Wednesday, August 01, 2007

Twilight Princess

While the Zelda series has always been well paced, Twilight Princess gets better and better all the way to the final battle. Action/adventure games tend to peak early and become repetitive toward the end. Once you settle into the pattern of “find keys, beat miniboss, use new item to beat main boss,” even Zelda games can lose their luster around the 7th or 8th dungeon. By eschewing the series’ traditional plot formula and breaking the epic storyline into several chunks, the game always seems fresh.

Additionally, Twilight Princess goes to great lengths to make each dungeon feel unique. Naturally, the cliché fire and water dungeons still make an appearance. However, the addition of original non-dungeons, such as a mansion and a partially outdoor “dungeon,” give Twilight Princess a feel unlike any previous Zelda.
Even though the gameplay is among the best offered by the Gamecube/PS2/Xbox generation, the graphics feel a little dated. The Wii version looks like a good Gamecube game and the Gamecube version seems visually sub par, particularly when compared to the months-older Resident Evil 4. However, the visuals take a backseat to the controls. The Wii controls, while not perfect, add to the experience without getting in the way. The Gamecube version controls better than any Zelda to date. Link’s sword techniques are both functional and fun to use. The combat is outstanding.

Be warned that the game takes its sweet time getting started. The first four or five hours aren’t all that eventful. However, once Link sets foot in the first dungeon, Twilight Princess reveals itself to be one of last generation’s true classics.
Bottom line: Odds are good that you already own it. If you don’t, you really should. There’s an asston of game packed onto that disc and none of it seems like filler.

[300 words--On the nose.]

Monday, April 09, 2007

Puzzle Quest (DS)

How deep can a puzzle game be? Deep enough to have me hoarding red mana so I can cast Enrage, which gives me a bonus to my battle stat, and then cast Berzerker Rage, which turns all the red gems on the field to skulls [and doesn’t end my turn if my red mana is greater than 15], so I can burn down the last few HP of the castle I’m attacking. Why did I lay siege to that poor kingdom? Because when you capture a town, it pays tribute to you once a month.

And from there, the game gets really deep.

I’m mad for this game—which says a lot since I am decidedly not a fan of the puzzle genre. Just watching someone play Bejeweled bores me to tears. However, Puzzle Quest weaves a wealth of RPG elements, like capturing foes to learn their spells, hunting runes to craft weapons, and training mounts so you can move faster and use new abilities, onto a fairly simple puzzle system. These additions make what could be a bland puzzle game into a truly unique and highly enjoyable experience.

My only complaint is that the DS version suffers due to the system’s graphical limitations. Sometimes the effects that accompany jewel matches look a little glitchy and, though it’s a rare occurrence, my enthusiasm combined with the small touch screen occasionally lead to unintentional or incorrect moves. However, the stylus controls still feel good enough that I’d hate to give them up for a d-pad based scheme.

While it was tough to find the first week of release, Puzzle Quest should be easier to find now. If you enjoy either RPGs or puzzles in the least, definitely buy this one. At $29.99, you get a huge bang for your buck.

[299 words--just under the wire!]

Thursday, April 05, 2007

Spectrobes (DS)

As a big fan of the creature-capturing genre (if such a thing exists), I really wanted to like this game. By including some neat stylus and microphone functionality, Spectrobes does a better job of evolving the capture mechanic than did Pokemon Ranger. Additionally, the action-based combat is a great concept.

Unfortunately, the game's clunky interface and awkward battle kept me from enjoying these innovations. Digging up fossils with the stylus and “waking” them with the microphone quickly becomes a chore The menu system is, to say the very least, counterintuitive. The overworld areas are often plain and repetitive and since there's no map to consult, getting anywhere is a nightmare.

The combat is bizarre in that, although it's action-based, you don't directly control your Spectrobes. During battle, two Spectrobes flank your character and mirror your movements, as if you're joined by an invisible pole. In order to direct them to attack/defend/etc., you have to wait for their action meter to charge, then press the appropriate button. There's a slight delay between your command and the Spectrobe's action that varies in length depending on the monster's species. This disconnect all but ruins the battle sequences. Battles tend to be frustrating and drag on far too long.

Raising creatures is at the same time deep and shallow. While the evolution system is unique, there are only three types of Spectrobes. This limitation means the “paper, rock, scissors” element of combat is just that. However, the cryptic interface and dull battles won't keep many players interested long enough to learn the (admittedly intriguing) system.

Recommendation: Avoid this one. If you can’t resist your urge to Catch ‘em All, go pick up Viva Pinata or wait for Pokemon Diamond/Pearl.

[285 words--room to spare!]