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Review- Final Fantasy IV DS |
Friday, 10 October 2008 |
Remakes. They seem to be everywhere these days with companies looking to draw on their rich heritage and bring their old classics to the new generation. Or, taking a more cynical view, remakes are seen as companies being low on inspiration and looking to make some quick cash by repackaging their old material. Final Fantasy IV is undoubtedly a classic game and where better than the DS, with its booming RPG market, to unleash the game once more upon us.
Even with a passing interest in gaming you will have at least heard of the Final Fantasy series. The series was always known by gamers worldwide, but were something of a rarity in the west due to some games in the series not making it out of Japan. Back in the day, FF IV was in fact known as FF II in the west but since the release of FF VII, the numbering of the games became standardised worldwide. Now, if that has made you are unsure whether you played FF IV before or not this should clear it up for you: it’s the one with Cecil and Golbez. Fans of Final Fantasy often highlight this fourth entry as being the best of them all- it blew peoples minds back when it first released on the Snes, so is it all just nostalgia, or is FF IV worthy of this remake?
The game opens with some gorgeous (though not perfectly compressed) FMV with music that will tug at your heartstrings if you are an FF IV veteran. Beginning a new game, you play as Cecil the Dark Knight of Baron. Cecil has always been the most loyal of servants to his king, however recently he has began to question the king’s motives more and more. I won’t go into the details of the story, but as you can guess, things spiral out of control leaving the fate of the county and world in your hands. The adventure is a lengthy one, however it plays out deceptively rapidly as the story is well segmented and always driving you forward. You always know where to go next whether you have played FF IV in the past or not.

Unlike FF III, there is no job system. Each character has their own specialities and areas of expertise meaning your party will always be diverse, leaving you to worry about little more than levelling them up- which isn’t necessarily a bad thing. As in FF III you would have spent a hefty amount of time levelling up each character as well as each individual job, meaning the game became a huge grind. In comparison, FF IV is much more focused. You have Cecil who will be your “tank” and others who will be your white mage, black mage, etc, which allows each character to have their own role and play their very deliberate parts in the story. In battle you line up with a maximum of five party members (split between being front and backline) and rather than being strictly turn based, battles are played out in the groundbreaking and acclaimed ATB system. With active time battle, everyone has their own bars that fill up before they can take their turn, making for something that’s more engaging than your standard turn based affair. To add extra spice to proceedings, FF IV is an RPG that is less about power levelling and more about utilising good tactics in battle- a lot of the time, if a boss beats you, the answer is not simply to spend time grinding but to adjust your approach to the battle.
So with FF IV already being available on GBA, is there any point to pick up the DS one? Well, yes I would have to say there is. The DS game has sufficient additions to warrant your time and money and I’d even go as far as to say it’s the ultimate version off FF IV on the market. Sadly, the extra content added to the end of the GBA port is missing, but FF IV includes Augments, an all new (and incredibly charming!) Namingway sidequest, an auto battle feature as well as possibly one of the best New Game + features in any game yet.
Augments are one-time abilities that you receive when characters leave the party or can be found in certain locations. They are difficult to find and as for the ones you do uncover, seeing as when equipped they cannot be removed, you will find it rather daunting as to whether you should actually assign them or not. Through the augments you will gain such abilities as counter, darkness and a variety of others. They allow for some extra customisation and are fun to play around with, but it would be nice if you could remove them if you do find a particular ability would be better suited to someone else.
Auto-battle allows you to give each character a preset move which they will continually use when you enable auto-battle, which can be turned on or off with a press of the X button. Auto-battle is most useful for random battling where you would normally just be attacking your way through with little need to think, if you just sit back and allow auto-battle to take you through the boss fights then you will be decimated. It’s a good feature, which will save you from hammering the A button as you slash your way through random battles in the field.
The New Game + feature encourages you to play through the game three times in order to get the most out of it. You carry your Augments over allowing you to have certain abilities from the get-go. Even if you normally find yourself playing through your games once and then shelving them, Final Fantasy IV on DS will genuinely coax you back for more.

What is a letdown is that while Square-Enix said there was a lot of the game left on the cutting room floor back in the nineties, the additional story content in this remake is negligible. You will notice some scenes here and there that are new, but on the whole this is basically the same FF IV as it always was. On the plus side, the story while not being as impacting as it was on the Snes, it is still good enough to make you want to keep playing. New players will find it clichéd, but you should keep in mind that FF IV was one of the games that set the standards for how a strong story could be delivered in games. At key junctures, the major scenes are played out as voice acted cutscenes. The voice acting is in general of a fine standard- however Kain’s voice is a lot deeper than personally I ever imagined it to be.
Musically, the title is also top notch. The stars were truly in alignment when FF IV originally came out because Nubuo Uematsu’s soundtrack is one of the most recognisable in the whole FF series, with Theme of Love even becoming part of the Japanese curriculum.
When all is said and done, FF IV is worth playing by everyone. Veterans will simply adore this trip down memory lane, and will enjoy toying with the Augments as well as spotting new scenes. Newbies will also find a lot to enjoy with this remake. It may seem fairly archaic if you have been brought up on more recent RPGs, but with a 3D make over, the game can be enjoyed by today’s DS playing generation. Heck, its even worth trying FF IV out if you have played and dislike proper turnbased RPGs- the ATB system keeps things more interactive, so its worth having a go before you dismiss FF IV as just another boring RPG.
 Labels: DS, fantasy, final, iv, Reviews, rpg
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posted by darksnowman @ 13:10  |
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Review: Mystery Dungeon: Shiren the Wanderer (DS) |
Sunday, 3 August 2008 |
We’re more familiar with the roguelike subgenre nowadays through entries in the “Mystery Dungeon” series such as the well-known Pokémon Mystery Dungeon games. Due to the Pokémon theme, it has somewhat helped to bring the Mystery Dungeon series to the masses. However, it’s Shiren the Wanderer who leads by example in being Chunsoft’s original core series. So its here, questing with Shiren and Koppa that the true Mystery Dungeon experience can be found. How good can a game that relies on being randomly generated ultimately be?
Shiren the Wanderer isn’t a new game at all; it is in fact a 1995 SNES game that has been re-released on DS. The premise is a simple and linear one: basically, you are aiming to complete the main dungeon by making it from your starting location right the way to the goal, the lair of the Golden Condor. What sets Shiren apart from other RPGs is this roguelike tag we all associate with it and other games of its ilk. What this means is that unlike most other videogames, death is a very real threat. Sure you die in other games, but it’s easy enough to restart and not lose a lot of your progress. In Shiren the Wanderer when you die, that’s it. You go back to the inn at Canyon Hamlet, the first village and lose all your items, experience as well as any companions you may have picked up along the way. Its every bit as brutal and sadistic as you would imagine it to be, but this is where the true art of Shiren lies. Very rarely will you find that you are killed cheaply. Each time you die, you will learn something new about how to play the game and you will be wiser for your next run through. Its best to think of it in terms of Super Mario Bros., whereby your aim is to get from world 1-1 all the way to Bowser’s Castle in one go. A game over in Mario is the equivalent of death in Shiren- if you get a game over at Bowser’s Castle then you have to start over from 1-1, no power ups, no extra lives, no nothing. All you have is the knowledge of how to play and get to Bowser’s Castle, and you will know why you died and be ready for it on subsequent attempts at rescuing that pesky princess. Obviously in Mario you can learn the layout of levels but due to the fact that each floor in Shiren is randomly generated, it’s a different challenge. Nevertheless what you learn is techniques for best defeating bad guys, what to do when certain situations arise and when its best to use items you pick up. It’s the thinking mans game.
 Gameplay is grid-like and highly strategic. You have the illusion of walking around freely, but in effect each step you take and each action you make constitutes one turn. Baddies and townspeople will only move when you move, meaning you can take as long as you need to think out your strategy for each situation you find yourself in- you are never rushed, and you play at your own pace. You may be put off by the prospect of the randomly generated dungeon floors, but when you get into the adventure, it’s this very feature that keeps things fresh. No two play-throughs are the same, meaning you never get settled into a gameplay rhythm and you always have to think out your approach to clearing each floor as its never the same as last time.
Graphically, Shiren the Wanderer is nothing special if you are expecting modern day visuals. However the graphics are charming and do the job adequately, harking back to the 16-bit days of gaming. Locations are all varied, with towns, forests, cliff sides and caves helping to differentiate between each section of the journey. Where Shiren the Wanderer is found lacking is in the special effects department. When you use items and staves, there is a small animation but no flamboyant effects that we are accustomed to in other RPGs. On the other hand this doesn’t hurt the gameplay, and means the action isn’t broken up as you wait for Shiren to swing a stave or read a scroll. The dual screens of the DS are put to good use, giving you the option to customise what each screen displays- using one screen for displaying gameplay and the other for the map is the set up of choice.
The music is by Koichi Sugiyama and whilst some would argue that the music is a weak point in Shiren the Wanderer, they are wrong because when you listen to it and get into the game, everything blends together seamlessly. The music isn’t in your face or overpowering but it complements the eastern themed atmosphere of Shiren’s adventure perfectly and so it’s difficult to criticise it.
An unexpected aspect to Shiren the Wanderer is that it encourages players to join together and help each other out. On a play through, you are allowed to be revived three times, and all kinds of options are available so as to give you the best opportunity possible of being rescued. You can send or receive your rescue request via local DS communication, via Nintendo WFC where friends or random adventurers can rescue you and failing that, you can have a password generated that you can give to others so they can come and revive you. This community aspect is greatly encouraged, and makes you realise you are not alone in the quest to reach the Golden Condor.
 All in all, do not allow yourself to be put off by Mystery Dungeon: Shiren the Wanderers harsh exterior. You are going to die, so accept it and open yourself to this alternative style of play because when you get into it, Shiren provides one of the best experiences available on DS. There are workarounds to the setback of losing all your items upon dying- you can store your gear at various warehouses along the way meaning you can leave things to pick up on subsequent play-throughs. There is a lot more to this adventure than the main dungeon that will lead you to the Golden Condor. After completing the main quest you will open up new dungeons to test yourself in. As well as this there are side quests to get involved in, sidekicks to befriend and recruit and if you so decide you can take the time to upgrade your weapon and shield- but don’t get too attached, because its certain you will die and lose them sooner or later.
There is a lot to sink your teeth into with Shiren the Wanderer, so cast off your doubts and preconceptions about how RPGs are supposed to work and embrace Shiren, the roguelike Wanderer with an open mind.
Second Opinion Aaron "D_prOdigy" Clegg
The meat and bones of Shiren certainly does sound like a pretty acquired taste… and that very much is the case. If you don’t like “hardcore” games that see you dying and starting from the drawing board several times a play-through, you’d be forgiven for being rather put off by Shiren. But if you’re willing to have an open mind, and are interested in knowing what it’s like to be challenged by a video game, you won’t find a better tool to test you. It’s going to make you angry at the world, but Mystery Dungeon games have never been interested in holding your hand, and the beast gets its kicks from baffling you by radically changing the over-world every time you perish. That’s not to say the world of Shiren never feels familiar. You’ll find yourself stumbling across friendly NPCs time after time, who acknowledge you as a warrior, and always remember you. It’s this sort of design choice that makes Shiren feel constantly new, without totally changing things every hour.
On a personal note, I must highly recommend Shiren to these snobbish gamers who consider themselves “hardcore”. After playing this extensively, I think it’s safe to say that no-one can consider themselves to be anything but mere mortals until they’ve mastered Chunsoft’s 1995 epic. It may be a 13 year old relic, but in this day of 7-hour shooter-fests, it’s the freshest game I’ve played all year.

Labels: DS, dungeon, mystery, Reviews, shiren, wanderer
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posted by darksnowman @ 20:13  |
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Space Invaders Extreme Review |
Monday, 28 July 2008 |
If you are an old school Space Invaders fan (who for some crazy reason doesn't already own this game) and have been waiting for the franchise to be brought kicking and screaming into the 21st Century, then close this window, log off and rush to your nearest gaming emporium. Honestly just go, you don't need to need this review and nothing that is said here will mean a jot of difference. This is the game for you period.
Still here?! Very well then. Space Invaders has appeared in many many guises down the years and on over 22 platforms, but has never quite managed to recapture the magic of the original. Some have even seemingly done their best to try and tarnish the franchises good name. Take Space Raiders (no not the popular corn based crisps) for the PS2 and Gamecube a 3D version where you run through urban areas as characters such as street teen Justin and fashionista Ashley. It was so far removed from what made Space Invaders great it was a total train wreck and not worth any ones time and effort; Space Invaders fan or not.
 One crucially important feature of the original Space Invaders was the music. The MIDI music was perfect in its execution, it heightened the tension of the game and gave a sense of impending doom as the aliens got closer and closer. Space Invaders Extreme takes this premise and turns it on its head by incorporating a very modern obsession in todays gaming; rhythm game mechanics. This helps to bring the game up to a modern standpoint from an audio perspective and helps to make it relevant in the current gaming climate. Any game can add sounds here and there in an attempt to give it rhythm, but to get it right is another thing all together. Space Invaders Extreme adds blips, beeps and pings all over the place which all fit in with the games soundtracks. There is nothing more satisfying than entering fever mode and hearing the sound rush out of your headphones (arguably the best way to play).
Space Invaders Extreme also benefits from simple refinement of the classic formula. Players engage the aliens through increasingly difficult wave after wave before fighting a boss battle to progress onto the next stage. Bonuses are given for killing aliens of the same colour, wiping out an entire row, getting a combo without missing. The bonuses take both the form of extra points and strongers weapons depending on the colour of the enemy killed. Hitting UFO's is interesting as they both provide high points and the enjoyable bonus rounds. These take the form of little mini rounds whereby the player has to complete a certain take for example wipe out ten UFO's in 30 seconds. Completing this results in fever time which is abound with bonuses that get the higher scores and higher ranks.
The graphics are crisp and for the most part simple and faithful to the series, whilst still appealing to the Geometry Wars/Lumines generation. One problem some people may have are the graphically intense backgrounds on the PSP version. Whilst they are a good fit for the game and tie in nicely with the music they can be distracting, this however is not a problem as they can simply be turned off.
Controls on both versions are as tight and reliable as you would expect. On PSP the analogue nub works just as well as the D-Pad on both systems. The DS version however does have one great touch that nudges it up a notch with the inclusion of support for an optional paddle controller (compatible with Arkanoid also) that plugs into the GBA slot on the bottom of the DS. This provides a truly old school control system and helps make the controls and experience feel even closer to the arcade classic.
 If you are a fan of the franchise, don't already own it and still havn't been convinced by this review, then seriously what's going on? If your are newcomer to the franchise, give it a go. The series is brought up to modern standards and thrives, without losing what made it a classic back in 1978. Space Invaders Extreme will offer some of the most addictive handheld gameplay you will find on either platform and can be regarded as an essential purchase for all.
 Labels: DS, PSP, Reviews, Space Invaders, Taito
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posted by flameboy @ 21:52  |
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