Tag Archives: Quick Time Events

Create your own Dark Cloud geographical landscapes

Back in April 2017, I was tabling at Camden Comic Con, selling my comic wares and keeping an eye out for any videogame-related cosplayers. Alas, didn’t see a single one, but there were several for Stranger Things and Sailor Moon, go figure. That said, a few tables away from me was a business whose name I no longer recall selling retro videogames, and by retro, yes, sadly, I mean PlayStation 2, PlayStation 1, and similar ilk of that time period. Wow. Man, I remember when retro meant Atari; hashtag I’m so old. However, in better news, I was able to reacquire a copy of Dark Cloud for a few bucks, one of the first games I originally got with my PlayStation 2, but ultimately ended up trading in for something else, an action I greatly regret to this day.

One of the PlayStation 2’s first big RPGs, Dark Cloud is a title that challenges players to not only battle enemies and solve puzzles, but also to create geographical landscapes using the Georama system, which limits a certain number of houses and items being placed in the world, as well as NPCs only being allowed in specific spots. The game was the first full-scale production by Level-5, a developer who would quickly go on to make some of my favorite titles down the road, such as Dragon Quest VIII: Journey of the Cursed King, Rogue Galaxy, and Professor Layton’s London Life from Professor Layton and the Last Specter, among several others. Here, I’ll name two more, just becauseFantasy Life and Ni no Kuni: Wrath of the White Witch.

Well, in Dark Cloud, you play as Toran, a young boy on an unforgettable journey of rebirth, revival, and hope. Not my words exactly; also, the early marketing for this game claimed this was a “Zelda killer,” which it definitely was not. The game begins as Colonel Flag Gilgister of the Lagoon Empire Army of the East attempts to awaken the Dark Genie, a legendary evil creature, whom Gilgister wishes to use to control the world. Upon summoning the genie, Gilgister orders him to attack the West. However, prior to the attack, Simba, the Fairy King, casts a protective spell around the land, sealing buildings, objects, and people inside magical orbs called Atla. Toran must harness the spirit of those destroyed to rebuild the lands in time for an epic confrontation. You’ll recreate demolished villages by re-building houses, hills, churches, volcanoes, and streams, populating these places with people, and you’ll even be able to control the weather. Ooh ahh.

All in all, Dark Cloud is an action role-playing game played from a third-person perspective, in which the player moves through procedurally-generated dungeons, battling monsters, collecting items, and doing their best to manage a bunch of different meters. This may have been my actual first taste of randomized levels; sorry, Rogue. In these dungeon levels, the player may have the option of entering a separate “back door” area that contains stronger monsters and rarer treasure. Most of the combat involves real time hacking and slashing, along with a lot of stepping to the side, but the player will occasionally “duel” a boss-like enemy, which boils down to a quick time event (QTE); alas, these aren’t all that exciting, but this was the beginning of the era for QTEs.

Here’s one of the two things I greatly dislike about Dark Cloud–while in dungeons, you have both a health meter and a thirst meter. The thirst meter gradually decreases over time, and, when fully depleted, it causes the health meter to begin to decrease. That sucks. To prevent the thirst meter from depleting, Toran must drink water from his inventory or use a small pool found in some dungeon levels. It’s not the most fun thing to keep on top of, forcing you to move through dungeons as quick as possible, almost frantically, which leads me to great dislike number two in the next paragraph…because it deserves its very own paragraph.

Weapons have durability and will, without constant care, degrade and eventually break completely, disappearing from your inventory. How sad and cruel. You can upgrade weapons after they gain a specific amount of experience, infusing them with extra abilities and bonuses, and all of that can be lost if you aren’t careful and continue swinging away at monsters while your weapon teeters on the edge of breaking. Early on, this is a major problem, because you only have access to a couple of weapons, and the mayor will give you one free weapon repair powder each time you talk to him, but only if you don’t have any in your inventory; I have not gotten to the point where I can unlock a shop yet. So my dungeon crawling has gone a lot like this–enter dungeon, fight monsters until weapon almost breaks, repair once, fight monsters until weapon almost breaks, stop fighting monsters, hopefully find key to get to next floor, run around frantically, leave, go back to town, and stock up on items from the mayor. It’s fine, but not very thrilling, and I’m hoping that the weapon upgrade system becomes something I can really dig into, like in Rogue Galaxy.

Still, I love the Georama system very much in Dark Cloud, which should surprise no one. I mean, my favorite part of the Suikoden series is watching my castle fill up with people and seeing where everyone goes and what they can offer me. This sort of hits the same vibe, with some slight differences. After you acquire enough orbs, you can begin placing houses, trees, and ponds wherever you like (so long as it all fits nicely); for houses, you then have to fill in specific slots with items, such as beds, barrels, benches, and who lives there. I just got a llama for Toran’s home…well, barn area. It’s fun to find the right item to slot in and complete a full structure and then go out and meet your new neighbor.

I’ve never got too far in my original copy of Dark Cloud before trading it in, certainly not far enough to unlock fishing or other people to play as, which I know is in the game thanks to reading its manual. I’m hoping to make a bigger dent now and am excited to watch Norune Village grow at my discretion. Stay tuned for further updates down the road. If I build a road, that is.

2017 Game Review Haiku, #30 – Tales from the Borderlands, Episode 1 “Zer0 Sum”

2017-gd-games-completed-tales-from-the-borderlands-zer0-sum

Vault key deal goes south
For Rhys, Fiona, and friends
Zer0 loves haikus

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

REVIEW: Mini Ninjas

Developer/Publisher: IO Interactive, Magic Pockets/Eidos Interactive, Warner Bros.
Platform: PlayStation 3, Microsoft Windows, Wii, Nintendo DS, Xbox 360 [reviewed], Mac OS X
Genre(s): Action-adventure, stealth
Mode(s): Singe player
Rating: ESRB: E10+
Time clocked: Around five hours

Ninjas never have it easy. Not even mini ones.

See, many moons ago, an evil samurai warlord was banished after too many evil deeds, and the empire in feudal Japan sat in peace and tranquility for a good, long while. But we all know that could only last so long; dark storms began to brew over distant mountaintops, floods and earthquakes became common happenings, and mysterious figures were caging wild animals for unknown purposes. Guess who’s back? Evil Samurai Warlord™, duh.

Growing worrisome, the Ninja Master, the classic relic-old being of supreme skill and wisdom seen in every ninja-related medium ever, sends out his best ninjas to discover the truth about the storms and what evil is stirring nearby. However, none return. With only two ninjas left under his chest-high belt, he reluctantly puts Hiro and Futo to the task of rescuing their friends and saving the world.

And that’s the plot in Mini Ninjas. There’s not much to it; no surprises, no twists, no explanations whatsoever on what these evil soldiers plan to do with all their caged animal friends. As Hiro, you sneak/fight forward until you battle one of the Evil Samurai Warlord’s henchmen, defeat it via a Quick Time Event (sigh), and continue on until the end of the game. The levels are structured as pseudo-open boxes, with multiple paths to explore, but ultimately only one will lead you to its end. A couple cutscenes show the ESW getting mad at his peons, offering a pinch of humor, but other than that, there’s little story being actually told here. Evil is evil, and good is good, and when they throw down arms, good will defeat evil (but only for a limited time).

There are six ninjas to play as, and unfortunately you don’t get the best one until near the game’s end. Each has their own set of skills and uses. Hiro can use Kuji magic and target multiple enemies at once; Futo wields a mallet and rolls into a ball to attack; Suzume plays an enchanting flute song; Shun specializes in bow and arrows, sniping soldiers from afar; Tora is part-tiger and a waste of character selection space; and lastly, Kunoichi, the spear wielder, is the best ninja next to Hiro thanks to her far reach. Each ninja is adorably designed, and unlocking them in-game rewards you with a special bonus video to watch that shows how they arrived at the Ninja Master’s dojo. These are so beautifully animated that it is jarring to the in-game’s visuals, which are, well…maybe a centimeter above the Nintendo Wii. My personal favorite character trailer is, not surprisingly, Kunoichi’s, as shown below:

Unfortunately, the challenge to save the world is no challenge at all. I started my playthrough on medium difficulty, the standard as it were, but switched to hard by midway through and found there to be little difference. The only time I ever died was when I miscalculated a ledge jump and plummeted down the abyss; only I didn’t actually die, but rather respawned on the ledge with one less heart to my name. So, uh, guess that doesn’t count. The enemies are not very tough, and only a couple require a specific strategy, such as the big guys or the stealthy ones. Plus, the alchemy here allows one to make a ton of healing potions, and there’s always a tree or bush of fruit at arms’ length. No worries, really.

What Mini Ninjas is though is charming and stylish, but a bit bland. Co-op (both local and online) is missing, and that’s a shame because it’s clearly a videogame designed to be played by parents and their kids. It would’ve been awesome for one player to scout ahead and another to circle around until the signal sounded and then they both attacked at once. I loved the tranquil music and style of it all, but found myself moving through it very fast, as well as a bit disappointed. The boss battles are a smelly joke, and yes, Boss Windy Pants, I’m talking mostly about you. I’d probably be even more disappointed if I shelled out $60.00 for this when it was first released, but I got this copy for around $20.00, and so it was a decent filler, a mediocre platformer, and a healthy reminder that not all good things come in small packages.