The Royal Albert Hall hosted the first of this season's Distant Worlds: Final Fantasy orchestra, a worldwide event celebrating the 25th anniversary of the series. The first game was released in Japan on 18 December 1987 by Square on the Famicom (NES) platform, popularising the RPG genre. Since then, 13 main numbered games within the series has also been released, including various none-numbered spin-offs and sequels. The next game in the numbered series would be Lightning Returns: Final Fantasy XIII and is a further sequel to Final Fantasy XIII.
It was a great evening, and I have always enjoyed concerts at the Royal Albert Hall. The famous Kensington venue, while traditional in architecture, seems apt for a wide range of performance styles and music genres. In fact, the last time we were there was last year for the BBC Radio 3's Big Red Nose Snow and, before that the Cirque Du Solei's Totem (thanks London Midland!) circus!
Showing posts with label Square-Enix. Show all posts
Showing posts with label Square-Enix. Show all posts
Monday, November 5, 2012
Sunday, March 14, 2010
Final Fantasy XIII extended impressions
As you know, I wasn't very impressed of Final Fantasy XIII when I first played it. Twenty hours in and things have improved somewhat. I still had to plough through about 15 hours of utter boredom as the story is blighted by petty talk, in-fighting and the lack of cohesive directions, but at least the game is slowly coming together.
The new Role system is similar to the old Job system. This allows the player to somewhat customise the characters through six roles: Commando, Ravager, Sentinel, Synergist, Saboteur and Medic. The actions the characters perform during battle will depend on the roles currently assigned to them, for example a Medic will heal where as a Synergists will buff and a Ravager will focus on using elemental offenses. The role of each character can be switched on the fly via the Paradigm Shifts system.
While the Paradigm System is a dumbed down version of Final Fantasy XII gambits, I am finding myself enjoying the new battle system, which works half way between the fantastic Active Dimension Battle of Final Fantasy XII and the old ATB series staple. Switching A.I. on the fly is still good fun but I do find the battles as a whole much much easier than the previous title - and I haven't even started grinding yet. Crystarium is a rejigged Final Fantasy XII Sphere Grid but in 3D. It is a clusterfuck system and it gives me a headache everytime I use it. It is a pathetic replacement to the more intuitive License Board.
Weapons and accessories can be upgraded using loot (spoils) gained during the course of the game. These can be sold or dismantled to gain new materials to be used as further upgrades. Because there is no traditional levelling up system in place, it is generally more important to spend more time levelling up the weapons and accessories.
Both me and my partner agree. We love the art direction, character design etc. of Final Fantasy XII more. If you are a Final Fantasy X fanboy/girl you will be happy with the art direction here. Visually, the game is disappointing. Frame rate is very consistent during the most important bits - the combat, so nothing to complain about here. But while it does contain more polygons and better textures, it just kinda looks like a 720p Final Fantasy X game, but with the added advantage of a free camera. The pre-rendered cutscenes are stunning, but then so were the ones in the previous titles.
The linearity isn't bothering me as much as I thought it would be. There are some nook and crannies to look for treasures, but that's about it. I like towns, but do not mind the lack of towns in here either. In any case the lack of exploration do annoy me somewhat, but then again the architecture design here is so awful I didn't feel like doing much exploration anyway even if given the chance...
Bar Lighting, all the main playable characters have really forgettable design and are annoying to boot. There are three kind of voice acting in this game: brilliant (Lightning), competent (Fang) and awful (the rest). Shame that Lightning only ever speaks once every millennium. The plot is convoluted mess, especially in the beginning. But the story is slowly and beginning to get a little bit more interesting as my party (spoilers!) found themself ditched on an ancient arc after getting their arse kicked by a pope who I can't even bother remembering his name (end spoilers!).
The composer is the same guy who composed the score for Final Fantasy X and Dirge of Cerberus. That pretty much tells you all you need to know (that the soundtrack is shit). I play mainly with the volume turn all the way down just not to disturb my partner and never miss it. In fact I was seriously tempted to play the soundtrack of Final Fantasy XII (scored by Hitoshi Sakimoto - the same composer to the excellent Valkyria Chronicles and Vagrant Story) whilst playing this. A Jpop mix - seriously? It works for Persona 3 because the tracks fits the game style and location, but not here.
I am beginning to feel that Final Fantasy XIII is last-gen game moonlighting as a current-gen game in that shiny Bluray disc. It just plays and feels like one (just like Final Fantasy X felt like a PSone game), albeit with upgraded graphics. Well historically it is, as development started out as one but it has been more than three years since the PS3 was released (we have had two sublime Uncharted games for goodness sake!).
The new Role system is similar to the old Job system. This allows the player to somewhat customise the characters through six roles: Commando, Ravager, Sentinel, Synergist, Saboteur and Medic. The actions the characters perform during battle will depend on the roles currently assigned to them, for example a Medic will heal where as a Synergists will buff and a Ravager will focus on using elemental offenses. The role of each character can be switched on the fly via the Paradigm Shifts system.
While the Paradigm System is a dumbed down version of Final Fantasy XII gambits, I am finding myself enjoying the new battle system, which works half way between the fantastic Active Dimension Battle of Final Fantasy XII and the old ATB series staple. Switching A.I. on the fly is still good fun but I do find the battles as a whole much much easier than the previous title - and I haven't even started grinding yet. Crystarium is a rejigged Final Fantasy XII Sphere Grid but in 3D. It is a clusterfuck system and it gives me a headache everytime I use it. It is a pathetic replacement to the more intuitive License Board.
Weapons and accessories can be upgraded using loot (spoils) gained during the course of the game. These can be sold or dismantled to gain new materials to be used as further upgrades. Because there is no traditional levelling up system in place, it is generally more important to spend more time levelling up the weapons and accessories.
Both me and my partner agree. We love the art direction, character design etc. of Final Fantasy XII more. If you are a Final Fantasy X fanboy/girl you will be happy with the art direction here. Visually, the game is disappointing. Frame rate is very consistent during the most important bits - the combat, so nothing to complain about here. But while it does contain more polygons and better textures, it just kinda looks like a 720p Final Fantasy X game, but with the added advantage of a free camera. The pre-rendered cutscenes are stunning, but then so were the ones in the previous titles.
The linearity isn't bothering me as much as I thought it would be. There are some nook and crannies to look for treasures, but that's about it. I like towns, but do not mind the lack of towns in here either. In any case the lack of exploration do annoy me somewhat, but then again the architecture design here is so awful I didn't feel like doing much exploration anyway even if given the chance...
Bar Lighting, all the main playable characters have really forgettable design and are annoying to boot. There are three kind of voice acting in this game: brilliant (Lightning), competent (Fang) and awful (the rest). Shame that Lightning only ever speaks once every millennium. The plot is convoluted mess, especially in the beginning. But the story is slowly and beginning to get a little bit more interesting as my party (spoilers!) found themself ditched on an ancient arc after getting their arse kicked by a pope who I can't even bother remembering his name (end spoilers!).
The composer is the same guy who composed the score for Final Fantasy X and Dirge of Cerberus. That pretty much tells you all you need to know (that the soundtrack is shit). I play mainly with the volume turn all the way down just not to disturb my partner and never miss it. In fact I was seriously tempted to play the soundtrack of Final Fantasy XII (scored by Hitoshi Sakimoto - the same composer to the excellent Valkyria Chronicles and Vagrant Story) whilst playing this. A Jpop mix - seriously? It works for Persona 3 because the tracks fits the game style and location, but not here.
I am beginning to feel that Final Fantasy XIII is last-gen game moonlighting as a current-gen game in that shiny Bluray disc. It just plays and feels like one (just like Final Fantasy X felt like a PSone game), albeit with upgraded graphics. Well historically it is, as development started out as one but it has been more than three years since the PS3 was released (we have had two sublime Uncharted games for goodness sake!).
Tuesday, March 9, 2010
Final Fantasy XIII first impressions

In-game visuals isn't as impressive as all the hype has led me to believe. The characters are pretty darn poor, in design and their personality. The voice acting ranges from mediocre to downright cringe worthy. Gameplay wise, can't say I enjoy the separate battle screen but at least it isn't as bad as I thought it would be. It still ain't Final Fantasy XII though. Basically I can only control one party member (others are on auto, Persona 3-like) and so far all I do is press X for attack and occasionally on potions duty. I loved Persona 3, so this isn't a bad thing. It has been an easy first hour though (HP automatically refilled after every battle), such is Square Enix's desire to making it easier for the lowest common denominator.
Rather surprisingly Lightning has been the most likeable character in the game, in terms of her voice acting and character design. The rest are just so... well, unlikeable. Obviously with only one hour under my belt, I am sure that each character's back story will be examined (well, at least I hope so). I just wish their design weren't so... crappy. Sazh is one annoying guy who follows Lightning around, likely to be included as comic relief (he has a Chocobo pet). There's another typical Tetsuya Nomura playable character (called Snow - puke!) and is supported by a Blanka-like monkey, a girl who only wears underpants and is followed by a Jax-like (Naughty God) character (design wise anyway as he is a total coward). Square Enix better make Nomura take a break after this. Perhaps even swallow their pride and throw big money at Yasumi Matsuno whilst taking an ad on a big national paper apologising to the way they treated him.
I was initially reluctant to take much note the complaints regarding linearity. After all there has been plenty of A+ games in the past (Uncharted 2, God of War series, Mirror's Edge) that are linear including Final Fantasy ones. But it has just been a straight line - literally! I do hope things improve quickly, but various online reviews do indicate that I would need to play through about 20 hours of shit before hitting the good stuff. Fingers crossed they are right as I would be mighty pissed.
At any rate, after this unexpected procurement, I'll have to put on hold my plans for God of War III. Killing Zeus and sexing up Aphrodite will just have to wait for next month whilst I see what the fuss the first title in the Fabula Nova Crystallis Final Fantasy XIII world is all about.
Final Fantasy XIII is out today

I absolutely disliked Final Fantasy X and loved my time with XII (one of the best games I've ever played, IMO), and judging by the reviews I have read, XIII has everything I disliked about X, and dispenses of everything (from gameplay to art direction) that made Final Fantasy XII such an epic game. I am aware that I shouldn't prejudge but this is something many people can't help doing.
I still want to play it, and will likely do so in the next couple of months, but with God of War III coming out (and I haven't played the HD remake of I & II yet), Square Enix will just have to wait a bit longer before getting my money. It just isn't a priority any longer.
But if one of the supermarkets have it for cheap I may just get it today. ^_^
Anyway sorry for making you read this shit.
Sunday, August 30, 2009
Dissidia: Final Fantasy review

Dissidia features a total of 22 characters, eleven heroes and eleven villains, one each from Final Fantasy through Final Fantasy X, plus a heroine from Final Fantasy XI and a villain from Final Fantasy XII (screw the haters, it is a great game and one I enjoyed far far more than Final Fantasy X). Quite why there isn't a hero from Final Fantasy XII is puzzling - I was looking forward to shooting bolts from sky pirate Balthier's shotgun (screw the haters - it is a lovely game). Still the line up is impressive with characters that ought to please the majority of Final Fantasy fandom, though I do wish for a bit more.

Two types of attacks are available, one which allows you to 'steal' the opponents BP (brave points). Another is a standard attack, which you use to reduce their HP (health points). There is a catch - you need to have BP to attack and opponent, meaning you will need to chain the different attacks together. Press O to execute the Bravery attack, which steals your opponents BP, then press the square button to execute the HP attack. Before you moan, the game is a bit more complex than that and while button mashing O and square alternatively may get you through the first couple of fights, you will not be winning plenty with that sort of strategy.
One of the more advance gameplay element here is the EX Mode. This works by collecting EX Cores and EX Force to fill it. Once filled, allows the player to enter EX Mode (R + square button). This mode boost your characters stats temporarily - for example Cecil will alternate between his Dark Knight and Paladin form, Sephiroth to his one-winged angel form and Terra to her Esper form. Whilst in this mode, the character can perform EX Burst or 'super moves' as Square Enix aptly puts it (e.g. Limit Break). These are available by pressing the square button when the button appears on screen, allowing you to execute a special attacks by pressing a combination of buttons ala God of War QTE mode.
EXP (for levelling up), AP and Gils (money) can be gained from battles, one of the few Final Fantasy RPG elements that has been made available here. Each characters maintains their own EXP levels, though equipments bought or found can be shared. The equipments, armour and accessories or each characters can also be customised before each battle, though this should be expected in every modern fighting game. Items can be bought and sold via the customization menu, while PP points (gained whether you lose or win) can be used to unlock bonus items such as icons, additional characters and alternative costumes. New moves are unlocked and can be equipped to the character's skillset. These skills can be mastered with AP gained while the abilities are equipped. Completing as many battle is a necessity to unlock more characters, costumes and items, using the points gained in each battle and story mode.

Visually, Dissidia is stunning. Characters are modelled with a reasonably high amount polygons. Obviously the lack of geometrical detail of the arena themselves helps a lot, but with the amount of speed going around you will be hard pressed to notice. Character animations are fluid and with great overall detail. It actually looks very much like Kingdom Hearts on the PS2, which I found impressive stylistically and visually. This is easily the best looking portable Final Fantasy game yet, besting Crisis Core, and actually coming close to the fluidity and graphical quality of God of War: Chains of Olympus. My biggest complain is while the environment is destructible, they sometimes 'heal' over time. It is unnerving and I rather they have left it alone. Still the environment can be used to the player's advantage. For example knock your opponents into the war allows you to build up your Bravery points or add-on to the HP attack. Walls can also be scaled which allows for some good sneak attack.

Due to the amount of customisation, available characters, unlockables, multiplayer (local only) and chapters, the replayability of this title is pretty high. I am guessing that there is close to 100 hours of gaming to be had here if you are a completest and wishes to unlock everything. Different characters have different traits, most of the time true to their personality and signature fighting style obtained in their respective canon titles. Firion, the protagonist of Final Fantasy II, works best with strategist and those who love to hide and shoot thanks to his range attacks, where as characters like Cloud or Squell works well as melee fighters. There is a good amount of variation between the different characters allowing for different style of gameplay. As a bonus, Dissidia also has support for local wireless play (ad-hoc), though not having infrastructure meant that I have no way of testing the multiplayer mode sadly (you can actually play online via the PS3 ad-hoc party but I haven't tested this).

Dissidia: Final Fantasy is out now in North America. The European version will be released next week. A special edition version will also be available. Expect to see the title on the PSN store once the PSPgo is released.
Friday, June 5, 2009
Final Fantasy VII on PSN

If you have never played Final Fantasy VII, then you should, even if it isn't the greatest RPG ever (IMO). For £7.99/€9.99/US$9.99 (honestly, I was expecting £12 at least) who cares, as it is still a pretty darn good value considering the amount of gameplay in it. So if you are feeling nostalgic and do not own the original PS1 game, or has yet to start your Final Fantasy adventure, then head off to the PlayStation Store and download it.
Now Square-Enix, when will we see Final Fantasy IX and Xenogears on PSN?
Monday, December 22, 2008
My GOTY: The World Ends With You

Yes, you read that right. That is my personal choice for game of the year - besting highly rated titles like LittleBigPlanet, Persona 3, Metal Gear Solid 4, etc. etc. etc.
The reason is very simple. Whilst LittleBigPlanet was incredibly innovative and MGS4 mind numbingly amazing, The World Ends With You far exceeded my expectation not only with its innovative and unique gameplay and great visual style, but also in terms to changing my whole perception on how the evolution of role-playing genre should head next. The game literally offers hundreds of possible combinations of attack forms, tons of customisation and good funky music - while being addictive at the same time. The videos may seem baffling, but once you grasp the mechanics, you will not want to stop. Hell, the game completely destroys the concept of forced levelling by introducing an adjustable difficulty, manipulating brand trends and cashing in for unique goods and pins from different sorts of stores. Even the emo lead character got a bit likeable near the end.
I won't bore you with a repeat review as you can already read that here, but I have to say I have extremely disappointed with some of you lot. The World Ends With You deserves huge success. Instead you keep buying complete shit like Dinosaurs, Junior Brain Trainer, Mario & Sonic, Sight Training, Wii Music and all the other crap that is spewed on a regular basis - just because Fern and Phil told you so. Tut tut.
My 2008 top 5
1. The World Ends With You
2. Persona 3 (review)
3. Metal Gear Solid 4
4. Bangai-O-Spirits
5. LittleBigPlanet
Tuesday, September 2, 2008
Final Fantasy IV DS remake review

Now that Nintendo has finally (well almost) abandoned development of the DS in favour of pursuing none-gaming Wii money, DS owners has been looking towards 3rd party developers to pony up to its core audience. One such developer has taken up the task with massive enthusiasm. In fact Final Fantasy IV DS, the game I will be writing about today, is Square-Enix's 17th game on the platform - with many more due within the next six months.
Having said that many of the titles are either ports or remake of old titles - Dragon Quest Roto trilogy, Chrono Trigger etc. While Final Fantasy IV DS isn't exactly a new property that many I am sure would rather have, the fact that the classic title has been redesigned from the ground up meant that it almost felt like a new title. While the plot and gameplay remains almost unchanged, the script has been written, visuals upgraded from sprites to polygons and some new gameplay introduced.

The story begins with the delusional Dark Knight Cecil, leader of the Red Wings of Baron. Through certain circumstances where a bunch of innocent villagers got killed, Cecil eventually turns on his now corrupted kingdom. During his journey to salvation he teams up with what is now easily one of the most memorable cast of Final Fantasy characters assembly, including the Summoner Rydia, twin extraordinary Palom and Porom and Dragoon Kain (who is now more Dark Knight-like than Dark Knight Cecil himself!). Together they aim to defeat the dark lord and restore peace to their surrounding kingdoms.
Final Fantasy IV DS attempts to introduce some form of customisation in the form of Augment System (known as Decant Ability System). Personally I've ignored the new feature so please forgive if my explanation seems rather elementary. Abilities are scattered throughout the game, some hidden and some through event-triggered circumstances (such as when certain members leaves the party). These abilities allows some degree of customisation and gives party members new abilities that were previously unavailable to them in previous iterations of the game. Another new addition to the remake is the New Game+ mode which gives you access other features. I've yet to delve deep into New Game+, but from what I was told that you are limited to three playthrough. In addition to being useful to completists, two bonus bosses are also available in New Game+ mode.

Visually Final Fantasy IV DS is similar to Final Fantasy III DS. While they look better initially (due to the none-chibi like character designs), on closer inspections I've found that character models in comparison to Final Fantasy III are slightly downgraded. Polygons are clearly rougher and the liberal use of camera close-ups tends to reveal nasty looking textures. While still a technical achievement, I often wonder how much better a remake of Final Fantasy IV would look if it was remade on a more powerful machine like the PSP or Wii, using either the Crisis Core's or Crystal Chronicles's visual engines instead. There are some nice touches like self shadowing and hair flutters but those are limited to cut scenes (Adrian in the comments section brought up a good point about the number of characters on screen will undoubtly cause the developers to reduce visual fidelity). Having said that, the character designs are wonderful even though nowhere as accurate as Yoshitaka Amano's designs. Regardless I expect this title to be the limit on how the DS can be pushed visually, though I hope to be proven wrong with Dragon Quest IX.
Voice acting is the bane of this otherwise enjoyable remake. While I initially looked forward to voice acting, I now wish that they were banished and space saved to be dedicated to better quality textures and bonus dungeons. I did mention that the script has been redone and now features more a ye olde English screenplay. The voice acting on the other hand is mainly littered with atrocious and contradictory American accents, for example Palom and Porom sounds more like the Olsen twins than wizards. I've no qualms against American accents, and the cast is made up of some pretty damn good voice actors - veterans of series like Shin Megami Tensei and other fine franchise including other Final Fantasy titles. But somehow American accent and fantasy storytelling does not seem to gel - just imagine Viggo Mortensen doing a GI Jane accent in Lord of the Rings. Still I am impressed by the way they sync their lips to the voice acting. The re-arranged soundtrack excellent, but you know that already. Tip: wear headphones.

Final Fantasy IV DS is, despite its lukewarm conversion, the definitive version of the game. But somehow it felt that Square-Enix just needed another excuse for people to repurchase Final Fantasy IV for the fourth or fifth time. Perhaps there was nothing wrong with Final Fantasy IV in the first place and the 3D remake did not go far enough, or perhaps I would have loved it more if this was the first time I played it and not the sixth time. Overall, anyone who has never enjoyed the classic title should play this. It is a flawed rework, yes, but it is still a wonderful game that deserves to be appreciated by all.
Final Fantasy IV DS will be released in the UK this Friday.
Monday, August 25, 2008
Final Fantasy Agito XIII PSP looks fantastic

Bleeding hell. It may be difficult to imagine that the above screenshot is from PSP-powered game, but it is. An unnamed character above will be one of the twelve confirmed brooding school characters. Final Fantasy Agito XIII, previously thought to be a Japanese mobile phone exclusive is one of the few confirmed games within the Fabula Nova Crystallis: Final Fantasy XIII series. It will feature a Crisis Core-like and card-based battle system.
More here.
Sunday, August 24, 2008
Chrono Trigger DS box-art

Looks familiar? Well it is the same cover art that was used in the original North American SNES version. Pretty isn't it (though a bit too white)? The DS port will be the first time the game is officially made available in PAL regions, though with the DS region free you should probably import it.
Tuesday, July 29, 2008
Final Fantasy IV DS first impressions
Based on a short playtime (well, watching Jennifer play - I will wait for the weekend trip to Scotland first):
Cecil: Not liking his voice so far. Apparently the voice actor Yuri Lowenthal voiced Seraph from Digital Devil Saga series (and the main protagonists in Nocturne), all of which I enjoyed. I hope for an improvement when he becomes a Paladin.
Kain: So far the best with a gruff and dark voice that matches the new Batman look. According to the ever unreliable Wikipedia, Liam O'Brien is "usually cast in some of the most unusual roles, as such he tends to play characters that show signs of insanity or are complete evil geniuses".
Rosa: An elegant voice, though a bit too Americanised for the setting. I rather enjoyed Karen Strassman's performance in Odin Sphere as the Valkyrie Gwendolyn, but for some reason it isn't right here.
(Young) Rydia: No idea who the voice actress is, but nothing wrong with it. She sounds like a naive kid, which is exactly what she is when she first joins the party. We will see if her voice changes as she matures.
The new translation is an improvement over Final Fantasy IV Advance and the other English versions. The language has been spruced and cleaned up too. You will be glad to know that touch screen controls is optional and you can stick with superior face button controls. I will write more once I get a chance to play it this weekend and get the hang of it.
Oh and Namingway is now called Mappingway but changed his name to Livingway at Kaipo...
You can order the North American version of Final Fantasy IV DS here.
Cecil: Not liking his voice so far. Apparently the voice actor Yuri Lowenthal voiced Seraph from Digital Devil Saga series (and the main protagonists in Nocturne), all of which I enjoyed. I hope for an improvement when he becomes a Paladin.
Kain: So far the best with a gruff and dark voice that matches the new Batman look. According to the ever unreliable Wikipedia, Liam O'Brien is "usually cast in some of the most unusual roles, as such he tends to play characters that show signs of insanity or are complete evil geniuses".
Rosa: An elegant voice, though a bit too Americanised for the setting. I rather enjoyed Karen Strassman's performance in Odin Sphere as the Valkyrie Gwendolyn, but for some reason it isn't right here.
(Young) Rydia: No idea who the voice actress is, but nothing wrong with it. She sounds like a naive kid, which is exactly what she is when she first joins the party. We will see if her voice changes as she matures.
The new translation is an improvement over Final Fantasy IV Advance and the other English versions. The language has been spruced and cleaned up too. You will be glad to know that touch screen controls is optional and you can stick with superior face button controls. I will write more once I get a chance to play it this weekend and get the hang of it.
Oh and Namingway is now called Mappingway but changed his name to Livingway at Kaipo...
You can order the North American version of Final Fantasy IV DS here.
Wednesday, July 2, 2008
Chrono Trigger DS
Very excited here (unless it is a port, in which case meh). If it is a new entry or a remake (similar to Final Fantasy III and IV DS), then that would be a great reason to dust down my DS - which has been neglected for far too long.
Tuesday, May 20, 2008
Parasite Eve retrospective review

Welcome to a retrospective review of what was often overlooked by the gaming press during its time but has since been recognised by many as a classic. Parasite Eve is a survival horror title with role-playing elements that I recently replayed for only the second time, and the first for many many years. It never saw release in PAL regions, but my advise is to do whatever you can to play this gem.
Released in 1998, during a time when Square was at the top of their game with titles like Final Fantasy VII, Xenogears and Final Fantasy Tactics conquering all, Parasite Eve was a breath of fresh air, especially with its modern day setting and its take on survival horror. Its likely inspiration was probably the rise of the genre made popular by Resident Evil just two years earlier. While the storyline, environmental setting, flawed science, fixed perspective and even the FMVs were created to evoke games like Resident Evil and Alone in the Dark, the gameplay is still largely RPG-centric with experience points and turn-based battles taking centre point when it comes to combat. Despite that Parasite Eve's main call to fame is its concise storyline, often told via a then unprecedented cinematic sequences.

The story revolves around Aya Brea, a feisty NYPD newbie copper who while attending an opera on Christmas Eve in modern day Manhattan, witnesses her fellow audience goers bursting into flames due to some unexplained supernatural occurrence. The only people unaffected are Aya, her companion (whom she knocks down in the most comical fashion) and an actress on the stage, Melissa Pearce. Confronting Melissa, who seems to be behind the phenomenon, Aya is told cryptically that her own mitochondria (a micro-organism capable of gaining control of their human host) is awakening. Melissa then escapes, not before tuning into a beast called Eve. Questions are also asked as Aya realises that she is immunised from Eve's power as well as the mysterious apparition of her dead sister Maya.
Parasite Eve is divided into six chapters over six days. During these six days, you are taken through various scenic and famous New York backdrops such as Central Park, the American Museum of Natural History, Liberty Island etc. as Aya and her allies attempts to uncover the mystery of why Melissa's mitochondria has gained control over its host as well as the reason behind Aya's own supernatural power and her relation with Melissa. As you progress, Eve will start unleashing her power on the residents of New York, forcing an evacuation of the city as Aya and her allies race to battle the creatures that are spawning through Eve's vengeful powers. To make matters worse, a Japanese scientist has also theorise that Eve is attempting to give birth to the 'Ultimate Being', forcing a determined Aya to defeat her and save the human race from the rebelling mitochondria. The science is a load of nonsense, but nothing you would not expect from a video game or other form of entertainment media.

Like many survival horror games during the time period, as well as Square's own PSone Final Fantasy games, Parasite Eve features a fixed perspective landscape. As Aya, you walk around the environment and investigate searching for key items. Navigating the field map is bearable though the collision detection system can prove annoying. The fact that Aya seems to be the slowest character ever created, makes matter worse. Fortunately because battle isn't action-based, these are minor concern particularly when battling with multiple enemies. Battles are triggered randomly, though only when you enter certain areas. Battles takes place on the field map, similar to the modern title Crisis Core, though invisible barriers/walls exists to prevent you from running away easily.
The battle system is a unique mixture of real-time and turn-based. An Active Time Bar (ATB) indicates when it is possible to attack, but in between you can move around almost freely dodging the enemies attack in real time as well as positioning yourself for the next attack. Every time you choose to attack, a wire frame dome appears highlighting the range of the weapon equipped. Spells can be cast if you have enough Parasite Energy, which recharges over time. Bonus Points, gained when levelling-up, can be distributed however you see fit, for example you can augment your weapons stats or reduce the ATB recharge time. Weapons and armours can also be 'tuned-up', by transferring key attributes (parameters) or effects to the weapons/armours of your choice via tools. With Bonus Points and tools, you won't ever find any problems customising Aya to your heart's content.

Polygonal games from the time period has not aged particularly well, but playing this recently I found the title to be still extremely playable. Obviously it doesn't fair well with today's modern titles, but I wouldn't call it ugly. The use of fixed perspective pre-rendered background obviously helped, and the FMVs are still pretty enough to be still watchable with proportional polygonal models used, no doubt gained from Hironobu Sakaguchi's aspiration for film like cinematography (which led to Square's doomed Spirits Within project). Unfortunately the use of proportional models during gameplay meant that you will spend most of the time watching some pretty clumsy animation of Aya, whose lack of facial expression can be off-putting. To be honest, it could probably be better if they have used some form of super deformed characters, but the atmosphere might not be the same.
The soundtrack was composed by Yoko Shimomura (Front Mission, Kingdom Hearts) giving Parasite Eve a unique sound of its own with a mixture of electronica, piano and opera inspired pieces. But while giving the game an atmospheric sound, the music are not terribly catchy, therefore unmemorable. There are no voice acting in this title, which isn't surprising considering the year of release. Sound effects are above average, certainly nothing to write home about. But they do lend credibility to a game where creating an atmospheric setting for the player is very important. Often during exploration there would be no other audio except for Aya's footsteps, creating an eerie echo as you investigate a quiet New York backdrop.

Parasite Eve isn't a particularly long game. In fact one of the downside often cited by detractors is its lack of length. Experience RPG gamers will likely complete this under 8 hours easily - perfect for a weekend run, though newbies will likely stretch it a little bit, and even then the on-rails linearity and B-movie vibe may put some off. The game features a New Game+ mode, called the EX mode which allows you to replay the game with higher difficulty while retaining your equipments, as well as a bonus endurance mission at the famous Chrysler building. However despite being first released ten years ago, the character driven story still holds up well as being both unique and fresh - perhaps a testament to the decent enough source material, as well as having the scenario writer of Final Fantasy IV and/or the current JRPG staleness. It is a fun and engaging game and despite it cheap scares, is well worth hunting down or for PAL gamers - getting dirty with CFW.
Parasite Eve is no longer in print. You could however read the Japanese novel in which the game is the sequel to, available in both hardback and paperback. The game has since spawned a direct sequel (which scrapped any traces of RPG elements), and a forthcoming spin-off for FOMA-powered phones entitled The Third Birthday.
Tuesday, April 22, 2008
The World Ends With You mini-review
After all the hype, I finally decided to cave in and play The World Ends With You (It's a Wonderful World), the second game this year with characters designed by Tetsuya Nomura (shocker!) after Crisis Core. So does it live up to its hype, or is this another example of a over-hyped game? So what is the appeal of The World Ends With You? For one, it is a new I.P. risk by Square-Enix (another shocker there). Then there is this new real time battle system that is very different. I will come to that later but let's get the storyline out of the way first.
You play as Neku (an"emo" teenager with an awful fashion sense, who hates people in general) who one day finds himself in the Shibuya shopping district (based on the famous shopping district in Tokyo, Japan) in possession of a rather odd and alien looking black pin/badge. Neku is a generic RPG hero, whose spiky hair and short term memory loss does nothing to prove otherwise. With the pin, he has the ability to sense the thoughts of people around him, but the thought of being surrounded by people disgusted him. But for reasons unknown to em, he is not allowed to leave. Neko later finds out that he is part of the 'Reaper's Game', a game that spans seven days. If he or other participants fail - they would be erased. To survive, Neku and his companion pact, Shiki Misaki, has to defeat 'Noise', which are physical manifestations of people's ill feelings, and complete mission objectives issued by the Reapers within seven days.
The gameplay revolves around searching for clues from people wondering around Shibuya, and fighting 'Noise'. Touching the black pin on the bottom screen will allow Neku to read people's thoughts and locate Noise. The game also has an innovative adjustable difficulty level for players who wants to take greater risk. The increased in difficulty is off-set through rewarding the player's risk with higher quality item drops. Customisation isn't a problem here, as Shibuya shopping district proves to be big enough to cater to the average cliché RPG hero, and then some. New techniques can be discovered during the course of the game, which allows Neku and his companion to unleash special attacks and combos depending on the pins (which can be stat boosted) equipped. Foods and clothings can be bought to augment Neku and his partner's stats.
Combat takes place across two screens, with Neku on the bottom controlled by the player via the touchscreen, and Neku's partner on the top screen. Controlling Neku is a fairly obvious process, with the player controlling his movements and attacks using a stylus, like slashing upwards on an enemy to perform an uppercut. Because battles takes place simultaneously, the player has the option to control the top character via the d-pad (lefties can use the face buttons). This takes some getting used, and for the first hour I did think it was a mess and often surrendered the controls to the A.I. (you can select how quick before the A.I. takes control back in the options). But once the initial first few combats, you will likely to get used to it and find a very deep and compelling battle system buried here, often trying to create combos and chaining battles.
The visuals aren't the most impressive technically, but the player is constantly showered in colourful and often psychedelic design giving the game a rather unique look, reminiscent Jet Set Radio. Character designs are generic enough, though more often than not, their vibrant fashion sense does liven up the screens. A bit like Viewtiful Joe and Persona 3. It is too bad that the developers has paid very little attention into creating an intuitive UI, as everything seems to be cluttered. It doesn't help that the colourful menu sometimes distract the player more than it assist them. The soundtrack on the other hand is a mixture of licensed J-pop, again reminiscent of Jet Set Radio. We should be thankful that a global company like Square Enix has decided not to dumb down the soundtrack (like Nintendo did with Elite Beat Agents) to cater for 'local musical taste', as the music provided here is infectiously addictive and catchy.
The World Ends With You does not live up to its hyperbole, but it is still a wonderful game. The imprecise stylus usage may annoy people seeking for a portable experience and the dual screen battle may scare people away, but the learning curve is there to be exploited. One thing I loved about the title is how 'unwesternised' the title is. It is refreshing to play a game infused with a foreign culture - something that is originally intended by the developers. With great style, wonderful soundtrack and a new innovative, fresh and deep immersing gameplay that actually takes advantage of the touchscreen (unlike gimmicky tacked on controls in games like Phantom Hourglass), I believe you will likely to enjoy your trip to Shibuya.
Get it now at Amazon UK or Play-Asia.
You play as Neku (an"emo" teenager with an awful fashion sense, who hates people in general) who one day finds himself in the Shibuya shopping district (based on the famous shopping district in Tokyo, Japan) in possession of a rather odd and alien looking black pin/badge. Neku is a generic RPG hero, whose spiky hair and short term memory loss does nothing to prove otherwise. With the pin, he has the ability to sense the thoughts of people around him, but the thought of being surrounded by people disgusted him. But for reasons unknown to em, he is not allowed to leave. Neko later finds out that he is part of the 'Reaper's Game', a game that spans seven days. If he or other participants fail - they would be erased. To survive, Neku and his companion pact, Shiki Misaki, has to defeat 'Noise', which are physical manifestations of people's ill feelings, and complete mission objectives issued by the Reapers within seven days.

Combat takes place across two screens, with Neku on the bottom controlled by the player via the touchscreen, and Neku's partner on the top screen. Controlling Neku is a fairly obvious process, with the player controlling his movements and attacks using a stylus, like slashing upwards on an enemy to perform an uppercut. Because battles takes place simultaneously, the player has the option to control the top character via the d-pad (lefties can use the face buttons). This takes some getting used, and for the first hour I did think it was a mess and often surrendered the controls to the A.I. (you can select how quick before the A.I. takes control back in the options). But once the initial first few combats, you will likely to get used to it and find a very deep and compelling battle system buried here, often trying to create combos and chaining battles.

The World Ends With You does not live up to its hyperbole, but it is still a wonderful game. The imprecise stylus usage may annoy people seeking for a portable experience and the dual screen battle may scare people away, but the learning curve is there to be exploited. One thing I loved about the title is how 'unwesternised' the title is. It is refreshing to play a game infused with a foreign culture - something that is originally intended by the developers. With great style, wonderful soundtrack and a new innovative, fresh and deep immersing gameplay that actually takes advantage of the touchscreen (unlike gimmicky tacked on controls in games like Phantom Hourglass), I believe you will likely to enjoy your trip to Shibuya.
Get it now at Amazon UK or Play-Asia.
Friday, April 11, 2008
Some Final Fantasy IV DS info
A little late to post this, but fuck it. Here's some intriguing localisation news regarding the DS remake of Final Fantasy IV. These info comes from Tomoya Asano, producer of FF III and FF IV DS remakes as well as Takashi Tokita, lead game designer and scenario writer of the original FF IV as well as co-director of Chrono Trigger and director of this remake.
The story has not been tinkered much, so as not to upset picky fanboys. This despite the original game being only 25% of what they intended. Some of these discarded scripts were reworked into the remake in the form of flashbacks.
FF IV DS will have new story scenes that will flesh out Golbez's character.
Problems that plagued Final Fantasy III DS will be addressed. This includes improved loading, character development, more abilities, elaborate summoning cut scenes etc. I am not too sure whether I would welcome a more elaborate summoning sequences. Hope they are skipable.
In FF III DS, one of the screen is switched off during dungeon crawling and combat, but in FF IV DS, the lower screen will be used to display enemy info, status conditions etc. during battle. Nice.
As I mentioned in my impression of the Japanese version, the lower screen contains a map percentage feature where if you explore 100% of the dungeon you will get a reward.
The Augment Ability System (Decant ability) replaces the system in FF IV Advance where the characters that were temporary in the original version are playable again later on. They didn't like it because it messes with the story.
The Augment system will allow characters to permanently learn new abilities. This was originally meant to allow leaving characters to transfer their skills, but is now expanded out to allow you to learn new abilities by furthering story sub plots.
The weird creature that was with Rydia will be called Whytkin. Which doesn't sound as cute as Pochika...
Some of Edward's abilities which were near useless in the original game will be made more useful. Thank god.
It was acknowledge that they didn't want to lower the difficulty to appease to casual gamers. Makes sense, but I remember even hardcore gamers were complaining about FF III DS's difficulty. Man up people! Stop complaining that we need save points just before boss fights!
This is important. FF IV DS won't be an easytype. Instead difficulty is increased as bosses were rebalanced to stop people from memorising boss strategies from earlier versions. I hope we will get a Hard mode like the none-Japanese version of Crisis Core: Final Fantasy VII, but right now nothing has been confirmed.
Auto battle mode similar to gambit where you assign a single action for each character. In the Japanese version this can be turned off during battle if you wish.
The bonus Lunar Ruins from FF IV Advance won't be making it here. Nothing was mentioned about the new dungeon on Mt. Ruins.
Instead we will getting New Game+. ^_^
Summons are called Eidolons for IX fanboys. I have no idea why they would do that...
Totally ripped-off from GAF
The English version of Final Fantasy IV DS remake will arrive 22nd July this year. Take advantage of the low dollar and import.
The story has not been tinkered much, so as not to upset picky fanboys. This despite the original game being only 25% of what they intended. Some of these discarded scripts were reworked into the remake in the form of flashbacks.
FF IV DS will have new story scenes that will flesh out Golbez's character.
Problems that plagued Final Fantasy III DS will be addressed. This includes improved loading, character development, more abilities, elaborate summoning cut scenes etc. I am not too sure whether I would welcome a more elaborate summoning sequences. Hope they are skipable.
In FF III DS, one of the screen is switched off during dungeon crawling and combat, but in FF IV DS, the lower screen will be used to display enemy info, status conditions etc. during battle. Nice.
As I mentioned in my impression of the Japanese version, the lower screen contains a map percentage feature where if you explore 100% of the dungeon you will get a reward.
The Augment Ability System (Decant ability) replaces the system in FF IV Advance where the characters that were temporary in the original version are playable again later on. They didn't like it because it messes with the story.
The Augment system will allow characters to permanently learn new abilities. This was originally meant to allow leaving characters to transfer their skills, but is now expanded out to allow you to learn new abilities by furthering story sub plots.
The weird creature that was with Rydia will be called Whytkin. Which doesn't sound as cute as Pochika...
Some of Edward's abilities which were near useless in the original game will be made more useful. Thank god.
It was acknowledge that they didn't want to lower the difficulty to appease to casual gamers. Makes sense, but I remember even hardcore gamers were complaining about FF III DS's difficulty. Man up people! Stop complaining that we need save points just before boss fights!
This is important. FF IV DS won't be an easytype. Instead difficulty is increased as bosses were rebalanced to stop people from memorising boss strategies from earlier versions. I hope we will get a Hard mode like the none-Japanese version of Crisis Core: Final Fantasy VII, but right now nothing has been confirmed.
Auto battle mode similar to gambit where you assign a single action for each character. In the Japanese version this can be turned off during battle if you wish.
The bonus Lunar Ruins from FF IV Advance won't be making it here. Nothing was mentioned about the new dungeon on Mt. Ruins.
Instead we will getting New Game+. ^_^
Summons are called Eidolons for IX fanboys. I have no idea why they would do that...
Totally ripped-off from GAF
The English version of Final Fantasy IV DS remake will arrive 22nd July this year. Take advantage of the low dollar and import.
Tuesday, April 8, 2008
Crisis Core: Final Fantasy VII review

Despite the millions of gamers who adores it, I have always found Final Fantasy VII to be a decent but ultimately average title. But for many, Final Fantasy VII was the first Japanese RPG they ever played. And for many others, the only! It is difficult to dismiss the title's significance in introducing a once obscure genre to the mainstream, and for that alone I tip my hat to Final Fantasy VII.

Crisis Core: Final Fantasy VII is the latest instalment in the Compilation of Final Fantasy VII series of Square-Enix quick cash-in of taking advantage of desperate buyers. Surprisingly and more importantly, luckily, it is one of the better spin-off titles in Square-Enix's Final Fantasy VII portfolio (Advent Children being an incredibly forgetful experience, and Dirge of Cerberus apparently a turd - I haven't tried it but YouTube videos advised me not to). One reason being is that Crisis Core isn't really a spin-off, but a direct prequel to Final Fantasy VII, which explains among other things why Cloud is so mind fucked in Final Fantasy VII. So shocking as it is, you do get a glimpse of a happier laughing Cloud before he started brooding 99.99% of the time. Spoilers ahoy throughout!

Crisis Core evolves around Zack Fair, a 2nd class SOLDIER under the employment of the Shinra Electric Power Company, a multi-conglomerate dictator. Cocky as he usually is, his ambition is to become a 1st class SOLDIER and to be a hero of Midgar - to live his dreams so to speak. The game begins with Zack and his mentor Angeal sent to infiltrate and destroy enemies in Wutai., only to be attacked by clones of a missing 1st class SOLDIER Genesis. Saved by Sephiroth, Zack later learns that Angeal has gone renegade joining ranks with Genesis. Throughout the game (which spans a couple of years), Zack retains his belief to guide Angeal back to the right path. We also get to see Zack's first meeting Aerith, as well as their eventual romancing; and becoming best friends with Shinra infantryman Cloud. There are a couple of story arcs in Crisis Core, one that surrounds the main antagonist Genesis, as well as the infamous Nibelheim incident where Sephiroth went insane.

A couple of supporting characters from the previous (sequel) game is here, all connected through Zack's interaction with them. The human side of Sephiroth is of particular interest here as he showed himself to be a kind and funny fellow, and of someone who once recognised friendship above all. It is interesting as I've always thought him of a two dimensional villain, so I was thankful that we finally get to visit a side of him when he was sane and smiling before his mental breakdown. Yuffie also makes an appearance, constantly stalking Zack via e-mail; as well as Tifa, who appears as a guide to Zack and Sephiroth while in Nibelheim. There are quite a number of boss battles to be dealt with, but none were particularly difficult or memorable, especially those 'mid-bosses'. Sadly, the final boss was a joke, but this is Genesis we are talking about. His constant citing of LOVELESS poetries is truly video gaming irritation on a huge scale.

While the story begins excruciatingly slowly, the plot eventually did gradually built up. To be honest, I found the multiple story arcs here far more enjoyable than the one in Final Fantasy VII. It must have something to do with playing with what seems to be a very likeable and funny protagonist, unlike what Cloud came to be in Final Fantasy VII and its subsequent sequel Advent Children. Seriously, Zack is now one of my favourite Final Fantasy characters next to Balthier (Final Fantasy XII) and Rydia & Kain (Final Fantasy IV), though it did take a couple of chapters before his do-gooder personality rises. It is sad that the manner of his death was so tragic, but if you are really into Final Fantasy VII lore, you would have known of it by now (I did, but not the manner). Basically, Zack Fair is a genuine Mr. Nice Guy whose optimism is a rarity among modern Final Fantasy characters these days. For all intent and purpose, I believe that Square-Enix succeeded in creating an extremely likeable centre character.

Unlike most Final Fantasy games, there is no world map for the player to traverse. Instead the player is automatically transported to each location through cut scenes. It does suit the portable nature of the game so I won't complain of the lack of airships and Chocobo riding, though it does make the main mission a very linear experience. Even side missions are only accessible through the menu when Zack is standing on a save spot, which I found to be extremely weird but useful for quick missions. Later on when Zack is escaping the Shinra forces, you can still access missions of Zack working for Shinra, which I found to be rather silly.

Unlike its predecessor, Crisis Core is an Action RPG title featuring a real time combat system not too dissimilar to those found in tri-Ace's Star Ocean and Level-5's Rogue Galaxy. Battles are still random (annoyingly sometimes every 3-5 seconds) but only in open areas, and though there is no transition to a new battle screen you will still have to wait as Zack readies his sword. When in combat mode, the bottom left displays the HP, MP and AP stats and the top left features a slot machine-like spinning reel. This is called the Digital Mind Wave that randomly giving the player helpful boost (such as the limit break-like Power Surge!), levelling up equipped Materias. The DMW also sometimes shows unseen cut scenes revolving around Zack, which is fortunately skip able (it does repeat these cut scenes rather a lot). Summons are also evoked through the DMW.

The player controls Zack using the analogue pad and cycles through the equipped commands using the shoulder 'L' and 'R' trigger. Pressing 'X' will confirm Zack's action, though you can also evade and defend using the other face buttons. If you can run or dodge around to the back of the enemy and attack, you will earn a critical hit. Bizarrely the EXP counter is not visible in any portion of the game, and you will only level-up if the DMW reel shows 7-7-7. Personally while I feel that the DMW is a welcomed addition to the game, it does become monotonous after a while - particularly when you can't skip the Power Surge attack animations. But it was used brilliantly in Zack's final battle. The learning curve is easy.

Visually Crisis Core is a very pretty PSP game. But it isn't as close to the new high benchmark set by God of War: Chains of Olympus game. Environments aren't as detailed as it could have been and the geometries are very simple. Pathways are wide to accommodate the real time gameplay, giving the player room to manoeuvre, but are unsightly. Some locations are downright awful with constant grey walls or brown deserts. It gets boring awfully quickly, which is why I tend to skip most side missions. Texture quality is good and the cut scenes are told in both pre-rendered videos of varying quality and in-game cut scene engine. Facial animations (in both pre-rendered and real time cut scenes) are excellent - far better than most games I have seen and equal to that of Final Fantasy XII on the PS2. Loading is quick too, though no where near as seamless as Chains of Olympus. Overall, environments are a bit meh, but character and enemy models were brilliant.

The soundtrack mainly consists of 'remixed' versions of those in Final Fantasy VII, which consists of tracks that I enjoyed and hated. The "heavy metal" piece during certain fights were bloody annoying back then, and is equally annoying here. I am normally a fan of all sorts of heavy metal (bar nu), but the pseudo-metal soundtrack does not suit the game at all. Having said that, the majority of the soundtrack was particularly memorable, especially the western-style string. Voice acting was okay. When I first listed my pros and cons for this review, I did dislike the English voice acting at first, but towards the end I found that I eventually did warmed up to them. Sound quality is excellent.

Crisis Core is rather light on its content. The main campaign I reckon could be completed in around 15-20 hours. I myself took around 23 hours to complete the main game with around 20% of the side quests done, most of which were done during my daily tube commutes. Most of the hundreds of available side missions are pretty standard repetitive fillers with no plot sense, though they do give the player an opportunity to harvest rare Materia. Grinding isn't a requirement though, as the game is pretty easy. Some enemies are capable of instantly killing you, though if you have the status Raise (you can get it for free in the Shinra lobby or from a dash of Phoenix Down) you will automatically be revived. Not all side missions are fillers though, as some do advance the back story of certain characters like Yuffie. There are also optional quests like building Aerith better flower wagons and helping out a hapless 3rd class SOLDIER.

The Materia Fusion mentioned earlier is similar to Alchemy in Dragon Quest VIII and Skill Binding in Jeanne d'Arc, where you can combine different Materias to either attach stat boosts to it or to create new Materias. The amount of Materia that can be equipped is limited. For example, rather than wasting two slots by equipping Firaga and a HP boost Materia, you can combine both to create Firaga + (HP+). Playing around with the Materia allows you to achieve very high stats earlier in the game instead of relying on levelling-up. By the time I reached the quarter of the game, my Zack already had his HP boosted from 3000 to 9999, even when his level was around 30. The same applies to boosting MP and AP, as well as boosting Zack's attributes like his physical attacks and magic defence.

Overall I am surprised to have found myself genuinely enjoying Crisis Core. I avoided the hype, and at the end my expectations were more or less met. It doesn't matter if you, like me, didn't like Final Fantasy VII or Advent Children; Crisis Core is still worthy of a title in its own right. So forget about your love or hatred about the original sourced title, Crisis Core deserved to be played despite its well documented short comings.
Things I like about Crisis Core:
- Story is engrossing.
- Portable friendly bite-sized missions, with well spaced save points.
- Character model are detailed, with good facial and body animations.
- Real time combat with menu based element is intuitive, though not as polished as Final Fantasy XII's.
- High production value and polished presentation.
- Quick loading.
- Plenty of side quests, some which provides back story.
- Random battles happens without transition screen.
- Material Fusion.
- New Game+ (finally!), and hard mode included.
- Zack is a likeable protagonist.
- LOVELESS.
- Hidden EXP counter.
- Normal mode is too easy.
- I don't mind random battles, but having one every 3-5 seconds is taking the cake.
- Very linear storyline, no world map.
- Lack of challenging puzzles.
- DMW gets too repetitive.
- Dull environments.
- "Heavy metal" battle theme.
You can preorder the Euro exclusive special edition from Amazon UK. Or get them from Amazon.com.
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