go and pick up my preorder. In preparation, I've been finishing up Far Cry 3. Although I enjoyed the game immensely, I stopped playing it for a while. When I look back on it, I did so for some very specific reasons—and I hope I don't run into the same issues while playing the next installment in the series. Here, then, is my list of things I hope not to see in Far Cry 4:
1) A ridiculous "romance" with an "exotic" woman.
I was enjoying FC3 so much until things with Citra got weird. Not only was Jason being a huge asshole to his girlfriend, but I lost a ton of respect for Citra. I mean, I guess I should have known we would end up with a boob shot and some dry humping when I first saw her in her slinky loincloth outfit. But I was holding out hope that she'd be a strong leader instead of a fetish object. Please don't let me have to sit through this again in FC4.
2) Mission bottlenecks.
About halfway through FC3, you go through a string of missions that never seem to end. You are sent on a series of repeated encounters with Vaas, with no opportunity to go back to the sandbox that makes the game so enjoyable. It's just one task after another that you have to move through with workmanlike determination. I quit playing the game for a while at this point because I just didn't feel motivated to keep going. Here's hoping I get to spend more time trampling people while riding an elephant, and less time slogging through "content."
3) Annoying platforming puzzles.
While I appreciate the developers' desire to make radio towers varied and interesting, I absolutely hated several of the platforming sequences, especially on Hoyt's island. Not only does this game not have precise platforming controls, but it is unclear which beams you can walk on and which you can't. When I needed to jump longer distances, it wasn't a guarantee that Jason would grab hold of the next surface like he was supposed to, which made the task of getting to the top unreasonably frustrating. If we're going to see radio tower platforming in Far Cry 4, I also want to see more precise controls and more intuitive pathways.
I loved Far Cry 3, warts and all. And I have no doubt that I have many hours of pure fun ahead of me when I pick up Far Cry 4. But I'll have a lot more fun without the T&A.
The moment of truth is almost here: Far Cry 4 arrives tomorrow, and I can't wait to go and pick up my preorder. In preparation, I've been finishing up Far Cry 3. Although I enjoyed the game immensely, I stopped playing it for a while. When I look back on it, I did so for some very specific reasons—and I hope I don't run into the same issues while playing the next installment in the series. Here, then, is my list of things I hope not to see in Far Cry 4:
1) A ridiculous "romance" with an "exotic" woman.
I was enjoying FC3 so much until things with Citra got weird. Not only was Jason being a huge asshole to his girlfriend, but I lost a ton of respect for Citra. I mean, I guess I should have known we would end up with a boob shot and some dry humping when I first saw her in her slinky loincloth outfit. But I was holding out hope that she'd be a strong leader instead of a fetish object. Please don't let me have to sit through this again in FC4.
![]() |
| NO. |
About halfway through FC3, you go through a string of missions that never seem to end. You are sent on a series of repeated encounters with Vaas, with no opportunity to go back to the sandbox that makes the game so enjoyable. It's just one task after another that you have to move through with workmanlike determination. I quit playing the game for a while at this point because I just didn't feel motivated to keep going. Here's hoping I get to spend more time trampling people while riding an elephant, and less time slogging through "content."
3) Annoying platforming puzzles.
While I appreciate the developers' desire to make radio towers varied and interesting, I absolutely hated several of the platforming sequences, especially on Hoyt's island. Not only does this game not have precise platforming controls, but it is unclear which beams you can walk on and which you can't. When I needed to jump longer distances, it wasn't a guarantee that Jason would grab hold of the next surface like he was supposed to, which made the task of getting to the top unreasonably frustrating. If we're going to see radio tower platforming in Far Cry 4, I also want to see more precise controls and more intuitive pathways.
I loved Far Cry 3, warts and all. And I have no doubt that I have many hours of pure fun ahead of me when I pick up Far Cry 4. But I'll have a lot more fun without the T&A.
Friday, November 14, 2014
Far Cry 4 Sneak Peek
Last night, I went to Durham's Museum of Life and Science for an adults-only event devoted to games and game theory. The event featured local game game developers, a Duke professor who gave some short talks on game theory, a room where people were playing J. S. Joust with Playstation Move, and—best of all for me—a demo of Far Cry 4 hosted by some of the developers who worked on the game. Here is what I learned:
1) Daniel Solis of Smart Play Games creates card games that are both competitive and nonviolent. He had a booth last night where he was showing off his newest game, Belle of the Ball, in which players attempt to get high scores by admitting party guests who are compatible and turning others away. Several of his other card games were also on display, including one called Nine Lives in which players attempt to rescue stray cats without getting scratched. These games looked like a lot of fun, and I'm thinking about acquiring one to test with students at my school's game club.
2) Playing prisoner's dilemma games with your boyfriend really sucks. (Or is it just my boyfriend?)
3) J.S. Joust is so much fun! I had always neglected the Playstation Move and seen it as a pointless accessory, but watching people play Joust and then trying it myself was absolutely hilarious. The point of the game is to move in time with some classical music and hold your controller steady—while getting close enough to others to jostle their controllers and get them "out." My favorite moment was probably when I saw one guy reach out to shake another player's hand... only to shake it so hard that it threw his new friend's other hand off balance for a surprise elimination.
4) The Far Cry 4 development team is awesome, and it looks like their game will be awesome. I had never spoken to game developers before, and I was very impressed with the experience I had last night. The guys who were there to represent Far Cry were open, friendly, and excited about their handiwork. I'm normally a little bit shy about trying video games for the first time in front of other people, but they created a relaxed and welcoming environment that helped me overcome that.
We were allowed to play a limited version of multiplayer, in which one side represents the stealthy, magic-wielding Rakshasa and the other represents the gun- and machinery-heavy Golden Path. After each round, teams switch sides, which encourages versatility. The elephant battles are real, and they are awesome. My favorite moment, though, was probably when I accidentally summoned a bear to act as my ally. How cool is that? So far, I'm definitely more excited about playing as the Rakshasa, whose stealth, animal summoning, and archery tricks are going to make me feel like a badass.
Overall, I had a good night last night. I'm so glad that I preordered Far Cry 4 and will be picking it up on Tuesday. I'm not only excited about the single player campaign, but I'm also genuinely excited about multiplayer for the first time ever.
1) Daniel Solis of Smart Play Games creates card games that are both competitive and nonviolent. He had a booth last night where he was showing off his newest game, Belle of the Ball, in which players attempt to get high scores by admitting party guests who are compatible and turning others away. Several of his other card games were also on display, including one called Nine Lives in which players attempt to rescue stray cats without getting scratched. These games looked like a lot of fun, and I'm thinking about acquiring one to test with students at my school's game club.
2) Playing prisoner's dilemma games with your boyfriend really sucks. (Or is it just my boyfriend?)
3) J.S. Joust is so much fun! I had always neglected the Playstation Move and seen it as a pointless accessory, but watching people play Joust and then trying it myself was absolutely hilarious. The point of the game is to move in time with some classical music and hold your controller steady—while getting close enough to others to jostle their controllers and get them "out." My favorite moment was probably when I saw one guy reach out to shake another player's hand... only to shake it so hard that it threw his new friend's other hand off balance for a surprise elimination.
4) The Far Cry 4 development team is awesome, and it looks like their game will be awesome. I had never spoken to game developers before, and I was very impressed with the experience I had last night. The guys who were there to represent Far Cry were open, friendly, and excited about their handiwork. I'm normally a little bit shy about trying video games for the first time in front of other people, but they created a relaxed and welcoming environment that helped me overcome that.
We were allowed to play a limited version of multiplayer, in which one side represents the stealthy, magic-wielding Rakshasa and the other represents the gun- and machinery-heavy Golden Path. After each round, teams switch sides, which encourages versatility. The elephant battles are real, and they are awesome. My favorite moment, though, was probably when I accidentally summoned a bear to act as my ally. How cool is that? So far, I'm definitely more excited about playing as the Rakshasa, whose stealth, animal summoning, and archery tricks are going to make me feel like a badass.
Overall, I had a good night last night. I'm so glad that I preordered Far Cry 4 and will be picking it up on Tuesday. I'm not only excited about the single player campaign, but I'm also genuinely excited about multiplayer for the first time ever.
Wednesday, November 12, 2014
AC Unity: First Impressions
Despite the bad reviews and shady press embargo, I purchased Assassin's Creed: Unity last night. And you know what? I'm having a damn good time playing it. I haven't progressed too far into the story yet, but that's mostly because I've been running around making trouble in a beautifully rendered Paris during the French Revolution.
Here are my impressions so far:
1) Generally, the game is working fine for me. (It's the PS4 version.) My load times are a little on the long side, but otherwise everything is running smoothly. The graphics are gorgeous. The buildings, furniture, and clothes look amazing. The characters don't look quite as good as their surroundings, but I'm not going to complain.
2) The controls are (somewhat) better. Stealth mode and the downward climbing command have drastically improved my gameplay experience. It's nice to finally be able to sneak around like we should have been able to right from the beginning of the series. Plus, the combat feels better somehow, and it comes with deliciously violent animations.
On the negative side, however, Arno suffers from many of the same flaws as his predecessors: He is a bit too "sticky" and often decides to parkour onto things against my will, especially when he is on the run. He also leaps onto things I definitely did not order him to. During a mission, this trait can be extremely frustrating.
3) So far, Arno is interesting and charming. He's another scruffy European with roguish tendencies, so he reminds me a bit of Ezio. That's not necessarily a bad thing.
4) The murder mystery side quests are a lot of fun. I'm probably going to spend a lot of my time looking for crimes to solve! The historically-entrenched side missions have also been highly entertaining. Usually I prefer to skip side activities or come back to them later, but I think I'll be spending a lot of time on them in Unity.
Verdict:
I haven't finished AC Unity in its entirety—not even close—but I am enjoying myself right now. If you like Assassin's Creed games, this entry in the series is probably worth the risk. Even if you get glitches like this:
Here are my impressions so far:
1) Generally, the game is working fine for me. (It's the PS4 version.) My load times are a little on the long side, but otherwise everything is running smoothly. The graphics are gorgeous. The buildings, furniture, and clothes look amazing. The characters don't look quite as good as their surroundings, but I'm not going to complain.
2) The controls are (somewhat) better. Stealth mode and the downward climbing command have drastically improved my gameplay experience. It's nice to finally be able to sneak around like we should have been able to right from the beginning of the series. Plus, the combat feels better somehow, and it comes with deliciously violent animations.
On the negative side, however, Arno suffers from many of the same flaws as his predecessors: He is a bit too "sticky" and often decides to parkour onto things against my will, especially when he is on the run. He also leaps onto things I definitely did not order him to. During a mission, this trait can be extremely frustrating.
3) So far, Arno is interesting and charming. He's another scruffy European with roguish tendencies, so he reminds me a bit of Ezio. That's not necessarily a bad thing.
4) The murder mystery side quests are a lot of fun. I'm probably going to spend a lot of my time looking for crimes to solve! The historically-entrenched side missions have also been highly entertaining. Usually I prefer to skip side activities or come back to them later, but I think I'll be spending a lot of time on them in Unity.
Verdict:
I haven't finished AC Unity in its entirety—not even close—but I am enjoying myself right now. If you like Assassin's Creed games, this entry in the series is probably worth the risk. Even if you get glitches like this:
| (Image borrowed from Hikaru) |
Tuesday, November 11, 2014
Review: Danganronpa: Trigger Happy Havoc
I originally picked up Danganronpa: Trigger Happy Havoc because I was crazy about Zero Escape: Virtue's Last Reward and wanted a similar experience that involved puzzles, investigations, and deep interactions with interesting characters. While Danganronpa might not be quite as deep or as challenging as Zero Escape, I had an absolute blast playing the game and am very excited to play the sequel.
In Danganronpa, you play as Makoto Naegi, an average teenager who has been invited to attend the elite Hope's Peak Academy. The school serves as a launching point for extremely successful high school students, all of whom possess "ultimate" talents that range from "ultimate fanfic creator" to "ultimate pop star." Makoto has no obvious talents, and is labeled as the "ultimate lucky student" because he won a lottery to gain admission to Hope's Peak.
Unfortunately, Makoto soon begins to question his luck—and discover his true talents—when the first day of school turns into a deadly game. The headmaster, a sadistic bear named Monokuma, informs Makoto and his fellow students that they have a choice: They can live out the rest of their lives within the walls of Hope's Peak, or they can attempt to "graduate." Only one student is able to graduate, and must do so by murdering a fellow student and getting away with the crime after a class investigation and trial.
Danganronpa allows you to strike a fun balance between getting to know your new classmates and wondering which one of them will be the next die or kill someone. The writing is quirky and had me laughing out loud despite the dark subject matter, and even the characters who ultimately disappointed me had some redeeming qualities. (These qualities are further drawn out in "school mode," which takes place in an alternate timeline and can be accessed after you beat the main story.) As you lose friends and progress through the story, you also slowly solve the mysteries that surround the school and the deadly game within.
The game's murder puzzles are also a good deal of fun, and they become increasingly elaborate. If you're looking for a Zero Escape-level challenge, you will be disappointed. While many of that game's puzzles frustrated and even infuriated me before I figured them out, Danganronpa very smoothly led me to every relevant clue and helped me piece all of the information together. Even when I went into a class trial before I was 100% certain of what happened, the natural progression of the trial eventually guided me to the correct solution.
Although solving the actual murders is not particularly difficult, Danganronpa's class trials offer added challenges because they take on the form of minigames. Rather than simply lay out what happened, Makoto is forced to spot contradictions in his classmates' arguments and shatter them with "truth bullets" that represent various pieces of evidence. At times, fellow students will not even listen to him and he is forced to overcome their stubbornness by playing a rhythm game. These minigames become incrementally more challenging as the story progresses.
After the main story, Danganronpa offers "school mode," which allows you to socialize with the characters from the game and obtain special endings for each of them. Unfortunately, school mode becomes extremely drawn out and repetitive, and I was relieved to finally round up all of the endings so that I could be finished with it.
Overall, Danganronpa: Trigger Happy Havoc is one of my favorite PS Vita titles. The story is crazy, the characters are genuinely interesting, and the puzzles are delightful. This is also not a game that takes itself too seriously—it pokes plenty of fun at itself, at video game tropes, and at anime stereotypes. Most importantly, the main story kept me engrossed all the way through. Definitely give it a shot.
In Danganronpa, you play as Makoto Naegi, an average teenager who has been invited to attend the elite Hope's Peak Academy. The school serves as a launching point for extremely successful high school students, all of whom possess "ultimate" talents that range from "ultimate fanfic creator" to "ultimate pop star." Makoto has no obvious talents, and is labeled as the "ultimate lucky student" because he won a lottery to gain admission to Hope's Peak.
Unfortunately, Makoto soon begins to question his luck—and discover his true talents—when the first day of school turns into a deadly game. The headmaster, a sadistic bear named Monokuma, informs Makoto and his fellow students that they have a choice: They can live out the rest of their lives within the walls of Hope's Peak, or they can attempt to "graduate." Only one student is able to graduate, and must do so by murdering a fellow student and getting away with the crime after a class investigation and trial.
Danganronpa allows you to strike a fun balance between getting to know your new classmates and wondering which one of them will be the next die or kill someone. The writing is quirky and had me laughing out loud despite the dark subject matter, and even the characters who ultimately disappointed me had some redeeming qualities. (These qualities are further drawn out in "school mode," which takes place in an alternate timeline and can be accessed after you beat the main story.) As you lose friends and progress through the story, you also slowly solve the mysteries that surround the school and the deadly game within.
The game's murder puzzles are also a good deal of fun, and they become increasingly elaborate. If you're looking for a Zero Escape-level challenge, you will be disappointed. While many of that game's puzzles frustrated and even infuriated me before I figured them out, Danganronpa very smoothly led me to every relevant clue and helped me piece all of the information together. Even when I went into a class trial before I was 100% certain of what happened, the natural progression of the trial eventually guided me to the correct solution.
Although solving the actual murders is not particularly difficult, Danganronpa's class trials offer added challenges because they take on the form of minigames. Rather than simply lay out what happened, Makoto is forced to spot contradictions in his classmates' arguments and shatter them with "truth bullets" that represent various pieces of evidence. At times, fellow students will not even listen to him and he is forced to overcome their stubbornness by playing a rhythm game. These minigames become incrementally more challenging as the story progresses.
After the main story, Danganronpa offers "school mode," which allows you to socialize with the characters from the game and obtain special endings for each of them. Unfortunately, school mode becomes extremely drawn out and repetitive, and I was relieved to finally round up all of the endings so that I could be finished with it.
Overall, Danganronpa: Trigger Happy Havoc is one of my favorite PS Vita titles. The story is crazy, the characters are genuinely interesting, and the puzzles are delightful. This is also not a game that takes itself too seriously—it pokes plenty of fun at itself, at video game tropes, and at anime stereotypes. Most importantly, the main story kept me engrossed all the way through. Definitely give it a shot.
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