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.hack review

This review was written for Poopgang in 2005. The original screenshots were mostly lost, these new ones are from Neoseeker.

Format: Playstation 2
Developer: CyberConnect2
Publisher: Atari
Release: 26th March 2004

.hack//infection, .hack//mutation, .hack//outbreak, .hack//quarantine. A series of four “online”, yet most definitely offline, role playing games where you play a character that plays an online game. Sound confusing? To start with, it is, but once you get your head around the concept and accept it, you find yourself drawn in. To start with I’ll explain the background of the story.

In the year 2007 a deadly virus named “Pluto’s Kiss” is released upon the planet. The Internet comes crashing to a halt and millions die as computer systems malfunction. Only one Operating System survives the virus, and is quickly taken on as the worldwide standard, that OS is Altmit. The best selling game from this company is “The World”, a Massively Multiplayer Online Role Playing Game boasting over twenty million players.

You control Kite, a naïve young man invited by his friend Yasuhiko to play The World with him. Yasuhiko, a legendary, veteran player known online as Orca, leads his friend through a low level area as a way of familiarizing you with the controls, the various aspects of the real time combat system and world navigation.

Not long into the tutorial, the game bleeds into “reality”. A system error occurs, summoning an anomaly in the form of an incredibly powerful enemy, known as “Skieth”, in an incredibly low level area. The creature attacks Orca with a strange beam, wiping his character out immediately. Kite, not knowing what to do, logs out from The World, only to find out that his friend Yasuhiko has fallen into a deep, unexplainable coma. Was it a freak accident, a coincidence? Or did the monster they encountered in the game have something to do with his friend’s illness? This quandary begins your quest to unravel the mystery of “The World” and save your friend.

Assorted cast members assemble

At its core, .hack is an Action RPG which takes place within the previously mentioned simulated MMORPG environment. It’s simulated; that means that no online connection is required. Players will do as much communicating via message boards and e-mail as they will levelling their party and exploring new areas and dungeons. Non-player characters may react a bit differently than they might in an actual MMORPG, but the message board and e-mail interaction certainly lend some credibility in that respect.

The character designs are delicious

The battle system is pretty straightforward with a considerable amount of hacking and slashing, balanced by some magic, skills, and item usage. Encounters are triggered by locating magic portals, which spawn monsters and an occasional treasure chest. Depending on the location, spawned monsters will have certain elemental traits, which are important to note when using magic. For example, using an opposite element can do extra damage while using a like element can cause less damage than usual. As players progress through the game and open new areas (more on this in a minute), the monsters do become more challenging to defeat.

Opening exploration areas is done via a series of keywords. Three different keywords can combine to open new areas to plunder. These keywords can be obtained via reading message boards, checking e-mails, and talking to NPC’s in the various hub towns. While it is possible to randomly combine keywords, it’s generally not advisable as some areas may have monsters that are far too strong for players to handle without being sufficiently powered up. Each keyword helps to set the stage for the new area’s look, weather, dungeon difficulty, and defining element (i.e. fire, water, wood, etc.).

Playing a game within a game, very novel

The best way to succeed when exploring new areas and plundering dungeons, as with any MMORPG, can be had by forming a party of characters, rather than going solo. As with uncovering keywords, finding companions is also a matter of communication. Some characters will meet you in towns. Others will e-mail you. Once players make initial contacts with potential party members and they agree to join up with a party, it becomes important to maintain communication with them and to provide them with equipment and potential item trades in order to keep the relationship strong. Especially early on, when players are still relatively weak, having companions to fight alongside you could be the difference between life and death.

Visually, .hack both hits and misses. The character designs are fantastic—they’re colourful and detailed. Dungeon locales pretty interesting, too, with certain motifs like cathedrals or even the inside of a creature. The towns look pretty nice, too, as they’re bustling with character activity and loaded with shops. The inherent problem with .hack is the generic feel of some of the randomly generated lands. There’s considerable blurring of objects and textures on the horizon, and there’s a fair amount of repetitiveness. Again, since they’re not scripted, it’s not necessarily an overly negative criticism, but it’s a criticism nonetheless.

A look at the keyword customisation

.hack’s front end is also well-done, with the ability to change your “desktop” wallpaper later on when more options are uncovered. One issue that may annoy some players is the camera. The camera requires constant manual adjustment during play, and in the heat of battle, it’s easily possible to lose sight of an enemy (or enemies) since there is no automatic camera adjustment. Once players adjust to this issue, it may become less of a problem, but it’s still worth mentioning here.

In the sound department, .hack boasts some better than average voice-over work that is full of character and combines it with some generally decent and memorable music. It’s certainly good to see that voice-over quality is improving, as with .hack, so that players can better identify with the characters involved in the game. For anime purists, Bandai has opted to keep the Japanese voice-over track intact, which is certainly a nice, authentic bonus. The music is consistently good, with a few choral-sounding arrangements mixed in with other, more diverse, types of music. The .hack soundtrack won’t necessarily fly off of shop shelves, like for example the Final Fantasy soundtracks, but it holds its own.

Although the main storyline of the first chapter of .hack ends pretty quickly (20-25 hours), it is possible for players to continue exploring and levelling up characters before playing the next chapter of the .hack series. Player data, including several items that are unusable in this game, can be stored on a memory card so that when you see fit to start the next chapter, the story can resume with the stored information.

Battle Mode is on!

.hack//infection is a good start for the .hack series, although there are a few problems that keep the game from becoming an instant classic. NPC reaction isn’t all that diverse, as it would be in a real MMORPG. The visuals, aside from the character designs, aren’t all that impressive. The game really isn’t all that long, and simply levelling up without extending the story doesn’t have any immediate reward. Still, despite these flaws, the .hack series is a good choice for RPG fans looking for a different experience than the usual turn-based fare.

On its own, .hack//infection may not score as highly as it could, but when teamed with the other three episodes of the series, it may be looked upon as a great starting point. .hack//mutation and .hack//outbreak seem like the fatty middle of the series, not delivering any conclusions or offering anything vastly advanced from the first volume, as well as the fact that taken individually you would feel like you’d walked into a cinema halfway through a film. .hack//quarantine also suffers from this, but would anyone really play the last of a four part series first?

Overall, taking the four games as one, I feel it has been slightly milked by Bandai, they could have easily fit the entire series on 2 discs as opposed to 4, and probably added a lot more to it. The total cost of the series is another hurdle to overcome, 4 PS2 games don’t come cheap! Scout around your local Pre-Owned bin, or check out the sales that many online retailers are currently running, you may pick up a bargain. But as it stands, .hack is an incredibly accomplished series, and is highly recommended to any RPG fan that yearns for something a bit different. [9]

Personally, I still think a proper online version of this game would be excellent.

Final Fantasy X-2 review

Again, written for Poopgang. I found the “slices” (as I liked to call them) for this one. For some reason I didn’t mind the dithering caused by saving them as .gifs.

Format: Playstation 2
Developer: Square Enix
Publisher: Electronic Arts
Release: February 2004

Final Fantasy. One of the oldest videogame franchises that still has that special something. The series began in the early ‘90’s with four nameless adventurers who came from nowhere in particular to bring the clichéd light and harmony back to a nondescript land that had fallen into generic shadow. My, how times have changed. In this, the first true Final Fantasy sequel, the lead characters have names and distinct personalities, like a manufactured pop group, you could say. Rikku, the fun loving mischievous teeny-bopper, Paine, the mean, moody and mysterious butt-kicker, and Yuna, the neutral balance between the two and the group’s natural field leader.

The beautifully realized world they are fighting to save, Spira, is given a new lease of life in that it is set in the calm, two years after the storm. Although a lot of the locales and towns are identical to that of Final Fantasy X, there is a distinctly different, almost relaxed atmosphere in the air as you travel from place to place, searching for the memory of Tidus. I say relaxed, as for most of Final Fantasy X, the sinister Seymour posed a very real and unnerving threat.

The advantages of it being a true sequel over a brand new stand-alone become clear when you visit Wakka, whose wife is expecting soon and he’s unsure of how to be a good father since he never knew his own parents, and isn’t sure he wants to find out, because his ideal image of them might be shattered if he were to learn the truth. This is some undeniably deep stuff, enriched by the fact you knew this guy from the first game, and you never got to really see this side of him. If only all sequels dealt with maturity and responsibility like this rather than just thrusting more and more over the top enemies or spells upon you.

My favourite aspect of Final Fantasy X-2 is undoubtedly the new Garment-Grid and Dress-Sphere system. It’s the obvious and ultimate culmination of playing “Dress-Up” games when you were a kid. Seventeen different Dress-Spheres, each one original and valid, with the ability to switch between spheres mid-battle meaning you have more options than ever before at your disposal. Need to inflict more damage? Slap on the Warrior outfit and raise some merry hell. Team-mates need healing? Switch to White Mage and neutralize that poison. Want to keep your distance? Use the Gunner Outfit’s button bashing abilities to keep foes at bay.

The art direction also blossoms because of the Dress-Sphere system; each sphere gives the girl a general appearance, which is offset by their own personal style, making for some truly unique fashions. Highlights include the usually timid Yuna as a raging Berserker, the rugged Paine dressed up in the very revealing Lady Luck outfit, the bouncy and light-hearted Rikku looking irresistibly dominant in the Dark Knight uniform, and not forgetting the honourable leader looking simply divine as a Moogle! Overall, it’s a system that is just too fun to hate it for its simplicity.

Sadly, the only thing that lets this title down is the less than grand musical score and the stoic voice acting. Final Fantasy is renowned for its sweeping, all-consuming orchestral melodies, yet they just don’t seem as prominent in this title. A little under whelming, a tad disappointing, and definitely a schizophrenic affair, the music wants to be quirky and original, but emulating cheesy J-Pop with strings and keys just doesn’t work and detracts immensely from the atmosphere. I got the impression that if Square Enix actually put their balls on the line and went with “Girl Power” J-Pop, it would have worked. The voice acting also slaps you around the face and forcibly removes any believability from the characters voices. Unexcited by their situations and environments, the girls half-heartedly ream off the words written in front of them.

I’d recommend this fully if you played and enjoyed Final Fantasy X, seeing the characters you met from X in a totally new light was surprising and entertaining, and dealt with not only very maturely by Square Enix, but also at times with it’s tongue wedged firmly in its cheek. Don’t be put off by its “girly” image, the sheer amount of style, substance and depth will keep you up for as many hours as you need to finish it.

Just make sure you catch the steamy communal bath scene side quest. I kid you not. [7]

And I’ve not played a Final Fantasy since then. True story.

Spying on people via Facebook

Posting the old reviews is going well, and I almost shed a tear when I read the lovely comment Stellar left on the PSU: Final Hurrah post. All this old stuff is making me quite nostalgic, I’m going back in time, further and further.

Facebook can be quite the spying tool if used correctly. I’ve been checking out old friends, seeing how they’ve grown up. Most of them have kids now. I’ve been checking out old flames and past infatuations, seeing how much they’ve changed, seeing how they’ve lost that sparkle in their eyes that fuelled my desire for them. And they’ve mostly got fat. Hey, I’ve put on weight since then too, so I don’t mean that as an insult. Honest.

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