Review: Adventures To Go

Platform: PSP

Developer: GAE

Publisher: Natsume

# of Players: 1

Rating: E10+

Official Site

 

Score: B+

As dungeon hacks go, Natsume’s PSP sleeper Adventures to Go is a solid bit of portable gaming JRPG fans should take to like ducks to water. The game also has just enough appeal in its pick up and play mechanics and user-generated random maps that RPG-ers not accustomed to spiky haired, oddly costumed characters and wacky humor may want to take a peek at what’s here. If you’re in the mood for some sort of benchmark in gaming innovation, you won’t find it here. Things start out and stay fairly generic, but there’s a nicely done (and pretty funny) twist a few hours in that really freshens up the remainder of the game’s running time. Actually, how long you’re diving into these dungeons is completely up to you, as clever players will want to experiment with a near endless mixing of level and creature types as they reap in the gold and treasures.

As Finn Courtland, a young would-be treasure hunter extraordinaire, you’ll set out more or less down the road from your house to the titular agency, a guild of sorts where adventurers set out for fun and profit in dungeons they create. You’re is joined by three other party members as the game continues – Alina, a young witch who forces you into taking her along as your partner, Garron, a burly knight type and “Cat”, a shadowy thief with speed and skills that make her a value to the team. Each character is quite useful in battle in a few key areas such as the number of spells they can carry to whether or not they’re good at reading magic glyphs or opening trapped chests. Expect to do a lot of stat checking as your adventure goes on, as new gear becomes available as soon as a new plot point opens up.

How and when you run into your teammates is based on how far you’ve advanced the plot by completing certain fetch or personal quests. This allows players to stretch things out a bit or even greatly by avoiding main quests and simply creating random maps to explore for as long as you like. Creating maps is a cinch – all you do is boogie on up to the ATG counter, select a few terrain and creature options, choose an Event if you have an Event (or other type of) Ticket, pay for your choices and head into the field. Initially, you can play a bunch of free or relatively inexpensive maps, but as the game goes on, new terrain, creature and Ticket types will expand the fun as they lighten your wallet.

If you find yourself advancing the plot too quickly or running low on funds, there’s an easy to locate Quest Reset switch in each dungeon. This allows all the previous quests you’ve completed for the villagers to be reset so you can earn extra money. Redoing most of these missions is fairly easy, as your team is going to be a lot more powerful and you’ll know which types of terrain you’ll require from your previous attempts. For the most part, it’s hard to become stuck in a mission thanks to a few handy hints you’ll get in town from the village scholar or one of the handful of NPC’s in the game. There are a few later quests that seem vague even with hints, but that’s where your memory of previous dungeon and creature types will come in handy.

On the field, combat is all turn-based random battles, taking place on the field using a grid format where faster allies and enemies get to do their thing first. The game swipes and enhances a nice bit from classics such as Nethack and Rogue, where movement, attacking, using a spell or item counts as an action in combat. In ATG, however, you expend Action Points while fighting, so doing too many moves can leave you defenseless. You quickly learn to streamline your actions early on, saving up at least two points for defense or automatically attacking an enemy that comes into your range. Alina and Cat can use ranged weapons (bows and boomerangs, respectively) and Garron has access to spears and pikes that extend his reach up to three squares. Finn uses swords of differing strengths as well as attack types and each character can equip a main and backup weapon, switching them out in combat with a tap of the L trigger.

Each of the party members is skilled with specific weapons, but everyone can carry and use spell crystals, a good thing against the game’s tough mid and main bosses. Obviously, Alina can carry the most spells (eight), so she’s going to be the go-to gal and magic heavy hitter, but don’t neglect your other members, especially when it comes to healing and status relief. Unlike most JRPGs, you don’t have magic points to expend at all. You mix spells by combining crystals and assign the spells to your party members. Up to nine crystals for each spell can be held, but Garron is limited to two spells, Cat can carry five, and Finn makes do with four. As you play, you’ll discover new spell recipes, so you;ll need to cook those up and replace older spells as the game continues.

While the no MP thing might tick off some gamers, it’s a fun system once you start finding and using recipes. You can make magic crystals any time except during combat, but newly created and equipped crystals aren’t charged until you go home and rest for the night You’ll generally need all the crystals you can buy or find, but selling off useless or extra gear is as easy as visiting ATG HQ and hitting the four shops there. One slight quirk for those who prefer long, long dungeon dives is once you leave a dungeon, it becomes night and you need to go home and rest. This forces you to come back and set up a new dungeon each time you want to get your treasure hunting thing on. It’s not that bad, as killing lots of monsters rewards you with stat-boosting medals every so often, sometimes while you’re in a map, other times when you return home from an adventure.

Visually, things are really nice looking overall, with excellent character art and some cool looking bosses. Some of the normal creatures you’ll come across are pretty comical-looking and yes, there are the occasional palette swapped monsters here and there. While you never see your team in new armor, the weapons each have a different look, a very nice touch. The game has fun with enemy and item descriptions, making ATG more lighthearted than much of today’s JRPG fare. The music is really nicely done, with the different terrain types getting their own themes. The battle music is fine, which is a good thing as you’ll be hearing it quite frequently. Don’t expect any voice acting here, but you’ll get a few chuckles from the writing, particularly Finn’s and Alina’s jabs at each other and a bit of humorous stuff when the plot twist pops in later on.

The game constantly pokes fun at itself every chance it gets. A few Event Ticket events are boss battles dramatically set up at times before Finn or someone off camera makes a joke about the pre or post-battle elements. Finn’s meetings with the Scholar start off with the old guy saying how long it’s been since he’s dropped by and Finn commenting on his just being their not too long ago. And in case you’re trying to fit your mind around the rationale for a guild that makes adventures to go with monsters, treasure and other goodies that can be called up at will, the game even pokes fun at that. You’ll have to see where this particular part goes as the game progresses, but trust me, it’s a pretty darn amusing take on random dungeon diving and its effects on just where all those things come from..

In terms of longevity, if you barrel straight through, stopping only to level up accordingly (most of the bosses past the third hour or so are pretty brutal if you’re under prepared), the game can be completed in about 15-20 hours or so. On the other hand, between the myriad of level types, “rare” monsters to track down the occasional Poker game in the random Casino that pops up as an event and other diversions, you can easily double or triple the time spent. For a game with one town and a paltry for locations, ATG has a way of keeping you grinding ’til the wee hours and then some. While I’m fine with this being a solely single-player experience, it would have been nice to see some sort of multiplayer option or the ability to trade items and/or magic crystals with fellow ATG’ers.

On the other hand, as this game is only a GameStop exclusive and currently not available as a PSN Store download, it would be a bit tricky to track down someone else who has a copy of this game to trade with. Nevertheless, if you can dig up a copy, Adventures to Go is a great little game with no epic delusions about it at all. It’s just pure fun, breezy dungeon-scented goodness from start to finish.

Review: Ragnarok DS

 

Developer: Gravity Co./GungHo Works

Publisher: Xseed Games

# of Players: 1 (1 – 3 Wi-Fi)

Rating: E10+

Official Site

Score: B

Squeezing a MMORPG down onto a handheld system is a pretty dangerous thing to do when you think about it. For starters, if the game is too condensed from the original PC iteration, longtime fans will want the scalps of the programmers and publishers for ruining their favorite game. On the other hand, if the game goes completely away from what’s expected and tries to innovate too much, unless it does everything new right, it may alienate fans while it tries to please new players. Gravity and GungHo Works have managed to make Ragnarok DS an excellent example of bringing old and new elements together in a supremely addictive dungeon crawler geared towards new and old fans of their online classic. The game pulls you into its world with a nice combination of action and humor, plenty of quests to keep you busy and a fun, challenging multiplayer tower that allows up to three players to explore and battle monsters via Wi-Fi.

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Review: Divinity II: Ego Draconis

Platform: Xbox 360 (also on PC)

Developer: Larian Studios

Publisher: CDV

# of Players: 1

Rating: M (Mature)

Official Site

Score: B+

Featuring a vast game world fun to explore,
many quests to take (or perhaps ignore),
Divinity II, that new Larian lore
more than deserves the posted score

It’s got some quirks (but don’t games all?)
mayhaps a patch will raise things tall
Still, for adventure, heed well my call
What’s here is tops from wall to wall!

Plain old good to flat out great RPG’s make me wax poetic from time to time and as it deftly straddles the fence between those two poles, Divinity II: Ego Draconis gets 2010 off to a fine start in grand style for genre fans. Sure, it wears some of its PC origins on it sleeve a bit too proudly, yet the game is quite addictive and indeed, very highly playable for hours on end. Despite some pesky technical issues that rear their ugly heads, the game is also often quite good to look at provided you aren’t wistfully recalling something else while playing. Warts and all, you can’t knock developer Larian Studios for bringing this sequel to the stellar 2001 PC RPG Divine Divinity to the 360. The first game was an instant classic (it’s been an automatic install on the three PC’s I’ve had since 2001) and what’s here comes very close to being equally as fun an experience. If you’re looking for depth and a flat out huge and fun world to explore, Div II delivers and lets you keep the change.

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Review: Dragon Age: Origins


Platform: PlayStation 3/Xbox 360

Developer: BioWare

Publisher: EA

# of Players: 1

Rating: M (Mature)


Official Site

Score: A

Has BioWare ever made a bad game? I’m inclined to shout a defiant “No” towards the heavens, as I’ve enjoyed everything they’ve ever done, warts and all. Hell, I may be somewhat biased here, but at least I’m definitely right (that’s a little in-joke, by the way). Anyway, in terms of their RPG output, the company has a superb track record with everything from the Baldur’s Gate, Icewind Dale and Neverwinter Nights games to Knights of the Old Republic, Jade Empire and even oddities such as Sonic Chronicles: The Dark Brotherhood. Of course, their two current console projects, the upcoming Mass Effect 2 and the recently released Dragon Age: Origins will be the games on RPG fans’ lips and minds for quite some time thanks to the developer’s ability to craft completely different sub-genres while consistently bringing gamers superb storytelling and deep, challenging gameplay.

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Review: Torchlight

Platform: PC

Developer: Runic Games

Publisher: Perfect World Entertainment/Encore

# of Players: 1

Rating:

Official Site

Score: A-

The joke’s on me, folks. When I first heard about Torchlight late last year, I somehow managed to get it confused with Twilight AND Torchwood and it immediately got ignored. Sorry, but I’m not a 13-year old girl with a vampire death wish on one hand and while I do like Torchwood a lot, a licensed game based on the series made me shudder a bit for all the wrong reasons. Anyway (and, yes. a BIG duh to the me), I happened to pop open a recent press release about the game a few months back and was pleasantly shocked and surprised that not only wasn’t this a licensed game, it was in my favorite genre AND it was looking quite like a spectacular sleeper, to boot.

So, how did it all turn out? Read on and see…

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Review: Food Network: Cook or Be Cooked


Platform: Nintendo Wii


Developer: Red Fly Studio

Publisher: Namco Bandai

# of Players: 1 – 2

Rating: E

Official Site

Score: B

As someone who learned to cook as well as appreciate video games pretty early on in life, I’m always keen on checking out any title that mixes these two passions of mine. Some of the games I’ve played have been fun, some not so fun, but they’re all really interesting in one way or another in how they approach the experience of putting together (and sometimes serving up) a tasty meal. The Food Network: Cook or Be Cooked is very well done and in some respects, feels like one of the shows you’d catch on the popular cable channel. While entertaining and educational, the scoring system can sometimes be a bit too picky about some of your efforts. Nevertheless, as the first ever console game with the FN seal of approval, it hits almost all the right notes fans will appreciate.

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Review: Need For Speed NITRO (DS)


Platform: Nintendo DS/DSi

Developer: Firebrand Games

Publisher: Electronic Arts

# of Players: 1 (2 – 4 Single Card/Wi-Fi)


Rating: E10+ (Everyone 10+)


Official Site


Score: A

If you’re a fan of racing games on the DS, you can absolutely rely on Firebrand Games to cook up something really cool and incredibly fun to play that also allows you to tap into your creative side. Need For Speed NITRO is another superb racer from the team that nicely translates much of what made the Wii version so cool while adding a few DS-exclusive elements such as Single and Multi-card play for up to four players. While the game doesn’t have exactly the same deep paint scheme editor found in its console brother, there is a mostly great color and decal creator that will keep the arty gamer quite occupied as he or she blazes through the game’s wild courses.

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Review: Need for Speed NITRO

Platform: Nintendo Wii

Developer: EA Montreal

Publisher: Electronic Arts

# of Players 1-4

Rating: E 10+ (Everyone 10 +)

Official Site

Score: B+

While the Xbox 360 and PS3 versions of Need for Speed: Shift are tightly focused on bringing more realistic racing elements to the long-running franchise, Need for Speed NITRO has been custom built for the Wii as a pure arcade style experience that’s a complete blast to play for the whole family. EA Montreal has done an excellent job here, bringing back the spirit of some of EA’s fun arcade racers from the past such as Rumble Racing and Beetle Adventure Racing while adding bits of Burnout, San Francisco RUSH and some familiar NFS police chase action to the mix. There’s also a fantastically deep and fun customization feature that lets players personalize and drive their rides using the Wii Remote, GameCube controller, WiiWheel or Classic Controller. Between the blazing fast 60 fps racing and the ability for players of any skill level to hop into the game and get racing, there’s more than enough action here to keep you stuck to the sofa for hours at a time.

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Review: Fairytale Fights

Platform: PS3/Xbox 360

Developer: Playlogic Game Studios

Publisher: Playlogic

# of Players: 1 – 4

Rating: M (Mature)

Official Site

Score: B

After a long development cycle it’s finally here, it’s pretty darn bloody and it’s a hack ‘n slash fan’s dream game. That is, provided your dreams are candy-colored and packed with mutated puppets dishing out damage on an epic, nasty scale. Fairytale Fights packs in its entire running time with tons of humor plus more gallons of blood and severed limbs than you’d find in certain zombie-killing franchises. Although the game probably isn’t going to impress those jaded players looking for total perfection and “innovation” seeping out of every corner, it’s got more than enough style to keep those who love the sub-genre playing ’til the cows come home. As a single-player arcade-style experience, it’s supremely hysterical, but can feel a bit lonely after a few hours. However, with up to three friends, the game is a complete blast to play – provided everyone’s platforming skills are up to the game’s deathtraps and occasionally brutal boss battles.

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Review: Nostalgia (Nintendo DS)

Platform: Nintendo DS/DSi

Developer: Matrix Software


Publisher: Ignition


# of Players: 1

Rating: E10+ (Everyone 10+)

Official Site

Score: A

An excellent game for entry level players or seasoned JRPG veterans who can recall the “good old days” with a wistful smile, Nostalgia is one of the best games in the genre this year. The Matrix Software developed Tecmo/RED co-produced project, some ten years in the making, just feels right from the moment you start playing and it only gets better as the hours zoom by. What makes the game so outstanding are the combination of well-worn genre elements spiced up by a rewarding skills-based battle system and a huge game world absolutely packed with stuff to do and secrets to uncover. The game rarely misses a note throughout and despite a few minor flaws can easily stand up to some of today’s console JRPGs in terms of bang for the buck.

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