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Dynasty Warriors 6

July 9, 2008 by L. Bane. Leave a Comment

Being a fan of the series I snatched this one up once I found it used at a local Gamestop (even I can’t bring myself to pay the new price for a Warriors game). It had received favorable reviews, which is unusual for a Warriors game, so I figured it must really be rockin’ since I loved the other entries which were panned by critics.

However, as it is with other entertainment mediums, so it is with video games: critical love doesn’t equal a better product. Koei diligently listened to the past criticisms and redid much of what worked in the franchise. Gone are the heavily customizable weapons and characters. The special character tasks of the past which were used to obtain these customizations are gone in favor of map specific tasks of uneven quality and little in-game benefit.

Also trashed is the excellent move-set system that added some depth to the combat. Although it could be done in previous installments, the latest version actively encourages players to run around the map and press square, A LOT. When doing this, a gauge would charge up that allowed me to occasionally use the triangle button as well, but this could be more trouble than it’s worth depending on the character being used.

Another item that grates me is that it’s more difficult to level up characters. In previous installments, the first characters you use in the story mode would have nothing, making survival an ongoing issue until enough power-up items are found to make the character stronger. In turn, subsequent low level characters could use the same items, which shortens the grind level for the back half of the game. Apparently in a bid to pad the playing time, possibly because so many characters were removed from the game, Koei took that ability out.

Not that there weren’t mediocre characters worth removing from the previous games, but taken as a whole it seems like the character removal had more to do with a restrictive development schedule rather than some justified desire to tighten the ranks in order to improve the remaining characters. Another character related knock against the game is that many of the voice actors were dumped and cheaper actors found. The game is devoid of some ham-fisted favorites of the past (“On the chopping block!”, or a character who wears bells who says something like “when you here the bells, you better answer the call!”). This light level of humor provided some padding to what are rather repetitive stories.

Okay, so they took a lot out, they must have put something in, right? Well, the game does look gorgeous. Gone are the pre-rendered videos and everything is handled in-engine, making the game a bit less disjointed. Maps are huge and lushly rendered (which in and of itself is a bit of a detraction since overly large maps don’t seem to be as tightly focused). Players can now climb towers and what not, but since they took the bow out of the game there’s really no reason to do so. In what is probably the strongest gameplay improvement, the method for taking ‘capture points’ finally makes sense and is an interesting challenge to boot.

And then there’s…well…nothing else, there just isn’t all that much in this installment. Part of my disappointment was my expectation that the with all the computing power in the newer consoles, that the developer would be free to take the series in slightly different, open ended direction. Instead of something different though, this game seems to be a throwback to Dynasty Warriors ‘3.5’*. Another layer of frustration set in when I had occasional glitches with the sound in the game and a few lock-ups while saving. Needless to say, if you’re a fan of the series I’d suggest holding out for 7.

*I think it needs to be said that while this game is compartively weak, it proves the point that even bad next-gen titles are still pretty darn good.

Filed Under: gaming

Section 8

June 18, 2008 by L. Bane. Leave a Comment

Ever the source for political incorrectness, Steve Sailer has a new article up discussing the dynamics of section 8 housing.

But Rosin shows at great length that it’s not “paranoia” at all—poor people really do destroy suburbs. The tearing-down of Memphis’s inner city projects, while making Memphis’s historic downtown more fashionable for young white professionals, has launched a crime wave in the inner suburbs.

This piece actually solves two issues that I’ve been too lazy to rectify in my mind:

    • First, what has made so many inner city areas suddenly habital again? There’s even slick condos on Clevelands near west side, an area given up for gone no more than fifteen years ago.
  • Second, why have so many formally decent suburban areas gone to pot? Forest Park in Cincinnati and Maple Heights in Cleveland both spring to mind. I’m sure some demographic issues don’t help, but still.

It turns out that the two are directly related through, get this, government mismanagement*.

First, inner city government housing which should have never have been built in the first place is torn down under assumption that the hellish conditions of the projects are caused by concentrated poverty rather than the hellish inhabitants. Second, section 8 housing is handed out to those same occupants so that instead of having to work hard to live in a nice area, said occupant can just mooch on the efforts of others. All this is done with the thought that when the moochie beholds his neighbor struggling to actually pay for his house while paying taxes so that the mooochie can live next to him; that Mr. Mooch will realize the errors of his ways and start working smart and hard for his place in society which he gets for free anyway. Or something like that…

“… the match was near-perfect. On the merged map, dense violent-crime areas are shaded dark blue, and Section 8 addresses are represented by little red dots. All of the dark-blue areas are covered in little red dots, like bursts
of gunfire.
The rest of the city has almost no dots. … they were amazed—and deflated—to see how perfectly the two data sets fit together.”

*Mr. Sailer trys to make the point that section 8 is part of long term, well thought out government strategy to aid developers. I only wish our politicians were smart enough to be that corrupt.

Filed Under: law and order, politically incorrect

Xenosaga II, A Comparison

May 7, 2008 by L. Bane. Leave a Comment

Xenosaga II

Hopefully they’ll find a way to cram some numbers and gauges into the boring bottom left corner of the screen on the next episode.

Pluses: The deepest RPG combat system I’ve played to date. Improvements to the story and artwork over Xenosaga I.

Minuses: A deep combat system means that even routine battles turn into drawn out affairs. The skill upgrades (casting magic, etc.) is largely a waste of time.

After assuring that I would play no more of the series, Kid Sandmich picked this one up for me for Christmas. I thought the story from the first one was OK and I loved the set designs as well so I had something to look forward to going in.

First off I was a little disappointed to see the chintzy items given to me by this game as a reward for completing the first game; I was kind of hoping for some additional levels or skill points. However, this iteration has been so completely revamped that it feels like a completely different game so any expected bonuses may not have matched up. Much like the original, this game again is delightfully paced with the play time slipping in at under 40 hours. Some grinding is expected, but probably less so than the typical RPG. This is fortunate since the battles can be rather involved at times.

Early on in the game I was upset to see that copious level grinding wasn’t making the battles any shorter or easier. It was then I learned that the game all but requires a semi-complicated use of chains, combos, and vulnerability exploits in order to easily get through any battle as well as to have any prayer at all of making it through a boss battle. This differed from the previous edition, and all other RPGs I’ve played, as the individual battles here are much more geared toward strategy and peppered with puzzles. I was used to applying differing skills and techniques to difficult boss battles in other roll playing games, but Xenosaga II takes it a step further and is closer to a tactics game than a roll playing game. This setup made individual ‘grind’ battles much more entertaining as a whole and it was fun figuring out how to quickly discharge opponents. This changed into a problem later on in the game though when intricate, yet repetitive five to ten minute minor league battles seemed to exist solely to pad out the playing time. The game does take some mercy on the player though by eliminating around two thirds of the defeated opponents instead of respawning all of them when leaving an area and coming back.

Additionally, one irritating aspect from the first game got ported over to this version is the cheating AI that gets to break your combo at will. As is typical, a combo consists of consecutive hits to a single opponent; the higher the combo, the more damage subsequent hits cause. Combos are much more critical to this game than the first episode since it’s well expected that the only way to defeat most enemies in a prompt fashion is to rack up a large combo by using various forms of chicanery. I can understand bosses getting a little leeway but every peon in the game gets the option of interrupting a strategic execution. It’s as if the developers determined that the easiest way to increase the game’s difficulty was to allow for the field goal posts to get moved when the computer opponent was about to get knocked onto the ropes.


This episode focuses much more on Junior and Momo, two of the genetically engineered, lab grown replicants realians.

Being a Xenosaga game there are a generous number of cut scenes. I should mention that the previous edition piled on hours of disjointed cut scenes that featured spotty voice acting in an effort to cram as many plot points and characters into the story. Don’t get me wrong it was still entertaining, but the story in this second episode corrects many of those missteps and focuses on a handful of well voiced characters and brings some sanity to the first episode’s everything-but-the-kitchen-sink approach to storytelling. This cuts back on the game time somewhat, and the wheels do eventually get a little wobbly toward the end in what seems to be an afterthought effort to open up questions for the final installment; but overall it’s an improvement on the first episode.

What wasn’t an improvement was the moderately changed system for acquiring and using “skills”. The game had maybe a half dozen worthwhile “skills”: ‘heal’, ‘super heal’, ‘revive’…and…um…I’m sure some others. The remaining hundred or so abilities had very limited applicability and were difficult to acquire. This whole portion of the game seemed like it got halfway changed from the original, but then was abandoned due to the release schedule. That’s a shame since if it was tightened up (like if you were able to freeze an opponent and actually have it work) that would have turned an already decent strategy sim into an excellent one.

Filed Under: gaming

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