It wouldn’t be inaccurate to call Fallout: New Vegas
a mere expansion of the Fallout universe. It’s not a sequel in the
truest sense of the word and it far exceeds the amount of content for a
simple DLC (since Fallout 3 was shipped to market five expansions have been released for that game: Operation: Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta).
Is it an original engrossing experience worthy of being released as its
own separate game? A resounding yes! But let’s be clear, the additions
to the actual gameplay in this title are few and far between and in the
two years since Fallout 3‘s
release not much has been upgraded in terms of the game’s graphics
engine, however to die-hard fans of the franchise this comes across as
unnecessary nitpicking.
Bethesda Game Studios transports us from the barren desolation of the
Capital Wasteland to the deserted remoteness of the Mojave Desert. The
game takes place four years after the events of Fallout 3
and nearly three centuries after the nuclear apocalypse left the city
of Las Vegas virtually unscathed. You start the game as a courier found
buried in a shallow grave having been double-crossed and robbed of a
mysterious package. Suffering from a venerable bout of amnesia due to a
gunshot wound to the head, your character begins a journey that’ll take
you from the Hoover Dam to the New Vegas Strip vowing revenge on those
that betrayed you.
On paper New Vegas
is a bigger game than its predecessor. There are seventeen main quests
and 78 side missions in New Vegas when compared to fourteen main quests
and 17 side missions in Fallout 3. There are also roughly 350 locations in New Vegas for the player to explore when compared to the 187 in Fallout 3.
In addition, there’s a newly added “hardcore mode” which skews the
difficulty to an insane degree. But rest assured Bethesda gives us a
fully-fledged gaming experience with an immersive storyline, stunning
locales, and non-stop action that delivers a solid 60-80 hours of
gameplay depending on your play style.
But New Vegas
is a game that depends on the gamer playing it just as much as it does
the game itself. If you’re a die-hard fan of the series (as this
reviewer is) you’ll overlook the occasional glitch or disappearing
companion, however if you approach the game with a cynical, more
critical eye than your proto-typical gamer you’ll be looking at a very
different game. New Vegas
is one of those anomalies in gaming that you play more for the
enjoyment and experience and less for the finer details. It’s the story
and the adventures that keeps fans coming back to this series again and
again. Similarly, the voice acting is excellent, the sound design is
top-notch, and the musical score for the game only adds to the
neon-clad, retro-futuristic aesthetic that Bethesda manages to capture
so well.
Three expansions for the game have been released so far (Honest Hearts, Old World Blues, and Lonesome Road respectively) so there’s plenty of additional content to be had with this title. In the end Fallout: New Vegas is to Fallout 3 as GTA: Vice City was to Grand Theft Auto 3, a colorful, enjoyable addition to a franchise that still has some kick to it.
https://www.facebook.com/pages/Operation-Manafall/337520612969493 You might know this game as Secret of Mana 2, but this video is titled by the only name it was officially released as. This was a Japan exclusive game in the Mana series that many people aren't aware existed, but let's change that starting right now!
Today on Gaming with Killatia we take a look at the latest Tales game to hit the US market, Tales of Graces F. Is it the best game in the franchise, or is it another blow to the Japanese style Role Playing Games? Watch to find out!
Click here for my Resident Evil Operation Raccoon City review!
Hello everyone, Owler here I'm writing this to promote my new blog http://thedungeonmonkeys.blogspot.com/ mainly focusing on Table top RPG's and war games with my posts focusing on tips on how to DM with new projects coming along later, We could really do with some feed back on how to improve the blog all advice is welcome. we hope to here from you guys soon, This Owler signing off for now.
Today on Gaming with Killatia we take a look at hit rpg for the Gamecube Tales of Symphonia. Now Granted its not often that we talk about role playing games on this review show but I enjoyed Symphonia so much that I wanted to play it once to see if I still enjoy it. The answer? Watch to find out
Well, since reviewing albums is showing me more down sides than good sides, I’m decided to broad up a bit and start a whole new series called “I Just Now”. It’s pretty basic: I can talk about everything as I just do stuff. It’s basically an excuse for reviewing anything I damn want at the time, or just talk a bit about what I’ve been up to. So, since I just now started a RPG campaign, I’m going to talk a little about it.
The system used is the 4e D&D. It’s a pretty basic system that allows a lot of adventuring… in a medieval setting. Don’t get me wrong: I’m all up for variety regardless of system used, I know that “a skillful DM can use any setting for anything”, but I’m not a skillful DM and I liked the system overall. I remember playing with the AD&D system and getting pissed off by the simplest things, like the calculation for hitting, if I recall correctly, was overcomplicated, and the overall rules really forced the group to play the setting that it proposed… or at least that’s what it looks like from my perspective when I was thirteen. A bit older I was in contact with the third edition (also known as the D20 system) and the combat was also complicated, but then again, I always had some issues with combats in general… and I can see how that’s pretty strange, since most adventures focus on battles. The 4e facilitates in a lot of things, giving specific roles to each class and more simplistic battle, and as the game suggests using a battle grid, a lot more visual.
The setting was a creation of my own. I wanted to play a bit with the Norse mythology, since I once saw a monster sheet for the Yggdrasil, elder timber dragon, and I wanted to make players battle that. Or at least have a dialog with that, since it’s so overpowered that it’s almost funny. The world map is sort of realistic in a way: it’s all of Europe, Greenland and the Russian part of Asia, surrounded by sea. It accentuates the whole icy feel that the Nordics were used to live with, but at the same time expands the ground and simplify a lot of shit I didn’t want to get into. Like… I don’t have the slightest clue of what was going on in India during the Nordics age of conquering other people, so why include it?
I also made some changes in the system. The part that brought some arguments between the players is that I didn’t want to have any Arcane magic. So, since day one, Wizard and Warlock were not optional, and from PH2 and PH3, just Barbarian and Monk were possible, since most of the others brought something miraculous to the table (and I hate the psionic set of abilities since the first time I read that word; Monk didn’t abuse it all that much). Divine was still on the table (heck, I even heavily suggested that there were a cleric and a paladin on the group, since they could be clerics of Thor and Paladins of Odin!)… And speaking of which, down with those (lame) gods of the original setting, up with the Norse ones. It was troublesome to come up with some substitutions to the original gods in the book, but after a day’s work, it finished up nicely. Also, no monsters. All enemies are homebrewed and they are mostly deviant humans (thieves, cultists… you know the drill).
The group, with me as the DM, is composed by Hilda and Virna, both archer styled rangers, Thorvald, a Thor cleric, and… Sigismundo, the Lofn Paladin. As I started, I asked for a little background from each one. Hilda and Virna are cousins and wanted to start adventuring for mostly the same reason: know more about the world. Thorvald is a Thor cleric, that since born was chose to be that way. He wanted to start adventure to right all the wrongs in the world and fulfill a prophecy that his family had. You see, three very simple backgrounds. However, the player behind Sigismundo is one of those guys. Recently, I read on the DM’s Guide that “Some Abilities can heal only when attacking an opponent, so a player can get no benefit from wandering around with a bag of rats”. Sigismundo is one of those guys… but in a good way. He is a whole lot of fun while destroying everything I hold dear in my heart.
When the whole world was excited about Skyrim coming out, I was just returning to my copy of Neverwinter Nights 2. See, I have this philosophy about both computers and games: if I stay just a few years behind the curve, I'll end up saving a lot of money in the long run without any diminished enjoyment. No need to buy expensive computer upgrades and spend $60 a pop on a new video game if I just keep buying the marked-down games I was excited about a year or so ago. This philosophy has preserved me from building a crippling gaming habit and the extra pocket change is quite useful for, you know, necessary things like food and gasoline. I've held true to this philosophy for almost every game I've purchased. By far the newest "major" game I own is probably Portal 2, and I beat that in a very fun and fulfilling Christmas weekend.
But sometimes waiting pays off in other ways. I was really excited when I first learned about "Spore," for example. I saw Robin Williams playing with the Creature Creator years ago and was thoroughly impressed. Hearing Will Wright talk about the open-ended, "T-style" form of gameplay thoroughly excited me, and the thought of building a space empire from what starts a single cell was really an engaging idea. But, like with Sims 2, I waited. And then I got Spore, played it, and while it was exciting for the first couple weeks, the sheen wore off quickly because, you see... the space level is kind of meh. Apparently you're the only friggin' ship in your whole fleet, for starters. You can't build a military worth respecting like you could in the tribal or city levels. And god forbid you ally with some friendly race located parsecs and parsecs away, or suddenly you'll get called away to some eco-disaster or pirate attack you have no way of reaching in time.
But I digress. I'm here to write about Neverwinter Nights 2, which I just finished playing. I bought this game a long time ago, shortly after I finished the first installment and one of its expansions, Shadows of Undrentide. I got fairly far on Hordes of the Underdark before my character got caught in a horrifically murderous situation that no earlier save point could save me from - which caused me to ragequit and swear off ever finishing that module.
Just for frame of reference, I'm a DnD player from back in my pubescent days. My best buddy introduced me to tabletop RPGs in middle school and since then, while I haven't been a regular player, I've loved DnD and anything having to do with it. Any time I get a chance to play, unless time or other obligations intercede, I'll take it. I've been to GenCon twice and my somewhat extensive sword collection is in part the result of my fascination with literature and games relating to swords and sorcery.
In this episode, I wonder the haunted Quarry in hopes to find some treasure. Instead, I run into ghosts who can't speak proper English and the Water Dragon visits me again. So far, I am not liking this Spirit Monk stuff. By the way, I have a new intro.
In my longest installment of this Let's Play to date, I find Tien's Landing and meet two very important people. Then it's off to continue my grand adventure!
Also known as RPG Tsukūru: Super Dante
(RPGツクール SUPER DANTE), this program was released for the Super Famicom
(SFC), the Japanese version of the Super Nintendo (SNES) in 1995 by
ASCII. This cartridge allowed people to easily make their own Dragon
Quest-style computer RPGs for the SFC system and share them with other
players using ASCII's Super Turbo File add-on.
The chiptune music used in this video: "Chibi Ninja" by: Eric Skiff (glitchnyc.com) http://glitchnyc.com/music/
Retro review for the beloved computer roleplaying videogame Chrono
Trigger (1995) for the SNES / SFC by Square. This version is the
Playstation re-release that was part of the Final Fantasy Chronicles
(2001) bundle with FF4.
Chrono Trigger was created by Square's
"Dream Team" division, which was led by Hironobu Sakaguchi (who created
the Final Fantasy series). The game was written by scenario writers,
Yuji Hori (creator of the Dragon Quest games) and Masato Kato (later
directing both Radical Dreamers and Chrono Cross; wrote much of
Xenogears and XenoSaga I & II), and character designer Akira
Toriyama (of Dr. Slump, Dragon Ball and also pretty well known for his
Dragon Quest concept art). All of the game's music was composed
primarily by Yasunori Mitsuda (later known for his breathtaking music in
Xenogears, Crono Cross, and XenoSaga) under the watchful eye of Nobuo
Uematsu (the best known Final Fantasy music composer).
As a
result of this combination of legendary talent, Chrono Trigger is often
regarded as one of the best games for the Super Nintendo / Super
Famicom.
The chiptune music used in this video: "Chibi Ninja" by: Eric Skiff (glitchnyc.com) http://glitchnyc.com/music/
In typical Bioware fashion, you find out what your "destiny" is and enter the spirit cave. Before that though, Goa needs a lesson in humility and I do my first fetch quest.
Mamoru Oshii is a Japanese gentleman who, way back in 1995, directed an animated film called "Ghost in the Shell" - I've never seen it but it was apparently inspirational to both "The Matrix" and "eXistenZ" and did very well indeed.
He didn't make another film until 2001, when the film he made was 'Avalon': a live-action cyberpunker made in Poland, using Polish actors speaking in their native tongue.
'Avalon' didn't do so well. The Japanese didn't care for it. It was shown at film festivals around the world, no distributor was interested and so it was released straight to DVD. I'd never heard of it until recently but I checked it out and um... now that I've seen it I can see why it didn't do so well, but mind you that is not to say that the film is entirely without merit.
First off: you'd have to be in the humour for 'Avalon' and it'd probably help to know exactly what you're getting into: if you fancy something Matrix-like you'd best steer clear of this one.
But action & pacing isn't all that there is to fillum-making and even though I saw many flaws in this film I still find myself banging the pot on behalf of Avalon because I reckon it's worth a gander.
So firstly the flaws as I see 'em.
1:
Avalon has a paper-thin story about a game that you the viewer don't understand that looks like a steam-punk 'Halo' but has some Dungeons & Dragons-type heirarchy involving Thieves/Warriors/Mages/'Bishops' and experience points.
That is simply not interesting to me.
Here you will find out that the people in Jade Empire (both good and bad) are quite possibly the most sociable people I have ever encountered in a video game. Oh, and here you will meet your "rival", Goa the Lesser. He's an ass.
My quest to continue playing underrated games has lead me to play one of my favorite game, Jade Empire! Here you learn the different character classes, learn about the dialogue and explore the martial arts school. AMAZING!
Jade Empire is an action role-playing game developed by Canadian developer BioWare and first published in 2005 by Microsoft Game Studios as a worldwide release for the Xbox. Jade Empire follows the style of the Wuxia genre within a mythical setting inspired by ancient China. The player, who can be either male or female, progresses through an adventure based on traditional martial arts and can discover and develop new fighting styles:martial arts, weapon styles,magic styles, support styles, or transformation styles. Combat is not turn-based, but is in real time, granting players control over how and when characters dodge or attack
The first episode of Digital Addiction is here! Solid Jake shows you the most addictive games of the past years. Today, he turns his gaze onto Squaresoft's venture into the action-RPG genre. Does it withstand the test of time, or has it aged like milk in the sun?
The sequel to Mother and the only entry in the series to be released in America, Earthbound has garnered much praise among RPG and SNES fans, proclaiming it to be among the system’s best games. Released in 1995, its success in America was limited; causing fans to latch onto it in an effort to claim it deserved greater success. Whereas Mother on NES was more simplistic due to the choice of platform and technology of the time, is it right to view Earthbound in the same regard? Does it truly deserve its reputation right alongside classics such as Chrono Trigger and Final Fantasy VI?
Earthbound opens in the town of Onett, located in Eagleland, which is believed to be a parody of the United States. Much as in the first game, our hero of Ness (a bit more subtle in this game) is suddenly awakened by a troubling vision. Rising to investigate a sudden disturbance outside (in his pajamas no less), Ness is urged by his neighbor to check out the meteorite that crashed in the hills just north of his house. Setting out to explore with his friends in tow, the game begins.
There is one quick caveat before I talk about graphics. I always try and consider a game’s visuals independently of others, especially given the year a game comes out. On the other hand, I understand the validity of such comparisons. When you judge a system’s graphical strength, you inevitably have to consider the standout games and keep them in mind when considering other entries, especially if their genres or visual style is similar.
Having said this, Earthbound’s graphics are NOT good. Contemporary reviews in Gamepro and EGM were quite right to point out its limitations, only to be subject to ridicule by ardent supporters of this game throughout the Internet. The truth is, graphics shouldn’t matter as much as they do, but they also shouldn’t be dismissed outright if bad and endlessly overpraised if they stand out. To that end, Earthbound has bad graphics, but only on the surface…
While the visuals can’t hold a candle to most SNES games, it is the world they create that makes them memorable. As Earthbound continues the series pedigree of being set in an average American suburb, you can see charming details everywhere. From the enemy design to familiar parochial stores taking the place of RPG staples such as the inn and weapon shop, Earthbound is a game that is full of clever details, if you take the time to look for them.
Speaking of the enemies, they are definitely the area that benefits most from this game’s design and unique sense of humor. From New Age Retro Hippies to Unassuming Local Guys to Annoying Old Party Men (who grumble about today’s youth!), they are very funny. Their somewhat simplistic design belies their very nature and just how much fun they are.
Also, don’t be fooled by the psychedelic backgrounds in battles. They serve no purpose but to distract the player from the simple interface. The game would have been better off with backgrounds based on the areas you fight in. It might have even made up for the average and small overworld sprites.
Music is once again composed by Hirokazu Tanaka and Keiichi Suzuki, with a new artist in Hiroshi Kanazu. Despite the modern setting, most of the music follows the traditional archetypes of the genre. You have the peaceful themes of Onett and Twoson, the mysterious themes of the game’s prologue, fast paced battle themes such as Battle against Mechanical Enemies, and then there is the ambience.
I’m not a fan of ambience, as even though it is meant to create a mood, music doesn’t need to limit itself to background ambience and nature sound to convey emotions or a setting. Belch’s theme is a great example of this failing in Earthbound, consisting most of weird clicks and tapping like sounds. If the goal was to convey the mysterious nature of Belch’s factory operations, it wasn’t very effective. It just made me scramble for the mute button. Also, the final boss’ music is acclaimed, but it was surprisingly dull to me. Maybe this is the hype speaking, but the music is not what comes to mind when you think of the nature of the encounter, especially if you’ve never played the game before.
Earthbound’s score also stands out with its nods to pop music. Be it the Champs’ Tequila with Battle against Weak Enemies or Chuck Berry’s Johnny B. Goode with the Fight against Johnny/New Age Retro Hippie. It’s a great little touch that makes the game all the more charming, but is also rumored to be among the reasons Earthbound hasn’t seen a rerelease in North America or on the Virtual Console. Nintendo is concerned about the litigious nature of people in the United States and would rather play it safe, at least until they decide to edit the game or something similar.
Sound effects are simple but charming and work just as well as the humor to create a unique experience. From the ever satisfying sound of a SMASH hit to Belch’s Burps to the sound accompaniments of various enemy attacks, Earthbound is a standout at a time when RPG’s often had rather generic sound effects. Even in a game as great as Chrono Trigger, you have to admit the sound effects mostly felt like an afterthought.
The most basic part of Earthbound is its gameplay, being mostly identical to the first game as well as the Dragon Quest series, with the battle scenarios looking identical. It isn’t necessary to comment on this decision really, but it does feel surprisingly sterile for a man as creative as Itoi.
Anyway, you fight enemies, gain experience, and learn magic from leveling up and so on. It’s as ordinary as can be, but it doesn’t make it bad, just don’t except it to stand out. I see the rolling HP system not as innovative but as more of a crutch to rely on when you encounter those enemies with oddly powerful attacks; too bad more enemies didn’t require the strategy of using the PSI shields or suchlike. Having to use defensive strategies regularly is still all too rare in most RPG’s and Earthbound really missed an opportunity with its failure to capitalize on the large number of enhancement spells you learn, especially as it is a necessity in the other games in the series. There I go again…
All else aside, Earthbound is still an enjoyable game to play. The characters might be mostly archetypes, but the game’s strengths allow me to ignore or downplay some of its notable failings. I could mention some other criticisms, but it would be leading away from my attempt to review the game objectively.
Bottom-line, Earthbound is a memorable game, for better or for worse, and an essential game for fans of RPG’s, SNES games, or retro games. If you are truly interested in my views on Earthbound, consider coming to my planned panel on the game at MAGFest 2012 in January. It’s going to be a debate on the merits of the game, with Roo of the Clan of the Gray Wolf so far confirmed!
I'm not what you'd call a huge Harry Potter fan, I haven't endulged myself in the lore of the creatures and the wizards or the intritace hidden toilet system of Hogwarts (you know it has to exist!), but I'll be the first to admit that I've cherised the franchise. However, in my honest opinion, the dramatic change of style and atmosphere after the third entry and onwards didn't work for me. I know many people loved the fact that everything became so dark, so mysterious, and so rich with detail.
But that's not what I loved about the first, second and third movie (and the books they're based off, I should assume, though I've only read two and a half). What I loved was (no pun intended) the magic. The fact that it was so lighthearted and childish. Then along comes number 4, and everythings suddenly so serious and depressing. Only a Yuleball once and some love-stories to lighten the mood slightly. The Weasley House is blown up, a whole bunch of characters are killed off (Sirius Black, Dumbledore and a fucking Weasley twin? Seriously?), etc. etc.
As we all know, the games as of late haven't been... impressive. The earlier games atleast tried to make an effort to offer something to the player, but alas, it didn't work out that well.
An MMO based on the series? Hmm...
It could work very well. Just imagine getting to attend Hogwarts, so to speak, picking which house you'd be sorted into (faction system?), choosing what you want to be good at (Neville was good at plants, perhaps you could be good at something of a similar nature?), gaining new kinds of options as you level up, the posibilities are practically endless!
WARNING: The following rant has rampant spoilers for Mass Effect, Mass Effect 2, the Ultima series and various other RPGs.
We
have all heard the cries before: "We want choices that actually mean
something!", "We want choices we make in games to matter!" etc. These
calls have been yelled at almost every RPG (and other games) that touts "choice" as an
important part of the gameplay and storytelling, however when you
actually play the game all choices you make have very minor effects such
as small text changes, missing NPCs or other such small details and any
large story twists and reveals feel railed and somehow clunky for a
game touting choice. Yet these games still sell extremely well and
generally have several sequels. You wonder why a game that clearly has
not delivered on its promises is doing so well and how there is even a
sequel? It is very simple. Sadly, the people who actually MEAN these
things are in a vast minority. Players who want REAL choice in their
games are very rare. What most people are saying is "We want more
choices that lead to us winning!", "We want choices that determine which
good ending we get!".
In this short rant I would like to present
my view on what real choices are in games, how they affect the medium
and why choices that actually matter will never appear in them.
Cause and Causality
There
are two types of choices that a game can have which can be defined as
"meaningful": The type that affects the gameplay and the type that
affect the actual player.
Let us first discuss choices that affect
the gameflow directly. These choices determine how the events further
down the plot will unfold and how the world changes with your actions.
These are the choices that determine which companions will live or die,
what will happen once the adventure is over and are generally fairly
numerous throughout modern RPGs.
The simple and unassuming flumph, serenely floating in a serenity all
its own. With an appearance akin to an airborne jellyfish with googlie
eyes, they are both unimposing and ridiculous so flumphs are the often
target of ridicule and physical attacks by those who believe there will
be no reprisals. How wrong such assumptions are…
For those who have seen the Record Of Lodoss War TV series, you might remember the little bonus bits at the end of each episode of "Welcome To Lodoss Island" where the cast was redone in superdeformed mode, also known as chibi form. In this manga though, the whole original tale of Lodoss War is redone in a comical parody by the series creator, Ryo Mizuno.
In the first volume, the first half of the OVA series is redone telling how the inept knight wannabe Parn and his friends seek to bring down the chaotic plans of the troublemaking witch Karla. She has taken over the body of a gorgeous priestess, and the dwarf Ghim and his sorcerer friend Slayn wish to free her from the deceased witch's control. Running into the farcical King Kashew, Parn teams up with him in an effort to rescue the fair Princess Fiana, who falls head over heels for Parn's stout priest friend Etoh. In the end, a major battle goes on between Lodoss and their neighboring island of Marmo. But Karla's plans to involve both kingdoms fails, and Ghim's friend is freed from her. The second volume takes place two yeara later where Parn and Deedlit head off to King Kashew's kingdom, only to find it involved in a civil war with a neighboring tribe who are using a powerful efreet to try and take over the desert. Deedlit makes a pact with a powerful djinn to stop them. There are some serious bits of people dying in this chapter, but still done in a spoofish manner.
Welcome To Lodoss Island is a really funny manga, but mostly intended for the enjoyment of those who have already sampled one of the previous Lodoss anime or manga titles. Artist Rei Hyakuyashiki does great work at making our favorite fantasy heroes look stupid and clutzy. Definately look it up!
This was a great manga, although technically not a "manga" persay since it comes from Korea. Myung-Jin Lee did a fabulous job on the art. This takes place in a sci-fi version of the Norse legends, sort of like Reign The Conqueror is a sci-fi version of Greek mythology.
The goddess Fenris has been reborn in the body of a human sorceress. She is being stalked by an ambitious Valkerie. Fenris runs into the might young warrior Chaos and his friend, the enchantress Iris. They bring her back to Iris' city of Fayon in the kingdom of Midgard. But Fenris soon learns she has ties to Iris. Plus, the scantily-clad thief Lidia hopes to gain the favor of Chaos, and joins the others on their quest.
This series has alot of cool graphics and great design. Of course, more people are familiar with the Ragnarok Online gaming community(and its crappy anime TV series spinoff)that was based on the manga. But check out the original manga as its far better than any of the other adaptations.
Though February is Black History month in America, over the last 21 days I have not seen any discussions in the gaming blogosphere of blacks in gaming as characters, the product of black writers and artists or gaming as something in which blacks might be interested. This week I will make an effort to broach. Today, the G.C. blog features black character in art and videos on black gamers and black cosplayers. On Wednesday my podcast column will discuss the issue.
The son of gods, Cupid is the personification of physical love, affection and related feelings and actions. He fell in love with a mortal man at some point. This went better than anyone could have expected, so much so that malign gods intervened out of boredom and their own inherent malevolence. They blinded Cupid’s lover, cast him back into the mortal world from where he came and hid him whereabouts from Cupid. Since he lost his lover, Cupid continues to ensure the love goes around, though there is now an edge to Cupid he did not previously possess.
Strategy guides have a history nearly as long as video games themselves. These hint books were often helpful, and sometimes terrible. Here is my list of 5 that stand out, and 5 that DON'T.
Still not feeling too hot, so here's another supplement. On a very
cautious basis, I'm going to start heading INTO THE FUTURE! There are
37 games this year. This was one of the toughest years I've encountered
so far...possibly the toughest. In advance, I'd like to say that
making the top 5 list this time around was NOT easy and as a result, a
lot of great games totally tied for multiple places. This was a year of
many highly successful RPGs.
I apologize, guys. I'm feeling deathly ill, so this will have to do for
an update today. This time around I'm only going to highlight one game
per year. While that may not seem very inclusive the fact is there are
some years where there aren't any officially licensed brawlers at all.
Furthermore, the definition of a brawler has become somewhat vague, so
as it stands, here's my running definition, subject to change at any
time...
There are 21 games. This is a huge year for adventure games and if you
already know about most of these, you'll see why this was a ridiculous
hard choice to make for top 3.
There were 17 games this year. While certain titles were obvious runner
ups for me, it took some time to decide #3. Sure, I already pretty
much had in mind what I wanted for the top 2, but the 3rd was especially
elusive for a time. This was an...interesting...year for adventure
games. You'll start to see more and more "pervert" titles on this
list. I mean, sure, I liked games like Leisure Suit Larry, but some of
these are just ridiculous.
This time around I will changing things up a bit. I will only be doing a
top 3 for each year and I'm hoping that will suffice as some years have
barely any adventure titles released. I'm also trying to be as
accurate as possible, which is proving to be difficult considering most
of these are labeled either incorrectly or in poor chronological order
on Wiki. In fact, let me know if something's out of place or missing on
these as I've been updating their "official" list with THEIR OWN
INFORMATION...so yeah.
Yet another gigantic year for RPGs. There are 29 games! This will
probably be the last year I do, at least for a while, so let's not wait
any longer and just hop right into it.
Dan & Bob from GigaBoots.com check out the free to play Korean MMORPG Vindictus in this Quick Play. Join them as they deal with the wonders of an action-based combat system for a MMO and the technical problems of that!
This was a HUGE year for RPGs, at least if you go off the numbers.
There are 30 games! This was not an easy pick, so don't think I just
randomly selected these. I almost wish I'd done a top 10 list for this
year because a lot of the RPGs are just plain incredible.
There are only 13 games, but I assure you, these are some BIG games.
The other titles are massively overshadowed by the top 5 since the rest
range from okay to completely fucking sucks. I would honestly call this
the most bipolar year, because you either played a game that was
totally awesome or you didn't and there was very little middle ground.
With the release of Final Fantasy 13 near the beginning of the year,
Roleplaying games in general continue to advance in complex battles,
plot (arguably), and needless to say, graphics. It’s almost surprising
to note that Square, the company behind Final Fantasy, has made more
franchises than just Final Fantasy, such as Brave Fencer Musashi, the
just as popular Kingdom Hearts franchise, the Mana series, and lastly,
Parasite Eve and since it's Christmas time and the game takes place
during Christmas, what better way to celebrate than to be scared out of
your pants.
1996 was an interesting year given the PS1 started cranking out RPGs.
Not all of them were good, but dammit they tried! As a result, this is
when the SNES really kicked it into full gear to try to compete.
Overall, it was a very good year for console RPGs, but that's not to say
there weren't any good PC RPGs. There were only 15 games, so this
should be quick.
This was another easy year. And yes, I'll likely be annoying PC gamers,
but before I do, consider this: all 5 of the titles selected were
either PHENOMENAL or the best of their respective series. There is
literally no reason they should be on the top 5 list and the only one I
really feel bad about not including is Breath of Fire 2. There are 20
games in total, so let's get started!
This is another year where I'm sure PC gamers are going to be pissed
with me. To be honest, I was about ready to call it when I saw the
list, but there were certain PC titles I wasn't sure about. This was a
good year for console RPGs and it really shows. There were 19 games in
total and keep in mind that perhaps I can't see some of these titles'
charm because I didn't have a PC that could play them and I did have
various consoles that could.
This year will be easy. Why? Because the only tough part about it is
not highlighting certain games I know are great, but not the best. I
went into this one expecting it to be as tricky as the last two years,
then realized I knew exactly which 5 should be at the top within 30
seconds. There are 25 games, but you only need to remember these...
This time around I noticed there are more console titles and the SNES
especially is getting a good start. Unfortunately, most of those titles
don't belong on a top 5 list. Sure, games like Mystic Quest and Soul
Blazer are fun, but out of all the rest? Ha, no. Not too surprisingly,
there are a lot of great PC RPGs this time around, making it pretty
hard to call it in some cases. There are 22 titles this time, so let's
hop into it!
This was actually a tough year for me to choose through games. There
were a lot of PC RPGs, naturally, but the problem is a lot of them, yet
again, are not very easy to simply pick up and play. Most of them
require thorough understanding of the manual or perhaps prior knowledge
of the series in general to truly appreciate the experience.
Dear readers, I’m going to let you in on one of the facts of
the gaming world. Picture it, you’re a DM who’s prepping a game and that means—depending
on the system—hours spent figuring out villains, general plots, and the
specific events of the next game session. If you’re doing pre-generated
characters that’s another step to add in at the beginning. Even if you’re
taking the relatively easy way out of a pre-made adventure module—assuming your
system offers those—you still have to sit down with the module and read through
it a few times before the session. No matter how you really look at it—and this
is that fact I mentioned earlier—running a game takes a lot of work.
Fortunately for we the time-crunched Storytellers of the world that is where
this month’s product comes in. This is RPG Nerd.
Hello and welcome to ‘Freshly Picked’, and today’s subject is quite the contender. I’m going to review the self-proclaimed RPS ‘Borderlands’.
There are only so many ways I can say it’s awesome. The gunplay and the ‘Second Wind’ effect are very effective, the overall plot is pretty interesting in sci-fi terms and the comic relief parts are actually pretty funny. Basically, you play as one of four different characters (each with their own special ability) on the planet Pandora, where you are searching the Vault, which is said to contain vast riches and technology beyond anything imaginable.
The comic relief can be summed up in a single sentence: There is a common baddy called Mutant Midget Psycho. That, along with a mission involving retrieving a man’s porno mags and fighting a man who supposedly has three testicles, makes this one of the weirder FPS games on the shelf. The choice of weapons is pretty expansive, going from revolvers to pistols to SMGs to even alien energy weapons. Not only that, you can find elemental weapons which inflict fire, lightning, acid or explosive (Since when was ‘explosion’ an element?) damage on an enemy. The cover boasts ‘bazillions of guns’ and oddly enough, they keep that promise.
The graphics are quite remarkable. It uses cell-shading, which I have only really experienced before with ‘Jet Set Radio Future’, which help give the game a more comic-book feel to it, and the bizarre mixture of brain-exploding violence with several moments of WTF comic relief adds to it.
Of course, with that said, there are certain things wrong with: For starters, the death system. When you lose your health, you get a chance to continue fighting and get a ‘Second Wind’ if you can shoot down an enemy before the meter empties. That fine, but it makes the game a little too easy for some people. Of course, considering that fact that you lose money every time you die, it balances out. Also, there are several ‘Catch-a-Ride’ stations where you can get cars to drive around Pandora in. That’s fine also, but you can only choose one car. The only things that can be changed are the color and the weapon for the turret. When I first started playing, I wasn’t expecting there to be a large selection of vehicles like in Jak 3, but I was expecting some variety. While I’m on the subject, the vehicles get stuck too easily. I have probably wedged at least 10 vehicles in awkward places, some of which made me scratch my head as to how it got stuck in the first place. The jumping leaves something to be desired as well. It mostly feels like I’m on the Moon given the lack of gravity. Although, I could contribute this to this being a different planet than Earth, which means that the gravity would be different. However, these are simply little things that can be easily ignored and don’t really affect the atmosphere of the game.