Monday, February 19, 2018

Frederic: Resurrection of Music - 9/52

     About ten years ago I joined the forum side of one GameTrailers.com, a site that unfortunately(or possibly fortunately depending on who you ask), no longer exists in all of its former glory.  I didn't stick around for more than a couple years, mostly just asking obnoxious question forums and taking cheap shots at the recently announced Kinect, then Project Natal, because I was a edgelord teenager who thought he was better than those Xbox normies, rather than being a introverted adult who thinks he's better than those Xbox scrubs.  But, the few good times I remember having on the forums were discussing the topic of exceptionally weird, wacky and wonderful video games.  I was introduced to a lot of really cool games from this experience, including what is now one of my favorite games, Plants vs. Zombies.  I have sense moved on from always wanting my video games to be super out there, now favoring giant, time sink role-playing games that have meaningful stories, characters and themes.  But that part of me never truly died and it was that part of me that I feel lead to me to picking up today's little gem(and I do mean little, it's an exceedingly short game), Frederic: Resurrection of Music.

     Frederic: Resurrection of Music puts you in the shoes of Frederic Chopin, who suddenly rises from the grave in modern day Paris.  He immediately is contact by the Muses.  Like, the actual Muses.  From Greek Mythology.  Chopin is Polish, by the way, so what he's doing with Greco-Romanic manifestations of the arts is beyond me.  If anything, he should be dealing with Veles, Slavic god of music.  But, I digress.  After encountering the Muses who briefly and very ineffectively communicate to him what has happened, as well as supplying him with a magical carriage and piano, he determines to set off on a journey to find whoever brought him back to life and discover why they did so.  Along the way he meets a cast of colorful characters with differing musical styles that he must then engage in musical combat with.  Conveniently, every musician in the world knows at least one piece of Chopin's music backwards and forwards, so Chopin doesn't need to learn how to play anything he didn't write.  Super considerate of the world to make that a universal, mandatory learning experience just in case Chopin were to rise from the grave and start going all Johnny Cage on other musical genres.

     Frederic: Resurrection of Music is, as you would expect, a rhythm game.  I'm terrible at rhythm games.  Always have been, always will be.  They're one of my favorite genres and I usually can't play them at any difficulty higher than Medium.  As far as rhythm games go, Frederic is alright.  You have a section of the piano on your screen, specifically from the F to the B, sharp/flat notes included, and you simply must hit the notes as they appear on the piano.  I'd personally recommend playing it on a touch screen if you're planning on picking it up.  You can use buttons, but I found it easier to hit the piano keys on the touch screen.  It's a very simple, recognizable setup that immediately keys you in to what you have to do and allows you to just immediately get into the songs.

     The soundtrack to this game is, well, first off Chopin.  Already a great start there.  But they're all very good arrangements of Chopin on top of that.  Some of my personal favorites include a Reggae arrangement of Chopin's Polonaises in A Major, Op 40 No.1, an old spaghetti westernized version of Piano Sonata no. 2 in B-flat minor, Op. 35(The Funeral March) and a Celtic folk version of Etude Op. 25, No. 9 in G-Flat Major.  Though, picking from this soundtrack is like picking which puppy is your favorite.  It's almost impossible to choose, it's all so good.

     The game's visuals are where it unfortunately takes a turn, however.  Not that the visuals are bad or anything, they're very stylized and have a sort of pop art feel to them.  The issue is that they're usually very uninspired.  There's a lot of static images and repeated frames of animation.  It's like an old Newgrounds flash game that happened to have a killer soundtrack, it's quite the paradox.  Not that it especially matters since most of the time you'll be looking at the bottom half of the screen where the piano interface is, but it does come to a head in the game's not great cutscenes. They're presented in a comic book-esque style which, normally, I love.  But Frederic's colors are too dull and character design is kind of ugly and the mostly static images in the cutscenes accentuate this fact.  Thankfully, all cutscenes are skippable whether or not you've seen them before and you won't miss a ton by doing so other than some super dumb reasons why the random characters you meet on your journey hate Chopin and some really off beat and largely unfunny humor.

      Frederic: Resurrection of Music is a very short, very simple and pretty fun rhythm game.  I might just be biased because, if you couldn't tell, kind of love Chopin, but I really enjoyed my time playing the songs in Frederic.  Unfortunately, there's not a ton of tracks to choose from, but all the ones they have are really good.  I picked this game up on sale for $3 and it was the perfect price for it.  It's the kind of game you'll randomly spend ten minutes on replaying your favorite tracks while you're waiting for something to finish downloading and have some quick fun.  I hope you enjoyed this look at a game you've more than likely never heard of.  I'll see you back here next time for the tenth game out of the 52, the Wonderful 101.

Frederic: Resurrection of Music OST: https://www.youtube.com/playlist/fredericresurrectionofmusicost/

Ethan's Backloggery: https://www.backloggery.com/edzoologist

Saturday, February 17, 2018

999: Nine Hours, Nine Persons, Nine Doors - 8/52

     I cannot even begin to tell you how disappointed I am that this wasn't game no. 9.  I debated with myself for a while if I should quickly complete another game in the meantime to make this the ninth game, but I decided it would be rather inefficient and kind of cheating to artificially extend the time spent on a game for the sake of a placing joke.  And almost to rub it in my face, game no. 9 was a game that I actually beat in one sitting because it was only roughly an hour and a half long.  But, you don't want to hear about this.  So, let's begin with my playthrough of 999: Nine Hours, Nine Persons, Nine Doors, and get some Japanese visual novel goodness.  I promise this isn't a dating sim.


    999 is the tale of nine people who wake up to find themselves locked in a room trapped on a sinking ship, all of them forcibly taken here and all of them adorning a numbered bracelet.  After escaping their respective makeshift cells, they all unite in the central hall of said ship, where a mysterious person calling themselves 'Zero' informs them that they have been chosen to take place in what is known as 'the Nonary Game'.  The rules are simple, there are nine numbered doors hidden throughout the ship.  Each numbered door can only be entered by 3-5 people, whose digital root (the sum of adding up their individual numbers until they equal only one digit i.e. 1 + 2 + 3= 6 or 4 + 5 + 6 + 7= 22 and then 2 + 2= 4) is equal to the number on the door.  Everyone who scans in must enter the door and everyone who enters the door must contribute to solving the various puzzles contained within.  If you can find the door numbered 9 before the time runs out, the titular nine hours, you escape with your lives.  Otherwise, you become trapped on the ship as it sinks to the bottom of the ocean.  As well, Zero has decided to pull a Suicide Squad and place bombs inside the bodies of the "players" to assure their compliance.  The bracelets contain a hidden detonator that activates as soon as the players enter the door, giving them 81 seconds to scan in another panel before the bomb detonates.  The dude likes his nines if you couldn't tell.

     The story of 999 seems very bare bones at first.  But appearances being deceiving is an overarching theme of the game.  Nothing on this ship or with this group is as it seems and, throughout playing, you'll discover all the various secrets and unravel all the various mysteries hidden within the Nonary game.  It not starting exceptionally complex provides an excellent cornerstone to build off of, helped immensely by the fact that the player has a surprising amount of freedom on which direction the story can take for what is, essentially, an exclusively narrative and character driven game.  And this freedom gives you a reason to play through the game a second, third or even sixth time, seeing every scenario the game has to offer and working towards discovering the truth of what's going on in the Nonary Game.  And all of this coming from the same starting point.

     The character work in 999 is flawless.  You'll end up spending at least some amount of time getting to know each of the characters in 999 in each run you do and, while the individual runs may seem a little lacking, you'll end up knowing quite a bit about at least one character each run, if not more.  And it kind of ends up having a snowball effect from there.  You do another run with different scenarios to either see if you can learn more about this cool character you got invested in during the previous run or get invested in a brand new character.  By the end, your favorite characters might be what were once originally your least favorites and vice versa.  It's the kind of character development that makes you go back and through and smile whenever you see vague hints to what you learned in another storyline.  And, honestly, all the characters are fairly likable, especially when their full stories are revealed(with one exception but that'd be a pretty huge spoiler for 999).

     The puzzles in 999 are also fantastic.  I was partially playing 999 alongside Soul Axiom and seeing some genuinely good puzzle work alongside that mess of puzzle game was a wonderful contrast.  The puzzles are all very tight, giving you enough space to look around but still keeping the focus down to one or two rooms total.  They lay a few hints around the environments as well, but never so many that it feels like the game is solving the puzzle for you.  The game also has a decent sense of progression to its puzzles, keeping the more complex and obtuse puzzles for later on in the game, which is very welcome.  They also allow you to play any of the puzzles from the title screen, allowing you to revisit a particularly entertaining puzzle at any time.  Which is basically all of them, so that's a good thing.  The game also, even in its more obtuse phases, never resorts to going full moon logic on you.  The puzzles always are clearly laid out while not being overexplained.  It's a perfect balance for this kind of puzzle game and it gives you a great sense of accomplishment when you understand how each puzzle works.

     The dialogue in this game was very mixed for me.  For the most part, it's fine.  You get a good grasp of a lot of the characters from how they act and react to scenarios and a lot of the dialogue, especially late in a specific run, ends up being very meaningful and emotional.  It's overall a well-written game.  Except for the fact that this game fills itself with a lot of heavy exposition about seemingly unrelated topics that only inform the experience totally when you play through all of 999's numerous endings.  It's astonishing how they seem to just totally not understand how people would talk during a life or death scenario.  The game will keep taking detours to have such important conversations as 'Why doesn't carbon dioxide liquify naturally?'  "What happened to the Titanic's sister ships?'  'What are your opinions of the Ship of Theseus Paradox?'  'Did you know that each leaf on the four-leaf clover has a specific meaning?'  'Is telepathy real in relation to the collective subconscious?'  And that's not even scratching the surface of all the weird things that are discussed in this game.  The weird part is that this is all stuff you need to know to fully understand this game but the way this information is communicated at seemingly random points is just bizarre.  It doesn't end up breaking the mood and I did learn quite a bit from playing it but it is just not how I feel humans would react in this scenario.  Unless they're grad students.  Who arguably aren't people anyway.

      I cannot explain to you how wonderful the various twists of 999 are.  The game kept me guessing the entire time while playing it and I never felt like I was learning information faster than the characters were.  One of my pet peeves in a lot of media is when a big reveal happens long before the characters in the show discover it.  I've always felt that it causes the storyline to lag overall, as the audience is now waiting for the characters to catch up before we can both proceed.  999 does a good job of keeping its info close to the chest until it was time to let the characters know.  It also allows the actual players a lot of room for speculation, especially when it's learned what connections the nine main characters might have to each other to explain why they were all taken.  I can almost see this being a great detective novel in the vain of a Hercule Poirot story in another life, especially given one of the endings where one of the main characters does go all parlor scene on the others which was kind of campy but in all the right ways.

     999 was very likely the oldest game in my collection that I had never played.  I picked it up near the end of the DS library with the intention of playing it right away, but I always ended up having a higher priority game to play, like the fifteenth release of Kingdom Hearts.  This may have actually caused my experience with this game to be heightened overall.  I may not have been in the place in my gaming life at the time I picked up this game for visual novels and escape-the-room puzzles.  I think at the time my favorite game was Mario Galaxy 2, which is no longer even one of my top ten Mario games, much less top ten games.  Sometimes you have to have a game hit you at just the right moment for it to click and 999 certainly managed that.

     999 will probably be the oddity of the 52.  Unless I get, like, Kirby's Dream Land 3 or whatever, this will probably be the only game on the 52 I complete 100%.  Part of this was that I just felt the game wasn't complete until I saw all paths, experienced all dialogue choices and partook in all endings.  Technically speaking, I beat the game three days after starting it and you could argue this is actually game number 6.  And you technically wouldn't be wrong.  But I feel like the nature of this game, being a multi-ending adventure novel where other endings inform future playthroughs as well as your ability to get the true ending, justifies my holding off until I fully beat it.  It may have been beaten, but it wasn't finished, in a sense.

     999 may very well be the best game I play on the 52, I can't stress that enough.  I was engaged from the first moment I picked it up to the moment I finally hit the credits.  I'm fully on board with everyone finding this game and playing it.  I can't wait to pick up the game's sequels and, hopefully, this time won't wait until they show up on the cookie five years after I buy them to play through them.  It's hard to talk about without spoiling anything and I'm trying to run spoiler free so, seriously.  Get this game.  You most likely won't regret it.

     ...okay, yeah, I finished up quickly because I wanted the actual review paragraphs to number 9.  I didn't get my placing joke, okay?  Let me have this.  It does have a little to do with how hard it is to talk about this game without spoiling anything but it was mostly just me doing a numbering joke.  I hope you enjoyed this look at 999, the vaguest post in the world.  Trying to talk about this game spoiler-free, man.  Anyways, thank you for reading and catch you next time for the actual game number 9, Frederic: Resurrection of Music.  AKA pure unadulterated insanity.  See you then.

Tuesday, February 13, 2018

Sonic the Hedgehog - 7/52

     I've always been a bit of a Sonic fan.  I find that Sonic is a rare series that can be insanely enjoyable regardless of whether or not it is a quality product.  I've never had a fully bad experience with a Sonic game and, trust me, I've played most of the bad ones, but I've had the unfortunate luck of not being into Sonic during the period of time where he was considered of a quality to rival Mario.  My first Sonic game was actually Shadow the Hedgehog which is an experience, to say the least.  But the cookie was kind and I finally got to experience the very first Sonic game ever for the 52.  So let's delve into the original Sonic the Hedgehog and see why Genesis does what Nintendon't.  There, got it out of the way early.

     The story of Mr. Needlemouse is one everyone knows.  You play as the Blue Blur, an anthropomorphic hedgehog, as he attempts to stop the increasingly ridiculous and increasingly deadly plans of one Dr. Ivo 'Eggman' Robotnik who, depending on the game, may or may not be capturing animals and forcing them to be his robot slaves.  Personally, I prefer when Eggman is building giant impractical death machines that may double as amusement parks, but you know, gotta start somewhere.  This is the kind of simple plot that a lot of gamers long for and it's not without its merits.  Classic good vs. evil story that you don't need any dialogue to follow so all you have to worry about is gameplay.  And, really, what else do you need for a sidescrolling mascot platformer with an odd origin story which, no joke, involves at least one pop singer, one jolly, overly generous mythical icon and at least two former presidents.  It's like an Epic Rap Battles of History episode stuffed inside a spiky ball and then covered in whatever the 90s thought was cool.  But I've gone off on a tangent here, the point is Sonic's story works.

     Like a lot of early mascot platformers, Sonic was originally defined more by his gimmick than by anything else.  You had to have something immediately unique about you in order to compete with the monolith that was the Super Mario Bros. series.  And Sonic's is right in the name, he's fast.  Say what you want about certain YouTube videos proving that Mario was actually the faster character back in the day, Sonic's thing is that he can really move, he has an attitude and he is the self-proclaimed fastest thing alive.  In reality, that honor goes to Dr. Ivo 'Yolkdude' Robotnik, but let Sonic think what he wants.  Speed is the central design mechanic around the Sonic series and the first game got this really right.  Not only is Sonic fast, the levels are designed to have faster paths with better rewards and slower paths mostly built to catch the player if they screw up a jump.  I wouldn't say the game is always tapped into Sonic's purpose as a speedster but it is the first game in the series and they were clearly experimenting to find out what was going to work and what wasn't.  And there's no denying the rush you get from getting a fast path to work and just breezing through the level like you're a seasoned pro.

     Sanic the Hordgeheg is not without its faults though.  The unfortunate issue with a lot of first games, attempting to find what works and what doesn't, tends to heavily affect the gameplay of said game.  For instance, Kingdom Hearts, one of my favorite series of all time, has a first game that has several moments that are attempting to create something unique to add variety to the gameplay and it rarely ends up working out.  Sonic has the same issues as well and at points, it can become frustrating enough to where you no longer want to continue playing the game.  And the big one is, of course, Labyrinth Zone.

     I have no idea what possessed the developers to think a massive underwater stage that makes you move incredibly slow and you can't stay in the water for too long or else Sonic will horribly drown.  Of all the concepts Sonic has done through the ages I'm more than glad that he has long since moved away from full on water levels.  Labyrinth Zone, in particular, is possibly the worst offender of Sonic's water level problem though.  The water is basically unavoidable no matter which path you take and it's never a quick jaunt.  You'll be doing multiple platform sections while stuck moving exceedingly slow and having to rely on your ability to do enough between precious air refill spots just makes for not fun gameplay.

     The special stages in the first Sonic game are also a definite low.  Special stages have always been mixed in Sonic games but, in my opinion, the pinball nature of the original's special stages are the worst.  You have very little control of Sonic and are usually at the mercy of wherever the stage ends up throwing you.  The physics of the game aren't conducive to a pinball-style game and it shows, Sonic somehow manages to gain momentum very easily and, as a result, you'll likely lose whatever iota of control you had over this little Spinball before you know it.  Luckily, Sonic 1 doesn't require you to do a lot of the special stages to gain the Chaos Emeralds like later Sonic games do in order to experience the true ending so you can skip the special stages.  But if you're going for 100% completion, they make everything just a little more annoying.

     My experiences with Sonic 1 were roughly what I expected.  Some parts were frustrating, some parts were exhilarating, but overall it's a really good game.  When I finally started finding my footing in the game, which is way later than I care to admit, I had a blast.  In particular, the last two zones of the game, Star Light and Scrap Brain were some of the most enjoyable Sonic levels I've ever played.  Except for Scrap Brain Act 3.  That level is abysmal.  I hope you enjoyed this look at the original Sonic game and I'll see you back for what is unfortunately not the ninth game in the 52, 999: Nine Hours, Nine Persons, Nine Doors.  Yeah, it's gonna be another long one.

Monday, February 12, 2018

Soul Axiom - 6/52

     I have absolutely no idea how this game came to be in my possession.  I had never heard nor seen anything about this game before it popped up on the cookie as the next game to play for the 52.  If I had to guess, Soul Axiom was probably a part of some Humble Bundle last year and I picked it up because something else in the Bundle looked really good to me and my usual mindset with buying Humble Bundles is 'hey, there's one game I really want, might as well pick up these 10 games I've never heard of alongside it.'  But, you know what, this is good.  This whole thing would be boring if it was just games that I already knew what to expect going on.  What's the point of having 500+ games if there aren't a couple in there you've never heard of?  So let us begin with Soul Axiom.

     I was at first super worried when I booted up Soul Axiom and saw that the game takes place entirely from a first-person perspective.  First-person is not something I easily adjust to, surprisingly, I find it a very uncomfortable perspective and usually, it kills my immersion more than it aids it.  Granted, this is fairly closely related to the almost entirely negative experiences I've had with first-person shooters like Halo.  I didn't exactly have the available hardware to play a lot FPS at home and whenever I would go to a friends house who did and we would opt to play an FPS, it usually resulted in me being at a severe disadvantage, if not just being totally lost with everyone looking at me like I'm from another planet because I don't instantly understand how to play Call of Duty.  The only FPS games I've ever fully gotten along with are the Metroid Prime games, and even that is a super recent development, I hated those games for a lot of my life.  As a result, I ended up having something of an allergy to the genre and I instantly get uneasy whenever I see that perspective used.  My worry didn't stick around long though when I saw that, rather being ostensibly an FPS, Soul Axiom was a first-person puzzle game.

     If you ever want a serious case of genre whiplash, for as much as I dislike first-person shooters, I love first-person puzzle games.  It shouldn't be the case, I'm fully aware.  They don't really control any differently for the most part.  But there's just something about the nature of a puzzle game that makes me have more patience with it, I guess.  Most likely it derives from the fact that puzzle games are slower paced than shooters, so I have more time to get comfortable with how the game plays.  Or maybe I'm just super biased from 1000 negative experiences with first-person shooters and now I'm just unwavering in my hatred of them.  Either way, I got way more on board with Soul Axiom once it became clear to me that it was more akin to something like the Portal series than it was to the Battlefield series.  With my newfound optimism in place, I set sail for an adventure in the world of Soul Axiom.

     Soul Axiom is a very mixed bag.  To start with the good, Soul Axiom has a really cool narrative told to you in memories you get from completing levels.  Your protagonist is never seen and never heard, but it's implied to be one of the four people whose memories you are currently viewing.  To summarize, all the memories take place surrounding the events of the founding and growth of a service named Elysia, which allows users to upload their soul in a digital form to achieve immortality.  The four people whose stories you're following are people whose lives are deeply impacted by this service and, through the course of it all, you start to piece together where you are and what's going on.  I feel like, if you're going to stick with Soul Axiom, this will probably be the reason.  The mystery and intrigue of these characters and this world are engaging and thought-provoking and, hey, I'm a sucker for any story built around viewing multiple perspectives.

     Soul Axiom's visuals are also a huge strength of the game.  It's a good example of not visually stunning but very aesthetically pleasing.  The game's primary art style is incredibly similar to Tron: Legacy.  You'll be spending a lot of your time surrounded by cool, neon colors and, well, black, and it gives the game a very cool techno feel.  The levels tend to break away from this aesthetic, so if that's what you signed up for, you'll be pretty disappointed.  What they do offer you instead is a wide variety of locations that, for the most part, also look really good.  They can range from an 18th-century Gothic Mansion to just some apartment in the city, but every location is very unique and memorable for one reason or another and they have loads of charm to their visuals.

    Soul Axiom is a very moody, atmospheric game as well.  At some points, it almost seems like it was designed as a horror game, as a lot of it is very dark, creepy and claustrophobic.  The first person view aids this notion that this is a horror game very well, allowing you to experience all this first hand.  And, to its credit, it would make a good horror game if that was the intent.  There's a few really solid scares and a lot of creepy, corner of the eye stuff that just keeps you on your toes.  It does fall back on a lot of pop scares and music stings to make most of it creepy, but when it works, it really works.

     However, Soul Axiom isn't a horror game, it's a puzzle game.  In fact, puzzles are really the main focus of the game.  So it's a shame that they kind of suck.  I'm fully a fan of puzzle games giving you just the bare minimum information to go off of.  Overexplaining a puzzle defeats the purpose of solving the puzzle after all.  But Soul Axiom often decides the minimum information they can give you about any given puzzle is no information.  They go by a very old school game design ideal of teaching you to crawl and then expecting you to run and I just didn't agree with it at all.

     Think of what makes something like Portal work.  The entire game is built around a set series of mechanics and before the game expects you to do complicated things with them, you're at least taught a full range of what you are capable of doing and what you're capable of interacting with.  Soul Axiom doesn't do this.  They build these massive environments with multiple different puzzles that you have to solve in order to progress in the game without even fully telling you what you can interact with and how it's going to work.  It's like someone decided what we needed back in modern gaming were old school moon logic puzzles.  The rules are never consistent between stages.  The game can't even decide if your power that's literally called destroy actually destroys anything in the first main level you enter after getting it.  One level opens up with you trapped in a private airplane and before you even move, the game expects you to know that you can interact with the compartments of the plane, one of the compartments is hiding an item you'll need to immediately progress and not to go to the back of the plane before finding that item or else you're basically screwed and have to restart the level.  And the best part is that even if you know all this going in, the compartment that it's actually contained in is completely random.

     This game's difficulty spike comes super early too.  For instance, the first main level of the game versus the opening level that came before it.  The opening level is built around a very basic puzzle where you phase in and out panels on a statue to match another statue.  It's what you'd expect from an early puzzle in a game like this, simple and fun.  The first main level's opening puzzle?  You have to activate the blades of a helicopter so they'll work like a fan, pushing a raft upstream so you can jump from the raft to a monkey statue, activating the crystal that statue is holding to lower a barricade that's impeding you from progressing in the stage.  It's such a jarring change to the absurd.  And it's sad because, honestly, when the puzzles work they are a lot of fun.  In that same level, there's a really fun pipe puzzle where you have to redirect a network of pipes so that water flows to the top of a statue and weighs down a switch.  I can list a lot of really good puzzles found in this game that make me really glad I played it.  It's just it's one to one.  For every good puzzle, there's an equal and opposite bad one and it eventually leaves you wondering if the good puzzles are worth it.

     By the point that I was reaching an end to the main levels of this game, I was already pretty much out of it.  I was using a guide and really just wanted to get it over.  And, if I could've finished the game off by just beating the twelve main levels and various side levels, I might've given it a more positive review.  All my criticisms would still be there, mind, but since there is a good puzzle for every bad one, I would've let it slide more.  But this game pulled a Ghosts and Goblins on me and made me play through at least eight of the twelve main levels to finish the game, albeit in a more condensed format.  And this is inexcusable.  The 'Corrupt Levels' are cheap.  They make you resolve roughly 1/2 to 3/4 of the level on average, just for the final puzzle to be replaced with a new puzzle or puzzles involving your newly acquired Corrupt power.  Point to the corrupt levels, at least, they do bring in that cool techno aesthetic to levels that, up until now, have done without.  But really, the Corrupt levels add very little to the game overall.  They're justification for a new power you don't especially need, they make you replay the openings to levels which is usually where the level's worst puzzles lie and your reward for doing them is a more 'complete' version of the memory you just viewed, which is exceedingly pointless because they should've just given us that in the beginning.  The Corrupt levels are admittedly fine, they do manage some decently fun puzzles from time to time and, like I said, it gives you a look at the levels or sections of the levels in the Tron: Legacy paint which is super welcome.  But they just don't add anything to the game overall except for artificially extending its lifespan.

     I wish Soul Axiom was a better game than it was.  When it works, I had a blast with it.  It doesn't rank up there with its peers in the first person puzzle genre at all, but it was still super fun when it was on its game.  But it spends so much time not being on that it becomes incredibly tedious and very unpleasant overall.  It's not the worst game I ever played or even the worst game I own or, probably, even the worst game that's going to come up on the 52.  But Soul Axiom's squandered potential and genuinely good moments make it sting way worse than it just being a bad game.  I really hope you enjoyed this look at a very mixed game.  I'll see you back here next time for a much better, much simpler game, Sonic the Hedgehog.

Thursday, February 8, 2018

Pokemon Sun - 5/52

     Wow, Pokemon and Digimon back to back.  I swear this wasn't intentional, I randomly drew Pokemon after the Mummy finished up and, well, Digimon came out and that took priority.  Anyways, a lot of people may say I'm cheating here.  If you had checked my backlog early on, specifically my section of 3DS games, you'd see that while I marked Pokemon Moon as beaten, I had yet to do the same for Pokemon Sun.  Indeed, I hadn't completed this version of the game, but here's the thing.  Pokemon Sun and Pokemon Moon are simply two versions of the same game, with very minor plot differences and changes to the available Pokemon.  And in that sense, one could argue that, indeed, beating one constitutes beating the other.  I, however, choose to count them as separate, as although the core plot of the game is largely the same, that's not the point of Pokemon.  Pokemon is very much about unique experiences, a point that I feel justifies the two different versions and why I'm hesitant to ever mark Pokemon as 'Complete'.  With this disclaimer of sorts out of the way, let us begin our journey in Pokemon Sun.

     Pokemon Sun begins somewhat similarly to other Pokemon games.  You're a 10-11-year old boy or girl, that looks like 13-16-year old boy or girl, living in a world inhabited by creatures known as Pokemon.  Pokemon are creatures with phenomenal elemental powers and weird pun names that don't work in this world because they don't have real animals to make the puns make sense.  Now that you're 10(or 11), you have been deemed old enough to become a Pokemon trainer, a person who catches, trains and battles Pokemon in order to become strong enough to battle all the region's boss trainers, after which you'll be able to compete in the final challenge, normally a gauntlet of five really powerful trainers, where you will then be crowned the region's champion and receive the honor of having to defend your title over and over again until you inevitably lose your love of Pokemon and become bitter and resentful and go up on a snowy mountain for three years without a jacket waiting for someone strong enough to revitalize your love for Pokemon battling.  It's a simple formula, as everyone will tell you, but that's kind of the point with Pokemon.  It's a very formulaic series, but this simple formula is very non-obtrusive, allowing the player a lot of freedom in how they choose to play the game.  At least, in theory.


     Pokemon Sun, more specifically, has your player character just moving into the Alola region, a tropical archipelago based on real-world Hawaii.  After meeting this region's professor, a man named Kukui, you're told that a person in the next town over is waiting for you so you can receive your first Pokemon.  After arriving there to find this mysterious person, who Kukui is only calling Kahuna, is not around, Kukui sends you off to look for the Kahuna near the ruins where the island's guardian spirit resides.  Rather than finding the Kahuna, you find a girl roughly about your age and a Pokemon in trouble.  You, being the totally heroic and extremely reckless child that you are, rush out to save them, only to end up plummeting to your doom.  Luckily, the guardian spirit of the island decides you're worth rescuing, and you and the girl head back to the village where Kukui is waiting to find the Kahuna has arrived.  The girl introduces herself as Lillie and we get ready to get our starter Pokemon and start our journey proper.

     The start of Pokemon Sun is admittedly not anything groundbreaking, but as far as the series goes, it's the strongest the series has ever had.  For better or worse, Pokemon games have grown in a more narrative focused direction as the series has evolved.  That is very true for Pokemon Sun and Moon as well, this is a heavily narrative focused game and you get that impression literally from the first moments you play it.  This is admittedly not for everyone, a lot of people prefer their Pokemon games to be less narrative focused and more about the personal journey, and I totally understand that.  I myself have had my issues with the constrained feeling of Pokemon in recent years and feel that, while I have liked the narratives of most of the more narrative focused Pokemon games, that some balance should be found.  But Sun and Moon do a lot to get you instantly invested in the narrative and if this is the direction Pokemon is going on, this is a good sign that it won't be all negatives.

     The narrative isn't the only thing that's strongly established in this opening, however.  We start to see a lot of hints of the lore present in Pokemon Sun and Moon right from the get-go.  Alola is a very different region than what we've previously had or at least a combination of pre-existing ideas to create something more new than familiar.  Alola uses its Pacific Island-based setting to establish a very different set of customs than previous regions.  Alola doesn't have a lot of the traditional trappings of Pokemon.  Alola doesn't have gyms, for instance.  Instead, Alola has trials, which take place in a naturally formed area, usually, and involve you completing a specific task for the person who designed said trial, the Trial Captain.  And instead of fighting a gym leader at the end, you instead fight what is known as a Totem Pokemon, a bigger, stronger, smarter version of a wild Pokemon that is imbued with the powers of nature.  When you beat all Trials on the island you're currently on, you are able to participate in the Grand Trial, a battle against that island's Kahuna, which is a very strong trainer chosen by the island's guardian spirit.  And each trial, rather than simply awarding you with a gym badge, awards you with a Z-Crystal of whatever type the trial was, which will then unlock a very powerful move of that type when used in battle.

     Pokemon Sun and Moon also introduced a long overdue mechanic in Pokemon, regional variants.  Often a region will be largely inhabited by Pokemon that are new to that region, but there will usually be Pokemon native to previous regions as well, coexisting alongside them.  And, in the context of the real world, this difference in location would normally result in variations to adapt to the difference in the environment.  For instance, take the series mascot, Pikachu.  Pikachu is naturally native to the Kanto region, which a region primarily consisting of forests, grasslands and mountains.  As a result, the Pikachu we know is adapted for those regions.  But take another region that Pikachu is native to, like the Hoenn region.  The Hoenn region, much like Alola, is a very tropical region.  This difference in the environment would make you assume that, if you took a Pikachu from Kanto and a Pikachu from Hoenn, they'd have distinct differences, if not being basically different creatures despite being the same species.  This, however, wasn't the case before Alola.

     Pokemon Sun and Moon also choose to finally rid yourself of the need for one of the most annoying mechanics in Pokemon, Hidden Machines.  Hidden Machines, or HMs, have been the bane of Pokemon players since the original game.  They are moves your Pokemon need to learn to progress within the game and can't unlearn naturally like they can any other move.  Not to mention they're all mostly awful and put a real restriction on you while building movesets for your Pokemon.  The seventh generation, however, expands upon a mechanic briefly touched upon in the previous Pokemon games, Ride Pokemon.  In Alola, you gain access to a device called the Ride Pager, which allows you to summon specific Pokemon at any point you need to to help you do tasks that were previously the job of HM moves.  This isn't a massive, groundbreaking change to the formula like a lot of the other cool new additions to the Alola region, but it's a nice improvement to the series overall that I hope sticks around for future installments.

     I didn't care much for the villains of Pokemon Sun and Moon initially.  You meet the first of two villain teams in the game very early on and they don't make a very good impression.  Team Skull start off basically being a joke, a bunch of bullies and punks that steal from people largely because they're bored and speak almost entirely in rhyme.  Even the characters in the game can't be bothered to pretend to be intimidated by Team Skull.  But, as it goes on, Team Skull won me over.  They're not at the most intimidating villain team, but they have a genuine kinship with each other and seem more like a giant, weird family than just 'the loser villain team'.  This is coupled with a genuinely heartfelt late-game revelation that Team Skull is essentially a safe place for people who feel abandoned by the world, and even if they're a bunch of bullies and thugs, they're doing it more out of angst than actual malice.  And the characterization of the Skulls is top notch.  Even if the majority of them are nameless, faceless Team Skull grunts, pretty much every one of them is brimming with personality.  They're both funny and sincere and, while not great as villains, they're still a fun batch of characters.

     That isn't to say that everything in the Alola region was perfect, far from it.  While the trials are a nice change of pace, in theory, most of them feel rather haphazard.  A lot of the trials are either built around concepts that never fully feel like they were finished before the game shipped or are just straight battle gauntlets against weak wild Pokemon before battling against the Totem.  One of the trials even uses its lack of polish for comedic effect which, while funny in the moment, kind of seems like when a movie is self-aware of its cliches but doesn't do anything to really comment on it.  The only really good trials are the Grass trial, which involves you finding hidden items in a large jungle that, while easy, presents an interesting change of pace from the first 1/3 of the game which was very battle heavy, and the Ghost trial, which is a rather loving Fatal Frame reference that actually ends up being surprisingly spooky.  There are also too few trials in the game, it feels.  There are certain objectives needed to get Z-Crystals that in some ways feel like a trial, but there are only seven actual trials in the game.  This doesn't sound too out there for Pokemon since normally there are eight gyms and, technically speaking, there's more present in Alola in terms of gym-like challenges because of the Grand trials.  But when there are multiple trials that basically amount to 'beat three weak enemies and then the boss' with no puzzle involved, it feels lighter than it's predecessors.

     The difficulty is also a major talking point about Pokemon Sun and Moon.  As mentioned above, Pokemon has more recently been moving towards a more narrative-driven direction in recent years and it doesn't show any signs of stopping that.  And I'm not entirely against that, Pokemon games are role-playing games and even if my belief is that the approach should be to give the players an option as to what objectives they wish to complete to fulfill their dream of becoming the best that no one ever was, including skipping normal measures of progression like gym battles and defeating the villain team, role-playing games are normally very narrative driven.  The issue I do have with it though is that Pokemon has become incredibly easy of late.  There are few fights in Pokemon Sun that you'll be sweating over, and even those usually end up healing you once you've finished them.  I wouldn't be surprised if you were on autopilot throughout a lot of Pokemon Sun and Moon, especially given the story proper doesn't get started up until fairly late in the game, at a point where you'll have built up a fair amount of ill will towards Sun and Moon if you weren't enjoying Alola.

     This isn't helped at all by the other villain team, honestly.  While I inevitably came around on Team Skull as a bunch of teenage dirtbags acting out because they feel the world is against them, a notion I can honestly relate to, the Aether Foundation had no such arc in my opinion.  I'm going to preface this by saying that Lusamine, the president of the Aether Foundation, is quite possibly the best villain in the Pokemon series.  I won't spoil why because that part of the game is something I believe everyone should experience for themselves, but we'll just say that she's evil in a very real way rather than being a cartoonish super villain.  The team itself, however, I take serious issue with, and to explain why I'll need to take you back a couple generations to the villains of Pokemon Black and White.

     Team Plasma was a group that a lot of people deigned hypocritical as they spoke about Pokemon liberation and yet they used Pokemon themselves.  My personal belief is that these claims of hypocrisy are unfounded, as Plasma's usage of Pokemon would, in their eyes, be a necessary evil because you can't do anything in the Pokemon world without Pokemon battles being involved, but these claims still exist and it's important to my distaste for the Aether Foundation.  The Aether Foundation feel like the equivalent of when a live-action Disney remake just puts in heavy-handed exposition to fill in supposed plot holes that they found on someone's Tumblr one time.  Not to mention their status as a 'surprise villain' despite being very obviously evil and very unnecessarily the villains.  Their turn to being villains is so abrupt, in fact, that you could almost argue that the staff has no idea what's going on and by the time the next major cutscene rolls around, they've already forgotten they essentially tried to kill you.  They, fortunately, don't take up too much of your time though and, like I said, while the team itself isn't great, their leader is a great villain, and is the catalyst to the best character arc in the series history, bar none.

     But, in the end, all of this is secondary to the real focus of Pokemon games, the Pokemon themselves.  The core of the series has always been the capturing, training and battling of a team that is exclusively picked by you.  This full freedom of choice is what initially drew a lot of kids to Pokemon.  Each experience is very unique and so many little things in Pokemon make it near impossible to fully replicate a run.  The game can hold your hand as much as it mistakenly feels is necessary, but in the end, your Pokemon team will always be very you.  And I feel like it's important to finish this off by talking about my own team from this run of Pokemon Sun.

     Before we begin commenting on the individual team members of this run, I had some restrictions set in place for how I was doing this run and how I will do any future Pokemon runs that end up on the 52, should this situation occur.  I have long wanted to do a run where, besides my starter Pokemon, the only Pokemon I'm allowed to catch and train and the signatures of the gym leaders and Elite Four members of the region, and then test my creativity with team building from there.  I chose to do this for this run of Pokemon Sun, opting to swap Gym Leaders for the Trial Captains and Kahunas, though keeping the Elite Four rule as it only added one extra eligible family that Trial Captains and Kahunas didn't cover.  I also chose to set the restriction that, as my runs of Pokemon Moon weren't too far off in the past, I wouldn't use any Pokemon I had previously used in those runs, which made my pool of eligible Pokemon slightly smaller.  With that out of the way, let's get into my team.

     We, of course, begin with our starter.  The starter Pokemon is one of my favorite concepts in all of Pokemon and, after playing a game like Hacker's Memory where what Digimon you start with is really unimportant, it made me realize why.  Your starter Pokemon is the Pokemon you'll really form that bond with.  Its evolution is like a real-time gauge of how you're growing as a trainer.  It was there from the moment you've started your journey and will be there long after you end it (unless you delete).  This conceptual bond you two share is probably why I haven't ever done a run where I ditched my starter Pokemon, even if it would give me more freedom in my team picks.  So it's such a shame that this time around, my starter was Litten.


      I don't have very many good things to say about Koa, my Litten/Torracat/Incineroar, so positives first.  I am 100% on board with this thing design-wise.  Tigers are amongst my favorite animals and, even though I don't like wrestling, a wrestling tiger is just a solid concept.  And while it was very much not the most versatile member of my team, any fight that I designated it for, it performed well.  But, I had issues with Koa right out the gate, and they're entirely personal biases.  I don't like Fire-type Pokemon.  The way they play isn't conducive to how I play Pokemon.  I only picked it because I had already done the other two starters when I played and replayed Pokemon Moon.  As a result, I was struggling to give it a fair chance.  But, I had plenty of time with it, as I didn't get another team member throughout the majority of the first quarter of my run.  And I spent the entire time thinking how nice it would be for me to finish the first island and get my second team member because it was even worse than I imagined.  It's movepool is extremely bad until it evolves.  It can dish out good damage, but will often go last because of how slow it is and remains fairly fragile throughout its life.  By the time it gained a second type, the advantages it gained were already redundant on my team.  It was, quite honestly, the first time in my 20 years of playing Pokemon that I ever regretted my starter choice.  Needless to say, it hung in the back throughout the majority of my run, only really coming out when there was something only Fire could efficiently deal with

     Lio Hae, my Rockruff/Lycanroc, was almost the opposite case of her adoptive brother, but also very similar in a lot of ways.  Lio Hae was the team's sweeper.  Her job was to deal a lot of damage as quickly as possible to cover up for the fact that she was also the team's most fragile member.  When I was picking my team for this run, Lio Hae was probably the team member I was most confident about.  I knew going in exactly what I was getting with her and she more than delivered on that front.  However, her type didn't exactly give her a lot of chances for advantage and, as the game progressed, Lio Hae was contributing less and less in major fights.  But, for most of the game, Lio Hae cleaned up very well on regular trainers and wild Pokemon, and she has the unique distinction of being the only team member to solo one of the Elite Four, which is pretty cool.  Unfortunately, she was probably my least unique team member but that by no means is indicative of Lycanroc being a bad Pokemon.  It's just exactly what I was expecting and I was happy with what I got.

     Bouncee, my Bounsweet/Steenee/Tsareena, came out of both want and necessity.  The restrictions I placed on this run created a bit of an immediate issue.  I had initially intended on adding Bouncee to the team later on when I could catch it for myself, rather than having to trade it via in-game trade.  However, I had a very early boss fight that I likely wouldn't have been able to beat without a ton of grinding and, as a result, I opted to just bite the bullet, do the in-game trade and get her early.  Bouncee was not entirely dissimilar to Lio Hae in terms of her role on the team.  She was a powerhouse, first and foremost.  She wasn't as strong as Lio Hae, nor as fast, but she was way more versatile than her, even though overall she probably got less play.  Bouncee, unfortunately, grew far faster than the rest of the team, due to her status as a traded Pokemon.  This made me largely reluctant to use her and I often made arguably bad calls in attempts to keep my other Pokemon on level with her, a futile effort overall as she ended up finishing the game almost ten levels ahead of her teammates.  Her damage was nothing to snuff at, though, and she was the secret weapon throughout my run, a great switch in when I didn't know who else to switch into.

     Punawelewele(or just 'Puna') was my Dewpider/Araquanid and he came right out of nowhere.  When I was deciding this team, I was sure at first that my weakest link would be Puna.  His typing was weird, his ability didn't seem especially useful and his stats, while attractive to someone who tends to play defensively, made me worried the rest of the team was going to have to carry him in terms of actual damage dealing.  I even had a backup Pokemon just in case he performed too poorly and he was stopping progress.  And I'm happy to say, I was wrong in every front.  Puna was, by far, the best member of the team.  His defenses made him basically my default opener throughout the run.  His movepool gave him not only the versatility I desired from my tank, it gave him a surprising amount of power to back it up.  He immediately had good synergy with the rest of the team members, and him and Lio Hae grew into a very effective duo.  This giant awkward spider rapidly became one of my favorite Pokemon throughout this run and I can't think of a scenario where Puna didn't perform at least adequately.  If there is any takeaway from this post, let it be that you need to try out Araquanid in a future Pokemon run.

     Hale Kakela, my Sandygast/Palossand, started out being exactly what I thought I was going to get from Puna.  Part of this was how late he came into the journey.  By the time I added Hale Kakela to the team, Lio Hae, Bouncee and Puna were all already fully evolved and Koa wasn't going to be too far off.  Couple that with Hale Kakela taking a long time to evolve himself, and I was sure that I had the right prediction with the wrong team member.  Thankfully, other than some extremely early rough, coarse patches, Hale Kakela performed splendidly.  Hale Kakela was my team's only designated special attacker, and quickly became a godsend in matches with bulky opponents.  His typing also made for some great attack combinations and he immediately stood out due to his wide variety of self-healing moves, making his own bulk much more worthwhile.  And, of course, he became a great match to Puna, as his higher special defensive stat and Puna's higher physical defense stat became perfect matches.  Especially after he evolved, he solidified the team's preexisting synergy while also expanding it.

     My sixth and final team member was the odd one out overall.  Mo'o Nui, my Jangmo-o/Hakamo-o/Kommo-o came into the party way later than any sixth team member I've had before, almost at the final boss fight of the main story.  And while this made it hard to slide into a team that already had great synergy, Mo'o Nui wasted no time catching up to everyone else.  Objectively speaking, Mo'o Nui was my strongest Pokemon.  If he had come into the game earlier, he likely would've been the star of the show from that moment on.  While he did spend the rest of the game severely underleveled, it never especially mattered because his stats were just that good.  He ended up immediately proving himself too, taking care of a lot of very troublesome Pokemon the rest of my team have had a longstanding problem with.  He was more than worthy of my sixth slot and well worth the extended wait I had getting to him.

     When Pokemon Sun and Moon came out I had recently had a bit of a falling out with Pokemon.  X and Y were very hollow, lifeless experiences in my opinion.  And the less I say about Omega Ruby and Alpha Sapphire, the better.  I felt that perhaps it was time to move along, leave Pokemon to a new generation.  And then Sun and Moon came out and revitalized my love for the series.  The new stuff is admittedly not big and not fleshed out enough, but it's still a nice breath of fresh air.  The story takes a long time to get going but quickly endears itself to you and, at points, is tear-jerking.  I may come across as overly emotional because it's two games in a row for the 52 that I'll admit almost made me cry, but even on the third playthrough of the seventh generation, I got teary eyed at the ending.  Especially the final message of the game, which even thinking about just makes me glad I went on this journey at all, rather than opting to finish my stay with the Pokemon series.  Sun and Moon are thoroughly flawed, don't get me wrong.  But I still think they're the best the series has had since the 2010s and I highly suggest you play through them.

     I hope you enjoyed this look at a game that I absolutely love.  I know it ran super long, but I hope you stuck with it.  I promise we'll have a couple short ones soon to balance things out.  In the meantime, enjoy your day, play some Pokemon, and we'll see you back here next time for the sixth game of the 52, Soul Axiom.