Tag Archives: Sony Computer Entertainment

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.

All of Spyro: Year of the Dragon’s eggs are up for grabs

gd-spyro-3-year-of-the-dragon-ps1-early-impressions

I completed Spyro the Dragon, at 71%, despite the wonky camera, frustrating platforming, and that final fight against Gnasty Gnorc. Then I took on Spyro 2: Ripto’s Rage!, collecting a mighty number of gems, talismans, and orbs. After that, I moved on to Spyro: Year of the Dragon, the third installment in the series despite it missing a number in the title, but alas, I’ve still not finished it off and most likely won’t…well, not the PlayStation 1 classic version I have downloaded on my PlayStation 3. Why, you ask? Well, there’s a little thing called Spyro Reignited Trilogy coming out next month–that’s November, y’all–and I’m mega-stoked to revisit the series with hopefully better controls and camera options. Oh, and it looks gorgeous too.

Spyro: Year of the Dragon opens with a celebration in the land of the dragons, where Spyro and his kin are celebrating the titular “Year of the Dragon,”, an event that occurs every twelve years when new dragon eggs are brought to the realm. However, unfortunately, during the celebration, a cloaked rabbit girl named Bianca invades the Dragon Realms with an army of creatures called Rhynocs and steals all of the dragon eggs. She brings them back to the Sorceress, an evil ruler of all the Forgotten Realms, who scatters the eggs throughout several worlds. Spyro, along with his trusty lifelong pals Sparx and Hunter, are sent to recover the dragon eggs.

Well…my save file says that I’m at 64% completion for Spyro: Year of the Dragon. Go me. That more or less equates to 10,110 out of 15,000 gems and 90 out of 148 dragon eggs, according to the in-game Atlas menu. Which, if I can say, is really handy for tallying up all your accomplishments, along with the objectives still to finish off in each distinct world. This is good information to have because you often need a certain number of dragon eggs to move forward to the next area, and most of them are easy enough to collect, except for the ones based on mini-games, like skating or boxing.

The gameplay is, more or less, the same as the it was in the previous two games. In this one, Spyro will explore over 30 worlds, defeat enemies, complete puzzles, participate in mini-games, and collect eggs and the usual colored gems. He doesn’t have any brand-new moves, but the controls are still fine, if a bit iffy when trying to both charge forward and jump; often, I would just send our poor tiny, purple dragon right off a cliff’s edge. The camera remains a constant opponent. That said, it’s still a lot of fun to explore these worlds and find all the hidden-away gems or see a dragon egg in the distance and figure out how to reach it.

Spyro’s quest to recapture the dragon eggs stolen by the Sorceress is aided by a number of furry and fuzzy friends. Such as Bentley the yeti, Sheila the kangaroo, Sergeant Byrd the flying penguin, and Agent 9, a blaster-wielding space monkey. These characters are represented in unique levels to highlight their different powers and abilities, with puzzles only for them. For example, Sergeant Byrd, has large, open levels to match his ability to fly and long-distance attacks. There’s also Sheila, who has much more vertical levels to make use of her double-jump ability, and these sometimes look like a traditional 2D platformer.

Spyro: Year of the Dragon‘s graphics, sound, and charm all work together to create something special. Yes, even some eighteen years later. The character designs, while low on the polygon count, still show off Insomniac’s knack for creating iconic characters that are the step-stones for what’s to come down the road, namely the Ratchet and Clank series. Honestly, I’m excited to revisit all three games next month, and I promise to get all them dragon eggs back from the Sorceress. Why? Well, mostly because they’ll be tied to Achievements. Ha, I can’t quit caring about those digital bursts of dopamine.

2017 Game Review Haiku, #48 – Datura

Forest of choices
PlayStation Move, controller
It’s only your hand

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.

Explore Datura’s mysterious forest clumsily

I was surprised when I typed Datura–the first-person exploration game from 2012, not the poisonous flowering plant–into How Long to Beat? and saw that many were completing it in under two hours. That’s great. I’m a big fan of shorter games, and yes, I’m giving you stink eyes, Dragon Age: Inquisition and Stardew Valley, for each eating up over 50 hours and not being close to completion. Ugh. For some reason, I thought this game was a really long affair with obtuse puzzles. Perhaps I was thinking of Pneuma: Breath of Life instead, though that also doesn’t seem to be an epic adventure. Instead, Datura seems to be a short affair with clunky puzzles. I polished it off in two sittings, though one could easily push through it in a single go.

Datura begins with you, whoever you are, on life support in the back of an ambulance. You are tasked with removing the cloth and wires connected to your body, which surprises the EMT helping you. This is also where the game surprised me. I mean, I knew it was a first-person exploration thing, but I didn’t realize that meant you’d see your disconnected, Addams Family-esque hand floating in front of you, moving around in a certainly unnatural manner. It’s extremely bizarre at first, but you eventually get the hang of it (I almost wrote hand of it), maneuvering it into place with the analog stick and pressing R2 to perform an action. After this, you are then transported to a mysterious forest, which serves as a hub of sorts. Here, you’ll travel incomprehensibly through time and space into different playable sequences to solve some relatively straightforward puzzles.

The game was clearly designed for the PlayStation Move controller, but I don’t have one of those. So my standard PS3 controller will have to suffice. However, this resulted in some odd, finicky control methods, with myself more or less fudging my way through some puzzle elements, like taking wooden boards off a door with a crowbar or twisting something around. There’s also a lot of tilting, which, when my controller is plugged in, is a wee difficult to do in some directions. Again, you can do it and get through it, but the whole thing reads as clumsy. Also, mashing the R2 button to “run” in the woods is annoying, especially when the speed difference between walking and running is minimal and you tire rather quickly. That said, being in the autumnal forest hub is the best part of Datura, as the atmosphere is amazing and I did enjoy finding white trees and expanding my hand-drawn map.

As far as I can tell, the purpose of each sequence is to present you and your dismembered hand with a choice. Depending on what you do, the forest itself changes to reflect your actions. Are you more sinister? Well, prepare for everything to darken and play home to flies. If you are kinder, there will be brighter areas and more butterflies. It’s a little on the nose, but wandering the woods is the most enjoyable and immersing part of Datura, so it makes a difference. I think I split the difference, being nice and being naughty. A lot of the sequences are clear in terms of what is happening then and there, but on the whole, I didn’t really understand what Datura was trying to say. I’m sure everything has meaning. Maybe this is all about the poisonous plant killing you and everything after the ambulance moment is a fever dream.

Datura wants to be a literary journey through morality. Alas, it misses the mark. The big ol’ life-changing choices are easy to make, even when it comes to issues like beating a dog to death or cutting off someone’s hand. The reason for this is that the game, while visually pretty in spots, appears goofy, and the floating hand, especially when you see it next to your other, normal hand, which is connected to an arm, has a lot to do with this. There’s no solid conclusion, save for a mirror shot at the end that shows you exactly who you are, and so this was a decent two hours in a lovely wood where the fog is thick and the leaves are endless. Man, oh man, I love autumn.