Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, September 16, 2012

Torchlight 2, ridculously delicious


It would be safe to say I was a fan of Torchlight. But what could possibly give one that idea? Maybe it was the hours upon hours played. Or perhaps my fleeting attempt at some Torchlight fan fiction? Or perhaps, the fact that I own the game on Steam and Xbox Live Arcade? When Torchlight 2 was announced I watched the news feed daily, only to see the promise of a release date be teased and pushed back to the brink of frustration, and stop just short. Now with its release imminent, my little gaming heart swells with joy. Is this just an old-fashioned love song for Runic Games, the creators of Torchlight and its sequel Torchlight 2? You bet. Let me break it down in three-part harmony.
 
PART 1:
Dagner and Delaney discuss dungeon etiquette.
I started my journey in Torchlight 2 as an Engineer. After clicking the random appearance button several times, settled on the monocle wearing, white haired warrior and a goggle-donning ferret as a companion pet. Though the options for customization are limited, they exist where there were none in Torchlight. The world of Torchlight is not photo-realistic, but it drips with a strong, comic book style. Dagner, my Engineer, looks as though he would sip on a cup of tea just before braining monsters with his over-sized wrench.
 
The style denotes your character’s background; it allows a player to create the moment before. It is rarely necessary to commit the time to generate a motivation for your hero, it is usually done for you or it is so basic that the particulars fall to the side. But the mood of Runic’s sequel is driven by a tone moved by story and music (music crafted by Matt Uelmen, known for the music behind Diablo I, II and Starcraft). Its music fills in the bright colors, fresh art and animation with mystery and even anxiety. Torchlight 2’s music helps in telling us another story, that the need for a hero is desperate; the heroes of the first game have failed. You may have thought you succeeded in destroying that evil, keeping it deep in the mines of the town of Torchlight. But you would be wrong. This is the story of my hero, there may be other heroes, but Dagner, and his trusty ferret Delaney are my heroes. With Torchlight destroyed, I carry on.

PART 2:
A steampunk-esque knight, the Engineer offers three distinct skill trees. I decided to focus on the “Blitz” skill tree, concentrating on smashing baddies to bits with two-handed weapons. After some much enjoyable thwacking I decide to stay with several specific skills to aid in my wrench hefting and smiting. Much like it’s predecessor, Torchlight 2 offers skill trees that open up new abilities or that aid in a passive manner. You can spread you points out and be a jack-of-all-trades within your class or stay the narrow course and focus on one skill tree. You can also decide how your character grows in strength, dexterity, focus and vitality. This adds another layer customization. You can grow your magic wielding Engineer or your fist weapon toting Embermage, it is up to you. You also can adjust how your pet companion engages in battle; feeding him fish can augment and transform it into a fearsome ally. The options for varied play are considerable.

General Grell tastes some wrench smacking goodness.
 Carrying out punishment on your enemies consists of pointing and clicking, and assuming you are close enough and strong enough your foe explodes or at least collapses in crumpled heap. Then bad guys drop loot, you pick it up, rinse and repeat. At first it would seem this formula would grow tiresome, but Runic knows the hooks. You level up, you distribute points you loot, you realize you need another level to use that awesome axe, you smash more monsters, you loot more stuff, you level, you look at your loot, you distribute points, you just spent an hour staring at the screen. You log off, right? No. You turn in that quest item, sell your loot, buy new loot, go out to try it out on the enemy and it starts all over again. The formula is terribly precise and addictive. 

 This may sound familiar for those who played the first Torchlight, but each step that seems familiar explodes with depth, care and thought. One particular step that was needed in Torchlight was multiplayer. Torchlight 2 addresses this with simple grace. A familiar pre-game lobby negotiates open games. Once I decided to hop online and join in a pick-up game, I found myself paired with another Engineer, using sword and shield and protective spells. We scurried about the land, kicking up sand in the faces of warbeasts, ratlins and skeletons. As easily as it was to join we parted ways. Heroes are everywhere, but sometimes they need to wake the baby up from his nap and fix lunch.  

 PART 3:
Dagner confirms that the Guardian has been protected.
I have read many reviews of many games and one thing I never read about is how the game affects you when you are not playing it. This to me is perhaps the most important part of a game. Does it have a life outside of playtime? For Torchlight 2 it is a resounding, YES. After only a first brief play through I longed to smash the evil denizens of the land, to take their loot and drool over it like some crazed fiend. I calculated level up skill points and how I was going to distribute it them. I wanted to hear the music and sounds of the world of Torchlight 2. I want to carry these things in my day-to-day life when I am not playing games as much as I would carry characters from a book or movie. Torchlight 2 has painted such a simple yet beautiful balance of story, art, music and game play that I will be coming back for more. Furthermore it is astonishing that this game sells for $19.99. The return on investment is ridiculous. Pick it up, pick two up and bring a friend, it’s time for some adventure. I hope to see you all in game.

Torchlight 2 is released on 9/20/2012 from Runic Games.

Wednesday, December 28, 2011

Okamiden or the well intentioned house guest that stayed a bit too long

You get the call. {EAV:845042aad297d746}


"Dude, it's Mike, Bob's little bro. I'm in town for a few and was wondering if could crash at your place?"


You think, sure, why not? Bob is great. Mike has to be as cool as Bob, right?


"Sure Mike. Come on over."


And that's how it starts, you let this guy you only half sort of know into your house to stay for a "few."

You see Mike is Okamiden, the plucky Nintendo DS sequelish of Bob, the beloved PS2 (and the slightly less beloved Wii) title Okami. You with me? Good.

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   *SPOILERS*


 Okamiden has plenty to live up to when being compared to Okami. But it seems to be up to the task from the start. The touch screen and stylus work better than the Wii remote could ever hope in Okami. The PS2 controls work well for Okamiden's predecessor, though it seemed to be fully realized as you portray the deity doggie in pocket form. There is a sense of satisfaction that I felt as the unspoken consciousness of the sun goddess's progeny, striking foes with a celestial brush. It just makes sense. It is almost as if the original game should have been on the DS had it the ability to capture the truly beautiful visuals.

Okami won me over with this key premise. That art can be used as a tool to make sense of the world. It can make it beautiful and frightening. It can be dangerous and renewing.

Okamiden also honors Okami by maintaining a semblance of its vivid visuals and sounds. It looks similar to Okami and plays similar than Okami, but there is something hiding beneath the surface. It just takes a while for it to rear its head.

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 You let Mike sleep on the couch. The first night is actually a lot of fun. He ponies up for pizza and beer. You hang out, share some stories, tell a few jokes. Bob's little brother is pretty cool. How long can a house guest stay? Right? A day or two and he'll be on his way. 

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So now begins your venture into Nippon. As the diminutive child god-dog of the heroine of the previous iteration you befriend other child heroes and travel across the land kicking up the sand.

Is it because this is a handheld game that the heroes have to be children? I moved forward, seeking out new powers for your god brush and helping the hapless as one does in adventure games.

But seriously. The adults in this game allow a puppy and children of the age of no more than eight years to help them. Fetch you your pottery old man? Whilst slaying all of these demons, you want me to also look for your earthenware? Okay. Fine. You better pray real hard if I find your bowl.

Ahem. Sorry. I did enjoy cleaning up the land. I loved helping the characters with there task mostly because the damn game is so cute. Draw a circle around a tree and blossoms appear, boom. Draw a circle around a patch of evil looking turf, bam. I am cleaning up Nippon. I feel pretty good.


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You head out to work the next day and Mike assures you he will look after place while you're at your place of employ. You head home expecting to say adieu to Bob's little bro, but he has ordered pizza and bought some more beer. Great. 


Another evening of similar jokes, stories and forced brouhaha. There were worse ways you could imagine spending the evening, but it feels a little disingenuous to keep laughing at the same jokes. He keeps referring to last night. 

"Remember how funny that was when I said that thing, last night?"


"Yes, Mike. That was funny."


It's fine. He'll be gone tomorrow, right?

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I make no qualms with sequels using what works in what defined the previous game. That wasn't even an issue. Out of nowhere this game about mysticism and magic, nature and faith, the truly charming stuff about the universe of the game, is dumped on. By the sloppy writing of one character. One character brings this admirable title to it knees.

 Like most of the characters in Okamiden, this character is  roughly a miniature version of a similar character in Okami (see Waka). But the Moon Tribe character Kurow annoys me. He took me completely out of the game. And the character isn't even a a kid. Its a doll.

This game is about an evil little Pinocchio. It was about a son of a goddess helping the land of Nippon, but now it is about a selfish little doll who jeopardizes everything because he is lonely. This is what happens when you try to write a story in a universe that was aptly conceived by someone else.

Hideki Kamiya has some chops. Great big chops. He is writer and director of Okami, he also directed Resident Evil 2, Devil May Cry and Viewtiful Joe.

Yukinori Kitajima wrote Okamiden. I can find nothing else that he has done. I am sure he is a fine individual. But he has no chops as far as I can tell. Why was this chop-less person allowed to write Okamiden? Why!?! <shakes fist>

I can see not investing time and effort into a DS title. I can see it not being worth their time over there at Capcom. But the lack of effort shows. I will say what I heard from all of my teachers in grade school. "He would do so much better if he would just put forth the effort."

Okamiden, you could have been something grand. You just needed a little polish. 
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You come home from work and the house is empty, but something is not right. You can hear the toilet running and water pooling outside the bathroom door. Mike took a monster dump and destroyed the toilet. He left your house like this. 


Bob would be so disappointed.
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 Well fine. Okamiden isn't really like someone took a dump in your toilet and let it over flow. It does have a lot of the charm of its predecessor. But not its weight. Not its beauty. It neglects the narrative of a deity that is trying to save the world through reviving nature. It is a thrifty version of its original title, but it didn't have to be.

Final thoughts: Okamiden is a valiant effort and emulates glimpses of the original's heart, however like boy puppet in the game who wants to be loved, it dies an empty death. Being forced to have compassion for a character so selfish, is trite. I wish I had a celestial brush to be able to erase this portion of the game, getting it closer to the majesty of the original.