Tuesday 24 September 2013

Yakuza Kenzan! Review (PS3). Yakuza in medieval Japan shouldn't work this well.

Ryuu ga Gotoku, known as Yakuza in the West, is SEGA's on-going crime saga.  And while we are still waiting for news of Yakuza 5's English localisation, Japan has many Yakuza games we still haven't gotten.  One of the most interesting, and most 'Japanese' of them is 'Ryuu ga Gotoku: Kenzan!'.

Kenzan was conceived as a stop-gap game; a way to tide over the audience and experiment with the PS3 hardware and a new game engine whilst development on Yakuza 3 was under way.

What came about was an interesting mix of next-gen ideas and technology that was still half rooted in last-gen (PS2) game design.  This is very much Yakuza 2.5.  And if that was all this game had to offer it would have been a crying shame. Fortunately Kenzan has an interesting setting (The Warring States era Japan in the 1600s) and new characters to go with it (motiffed on characters from the series past).

The story centres around the legendary figure Miyamoto Musashi; a samurai who started from nothing and rose to be a powerful and influential figure (well, so the legend goes).  Musashi, filled with hopes and dreams of becoming a powerful samurai finds himself unable to refuse an invitation to join the military and prove his worth in battle.  But things quickly go very wrong and Musashi is forced into hiding.  He assumes a new identity and lives his life unassumingly until one day fate intervenes.  A girl comes to him with a request; to track down and kill her parents’ killer; Miyamoto Musashi.   Musashi having no recollection of such a killing takes on the request on and so begins the search for his doppelgänger.

Those who are not well versed in the story of Miyamoto Musashi need not worry as this is a very fantastical take on it.  Likewise, those who have never played the Yakuza series before can jump in here quite easily as the game is not attached in any meaningful way to other entries.

The story builds intrigue well by introducing new characters, plot threads and taking time to illuminate the back stories and motivations of the supporting cast.  Sadly, although the game builds intrigue well the final reveal that ties the story threads together comes across as necessary formality to make sense of it all.  Intrigue works well when you are given glimpses of something, and when it is finally revealed it was more than you had anticipated.  With the reveal here you pretty much get what you saw. It is a shame that the reveal that ties together all of the story threads comes across more like air wheezing out of a deflating balloon than an epic bang.    

The story is based around themes such as male friendship (forged in battle, of course), finding someone stronger and other samurai genre cheese.  Most of it comes across believably enough that you can buy into it but there are points where the samurai rationale of doing things is a little too hard empathise with.  Granted, there is a culture and generation gap in values but I felt this was one area that the writers could have spent a little more time on to help the audience truly empathise with the characters.  By the end of the game I couldn’t help but feel that some of the characters’ machismo made them come across like caricatures of themselves. 

Before going any further I have to make a confession.  I tried to complete this game several times, several months apart.  Being well versed in the series I played Hard mode each time and stopped playing a few hours in at more or less the same point.  I made a point to force myself to complete this game recently by setting the game to Easy and rushing through without entertaining the side content.   As a result I can’t speak for all scores of mini-games and sidequests in the game.  This is strictly a review of the main story route through the game.  I can say that I recommend playing the game on Normal as Hard isn’t really particularly more challenging (enemies are massive damage sponges) and Easy is so easy that almost dissuades you from even bothering with the side content.   Normal should strike a good balance between being challenging and simply trying your patience.

As mentioned earlier this is game is running on a new engine build for the PS3.  The previous Yakuza games had you running over static backgrounds played from various isometric camera angles.  Kenzan is the first fully 3D Yakuza game and is done through a behind-the-character 3rd person view.  This change makes exploring the several hub-areas in the world a lot more convincing.  The game is at its best when it is able to sell you on its’ surroundings and get you to buy into the feel of the world; the sense of oppression ordinary people feel from those in higher positions in society, the importance of one’s standing, the treatment of women in the red light districts and so on.  It is when the game flashes glimpses of the dregs of medieval Japan that it is at its most alluring. 

Although exploring the areas and running into various sidequests is interesting,  getting around is inconvenient; you are often made to run back and forth over long distances and although the in-game transport system helps alleviate that a bit, you will still find yourself impatiently running past enemies and ignoring sidequests simply to get at the meat of the game.  Having the in-game transport allow you to jump to more locations would have been nice.

Still, this is a Yakuza game and as such you’d expect plenty of comical hyper-violence.  That is all intact here but instead of having a massive pool of different moves you have 4 fighting styles; The fast bare-handed style which leaves you open to sword attacks, the single katana style which is has a good balance of speed and power, the 2 katana style which is quite weak but allows you to block attacks on all sides, and finally the broadsword style which allows you to heft around massive weapons, flattening your enemies. 

You can switch between the different styles on the fly with a press of the d-pad but you will find it quite hard to switch between styles in the middle of combat without creating space specifically to do so; the switch between styles doesn’t transition as smoothly as you might think so you won’t be mixing things up mid-combo. Still, when I was fighting away with any one style I really appreciated the juicy feel the slicing has to it thanks to the clear hit sound effects and bright orange cut marks that score enemies bodies on contact; you get very clear audio-visual feedback as to whether you are hitting and how hard.

I found that there didn’t seem as great a variety of moves as in previous games. In Kenzan you are limited to getting moves from watching NPCs who exhibit ‘martial art’ like motions and from dojos.  The levelling up system in the game doesn’t contribute to making you more versatile and is mostly just for decoration; you level up in a linear way and there is no system to assign experience points towards different attributes or skills; you become stronger without becoming more versatile.  Because your default character build is almost static (new skills are normally attributed to a particular fighting style rather than the character, and even then they tend to enhance existing skills rather than giving that style more utility) you don’t really change up your strategy as you learn new skills, so the combat toward the end can start to feel stale.

The fighting in the game feels simplified overall and has an almost arcade feel to it but that isn’t just because of the simplification to levelling up.  As with previous games the Heat gauge builds as you kick ass, get it up high enough and you are granted access to some of the bone-crunching ridiculum this franchise does so well.   Unlike previous games though you don’t have to worry about Heat management as much; tap the square button to do weak attacks and then link a hard attack (triangle) and you pull of an anime-esque enemy crumple (complete with badass pose), hold that triangle button you can hold the pose, during which you will get extra Heat (and a lot of it at that).   The combat here is really more for breaking up the pacing and providing a videogame for the story to take place in.  It’s an accent rather than the attraction.

The main event is the story itself which is for the most part presented beautifully thorough high quality in-game cinemas (using enhanced character models).  The game often dips and back and forth between the high quality cinemas and lower quality in-game assets (mostly for dialogue heavy sequences). The result can be a little jarring.  Every time there is a major plot revelation you can count on the graphics suddenly scaling back so the characters can natter away about it for a few minutes until they reach some kind of resolution, at which point a high quality cinema will kick in again.  This happens constantly, sometimes several times over the course of a single conversation.

It is little presentation blemishes like that make the game feel like it hasn’t fully made the jump to the PS3.  A majority of the non-story dialogue and ambient dialogue from NPCs is delivered in text.   There is no smooth transition between indoor and outdoor locales.  And when you do make the transition the camera placement faces the character head on (great for framing the scene, not so much for the player who can’t see ahead of themselves).   In one part of the game you have to run across a field which is broken down into pitifully small sub-sections (each with loading screen transitions). There are little to no physics in the game; materials like flags which you would expect to be able to walk through impede your progress as if they were made of sheet metal.  This is a game is really more of a taste of what Yakuza would be like on the PS3 rather than an out-and-out example. 

Niggling presentation issues and shallow combat bring the game down a bit but this is still a fun romp through medieval Japan.  If you are new to the series or simply disillusioned with the annual releases you might find Kenzan is just what you need to respark your interest in the series.  It has its shortcomings but at only 18 hours long and a budget price tag it is a small investment of both your time and money.


7/10

Sunday 15 September 2013

Continuing my Imports Collection: Part 2!

Okay it is time for Part 2 of my import games collection.  This time we have two well known JRPGs, a visual novel and an oddity in my collection; a survival horror game.

Xenosaga Episode 1: Der Wille zur Macht
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I got Xenosaga Episode 1 from PlayImport; an imports reseller on Amazon who I've come to trust for having decent delivery times and pricing. It set me back £14.62. 

I am about 25 hours into the game but finding the pacing is incredibly slow.  There was even one part where I was in a dungeon for almost 8 hours.  The combat itself is also slow, and despite being able to see enemies on the map you normally can't run past them as they are often placed at choke points.

Final Fantasy XII: International Zodiac Job System
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I got Final Fantasy XII International Zodiac Job System in almost brand new condition (along with the bonus making of- DVD) for £29.81.  

I found that I had trouble getting into the game because of the slow pace and lack of story.  You can press one of the trigger buttons to initiate a frame-skip which allows you to speed your way through battles but even then you often feel like you are grinding through to the next sliver on unsatisfying character interaction.

Silent Hill 3
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Another game courtesy of my friends at PlayImport at Amazon.  This cost me £21.82.
The cool thing about the Japanese version of this game is that it includes dual-language options. 

Fate Stay/Night [Realta Nua]
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This one cost me an arm and a leg. I can't quite track down who I bought it from but it came from an Ebay seller.  The game was around £60. Taking into account the exchange rate at the time it was a fair price, but I ended up getting hit with customs charges as well (another £20 or so).

This game is actually 3 games in one. You can play the original Fate Stay story, or the two alternative takes on the story that were originally released as stand alone games.  You can unlock the alternative episodes from the flow-chart menu, but as I had never played the game I went through in order.  

This game is actually huge.  It took me close well over 80 hours to clear the first two stories.  According to the trailers it includes as much as 60 hours of voice acting; I can believe that.  

It also looks absolutely brilliant on the Vita display; very sharp and colourful.  The Vita is truly a brilliant machine for visual novels.

Friday 13 September 2013

Introducing my Japanese imports collection! Part 1

Okay, so introducing my Japanese games collection:

EVE burst error PLUS
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'EVE burst error PLUS' for the PS2.

Yeah, don't ask me why the Japanese abuse capitalisation like that.

I got this from Amazon Japan (second hand) for ¥860.

It is a crime/thriller visual novel.
This game is actually a remake of a Saturn game (PC before even that?).

It is a crime-thriller/conspiracy story that you play through the perspective of two really interesting characters: A gifted detective who is down on his luck and a pervy undercover police officer.

In the Saturn version you had to change discs to change characters. Here you simply tap the triangle button and you can zap back and forth between them.

A review will probably follow when I get around to finishing it.

Phantom of Inferno
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Phantom of Inferno for PS2.

A visual-novel game. It cost ¥1909 from Amazon Japan (incl pnp).

There is also a remake of this game for the X360 and an anime series as well. Not tried either of those though.
 This game is actually pretty dark stuff. The set-up for the plot is that you stumble across an assassination in progress. The assassin belongs to a secret organisation and so you need to 'disappear' to keep it's existence secret. However, it turns out you have a talent for killing, so much so that your would be killers choose to brain-wash you and make you one of their own.

The characters eventually try to break away from the organisation but they can never quite run far enough away.

The game has an exacting, almost pedantic attention to detail to all the nuances of different guns (the developers clearly did their research).

Sadly the game is slow paced. Not just the narrative but even the voice acting is delivered slowly (and woodenly), with weird pauses between voice samples as the game goes to fetch more data from the disc.

A visual-novel on a technical budget is a tough sell, but the ropey voice acting doesn't help.

I've heard good things about it though so one day I'll fire it up again and force myself to play it until it gets good.

Clannad
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Clannad for the PS2.

¥828 from Amazon Japan (second hand).

I haven't played this much but I think it is a slice-of-life/comedy visual novel game.

Eiyuu Densetsu: Sora no Kiseki The 3rd KAI: HD EDITION
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Eiyuu Densetsu: Sora no Kiseki The 3rd: Kai HD EDITION

This was a new copy from ebay seller Wabitosabi. They were happy to part with it for £37.28 (incl. pnp).

This is the 3rd game in the Sora no Kiseki ('Trails in the Sky' in English) trilogy. The game is available for the PC (home platform), PSP and now the PS3.

Funnily enough for an isometric RPG, the game has 3D display support. I don't have a 3D TV though so I can't comment on it either way.

Of note is the CERO B rating. This (and the PSP version it is based on) have some of the darker content from the PC version cut out (at least that is what I've been told).
Note that the screens are all 16:9. Unlike the PC version this game runs in widescreen. However the graphics are not as sharp when placed under close scrutiny. For most people sitting at a comfortable TV viewing distance however this version of the game looks just as good.

The the text has been massively blown up and is sharp and easy to read; much more TV friendly than the monitor-oriented PC version.

However I found the PS3 version has some load time issues. They aren't long but they are pretty much non-existent in the PC version. This is disappointing as the game has a mandatory 3GB+ install.

The PS3 version also runs at around 30FPS (and inconsistently at that) next to the PC versions' super smooth 60FPS (even on old integrated graphics solutions).

The PS3 version does have some bonus goodies though. Themes, wallpapers and most importantly a DRM-free, uncompressed version of the entire game soundtrack.

Tuesday 10 September 2013

Congratulations to XSEED for finally announcing Trails in the Sky Second Chapter. Import review inside!

Trails in the Sky: Second Chapter Review (PC)

[Contains FC spoilers]
“Takes its’ sweet time.” That statement would describe the Trails in the Sky games perfectly; from the conversations that run on for several dozen minutes to the incredible localisation effort that must have consumed years of the lives of those committed to it. Everything about this series demands a slow, deliberate crawl over the dozens of intersecting character ties and attention paid to the various interests at play. At its best this series captivates the player with the promise of capitalising on these details and at its worst it frustrates the player by flashing the promise of something more but not delivering (at least not……………………yet). Second Chapter at its best and worst is both of these; the slow pacing of the narrative of the first game was not that important then because the game was constantly showing you new characters, new locations, illuminating chains of command and fealties; introducing you to an attractive stage laid in preparation for the main event. Now that main event is here in the form of Second Chapter but those who were expecting the game to hit the ground running after the dramatic conclusion of First Chapter are going to be hearing the narrative equivalent of ‘breaks being slammed’ when they realise that once again the game wants to take a leisurely stroll through its world all without the common decency to introduce us to much in the way of anything new. It is no exaggeration to say that the game takes almost 25 hours to get going, but whereas before the game was building intrigue and anticipation in the player, here the emotions the game places on the player, that is to say Estelle’s burning determination to find Joshua, stands at odds with the pacing during the first third of the game which is seemingly indifferent to her cause; and not in a way that depicts a fascinating conflict of interest for the protagonist (at least not for long). That is probably the biggest count against Second Chapter.

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The trawl through the beginning of the game will seem very familiar.
There is however some very interesting characterisation during the first third of the game, that although doesn’t quite make up for the slow pacing, certainly helps alleviate it.  Estelle, distraught without the dependable Joshua (the steady rock of their duo) is left having to continue her duties as a Bracer.  Forcing Estelle to focus on the needs of others more in immediate need of help than her could have worked against her development as a character by effectively distancing the focal point of the narrative away from her.  This has been masterfully avoided.  Through her various quests Estelle, having to examine herself now that Joshua is no longer there to pick up the slack, is able to truly understand her abilities and her limits, and the player gets valuable insight into how Estelle thinks when she isn’t just being bright and spunky.  During the formative hours of the game Estelle meets up with a variety of characters from the first game, most of which help her (and us) reaffirm her character in light of the changes to her circumstances.  The most impressive bit is that there is no one clear point during which Estelle matures.  There is no hokey revelatory moment or alignment of fate, and yet the progression of her maturity doesn’t sneak up on you from nowhere either.  It is handled at once subtly and believably. It also helps a bit that the game takes this time to introduce the antagonists of the game and their ties to each of the supporting party members; this time around your companions have their own vested interests outside of professional obligation and the game later uses this to create some interesting character drama between them.
I mentioned above that SC takes its time.  The game clocks in around 80 hours (if you stop for most of the side-quests) and can be broken down into 3 major parts:
The first of those parts is the formative beginning hours mentioned above (0-25hrs).  During this section you are introduced to the new Orbment system which allows you to level up Orbment slots to equip higher calibre Quartz and gain access to more powerful Orbal Arts.  In addition there is a co-op attack where you can chain together attacks from each of the party members and unleash them in a single turn; the later in a chain the party member is the larger their bonus to attack, and the harsher the CP requirements to participate.  Neither of these are game changers; this is very much an accent on the FCs battle system rather than an outright evolution.
The new co-op attack mechanic in action.
The new co-op attack mechanic in action.
Just as with FC this game is tough.  Well, the first half is.  This is especially true of the boss fights for the first 4 chapters of the game which play out like puzzles; a battle against a boss that will viciously attack you if you get to close but conversely reflexively deal massive damage if you get to far becomes a tense battle wherein you jostle to maintain the optimal position to stay out of the dreaded ‘death-zones’.
As in FC, SC also employs an EXP scaling system which applies an EXP multiplier to lower level characters to allow them to catch up quickly.  This is very useful because it eliminates the need to dedicate time to grinding but also avoids the pitfall of automated levelling of non-active party members, where the cathartic experience of seeing your characters get stronger is stripped away.  And you will probably see characters level up a lot as unlike FC which lent you out a new character per chapter, here you have access to a large party almost at all times; someone has to stay on the bench.  You can fight every enemy you see and keep your characters levels topped-up, or do as I did and run past 70% of the enemies, picking select (but difficult) fights with relatively high pay-offs of exp to compensate for having fallen behind in levelling up.  To its credit the game doesn’t force you to play it either way.  This isn’t a game where seeing enemies on the field is entirely for decoration and you have to grind your way through them anyway.
During the second part of the game (25-55hrs) the plot thickens, character backstories come thick and fast and generally a lot just happens.  It is during this part of the game that the difficulty starts to dampen.  The build-up to the 5th chapter boss is let down by a boss fight that allows you to be surprisingly sloppy and get away with being ill-prepared (for reference, the PC version only has one difficulty setting: normal).  What’s more is this is the start of a trend for many sub-bosses, chest monster mobs and full bosses from that point onwards in the game.  With a few exceptions after that point a majority of the boss fights start to feel like routine encounters with damage sponges.
Finally there is the closing section of the game which is spread over multiple chapters.  Clocking in at 20+ hours (55-80hrs) the ‘end-game’ here is deceptively long and by the end begins to wear-out some of the goodwill engendered by the epic plot twists that suggest the ending is just around the corner.  These chapters offer an interesting insight into what Liberl is like, and how its people deal with extreme conditions.  In addition the politics of the world that were hinted at start coming into play.  This section of the game is perhaps the weakest in terms of design; each time you think you are near the end you will have another dungeon (and another boss fight) put between you and your destination.  In the end you even end up fighting most of the major antagonists twice. There are some late game character and mechanics inclusions (as well as a torrent of increasingly powerful equipment) that help keep things interesting but you can’t help get the feeling that the game should have ended sooner than it did.
The presentation of the game uses the same conservative look as the original game but as before it compensates with almost non-existent loads times and a sharp, distinct, colourful look.  There are also a few more anime type sequences in the game that are used to depict some of the more epic segments that couldn’t have been done in-engine.  You will mostly be walking around familiar locales from FC and hearing the same music you’ve heard before.  It’s as pretty looking and sounding as it has ever been.  The one exception to this is the new battle music which simply isn’t very good.  It takes the smooth, chilled aspects of FC’s music and strips out the building sense of pace that made it feel like battle music (albeit really smooth battle music).  Have a listen for yourself:
You are going to here this music a lot so it is a shame it is such a mood killer.
All in all Second Chapter takes its sweet time to get going and it takes it sweet time to conclusively come any kind of end.  It does so to its’ detriment but it does at least offer some interesting game mechanics and characterisation to prove to us that it wasn’t just wasting time all the while.  It does however come up a little short trying to explain what it was doing with some of the time that wasn’t filled with much of anything.  The difficulty is generally on the sweet side of hard but later gives way to routine humdrum that is counter-balanced somewhat (though not entirely) through the introduction of new skills, abilities and equipment.  But the important thing is that, even though some of its’ plot threads are left “for next time” this particular chapter feels resolute; a new beginning that the characters can set off on with renewed vigor rather than a steep fall down a sheer cliff in the middle of the road.
Score: 8/10