As I’m now privy to the short length of FFIV, I’m going to turn the FFVI review into a double feature: I’ll be reviewing both Final Fantasy VI and Final Fantasy IV together, but avoiding the boring “comparison” articles that most people go for. If I had the option, I’d also play Final Fantasy V, but I don’t own that game, nor know anyone off the top of my head that has it.

So once I finish IV, I’ll post up my review. Til then, sit tight, readers.

Also once I finish IV, I’ll be playing FFIX again for old time’s sake, and review it as well. Have to pay tribute to MY first Final Fantasy, after all…

Well, it’s certainly been awhile since my last review, eh? In truth, I’m just gearing myself back up to play through FFVI so I can review that, followed by whatever else I happen to feel like reviewing. I know I’m not reviewing stuff that’s particularly NEW, but…hey, what’s the fun in being like everyone else? Just think of me as a very green upstart in nostalgia gaming.

That said, the game I’m reviewing today isn’t…necessarily old, but for some it does have a nostalgic feel. The game I’m reviewing today is none other than Elite Beat Agents, the NA spiritual successor of Ouendan. Both games are based around a group of cheerleading crime fighters, sent out to solve problems by dancing.

I can’t make this stuff up. Nintendo embodies the bizarre. I think I’ll make this my own standard from now on, and rate the game on five platforms: graphics, controls, characters, sound, and plot. Let’s get started!

Graphics – 8.7 / 10

The majority of Elite Beat Agents is not done with moving graphics; instead most, if not all, of the stories are done in a comic book-style format, which does two things for the game. One, it cuts down on the actual action and lets you focus on what EBA is known for: the rhythm and music. Two…

Well, two, it let the creators be ‘creative’ in their designs somewhat, and to express emotions in other ways than subtle facial expressions. I find it easiest to best compare those emotions to over-the-top anime expressions, or those seen in manga. Nothing about this game is subtle, really…it is ALL very over-the-top and stylized.

Where the graphics lose me is in touch-graphic design; the graphics for the touch commands are just boring, and uninventive, compared to the rest of the game’s style. Also, there are instances, such as when the Agents are setting the initial beat for a song, that the graphics DO move, and it isn’t a very pretty sight. Sure, it’s fun to watch them sway in time to the rhythm, but graphically speaking it’s jittery and looks rather unprofessional. Not ideal for a group that’s supposed to look professionally stylish and musically-inclined.

Controls – 8.5 / 10

This game is based completely around the use of the Touch Screen on the DS, and therefore controls have to be precise. Fortunately this is a game (unlike Phantom Hourglass, hem hem) that actually puts the Touch Screen to good use, accomplishing what could have been done with buttons, but would have been far too complicated to do so. Think of trying to play DDR with a PS2 controller, and you’ll get my drift.

So instead the game maps the rhythm-matching to the Touch Screen, requiring the user to press the stylus to the screen in time with the music, sometimes dragging the stylus, or making furious circles on the end-song wheel that makes everyone in the vicinity wonder if you’re going to set your screen on fire.

The upper screen in this case displays the ‘mission’ that the player is undertaking, and the images change depending on how well or poorly the player is performing. On the bottom screen, there is a bar at the top that, much like DDR’s bar, tells you how well you’re doing, with the Agents dancing in the background, and the rhythm-touch buttons superimposed over that. The game LOOKS pretty forgiving, and is, early on, with the rings helping the player pinpoint exactly when to press each numbered button.

But EBA has a pretty steep learning curve, and because the placement of buttons seems pretty erratic, it’s easy to lose your place, and can be hard to pick up the rhythm again, especially since the numbered buttons are VERY particular on when you hit them. If you fail enough (and admittedly I did, on one song) the game will fail you out of the mission, and you have to start over. The bar at the top really does not help you much in figuring out how you’re doing, and sadly because of the controls, you can barely watch the story unfolding on the top screen.

Characters – 8.2 / 10

I’m sure everyone will have their own memorable little stories and characters, but none of them are particularly notable, as the plots are really funnier than the characters are. They just fill the story for the most part, and don’t add much to the game overall.

The TRUE characters of this game are the Agents themselves, and their eccentric designs and (somewhat slim, I’ll admit) personalities sell this game. Even if I don’t like the graphical aspect of it, watching them dance is…extremely humorous, no matter how many times I see it happen.

Oh, and this guy, Commander Kahn. I just love his design, and how over-emotional he is, and his awesome uniform. Also he used to be an Agent way back in the day, but now he leads the Agents. There’s one point in the game where he’s wearing a Hawaiian shirt, if I recall correctly…I believe it relates to the two rich girls being stranded on an island, and using their charms to get what they need. I don’t remember which song it was; I just remember this guy, and how awesome he is.

Sound – 9.3 / 10

The game is called Elite BEAT Agents, hence this game hinges itself directly to its music. Remember what I said earlier about this game being a nostalgia trip for some? Well, if you’re older (unlike me) and remember the music of the 80′s and 90′s, this game will send you right back there, with a variety of songs with catchy beats. Actually, even though there are songs that I really dislike in this game, the musical choices were actually very inspired, and lined up with their plots quite well…or not. The music is good though, I can’t deny that.

Of course the song variety is actually pretty small, and I think that they could have incorporated a lot more music into the game, considering the DS’s hardware. I believe the game itself only encompassed about 16 songs, and I imagine that it could nearly double that, if not more.

But that is just a problem of variety, and not with the songs themselves that were chosen. In a game where sound is most important, it scores the best here.

Plot – 9.0 / 10

To talk about a plot in relation to Elite Beat Agents is really unfair, as the only overarching plot is that these Agents are sent out to fight everyday problems by singing and dancing. Where the real plot of the game is found, is in the story missions, which are nearly separate from each other, but in themselves tell sad, sweet, and outright hilarious stories.

The plots of each mission are pretty cool, and inventive, considering the music that’s being used. Even when the music and plot don’t match up, it is still a lot of fun to watch the plots unfold when one is not too busy dealing with the rhythm portion of the game. At the end of the game, there is somewhat of a plot involving aliens, and the Agents saving the planet from them by–what else–dancing, but by that point in the game, the player already knows that there is no real over-arching plot.

But does the game really need a plot? I say not, as the primary focus is music and rhythm. Do we expect DDR to have a plot? And what about other music-inclined games like Rhythm Tengoku, or Guitar Hero? (I know GH3 had a plot of some sort, but that doesn’t matter.) These games should be about the music, and not about some half-baked plot used in an effort to tie everything together.

Conclusion

Even where this game is lacking, it retains one thing, the one value that I consider above all else: is it FUN? Yes, the game frustrates me at times when I’m playing the difficult songs, but even when I do get frustrated, it is too much fun to listen to these songs, to watch the Agents dance, and see the people whose strange lives I help by…tapping out the rhythm to a pop song.

Some people have fun shooting Nazis. Some people have fun driving cars off cliffs. Me? I have fun by dancing to YMCA, and I’m not ashamed to admit it.

Final Score: 8.7 / 10

Elite Beat Agents is © iNiS.

I claim no ownership of any of the above used images.

I’ve had this listed on my “Next To Review” for a while now, so it’s time I give this game its due review. Please bear in mind that I will be reviewing the Wii release of this game, so things like control and such are going to play a part in how I evaluate this game. If you want a review sans mention of control, this isn’t it.

Anyway, on to the show. I purchased Okami back when it re-released on the Wii…you know, around the time of the box art debacle. (Speaking of which, I got the replacement art 18 months after it was promised, but it was so worth it.) I admit that I was immediately drawn to the game because of the mythology that was put into it, and because the game had something to do with art. Hell yes, give me that on a platter! It seemed a perfect fit!

Well, Okami is not a revolutionary, end-all-be-all game, but it is by no means bad. I’m going to evaluate the game on five platforms: graphics, controls, characters, sound, and plot. Without further ado…let’s get to it!

Graphics – 9.2 / 10

The Wii is not a system that is known for its high-tech graphical advancements, and that’s fine. It was never built that way. If you want to play a game that looks realistic, go buy a 360 or a PS3. (Coincidentally, I don’t have a PS3.) If you want to play a game that looks GOOD, well…you actually are going to find good-looking games on all three systems. Okami is one of those that is beautiful to look at.

The original designers at the now-defunct Clover Studios did not aim for realism; instead, they aimed to give their game a look like no other. Okami’s aesthetic gives it the look and feel of a living, moving woodblock painting. While the Wii version did away with the paper filter–a move that was hotly contested by fans of the PS2 version–it does not change the game’s overall feel that this is a world of art. It is a world of moving paintings, and it shows in everything. The style is so different from what people expect, and so beautiful that it sucks you right in and enamors you. I in fact like the Wii version’s more vibrant colors than the papered-over faded colors of the PS2 version; I liken it to the idea that whereas the PS2 version was the first recovery of Okami, the Wii version was the original restored to a former glory.

I do have some nitpicks; some that, had I not been watching my friend play my copy of the game, I would not have noticed. First off, playing the game for extended periods does become draining on the eyes. Granted, one shouldn’t play games for extended periods, but after a particularly long session in dim light, I noticed the strain on my eyes. (There really is nothing stranger than being unable to look at anything for longer than a second before everything turns to a motion blur.) Because the game’s visuals are so sharp, they can actually hurt after a while. In addition–and this is not an artistic thing so much as graphical–there is the possibility of the game glitching. Badly. The game’s graphics can be wrecked under the right circumstances, and in one instance actually warped Ammy from one map to another. Not across a map, mind you: from Agate Forest to Shinshu Field. I was freaked out, to be sure.

That aside, the graphics are top-notch in this game, so long as you don’t stare for too long.

Controls – 6.8 / 10

The Wii version takes a hit here, because as we all know, the Wii Remote’s promise of 1:1 motion fell painfully short. They do work well enough, and when they do, there is a great feeling of knowing that you, yes YOU, painted something in-game that had some awesome effect like dropping a lightning bolt out of the sky or blossoming a tree. Not to mention the fun you can have using some of those brush strokes against enemies.

But the game is, at times, too unforgiving for even the handiest of Wii Remote users, and thus some in-game challenges can prove extremely frustrating. Even the simple task of creating a circle in order to set a tree abloom can seem impossible. (My friend spent an hour trying to complete the Konohana Shuffle before I took the remote from his grasp and did it myself.) Drawing a lightning bolt is fun the first time…but only if you get it exactly right. And let’s not even get started on the inability to sense the “distance” the remote is from the sensor bar; there are times when the only thing that would show up on screen is a giant, black blob of ink. The fact is that so much of this game is about drawing, and when the controls don’t hold up properly, it can suck the fun out of a game.

But I’m not going to look at just the drawing aspect; the “waggle” needed to execute attacks is just as infuriating. Completing those long strings of attacks with some weapons is nigh-impossible, and the “charge” mechanic of the glaives is less than precise. Once I reached the point in the game that allowed me to use Rosaries as a sub-weapon, that became my primary form of attack; it required pressing a button. Through a great amount of practice, I figured out that the Wii Remote requires deliberate, sharp wrist swings to recognize an attack, and that at least relieved some of that anxiety. But overall it’s a pain when your attacks won’t execute properly.

I do want to say a quick word about button mapping, as, while in some ports this is pretty useless to speak of, in Okami it was essential. I was very pleased with the original configurated mapping they did, which doesn’t feel awkward in the slightest and lets for some pretty relaxed movement (besides the inability to draw a circle or a lightning bolt.)

Characters – 9.7 / 10

Because of this game’s plot (more on that later), characters are absolutely essential. The NPCs of this game need to show real connection to the world around them, and they do so brilliantly. Speaking just of NPCs momentarily, each one had something amusing/funny/important to say, and I never tired of speaking to them. So long as it wasn’t goal-oriented, that is. Some of the completion challenges in this game are tough, but not impossible.

Now, on to the plot-driven characters. These characters all add something absolutely unique to the plot of the game, and I found myself loving each and every one of them for various reasons. In the end, I have to go with Waka and Oki being my favorites, due to their appearances and personalities. Oki first: he, and the rest of the Kamui tribe, have such an interesting design and place in the plot that I couldn’t help but love him. His attitude, and his actions and their influences, make him an important and yet lovable character.

As for Waka…he is outrageous, intelligent, quirky, and altogether one of my favorite characters ever. Everything from his design, to his speech patterns, to his place in the plot I just adore. I’d get excited whenever he showed up, because he is able to break the game’s tension without moving outside of the game’s plot the same way Issun does.

As for the spiritual characters, the incorporation of the Chinese Zodiac for this was a stroke of pure genius. The use of Ammy’s markings on each animal was wonderfully executed and held the deeper meaning that showed how they were connected. Not to mention that, unlike the usual “here’s your next item” fare, they each had personalities. I think by the end I loved Kabegami the most, but Bakugami still makes me laugh every time.

And Ammy and Issun aren’t exempt from this! Issun’s underlying plot came a little too late for me to care too much, but his constant bickering throughout the game–as well as suggestive remarks–were amusing to me. I do liken him to Tatl and Navi from the Legend of Zelda series, but his interaction with the surrounding environment was more animated and interesting than either of those fairies.

As for Ammy, she doesn’t have to say a single word throughout the game, but she communicates so much. Watching her reactions to everything is a treat, and being able to play her and use her Celestial Brush to its full extent is so empowering. It’s a mite weird to think about playing the “mother of the earth” and the “sun god” as a wolf whose powers have been sealed away…but so exhilarating to play as her.

Sound – 9.4 / 10

The primary purpose of the music and sound in this game is to set up the atmosphere of a world of ancient times…one where the gods were still a strong force in the world, and where evil manifested itself in a very frightening manner. Naturally the music would draw from old Oriental tunes and traditional music; it does so in a very successful manner, and there are times that I would simply stop to listen to the game.

The music really sets up the atmosphere in a brilliant manner, and helps to draw in the player and keep the interest on the screen. If I had to find a gripe, it would be that some of the weapons’ attack sounds were a bit too modern-sounding for what sound they may have had in those times. Granted, they are Divine Instruments, but I don’t think Rosaries would sound like light sabers.

Plot – 9.1 / 10

The plot is, arguably, the most important part of any game. Sometimes, when controls suck, or graphics are subpar, it can take nothing more than a good plot to keep a player’s interest. The Final Fantasy franchise in its earlier years survived on this, and it’s part of the reason why the older games are still the favorites among the newer, more graphically-advanced games.

Let’s start with the fact that Okami builds the plot twist right into its opening cutscene: the story we all know–of Susanoo and Shiranui–is not the entire story. The game out-and-out tells us that there is more to the story. Of course, while in so many cases this could be a problem, Okami plays with this little introduction and leads the player on a vast journey around the land of Nippon.

One issue I came across is that a player could easily interpret the fact that Orochi’s revival was the “more to the story.” The game could have been more deceptive…but attentive players know right off the bat that their first defeat of Orochi is nowhere near the end of the game. An innocent watcher would have no clue, but the first face-off with Orochi is roughly halfway through the actual game. I’ve no complaint with the game, but the fact is that it spoiled the “more to this story” than I would have liked.

In addition, the “space” element introduced near the end seemed more than a little far-fetched to me. Celestials? Moon Tribe? And you expect me to believe Yamata-no-Orochi attacked the Celestial Plain? What about Nippon? I feel like this element could have been handled in a much more creative manner than by applying the “space” element that pervaded the game. That, or it could have been tied better to Kaguya’s story, which actually was based in Japanese folklore the same way the story of Orochi and Susanoo is.

These nitpicks aside, the plot of this game is spectacular. The incorporation of ancient mythology into the game is what really adds that “epic” level of adventure to the game, and provides this amazing feeling of being able to experience the gods of ancient times in a new manner. And besides, the idea of running around as an all-powerful god by the end of things is pretty awesome. In addition, there are enough smaller plot twists to keep the player guessing and pushing forward to fight the next enemy, encounter the next boss…until the very end of the game, with the grand finale of light versus darkness.

Not to mention the freedom the game gives you. There are so many little detours you can take to flesh out the game’s story more and more, and that story is what prompts me to play on completely and find absolutely everything. (Yes, the String of Beads was part of it, but the story is another good one. In fact, they could have incorporated THAT into the game somehow too.)

Conclusion

In short, Okami is an outstanding game. It is not THE best game, but it is an exceptional one, that combines all of its elements in a delectable fashion. I’ve played the game through twice now, and even though I know all of the little plot twists now, I still love the game and love to experience its story over and over. The characters are what sell it for me, but everything comes together to make an experience that is truly unlike no other.

Final Score: 8.8 / 10

Okami is © Clover Studios / Capcom.

All images within are courtesy of IGN.com.

I vaguely knew about ヘタリア Axis Powers long before I ever actually read or watched it; fanart for it has littered deviantART for a while now, and only recently did I sit down with the anime to evaluate what it would be like to characterize each country–in a very bishounen way–and have them interact.

Two words: hilarity ensues.

Hetalia is a combination of the words hetare, meaning useless, and italia, the Japanese term for Italy. Its quite accurate historically, and in accordance with the show. But isnt he just so darn cute?

"Hetalia" is a combination of the words 'hetare,' meaning 'useless,' and 'italia,' the Japanese term for 'Italy.' It's quite accurate historically, and in accordance with the show. But isn't he just so darn cute?

The intro episode really is an introduction, as we get a very quick run-down of a good portion of the prominent countries of the time period (and of the show.) Between breaths of America’s rabid fast-talking, I realized something immediately: all of the countries are not only good-looking, but their personalities are pretty spot-on.

I’ll be straight with you: you DO need to know some basic history to be able to fully appreciate this show. That said, it will definitely teach you something about the history of the world, albeit in a very cute, and absurd, manner.

One thing that helps this show is that each episode is only 5 minutes long. The manga (which can be read online) is done in the 4-koma format, which basically allows for quick snippets of the absurdity of the show, and it translates well to the anime. I do think that were the segments longer than five or so minutes, it would drag on, and…to be fair, we can only take so much of America at once.

Amidst the silliness though, there are some serious things that crop up. The more notable one is the re-telling of the American Revolution, in a particularly heart-wrenching moment that shows how America gained his independence from England.

They were not always this happy...but theyve always been that sexy.

They were not always this happy...but they've always been that sexy.

I’m not showing it here, but I am absolutely obsessed with this show. The real way this show hooks you is its absolute, spot-on, characterizations of each country. Italy’s silliness and willingness to give in…Germany’s seriousness…Japan’s unassuming manner…America’s hero complex…and so on and so forth. So far about thirty or so countries have been given characterizations, and while the Axis and Allies play most prominently, it appears as though each country will get his (or her, though there are few females) chance to shine. (Before America steps in, anyway.)

These characterizations are what sell the show for me. I watch it for the characters, and I love all of them. It’s a pretty rare thing for me to just love EVERY character, but because they are so accurate, and well-portrayed, and JUST SO WELL-DRAWN, I can’t help but feel an attachment to each of them.

America, during his fight for independence. Hetalia manages to portray the two conflicting emotions America had at the time: the desire to be independent, and the sadness of losing its connection to the mother land.

America, during his fight for independence. Hetalia manages to portray the two conflicting emotions America had at the time: the desire to be independent, and the sadness of losing its connection to "the mother land."

This show is by no means a substitute for studying history, but it is a different way to look at the world. Taken as an anime, it is one of those few that shines for its characters, and the fact that the author has done his homework: the plots are, at least in history’s case, pulled directly from 20th century history. It makes it seem all the more real, and gives it that quality that other anime can only dream of.

Hetalia is most definitely worth a look…and believe when I say that ending theme will get stuck in your head.

“Aa hitofude de / mieru subarashii sekai // nagagutsu de kanpai da / hetalia!”

Because you all seem to like quantifying things, I’m giving this show a 9.6/10. It could be polished up in a few places, but for only five minutes of content, it delivers a lot. Plus, I’m never going to get that damn ending tune out of my head.

Author’s Note: This review will be rewritten at a later date.

As evidenced by the fact that my last post was in April…

Yeah. Somehow I failed the whole “blogging” thing by not keeping up. Does this mean I’ve given up on blogging? Certainly not. I just need to get back into the swing of things.

Besides, Distortion World is doing well. I’ve said it on DW, of course, but I’ll say it here as well. I really, really do not like Pokemon Platinum. When I realized that it had been five months from the purchase date to now, and I /still/ had not beaten Platinum, I knew something was wrong. Normally I tear through a new game in a matter of days, even if it’s a rehash of an old game. Heck, it took me six days to go through Emerald and eventually fill out the Pokedex. I adore Emerald, even, and somehow I’ve always adored the “third child” of the Pokemon generations.

But Platinum hasn’t been cutting it for me. The story isn’t exciting, the new characters feel tacked-on, I don’t have an explanation for the weird weather yet, Giratina’s yet to show any sort of presence, and…worst of all, the game plays like a stroll through Shinou/Sinnoh rather than a game. Hell, even the “get your starter” event was dull and just sort of “here, take this.” Where’s the excitement? The passion?

Where is the reason I still play Pokemon?

That is honestly what scares me a bit. I love Pokemon, but I worry that Platinum could turn me off completely to the games. It really, really is not that good of a game. Sky Shaymin and Origin Forme Giratina…and Appliance Rotom are cool, I admit. But if that’s all I’m waiting for, then I have to chug through the game beforehand. I do want to see the Distortion/Torn World because I’m curious as to what they were able to do with the 3D engine. But if that’s all I want to see, then I still have to chug through the game beforehand.

Thankfully it looks like HeartGold and SoulSilver will successfully revive my love for Pokemon. I’m already extremely anxious for these games to come out in America. I’ll be doing a play-through commentary blog for them as well…and it’ll be weird playing as a boy again.

Let’s be honest. Kotone/Johto Girl is UGLY. More importantly, she is not Crystal. I need not elaborate more, but I’ll say this: if being a man for the Pokeverse will keep me from playing as a girl with an unbaked bread loaf on her head, I will gladly…

Yeah, fill in the image in your mind. I know you can.

…Somehow this turned into a rant about Pokemon. Oh well: the name of the site, as well as my online namesake, is technically a Pokemon term. I am a huge, huge fan of Umbreon, and its ability is Synchronize. In-game it’s a very useful ability if you have a reliable way to undo status effects to yourself, and…well, Umbreon (shiny especially) is the bomb. So yeah.

As for why I don’t spell it with a Z: I am of English descent. That, and the “z” spelling was already taken.

So what remains is what to do with this blog. Well, I can say that I’ve been on a cartoon kick lately, so what I may do is try to comment on the anime/cartoons that I watch on what seems to be a regular basis now. I could also do the same with games I’ve played…or at least with the one my friend is playing right now.

As for what to start with…my updated blog layout will give you a hint. When will you see this review? Hopefully soon. And to answer when you’ll see the next update for Platinum: the same. I actually have a small pile of homework for once, so that comes first. (Not really.)

Au revoir, baby. ~

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