My name is Michael. I am a guy with a passion for learning and gaming. I play a wide variety of games, but mostly sandbox adventure and RPGs.

Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, April 22, 2014

Tabletop Simulator (PC)

Berserk Games announced on April 18th the release of their Tabletop Simulator on Steam Early Access (Beta v.10) after an incredibly successful Kickstarter campaign (received over 11 times the requested goal). It is now available for PC, Mac, and Linux. Tabletop Simulator can be purchased on Steam for $14.99, $11.99 with the launch discount of 20% that runs until April 29th. You can also purchase a DRM-free copy here.

Check out this trailer to get an idea of what the game is all about:


As the developer states, "Tabletop Simulator is the only simulator where you can let your aggression out by flipping the table! There are no rules to follow: just you, a physics sandbox, and your friends. Make your own games and play how YOU want! Unlimited gaming possibilities!"

The feature that is being driven forward is the fact you can flip the table and simply just rampage the game board when you desire. However, there is no need to be afraid of online trolls that will ruin your experience every time because this can be turned off. Essentially, if you are not playing with close friends or mature adults you have the option to host games without that option. This mechanic is an amazing visual representation of the freedom this sandbox game is offering players. This game is an online sandbox playground that allows you to play what you want how you want.

There are 15 game modes already included in the game, including chess, poker, checkers, dominoes, mahjong, etc. The developer has promised more features and mods in the upcoming future; however, the game already allows you to create your own game modes and share them through the Steam Workshop. This means you can look around for games you want to play, or make your own by scanning sets of cards free of charge. In fact, there are already playable versions of UNO, Magic: The Gathering, and Munchkin. Currently there are lots of tabletop games already in the repertoire. Furthermore, the game has Oculus Rift and CastAR support, which is a plus.


The feature/mode that caught my attention was the RPG kit that has 30 animated figurines, dungeons tile-sets, and even character sheets. The developers promise to keep expanding it, but I am sure they will offer the option of creating your own 3D models for figurines and such. Although this is still a lot of work it might be a lot of fun making 3D models for some newbies and there should be a way to share those in the Workshop. This is incredible exciting for me because it will allow me to create my dungeons and maps in a digital setting that every player can see and interact with. It will not necessarily cut my preparation time in half, but I think it might make it more efficient and, definitely, prettier (my drawings suck). I also do not have to worry about my maps getting wet or stained. Furthermore, I have had many groups dismantled because of friends moving out of state. This is very frustrating because I spent months playing with them and the displacement always destroys the campaign dynamic, specially when the DM moves. Tabletop simulator offers the option of creating a D&D session across the internet, without having to deal with crappy webcams, bad angles, audio problems, and intermittent internet connection.

I will say however that Tabletop Simulator is not perfected yet. There are some things that need to be improved (specifically regarding the RPG kit). Things like grouping items, such as the tiles so the map does not break apart when players move figurines around. However, these fixes are minor and manageable. I have very high hopes for this game, and I cannot wait to contact my friends in other states to see if we can get our campaign peeps together on this again. But in order for this potential to be completely realized some work still needs to be put into the game, and it looks to me like the developers are fully committed to delivering on their promise. I guess we will see.



Berserk Games is a brand new (founded in January 2014) independent developer studio composed of experienced modders who wanted to make new and exciting experiences. They are gamers first that had a dream to make something of their own. You might know them from their mod work on Chivalry: Medieval Warfare; Mana Warfare a wizard expansion.

Sources
Berserk Games Webpage
Tabletop Simulator Facebook
Berserk Games Tumblr
Berserk Games YouTube


Saturday, August 6, 2011

Mass Effect (PC) Review

PC Box Cover
Mass Effect was developed by BioWare studios. BioWare developers are well known for their RPG console game legacy: Star Wars KOTOR and Jade Empire. They also have some PC RPGs under their belt, such as Neverwinter Nights and Baldur's Gate. I am very confident this team is able to create a masterpiece RPG, but we will see if Mass Effect is it.

Before release the game had massive following and high expectations. This was greatly due to Bioware's open ambition to create a game that actually allowed the player to make meaningful story decisions. Mass Effect is not particularly ground breaking since there are other games that have previously used this idea, such as Oblivion and even Jade Empire. The stories for this type of game, however, tend to lean towards D&D-like fantasy with magic, and prophecies. Mass Effect, however, managed to stay innovative by applying this blueprint to a Sci-Fi story line. In the other hand, Mass Effect also created some discord because it seemed to appeal to bigger masses by having a slightly dumb down feel to it, especially when compared with Oblivion.

This game is the start of a currently well-known RPG trilogy, but is it a worthy start to the journey? Or a massive fail? Did BioWare manage to create the masterpiece they promised with an innovative Sci-Fi universe?


Story: 
SCORE: 9/10

NPC Dialog menu
Mass Effect's story feels like it is right out of the SciFi channel repertoire, but with a bigger production budget and better writers. The story is set in 2183; we, humanity, obtained advanced technology from ruins of an extinct intergalactic race, called the Protheans, found on mars about thirty years before the game begins. This discovery led to the development of technology that allowed humans to travel outside of the solar system. Humans managed to colonize several other planets and harvest materials from many others. In one expedition humans found a Mass Relay, used for instant travel between vast distances. As humans tried to turn it on, a scouting troop of turian ships, one of the many alien races, found them and fired on humans because opening a Mass Relay connection is considered an impertinent and precarious action by the Citadel Council, the galactic government currently in place. This leads to the "First Contact War" (Surprisingly no acronyms...lol), but more importantly it leads to first contact with the Citadel and the rest of the alien races.

Salarian's camp
The story is very believable; it almost seems as if it was an obvious future for human kind. The game quickly places you on the shoes of a hero, with a background of your choosing, in charge of saving the Galaxy from a mechanical race, called Reapers, that plans to annihilate all organic-sapient life forms. Shepard, main character's last name, is part of the Alliance, the human military corps and front face of intergalactic relations, and serves in a state of the art stealth-prototype ship named, Normandy. From there you become more powerful and well known around the galaxy giving you more influence and difficult missions. Although the story is engaging and interesting it's hardly the story itself where the game shines brightest. The best part your experience the story. There are plenty of traditional cut-scenes and "codex" entries to read about the galaxy, technology and alien races. But interactive conversations with NPCs are what critically enhance the narrative. This is because it does not feel as if you are watching a movie that you are helping unveil; it feels as if you are truly controlling the way the story unfolds. These interactive dialogs are controlled via a circular dialog menu. The dialog menu has a setup that stays consistent through the game; thus, it is quite easy to decide what attitude you want to take in each matter. Although the selection tree is straight forward sometimes it is hard to anticipate NPC's reaction, but this hardly becomes a problem because the game is extremely clear when confronted with critical decisions that affect your game considerably.

Krogan: Urdnot Wrex

In the end, the combination of cut-scenes, written entries, and NPC dialogs successfully create a future for humanity that makes you feel like you are in control of what happens next. Although there is only one ending, Mass Effect's story is extremely rewarding. It is great to see how the game truly pays attention to your mood and attitudes towards characters and creates consequences in a decisive and sometimes crudely realistic way. 


Gameplay and Design:
SCORE: 8/10

Mass Effect's gameplay can be described as a third-person shooter sprinkled with elements of squad commands and strategy, and role-playing decisions, which at times may affect who is friend and foe. Conversation queries, as previously discussed, add a completely new variable to the typical third-person shooter. If a conversation is executed appropriately confrontations can be avoided or created out of nowhere. Again, dialog is the most influential aspect of the whole game; however, not every encounter can be solved with talks. Confrontations tend be divided into quick-pace firefights from cover spots. However, they do not get old as the enemies are decent at flanking and have great aim. The overall design of the game is quite logical and easy to comprehend and follow. The game asks you to select a character class at the beginning of the game, you level up after gaining experience, and experience is gained by completing missions, killing enemies, finding hidden equipment, etc. However, it is not spotless; there is plenty of room for improvements on the equipment management and galaxy navigation systems. Also... elevator loading scenes get old very quick.

Galaxy map on Normandy's bridge
Mako
Navigating galaxy map interface
Shepard is usually sent to specific locations with a mission explaining the situation on the surface of the planet, your objectives and hints about the consequences of your actions. To access these locations you go to the Galaxy Map interface located on Normandy's bridge area. Although it is easy to manipulate it is annoyingly difficult to keep track of which planets you've previously visited and which are important quest locations without memorizing or checking mission logs. Before landing on a planet, you pick the members in your landing squad. Once your squad members are chosen one of two things will happen: The Normandy will either dock and let you out through the side door, or drop you on a controllable vehicle called Mako to the surface of the planet; the former option occurs mostly on main-quest sites while the latter on most side-quest sites. The Mako, however, makes appearances on certain main-quest segments; Mako has two weapons, a machine gun turret and central cannon, that quickly decimate enemies, and it is extremely versatile and resistant. When on foot all squad members have four types of weapons: Pistol, Assault Rifle, Shotgun, and Sniper Rifle. None of them require ammunition, but if weapons are shot repeatedly for too long they overheat, which creates a pretty good pace for cover and shoot gameplay. Each weapon type has stronger models that can be found and obvious pros and cons: Shotguns are best at close-quarters combat, sniper rifles are impossible to aim in small rooms, etc. In addition, there are different mods and ammunition that can be applied to weapons and armor to enhance them. This type customizing is fairly simple, but it is mostly necessary when playing harder difficulties. Characters are not limited, however, to weapons. Some Characters have psychic powers due to exposure to a certain kind of radiation; they are called biotics. Biotics are able to lift, trow, and stun enemies among other things. Other characters can use "tech" powers like instant shield regeneration, weapon or shield sabotage, etc. Biotic and tech powers are great addons that shift the pace of firefights, but only become crucial in harder difficulties.

Item interface
Equipment/power talk brings me to the biggest design letdown of the game: Item management. Exchanging equipment between squad members, and trade can become frustrating fast. First of all, characters must always carry one weapon for each weapon-type; thus, if you wish to exchange one character's weapons for another character's you must carry spares for each weapon-type. Second, even with weapon type filtering it is easy to lose items because the menu does not group exact copies together. Once this problem becomes obvious it is only natural to decide to use the same two squad members throughout the whole game. This makes the experience one sided as each character reacts differently to your role-playing decisions while in your squad.

Squad commands interface
On top of controlling Shepard, you also have the ability to issue general commands to squad members, such as attack, change weapons, move, hold position, or use specific powers. Overall AI is good enough to minimize the need of commands, but the option gives enough room to plan ahead and create minor ambushes or save teammates from imminent danger. This aspect is not too deep, but it gives the sense that you are in charge; thus, helping the role-play aspect of the game.

Leveling interface
The leveling system also applies to all teammates; this makes it possible to make a decently balanced squad with pretty much any combination of characters. Talent points are awarded after leveling up; those talent points can then be applied to an ability of your choosing. Keep in mind that not all characters have biotic or tech abilities; there is a range of things each can do, but it is not too limited. The problem is that leveling up doesn't seem to make much difference; very few powers feel influential. I didn't use half of them because I forgot they actually did something (like sabotage and shield overload). In addition, the difference between a power's first and second level is almost unnoticeable. In the long run it does matter, but the immediate satisfaction of gaining a level is just lacking.

In the end, Mass Effect brings a mixture of successful gameplay genres to a higher level with the addition of conversation queries, appropriate consequences for your actions and a good story. It is obvious that there is plenty room for improvement in design, and some tweaks should be done with the leveling system. However, gameplay is so varied and paced between conversations and action that you will be distracted enough to overlook those few problems with ease. It is extremely easy to have fun with this game and play it all night without stopping... at least that is what I did a couple nights in a row.


Presentation:
SCORE: 8/10


Mass Effect obviously shoots for realist visuals, and it gets real close. Facial animations during dialogs are incredibly detailed and feel as if you were watching a movie. When a character is upset with you it shows on their face (even in some alien races), but the change between moods is not always fluid; there are times where you see programming suddenly kick in, but it is rare and brief enough to ignore or not even acknowledge. Cut-scenes are well designed; they use good angles that focus on the action and feel of the situation; there are some clunky camera shots here and there, but nothing to worry about. Camera during gameplay is easy to control (it moves with your mouse and it is always behind you), and it is rarely, if ever, obstructed by objects or characters. Corpse physics have their clunky moments, but they are rare and funny instead of annoying (there are bodies that should have fallen off a ledge and did not because of invisible walls, but nothing like floating corpses in midair). Although overall graphics are high quality and have great detail I think the best part of the presentation in Mass Effect has to be the voice acting. (Disclaimer: I only played as a female!). The voice acting does not feel like prerecorded messages at all; it is as if they recorded each conversation as the actors actually talked to each other, and this is not how they did it. There are plenty of codex entries that have a voiced reader who is great at setting the perfect tone for each. This reader does a great job in luring player into the story effortlessly (I mean common you don't even have to read to get involved). There are some grammatical errors on some silent codex, but most people won't notice or will just chuckle.

Enemy stuck on wall after affected by a biotic power
My biggest let down on the presentation category is actually a combination of gameplay and graphics mistake in regards to biotic powers. Biotics powers worked fine in ample spaces with enough room for people to float around in the air, but inside of ships and small rooms they tend to trigger glitches. I had to repeat a biotic boss battle about 15 times (no kidding) because the enemy's biotic powers would send get me stuck between immobile graphic frames or just propel me out of the scene completely (this last one happened at least twice.... I was just floating away from the fight infinitely while my teammates fought incessantly; I had to reboot my computer in order to try again). Now this could be a gameplay only mistake, but I attribute it to graphic and physics because the power was doing what it was supposed to do while the graphic frames programming did not have enough rules to stop biotic programing from overriding it (or at least that is how I imagine the coding behind it).

I think the overall presentation of the game is beautiful and incredibly satisfying, but there is significant room for improvement considering the polished state of most aspects of the game. I know there is a sequel and I hope that there is plenty of work done to biotics powers and physics because I really do not want to be traveling through walls anymore.


Lasting Appeal:
SCORE: 9/10

Mass Effect has a re-playability value similar to that of Oblivion or other massive RPG titles. A single play-through can easily last anywhere between 40-60 hours and if you play this game only once you will surely miss at least a quarter of the full game. This game features plenty of situations where your decisions make the game change course. Although most decisions are either evil or good there is plenty of reasons why you'd want to experience the other side as well. In addition, there is enough incentive to want to try out the other character classes for yourself. Your strategies will change dramatically!

I am not going into much detail about the forks in story because I do not want to spoil the game, but this is the main reason why you want to repeat the game. I think anyone who does not play it again is not getting their money's worth. Bioware made those forks because they wanted people to see how tone of voice and attitude can change everything around you.


Overall Score: 8.5/10

Going back to my review tone questions:
Is Mass Effect a worthy start to a trilogy? Or a massive fail? Did BioWare manage to create the masterpiece they promised with an innovative Sci-Fi universe?
It is a perfect start! But it is not the great masterpiece promised, yet. This is an amazing game that deserves a lot of credit, but there is too much that needs improvement. Hopefully these problems are tackled in the well deserved sequels, but you will not be disappointing to start at the beginning of the journey.

Again thanks for reading!!

Friday, July 8, 2011

Darksiders PS3 - Review

Darksiders was released on January 5, 2010 for the PS3 and Xbox360, the PC version was released a little later, but it is out already. This game, made by Vigil Games, seems to be an attempt to take the God of War franchise and twist it around enough in order to create an original game that would satisfy Xbox360 owners since God of War is a PS3 exclusive. It is inspired on the christian/catholic apocalypse, with the player taking the role of of one the feared horseman - War. A sequel is currently under development and expected to be released in Q4 of 2012. In my opinion this game definitely took the safe route to success (although only mild success I'd say). It takes the God of War formula and scrambles the story and artwork. It only redefines design and gameplay slightly (some people may say that it does not change it at all thought).


Story: 
SCORE: 4/10

As I mentioned in the introduction, the story is based on the idea that four horsemen will appear one after the other once the end of time approaches and judgment will be brought upon everyone that has not follow the commandments put forth by God. I do not know the apocalypse from the bible verbatim, but that is my understanding of it. Darksiders twists the story a bit by making the horsemen righteous entities due to the fact that they are supposed to bring "balance" to the fight between heaven, earth, and hell. However, the search for balance is thrown off when you are summoned before your time by an unknown entity.

The story has enough name dropping and indirect references for people to be able to relate it with the bible and other apocalyptic writings; however, the story does not go into explaining anything other than its own premise and goals. In the end, this helps the story from getting overly religious, but it makes it feel like aliens from heaven and dinosaurs from hell would have worked just as well. In other words, they place the game in a mythological environment that they are weary of using... so why do it at all? After being tricked War is given a chance to redeem himself by fixing the situation down in earth and killing the perpetrator for his own revenge and for restoring the balance. War simply heads out to find out why, how and who tricked him into appearing before his time, killing that entity and returning to his former glory without further a due. Throughout the game there is plenty more names dropped into the story, but none of the characters really become part of the story in a relevant way so that you actually care about them.

The story ends quite abruptly with obvious and expected plot twists, dramatic cutscenes, and a paved road for a sequel. I felt that the mythological (or religious) story was used to make a supernatural setting without the need of much thinking (Yes, this is my opinion with God of War as well). I was quite disappointed with the story; It did not explain the mythology and it felt extremely disconnected from its basis without a good reason. Nothing seems to make sense because they do not explain to you the story completely at the fear of becoming a bible game, but in my opinion that was a mistake. If you have such a fear and cannot visualize how to make a 'bible' game that is worth playing, then you should not pick that mythology setting altogether...

DISCLAIMER: I was raised a catholic; I know the bible's apocalypse story very superficially. I am not religious and do not specifically desire a bible game at all.... Actually, I despise them just as much as any other educational game.


Gameplay and Design:
SCORE: 9/10

This section can be boiled down to a single sentence:
Why fix what God of War has perfected?

Honestly.... Darksiders plays exactly the same as God of War: It plays at the same speed, fast but with enough gaps to allow enemies to hit you; War has a lot of similar moves in comparison to Kratos, such as counters, magic, area of effect slashes, etc; leveling system is based on the blue souls (red orbs in God of War) collected from chests and enemies; the use of green and yellow souls (instead of orbs in God of War); temporary Chaos Form... granting invincibility, extra damage, reach, etc; even the "dramatic kill moves" triggered by the same fucking button... circle. Simply put; there are too many similarities; it would not surprise me if they actually purchased rights to the game engine from SCE Santa Monica Studio, but there are no official announcements about this that I could find.

The gameplay varies sharply on one of the items that you get to use later in the game. This item is the voidwalker; it allows you to create portals as in Portal from Valve. The cool thing about this item is that they implement the item for both puzzle solving and combat (although only for mini-bosses, but new feel nonetheless). 

Another, thing that is fairly new is fighting on horseback. Ruin was actually given a whole level for running around: The Ashlands. There you confront several enemy types and a unique one to this level on Ruin (Wurms). There is also boss battles which require that you master control over Ruin; the implementation of horseback riding and combat is perhaps the most original in this game, at least in comparison to God of War. I found myself riding on Ruin even if I didn't truly need to and the boss encounters that involved Ruin were the most entertaining in my opinion.

I realize that this comparison with God of War makes it seems like I am trying to bash the game, but this is not my intention. I just mean to point out that these two games are extremely similar. As I said at the beginning of this section, this game copies all the good stuff from a game that is already established and attempts to add to experience in a small way. In the end, I deduct a point for lack of originality, but I think there is little they could have done to improve the system while still trying to capture the same audience. Plus, the elements they appended were fitting and well received.


Presentation:
SCORE: 6/10

The art here is similar to that of the board game Warhammer 40K minus the guns. Characters look bulky, even if they are categorized as slick and agile; exaggeration of proportions is common practice in Darksiders as well. Art is also comparable to God of War in technical quality. Environments, enemies and such look good enough to not be judged. Bosses and major characters tend to have more detail and differentiating characteristics as it is always expected. There is only one woman in the game.... and coincidentally she is the only skinny humanoid (not counting the ghosts) character in the whole game. Voice over is good, but not great. Cutscences can be quite disappointing as they often picture a conversation previous to a fight and nothing truly worth a cutscene.

Overall, I think the presentation is intrinsically hurt because of the lack of story and clear purpose in the game. However, Vigil provides gamers the expected traditions of cutscene action that has been exploited in the last decade. It is hard to say that the formula is terrible, but it is most definitely not great.


Lasting Appeal:
SCORE: 2/10

This game is quite long. It took me about 40 hours to finish (including the search for all the collectibles in the game). I will admit that playing Darksiders doesn't get repetitive because it changes scenery and item exploit much like in Zelda games, at the right time. Darksiders, however, has no lasting appeal other than trophies/achievements. The only reason you would not resell this game is because you are a game collector or your friend borrowed it. Sadly, this game is a perfect rental or used turn-in product.


Overall Score: 5/10



I would recommend people to play this game if they truly love the hack and slash action genre. It is silly fun without an engaged story line. Simply put, if you like hacking enemies because it looks cool and killing unrecognizable bosses because it gives you a raw sense of achievement by all means buy and play the heck out of this game. Otherwise... just get a PS3 and play God of War....


Sunday, March 20, 2011

Valkyria Chronicles - PS3

This game was originally released on Nov 2008 for PS3 only. This is a high quality RPG made by SEGA. It combines several aspects of different genres into a cohesive whole. There have been 2 sequels to the game; however, both only on the PSP. (This reminds me of what happened with Monster Hunter on the PS2. We can expect that the next console Valkyria Chronicles will be for the Wii...). In my opinion this game was buried under the many releases that came out that capitalist season and it never reemerged from the overwhelming pile on top of it.


Story: 
SCORE: 9/10
Story Cut Scenes video sample (Chapter 1)

Valkyria Chronicles' story is combination of anime style drama, comedy and romance. Although it tries to stay away from being too overly dramatic, possibly in order to appeal to more western audience, the Japanese influence is still obviously present.

This is a story of war, love and revenge that seems like a colorful WWII alternate spin off. War has split Europa in two: the Atlantic Federation to the east and the Empire to the west. The story develops on a tiny neutral nation called Gallia located between both alliances currently at war. Gallia is involved in the war by the invasion of the Empire in search of ragnite resources and the Valkyria power to aid their goal of world domination. The story focuses on Welkin Gunther as he becomes the lieutenant of the militia's Squad 7 and has to command a group of individuals from distinct backgrounds and attitudes to defend their homeland.

The story is told through a series of chapters and episodic cut scenes that divide the story and allow exposure background and context that further your attachment to characters and personalities while keeping things fresh and advancing every subdivision of the chapter.

Overall, this story can be quite engaging as long as you can put up with having to hit X every time a speech is done during the manga style cut scenes, which comprises of about 60% of all the cut scenes. The character development is slow and repetitive at first, but abrupt and satisfying at the end, which makes it feel like these personalities changed in a realistic manner (people tend to stick to what they know despite influences all around them until one day something just clicks and everything changes).


Gameplay and Design:
SCORE: 9/10

The gameplay combines elements from three genres (RPGs, strategy games, and third-person shooters) in order to create a unique Turn-based RTS (That's exactly how it felt to me).

Missions begin with an overhead view of the battlefield with all units are represented by icons that separate them by class. Command Points (CPs) allow you to choose one unit in order to move and attack. Once the unit is chosen the camera shifts into third-person; movement is limited by an action gauge and only one type of attack is allowed per unit's action. When attacking one can consider cover, weak points and positioning in order to get the most out of that action. Once all CPs are spent the Phase shifts to the enemy's side after that another turn begins on the player's phase. Battles are won by either obliterating all enemy forces or completing certain tasks, such as capturing enemy camps or disabling certain units, within 20 turns.

After each battle you get money and experience according to the mission completion rank dependent on your performance. These can be used on headquarters to upgrade your troops and weapons. You can also customize your squad from a list of recruits that have unique personalities and tastes that will affect their performance in battle. Your troops are divided into 5 classes; each class behaves differently and has advantages confronting certain opponents.This creates a rock-paper-scissor system that requires the player to use a certain class in the right situation. Battles tend to emphasize squad teamwork because of different attacks and special moves of each class that are required to overcome obstacles. The factor that I like the most and did not expect was a squad member death. If one of your soldiers is shot down in combat you have 3 phases or before an enemy reaches them; otherwise they will perish for the rest of your game. This adds an additional layer to the game as you probably will bond with some of the personalities and skills.

Overall this game is well balance, complex and deep (Perhaps a little too deep). Although once you are able to keep track of all the different variables you will be severely rewarded it is so much to remember that you will make mistakes that can jeopardize the mission and waste your time. If you are not willing to give the same mission a try a couple times you will not be able to complete every mission. This game is difficult; even if you are a great chess player.


Presentation:
SCORE: 10/10

The visuals in Valkyria Chronicles are just great. All animation and interaction feels anime cartoon like, but of great quality. The game's shading style makes it feel as if you were watching a moving watercolor painting instead of your TV. There is not other game that looks like it. There is very little difference between the CG cutscenes and the actual engine work seen during battles and gameplay. The voice acting feels very genuine and nails what each cutscene wants to convey.
Overall the presentation is just beautiful without having to exploit all of the engine's power. However, if you do not like anime styled art you will definitely hate the look of this beast.


Lasting Appeal:
SCORE: 4/10

This game is a strong single player experience. However, there is very little incentive to make you play again once you have finished the game once other than to relive the story. There is no online or multiplayer to exploit. Although farming for experience and money to crack up your squad's level and equipment might keep you busy it will not bring out new content that is truly worth your time. The hard mode is a way to go through the game again with added challenge, but the story is the same and strategy is extremely similar as in normal mode. You could also strive to achieve a rank A in each mission, but you will receive little more than in game medals that do not transfer to PS3 trophies. Thus there truly is nothing to stop you from reselling this game once you played through once.


Overall Score: 8/10


PS: I know this took me a LONG time... but it was very difficult to figure out what type of layout to use and the type of scoring I found fitting. As of right now this is still  a draft of what I'd like to work on.... If there is anything anyone can contribute to help me make better reviews please go ahead and let me know.

Again thanks for reading!!