Track & Field II3Q2015 issue

Spir­it of an Olympic champion

Hear­ing the name Track & Field II eas­i­ly cre­ates pow­er­ful nos­tal­gia in me. I was a young girl learn­ing the ins and outs of an NES in 1989 when my old­er broth­er, Tony, brought home the Olympic con­test title. It was the last year that we lived in the same house and had time to sit down and play video games togeth­er. That was the year that I learned what it meant to duel an old­er sib­ling who had far bet­ter hand-and-eye coor­di­na­tion and reflex­es and why teenagers seem to do much bet­ter at games than lit­tle kids.
I’m no Olympic ath­lete so I’d rather try my hand at the dig­i­tal ver­sions. Track & Field II offers a vir­tu­al boun­ty of events from which to choose, and all of them are pret­ty faith­ful­ly recre­at­ed from their orig­i­nal coun­ter­parts. There are 12 events to choose from, with three that can be cho­sen in dif­fer­ent modes or as spe­cial events.
The events, rang­ing from hur­dles to gym­nas­tics and swim­ming, are fun to try but frus­trat­ing to learn the nuances. It took con­sul­ta­tion with Tony, an NES Max con­troller and many years to get the hang of cer­tain events. This is most­ly because there wasn’t a lot of info out there in the days before the Inter­net and because, again, I had ter­ri­ble untrained coor­di­na­tion and reflex­es. Even today, with a wealth of tips out there, it’s still hard to get a bull’s‑eye in the archery, and it’s been near­ly 30 years. Graph­i­cal­ly, there’s a few things to look at, espe­cial­ly for an NES title. It’s not going to set the world on fire but the graph­ics are fine for the time peri­od and don’t detract from the over­all experience.
The music, while not espe­cial­ly mem­o­rable, is still ser­vice­able. It’s not some­thing you’re going to be hum­ming well after you’ve put down that tur­bo con­troller, but it’s not bad, either. A lot of the tracks are well done and fit the gen­er­al mood of the event you’re par­tic­i­pat­ing in. There are a lot of sound effects in the game and they are gen­er­al­ly what make the game what it is.
The nos­tal­gic fac­tor is what keeps me com­ing back to what is a gen­er­al­ly frus­trat­ing game. That nos­tal­gia is what turns a poten­tial­ly con­troller-throw­ing hur­dles event into a first-place tri­umph over a noto­ri­ous­ly hard A.I. that likes to pun­ish at every chance.
It’s my chance to feel like the Olympic cham­pi­on that I will nev­er be.

Donkey Kong Jr. — 3Q2015 issue

Like father, like son

I don’t believe there is any­one who reads GI who doesn’t know that I don’t care for Don­key Kong. By now, it should be painful­ly obvi­ous that I don’t care for the simian’s retro exploits or his more recent out­ings, either. It’s not that I don’t respect what the great ape has done for gam­ing; it’s more that I feel he gets cred­it for mediocre-to-hor­ri­ble games. Don­key Kong Jr. falls on the low­er end of the spectrum.
Much the same tripe as the orig­i­nal, you’re tasked with sav­ing some­one by mov­ing across hell and high water. But wait, this time it’s dif­fer­ent! No, you aren’t sav­ing Pauline this time around; no, you’re Don­key Kong Jr., the scion of Kong­dom sav­ing your incor­ri­gi­ble father from the clutch­es of evil human Mario. The fact that anoth­er ape has to save his parental fig­ure from Mario in a com­plete role rever­sal begs sev­er­al ques­tions: Where was Junior when his father was kid­nap­ping inno­cent maid­ens and run­ning ram­pant? Why would Mario even both­er to kid­nap the great ape in the first place? Sure, there’s the motive of revenge, but you’re nev­er going to get your ques­tion answered, try as you might. You just have to accept that DK needs sav­ing and it’s up to you, his reli­able off­spring, to do the job.
Hop­ing that your adven­ture in sav­ing your father is worth it, the game tasks you in uti­liz­ing a jump­ing and climb­ing mechan­ic that may or may not work, depend­ing on where you are height wise. Any fall more than a few pix­els high will kill you, which makes about as much sense as the kid­nap­ping caper you seem to be embroiled in. Who­ev­er had the bright idea to make jump­ing a chore and maneu­ver­ing your ape around impos­si­ble obvi­ous­ly didn’t get that this was a bad design deci­sion imme­di­ate­ly. See­ing as though they are the only skills your ape has, it would have been a lit­tle bit wis­er to make those work well.
Instead, you’ll watch Junior repeat­ed­ly get eat­en alive by croc­o­diles (we’re not sure why a plumber would employ these dan­ger­ous live crea­tures to kill an ape), nailed by ran­dom falling objects and fall to his obvi­ous and hor­rif­ic death, all because he’s under­de­vel­oped at jump­ing and climbing.
And while you’re wit­ness­ing this obvi­ous act of poach­ing, it’d be wise to use some head­phones. The music, much like the orig­i­nal game, isn’t the great­est and it will get monot­o­nous imme­di­ate­ly. Don­key Kong Coun­try this isn’t.
Your best bet is to try the game just for the nos­tal­gic fac­tor in see­ing a pret­ty rare char­ac­ter; Junior was last seen, by my count, in Super Mario Kart for the SNES. He isn’t putting in too many oth­er appear­ances and maybe, just maybe, it was this trip out of the jun­gle that con­vinced him to let his father do all of the adven­tur­ing in the fam­i­ly. This bar­rel isn’t full of laughs or a blast.

Onimusha 2: Samurai’s Destiny — 3Q2015 issue

Onimusha 2 has ele­ments of sat­is­fy­ing sequel

Pre­vi­ous­ly, I reviewed the first game in Capcom’s crit­i­cal­ly acclaimed series Onimusha, where his­toric fig­ures and moments in Japan­ese his­to­ry were mixed with action/adventure gam­ing, third-per­son com­bat and brief moments of puz­zle solv­ing. After play­ing the first game, I won­dered if the sec­ond install­ment would keep the suc­cess­ful for­mu­la and raise the bar for future install­ments. When I received Onimusha 2: Samu­rai Des­tiny, I put on my cus­tom-made samu­rai armor and pre­pared to have my ques­tions answered.
Onimusha 2 con­tin­ues the plot of cho­sen war­riors work­ing to pre­vent Oda Nobuna­ga from uni­fy­ing Japan through the use of demons called gen­ma. Set 10 years after the first game, Nobuna­ga has risen to pow­er despite the defeat of his demon­ic bene­fac­tor Fort­in­bras, who was stopped by orig­i­nal pro­tag­o­nist Samanouske Akechi. With Samanouske in hid­ing to per­fect his new demon slay­ing abil­i­ties, it’s up to Jubei Yagu to take up the sword and acquire five leg­endary orbs and use them to stop Nobuna­ga before his dark plans of con­quest becomes real­i­ty and demons become the dom­i­nant species of Earth instead of man.
Game­play in Onimusha 2 remains the same but does have some new ele­ments. Dur­ing com­bat with ene­mies, you can still fight through ene­mies, but if timed cor­rect­ly, Jubei can per­form “Issen” (light­ing slash) on var­i­ous ene­mies, allow­ing him to con­tin­ue for­ward, giv­ing him a brief minute to defend him­self or retreat. Anoth­er ele­ment is the require­ment to solve cer­tain puz­zles to obtain cer­tain items or gain access to cer­tain areas. For these puz­zles, I high­ly advise uti­liz­ing patience and strong mem­o­riza­tion as they have a much stronger effect in Onimusha 2 than in the first game. The final new ele­ment is role play­ing that enhances the sto­ry­line. Jubei can not only inter­act with non-playable char­ac­ters, but also gain allies who will give infor­ma­tion or assist him in boss bat­tles pro­vid­ed he is in con­stant con­tact with them or if his allies are not involved in their own plans to defeat Nobunaga.
In addi­tion to new allies, you will notice that Jubei is nor­mal­ly equipped with his sword, but can acquire weapons such as bows and arrows, a matchlock gun and oth­er weapons that use the pow­er of nat­ur­al ele­ments. Jubei does have two oth­er advan­tages to help as well: The abil­i­ty to tem­porar­i­ly trans­form into Onimusha with enhanced attack pow­er; and, the pow­er to acquire var­i­ous souls with­out the use of a ogre gaunt­let to upgrade his armor and weapons.
The con­trols will not present any lev­el of dif­fi­cul­ty espe­cial­ly if the Dual Shock ana­log con­troller is used. You can appre­ci­ate the qual­i­ty of the char­ac­ters’ move­ments in game­play and in the cut-scenes which may make one won­der if they are play­ing a samu­rai adven­ture game or watch­ing a movie.
The music per­formed in this game is excel­lent as Capcom’s sound team always brings their best efforts, guar­an­tee­ing that the music will be a treat. If you enjoy instru­men­tal Japan­ese themes, you’ll prob­a­bly love the soundtrack.
Onimusha 2: Samurai’s Des­tiny did exceed­ed my expec­ta­tions for a game to be con­sid­ered a true samu­rai mas­ter­piece. This not only shows that Cap­com can unleash their bril­liance if they real­ly try, but also shows oth­er devel­op­ers that in order to bring a superb gam­ing prod­uct involv­ing var­i­ous ele­ments of Japan­ese cul­ture, they must will­ful­ly present his­tor­i­cal ele­ments prop­er­ly while craft­ing a high qual­i­ty sto­ry­line. I can not wait to start the next chap­ter of the Onimusha series where the next des­tined hero strikes anoth­er blow to Nobunaga’s ambitions.

Ultimate NES Remix — 3Q2015 issue

The ulti­mate retro package

It’s one thing to trade off of nos­tal­gia. And we all know Nin­ten­do does that often and well. What we don’t often get to see is Nin­ten­do using its his­to­ry to change the way its games are played. Until now. That’s where Ulti­mate NES Remix comes in. The ques­tion is, do you want to play these remixed games again and at what price?
Remix takes a few of your favorites NES titles and adds dif­fer­ent con­di­tions to them in an attempt to spice things up a bit. In Super Mario Bros., for instance, you have to reach the goal in a cer­tain amount of time or defeat a cer­tain num­ber of ene­mies with­in a time lim­it. That’s the mun­dane stuff in the begin­ning. Lat­er edicts get hard­er the fur­ther down a game’s list you go so as to pro­vide more of a chal­lenge. Whether or not you enjoy these chal­lenges depends sharply on whether or not you enjoy play­ing games you prob­a­bly already have played and want to see some­thing dif­fer­ent with­in them.
While the chal­lenges may be dif­fer­ent, there isn’t much else dif­fer­ent about the games. The music and graph­ics from the 8‑bit era remain intact and about the only thing that’s changed is the slick mod­ern pack­ag­ing of the Ulti­mate Remix itself and the addi­tion of leader­boards and cham­pi­onship mode. So, don’t come into this expect­ing depth or some mag­i­cal upgrade to mod­ern day stan­dards of graphics.
If you enjoy the days of yes­ter­year and can and will pay $30 for a com­pi­la­tion chal­lenge pack­age, by all means shell out for Ulti­mate NES Remix. The chal­lenges are amus­ing for the most part, and there are a few extras that make play­ing through the mul­ti­tude of games offered (16 in all) a real treat. But take it with a large grain of salt and look at it for what it is: A chance to drag the orig­i­nal NES games out that you loved as a kid, more than like­ly, to get a piece of your now-adult wal­let. Ulti­mate­ly, this could have been a lot more.

Katamari Forever — 3Q2015 issue

Pho­tos cour­tesy of Gamespot.com

Retread re-roll

The sit­u­a­tion may have changed slight­ly, but the premise is still the same in Kata­mari For­ev­er, the fifth game in the quirky series. Whether or not you’re into the “if it’s not broke then don’t fix it” method of gam­ing will deter­mine if you can stand anoth­er trip to the cos­mos with a katamari.
Just in case you haven’t played a game in the series, let’s get a refresh­er. Kata­mari titles involve rolling up a sticky ball with every­day objects to increase the ball’s size. The larg­er the ball, the more pleased some­one is — usu­al­ly the King of All Cos­mos. That’s because the king is an idiot and rou­tine­ly destroys some­thing relat­ed to his job of pro­tect­ing the cos­mos. His lack of com­mon sense and coor­di­na­tion usu­al­ly means the Prince of All Cos­mos — that’d be you, the play­er — has to cre­ate new stars and recon­struct the cos­mos. This premise has worked for the past four games, and it’s real­ly no dif­fer­ent sto­ry­wise except for the addi­tion of the cousins to help in appear­ance only (added in We Love Kata­mari) and the fact that the king has been replaced tem­porar­i­ly by the Robot King of All Cos­mos. Absur­di­ty thy name is Katamari.
Noth­ing has real­ly changed, mechan­ics-wise, either. There are a few addi­tions to the reper­toire of the Prince, such as the Prince Hop and the King Shock, but oth­er­wise you’re still rolling along to pick up items to make your kata­mari grow. The series isn’t known for its growth and this is a major rea­son why. While it’s easy to con­trol the Prince and maneu­ver the Kata­mari, there still should be some inno­va­tion at this point, five games in.
The sound­track also suf­fers from stag­na­tion. Kata­mari Dama­cy, the first game in the series, was known for hav­ing a great sound­track. As a mat­ter of fact, we’ve laud­ed the sound­track relent­less­ly through­out our lifes­pan at GI. But try as we might, we’re still try­ing to under­stand why there isn’t as much cre­ativ­i­ty used in the musi­cal por­tion of a game that con­jures so many dif­fer­ent cre­ative thoughts. The music of the first game inspired so much, yet by the time of For­ev­er, it seems that well has grown dry. It’s still a good sound­track, but I was expect­ing more from this.
Over­all, if you still love pick­ing up a con­troller to save the cos­mos and cre­ate kata­mari, you’ll prob­a­bly be work­ing to stop the Robot King of All Cos­mos. Oth­er­wise, you’re not real­ly miss­ing any­thing you haven’t already seen. Keep rolling by this one if you want a fresh experience.

LittleBigPlanet — 3Q2015 issue

Pho­tos cour­tesy of Gamespot.com

A class in mas­ter crafting

There are always games that come with a cer­tain amount of hype. These are the titles that every­one raves about but wind up on your nev­er-end­ing pile of shame. You’ll prob­a­bly buy it but nev­er actu­al­ly get around to play­ing it or play­ing it long enough to see what all the fuss is about. Lit­tleBig­Plan­et is one of those such games.
Quirky is the first adjec­tive I’d use to describe the plat­form­ing game fea­tur­ing Sack­boy, an anthro­po­mor­phic crea­ture that’s fea­tured front and cen­ter at the heart of the game. Sack­boy can be Sack­girl as well, and that’s part of the charm of the game. It can be what­ev­er you want it to be and do just about any­thing you want it to do, in the name of get­ting from point A to point B. The quirk­i­ness comes in the fact that the envi­ron­ment in which it does so is all about Play-Share-Cre­ate. The lev­els of Lit­tleBig­Plan­et are meant to be user-cre­at­ed and shared for online play among the LBP com­mu­ni­ty, so the depth of the game is imme­di­ate­ly obvi­ous and worth the price of admis­sion alone.
Con­trol­ling Sackboy/girl is sim­ple, yet not with­out its prob­lems. It’s much like play­ing any plat­former of the past 20 years and the con­trol scheme is sim­ple and intu­itive in let­ting you fig­ure out what to do and how to apply it lat­er. Where it fal­ters is the jump­ing mechan­ics. While obvi­ous and sim­ple, the jump­ing does feel slight­ly off and floaty, which is a prob­lem in a game that relies on that mechan­ic to car­ry it. It’s annoy­ing to have to re-do sec­tions of a lev­el sole­ly because of a missed jump, and that detracts from the core experience.
While the mechan­ics could use tweak­ing, not much else needs work. The sound­track is fan­tas­tic and fits the game per­fect­ly. It’s a good mix­ture of indie folk and pop, and it imme­di­ate­ly reminds of the bril­liance that is Kata­mari Dama­cy. The graph­ics are also in the realm of per­fect and evoke a cer­tain sort of charm that begs more playthroughs just to see what devel­op­er Media Mol­e­cule could come up with next. It’s breath­tak­ing and sim­plis­tic, like a child’s world come to life, and begs to be admired.
Lit­tleBig­Plan­et is one of the few games of the past few years that demands to be played and war­rants pur­chase of sys­tem just to play it. If you haven’t both­ered to play it by now, you need to stop what you’re doing and get on it. It has its minor prob­lems but they’re noth­ing to keep you from enjoy­ing what’s con­sid­ered a mas­ter­piece. It’s worth every moment of its Play-Share-Cre­ate moniker.

Devil May Cry — 1Q2015 issue

Cap­com’s instant action plat­form­ing classic

In pre­vi­ous install­ments of Otaku Cor­ner, I reviewed man­ga based on Cap­com’s Dev­il May Cry. Ever since DMC’s arrival in 2001, it has grown from a crit­i­cal­ly acclaimed series to writ­ten and visu­al adap­ta­tions in comics, writ­ten nov­els and oth­er var­i­ous mer­chan­dise. Orig­i­nal­ly set in the Res­i­dent Evil uni­verse, because of tech­nol­o­gy restraints and an expand­ing reverse sto­ry­line from Res­i­dent Evil, the series was port­ed to the PlaySta­tion 2. Hav­ing enjoyed expe­ri­enc­ing the man­ga’s action, I won­dered if I would feel the same when I played the first DMC game? I was about to find out.

Dev­il May Cry has ele­ments that are sim­i­lar to Res­i­dent Evil; the only dif­fer­ence is that you will be deal­ing with super­nat­ur­al ene­mies instead of those who were cre­at­ed by uneth­i­cal sci­en­tif­ic exper­i­ments. You assume the role of Dante, a demon hunter/investigator who uses his skills to exer­cise demons for prof­it and to avenge the loss of his fam­i­ly from said crea­tures. One night while work­ing, Dante is hired by a mys­te­ri­ous woman named Trish, who after a brief but amaz­ing test of Dan­te’s skill, hires him to go to an aban­doned cas­tle where Mundus, the demon who is respon­si­ble for the death of Dan­te’s fam­i­ly, is plan­ning a return from hell. Unknown to our badass hero, he has tak­en on a a job that starts out as an oppor­tu­ni­ty for vengeance, but soon will unlock an ancient birthright and his true des­tiny as mankind’s newest pro­tec­tor against demon­ic forces.

Game­play in DMC is a com­plete 180 from Res­i­dent Evil as the bat­tle style is more melee com­bat that run­ning and hid­ing from zom­bies. I found the con­trols pret­ty easy to use, thanks to the ana­log sticks that allow plen­ty of free move­ment to jump and take full advan­tage of Dan­te’s sweet com­bat moves. You will love it when Dante gets to busi­ness imme­di­ate­ly with use of his twin hand­guns that can infict dam­age rapid-fire style and his awsome­ly designed sword Alas­tor that can be upgrad­ed to unlock new attacks. He also has a BIG trump card to real­ly make the demons howl with the use of “Dev­il Trig­gers” (think Goku or Veg­e­ta going Super Saiyan with an arse­nal of weapons and being in god mode).

The graph­ics are beau­ti­ful as Cap­com devel­oped a great game engine and made great use of the PS2’s tech­no­log­i­cal capa­bil­i­ties to bring out the action with­out using the god-awful cam­era angles found in Res­i­dent Evil. I per­son­al­ly liked how each cutscene brought DMC’s sto­ry­line togeth­er with­out any over-the-top dra­ma. The ene­my vari­ety is good, too, rang­ing from demon mar­i­onettes to giant owls and oth­er demon­ic crea­tures. I enjoyed the voice act­ing because it was not forced, flow­ing in sync with the game’s plot. I am proud to say that I would def­i­nite­ly replay this game when I’m feel­ing like I want to rip some demons apart.

Dev­il May Cry is a stand­out orig­i­nal game that is wor­thy of its praise from gam­ing crit­ics the world over. I find this anoth­er tes­ti­mo­ny to the fact that Cap­com can do them­selves and their cus­tomers jus­tice by being true to their craft. I was pleased with my first DMC gam­ing expe­ri­ence and await more in future install­ments of this series.

Mega Man X54Q2014 issue

Pho­tos cour­tesy of http://www.GamesPress.com

Duo team attack finish

MMX5 takes place sev­er­al months after the events in Mega Man X4, dur­ing which the giant space colony Eura­sia has been tak­en over by an unknown reploid known as Dynamo as it was under­go­ing exten­sive repairs. As a result, a com­put­er virus infect­ed Eurasi­a’s grav­i­ty con­trol sys­tems, send­ing it on a col­li­sion course with Earth. At the same time, Sig­ma and his new band of Mav­er­icks have tak­en con­trol of var­i­ous areas that have equip­ment capa­ble of pre­vent­ing Eurasi­a’s fall, and he has also launched his own virus across the globe. X and Zero, under orders from their new leader Sig­nas, must go to those areas to acquire the equip­ment need­ed to stop Eura­sia, and send Sig­ma back to the scrap heap once more where he belongs. 

MMX5’s game­play remains the same as any reg­u­lar action-adven­ture game. You can chose between using X and Zero, who each have unique abil­i­ties. I chose Zero because of the option to use his Z‑Saber and Z‑Buster as more effec­tive com­bat tools, and also because of his stronger jump­ing abil­i­ties. MMX5 allows both char­ac­ters to be swapped out dur­ing the stage select screen, pro­vid­ed you choose before time runs out. This adds fresh­ness to the game­play, keep­ing the game from being too mun­dane or too com­fort­able for a cho­sen character. 

I liked the fact that there are new armors in the game that X can start off with. The Gaia armor from MMX 4 is less pow­er­ful but still gets the job done. You can find oth­er armor sets that will give you an advan­tage, with good old Dr. Light pro­vid­ing insight about them. He has also made a spe­cial armor for Zero that you will find lat­er on. I also want to note that if play­ers pay close atten­tion, there will be some back­ground scenes in MMX pay­ing trib­ute to clas­sic Mega Man and Mega Man X games.

The plot of the game, while a good sto­ry­line point with stop­ping Eura­sia, may frus­trate you because you would have to defeat the first four Mav­er­icks and lat­er be told that two were devel­oped simul­ta­ne­ous­ly with­out pre­vi­ous knowl­edge of both plans. I also ques­tioned the devel­op­er’s method of stage plan­ning when they placed Dynamo in near­ly every mid bat­tle to delay either X or Zero with­out any strong chal­lenge, and I ques­tioned why, dur­ing Duff McWhalen’s stage, it takes a huge amount of game time to fight off a sub-boss that required run­ning and fir­ing just to keep it at bay.

Despite some frus­trat­ing issues, MMX5 is a great game to kill time with and shows how — with prop­er care and fresh ideas — a gam­ing fran­chise can still be rel­e­vant. Get the pic­ture, Capcom?

Mega music

Cap­com always had a cre­ative knack for nam­ing Mega Man adver­saries. Mav­er­icks in X5 are based off of the orig­i­nal band mem­bers of the rock group Guns N’ Roses.

Griz­zly Slash — Slash
Squid Adler — Steven Adler
Izzy Glow — Izzy Stradlin
Duff McWhalen — Duff McKagan
The Skiv­er — Michael Monroe
Axle the Red — Axl Rose
Dark Dizzy — Dizzy Reed
Mat­trex — Matt Sorum

Harvest Moon: Back to Nature — 4Q2014 issue

A life that’s sec­ond nature

A life of farm­ing is nev­er sim­ple. Ask any farmer and they’ll tell you: It’s a tough, tough job that requires before-dawn ris­ing and at-dusk retir­ing that repeats itself over the course of many a day. There’s also the fear of Moth­er Nature wreck­ing your liveli­hood and out­side forces such as oth­er humans steal­ing from you and run­ning you into ruin. But, thank­ful­ly, you can avoid all of that and expe­ri­ence the joy of liv­ing off the land at its finest, dig­i­tal­ly if you so choose, thanks to Nat­sume’s Har­vest Moon: Back to Nature. And, if you play your cards right and take time to pull your­self away from dig­ging up your ground, you can find your­self a cer­tain Mrs. to share the farm­ing duties with as well.

Back to Nature is the best game in the long-run­ning series. I say this with con­fi­dence because it’s one of the only titles in the series to have been remade mul­ti­ple times with the same set­up, just dif­fer­ent char­ac­ters. Every mod­ern Har­vest Moon title takes its cue from Back to Nature, as well. The main goal, which stays the same through­out the series, is to take a farm that’s fall­en into dis­re­pair and make it into a prof­itable bas­tion of hard work and suc­cess. Your char­ac­ter works to accom­plish this by pulling up his boot­straps and putting in a lit­tle elbow grease with lit­tle to no help from any­one else, aside from the gnomes he meets tucked away in the crease of the town.

Speak­ing of the town, you’re tasked with meet­ing folks and forg­ing some type of rela­tion­ship with them so that you are con­sid­ered neigh­bor­ly. The town’s set sched­ule makes for inter­est­ing inter­ac­tions and a type of sched­ule plan­ning not unlike Ani­mal Cross­ing. While you’re work­ing to save your farm and chat­ting up the towns­folk, you’re giv­en a third task of find­ing a suit­able lass in town to wife up. If you can man­age to put a ring on it by woo­ing your intend­ed (there are five love­ly ladies that you can choose from to pur­sue with vary­ing likes and dis­likes), you’re all but guar­an­teed to earn your place in the town and be allowed to stay.

Back to Nature is deep, extreme­ly deep. So much so that it takes quite a bit of time just get­ting the farm up and run­ning in a prop­er man­ner that you might make mon­ey to sus­tain it. And that’s mis­sion accom­plished for Back to Nature: Get you involved and think­ing hard about what it is you want to accom­plish in your town. That lev­el of inter­ac­tion is sim­ple to begin with, and with decent con­trols it does­n’t get too much hard­er to main­tain. It’s one of the things that I love about Back to Nature. It does­n’t press too hard about mechan­ics and there’s a wealth of infor­ma­tion with­in the game about crops and car­ing for ani­mals that can help you main­tain a com­fort­able way of life with­in the game. But some­times, the lev­el of com­fort you want isn’t always with­in reach.

While I praise the con­trols, the effect isn’t always ben­e­fi­cial for you. The game is hard in the begin­ning, some­times too hard for its own good. Take, for exam­ple, the fact that you arrive in town with basi­cal­ly noth­ing but the clothes on your back. You’re expect­ed to suc­ceed and set­tle down there but you have noth­ing tying you there very much. What’s to say that your play­er char­ac­ter does­n’t decide that it’s too much, packs up shop and goes home? It’s not very real­is­tic with some of the things you’re tasked with doing, and start­ing with absolute­ly no mon­ey and try­ing to rebuild a farm is impos­si­ble with no cash flow. 

My next prob­lem comes with the cash oppor­tu­ni­ties afford­ed in the game. With­out cheat­ing, it is near­ly impos­si­ble to become suc­cess­ful and well off. This leads into a larg­er prob­lem with the way time is struc­tured in the game as well. While the time aspect has to be dif­fer­ent than real time, an entire day should not pass with­in near­ly 30 min­utes. It’s extreme­ly hard to get much accom­plished in the ear­ly going and it demands that you must have a rou­tine in place quick­ly or risk being left behind. Sure, you’re giv­en a year or two to get things togeth­er but it’s hard to make things work on the farm, court a girl and par­tic­i­pate in town activ­i­ties all at once in the short amount of time that pass­es as a day. 

Cou­ple it with the sched­ule giv­en to the town and there’s a time man­age­ment prob­lem just wait­ing to hap­pen. The con­trols some­times leave a lot to be desired, too. More than once I’ve had a buck­et that I’ve filled with good­ies from my plot of land emp­ty just far away enough from a bin that it went wast­ed. And more than once I’ve been angered by loss of income because it’s on the ground and not able to be reclaimed. But that’s a fact of life in Har­vest Moon titles, I suppose.

Oth­er­wise, Back to Nature is a great sim­u­la­tion of farm life. It’s a good way to play a dat­ing sim and life sim all at once with very lit­tle con­se­quence for poor choic­es. Get­ting back to nature is an idea all of us need to think of at least once, even if it is to dig­i­tal­ly pair off and make a fast dollar.

Back to basics

Back to Nature, released in 1999 for the PlaySta­tion One, has been remade sev­er­al times. The first remake was released for Game Boy Advance as Har­vest Moon: Friends of Min­er­al Town in 2003. Friends of Min­er­al Town was expand­ed with a side sto­ry, More Friends of Min­er­al Town — which allows play­ing from a female farmer’s per­spec­tive — in 2005. These were lat­er port­ed as Har­vest Moon: Boy & Girl for PSP in 2005.

Thief — 3Q2014 issue

Pho­to cour­tesy of Polygon.com

It takes a thief

You know, once in a while, a game comes along that is just full of fun stuff and guilty

William Har­ri­son, GI con­tribut­ing editor

plea­sures that make you feel all warm and fuzzy inside. Ladies and gen­tle­men, this is that game. Thief is a game that when I first heard about the orig­i­nal — way back when it was only avail­able for PC — I thought it was one of those games I would have liked to play but didn’t think it would be fun. Man, was I ever wrong.

Thief places you in the role of mas­ter thief Gar­rett as he works his way through a city run by a greedy and blood­thirsty Baron and his guard known as the WATCH. Use the shad­ows to your advan­tage and tru­ly make what is theirs … yours.

Eidos/Montreal and Square ENIX put forth a great effort in mak­ing this game a real­i­ty and bring­ing it to home sys­tems. Thief is actu­al­ly the fourth incar­na­tion of the series, set dur­ing the time peri­od around the same time as the Black Plague, I think; they don’t real­ly tell you when it’s set or where it is rel­e­vant to any time peri­od. I only say dur­ing the time of the Black Plague because of the dis­ease that runs ram­pant called the gloom, which is a lot like it.

The stealth game­play is the main rea­son why I’m a huge fan of this game. I like the fact that it’s a major part of the game and there is an achieve­ment for mak­ing it through the game unseen. There is the rat­ing sys­tem where I seem to always strad­dle the line between ghost and oppor­tunist in my quest to see if I’m still as sneaky in stealth games as I claim to be.

As of press time, I haven’t fin­ished Thief but the sto­ry and the free roam­ing aspect are awe­some. At times, I wan­der from the sto­ry to explore, roam aim­less­ly and rob peo­ple blind just like in real life.

The city and the char­ac­ters are beau­ti­ful­ly designed and ren­dered but it seems to be miss­ing some­thing. The music — as far as atmos­phere goes — is OK but it seems that you can’t real­ly hear it. And, a lot of times the inter­ac­tions between char­ac­ters is almost a joke because you can some­times bare­ly hear what a NPC or your­self are say­ing. Appar­ent­ly, sub­ti­tles are a bit of a must to catch every­thing being said.

I’m not quite sure how the old Gar­rett match­es up to the new Gar­rett since I haven’t played the PC titles but hope­ful­ly it’s not too far off. I real­ly do enjoy this game, but it seems that it isn’t real­ly all that long, at least not when you get into the sto­ry-spe­cif­ic mis­sions. There is still a free roam ele­ment there but there are also points where you can’t go back and that seems like it’s pun­ish­ing the play­er and slap­ping you say­ing, “You want to explore?! NOW!? The fate of the world is at stake!!”

Thief is a real­ly good stealth, make-you-feel-guilty-in-a-good-way sort of game and should def­i­nite­ly be played by all. The fact that it’s the fourth game but also a reboot of the series is fine, but the fans of the old­er games may have a prob­lem with the dif­fer­ences. Sound issues aside, this is a hell of a steal.