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Friday, November 26, 2010

Impression: Atelier Rorona - The Alchemist of Arland



Title: Atelier Rorona: Alchemist of Arland

Developer: Gust
Platform: PlayStation 3 (PS3)
, XBOX 360
Genre: Japanese role playing game [jrpg]
Release date: June 2009 [Japanese], September/October 2010 [NA/EU]


In a small kingdom build upon ancient ruins, Arland, lies an alchemy workshop run by a genius but lazy alchemy master named Astrid, and her apprentice Rorolina Frixell [aka Rorona]. The carefree and lazy nature of Astrid brought trouble to the workshop as the Imperial Castle eventually decided to close the workshop down, unless the workshop fulfill specific assignment given over the course of three years. Knowing this, Astrid decided to hand over the workshop to her apprentice Rorona, which also meant Rorona had to complete all these assignments to keep the workshop alive. And so begin Atelier Rorona - The Alchemist of Arland - the quest of Rorona to prevent the shop from closing down by completing assignments given by the authorities.

To be honest, I'm not really a fan of Gust's Atelier or Mana Khemia series because of the generic turn-based gameplay used in most of their title [except Grand Phantasm, which I like a lot :3]. Seeing Atelier series finally made into 3D with Rorona, I decided to give this game a try. Currently I've just finished Assignment 2 [year 1, July] and although I'm not really fancy the combat system, I would say that the game wasn't as bad as I initially thought, since the focus of the game isn't really the battle, but rather, item synthesis.

The game runs over the course of three years, in which Rorona will be given a specific assignment which runs for three months [making a total of 12 assignments in 3 years]. These task mostly required Rorona to synthesize specific items listed in the assignment through alchemy. As she submit the items, she will be given rating on how well she performed, based on type, quality and quantity of synthesised items, although generally we can increase the rating by simply focusing on quantity.



Being the first Atelier series in full 3D, the graphic doesn't disappoint me. Easy to the eyes, much as how I love Eternal Sonata and Tales of Vesperia's graphic. All character was neatly designed too. In term of story, I like the fact that it doesn't deal with "adventure together and save the world by beating the ultimate boss" theme found in so bloody many jrpgs these days. I also thoroughly enjoyed the humor added to the story, especially when it comes to Rorona's clumsiness and getting teased by everyone, and Cordelia's tsun :3 On a side note, the game also comes with English and Japanese voice option. I really love Mai Kadowaki's voice as Rorona, as well as Kitamura Eri's tsun Cordelia. Not to mention, Rina "misaka" Satou, Kei Shindou, and Ui Miyazaki also in :3 Truth be told, the English voice was terrible, nuff said.

The game was very time-sensitive. Synthesizing and exploring dungeons to collect materials both cost time, and given Rorona only has 3 month to fulfill specific time, each day is as important as others. Not to mention there are some events that were triggered within specific time limit, so if you want to get specific ending while balancing synthesize/exploring dungeon, it's recommended to do some planning ahead of the coming month. Oh, did I mention that this game has has FOURTEEN different endings?



As mentioned, the combat system really isn't the focal point of Rorona. The battle basically use simple [and I mean really simple] turn-based system where characters can attack, use skills or defend. Elemental attacks can affects some attacks, and in certain situation, allow greater skills to be used. Only Rorona can use items because she carry around basket to fill items she collected for synthesizing purpose. There are limited number of space available to store item in the basket, and this kinda limit the freedom of exploration.


Gameplay of Atelier Rorona. Who want some grilled meat? by the way, the English voice sucks. big time.

Item synthesis. Unlike previous Atelier series, Atelier Rorona is very item-synthesize extensive. Everything you do is for the purpose of keeping the workshop alive, and that's by synthesizing, and more synth. The good thing is, the synthesize/alchemy feature in Atelier Rorona was great. Each items/material has specific quality/trait that affect the outcome of synthesis. Sometimes better quality item has bad trait, and vice versa. These can be fixed by combining materials with various traits to give better trait, high quality items. Though personally, I thought quality doesn't mean much except increase selling price, or if the quest specifically asked for high quality items.

Overall, based on the first 2 assignments I've complete, I would say that Atelier Rorona can be enjoyable even for non-Atelier fan like myself. The story offer something different than the generic jrpgs, and while the combat system was average at best, this was kinda compensated by the detailed synthesis mechanics. Though, having lots of different endings and time-sensitive synth/dungeon exploration can make the game a bit tedious. Some sort of guide is definitely needed if you want to go for specific direction rather than enjoying the game at leisure.

Tuesday, November 23, 2010

Trinity Universe - the Demon Dog King Route-dood!!





After roughly a week of playing Trinity Universe, I finally managed to finish one of the two routes, Kanata the Demon Dog King [the other route is Rizelea the Goddess Valkyrie]. I actually started playing this game way back since about 2 months ago, but stopped at around chapter 4 to focus on completing my thesis. And when I continue playing [after finishing Vanquish and several Sengoku Basara hero stories], I found myself almost completely forgotten about the game mechanic...Yes, Trinity Universe is basically just a simple turn-based jrpg, but "simple" wasn't quite the right word to describe the gameplay. So I decided to reload my save files on chapter 1 to re-learn the battle mechanics from the tutorial battle, and that's when I finally understand the little thing that made the game much enjoyable - in particular the Ally combo during Fury Chain since I didn't know that we need to execute at least three combo in a single turn before we can Fury-chain attack with the next character. Added to that, each character has different unique combos [albeit only 3 unique combos for each character] and I was more or less forgotten about most of the combo. More reason for me to re-learn the game from scratch.

Ok enough of the long rant I guess. After finishing Kanata's story, I decided to proceed into the other route, the Goddess Valkyrie Rizelea's route, and currently at chapter 5 [out of 12 total]. From finishing Kanata's story, I would say that my impression toward the game has changed slightly...to the better : )


The combat system is actually quite enjoyable
The overlapped combo, the combo-hit linking via Fury Chain, Fury Chain party attack, managraphic and EX attacks really made the difference in Trinity Universe. A bit complex, but taking time to learn the basic is worth the time, especially if you want to experience something different in turn-based games.


Lurkers made dungeon exploration more challenging
Lurkers are basically a badass non-boss monsters that exist in almost all dungeon. They showed up mostly when you wandered around the dungeon for too long. And they're strong, seriously. Like, 20-50 levels higher than your average level [without grinding]., and can 1 or 2-hits KO your party. One option is of course to run from them, but I personally like the challenge of beating them, particularly since their HP remained the same even after you escape from battle. Go into fight, hit a tiny bit with Fury Chain, flee, heal/revive. Rinse and Repeat. Sometimes it took me up to 8 escape to beat a Lurker, but it was a kinda worth the effort since they gave lots of experience - TONS if you soul-break them twice.


Imbalanced stats and levels is the way to go
In Trinity Universe, you can go up to level....999. Your HP apparently maxed at...999, 999. Attack, def, magic and other stats maxed at...99, 999. The game can be normally finished at average level of 100+, so why the insane amount of level cap? Well, because there's stuff like Meteories and Convert Shop in this game. Needed? Apparently post-game monsters and bosses are equally insane...


Meteorite DLC and Convert Shop break the game, beyond overkill
In Kanata's story, you have the access to Meteorite shop at chapter 11, while in Rizelea it's as early as chapter 3. Meteorites are basically some sort of enhancement that you can equip on your character, giving various effects - increased stats, experience/soul/item/money/mana bonus, elemental resistance and much more. Some Meteories are nothing to write about, but others, especially the DLC's totally break the balance of the game by giving tons of stats, insane experience bonus for super fast leveling, and much more. I actually did buy the DLC for the lulz, and was surprised by the crazy bonus offered by these DLCs. Well, if you want to use it just to go through the game swiftly, then sure, go ahead and use them.

Another game-braking features of the game is the Convert Shop - available after you beat the game the first time and remained through your whole New Game+. It basically allows you to convert your stuff into points, and you can then use this point to trade items - ultimate weapons and high level Meteorites comes to mind. They're expensive, but the game even allow you to cheat through these cost by abusing the convert system- by buying high level armor, convert into points, then trade with item that can be sold for much more of the initial cost, giving you several thousand points of profit. Kinda remind me to one time when I play FFX-2 when I could buy hi-potions [i think] for much cheaper cost than their selling price :3


So we won't get the full story unless we play the game twice, and get True Ending?
Apparently, yes that's the case. After finishing Kanata's route, I was left wondering on so many things about the story, it was as if the ending wasn't even an "ending". Only then I found that the answer to many of my question will only come out if I play both Kanata and Rizelea's story, and get the "True Ending" on the 2nd or further playthrough". Worth taking time to play the game a 2nd time? For me definitely yes, because Kanata's and Rizelea's story was told from their own point of view, hence although you see overlapping events, both story focus on different things. It doesn't really feel like you're replaying the game, but rather playing a new story. Plus the story itself was relatively short [one of the chapter only has a single scene+boss fight]. You can speedrun it in a few hours if you use overpowered gears and skip optional dungeons...


Trinity Universe is unique...and funny : )
Trinity Universe a crossover project from GUST [Disgaea], Idea Factory [Agarest] and Nippon Ichi [Atelier/Ar Tornelico]. For that reason several characters from Disgaea and Atelier were brought into the game - Prinny, Flonne and Etna [Disgaea], and Viola/Pamela [Atelier Viorate]. The humor put into the game really made me laugh, especially when it comes to the Prinnies on Kanata side, and Lucius on Rizelea side, adding more reason for me to enjoy the game. Other characters are equally funny too. Flonne and Etna with their neverending rivalry, Rizelea always getting teased for her hairstyle and violence, Recit with his name complex [Receipt LOL] and much more. The world in which Trinity Universe took place itself was unique - a mini-universe where many kind of things come drifting around the orbit and go away randomly. And when it said "many kind", it really means so. A highschool. Pirate Ship. Bonsai. Galaxy UFO. Fridge. Even chocolate donut and a whole friggin nebula didn't escape from this.


Overall, I am thoroughly enjoying my first playthrough of Trinity Universe. Would I recommend this game? I'm not sure because there aren't as many people that actually enjoyed this kind of game. But if you're used to playing turn-based JRPGs and doesn't mind light [and funny] story, then Trinity Universe is a good option to consider. The game did received a mixed reviews, but hey, one does not need a reason to like something, right?

p/s: And even more recommended to those who loves Disgaea's characters :3




doods!

Monday, November 22, 2010

Winter 2010/2011 Anime List

The weather's getting hot in the southern hemisphere, and within a month, the Winter series will come to start the 2011 anime season.




TV Series

OVA/OAD/ONA


MOVIES/FILMS

sources: chartfag, whosubwhat etc

............................

Seems like lots and lots more anime were produced in each passing seasons, and this year's list does expanded compared to the last winter, slightly. Finally I'll be returning to M'sia at the end of this year to enjoy the series from home, although I don't expect to watch as many series as I used to. To start thing first, I'd definitely going to include in my list, the must-watch sequel - Mitsudomoe 2 [one of the best comedy this year] and Kimi no Todoke 2. Others that I'd love to keep up with are Bellzebub, Gosick, Haiyoru Nyaru-ani [the specials were nice], and Oniichan no Koto nanka Zenzen Suki Janain Dakara ne [another sibling complex, the manga was quite funny :3]. Looking forward to Mirai Nikki and Kaibutsu Oujo OVA too :3

Sunday, November 21, 2010

Sengoku Basara 3 - character evaluation


So far I've finished a total of 9 Sengoku Basara: Samurai Heroes stories. What I like about this game compared to its prequel SenBasa and SenBasa 2 is that each characters are unique on their own, and none of them are identical to each other [eg Kasuga and Sasuke, Ieyasu and Toshii in previous SenBasa]. For that reason, I'd like to give my thought about each characters I've played. Bear in mind that what's written are purely based on my experience playing these characters, so others might actually have different opinion on the character's strengths and weaknesses.

note
Movesets - this means how strong and well executed the skills and moves are, individually.
Combo - how well each of the movesets linked up to create devastating combos.




Yukimura Sanada
Weapon: 2 lances
Moveset - A
Combo - A
comments: The first character I've used in SenBasa 3, in fact he is the first character I had used in every single SenBasa/Sengoku Musou series. He's no different than the previous SenBasa - still wielding 2 powerful spears in battle. He is also one of the easiest character to use, with strong individual moves while also relatively easy to combo [hence explains my rating of "A" on both Movesets and Combo]. His R1 skill allowed him to repeatedly pierce forward with his spears, and along with the ability to cancel-combo into his normal attack [square], this is probably one of the easiest way to get thousands of combo hits against the mobs. In fact I even got 2k+ combo hits in his very first mission -_-




Masamune Date
Weapon: 6 swords
Moveset
- A
Combo - B
comments: The One-Eyed Dragon. He specialized in offensive "Six Claws" mode in which he unleash all his 6 swords, executed after each Basara attack, or by using one of his R2 Super Moves. he negative side is that this moves renders him unable to evade or block attacks. I find his movesets equally as good as Yukimura's [Crazy Storm cancel combo to normal attacks], but overall the remaining of his combos weren't linked that well. This is kinda compensated by what I thought was his strongest move, the R2 Super Move "Dragon Eye" [aka Hell Dragon in previous SenBasa] - the Kamehame-ha skill that pretty much can 1-hit KO anything along the lines.




Tokugawa Ieyasu
Weapon: Brass knuckles
Moveset - S
Combo - C
comments: Ieyasu is back, with NEW and AWSM design and movesets. He specialized in charged attacks, and the more he charge the stronger the attacks are. Most of his moves are strong, no jokes, too bad they aren't linked well [but this might be just me]. Not very good at focusing single target enemy, but his wide coverage of attacks [R1 and first R2 Super Moves which damages everyone around him] made him a powerful AoE powerhouse, making him one of the best character to use in stage with tons and tons of enemies [Sekigahara intrusion].



Saica Magoichi
Weapon: Firearms - Magnum, Shotgun, Assault Rifle, Bazooka and Grenades
Moveset - S
Combo - D
comments: Suddenly Saika becomes a sexy chick. Well not that I complain or anything. Her theme remained the same - western firearm to obliterate anything on her path. With a simple L1+/Triangle press she can switch from gun, shotgun or rifle freely, and they're individually very powerful. I actually never found any other character that can kill the big white tiger in one of the stage [forgot the name] in less than 5 hits other than her. And being ranged, it's much easier to get the "no damage" trophy with her. Her only weakness - she really didn't have any particular combo - only shoot, shoot and SHOOT!



Mitsunari Ishida
Weapon: Katana
Moveset - B
Combo - A
comments: He's fast - way too fast that sometimes I had a hard time focusing on single enemy [aka bosses]. His strength lies in speed and timing. His movesets aren't particularly great and also has a bit ending delay, but with proper timing, many of this can be canceled into other attacks, creating fast and powerful combo that allowed him to move around the field at ease. He's probably one of the harder character to master.



Keiji Maeda
Weapon: Nodachi
Moveset - C
Combo - S
comments: Keiji is actually one of my favorite character to use in SenBasa 3 - strong combo and probably one of the hardest character to be killed. His basic attacks are nothing out of ordinary, but his Triangle move is really something that made him unique - it basically can cancels anything he did - press it while he normal attack and he cancels it into another powerful combos, which can then be further cancelled. Press it while he lunge with R1 and he can stop midway, although false timing can cause him to fall funnily to the ground. Heck he even can cancel his own DEATH - by pressing Triangle during his death animation. Crazy shit. On top of that, he also can regenerates HP on his own...by R2 Super Moves - Sleep -_-



Kotaro Fuma
Weapons: Shuriken, ninjatou
Moveset -C
Combo - B
comments: Despite finishing his story, somehow I still haven't figured out how to effectively used him. As the only ninja in SenBasa 3, his unique ability allowed him to dash in the air after jumping. I found him kinda similar to Judith of Tales of Vesperia - hard to master but lethal in the air if properly used. His skillset was relatively weak and has a loooooong delay in between but can be cancel combo-ed into many aerial attacks, continuously without even touching the ground. Aside from Shuriken, it still puzzled me on how to effectively use his other 2 R2 Super Moves...



Oichi
Weapon: Darkness hands
Moveset - A
Combo - C
comments: Man she's creepy. Poor soul with all the misery she went through in previous SenBasas. Her combo featured the use of those creepy shadow hands of her to attack [Deep Scars and Forgotten Sins combo are great to tear enemies apart], unfortunately many of these attacks did not combo that well. Good for grabbing, throwing and crush enemies from distance though. Oh, she's also the only other character [at least out of 9 that I've played] that can heal herself, by consuming the souls of enemies she grabbed [hence less reliable than Keiji's].




Tsuruhime
Weapon: bow
Moveset - A
Combo - B
comments: The Idol of SenBasa 3, she's reminding me of a hybrid of Okuni+Ina in the original Samurai Warriors. For me she's like Date - strong individual attacks but weak linking/combos. Plus she also had similar devastating attack like Date's Dragon Eye, named Nayuta Issen in which she stick her bow on ground, pull the string with all her body and might and release it [kinda funny when you overcharge it and she fell to the ground]. She's also probably the only character so far that can stun multiple enemies at once [BOSS INCLUDED!] with her imbalanced arrow rain. This pretty much made her the only character I've used that never get to low/red health in her entire story : ) Anyway, her R2 Super Moves were slow to cast and overall not really that useful, aside from maybe Charm Arrow.
p/s: her seiyuu was Ami Koshimizu. Japanese voice option DO WANT D :

Monday, November 15, 2010

WDC concluded - and Chinese domination continued



After 5 days running, the World Dota Cup [WDC] entered its final stage on Sunday with the 3rd/4th place decider, and the Grand Final game being played. Following the end of group stage on Thursday, the eight remaining teams battling out in best-of-three playoff format for the glory and pride of dota. After much anticipated games being played, Nirvana.cn managed to overcome all obstacle to emerge victorious in the Grand Final against the newly reformed Deity.

The final grid:



Having watched virtually most of the playoff games, my thoughts on some of the games, and the tournament as a whole:

  • Thailand's Roccat.trust who managed to win all their group stage matches fell short in the quarter final against Deity. They actually played quite well in both game but eventually failed to take advantage of their momentum and lost the game 2:0. Regardless, a big applause to Roccat.trust for their participation in WDC, especially considering they're the only team that beat the champion Nirvana.cn during the group stage.
  • The Malaysian Derby of Aeon.MUFC vs Nirvana.my didn't end with good note...for Nirvana.my fan like myself. Nv.my's performance in the Knockout phase was quite disappointing. The first game was pretty tight, but Yamateh's decision to go for BKB+Guinsoo+Refresher build on Shadow Fiend left many wondering about that decision, as it virtually left nv.my with no real DPS heroes while Aeon had a farmed Obsidian Destroyer to deal with. While in the 2nd game, Nv.my was totally outpicked by Aeon's clever push strategy featuring Necrolyte, Pugna and Rhasta. Apparently Nirvana.my was not fully prepared for WDC because one of the player fell sick a few days prior to the start of the tournament, that might explain why they still picks the bread n butter heroes in WDC, without any specific strategy being played.
  • Nirvana.cn cruised to the final comfortably. Well, not quite. Dream put a very strong performance against them in the quarter final and almost take that game away from Nv.cn, but Zhou's amazing Morphling seal the deal for Nv.cn. In the semi-final, they met DTS, an opponent they once beat comfortably in RGC. Having beat the likes of LGD and EHOME, DTS would love to do the imposible - beating the three Chinese powerhouse in WDC by beating Nirvana.cn, but that never looked like happening. Nv.cn showed why they're the best team at the moment by beating DTS using their own strength - mass ganking/pusing- the same situation where EHOME beat DTS back then in ESWC 2010.
  • The grand final game, especially game 1 truly show the real class of Nirvana.cn. It was a tense game with Deity also showed a strong resistance from Chuan's SF and Longdd's Medusa. But DGC's Enigma and Banana's Earthshaker showed their own class with gamebreaking stuns and ultimate that won them the game. Amazing teamwork, perfect positioning and execution. Knowing how deadly Enigma is at the hand of DGC, Deity replied by first picking Enigma in the second game, but Nv.cn was clever enough to outwit Deity by fast picking Silencer, a pick that totally counters Enigma and rendered his Black Hole totally useless in most teamfight throughout game 2.
  • The strength of Alchemist, as a hard carry. These past few month Alchemist had been regularly picked, both as heavy carry and ganker/supporter. WDC however showed hy Alchemist SHOULD be played as heavy carry, demonstrated in LGD vs DTS and Aeon vs Deity [game2]. Goblin Greed easily made Alchemist 1000x rich faster than any other carry, and with enough farm, he is virtually unkillable. I smell nerfstick in next dota version.
  • Cons 1: No immediate replay released. I don't mind this but many people actually rage that WDC committee decides not to release the replay from day 2 onward. I personally much enjoyed watching the Chinese stream because there's commentators involved, as well as the entertainment [albeit unrelated to dota] they put in between matches. Nevertheless, most games's VOD can be viewed here.
  • Cons 2: Controversial tie-breaker rule. As I understand on Day 1, 2009 and EHOME was informed that tie-breaker games will be played if three teams were tied with the same point in the group stage. This apparently was changed on the 2nd day into a time-rating system, where teams with least amount of time taken to finish the game will advance. Due to this rule, EHOME and DK fell victim as they were eliminated from the group stage. he WDC committee definitely need to provide some explanation to clear this controversy.
  • Cons 3 - lack of variation in executed strategies by all teams. Basically in this tournament there was little to no difference of picked heroes between 6.69 and 6.68. The bread n butter heroes - shadow fiend, necrolyte, VS, WD, Lion etc are still regularly picked, although there's a marked decrease of Morphling and Storm Spirit being picked. The only game were teams remotely utilize unorthodox picks was the DTS vs EHOME in groupstage game. I guess given the fact that 6.69 was just recently released, teams still haven't fully prepared to try unorthodox and risky picks.

Overall, I have to say that WDC organization did a great job in managing this tournament. Clear stream was provided at the cost of immediate replay, but I personally quite enjoyed the stream, even though I understand jack about what the Chinese commentators said. In between games, some entertainments were provided featuring girls dancing on stage - although I find their taste in music rather...weird. There's even showmatch of 1v1 Shadow Fiend solo mid contest featuring two of the best SF user, Yamateh and Yaphets [aka PIS]. Yaphets won the game, partly because he was on sentinel and had the right choice of item [starting with 2 slippers and some branch, while Ymt opted for more regen items and magic stick. Great showmatch though.


Again, congratulation to Nirvana.cn for winning World Dota Cup, proving themselves to be one of the best team in the world. Hopefully the upcoming SMM 2010 will provide even more entertainment to the dota communities.

Recommended games from the playoff:
-Nirvana.cn vs Deity, quarter final [game 1] - very tense games
-Nirvana.cn vs DTS, semi-final [game 1]/[game 2]- perfect execution of strategy
-Nirvana.cn vs Deity, grand final [game 1] - epic enigma and earthshaker.

The rest of the games can be viewed HERE.

Friday, November 12, 2010

World Dota Cup: Group Stage summary



One of the most anticipated Dota tournament, World Dota Cup [WDC] officially started last Wednesday which took place at Huazhong University in Wuhan, China. A total of 16 teams participated in the tournament, some after enduring rigorous qualifiers while others were invited. It's a shame that several qualified/invited team were not able to attend due to sponsorship issues [eg xtu.prd, NWO, Starsboba, LOST.eu etc], but in the end the final 16 teams were successfully registered: 10 Chinese teams [LGD, EHOME, Nirvana.cn, Deity, Dream, DK and 4 amateur university teams], 2 Malaysian teams [Nirvana.my and AEON.MUFC], 1 Thailand team [Roccat.trust], and 3 invited international teams [MeetYourMakers, DTS and TheRetry].

Group stage begin on first playday, Wednesday the 10th and concluded on the 2nd day, Thursday the 11th. The final standing of the four allocated groups:


Many of the games were streamed through PPlive's NEOTV Channel. I managed to watched most of the streamed games, sadly except a few important one [Nirvana.my vs LGD and Trust vs Nirvana.cn] due to uni commitment. My thoughts on the grouping, played games as well as final standings:

  • Group C and D = totally GROUP OF DEATH. EHOME, DTS and AEON all in the same group in C, while LGD, MYM and Nirvana.my all in the same another group. These 2 groups were definitely the major focus in the group stage.
  • DTS pulled a totally awesome strategy to beat EHOME in their first group game. After three consecutive loss against EHOME in ESWC 2010, DTS is now pitted against their old nemesis and had a chance to avenge their defeat. And they do so, convincingly by picking quite unorthodox lineup of Enchantress, Dazzle, Panda, Bear and VS, and execute it to perfection. EHOME meanwhile failed to foresee DTS's plan and never really made any attempt to counter the strat [eg Burst nuke/mass stun vs Enchant+Dazzle].
  • Thailand's team Roccat.trust surprised everyone by beating everyone in their group, including the recently crowned Razer Global Challenge champion Nirvana.cn. Roccat.trust is not a stranger in Asian competitive scene, especially after the demolition of Yamateh's SF with effective use of Batrider in ADC 2010. However their performance leading to WDC wasn't that convincing and hence their straight victories in WDC Group A come as a surprise for most. Definitely looking forward to what they had to offer in the knockout round.
  • And the biggest surprise- EHOME eliminated from the group stage. Following their victory in ESWC 2010, G-League and recently RoTK, EHOME was regarded as arguably the best team in the world and come into WDC as favorite to win the tournament. However they fell short in their first game against DTS, but do win their remaining 2 games against AEON and XFA University. While AEON beat DTS, and with all 3 teams tied at 2 wins and 1 loss, EHOME went out due to Time-rating rule in tie-breaker. Kinda sad for the favorite to be eliminated this way, but deep down I was kinda happy to see EHOME out.
  • Another European favorite, MYM also bowed out of the tournament following two defeats against Nirvana.my and LGD. MYM come to the tournament without their influential captain Maelk and had to content with a Chinese stand-ins, Mamamiya [former XFY captain]. Nevertheless as a whole I thought MYM did so well in the tournament despite going home early. It's just a bad luck for them to be grouped together with strong powerhouses like LGD and Nv.my. In both games against these 2 teams, MYM almost pulled out a win if not because of some crucial mistake and Nirvana.my/LGD's perfect team coordination which denies MYM victories. These 2 games are totally RECOMMENDED!!!

Nevertheless, the bracket for playoff has been released and were set to be played on Friday,Saturday and Sunday.



Those were definitely interesting pairings. AEON and Nirvana.my have to content meeting so early in the quarter-finals, while on the other bracker, arguably the 2 best remaining team in the tournament, LGD and DTS met each other. Looking forward to these games!!

Extra infos: Gosugamers WDC Coverage



Recommended games:
1. DTS vs EHOME, Group C - awesome unorthodox strategy by DTS
2. MYM vs Nirvana.my, Group D - replay not yet released. Epic 81 minutes games
3. MYM vs LGD, Group D - replay not yet released. Epic comeback by the winning team

Thursday, November 11, 2010

Impression: Front Mission: Evolved [PS3]



Title: Front Mission Evolved
Developer: Double Helix Games
Publisher:
Square Enix
Platform: PlayStation 3 (PS3), XBOX 360, PC
Genre:
Third person shooter
Release date: September 2010

Front Mission Evolved, the third game I bought to fill my post-honours time in Aussie. To be honest the only other Front Mission game I've ever played was Front Mission 4 back then on Playstation 2 platform. And that game left me with a great impression toward Front Mission series, despite having never played the rest of the series, partially because most of them weren't available on English. Hence I was pretty excited upon knowing that Front Mission Evolved got its English release PC, Xbox360 and PS3, and after watching the gameplay demo briefly, I decided to buy the game.

Having played the game for a few hours of missions, I'd say that my impression toward Front Mission Evolve...hasn't been that good.




Pros
  • Great third-person shooter system. Overall the gameplay is nice, and since I just finished playing Vanquish, it doesn't took me long to get accustomed with FME's gameplay which feature similar third-person shooter system. There are two modes - wanzer and human-control mode. Both mode used the standard TPS system employed in many other TPS games. In wanzer mode, you can equip weapons in your left and right hand/shoulder along with utility backpack that provides various advantages like speed skating, storing item, and much more. Like in previous FM series, you can equip various weapons ranging from rifle, shotgun, and knuckles. While in human mode, you play like any other TPS games with no significant feature worthy to note. Nevertheless, after being so accustomed to the old Front Mission series, this kind of TPS system is really hard for me to gulp down...
  • Great graphic and mecha design. The graphic and designs of wanzer in FM4 has already impressed me much, and it doesn't surprised me that this aspects were maintained at relatively high standards in FME. Environment interactions were realistic [poor those small cars getting thrashed], and the individual mecha custom parts were nicely designed. Unfortunately, the character design was subpar for my taste.

Front Mission Evolved gameplay

Cons
  • Battle system - I personally much prefer the strategy turn-based system used in FM4, and although I don't mind the 3rd-PS system in FME, I just don't feel comfortable playing the game because, for some reason i just don't get this "feeling" of playing a Front Mission series [keep in mind that I've only played FM4 before]. Everything you do in battle depend on yourselves. You can't tactically set specialized units [long range rifle, melee, recon, missile wanzer] units together in a fight. Less teamwork, more raw individual [aka player] skills. Oh how I missed the old tactical role-playing system in previous Front Mission series.
  • Biggest disappointment - character design. The 3D characters looked TOTALLY, and I mean totally different than what they looked in the manual, and it was a big turn off for me. No offense, it's just look plain stupid. Nevermind the semi-emo main character, Dylan Ramsey.
  • Battle difficulty - I personally found the Normal mode was relatively hard and somehow frustrating, in particular when it comes to boss fights. Early in the game you got pitted in a painful 2v1 handicap boss fights, twice. As I said before, I'm not really good with 3rd-person shooter games so maybe this is just me. Added with the fact that I'm not enjoying the characters... Nevertheless, other people might be fine with the battle difficulty, considering the Wanzer was somewhat fun to control.

Overall, Front Mission Evolved feel pretty distant to me as I just can't get this feeling of playing a Front Mission series from this game. Don't get me wrong, the gameplay was great, but I'd rather the game stick with the old tactical RPG. Well, can't blame a spinoff game I guess. Graphic was neat, but IMO the characters were poorly designed. Fans of Front Mission series might get turned off by this spinoff, but it definitely doesn't hurt for those who like action game to try this game.


verdict: 6.5/10

Thursday, November 04, 2010

Vanquish - the [bloody] fast and furious



Title: Vanquish

Developer: Platinum Games
Platform: PlayStation 3 (PS3)
, XBOX 360
Genre: Third person shooter
Release date: October 2010 (all version)


The second game I recently ordered from Play-Asia. When I first looked at the gameplay demo on youtube, it instantly caught my interest because it really remind me to one of my favorite 3rd person shooter games in xbox360, Gears of Wars. And after about 3 days [or roughly 7 hours and 45 minutes, game timer], I was finally able to beat the game [in Normal mode]. Quite short, but in general I was deeply impressed with the game.



One word to summarize the gameplay - FAST. Fans of 3rd person shooter with Cover features, such as Gears of Wars will be familiar with Vanquish's gameplay. Yes, the gameplay had almost everything you experienced in GoW - emphasised on the Cover feature. Then added with some more awesome features - slow-motion [ala Bayonetta's Witch's Time] and dazzling sliding movement booster that allow you to move across the field at incredibly fast pace, all thanks to ARS suit worn by the main character, Sam Gideon. These flashy sliding movement is what makes Vanquish unique and enjoyable. It took me quite awhile to get accustomed to the gameplay, but once I got the feel of all the aiming [yes I suck at FPS/TPS in console], sliding and AR mode [the slow-mo features], every fights and boss battles become much manageable, and enjoyable.

The game on Normal mode wasn't hard, and could easily managed by players who are experienced in console 3rd person shooter games. The game really want you to fully utilize the sliding and AR features, hence most of the time you will find ourselves moving across the field at insane speed, while at the same time trying to focus on killing the enemies. Good thing the button was pretty responsive and you can go from sliding to covering and shooting without much effort put in pressing the controller's button.

Example of Vanquish's gameplay, utilizing almost all the features the game had to offer.

The boss. They're hard and require some strategy to beat, and you'll likely end up repeating the boss fights due to unfortunate death [especially the first boss fight, which took me almost an hour to figure out how to beat the crap out of him], but overall the fights are not the type that will make you wanting to pull your hair out of frustration. Again, exploiting the sliding and AR mode is the key in most fights.

In term of graphic, the game was greatly designed in detail, from the field, character suit, monsters and special effects during battles. It doesn't get messy even with with all the flashy slidings we made in battle. Minus 1 point for the character's facial expression. As for story, I personally think the plot wasn't properly developed [heck who care about plot in an action game anyway] as there are certain things in the game that weren't introduced properly [eg Burn's intention and the professor dude's purpose in the game]. The fact that the story was left hanging left even more questions unanswered, but it definitely signs that a sequel is coming.

Nevertheless, the game was relatively short and can be completed within 8 hours, but they do have replay value. As you complete each chapter, a new Challenge mode is unlocked which basically test your ability to utilize the game's feature at its fullest. Also, harder mode were unlocked once we finished the game [God Hard mode, and it really blows your mind]. Well, it also doesn't hurt to repeat earlier mission to improve your score.


Overall, I would say that Vanquish is one of the best game I've played this year. Solid gameplay with the flashy sliding and slow-motion features, coupled with awesome graphic and some replay value. The story was a bit weak, but then that's not the focus in an action game. Totally recommended for fans of 3rd person shooter games.


Verdict: 9.5/10 [amazing all around game]

Tuesday, November 02, 2010

Sengoku Basara: "the" Samurai Warriors

After such a loooong year, I finally finished my thesis and just 2 steps closer of finishing my honours year. Now that I got some free time, I decided to try a few games that I've planned to buy since quite some times, and that include Front Mission Evolved [PS3], Vanquish [PS3] and for this impression entry, Sengoku basara: Samurai Heroes [PS3].




Title: Sengoku Basara: Samurai Heroes

Developers: Capcom
Platform: PlayStation 3 (PS3)

Genre: action-adventure hack-and-slash

Release date: July 2010 (JP); October 2010 (ENG)


Samurai Warriors fan, and especially Sengoku Basara fans wouldn't need introduction to Sengoku Basara series. First appeared some few years ago in Playstation 2 as Devil King [English version], sequels and spinoff were made, and finally it's turn for the third installment to appear, for PS3. As usual, the game features the warlords in Sengoku Period fighting for power, with Yukimura Sanada and Date Masamune become the focal point for Sengoku Basara. I personally haven't completely finished playing the old Sengoku Basara 1 [and didn't touch the sequel Sengoku Basara 2]. Due to subbing issues, I also temporarily stopped watching the anime adaptation halfway through, so there are quite a gap of information missing from my book. Putting the story aside, my impression toward the game so far:





Pros:
  • Neat graphics, [awesome] special effects in battles were improved to fit PS3's capabilities. That being said, I feel Capcom could do better to made the graphic even better.
  • Awesome gameplay. The game pretty much retains the basic Sengoku Musou's battle concept, but with some additional features like Hero Gauge combo'd with Basara attacks. The combos and special attacks seems to be smoothly executed. Having allies in a mission is a great bonus, from the bonus in Basara attacks, and the fact that as we can revive each other, hence less likely for game over.
  • It's...funny. Some of the mission stage was quite humorous [yes, I'm looking at the Matsu and Toshie Maeda] that I wondered how did they end up stuck in the middle of this warring period. The way some of the bosses/mini-bosses were introduced were also quite funny :3
  • Capturing base is fun. I don't know about SB2, but in SB3 bases are captured by defeating a certain enemy officer that stand still, guarding a base mark. Upon beating him, he will switch to our side and more allies officer will spawn at the captured base to, well, help defending the base from any possible enemy that tried to reclaim the base.
  • So many routes in story mode. At the start of the game you can choose one from up to 6-8 characters to do their story mode. At the beginning of each mission, you can choose to attack one of the two or three given choice, and depending on your choice, your target on the next mission might change, which opens to even more routes. Though in the end, all these branches rejoined together.


Sengoku Basara 3 gameplay demosntration


The Cons:

  • No Japanese voice option is quite a let down for me. Granted, as far as I remember the old titles on PS2 also didn't have this option.
  • Easy and retarded AI as usual. On Normal mode, the mobs are quite merciful that they love to sit back, doing nothing and hand over their bodies to be slashed by the player. This haven't changed much since the very first Samurai Warriors series I've played. On Hard mode, the enemies are harder to kill, but they still wasn't as aggressive as I expected them to be.


Overall thus far I could say that I'm really enjoying Sengoku Basara 3. The game was much more appealing to me than they were in PS2. I haven't fully explored the depth the game offered, hopefully more story characters can be unlocked as we go through the game. This game is definitely recommended for Samurai Warriors and Sengoku Basara fans.