Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts
Saturday, July 5, 2014
Always Burning Brightly
Finally.
Finally, I could set my sword down, could rest my weary bones and know relaxation in this damnable world. Scant as it was, it was my only reprieve these days and I dare not go a moment without cherishing it, holding it dearly as it deserves. This bonfire - these bonfires, I should say, as they're scattered about the lands - was simple in appearance, but were vital little structures and I cannot recall just how many times I had silently hoped and prayed to witness one while exiting the throes of one battle and staggering blindly to the next. Though, to call some of the encounters I had been in a 'battle' would be rather charitable to me, and I'm not sure I deserve such a kindness.
Looking across the flickering flames surrounding the buried sword, I was nearly startled to see the form of another man, but quickly contained myself. It happened sometimes, seeing these figures that I had been told were 'shadows' of other worlds similar to this one, but it never ceased to raise the hairs on the back of my neck at the very least. I knew I had fled from the first one, thinking it was yet another opponent set to kill me in this land that was filled with creatures of a similar interest, but returned when I saw him settle before the fire and fade. Who knew where he was now - his armor was fairly impressive and heavy and I guessed that his survival was not in question, but it was a more existential query than that. I wondered where he was now, for I had no idea just where I was going myself.
Details had been offered to me piecemeal, little bits here and there from the few 'friendly' faces that I could hope to see, yet it pained me to even call them that. Too many times had I looked into the eyes of a human while they desperately sought to hold onto their sanity, only to look into those same eyes as they died by my blade because they'd lost it. Logan, his shy eyes beneath his titular big hat, Rhea, her pure gaze amidst the white garbs that framed her face, and the sad, sad man whose name I never was entrusted with, only knowing him as the debased warrior who mocked me in my initial pursuit in this world. Their killings, on the back of so many that I had performed, were the ones that stuck with me, that still found a way to disturb me in these quiet moments that were supposed to be peaceful.
'Disturbing' was a good word for yet another of the few that I knew, however. Not a man or a woman, but rather a.....beast who called himself a Primordial Serpent. "Kingseeker Frampt", or simply Frampt as I had come to know him. He stretched on for what I believed to be miles, as I never had the chance to see his tail, only knowing that he poked his disgusting head out of a pit that looked bottomless.
"Chosen Undead," he had said as I wandered into his realm for the first time, "Chosen Undead, who has rung the Bell of Awakening; I wish to elucidate your fate. Do you seek such enlightenment?" 'Yes,' I had cried, 'Yes, tell me, tell me everything, make me understand just what has transpired, who I am, what I am!' I was desperate, eager to finally know that which kept me bound to this world that I had no knowledge of, to finally know just what this world actually was. I would have settled for simply walking away from the encounter knowing anything more than I had that would assist in making things clearer.
Frampt only left me with more questions.
"Very well. Then I am pleased to share." Frampt's maw had contorted into something that I instinctively knew was meant to be a smile, but it was very far from. "Chosen Undead, your fate is...to succeed the Great Lord Gwyn, so that you may link the Fire, cast away the Dark and undo the curse of the Undead." Who was the Great Lord Gwyn that Frampt was so pleased to mention, yet never describe? What was the Dark? And what of the Undead? He spoke as if I were one of these, though right now in my human form, I felt air in my lungs, I felt blood pump through my veins and, at times, out of them when I suffered a wound and I knew the warmth of fire in all its forms as well as the biting cold which was rare and not something that permeated my form often. I knew life, yet I was dead in his eyes. He did not know of my confusion, or did not mind it, as he simply moved on with his speech.
"To this end, you must visit Anor Londo and acquire the Lordvessel."
"Of course," I had said bitterly. My grip on the sword in my hand tightened and I looked down to its long, darkened blade. I had retrieved this from a fearsome enemy, a Knight wearing charred-black armor, a being that should have been dead, immolated, yet walked and fought on. The sword of this Black Knight had been particularly effective and proved to be my saving grace on more than one occasion. And though I gathered more and more weapons, not a one hoped to match the power that this blade offered. With it, I could fell enemies in a slice or two and my strikes that rang true more often than not spelled an instantaneous death for those who found themselves gutted by it. That should have gone without saying, but I had seen creatures lose limbs and not know the difference even a second later, so I had little doubt that 'death' was malleable to them in how it was delivered.
I could kill him with it, surely. I could end his life with a single swipe, removing his head from his serpentine body. I could cut a bloody swath through any that stood in my path here in the place known as Firelink Shrine. I had considered it, even, but never acted on it. There was no need to, though. While I did not consider those that remained close or dear to me, I also harbored no ill will towards them....or at least most of them. I had never liked the look the supposed Cleric, Petrus, had given Rhea while she nor her bodyguards watched and when I told her that she was dead after she'd gone hollow and attacked me, the first look he gave me seemed to be that of unguarded resentment, as if I had yanked away a trophy that was only moments from his own grip. He feigned it as a sour look of loss that a grieving man would have for the person who brought news of a fallen companion but I knew better in my heart. It was the only genuine moment that I had seen from the man and it still chilled me to think of it.
A sigh emerged from my cracked lips and I shook my head in slight revulsion. I hated this part of relaxation, finding that my mind always wandered to the mystery that I lived in. I was currently living another one of those things that I could not understand, for beneath the grey armor that wrapped about me, I was little more than literal skin and bones. I was Hollow thanks to a careless mistake that resulted in a painful death and took me to another bonfire in the world. I always found myself awaking at a bonfire, glancing into the merrily dancing flames with a new coldness radiating from my core. Even in this form, I was alive, but I was closer to 'Undead' than I cared to be. Still, I found that sometimes I preferred this form, because dying when you're almost dead anyway hurt a lot less than when you were a human. And I had died a lot. I knew the true pain as everyone else did. I understood their struggles with madness, for sometimes I didn't know if I had lost my own. For death to be a repeatable act....well, it was not originally meant for beings so fragile of mind as we.
Perhaps that is why I chuckled at the strange idea that I had. My memories always arose in these situations, so perhaps it was time to make use of it. In my head, I saw the man who had been a mere shadow across from me, sitting just as I was. And I saw more, others, sharing this bonfire with me. We all sat, we all stared into the fire as it burned and offered comfort and we all knew of the others presence. I could see them, and perhaps they could see me. Perhaps if I wished it, they could hear me as well.
"Friends," I croaked and coughed, shaking my head. This form would not do for what I had planned. So leaning forward, I offered a little of myself to the flames and felt the muscles and definition return to my frame, felt the mass of blonde hair that hung to the sides of my head untangle and regain its volume from the stringy wisps it had been reduced to. I could moisten my lips again and so I did, looking from the fire to the eyes of the many gathered here in my head.
"Friends, I don't know you and you don't know me, but we share this hell in a sense. That makes us comrades in arms. So let me ease your minds a little with a tale.
Let me tell you my story."
Labels:
Dark Souls,
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The Fiction of Kupowered
Thursday, May 22, 2014
Finally!
Mojang has finally confirmed the Release
- Minecraft: Playstation 3 + Vita Edition will be available on the PSN in August.
- It will include all the features from the most recent Playstation 3 version, including online play on Vita.
- This means everyone who has bought Minecraft: Playstation 3 Edition from PSN will get it on Vita for free. Those fluent in Sony-speak might refer to the deal as “Cross-buy.”
- We are working closely with Sony Computer Entertainment to look into ways to enable upgrade from the Blu-ray disc version of Minecraft: Playstation 3 Edition to Minecraft: Playstation 3 and Vita. We’ll have more info on this closer to release.
- Minecraft: Playstation 3 + Vita Edition will cost $19.99.
- It doesn’t matter if you buy for PS3 or Vita first, you own the game for both platforms.
- Saves are transferrable between the Playstation 3 and Vita versions of Minecraft. You will be able to craft at home on your Playstation 3, then continue on the bus/toilet with your Playstation Vita.
- All of the DLC you’ve purchased for Minecraft: Playstation 3 Edition will work on Playstation 3 + Vita Edition.
- Minecraft: Playstation 4 Edition will be released on the PSN in August. It brings significantly bigger worlds and a greater draw distance than Playstation 3 + Vita Edition.
- It will include all the features from the most recent Playstation 3 version.
- Minecraft: Playstation 4 Edition will cost $19.99.
- If you’ve bought Playstation 3 Edition from the Playstation Network you will be able to upgrade for $4.99.
- You will be able to upgrade for a minimum of a year after the release date.
- We are working closely with Sony Computer Entertainment to look into ways to enable upgrade from the Blu-ray disc version of Minecraft: Playstation 3 Edition to Minecraft: Playstation 4 Edition. We’ll have more info on this closer to release.
- Players with Playstation 3 Edition or Playstation 3 + Vita Edition saves will be able to import their worlds to Playstation 4. Unfortunately, you won’t be able to transfer your saves from Playstation 4 to Playstation 3/Vita. There are technical reasons for this; we can make worlds bigger without too much stress, but shrinking them causes all kinds of problems.
- Cross-platform play will not be possible between Playstation 3 + Vita Edition and Playstation 4 Edition.
- Many, but not all, of the DLC skins and texture packs you’ve purchased for Playstation 3 Edition will be available for use in Playstation 4 Edition. We’d like to say all your DLC would transfer but some of the items are trapped in licensing deals that are too boring to get into here. We’ll have more on this soon.
In any case, it's goddamn Minecraft on my Vita. I have literally been waiting for this for years, and it's finally becoming a reality in a scant few months. I'll finally be able to build shit whenever I want to and enjoy the Lego Box that is the game, when I have completely and totally lacked the ability to do so until now.
Now, here's just hoping that the PS3 version of the game isn't stuck on, like....the Adventure Update.
good lord, that update was a while ago and there's so much more stuff in it and hnnng this is why I'll never be satisfied
Labels:
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Wednesday, May 21, 2014
So, Whoops
That I didn't manage to pull myself away from Drakengard 3 last night to post is pretty much a solid indicator of just how happy I am with the game. That I can barely even do anything -tonight- is just all the more of that, and I think what we should take away from all of this is that when I can finally talk about Drakengard 3, I will be very, very enthusiastic about it. Until then, you will have to settle with this one quote from me:
It's fucking awesome.Someone can print that.
-Me, in Regards to Drakengard 3
Anyway, if you'll allow me one more sojourn into the vast pleasures of the game, to fully savor what it has to offer me, I swear to you that I will eventually condense my enjoyment into text on this screen for you to imbibe, that you might live even a little bit vicariously through it. In the meantime, I will share with you possibly my favorite song from the game thus far, which I have linked above. It's called "Prevolt/Amaros" just in case the video gets taken down (or rather, -when- it does) so you'll be able to search it for yourself. It's a really fast-paced, action-oriented song, which is fair because it's a boss theme, and I just really, really love it. It gets me pumped and not since, well, probably REVENGEANCE's soundtrack has that happened, and NieR's before it.
Now, if you'll excuse me, once more I go into the beyond!
can you tell I'm excited? Because I am, because the game is just so good you guys
Labels:
3,
Drakengard,
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Fun,
Games,
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Squeenix,
Where are my pants
Monday, May 19, 2014
You guys, You guys!
So, this showed up today. I'll do impressions and such tomorrow night, but tonight has been and will continue to be celebrating the release of Drakengard 3. I chalk it up to fate and the universe owing me more than a little bit for me receiving my Collector's Edition a day early.
Take care of yourselves and goodnight!
okay seriously? Zero's VA is so good
Labels:
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Monday, May 12, 2014
I Still Don't Know What The Hell - Watch_Dogs
I was really, really excited about Watch_Dogs (underscore for life) when it was announced and shown off at E3. It seemed like this really great, really new and fresh-feeling thing that was going to ratchet up new IPs again and kick some ass. It also seemed like it was going to look damn pretty while it did it, too.
It's, uh....it's not looking like it's any of these things anymore. In truth, I just don't know what the hell Watch_Dogs is going to be like anymore. I'm not exactly convinced the developers do either.
Watch_Dogs doesn't know if it wants to be a badass hacker simulator, a Grand Theft Auto-wannabe with electronic shenannigans, a rudimentary third-person shooter with driving elements, or even if it wants to be a super serious spy romp, or a wacky "Jerks with powerful tools" simulator. The game gives off the impression that it wants to be all of these things specifically to try and cater and sell to everyone, and that little experiment has been tried and tried again, always with less-than-impressive results. And yet everyone still tries it anyway.
The above video is where the cracks in my belief -really- started to show. To that point, Watch_Dogs had seemed to want to go down the humorless (aside from the badass Asian dude rockin' the Kazuma Kiryu look) "I WILL HAVE REVENGE" route, which can be fine if done right. The tension, the bitterness, the internal anguish and hatred festering in the main character, they're all very gripping and driving with the right writing applied to them. However, that's a folly to start, since an open-world game is prone to mischief the likes of which that makes grown men giggle - something that inherently destroys that mood, and one of the big problems people had with GTA IV. (Rather, thematic disconnect all around, not just the revenge plot)
However, adding a side mission where you almost comically pass out only to awaken piloting a giant fuck-off spider-tank (with only six legs) bent on destroying everything in sight?
Nah. Not feeling it.
At least, not from the mood that Watch_Dogs had fostered before that point. The Not-So-Spider-Tank is silly and dumb as hell and I love it because of that, but it just doesn't make sense and I'm almost disappointed in it. I don't want to be disappointed in a giant fuck-off tanks in a somewhat destructible environment with plenty of people and cars to stomp. That is the direct opposite of what I want! Yet, this is what Ubisoft has reduced me to and I'm not too happy about it.
The other main bone of contention (Literally the only other thing, really, since the "lack of coherent direction" is fairly all-encompassing) revolves around the fact that the graphics and presentation has slid around quite a lot in the time from the initial reveal (Which everyone knew was bullshit anyway) to now which has seen some -dastardly- looking screenshots and gifs (that is a comparison, btw) in the meanwhile, all of which indicating that the game is going to look...well, not -bad- (except that screenshot), but not Next Gen, which at least Assassin's Creed 4 managed to do, and quite capably. Part of that has to do with splitting to last-gen as well, which is ultimately the wrong way about it, but part of the blame has to fall on the clear mismanagement that the game has seen in the time it's been developed.
So what do I even want from Watch_Dogs anymore? I don't....don't really know. I'll have to do what I do best in these situations: assemble a list.
- Game has to look at least -pretty- good. (It's looking like it will, even though it was thought to be 1080p/60 FPS on PS4 and apparently is not)
- If this is another Third-Person Cover Shooter, I'm going to be pissed. Thus, I don't want gunplay to be a -major- portion of the game. It's going to be moreso than, say, Sleeping Dogs' gunplay, but I don't want GTA-levels.
- The Spider-Tank? I don't even know....I guess I hope the other "Cyber Trips" aren't as silly and inconsistent? Or maybe I want them to be moreso.
- I want Jordi Chin to be a major part of the story. I do not want to go five missions without seeing that dude because he is awesome.
- A little depth to Aiden would be nice. "REVENGE" is good and all, but....yeah.
- Cars don't control like ass.
- -Locked- Framerate. It'll probably be 30 FPS, and if it dips below 30, that is downright embarrassing.
- I want the Electronics/Hacking stuff to be -useful- and -integral-, not a neat thing you can use -or- completely ignore in favor of BOOLETTS
I feel like asking this game to not just be a cover-based shooter at this point is moot, but goddamnit, I can hope
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Friday, January 24, 2014
On the Radar - Middle Earth: Shadows of Mordor
As much as it pains me to admit this, since I'm sure some circles would call for my head and/or my nerd card, I'm just not really a fan of Lord of the Rings. I've tried several times over with the movies and the games and perhaps that's the problem, in that I've never tried the books, but it has just never worked out. I tried watching Fellowship three times and fell asleep all three times, twice for Two Towers and I saw Return of the King in the theater, so I didn't fall asleep then. The film, however, did stop about 2/3rds of the way through for about 10-15 minutes, though, so maybe it's a sign. Perhaps it's just not for me, as they say. It's a thing that happens sometimes. So when I heard tell of a new Lord of the Rings game coming out, I didn't pay it much mind, even when there was a bit of controversy over some of the animations used in the alpha footage.
All that said, however, it wasn't until I saw a post by Chance on the subject that I decided to give it a look-see and boy am I glad I did. While I can definitely see where the concerns lay insofar as the Assassin's Creed comparisons, I don't care. That is because what I see looks astoundingly good, especially for a franchise that I have no particular affection towards. Of course, it's hard to -not- look good when it cribs from the Darksiders school of thought, by being a Locke's Socks amalgamation of Lord of the Rings and these fantastic games. Intentional or not, you can pick out the Assassin's Creed, the Arkham Asylum/City, the Legacy of Kain: Soul Reaver and the Hitman bits and inspect them on their own merits, and you can possibly try to determine whether or not it's cool that they are so clearly those bits placed into the stew that is Shadows of Mordor, but it's an easy decision.
When it looks like that? Yes. Yes it's cool.
Of course, Shadows of Mordor does bring something incredibly interesting and new to the table in the Nemesis system, which I for one am wary to believe is as fantastic as it's made out to be. Simply because I cannot comprehend a world in which is does work as flawlessly as indicated just yet. The Nemesis system claims to be able to randomly create a Nemesis for you that will serve as a major figure in your world that you ultimately want to kill as well as henchmen for that figure. Not only that, but the Nemesis system promises, much like so many other games do, that all your actions and decisions matter and change the course of your story, causing your Nemesis (Nemeses?) to act accordingly. The example used is that the player encountered two of the figures in the game early on, left the major figure to burn to death in a fire, but he survived, leaving him with a rather nasty burn, and a mean grudge. It promises a wealth of opportunities and scenarios unique to every player and it sounds, in a word, amazing.
The cynic in me just cannot believe this is possible. The cynic in me understands that, if you're using voiced lines, there can only really be so many instances of situations possible, since the lines have to be recorded for them all. And the cynic in me believes that it's something that will offer less 'endless possibilities' and more 'scenarios created by creative gating' which is merely a series of binary yes/no options that are little more than littered along a Choose-Your-Own-Adventure style path. On the path in the trailer, there was a choice where the player apparently did -something- that left his Nemesis with a massive burn on his face. That choice is a gate that takes you to a certain path in which X and Y happens. While it gets a bit more impressive when X and Y are influenced by A, B and C or what have you, it's all something that you can see the workings of. Depending on how many 'paths' and 'gates' they actually include in the game...it's quite possible that this 'unique experience' will not be that at all for most, which would be unfortunate and the exact thing I -don't- hope for.
I don't really like the cynic in me. While I can see all that logic and such, I don't want to, because 'player choice affecting world-building' is something that I'm always a fan of, though few games pull it off as well as some shining examples which is an absolute shame. It's a hard thing to pull off, I'm aware, because it's stacking variable upon variable, but it's so worth it if it actually works. It's for that reason alone (well, the genre-blending helps) that I'm looking forward to Shadows of Mordor now, and I eagerly await some more trailers that show off the Nemesis system more - hopefully showing different ways entire scenarios can carry out or something along those lines. Mostly just because I want to believe they can pull this off.
really, I'm just drooling at the potential to do a fictionalization of my playthrough of the game because it would be so good
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Wednesday, January 22, 2014
Late to the Party - Red Dead Redemption
I understand that it's been a while since this game was released, but, well you know how it goes sometimes. A game comes out and you decide to wait on it for a while and then a Game of the Year Edition is announced and you decide to wait for that and decide to wait for it to drop in price and sometimes you then wait for it to be gifted to you and basically there's a lot of waiting. It happens. And then sometimes you get it for Christmas and don't play it til almost the end of January because you suddenly have an urge to play a game that doesn't feature Winter in the slightest because you're in Winter and it's fucking cold, but it's nice because you like Winter, but it's still cold and cold is kind of bad and you try and warm up but playing games with Winter in them kind of doesn't help. Even though you're not expecting something good, you pop in a game about being a cowboy in the desert because at least it's in a hot environment.
Then you discover, hey, this game actually -is- fun!
That has been my experience with Red Dead Redemption over the past couple days in which I've plugged in quite a few hours. The bulk of it probably spent running around and hunting animals because oh man, hunting. It's only when I run across it with a deeper mechanic than Tomb Raider offered - something closer to Far Cry 3 - that I realize how much I actually enjoy it despite the inherent 'issue' with it in that I'm not hunting for absolute necessity and/or survival, but for skins and such to sell. But it's digital animals, so I don't -really- have to care too much about it. No more than the people that I shoot, lasso, hogtie and drag around whilst on horseback are only digital people, thus I don't have to really care about them either. It's just silliness in the desert.
As such, since I've spent the majority of the game dicking around, there's not a whole lot I can say about the game itself. The story is something that's there, Marston is not the greatest character, but he's alright, and the mechanics are definitely from a Rockstar game, for better or worse. I mostly just wanted to say that it's actually fun since I heavily doubted it beforehand - it was released close enough to IV that I worried it would be a bit stiff like IV was, not to mention the bad ideas from TLaD - and that I'm quite enjoying it. And it is doing -something- for the perception of maintaining heat and such. I mean, a space heater is probably doing the most of the heating task, but still. Every little bit helps when your daily high temperature just barely breaks double digits Fahrenheit.
I kinda wish that the 'main encounter' would just happen already, I'm tired of doing side jobs for these ungrateful bastards
Labels:
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Tuesday, January 7, 2014
Playstation Now Officially Announced, Some Details
It's been known for a while now that Sony intended on using Gaikai for something more than Remote Play between PS4's and Vitas - to stream full games to the PS4 as a sort of 'solution' to the end of not actually including a PS3 in the PS4 architecture. There was talks of bringing such a service to the PS3 and Vita as well - after all, it wasn't a matter of the system's power itself by any means, but it wasn't that heavily stressed. Still, that has very much changed with today's announcement as the service is slated not only for PS4, Vita and PS3, but Connected Bravia TVs (that you can sync a Dualshock with), Tablets and Smartphones, apparently. I imagine you'll be using a sort of controller with those last two, as virtual controls seem less-than-serviceable (but will be included anyway), but those things do exist and I suppose they'll only continue to keep getting made.
Unfortunately, there was not an avalanche of details - a lot of the information is still vague and off a ways, but it's still confirmation and there's still some to be known here. While they are aiming for all those different platforms, the PS4 and PS3 will be the main focus to start with, so I imagine when the 'full roll-out' happens at some point in Summer(!), it will just be for those, with Vita joining the service before the end of the year, hopefully before the end of Fall. A Beta will also be held towards the end of this month, and whoever gets in will likely be the envy of all - I'm not quite sure what I'll do in the unlikely event that I get a Beta invite, however. I'd -love- to try it but, well....I won't be able to use it, plain and simple. So I would kind of feel bad if I got an invite, since I don't want to hand it off to someone else, but using it will mean I'm unfairly hogging a chance that someone with serviceable internet can make use of. I guess we'll see, but I highly doubt I'll get an invite as I usually don't get invited to anything. (Shut up, Haplo)
One of the pricklier topics about the method chosen for this whole Backwards Compatibility solution, however, has always been how it will handle the actual games portion and your 'ownership' of them. Will you be able to buy and steam? What about the games that you've already purchased, will you be able to stream them? Is it just going to be a subscription thing? Is that going to be included in Playstation Plus? Unfortunately, this is one of the many topics that wasn't covered completely, but it wasn't ignored either. Well, not -totally- ignored.
The service itself, as noted, is called Playstation Now, which will be something that you can subscribe to. It's seeming like it will be separate to Playstation Plus, but hopefully, there will be some sort of discount to it if you're a Plus subscriber already. Maybe. That's just speculation on my part, though. As for the methods of 'ownership' of the titles included, well, it's sort of a mish-mash of all the theories present. I'm going to take an answer to a comment of the article for ease of use and explanation:
Hey boomstickbhg – With PS Now, you can rent by title for specific games, or you can choose a subscription that delivers additional value with a wide variety of genres. For example, you can try out a game by rental first, before deciding to actually purchase the full game and download it to your console. We believe this streaming game service will add tons of value to dedicated game consoles in addition to packaged and downloaded games, and in doing so, we will open up a new world of possibilities across PlayStation platforms.So you can rent a game individually, you can buy a subscription that grants you access to a library of games, and you can purchase games individually if you like them. I imagine the "download it to your console" means you can try PS4 games and download them to your PS4 and similarly for PS3 games on your PS3, but not a combination thereof. It does inconveniently leap over the question of games already purchased and the playing of them on consoles -other- than what they're available for (like playing PS3 games on PS4 as the main example), but I'd assume that's still something they're playing with. It's likely hard to have a system set up to flag games from another source (your purchase history) and they likely don't want to promise something that they can't deliver on before knowing they -can- deliver on it.
Of course, one of the big reasons we are offering a closed beta is to get feedback on all aspects of the service, including of course the experience with rentals and subscriptions, so we look forward to hearing more feedback from our community as we move through the beta.
At least, I find it hard to picture Sony, who has been the darling here lately, telling you that you have to rebuy your copy of Far Cry 3: Blood Dragon through the PS Now library (or subscribe) just so you can stream it on PS4. Which is, of course, ignoring the whole "Physical Media" thing entirely, but the Passport Program has shown that Next-Gen consoles can recognize an older gen game enough for a check. (Since you have to have your PS3 version of a game in your PS4 to play the digital PS4 version and I assume the same for 360->XBone) Stranger things have happened, I suppose, but I want to give Sony a little rope here since I'm relatively safe in assuming they won't try tying a noose with it. It wouldn't be a death knell to the service, but it would be a sizable blow - especially to everyone who just wants to stream a bunch of shit to their Vita. Like me. In the fantasy world where I can do that.
While it wasn't a -lot- of details, it's far more than anyone expected to have this early I imagine, and that's a good thing. The preamble of it sounds good, but we're all just waiting for the real meat of it. When the Beta launches at the end of the month, I'm sure we'll get a few more details as well as some impressions, but until then, we're just stuck with what we've got which is a lot of hope and speculation. Not like that's much different from how the situation was before today, of course.
I literally just realized the possibility of playing Blood Dragon on my Vita's OLED and I may have squealed a little
Labels:
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Sunday, January 5, 2014
Review - Remember Me
The bulk of the reviews out there all say it in a different way, but they all want you to know that Remember Me is 'forgettable' because it's just so perfect that things worked out that way. The title of "Remember Me" is almost a challenge that is destined to fail and allow me to add to the consensus in saying that it does indeed do that. I wanted Remember Me to be so much more than it ended up being and it is a little disappointing, but as disappointments go lately, it's a mild one, so unfortunately it is helped along by that. Regardless, it promises a lot initially and doesn't carry out a single one of those promises, so what we're left with is a game that honestly feels like it was supposed to be far larger than it ended up being. And it's a damn shame because the world that Remember Me creates is something that you don't want to forget.
goddamnit, I made a pun already
The game centers around Nilin (no last name given because it might be important later) who starts the game as an amnesiac memory hunter. "Irony" (the rain on your wedding day flavor) is actually a core theme of Remember Me and plays key to several important plot points over the course of the game. It's...honestly a little grating after the first one, as is most of the story as it unfolds. The story is just not very good, because the pacing is all over the place which ruins what is supposed to be dramatic reveals, and while it shoots for a good Moral Ambiguity on everything, it goes a little too far and simply makes everyone unlikable, including your protagonist. But to explain why involves a little bit of spoiling, so that's what I have to do here in the next paragraph or so. It's not that bad and it's an early-game thing as well, but still, it's worth mentioning.
So, as a Memory Hunter, Nilin has the ability to steal memories from people and is, well, honestly what she kind of does. However, Nilin is special because in addition to stealing memories, she can alter them (the game calls it remixing) and the way you're introduced to this is especially horrifying. A bounty hunter, Olga, drops in on Nilin because she wants the bounty that's on her head. Having just gotten her gear back, Nilin decides that now is the best time to try it out and you're thrust into the remix scenario which plays out a particular memory and then tasks you to go back through it and change little things that will alter the course of it. On its face, that's not too bad even if it has the veneer of being an absolutely shitty thing to do coating it. Or maybe that's just my perception coloring things here.
Now, Olga's memory is of her husband who's suffering from some sort of memory-related illness that is making him sicker than you would expect. In the original, she is sent Nilin's bounty poster right as the Doctor explains that her husband's treatment is going to be expensive and she says that she will be able to cover it, so go ahead and do whatever because she's going to get the money for it from Nilin's bounty. This gives the game the easiest opportunity to show off just how twisted this concept is, because the goal of the remix is a rather rough one: Make the doctor kill her husband. It's worth noting that you're simply altering memories, not history, and in fact, that makes it a bit worse. By manipulating a few things as the memory progresses, it goes down different routes due to what was changed (the doctor injects the husband with a stimulant rather than a relaxer, a wrist binding is undone) and the sum effect is that the husband goes crazy which forces the doctor to hit the conveniently placed "Terminate" button, leaving Olga helpless to watch as her husband is lasered to death in a hospital bed.
Because of that memory changing, Olga's entire perception of things changes to the point where she thinks she tracked down Nilin to team up with her against Memorize (the company who runs the facility he was 'killed' in) rather than take her down to pay for her husband's bills. Her husband who is, by the way, likely still alive and lays forgotten in the hospital for the rest of the game. All of this is so that Olga can give Nilin a lift in her ship. Nilin is kind of a Dick. Later on, she gives you another lift somewhere (far after you've forgotten who this woman is, leaving you to think about it for a few moments after she drops Nilin off) and your constant companion in your ear, Edge (Nilin's 'boss' who gives you instructions through the course of the game) makes a remark along the lines of "I don't know why I didn't make you 'enlist' her a long time ago!". Edge, too, is kind of a Dick. Given enough time and space, I could elucidate why more or less every other character in the game is also a Dick. Everyone is simply that unlikable thanks to an ill-advised attempt to make a 'grey area' for the scenario to exist in.
While the game's world might not be interesting from a narrative point of view, Neo-Paris in 2084 is stunning from an aesthetic one. Locales are crafted with thought and care and are exceptionally interesting to look at. There's an underlying style that's honestly on a level higher than the game itself is on which is almost jarring. Of course, all of that is brought down a little bit by the linear platforming structure of the game, since it turns a lot of these nice areas into places where you are the only person who can get around in because all the blocks and barricades necessitate some sort of wonky parkour that your standard person isn't in possession of. I want to say that the -thought- of the mechanics are lifted straight out of Uncharted in that there's supposed to be a weighty feel to them, but they're obviously not executed quite as well. Nor are they all that thought-out since a lot of the platforming sections feel downright silly in how you get to Point B from Point A.
This is further complicated by the fact that every area, linear as it is, has some little nook and/or cranny here and there that's 'cleverly' obfuscated by the camera because they hide the various power-ups that the game has decided to hide everywhere. Of course, it's not bad enough that you just have to keep an eye out, no, at every area where this happens (well, not with Scaramechs, but fuck Scaramechs) a little screen materializes itself out of nothing and gives you a screenshot from the game (literally, some of them have little UI things, it's silly) for a location where you can find a goodie. The game tells you to remember that location so you can find it, which makes you go, "Oh, well I'll just memorize every detail of this because it's going to lead me to treasure and I'll want to kn-oh, it's right over there" because yes, these things are generally placed about ten feet away from the area in question. Some of them require non-linear thinking to get to, but most of the time it's like a signpost with Plot pointing one way and goodies the next.
I like to think that the attention and thought put into every area means a lot more than them simply having a good set designer. It feels like every area is so good because it was meant to be something a lot more, something bigger at some point in development, and given the fact that the game did indeed have a rocky way of it, perhaps it's true. It sort of felt like, to me at least, that the game was meant to be a little more open than it ended up being (a couple other things help me think this) and that every area just ended up constrained thanks to the new direction it took. It would explain a lot and make me feel better about what it was supposed to be, but it doesn't change what it -is- and what it is is just frustrating. Particularly in the later areas where you're given the tools to manipulate the world in silly ways to nonsensically achieve small feats in transportation. Like using two cargo carts to get across an area so you can get to the bottom of it so you can push a couple buttons to call more carts that you ride to push -more- buttons...only to have it take you about halfway back so you can ride one of the earlier carts again in a -different- direction.
Remember Me is not about platforming, thankfully, even though that lends a good portion of the gameplay to it. Remember Me -is- however supposed to be about its combat system which is the main focus of it, but it manages to fall a bit flat itself. I heard tale of the focus being the 'build-your-own-combo' aspect and was intrigued by that and how it was pulled off, only to be disappointed in the rather round-about way it is accomplished. Because it's far less than "Build-your-own-combo" and far more "customize this template with special Squares and Triangles" which is a lot less compelling. It's also a lot less appealing when you realize that there are four combos in the entire game and each one of them is about as uninspiring as the last. Unless you think Square, Triangle, Triangle, Square, Triangle, Triangle is something that you'll be excited with every time you use it, of course. (That's the third combo in the game, by the way)
As stated, the combos are little less than templates that you have to fill out with the actual buttons. In something that is kind of neat, you have four types of buttons - 'Pressens' as the game calls them - that do different things, letting you have your combos be built around specific principles. The less neat part of it is that you have to buy these pressens individually with keys that you only gain after getting a lot of points that you earn over the course of the game by punching people with combos that you have already filled out. The four types are: Power, Regenerate, Cooldown and Chain and while they're fairly self-explanatory, I can expunge any question as to what they do. Power pressens hit hard obviously, but they also push your foes towards 'Overload' status in which you can finish them off quickly. Regenerate pressens restore some of your health. Cooldown pressens reduce the cooldown time that your S-Pressens have after using them and finally Chain pressens are the most important of them at all in that they take whatever the pressen prior to it was and amplifies it for another strike. Chain a power pressen and you deal some damage.
This is, of course, supposed to introduce the 'strategy' for battles, but it barely does since I'm not about to re-shuffle my goddamn pressens every now and then just because something is different. Thus, my combos all ended up with a mish-mash of different types that honestly suited my purposes just fine enough. Because there's just not that much thought needed for it, unfortunately, since everything dies eventually and all you're figuring out is what you want to get in the meantime since you'll likely need to use those Regenerate and Cooldown pressens more often than anything else. Also, there are few things more frustrating than seeing that you can have three Regenerate Pressens that are Triangle, getting the last combo that is three Triangles in a row to start and only having Square pressens bought and ready to be allocated. I'm not quite sure why each pressen is its own thing since it doesn't really fit into any narrative somewhere and just stands alone by itself, and I don't think unlocking just -square- pressen for one type to be used however you wish would've broken the game much, given the template nature of the combos.
S-Pressens are Special Attacks, if that wasn't obvious by the name in a way that sort of transcends what a Pressen is, which is a press of a button by you. There are five S-Pressens in the game that you collect at plot-specific points because... - and they all have wildly varied uses in a sense. Fury simply upgrades your melee strikes and takes you out of the combo system, allowing you to wail on Square and Triangle for a few seconds and make things fall over. Logic Bomb places a bomb on one foe who then explodes and
I have one very specific complaint, however, and it's more of a design complaint than anything, since in the game it's not actually all -that- difficult to overcome. However, it's something that I simply cannot wrap my head around as being considered a good idea. Now, in a game where you are more or less just hitting things until they die with no real variation, there's pretty much one thing you probably shouldn't do. Remember Me does it and it's mind-bogglingly stupid. There exists in the game one enemy type that deals damage to you for every hit you make on it. Doesn't matter if it's melee or your Spammer (basically a gun), you take damage. Now you might be thinking that there's a reason for this, that there's some clever way of taking them out. There is not. If you want to damage them without being damaged in turn, you use an S-Pressen, specifically a Logic Bomb or the Sensen Camo (possibly Fury, but I didn't test it and why would that work?). That is...your only option. I don't think I can overstate how much of a weird, bad design decision that is, and while you can't kill yourself by punching these types, you can lower your health to almost zero, meaning a stiff breeze will finish the job.
Aside from Boss fights, these S-Pressens are quickly forgotten, but their role in Boss fights are almost minimal as well in that you use them because you -have- to, not because it 'just works'. However, it's an exercise in frustration, as you simply use the S-Pressen so you can drop a combo or so on the boss until they pull back, unleash mooks and leave you to get the cooldown timed out (and build up Focus if you need to) so you can repeat the process over again. It's in these times where the Dodging feature proves to be your real enemy, since the game tells you that you can dodge over your foe and continue your combo, but in practice this is up for debate. In almost every case, you cannot continue a combo on another enemy, which means dodging over a guy only to hit him in the back (putting you not that far away from your initial spot) is..not an effective combat strategy. So if the pressens you -need- to use (your cooldowns and regenerate, mostly) are buried deep in your combos (for better effectiveness, as per the game's instruction), you'll have a hell of a time actually -using- them, thanks to your combos getting broken all the goddamn time from getting hit or dodging and not hitting the right guy or not hitting the right guy soon enough.
It's this 'combo-focused' theory, however, that also makes me think that the game was meant to be a lot more than it ended up being. In all actuality, a system like this, especially with just four combos, cannot be a finished one. This can't have been what the developers were envisioning from the start, and if you think about it, a linear platformer is...obviously not the type of game you would expect to find it in. Maybe it's just a pet dream, but I have thoughts of a Sleeping Dogs-style open-world with a melee-focus adaptation of Remember Me, with the vibrant, cyberpunk Neo-Paris in all its glory and I can't help but think -that- was the initial goal of the game. Something big and breathing, something wide to let you stretch and let you play around. There had to be more combos, and a better way to 'build' them, but I fear that a lot of it ended up on the cutting room floor to simply release. Perhaps I'm simply giving them too much credit since that, -that- would've been an unforgettable game indeed, and it's what everyone would have preferred, but in any case, it's just not what we got.
The Good
- The actual design of the world is wonderful
- There is a good bit of actual style in the game itself, the menus and the feel of it
- While not great, the combat system is good for the most part, if mostly for its ease-of-use
- Some of the music is really good - particularly Fragments, one of the Battle Themes
- The story and characters are just unpleasant and unlikable - Moral Ambiguity does not mean Everyone is a Dick
- The whole "Memories as Commodities" angle is more or less mishandled and poorly thought-out from start to finish
- Platforming in a game that didn't need it and isn't made better for it
- Introducing an enemy type that damages you when you attack it - this is not a good idea
- Boss Fights become battles of attrition regrettably quick
- Only four combos in a game all about customizing combos
- Buying Pressens is horribly under-thought and poorly executed
- The game feels like it wanted to be so much more, which makes it all the more disappointing
Remember Me isn't a bad game, but it's solidly mediocre at best. The ideas it had were good ones that just didn't get used properly or given enough room to actually grow into what they were meant to be. What we're left with then is a game that feels half-finished and confined to something much smaller than it should have been. All the style in the world, and though the game has plenty to spare, can't cure gameplay ills which litter the title from start to finish. Combined with a few design decisions that are more than questionable and just a general lack of cohesion means Remember Me simply didn't leave with fond memories.
Friday, December 20, 2013
Of Course, More KOEI Things
The image above is fairly obvious enough, but it's also confirmed by a close to official source that Dynasty Warriors 8: Xtreme Legends for PS3 and Dynasty Warriors 8: Complete Edition for PS4 and Vita are going to see releases in North America and Europe. The Complete Edition, obvious as it may be, will include Xtreme Legends, but the base game as well, featuring a 'complete' compilation of both titles, which is all sorts of handy and economical. Also the only way possible for PS4 and Vita owners to play Dynasty Warriors 8 without...doing so on the PS3. Which makes things a wee bit difficult, even if the games will support cross-save, and I believe they do. Hilariously, for as many games as I own with Cross-save, and games that are better suited for it, I assure you, this will probably be the first time I ever use the feature. Because I'll be damned if I'm not going to carry over my meticulously groomed Dynasty Warriors 8 save by the time I'm done with it.
Details are scarce as usual - even KOEI hasn't put up a press release or anything of that source, simply posting an image on Twitter and then leaving it to their Community Manager to pass out the little bits of details that he could infer. Therefore, the information may or may not be absolutely reliable, but I'm erring on the side of "yes" given that KOEI has more or less thrust his statements to the forefront as their own and not bothered to correct anything he said. Thus, I'm inclined to believe that there will be physical releases of all three products, given that there will apparently be English voices and -maybe- Japanese voices as well, instead of the other way around. This is more than ideal for me, as I'm sure you all know.
I'm getting the Vita version. Full stop. However, I'm not quite sure whether or not I'll pick up the PS4 version of the Complete Edition, or just get Xtreme Legends for PS3. I imagine I'm going to play the console and Vita versions in tandem regardless because of Cross-Save, but I don't know whether I'll want to 'complete' my library on PS3 that much more, or simply begin a new one with the PS4 beyond inFamous: Second Son, Watch_Dogs and potentially Metal Gear Solid: Ground Zeroes. Aw, who am I kidding, I'm getting GZ and I'll grin like an idiot when I set K-Pop music to play in the helicopter section, flash back to Peace Walker and then be mildly disturbed that I find it fitting now. Regardless, it is quite the quandary.
I'm wary of picking up the PS4 version because it will be KOEI's first attempt with new hardware and it will be a port - not something native. KOEI's games aren't technical wonders to start with and while Dynasty Warriors 8 runs smooth for the most part (Chibi and a couple other stages get really chuggy at times) I'm not willing to put my faith in their ability to take full advantage of the power inside the PS4. On the other hand, if they do manage it, I'll constantly kick myself when I'm playing the PS3 version knowing that it could be smoother and prettier on the PS4 that I will presumably have by that point. Granted, I could find it some time down the line, but...I'm not really sure if I'm comfortable buying Dynasty Warriors 8 three times, given the issues I have with it, even if I do think it's rather fantastic. Which is to say I will probably do it anyway because I am kind of a whore like that.
this better just be the first of a few localization announcements KOEI makes - Samurai Warriors 2 HD Complete, plz
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Sunday, December 15, 2013
Weapon Farming in Dynasty Warriors 8 Made Easy
I'm constantly amazed, as I'm sure you all are, at just how much I can talk about a single Dynasty Warriors game as I'm playing it and indeed for a time thereafter. It seems like every day brings a brand new topic about the game that I can take and pull apart until I can present it in possibly the most long-winded way possible, and it's something that I've found I can't really do for many other things. So, whatever, I can do it and I like to do it, so that's what I'm going to do. I'm aware that most of you are probably not as interested in Dynasty Warriors or really any flavor of game KOEI releases as I am, but I hope the deluge of content over the games is not off-putting. Because, I mean, I'm gonna keep doing it.
Going with the theme of the last Dynasty Warriors 8 post, we're going to talk about trophies. Or rather -a- trophy. We're going to cover the Herculean amount of effort that goes into a single trophy called Weapon Collector that, as you might have guessed, tasks you with collecting all the weapons in the game. You see, the whole weapon system in Dynasty Warriors 8 got a bit of an overhaul that more or less makes it a very different beast from the games before it except, in a sense, Dynasty Warriors 6. That's not as bad a thing as that comparison might lead you to believe, however, so don't get ahead of me. The weapons all have an element attached to them that is either Heaven, Earth or Man, which recalls to DW6's Standard, Skill and Strength types of weapons, though they don't have the same sort of effects and really I guess the only similarity is that they all shared red, green and blue and I swear I was going somewhere with that, but forgot.
Anyway, that's -one- of the categories of the weapons, though. There's actually two beyond the Elemental Shift, and its all about rarity. Common Weapons have Orbs, but rare weapons and the Fifth Weapon for each character have Stars instead. These merely denote uniqueness and nothing else, because as you'll learn, each character has Four Orb weapons and Three Star weapons. (Well, Sword has like four Star weapons, but you get one from Ambition Mode and it's not important) You need to collect one of each of these seven weapons for every single character in the game for the trophy which is just a Silver trophy even though it will be the actual second-most grindy thing you do in the game. Yes, Ambition Mode in all its splendor and magnificence has been bumped to third, with Bond-grinding still likely holding first place. Though, in all honesty, Weapon Farming might just usurp it, it's that bad.
How can it be so bad, you might be innocently asking? Well, it's pretty simple. Of the three Star weapons per character, only -one- of them is a guaranteed drop. That is the Fifth Weapon which have unlock conditions (readily visible in the Gallery once you've beaten every single Story Mode Stage) that you have to follow on Hard Mode. You have to do that with every single one of the 77 characters included in the game. That's the easy part, because the thing you want to do is get Xiahou Yuan's Fifth Weapon first. It's called the Bow of Destruction, and if there were ever a more appropriate moniker, I don't know of it. You see, what makes the Bow of Destruction so special is that it has an element on it called Cyclone, which is at level 10. Cyclone breaks through an enemy's guard with charge attacks. The weapon also has multiple charge attacks that have multiple hits within it that do Wind damage which seems to take a percentage of health rather than do -damage-. What this means is that a single charge attack from the Bow of Destruction (one that has the multi-wind shots at least, which are C2, 5 and 6) will straight-up murder any officer, even on Chaos difficulty provided the full attack hits them. Even if it doesn't, it's not hard to do a follow-up and basically it just means that you will not have to worry about the damage -you- do.
What about the other two Star weapons for each character? Well, first what you want to do is get your Fortune Hunter skill leveled up, which increases your Luck. Level 10 at minimum, though you'll likely want up to about 15 unless you're crazy and want to grind it up to 20. Why would that be crazy? Well, because the way you level the skill up is by defeating officers on a map after you've attained 1,500 KOs. On the same map. There are precious few maps that will allow you to rack up that many kills while also leaving enough chattel for you to reap in an attempt to level up the skill (Because, of course, not every single one and in fact most will not do it since it's based on some weird RNG), but if you are feeling particularly interested, then the Yellow Turban Conflict stage is what you want.
This is Zhang Jiao's Story stage and it offers a -lot- of officers plus a handy little infinite spawn of mooks that you can inflate your score with in the course of a few minutes. All you need to do is rescue Zhang Bao and Zhang Liang and wait for Huangfu Song to change the direction of their approach. This will divert forces to the lower left portion (south of Zhang Bao) and the square at the southernmost point before you go East into a base will just, as stated, spawn infinite amounts of soldiers after you defeat both Base captains in the neighboring areas. Get up to 1,500 KOs (or more if you feel like it, I don't know if it affects your chances) and then go around slaughtering officers until you take down He Jin. You should hopefully get at least 2 levels if not more, and...then you just do it again until you're happy. Better chances if you perform the stage on Chaos Difficulty, and of course you don't have to use Zhang Jiao when selecting from Free Mode. In fact, I would recommend it. I personally used a Level 99 Lu Bu who has max stats and his Fifth Weapon - since it's an early map it's not difficult at all, even on Chaos, so you won't have to spam Cyclone abuse.
So now that you have Fortune Hunter up at a decent level, you'll want to equip that and go to Shu's section in Free Mode and pick the very last stage - Capture of Wei - Wei Forces. You see, it's not simple enough that you just kill a bunch of officers for a chance at Star weapons. No, you have to kill unique characters, since generics possess only the -barest- chance of actually dropping them, where Uniques, especially with a proper Fortune Hunter score, have a chance that approaches reasonable and contrary to what I thought prior, they have a chance of dropping weapons that -aren't- theirs. Capture of Wei on the Wei side offers you a small-ish map (or at least a map where only 30% of it is used) that has no less than 11 Unique Officers (Jiang Wei, Huang Zhong, Guan Yu, Zhang Fei, Zhang Bao, Liu Shan, Guan Xing, Zhao Yun, Ma Chao, Zhuge Liang and Guan Ping) in a short timeframe. Plus it has one more benefit which I will explain to you momentarily.
I've found in my runs tonight that with Level 15 Fortune Hunter, you can expect to walk away from the map with -at least- one Star weapon, which is good. Not great since there's, you know, 154 Star Weapons in the game not counting Fifth Weapons (Jesus Christ), but it could be worse, and it's honestly a relatively short map. There -is- a bit of an issue with the scripting, however, in that sometimes Guan Ping and Ma Chao simply refuse to advance on you or on the Wei Main Camp, and Guan Ping is ridiculously out of the way if he doesn't meaning you lose out on a potential chance unless you charge his ass, and even if he does charge, he always charges with Liu Bei (as does Zhuge Liang) who you do not want to kill immediately because it will end the stage and if you kill Liu Bei and, say, Zhuge Liang at the same time, Liang will not drop a weapon. Which is incredibly frustrating.
The key thing about any and all forms of grinding and farming is the amount of time invested because obviously you want to cut the amount of time spent down as much as possible. Because grinding/farming is fucking obnoxiously boring and games that rely on it for anything in excess are made by developers who are dumb and also stupid. And are also jerks. The good thing with Dynasty Warriors 8 and the way weapons unlock is that there's a little bit of a trick that cuts -way- down on the amount of down-time you have in between runs of the map. As in, cuts it down to damn-near zero. You want to know what that funny little trick is?
Let Liu Bei kill you.
(After killing all his officers. It's not even difficult to let it happen, since Capture of Wei - Wei Side is an end-story mission which means it's max difficulty and then you have Chaos on top of that...yeah, characters do a lot of damage. )
You see, when you lose a stage, a message comes up asking if you'd like to restart from the beginning, which it will do so without any load time (unless there's a cinematic at the start, I imagine) allowing you to get right into it. And at least with Star weapons (honestly haven't tested with Orb weapons, honestly don't even care) they seem to work on an unlock system in a sense. Because they're unique, once you have them, you -have- them unless you sell them or something else. So say you get Guan Xing to drop the Sky Splitter which is one of Guan Ping's Star weapons and then you do as I say and allow Liu Bei to kill you. When you restart the stage, you can check your weapons and look at that, you still have the Sky Splitter. This way, you cut out the load into the main menu, the load into the stage selection, into the character selection and loading up the stage proper. That is a tangible amount of minutes and given that you're damn near guaranteed one or two weapons per run (if not more, one particularly generous run netted me four) using that stage and Fortune Hunter 15, it will potentially shave -hours- off of your general farming, especially if you would use a different method. I would advise, however, that you end a Farm sessions with a victory - I doubt if it really matters if you quit to menu after a defeat rather than replaying and winning, but it's...best not to take chances, yeah?
I'm personally up to 90% of the entire Weapons Catalog filled, so it shouldn't be too terribly long before I can get to bond-grinding and then...simply being done with Dynasty Warriors 8 until Xtreme Legends comes out in some fashion. Since I will most likely be getting it provided it's physical -or at the very least it's localized for the Vita-. I'm being optimistic that Xtreme Legends is going to get localized (it's barely been out in Japan yet, so I'm not too worried about lack of announcement) but I wouldn't be surprised if KOEI pulls the same bullshit as they did with 7 and cut the English VAs for a little cost and cut out the Disk production for the same reason. (Because, once again, no dubs = no disk is bullshit) If it's localized for the Vita, unless it's just a dreadfully shitty port, I'll at least be alright with downloading that since it will be far smaller than the ~11 gigs that standard KOEI fare seems to be on PS3. I'd say I don't know -why- I'm bothering, but it's obvious - Zhu Ran is in Xtreme Legends. I can't wait for an official announcement so I can do another "Let's Talk About the New Characters" and probably just devote an entire post to Zhu Ran. Just you wait.
Update!: I figure it's appropriate to do a tl;dr of my method here for the folks who...somehow stumble across this and want to be Weapon Collecting Masochists.
- Get the Bow of Destruction - It's Xiahou Yuan's Fifth Weapon. The game tells you how to get it.
- Buff Up a Fighter of Your Choice (Potentially Optional) - Abuse the Academy in your Ambition Mode town and use some (most/all) of that gold you've stockpiled playing every single Story Mode mission. Get someone to Level 99, buff their stats to 1,000, go all out. I went with Lu Bu, obv. but you go with whoever works for you.
- Upgrade Fortune Hunter - Go to Yellow Turban Conflict (Zhang Jiao's story stage) on Chaos Difficulty in Free Mode, rescue Zhang Bao and Zhang Liang and go to the southwest corner (south of Zhang Bao) where Peons spawn infinitely. Massacre 1,500+ and then go to town on all the officers in the stage. Repeat as needed; Bare Minimum Level 10, Recommended 15+.
- Farm Farm Farm - Go to Shu's Missions in Free Mode and pick Capture of Wei - Wei Forces (or find it in the Xuchang maps, maybe). Equipped with Fortune Hunter and the Bow of Destruction, you should be able to wrangle 1-4 Star Weapons from the 11 officers present per run. Let Liu Bei kill you to immediately restart the stage. You'll retain your Star weapons and save a lot of loading time. Repeat until the trophy dings!
okay, I do still wonder sometimes why I do this to myself
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Thursday, December 12, 2013
Ambition Mode? Ambition Mode.
I'd put it off long enough, going into the unproven territory that was Ambition Mode because I had a rather...sinking feeling about it, looking at the trophy descriptions that associated itself with the mode. To be fair, most of them were founded, even if not completely or as -bad- as I mad them out to be in my head. That isn't to say it was a walk in the park or it wasn't grindy as hell, however, because believe me, it wasn't and it was in that order. So of course I'm going to put aside a little time to delve into to intricacies of the system for any of you reading this who decide that you want to challenge it yourself. Or because you just enjoy me being over-analytical or what have you in regards to video game things.
First off, you're playing Ambition Mode for the trophies. Let's not kid ourselves. There's nothing in the confines of Ambition Mode that you cannot get easily in Story or Free Mode, aside from very, very easy experience, but even that's a bit of a moot point in the long run. So, you're opening up Ambition Mode and playing it for the trophies. Let's take a look at which ones, then.
- Facility Construction
- Facility Expansion
- The Birth of a Leader
- Friends to the End
- The Path of Ambition
- A Collector of Rarities
- A Majestic Manner
- The Height of Prosperity
- The Ties That Bind Us
- The Land of Plenty
- Heaven and Earth
- Unwavering Ambition
- Animal Collector
- Vocal Enthusiast (Oh boy, this one)
- Movie Collector
The end-all goal of Ambition Mode is to build a Tongquetai to house the Emperor who will be attracted to your lands because the Tongquetai is going to be magnificent. And yes, if you're googling Tongquetai, you're wondering just what in the fuck I'm talking about because the majority of the entries seem to be about a movie called "The Assassins" which is exactly not what you want the Emperor around! Of course, it's not some sort of meta-commentary or anything, the building is just, of course, some really nice looking mansion deal. Anyway, to get the materials to build the Tongquetai, you have to first build up facilities in a little poor start-up town, of course, and they will eventually...just sort of -have- the materials somehow. Just go with it.
So to get a Tongquetai, you have to build Facilities. How do you build Facilities? Well...actually you crush your enemies and
Now, this is a good time to stop for a moment and breakdown the -other- things you need to 'collect' for Ambition Mode, and the perils thereof. On top of Materials to build up Facilities, you need Allies to necessitate their construction in the first place and Fame to allow you to recruit more Allies because apparently they're your posse and you can only have a big posse if you're famous and it's not like you get famous for -having- a big posse or that fame and followers come hand-in-hand or anything silly. Anyway, I'm sure you can see the sort of feed-the-meter logistics at work, and it's not going to surprise you in the least when I say that the missions in Ambition Mode are geared towards getting you the specified resources in direct transfusions of 15-30 minute battles. (That usually take anywhere from 1-20 minutes to complete) As such, you have missions that grant you Fame moreso than the others, missions that grant you more enemies to defeat and thus more Allies to recruit, and missions where Materials drop more often.
There's a problem with all of this, however. Honestly, there's a problem with nearly every facet of this whole set-up, unfortunately, and it's almost hilarious in its own ineptitude. KOEI commits a cardinal sin against common sense in regards to collecting and building that's so basic it makes my head hurt. Ambition Mode's mission rewards aren't that great on their own because the goal is for you to run through multiple in a sitting, since you can chain battles. This is important to know. Over the course of 3-5 battles, of course, you're going to have a -lot- of gains to your totals instead of just the piddly one battle. However, there are several times when this is inadvisable to do. Like, say, whenever you fill up one of the meters. Because you have to physically go back to camp, wreck your streak, just so the game can show you a building going up and saying "Yay, now you can gain more fame arbitrarily!" before you can actually gain more fame. So...chaining battles becomes less a necessity for actually building up your town and
Let's get back to those, shall we? Specifically the ones titled The Birth of a Leader, The Path of Ambition and Unwavering Ambition, which are gained from doing 5, 20 and 50 chain battles respectively. Note that at any point before actually finishing the City and whatnot when you don't even have to worry about Fame and all that, doing 20 battles will push you to your meter in at least one category, meaning you're wasting a -lot- of time in all reality. This is to say nothing of the fact that the Animal Collector trophy is -also- tangled in the Chain Battle mess since you have to do 30, 60, 90 and 100 chain battles for four unique animals that count towards the trophy you get for collecting animals. They are Shadow Runner, Hex Mark, Red Hare and the War Elephant respectively and of those, Red Hare is the one that is worth it, meaning a lot of people who don't -know- what's up will get Red Hare and then immediately fucking quit doing chain battles because they're terrible and discover that "whoops, you were ten battles away from never having to chain battle again!"
The really funny bit about this all is that because of the silliness with Battles in general and their drops, and Chaining Battles, you could end up spending a lot of time on the Battle portion of the mode when really the most lucrative thing you could do is just focus on your town as much as possible. The only thing you really -need- from battles is Allies and Fame which you're going to earn over the course of everything else -anyway-, so you don't really have to make special outings for them specifically. Materials, however, are another matter entirely. You -could- spend about a minute total with loading and actually doing a mission to end up with ~2-6 Facility Materials, or you could be smart. Being smart requires you to have the Barracks (one of the core buildings), the Stables (optional, really, but necessary for max yield), the Farmer (again, -technically- optional, but you want it) and the Merchant which is another core building. Once you have these, you are ready to begin farming.
One of the nice things about the Merchant, or the only nice thing about it I should say, is that it lets you exchange Materials for the other variety of it. So Weapon Materials for Facility Materials and vice versa. One weapon material exchanges to two facility materials, which is very good and it works the other way around for weapon materials again which is less good, but you don't -need- weapon materials. What this ratio means is that what you -want- are Weapon Materials because they are vital for your Facility Material gathering. Your Barracks allows you to send troops off to other areas from whence they will return with things, specifically Materials of a certain type. That means you want to send them off to Weapon Material places. Similarly, feeding the animals in the Stables gives you materials that are sometimes weapon and sometimes facility so either way you win, technically. The supervisor that you assign at the Farmer also has a chance of giving you up to ten materials as well.
So the routine, essentially, is going to your Barracks, getting materials and sending them out again, going to the Stables, getting Materials, going to the Farmer to check if the Supervisor gives you materials and then going to the Merchant. All told, you have a chance to have something like 24-30 Weapon Materials from the three places you visit around your town which translates into 48-60 Facility Materials. Low-level buildings require 1-2 Materials to level up and higher leveled ones (40-50 generally, 50 is max Level) require 9-10. Either way, you can make a nice dent with 48-60 Materials and the time it takes to gather them is negligible. Especially compared to the minute or so that you'll spend just getting half a dozen from actually having to -work- for them. Regardless, the one tip that has to be echoed for this process is for the love of God, don't fall for KOEI's Trap Card.
The Merchant, as one of the four core buildings, will need to be leveled up to max for the Tongquetai to be built. So you, naturally, will probably just go "Well, I'll do that first" because why not? Well, you don't want to do that because at level 50, the Merchent goes into late-game mode by assuming you don't need Facility Materials anymore and thus drops the exchange rate between Materials to 1:1. Good for getting Weapon Materials, bad for getting Facility Materials. It will cause you to need to go at this twice as long and that's something you want to avoid at all costs. I'm sure I don't have to tell you that. So yes, the moral of the story is Don't Level up the Merchant to 50 until the very end. You'll thank me for that.
So you do Chain Battles for Animals for Animal Collector, you gather up allies and fame and materials to eventually upgrade the town to full (which gains you Facility Construction and Facility Expansion for your first of each respectively), gaining the trophies mentioned a few paragraphs ago as well as A Collector of Rarities (for completing all the Duels which show up every four missions until you've beaten them all), A Majestic Manner (Max Fame), The Height of Prosperity (All the Facilities built), The Ties that Bind Us (all 720 allies recruited) and Heaven and Earth (Finally complete the Tongquetai and welcome the Emperor to your city). Doing that will get you the Ending Credits for Ambition Mode which counts as a movie for the Movie Collector trophy, given you've already beaten the Story Modes completely to see each Kingdom's Historical and Hypothetical Credits.
That leaves you with The Land of Plenty which you get after gaining 1,000 Materials which...you will do eventually. It also leaves you with Vocal Enthusiast, and Friends to the End. Friends to the End is easy enough - gain max bond with one of the 78 other characters in the game, which you will do by toting them around from battle to battle as your bodyguard. Vocal Enthusiast is one of those tricky, roundabout trophies, however. You see, when you get max bond with an officer, you unlock some of their voice clips in the Gallery. Which is well and good, but you don't unlock them -all- for that character, because you see, what you have to do is max bond with that character.
Twice.
Once as a Male officer, once as a Female Officer. Vocal Enthusiast requires you to have unlocked every voice clip in the game. Which means gaining Max Bond with Every Officer in the game. Twice. Remember how I said Material Grinding was the least grindy bit of Ambition mode? There you go.
So yes, Ambition Mode is....well, it's honestly a neat concept, but goddamn if KOEI does not how to properly introduce Sim elements to the game. Which is hilarious when you consider that KOEI fucking specializes in Sim games. But that's just one of the things that makes KOEI the company that it is. The terrible, awful, no good, very bad company that it is. That I will continuously buy products from because goddamnit, nobody else is making them.
Vocal Enthusiast is a bronze trophy, by the way, just as one last 'fuck you' from KOEI
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Tuesday, December 10, 2013
Oh. Well Then.
Not too terribly long, I got all bent out of shape over Metal Gear Solid V: Ground Zeroes, since it was reported that the PS4/XBone versions were going to be digital-only and that's kind of a bad thing. For reasons that I went into with a lot of words that ended up boiling down to "The Gaming world just isn't ready for this nigh-evangelised 'Digital Future' but more importantly I'm most definitely not ready for it, goddamnit" because I really really want to play every single MGS game ever always. All of that remains true, of course, because Internet Infrastructure has not magically become better in the weeks since, nor is it showing any signs of magically coming to ultimate power any time soon either. Unfortunately and fortunately. (Since even if Infrastructure got better, I'd probably still be fucking stuck)
Good news has come out for everyone, however, as not only does Ground Zeroes have a release date for North America, but it has pricing and release details that are a bit different than previously reported for good ol' Europe. First off, the game comes out March 18th, 2014 across PS3 and 4, the 360 and the XBone. PC players...get to keep waiting for REVENGEANCE, I assume. (Please buy it when it comes out.) Much like Europe, there's a bit of a price variance not only between current and last gen platforms, but physical and digital as well. The PS3 and 360 versions retail at $30 for Physical and $20 Digital which is pretty much what I figured would happen in that it's exactly the same as the European price, except they switched denomination markers. Sorry Europe!
The good bit comes in, however, when you see that, yes, the Digital Versions for the PS4 and XBone versions of Ground Zeroes are $30 for some reason, but there are actual physical versions of the game as well which will retail for $40, a full $20 more for a prettier version of the game on a disk instead of a digital PS3 purchase. In another complete 180 from previous reportings, there's apparently going to be something extra in the Physical versions, though if that's just the Next-Gen ones, I don't even know. Regardless, there's going to be a box with a PS4 disk in it that has Ground Zeroes on it that I am going to one day stare at and debate whether or not I should purchase it. On the one hand, I'm very, very glad that it's going to be something I -can- buy and play, but on the other hand, it's a prologue that could be shorter than the Tanker section of MGS2, and it's $40 when a digital version of the PS3 version is half that for reasons, and while I -want- to play it in stunning visuals with the Dualshock 4 and all that, I'll need to convince myself a little more. Also, I'll be concerned about a package deal for Ground Zeroes and Phantom Pain whenever that ends up coming out. (Likely around a year later, I'm guessing)
Still, it's good to know that I have the option if I decided to go that route because I likely will because I have no will-power. Though I have to wonder what the extra bit in the cases is going to be, because I highly doubt it's going to be the Exclusive DLCs mentioned for both systems. The Deja Vu mission for Playstation and the Jamais Vu DLC for XBox both look great, even though I swing more towards the Jamais Vu one because REVENGEANCE, and it kills me to think that I -won't- get to play it. It's...not the same as more REVENGEANCE, of course, but it's close. At least Konami is still acknowledging the game and hopefully the hopes of a sequel will end up panning out, because I will buy the absolute fuck out of it. On the other hand, more 'exclusive' DLC for the Boxed versions on top of platform-exclusive DLC? That's...that's going a bit crazy with it. Though we are not exactly surprised, I should think.
crazy conspiracy theory, "David Hayter Voicepack DLC" - it'll never happen, but goddamnit if we're not all hoping
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Friday, December 6, 2013
Yes, I'm Talking About Dynasty Warriors 8 Again
Today, I have finally beaten the final Story Mode mission contained within Dynasty Warriors 8 and by my approximation, I'm roughly 35% complete with the game now. Four full story modes and 9 or 10 unaffiliated "Other" Story Missions (basically taking the "Other" characters who are famous but not among the ranks of Wei, Wu, Shu or Later Wei/Jin and taking an a-historical account of a famous battle of their in most cases, generally one that they -lost- historically) all told. The four story modes also had branching paths at the 2/3rds mark, meaning when you got to the branch you were...half done. Since you had to do -both- branches eventually and combined they were usually like eight missions or so on their own. All of that is pretty much only 35% of the game in terms of 'completeness' which I'm gauging by the Trophy List for convenience.
Basically what I'm saying is that Dynasty Warriors 8 is surprisingly packed with content. Perhaps too much so.
With Story mode done completely, as in I've unlocked all branches, beaten every stage and gotten every star for performing special tasks (Which I don't think is actually necessary for a trophy in the case of missions where it's not necessary to do the star to unlock a branch, but, eh, completionist) I have Free mode and Ambition mode left ahead of me, neither of which I've even strayed into at all. Free mode is unexpectedly daunting for what it honestly is: in Free Mode, you just get to pick a battle, pick a side and play any character in it, meaning if you want to be Sun Jian fighting for Shu in the defense of Chengdu from the forces of Later Wei, then have at it, you can totes do that. The daunting part comes into play when you realize there are a -ton- of stages that are mostly unique maps (granted, maps like Luoyang Castle and Xucheng get used for several missions, but you don't tend to notice right away) and you have to play each one at least once for one of the shiny silver trophies the game has to offer. I'm -pretty sure- that means only once total, not only once as each possible faction, because the latter would be fucking insanity.
Ambition Mode is a complete unknown to me, however. I can make an educated guess and say that it's likely like Legend Mode from Dynasty Warriors 7: Xtreme Legends which I have bitched about in the past, but with less of a finite structure, given that there are trophies for winning 5, 20 and 100 battles straight within Ambition mode. I'm...not entirely sure this is a good thing nor can I be certain it's something that will be unwelcome. A bulk of the trophies come from Ambition mode, in all honesty which is a little strange - not only does Ambition mode seem to be something that would be in Xtreme Legends, but there's so few trophies attached to the actual Story mode (directly, the collection stuff necessitates them regardless) given the obvious effort put into it. Honestly, it's almost a little disheartening, but on the other hand I'm hoping that much harder that Ambition mode proves to be worth it.
Now that I've played the story through, however, I've gotten a feel for the new characters and I gotta say, by and large, they're pretty good. Jia Chong is top-tier along with Guan Xing (for his musou and rage musou) and Zhang Chunhua, though not especially for her moveset. Li Dian and Wen Yang, however, are unfortunately bad on....well, most counts, really. Their movesets are boring (Dian's is slow as well) and their characterizations are more or less off-putting. Wen Yang is just bland and uninspired (mild play-ups to him being Later Wei's Zhao Yun when he has nowhere near the charisma needed) where Li Dian is just....so intentionally 'look how weird I am' that it's frustrating. The other new additions run somewhere in the middle skewed more to the Jia Chong/Guan Xing side, thankfully, though Zuo Ci is disappointingly not as much of a beast as he was in Dynasty Warriors 5.
I'm still finding myself impressed with DW8 even if I'm not just blown away like I was with DW7. Since 8 focused on a lot of refinement and addition, or at least tries to, it's obvious that it'd be more subtle with its great things, but they're still there and they're still great. I almost cannot believe yet that every character is unique, something that I've literally been wanting from the series since I first started playing it, and it's finally happened. I can only imagine that it's going to remain like this going forward - no real reason to migrate Sima Shi back to a regular rapier now that he's got a Lightning Sword and no reason to give Zhurong Throwing Knives again now that she's got her Boomerang back, after all. Which isn't to say that I anticipate everyone keeping their -exact- weapons for Dynasty Warriors 9, just that I don't see them cloning anyone back up. Huang Gai in particular is probably going to get his Cudgel back at -some- point since I don't believe anyone is just running around with a one-handed club. And I can always dream about Pang De just using a goddamn coffin in battle. Maybe one day.
it's wild that I'm already thinking about a Dynasty Warriors 9, because good lord that's a high number comparatively
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