Showing posts with label Mundane. Show all posts
Showing posts with label Mundane. Show all posts
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Muramasa: Rebirth Is Vanilla Ware

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Do you like games that are hollowed out lies and which serve seemingly little purpose but to remind you that your finite life is often wasted on outwardly interesting games? Then perhaps Muramasa: Rebirth is a game I can wholeheartedly recommend to you. Not that the game is bad, necessarily. It’s just such an obviously shallow experience that I find its few achievements to be frustrating reminders of what the game could be. Indeed, Brandon’s piece a few weeks back discussing Dragon’s Crown's many successful qualities only serve to remind me how successful developer Vanillaware can be if they manage to move beyond their insane obsession with graphics.

Muramasa Rebirth is a Vita port of a near-identical Wii version called Muramasa: The Demon Blade. Both versions of this game are an artistic success in every sense of the word. An obscene amount of focus from Vanillaware obviously went into the painstaking detail and beauty found in this game’s character models and environments. But that’s about all this game has in terms of merit, and I find myself at times bored by how lackluster and repetitive the overall package comes across.

At its core, Muramasa is a simple MetroidVania-style action game. The maps the player visits throughout his/her quest are broken up into nearly identical backgrounds where enemies are encountered occasionally, popping into the screen much like random encounters in JRPGs. You fight bosses and forge new swords, which are either heavy or light in nature, and which usually have unique properties. It’s a formula I’ve simply seen too many times to become enthusiastic about. And the problem is that nothing is done terribly well.

Prior to starting Muramasa, I had just come out of a 40-hour commitment with Front Mission 5, which felt like one of those long marriages when you spend your quiet life together quilting shirts and then wearing said shirts while you console one another about the inevitability of death. It was at times warm and gentle, but also harsh and draining. Muramasa was meant to ail this melancholy emptiness I felt once I finished with Front Mission 5.


I think the problem is that Front Mission 5 had too much heart: It was clearly a game developed by a studio whose intention was to create a magnum opus for their fans, many of whom have come to expect a challenging story framed by smart, tactical combat. In contrast, Muramasa feels sort of like a cluster of gameplay ideas from previous Vanillaware games held together feebly by an impenetrably wordy story.

Previous Vanillaware games, such as Odin Sphere and GrimGrimoire, managed to convey real heart in spite of their numerous flaws. For instance, Odin Sphere felt grandiose, with characters playing differently, and a world which felt expansive thanks to a largely coherent story. Muramasa feels tired in comparison: the player is given the choice between two functionally identical characters and are expected to mindlessly engage with a limited grouping of enemy types repeatedly until, thankfully, a boss comes along to wash away much of the monotony which smothers you for the hour or so leading up to it.


The issue with assuming that this is a viable game design is that too much of Muramasa’s core gameplay is flawed. For one, the controls are disgustingly shoddy. Both blocking and attacking are assigned to the same button, which makes last-minute cancels from an attack into a block next to impossible. Dodging is also overly cumbersome, requiring the player to move the control nub down/right or down/left, which I feel is far too impractical during combat.

Combat is also too hectic. I imagine my Vita crying before each random encounter, because of how many objects it needs to render during fights. Between the six ninjas lunging around the screen, the three shrunken they are each throwing at me, along with my HUD and my own character reacting to enemy threats, there is very little on the screen in a given moment that is static. Thankfully, the framerate is smooth and consistent throughout this experience. But it just feels like there is too much happening on screen at once, which makes for an often distracting play-session.


Sadly, Muramasa: Rebirth is an utterly average action experience. Its weak body has been delicately placed into a graphical shell whose outward appearance is so radiant that I was foolishly consumed into purchasing it. Now that it and I have shared time together, I feel cheated.  

Oddly, once the anger washes away and time has its way with my memories, I feel that I am most likely to remember perhaps the most incidental detail in Muramasa: that the intricate detailing of food in this game is stupefying. I find myself constantly hungry; constantly wanting more of the game that offers me such a painstaking rendition of maki and yet offers so little in terms of gameplay diversity. I guess I really want more sweater-quilting memories with my games than I think I do.


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My fate Is My Own, Sort Of

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As of late, I've found myself truly needing to play within a fantasy world setting. I'm not all too sure whether it's because I miss HBO's Game of Thrones or my affinity with Dota2, but I went and tracked down a copy of a game that's been highly recommend to me. Enter the world of Kingdoms of Amalur: Reckoning, a single-player adventure akin to Skyrimand the forgotten-realms universe. Allow me to unravel the threads of fate that I weaved from my character's experience and simply bring light to a game you probably never heard of.


As you may have guessed it, the game revolves around the idea of fate. After initiating the game with an interesting character creation, you awaken form a pile of corpses that you were once a part of. Ultimately, your fate has been re-written and it is now your task to do as you please in the world and continue to weave those threads.  Super interesting concept and the fact that this tale is written by R.A Salvatore (one of my favorite authors, creator of Drizzt) you would expect it to be absolutely fantastic. The issue is that it's not all that groundbreaking. Within the first 10 hours of the game, I found myself playing the hero and running errands for the entire world and their grand-mothers.  The question is: why? Because I was simply there? They give you the option to attack any denizen of the cities, but again, why? I saw no purpose in exploring any of the options provided because they simply made no sense.


By the same token, the fate concept makes way for one of the best aspects of the game: the class/role system.  Ever want to be a mage who uses swords? Maybe a Knight who uses daggers? Skyrim did all that? Well they never officially named those classes did they? Yeah, it's nothing new but it's a lot of fun to explore and discover. There's only a handful to begin with but, once you start to dump your experience points into it and unlock the higher tiers, it becomes exhilarating. What I really enjoyed about it was how it actually affected your combat. The combat itself is wonderful; nice and smooth but once you tack on giant hammers and spells you've unlocked from the class trees, it too becomes memorable. Something that should be mentioned about the combat is that it's time based. Instead of crippling your fingers with button combinations, you simply tap your attack trigger in a different timely fashion to result in varied ways to dismember your opponents.


Meanwhile, the game itself offers everything you would expect from titles of this genre. There's tons of loot to be had, mystical creatures to slay and quest givers who's intentions are questioned. However, the world still feels unbelievable. There's something that doesn't allow me to believe that this universe exists. The forgotten realms universe, although vast and broad, is believable and perhaps this game should have been set in it. That being said, I can't figure out why I simply can't care about what fate has for all the citizens and creatures inhabiting the decently sized map. Similarly, the dialogue is rather dull and aggravating. The voice acting itself is fine, it's simply the sequence. The moment you trigger a conversation with an NPC, you enter a weird locked camera mode that tends to blot out the NPC or you. In addition, you have the opinion of speaking with all NPCs about relevant topics such as their town, a specific race or faction, etc. I attempted to hear everyone voice their opinion but it was so tedious and boring. None of it is really important and the fact that your avatar is mute doesn't help.


All in all, with the short amount of time I've invested into the game, I've enjoyed it. Sure, the world is kind of boring but there’s just enough intrigue sprinkled into it that it allows you to persevere. The combat itself should be reason enough to check it out. GIANT HAMMERS, I'm telling you, they’re super sweet.  It's a dorky game with a dorky premise but there's good fun to be had.  Sure the graphics aren't the best and my ps3 has some issues with the sound but it's a good trek. I give the game seven thumbs up out of ten with the potential to go up. I was promised an interesting set of side missions so here I go to weave my fate yet again.......after a couple hours of Disney Infinity 2.0.....yeah.....



GIANT HAMMERS!!!!111!11

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Legend Of Dungeon: Booming In Name But Whimpering In Execution

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It’s refreshing to spend some time away from Breathof Fire: Dragon Quarter. Not that the game itself is bad. It’s just a touch laborious, a sentiment I’m not always inclined to spend my free time involved with.

Enter Legend of Dungeon, a game booming in name but whimpering in execution.
  
Much of Legend of Dungeon is spent aimlessly exploring its endless, drab corridors, fighting internet memes and monsters you’ve seen in other games. You play as a randomly generated pixelated being who must conquer a dungeon 26 floors deep. Armed with a sword, you navigate the game’s world with up to three other friends.


And that’s it. Interspersed between when you start playing the game, and when you decide you’ve had enough are numerous weapons, potions and hats, all of which appear to provide you with some sort of benefit, though none of this is apparent or clear.

I assume what makes Legend of Dungeon worthwhile—the developers’ light-hearted approach to crafting a roguelike—is lost on me because at its core, the game is far too simple. You enter a room, engage any enemies by repeatedly mashing the attack button, then claim whatever prizes are littered on the floor following their demise.

Sure, other dungeon crawlers can be explained in the exact same manner. But Legend of Dungeon lacks the tactical qualities of better games in this subgenre. There are no combos; there is no flash to gameplay; and there isn’t any variety to how you attack enemies. You essentially press the same button continuously, watch as your being flails its arm, watch the enemy bump against you and take damage, and then die. It’s a boring game that tries hard to pretend that its randomness and kookiness can excuse poor game design.  

The music is great, at least. The chiptunes are catchy, and the game’s 2D pixel graphics are pleasant. It’s just too bad the game wasn’t a 2 minute song with a catchy music video to accompany it.

Final thoughts


Legend of Dungeon is an inside joke which I don’t care enough to be a part of. Superficially, much of what makes the joke funny is lost on me. The time and effort put into making sure that I fight the occasional plant or zombie from Plants vs. Zombies can’t hide the stench of mundane gameplay.

What I’m left with is a jumble of nonsense that appears to be little more than human language overlaid by a cryptic semantic password; the game is a husk, clothed in game-like qualities but lacking the enjoyable gameplay which should accompany hip graphics and phat tunes. A great dungeon crawler brims with smart and difficult gameplay. If this game is any indication, a legend of a dungeon crawler brims with internet memes and glosses over everything else.