Showing posts with label Nintendo 3DS. Show all posts
Showing posts with label Nintendo 3DS. Show all posts

Wednesday, August 9, 2017

MIITOPIA IMPRESSIONS

A humorous RPG with tons of charm, but is that enough to give it legs?


Recently, I played through the demo of Miitopia, a new RPG developed by Nintendo for the Nintendo 3DS. As this is a demo, and therefore only covers a small section of the overall game, I have decided to simply give my impressions in lieu of a full review (which may come later once I finish the full game).

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Who would've guessed, that in the year 2017, we would be getting a full RPG starring Miis? Those weird avatars we used to bowl and play golf with are now fighting monsters as warriors and mages. Strange times we're living in.

Miitopia is a turn-based RPG staring, you guessed it, Miis. You (or more accurately, your Mii) play as a hero who has to save Miitopia from the Dark Lord (who can be any Mii of your choosing-so go ahead and make your friend, or ex, the main villain).  The Dark Lord, in a rather disturbing plan, steals the faces of various Miitopia citizens, leaving them faceless, emotionless husks (this game got dark quick). Being chosen by a higher power, you journey across Miitopia to rescue faces and stop the Dark Lord.

Watching the characters interact is one of the game's highlights
Being a game made up of Miis, the game becomes very funny right away. The first face I rescued was Batman's, who is the son of Bella Swan. Town populations are (as far as I can tell), made up of random Miis, while the more important ones can be chosen by you. In addition to the Dark Lord, you can pick the Miis of your party members, a great sage (who I made Rick Sanchez), and possibly others. I made all of my party members friends of mine, and seeing them interact and battle together was a delight.

Despite being a turn-based RPG, player involvement is surprisingly detached. In battle, the only character you directly control is your own, where you can choose from the standard RPG menus (attack, skills/magic, items). However, that's the only character you control. All your party members are controlled by AI, where they'll execute one of those three commands at random. This can lead to some pretty frustrating outcomes at times. When using items, you can only choose to use them on yourselves, so if a party member is low on HP or MP, you can't use any items to replenish them yourself, and instead have to hope that they are smart enough to use one themselves.

The level of detachment is also seen when it comes to upgrading your equipment. Instead of dedicated shops like most RPGs, every time you stop at an inn, you can see what item each party member wants. You don't actually buy the item, instead giving the gold to the character to buy the item. Most of the time they'll come back with the desired item, but sometimes they'll instead buy a completely different item.

Another example of the game's randomness is when it comes to the food preferences of your party members. As you battle monsters, your party will gather various food items, each upping a different stat. The twist is that certain party members won't like certain foods, and that will affect their effectiveness. If they don't like it, you get less, if they love it more, and so on. But you won't know how they feel about it until *after* they eat the food once. So it's all a guessing game.

Most notably, this lack of involvement is exemplified in the game's exploration, or lack thereof. The only time you move your character is in towns or the world map. Besides that, your party just moves on their own, and is essentially a cutscene, with your party members interacting with each other. This is amusing at first, but dialogue begins repeating, and I got the sense that this is something that could get old very quick. Honestly, this just feels like a huge missed opportunity, but I'll get more into why I think this is the way it is later.
The relationship between your party members is a huge component

There are some things I very much enjoyed about this game. I think the job/personality mechanics work great. Each character is assigned a personality in addition to a job, and this can impact how battles play out. For example, a cool character may be more likely to dodge attacks, while a cautious character may bring out an item they need if there are none in stock that they had hidden. Its a very clever system, and one that can add tremendously to the variety of battles.

And it can't be stated just how charming this game is. In my hour or so playthrough, I still hadn't gotten over the novelty of seeing my friends go on this grand adventure, and I don't think I will. Knowing their personalities makes some of the interactions even more funny, and I hope you will be able to give even more Miis roles later on.

Now, I feel this is an RPG created for the casual RPG fan. The fan who doesn't want to spend hours grinding or exploring dungeons. Battles happen at predetermined times, and like I said, there's no actual exploration done in the game. As a huge fan of turn-based RPGs, this is a little disappointing, but I think I'm in for the long haul.

Miitopia has definite faults, but it's a game I want to keep playing. I'm definitely going to buy the full version (and I may have already by the time you read this). It's just so damn charming and witty that I can't help but smile my entire time playing. As for whether this will keep me going throughout my entire play through, well, let's see what my final review says.

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Have you played the Miitopia demo? Or the full game? Let me know what you think about it! You can also follow me on Twitter!

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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