Nintendo Consoles

Nintendo Consoles
Showing posts with label anime. Show all posts
Showing posts with label anime. Show all posts

Friday, November 6, 2015

Custom Robo

It's been a long time since I last reviewed a hidden gem on the Gamecube. To be honest, it has been a long time since I last started a new Gamecube game. A friend is letting me hold onto a few of his games for a while though, so I figured a few weeks ago was a perfect time to dust off the ol' cube and get back to what brought me here in the first place.

Custom Robo - Nintendo Gamecube

      It's not too often that we see an IP with five entrees slip under the radar to the extent that Custom Robo has. Spanning all the way back to 1999 on the Nintendo 64, the Custom Robo series was initially one that was kept exclusive to Japan, with its first three entrees, Custom Robo, Custom Robo v2, and Custom Robo GX never to see an international release. Eventually, North America got its first taste of the Custom Robo series in the year 2004 on the Nintendo Gamecube. For a retro game, Custom Robo has a pretty considerable price tag, sitting at around $25 on eBay at time of writing, but is Custom Robo still worth a 3-Way or Vertical shot, or has it rusted over time?

   At its forefront, Custom Robo is an action RPG. Most of the gameplay takes place in 3D battle arenas where either two or four Custom Robos will fight in order to reduce their opponent's health from 1000 to 0. The way to gain the advantage over your opponent is by taking the Robo that you are given in the beginning of the plot and upgrading it using parts you are awarded by completing certain tasks as you progress through the initial 10 hour campaign. Things start off pretty simple while you have few parts to select or swap-out, but quickly become much more interesting as you are awarded many different parts frequently. Each Custom Robo is made up of a combination of 5 parts: gun, bomb, pod, legs, and model. Most of the parts are so vastly different from each other that even the most subtle changes to your build can produce drastically different results in the battle arena. I experimented with a few different builds to find one that fit my playing style, and in the process played briefly with a Custom Robo that did heavy damage and jumped really high but lacked mobility and was armed with a 3-Way shooting gun and heat seeking missiles, and another Robo that was extremely agile and powerful while in the air but lacked fire power on the ground, equipped with triple-pods designed to meander around the battle field, before I finally built the perfect Robo for me: a Robo with the ability to warp while in the air, armed with a gun that shoots both forward and up, pods that could be fired three at a time, and bombs that cleared walls.

   
  Being able to quickly master the layout of each arena is another noteworthy albeit much less important skill to have when fighting. According to the lore, each battle arena is generated by natural abilities had by each Custom Robo master, and whenever you fight a new opponent, you play in their arena. Each arena stays roughly the same size, and the differences between each one can be a bit underwhelming, but the diversity in color scheme and music, as well as noticing how the layout of each arena reflects the personality of the character generating it makes what could have been an afterthought on behalf of the developers one of the most charming aspects of the game.

    The story is much less intricate than the building and fighting of Custom Robos, though it is not without its plot-twists, fun characters, and genuinely humorous dialogue. After selecting the name of your character, you wake up in your home and are immediately encouraged by your land-lady to pursue a job as a mercenary working for an organization called the Steel Hearts. You get the job after proving your natural talents with a Custom Robo by fighting off enemies from a rival gang called Z Syndicate who failed in an attempt to rob a nearby laboratory of a rare Custom Robo model. Without wishing to give anything more than the first 5 minutes of the game away, you eventually learn what/who it was that the Z Syndicate is after, as well as who runs the Z Syndicate. Overall, the story, while cute and necessary in order for some of the hilarious dialogue to hold meaning, does little more than serve the gameplay.

 
  After all of that, there is a second story mode that is unlocked after completing the first. The second story mode throws you and your fellow Steel Heart members into a tournament meant to have the citizens of the town regain the trust of the police after it was lost as a result of the events in story number 1. While I found the entirety of the first story to be extremely easy albeit fun, the second story provides a much greater challenge. As opposed to the fights in the first story won by selecting the same build and using the same strategies every round, I found myself having to use different parts and tactics in order to account for the game's increased difficulty level. In story number 1, I felt discouraged from using different parts after I found a build that worked perfectly for me, but the increased difficulty provided by the second story was exactly what I needed in order to explore the game's depths to further extent, and I wasn't disappointed.

     At the end of it all, the gameplay is divided into two parts: 1 where you walk your character to which ever location on the map triggers the next plot point, and 1 where you actually fight. Throughout all of Custom Robo, there are no puzzles, no exploring, and no level-up system besides the acquisition of new parts. While the fighting is addicting, I did become concerned that the lack of variety in gameplay would result in the game feeling samey. However, since the game is so short, with my completing of the first story taking a shade under 10 hours, it ends before you get tired, and while I will always appreciate a game for not over-staying it's welcome, it would have been nice to see more variety.

    Custom Robo is uncompromising in its gameplay; it is an action RPG about building robots and using them to fight other robots. Its arcade-like and campy tone is refreshing and has aged well. Despite some gameplay repetition and a generally weak story, Custom Robo offers an impressive level of depth when it comes to selecting your build, and features an addicting battle system that will be sure to keep you coming back even after your last opponent has fallen.



Tuesday, December 2, 2014

Fragile Dreams: Farewell Ruins of the Moon

Apparently, some kind of undocumented planetary alignment is upon us, because lately I have played some video gameS that I actually rather loved. Yes, after a string of games that I decided (or decided for you) were sub par came and went, I stumbled upon a few older titles for the Nintendo Wii that I quite enjoyed. Today's game is my favorite kind of hidden gem as it is a game completely forsaken by the internet, and it allowed me to prove once again to myself that I, James, am the only person I can trust to be right about anything. So without further narcissism, I give thee Fragile Dreams: Farewell Ruins of the Moon.

Fragile Dreams: Farewell Ruins of the Moon - Nintendo Wii
     First off, has anybody ever fucking heard of this game? I sure as hell hadn't before I found it featured in this youtube video https://www.youtube.com/watch?v=zhl6Tn3Kf1c. Fragile Dreams is a...game. You see, I found Fragile Dreams to be a game containing elements from most genres of video games albeit with an extremely ambiguous core around which each element orbited. At its heart, I suppose it is an exploration game, but it was linear, which means you didn't really explore anything more than what was in front of you. There was combat, but no more than what was necessary. Fragile Dreams was entirely story driven in such a way that I actually referred to it as a "drama game" for about an hour and a half before remembering that I am an aspiring critic and I have to be careful about using my knowledge in such fields to say stupid garbage like that. Ultimately, Fragile Dreams boils down to a linear exploration experience with elements of survival horror, JRPG, stealth RPG, and action games. It is also very artsy with great graphics and music, and every single thing that is on the disc contributes to the game's carefully designed story driving the entire game.

Good Things
       Fragile Dreams: Farewell Ruins of the Moon was another short game, clocking in at around 11
hours. I like shorter games because the longer a game is, the greater chance it has to become boring or fuck something up. Short games decrease their risk of becoming boring because they seldom overstay their welcome. It's like how the cool guy at the party stays cool because you only see HIM for a little bit before he leaves to have sex with twins or something, as opposed to the women who get to the party an hour before it starts and leave once they sense that everyone has been sick of them for 9 hours, if you'll excuse my misogyny. Fragile Dreams is a great example of a game whose story ends at the same time the original ideas do. 
      Now I guess I should talk about this story for a second, since it's the only reason to play this game. The first thing that happens when you start Fragile Dreams is you get told that the grandfather of Seto, the protagonist, just died. Like, JUST died. You also learn that Seto's grandfather was the only human that Seto has ever seen or known in his life. You then control Seto, wandering around his home for a bit before you find a note left by Seto's grandfather in which he tells Seto to seek this red tower in order to potentially find more "survivors". About two seconds after leaving his home, Seto accidentally startles a girl who upon being startled, falls, and blacks out long enough for Seto to approach her and touch her cheek to make sure she is still breathing (or something). The girl awakens upon being touched, and flees. Seto is then in shock because he has lived something like 14 years and has never seen another human being before. Fascinated by her, Seto spends the rest of the game seeking the girl instead of the red tower, although as you can imagine, the red tower eventually returns. Along the way, Seto meets a number of non-human characters, mostly androids, robots, or ghosts of humans who perished in the disaster that killed mostly everything and the game ends at the red tower with an explanation to and conclusion of the mystery of how the world got to its post-apocalyptic state.
   
Gameplay involves you walking from one location to the next while the story justifies your doing so. Seto wields both a flashlight and weapons to be found laying around. Of course though, this world has been destroyed which means the only things laying around for you to wield are sticks, pipes, and brooms of various varieties. Good news though: swings of your weapon are executed by pressing the A button instead of by swinging the Wii Remote. Weapons can break if the A button is spammed though, so timing your combos properly is essential, and although it seems annoying and arbitrary at first, you come to love it once you accept that you can't do anything to change it. Of course, with broken weapons comes an inventory system, which is the same as that found in Resident Evil 4.
     The flashlight illuminates the dark path that lays before you while also stunning enemies. Flashlight, intuitively, is controlled by pointing the Wii Remote to the location you wish to illuminate. Using different types of flashlights will make hidden messages scrawled on the walls of the subways, hotels, and sewage pipes you navigate appear, and most of them when accompanied by the low piano scores played in the game, are pretty unnerving.
      Killing enemies will increase your max strength in a basic level-up system, and a crawling system is implemented to get past certain enemies or obstacles, making stealth always a conceivable option in case you decide to become curious about what life would be like if you were an enormous pussy.
      Fragile Dreams also makes great use of the Wii technology without using the motion controls. The speaker in the Wii Remote can be used to receive information from other characters by pressing the Wii Remote up to your ear at any point while playing, and creepy laughter of little girls gets pumped through the controller's speaker when ever you're near a hidden enemy.
      Really, you're in this game for the characters. The gameplay is fun, as it is pretty freaky and upsetting sometimes, stimulating an emotional response from me, but the story and fondness for the characters is what will keep you coming back. The story also has great pace; as soon as one character leaves you, another comes to its place almost immediately. Also, the voice acting is stellar.
   
Short-Comings
     Most complaints about Fragile Dreams: Farewell Ruins of the Moon regard the fact that the developers clearly cared more about the story than they did about the gameplay. According to professional reviewing companies, the story, while beautiful, overwhelmingly overpowers the bland gameplay. In response, I offer my opinion that the fight choreography in Toby McGuire's Spider-Man 2 overwhelmingly overpowers the personality of Mary Jane. Some aspects of some games are better off being pushed to the background in order to emphasize the game's strengths. In this case, the game's story shines more than it's gameplay does, so if you have a problem with a strong story being supported by average gameplay, then this game will not blow your mind the way it blew mine.

Conclusion
      Fragile Dreams: Farewell Ruins of the Moon is a game for gamers who like a good story. This is a hardcore game simply because it is a hidden gem, even though it is an easy game. It tells a great 11 hour story, so I recommend this game to anyone who is interested in that. I don't recommend this game as much to people who NEED rich gameplay in order to be engaged, because you won't find it here.