|
|
Tekken Tag Tournament
Tekken Tag Tournament serves as an upgrade to Tekken 3, adding a Graphically, the game has taken a very large leap, and the arcade version of the game looks downright ugly by comparison. The characters are very, very smooth, and the backgrounds are amazing and filled with lots of movement, from helicopters to crowds of spectators. Some stages are well lit, showing off some really excellent lens-flare techniques. There are also some nice little touches, such as grass being crushed down by falling fighters then slowly springing up afterward. However, the game suffers from one particular problem that has in fact been seen throughout the series, but with the power of the PlayStation 2 behind it, you'd expect it to be a thing of the past. The problem is the same one that showed up in Street Fighter EX3. While the backdrops of the fights and the ground on which you fight look great separately, they don't mesh very well. The result is two different types of scrolling, making it look as if the battle is occurring on a small, circular spinning platform surrounded by a nearly stationary background. It's easy to miss while you're actually playing, but it sticks out like a sore thumb on watching the game closely. However, the game has been cleaned up a lot when compared to the Japanese release. The characters are smooth, the backgrounds and floors appear more refective and vibrant, and the game just has a significantly more polished look to it. The game uses much of the same animation and motion-capture data from Tekken 3. Sure, the characters look pretty incredible, but with the identical animation quality, even as good as that animation was, the game looks and feels a little on the stale side. The soundtrack is full of techno and vocoder robot voices that will either endear you to the soundtrack or drive you up the wall. How much you enjoy the game will directly relate to one factor: If you played so much Tekken 2 and 3 that you couldn't possibly play another match, Tekken Tag doesn't offer enough new features to draw you back in. But if you've stayed away from the Tekken series for a long time, Tekken Tag is a very warm homecoming, delivering the same solid gameplay that Tekken fans crave in large doses. Still, you won't be able to stop yourself from wondering what Namco could have done with the game if it had been designed on the PS2 (or comparable arcade hardware) from the start. Guess we'll all have to wait for Tekken 4 to find that out. Final Fantasy IX (PS) The final PS one Fantasy is the best one yet
What a difference a year makes!
Last October, when we reviewed Final Fantasy VIII, we called it a
"masterpiece," saying it surpassed the incredibly high expectations
put on the game and stood "far above the pack as the best PlayStation RPG
so far."
And now, after investing countless delightful hours in the thoroughly
enchanting sequel, I can comfortably say the same thing about Final Fantasy IX.
Check that. FFIX isn't the best PlayStation RPG "so far." It is,
without reservation, the best PS one RPG ever. It's that good.
While many have described this as a throwback to earlier Fantasies, I'm here
to say instead that this is the ultimate evolution of the series, with the
finest battle system, the most sympathetic characters, the most engrossing
storyline and the clearest art direction yet. And while the music isn't the
pinnacle of the series (I'm still partial to the finely crafted tunes in FFVI),
it is the best FF soundtrack on the PS one.
What's more, the game is a stunning graphical achievement. The 3D characters
are extremely detailed, with a distinctive style that extends from the main cast
all the way down to the most inconsequential storekeep. The rendered backgrounds
straddle the line between sharp CG graphics and hand-painted art. And the world
is full of little details that bring it to life: You'll see your breath as you
wander through a snowy area, or marvel at small touches like dancing flames and
flowing water. Some areas even have looping FMV integrated into the backgrounds.
And the cinemas—my goodness, they're sweet! Not only are they stunning to
look at, but they're also well-directed and perfectly timed to appear at all the
right moments. Each FMV sequence actually advances the story, rather than just
being a nice technology showcase. You'll be amazed at how much emotion these
cinemas can convey.
The writing is also a treat. The translation is clean and conversational, the
story is full of light humor, and the plot is easy to follow. The whole thing
has that effortless feel that's a hallmark of some of the best fiction.
Like any RPG, though, the real meat of the game is the battle system, and
once again FFIX rises to the top. FFIX marks the return of the "job"
system, in which characters have different classes that encompass different
skills and abilities—Zidane is a thief, Vivi a black mage, Steiner a knight,
and so on. For me, one of the biggest weaknesses in the previous PS one Final
Fantasies was the fact that each of the characters was basically the same, with
slight variations in abilities. But this time around, a magic user is a magic
user—don't expect to do any great damage by bashing monsters with Vivi's wand.
On the other hand, Steiner's strength might be unmatched, but never will he be
able to pull off a summoning spell.
Which brings me to another improvement: no more endless summoning animations.
You get the full versions of these spells the first time you cast them, but
afterward it's severely truncated, with the big splash occurring only
occasionally. It's almost as if Square finally realized they don't have to prove
their technical wizardry in each and every battle, and the result is a much
quicker pace to the frequent fights.
FFIX has also replaced the Junction/Materia systems with a much simpler, yet
eminently deeper Abilities system. Characters can learn different skills from
the items they equip, allowing you to greatly customize your party. It's
deceptively simple, though, as you can do all kinds of complex things like
combining abilities for different effects—and yet the whole thing feels quite
natural and is remarkably easy to use.
But what really won me over is the memorable cast of characters, including my
all-time favorite, Vivi (he's the real hero of this game, if you ask me). These
are the kinds of people that I'd actually invite into my house for an intimate
dinner (try saying that about Cloud or Squall). And while many of the cast are
fanciful creatures, they're the most "human" characters that I've ever
encountered in a game. You'll have ample time to get to know all of them as the
game branches and twists, sending different party members in different
directions on different quests. This leads to plenty of dramatic moments, with
the game switching between groups and following separate storylines. In fact, it
wasn't until I was more than 30 hours in to FFIX that I finally had all my
characters together and was able to assemble a party of my choosing. And believe
me, this was a good thing, as I truly enjoyed being "forced" to use
all my characters throughout the game, rather than having a stable of party
members that merely warmed the bench.
In case you haven't figured it out by now, I love this game. It's the best
Final Fantasy, the best PlayStation RPG, and one of the best experiences I've
ever enjoyed in all my years of gaming. driver2 Ready for
extravehicular activity?
We recently got a chance to take a hands-on look at the sequel to one
of the hottest-selling games of last year, and it is looking hot
WWF Smackdown ll Forget Triple
H...this is The Game
Wait till you smell what THQ is cookin' for November. Following up
its last acclaimed WWF effort, the com
Tony Hawk's Pro Skater 2900 reasons why you don't need a PS2...yet
The very first time I did a 3 To some, this may sound like an encoded message stolen during
wartime, but to the converted it resonates like the simple sweet music
of Tony Hawk's Pro Skater 2: absolutely the best PlayStation game I've
ever played.
The best part of THPS2 is the prodigious depth. There are 13 motley
skaters at the outset (with some old unlockable standbys, one that
you'll simply marvel at). You'll see the entire gang from the prequel
with familiar favorites Burnquist and Muska, along with a few legends
invited to the stable of skate magicians: Rodney Mullen, Steve Caballero
and Eric Koston. Each skater has different strengths and weaknesses and
each offers unique, totally customizable trick sets. Yes, you heard/read
me right, customizable tricks!
Before dropping into the Career Mode, you can create a replica of
yourself using the detailed Create-A-Skater, if you don't want to select
one of those "real" skaters. Here you can enter your name,
hometown, hairstyle—including the heralded skullet—the color and
types of your clothing, and what type of skater you want: street, vert
or all-around. Then, when you start, you'll be asked to accomplish 10
tasks to consummate the level. Once you do you'll start accessing the
eight different, dizzyingly huge worlds—and I'm talking planets here.
Don't be surprised if you're wishing for a map when you see a new
setting for the first time.
One feature that really stands out in Career Mode is how you sculpt
your skater. Instead of being rewarded statistically by completing
levels, now success is translated into good old-fashioned green. With
earned currency (or cash you pick up while bouncing around levels)
you'll be able to buy new boards, new tricks (to edit the tricks you
have in your arsenal) or to upgrade your skills. Within these
levels—and this adds a tall degree of charm—there are hidden areas
scattered around. You'll bust open the NY subway, drain the Love Park
fountain in Philly, even go underground in Marseille.
Adding to the salient depth, you'll find a Skatepark Editor which
equates to hours of lost time. It allows you to go all-out architect on
the skatepark of your imagination. Want Brobdingnagian ramps? A series
of funboxes next to a marathon rail? What about a punji pit filled with
face-rearranging spikes? The skatepark editor is your stage and like
Prego's memorable ad: it's in there.
The soundtrack, which elevated the first game's gusto, is more
"hip" than its predecessor. "Cyclone" by the Dub
Pistols is one riff that stands out, and the always plangent and gritty
Rage Against the Machine pipes in with their patented shout-rap sound.
If I have to gripe then I'll say the pop-up is a little annoying.
When you're searching an arena for the last $50 bill it's impossible to
see too far into the distance. This is based on the PS one limitations,
which are obviously being maximized for this game to look as polished as
it does. Otherwise, the game really is without flaw.
With all the unlockables, the depth, and the prime physics, THPS2 is
an absolute must-buy. This is a game for the ages.
As good as GoldenEye?
We've been tracking the progress of EA Games' upcoming Bond title for
some time, and now that it's nearly finished we can't help but say that
it's looking pretty special. Don't let the
FIFA 2001: Major League Soccer It may not be pretty, but it certainly does the beautiful game justice. My friends and colleagues at Games Domain in England swear that ISS Pro Evolution is the greatest soccer game ever made. In fact, GD's senior editor recently told me that for months now, everyone in the office has left the Dreamcast and PlayStation2 to collect dust. When lunchtime hits, there's a mad dash toward the PSX like it's the last slice of pizza in a dorm room. ISS Pro Evolution was released in the U.S. as ESPN MLS GameNight. Having played and reviewed that game, I can tell you that either my friends across the pond are completely insane, or that Konami modified the gameplay in an effort to make the game appeal more to American gamers, and failed miserably. Given all the mistakes MLS has made in its efforts to popularize soccer, it wouldn't surprise me if this were the case. Nevertheless, I'm relatively sure that FIFA 2001 will replace ISS as the game of choice in the offices of Games Domain. Despite its flaws--developers still have a long way to go in recreating this sport accurately--FIFA 2001 really is the best soccer game there is. Like ISS, FIFA 2001 isn't going to win awards for its graphical prowess. The players look kind of like crash-test dummies. But it doesn't really matter, since from pretty much any camera angle, this shortcoming doesn't attract attention during gameplay. What does attract attention is good freedom of movement, accurate ball physics, and very realistic player motions. It really is impressive how real the game looks when a player takes possession of a loose ball, either bringing it to rest on his foot after a high bounce, or controlling a quick, choppy pass with the inside of his foot. Gotta love motion capturing. One change from last year's version that has made this game far more enjoyable is the wider field of play. It's possible that the developers underestimated just how much this minor adjustment would add, as the timing and movement seem much improved as a result. It provides the sense that passes have just the right speed and trajectory, something you won't find in many soccer games because the field looks more crowded than it should. Furthermore, the extra field space gives the players the room they need to go for a header, and place it accurately. It's a crucial part of the game that looks simple when you watch a live match on TV, but has been impossible for developers to portray accurately--until now. And unlike most other soccer games--especially ESPN MLS GameNight--the controls are very responsive and intuitive. They're not perfect, but they're close. The shoulder buttons come in extremely handy, as they're great for pulling evasive maneuvers, of which there are several to choose from depending on how fast and from what direction the defense is coming at you. My only complaint about these maneuvers is that sometimes they do more harm than good. For example, when you use a spin move to evade a defender's challenge, even if it's effective, your player will stumble forward for the next several paces--head down and body hunched over, as if he just fell a few rungs down the evolutionary ladder. When this happens, the defender steals the ball anyway, leaving your Cro-Magnon player empty handed--drool sliding from his lip and knuckles rubbing the turf. Perhaps the greatest addition to the control scheme is the through pass. Pressing the L1 button will place the pass directly in the path of the striker's sprint toward the goal. In previous FIFA titles (as well as in most other soccer games), you'd have to simply use the pass button, and the striker would have to turn around to receive the ball, then turn back toward the goal, and then make his attack, wasting valuable time. This addition to FIFA 2001 is most welcome, and makes the game much more fluid, exciting, and lifelike. Unfortunately, one thing that detracts from the excitement is that the strikers are seemingly the only players who can score goals, and sometimes it's far too easy to do so. It's indicative of a larger problem that's inherent in any soccer title: the AI is simply not natural, reactionary, or inventive, which is what soccer is all about. The AI players stick to their positions as if they're wearing dog collars that'll send electrical jolts through their bodies should they stray from their respective yards. The midfielders just kind of lurk and wait for the ball to come their way, not providing much offensive or defensive support. Similarly, it's basically impossible to pull a give-and-go, one of the most common and effective plays there is. This basically entails one player passing forward but continuing to sprint, as the recipient of the pass simply deflects the ball into the path of the original passer, who by this point has enough speed to burst through the confused defense. One can't execute this play in FIFA 2001 because the original passer is usually a midfielder, who after making the pass, will usually just stand still instead of burst through the opening that's waiting for him. I have a few other gripes (such as the CPU's inability to call offsides properly, the commentary being about two seconds behind the action, and that the gaps between the difficulty levels are more like trans-Atlantic flights than they are gaps), but they're overshadowed by how fun and refreshing it is to play this solid game. It's certainly not what NFL 2K1 is to football, but it's a big step in the right direction. It's extremely satisfying to take the U.S. to the World Cup finals (hey, a guy can dream, can't he?), Arsenal to the top of the English Premiere League, or simply play out bitter rivalries like Celtic vs. Rangers, or heck, Chicago Fire versus Deportivo la Coruna...could happen.... FIFA 2001 really won't do much for gamers who aren't already fans of the sport, but there's a helluva lot of fun and excitement to be found here for those of us who are--especially for those guys at Games Domain. |