Is It About My Cube?

Posted on Apr 24th 2011 at 08:26:44 PM by (lisalover1)
Posted under Gamecube, Capcom, Survival Horror, Review, Resident Evil

[img width=317 height=445]http://www.gametab.com/images/ss/gcn/2993/box-l.jpg[/img]

There are a few games in every generation that will be remembered forever. Games that not only surpass the barrier of the humdrum and shovelware, but break it into a million little pieces. These games make us remember why we pick continue to pick up our controllers, and immerse ourselves in a virtual world. They remind us why we loved games in the first place. Resident Evil 4 is one of those games. It is the game that convinced thousands to pick up a Gamecube, and that Nintendo might just have a place in the hardcore market, after all. I won't be answering any questions in this review. You know this game is great, I know this game is great, and everyone else, except Survival Horror genre purists, knows this game is great. I just am going to clarify why.


Gameplay

Resident Evil 4 is a major departure from the first 3 titles in the series, in an innumerable amount of ways. The first being the most noticeable; instead of the fixed perspective found in games 1-3, the camera now was fully adjustable, and allowed for much better control and exploration. While some complain that giving the player more control takes away from the fear in a Survival Horror game; I am going to have to disagree. A genre should not list weaknesses as strengths; while there are some exceptions, universally-accepted categories such as control should not be excluded. Why? Think about this: How many great games have you played that had bad controls? Not many, I bet. Speaking of controls, Resident Evil 4 makes full utilization of the Gamecube's dual analog sticks, and allow for quick, precise movement. This is especially necessary when it comes to weapon aiming. When preparing to fire a weapon, you are given an over-the-shoulder view of the area, along with a [very, very VERY useful] laser aim that pinpoints your bullet's path. You're going to need it, too. RE4 requires you to be very conservative with your munitions, so headshots are necessary to kill enemies as efficiently as possible. This can get quite hectic later on, when enemies are faster, more numerous, and take longer to kill. But, that's all part of the fun. They don't call it Survival Horror for nothing. Throughout the game, you can purchase a variety of weapons with which to dispatch enemies, ranging from simple pistols to shotguns, sniper rifles, Grenades, and even Rocket Launchers and Mine Throwers! But, that's not to say Leon will become a walking tank. You cannot carry an infinite amount of items; everything is managed via a grid-shaped inventory screen, in which you can re-arrange items to fit everything in. Clever packers will be able to make good use of the system to manage weapons, healing items, ammo boxes, and accessories effectively. The game isn't just action, though, but there is more of a focus on it than in other games in the series; there are also numerous logic puzzles to be solved to progress through the story. Some can be solved with a glance, but others present a greater challenge; there is one "Sliding Tile" puzzle in particular that was positively infuriating, but none of them are completely unfair, and they can all be solved with a little brainwork. There was one thing that really stood out to me about the gameplay, though. It is a very rare quality that few games have, but the ones that do are phenomenally better for it: Flow. Allow me to explain. In Resident Evil 4, you are never left in the dark [metaphorically, of course] and wondering what to do next. Your next destination is always either obvious, or marked on the map screen. I didn't have to look at a guide once throughout the game's exploration sections. And that's what flow is; an addictive, perfectly paced element in a game's progression that makes it hard to put down, and RE4 has it in spades. If you're like me, and have a laughably short attention span, and can never bring yourself to finish most games, then this game is definitely for you. Resident Evil 4 is a great example of several new gameplay risks balanced perfectly with rock-solid core gameplay. Whatever complaints I had with the game were minimal, and were drowned out by the overwhelming great aspects of the game. But, for the sake of critique, I think I should say them, anyway. I stated earlier that the camera was a huge improvement from previous games. While that is true, there were still some problems with it. For one, the 3rd-person perspective innately comes with the problem of the character obscuring a portion of the screen, which is not a problem for the most part, but can become annoying in tight passageways and when aiming. Also, the camera sometimes defaults to an awkward position in certain hallways, so I have to keep holding the C-Stick in a certain direction to have a normal camera. But, as I said, these complaints are minimal. RE4 is a triumph.

Gameplay: 10/10

[img width=500 height=350]http://shellywarmuth.com/resources/Resident%20Evil%204.jpg[/img]

Story

Leon Kennedy, previously seen in Resident Evil 2, is a US government agent sent to a remote Spanish village to rescue Ashley, the president's kidnapped daughter. When he arrives, he finds that the townspeople are violent and hostile, and want him dead. Having no choice but to kill them, he proceeds through the village to look for Ashley, and eventually gets tangled up in a huge mess involving a militant religious cult, an ancient virus called Las Plagas, and even the ominous plans of the series' main villain, Albert Wesker. There is much more to the story, but I don't want to spoil anything. What I do want to talk about are the incredible boss battles in the game. Most of the bosses are horrific experiments conducted using Las Plagas, including a giant fish, ogre-like titans, and many things that are so grotesque, I'm not even sure how to describe them. The game has many cutscenes, and many have such good graphics that you can't be sure if they are FMVs or if they use the game engine. I sure couldn't tell. But, I'll get to that later. A bit of the story is told through various notes and journals that you pick up throughout the game. They are optional, but are interesting, and provide a backstory for the events in the game, and sometimes even provide hints on how to progress through upcoming segments. the story in RE4 is definitely more well-handled than I expected, but it's not mind-blowingly spectacular. There are several Action and Survival Horror games with better stories.

Story: 7/10

[img width=640 height=480]http://i21.photobucket.com/albums/b263/onthe_linegyrl/resident-evil-4-20041206035724077.jpg[/img]

Sound

I'm coming to realize that there is a reason that there isn't much music in Survival Horror games. It is a matter of atmosphere, making the player feel alone and scared. While that's all well and good, and I think I understand it a bit better now in the context of the genre, there's still not very many different tracks in Resident Evil 4. But, like Luigi's Mansion, the songs that are in the game are phenomenal, and suit each situation perfectly. There are songs that send chills down your spine, and several that just give an eerie presence. The songs are re-used a bit too often, and it is very common that there is no music at all. But, I have noticed that whenever this happens, there is a very good reason. For example, when you are supposed to pay more attention to the environment around you, or when a boss battle is coming up. The game's dialog is good enough, but Leon seems to have an infinite stockpile of cheesy one-liners, which make some cutscenes cringe-worthy. The voice actors, though, are well-chosen, and speak their lines believably. The sound effects are awesome, like they should be in any game where atmosphere is a primary concern. RE4 uses Dolby Pro Logic II, just like Metal Gear Solid: The Twin Snakes, so every sound in the game can be "heard in the right direction", even if you don't have a specific speaker setup. The surround sound helps quite well when trying to pinpoint the location of a hiding enemy. Overall, RE4's audio is terrific, and stands out when coming through your TV/Speakers.

Audio: 9/10



Graphics

Now we come to the biggest part of the game, or at least the most-discussed part of Resident Evil 4; the graphics. And they are impeccable. I seriously had to think if I had ever seen any oXbox games that looked this good! They blow everything else I have seen on the system out of the water, with maybe an exception or two. RE4 uses every trick in the book, and then some, especially the gorgeous 480p resolution. It isn't something I can accurately describe with words; it is something you have to experience to understand. Despite the unmatched graphical prowess, I never once encountered slowdown, and the game always ran at a steady framerate. This is the Gamecube being pushed to its absolute limits. The oXbox was never pushed to such an extent, as far as I know, and even though the PS2 was, it never even came close. I don't think that the 'Cube was ever intended to do graphics like this, but RE4 proves that it is not only possible, but they made it look easy! I cannot stress enough how amazing the visuals are. If for no other reason, the game is worth a playthrough for them alone. "But, there was a PS2 port, wasn't there?", I'm sure you're saying. Well, you would be correct, but I played a bit of the PS2 version, and quickly discovered how noticably inferior it is to the Gamecube version. The loading times are longer, the graphics are much worse, the colors are more washed-out, the controls are more finicky, and it is overall an inferior game. You wan't proof? Check out the video below.

Graphics: 10/10



Extras/Value

Capcom always likes to add a little something extra to their Resident Evil games, and the tradition lives on in RE4. Upon completing the game, you are given two new modes: Assignment Ada, where you play a series of short missions starring Ada Wong, a character you meet up with in the second half of the story, and The Mercenaries, an arena survival mode where you must kill as many enemies as you can before your rescue chopper arrives. This mode allows you to play as 6 different people, so you're not restricted to just Leon. Also, upon completing Assignment Ada, you are given another series of Ada missions, entitled Separate Ways. There are also various costumes and new weapons to unlock, so you can be sure that there is plenty to do after you have finished the main story. The extra modes are surprisingly deep; the Ada missions can go on for longer than you would think, and it is fun to play as different characters in The Mercenaries after seeing the back of Leon's head the whole game. There was also a special edition RE4 Gamcube released, but I believe it was exclusive to Europe. Resident Evil 4 currently goes for $15 at Gamestop, so you have no reason not to pick this game up. It is criminal that someone is selling this game for so low; it should be at least $20. Also, another way to tell that the 'Cube version of the game is superior to the PS2 version is that the latter goes for $6 less. Yeah; stay away from that port.

Extras/Value: 10/10

[img width=640 height=480]http://i149.photobucket.com/albums/s72/bobaloob/DSC00339.jpg[/img]



Overall

There's no mistaking it; Resident Evil 4 is a classic, and one of the best titles to grace the Gamecube, and as many say, of all time. Capcom put their heart and soul into creating it, and remains as a shining example of what electronic entertainment should be. Everything is polished to a blinding finish; it all comes together to be something that can only be described as a masterpiece. The only reason I had never played it until now was because I never was fond of Survival Horror games, but now I'm giving the genre a second try. So, even if you were like I was, you should still play RE4. Every gamer should at least give it a try, since it is a game with such universal appeal. In short, you MUST play this game.




Overall: 9.5/10

This is Lisalover1, thinking Leon looks preeettty hot in that jacket. Not so much in the zombie blood.



Posted on Apr 24th 2011 at 08:00:38 PM by (lisalover1)
Posted under Gamecube, Survival Horror, Nintendo, Review, Mario

[img width=320 height=444]http://www.examiner.com/images/blog/EXID28759/images/luigis-mansion.jpg[/img]

The Gamecube is an odd console when measured against the other consoles in Nintendo's history. For one, it was the first of their systems to launch without a Mario platformer, a move which some claim was ill-advised, given the competitive state of the market at the time, when the 'Cube seriously needed early adopters. But the Gamecube launch was not completely absent of Big N's star franchise; we got another thing that was very odd and certainly different. A survival horror game featuring Mario's little brother. It was ultimately overshadowed by other launch titles such as Wave Race: Blue Storm and Star Wars: Rogue Squadron 2, and was criticized for not being a "true" Mario franchise title. So, were the ignorant hordes right on that claim, or, like Luigi himself, can Luigi's mansion stand on its own? If you couldn't already tell from the previous sentence, the answer is the latter.

Gameplay

In Luigi's Mansion, you obviously play as Luigi, who has to work his way through said mansion, sucking up ghosts in his Poltergust 3000 vacuum. You go through 23 different boss ghosts in the house, along with 50 mini-boss Boos. The combat system is really something unique and fun; to capture a ghost, you must quickly shine it with a flashlight, then suck it up with the Poltergust, holding the control stick in the opposite direction, until the ghost's HP reaches 0. Boss ghosts, however, take a little more cunning; they will usually disappear when you look in their direction, so you must figure out their unique weakness before you have a chance at fighting them. It is a very interesting gameplay mechanic that integrates puzzle gameplay into action gameplay. It never gets old, especially when Luigi acquires fire, ice, and water power-ups later in the game, adding other layers of strategy to the process. It is always satisfying when you defeat a boss, especially some of the later ones. As I said before, there also mini-bosses in the form of Boos, that, while not as difficult to catch as boss ghosts, escape if not caught on the first try. The gameplay is overall just very fun; I would say that this is the closest we will ever get to a good Ghostbusters game, but since a new one was released a while back, I can't say that anymore.

Gameplay: 9.5/10

[img width=400 height=300]http://www.toy-tma.com/wp-content/uploads/2010/04/Luigis-Mansion-Ghost-Hunt.jpg[/img]

Story

In Luigi's Mansion, Luigi is sent a letter saying he has won his own mansion, despite never entering any contest in the first place. Mario gets the letter before Luigi, and finds it suspicious, so he goes to investigate. Luigi is worried when Mario does not return for a while, and finds the letter himself, and also goes to look. Upon arrival, he finds that the mansion is haunted. Inside, he is attacked by some ghosts, and is saved by Professor E. Gadd, who fights off the ghosts using a special vacuum he invented called the Poltergust 3000. They both run back to Gadd's house afterward, where he tells Luigi not only that the mansion only appeared a few days ago, but that Mario is trapped inside. Thus, Luigi volunteers to use the Polturgust to rid the mansion of ghosts, and save his brother. See? The game has a story! But, that's about it; not that it matters in an action game. It does have that distinctive Nintendo charm, which is evident throughout the entire game. The story in Luigi's Mansion is not anything special, but like I have said for all action games, it doesn't need to be. Simplicity is key.

Story: 8/10

[img width=640 height=480]http://www.tothegame.com/res/game/1282/feature/2006-03-17/screen1_large.jpg[/img]

Sound

I have good news and bad news here. The bad news is that there really isn't much music in Luigi's Mansion. It is mostly just silence and sound effects. The good news is that when there IS music, it is very well-done, and sets the eerie, yet comical mood quite well. It is certainly creepy, but not in a Resident Evil sort of way; it is certainly a more lighthearted horror game, so the music must reflect that. If only there were a bit more music, though. Maybe I'm missing something, and horror games don't need a lot of music, but I think I'm on the mark. The sound effects, however, are very well-done, and take advantage of the Gamecube's audio capabilities. The fidelity is great, and it really helps immerse you in the game. I know I've said this before, but since the 'Cube was the first Nintendo game console to use discs, audio quality took a huge leap from cartridge audio quality. That's not to say that cartridge audio is bad; quite the opposite, because we all know that it is isn't the quality of the audio file, but the artistic quality of it that matters. Luigi's Mansion succeeds on this front, but like I said, I just wish that there were more songs.

Sound: 7/10



Graphics

As one of the launch titles for the Gamecube, Luigi's Mansions had a lot of expectations to meet to show off the potential of the new system, and justify a purchase to potential buyers. Fortunately, Luigi's Mansion looks great. It is an effective tech demo for the 'Cube, showcasing multiple physics, lighting, and smoothing features that makes this game one impressive piece of software. Obviously, one of the most prominent graphical effects in the game is lighting, and the game comes up with some creative methods of using lights in dark places that makes environments feel more natural. Luigi's flashlight is another demonstration of the effect, and it can be used anywhere. Another obvious effect is transparency, for the ghosts. It isn't anything special; the Playstation made a big deal about 3D transparency effects when up against the Saturn, but the effect is greatly improved in this game. Physics also come into play a little bit. You can vacuum up things like sheets from different angles, which is so cool-looking that it seems almost out of place in a Gamecube game. Yes, Luigi's Mansion indeed turned a few heads at launch, if for no other reason than for its graphical prowess.

Graphics: 9/10

[img width=400 height=337]http://i7.photobucket.com/albums/y298/Nintendofreak1030/luigioct19.jpg[/img]

Extras/Value:

If you beat Luigi's Mansion once, you can unlock the "Another Mansion" mode, where some minor changes are made to the mansion and boss battles, so it is not a true second quest mode, a la Zelda, but it is still some incentive to play through again. Also, upon completion, you are given a grade, determined by the amount of money you collected while playing. If you get the highest grade, then Luigi gets the real mansion that he was promised! No more living with Mario! One more thing is that you get different award levels depending on how efficiently you capture ghosts; so if you're a completionist, you will want to get the gold award with every boss. Other than that scoring system, there isn't much else to do after completing the game. The game currently goes for $15 at Gamestop; not bad for a 1st-party Gamecube game. I would try and find it cheaper if you're only slightly interested, but otherwise, go for it.

Extras/Value: 7/10

[img width=405 height=303]http://sickr.files.wordpress.com/2010/01/luigis_mansion.jpg[/img]




Overall

Luigi's Mansion was a good example of taking one of their existing franchises, and doing something very different with it. Nintendo has always had that sort of bravery with their series. It doesn't always show, but when it does, the result is usually surprisingly good. Metroid: Other M is a fine example. People always accuse The Big N for resting on its laurels, but I think that they are quite open to new ideas. In short, leave them be; they know what they are doing. If you are looking for something different to add to your Halloween survival horror game lineup, give Luigi's Mansion a shot. I think you will be pleasantly surprised.





Overall: 8/10

This is Lisalover1, knowing who to call when there's something strange in the neighborhood.



Posted on Apr 24th 2011 at 05:58:29 PM by (lisalover1)
Posted under Gamecube, Zelda, Nintendo, Action, Review, GBA

[img width=320 height=449]http://www.gametab.com/images/ss/gcn/1010/box-l.jpg[/img]

It has recently come to my attention that many of you, despite owning a Gamecube or Wii, and being fans of the Zelda series, have still not played The Legend of Zelda: The Wind Waker. If I may ask, what the hell have you been doing with your life?! This discrepancy in the gaming community is shocking, and I will not stand for it. So, let's fix that. I am going to show you today that this is not the black sheep of the main Zelda franchise, and why you need to play this game. Aside from Majora's Mask, The Wind Waker is likely the most controversial title in the series, which is likely the reason people stray away from it. But, I'm not only going to tell you that this is a legitamite title in the series, but how it may be one of it's best.

Gameplay

The Wind Waker plays similarly to its Nintendo 64 predecessors, The Ocarina of Time and Majora's Mask, which is a very good thing. You can still assign weapons to 3 different controller buttons [X, Z, and Y, in this case], and the controls remain similar, except for a few improvements. There is now a much easier-to-control difference between tiptoeing, walking, and running, because of the Gamecube's more accurate analog stick. There have been some rather nice changes to combat, as well. Link can now perform actions such as parry attacks, which let him dodge an enemy's attack, and strike back. For some enemies, this is a necessary tactic to defeat them, but for the most part, hacking and slashing will do just fine. So, yes, the combat remains mostly unchanged from the standard Zelda formula. But that's not what I want to talk about. The thing that really sets Wind Waker apart from the crowd; sailing. As you probably know, the game allows you to sail around a huge world map to 49 different islands. I always thought that this was the game's strongest point. Zelda games have always tried to give the player a vast world to explore, and this is the epitome of that idea. You could spend hours traversing the Great Sea, searching in every nook and cranny. I spent a good few days just completing the map! While some may find it boring, I think it gives you a real sense of adventure that is uncommon to find in most games. I should probably move on before I start to ramble about this, though. You will find equipment similar to what you have used in previous games, so it should feel familiar. One of the bigger additions to the game is the Wind Waker itself; a baton that you use to control the direction of the wind to sail more effectively, or solve puzzles. The method of doing so is similar to Ocarina of Time, where you must memorize musical patterns, and play them back. Nothing new there, but it is still just as good.

Gameplay: 9.5/10

[img width=596 height=477]http://cubemedia.ign.com/cube/image/zeldawindgc_111502_35_640w.jpg[/img]

Story

Little has changed about the central plot of Wind Waker in comparison to the other games in the Legend of Zelda series. You still play as a young, nameless boy [although most people just prefer to call him Link] who wears a green tunic, and must kill the evil Ganondorf/Ganon and save Princess Zelda. Now that that's out of the way, let's look at what is unique to The Wind Waker. Link is a boy living on Outset Island with his sister and grandmother. But one day, a giant bird flies over the island, carrying the captain of a pirate ship. Link goes off to rescue her, which eventually leads to the bird capturing Link's sister. The pirate crew allows Link aboard so he can rescue his sister in the bird's lair. That's about as much as I can say without giving any spoilers, but as you progress, it eventually leads to Link having to save the entire world from Ganon's plans. Standard fare for the series; it's what we have come to expect from a quality Zelda title. It doesn't have the deep, emotional narratives of an RPG, but it is what it is, and it is still a great one.

Story: 8/10

[img width=480 height=360]http://i.ytimg.com/vi/hpcQwqgxE24/0.jpg[/img]

Sound

I'll cut right to the chase; The Legend of Zelda: The Wind Waker has arguably the best soundtrack of any Zelda game. That's a controversial statement, I know, but I can back it up. Since the Gamecube was Nintendo's first disc-based console, they were free to use that extra space to make disc-quality audio. This makes for a truly sublime soundtrack that captures the moment of every single situation in the game. Sometimes, I just leave the game sit at the title screen so I can hear the main theme! Now, don't get me wrong; there have been some breathtaking soundtracks in the Zelda series, but it is my opinion that The Wind Waker takes the cake. There are just so many songs that give an adventurous, bold, yet fun feeling, which is the embodiment of the Zelda series as a whole. Never have the songs in a Zelda game felt more powerful and suitable. You have to hear it to believe it, and when you do, my arguement will start to make sense. The music in The Legend of Zelda: The Wind Waker is on an entirely different level than most games. It's just not something you find everyday, and you appreciate it when you do.

Sound: 10/10



Graphics

One of the most controversial aspects of The Wind Waker was its drastically different art style. The Zelda games on the Nintendo 64 seemed to strive as much as they could for realism, but The Wind Waker adapts a more cartoon-like style. This decision has divided the Zelda fan base since the game's unveiling. I'm here to tell you that the only people who don't like The Wind Waker's graphics are people who haven't played the game. It is obvious that Nintendo put a lot of time and effort into creating some of the most artistically pleasing graphics on the system. The Wind Waker's visuals are clean, well-defined, and polished to no end. The draw distance while sailing is phenomenal; the Great Sea really seems to on forever, and you can see islands from several miles away, not counting what you can see with the telescope. It's incredible to actually be able to see your destination well before you're near it. In this way, the art style was a good decision not just in appearance, but was actually some elegant programming and system resource management. There aren't many complicated textures in many of the graphics, especially in the ocean, so the draw distance and framerate would benefit greatly. Well done, Nintendo. Oh, and the game runs in 480p if you're lucky enough to have a component cable, and it's a fairly big improvement, especially in 2D sections like the menus, where it is a night and day difference. If you got a component cable just for this game, it would already be worth it. So, The Wind Waker's graphics are both an artistic and technical triumph.

Graphics: 10/10

[img width=425 height=321]http://media.giantbomb.com/uploads/0/4127/282809-zelda_wind_screenshots_024_super.jpg[/img]

Extras/Value

There are plenty of side quests in The Wind Waker, so you'll always have something to work towards. After completing the game once, you unlock the second playthrough mode, which gives you special bonuses such as Link wearing his pajamas throughout the whole game, letting you use the Color Pictobox [Camera] from the start, and translating all Hylian text into English. There is also a figurine-collecting quest that requires you to obtain photographs of different things in the game to have them made into figurines. In case you were wondering, yes, it is very difficult to collect all of them. Also, there is the Zelda tradition of the item trading game. The Wind Waker is currently being sold for $20 at Gamestop, but it doesn't matter what the price is. Buy it. You will not regret it; I assure you.

Extras: 9/10

[img width=326 height=618]http://img.listal.com/image/1268630/600full-the-legend-of-zelda%3A-the-wind-waker-screenshot.jpg[/img]



Overall

The Legend of Zelda: The Wind Waker is one of the definitive titles for the Nintendo Gamecube, and it certainly deserves that accolade. The game is a masterpiece, with polish and craftsmanship apparent in every single one of its aspects. I have completed it three times already, and I loved every minute of it. The game is completely undeserving of all the hate it has received. If you have yet to play The Wind Waker, now is the time. Stop ignoring the game because of its art style, or whatever preconceptions you may have, get yourself down to a game store, buy the game, and play it. It's about time you did.





Overall: 9.5/10

This is Lisalover1, trying to pretend the CD-i Zelda games don't exist.



Posted on Apr 24th 2011 at 05:26:45 PM by (lisalover1)
Posted under Gamecube, Simulation, Atlus, Weird, Review

[img width=640 height=908]http://multiplayerblog.mtv.com/wp-content/uploads/2008/06/533283_front.jpg[/img]

It seems that there are games for every system that everyone knows about and are simply essential games for owning that system. they are regarded by most as the best games for the system. Then there are games that no one has heard about, but can still be very enjoyable. Cubivore is the epitome of a hidden gem. It is made by Atlus, a company well-known for taking risks, much to the joy of their fans. Cubivore is a game you don't see everyday; it came way out of left field, and is a welcome surprise to Gamecube owners. So, what exactly is Cubivore, and why should you care?


Gameplay

In Cubivore, you control a small pig-like cube-shaped animal, which must eat food other animals to survive. It is a very weird gameplay style, but it works well. You have a health meter that is replenished by eating other animals, which adds a sense of tension to stay alive while playing. When you eat other animals, your animal mutates, usually resulting in the repositioning of the square "limbs" on its body. In later levels, it gives your animal certain statistical bonuses as well. You can eat different combinations of animals to fine-tune what characteristics and abilities you would like to have, which gives the game a good amount of depth when you want to get the most out of the game's gameplay system. At the start of some levels, if you defeated and ate the right material from the previous level's boss, your animal has the option to mate, and create offspring that is stronger, faster, and has an extra limb. The child's statistics are based off your decisions and eating habits of the previous level, and also affects what kind of offspring he can have as well. It is a very deep and fun-to-use system if you get the hang of it. You have to actually plan out your method of progression for some levels in order to survive. You can get through the first few levels pretty easily, but some of the later ones can give you a bit of a challenge to figure out the best plan of attack. All I can say is that Cubivore has one of the more unique and interesting set of gameplay concepts that I have seen. It is a real treat for those who want something out of the ordinary.

Gameplay: 8.5/10

[img width=620 height=402]http://bulk.destructoid.com/ul/user/3/34641-128431-cubivore2jpg-620x.jpg[/img]

Story

"I want to be alive. That was the first thought I ever had." This is the opening line in Cubivore, said by the main character, right after he is born. He is a small creature called a Piggy, that, in his initial state, looks more like a tadpole. You can become other species eventually through the course of the game via breeding, but this is always what you start out as. The story of the game is about a horde of animals called the "Colorless", which devour the wilderness of the land, and take away its color. They are lead by a large, fearsome colorless beast, called the Killer Cubivore, which is the strongest animal in the land, and the ultimate villain of the game. Similar to what I said in the Billy Hatcher review, there's not much to Cubivore's story, because the gameplay takes center stage. The sole driving force behind the main character's actions are survival instinct, which gives the player a mindset as such; ignoring all other impulses, and doing everything to stay alive. It's very interesting to see a game do this, as I haven't seen it done very well before. There is barely any story beyond the first cutscenes, so the player is mostly left to himself, which gives the player time to think about his surroundings, and fill in the blanks of what little story there is by themselves. It is a good use of isolation in a game, which leads me to think that Atlus put a bit more work into this aspect of the game that may be immediately apparent.

Story: 7.5/10

[img width=700 height=560]http://img.gamespot.com/gamespot/images/2002/gamecube/cubivore/c_screen002.jpg[/img]

Sound

The soundtrack of Cubivore is surprisingly calm and relaxing. Most of the tracks are serene and soothing, which is in stark contrast to the weird vibe the game gives off [or maybe not, depending on how you look at it]. Despite this odd design choice, I liked the music in Cubivore. It isn't anything special, but it gets the job done. The sound effects are not much to write home about either. Overall, there's not much to the audio in this game, and I've run out of things to say about it. Sorry.

Sound: 6.5/10



Graphics

Not many people know this, but Cubivore, along with quite a few other Gamecube games, was originally an N64 game during development. The game was initially designed for the Nintendo 64 Disk Drive, which failed due to a very late release, and few games. Thus, Cubivore was bumped up to be released on the Gamecube. While the game definitely looks better in its finished form than what was shown in early screenshots of the N64 version, it's not by much. The game, while sporting a very unique and interesting art style, doesn't do all it can do to make it stand out. I would have loved to have seen more varied landscapes, with better and more creative use of the 3D-cubist art style. Instead, most of the game takes place on bland, plain wetlands. It's nice for the first couple levels, but gets boring fast. I really think that Atlus could have made the graphics in Cubivore something astonishing and eye-popping, but it almost feels like they quit the idea halfway through. I think a Cubivore sequel that fixes these problems would be a far better game. As it stands, Cubivore's graphics just feel like a good idea that wasn't executed right. Oh, well. At least the game supports 480p; a noticeable change from the N64 version.

Graphics: 6.5/10

[img width=640 height=480]http://cubemedia.ign.com/media/space2k1/db5_640w.jpg[/img]

Extras/Value

There's really not much else to Cubivore beyond the single-player campaign. There is no multiplayer mode, no minigames, or any other real extras to speak of. This is a real shame; a 4-player cubivore battle would have been cool. You could spend the first half of the match evolving your Cubivore how you like it, then the fighting taakes place in the second half, similar to the City Battles in Kirby Air Ride. I would have loved something like that, and it would make good use of the gameplay. Unfortunately, no such mode exists. Once again, a Cubivore sequel with this feature would rock. The game is currently priced at $13.00 at Gamestop. Not a fantastic deal, but not prohibitively expensive for a used Gamecube game. If you're interested, go buy it. I haven't seen this game around very much at all, so it might end up being one of the rarer games for the Gamecube. If you are a collector, you should keep an eye on this one.

Extras/Value: 5/10

[img width=406 height=410]http://www.chrunck.com/stuff/cubivoretoy3.jpg[/img]

Overall

Don't go into Cubivore expecting an action game that will knock your socks off, and that you will keep coming back to again and again. I admit it is a bit sub-par when compared to other hidden gem games, but it is still a fun and cool experience. I recommend Cubivore to anyone who wants something very different and out of the ordinary, and who is tired with other action games that all look the same. Cubivore isn't so much an Action RPG as it is a really advanced and brutal Tamagochi game. If that sounds interesting to you, then by all means, go and buy Cubivore. If not, you might want to see if you can still find it for rental; you'll still get a kick out of it.




Overall: 7/10


This is Lisalover1, promising to review something better next time.



Posted on Apr 24th 2011 at 05:09:42 PM by (lisalover1)
Posted under Gamecube, Sega, Multiplayer, GBA, Link Cable, Platformer, Review

[img width=420 height=584]http://www.coverbrowser.com/image/gamecube-games/27-1.jpg[/img]

Sega's history after the Dreamcast is mostly regarded to be a sad one. Many fans felt abandoned by the company, who once was known for making very creative and fresh games that stood out in quality and had a lot of heart. Unfortunately, games such as these rarely sold well, and eventually forced Sega out of the console market altogether. Sega started to produce more cookie-cutter games to appease the masses, and lost a little bit of its soul in the process. But, every once in a while, even today, the company will release a game that has the brilliant and radically different appeal of what they used to be. In a word, it has the Sega spirit. Billy Hatcher and the Giant Egg is one of those games.


Gameplay

The gameplay in Billy Hatcher, at its core, is similar to games like Super Mario 64, Banjo-Kazooie, or Jak and Daxter, all of which fall under the sub-genre of 3D platformers nicknamed "Collect-A-Thons", due to the fact that the way to advance in these games is to collect certain trinkets for achieving goals in the game, eventually giving you access to new levels. In Billy Hatcher, you must collect Emblems of Courage in each world to advance. While that is the main premise of the game, the genius comes in how you play the levels. In the game, Billy Hatcher is given a Rooster Suit by the chicken god, which gives him the power... [pause for dramatic effect] of eggs. Throughout the adventure, Billy and his 3 friends can roll around eggs they find in the world, and use them as weapons, or roll over fruit, to make them grow, and eventually hatch them to use whatever item or power-up is inside. For example, hatching one type of egg summons a creature that you can use to attack large groups of enemies. Another egg type gives you a new rooster comb for the rooster suit, which augments an egg's attack power. There are over a hundred different eggs you can hatch, which gives the game a lot of variety.

The game uses the same game engine as in Sonic Adventure 2, and it shows. You are timed in each level, and scored based on your time, the number of eggs hatched, number of enemies defeated, and how many combos you preformed [by taking out multiple enemies in a single attack], and gives you a grade, accordingly. This kind of system creates an "I can do better" mentality that made the Sonic games fun long after you beat them. Each level gives you a new objective, and you must obviously complete that objective as quickly and efficiently as possible. I should mention that if you are the type that likes to speedrun through games, this is a good one to consider. There are plenty of tricks and secrets in each level that you can exploit to finish faster, and are a joy when you find them. The only major flaw I can say about the game is it has an uncooperative camera, which, especially when your egg is at full size, makes it hard to see around your and where you're going. Overall, Billy Hatcher will give you your fix for a good 3D platformer, if that is what you're after.

Gameplay: 7.5/10

[img width=480 height=360]http://www.nintendospin.com/wp-content/uploads/2008/11/billy-hatcher-and-the-giant-egg-image1.jpg[/img]

Story

Not much to say here, but what do you expect; it's a platformer. Basically, Billy Hatcher is a normal kid who goes to see his friends one day, when they see a wounded chicken, about to be attacked by a crow. Billy saves the chicken, which turns out to be one of the guardians of Morning Land, the game's setting. The chicken god then gives Billy and his friends rooster suits, and gives them the task of saving Morning Land from the Crow Army. Soon after, Billy's friends are kidnapped, and Billy must free them, with one held in each of the first 3 worlds. By freeing his friends, new missions are unlocked in each world, where you play as them instead of Billy. As I said, it isn't much of a story, but a game like this doesn't need a very elaborate plot. It is what it is, and it's good for that purpose.

Story: 7.5/10

[img width=480 height=360]http://img.youtube.com/vi/U8kugY_EQGc/0.jpg[/img]

Sound

The soundtrack in Billy Hatcher is lighthearted and upbeat; it suits the game very well. It is very reminiscent of the music in games like Yoshi's Island or the Kirby series. It's just good music that makes you feel good. Even in boss fights, the tunes are distinctively juvenile [in a good way, though], with a clearly exaggerated tone that feels comical, yet dangerous, as if it was ripped right out of an old Batman cartoon. It's hard to explain, but you will understand when you hear it. If I had to describe the game's soundtrack in one word, it would be "Catchy". You'll probably find yourself humming the tunes later, and enjoying it. I must also say that the main theme of the game, while somewhat irritating, still got stuck in my head, and is fun to listen to.

The characters in Billy Hatcher have almost no voiced dialogue, with the only exceptions being for a few words and some exclamations. My only problem is that there are actually a bit too few of said sounds and exclamations, leading to some of them being noticeably recycled at points. But, for the most part, the characters open their mouths about as often as Mario, so don't worry about annoying Sonic-esque voices.

Sound: 8.5/10



Graphics

Billy Hatcher is yet another fine-looking Gamecube game, running in 480p progressive scan, and boasting an exceptionally detailed opening FMV. The visuals in the game are colorful and cartoony, with very few sharp edges, making for some very virbant and lively scenery. The character and enemy models are creative and interesting, as are the bosses of each world, which are spectacular to see in motion. The graphics could have been a bit smoother, but that's just me looking for a flaw; there's always room for improvement in any game. While not among the ranks of some of the best graphics on the 'Cube, Billy Hatcher and the Giant Egg has an endearing art style that Sega has spent years trying to perfect through previous games.

Graphics: 8/10

[img width=640 height=512]http://image.jeuxvideo.com/images/pc/b/h/bhgepc012.jpg[/img]

Extras/Value

There are certainly a lot of neat extras in Billy Hatcher, enough to warrant the purchase alone! The first is the multiplayer battle mode, in which up to 4 players fight in an arena with eggs, in a standard last-man-standing fight. There are actually some pretty clever strategies you can come up with in this mode. For example, there is one egg exclusive to the multiplayer mode that lets you plant a fake egg that explodes when another player touches it. I like to place it in an empty egg nest [where new eggs spawn from in the game], so opponents can't tell the difference between the fake egg and the real egg. You can imagine how funny it is to watch. The multiplayer mode could have used a couple more arenas and features, but as it stands, it is solid, and well worth a play with your friends. It really reminded me of Donkey Kong 64's multiplayer battles, now that I think about it.

Another cool feature of the game is that it utilizes the Gamecube-to-Game Boy Advance link cable. If you had a GBA and link cable, you could upload minigames onto your GBA that stay there as long as you leave your GBA turned on. Some of the minigames are actually really good, in that except for length, they look and feel like actual GBA releases! The NiGHTS game alone is almost makes up for the lack of a real portable NiGHTS game. In fact, they're so good, I feel bad referring to them as minigames. Most of the games are scaled-down versions of classic Sega games, such as NiGHTS into Dreams, Puyo Puyo, Chu Chu Rocket, and even Billy Hatcher itself. Remember what I said about the Sega Spirit? This is what I mean. This is the Sega that we all know and love; the Sega that never forgets who they are, and who will always look after its fans. Unfortunately, it is also the Sega that rarely shows its face. But this is exactly what happens when it does. Once again, I cannot emphasize enough how well-made these minigames are! Actually, if I remember correctly, a while back, some hackers found a way to extract these games from the disc, and make them into actual GBA roms! Now that's saying something. Speaking of classic Sega, you can also hatch hidden Sega characters in certain stages, by getting all the hidden coins on that stage. You can use these characters to help you fight. Some of the characters you can unlock are NiGHTS, Amigo, Rappy [A common enemy in Phantasy Star Online], and of course, Sonic, Tails, and Knuckles. There are a few more you can find, but I can't remember them right off-hand. Still, it shows that Sega really gave it their all with this game, down to the very last detail.

I would definitely say that Billy Hatcher and the Giant Egg is worth a purchase. It's currently only $5 at Gamestop, so you can buy it with just spare change. Most gamecube games can be had for very cheap prices right now, so if you're looking to beef up your GC library, you might want to start soon, before Gamestop stops carrying Gamecube games. So, get Billy Hatcher while you can, because you might not have the chance later, for the same price.

Extras/Value: 10/10

[img width=533 height=400]http://i.testfreaks.se/images/products/600x400/63/billy-hatcher-and-the-giant-egg-gamecube.831039.jpg[/img]

Overall

Billy Hatcher and the Giant Egg is, for all purposes, the kind of game that defines who Sega is, was, and will always truly be. The Sega we normally see is not the real Sega; it is just its new parent company, Sammy. They took over, and things haven't been the same since. But, the real Sega is buried deep beneath that huge mass of shovelware and awful sequels. People are always talking about "the last great Sega game", but I have to disagree. There is no end to Sega, they will always be there, but they won't always be the ones in charge. But, Sega will try their hardest to give us the games that its' fans love, as often as they can. This game, along with a few others, are reminders to always let us know that they care. They really still care.




Overall: 8.5/10[/b]


This is Lisalover1, off to go give my Sega Saturn the playtime it deserves.



Posted on Apr 24th 2011 at 04:15:19 PM by (lisalover1)
Posted under Gamecube, Metal Gear, Metal Gear Solid, Action, Review

[img width=320 height=451]http://www.gametab.com/images/ss/gcn/2321/box-l.jpg[/img]

Metal Gear is one of the most revered series in the action game genre, mainly due to all but perfecting the concept of stealth action. Despite the MSX and NES [and almost 3DO] Metal Gear games before it, Metal Gear Solid on the PS1 was the one that got everyone's attention, and marked a new milestone in gaming in which just Chuck Norris-ing your way through an action game was not the only option. You no longer had to worry about winning, you had to survive; a major accomplishment in and of itself. Thus, players were forced to think outside of the box [no pun intended] and figure out the best and safest way to go about a mission. But, I'll get to all that once I start the review. Most people remember Metal Gear Solid as just a PS1 game, but few know of the Gamecube remake, which featured countless enhancements to the original. Does the remake expand on the already superb Metal Gear Solid, or is there a reason that it has been neglected?


Gameplay

Continuing from my comments in the first paragraph, the Metal Gear games featured a radically new gameplay style, in which the player must sneak around and avoid combat as much as possible, in stark contrast to other action games. If you tried to complete the game by rushing in and shooting everything that moves, you would be quickly outnumbered, overwhelmed, and dead. After all, Solid Snake is still Human, he can only take so many bullets. That's not to say that it is hopeless. Throughout the game, you get access to some pretty cool weapons to mess around with. But, strangely enough, I found myself using the weakest weapon, the SOCOM pistol w/Silencer for most non-boss fight portions of the game, because it was the quietest weapon in my disposal. That's saying a lot about the effectiveness of a game's intended mindset when you don't want to use the Rocket Launcher(s), Machine Gun, or Sniper Rifle that you have, instead choosing the most sensible option. Speaking of weapons, the Gamecube version includes the First-Person aiming system from Metal Gear Solid 2, making aiming weapons and and looking around a lot easier, not to mention a lot more fun when making precise shots. That is the most notable gameplay mechanic change in the remake, but dozens of other tweaks and fixes were added to make the game more enjoyable. The "Very Easy" difficulty setting was also added. One thing I must note are the controls. Aiming in first-person mode is generally simple and straightforward, but sometimes, it can be very difficult to accurately aim your weapon in time if you need to shoot quickly. You can obviously still use the 3rd person perspective from the original, but shooting in first person is so much easier that it is hard to go back to the old way. Also, pausing in the game is weird; there is no real "pause" button. Instead, you have to either press A+Start to bring up the codec screen, or B+Start to bring up the map. Pressing Start alone It's a minor thing, but someone who doesn't know this when playing may find out the hard way, if you know what I mean. Despite some annoying cheap tricks that the game sometimes uses, and a few illogical segments in which you almost NEED a guide to progress, Metal Gear Solid: The Twin Snakes has incredibly solid gameplay and will provide a good challenge, no matter which difficulty setting you may choose.

Gameplay: 8/10

[img width=640 height=480]http://static2.videogamer.com/videogamer/images/gc/mgs2_twin_snakes/screens/mgs2_twin_snakes_43.jpg[/img]

Story

Gamers have always praised MGS' story, saying it is more like a good action movie than an action game. After playing through it myself, I have to say that you can believe the hype. Written by Konami's mad genius, Hideo Kojima, Metal Gear Solid's storyline is powerful, gripping, and confusing. The game starts out simplistic enough; covert operations soldier Solid Snake is sent in to get information on the new war machine known as Metal Gear Rex. That's where the simplicity ends, though, as things start to fall apart soon after, resulting in a perplexing and compelling mystery that doesn't really make sense until the end. Many people complained about the game leaving you in the dark for so long, but in my opinion, it adds tension and motivation to keep playing.

As I have said, Snake himself is a relatively vulnerable character when considering how quickly he can die in the game, and how the player is actually afraid of even common enemies in the game, because you are heavily outnumbered and outgunned. This is a very interesting storytelling mechanic known as Disempowerment. In other words, in most action games, you are more than capable of dealing with enemies, and in large numbers. The only thing limiting you is your own skill, because the character is naturally stronger than the enemies in the game. That's empowerment, where for the most part, you don't have to worry about the enemies, because you know you are stronger than them. Conversely, disempowerment is when the character is not stronger than the enemies. When the player knows that he can be quickly defeated by enemies which have more powerful weapons and/or more people to help them, tension and even fear are created, giving the player a healthy dose of respect for the situation the game has put them in. They must use everything that both the character and the player has at their disposals to overcome the challenge, despite being in a disadvantageous situation. This establishes somewhat of a bond between the player and the character, and draws them into the story. Metal Gear Solid masterfully utilizes disempowerment, and it shows.

Something that people seem to forget about Metal Gear Solid is that it actually has a good sense of humor at times, even with its serious story. Everyone of course knows about Psycho Mantis' memory card-reading trick [which was updated in The Twin Snakes to recognize saves from some of Nintendo's games], which is probably kind of freaky if you didn't know about it until playing it. Early in the game, I was told that I needed to call a frequency on my codec, but the game didn't tell me what it was. All that was said was that it was "On the back of the package". I remember looking forever for that code in the game, until I realized that I was actually supposed to look on the back of the game's box, where the code is shown in a screenshot! Brilliant! At another point, I had to press the A button as fast as I could to stay alive, so I went to the other room to get my turbo controller, to make it easier. Just as I was about to switch controllers, one of the characters faced the screen, and said, "And don't even think about using a turbo controller, because I'll know!" I was positively shocked, but I laughed my *$% off about it the entire rest of the day! One more thing, in the original MGS, in a certain part of the game, you are in an office, and you could find a PS1 connected to a TV in one of the cubicles. In The Twin Snakes, it is replaced by a Gamecube and Wavebird controller, on the Gamecube system menu. There are also now Mario, Luigi, and Yoshi dolls in another cubicle. Little things like that give the game charm and personality. Other than that, the story in the remake went mostly unchanged, save for a few minute differences.

Story: 9.5/10

[img width=480 height=360]http://i.ytimg.com/vi/lXISD1jXDjU/hqdefault.jpg[/img]

Sound

The entire soundtrack of Metal Gear Solid was recomposed and re-recorded for the Gamecube version, to take advantage of the extra storage space, and the superior audio capabilities of the 'Cube. Most of the tunes are just higher-fidelity versions of the originals, with slight alterations, but Konami added a few new tracks, as well. For example, the music that plays when escaping from enemy sight, and waiting for the caution meter to go down is now replaced with the opening theme from Metal Gear Solid 2/3 [I always liked that song]. The game also supports Dolby Pro Logic II, so if you have a good audio setup, and if you're really bold, a modified Gamecube with optical audio output, then the game will sound heavenly. The audio for this game alone is practically a tech demo. All the voices were re-recorded as well, with almost all of the original voice actors. They sound as good as ever, though, and capture the essence of each character very well.

Sound: 9/10



Graphics

Metal Gear Solid: The Twin Snakes looks spectacular. There's no denying it, the game is a technical masterpiece. Running in 480p progressive scan, at a steady 60 frames per second, and sporting some of the best graphics the Gamecube has to offer, even outclassing the other Metal Gear Solid games on the PS2. The 3D models are exquisite, the textures are detailed, and countless new effects and details were added from the PS1 version. For example, in the portions when Snake is outside, the snow effect is much more realistic, and the snow even sticks to and piles up on Snake if you stand still! All the graphics got completely overhauled from the original, and it is apparent that Silicon Knights and Konami really went over the top to push the limits of the Gamecube. The original Metal Gear Solid may have been a very graphically impressive PS1 game, but The Twin Snakes makes it look like it was running on a 32X! I barely recognize the original after seeing the remake. The cutscenes were redone, as well, with new camera angles, and much more action than the relatively static originals. One area in particular that I want to point out is the weapons. The weapons in The Twin Snakes are so meticulously detailed that you would think they were meant for a very early 360 game! You don't believe me? The character models are a major improvement, as their mouths actually move when they talk, and you can clearly see their faces. You have no idea how much nicer this is. Now, with the power of the Nintendo Gamecube, Metal Gear Solid is a true cinematic game.

Score: 10/10

[img width=700 height=258]http://cubemedia.ign.com/cube/image/mgs_notwinsmegaton_1.jpg[/img]

Extras/Value

One glaring omission from the remake that I must address is the lack of VR missions. The original game had them as a sort of warm-up before the actual game, and they became so popular that a separate PS1 game was released only containing VR missions. Silicon Knights intended to include them in the Gamecube version, but ran out of time. They were actually going to add a few more things to the game, but didn't want to delay it any further, so it was released without those extras. It's a shame; the VR missions were pretty fun. Oh, well. Also, as was the case with Tales of Symphonia, a special-edition Gamecube was released in a special edition of the game, and is now a collector's item.

Metal Gear Solid: The Twin Snakes is one of the more sought-after Gamecube titles, and because of this, it is more expensive than your average Gamecube game, and is currently being sold at Gamestop for $23. Unless you played the original a lot and you're comfortable with the original as it is, then I would definitely recommend buying The Twin Snakes. It is essential to a Gamecube collection, and is just a great game for everyone else. However, I can understand if you are a devoted MGS fan, that you would want the original only... kind of. You might be crazy, and you should probably get yourself checked out.

Extras/Value: 7.5/10

[img width=413 height=285]http://www.gamechoiceclub.com/image/gc_mgs_pak.gif[/img]

Overall

Metal Gear has rightfully earned its place as one of the cornerstone franchises of action games, and maybe one of the most revered series of all time. The remake of the landmark third game in the series, Metal Gear Solid, proves that the best can get even better when you don't have to deal with hardware restrictions. The Twin Snakes showed how a remake should be done, and gave Gamecube owners something to brag about to jealous PS2 owners. With superior graphics, sound, and gameplay, Metal Gear Solid: The Twin Snakes was an absolute triumph, and should be remembered as the game Metal gear Solid should have been all along.




Overall: 9/10

This is Lisalover1, sneaking up behind you right now.



Posted on Apr 24th 2011 at 05:45:49 AM by (lisalover1)
Posted under Gamecube, Tales, Symphonia, Namco, Nintendo, Bandai, RPG, Review

[img width=250 height=364]http://www.rankopedia.com/CandidatePix/59738.gif[/img]

Note: I will often make and post reviews on this blog, most of which are of Gamecube games. Most reviews will be for GC exclusives, but some will be just for games that either ran better on the Gamecube, or were important to its history. I am still unsure of expanding to non-GC content, but I am considering it.


Tales of Symphonia is the first 3D entry in Namco Bandai's "Tales" series of Action RPGs, and was an exclusive for the Nintendo Gamecube in all regions except Japan, where it received a shoddy Playstation2 port. The game takes advantage of the Cube's power to make a beautiful game for the player to explore. Is the game a triumph of the highest caliber, or does it fail because Namco Bandai never localizes anything and hates their fans, not even giving them the Tales of Vesperia PS3 port, or Tales of Destiny 2, or well over half the games in the series? Sure, they're localizing Graces F, but that hardly puts a dent in the huge backlog of untranslated Tales games! ...Sorry about that.


Gameplay

Tales of Symphonia is an Action RPG, so instead of just sitting around, navigating through menus, and selecting attacks in turn-based format, you are actively participating in the battle in real time. Also, unlike most RPGs, there are no random encounters. All enemies can be easily seen, avoided, or confronted visibly. The battle system feels much like a 3D fighter [a genre in which Namco has quite a bit of experience in], in that you can string together combos by timing your moves correctly and teaming up with other characters. You also use special attacks that can be mapped to the B button + different analog stick directions, and the C-Stick. It makes battles very fast-paced and fun, with an infinite number of ways to fight. A nice little feature exclusive to Symphonia [surprisingly never brought back in later installments] was the Unison attack, which was a gauge that filled up as you fought, and when it filled up completely, you could hit the Z button, and unleash hell. By which I mean, you can assign different attacks to party members for use in unison attacks, and as soon as you hit the Z button, you must start as many of these attacks as possible before the gauge empties, and all the attacks would be performed at once, creating a flurry of attacks. Sometimes, doing certain unison attacks in a row will trigger an even bigger combo between two or more characters, causing massive damage, and most likely stunning the enemy for a brief period. It also just looks awesome. The battles never get boring; I found myself intentionally running into enemies just for the fun of the fight. Yes, the battle system is certainly one of Tales of Symphonia's most standout features.

As is a common feature in the Tales series, multiplayer is available in battles, allowing 4 players to fight at once. I can attest to this being very fun, having beaten the game both alone and with a friend. When playing alone, you can go through battles like you would in a normal ARPG, but when a friend comes along, you add a whole new level of strategy to the game, allowing you to work together to do some really neat tricks and combos. As I stated before, up to 4 people can play at once, effectively make the game a "party" RPG.

Outside of battles if pretty standard fare for RPGs; you go around, exploring towns and the overworld, talking to people and gathering info. Not much to say here, except that I should mention that there is a nice system in the game for cooking meals. The meals require ingredients which can be bought cheaply or found free. The meals heal the whole party, and their effectiveness depends on the recipe and the person cooking. You learn new recipes as you explore each town, and cooking can become a very useful tool if you use it right.

Gameplay: 9/10

[img width=632 height=448]http://ps2media.ign.com/ps2/image/article/514/514311/tales-of-symphonia-20040512051212321_640w.jpg[/img]

Story

For the most part, I was impressed with Tales of Symphonia's story. It starts off in the land of Sylvarant, in a small village called Iselia. Here is where the primary characters live. Lloyd Irving, the main character, is friends with a girl named Colette Brunel, who is destined to become the "Chosen", the Half-Human, Half-Angel being that will go on a journey to save Sylvarant. I don't want to spoil too much, but let me just say that the first third of the game is devoted to this portion of the story. The game starts off with this standard, run-of-the-mill story; what everyone expects from your average JRPG. However, it soon grows into something far more complex and enthralling. I honestly didn't think the story was anything special until I got past the first couple dungeons. But, trust me, Tales of Symphonia's story is something to behold when it is in full steam. I spent many sleepless nights playing the game, just to see more of the plot. There are times when the game does something somewhat cheesy and melodramatic, but I really had to think about when they were, and even then, they were few and far between. What I am saying is, if you want a good RPG story that will really suck you in and keep you clinging to your Gamecube controller, look no further than Tales of Symphonia.

Story: 8/10

[img width=640 height=432]http://images.fragland.net/screenshots/1114/4.jpg[/img]

Sound

I didn't fully appreciate tales of Symphonia's musical score until I saw the soundtrack as a whole. I was absolutely shocked to find that there is a total of 83 songs in the game! It is truly amazing how they fit such an extensive soundtrack into 2 Gamecube discs. Thus, it is rare to find the same song in two different locations [unless they are the same type of building, of course]. The music has a lighthearted yet majestic tone; reminding me a lot of the music in the Dragon Quest games. Most tracks are mellow and fun, so as to not distract from the rest of the game. But, the music mirrors the events quite well, and each track provides a spot-on musical interpretation of the events at hand, which is very effective in immersing you in the game. It won't blow your mind, but tales of Symphonia's soundtrack is still one of the better overall soundtracks I have heard in a game. There's not really much else I can say about it, so I'll let the music do the talking. Here's one of the songs from the game:

Sound: 8/10



Graphics

The art style for Tales of Symphonia was largely up in the air during development, due to it being the first game in the series in 3D. So, Namco decided to employ a semi-cel-shaded look for the game, an art style that has since become a common trait in Gamecube games. The character models look beautiful, and are very expressive, with each character having multiple animations for their emotions. It really feels like the expressive sprites of games like Final Fantasy VI or Suikoden II, but in 3D form. The backgrounds and locations are also very detailed. I always found new things that I hadn't noticed before when I re-entered buildings. That level of craftsmanship and care taken into each area is spectacular. I suppose that Namco really wanted to show what the Gamecube's next-gen graphics could do when designed by the right people. It is a beautiful game to see, with the only graphical downfall being that the game does not support Progressive Scan mode; something I think would have really helped the game. The environments are so detailed that the standard 480i resolution causes them to sometimes be blurry, and I am unable to see some very small things clearly. Other than that, Tales of Symphonia will make your 'Cube feel good about itself.

Graphics: 8.5/10

[img width=637 height=445]http://www.ntsc-uk.com/reviews/ngc/TalesOfSymphonia/02.jpg[/img]

Value

Tales of Symphonia is currently selling at Gamestop for $20. Not the best deal you will get on a used game, but in my opinion, it is worth every penny, because the game's length will more than justify the cost. Tales of Symphonia markets itself as a 40-hour game, but it is really selling itself short. You will easily get around 60-80 hours from the story alone, as long as you're not doing a speed run. I personally spent around 150+ hours on my first playthrough, going through everything I could, and I still wasn't able to complete every side-quest! Think about it. For $20, you could buy a bunch of okay games that will last you a total of maybe a week, or you can buy one incredible game that will last you several weeks. Which one would you rather have?

Value: 10/10

[img width=535 height=344]http://img.neoseeker.com/screenshots/R2FtZXMvR2FtZUN1YmUvUm9sZS1QbGF5aW5nL0ZhbnRhc3k=/tales_of_symphonia_image29.jpg[/img]

Miscellaneous

As I said before, there are a huge number of side quests in Tales of Symphonia; all of which give you cool extras throughout your game. A good number of side-quests' rewards involve things called Titles, which, when equipped, give your characters bonus points and abilities when leveling up. It is a nice little system that gradually pays off depending on your play style. Speaking of which, the special attack progression system is really something else in Tales of Symphonia; it is a bit more of a realistic system than you would expect. Instead of just learning set new moves when you level up, the game instead determines your character's new moves based on what types of moves you use most often. For example, if you use magic more often than physical special attacks, you will learn more magic, and vice-versa. It makes you think more about how you want your characters to level up, and what to make them fight with. All these things add unprecedented levels of depth to the game, and make it all that more enjoyable of an experience. I could go on about each subsystem and all the side quests of the game, but I think my keyboard would wear out if I tried. Also, I should say that this game was so popular in Japan that a special edition Gamecube was released for the game!

[img width=604 height=453]http://photos-a.ak.facebook.com/photos-ak-sf2p/v234/177/3/197000224/n197000224_30285008_82.jpg[/img]

Miscellaneous: 9.5/10


Overall

Tales of Symphonia is a game for the ages, and is definitely one of the best adventures you will find running on Nintendo's lil' powerhouse. It has everything you could want in an ARPG, and is in the top of its genre because of that. You will not get easily bored of Tales of Symphonia, and I have a feeling you will like it as much as I did. If you have never played an RPG before, this might even be a good place to start, due to the simple-to-learn, hard-to-master combat system. I would definitely recommend this game to anyone who plays games, as it is one of the classics of the Gamecube's era. Buy Tales of Symphonia. Right now. You will not regret it.

[img width=600 height=560]http://3.bp.blogspot.com/_yt6rZiXQUtw/S-AU-H1AVHI/AAAAAAAASgc/VCGcHz8LGX0/S740/tosbanner.jpg[/img]




Overall Score: 9.5/10

This is Lisalover1, going off to play some Tales of Vesperia after all this talk about the Tales series.


                                                                                                                                                                                                                                               
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A look at the past, present, and even future of Nintendo's most overlooked home console. This blog will feature reviews, retrospectives, and investigations regarding the Nintendo Gamecube, or anything else that falls within this spectrum.
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