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LEGO Star Wars III: The Clone Wars mini-review

May 26, 2011 By Keri Honea Leave a Comment

LEGO Star Wars IIII originally bought LEGO Star Wars III for the 3DS, as it was one of the titles that spurred me into finally taking that steep plunge–one I don’t regret, I might add. I picked up the strategy guide as well, and while I was trying to review it, I was thoroughly confused because nothing the guide had was what I was doing. The guide started on Geonosis, near the end of Attack of the Clones, but my game started on an episode from The Clone Wars. I kept flipping through the guide to try to understand what the issue was, and that is when I found that there was a completely separate version for the DS. The guide for said version was near the back of the guide.

So of course, as the thorough strategy guide reviewer that I am, I purchased the Xbox 360 version of the game so I could review the guide in its entirety. What I was not expecting, however, was how different these two games really were.

Both games take place during the same Clone Wars episodes from Cartoon Network, but they each focus on different parts of the stories. They occasionally do overlap, but the gameplay mechanics are so different and the cut scenes are so different that you may not really notice at all unless you played them simultaneously like I did.

The biggest difference between the games other than the stories and the length–there is considerably more to do in the console version, and that includes extra content outside the longer main storyline–are the gameplay features each version focuses on. The console version focused more on real-time strategy sequences, where you had to plan how to take over droid bases, destroy everything in them, and build your own fortresses and weapons so you could overtake other bases. With these RTS elements, the game had an overall serious feel to it and hardly any of the humor we’ve come to expect from LEGO games. All the humor was saved up for the cut scenes, which was a little disappointing to me.

Now the DS version was almost the complete opposite. Within the first five minutes, I was already cracking up at the droids’ and Clone troopers’ antics. In addition, so many things you had to were just so off the wall and crazy–like playing a shoot-the-ducks carnival game with a tank–you couldn’t help but smile and snicker. Instead of RTS sequences, the DS version sported more mini-games that utilized the touchscreen, and they were all brilliantly executed. My absolute favorite mini-game that I keep yammering on to everyone who will listen involves the R2-D2 mini-game. Whenever you use an R2 unit to hack into something, a mini-game opens up that requires you to match set blocks by using your stylus to rotate a circle of blocks to line up the required match. As a result, you spin the hack port in much the same way as a R2 unit does. The faster you do it, the more studs you win. But that wasn’t why this mini-game was my favorite; it was the music. The mini-game’s music consists of the famous Imperial March theme that we’re all familiar with, but it has a Mission Impossible spin on it.

I’m very glad that I played both games, but when it comes to recommendations, I’m going to have to throw my support at the DS version 100%. There isn’t as much to do in this game, but it is more of your typical, wacky gameplay that one would expect from LEGO games.

Filed Under: Mini-Reviews, This Has Nothing to Do with Strategy Guides!

The 3rd Birthday Mini-Review

May 11, 2011 By Keri Honea Leave a Comment

3rd Birthday box artBelieve it or not, I actually wrote my official game review of The 3rd Birthday awhile ago, so at least I’m not slacking on all levels. Just don’t ask me how Portal 2 is coming, okay?

But back to The 3rd Birthday, this game captivated my attention at last year’s E3. Granted, all I saw were cut scenes (as is Square Enix’s forte), but they greatly impressed me how crisp and beautiful they were for a PSP game. I knew nothing about the Parasite Eve series, but I really wanted to try this game.

Unfortunately, also in Square Enix style, the game itself did not live up to the gorgeous cut scenes. From my review over at GamesAreEvil.com:

Aya Brea is back, still not wearing anything that could be considered armor, and shooting away. That, along with a few returning characters, are the only similarities the game has to its predecessors. This is not necessarily a bad thing, as it incorporates a really unique and fun combat system, and it’s always nice to try something new in a series of games. Unfortunately though, an incredibly weak story and unlikeable characters ruin any momentum this game might have generated….

In addition to the unique gameplay, The 3rd Birthday has something else that one would expect from Square Enix: beautiful cut scenes. Square Enix rarely disappoints on that front, and this game is no exception. I mentioned earlier that that blood geysers are outrageous, but in cut scenes, they are downright beautiful. Everything is so breathtaking and crisp, that it’s hard to believe that this game is on the PSP and not on a major console.

If everything else was as well done as the scenery, the gameplay, and the cut scenes, then we might have had a Game of the Year contender. The plot, though, is its biggest adversary.

I depend on great stories to carry me through, and sadly enough, The 3rd Birthday did it until the very, very end. Once the big secret was revealed, I was left with nothing but disappointment. I’m very glad I played it, but I can’t recommend it to many of my friends. If you like lots of collectibles, high replayability, tons of unlockables, and dressing girls in very little clothing, then this game will be straight up your alley.

 

Filed Under: Mini-Reviews, This Has Nothing to Do with Strategy Guides!

Dissidia Duodecim Mini-Review

April 13, 2011 By Keri Honea Leave a Comment

Dissidia Duodecim box artFinal Fantasy Dissidia Duodecim is one of the few games that I did not want to review, and it’s quite possibly the first Square Enix game I did not want to review. I did not enjoy the first game, and I assumed that this game would be more of the original. But when you’re assigned a game to review, you’re assigned to it. Within minutes of turning it on, I realized that my assumptions were a little right.

FFDD continues its tradition of incorporating the Bravery and HP attack system, which to be honest, you will either love or hate. There is nothing with the way it works; I just hate it. This was their method of making the fighting game more unique than your typical button mashing combos, and they definitely accomplished that goal, but it’s not for everyone.

There were some nice new changes brought into the prequel. For example, the ability to call in other characters for assist attacks is so incredibly useful, especially when the AI is just pummeling you into a corner. Actually having an overworld to run around in breaks up the monotony of having game board after game board after game board. I personally would have preferred that they ditch the whole game board idea altogether, but at least that’s not all I’m looking at in between menus and cut scenes.

The new character additions offer more unique stylings of fighting from your typical sword-toting brawlers throughout the game, especially with Lightning, Yuna, and Laguna. Yuna attacks exactly how she did in FFX: summoning aeons. Laguna’s heavy gun arsenal is immensely satisfying for players who prefer long range attacks and never really getting up close, and Lightning’s ability to actually Paradigm Shift is more than just a nod at the unusual battle system in FFXIII; it provides numerous options for players to customize how she attacks to their style.

Overall, FFDD is not a bad game. It does what it does very well, but it has carved out a very specific niche for its fans. Basically, you must be both a fan of Final Fantasy games and of the fighting game genre. I do not fit into this audience, so it was most definitely not for me. If you liked the first Dissidia game, you will more than likely love this one as well.

SGR Rating: 4/5

Filed Under: Mini-Reviews, This Has Nothing to Do with Strategy Guides!

Kingdom Hearts Re: Coded Mini-Review

March 16, 2011 By Keri Honea Leave a Comment

Kingdom Hearts Re:Coded boxartKingdom Hearts is undoubtedly one of Square Enix’s most beloved franchises despite the fact that the series hasn’t had a release on a major console since 2005. If I have to count Re: Chain of Memories, then it was 2008. Since KH2’s release, Kingdom Hearts has only been found on three portable games: 358/2 Days, Birth by Sleep, and now, Re:Coded. Re:Coded is actually a conglomeration of a set of episodes of phone-only games from Japan, which started in 2005 not long after KH2’s release and only finished shortly after the release of BBS. As one might expect, Re:Coded plays like a bunch of ported phone games–which is as great as it sounds–and the story plays out like the writers were writing it off the cuff–which they probably were.

For those who are just dying to replay the first Kingdom Hearts game with a bunch of twists in game mechanics, then you will love everything about the gameplay, especially if you’re a fan of retro games. Without getting into the story too much, the basic premise is that Jiminy’s Journal has been riddled with bugs and it’s up to King Mickey and the gang to debug the journal and uncover the mystery as to why the journal is completely blank for the Chain of Memories sequences. Since the CoM portions are blank, the entries from the first game will have to be fixed. So yes, get ready to revisit most of the worlds Sora visited in both the first Kingdom Hearts and  CoM.

Players do control Sora yet again–although this time he’s a virtual version (seriously, don’t ask)–and he does pretty much what he’s always done: beat up Heartless. This time though, he also has to clear all of the bug blox littered in the worlds and eliminate the sources of the bugs in each world. The sources are sometimes boss fights and sometimes they are extra levels within the world. Sora has the same arsenal of attacks, magic, and items and accessories as he usually has, although this time around, accessing them and selecting them comes straight from the user manual of BBS. Another noticeable difference is how Sora levels up, which is through his virtual motherboard complete with data chips, and this format should be very familiar to anyone who has played either Final Fantasy X or Final Fantasy XIII.

Instead of consisting of straight up action like Sora’s other games, Re:Coded offers a few throwbacks to gameplay of older, 2D games. For some boss fights, Sora will fight in a 2D side-scroller like one would find in MegaMan. At other times, Sora will have to traverse a 2D arena of platforming to get to the next world. In the Olympus Coliseum, since Sora can recruit Cloud into his party, all battles are fought via turn-based play–which made me laugh really hard. Even though I’m not a fan of 2D retro mechanics or traditional turn-based play, incorporating these here in this game about data was actually fun and refreshing from the typical KH gameplay. If I’m going to have to fight all the same bosses from the first game, might as well make the battles more interesting.

One more note: beware of boss fights. Since this is a collection of games, be prepared to sit through 3-5 boss fights in a row with no save points at various points in the game. I have to assume that these were how the episodes ended, but it didn’t make them any more bearable.

The story, something which is usually the franchise’s strong point, is possibly the weakest of the series, if not tied with 358/2 Days. The fact that Mickey created a virtual Sora to debug the journal nabbed an instant eye-roll, and the fact that the developers thought to include Maleficent and Pete at all also earned an annoyed sigh. At first it seemed like maybe they were going to explain what happened to the duo at the end of KH2, but then that was never addressed. They decided that they wanted to rule the virtual world of the journal, which really made little sense. Riku’s inclusion was also very unnecessary, but at the same time, he had to be there for proper fanservice. I just think they could have brought him in a better way than making him be Sora’s embodiment for the Journal’s heart.

As the story continued, the plot points tying it to the other games became weaker and weaker. I don’t want to spoil what happened, but basically, the ending to Re:Coded explains what was in the message in the bottle that King Mickey sent to Sora at the end of KH2. What was in that message could all be explained by playing the last two episodes of the game. The first few had little to nothing to do with the ending of the game. Somewhere along the line of writing the episodes, the developers decided to turn Re:Coded into a core game, so the game shifted toward the plotlines of CoM and BBS. The shift is very obvious when it occurs, which really gives the player the feeling that the writing of the episodes was done on the fly.

Can I recommend this game to others? Only if you’re a die-hard KH fan. If you’ve never played any of the games, do not pick up this one. In fact, I wouldn’t pick it up unless you’ve played all of the others, because otherwise the ending will make zero sense to you. In addition, you really don’t need to play this game to know what’s going on in the story. Sure, I learned what Mickey told Sora, but I would have found that out anyway at the start of Kingdom Hearts 3.

Hopefully this is the last of the un-numbered KH games so we can move on to what should be the final piece in Sora and Roxas’ story. If you don’t understand what I mean by that, then go play Birth by Sleep.

SGR Rating: 3/5

Filed Under: Mini-Reviews

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