3/06/2009

Review: Midnight Club: Los Angeles (Xbox 360)


Midnight Club: LA is street racing with great ideas but bad execution.


(I originally wrote this review while being completely fed up with some things in the game. I don't want to give off the impression that the game is totally bad, because it's not. It just takes more patience and tolerance than average to play through it.)

I really really wanted to like this game, but the things that would've made it fun have been totally ruined. Learning the map and the positions where civilian vehicles appear as obstacles has a much greater impact on your performance than learning to drive the vehicles. And even if you do learn the maps, the game cheats. In addition to the classic AI cheating, which makes AI drive faster and more intelligently if you're in the first place, and slower and worse if you're in last place, the game amplifies your penalties depending on your position in race. Crash in the first place, and your vehicle is often gonna flip twenty times around, wasting 10-20 seconds of time at worst, while such effects never happen if you're in the last place (at least not during my 30-40 hours with the game). Difficulty isn't flexible at all. Buy a better car for a tournament you lost last time, the AI drivers will have better cars too. Upgrading the vehicle doesn't improve your results in the end. I really got sick of these fake and artificial difficulty factors.

So, how about going online then? Sure, against other players with nothing but the best tuned up to the max. You gotta finish half the offline game just to get a vehicle good enough to compete. That, plus there was hardly any civilian/npc cars online. It's purely a matter or knowing the map and about how fast your vehicle is.

What I found great in the game were the visuals and city map itself. It's fun to just drive around exploring every now and then. The weather effects look great (loved driving in rain, despite the added difficulty), it's fun to play hide'n seek with the cops, listening to their radio chatter, etc. Music was ok, though required turning off third of the tracks to be enjoyable. (Sorry, ain't a fan of rap and such).

Basically everything about the game is good enough, except the racing itself. Instead of making the game easier for the player if they get stuck, the little progress you make is hindered with even worse penalties than before. Not even halfway to the game and most races require you to not mess up a single time. It's just simply not fun, and definitely not challenging the way a challenge should be presented.

I would've liked the game better if the AI raced with a fixed pace, so that if you learn to drive faster than how they perform, you can go past them just as much as your performance is better, without the AI closing that gap instantly with ridiculously maximized performance. I know I'm not the best with racing games, but I've played my fair share. I'm just wondering how horrible experience this is for someone new to racing games. Definitely NOT recommended for beginners!

To summarize: Basically, driving is fun, racing is not. Not a totally horrible purchase at under 25€, which I bought it for, though, I suppose.

An expansion for this game is due for online release next week, and despite not exactly loving this game, I'll probably give it a try. Maybe I'll enjoy some of the new content. Might post a review later on.

Scoring:

Visuals: 9/10
Audio: 8/10
Gameplay: 6/10
Lasting value: 7/10

Overall: 7/10

'Budget price' review: Blue Dragon (Xbox 360)


Blue Dragon is a very traditional JRPG.

This is the first RPG I played on my 360. After a few hours of playing, the first impression I got was that the game felt a lot like Final Fantasy V, as to how the character development works. Just like in FF5, where you assign jobs for the characters to learn skills that you can equip for the character, in Blue Dragon you assign classes for the Shadow creature of each character, and can then equip certain number of skills learned from them at a time. The difference is that in Blue Dragon you can ultimately equip more skills, and many of the attack skills have a large area of effect, meaning that in later parts of the game, battles consist of nothing but attacks on all or half of the enemies. Basically, if you don't avoid random encounters, the characters will become so powerful that there's no challenge in the battles at all, down to the last bosses.

Another thing lacking a bit is the story. With the toy-ish and silly character and villain designs, the story doesn't feel serious until the latter half of the game. The monster designs are imaginative, but not very interesting.

Music is a mixed bag. Definitely not one of Uematsu's best compositions. Piano tunes were nice in the few places they happened.

Graphics look ok, though a bit too simple in some places for the current generation of consoles. Framerates dropped quite heavily in many battles too, probably because of the shadow creatures. Too much small detail in such simple designs, I guess.

Not an easy game to score gamer points in either. I finished the game with level 70 characters and had gotten less than 100 points. I sure hope maxing out some levels or shadow ranks will grant a lot more, because I doubt I'll be playing the game much more than that.

With the current low prices though, this is an ok purchase if you're not tired of JRPG's yet. Just be prepared for a very retro, old-school game, which feels like something from early 90's, with modern graphics.

Scoring:

Visuals: 8/10
Audio: 7/10
Gameplay: 7/10
Lasting value: 7/10

Overall: 7/10

'Budget price' review: Eternal Sonata (Xbox 360)


Eternal Sonata is a JRPG, about a fantasy world the famous composer Chopin dreams of on his deathbed.

I have to admit, I wasn't expecting much out of the game, but it managed to surprise me a little. I can understand that some people can't stomach this stuff, mainly because it has its share of clichés, like repetitive battles and very linear story progression.

The game plays very much like for example Star Ocean games, except in battles the characters move one at a time, for a few seconds, hitting and slashing the enemies, performing special attacks or using items from a limited item bag. It's a shame that the battles are turned into a button mashing event after about 1/3 of the game. Until then, you can spend time planning your moves before executing them. Later on you have to act right away. What could have been a tactical battle system with emphasis on character positioning and approach, is actually just a pure action fighting system. Quite repetitive, but satisfying if you're used to this stuff. For a challenging experience, I recommend skipping some battles, so you fight with lower level characters. In many JRPG's that would be a suicide. In this one, it's actually possible.

What I loved about the game is the music. I'm a big fan of Motoi Sakuraba's works. It's not overly epic, but still gives this grand feeling to everything that is supposed to seem big and meaningful.

I played with Japanese voices, which were quite nice. Can't comment on English voices. I always choose Japanese over English if there's a choice. I've got too many bad experiences with English dubs, so yes, I'm biased.

Graphics are a mixed bag. I really loved the graphics throughout the first half of the game, but later on you get some repetitive corridors and psychedelic stuff. I guess it's supposed to go together with Chopin's feelings as he progresses through the world he's dreaming of on his deathbed, or something like that. It's not horrible, but I liked the first few locations better.

Characters are shown in a somewhat cel-shaded type look, with outlines of the body and items in a pencil-like way, and strong shading for surfaces that are not lit. Works ok, I think. Character and enemy designs are mostly cutesy stuff, so don't expect terrifying monsters or stuff like that. There is no blood, even when people die of wounds.

Each chapter of the game has a moment where the story is quite crudely set aside, and a brief slideshow of photos with Chopin's life story start playing, along with his compositions playing on the background. I actually went through with all these slideshows, but couple of times I thought they broke the story a bit. Like playing right after a dramatic event.

Almost everything in the game seems to be named after instruments or musical terms or styles of music. In a way it seems a bit cheap solution, but hey, it's supposedly a musical genious' dream. I think it fits ok. The whole JRPG world approach actually works nicely when it's a dream world. Under normal circumstances, you wouldn't find treasure chests littered all over the place, but in someone's dream... it's at least a bit more credible.

The game is of average length. Playing through the main story takes about 30 hours. There's at least some extra to explore though. I doubt I'll be playing this again anytime soon, but with the low price it's sold at right now, it's a bargain if you like JRPG's even a little bit.

Scoring:

Visuals: 9/10
Audio: 10/10
Gameplay: 7/10
Lasting value: 7/10

Overall: 8/10

Reviving the blog

I hardly updated my blog in 2008, but now I have a little more reason to. I acquired an Xbox360 last christmas, and have been playing some games with it. So, in addition to PC and PS2 game reviews, expect some for 360 games as well.

The reviews will also be shorter from now on. I've been writing some reviews on games at Play.com, and will probably copy-paste those here as well. I'm going to start with reviews of Eternal Sonata, Blue Dragon and Midnight Club: LA, all for the 360.

I hope my opinions will be of use to you.