A Tale of Two Ti… No.

skburst_boxEarlier this year, I realized that I owned FIVE games from the Senran Kagura series, and hadn’t actually finished any of them.  I decided to start with the spin-off rhythm game, and liked it enough to the point where it became the first game I’d managed to get a platinum trophy for.

Mind you, the character stories didn’t make a terrible amount of sense, but it had catchy music and lots of fan service, and that makes for an OK combination in my book.

I tried following it up with “Senran Kagura: Shinovi Vs.”, and that didn’t go nearly as well.  It took very little time to realize that I needed to bite the bullet and go back to the original 3DS game (“Senran Kagura: Burst) or risk being completely lost, and I hadn’t really LIKED what I’d played of the original game so it took me a couple of months to actually get to this.

I won’t lie, my opinion didn’t really change at first.  Burst is a weird game in a way; it’s a sequel to the first Senran Kagura (which never made it outside of Japan) which includes the first game in its entirety and then adds a second campaign, and the first game was – unlike its main characters – kind of flat.  It’s repetitive and grindy and the story (“There is a good ninja school.  There is a bad ninja school.  They fight”) didn’t really hook me.

When I got to the second campaign, THAT’S when I got hooked, because it was really a “hey, remember all of the bad guys from the first story?  Let’s go through the story again but from their perspective.”

Also it turned up the difficulty about three notches and threw in some really annoying timed missions, but I’ll set that aside because I did eventually manage to get through them.  One of them was with six seconds left on an 11 minute time limit, but I will take the W and stop fussing.

Anyway, I get the feeling that the first 3DS game was a “hey, let’s animate some bouncy girls in 3D and just start counting our money” and the second was “hey, what if we actually put some thought into a story and rounding out these characters past a single character trait and see where that takes us?”

sksv_boxI wound up really liking it, and then I got back to Shinovi Vs, feeling much more prepared this time.

Shinovi Vs continues structure of the telling a story, then telling it again from a second perspective thing, but takes it a couple of steps further… not QUITE to exhaustion, but it won’t try to pretend that it didn’t come close at times.  It has the members of both ninja schools from the first game and then adds two completely new sets of characters, so there are four separate story modes and you get to see a lot of fights from multiple sides in order to understand why everyone is so fired up.

It also gets super dramatic.  There are a lot of dead family members and exiled ninja and betrayals and Hot Blooded Entirely Platonic Friendships and people Full of Regrets, and then reveals the REAL Big Bad, the REAL enemy that has been behind the scenes the WHOLE TIME, NO THIS IS NOT A RETCON WE PLANNED THIS FROM THE BEGINNING, and that sets up the series for subsequent sequels.

There is also the Secret Ninja Art of Giant Pancakes…

skvs_pancakes

…so it’s not ALL serious.  Also, of course, you can ignore the story and just play it as Improbably Busty Ninjas Beat The Clothing Off Of Each Other: The Game; I won’t judge you.

I will say that, despite the vastly improved graphics, I found myself a little frustrated with some of the aspects of the Vita game in a way that the 3DS game didn’t annoy me.  The switch to 3D arenas took getting used to, and the camera never quite worked for me.  I was constantly needing to adjust with the right stick, which is a problem when the primary action buttons are also on the right side.  Frequently, I just assumed that there were enemies off-screen in front of my character and spammed the attack button, and this worked pretty well for cutting through crowds of mooks.

Also, the constant loading screens really wore on my patience.  There are roughly 200 levels in the game, and some of them can be finished VERY quickly if you go full-out offensive mode.  We’re talking sub-30 second level times, bookended by two or three loading screens and probably a bit of dialogue on both sides.  It makes for a very disjointed experience when you’re playing an action game and are constantly stopped by a screen with a spinning shuriken and one of the same dozen gameplay tips or character descriptions you’ve already read enough times to commit to memory.

Still, camera and terrible loading times aside, I liked it enough for this:

skvs_platinum

So, that says a lot for the game.  Next up is Senran Kagura 2: Deep Crimson, which presumably goes into the Big Bad revealed during Shinovi Vs.

 

Posted in 3DS, videogames, vita | Leave a comment

Sweeeeeeeet Eeee-MO-SHUN

di-insideout

The big draw of 3.0 was, really, Star Wars, and I hadn’t even really noticed Inside Out during its theatrical run.

Still, it happened to be in stock at a Redbox on a day when I was browsing for something to rent, so my wife and I watched it and liked it well enough, and then I wound up receiving the playset as a gift and figured I’d better give it a go.

Turns out, it’s probably one of the best implementations of the whole toys-to-life thing AND a solid platformer of the sort that used to come out alongside every kid-focused movie.  It’s also a fairly long playset by Disney Infinity standards and took me the best part of a Sunday to play through, though part of that came from exploring lots of side paths looking for collectibles and the like.  If I’d just held right the entire time, I could probably have burned through it much more quickly – but that seems rather a waste, because the game has a lot of really imaginative landscapes to run and jump through.

…mind you, there’s a particularly annoying gravity-flip mechanic that I could have done with less of, but moving along…

The toys-to-life schtick is handled interestingly.  All of the characters have a special ability – Anger can walk across lava without taking damage, Joy can jump and float for longer distances, Sadness can walk across clouds without falling through and so on.  If you have the two figures that come in the package, you’re going to be able to complete the story without too much difficulty.  I’d personally recommend getting a Sadness as well, just because her special ability trivializes some of the platforming bits, but you don’t NEED to buy all five characters.  I did anyway, because there were many very good Infinity sales over Easter week and I have poor self control, but do not use me as a role model.

Where having Sadness, Disgust, and Fear does come in handy is in opening optional paths and collecting random junk – so if that’s a motivator for you, you’ll need to shell out the extra money.

Of course, one natural reaction to quite liking what Disney did with Inside Out for Infinity is to wonder why they’re not following up with similar playsets for, oh, Zootopia, Frozen, Big Hero 6…

At least we’re getting one for Finding Dory?  Hopefully it will be as good.

Posted in PS4, videogames | Leave a comment

Now I Have A Frying Pan. Ho Ho Ho.

toyboxgameslilobraveAnother couple Disney Infinity Toy Box games down, this time the two-pack of “Brave Forest Siege” and “Stitch’s Tropical Rescue” that originally came with the Toy Box edition of 2.0.

These are very much reskins of the “Escape from the Kyln” and “Assault on Asgard” games that were bundled with the Avengers version of the game, just set in more light-hearted environments.  “Escape from the Kyln”, as you might have guessed, gave you the task of breaking out of the high-security prison from Guardians of the Galaxy, beating up an awful lot of assorted villainous types along the way.  “Brave Forest Siege” just has you fighting off hordes of animated wooden bears and collecting cakes, and “Stitch’s Tropical Rescue” has you defending ducklings.

Let’s be honest, these are the “for girls” versions of the Toy Box games, but the candy coating doesn’t extend to the actual gameplay – Brave Forest Siege in particular can get a little brutal if you have underleveled figures, and I wound up cycling quite a few characters on and off the Infinity base before I got my feet under me.

Both were good ways to spend a few hours, and being able to use ANY 1.0 or 2.0 Disney figure in them meant that I got to play some characters that I’d never touched before.

…and that’s how I discovered what is, as far as I’ve seen so far, the most ridiculously imbalanced Disney Infinity figure.

rapunzel_infinityMeet Rapunzel.

If you remember “Tangled”, there was a really enjoyable running gag involving the characters hitting people with, or being hit with, a frying pan, which was effective to the point of absurdity.

Rapunzel, therefore, has a frying pan, which she can hit you with or throw at you.

When thrown, it is fiendishly accurate, has an absurd range, ricochets from target to target after the first hit, and – oh, yes – knocks enemies back, frequently off ledges and into environmental hazards.

To add to the ridiculous nature of the character, her skill tree is set up so that almost all of her damaging skills are front-loaded.  You don’t need to buy a bunch of filler skills to get to her range damage boosts and her melee boosts, so she gets very lethal by, oh, level 8 or so.

When I mentioned that “Brave Forest Siege” had managed to kill me a few times, it’s because I didn’t start with Rapunzel.  She also made plowing through the Lilo and Stitch-themed tower defense game almost shamefully easy – sure, sometimes the various towers I’d set up managed to fend off the attacking robots, but more often than not I could just spam frying pan throw to victory.

Oh, and it makes the most satisfying clanging sounds as it bounces off opponents.  Seriously, it’s music for the soul.

I rather suspect that whoever was responsible for designing the character’s skill set decided that they were going to make the pinkest, blondest, cutest character in the game ALSO the most vicious killer, and I applaud that nameless designer.

Posted in PS4, videogames | Leave a comment

A Tale of Two Toy Boxes

Disney-Infinity-3.0-Logo

Between all of the assorted sales last week and realizing that a 1.0 starter set could be had for well under $20 and came with three complete Playset campaigns, I have added 15 Disney Infinity figures to a bookshelf that is rapidly approaching shameful status.

So, I figured that it might not be a bad idea to actually sit down in front of the PS4 and try some of the recent campaign-style content that Disney has been putting out for the platform.

marvel-battlegrounds

When Marvel Battlegrounds was announced, there was a fair amount of consternation throughout the Disney Infinity fan community.  It was a new playset, and actually included new content rather than just being an unlock for stuff on the disc, but it was also 30 bucks and only included one figure.

It’s still TECHNICALLY 30 bucks, but every store I’ve ever seen it in has had it at $20 and it’s not hard to find it discounted slightly below that… so it’s really barely more than the cost of the very nice looking Captain America figure.

That’s the good news.  The bad news is that, as a single-player playset, it’s a pretty miserable experience, being not much more than a half-dozen disjointed arena fights ending in a cutscene that seems pretty much just designed to be a teaser for future playsets.  I’m really stoked by the implication that future playsets will be playable without needing to buy a 4.0 disc and then a 5.0 disc and so on and so forth, but hopefully they will include more than a half-hour’s worth of play.

If you have three or four kids sitting around and they need a game to play together, ignore most of the previous complaining, because it was made for you, not for bitter 40-somethings with no friends.  In its multiplayer mode, it’s intended to be a Smash Brothers replacement, just using Marvel characters instead of Nintendo mascots… and available for systems that people actually own.

toyboxes

Toy Box Takeover, on the other hand, is the game I wanted from the moment I heard that Disney was cashing in on the whole Toys To Life thing.  It lets you take any of your figures (well, probably not the Cars figures) and sends you through a set of platforming and fighting levels taken from different Disney/Marvel/Star Wars properties.

There’s a little bit of a story to get you going, but really it’s an excuse to run around freezing Venom Symbiotes as Elsa and then mowing down Imperial Stormtroopers as Judy Hopps in a commandeered Scout Walker.

I haven’t tried Toy Box Speedway yet – it’s on my list – but I understand that it includes a Sugar Rush track and I have been wanting to play a Sugar Rush-themed kart racer since roughly 2 minutes after the end credits rolled on Wreck-it Ralph.  I also understand that the AI redefines “cheating bastard” so I may not get TOO much play out of it.  We’ll see.

Next up is probably going to be the Inside Out playset.  I recently got the base set with Joy and Anger as a gift, and the other emotions came home as part of the shopping binge, so I am all set for it.

 

Posted in PS4, videogames | Leave a comment

Disney Insanity 3.0

It’s been a bad month for financial responsibility.  I won’t post any pictures here, because they are disturbing, but I will simply say that I have needed to add a couple of shelves to display all of the various Disney Infinity figures that have been making their way into our home during the recent crazy sales.

I also discovered a very handy android application for keeping track of all of the different characters and playsets and power discs and other nonsense, somewhat-unimaginatively-titled “My Disney Infinity Collection“, and I must recommend it to anyone else whose house is slowly being overrun by the little buggers.

It has two features of particular note:

First, rather than boring text lists, all of the lists of play pieces include thumbnail photos.  These are in black and white, until you mark them as “owned”, at which point the owned ones show up as full color.  It’s a very quick way to look at a list and know which you already have.  You can also filter by compatibility, playset usability, keep track of what level you’ve raised them up to, basically everything you really need to know.

Second, it lets you hide things you don’t want to see in the lists.  I personally don’t care about all of the crystal variants and crazy rare stuff like Disney Convention-only toys, so they get marked as hidden and I can cheerfully forget that Disney ever thought that a clear plastic Sully with a few pink paint splotches was ever a good idea.

It’s a free application with a $1.99 unlock to get rid of ads and to add some features.  There’s no iOS version, which is a bit weird, but it justifies me keeping a cheap Android tablet around.

Posted in videogames | Leave a comment

New Year, New MMO

BDOLogo

As much as I enjoyed FFXIV last year, it did go a little overboard on the notion that everything worth doing was restricted to instanced zones – most notably, that the game’s story frequently hit stopping points where you were unable to proceed until you got a group together to clear mandated instances.

So, when someone sold me on Black Desert Online as having no instanced content and no mandated grouping, I decided that I’d try it out as a change of pace.

I know, I’m not supposed to be playing MMOs at all; it always winds up with me losing another month of my free time to Everquest.  I will try to be stronger this time.

BDO does have a couple of selling points beyond no instances, of course.  It gained its initial notoriety in the west on the strength of its character generator – which is, if I’m honest, actually rather daunting, enough so that there are sites that you can download preset faces from if you’re inclined to make your character look like your favorite celebrity but lack the personal skill.  It also follows the trend towards action combat and away from tab-target-and-mash-a-rotation, which has pluses and minuses.  It’s rather more engaging than traditional MMO combat, but it sets the barrier to entry pretty high and excludes a good portion of genre fans.

I’m enjoying it, personally.  Much like TERA, it lets you take on fights you really shouldn’t be trying solo, as long as you’re good at getting out of the way when the hammer comes down.  Every time I’ve hit a Co-Op Recommended quest, I’ve been able to get through it without needing to, you know, socialize with other humans.  This begs the question of why I’m playing an MMO in the first place, I realize, but I am comfortable with the contradiction.

Oh, and it is brutally obtuse.  It is chock-full of systems that WILL have you browsing Wikis to find out exactly what the heck is going on.  You have, for example, three kinds of experience, and you gain them in different ways.  You also have things like a personal stamina bar, which determines how long you can sprint or dodge and the like, and you  increase the length of this stamina bar by running around on foot, so if you spend too much time riding horses to get around it will handicap you somewhat.   Likewise, eating food isn’t necessary to regain health or to survive, but if you regularly eat and drink you will increase your maximum hit points.

Ironically, the thing that may keep me playing this (and off EQ) is the sheer opaqueness of the game.  There is a lot of fun to be had here, but it’s not all on the surface, and I think that’s what I’m looking for right now.

Posted in MMORPG, PC Gaming, videogames | Leave a comment

Fus-Ro-DONE

skyrimlogo

I finished my second play-through of Skyrim tonight, and I confess that there was just a little bit of Elder Scrolls fatigue by the end of it.  It’s my own fault for looking at the Steam achievements list and deciding that, dangit, I was going to Collect Them All ™, because that had me doing some pretty tedious quest lines and some stuff that was, frankly, busywork, just for the sake of seeing a little icon pop up in the corner of the screen.

But, with 219 hours logged on the game, I can’t really blame Bethesda for me getting a little bit tired of the running back and forth across Skyrim working on the Daedric artifact quests and similar nonsense, and the tedious bits got redeemed somewhat by getting to giggle like a maniac just absolutely blitzing through the main and civil war questlines after knocking out all of the side stuff.

For the record, if you are ridiculously over-leveled and over-geared, with all of your quick travel destinations unlocked and the Elder Scroll already collected from Blackreach, it takes about five hours from the point where you walk into Dragonsreach to tell the Jarl that, hey, there was a dragon attack on Helgen and someone should probably do something about that.

I did allow myself one indulgence during the process.  When I had to make the trip to High Hrothgar, I actually ran all the way rather than just fast traveling to Ivarstead, and I’m glad that I did.  That path was so very carefully constructed to take the player through some of Skyrim’s prettiest vistas AND lined on both sides with shiny things to distract you, and making the run reminded me of just why I’d gotten so hooked on the game in the first place.  There are just so many tempting little paths to lead you up to ancient crypts or into giant camps or bandit towers and pull you away from the main quest… it took real effort NOT to let myself go exploring again.

So, now I get to join the masses patiently queued up waiting for TES VI, which will probably come shortly after Bethesda is tired of releasing Fallout DLC.  Sooooo… 2018?

 

Posted in PC Gaming, videogames | Leave a comment

I’m not saying I have a Skyrim problem…

…but I have a Skyrim problem.

skyrimachievements

Fortunately, after a little over two hundred hours of playtime, at least I can call the achievements list done.  It took two characters to knock them all out, because I couldn’t take the same character who put the goody in goody two-shoes and then turn around and do things like collect Daedric artifacts and kill lots of people so she could feed on their life essence.  For THAT sort of thing, I made a different character, and SHE did things like become the guild master of the thieves guild, become a Vampire Lord, restore the Dark Brotherhood and generally was a very bad person all around.

And she did it all without triggering the main quest, so it was over 60 hours played without seeing a single dragon past the introduction.

I still have a few goals:

  1. Complete the “Destroy the Dark Brotherhood” quest line on the aforementioned goody two-shoes character.
  2. Go through the Dawnguard main quest as a vampire, presumably killing a lot of vampire hunters in the process.
  3. Win the civil war for the Stormcloaks
  4. Finally, with the evil character, see just how fast I can blow through the main quest.

After THAT, I think I just have to wait for The Elder Scrolls VI: Kill Some More Thalmor.

Woo!

 

Posted in PC Gaming, videogames | Leave a comment

“Batman Begins” was taken.

arkhamoriginslogo

I finished up Batman: Arkham Origins over the weekend, and finally figuring out what I was doing wrong with the combat made it a much more enjoyable experience than Arkham City.

I was pretty skeptical that we needed a prequel game at all, but I’m open to admitting that I was wrong there – in fact, I think that being set in Batman’s early career actually made for a pretty interesting story. He’s still fighting gangsters and corrupt cops, with the weirder high-tech and super-powered members of his rogue’s gallery mostly ignored or relegated to side stories and DLC. Gotham is, well, a rather oppressive place, but at least it’s not a battleground just yet.

It particularly scores points with me for the Deathstroke boss fight, which wasn’t terribly difficult but which served as something of a “have you been paying attention?” test of combat mechanics and had some great mid-fight banter, and for the Mad Hatter sequence, which I would have completely missed if I’d been holding to my plan of sticking to the main story quest.

The complaints I DO have about it are all structure-based, and here is where you should probably stop reading if you don’t want to read a bit of ranting.

I am still getting used to open-world game design, so I’m probably not the best person to critique an open-world game, but one of the things I enjoy the most is having a huge quest log and the freedom to work on almost any of the things on it. “Skyrim” is my go-to reference here, and I frequently found myself thinking of AO as “The Elder Scrolls: Batman” while I was playing.

In a lot of ways, it IS very free-form. You find out very early on that there are ten broadcast towers around Gotham, one per neighborhood, and you need to visit each of those. Then you find out that there are also 10 network relays per neighborhood that need to be disabled, and two guys per neighborhood that specifically need to be sought out in order to get the location of twenty collectibles scattered across each neighborhood, and – barring occasionally needing to get new gadgets – you are welcome to tackle these 330 small objectives at any point in the storyline.

There are also case files, typically revolving around stumbling across a recent murder and tracking down the killer through a detective crime scene reconstruction sequence, and “Gotham’s Most Wanted”, a set of side bosses including the previously-mentioned Mad Hatter.

If that wasn’t enough, you have training challenges to do back at the Batcave, and three separate tracks, of 15 challenges each, to tackle in the field. The training challenges are a good way to pump up your experience bar, and the field challenges unlock new gadgets.

Basically, if you like putting check marks on checklists, there are SO MANY CHECKLISTS to check off.

Where it breaks down in spectacular fashion, though, is having many of these checklists only doable in rigid order. A couple of examples are, I believe, needed here.

Apart from a couple of story-related case files, most of the investigation sequences trigger randomly as you swing and glide around Gotham. You’ll overhear some police radio chatter, there will be a new indicator on your map, you go to it and find a dead body and then investigate.

Unfortunately, you can only have one active case file at a time – once you stumble across a trigger, you will not get a new case file trigger until you have followed that case file to its bitter end. I had one instance where I DID close a case file, but the case file closure didn’t “stick” and it was a long time before I looked in my quest log, noticed that it was still at the “Apprehend Suspect” step, and went back to find the guy a second time. As a result, I was stuck on that one case file until nearly the end of the story campaign, and finishing the case file track would have meant ignoring the story campaign and simply running around Gotham waiting for random quest triggers to fire.

As a side effect, since some of the “Gotham’s Most Wanted” quests are tied to completing the case files, I missed out on a ton of those.

Likewise, the field challenges suffered from needing to be completed in a specific order. There are three lists of field challenges, each with 15 objectives, and you can see every one of these objectives from the very start of the game. For example, there’s an objective for “Stop a crime in progress in each neighborhood”, and this SHOULD be terribly straightforward – if only it weren’t the last objective in a list of 15. You can stop all the crimes you want, but the game only rewards you for the ones done once you’re on that 15th step. If you put it off, you are going to be going back to each neighborhood LONG after you’re done with other objectives and hoping that a crime-in-progress event actually triggers in a timely fashion.

For an extra bit of “Really, guys?”, one of the challenge tracks revolves around performing very specific actions during the game’s “Predator Room” sequences. There are only a few Predator rooms, and they do not respawn, so missing a couple of these challenges early on means that you can’t complete this challenge track in one play-through, even after finishing the campaign and going into Free Roam mode. Playing the story again in the “New Game Plus” mode is the only way to get the Predator Rooms to re-populate with enemies, and that also saddles you with a big boost to difficulty.

So, short version – a great Batman game, with a TON to do, but with some design decisions that will haunt you if you have a completionist mindset and aren’t the sort of person who obsessively refers to a guide during play.

Also, it had the side effect of getting me to load up Skyrim again. This may be similar to the effect playing MMOs has on me, where playing almost any MMO for longer than a couple of weeks inevitably ends up with me re-installing Everquest and losing another few months of my life to chasing the nostalgia dragon. At least Skyrim is theoretically finite.

Posted in PC Gaming, videogames | Leave a comment

On Video Conversion and Film Grain

Like almost every other geek of a certain age, I was blown away by the news of a fan-transferred 1977 version of Star Wars, with all of the slightly-jerky modelwork and matte lines intact, and I went immediately to the dark corners of the internet to find myself a copy.  I would feel guilty about this if I hadn’t bought Star Wars on VHS (twice), Laserdisc (twice again), DVD AND Blu-Ray, but as it is Disney can just deal.

Anyway, it is glorious.  It’s never going to be mistaken for a 2016 blu-ray transferred from the original negatives, but that’s a pipe dream.  It’s a transfer from a multigenerational optical copy with reel change marks and scratches intact, and I firmly believe that it is the best possible way to experience Star Wars as of this moment in time.  It gives me flashbacks to the days of being dropped at the dollar cinema, with stale popcorn, questionably-sticky floors and threadbare seats, while the adults went and did important adult things.

It’s also distributed as an mkv file with an ac3 stereo soundtrack, and this is an issue because I like to have all of my media indexed in iTunes and available on my Apple TV for living room playback, and iTunes doesn’t speak mkv AT ALL and really prefers aac over ac3.

Normally I’d pass a video file like this through handbrake, but I know from experience that handbrake doesn’t like grain very much.  Not to get too technical about it, but the amount of grain present is enough to give it the “screaming heebie-jeebies”, and I’m pretty sure that any video file it gave me would be double the size of the original AND look awful.

Fortunately, the video track was encoded in h264, which iTunes has NO trouble with.

This gave me an excuse to get ffmpeg on my Mac.  I’ve used ffmpeg a ton on the PC for this sort of thing, but my days of needing to do serious amounts of video transcoding are long past and these days handbrake is ALMOST always good enough.

It turned out to be quite exciting, really.  First, I had to get the “brew” package manager, and use that to install ffmpeg, and then fix access permissions on a couple of folders that for some reason were created as owned by root with no access granted to the admin group… you know, the usual sorts of quirks you run in to any time you try to do Unix-y stuff on a shiny Cupertino OSXbox.

On the other hand. once those little foibles were dealt with, getting an iTunes-friendly version was as simple as the following terminal command:

ffmpeg -i starwars.mkv -vcodec copy -acodec libfaac -ab 320k starwars.m4v

This handles the container conversion (mkv to m4v), leaves the video track intact and re-encodes the stereo ac3 audio as aac.

As a side effect, I’m set for the next time a file like this drops into my lap, so big win all around.

Posted in video encoding | Leave a comment