Ok, it's a tricky one this; how best to talk about oneself and not come off the complete egotist? For the sake of humility, Iíll just say that I'm a UK based, middle aged, gamer who enjoys this excellent community enough to want to contribute a little something towards it. Needless to say, any and all comments are gratefully received. Thanks for reading.
Ok, seeing as the good peeps at Destructoid never got around to reviewing this one, I thought Iíd take a moment to offer my thoughts on a game I found to be as eccentric as it was fun: Yakuza 3.
Quite unlike any game Iíd played prior, Yakuza 3 is the 4th iteration of Segaís much lauded Yakuza Series. Originally intended for an Asian only market, Sega eventually buckled to pressure and localised the game for an English speaking audience; the PS3 exclusive belatedly making its way west in March of 2010.
Truly a game that defies categorisation, Yakuza 3 follows the story of series protagonist Kazuma (Dragon of Dojima) Kiryu as he reluctantly swaps his idyllic life as guardian of the Sunshine Orphanage in sleepy Okinawa for the dangerous and shadowy world of Tokyoís criminal underground.
Divided up neatly into 12 chapters and a prologue, the main storyline of Yakuza 3 runs like a Japanese gangster flick. Ambitious in scope, complex and perhaps a little confused in part, the story of Yakuza 3 is crammed full of intriguing characters, absorbing plot twists and genuinely emotive moments.
Sometimes moving, though more often goofy, and perhaps a little too long for the games good, Yakuza 3ís formative scenes find Kazuma running the Sunshine Orphanage on the picturesque island of Okinawa; the retired Yakuza chairman contenting himself with attending to the (not inconsiderable) needs of his young charges.
Thankfully, the banality of the games lengthy introduction is shattered when an assassination attempt is made on the life of Kazumaís old friend, and current Tojo clan chairman, Daigo. To compound matters, our hero learns that a shadowy mainland syndicate are intent on purchasing the deeds to the land on which the Sunshine Orphanage is built. Suffice to say, our smoldering, ever stylish, protagonist decides to don his favorite white suit and return to Tokyoís crime infested streets in search of some answers.
Havenít played a Yakuza game before?
To those of you who (like me) had not played a Yakuza game before, players are provided with the option of Ďreminiscingí about the events of Yakuza 1 and 2 before starting the game proper. Essentially, Sega crafted a terrific little cinematic summary of the first two canonical titles, actually using cutscenes from the original PS2 games. Brilliantly done!
Underwhelming at first, increasingly rich and gratifying as things progress, combat in Yakuza 3 is unusual in that the game gives its real-time, combo-based fighting system an RPG twist. Quite straightforwardly, players are able use a variety of combos, weapons and random objects to batter enemies into submission. Successful use of each builds up Kazumaís Heat gauge, granting access to a wide range of hilarious, heavy-hitting moves.
I canít fully express just how much fun I had discovering the sheer number of ridiculous ways Kauzma is able to beat ass! On this point, Iíll make quick mention of the fact Kazuma is able to befriend and study under a number of combat masters throughout the game, further increasing his arsenal of brilliantly outlandish moves.
As for those (albeit very light) RPG elements; experience earned during combat encounters and side quests can be invested into one of four trees: Soul, Tech, Body, and Essence. Each tree unlocks yet more attack moves and allows players to increase Kazumas Heat and Health limits. Maxing out each tree will take some good old fashioned JRPG grinding, but this game is so crammed full of content itís not impossible to do so during one playthrough.
On the debit side of things, the combat system isnít all that precise and itís altogether too easy to mistime a combo and find oneself punching at thin air, leaving Kazuma open to attack from a different direction. Also, whilst I understand that random battle encounters are a well-established Japanese RPG staple, Iíve never been a huge fan.
A new (and very welcome) addition to the series, no review of Yakuza 3 would be complete without paying homage to its gloriously kooky Ďrevelationsí system. Essentially, Kazuma is encouraged to visit various locations throughout the game and use his camera in the first person to photograph some truly hilarious NPC actions. Successfully doing so will result in Kazuma blogging his Ďrevelationí online, further increasing his skill portfolio. Check it out:
Yakuza 3 Revelations - Essence of Poledancing
As previously mentioned, Yakuza 3 is packed full of content. Iíve read that there is somewhere in the region of 40 sidequests that will have Kazuma engaging in activities as diverse as racing, fistfighting, investigation and (yes) acting in a Yakuza themed movie! If questing is not your thing, Yakuza 3 has dozens of recreational minigames that provide a fun distraction if youíre so inclined: golf, pool, karaoke, darts, card games, arcade games, bowling, and fishing all offer Kazuma a way of unwinding and earning some in game credits.
Overall the graphical presentation of Yakuza 3 is adequate but, unsurprisingly for a game that took so long to make its way West, it suffers in comparison to the very top tier of contemporary titles. To be fair, though the quality of textures is variable, the game has a vibrant palate, carries plenty of atmosphere and does a really good job of creating believable, virtual populations. Primary character models are well designed, though incidental characters often look decidedly low-res and lack a lot of detail.
On the flip side, the games cutscenes are brilliantly done; Sega combining an enhanced version of the in-game engine and CGI and to wonderful effect. Cutscene cinematography is solid, special mention going to the quite excellent use of facial animations (Rikiyaís piercing stare and quivering eyebrow being a particular favourite of mine) - fellow fans of Monkey Magic will no doubt agree!
In summary, whilst Yakuza 3 may not be winning any awards for the best looking game on the PS3, itís certainly no slouch!
Voice acting aside, I found the music and sound work in Yakuza 3 to be unremarkable. Thankfully (from my point of view) there was no Western voice localisation, Sega instead choosing to supplement the excellent Japanese voice work with subtitles.
A strangely disjointed, but ultimately compelling, experience this oddball offering represents insane value for money. Deft storytelling, endearing characters, fun combat and longevity up the wazoo, Yakuza 3 is a wonderful amalgam of the serious and silly and I urge you all to check it out.
With interest in the forthcoming Wild Hunt gaining ever more traction in the mainstream gaming media, I thought now might be a good time†to share with you all my thoughts regarding the great old game that launched the Trilogy: The Witcher - Enhanced Edition
As Iím sure most of you are already aware, The Witcher is a western RPG for the PC based largely on a series of novels by Polish author Andrzej Sapkowski. Developed by CD Projekt RED STUDIO and published for an English speaking audience by Atari, The Witcher is set in a medieval fantasy world and follows the journey of main protagonist Geralt of Rivera, an enigmatic Witcher assumed dead by friends until unexpectedly discovered alive - if not totally well - as our story opens.
Praised by fans of the novels for being the most sympathetic adaptation of their beloved series, I (as someone who knew nothing of this world prior to picking up the game) found The Witchers story to be brilliantly conceived. The story itself is multilayered, with a non-linear path and, though a little slow to start, early events eventually conspire to frame a narrative that is wonderfully ambiguous, challenging and - if you and I are of similar mind - utterly compelling.
In terms of presentation, one has the option of viewing the action from one of three perspectives: high isometric mode, low isometric mode or over-the-shoulder mode. I found that the game looked and performed best in over-the-shoulder mode, though itís fair to say that The Witcher really does offer up a mixed bag in terms of production value. The games environments for example, be they large bustling towns, small homesteads or lonely country roads are nothing short of inspired. Locales are realised with such skill and attention that one often feels transported into the middle of a living, breathing world.
The Witcher is full of superb little graphical details which add to the overall ambience and feel of each environment: birds will scatter from their hidden nests as you ramble by, stray dogs will wander the streets of Vizima, local militia will patrol alleyways with flaming torches at nightfall and peasants will huddle together for shelter and grumble when the skies open. In addition The Witcher employs day\night\weather cycles and occupants of this breathtakingly detailed world will go about their daily business seemingly unconstrained by the whims and fancies of any player. Brilliantly done!
Character models however vary in quality to a quite startling degree. Geralt himself is wonderfully designed and animated - watching him pirouette, parry and tumble during combat can be immensely satisfying and his general animations are handled equally well. On the flip side, non-key NPC character models are often horribly designed and the distinct lack of variety (there are perhaps 15 different NPC base models used throughout the game) became a real problem for me.
Ranging from the sublime to the ridiculous, The Witcherís audio elements will gently caress the inside of your thigh with one hand only to deliver a sharp, sudden slap to your face with the other! But first the good.....
Composed largely by Adam Skorupa and Paweł Błaszczak, The Witchers brilliant score fits the mood and tone of the game world wonderfully well and does a fine job of using music to evoke different 'feels' appropriately throughout the piece. Similarly, CD Projekt RED STUDIO make excellent use of ambient sounds throughout the game in a way that brings many locales bubbling to life. Taverns will hum with the sound of music and conversation, city streets will reverberate with the chatter of merchants, street performers and disgruntled locals and the wilderness will softly resonate with the pitter-patterings of local fauna. The sounds of combat are of similarly satisfying quality.
The quality of voice acting however is at times borderline absurd! Like many import games the voice acting in The Witcher is - at best - little more than passable and is sometimes so excruciatingly bad (think of a Polish Jim Sterling trying to impersonate Dick Van Dyke in Mary Poppins) as to take one right out of the game. To further compound things, it appears that some of the script didnít translate to English all that well leaving me confused as to the point and purpose of many an important conversation. Perhaps Iíve been spoiled by the outstanding voice acting in Biowares recent RPGís but I actually considered playing through the game in Polish before learning that the foreign voice work was equally lame.
The simple but elegant combat mechanics in The Witcher are unusual for an RPG in that the game utilises a timing, dare one say rhythm, based fighting system. Basically, clicking over a target once will initiate an attack and subsequent timed clicks (prompted by a flaming sword icon) allows one to chain together attacks into ever more intricate combos. When an enemy is stunned, one can execute a flamboyant finishing move by clicking once more over the target.
In addition, players are required to choose between three distinct sword-wielding styles when fighting. Each style (fast, strong and group) is best suited to certain types of encounter and choosing correctly between each will determine how well one fares in combat. Each stance can be switched easily on the fly or by action pausing the game and attack styles gain in strength and complexity the more skill points are allocated to each.
Whilst simple, the mechanics of this action-oriented system are sophisticated enough to keep one interested and thankfully combat never degenerates into a rabid clickfest. I eventually grew to appreciate this approach as it introduces an (albeit very small) element of skill into what otherwise might have been a tedious and passive affair.
Alchemy is an important part of The Witcher universe and this central (and at higher difficulty settings, absolutely necessary) gameplay element is handled particularly well. Basically, alchemy can be used to concoct blade coatings, bombs and a variety of potions, but in order to do so Geralt must first study. Knowledge is everything so learning about local flora and fauna, as well as developing Geralts herbology skill, is key if players are to fully explore, and make proper use of, this fundamentally important part of the game.
Knowledge with regards to alchemy is made available to Geralt through literature and conversation. Learning about creatures from books, scrolls or NPCs for example enables Geralt to harvest important body parts from their corpses. Similarly, learning about specific plants allows Geralt to identify them and harvest their alchemical components. Once ingredients are gathered, Geralt is able to combine them into items using learned formulas or by simply experimenting.
However, this otherwise excellent arrangement is somewhat ruined by an inability to organise ones inventory effectively. Itís really no exaggeration to say Iíve literally spent hour upon accumulated hour manually systematising my gear and itís no fun, no fun at all. Indeed, until such time as a patch or mod is made available to take care of this quite staggering oversight, I think it perfectly reasonable to consider the games (otherwise outstanding) alchemy system broken.
The world of The Witcher is not rife with magical items or users but the game does make use of a rudimentary Ďmagicí system. Essentially there are five Ďsignsí (which are more akin to Jedi force powers than magical skills) which Geralt can learn by visiting special shrines. Each Ďsigní can be levelled up during the game and cast during combat using your right mouse button. Abilities include such RPG staples as telekinesis, mind control and fire.
XP is earned and levels are gained by killing enemies and completing quests (though curiously for an action RPG, more from the latter than the former). Levelling up earns talent points that can be assigned to raise a particular stat or skill; each stat and skill has 5 basic levels which can be unlocked by assigning bronze, silver and gold talents appropriately:
Bronze talents are used to upgrade the first 2 levels of skills; silver talents grant access to 3rd and 4th levels, and gold talents unlock 5th tier skills. Whilst simple, this system has some depth to it and works well enough. If it has a flaw, it is that players are pretty much forced to invest talent points equally across all three sword fighting styles if they wish to remain effective in battle.
Thankfully, The Witcher does not make use of level scaling and instead adjusts the level of XP gained from kills by factoring in the players current level (a level 1 Geralt for example, will earn more XP for killing a Drowner than a level 30 Geralt). Simple but brilliant, I wish more RPGís would adopt this approach to scaling.
Loot-grinders beware; The Witcher will in no way scratch this particular itch for you! As previously mentioned, there are no magical weapons to be found in The Witcher and no great variety to the type and number of conventional weapons made available throughout the game (an even smaller number of which that are actually useful)! Blade coatings aside, the only weapon buffs come by way of specially forged swords - providing blacksmiths with rare ores, runes and no small amount of gold will persuade them to fashion a new sword with special abilities for you.
Typically, Witchers carry only two weapons of any great importance: one a silver coated sword, for combating supernatural creatures, and a steel sword, for combating everything else. Geralt is no different in this regard and since only two types of sword are directly linked to Geraltís fighting style, using any other type of weapon is pretty much pointless. Again, like the issue of levelling up, I found it more than a little disappointing to have my choices limited in this way.
More important than any weapon, The Witcher features a quite brilliant journal system. Divided up neatly into eight tabs, your journal starts off empty but rapidly fills with important information the more Geralt learns about the game world. Crucially, much of what is learnt, whether that knowledge is gained through conversation, reading, or by simple exploration, is often of very real (and sometimes game changing) significance.
Questing in The Witcher is also handled extremely well. The quests themselves are pretty standard fare for seasoned RPG gamers but are presented well and offer just about enough variety to keep things fresh and interesting. The games quest tracking system however is excellent; Geralts journal succinctly details the progress (or lack thereof) made in each quest, allowing players to look up information in a variety of ways and clearly marking quest locations on the in game map. Veterans of The Witcher claim that completing every quest should take somewhere in the region of 100 hours, so thereís plenty of good content there for those who are willing to wade through it all.
Very briefly, The Witcher includes a number of shitty minigames that donít really deserve much coverage here. Fist fighting, drinking and dice poker all offer Geralt a little light entertainment and the opportunity of earning some coin.
There is also of course a pretty juvenile sex minigame which allows Geralt to woo and *ahem* bed various women throughout the game. Successfully bumping fuzzies will earn you a saucy little trophy card. Enough said.
Clearly a labour of love, and despite its faults, The Witcher is an outstanding RPG and I wholeheartedly recommend it to fans of the genre who have yet to play. For the price of a pack of lewd playing cards, you will receive an enjoyable, addictive and deeply satisfying game.
Ok, this is my first time reviewing any game so please be gentle, but Iíve been meaning to share with this fine community my thoughts regarding a game I consider to be one of the most satisfying Iíve ever played: Grim Fandango.
Published by LucasArts in 1999, Grim Fandango is an old school Ďpoint and clickí adventure game in the manner of Monkey Island, Sam and Max and Day of the Tentacle. Written by Tim Schafer (he of Psyconaughts and Brutal Legend fame), Grim Fandango is a beautifully conceived tale based largely upon Mexican folklore that places you in the rather stylish shoes of our hero: beleaguered Department of Death employee Manuel Calavera (a.k.a . Manny).
Story (minor spoilers):
In the land of the dead the Department of Death (DOD for short) provides different travel packages to the newly deceased. Each package offers passage to the Ninth Underworld (a final resting place) by a variety of means, depending on how virtuous - or otherwise - each client lived their life:
In his role as Department of Death travel agent, our story finds Manny desperately trying to catch a break in an attempt to work off his own eternal debts. Curiously, unlike his fellow agents and despite his best efforts, Manny just doesnít seem able to procure any good clients, leaving him unable to earn his own passage to the final resting place.
Out of luck, our resourceful hero decides to indulge in a little subterfuge and manages to snag the saintly Mercedes ĎMecheí Colomar as a client. But all is not as it should be *gasp*. By rights Mercedes should qualify for a premium package, but is peculiarly denied by the DOD, thus requiring her to make the arduous (often fatal) 4-year journey by foot!
The case of Mercedes Colomar leads Manny to the discovery that something is rotten within the DOD, so he sets out on his own journey to put things right. The game follows the subsequent four years (each year being a chapter) of Manny's afterlife as he journeys through a variety of wonderful locales, meeting an intriguing cast of characters, searching for the lovely Mercedes and the real source of corruption.
Outstanding. Tim Schafer is rightly regarded by many here as being one of the best writers in the business and with good reason. The writing in Grim Fandango is undoubtedly the games strongest suit: funny, charming and believable, the dialogue draws much from film noir classics like Casablanca and The Maltese Falcon without ever having to resort to mindless parody.
Again, top notch. Grim Fandango has an unusual mariachi\jazz score which fits well within the games Aztec\Latino atmosphere. The voice acting is really good (Manny has an endearing, and entirely convincing, Hispanic twang) and sound effects contribute an awful lot to the overall feel and quality of the game.
The game has aged reasonably well by virtue of its heavily stylised design. Grim Fandango is heavily influenced by Aztec beliefs of the afterlife, 1930ís film noir and Art Deco design but manages to pull each element together to form a cohesive and convincing whole. Grim Fandango was the first Lucasarts game to attempt to mix pre-rendered 2D backgrounds with 3D models (think FF7) and it works really well. Camera angles are set sensibly, backgrounds are beautifully rendered and character models, whilst simple (Manny's character for example comprises of just 250 polygones), are still pleasing enough.
Unfortunately (or should that read inevitably) Grim Fandango is showing its age in this regard. The control mechanisms are by no means awful but are dated and probably the biggest weakness in the game. Controlling Manny using the keyboard can be a tad fiddly at times (especially when attempting to enter doorways) but its by no means game breaking and can easily be mastered given a little time and patience.
Puzzles are varied both in style and difficulty and implemented in such a way as to not take one out of the game. Typically one has to complete a number of challenges to progress to the next stage and, whilst itís true most of the puzzles will be pretty standard fare to fans of the genre, they should be fun and challenging for those on their first playthrough.
A great game of its type, Grim Fandango should still offer enough gaming goodness to entice the odd contemporary gamer into purchasing. Brilliantly conceived, full of wit, charm and the old Schafer magic, Iím proud to say that this game still sits comfortably within my top ten.