Gamesugar

February 14, 2011

170 hours – A Final Fantasy Tactics Love Story

Final Fantasy Tactics Tactics Ogre
I am eagerly awaiting this weeks release of Tactics Ogre: Let Us Cling Together, the PSP port of Yasumi Matsuno’s PS1 strategy RPG staple. Having looked forward to this release since word first came of the revisit, I thought I would relate my experience with another Matsuno masterpiece, Final Fantasy Tactics.

Final Fantasy Tactics was the brain child of Yasumi Matsuno, mastermind behind the Ogre games to which Tactics owes much of its style, substance and core gameplay mechanics. Matsuno left Tactics Ogre developer Quest in 1995 to join Square and his first task was creating the world of Ivalice and developing Final Fantasy Tactics using the skills he honed on the Tactics Ogre games.

Released in January of 1998, Final Fantasy Tactics came to North America only three months after Final Fantasy VII, just as that game was catching on like wildfire. For this reason Final Fantasy Tactics never gained the exposure or rabid following it should have at the time, but since its original release, Final Fantasy Tactics has achieved cult status and is counted among the best of the original PlayStation library.

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February 7, 2011

The Fifteen Dollar Man

Filed under: Editorial Rants — Tags: , , , , , , — Jamie Love @ 4:59 pm

bionic commando rearmed 2 review
Despite intending to spend a healthy slice of the weekend devouring Nathan “Rad” Spencer’s latest mission in Bionic Commando Rearmed 2, bite-sized doses became the norm, strongly encouraged by the volume of stages, which vary greatly in scale and often left me questioning whether I wanted to chew on another right away.

Granted it’s hard for any game to compete for my affection the same weekend that the Puppy Bowl airs.

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January 28, 2011

Demo Report – Catherine

Filed under: Editorial Rants — Tags: , , , , , , , — Jamie Love @ 5:50 pm

Catherine Demo
Catherine’s recently available Japanese Demo opens with a separate slice of animation, a montage that offers glimpses from iconic cinematic genres, including the biblical, the love story, the monster movie, and the horror film – and then the brief bit of video ends and the game’s protagonist, Vincent, enters the screen to face the first of two tastes from Catherine’s puzzle-block focused agenda. Film genres linger though, every one of those seen in that quick sequence showing some influence within the game proper.

Catherine’s animation builds on the seductive eye-candy of the Persona series, with a color palette and design aesthetic that is visually arresting, but which also shows new signs of maturity – and not simply because of the sexual psychology at the heart of Catherine’s most immediate and deliciously kinky appeal.

Whether through scenes featuring Vincent and girlfriend Katherine talking over tea, or the way a crime scene pulls back into a television report, and then further still to the bar where Vincent and his friends can see that television emitting signals, every shot and transition brings stylish cinematic sensibilities to the screen.

And then there is the playing…

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January 23, 2011

Catching up with the Brotherhood

Assassins Creed: Brotherhood
It’s not easy to get behind a franchise that has made the decision to go annual. The knowledge that the machinery has aligned specifically to bludgeon every last dollar out of the property (and the consumer) is grave in its implications. As an adherent to the existing systems for emulating assassins and their creeds, Ubisoft’s decision to Call-of-Dutyerize Assassin’s Creed was, for me, an ominous sign; the gong of some distant bell signalling the end of all things, save a string of uninspired sequels.

Then, of course, there was the multiplayer. One recalls the dial-it-in multiplayer solutions for traditionally single-player games like Bioshock and Metroid Prime and would be forgiven for groaning audibly. Equally, the human capacity to defy carefully crafted mechanics and break multiplayer game design is well known. Surely, Assassin’s Creed would have no chance of maintaining a mechanic based on careful stealth and patience among the multiplayer community.

Rarely is being wrong so satisfying.

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January 20, 2011

Final Fantasy – X’s & 2’s

Filed under: Editorial Rants — Tags: , , , , , , , , — Nathan White @ 4:58 pm

Final Fantasy X2
The recent announcement of Final Fantasy XIII-2 has franchise fans aflutter with the feeling you only get when you know a Final Fantasy title is several months away rather than several years.

Aside from the potential of delivering a title that ascends the divisions Final Fantasy XIII created among fans and critics, XIII-2 will also be only the third main series sequel in Final Fantasy’s storied 20+ year history – after 2007’s DS release Final Fantasy XII – Revenant Wings, and undeniably the most polarizing game in the franchise’s history, Final Fantasy X-2.

The announcement this week also makes talking about Final Fantasy X-2 wonderfully topically again, an opportunity I’ll eagerly exploit.

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January 10, 2011

Ilo, Milo and Me

Filed under: Editorial Rants — Tags: , , , , , , , — Chris O'Neal @ 4:32 pm

ilomilo
I’ll be the first to admit my weakness for cute things.

If someone were to pick up a stuffed animal, have it ‘look’ at me and in a strange yet fitting voice for a small stuffed inanimate object say, “Hello, Chris!” I’d probably take it home then and there. I’m not ashamed, it’s who I am baby, which is why Ilomilo, from Swedish developer Southend Interactive has quickly found a special place in my heart.

Two friends meet daily for tea and maple cookies. Unfortunately, the path they take to each other is never constant, changing with the weather. Manipulating a cube-like world, we can control either Ilo or Milo on their quest to meet, chat and eat cookies and drink tea. It sounds simple, and in many ways is, but it’s also pure and irresistible sugar.

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January 4, 2011

Keeping Up With Grubbins

Costume Quest Grubbins on Ice
Costume Quest’s DLC retains everything from previous save files, making it easy to put a unicorn costume back on while also trying coveted battle stamps with the new costumes Grubbins on Ice offers. The DLC is an extension of Costume Quest so there isn’t anything new introduced in the gameplay – if you haven’t tried Double Fine’s downloadable trick or treat title as of yet, you may want to catch our original review.

The later PlayStation 3 release found me catching up with Grubbins on Ice during the Holiday break, and the DLC actually takes place during the winter as well. Everett and Lucy have been hypothesizing about the monsters they fought on Halloween night, and begin searching for tangible evidence, all of which leads to Lucy getting kidnapped after stumbling upon a receiver in the snow that opens up a portal – of course Everett, Wren and Reynold are left with no choice but to suit up and save her.

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