Tech-Gaming

New Releases 2/7-2/13: To Hell and Back Edition



This week's new releases transport us to exotic locales: far-flung solar systems, underwater cities, feudal Japanese dungeons, and the fiery depths of hell. For those that seek more familiar destinations, there's always the dirt covered racing tracks of terra firma offered by World of Outlaws: Spring Cars.

360
BioShock 2
Dante's Inferno
World of Outlaws: Sprint Cars

PS3
BioShock 2
Dante's Inferno Divine Edition
Star Ocean: The Last Hope - International

Wii
Blaster Master Overdrive
Family Party: 30 Great Games Winter Fun
Shiren the Wanderer
Super Money Ball: Step and Roll
The Daring Game for Girls

DS
Best Friends Tonight
Jigapix Pets
Percy Jackson and the Olympians: The Lightning Thief
Pet Pals: New Leash on Life
Scene It? Twilight
The Daring Game for Girls
World Cup of Pool

PSP
No Releases

PC
BioShock 2
Sins of a Solar Empire: Trinity
Stargate Resistance
Windchaser: Guilds of Glory

DesertEagle's Pick: After hearing the developers aspirations for BioShock 2, I'm cautiously enthusiastic for the title. While Star Ocean: The Last Hope doesn't present any new gameplay elements (offering gamers Japanese and English voiceovers, six selectable text languages, and a two different menu styles) players that missed last year's 360 expedition may want to check this one out.

SeanNOLA's Pick: Lately, I've been hearing a lot of analysts say that demos can hurt a game's sales, but EA has offered the rare preview that has single-handedly piqued my interest for a game that I had previously been aggressively apathetic toward.  I am no longer embarrassed to say that I am genuinely excited to play Dante's Inferno.


TideGear's Pick: Though it is an excellent game, I never succeeded in finishing the original BioShock. I'm currently remedying that! I'm nervously looking forward to BioShock 2, but I think they'll do right by the Shock name. How about a System Shock 3 next? Bring back the cyberspace diving from the first game!... Surprise Shock-like twist!... Despite all that, my pick this week is actually Shiren the Wanderer!

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Falling for You- 0D Beat Drop Review


Over the years, I’ve had a peculiar relationship with most puzzlers. The liaison typically starts off hot and heavy, as I’m attracted by a novel game mechanic. Inevitably, that bewitching element loses its appeal, as I realize the game is nothing more than a variant of an existing amusement. The relationship inevitably expires as I move on to the next sparkling diversion. My name is DesertEagle, and I am a serial puzzle-gaming monogamist.

Over the years, a number of these encounters have evoked a bit of tender sentimentalism. My first experiences with Dr. Mario, Devil Dice, Planet Puzzle League, and Bust-A-Move have all forged salient memories. While 0-D Beat Drop likely won’t find a place directly adjacent to my frigid heart, our time together was marked by feelings of sporadic bliss and extended harmony. Because of that, I’m unwilling to rule out the chance for a fleeting, future rendezvous.


On the surface, 0-D Beat Drop closely resembles its piece-dropping puzzle brethren. Random groupings of three objects cascade down from the top of the screen, tasking players to rotate and drop the cluster adjacent to similarly colored items. Once a trio of similarly-colored pieces are in close proximity to each other, lightning will arc across the assembly to indicate the items are prepared for removal. To eliminate the group, player must press the ‘X’ button to initiate a Beat Drop. This pugilistic-sounding maneuver sends your current piece plummeting and hopefully commences a gratifying chain of combos.  For the Beat Drop to be successful, player must synchronize the move to the beat of the game's pulsating electronic rhythms. If the player’s timing is off, the pieces will merely fall onto the mounting stack of objects, pushing the player closer to catastrophe.

0-D Beat Drop’s integration of a busy visual aesthetic with pulse-pounding electronica undoubtedly channels the stylings of Q Entertainment. From the game’s lively Beat Meter, pulsating wireframe graphics, and metronome-like throb from the controller, the title tickles multiple sensory receptors. Although 0-D includes support for Xbox Live Avatars, the caricatures look out of place on a high-tech playfield. Fortunately, they can be removed from the game’s option menu. To offset visual fatigue, the game offers a variety of skins, which present an array of themes for the title’s pieces and backdrops. Once player tire of the game’s high-energy selection of music they may play with their own selection of tunes; 0-D Beat Drop allows players to stream songs from the console’s hard drive or from a USB device. The title’s ability to detect the music tempo worked flawlessly, and added a bit of longevity to the title.


The game’s other success emanates from the inclusion of a variety of modes- players will likely find at least one variant that’s to their liking. Gamers can either square off against either AI, local, or online opponents, as well as absorb themselves in time attack or mission-based challenges. Players accustomed to the protracted battles in most puzzles game might be disappointed. 0-D forgoes the intense push-pull struggles for victory in favor of shorter, more decisive, scraps.

While 0-D Beat Drop isn’t a revolutionary puzzle game, its deviation from formula and customization makes the title a worthy purchase. Aficionados of games like Super Puzzle Fighter II Turbo and Puyo Puyo will likely find enjoyment in this competent entry into the ‘falling piece’ genre.  While 0-D isn’t a landmark title, it’s a competent way to pass the time until the next inescapable puzzle title comes to sweep gamers off their feet.


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Zen Pinball- Ninja Gaiden Sigma 2 Table Review


During the past two years, pinball has made a remarkable resurgence on consoles and portable systems. From capable compilations like Pinball Hall of Fame: The Williams Collection to SCEA’s anthology of tables inspired by prominent PS3 titles, players have been inundated with ball and flipper-based diversions. Each of these titles are measuring by two benchmarks: the capacity to faithfully recreate world-world physics, and the ability to offer tables with a gratifying selection of tantalizing targets.  

While Zen Pinball’s modeling of matter and motion doesn’t quite reach the pinnacle set by the Williams Collection, it is generally competent. The silver sphere bounds off objects with satisfying authenticity, and darts across tables with an exceptional sensation of speed. The recent release of the Ninja Gaiden Sigma 2 table for Zen Pinball hopes to satisfy pinheads with its proficient fusion of rapidity along with the incorporation of celebrated characters from Tecmo’s action title.


Unmistakably, an impressive amount of time when into the creation of the Sigma 2 table; every part of the playfield is crammed with elements extracted from the celebrated game series. Flanking the plunger is a distinctive recreation of a sheathed dragon sword, while animated statutes of Ryu Hayabusa and Genshin stand in resolute opposition to each other. Each slingshot is adorned with the Falcon’s Talons, while diminutive video screens on the left side of the table show brief cinematics. Each scoring opportunity rewards players with music or sound effects from the action franchise, adding to the table’s sense of authenticity.

Like other members in the Zen Pinball lineup, the Sigma 2 table takes advantage of its medium. A distinctive light trail follows the ball as it careens around the playfield, and subtle sparks can be observed when the sphere makes contact with table elements. Instead of monitoring the scoring panel for lucrative targets, collisions with playfield objects display point accumulations, inoffensively. Both Hayabusa and Genshin animate in a manner more like their video game iterations, and surpass the simplicity of actual pinball toys.


For $2.50 USD, the Ninja Gaiden Sigma 2 table is a worthwhile supplement for Zen Pinball owners. With a well-designed playfield overflowing with scoring opportunities and a quick pace, pin aficionados will derive plenty of gratification out of the download. Hopefully, gamers will see more crossovers from Zen Studios in the immediate future.

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Valhalla Knights 2: Battle Stance Review


If you are ever in Los Angeles, I highly suggest sitting outside of a theater that is playing the latest installment of the Wayans Brothers’ “Movie” franchise. You will no doubt see at least one pair of writers who have ventured from their natural habitat of Starbucks to relent that these abominations somehow keep getting made while their Magnum Opus remains forgotten on their MacBooks. That is the feeling that many aspiring gamers have associated with the Valhalla Knights series: one can’t help but wonder how the how a fourth game in the series was approved, given their previous track record. Nevertheless, I took up my pen and PSP when Valhalla Knights 2: Battle Stance arrived at my digital doorstep, and while I wouldn’t necessarily equate it to Scary Movie 4, I could hardly mention it in the same statement as Goodfellas either. 

As the name would suggest, Battle Stance is a refinement of Valhalla Knights 2, which was released on the PSP in 2008. The story and world carry over from the original title, however new quests and items have been added, and the battle system has been fine-tuned. The real-time encounters have remained largely unchanged, but your party has been sheared down to 4 members instead of the previous 6, which makes it easier to manage your teammates in the midst of frantic attacks. Aside from the minor adjustments and the fact that Battle Stance is available on the PlayStation Network, this iteration largely stays true to its predecessor. 

Comparisons to Monster Hunter are largely misleading. Dungeon exploration in Valhalla Knights is largely similar to crawlers of the late 32-bit era, featuring blocky dungeons which you uncover bit-by-bit in search for treasure.  Battles are conducted by attacking or being attacked by an enemy, which sends the player to a separate battle field and initiates a real-time hack-n-slash battle with your teammates. As you successfully slay enemies or find treasure chests, you will find generic items with name slike “sword” or “flask” which you cannot equip or you unless you identify them using a special item, which you can purchase at the store in town. This is the single most frustrating mechanic I have ever come across in a video game. One might assume that if I find a “hat” lying around that I would have enough common sense to know that it belongs on my “head.” I might not know that it gives me +4 to my magical defenses, but I understand that it looks nice, keeps my head warm and probably does more to protect my head then my hair does on its own. Instead, I have to refer to a one-use-only card to tell me that this hat is made of leather and it belongs on my head, unless I am a wizard because their heads are apparently shaped differently than monks and fighters.

One feature that was not updated, despite its obvious oversight in the original title, is the character creator, which still only allows players to choose from a handful of hairstyles and a small list of nearly identical facial textures.  Even when compared to its portable contemporaries, the character creator feels bare-bones, to be kind.  However, new races and classes have been added, so it’s not to say that there is no variety, as long as you don’t mind your dwarf looking exactly like your friend’s dwarf.


Don’t expect to be blown away by the visuals in Battle Stance; Valhalla Knights 2 has not aged gracefully, and as a result, its offspring looks like a renegade N64 game. The stretched out, brown-and-grey textures are an eyesore at parts, but the world feels cohesive, regardless. The characters all have mitten-cube meatball fists and feature a small variety of canned animation, but the wide variety of items that can be equipped are detailed enough to obscure your character and let you ignore the fact that he  is essentially made out of left over pieces from a K’Nex rollercoaster set. 

Valhalla Knights 2: Battle Stance is fun despite itself. The game is ugly, dated and derivative, but the core mechanics have finally been ironed out to the point where I can honestly say I enjoyed playing it. It’s no Monster Hunter, but it isn’t Eldar Saga either. If you already own Valhalla Knights 2, the upgrade might be worth it just for the new quests and the ability to play as a dog. I believe the series could have a lot of promise if they continue to refine what they have, but please, no more analysis cards.

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The Tech-Gaming Podcast, World 1-7



World 1-7 sees the return of everyone’s favorite miniboss- Adam “TideGear” Milecki, as DesertEagle’s shares his unadulterated love for Lt Commdr Shepard. Meanwhile, SeanNOLA displays atypical dynamism, as he won’t allow deficient diversions to impede his excitement for the Who Dat's Superbowl trip. And that's all before our Nolan North trivia game.

Don’t forgot to 
send your questions for our next mailbag, and subscribe to the Tech-Gaming Podcast on iTunes.

Download | Duration: 00:00:00

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Fighting Fungi- Mushroom Wars Review


SeanNOLA’s Take: After several years of giving up, the home console industry as a whole is once again trying to crack the mouseless RTS code.  The past two years have seen a handful of consolized attempts at cloning the PC genre, such as Brutal Legend, Red Alert 3 and Halo Wars, and each have been met with mixed reception.  Mushroom Wars has stripped the genre down to its skivvies to deliver the most basic elements of war to your TV set.

Mushroom Wars boils the traditional RTS down to its most basic elements.  There is no base-building, no resource management, and only one troop type.  You send your troops out to capture buildings, upgrade structures, using your troops as materials, and upgrade your weapons by controlling specific bases that affect the strength of your army.  That’s it.  No tech-trees, no air-raids, no tanks.  The simple one-command gameplay is fast-paced and very addictive.  The wide variety of maps and mission-types keep the game from feeling repetitive or boring, and the in game and meta-trophies are a great incentive to keep at it. 

PSN aficionados will immediately recognize a resemblance to Pixel Junk Monsters, both in graphic and sound design.  The bright colors, along with subtle tweets and bleeps in the background have the same mellowing effect in Mushroom Wars as it did in Monsters, which is nice to escape to when slashing monsters or shooting Nazis gets too intense, and I need to relax.  Creat Studios has forged a nice afternoon distraction that, well deserving of an ancillary look.


DesertEagle’s Take: It’s been nearly two years since colleague and resident indie aficionado TideGear turned me on to a little gem entitled Galcon. The diversion, which was later ported onto iPhone screens, brilliantly re-imagined Risk as a real-time strategy game. Capturing territories to forge an increasingly-powerful empire was delightfully addictive, and provided an outlet for my inner megalomaniac. Yet, despite the proficiency of these two iterations of Galcon, neither took advantage of myriad of pixels offered by a high-def television set. Someone needed to bring the game onto consoles.

While Mushroom Wars forsakes the intergalactic setting of Galcon for the confines of a fungi-filled forest- little is lost in the transition, and even a few novel nuances are gained. Each of the title’s 28 levels can be played on three difficulty levels and offer a trio of variations. Conquest maps require players to control every territory on the map, while Domination compels gamers to command specific agaric areas. King of the Hill is the most volatile deviation as participants earn points for capturing jurisdictions, winning the game at predetermined score levels. Each of these modes are varied across the game’s campaign mode, or available individually across twelve skirmish maps, presenting players with a respectable amount of game types for the titles ten dollar price.


A few elements would have securing an unrestrained recommendation for Mushroom Wars. A level creator would have offered a painless way to increase the longevity of the title, while an option for online multiplayer would have offered a reprieve from the predictable artificial intelligence. Visually-oriented players may be able to overlook these omissions, as they’ll be relishing the game’s enchanting graphics. From the title’s charismatically capped castles to its watercolor-inspired playfields, the game is certain to charm PS3 owners.

With a sumptuos visual style and absorbing gameplay mechanic that conceals a reasonable amount of strategic depth, Mushroom Wars will likely appeal to fans of the Pixel Junk series. Although Creat’s creation is missing a few principal elements, most gamers will find the game just as delectable as its moniker implies.


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No More Heroes 2: Desperate Struggle Review


As store shelves overflow with inept shovelware, vapid minigame collections, and licensed drivel, I've encountered an ever-increasing constituency of jaded Wii owners. Clearly, designer / provocateur / enfant terrible, Suda51 is also aware of the growing epidemic- his recently released No More Heroes 2: Desperate Struggle brilliantly satirizes each of these problems with dazzling precision. The title's fulgent stream of moments,  from cinematics wrought with poetic grace to stylized geysers of Grand Guinol bloodletting, converge to form one of the most offbeat and lurid Nintendo titles in recent memory. Gamers that skip this title deserve an extended stay in piss-poor port purgatory.

Players take control of recurring protagonist Travis Touchdown- an archetype that’s equal parts otaku and violent American, along with an unexpected dash of endearing sensitivity. When Travis isn’t seeking vengeance, or attempting to ascend the ranks of the United Assassins Association, he spends his time slimming down his pet cat, or playing a variety of charming mini-games inspired by diversions of the eight-bit era. Unmistakably, Desperate Struggle’s lead character is as multi-faceted and intriguing as the game itself.


Like the game’s 2008 predecessor, Travis’ chief vehicle for fervent violence is his beam katana- a weapon that boasts an uncanny resemblance to an iconic science fiction saber. His repertoire of furious moves includes attacks initiated with button presses, while a swing of the Wiimote prompts a gratifying finisher. While the game offers an alternative control method via the Classic Controller, carving opponents up with the analog stick saps much of the enjoyment from combat. The title’s AI shows a remarkable improvement in this iteration, as opponents block and dodge attacks with nimble dexterity. Each of the game’s fifteen boss battles are preceded with an spirited cinematic, although some of these scraps lose energy when the antagonist spams players with a limited gamut of attacks.

The title’s other significant alteration is the elimination of the previous game’s open world exploration. Now gamers can travel around the locale of Santa Destroy through the game’s menu system. At first glance, this change would appear to oversimplify the game. In execution, the modification improves the pacing of the title, as momentum isn’t lost navigating through desolate streets. Now, players can jump into the game’s brilliant assortment of minigames- which range from a simple shmup to currency earning diversions that evoke classic titles like Pipe Mania, Adventure Island, and Alien Syndrome. Additionally, players can power-up their stats with the help of a flamboyant trainer in a pink leotard.


At times, Desperate Struggle presents moments of remarkable visual fidelity, from the array of colorful luchador masks that populate Travis’ room to the detailed lace of every bra and thong. Although the game is typically fluid during heated battles with numerous opponents, the game’s framerate can inexplicably plummet during placid cutscenes with two characters. Dispatched opponent which utter one of three phrases; whether this is parody or negligence is open for interpretation. 

Nintendo Wii owners seeking a deliciously raunchy, off-beat, and often addictive title should give No More Heroes 2: Desperate Struggle a try. The game’s unwavering torrent of arterial sprays, lurid gazes, 8-bit homage, and raunchy humor is enchanting enough to make players overlook the occasionally cheap boss fight. Although Suda51 has stated this will be the last outing for Travis Touchdown, hopefully it’s won’t be our last riotous expedition through the bloodstained streets of Santa Destroy.


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New Releases 1/31-2/6: Groundhog Edition


With a trifecta of Dante's Inferno, Bioshock 2, and Aliens vs. Predator imminent in the next two weeks, the first days of February might be a much needed reprieve before the deluge of high-profile action titles. At least that's the case for console gamers as diversion-seeking PC owners have a variety of games to choose from this week.

360
No Releases

PS3
White Knight Chronicles

Wii
Family Party: 30 Great Games Winter Fun

DS
Imagine: Reporter
Puzzle Chronicles

PSP
Puzzle Chronicles

PC
Global Agenda
Mystery 5 in 1 Collection
S.T.A.L.K.E.R.: Call of Pripyat
Star Trek Online
The Sims 3: High-End Loft Stuff

DesertEagle's Pick: Despite being released to lukewarm reviews in Japan over a year ago, I'm still excited to try White Knight Chronicles. With a resume that includes Dark Cloud 2, Rogue Galaxy, Jeanne d'Arc, and the Professor Layton series, Level 5 has offered a consistantly enjoyable collection of games- let's hope this one lives up to the pedigree.


TideGear's Pick: In
my review of S.T.A.L.K.E.R. Clear Sky, I stated that I was hoping for another game in the series. Well, I got it! The early buzz for S.T.A.L.K.E.R.: Call of Pripyat seems good, and I'm hoping this is the game that the previous entries were grasping for.

SeanNOLA's Pick:
While we were being escorted through Sony's booth during E3, we were presented with a kiosk displaying White Knight Chronicles. Before escaping to play Pixel Junk Shooter, Tidegear said "NOLA, this looks like your kinda thing."  He was right, I have been fascinated by the concept of White Knight since it was released in Japan 2 years ago, so needless to say, I'm a little bit excited to see it hit our shores.

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Tatsunoko Vs. Capcom: Ultimate All-Stars Review


After creating an industry-stirring surge at the start of the decade, by the mid 1990’s Capcom’s Street Fighter series was in desperate need of revitalization.  Increasingly, players were seeking their pugilistic pleasures in the three dimensional realms of the Tekken and Virtua Fighter franchises. In the autumn of 1996, Capcom countered with Xmen vs. Street Fighter, a game which popularized the ‘tag-team’ fighting mechanic. The game’s success heralded in a slew of similar titles, as gamers showed an affinity for the tactical supplement of multi-character battles. Later, even Namco integrated the mechanic into Tekken Tag Tournament, elevating its aging franchise from stagnancy.

While the past few years have rewarded players with a multitude of competent fighters- from Street Fighter IV, Mortal Kombat vs. DC, and BlazBlue: Calamity Trigger, each of the brawlers have avoided the character- swapping approach to fighting. Recent release Tatsunoko vs. Capcom: Ultimate All-Stars charmingly reinvigorates the mechanic, in the process creating the paramount fighting game for Nintendo’s system.  Due to a number of skillful design decisions, the title invites enjoyment from both beginners and brawling veterans.


American audiences may not be familiar with Tatsunoko- a celebrated Japanese production house, but recognition of the imaginative characters is hardly a requisite for enjoyment. Each of the brawlers emanating from the studio has enough personality and verve to compete with the prominent selection of Capcom combatants. Two characters- PTX-40A from Capcom’s Lost Planet and Gold Lightan from the Tatsunoko universe are so brawny, that they are forced to fight alone.

While Ultimate All-Stars' simplified gameplay allows novices to string together a selection of short, satisfying combos, there’s also enough depth to satisfy frame-counters. Baroque Cancels allow players to sacrifice their regenerating health, by extending combos past their typical limitations, offering an intriguing risk/reward mechanic. Mega Crash allows competitors to break devastating combos, at the cost of two Super Bars. While playing with a local opponent is satisfying, the title also offers online matches. Although a majority of the competitions were lag-free, sporadically a contest would be overcome with slowdown.


The developers of TvC should be commended for offering an extensive number of control methods. Players craving a casual fracas can use the Wiimote held sideways or optionally with the Nunchuck, to unleash a series of attacks.  Those accustomed to quarter-circle strikes may want to utilize either the Classic Controller, GameCube pad, or an arcade stick to release an insalubrious amount of punishment. 

Visually, each of Tatsunoko vs Capcom’s polygonal combatants evoke the distinctive aesthetic of hand-drawn, 2D fighters. While the game lacks the high-resolution splendor of Street Fighter IV, a steady stream of super moves packs enough graphical punch to impress Nintendo owners. While some of the fighters (Morrigan from Darkstalkers, specifically) lack a bit of detail, the majority are animated with an astounding amount of fluidity.


With the exception for the recent rerelease of Marvel vs. Capcom 2, gamers craving some character-swapping skirmishes have had to retreat to their last-gen consoles. With gratifying play, superior visuals, and one of the most interesting rosters of characters outside of Super Smash Bros. Brawl, Tatsunoko vs. Capcom: Ultimate All-Stars deserves a place in every fighting game aficionado’s library. Hopefully, this title will be successful enough to send the message to publishers that Americans aren’t afraid to take a chance on a wonderfully Japan-centric diversion. 


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A Grain of Enjoyment- Sands of Destruction Review


There was a period, during mid-to-late Nineties, when you couldn’t swing a stick in a Babbage’s without knocking over a shelf full of Japanese RPGs.  It was during this time that a lot of great, genre-defining games, like Final Fantasy VIII, Legend of Dragoon and Vagrant Story were released, but for every Chrono Trigger, there were a dozen half-hearted flops.  It is remembered as an era of innovation, but to be more accurate, it was also an era marred by a desire to abuse new tools, like FMV cut-scenes and 3D environments, without precedent or understanding of how these elements might affect the game.  Sands of Destruction evokes many of the same criticisms of 32-bit-era games, harkening back to the second-tier franchises that I enjoyed at the time, but 10 years later, I find myself much less forgiving.

Developed by ImageEpoch, Sands of Destruction is the brain child of Kyoki Mikage and Masao Kato, whose name has been attached to Chrono Cross, Final Fantasy VII and Xenogears, just to name a few.  The game serves as a spiritual successor to Xenogears, as it borrows heavily from the Xenogears battle system and many overarching story elements parallel events that occur in the 1998 Squaresoft classic.  The story revolves around a young boy named Kyrie, who discovers that he has a devastating power hidden deep within him, after he accidentally destroys his hometown.  A girl named Morte seeks him out in an attempt to convince him to destroy the world, in order to rid the planet of the Ferals, an overbearing race of beast-men that have been using humans as slaves for generations.  Morte takes the reluctant Kyrie on a tour of the world in the hopes that he will share her world view and help her to destroy the planet once and for all.


The premise is very unique, and I really appreciate that, however the delivery is downright vanilla.  Each character is a one-dimensional JRPG trope: the clumsy young protagonist, the violent but emotionally fragile female lead and the adorable but tough teddy-bear – if you’ve ever played a JRPG before, you can probably fill in the blanks from there.  The story is told through a variety of “cutscenes” where the player is subjected to a seemingly endless stream of voice-acted dialogue, which cannot be skipped, each line of which comes equipped with its own load time.  It sounds as if each line is being recited via satellite phone.  It would be far less agonizing if one were simply allowed to skip through the scenes at the speed of their own reading level, but the voice acted scenes are used as a delivery method for “quips,” which are randomly activated in-battle buffers.

Xenofans will find themselves pleasantly familiar with the pace of battles, although the interface will feel a little archaic, even in comparison to an old PlayStation RPG.  Each character has two attack types which can be chained together as a combo, provided that they have enough time slots available during their turn.  Everyone comes equipped with a variety of healing and attack abilities as well, which use SP, similar to traditional magic spells.  Between fights, the player can use points to decide which abilities and combos to upgrade, and to unlock new attacks.  The back of the box boasts “Dynamic Dual Screen Battles,” however, the vast majority of the game takes place on the bottom screen, with an occasional flying creature thrown up on the top screen to disorient you.  In reality, the top screen is generally forgotten.  Dungeon exploration feels reminiscent of early experiments with 3D dungeons on the Sega Saturn.  Each tap of the shoulder button turns the polygonal world 45 degrees around the Kyrie sprite, and most of the puzzles rely on this antiqued mechanic for hiding treasure boxes and switches.


Sands of Destruction is by no means a bad game, but it hardly lives up to the standard of excellence that I’ve come to expect from a JRPG on the DS.  The past 15 years have ushered in some great new ideas and several improvements to the genre, but this game stays hopelessly stilted in the 32-bit era.  Die-hard fans of Xenogears might get a lot out of this title, but the vast majority of gamers will groan, as they sit through constant load screens, solve clunky, unimaginative puzzles and digest left-over discourse from a bygone time.  If you are in dire need of a nostalgic fix and have no access to an old console or a port of an old favorite, there is fun to be had in the Sands, but with all of the great JRPGs available for the DS, Sands of Destruction will have insurmountable competition for your attention.


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