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WII:Major Minor’s Majestic March

Posted on Apr 26, 2009 09:15:15 AM

In Major Minor’s Majestic March, you use a magical baton that houses the spirit of your great great grandmother to lead a band of dogs, dolphins, flamingos, and flowers. By moving the Wii Remote up and down to a steady tempo, you lead your marching menagerie through a variety of brightly colored locales. The unique concept and whimsical art style are appealing, but alas, the game is hamstrung by inconsistency and troublesome controls. Sometimes the tempo will drop completely even though your steady motion hasn’t changed, and at other times your gestures to recruit new members or pick up items simply won’t register. It’s also entirely possible to make it through a level without keeping tempo for the majority of the time. This makes the game accessible to less rhythmically inclined players, but even they will easily complete the tutorials and all seven performances in about an hour. With so little content and such problematic controls, Major Minor never lives up to the majesty that its name promises.

944719_20090408_embed002.jpg picture by steaner007

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XBOX: Dynasty Warriors: Gundam 2

Posted on Apr 26, 2009 07:23:41 AM

952638_20090421_embed001.jpg picture by steaner007

The game asks a lot of you, including a deep familiarity with the Gundam universe. Aficionados may understand why Char Aznable assumes a triple identity, how Four became so mentally unstable, and why Master Asia is named after an entire continent. Anyone else will be stymied by the nonsensical storylines of each character. Granted, there is a lot to sift through: Each playable character has his or her own tale, so you could take dozens of hours guiding every character through every mission if you wanted to piece together the scattered, barely comprehensible plot strands. But even if you are so inclined, the vapid dialogue (”What does it mean to be a warrior? Seems I’ll have to drill it into you!”) and soulless, amateurish voice acting won’t make it an easy process.

 

With so many characters, and so many Gundam suits for them to pilot, the uninitiated might think that Gundam 2 would offer a good bit of variety. Of course, if you know the Dynasty Warriors series, you’d know better than to believe such ridiculousness. It doesn’t matter which character you play and which suit you don; you enter a spacious battlefield and slice your way through thousands of enemies. In any case, various suits offer different types of attacks, but though the visual results of your button mashing may differ from Gundam to Gundam, the gameplay never varies. You pound on the melee-attack button to carve your way through swarms of mentally challenged robots that generally stand around acting confused and disinterested. Occasionally a few may conquer their mental distractions for a moment to inflict a series of annoying knockback attacks, but for the most part, they’re content to offer themselves up as metallic sacrificial lambs. If you want to mix things up, you can fire your weak ranged weapon, throw in a few combos, and let loose special attacks, but such aggression only mixes up the visual tedium and doesn’t go very far toward relieving the mechanical repetition.

As if to offer a counterpoint to this stupefying rhythm, battlefield victory conditions adjust during the match while AI-controlled commanders, both friend and foe, join the fray. This doesn’t make the action any less lifeless, but it does lead to occasional mission losses that feel too much out of your own control. A friendly unit may join your attack on one of Gundam 2’s large, predictable bosses, only to fall in battle and end the mission, no matter how much you try to distract your towering adversary. If you look for respite from this monotonous routine online, you might get a few moments of enjoyment out of War Mode, in which up to four players enter a bot-filled battlefield and compete to fulfill various mission requirements. The other two online modes are useless deathmatch variants that feature no AI-controlled hordes, and are therefore even less amusing than the offline gameplay (which can be “enjoyed” in local split-screen co-op with a friend, assuming the mission supports it). Who would have thought that there was a way of making the Dynasty Warriors formula even more boring?

At the very least, Dynasty Warriors: Gundam 2 offers a chilling vision of the future–a future in which robots will walk on an invisible surface in the middle of space and attack each other with flaming scorpion tails. If you can embrace the bizarreness of such a concept, you’ll at least welcome the fact that the galactic environments are devoid of character but not intrusively ugly. On the other hand, land-based locales look hideous. They lack detail and personality, and they feature a skewed sense of proportion. Gundams are enormous mobile suits multiple stories tall, yet they feel like small toy robots duking it out within forests of microscopic trees. Some of the attacks look colorful and produce a nice smattering of special effects, but they are small flashes in an otherwise homely game.

Nevertheless, Dynasty Warriors: Gundam 2 is not an aggressively awful game; it’s just aggressively boring. Yet Koei keeps churning these games out (and selling them) at an alarming rate, so it’s unlikely that we’ll see a shift to a more exciting approach in the near future.

FF Versus XIII development confusion

Posted on Apr 24, 2009 04:14:21 AM

Tetsuya Nomura reportedly tells Famitsu that action RPG companion to Final Fantasy XIII has been placed on hold; Square Enix states otherwise.

The Final Fantasy crowd is known as much for its rabid devotion to the franchise as its penchant for dressing up as the more popular characters in the games. With such a devout following, many would consider it unwise to continuously deprive this crowd from the object of its obsession with no sign of relief. However, that’s just what Square Enix has been doing since it announced Final Fantasy XIII and Final Fantasy Versus XIII at the 2006 Electronic Entertainment Expo.

Most recently, a misinterpreted quote from FFXIII director Motomu Toriyama led many to believe that Final Fantasy XIII would most definitely make it out in 2008. Although Square Enix was quick to quash the rumor, saying that no release date has been announced, work has nonetheless progressed on the much-anticipated PS3 game. And it now appears that progress has interfered with its partner in crime, Final Fantasy Versus XIII.

In a recent interview with Famitsu (translated by numerous sources, including Forever-Fantasy), FF Versus XIII director Tetsuya Nomura said that those working on the game have been appropriated by the FFXIII team because the latter game is the studio’s number-one priority. As such, work on FF Versus XIII will not resume until development on FFXIII has wrapped, according to Nomura. On a positive note, Nomura did say that the FF Versus XIII storyline is essentially complete.

[UPDATE] In a lost-in-translation moment, Square Enix has denied that development on Final Fantasy FF Versus XIII has been bumped to the back burner. “Reports that development for Final Fantasy Versus XIII is on hold are false,” a Square Enix representative told European gaming site Eurogamer. “The truth of the situation is that when free, some staff from the Versus team have been helping with the XIII team on development of Final Fantasy XIII. Development for both titles is continuing as originally scheduled.”

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