Skip to Navigation Skip to Content
Showing posts with label PSP. Show all posts
Showing posts with label PSP. Show all posts

Size Doesn't Matter

0 comments
Whether it’s on a PS2 or a PSP, Ratchet and Clank feels fantastically the same. I admit that the original PS2 game didn't draw me in like Insomniac’s other popular series, Spyro the Dragon. However, Ratchet and Clank: Size Matters is a well-rounded PSP experience that seamlessly translates the ideas of the original games into a portable experience.

I was surprised to hear that Size Matters was not developed by Insomniac. It was the first project created by High Impact Games, which seems incredible given the level of polish. This is easily explained by the fact that High Impact is partially composed of former Insomniac developers.

While I have not had extensive experience with the Ratchet and Clank series on traditional consoles, I really enjoyed playing through the first couple of hours on the PSP. The Ratchet and Clank series consistently demonstrates solid 3D platformer elements, from the intuitive level design to the clever use of gadgets.

Gadgets were a fun and essential part of many levels. The challenges of the levels encourage the use of different weapons, which creates a fun puzzle feel. The hack-and-slash method doesn’t work due to the limited resources, such as the rarity of ammo for the most powerful weapons. Not all weapons are used for fighting, such as the grappling hook. While it’s obvious when to use a grappling hook for crossing gaps, the weapon can be used to move objects in the level as well. This lends a realism to the world and makes the game more fun.

One particularly strong moment in Size Matters was when I got to take play as Clank. He gained control of a small team of mini robots, which I could then control with basic commands. These robots were too short to climb up to certain platforms, so there was a launching device to fling the mini robots to higher ground. I really enjoyed being able to command a small team and then fling them around without fear of harming them. I would feel terrible launching a cat or some other living animal, but these endearing robots felt no pain and bounced around without even getting a scratch.

My only complaint about Size Matters is that some parts felt much more difficult than others. I'd be progressing just fine and then I'd get stuck at something trivial for several minutes. With a limited character improvement system, it became frustrating; I felt that certain parts required more luck than skill to advance. Perhaps I just need to get more familiar with platformers.

Overall, Size Matters was an enjoyable experience. The graphics were strong and the game successfully utilized some of the best mechanics from the console games. It was a near identical to a console experience on the small screen, proving that size doesn’t matter when it comes to making a strong Ratchet and Clank game.  

Barriers to Play

0 comments
My family was in town this weekend, as my sister was graduating. They love to ask me questions, especially about the game industry. I have a lot of support from them for my chosen profession, but it is interesting to see how my perceptions have been shaped from a very different society.

I grew up in a time when multitasking was incredibly common, if not required. Often when I play games, I do something else at the same time, such as reading a strategy guide, talking to my sister, or even talking on the phone. I always try to show respect towards the people I am talking to when multitasking, and never attempt to play when someone is having a serious conversation with me.

It did not seem unusual to me to bring my DS to the graduation ceremony. I had to be at school at seven in the morning, a full two hours before the ceremony began. I was tired and cranky. I had had little time to play games in the past few days and my family wasn’t talking to me very much. So I pulled out my DS and began playing Puzzle Quest with the sound off.

Puzzle Quest is the type of game that doesn’t require my full attention every second. I find it relaxing to work through a puzzle while doing something else, like talking to people. Also, I have no time limit for my turns in the game, allowing me to respond to the outside world when I want. I thought it wouldn’t be a problem to play, as I felt I would be a more attentive listener later if I had a little time then to enjoy my game.

Unfortunately, playing my DS caused a fuss. Suddenly I became the center of attention, and all my relatives wanted to talk. I would listen and respond like a normal participant in any conversation, but my family kept teasing me about playing games. “We’ll have to take it away from you,” they joked, even though the half-hour marching of the graduates was still a good 20 minutes away.

I grew frustrated with the lack of acceptance for my game at that particular moment and put it away after only 15 minutes. I began to wonder why I was so frustrated. If my family supported my interest in games, why were they offended that I would take a few minutes to play around them?

I soon realized that my relatives weren’t as familiar with the idea of multitasking. While multitasking has become a necessity for me, the idea that I could play a game and still pay attention to my family was foreign to them. They saw me as actively ignoring them and rightfully felt upset. I realized it was probably a mistake to play in front of them.

However, my sister’s boyfriend understood how I felt. He also has Puzzle Quest, but his version is for the PSP. At one point, we left my sister’s graduation party for a few minutes to see if we could play against each other. Unfortunately, the PSP and the DS are not compatible for wireless multiplayer functions. I had no idea the PSP version was set up so differently but, with only one screen and no stylus, it makes sense that it would look like another game.

I did find some time to play Puzzle Quest later, but it was mainly on my own. People like my sister’s boyfriend understand the desire to play, even in the company of others. Yet many people, like my relatives, have not been around games long enough to see how much they have become a part of our culture and a major component of my life. I hope that someday, in the near future, playing games in public will become mainstream and people will understand the how games can help calm and exercise the mind.  

One Addicting Quest

0 comments
When my sister, who doesn’t play a lot of games, tells me I should get a game, I tend to believe her. She had tried out Puzzle Quest on her boyfriend’s PSP and had fallen in love with it. She told me I would love it because it was like Bejeweled crossed with an RPG. I was sold. I picked up a copy shortly thereafter.

As I have been actively avoiding Chocobo Tales, I needed something new to play, so I finally opened up Puzzle Quest. I wasn’t impressed by the opening credits (in place of fancy cutscenes), but the game itself was incredibly addicting. I was going to play it as I got my lunch ready, which turned into playing during lunch and for most of the afternoon. Surprisingly, one of my most difficult moments was trying to get past the training level, but I shortly developed a strategy for battles and beat it.

Strategy is a large part of the battles, which are basically puzzles like in Bejeweled. You take turns moving pieces in the puzzle, so you always have to think one or two moves ahead. For example, matching three skulls causes damage, so you have to be careful not to create a match that would allow your enemy to match three skulls on his or her next turn.

However, even the most sophisticated battle strategy can be ruined in an instant due to the large influence of chance in any battle. There are a large number of pieces above the board that fall in as other pieces are matched and removed from the game. These can be in any order, and your enemy can suddenly do massive amounts of damage or get three extra turns in a row despite your best intentions. More clever strategists plan with this sense of chance, such as matching pieces only in certain rows where it is highly unlikely for a large number of skulls to fall into place and harm you.

Puzzle Quest is very engaging and seems well-designed. It is a pared-down RPG that makes a great game for a portable system like the PSP and Nintendo DS. I can pick it up for five minutes and solve a puzzle. Unlike normal RPGs where it’s a hack-and-slash battle, the fighting system is good for my brain. I play Puzzle Quest to relax and take a break. I really enjoy it and I’m excited to see how it progresses as I continue to level up.  

Loco for Loco Roco

0 comments
My sister is not really someone that I’d consider a “gamer.” She likes to play games, but she is very specific on what she plays. She mainly likes fun, short games like Rayman Raving Rabbids, Katamari Damacy, and Guitar Hero. This is why I was surprised to see her come home one day with a big grin on her face.

“I just played the most awesome game!” she exclaimed. “It’s called Loco Roco and there are a bunch of little guys who sing like this…” She then went on to sing in a voice that resembled someone who had just inhaled helium. I just stood there for a minute, in shock. There was actually a game that sang in that ridiculous voice she found so amusing? And people bought it? This was news to me.

It turned out my sister was telling the truth. This game really was about a bunch of happy, signing, rounded creatures. It was a PSP game and her boyfriend had bought it (for himself). They played it together as a bonding activity.

A couple weeks later, I had the opportunity to play this game myself. I was at a dinner party and my sister’s boyfriend pulled it out. The singing started, and it was so happy that I couldn’t help but smile. Everyone else wondered what I was doing, and they liked the music enough to ask me to plug it into speakers so they could listen, too. While the game may seem like it could be a rhythm game, it’s actually more of a normal platformer…except for one thing: the controls.

Loco Roco’s most innovative feature is how you control the characters by moving the environment. Your only controls are the triggers and one button. The triggers tilt the world, much like the knobs on a wooden labyrinth. Pressing both triggers jolts the world so the characters jump. The other button makes the characters either form into one round blob or separate back into the smaller circles. (Of course, they have a lot to say about either of those actions and will shout in response.)

My sister is also in the game story class with me and she presented this game to our class. We were the only two girls in this class, and I was curious to see how our male classmates would receive it. To my surprise, they laughed at the music and were intrigued. After her presentation, I heard at least three boys say how much they wanted to play the game! It is a ridiculous game, but it’s also ridiculously fun. In an age where almost everything is directly controlled, it’s very refreshing to have indirect control. The game feels so original, and, like Katamari Damacy before it, Loco Roco has the power to captivate my sister.