Once, Twice, Three Times a Ninja

ngs_boxI have now purchased Ninja Gaiden for the third time, this time in the form of a $6.39 copy of Ninja Gaiden Sigma for the PS3.  At some point, I am expecting my wife and friends to stage an intervention.

That said, it was super cheap and has a lot of things to recommend it over Ninja Gaiden Black, so I don’t feel TOO bad.  The improved graphics are, of course, the most immediate thing that pops out, but things like the quick select wheel for potions and the ability to reverse camera controls are little quality-of-life things that remove a ton of frustration.  I’m also liking what I’ve played so far of Rachel, who was a non-playable character in previous releases.  She’s a lot slower than Ryu, so it took a little bit of adjustment, but her vault-over-enemy-decapitate-him-in-the-process move gives me a good giggle every time I pull it off.

What more could I ask for from a game about ninjas and demon hunters?

I’ve been really impressed by the changes made to levels.  I was expecting a much more straightforward port job, and Tecmo really improved the pacing of what I’ve seen so far.  The Ninja village level, for example, got a few extra enemies and a new area to make it feel more fleshed-out, and getting to fight Doku at the end of the level instead of getting my rear end kicked in a cinematic felt a lot less cheap.  Likewise, the game drops a silly  fetch quest in chapter 4 in favor of a mini-boss fight, which is just more fun in general.

And, YES, the game’s most notorious change is that you can, after every third death, take the option to drop down to the lower-difficulty “Ninja Dog” mode, and I probably am going to do this at some point.  For now, I’m still on the normal difficulty, dying enough to make victories satisfying but not so much that I’m wishing bad things to happen to the developers and their families.

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Miku is a harsh mistress

projectdivaf2ndI’m usually playing one or two console/PC games and one portable game at any given time, so I needed a new walkabout title after finishing Spirit Camera.

Somehow, Project Diva f 2nd leapt off the shelf and wound up in my Vita’s card slot.  I am weak and easily fall in to old habits, and having a Miku game sitting around unplayed was too much of a temptation to resist.

This is my fifth Project Diva rhythm game on Sony portable hardware, and the series fills a unique role for me – it’s the only series where I start each entry with the intent of playing it on the harder difficulty levels, rather than being satisfied with the entry-level settings.

I confess that I may have been a little smug about this when I put the game card in and fired it up.  Hard difficulty isn’t available from the start, so you have to pass Normal on all songs to get the more challenging version.  I figured that it would take me one quick play-through on Normal to unlock all the songs on hard difficulty, a second pass to get GREAT or better rankings on the handful of songs that I cleared with only a STANDARD ranking, and then I could get down to the srs bzns of playing on Hard…

…and then I started blowing songs, even on Normal.  In the course of clearing the 40 base songs, I had 20 failed songs out of 60 attempts.  There are some note charts where the markers just don’t seem like they’re following the music, some songs where the tempo just skews all over the place, and WAY too many sequences using the touch screen instead of buttons to hit notes.  I’ll be going through the songs on Normal a couple of times again before I’m ready for Hard, I think.  I may even do a quick pass on Easy so I can actually see the videos behind the note markers.

I’m still loving it – it looks fantastic, and it brings back a ton of songs from the PSP games that were sadly absent in the first Vita game – but there’s no way I could recommend it to anyone who hasn’t had a lot of time with at least one previous game in the series.

It looks like Sega will be giving Miku a break after this release.  The US still has the 3DS port to look forward to in September, but that’s just an enhanced version of a couple of 3DS games that are over a year old at this point.  They are releasing Miracle Girls Festival this winter, which is a game that uses the same rhythm game engine but ditches the vocaloids for an assortment of cute anime characters.  Somehow, I doubt this will come over to the west – but, in a world where I can pick Hyperdimension Neptunia games off the shelf at my local Fred Meyer, I guess anything is possible.

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That’s Enough Internet For Today

From an article on the impending release of Devil’s Third for the WiiU:

enoughinternet1

Continue reading

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Speed Camera

spirit_cameraWhen I originally bought my 3DS, the store I was in didn’t have Kingdom Hearts in stock, and I felt silly leaving without any games, and I’ve always had a fondness for the Fatal Frame games, so I bought Spirit Camera figuring that it looked sort of like a Fatal Frame knockoff and that it might be worth a go.

Turns out, it’s actually NOT a knockoff – it’s a real Fatal Frame game, it just has a different name for some reason.

“Game” might be stretching it a little, too.  It seems mostly designed to show off the features of the 3DS, with the Fatal Frame elements slapped on top to justify charging money for a long-form tech demo.  It pretty much ignores traditional controls – you need to scan the included book of AR cards to advance the story, fighting off spirits is done with the rear-facing cameras, and all aiming and looking around is done by holding your 3DS up in front of you and physically turning and bending and, well, looking rather like an idiot in the process.  I had to clear a good bit of floor space to play this one.

I would DEARLY love to watch someone play this on public transit, which is the normal place one plays portable games.  I think it would be damned entertaining.

Leaving that aside, it does have an interesting premise – for once, the player is NOT a helpless Japanese girl forced into some sort of ancient ritual, but rather is a person who happened to get sucked into an evil diary ALONGSIDE a helpless Japanese girl who has been forced into some sort of ancient ritual.  You just happen to have a Camera Obscura, and your new friend Maya seizes upon you as someone who might be able to break a curse that she happens to be suffering from and, oh dear, you seem to be suffering from it now too.  Whoops?

The AR stuff also works pretty well, and it even manages to pull off a couple of jump scares.  It’s perfectly instinctive to, if you see stuff dripping on to a book in front of you – and when I say “you”, I mean “you, the human being playing this game” – to look up, bringing the 3DS with you as you look up, and having a creepy ghost kid jump out of your own ceiling at you is, well, a good scare.

Headphones mandatory of course, this would have basically zero impact through the 3DS speakers.  Really, enjoyment of this game is probably directly correlated to the player’s ability to suspend disbelief and to accept the world seen through the 3DS screen as the actual state of the world…

…for about three hours, which is a bit short for a game that was originally sold at full retail price.  There’s an “Extra” story mode unlocked after your first play-through, at least, and (to be ABSOLUTELY fair) holding a 3DS up in front of your face for “only” three hours straight is a bit of an endurance test in itself, so it’s probably a good thing that it’s not a full-length Fatal Frame game, which tend to be more in the 8 to 10 hour range.

Overall, probably nothing I’d recommend to anyone who wasn’t a fan of the Fatal Frame series in the first place, but a fun side story at least.

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Mind: Blown

ngb_boxI mentioned yesterday that I’d tried to play Ninja Gaiden before.  Three times, in fact, and more-or-less in the following sequence:

2004 – while visiting a friend, he invites me to try this brand new game which he has just brought home.  The two of us, handing the controller on and off, manage to fight through a castle full of ninjas and get to the boss, who promptly hands us both a to-go bag full of our pride and ambitions.

2007 – I take advantage of fire-sale prices on Xbox games to buy my own copy of Ninja Gaiden.  I fight through a castle full of ninjas and get to the boss, who says “Did you not learn your lesson three years ago?” and sends me to the game over screen without breaking a sweat.

2007 (take two) – I try AGAIN, this time being super-careful to conserve healing items.  I get to the first boss with an inventory full of potions and discover that this really just prolongs the inevitable.

At this point, I got rid of Ninja Gaiden and bought Ninja Gaiden Black, at slightly more-than-fire-sale price, because I understand that, if I do poorly enough, it will give me the option of a “ninja dog” difficulty level, tuned for people who are bad at action games.

2015 – I finally put Ninja Gaiden Black into an Xbox, fight through a castle full of ninjas, and – surprisingly – beat the first boss on my first try.  Sadly, I discover after the fact that you can no longer activate “ninja dog” mode after clearing the first level, so I’m stuck with Normal difficulty until the end or until I admit defeat.

This post really isn’t about my multiple attempts or my general inadequacy at action games.  What actually blew my mind about Ninja Gaiden yesterday was that the game doesn’t ALL take place in castles full of ninjas.  In fact, while the second level takes place in a somewhat archaic-looking Japanese village, the third level has you fighting across an airship and the fourth drops you into a very European-looking town, with lots of brick architecture and narrow alleys.  It’s more than a little jarring to have my decade-old mental image of the game completely thrown out the window, and it’s put me in the pleasant position of having no idea what sorts of places the game is going to send me but eagerly anticipating the trip.

Well, except I assume there will have to be either a) a swamp level or b) a sewer level or c) both, but I’ll deal with those when I get there.

If I get there.

Did I mention that I’m still pretty bad at action games?

 

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Go Team?

WiiU_screenshot_TV_01769

I couldn’t really get in to the Roller Coaster vs. Water Slide argument, so I picked Team Roller Coaster and played long enough to rank up a couple of times.  I didn’t have enough emotional attachment to the issue to stick with it very long.

Turns out I picked the winning side, anyway, and even my half-hearted contribution meant that I wound up with another 10 of the Sea Snails you can use to respec gear, so I have quite the virtual bankroll now.  I just need to figure out which of the stats are actually ones I should be focusing on, and it’s more complicated than I’d thought.  For example, now that Ink Resistance has been nerfed changed, I should actually try to figure out which main abilities for shoes might be better.

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This game shouldn’t exist

neptuna1I started trying to summarize Hyperdimension: Neptunia Re;Birth, and after several false starts I just had to give up.  It’s one of those games where the target audience knows they need it the moment they see it, and anyone outside the target audience is probably trying to figure out why anyone would waste their time with it.

I’m still boggled that there are enough people in the first group to actually justify the expense of production, but I’m not going to question it any further.

When I saw the PS3 game, I knew I needed it.  I also heard a lot of people talking about a terrible combat system and a massive grind, and I put off buying it as a result.  Then came a sequel, and another sequel, and people started saying that the combat system in THAT game was pretty good, pity about the first two.

Then the first game got remade for the Vita, shoehorning in the improved combat system and making other quality-of-life changes, and that’s when I finally put money down on a copy – although, per my norm, I put off starting it for a while, and then played it in 15 and 20 minute chunks for the better part of four months.

I finally decided, last week, that I was going to play it seriously, and it didn’t actually take much time from there.  I clocked in at 28 hours and a bit by the in-game timer, and that’s pretty short for an RPG.

It IS a little grindy, and the first couple of chapters are much tougher than the rest of the game, and there are WAY too many aspects of the crafting and combo systems that aren’t adequately explained, and the world map is just a set of locations that you can fast travel between rather than a real overworld, and the dialogue is cheesy and the plot beggars description…

…but it still made me giggle uncontrollably and often, and that’s really what I was looking for in an anthropomorphized moeconsole RPG, so I will call it a great success.

Next up is Ninja Gaiden Black, a game which I have tried to start three times before.  So far, I’ve gotten to the first boss and beaten him, which is the farthest I have ever gotten and a feat I am unjustly pleased with myself for accomplishing.

I tried playing Jet Set Radio Future and it didn’t go well.  I got past the tutorial, got about 5 minutes into the game proper, and realized that I just couldn’t get into being a hip, rollerbladed, graffiti artist.  I kind of just wanted to slap some sense into my on-screen avatar, make him get a haircut and some respectable clothes, and go back to school and do something with his life.

Sadly, there is no game entitled “Slap Some Sense Into A Hip, Rollerbladed Graffiti Artist, Make Him Get A Haircut And Some Respectable Clothes, And Send Him Back To School So He Can Do Something With His Life”, but I will be sure to pre-order it when and if it is announced.

 

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Illithids, Beholders, and Yuan-ti, Oh My

d&dheroesI needed something a little less creepy after Silent Hill 4.

Back in 2008, my wife and I happily button-mashed our way through Baldur’s Gate: Dark Alliance, a game which I am given to understand is viewed as something of an abomination by Proper Baldur’s Gate fans, those being the fans who grew up on the isometric PC games in the late 90s.

We had a lot of fun with it, and wound up buying a few other games in the same genre.  Then we found out that we REALLY prefer playing through hidden object games together, and haven’t gotten around to doing the co-operative button mashing thing since.

Then I started trying to knock off my backlog one system at a time, and that’s how Dungeons & Dragons: Heroes found its way into the tray of our aged and finicky Xbox.

I liked it a lot.  It doesn’t have the most original setup – there’s an evil wizard, he tried to take over the world, you and your friends stopped him and died in the process, it’s been a few decades and someone has resurrected the wizard, so you get resurrected to, well, stop him again.  The NPC who resurrects you basically tells you “he’s that way, here’s a (sword/staff/bow/mace), go do something about it, would you?”

It doesn’t need an original setup.  In this case, a few fantasy cliches and a few of the nastier pages from the Monster Manual are all that are really needed to make a satisfying dungeon crawl / loot bash.  There are occasional puzzles involving switches and color-coded pressure plates, and an awful lot of looking for four or five of X, where X is a set of objects you need all of in order to open a door, and a friendly shopkeeper or two to sell your junk to and buy potions from, and the rest is pretty much Front Towards Enemy, Mash Attack Button, at least on Normal difficulty.

The first couple of levels, where you’re broke and kind of short on healing potions and swinging wildly at trolls with your rusty longsword, are actually the toughest.  Once you get your feet under you, it’s pretty much smooth sailing to the inevitable multi-stage final boss fight.

Playing it on a modern flatscreen, the low poly models do stand out a bit – it’s not UGLY, by any means, but it’s definitely rough around the edges.  The environments hold up considerably better; it does a good job of selling the contractually-obliged swamp, fire, and ice-themed levels.  There are also some cutscenes that play before boss fights; these are pre-rendered and look really good.

Total play time was probably 12 hours over four nights.  It dragged a bit towards the end, if I’m honest – there’s a necropolis level which just seems to go on and on long after it’s overstayed its welcome – but I’m willing to accept that it may just have been me being impatient and wanting to get to the bit where I punch the evil wizard in his evil wizard face.

 

 

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Silent Hill 4: Maison Ikkoku, Hell-Dimension Edition

silenthill4In retrospect, it was pretty ironic to have chosen this last week to play Silent Hill 4.

It’s not that I was ACTUALLY kept inside my house by mysterious chains and sealed windows, but being stuck inside for several days with a bad back did leave me more than a little twitchy to see the outside world.

My feelings for the game are a little conflicted.  On one hand, it has a fantastic premise and a really good first half.  It’s not really set IN Silent Hill, though at one point you find yourself on the shores of Toluca Lake, but it feels like a Silent Hill game regardless.  The environments are brutal, twisted, and opressive, there’s fog everywhere, and there are a lot of really unpleasant creatures who want to make your life difficult.

I particularly enjoyed the part of the game where you’re finally able to visit the other apartments in your building.  Including you, there are about twenty residents in your building, and there are very human dramas going on that have nothing to do with the game’s main plot.

On the other hand, the second half of the game is one long escort mission and the inventory/save system seems designed to annoy and to pad out the game length.  Your character has a painfully small carrying capacity, so you are frequently shuffling items in and out of a trunk kept in your apartment, and every trip back to the apartment means a ton of backtracking and a pair of cutscenes.  It really put me into a bad mood while I was playing, and I eventually resorted to an exhaustive walkthrough to get me through the last couple of levels, which is something I usually try to avoid.

The final world, and the last encounter, were VERY good, and I somehow managed to get the best of four endings on my first playthrough, so my final impressions of the game were positive.  If I’d given up an hour or two before, this would have been a much more ranty post.

After SH4, I was left with four Xbox games to choose from, and the next one off the shelf was Atari’s 2003 “Dungeons & Dragons: Heroes”, a top-down game with a more-than-passing resemblence to Gauntlet but with some bolted-on RPG elements and a light coating of story to round it out a little.  So far I’m about two hours in and am giving it a preliminary thumbs-up – I’m still occasionally mixing up the various action buttons and my attempts to faceroll through dungeons while chugging heal potions were met with abject failure, but it uses the D&D license well and the combat is starting to click with me.

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Life Lessons

Learned a very important lesson this weekend: if you do a lot of housework one Sunday, and have kind of a sore back all week as a result, do not spend the NEXT Sunday ALSO doing housework.

In other news, ow ow goddamn ow. I miss being able to stand up straight.

 

Update: Sprained Sacroiliac joint.  LITERALLY a pain in the arse.  Two weeks of steroids and muscle relaxants ahead, with the looming threat of PT if those don’t do the trick.  Woo.

 

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