John Pennycook
(4 comments, 80 posts)
Posts by John Pennycook
Final Fantasy: Dissidia
0Another weekend, another positively ancient game finished and out of my backlog. This time, Final Fantasy: Dissidia, a PSP fighting game from Square Enix that features an assortment of heroes and villains from the first twelve Final Fantasy games.
I’ll admit that I bought the game not because I like fighters, but because of the cast — and it’s probably not surprising, therefore, that I initially didn’t like it much. Like most fighters, I found it to be quite dull and repetitive, seemingly more about mashing obscure combinations of buttons and luck than tactics and skill.
I put the game back on the shelf and didn’t touch it for almost two years.
I picked it up again recently and took the time to actually read the in-game manual and tutorials before jumping straight back into the action — which made a world of difference. Certain elements of the game that I’d dismissed as unimportant the first time around suddenly became the crux of my strategy.
Each character has two sets of moves; Bravery attacks (Circle) steal Bravery from your opponent (Bravery being the large number shown above the health bar in the screenshots) and adds it to your own; HP attacks (Square) “spend” the Bravery that you have stocked up to inflict the same amount of damage on your opponent’s HP.
Each battle earns you Experience Points (EXP), as well as Ability Points (AP) and money (Gil), that help you to master new abilities and upgrade your equipment. Equipping accessories can be confusing at first, but is an incredibly useful system — some accessories bestow certain benefits upon your character (e.g. Damage + 25%), whilst others act to multiply the effects of all other accessories so long as a certain condition is met (e.g. HP < 40%, 1.4 Times). If this wasn’t enough, you can also equip Summons, a concept that will be familiar to fans of Final Fantasy RPGs. Some summons will appear on command (Right Trigger + Circle) whilst others will appear automatically when you’re taking a beating; either way, they can really turn the tide of battle. Has your opponent just used a Summon to boost their Bravery? Why not summon Scarmaglione and reduce it to 0? Did your Bravery just increase, but not enough to inflict a killing blow? Summon Ifrit — he’ll multiply your current Bravery by 1.5.
But wait, there’s more! Pressing Right Trigger + Square (with a full EX Gauge) causes a character to transform into a more powerful version of themselves and eventually execute their “EX Burst” move — essentially a Limit Break/Trance/Overdrive move — to inflict massive amounts of damage.
In short, Final Fantasy: Dissidia is one of the best fighting games that I’ve ever played. Its story is far more fleshed out than the traditional “you’re in a tournament for some reason” plot, with regular cutscenes; the levelling system allows obstacles to be overcome either through feats of great skill or by character upgrades, preventing situations where enemies are impossible to defeat simply because of their sheer power; and the battle system itself has great depth — it’s simple to pick up and play, but difficult to master.
Kingdom Hearts: Birth by Sleep
0Kingdom Hearts:Birth By Sleep is a PSP game that was first released about a year ago, and I initially held off on purchasing it because I was afraid it would go the way of the other portable games in the Kingdom Hearts series (read: nothing like the original and thus not very good). In fact, I probably never would have bought it if it wasn’t for the fact that I needed some portable games to keep me busy this summer.
Luckily, it seems that Square Enix have realised that what made Kingdom Hearts so enjoyable in the first place wasn’t just the combination of Final Fantasy and Disney IP, but also the Action/RPG gameplay at the game’s core — which makes a welcome return. The music is great, the voice acting (with the sad exception of a character named Terra) is good and the graphics (as shown in the screenshot at the top of this post) wouldn’t look out of place in an early PS2 game.
The game’s story takes place several years prior to the first Kingdom Hearts and follows three different Keyblade wielders — a boy named Venus, a young woman named Aqua and a young man named Terra — through several Disney worlds, battling against a new enemy known as the Unversed (which are essentially the same as Heartless in all but name). Plenty of characters from the original PS2 games make guest appearances and the game does a good job of expanding the KH mythos.
Each of the three characters has their own path and fighting style, with each individual story offering a unique viewpoint on the game’s events — only by playing as all three is it possible to get a complete picture. Although this sounds good on paper, it’s unfortunately let down by its implementation. My first character selection was Terra, with whom I spent 10 hours trying to explore each of the game’s areas to the full and struggling to get my head around the game’s powerful (but quite confusing) skill-crafting system. The game felt challenging, the last boss was a real bugger and the sense of progress and exploration was as you’d expect from one’s first playthrough of a game. The other two characters were still fun, but took considerably less time (5 hours each), since I already had a good idea of how best to level them up and had a good grasp of the different worlds’ layouts. The only real difference between the characters is their cutscenes and the order in which the worlds are visited, so playing as Aqua and Ven felt less like additional content and more like second and third playthroughs of the same game.
That being said, 20 hours of gameplay from a £20 game for a portable system is great value for money — and I’m sure that there are people who will play it for much longer than I; people who won’t stop until they’ve mastered every skill, obtained all of the secret items and defeated the optional bosses.
In short, KH:BBS is a great game and one that KH fans should definitely give a try — especially if the only reason they haven’t done so yet is because of the card-based gameplay of other, recent titles.
Big Basin Redwoods State Park
0So, my plan to regularly blog about interesting things I was doing in Santa Clara didn’t really work out — mainly because I haven’t really spent very much time doing interesting things. ”This weekend I did some work” doesn’t really make for a very good blog post.
But today, I did do something interesting. Me, a fellow intern from Intel, his girlfriend and a couple of guys from Google went hiking at the Big Basin Redwoods State Park, in the Santa Cruz mountains.
We were probably out there for about six hours or so, and I think we probably walked about 10 miles. I’ve tried to look up the route exactly, but the Big Basin website is pretty suck.
I also took photos.
Santa Clara
3So, as hopefully some of you will know, I am set to be living and working in Santa Clara, California for the next three months. I figured this gives me a pretty good excuse to blog; I can post some pretty pictures, rant about frustrating travel experiences and keep everybody back home up to date.
The Trip
Getting here was definitely one of the longest trips I’ve ever taken. At 3:00 (GMT), I was picked up by a colleague and taxi’d to Warwick Parkway Rail Station. From there, I got a coach to London Heathrow, where I found out that my first flight had been delayed (the aircraft had, apparently, “not turned up yet”). So I sat for about eight hours — flicked through a few books, played a few games, grabbed a coffee from Pret, etc.
Eventually, I was allowed to board the plane. The following 11 hours were incredibly dull; I was sitting in between two other people (who I didn’t really fancy talking to) and had promised myself that I would not sleep unless it was appropriate to do so in PST. The reason I’ve been up since 5:00 (and the reason I’m writing this post at 6:00) is that I failed in this, accidentally falling asleep in between watching RED and WALL-E (both of which, incidentally, were quite enjoyable).
You might be wondering why a book’s front cover has just appeared in the middle of my post. It’s because my girlfriend gave me a surprise gift before I left: Inflight Science, by Brian Clegg. And I’m glad she did so, because it was really quite good.
Inflight Science basically explains (in simple terms) some of the science that one is likely to encounter whilst travelling by air. Here are some examples of the things I learnt about: how the X-Ray scanners in terminals work; why Einstein’s theory of relativity needs to be accounted for when using GPS; how different clouds form; and what would happen if a plane were to be struck by lightning.
My only real problem with the book was that it expected me to be flicking through it much quicker than I was — almost as though it would have preferred I was: i) not paying much attention and ii) on a really short flight. By the time I reached the chapter starting “by now you are probably being taxi’d onto the runway” I had already been in the air for about 20 minutes or so — and I missed my chance to check out some of the ground science. I also wish I had had a window seat and been surrounded by friends/family (so I could have tried out some of its inflight experiments without looking like a dick), but this is hardly the book’s fault.
I landed, cleared customs, sat around for a few hours playing Professor Layton and then got my final flight to San Jose. By the time I was all checked in to my studio apartment it was 19:00 PST (03:00 GMT), bringing me up to a nice 24 hours of travel.
My Studio Apartment
My studio apartment seems nice enough, but I haven’t really experienced it enough to comment upon it just yet.
There are a few small problems (the door is fiddly, the air conditioning is loud, it’s pretty expensive) but it’s going to have to do for the time being.
Today
My plan for today is pretty boring. I’m going to try and sort out data on my phone (only checking my e-mail in the evenings for 3 months would drive me mental); I need to buy some groceries (so that I can have breakfast, eat etc); and I need to try and get a feel for the area around my apartment. I’m hoping that the bus system is pretty straightforward — and wishing that I could drive.
Stacking
0Stacking is a relatively new, downloadable, XBLA/PSN game. Besides a few comments in magazines and on websites about how excited people were getting about it, I didn’t know much about the game before playing it. If it weren’t for the fact that it’s available for free this month to PSN Plus subscribers, I probably wouldn’t have bothered getting it at all.
But I’m glad that I did.
Stacking is a game that is all about puzzles (with a little bit of humour thrown in), and as a result it isn’t weighed down by platforming sections, minigames or the untimely introduction of new features.
The story focuses on a very tiny Russian doll named Charlie Blackmore, who is tasked with saving the rest of his family (or “stack”) from an evil Baron known as “the Baron”. The gameplay revolves (rather predictably) around stacking; Charlie can jump into any doll one size bigger than himself, gaining control of their movement and access to their individual special move. This bigger doll is also able to stack into the next largest doll, and so on.
These special moves are the bread and butter of the game’s puzzles; some dolls can spot other unique dolls in the area; others can interact with certain elements of the surrounding environment; others can fart, belch or vomit on cue. Each of these puzzles will have at least three different solutions, with the harder solutions typically requiring some lateral thinking and a combination of several doll abilities.
For example, early in the game the player is asked to empty a room in which a party is taking place. There are a number of different solutions to the problem: use a seductive woman to distract the man guarding the door, before sneaking in and breaking up the party; use an engineer to sneak in through a nearby vent and break up the party; or use a fat man to fart into the vent and stink them out. A puzzle doesn’t disappear until all of its solutions have been discovered, and this adds a significant amount of replayability to the game.
As with most games these days, there are also a number of collectibles that lead towards achievements/trophies. The most interesting of these are hi-jinks, which are a sort of mini-quest that the player can stumble across whilst stacked with certain types of doll. These quests are typically of the form “use doll x to do action y z times”, and the reward is simply aesthetic — completing a hi-jink turns part of doll x to gold. However pointless these seem, they are usually simple enough to serve as a small (and often entertaining) distraction from the area’s main goal.
So, what’s the verdict?
Well, the game’s visuals are simple, owing to the fact that all of the Russian dolls use an identical model with a different texture, but pretty nonetheless. The music is neither great nor awful; it’s never jarring or distracting, but you won’t find yourself whistling it in the shower, either. It’s got five or so areas, and I’d estimate it to take somewhere between 10 and 15 hours for most gamers to reach 100%.
At £8.99 on PSN, 1200 MS Points on XBLA and free for PSN Plus subscribers, I’d say that Stacking is definitely worth a look.
Limbo
0There is no easy way to break this news without offending a million fanboys everywhere, so I’m just going to go ahead and say it in simple terms: I didn’t think that Limbo was very good. In fact, I’d go so far as to say that it was “mildly entertaining”, or “slightly enjoyable” at a push.
Many of the reviews (that I have read) which painted the game in a positive light claim that it is one of the best examples of “games as an art form”, listing its “creepy” visuals, its “eerie” soundtrack and simple design among its best points. Unfortunately, what nobody seems to have remembered is that art — especially that labelled ”modern” — is typically a steaming pile of crap.
Before you get the wrong idea, I should point out that you will be hard pushed to find somebody who believes in “games as an art form” more than my good self. Fahrenheit and Heavy Rain sit amongst my favourite games ever, and anybody that knows me well will no doubt have heard me jabbering on about the blurring of the line between film and game. My point is not that games are not art; my point is that “being art” does not equate to “being good”.
Limbo is minimalist in every sense of the word. There is no real music (except for the occasional background noise), no speech, no explanation of game mechanics, and no real story. When WIkipedia told me that the game is (apparently) about a boy looking for his lost sister, I was baffled; I had seen some shadows shaped like girls once or twice, but that was it.
There is many a good puzzle in Limbo (the game’s only redeeming feature), often requiring a bit of forward planning and lateral thinking, and these puzzles are genuinely satisfying to pass. Unfortunately, for every good puzzle there is one equally as bad; for every puzzle that makes you stop and scratch your head, there is one that makes you throw your controller across the room or smash your face against the wall. The game’s mechanics are not explained when they are introduced, leaving trial and error (read “death”) as the only way of learning; many hazards (particularly later in the game) can only be avoided with well-placed jumps or actions — and you won’t know they’re coming until they’ve killed you at least once.
I would wager that only hardcore masochists and achievement whores would choose to play through the game more than once. Upon completion, the only achievements I missed were the obligatory “Don’t Die” achievement and a few for “glowy spots”; I’m not particularly compelled to return by the thought of either.
A few of the mechanics in Limbo are clever, and the visuals are nice (if a little boring)… It could have been good. It’s just a shame that it’s missing one vital ingredient: fun.
Nier
1Nier. Despite being one of those games whose name you will never forget (but will still always follow with “…or however you say it”), is a little-known Action/Adventure/RPG published by Square Enix. I picked it up about a year ago for about £15 and, regrettably, it found its way into my backlog; pushed to the back of the shelf by blockbuster titles like Assassin’s Creed II and Fable III. Thankfully, once they were out of the way and I allowed myself and Nier some quality time together, it really began to shine.
You play the eponymous Nier, a man who lives in a small village with his daughter Yonah. Set 1,300 years from now, society has seemingly all but collapsed; people have returned to living in small groups, hounded by dark creatures known simply as “Shades”. Yonah is slowly dying from a mysterious illness known as the “Black Scrawl” and Nier must hunt and kill Shades in order to save her.
Your character’s relationship with Yonah is the story’s main focus, with letters from your daughter appearing on each loading screen and several of the game’s sidequests tasking you with collecting gifts for her. These moments are surprisingly powerful for something so simple; the irony of Nier’s quest to save his daughter’s death being the cause of him missing out on her life is never far from the player’s mind (or, at least, it was never far from mine). As with many a good story, it’s hard to go into more detail without revealing the very twists, turns and surprises that make it interesting in the first place — but I promise it’s good!
I’m not going to pretend that Nier is a game that will be to everybody’s tastes. At worst, it is a 15-hour hack-n-slash with a handful of spells and only four gameplay areas; at best, it is a 30+ hour epic with a fantastic soundtrack and a gripping storyline. Many interesting stories lie tucked away in optional sidequests, rewarding you with character development only after hours of seemingly endless delivery quests; a number of the game’s most emotive scenes are told simply through text (reminiscent of Lost Odyssey); and there is a great deal of additional content that can only be experienced by reaching the game’s conclusion a whopping four times.
But, with all that being said, I’d still recommend it to most of my friends. Short enough for sufferers of the gaming equivalent of ADHD, yet long enough for those seeking something a little bit deeper than the average game… Nier somehow manages to pull off something quite rare — what you get out of it really does reflect what you put in.
Ridiculous Phishing Attempt
0Today I was the victim of a frankly ridiculous phishing attempt. I’ve had some pretty bad and obvious ones before — “I am a Nigerian prince. Please give me your bank details…” and suchlike — but this one really takes the biscuit.
Here is the complete e-mail, copied and pasted from my inbox:
ATTENTION,
warwick has notice that your webmail account has been compromised by
spammers by gaining access to your webmail account and have been using it
for illegal internet activities. You are requested to provide your current
login credentials to enable us reset your webmail account password
immediately to aviod abuse of your account.Current Username/ID:
Current Password:You shall be contacted with a new password upon completion and you are
advised to provide the above information or your account will be
terminated by the abuse team.Thank you for using warwick Webmail!
warwick Webmaster……………………………………………………………..
A number of people are receiving an email, which purports to be from the
University,
requesting that the user confirms their email account details – username
and password.
This is a ‘phishing’ email and is an attempt to capture personal information.ATTENTION,
warwick has notice that your webmail account has been compromised by
spammers by gaining access to your webmail account and have been using it
for illegal internet activities. You are requested to provide your current
login credentials to enable us reset your webmail account password
immediately to aviod abuse of your account.Current Username/ID:
Current Password:You shall be contacted with a new password upon completion and you are
advised to provide the above information or your account will be
terminated by the abuse team.Thank you for using warwick Webmail!
warwick Webmaster……………………………………………………………..
A number of people are receiving an email, which purports to be from the
University,
requesting that the user confirms their email account details – username
and password.
This is a ‘phishing’ email and is an attempt to capture personal information.
Emphasis mine. Repetition theirs.
Alan Wake
0Alan Wake is probably best described as an action-adventure/psychological thriller; its a third-person shooter with elements of The Twilight Zone, The X Files and — perhaps most importantly – Twin Peaks. The game follows an author with writer’s block, the eponymous Mr. A. Wake, as he struggles to find his wife and wrap his head around a number of strange visions that plague him shortly after his arrival in the town of Bright Falls. Despite its strange premise, the storyline is brilliantly crafted and actually makes some weird kind of sense — it also leaves you wanting and asking questions, which is no doubt how Remedy intend to sell the upcoming DLC.
This is not a game you should ever consider playing if you are the least bit afraid of the dark. Ever. During the day, everything is fine — as Wake, you are able to explore Bright Falls and learn more about its inhabitants. At night, however, everything changes and the very darkness itself comes alive, corrupting people and inanimate objects alike.
This is where Alan Wake‘s major game mechanic, using light as a weapon, comes into play; anybody “taken” by the darkness is protected from harm until you have worn down their defenses with your torch. As simple as this sounds, it makes things very tense — even if your shotgun is full of ammo, it’s useless if your torch is out of batteries. The only sensible alternative, running away, is of no use either; the darkness is everywhere. Only in light can you be sure you won’t be ambushed.
The other thing that makes the game stand out is the manuscript pages that Wake is tasked with collecting. The events that befall Wake eerily reflect his newest novel, which he doesn’t remember writing, and so these pages offer a glimpse of what’s going to happen next. Removing the element of surprise sometimes makes a few of the game’s reveals less exciting, but mostly they increase suspense. For example, one page ends with “… and then I heard the chainsaw”; with no way of telling when the chainsaw is coming, it’s difficult to relax. It also encourages you to keep playing — though you know what is going to happen, you often don’t know why.
So where does it go wrong? Well, Alan Wake‘s biggest fault is probably that it seemed to have been delayed forever. For anybody who, like me, pre-ordered the game three years ago, there is absolutely no way that it will ever be able to live up to what it could/should have been. It is impossible to wait that long without developing unrealistic expectations. There were a few things that got to me, but I’m probably being really picky…
The first complaint relates to one of the many diversions from the game’s main storyline, namely the ability to watch a series of Twilight Zone-esque programs called “Night Springs”. These live action shorts are quite entertaining, but they don’t feel very polished. For some unknown reason, Remedy employed two separate groups of people — voice actors and “likenesses” — which results in everything looking (and feeling) fake. It is bad enough that the lip sync is out, but the fact that facial expressions do not match vocal delivery is impossible to ignore.
It’s also difficult to understand why the game both punishes and rewards you for exploration. As mentioned previously, the darkness is everywhere, and straying too far off the beaten track usually results in an ambush. When running low on ammo, or when growing bored of fighting, it’s often tempting to stick to the paths and run towards the next light. On the other hand, ammo caches, radios, TVs, coffee thermoses and manuscript pages are always well hidden; if you want to collect everything, you should be prepared to shine your light at every wall, explore every nook and cranny, and fend off more taken than you can shake a torch at.
Finally, I found myself growing increasingly annoyed with Alan’s inability to read his own manuscript pages with any believability. As he is an author, I would have expected his story-telling skills to be a little better; it is unfortunate that each page is read in dull, monotone voice. Whether it be a prophetic revelation, suspenseful build-up or a shocking detail about his wife’s fate, Wake reacts in exactly the same way (ie not at all).
Despite these three points, Alan Wake remains enjoyable and, at times, shit-your-pants-on-the-edge-of-your-seat. Furthermore, it seems as though it will have a great deal of replay value, as at least half of the manuscript pages can only be found on the Nightmare difficulty. Having not read them yet, it is difficult for me to comment, but I imagine that they will offer more insight into the game’s events (and presumably its finale, to boot).
In short, this game is a definite must-have for anybody with a taste for the extra-ordinary. The psychological thriller aspect may not be to everybody’s taste, however, so the uncertain should try before they buy.
Doctor Who: The Adventure Games – City of the Daleks
0
So, today marks the release of the first in the Doctor Who: The Adventure Games series, named City of the Daleks. Funded by BBC license fees, available for free download (in the UK), executive produced by Steven Moffat and Charles Cecil, developed by Sumo Digital… everything sounds brilliant on paper. Unfortunately, the reality isn’t quite what one would hope.
I should probably mention before I go any further that I have only experienced the game running under Wine 1.2 on Ubuntu Lucid Lynx. A few of the negative points that follow, particularly those regarding bugs and glitches, may not be valid when running the game “properly”, but it’s difficult for me to say.
The Good
- The storyline is typical of Moffat’s new Doctor, exploring some of the more interesting possibilities of time travel.
- It’s a point-n’-click adventure, which is a sensible choice for a Doctor Who game.
- Rotoscoping Smith and Gillan has resulted in characters that move semi-realistically.
- There are a number of real-world and Doctor Who facts strewn through the game as collectables.
- It’s free, and the storyline is presumably canon.
The Bad
- The textures are a little ropey in places.
- The lip sync is just awful.
- The vocals are pretty poor. Though Smith and Gillan have done an alright job, the voices and characters just seem… disjointed.
- The controls are mostly mouse-based which makes the camera very difficult to, well, control.
- The gameplay isn’t really anything special.
I understand that the game is supposed to be accessible to gamers of all ages. I also appreciate that the game’s target audience are all considerably younger than me. But I don’t think that’s any excuse for repetitive gameplay, “puzzles” that don’t require any real thought or out-of-place minigames. The vast majority of the game consists of pointing the Sonic Screwdriver at things and stealthily avoiding Dalek’s vision cones; the rest sees the Doctor dragging small circles through a laser maze or hacking into computers by symbol matching.
That being said, hardcore Doctor Who fans will no doubt see the series through to completion regardless. Sure, the game isn’t fantastic… but it does present an opportunity to spend a few more hours with Amy and the Doctor. If we’re lucky, this first game is simply supposed to serve as an introduction — I’m keeping my fingers crossed that the next three will grow progressively harder.
(At the time of writing, the game is only available for Windows machines, but the game runs perfectly well under Wine. it wouldn’t surprise me if Mac users unwilling to wait for the official port were able to do the same under Darwine. UK readers can grab themselves a copy at the BBC website — the rest of you will just have to wait.)







