Crisis Core: Final Fantasy VII (PSP) – Review

cover Following on the success of the immensely popular Final Fantasy 7 and the various spin-offs and media from that work, Square Enix has turned to a portable spin-off for the PSP in Crisis Core: Final Fantasy 7 that explores the character of Zack some years before the events in the main FF7 game.  While the game does try to standalone from knowledge of FF7, it is best appreciated with full awareness of the previous title.  The game itself is very well done and works perfectly as a PSP title, but some odd, though not game-breaking, design choices lead to the game being a lot easier than I believe the creators envisioned.

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LocoRoco 2 (PSP) – Review

cover LocoRoco 2 is the sequel to the popular LocoRoco game, does exactly what a sequel should do – it provides the same fun, if somewhat simple, gameplay with a few added twists which don’t detract from the game’s core entertainment value, keeping the strong presentation in graphics and music that also made the game what it is.  Studio Japan’s put out another great game that works perfectly on the PSP and should be a part of any PSP owner’s collection.

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Tales of the World: Radiant Mythology (PSP) – Initial Impressions

Played this for about 2 hours cumulative so far, and it’s pretty decent. It’s part of Namco’s Tales series, and actually is almost their take on Kingdom Hearts, in that the game involves all the characters from the past Tales games; I’ve certainly recognized those from Phantasia, Symphonia, Legendia, and the Abyss (with the last 3 retaining the same VAs from their games), and I’m sure there’s others I’ve not come across.

You play as a completely new character based on your specifications as to appearance, which allows you to develop him or her as you see fit. All the usual Tales mechanics are there: Artes and the Linear Battle System (though on a 3D map, so more like Symphonia and the Abyss), there’s cooking and other crafting skills, and the like. The game is structured by doing one quest at a time, with some quests necessary to progress the overall story. When you do a quest, you go to a field which you explore in a third-person, non-fixed camera view, fight and collect goodies. Some quests will have you work with another Tales characters or more, and while I’ve not gotten to that point, you can also hire characters for your party.

The PSP controls have yet to get in the way of the game – it plays perfectly fine.

So far, it’s a good addition to the series, and the incorporation of all the Tales games has yet to feel too out of place.

Grand Theft Auto: Vice City Stories (PSP, PS2) – Review

Vice City Stories - CoverGrand Theft Auto: Vice City Stories (VCS), developed by Rockstar North and Leeds, and distributed by Rockstar Games, is a prequel to the events in Grand Theft Auto: Vice City, but adds several new features to the game to make it feel much less like an expansion pack that Grand Theft Auto: Liberty City Stories did compared to Grand Theft Auto 3. The new features, in addition to a new soundtrack, returning voice actors, and Phil Collins (!), really help to make this game shine as a worth sequel to Vice City, and is highly recommended for anyone that is looking for some GTA action to tide them over prior to the release of Grand Theft Auto IV.

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Crush (PSP) – Review

Crush - CoverCrush, developed by Zoë Mode and distributed by Sega, is a platform puzzler for the Playstation Portable, and may be one of the most unique, challenging, and playable games for the system in a long time.   The game features the ability to “crush” a 3D level down into a 2D platformer, along the lines of Super Paper Mario but with many different elements and tactics that can be used.  It is not easy, but nor is it difficult nor unforgiving, and really makes for a great puzzle game for the PSP.

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Lumines II (PSP) – Review

Lumines II - CoverWith the success of Lumines as a launch title for the PSP last year, it was no surpise to see a follow up to the game, though surprisingly with the game out for XBox Live and soon for the PS3, it may seem a bit much Lumines overkill. Particularly with the fact that the core gameplay hasn’t changed, the only direction that Lumines can be taken is to add more “skins” and visual improves to the game. For the most part, that’s what Lumines II, developed by Q? Entertainment and distributed by Buena Vista Games, for the PSP offers; old skins have been included and redone, but the game features a lot more skins as well as licensed music from a variety of modern artists. Unfortunately, while the core game is still good, it doesn’t have the freshness that the first game had, and the inclusion of sort artists, over others, feels more like a way to push the music as opposed to selecting the best music for the game.

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Grand Theft Auto: Liberty City Stories (PS2, PSP) – Review

Liberty City Stories Cover (PS2 version)Adapting the Grand Theft Auto games to the PSP seems like a no-brainer particularly to help boost the lagging sales of the portable console, just as Grand Theft Auto 3 was successful in boosting sales of the PS2. Certainly, one can expect certain concessions to be made to work within the limited PSP scheme, but with Liberty City Stories, developed by Rockstar’s Leeds and North divisions, and published by Rockstar games, there may have been too much made in the graphics department and too little in the controls. Furthermore, the game adds little new to what GTA3 provided, making the game feel like a rehash rather than a sequel.

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Crush (PSP) – Initial Impressions

The concept behind crush is very very similar to that from the recent Super Paper Mario, but I have a feeling the market of people that own a Wii and own a PSP is rather slim.  But still…

The story’s a little weird to start, basically an insomniac using a virtual reality device to try to cure him.  Each 3D level is a small platforming around with colored marbles about.  To open the exit of the level, the player needs to collect a certain number of marbles, and then make it to the  exit.  There are also special bonus items one can collect.  In this fashion, the game’s similar to other puzzle-action PSP titles like Gripshift.

The feature of this game is that you can have the player “stomp” to flatten whatever view you are looking in from 3D into 2D.  The views are fixed to top down and the four directions parallel to the ground.  When you do this, you end up either as a simple top-down maze (if starting from the top view) or a 2D platformer from any of the sides.  This causes platforms that may be separated by a great distance in 3D to be a step away in 2D.  Some blocks are impassible, and your stomp will be canceled if it leaves you in a precarious position.  There’s monsters that roam some of the levels that a proper stomp will crush them.  Unstomping can result in you being on a platform you could have never been on in 3D mode, so this allows you to get the necessary marbles to get the exit opened.  Unlike SPM, you can spend an indefinite amount of time in either mode without damage, which is good for collecting all the extra goodies that are available.

So far, through the tutorial and first handful of levels, there’s nothing impossible, though I think I’m still learning the “rules” of the game and most of the steps I take are by trial  and error.   But compared to some of the other puzzle games, this one seems to offer the first unique variation on the theme, and with Super Paper Mario still fresh, it’s easy to think on how the puzzles work here.

Puzzle Quest: Challenge of the Warlords (PSP, DS) – Review

Puzzle Quest - Cover (PSP)“Puzzle Quest: Challenge of the Warlords” produced by Vicious Cycle Software and Infinite Interaction and distributed by D3 Publisher for both the Sony PSP and the Nintendo DS, is a simple Bejeweled clone at it’s core, but offers a lot of RPG and collectable card game-type components that readily mixes up the basic formula to produce a game that’s fun to play in short bursts or long sessions.

The version reviewed here is the PSP version. While there are noted differences in graphics and presentation of the DS and PSP version, the core game is basically the same.

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Puzzle Quest: Challenge of the Warlords (PSP) – Initial Impressions

I’ve heard a lot of word of mouth about this title, and so once I found it (it’s a surprise hit, so shelf copies are limited in many places), I will say the initial premise and game looks very very promising.

It’s basically a Bejeweled puzzle/casual game dressed as a fantasy RPG.  Your character takes on quests, during which he or she must ‘fight’ opponents.  Battles are done using a standard Bejeweled board with multiple types of tokens with the usual rules: swap any two adjacent tokens to make a line of three as to clear them and have more tokens fall to fill that.  However, the types of tokens you clear become important: there’s colored ones that represent mana for magic spells, experience tokens, gold tokens, and skulls which can be matched to instantly hurt your opponent.  Yes, your opponent, because as opposed to the usual Bejeweled approach, you take turns between your opponent to move tokens and reap the benefits.  This usually prevents you from setting up long combos that you could sometimes do in Bejeweled as the computer opponent is likely going to find the best point for those (and I’ve heard reports that the AI, as you get up there, is realllly good), so it’s a matter of considering the current board.  The mana you get for spells (which get more powerful with experience) can be used instead of swapping at any turn to cast a spell usually damaging your opponent.   Vary store and quest items change the frequency of how pieces come on the board during battle and other aspects.

I’ve only done a few handful of missions but this combination of RPG/casual game (which is very pick-up and go) already has me hooked.

I will note that this game also exists for the DS, but as I’ve read it, the PSP tends to be better, the graphics outweighing the simplicity of the DS controls.