Thursday, 20 April 2006

ŌKAMI (2006) REVIEW

Every frame a painting.

PS2 version reviewed.

Ōkami is an action adventure game published by Capcom and developed by Clover Studios for the Playstation 2, Playstation 3, Playstation 4, Xbox One, Wii and PC.

Before I get into it, I advise you to play this game before reading, as you'll probably get the best experience going in hardly knowing anything, which is what I did. Just know that this game works.

This review has spoilers!

Now I actually played this game in 2015, rather than 2006, and I recall saying that I'd given Skyrim full marks because there was no such thing as a perfect game and it was the closest I'd ever play to such a thing. Incredibly, I was wrong. Somehow this game ticked all the right boxes and is actually perfect. Perhaps even more crazily, I can't fathom how incredible this masterpiece would have been in its year of release, as it's still superior to games coming out now.

GAMEPLAY
Unique and simply outstanding, Okami brings a whole new idea to the table with its inspiring brush mechanics, painting your way past any obstacle. You can deal with enemies in almost limitless ways, or even just ignore the brush and use your paws or swords. Okami is an action adventure game at heart, but takes many ques from platformers and RPGs, seamlessly blending them all together fantastically.

The levels are masterfully designed, from the more open ended areas to the other. I can't even pick a specific one as my favourite because they were all beyond outstanding. The puzzles were interesting, the gameplay stayed fresh throughout with the different approach each level takes, the combat was brilliant and only builds into more and more fun. The game is just immensely enjoyable and brings out this incredible sense of wonder. Success felt satisfying, exploring the beautifully crafted world felt rewarding, everything felt just right.

The pacing is sublime and you'll never feel overwhelmed by all the new abilities you pick up because the brush mechanic is so open and accessible. Before I played the game I was concerned that the brush mechanic might be annoying, or get in the way of things, but it's at the forefront of why this game just works so well. It's really impressive how well the game reads what you're trying to paint too. If I could summarise the gameplay - it just works.

The game isn't just about getting rid of demons, restoring the world and learning new brush techniques, a lot of the time you'll hardly actually find yourself in battles but instead solving puzzles or exploring the world of Nippon. The brush mechanic helps to keep things fresh but the game does a great job of throwing well designed yet varying levels at you.

The boss fights were extraordinary, especially the final one which is probably my favourite battle in a video game. The way everything you've learned comes into use and how I was having to throw everything I had into the fight, as well as all the brush techniques and melee combat I was using anything I had left in my inventory to try and gain an extra advantage, no matter how little impact it had. It really felt like a proper climax and made the ending that much more satisfying.

The boss rush before hand is probably the weakest part of the game but it does help remind you of the brush techniques and serves as practice before the final boss where all of them will come in use.

The other praises I have to sing about the boss fights was how they essentially tested how good you were with your newly acquired technique that you've had the time to practice with throughout a level - It really helps hammer home that you're learning and mastering all these new things. Then you have how each boss ties into the story as well as the emotional and physical battle they each add for certain characters development and their arcs. You end up with the combination of a compelling narrative with well designed bosses - a recipe for something truly special.

I've seen some people complain that the game is too easy, and whilst I felt I was pretty good at the game isn't that how you're supposed to feel? Amaterasu is a God and the developers even said that the game wasn't supposed to be a massive challenge and was supposed to feel pretty accessible to most people, at least the main story, because of them wanting plenty of people to just experience what is why trying to present. Besides, I wonder how many people who complain about the difficulty actually tried all of the game out, because not all the bosses are easy and plenty of the side quests can be challenging, such as fighting the trained up Canine Warriors or completing all the Challenge Gates.

Something I think is worth mentioning is that NPC's in this game are actually useful. They are actually helpful when in boss battles with you and escort NPC's actually move at the same speed you do, rather then moving too slowly or running off too quickly. Why so many games fail at something as simple as escort NPC's time and time again just boggles the mind however Clover actually went to that extra effort to make them work perfectly. Take note other games.

STORY
Borrowing heavily on Japanese culture and myths, Okami is actually a beautifully crafted web that links many of them together. The best part is that you don’t have to know a thing about to get the messages that both the legends and the game are trying to tell you, nothing is lost in translation.

Every story branch has a deep meaning, whether obvious or not. It presents some interesting ideas and morals to the player and could actually even be quite thought provoking - from some of the various Buddhist themes (Such as self-improvement and rebirth) sprinkled throughout to the other more bluntly stated things such as having the resolve to see things though. Everything is just so brilliantly put across that the game just made me feel happier inside.

Ending of the first act, second act and Shiranui are so unexpected and fantastic. I was astounded at how the game just kept on leaving me with my mouth wide on the floor in amazement. Just as I thought it couldn't get better it just kept on doing it. Whenever I feared it might drop the ball it just continued rolling on at its incredible pace. Each act carries emotional weight as well as excellent character development for its starring characters.

My only problem with the story, and pretty much my only problem with the whole game, was the whole Kaguya arc that comes out of nowhere and disappears almost as fast, never to be mentioned again. It's not terrible or anything, I just wouldn't describe it as the same level the rest of the game is on. The fact that this is the only real criticism I can think of for the game just shows how much of a masterpiece it really is.

GRAPHICS
The greatest art direction I’ve ever seen in a video game. Every frame of Okami showcases an incredibly in depth moving painting, and you’re the one painting it. Whether an area has just been restored, or a new brush God is descending from the sky, Okami is a testament to video games becoming known as the art form they are today, there can be no arguments that video games are not such a thing after this masterpiece.

The game probably has the strongest art direction I've ever seen in a video game before. Paying homage to more traditional Japanese drawings was an awesome idea and the decision to go with pixel shaded graphics also means Okami will stand up in the department for years to come. The game looks vibrant, happy and somewhere you’d always like to be.

SOUND
A stunning soundtrack that conveys emotion, moods, feelings and atmosphere brilliantly, it’s easy to distinguish every characters theme, the overriding powers of darkness, or the mood of joy after Amaterasu has freed the local land of evil. When you consider that it's all done without any proper spoken voice acting and yet carries such an emotional weight without it, well, Okami, quite simply put, has the best soundtrack I've ever heard in a video game.

One of my favourite parts was the Wawku Shrine, where the game switches things up and the more traditional sounding music is blended in with a ticking clock. At first you wonder why the music has taken a different turn in this place, until it's revealed that bosses inside are clockwork and can control time. I thought it was a really impressive idea to foreshadow something like that with music and I hope more games make use of such cool a idea.

Yami's theme was another mesmerising piece. If someone asked me to come up with a majestic, powerful theme that also captures the spirit of a battle between good and evil that was really actually about a wolf fighting a big ball I would have been totally bewildered. Yet somehow they managed to pull it off.

The song starts out with an organ, an instrument that you haven't heard throughout the entire game, showcasing the alien presence that Yami is, before a rapturous blare of sinister trumpets takeover, giving away Yami's title of Emperor, before a more upbeat sound returns signifying Amaterasu's attempts to fight him. Not to mention the almost circus like sound that some of the piece encapsulates that's so chaotic and fitting of a giant rolling ball. I'd call it the best boss theme of all time but then the final phase music, the Sun Rises actually somehow tops it. What a ride. What an experience.

VALUE FOR MONEY
35 hours at least for the main story, add in collectables and side quests and you could be looking at around 50. It doesn’t matter whether you’re into Japanese mythology or not, Okami is able to cater to all, I hardly knew anything about Okami when I first leaped in, yet learned and even ended up researching some of the stories from the game in my own time.

I feel it's also worth mentioning that with the way the three acts work, they could have easily been separated and then divided into a trilogy - each act is around 10+ hours, plenty of games are around that long and aren't even made to the same quality this one is. Here instead you get one massive game packed to the brim with deep content. It's almost like buying three games for the price of one - the fact that it is one cohesive game just helps to make it even better.

OVERALL
Okami won’t just go down as one of the best games on the PS2, but one of the greatest games of all time. Its unique premise, beautiful direction, wonderful soundtrack and twisting story are an experience you will not forget, leaving you to remember every stunning level. Offering at least 35 hours of absolute well rounded top quality Okami achieves both quality and quantity, as well as the title of my favourite game of all time. This game made me feel happiness I've rarely ever felt before and words simply don't do it justice. Play this game.



Thursday, 6 April 2006

ROBLOX REVIEW



PC version.

Roblox is a sandbox game published and developed by Roblox Corporation for the Xbox One and PC.

GAMEPLAY


STORY


GRAPHICS


SOUND


VALUE FOR MONEY


OVERALL




Monday, 20 March 2006

THE ELDER SCROLLS IV: OBLIVION REVIEW



PS3 and PC versions reviewed.

Imperial Glory is a Strategy game published and developed by Bethesda Softworks for the Playstation 3, Xbox 360 and PC.

GAMEPLAY


STORY


GRAPHICS


SOUND


VALUE FOR MONEY


OVERALL



Saturday, 31 December 2005

AWARDS SEASON: BEST GAME OF THE YEAR 2005

Overall winner

Shadow of the Colossus

Honourable mentions

Star Wars Battlefront II

Thursday, 17 November 2005

POKÉMON MYSTERY DUNGEON: BLUE / RED RESCUE TEAM (2005) REVIEW


Nintendo DS version reviewed.

Pokémon Mystery Dungeon: Blue / Red Rescue Team is an RPG published by The Pokémon Company and developed by Chunsoft for the Game Boy Advance (Red) and the Nintendo DS (Blue).

GAMEPLAY


STORY


GRAPHICS


SOUND
The soundtrack is really good and I think Sky Tower may be one of the best pieces of music in Pokémon ever.

VALUE FOR MONEY


OVERALL



Monday, 31 October 2005

STAR WARS: BATTLEFRONT 2 REVIEW



PS2 and PC versions reviewed.

Star Wars: Battlefront 2 is a shooter published by LucasArts and developed by Pandemic Studios for the Playstation 2, PSP, Xbox and PC.

GAMEPLAY


STORY


GRAPHICS


SOUND


VALUE FOR MONEY


OVERALL



Thursday, 27 October 2005

SHADOW OF THE COLOSSUS (2005) REVIEW

Pushing the Playstation 2 to the absolute limits.

PS2 exclusive.

Shadow of the Colossus is an open-world action adventure game published by Sony and developed by Team Ico for the Playstation 2, Playstation 3 and Playstation 4.

This review has spoilers!

GAMEPLAY
You would have thought that a game with only three different ways of combat, sixteen enemies - all bosses and no minor enemies and a world with so little to actually interact with possibly wouldn't be that fun. It's incredible how amazing this game is when thinking about it. You're only hopes against these massive hulking tanks is a sword, bow and whatever is in the local environment around you to hopefully help, or even hinder you. None the less it succeeds on so many levels.

The boss fights are fun, exciting and thrilling. They're quite different from most other games as it's not as straight forward as just smacking them until they fall over - well I mean it kind of is but it's got far more to it than that. Each boss feels like a different puzzle to solve, how to scale them, where their weak points are and how you're going to deal with their attempts to throw you off. Whether you're getting chased through a sandy cavern, scaling a massive beast or having to cling on to bosses as they soar through the sky, each boss has it's own challenge and unique way of being dealt with.


The climbing mechanic was really cool, I really liked they way you had to cling on to the controller with R2, as if you were hanging on like in the game, but there were rare moments where the game didn't always go exactly as you would like, whether it was climbing up a colossi the wrong way or even sometimes jumping at the wrong angle. Generally minor and uncommon things but they did provide some degree of frustration when they did happen.

Agro is one of the best video game horses ever. How he was used in some of the boss fights adds so much more to the game and makes some of them so energising, adding so much more pace into some of the encounters was awesome, whether you were having to dodge, escape or manoeuvre for your best chances to bring down certain colossi. I also really liked the way he actually felt like he was his own thing, where you had to kind of work together rather than him just being an extension of the player. He'd even sometimes just wonder around or try to follow you at slower times rather than just remain standing still like he was just another object to be interacted with.

STORY
The story might seem pretty simple on the surface but it actually has plenty of depth to it. One important aspect is how so much is conveyed through the world, or actions within it, rather than specifically riding on characters. There are plenty of interesting themes running through the game that aren't so simple to notice if you're not paying attention.


GRAPHICS
The PS2 is pushed to the absolute limit with this game. The colossi look breathtakingly brilliant, alongside the very well done minimalist landscape. It's incredible how much Team Ico were able to portray yet say so little. There's minimal HUD and very few locations to interact with yet the world feels like it has so much to it. Nothing is really being thrown in your face, and yet it's all just so masterfully crafted that the world invites you to explore it, rather than forcing you to. Little touches like Agro’s mane and Wander’s cloak flying in the wind just add that bit extra to the experience too.

The biggest drawback for the whole game was the frame rate which could drop quite a bit sometimes. For casual players things like that could probably be overlooked but the drops really were noticeable at times and do impact the experience.

Complaints about the camera are a bit overboard, I didn't find it as bothersome as some people did but I feel it certainly wasn't perfect. I love some aspects of it such as when it pushes Wander and Agro off to the side to show off the scale of the nicely built world but sometimes it could be a bit bothersome on some colossi where it made them more challenging because of it struggling to follow where Wander actually was.

SOUND
Shadow of the Colossus has one of, if not the greatest, video game soundtracks of all time. Every time you scale a colossus it feels absolutely epic largely due to the astoundingly good soundtrack from Kow Otani. The score sounds like it was composed for a blockbuster movie, and still wouldn’t be out of place with some of the best movie soundtracks either.

One really important aspect of what makes the soundtrack so good isn't just its grand scale though, in fact it's just the opposite. Sometimes nothing can be better than something and Shadow of the Colossus is one fantastic example of that where the music is usually absent when you're exploring the world with Agro - it's just the sound of the two of you, the wind and the wildlife. It's incredible to just sit back and relax sometimes with the outstanding atmosphere. Then when the next big battle comes about the music just feels that much more exciting.

VALUE FOR MONEY
Around 8 hours long on your first play through, it wouldn’t be out of the question to go back and replay some of the bosses on different difficulties, find all the collectables, or even just revisit the wonderful world and ride around or listen to that incredible soundtrack again.


OVERALL
Shadow of the Colossus will undoubtedly be remembered as both a great swan-song for the PS2 and also as one of the best games to grace the platform. The game is packed with innovative, original ideas and really pushes the boundaries. A couple of performance issues and an occasionally frustrating camera are the only real draw backs to this brilliant game. It's one of my favourite games of all time and a must have for anyone with a Playstation.