Showing posts with label videogame. Show all posts
Showing posts with label videogame. Show all posts

Tuesday, January 31, 2017

Steins;Gate 0 (Nathan Green)



 Out of all the titles I was excited for this year, Steins;Gate 0 was pretty high up on the list. I remember watching the anime of Steins;Gate and adoring it so much that I went and played the game soon after. Steins;Gate 0 isn’t exactly a sequel or prequel to the first game, rather it expands upon the events that took place so that the true ending of the first title was even possible to begin with. It’s an interesting concept, which made me excited for what I was going to see it pull off. With that being said this review WILL CONTAIN SPOILERS FOR THE FIRST GAME. I’ll try to keep Steins;Gate 0 spoilers to a minimum but the final part of this review will be potentially spoilerific due to the subject matter so if you haven’t played Steins;Gate 0 yet then stop reading when you reach the spoiler warning. Anyways, without further ado, let's time leap!


Graphics and Sound:
Now I usually do this section later but since Steins;Gate 0 is a visual novel, the majority of this review is going to be focusing on the story so I’m saving that till last.
The first Steins;Gate was game that looked great and sounded great. The art was unique, the soundtrack varied and memorable, and the voice acting spot on. Steins;Gate 0 unsurprisingly continues this with some excellent art (albeit in a different style to that of the first game), an excellent soundtrack, and great voice acting.

Art-wise the actual art-style has seen a significant change with characters looking closer to how they looked in the anime than then first game. Old art does show up from time to time though, and it can get a bit daunting seeing it mixed in with the new art. It’s not a huge issue, but it is awkward at times. (Editors note; Think back to the Morrigan sprite that Capcom kept re-using in all of the SNK vs Capcom games if you need a point of reference.)
The soundtrack contains a mix of happy go lucky tunes, more intense nerve racking tracks and some really beautiful tracks which usually accompany the more important moments in the game. My favorite track would probably have to be Hoshi No Kanaduru Uta. More specifically, the rendition of it which accompanies the end credits for one route. The vocals on that version really make it that bit better, especially since they were sung by the Voice-Actor for the character of Kagari. The soundtrack does a good job of both setting the tone of the scene and adding to the overall memorability of scenes. It does exactly what a good soundtrack in a visual novel should do, and it does it well.
For voice acting, the entire cast of the original Steins;Gate retain their original voice actors, and they all sound as good as ever. Line deliveries are enthusiastic and really do make the characters feel more alive. The new characters also sound good with some solid performances all around, my favorite being from Maho Hiyajo, whose VA perfectly reflects her character in her acting. Dr. Leskinen's voice actor is a bit goofy with his broken English thrown everywhere, but overall his performance is pretty darn good as well.

Gameplay:
Being a visual novel, Steins;Gate 0 doesn’t really try to sell itself on gameplay. Overall it’s a pretty standard visual novel affair although it is less linear than the first game. All the visual novel basics are present along with the ability to both lock your save file to prevent yourself accidentally saving over it (a very welcome addition) and automatic quick saves which allow you to pick up at important events in the game if you aren’t liking the results of your decision. It’s a small but very welcome change and is something I wish more VNs had. Also present is the tips system which provides you with information on special objects, items etc that are mentioned in the game. A vast majority of these tips are quite useful and helped clear up some confusion I had surrounding some things but some are a bit on the silly side, so your mileage may vary. You’re also able to advance text and menus using the Vita's touchscreen, although you can disable this if you’d prefer otherwise.
The only slightly irritating thing about the game is that the only way to access the dialog archive in case you miss something is to pause the game and select it. A vast majority of visual novels have a button that allows you to quickly access the archive without needing to pause the game so this comes off as a bit clunky. It doesn’t help that the menus lag, and aside from the main menu, you aren’t given any visual or audio feedback upon selecting an item, which can be awkward. I also found myself having to reboot my Vita on one occasion, because Livearea had slowed to a crawl after leaving the game open for so long. Again, your millage may vary.


Story:
With Steins;Gate 0 being a visual novel, the story is the most important aspect, and for the most part Steins;Gate 0 does a good job at crafting a solid plot with a believable set of characters. However it isn’t perfect. I’ll touch on why later on. For now though lets look at the characters.

The entire cast of the original Steins;Gate makes a return with the obvious exception of Kurisu who is well… dead. We also see a variety of newcomers in the form of Maho Hiyajo and Dr Leskinen from an American University that Kurisu used to attend. Fubuki, Yuki and Kadee, who are close friends of Maiyurii, and finally Armadeus, an AI who takes on the form of Kurisu for most of the game. Out of all these new characters, I’d have to say my personal favorite would have to be Maho, one of Kurisu’s closest friends before she passed away. The story does a great job of portraying her as a likable well rounded character, and portrays her inner struggle and love hate relationship with Kurisu very well.
Story-wise, Steins;Gate 0 in and of itself takes place before the true ending of the original Steins;Gate, so if you have not played Steins;Gate, then play that before even thinking about touching Steins;Gate 0.
In essence, Steins;Gate's true ending involves our main character, Okabe receiving a video from himself twelve years in the future giving him the keys to discover the world line knows as steins gate, a world line where neither his childhood friend Maiyurii, or his lover Kurisu has to die. Now that’s all fine and dandy, but how the heck did that video even get sent in the first place? This is the basic premise behind Steins;Gate 0. It works on filling in the gaps present in the true ending of Steins;Gate and bring a bit more closure to everything. On top of that. Steins;Gate 0 goes more into depth around the concepts of AI, time travel and time manipulation, and the consequences of such technologies, which is something I absolutely love. The portrayal of these topics is very well done, and most importantly, thought provoking. There’s a lot more of them as well. While Steins;Gate 0 does have its fair share of slice of life bits, it is far darker in tone than the original Steins;Gate. This really works in its favor, with the story exploring more possibilities that really wouldn’t have been possible in the original game. There’s a constant feeling of danger as the group realizes the size of what they have gotten themselves into, and it makes for an incredibly gripping read. It isn’t as dark as say, Zero Escape but it doesn’t need to be. The story is also paced really well, which really helps a ton.
All this stands true for the vast majority of the game, and compared to the original the story had definitely improved on the problems the original had with pacing and tone. HOWEVER, Steins;Gate 0 isn’t perfect. While the vast majority of the story is excellent the remaining minority kinda crashes and burns. Let me explain, but first here’s your obligatory spoiler warning.
SPOILER ALERT FOR STEINS;GATE 0! DO NOT READ THIS PART IF YOU HAVE NOT FINISHED STEINS;GATE 0. SKIP AHEAD TO THE VERDICT SECTION TO HEAR MY OVERALL THOUGHTS. YOU HAVE BEEN WARNED. SERIOUSLY, I’M NOT JOKING.
I’m going to be blunt, Steins;Gate 0's story feels a bit unfinished. I came away from the game feeling like I had missed something or that a chunk of the game was missing. Now I’m not talking about the obvious cliff hanger due to how Steins;Gate 0 carries directly into the true end of Steins;Gate. The problem is that the true ending to Steins;Gate 0 is so incredibly disconnected from the events of the other endings that it in fact drags the rest of the game down with it a bit. Up until then the other 5 endings had been pretty incredible and had dropped little mysteries and tid bits here and there that stuck with me and kept me hyped up for the true ending where I’d learn what was going on. Then I actually played the true ending. My hype turned to confusion which then turned to disbelief which then turned to disappointment.
The true ending, rather than serving as an epic conclusion to my twenty-hour journey, was more the closest thing the game could do to blowing its own foot off with a rocket launcher. It commits one of the cardinal sins of storytelling by NOT SOLVING ALL THE MYSTERIES IT SPENT TIME CREATING. Not only that but the extent that it does this to is enough to drag the rest of the game down with it. All those mysteries you had learned in the other endings? All that stuff that happened when Armadeus got deleted in Maho's ending? The mystery surrounding the song in Kagari's ending? Kagari's lost memories? I hope you weren’t expecting answers to any of those mysteries because the game NEVER EXPLAINS THEM. Yes, those technically happened in separate world lines, so from a story perspective it at least has an explanation as to why it doesn’t get explained. However that doesn’t make it any less frustrating.
It ALSO doesn’t excuse the true ending from not answering questions about mysteries and events that happened in its OWN DAMN WORLD LINE. Who was that guy who attacked Maho, Okabe and the Professor in the carpark? What was all that garbage text Armadeus Kurisu left to Maho as a message on @channel? Why was Yuki given plastic surgery and brain washed with Kagari's memories? Where even WAS Kagari in this world line? All these seemingly important events and mysteries that happen in the true ending's world line? NEVER. EXPLAINED. What the hell happened?!? Why put in mysteries to advance the plot and then never give the player closure on the damn things? It isn’t like the player is left enough hints to figure it out themselves so they’re just left scratching their head and wondering where the rest of the game went.
The true ending to Steins;Gate 0 is simply a train wreck. That isn’t to say it isn’t enjoyable, on the contrary, I still enjoyed reading through the true ending. However the unfinished feeling it leaves the player with upon finishing it along with how it unsuccessfully ties up a surprisingly large number of mysteries CAN and most likely WILL get on your nerves. It isn’t enough to ruin the whole game and make me feel like I wasted my money but it is enough to weigh on my mind for a few days while the game is still fresh in my mind.
SPOILERS END HERE


Verdict:
Steins;Gate 0 is an interesting one. If it weren’t for all the loose plot threads and the train wreck of a final ending I’d have no trouble recommending it to anyone who had played the original Steins;Gate. However, it isn’t perfect and the flaws that it does have are in areas which are very likely to effect your potential millage. If there was ever a game fitting of a Your Millage May Vary badge it’s this one. The vast majority of the game is absolutely excellent, with a great story exploring the potential consequences of AI, time travel and a third world war coupled with excellent character development and great pacing but the overall penultimate ending to everything kinda causes the story to run itself smack into a solid steel wall because it wasn’t looking where it was going.
Granted the fact that the true ending ended the way it did was due to Steins;Gate 0’s placement on the overall timeline but I still feel that even taking that into account they could have done better than what we got. It isn’t a deal breaker but it does mean the satisfaction you get from finishing the game is a bit dampened.
Despite the shoddy true ending, Steins;Gate 0 is still well worth playing if you are a die hard fan of the original Steins;Gate. I have no doubt in my mind that you’ll love it if you loved the original. If you’re on the fence about Steins;Gate 0, then you really need to consider one thing, “Do I really care that much if the game ends with mysteries left unsolved?”. If the answer to that question is "No" then by all means go and play Steins;Gate 0, you’ll be in for a treat. However if unsolved mysteries are more of a big deal to you then I’d probably either wait for a price drop or give it a miss. For the most part though the experience Steins;Gate 0 gives you is well worth the price of admission.
For Steins;Gate fans, Steins;Gate 0 gets a Highly Recommended.
For those on the fence about it Steins;Gate 0 gets a Recommended, but wait for a sale first.
For those of you who haven’t played/seen Steins;Gate, Steins;Gate 0 gets a PLAY THE ORIGINAL FIRST YOU GOOF.
Seriously, if you haven’t played the original Steins;Gate yet and are interested in Steins;Gate 0 then PLAY THE FIRST GAME OR WATCH THE ANIME ADAPTION FIRST. I can’t force you, but you’ll be doing yourself a disservice if you do otherwise.
Wow, the last review of 2016 from me (although by the time this goes up it will probably be 2017 already but I wrote this on December 31st so meh). At the time of writing I would have had my Vita for exactly one year now and what a year it has been. I can’t wait to see what is in store for the Vita in 2017 but I’m hoping to potentially get a review of Danganronpa V3, Mary Skelter and a few other games on the cards if everything goes well. In the meantime I’ll probably get to work on writing up a review for Danganronpa Another Episode Ultra Despair Girls since that’s the only Danganronpa game I have yet to cover so far. Either way I hope you have a safe and wonderful New Year and happy holidays.
This is BDVR writer Nathan Green signing off


ESRB: M
PEGI: 16
CERO: C
OFLC: M (Unrestricted)


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Steins;Gate 0 was played and reviewed on PlayStation Vita (also on PlayStation 4) using a digital copy of the game purchased by the reviewer.
Steins;Gate 0 is developed by 5pb, and Nitroplus, and is published by PQube Games. All rights reserved to their respective owners.
This review is my own work. You are not allowed to duplicate, reproduce or republish on any other sites under any circumstances commercial or otherwise.



Monday, August 29, 2016

AO (Video Game)

Some of you are probably wondering "Why aren't you reviewing Shin Megami Tensei IV this week?" and you would be justified in wondering that. Unfortunately, I wasn't able to get the game finished, or even to the point where I could write up a third or so of the game in a first impressions. On the other hand, I've been playing a little indie puzzle-game that I got in the mail recently.
About a week ago I saw a post on a forum I frequent about a game that was published by the publisher of this one, Bomb on Basic City. During my correspondence with the publisher, they offered this game to me for review as well. It sounded like it would be cool, so I accepted, and now here we are.
I'm unaware of any kind of deeper meaning behind the title. There is of course the obvious character in the center. I'm not sure whether it's Japanese or Chinese (Which is kind of embarrassing) but I'm pretty sure it reads as "AO" or something to that effect.
AO is a top-down puzzle game similar to Super Monkey Ball. You've got a thing that you need to roll to the exit, avoid the obstacles, don't fall off the edge. The added challenge is in the fact that you're rolling a rectangular box around instead of a ball. It starts out deceptively easy and becomes pretty hard as the game progresses.It's pretty cool at first, but as time goes on it gets somewhat tedious. It's not a bad game by any means, but some of the later levels seem to have been deliberately designed to be intuitive. However, that makes it all the sweeter when you ultimately figure out how to get to your destination. On that front I would say that the game is incredibly satisfying. On the other hand, there is absolutely no replay value whatsoever. Best I can tell there are one or two different solutions to each of the thirty-three puzzles, possible three for some of the more open levels. There's no story, there are no characters, just you, the instructions, your box and the levels. Not to say that every puzzle game has to be Portal, just that it'd be nice to have some kind of a theme to it. You can't just re-release the original Tetris over and over, you've got to add new play modes, new background elements, things like that.
Let's go over the mechanics quickly. You've got your block, which can be rolled lengthwise or width-wise.There are two different kinds of switches. Light switches, which merely require one or more halves of the block to rest on top of them to activate, and heavy switches which require the block to be standing on-end to trigger them. These switches can add platforms to the level or remove them. Which they do is up to the player to find out. There are teleporters that take you to a designated spot, (Again, up to the player to find out) hard floors that can be rolled on any way, weak floors that can only be rolled on horizontally, and the goal, where you have to stand the block to complete the level. All of this is shown in the manual, and again on the screen around the single-player mode. This means that the entirety of the level is always visible on-screen, which is good because it helps you figure out what all you can do. Plus you don't have to have the manual at all times to figure out what to do. The issue with this is that the levels never fill the whole screen, and the stakes don't get amped up all that much. I was expecting some kind of gigantic, screen-filling level that made use of all of the mechanics that the game had, as opposed to a gigantic maze full of light switches tied to two bridges and one heavy-switch tied to a single platform required to get the block in the right orientation so you can get it onto the island where the exit is. After that you get a screen with your score. If you press start you get dumped back to the title-screen.
Your score is determined by how quickly you completed the game. Your score goes down by about one point per every second and a half by my count. As if there's any reason to care about score. It's not like the game just ends when you run out of time/score either, you can keep going for as long as you want, and I did. I beat the last ten levels of the game with triple zeroes across the board.
I will congratulate the developers for not feeling the need to include lives in the game, because you will roll off the edge a lot in this game, and forcing you to play through the whole thing over again just because you depleted an arbitrary number would basically make the game impossible to complete, or just deplete the players patience. Just like most of the NES library.
Then there's the soundtrack, or rather the single loop that keeps playing in the background in perpetuity. Fortunately this can be turned off by pressing the Select button, but it shouldn't have to be. With the lack of enemy AI, the two animations in the game, the six tile types, and a total of three splash-screens with very little detail to them, you'd think there would be enough space on the cartridge to fit a decent sound-track. Not much, just give me five decent tunes and I'll be happy.
All in all, while I don't think that the game isn't worth playing, it's certainly not worth the $35 asking price, especially not for the thirty-three levels that it's got. If there were maybe a hundred or so levels with more complexity and better variety, then it'd be worth at least twenty bucks. I also doubt that the game is hiding any kind of unlockables behind a score-wall, because I played through the game twice and found nothing other than a mild dislike for the color blue.
There's only one additional mode that I can find, and that's competitive two-player. The map is replicated in green in the lower right and the two players race to see who can complete the game the fastest. It's not much, but it's something. I would have also liked to have seen co-operative two-player where one player controls the X-axis and the other the Y-axis, kinda like Katamari Damacy's multiplayer.
Speaking of which, the controls are a bit touchy. I can't count the amount of times I rolled off the edge because the controls react too quickly when you're trying to roll around tight edges quickly. Thankfully the game doesn't go full-on amateur and keep moving the box when you're holding the d-pad down. The d-pad is the only thing you use to control your block. That's not bad, a limited control-scheme is alright when the game isn't particularly demanding.
By the way, in case you haven't figured it out yet, this is a new NES game. As in a game someone made for the NES in this day and age. I commend the dedication the developers and publisher had to have to put out an actual physical NES game in a box with a manual. The cartridge is pure black, and it's not like the old unlicensed NES carts like the kind you'd see back in the day. This is a legit cart based on the old NES cartridge molds. The ridges, the arrow, everything. It's a three-screw cart, but still. As for build-quality, it has only a bit more give to it than regular NES carts do when I squeeze it, and it's not made of the kind of brittle hard plastic that tends to make up the hilts of dollar-store knives and swords. The one thing I feel the need to mention negatively is that the cartridge bows outwards at the bottom like a bunch of my original licensed NES games do. I would have liked to see them improve a bit on that design-flaw, but it's not like it's a huge breaking point.
The manual that comes with the game is only four pages long, but it is printed in full color, and gives a decent summary of what the game's about and what you need to do. The unfortunate thing is that there are actually six pages in the manual, two of which are blank.If those two had been printed on then a whole piece of paper could have been cut from the manual without losing anything. Plus, the manual's contents aren't exactly well-arranged, and the text is pixelated to hell. I have been informed that Second Dimension is aware of this however, and will be fixing it as soon as possible.
Something that kind of bugs me is that the cartridge itself comes inside a thin plastic bag inside of a cardboard box instead of the thick plastic sleeves that NES games came in back in the day. Plus, the case for Bomb on Basic City tells me that Second Dimension are capable of putting out a game in a plastic box, which would be infinitely preferable to cardboard. Even if they kept it at the same size as the actual NES boxes and just changed the material to something sturdier, it would be a lot better. Then again, this is just my outright distaste for cardboard boxes and slip-covers talking.
The interesting this is that they apparently didn't harvest parts from other games, AO cartridges are made of entirely new material, which is a good thing in my book. Probably costs less in this day and age of people charging extortionate prices for Super Mario Bros./Duck Hunt carts too.
While AO is short, it's pretty satisfying to complete and not what I would call a waste of your time. However, the levels that we got seem like a chunk of a much larger game, akin to that of the shareware versions of Doom, Quake and Wolfenstein. If this was part of a bigger whole, like Portal was to The Orange Box, or something like that, the $35 asking price wouldn't be too much, but as it is I'd much prefer to pay somewhere in the order of $10-$15 dollars for a physical release and somewhere closer to $5 for a digital one. The core problem is that I've played games like this for free on places like Newgrounds and other flash sites for most of my life, and I can't get that price-point of "free" out of my head. With a bit more polish and a bit of interesting context a sequel might be well worth a $30+ price-point.
In the end, I give AO a 5.1*. I feel like the developer can and should do better. Maybe move up to SNES or Genesis for the next game? At the very least you'd have access to better sound hardware.

Thank you for reading my review. If you liked it, please feel free to toss me a few bucks on my Patreon. Anything you can give me helps, even if it's just a dollar.

Game provided for review by Second Dimension. It can be found for purchase at Second-Dimension.com. Cover scanned by me.

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