Showing posts with label Playing It Through. Show all posts
Showing posts with label Playing It Through. Show all posts

Saturday, February 2, 2013

Playing it Through: Legend of Zelda Phantom Hourglass

I got LoZ: Phantom Hourglass for Christmas last year (yes, I know, I am always late to the game on modern stuff), but I was just wrapping up the absolutely amazing Skyward Sword and I was saturated with Zelda goodness.  That was not the time to embark on another Zelda epic.  And I had always heard that PH was an instant classic.  The debut LoZ game for the DS with innovative controls, great story and tricky puzzles, Phantom Hourglass earned the hype it received.  Or so they say.  Me?  I got Spirit Tracks the year it came out (the previous Christmas, no less) and fell in love with the railroad theming and the whimsical game play that takes its cue from Wind Waker (which I hold is a really great game BECAUSE of the sailing, not despite it).  Everything I read said that ST was a veritable clone of PH just with a train instead of a boat.  Well, I loved ST, so if PH is the source material, it must be great, right?

Let's find out.  I had a lot of fun playing through FFVII in the first PiT, and that was a game I had played a million times.  Let's see how it goes with a game I'm playing for the first time.  If you are reading along with me, I'd love to hear your experiences.  Drop me a message in the Comments section.  I'll also take any tips or tricks you might know, but please keep spoilers to a minimum unless I ask for specific information.  Discovery is a great deal of the fun in Zelda games!

After playing Phantom Hourglass for a few hours, I can already see the parallels between it and Spirit Tracks.  Both games feature a frame quest off which the main quests spoke.  In Phantom Hourglass the Temple of Ocean King is the frame quest and as you explore it you unlock the other major quests of the game.  Since Zelda games tend to start at the micro level and work to a much larger scale, I am certain this game will follow suit.


The game starts out with a retelling of Wind Waker, kind of, after which Link shows up on the shore of Mercay Island.  Navi shows up (I know its not really Navi, but you and I both know it pretty much is, so just go with it) and leads Link to the her Grandfather's house, who also happens to be the wise man of the island and, as later events will suggest, more than he appears.  From the outset, the game doesn't really have a tutorial level, per se, but the first parts of the island introduce many of the basic skills that will be required to play the game.  Using the stylus to move isn't exactly intuitive, but you get used to it.  The hardest part is rolling, as into trees.  Scribbling along the edge of the screen tends to just wiggle Link around, not always prompt the desired action.  Combat is pretty simple since tapping a foe causes Link to attack it.

I get through the first cave easily and enter the town.  It is a relief to see that "town" equals about 3 houses.  This will greatly reduce the amount of inane chatter before I can get on with the quest.  The goal is to meet the smarmy and tattered sea captain who will be our dark horse companion for the trip.  His name is Linebeck and he is effectively a foppish ninny.  To that effect he has gone missing in the Temple of the Ocean King and must be rescued.  The Temple is, unsurprisingly, a huge puzzle that lays the groundwork for the game's key gimmick.  Parts of the temple are ensconced in an evil pink fog that will drain your life. Fortunately, there are also safe zones.  The key is to get in and out of the fog while solving the puzzles that will set Linebeck free.  Very standard Zelda stuff.
You called?
The temple is pretty easy and Linebeck is soon free.  Once freed he characteristically flees the Temple forcing Link to follow him back to town, specifically to the dock.  Speaking with Linebeck at the dock prompts the Old Man (not Mister Old Man, mind you, but similar in many ways...) to show up and send Link off to find clues as to the whereabouts of the Ghost Ship that kidnapped Zelda (I failed to mention that this was the point of the game, but this being a Zelda game I assumed you would have already guessed what our objective was).  The first place the Old Man suggests to look is Ember Isle, where there lives a wise soothsayer called Astrid. Since Linebeck is now tied to the quest, his vessel has been volunteered for the job.

Driving the boat has been significantly changed since Wind Waker, and maybe for the best, although I really enjoyed the sailing in that game.  You pretty much just draw a course on your map and then let the boat go along.  You have to pay attention as hazards will crop up and you may have to avoid or jump over them, but for the most part you just let the boat go its way.  On the way to Ember Isle, I ran across Beedle's ship, which wanders the seas selling all manner of interesting things.  I picked up a part for the ship, more on that later, and checked out many other goods a budget of 60 rupees will not support.  Leaving Beedle, I proceed to Ember Isle where a whole new puzzle presents itself.

Astrid appears to be locked in the basement of a house as precautionary measure when the Ghost Ship recently paid a visit to the island.  Her assistant was meant to come let her out after the ship left, but he has not returned.  The secret to opening the door to Astrid's room is to find the three torches on the island and touch the map on the wall outside her chamber where those torches stand.  Clues are pretty obvious and the biggest tip off comes when you meet her assistant's ghost near the first torch.

With the torch locations discovered, Astrid points you toward your next objective: freeing the spirit of Power trapped inside the volcano.  The trek up the volcano is pretty easy, but getting in the door introduces another new kind of puzzle and one of the novel game play aspects the Nintendo DS features.  To open the door of the volcano dungeon you must blow out the candles that flank the door, literally.  By blowing into the microphone on the DS you actually blow out the candles in front of you!  I realize that by now this is old hat to the rest of the universe, but is is still pretty cool.  (A similar game play aspect was utilized when you first meet Astrid as you must call out to her behind the door.  Any noise will suffice, but it's a lot more fun to actually call out)

Once inside, standard Zelda dungeon rules apply.  The puzzles are fun and not overly complicated.  A puzzle with a mouse and a key led to some fits until I figured out exactly the best way to trap the little bastard.  The puzzles get a boost when the boomerang is found.  Here the stylus control really shines as you draw paths for the boomerang to follow to hit triggers and unlock doors.  And in typical Zelda style, the boss fight at the end of the dungeon requires you to use the item found within it to achieve victory.  One nice touch is the boss key gimmick which sees you carrying the key to the door and tossing it in to unlock it.  This adds a new kind of puzzle to the dungeon which is equal parts fun and frustrating.

The final boss of the volcano dungeon is Blaaz, whose name I think wants to be pronounced "blaze'" but looks more like "blas." Blaaz attacks by splitting into three parts and lobbing fire attacks.  As mentioned above, the boomerang is required to smash all of the pieces of Blaaz back together.  Once reunited, bash Blaaz with the sword until he regroups and the whole thing starts over again.  Hit Blaaz enough times and he goes out in a puff of smoke.  Your reward is the freedom of the Spirit of Power and, of course, a heart container.

According to Astrid there are three Spirits:  Power, Wisdom and Courage.  (familiar, much?)  All three must be located and their power drawn upon to reveal the location of the Ghost Ship.  Apparently there are also these tear drop things which can amplify the powers of each spirit.  I have seen a red one like the one you get on Ember Isle in Beedle's shop and another in the shop tent back on Mercay.  They were both really expensive, so I am guessing they are important.  More on that as I play along.

For now, though, it's back to Mercay Island so that the Old Man can tell us where to go next.  On the way back, I make another stop at Beedle's ship and pick up another ship part, a sickle anchor.  On Mercay Island there is a ship builder who can modify your ship (the same goes for the train in Spirit Tracks).  As you collect parts you can visit the builder to upgrade the ship.  Different parts bestow different benefits and if you use all of the parts from a given set you get an extra bonus.  If this is anything like the aforementioned train in Spirit Tracks, this will be a neat addition to the main game.

The Old Man suggests a return trip to the Temple of the Ocean King might help illuminate the next part of the adventure.  Linebeck accompanies for some reason (treasure he says).  Once inside, the Old Man appears and points Link to the pedestal on the second floor of the Temple.  There Link finds the gimmick object for the game: the Phantom Hourglass.  The glass has the power to protect Link from the pink fog in the temple that drains life, but only for a short time.  Once the sands have drained they must be recharged by the sun.  Thus, it must be used sparingly.  Having claimed the Hourglass, the secrets of the Temple can be revealed, slowly over the course of the adventure, that is.  And that's where I left things.  In the Temple, ready to explore the next level.
So far this seems like a pretty standard Zelda adventure.  It borrows much from Wind Waker, and I am hoping for more divergence in the adventure as the game progresses.  I'm in the minority that has no problem with the kid Link adventures or the cell shaded style they are done in.  All I really am looking for is a fun adventure with great puzzles and lots of action.

Follow Link and I through Hyrule after the JUMP!

Monday, November 12, 2012

Playing it Through: Final Fantasy VII



I was debating what to play the other day after taking a trip through Simon's Quest and then Luigi's Mansion (gearing up for Halloween next month...).  Aimee and I are playing Donkey Kong Country Returns, so that was satisfying my platforming itch, and I was looking for something RPG-ish, but I didn't want to start a whole new thing.  That's when I got another itch, a non-platformy itch that comes around every year or so, an itch that calls me to play through what might be the single greatest story-driven (Japanese-style, if you like) RPG ever, Final Fantasy VII.  When a game is as great as FFVII, it calls to you to play it.  It calls to you to come to the planet's defense against the evil of Shinra one more time.  And you have to answer.

And I have.

I started playing FFVII yesterday afternoon (after I got my chores done, of course), and the rest of my day was a loss.  10 hours later I'm standing outside of Junon Harbor.  There is a reason why FFVII is heralded as one of the greatest games of all time:  it's just fun to play, no matter how many times you run through it.  There is a charm here that doesn't get old.  Sure there are parts that I like less than others (the parade in Junon comes to mind...), but even those don't seem so bad when you are wrapped up in the game's engaging story.  And FFVII brings story to the table in spades.  Even for those like myself who have played through this dozens of times before, it is difficult to not get engaged in the characters and the mystery of the Ancients, and Sephiroth and Aeris, and the plight of the planet.  There are enough twists and turns in the story to make it fun to watch even when you know how it comes out (like watching Babylon 5 over again).
As great as the story is, what makes FFVII compelling for me, time after time, is the game play.  Really tight turn based battles, great combat aspects like Summon magic and Limit Breaks, and a character customization system that is both simple and yet deep make playing the game a fun experience every time.  I love the Materia system and the fact that your magic grows and even multiplies the more you use it.  Equipping the materia to different weapons and armor and choosing weapons and armor based not solely on their power, but on the number of materia slots and the growth rate lends a unique and interesting dynamic to an RPG mainstay.

I had an absolute blast yesterday crawling around Midgar, dressing like a girl to meet Don Corneo (Aeris got picked though, I think I had the wrong dress, so no "poik-poik-squish" this time...), speeding down the freeway whacking Shinra bikers with a stick, and falling through a church roof to meet an ill-fated young flower girl.  Even when you know what you are doing and moving at a good pace, it takes about 7 hours to get out of Midgar and on to the world map. Midgar is such a cool place, though, and so smartly designed it's no loss to spend time there.  But for me the game really opens up when you get to the world map.  There are chocobos to catch and ride (still not my favorite part of the game, but fun), Midgar Zoloms to run screaming from, and a cute little Ninja you can't turn your back on.  It's like leaving your hometown for the first time and realizing that the interstate goes to many other amazing places.
After fleeing Midgar, I grinded levels for a bit (something that in this game like few others, is actually fun) and then went Chocobo hunting.  No amount of grinding at this time will prepare me for the horror of the Zolom and his vicious Beta attack.  One of the best things you can do this early in the game is pick up the Matra Magic Enemy Skill from one of the machines that wander around Midgar's immediate area.  Easily the most powerful abilities you can possess at this point in the game, it makes the bands of little tree monsters and those horrible flying purple birds much easier to combat.

After picking up the Chocobo (always throw the greens FIRST) I dashed across the Zolom marsh, with that horrible shadow giving me much chase, and into the Mythril Mine.  I forgot how short that mine is, so after the encounter with the Turks, I hung out for a bit and grinded a few more levels.  The Mythril Mine is home to the always important Long Range materia.
Sephiroth takes the honey badger approach to the Midgar Zolom

Back outside, I went ahead and cleared the Fort Condor strategy game.  This is a fun and surprising little side game that completely baffled me years ago when I played it for the first time.  What is this strategy game doing in my RPG?  Confusing yes, but FFVII is full of asides like this, so not uncharacteristic.  That said, being a pro, I easily defeated the Shinra attackers and won the day.  The best part of Fort Condor is the free room and board!  Now if only they'd let me have that Phoenix materia....

Leaving Condor, I did what you really must do next: get Yuffie.  Her super cool limit breaks and plucky spirit make it really hard to play through this adventure without her.  Plus, you can grind a few levels waiting for her to show up.  I cannot tell you how many times I screwed up catching her the first several times I played this game.  That save point is so alluring.  But you cannot take your eyes off Yuffie, and you have to play equal parts hard to get and stroke her ego in order for her to join, but once she's in, she's in (well, until later...).
So that's where I am now.  My current party consists of Cloud, Red XIII (I give him his real name: Nanaki) and Yuffie.  I almost never play with Barret because I get my fill of him in Midgar and I don't really care for his limit breaks or combat skills.  I love Tifa and almost always play with her which means that Red or Yuffie get sidelined.  So this time I'm taking those two on the adventure!  I don't play with Aeris much anymore because I can't take the heartbreak.

And with that we're off to Junon!  I'll keep updating with commentary and other tidbits from the adventure as we go along!  Please join me as I play through and feel free to toss out your own comments in the Comments section!

Follow the rest of my adventure after the JUMP!