domingo, 14 de março de 2010

[PS3] Final Fantasy 13 Analysis


Square Enix’s most excellent RPG franchise, released this year (2010) for both X360 and PS3, contains a high level of refinement on the battle system, a very high emphasis on the audio-visual experience on the cuts cenes, a normal/cliche story but which is directed by very well developed characters and has a great technology behind the scenes. Read the entire analysis and get the ins and outs about how these wonderful features make the uniqueness of the Final Fantasy experience!


Battle System

This is the primary focus of the game. The battle flow is very smooth and character movements are well polished. You have an Action Turn-Based mechanics, in which you have a bar with cells (sections of it) that you use to do the attacks/ability usages (each one have a cost of cells and after executing the commands, you need to wait the bar to recharge). You control only the leader of the party, whereas the others do everything automatically.

The paradigm shift (optima change in the japanese version) lets you change the behavior of the characters, so each paradigm suggest a specific strategy: Assault for pure damage, Solidarity for a defensive approach, and so on.

There are roles, that work in the same way as classes: medic emphasizing healing, commando as a soldier, saboteur doing poison, slow, etc. You can configure different roles for your characters in a specific paradigm you are using. Although this sounds very hardcore, that level of customization lets every RPG die-hard fan make their best character builds and plan the best strategies for battles, also because all of this is well balanced to the ultimate level.

In FF13, there is no level: you get only crystal points that you spend in order to up your statuses and get new skills in the skill tree (called Crystarium) of each role of your characters.

All of these options make the RPG gameplay a lot more smooth and comfortable. It is is really the evolution of the genre. No specific jobs, no specific skills, no specific commands, everything is flexible.

The boss battles, on contrary to the most traditional RPGs, does not require grinding (fighting over and over to improve and be able to win boss fights). Training is not obligatory: all you have to do is to use the best combinations and the best timing you can and the fight is yours (this means changing paradigms accordingly to the context of the battle, choosing the right commands and being smart on the usage of items). This of course made the gameplay less tiring to advance and more challenging to beat.


Different from the demo, you can (if being very attentive on timing) avoid fights, since enemies are not random (you see them walking). The problem is that you only start improving your characters after the first boss, so you will find yourself wanting to avoid every single battle until there. But if you have no choice, at least try to touch enemies on their back in order to get a first strike.


In-Between Gameplay

The designers did put so much emphasis on the battle system that the in-between gameplay (things you do while not fighting/watching cinematics) is very poor. The paths are very linear and if you get in a dead-end you rarely find item boxes to compensate the walking. You have nothing to do more than getting items and walking: no fast-simple puzzles, only basic lever triggers and examinating objects (which only gives you more cinematics to watch). All the fun is centered on the battles, so you won’t find the in-between experience so rich. But that is what makes Final Fantasy, right? Yes, no fan claims about that, but for people who are not fans, this has impact on the gameplay experience as a whole.


Cut scenes and Storyline

They are totally well polished and detailed to the ultimate level of refinement. Character expressions are very natural and real, animations and visual effects are outstanding and scenarios are very inspiring and pixel-perfected. Also, the transition between cut scene graphics and in-gameplay graphics is almost unnoticeable in quality terms.



The narrative content, as expected of a Japanese RPG (JRPG), is centered on the thoughts and feelings of the characters instead of telling the core story of the world and its dynamics. By understanding the differences between the characters, their opinions, goals and focus you get to learn what you are after in the game’s progression and the philosophical messages they want to pass to you. Also, the story also focus on what the characters learn about each other: their weaknesses, the cooperation, the trust, and so on.

Lightning is very invidualist and do not want anyone on her way, Snow wants to protect everyone but forget the level of responsability needed to achieve it, Hope does not understand the scenario he is in and question the importance of fighting and saving each other. With time, everyone gets to understand themselves better and find a conclusion that will change their world vision and in turn, transform the player’s vision. That is how JRPG stories are told.


The Technology of Square Enix

Final Fantasy 13 (as well as Versus and FF14) uses Crystal Tools: an in-house game engine that focus on character animations, graphics transition between cut scenes and in-gameplay, Real-time physics calculations and advanced audio processing.

Square’s technical director said that, even though they licensed Unreal Engine for games like The Last Remnant, only Crystal Tools would make the development of a new Final Fantasy title possible, since Crystal Tools is made of all the algorithms and components that the programmers perfected for years in Final Fantasy development, and the features of the engine focus exactly on what FF titles need in order to improve and perform well technologically and aesthetically speaking.


How Japan deals with technology in game development?

Final Fantasy did not use a licensed engine such as Unreal Engine or Crytek Engine as many ocidental studios use to do. In fact, Japan does not use that methodology so well. Capcom developed the MT Framework (Multi-thread and Multi-target), Nintendo has NintendoWare and Square Enix developed Crystal Tools. The thing is: japanese do not make all-in-one solutions to sell for others like in the ocident, they spend time perfecting their own technology in order to make their games and their production processes better, exclusively for the company they are working for . On one hand you get a smooth development process and a high achievement of quality on the games, on the other hand no one helps each other, which is bad for the industry. Recently, many japanese producers desired that a “japanese epic games” existed, to provide excellent tools that can be used by everyone, but this is still just a dream. Japanese is not behind on technology advances, but they still cannot share what they make.

terça-feira, 2 de março de 2010

[NDS] Keroro Gunsou - Dragon Warriors Review

Keroro Gunsou is a very popular franchise in Japan who invaded the world of animes, mangas and has a huge merchandising around the country. It received a game for Nintendo DS (which was released in 2009) by Namco Bandai Games. It is a platform/action game featuring all the main characters of the show on a very exciting level design!

Basic Gameplay


The game let the player choose from 5 characters to play throughout the level, each one with its exclusive abilities:

- Keroro: the green frog, who can catch and throw objects with a ray, which remember the game Klonoa a lot.

- Kururu: the yellow frog, who can glide after jumping, paralyze enemies and (this is very cool!) confuse enemies and control them with the directional.

- Tamama: the gray frog, who resembles a lot the alex-kid gameplay (with punches, destroying everything). He can also break the ground and punch enemies up.

- Giroro: the red frog, who uses a double shoot pistol and grenades (the gameplay feels like metal slug).

- Dororo: the blue frog, who can hang in the walls and (this is also cool!) clone himself in 2 shadows (one on the left and other on the right).

Each one has its own special power, activated by using a badge that is a collectable item, but you will never use it (laughs). There are levels that may require a single character, others that let you choose between 2 or 3, and others that are suited for all the characters. The layout of the world map let you get cutscenes/optional sub-boss fights and extra levels in a very flexible/non-linear way.



Level Design


This game is a lot fast-paced: there are loads of short goals that are very simple and fast to accomplish, you are always busy with something fun and it is difficult to stop playing! Consider this example: you are walking, then you are asked to kill 3 enemies, after that a door opens, you jump through the platforms and press two switches at the same time, this will unveil a flag, you get that flag, then you see a box, get it and drop it to reach the higher platform in which you attach your flag in the slot. You never stop, and you urge to get to the next level, what feels very good. The main goal of the level is to catch all the flags and put them on the indicated slots.


The levels not only make great use of the character abilities but also include a good amount of item interactions, which are trivial to the genre but necessary to keep the flow nice (boxes, switches, bombs and everything else you already know). The designers also did a great job on the level metrics: distances, item positioning and challenge positioning are very well balanced. These challenges are most about timing (e.g.: a platform is moving around thunder rays, you have to press the switch to power it off before you get a shock).

The annoying thing is the enemy respawn timing. After you kill an enemy , it will respawn in a matter of 4-5 seconds, which can be totally irritating when trying to climb platforms full of enemies (you jump, get a hit, and fall so that you have to restart). But it is a necessary mechanics since keroro needs to use them to get impulse on jump and so on. There are more than 100 levels, and 30% of them takes more than 10 minutes to finish, so you have a great life span there.

Mini-games

There are some tricky and fun mini-games like shooting enemies to make them step back and not reach your base and a traditional space shooter game involving both screens. They add good value to the game, but unfortunately they do not appear so often.

Bosses

The sub-boss fights are easy and fast, which is good to take a break from the levels' freakness. But they can become very repetitive as well. Boss fights involve a good use of timing and infiltration strategies that are very fun to deal with.

They also provide a good number of intuitive visual feedbacks so that you can react accordingly and have more control over the fight (yes, the game let you give your best).


Graphics

Great in-game animations, great pixel-art in the cutscenes (loyal to the anime) and well-done visual effects (mainly during boss fights).


Final Words

For platform/action game lovers it is a must-have. There are lots of short and long levels (so you can play in the bus and at home, respectivelly), very rewarding and non-stop gameplay. You will get angry sometimes but it is worth the perseverance. Sometimes you will get tired of the levels, but they get more varied with time as well.