Showing posts with label Kingdom Hearts. Show all posts
Showing posts with label Kingdom Hearts. Show all posts

Thursday, 4 April 2019

Last Week's Games: Kingdom Hearts, Cluckles and Cannon Fodder


Had a whale of a time on this bit...
I started this week playing a game I hadn’t played for a while: Kingdom Hearts. Regular readers will know I was playing this a lot about a month ago, but it fell by the wayside as I became increasingly keener to beat Regicide. I figured it was time to come back to it before I forgot about playing it entirely, though, so I put it on, did some faffing about in Traverse Town and the Hundred Acre Wood, and eventually played and beat the Monstro level. I’d forgotten about this maze-like platforming section, and had a decent time getting through it and beating the boss. There’s a certain sense of achievement in analysing their attack patterns! 

I'll say it again because it never gets old:
It's a chicken. With a sword.
After playing that, I felt like playing something quick, so I returned to Cluckle’s Adventure. I’ve covered it before in previous blogs but just to remind you, it’s a 2D platform game starring a chicken with a sword. It’s a great pick-up-and-play game, with the one slight caveat that I prefer to use a controller when playing games like this, since I don’t want to exhaust my keys with rapid presses that you very often need for games like this! I’m trying to collect all the stars in the game, which you do by rescuing all the chicks in the level. This bogged me down for a while but when I was playing last Monday I discovered which part of the scenery telegraphs a secret area. Once I’d discovered that, getting through the levels was a lot more straightforward, and I stand a reasonable chance of beating the whole game in the not too distant future!
Then later on in the week I had a go with a game I hadn’t played in a while: Cannon Fodder. I bought this game back in 2015 off GOG and haven’t played it often since then but I thought I’d give it another go. It’s a mouse-driven top-down shooter with some light strategy elements, originally released in 1993. The graphics are showing their age now, and I normally need a couple of goes to get it to run on my laptop, but it’s still good fun after all these years. You take a small squad (1-6 soldiers) out on a mission to kill all their enemies, or blow up all their buildings. All of your soldiers have machine guns, and you can pick up grenades and rockets along the way. It sounds simple, but the game is very challenging and the gung-ho tactic of sending your lads in guns a-blazing doesn’t really work. You have the option to split your squad up, which you need to do because if the enemy hits your squad with an explosive, most if not all of your squad will die. You then have to make decisions about how many grenades and rockets you’re handing to the squads you’re splitting, because if all the members of the team die, their weapons go with them. This leads to some very interesting pieces of decision-making, and is the core of the challenge of the game.
You're only supposed to blow the bloody doors off.
Literally. That's how the buildings count as destroyed.
Cannon Fodder was also available on the Sega Mega Drive and I borrowed it off a friend at one point when I was still at school. I’d never owned it prior to when I bought it in 2015 though; if I remember rightly, the game was not easy to come by. The use of some of the imagery in the game (the poppy in particular) was considered offensive by some, and it wasn’t available for very long. It’s odd to think of that now, where the last console generation was flooded with modern military shooters, but back in the 90s it hadn’t really been done before. There had been military games, of course, but in nearly all of them your player character was some kind of 80s action hero and there was usually a lives system; Cannon Fodder was the first game that I remember to use characters that were basic, common soldiers who died permanently when they got shot. Maybe at the time that was just a little too much for some people – especially those who would argue about the detrimental effect that video games have on kids!

Monday, 4 February 2019

Last Week's Games: Kingdom Hearts, Regicide and Ticket to Ride


A difficult boss to beat. Some might say...
He was tricky.
I was quite busy with games this week! I carried on with Kingdom Hearts 1.5, getting as far as the Coliseum. It was a pleasure to go through Wonderland again, and the harder difficulty setting means that the fights are challenging – I had to use a continue for the first time. I also noticed that, as I’d chosen the Guardian class at the start of the game, Sora’s abilities were developing differently; I was getting different powers to assign to my action points than I was used to for the warrior class I usually pick. I did this because the characters that you meet along the way are usually fighters, so I could conceivably swap Goofy out for, say, Tarzan and still have a balanced party.
Unusually for me, the highlights were the boss battles, the Trickmaster and Cerberus. I had to analyse their attack patterns and find out what attacks work best and where in order to defeat them. The Trickmaster took a few goes! Maybe I’m enjoying boss battles more as I progress through games in general, possibly because I’m taking them as a welcome change of pace that I actually have to think about.
Not quite the mission I was on but
it looked a lot like this.
I also carried on with Regicide, the 40K chess game. I cleared the level I was stuck on last week! On the other flank of the board were three Ork Shoota Boyz. These weren’t part of the mission objective, but the objective targets were deployed in a defensive formation that was tough to crack. Out of a need to try something else, I attacked the Shoota Boyz, and found something that I’d forgotten about – In chess, you have to move; you can’t forgo your turn. So once I’d eliminated Shoota Boyz, I forced the Storm Boyz and the Meganob to move and break formation. At this point, the battle became a lot easier. It still took a few goes – a lot of it is still reliant on the random number generation – but the different approach helped!
I breezed through the next couple of missions, before getting stuck on the last one. The last mission in Act 2 of the Blood Angels campaign involves having to take down almost an entire chess set of Orks. You have all your pieces except your king and its pawn, they have all theirs except their queen and its pawn. Your objective is to take down the Warboss (King.) I once again fell down on the secondary objective, which in this case was killing – not capturing, the conventional method – all enemy units. I’d worn the Ork forces down to just the Warboss and a Meganob. Unfortunately I’d misunderstood the objective and killed the Warboss first, ending the mission but as the Meganob was still alive, I failed the secondary objective. What a way to mess it up!
Finally, on Friday night I sat down for a game of Ticket to Ride with Kirsty, Fran and Phil. I’ve said it before but not for nothing: one of the main indicators of good game design is how small the gap between picking it up for the first time and understanding how it all works; the other three had never played the game before and were playing very well by the end! My three tickets at the start of the game had stacked, and I took over much of the West Coast of America quite quickly. Not wanting to deliberately throw the game for the benefit of the people who’d never played, but also not wanting to dominate the game without them even realising, I then took another two tickets which stretched out to the East side – not quite to New York, but near enough. I reasoned that if I could achieve those tickets as well, I would definitely have earned a win! I nearly managed it as well, but then Kirsty, who felt she was well out of the runnings by then, blocked the last route I needed to take! So I lost the points for the two tickets I’d been brazen enough, which cost me the game. Fran won in the end, and we will have her quote of “Eat My Steam, Bitches!” running through our heads forever more.




Monday, 28 January 2019

Last Week's Games: Kingdom Hearts and Regicide


One rather prevalent theme running through this blog lately is not having time to play many games these days. It’s becoming somewhat cliché now, but it’s true; between everything and everyone I’m supposed to be dividing my attention between, I basically get Monday afternoons to sit down and play some games. And not always then! Last Monday I spent the vast majority of that time shopping, ironing, sorting washing out, doing a couple of bits and pieces for work that need doing, and of course writing this blog.
Some people didn't like the Gummi sequences.
I love them!
What didn’t help was that the game I chose to play was Kingdom Hearts 1.5 + 2.5 Remix on the PS4. Not that the game itself is bad – quite the reverse, actually. But because it was a recent acquisition for me and I hadn’t played it yet, I felt compelled to wait for the game to download before I could play it. I actually had the option to jump straight into the game, but from what I understand from others who have done this with all sorts of games, this rarely amounts to more than a title screen, and as I was talking to someone on Facebook Messenger at the time I thought I’d stick with that, for what turned out to be roughly three quarters of an hour for a 4.5 gig download. I know that waiting for games to download onto the modern consoles is a thing that happens now and shouldn’t be news to anybody really, but I’m not used to it yet! I’ve heard it said that it’s to do with the structure of the PS4; no matter how fast your internet connection is, it can’t receive more than a few megabytes at a time. Given that my laptop would have done that download in about a third of the time, I have no trouble believing that!
The upshot of all this was that by the time I’d got through it, I had about an hour to play the game on Monday night. But it’s always nice to play a game and enjoy every moment of it! Kingdom Hearts is an absolute joy to play; a successful integration of familiar characters if you’re a fan of the Final Fantasy games, and a lovely bit of fan-fiction if you like Disney characters. The version I’m playing at the moment is Final Mix, and I’m not entirely sure what the differences were supposed to be but the only one I’ve noticed so far is that the sounds on the background music was slightly different. The composition was the same but the instruments had been… improved? I don’t know. I like it for now, but I had it tested in Traverse Town. I’ve got a lot of investment in that theme; that gorgeous clarinet melody over the piano accompaniment is potentially the most welcoming, yet hauntingly lonely 16 bars of music I think I’ve ever heard and I didn’t want that messed with. It turns out there’s an extra keyboard (I think) sound added above the melody; I was sceptical at first but in the end I decided it adds to it more than not.
I was actually looking for a picture of the Death Company.
Had to make do with this instead.
When I had some spare time with my laptop I played Regicide for a while, the 40K chess game. I’ve been stuck on a level for a while now, where I have to eliminate three Ork Stormboyz (Knights) and one Meganob (Rook) with three Tactical Marines, (pawns,) Three Assault marines (Knights) and a Librarian (Queen.) The problem I am running in to is that I’m going for the secondary objectives as well, in which none of my pieces are allowed to fall. If you lose the Librarian, you fail the mission, but if you lose anything else you won’t achieve your secondary objectives. Maybe I’m doing something wrong but I’ve run in to a few missions like this where the only hope I have of achieving those objectives is to wait for the A.I. to make a mistake, and take the win from there. I’ve said in the past that games need to have a solid process and a satisfying outcome; you rarely get either when you rely on luck!
See you all again next week.

Sunday, 17 August 2014

No Game New Year: Kingdom Hearts


Kingdom Hearts

Ah, Kindom Hearts. It is a beautiful, beautiful game that took the epicentre of imagination and made it into something truly special. It never quite achieved the mainstream success of the triple-A titles of the time, nor did it manage to compete with the leading games that came after. However, after twelve years it retains a relatively small but immensely loyal fan base. And rightly so.

I played through the game up until more or less the end back in 2003, and had a few false starts later on, but I’ve never beaten it. And with No Game New Year still in full swing, and my sister’s PS2 still plugged in, I felt compelled to give it one more shot.

Anybody who knows about Kingdom Hearts knows the score: It is an amalgamation of the Disney and Squaresoft intellectual property in a somewhat linear but very enjoyable role playing game. That, to me, sealed the deal while I was still reading magazines running the preview versions of the game in Japanese – I’m a big Disney fan, and I loved the Final Fantasy games. What was not to love about this?

As with all games that take more than a day to finish, I’ll probably be some time with this one, so I’m going to give you the highlights here:
 

There was a certain amount of innocence to Squaresoft before it became Square Enix. Final Fantasy VII was a huge success, had some incredibly memorable characters and had a great storyline. Final Fantasy VIII was a good game but fell short of the mark in terms of character, and Final Fantasy X was very good indeed.[1] So taking some of the characters from their games and putting them into Kingdom Hearts was a fantastic idea. With a completely new hero, Sora, you actually got to interact with some of the characters who appeared in the aforementioned Final Fantasy games – Cloud, Tidus and Squall (Leon) were all very good as player characters but talking to them from an outsider’s point of view is a special experience even to this very day. It’s an odd thing to pick up on but I loved it.

Similarly, teaming up with Goofy and Donald Duck, characters I have been watching on TV and film my ENTIRE LIFE, was magic. They both have video games of their own but having their characters interact with yours – Sora – was an incredible experience that made me somehow feel that they were talking to you – with their quirks and personalities intact. Takes me right back to ‘pretend’ games you played as a kid, which I won’t go in to but don’t tell me you didn’t do the same at some point.

Of course, kicking their asses was fun too...
I equally enjoyed teaming up with the Disney characters you find on the various worlds you visit, though I have done less of it this time due to team balancing (I’ll tell you later.) At the time of writing I’ve only got to Tarzan in this playthrough, but later on you get to team up with Aladdin, Ariel from the Little Mermaid, and The Beast to name but a few. Plus the characters you can get through Summons (Simba, Bambi, the Genie) are a pleasure to have alongside you.

I set the difficulty on this one to Expert. As far as I know, it only affects the combat, and I found myself breezing through most of the combat on Normal difficulty. I wanted a challenge, so I set it to expert. However, I found a different challenge in one of the few negative aspects of this game: The controls.

Sadly, both the controls and the interface don’t work quite as well as they should. Maybe I’ve been spoiled by the character action games I’ve been playing on the Xbox360, but it took me a while to get my head around the idea that you can’t change the direction of your attack during a combo. Usually you can do this in games by pointing the analogue stick in the direction you want to go, but it doesn’t work like that in Kingdom Hearts. Some of the moves take a surprisingly long time to do, and more than once I’ve been injured or killed simply because I’ve been interrupted during the first attack of the combo. Similarly the jumping is a little off, in that once you land, there is a delay of about a third of a second before you can move again. I imagine I will appreciate it a lot more during some of the platforming sections I know are coming up, but I’ve been caught out by it a few times in combat.

Well I'm very pleased to hear it...
The other major is that as far as I can see, there is no quick way to access your items. You have to ‘equip’ items to each character in order for them to be able to use it in combat, which is fine, because otherwise Goofy and Donald would use all your potions in five minutes. But once you get in to combat, you have to use the directional buttons – which takes your thumb off the left analogue stick and stops you moving – and cycle down two menus to do something as simple as using a potion. I’ve lost count of the amount of times I’ve died because I was faffing about trying to use my potions, and while I’m getting a little more used to it now, it’s still a design flaw in my opinion.

But as I said in my coverage of Fallout: Brotherhood of Steel, which was from about the same time, this game was developed before a lot of these things were standardised. There wasn’t a precedent for a ‘good’ system, so the developers just did whatever came to their heads, though I still find it hard to believe that anyone thought a menu in a real-time combat system was a good idea. My sister actually told me that it gets a lot better in Kingdom Hearts 2, which I haven’t played yet due to wanting to complete the first game, er, first.

To end on a high point, I would like to shake the hand of the genius who came up with the soundtrack. I don’t know who it is, I have looked in the manual to the game but the composer of the music either isn’t mentioned or is given a different title. I was almost in tears with nostalgia when I heard the background music to Traverse Town. I find it incredible that a loop of 16 bars of music and a melody from what I think is a clarinet can simultaneously make you feel welcome, comfortable and lonely, and it never, NEVER gets old.

I probably will shed a tear or two when I get to Agrabah – Aladdin’s stage – and the Genie makes his appearance. As I write this, Robin Williams, who voice-acted the Genie in the film Aladdin, died earlier in the week. I found myself as moved by the terrible circumstances of his death as I am by the huge legacy of work he leaves behind, and will be reminded of it only too well when his character appears in the game.[2]

I’ll most likely be away next week but hopefully I’ll have a little more to say about it when I come back. See you all then!


[1] Can’t pass judgement on FFIX because I never played it.
[2] Yes, I know the voice actor for The Genie in Kingdom Hearts was Dan Castellaneta, but it will still nonetheless remind me of Robin. What a loss.