Tuesday, November 29, 2016

REVIEW - "POKEMON SUN AND MOON"

A reinvigorated adventure for the franchise's 20th anniversary. 


20 years is a long time. It's especially so for a media franchise that's still actively creating new installments. Few franchises in gaming are as enduring as Pokemon, and even fewer still have had the impact that Pokemon has. The problem is, when a franchise has been going on for as long as Pokemon has, it starts to fall into a bit of a formula. Even when the formula's as winning as Pokemon's is, it starts to feel a bit samey. Get your starter Pokemon, battle your rival, collect the eight Gym badges, battle your rival some more, face the Elite Four and ultimately the champion, and then ultimately become the champion yourself. It's not a bad formula (I mean it's been going on for 20 years), but a little refresh is what Pokemon desperately needed. Pokemon Sun and Moon aren't a complete overhaul of the franchise, nor should it have been, but it's made enough worthwhile changes that will attract newcomers and veterans alike.
There's a variety of new species for you to discover (and capture)

The most noteworthy change in Sun and Moon are the complete abandonment of the standard Pokemon gym challenge. In previous entries in the series, most towns would house a gym dedicated to a single type (Grass, Fire, Water, etc.) that houses a gym leader, whom you would fight for a badge. The Island Challenge doesn't necessarily deviate completely from this system, but it's certainly a big change for the series. There are seven trials scattered around the four islands of Alola, and each trial has a captain running it, still specializing in a single type, though you do not need to fight them as part of your journey. Each trial culminates in a battle with a so-called "Totem Pokemon" of the type corresponding with the captain. At the end of each island you will face the "Kahuna" in that island's "Grand Trial," who also specializes in a certain type. So while combat is still an integral part of the experience, it's not the focus of these trials, rather, the focus is on deepening your connection with the world.

The world is honestly what struck me the most about Sun and Moon. Unlike previous regions, which merely felt like settings for your journey, Alola feels like a lived-in world; a world that's alive, one with its own defined culture, which is no more apparent than in the Island Challenge. Each trial is different, and the fact that I didn't know exactly what it would be helped keep the excitement going. As the captains and kahunas are more than merely obstacles in your way to being champion, but rather supervisors of your journey, they feel more like fully-formed characters than gym leaders of yore. That's not to say all of them receive compelling development, but its certainly a step in the right direction. The fact that each trial ends with you receive a Z Crystal (more on those later), rather than just a shiny decoration helped build the world out even more.
The world has never felt more alive than in these games

 More than any game prior, the world is dynamic and living. The ground isn't flat; the elevation changes constantly, and paths are winding. X and Y definitely innovated in terms of the visuals of Pokemon, though they were really nothing more than the 2D games with added depth. Towns still had the same layout, the world was relatively flat, and despite being able to move diagonally, your movement was still stuck to a grid. Sun and Moon finally break free from the grid, allowing to move freely in this world, making it even more dynamic.

Sun and Moon also streamline the Pokemon experience in numerous ways, the biggest being the elimination of HMs. This has been a long time coming, and the new Poke-Ride system is a vast improvement. Instead of forcing you to fill up a moveslot with an unforgettable (literally) HM move, you now can call a specific Pokemon to help you traverse the various obstacles in the field. It's a great system, and one I'm sure (I hope) will become a mainstay. The other is that once you've faced a Pokemon, the UI will tell you how effective a specific move is on it. Now, some may find this to be "too easy", but with eighteen types now on the board, and all the matchups that come with it, that can be a lot for some. Hell, it even lead me to discover a weakness that I didn't even know existed!

Now, like I said, Z Crystals and Z moves are a thing. Basically, there is a Z Crystal for each type (and some for specific Pokemon as well), and if you know a move of that type (or specific move if it's for a specific Pokemon), and have that crystal equipped, you can unleash a super-powered move. It's not a game-changing feature in a way Mega Evolution may have been, but it can definitely help if you're in a pinch.

The culture of Alola is a central theme in this game
So while I'm heaping praise to these games, they aren't perfect, either. One minor complaint is that your character smiles, all of the time. Even when something potentially cataclysmic is happening, you're still smiling. Nothing game-breaking, sure, but it definitely took me out of the experience from time to time.

 But the bigger issue is the game's pacing. The first island is slow, and almost feels like a slog to get through, which is especially noteworthy compared to the previous generation, X and Y and Omega Ruby and Alpha Sapphire, which pretty much dropped you into the adventure and let you go. Sun and Moon have hours of tutorial for you to get through, but once you get off that first island, it picks up immediately. It's just a shame that those first few hours are so slow, because the story is the most compelling in any Pokemon game yet.

That's not to say the narrative is mind-blowing, but in terms of Pokemon games, only Black and White really have a claim to the best Pokemon story. Now, I know none of us play these games for the plot, but having a compelling plot definitely helps getting through the game that much more worthwhile. The story gets dark and pretty weird at times, though it can also be lighthearted as well. Not anything award-winning, but a step in the right direction for sure.

Sun and Moon aren't a complete reinvention of the series, but they were never supposed to be. What it is however, is enough a refresh that will not only attract newcomers and those who may have have fallen out of the series, but also those who have played every entry prior. Smart design choices make this the most streamlined Pokemon game yet, and it's story, setting, and character development is the best this series has seen. The game has some pacing issues, but outside of that, this is game anyone can pick up and enjoy. I can't think of a better way to celebrate the series' 20th anniversary, and dare I say, it's the best entry yet. Not a bad way to celebrate, is it?

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Friday, November 18, 2016

REVIEW - "OXENFREE"

Of all the games I've played recently, Oxenfree has been one of the best when it comes to atmosphere. Wandering around Edwards Island was extremely engaging and unsettling. It also has some of the best character work and interactions I've seen in a game, which while not exactly realistic, worked for the world of the game. The biggest issue holding this game back is its pacing, but despite this, Oxenfree is something special.

The game is often very creepy and unssettling
Oxenfree casts you as Alex, a girl who is approaching a crossroads at her life. We've all been there; approaching graduation, unsure of what do to do with our lives. Alex has also recently had tragedy in her life, which has also had an impact on other people in her life. The game begins with Alex, her friend Ren, and new stepbrother Jonas going to Edwards Island, an abandoned island, where they plan to meet some others to have a party. Turns out the only other people there are fellow students Nona and Clarissa, who doesn't like Alex especially. You later find out why, and that adds another layer to the relationships between these characters.

Dialogue choices affect your relationships with the characters
The characters and their relationships are what help make this game stand out. As the game progresses, more and more layers of these characters are revealed, deepening your connection to them. The dialogue isn't the most fluid and realistic, but the voice performances are so good that it fit perfectly in this world. Early in the story, I found Ren to be quite irritating, and I tended to side with other characters during the game, and that came back to haunt me. The character I connected with the most was Jonas, who was my first companion during the game. Because of this, I decided to go on my whole journey with Jonas, and two people who were almost strangers slowly became siblings.

One of the best mechanics of the game is that there are no true cut scenes. Conversations and dialogue choices are made while walking from one location to another, which helped keep the game's flow going. And I'm glad I never lost control, as I was completely enthralled with the world of this game. The game slowly became more and more unsettling, and by the end of the game it became a full-on horror game. I just wish the pacing of the game were better.

Oxenfree involves a lot of walking
Now, I know I said that the lack of cut scenes helped keep the flow, but that doesn't mean it didn't mean the game's pacing was consistent. In fact, there were many points where the game started to drag. You see, the only form of transportation in this game is walking, and there are no quick-travel points. So that means you have to walk to every point in this game, and many times it involves walking through many locations before getting to your destination. Now, the conversations mentioned earlier do help, but many times these end before you get there, meaning it's just you walking in silence to your next location.

This criticism also applies to the game's mechanics, or rather, mechanic. There's only one real mechanic in this game, and that's the radio that Alex has on hand. The radio is used in everything, from unlocking doors to closing supernatural rifts. This becomes a bit monotonous, as all you do is reach a location, open your radio, and cycle through it until you reach the one station that happens to be the solution to that specific problem. This problem is amplified when you get an upgrade to your radio later in the game, which has even more stations to choose from. Now, this isn't something that ruins the game, but it is most glaring issue in what is otherwise an amazing game.

Oxenfree isn't perfect, but it's so far my favorite game of the year. The narrative, character development, performances, and environment all come together to create one of the most memorable experiences I've had in a long time. I was engaged and connected with the characters all throughout, and I cared so much that I thought carefully about which dialogue options I chose, lest I run the risk of ruining my relationships with the others. The mystery at the center of the story is something I actively wanted to get to the bottom of, and the atmosphere was effectively unsettling. The game's pacing issues unfortunately bring the game down, and it has the unfortunate problem of monotony, but at the center of it all it's an engaging and heartfelt story about growing up and dealing with all the problems that occurs along with it.

Thursday, November 10, 2016

TEN WORLDS THAT WOULD BE TOTALLY AWESOME IN KINGDOM HEARTS III

Kingdom Hearts III is coming. It's probably not coming for a very long time, but it's coming. One of the most exciting things about the release of a new Kingdom Hearts game is speculation on what worlds will be in it, and since the release of Kingdom Hearts II, the last major console game in the series, partner Disney has grown a lot. Since 2006, Disney has acquired Pixar, Marvel, and Lucasfilm. So, worlds based off of Star Wars, The Avengers, and Finding Nemo could all theoretically be in KH3. We've already got three confirmed worlds so far, returning standby Olympus Coliseum (based off of Hercules), and two new worlds based on some of Disney's newest animated features, Big Hero 6 and Tangled. Here I'm going to list ten worlds I would like to see in this coming game.

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Frozen

I'm gonna start with the obvious here. Frozen's gonna be in this game. You know it, I know it, everyone knows it. How could it not? Frozen is not only the ninth highest-grossing film, it's also the highest-grossing animated film. While the hype may have died somewhat, Frozen was a phenomenon. How kids of certain generation see The Lion King as their film, many will see Frozen as their's. It's just too obvious. But I also think it has the potentially to work gameplay-wise as well. Not only are the snowy environments something we haven't really seen in a Kingdom Hearts game, but Elsa would also make a great party member, with her awesome ice powers. Plus, since Rapunzel's going to be a party member in this game, it would be really awesome to be able to get more than one female companion this time!

Wall-E

No, I'm not talking about the garbage-filled world that Wall-E starts off in (though that would be a cool concept). What I want to see is the Axiom, the ship that most of Wall-E's narrative takes place on. It could be flying around the world map, as the world they had previously inhabited become inhabitable. I just think the Axiom would be a cool setting to explore, it's so vast and many areas are distinct from each other. Plus, it could all culminate in a boss battle with Auto, the rogue robot piloting the ship.

Indiana Jones

So this isn't the Lucasfilm property that everyone else is talking about wanting to see in this game. While I think including Star Wars in the Kingdom Hearts universe would be awesome, and while it wouldn't surprise me to see it show up, I just think introducing Star Wars presents its own set of problems. But something I think could work is Indiana Jones. Being able to explore the jungles, find treasures, and fight Nazis with Indy (young Indy, obviously) is just too good for me to pass up. Plus just imagine the weird shit you can fight as bosses.

The Rocketeer

This is kind of a weird choice, admittedly. The Rocketeer was not a box-office success, and would have faded into obscurity if not for the fact that it had developed a cult following. This has led Disney to begin plans for a sequel/reboot coming out sometime, so the film will definitely be back in people's heads soon. So why not get the ball rolling here, and have The Rocketeer show up in Kingdom Hearts III?  The period setting would be unlike anything we've seen in a Kingdom Hearts game before, and having the Rocketeer join your party could lead to some awesome aerial battles.

The Princess and the Frog

This is another film that I feel is likely to show up. If not, it would be a huge missed opportunity. The setting of the film, 1920's New Orleans and its surrounding bayou, would just be something that would be so awesome to explore. This would probably necessitate the party's transformation into frogs (because of course), and battles with Dr. Facilier (and his voodoo spirits) could be some of the coolest in the series. 

Brave

First off, this film is beautiful. Running through the Scotland woods and mountains would be breathtaking. Plus, Merida and her bow are badass. And you could fight a bear.  Also, now I'm picturing Sora fighting while on horseback and now I don't want anything else.

Wreck-It Ralph

Oh, come on. This one's obvious. It's a freakin movie about video games. Honestly, my idea would be for this level to be exclusively set in the Sugar Rush video game, since that's where the bulk of the film takes place. Plus, it would take potential licensing issues out of this, since it would only be inhabited by original characters. The bright, candy-colored (no pun intended) visuals would look incredible on current-gen hardware. And Vanellope's glitching ability would just be cool gameplay-wise.

Gravity Fals

So this is new. A television show, not a film. But if you've seen Gravity Falls, you know that it would be perfect in this game. Set in Oregon, this beloved (and now sadly over) Disney Channel show involves two twins, Dipper and Mabel, who spend the summer with their "Grunkle" in the town of Gravity Falls. To call this town weird would be an understatement, so much strange, supernatural shit happens in this town, and much of it borders on creepy, which is something that we really haven't seen in a Kingdom Hearts game. Plus, using this property could lead to some crazy boss battles.

Kim Possible

Look, another TV show! Who said these games could only have movies anyway?  I think Kim Possible (another dearly departed Disney Channel show) could work great as a world in KH3. Kim would be a great party member, and her rogues gallery could mean we could have a lot of really cool villains in this level. 

Cars???

Listen, I'm not really sure I want to see Sora & co. turned into cars. I just feel like this world would work well as a minigame-focused area, similar to 100 Acre Wood. I think Radiator Springs is a compelling enough setting on its own, and minigames involving racing different courses has the potential to be something really fun and different. That's honestly all I've got to say here.




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What worlds would you want to see in Kingdom Hearts III? Let me know! Also keep checking out the blog and follow me at @aidansimonds!



Wednesday, November 2, 2016

Single-Player Games Can Be Bonding Experiences, Too

Note: *Mild* spoilers for Until Dawn follow
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A few months ago, I acquired a PlayStation 4. Earlier this month, I decided to do a play through of Sony's horror game Until Dawn, developed by Supermassive Games. I figured since it's October, and I'm a huge fan of horror films, spending my time with what is essentially an interactive horror film would be perfect. What I ended up getting out of it was something more.

Video games are known to be something to bring people together, but most of the time people are playing multiplayer games. Some of our most fond gaming memories consist of playing with friends, from Goldeneye to Super Smash Bros., and from Wii Sports to League of Legends. But something that isn't talked about as much is the single-player bonding experience. Just because someone isn't actually playing a game, doesn't mean they can't get pulled into it as well. Narrative-focused games, especially those involved with choice, can provide a great social opportunity with friends.

Being Engrossed by the Experience

I was planning on putting a proper review here, but by the time I finished the game I realized I had more to write about than that. I went into the living room of my apartment, turned the lights off, and started my long night in the Canadian wilderness. As I progressed through the first chapter, some of my roommates entered the living room and noticed what was going on the TV screen. By the time the characters were being chased by an unseen force (later revealed to be a carnivorous Wendigo, a poor soul who resorted to cannibalism, which triggers the transformation into the dangerous creature), they were sitting on the couch, completely pulled in to the experience. Soon I decided to let them know when I wanted to play it again, and I realized this was no longer a game I was playing on my own, but instead something I was experiencing with my friends as well.
I always had others assist me in making decisions in instances like this

It was more than just watching me play, however. They were actively involved in the experience, helping me make decisions, assisting me in QTE's, and just overall commenting on the events occurring. It made the experience that much more engaging for everyone; it was more than a group-watching experience.

More Than Just One Instance

Despite Until Dawn being the spark for this piece, it's more than just that, though. In fact, a similar experience actually happened right after one of my Until Dawn playthroughs.

I played the first episode of Batman: The Telltale Series back in August, and only recently played the second one about a week ago, due to other commitments. When one of my roommates realized the game was by the same developer as The Wolf Among Us, he immediately sat down to watch along. Soon he was also helping me make decisions here as well, especially a case where I had to decide to visit Gotham City's mayor as either Batman or Bruce Wayne. He witnessed the birth of Two-Face, among other things.

It's possible to have multiple people be involved in decisions like this with Telltale's crowd play
Speaking of Telltale, this is even something they brought in as a feature, starting with Batman. Crowd play is a new feature that allows "audience members" (aka your friends) to give their input on what decisions should be made online, with the game either showing you what has been suggested, or the game outright choosing the most popular. The developers noted this was created because they noticed how popular it was for spectators to be actively involved in these story-driven games. This just shows you that even developers are realizing that single-player-designed games don't have to be exclusively single-player

Single-Player Doesn't Mean Others Can't Be Invovled

Sure, multiplayer games are an amazing time. Watching friendships deteriorate during a round of Mario Party, shooting your way through the zombie apocalypse in Left 4 Dead,  or laughing at your friend driving off Rainbow Road, only to find yourself in the same exact situation, are all memories I'm sure resonate with most people. But sometimes playing a game with someone else doesn't need to involve a second controller. Sometimes it's just seeing someone else play a game that's catching your eye. For me, it was watching one of my friends play Portal 2. What I was watching was just so compelling; next thing I knew, I was helping him figure out solutions for the puzzles.

So long story short, games created to be single-player don't have to exclusively have one person actively involved in the experience. Just because one person has the controller doesn't mean no one else can participate. Whether it's helping you make story decisions, advising you on which side quest to start, or just helping you find a solution to the puzzle to make it through that tomb/dungeon/temple/etc. Sometimes being a spectator means more than just watching the adventure, it's being a part of the adventure.

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