Category Archives: Game File

Final Fantasy Explorers – Inspired, but Lacking

Before cutting into the newest spin-off game of the Final Fantasy franchise, let’s take a look at its obvious inspiration, Monster Hunter.

Capcom’s Monster Hunter is about hunting monsters (surprise, surprise) with different weapon types and using pieces of those monsters to make better equipment to in turn kill bigger monsters.

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The games are usually set in closed areas, connected together to make themed maps. Its biggest appeals are its brutal difficulty, precise controls with specific functions and monsters with complex animations and behaviors. It’s insanely popular in Japan and has picked up quite a fan base worldwide with its latest titles.

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Final Fantasy Explorers takes Monster Hunter formula and adds in the iconic themes and creatures of Final Fantasy. Even though it’s clearly riding on that sort of copycat design, it’s a solid idea, in theory.

In execution, Final Fantasy Explorers is a bland, forgettable experience.

Explorers sets up a fairly interesting premise: Eidolons, powerful beings who usually appear as summons in other games, are running rampant; it’s up to the Explorers to take care of them. To do this, Explorers adopt a class, assign abilities and craft gear. Each class has specific strengths and weaknesses, such as the Black Mage being able to lay out tons of damage with magic, while the Knight can soak up damage and keeping aggression away from other players. The Job System in Explorers is just as fun as it has been in previous Final Fantasy games.

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Each job’s abilities are attained through beating missions, adding plenty of skills to outfit a player. This ability system is one of the few features keeping this entry afloat. Learning rotations of spells, as well as knowing which abilities are effective for each situation is interesting, especially in multiplayer.

The controls, while clunky at times, allow players to have eight abilities equipped at once, cycling through them with the shoulder buttons. The targeting system can get confusing at times, but usually does okay with staying focused on the target.

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Throwing everything you have at a boss and dying just to replenish stamina is a game-breaking strategy. Most bosses will fall to this without any troubles. Don’t worry, most missions are set with fifty minute timers. That’s about nine or ten lives per mission.

Visually, Final Fantasy Explorers has some solid ideas behind it. The Eidolon monsters are wicked, often using unique designs to the established molds of the iconic monsters. Classic Final Fantasy monsters also look pretty cool, but overall the game lacks variety in creatures. The environment is also lacking with no discerning features to make it stand out. It’s made up of bland fields that are far too open, dotted with lame enemies that die in a single hit. Even giving the player monster buddies to recruit in the single player is worthless, as they get in the way of the camera and usually don’t get to see any action anyways.

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Even multiplayer can’t save this one. Sharing terrible experiences with friends can be memorable, like watching awful movies for the laughs. Yet, being in a group adds nothing to Explorers. It lacks challenge, good design and variety, all things that make is inspiration, Monster Hunter, great.

To really show Explorers lacks polish, players can wear outfits and wield weapons of classic Final Fantasy characters. Swing Cloud’s Buster Sword, wear Yuna’s short shorts, spend hours grinding for those parts in a sparse field, questioning your existence. I’m surprised this feature wasn’t locked behind a pay wall.

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Eleven characters that will hopefully ease the pain of “exploring”

It’s like Square Enix noticed its quickly emptying wallets, saw the popularity of Monster Hunter,  and then looked to the ridiculously expensive Final Fantasy XV and thought, “Monster Hunter is selling well, lets make that, but with Chocobos and Bahamut. Brilliant!”

Announced in 2006, still waiting. . .
Announced in 2006, still waiting. . .

Final Fantasy Explorers continues the trend of forgettable games and lost opportunity. This game could’ve been a solid multiplayer experience, but just lacks polish. After enduring this, Type-0 and XIII, Final Fantasy XV better be the best game I’ve ever played.

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Until then, I’ll keep going through Final Fantasy IX on my Vita. Wake me up when XV comes out, Giga Bytes.

A Whole Bunch of Character Based Multiplayer Games

This year looks to be a competitive year in the multiplayer space. The past few years have shown the rise of E-Sports centered on MOBAs, creating some of the most exciting and memorable moments in gaming history. Looking to cash in on this action, or looking to innovate, many large gaming companies have invested in pursuing character-based, multiplayer experiences. What has resulted is many, many games, most of which are in testing phases and are almost ready for launch. While there may be too many to note in one article, I’ll be attempting to catalog the newest fad in game design.

Paragon – Release date to be announced

Paragon comes from Epic Games, the team behind the Xbox giant Gears of War. Even with limited footage, Paragon looks like Gears if each character had special powers in a MOBA setting. Gameplay looks awesome and the characters carry that detail expected from the studio. Beta tests will roll out early this year and hopefully Giga will get a chance to try it first had. Either way, given Epic’s resume in the multiplayer space, Paragon is a game to watch.

Battleborn – May 3rd, 2016

Created by Gearbox Software, Battleborn looks to be bringing its chaotic style to the MOBA market. The art style is stylized using similar character designs to its hit Borderlands franchise, but with more accentuated limbs and body types. Characters range from a fungal ninja to a penguin in a mech suit to provide a hilarious spin to gameplay. Battleborn looks to be a game with tons of variety in characters, but will its final version be able to stay afloat in the market? We’ll find out in May.

Overwatch – June 21st, 2016

Sporting a visual style comparable to a Pixar film, Blizzard‘s Overwatch has recently seen positive praise in closed beta. While that same beta is currently taking a break for improvements, it should be returning early this year with a full release coming in June. Blizzard’s excellent design creates a fun blast-fest with each character teeming with personality. As of yet, this game doesn’t sport the MOBA-style gameplay as the games I mentioned earlier, but it does have some solid modes that are familiar to anyone who’s played Team Fortress 2. Blizzard’s track record and knack for continued support could make Overwatch a must play, not just for this year, but for years to come.


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Paladins – Release date to be announced

Paladins is a game from one of my favorite studios, Hi-Rez the same team behind Smite, an awesome MOBA with mythological characters. Its newest project, Paladins, seeks to shake up the arena FPS genre with its card system. While I’ve already went in depth with Paladins, its important to note that its being made by a much smaller studio by comparison. That said, Paladins is shaping up to be an awesome game, as its updated frequently with help by its players. Even in its early stages, there is tons of potential in this one.

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Final Thoughts

What is there to take from this movement in game design? Following major success, many game companies try their hand in similar styles. It’s nothing new for the industry. When Street Fighter 2 became insanely popular, there were tons of fighting games to come out soon after like TMNT: Tournament Fighters and King of Fighters. That’s just a small example as it’s happened several times over each generation of video games.

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Taking a step back and looking at this similarity in the market is a bit disconcerting and comical. Yet, these games need to be made to explore the genre. Who knows which of the games above will truly blow its players out of the water? Each explore similar concepts in different ways. It’s a necessary part of the evolution of gaming as a whole.

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What’s important is that even if these games succeed or fail, gamers win. These shooters could release to a trumpet of praise, standing on their own merit and creating awesome experiences and communities. Each of these character-based games, while similar, will provide another world for gamers to explore.

Nothing is wrong with more worlds to visit, but all of them seem to have a blue sky.

Street Fighter V Cinematic Story Mode Coming This Summer!

Great news, Street Fighters! Capcom announced recently in a new press release that the PS4 exclusive Street Fighter V will have a “cinematic story mode” as a free update this summer. Not only that, but each character’s individual stories—i.e. the stories for each one in the arcade mode, most likely—will serve as prologues to this larger tale.

“Players will have the opportunity to play through individual character stories that provide important background information on each of the characters, their roles in the game, and their relationships with other fighters. The character stories have a recognizable throwback art style created by Bengus, a famous Japanese illustrator who has worked on a variety of past Street Fighter projects,” Capcom said.

Then in June 2016, all SFV players will receive the cinematic story mode for free. Capcom says it takes place between Street Fighter IV and Street Fighter III (the former is actually a prequel to the latter, which, admittedly, is a bit confusing), and they promise it will bridge the gap between the two games. “This is the first time in franchise history that fans will be able to play through this type of cinematic-story experience in a Street Fighter game.”

Here’s a teaser trailer for the upcoming mode:

Capcom went on saying players will be able to earn in-game money called “Zenny” to purchase DLC characters (no word yet on if it can be used to buy other DLC items like costumes), by playing through individual character stories and other single-player modes.

Finally, Capcom announced that the final SFV beta will run January 30-31.

Personally, this has me more excited than ever to play the game. Heck, it’s the big reason why I’m using a portion of my tax refund to buy a PS4. While I’m sad that certain characters like Sagat don’t appear to be returning for this game (at least as playable characters), hearing about this in-depth story mode makes me think this could be the best Street Fighter game yet, especially for longtime fans like myself.
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In previous games, the Street Fighter mythos was mostly developed by piecemeal with each character’s ending (and sometimes prologue) in the arcade mode. These formed semi-coherent though simple plotlines. Instruction manuals for most of these classic games also included some biographical information on each character, which fed into the narrative. However, as time went on, things did start to get a bit confusing—like who the heck is GillStreet Fighter V promises to deliver on what appears to be an epic story, which could also be dangerous. As I mentioned, most of the cast of Street Fighter II—and Street Fighter IV, for that matter—are absent in Street Fighter III. Capcom could be crazy and kill off some characters. I don’t know if they would, and it would have to be done carefully to avoid an abundant backlash from fans.

It’s refreshing to see Capcom continuing the trend of story-driven fighting games. For years the genre lagged behind most others, which have steadily increased the amount of narrative in their games to keep players interested. Just as games like the new Killer Instinct and Mortal Kombat X have borrowed gameplay elements from Street Fighter, Capcom is following suit on adding more story. Interestingly, while most think this started with NeatherRealm’s 2011 reboot of Mortal Kombat, they actually did it first in Mortal Kombat vs. DC Universe. Before that, cult classic games like Guilty Gear X2 and, to a lesser extent, the King of Fighters series featured in-depth story modes. The difference is these older games utilize still artwork and Japanese dialogue with subtitles to detail their plotlines. It doesn’t help that these stories are convoluted and, honestly, insane. Street Fighter may be comic book-y, what with its supervillains bent on taking over the world…

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…among other things in its minimal storylines, but it still makes more sense than most of what goes on in those other games’ complicated narratives.

At the moment, plot details remain scarce. I’d daresay, “Mum’s the word,” with Capcom as to what might be going on in SFV’s cinematic story. There’s no word yet on if players will cycle through playable characters like in Injustice: Gods Among Us or sit back and watch like in Guilty Gear Xrd -Sign-. If Capcom is smart, it’ll follow NeatherRealm’s example with the former. It looks like M. Bison may once again be the final boss, which hasn’t happened since the Street Fighter Alpha games. Considering that other than Necalli no other characters seemed like they fill that role, it’s a welcome throwback to the series’ roots.

For now, players can be excited that Street Fighter V is only a few weeks away. It will be released February 16. (I’m getting the special edition).

Get those fight pads and arcade sticks ready!

Alex’s Top 5 Games of 2015

This year has brought all sorts of great design and excellent experiences through a multitude of titles. From fighting off beasts to fulfilling the childhood dream of creating levels, gaming has seen some truly awesome innovations. Reflection is an important part of advancement. Therefore, I’ve collected my favorite games released this year.

Note, the games in this list are ones that I’ve personally played and are in no particular order. I also try to include games that brought something different to the overall library of content available.

Super Mario Maker

Creating levels in a classic NES setting is something I’ve always wanted to do, but always lacked the tools, knowledge and gumption to fully realize it. Luckily, Nintendo reworked its development engine into a game with Mario Maker. The result is the most absurd game on the console, oozing with possibility and merit. Years from now, we will surely see game-design courses using this software to teach concepts. It’s sure to be a game I come back to regularly, just to see what’s been made.

The Forgotten City

The Forgotten City is a Skyrim mod, proving that amazing gaming experiences can come from anywhere. During my playthrough of this narrative-driven mod, I spent 6-8 hours straight, completely immersed. Few games have put me in that state of pure concentration. The puzzles are intriguing, the characters are endearing and the whole experience feels amazing. It’s astounding that such excellence is used to create a free product. I’ll be keeping a close eye on the developers of this one for future projects.

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There has been but one game to sit for months in my 3DS and that’s the newest Monster Hunter. I wasn’t sure about portable hunting, but with the innovations adding layers of depth to an already solid combat system, I’m hooked. It’s also a game that’s a blast to play with friends over the internet or across the room. Capcom has also been abnormally considerate with its additional content, releasing tons of challenges and rewards for free. Monster Hunter Ultimate 4 is a must on the 3DS.

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Fallout 4

Sure, the first trailer didn’t blow me away, but Bethesda’s presentation at E3 left me drained from excitement overload. It quickly became a game of pure experience, setting out with nothing but Vault 111 stitched on my clothes and a need to explore. Sure it doesn’t have the most gripping writing and action seems to be the cure-all solution to problems in Boston, but Fallout 4 consumed me and my peers in a way few games do. Scrounging for duct tape has never been so immersive.

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Bloodborne

Bloodborne, from a design perspective, has a lot in common with games like Castlevania and Megaman on the NES. Everything in this game was created with purpose. Enemies attack in particular ways, telegraphing their intentions. Weapons function in unique ways. Exploration and mastery of the combat system is required to succeed, even in early levels. Each area has its own feel. The narrative is told in hints through descriptions and subtle visuals. There is nothing like it. I’ve only scratched the surface of Bloodborne, just recently defeating Vicar Amelia, but it has impressed me since my hunter rose from that hospital bed. Just like the Eternal Night, Bloodborne will perpetually be a milestone in game design.

Each of these fantastic games offer something that stands out in a marketplace flooded with content. Of course, there are some amazing games I haven’t gotten the chance to play yet, like Witcher 3: The Wild Hunt or Undertale, but that’s why I love this medium so much. It’s an art that continues to evolve, both in technology and execution.

Who knows what journeys gaming will take us on next.

Paladins: First Impressions with the Beta

It’s no mystery that I am a huge fan of Smite by HiRez Studios. Many tireless hours have been spent dropping the hammer as Thor or opening the pits of the underworld as Anubis. Even though I shy away from the usual MOBA fair, Smite does a great job of blending action, quirky characters and MOBA elements for a solid multiplayer addiction with plenty of depth.

Thus when Paladins, a first person shooter created by the same team was announced, I was giddy. I’ll admit it.

Ruckus is capable of laying down fire while others swoop in for points.
Ruckus is capable of laying down fire while others swoop in for points.

Paladins is a team-based shooter in which players will control a hero with unique skills and weaponry. One minute you can be a knight with a laser shield and a flamethrower, the next minute you can be a goblin piloting a steampunk mech suit. Characters are zany, interesting in their design and have unique play styles. They do lack the familiarity of the mythical beings found in Smite, but these new designs should continue to evolve as the game sees more development.

The core focus of the game is player vs player action. The current mode is comparable to Siege in Smite, but in Paladins there is more speed built into the game type. On average, a match takes about 10-13 minutes, but can be as short as five. On the map are areas which must be held by standing in them. If another player of the opposite team is in the same circle, no points are made (similar to Battlefield or Warframe). Once the bar is filled, a Siege weapon spawns then travels down a set path to one of the enemy’s three gates. The final goal of the match is to use the siege weapon to do massive damage, crushing each gate before blasting the final one, ending the match.

Cards take the place of levels or items and have sweet art to boot!
Cards take the place of levels or items and have sweet art to boot!

Mechanically, the game is similar to Smite in its ability use, but feels more like Team Fortress 2. Heroes will have to be rather precise with their shots, like an Unreal Tournament contender or the origin of Deathmatch, Doom. Certain heroes are easier to use than others, with weapons that makes contact easier or an ability that hits a larger area. Experimenting with each character is recommended. Ultimate abilities are currently missing, but may not be needed in the grand scheme of things.

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Pick a card, but not just any card. Think strategically.
Pick a card, but not just any card. Think strategically for success.

What sets Paladins apart from other arena based shooters is its unique card system. Instead of building items like in Smite or picking a loadout like in Call of Duty, once a level is gained, three random cards are drawn from a random or pre-constructed deck depending on the mode being played. The player then picks which cards they want for the effect to activate, creating a controlled random element, forcing strategies and experimentation. Each character has their own special sets of cards, as well. So playing a new character will have a different experience with card builds as well as their innate abilities.

Adding to the card strategy is the ability to construct decks with earned cards. Cards can be unlocked from chests, a mechanic similar to that found in Hearthstone. Earning Epic cards is still just as rewarding, while familiarity with the cards and their effects will build with time as you play the game.

Simplicity meets function in the character designs.
Simplicity meets function in the character designs. Cassie sports her falcon friend and her bow with flair and is one of the better damage dealers in the game.

Artistically, the game looks simple, but with enough fantasy detail to make it seem bigger than it actually is. Dwarves toting around heavy weapons meet elves with bows. Anything can happen in Paladins‘ design, an open way of leaving room for the game to evolve in any direction Hi-Rez decides.

Paladins‘ Beta tests are shaping up to be another interesting multiplayer affair. With Hi-Rez’s track record, one can also assume they will be giving Paladins the eSports treatment, meaning competition will be fierce. The game’s framework is fairly solid, but what will be built upon it is what’s exciting. Even after just a few months, several patches have been added.

I’ll be keeping a close eye on Paladins as it develops.