I'd had my eye on this for a little while because of all the similarities to XCOM mentioned in every article about the game and finally picked it up in a sale.
The story in a nutshell is classic post-apocalyptic fare with only small human settlements now remaining. You control a group of mutants who essentially act as scavengers for the colony but end up on a mission to find the chief mechanic for the settlement after he goes missing and it all goes from there. It's all a bit weird but works well enough to tie everything together.
The gameplay is pretty fun and is pretty combat focused. The USP here though is that you control your party in 3rd person but can switch into XCOM style turn based combat whenever you want with the general idea being to recce areas first so you know what enemies are around, and then try and silently pick off lone units as you can. Units walk around with a sphere of vision around them and avoiding these lets you perform sneak attacks. Generally going in all guns blazing will fail miserably. For the most part this works well but does get highly repetitive and there's no penalty for running into the enemy's line of sight if you're sure you can take them out in one turn.
Taking on larger groups in the standard combat style is trickier but quite satisfying. There is a small variety of guns but also only a small variety of enemies so, again, it gets quite repetitive and mostly comes down to swapping between the best weapons for robots or living enemies. There's a small roster of character to choose to play as but they're all pretty much the same other than Bormin who has the hog rush ability (which knocks out enemies for two turns) and Magnus who has a mind control ability. Those two abilities are pretty overpowered and allow you to get on top of small groups quite quickly. The EMP weapon attachments, abilities, and grenades make robotic enemies quite easy too. I'd also read the game was pretty tough so played on standard difficulty but this made it quite easy with quick skill cooldowns and full energy recovery after each fight so I ended up with more medpaks than I could possibly use.
The biggest quibble with the game, however, is that it felt like it ended before it got going. The "conclusion" to the story was pretty unsatisfying and almost made it feel like this was just one very long demo with the full game to come at some point.
Overall, it was a neat little game that has it's limits coming from a small studio but after what I got from Hollow Knight, this felt a little lightweight.
It has the slickest turn based combat I've ever experienced in an rpg. Everything moves really smoothly/quickly, it has an easy to read guide on screen that displays turn order, and the bosses have dynamic effects that make them very exciting (as an example, there's an early boss fight at sea, and it'll often move to a different side of your ship. This doesn't effect gameplay, though many of the other boss' gimmicks do, but it adds a level of excitement you usually don't see in turn based battles).
The sphere grid, while appearing intimidating at first, is a pretty straightforward character growth system. Most characters are effectively locked into a set path for growth at the start (letting you get accustomed to how things work), but by late game you'll have the option to break characters out of their own path, and explore other options (you'd have to go out of your way to do so, but given enough time, everyone can learn everything).
It's equipment system is straightforward as well. Unlike other rpgs, gear doesn't inherintly affect stats. All gear has 1-4 ability slots (many have empty slots that you can customise later on), and the only effect they have on you is based on the abilities they have. While a late game shield may have really good abilities, let's say Stoneproof (immune to petrification), Zombieproof (immune to zombie status), and Waterproof (immune to water magic), it won't give you any extra physical defense than that early game shield that only has Fire Ward (diminishes the damage you take from fire magic). Of course, many equipment does have stat altering abilities (such as HP +10%, etc), but that's the only way it can effect your stats, so that makes it very easy to pick what best suits your current foe.
While the story does have it's fair share of technobabble (what JRPG doesn't?), I found it pretty easy to follow, and it has some big twists. It didn't quite have the effect that it did when I first played it on PS2 since I knew the major twists, but it still managed to completely grip me.
It has a great cast of characters, and they most all have their own interesting character arcs. You'll definitely be sad to part with them when it's time to move on to something else.
It has really fantastic world building, with some unique locations, and it still looks really nice cleaned up in HD.
It has some classic music, and I dare you not to fall in love with "Suteki da Ne".
Cons:
Unskippable cutscenes. Not a dealbreaker, but it's annoying having to listen to the same chatty boss' spiel on your second or third attempt.
I thought they should have given more backstory to Yu Yevon. He's just a really old, really powerful summoner who's constantly summoning Sin for no particular reason apparently. It would have been more interesting had he had been one of Zanarkand's summoners trying to get an eternal revenge on Bevelle for the destruction of his city.
Other:
It is very linear. Now, I personally happen to think it works very well for the particular story they're trying to tell, it helps them to keep things moving at a good pace with something of interest happening almost all the time (and I think makes it a great starting point for someone wanting to get into rpgs), but I can understand that it can be a deterrent to some. It does have the ocassional side objective along the way, but it really doesn't open up until the final story location is available (and even then, most of it is superboss type challenges that might only interest the most hardcore players).
Overall, I think it stands the test of time and is up there with Xenoblade Chronicles 2 & Ys VIII as one of the best JRPGs on the system.
Currently Playing:
Switch - Blade Strangers
PS4 - Kingdom Hearts III, Tetris Effect (VR)
So started My Friend Pedro and I sort of agree with the Nintendo Life review. It is quite fun but the controls are quite complex for an old man like and it means I'll need a lot of practice to really do all the cool moves from the trailer.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
Resident Evil Zero via the Resident Evil Origins Collection for PS4
So this is my first time playing it... And booooooooy do I have some thoughts!
A Little Background
So... I have a history with the Resident Evil (Or Biohazard if you prefer) series in that it's what got me into gaming.
My dad came home one day after weeks of being gone (He was a stage technician/roadie) when I was fifteen with a PS1 in one hand and a copy of Resident Evil 1 in the other. We quickly set it up and both of us got sucked in to the wonderful (and since it was Resident Evil) scary as hell world of gaming (Sorry SNES you just bored me after 30 minutes of playing).
Needless to say I've been a fan of gaming and Resident Evil ever since.
I've played Resident Evil 2, 3, 4, 5, Code Veronica, Darkside Chronicles and even the first Gun Survivor. Watched a playthrough of 7 (after being too spooked by the first person perspective and headphones on to play it myself)
I missed out Zero/0 though.
I'd heard of it ... But I didn't have a Gamecube when it originslly came out and I assumed that I'd never get to play it at all cus of the exclusivity (And kinda forgot it was a thing).
Until now that is!
Zero of course if you couldn't guess by the title is a prequel to the terrors of the mansion in the mountains of Raccoon city that scared me silly when I was but a teen.
Originally Zero was going to be a N64 game before it was scraped entirely, brought onto the Gamecube and redeveloped from the ground up.
It features Rebecca Chambers from the Raccoon City S.T.A.R.S Bravo team (Whom first appeared in the original Resident Evil in Chris' scenario) and Blly Coen who's new to this instalment.
It's one of the last resident evil games to feature the series' claasic camera angles and tank controls (Though I used the modern control scheme for the port)
What I like
The Opening
The opening of Zero on the train is pretty darn good! With the tightly packed corridors it was quite tense at the start with limited supplies and I was starting to get the layout of it embedded into my head.
The Port/Remastering
It's... also pretty darn good! The updated comtrol scheme is nice, the option to go 4:3 or widescreen is a neat little bonus, the upscaling is nicely done and it just looks really good!
... Yeah that's honestly about it for the good points to me đ
What I don't like
I could just write "Everything after the train" here and call it a job done. But I'm not. Zero's faults NEED to be known to all!
The Partner/Switching Mechanic
So about five minutes into the game Rebecca meets up with second protagonist Billy and they end up working together to get through this nightmare.
Billy is the muscle of the pair. With extra health and endurance, increased damage to his physical attacks (Molotovs and the knife) and has a lighter as his special item that's used a grand total of one time throughout the game. He also can't mix herbs like every other Resident Evil protagonist.
Rebecca meanwhile has the Hp of a wet noodle. But she can mix herbs! And has a medicine/chemical kit special item that's used twice throughout the entire game! For being the dedicated Medic of the S.T.A.R.S team it'd be nice if she could say hold a healing item for free in a first aid kit or something... But she can't and... yeah.
While on paper this no doubt sounded like a great idea it really only just takes away from the experience.
You split up from each other about six times throughout the game Including one time where Billy is knocked away off a tram platform and you lose him and his stuff for half an hour . But it's not used in any neat or interesting way. Not even for puzzles really.
Not to mention because Rebecca can only take about two attacks before getting in the Danger condition you should really just dump Rebecca in a safe area and go round as Billy to clear out enemies first before bringing her along if you can just so you don't burn through precious herbs/first aid sprays.
The actual switching between characters takes about 2 - 5 seconds depending on how far away you are and is perfectly fine. It's just a pointless and unnesscary mechanic.
I'd greatly prefer if it was just a Rebecca or Billy scenario/campaign choice like the other games with two protagonists.
The Inventory System
What seems at first to be a revelation in that you can actually put items down on the floor to pick up later rather then use things up quickly becomes more horrifying then the enemies.
As between Billy and Rebecca you have 12 item slots (Yup... Rebecca doesn't get any extra slots to compensate her squishyness unlike Jill in Resi 1). The powers that be thought that what you needed to make Resident Evil fun was limit your inventory space even more.
So the hunting rifle (with a measly two bullet count), Shotgun, Grenade launcher and the oh so wonderful and not completely useless in any way Hookshot (A grappling hook basically) all take up TWO spaces in your inventory. Plus this Resident Evil! So there's the standard puzzles and a whole bunch of other items you need to carry around the place with you.
This results in an insane amount of back tracking and dumping items across multiple rooms and ferrying things back and forth like an indescisive hoarder.
Because the item box system wasn't good enough apparently! There's none of those wonderful reality warping item boxes in sight! It just sucks beyond belief and I have no idea how anyone thought it was a good mechanic to do.
The Bosses
There's six bosses in the game You fight the Prototype Tyrant twice and the Leech Queen has a second part to it so there's techincally seven/eight ... and they're all pretty boring really. The first three are just animals that are big (The third being the worst boss in the entire series to me).
The last three are pretty uninspiring and nothing you haven't already seen before really (The last two just remind me of seven's blob monsters) and by then you have the magnum and loaded up on shotty shells/grenade rounds so you take them down pretty easy without much problem.
The Story
There's plot holes galore, doesn't make a lick of sense a lot of the time, is fairly boring and the villain is plain bizarre and weirdly like he's ripped out from an anime rather then Resident Evil (even if the early titles of RE are considered goofy)
The locations
Baring the train the other locations are pretty uninspiring and unmemorable Excluding the locations brought back/called forward from Resident Evil 2 (That doesn't make any sense in the geometry/layout of Raccon City and it's surroundings)
Additional points
The sound design is alright? I didn't honest pay much attention to it... I was groaning at having to ferry bullets, items and weapons for the 50 millionth time
Also there's some pretty bad voice acting. Not so bad it's good either. Just bad.
The alternate costumes are nice?
Plus there's two alternate game modes you unlock upon completion which sound ok. I may give them a look at some point,
Overall
I'm not mad at you Resident Evil Zero. I'm just disappointed.
I'd rather play Gun Survivor without the G-Con then this (But I won't cus who would?)
@Foxy-Goddess-Scotchy REmake is a masterpiece. Probably the best survival horror game ever made.
Anyway... great write-up! I've owned both 0 and REmake on GameCube forever, but, having heard most of your complaints echoed by other people who have played 0, I never actually ended up playing it, whereas I've probably cleared REmake 4 or 5 times on the GameCube alone. I've always intended to get around to it, but the issues it has just sound so... annoying! I can never work myself up to it.
@Foxy-Goddess-Scotchy I could never get on with Resident Evil 0 (or Code Veronica). I still have it for the GC but past the train I never got into it. Which is a shame because REmake is awesome.
Now I may be an idiot, but there's one thing I am not sir, and that sir, is an idiot
Obviously being a Resi fan I can understand a BIT of rescource and inventory management. But 0 just goes above and beyond!
This could've been a neat little game as I do kinda like Rebecca and Billy as characters (Even if they're a bit one dimensional) and the premise of a prequel... they just needed a better game to be in.
You haven't experienced true survival horror til you've played this... Surviving the horror of truly poor game mechanics!!!
I don't remember anything about it @KALofKRYPTON but at least here in the UK we had the G-con capability still compared to the US where it was cut out (I think)
I don't recall it being a slog or anything... again this is like twenty or so years ago and I played it once.
Previously known as Foxy-Goddess-Scotchy
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"You don't have to save the world to find meaning in life. Sometimes all you need is something simple, like someone to take care of"
So, I could give you a small, non-spoilery recommendation that'll make your life 100x easier, because, if you don't know it's going to happen, it'll totally blindside you if you're not careful. But that could possibly intrude on you allowing yourself to be totally surprised by the game. And it's... one heck of a surprise when it happens the first time.
@Foxy-Goddess-ScotchyAlready got to the crimson heads, eh? I was 15 or so when I first played this, and I was so freaked out when the zombie I'd killed in a tight corridor an hour early suddenly rose up and started running after me that I hastily smashed the power button on the GC and quit playing the game for a few days.
Currently Playing: Fields of Mistria (PC); Cookie Clicker (PC); Metaphor: ReFantazio (PC); Overboard! (PC)
Level of Completion: All stages completed (53 S Ranks; 10 A Ranks; 1 B Rank). 70 hours of total playtime.
Type of Game: Turn-based tactics game. Unlike the developerâs other big tactics series, Fire Emblem, there are no RPG elements to this game, as nothing carries over between missions. You make do with what youâre given at the start of each mission.
Premise: Some time after meteors rain down on the Earth and destroy civilization, the existing order of the world collapses. The main character is a young survivor named Will, who is taken in by a rogue military captain who now uses his squad to try and maintain some semblance of justice in a wasteland where the weak have no protections from the cruelties of the strong. Insane generals, factional/ideological conflicts, and a bizarre disease that makes flower burst from the heads of the infected all factor into the narrative as it progresses.
What I Liked:
Thereâs an actual narrative in this game. Itâs nothing deep, but people have actual personalities, and dialogues arenât merely jokey interludes meant to separate missions like in previous games.
The pool of units in this game is easily the most balanced in the entire series, and, more than in previous entries, I often found myself relying on almost the entire set to accomplish my goals. The various buildable units in your unit are designed to complement each others' strengths and weaknesses, and you'll quickly be punished by the CPU for trying to ham with a bunch of OP units that don't properly address stage conditions, enemy positioning, and the available pool of resources the enemy has to call on.
Units can now level up and gain EXP in missions, which helps to increase their effectiveness against enemies. This little addition actually adds a lot to the game.
The changes to CO powers, unit selection, and map design in this game makes Days of Ruin, by far, the most strategically pure and challenging game in the series. The player is now more consistently rewarded for following through on a strategy to route the enemy as opposed to just zerg rushing the enemy in every map (although this can still be employed at times to often devastating effect). Moreover, while CO powers, properly utilized, can help to turn the edge in a battle, their effects are drastically limited and consistently more difficult to trigger. This helps curb the annoying tendency to over-rely on OP CO powers to help you beat a difficult opponent.
While the story itself is fairly serious, thereâs a good bit of goody dialogue between characters that helps to lighten the mood. This is most evident in the âwar roomâ dialogues. Ostensibly designed to help you complete a mission by giving you hints, dialogues in the war room are often filled with amusing scenarios and interactions between characters.
The OST is pure rock and roll, and, even if the compression of the sound files keeps the tracks from sounding as good as they might have on more powerful hardware, itâs compulsively listenable.
The main single-player campaign in DoR is one of the longest and most satisfying in the series.
What I Disliked:
There's not quite as much content as in the previous entry, Advance Wars: Dual Strike. Although you could probably make a quantity/quality argument here. And there's still a ton of content here.
While it was cool at the time, it undeniably sucks that it's now impossible to access content that was gated behind Days of Ruin's online mode. It's also one less mode to engage with if you didn't play the game before Nintendo shut the DS' online down.
While I get the reasons for the change, I feel like the muted color palette of this entry takes away from the series' unique visual identity a bit.
This game was undeniably a step forward for the series on the narrative front, yet the modern player shouldn't expect too much. Characters are incredibly tropey. The plot, while interesting, is a bit underdeveloped, and less unique a decade on, when post-apocalyptic stories have been increasingly common (at the time this released, the only game with a similar theme I can recall is Fallout 3). And while, as previously mentioned, the dialogue can be a lot of fun, there are also moments that skate dangerously close to over-localization. The treehouse crew clearly added a lot of humor to the script that wasn't there originally, and it doesn't always land. In general, I'd say this series was still lagging far behind the Fire Emblem franchise on the narrative front.
The game never really bothers to reward the player for going out of their way to ace missions. Perhaps this should be its own reward, but I always like when games have a tasty-looking carrot to dangle in front of my face and compel me to persist in my quest for perfection. Earlier AW games were better on this front.
Conclusion: A satisfying and lengthy tactical experience that is easy to learn how to play but only really reveals its full potential when the player takes the time to experiment, strategize, and replay missions for better scores. Attempts at making it more of a coherent narrative experience are admirable. Unfortunately, a lot of emphasis was placed on the new online multiplayer mode, which has been long abandoned, and the presentation is never elaborate enough to really sell you on the new direction IS seemed to be taking the famously gameplay-centric series. Ultimately, while I really liked this game, I did kind of miss the old, cheerier aesthetic of previous games.
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