So, as promised in the last post, I wanted to write a review or four... lessee what I can do :P
Need I say that there are spoilers behind the cuts? So, look at your own risk.
This is the PSP port of the PS2 game "Mana Khemia Alchemists of Al-Revis." The game is supposedly an offshoot of the "Atelier" series, most of which was never released in the US, but supposedly a bit heavier on story than those games. Now, if you're just your average RPG hound who's looking for a heavily involved story, I'm not entirely sure this is for you, but if you love complex item creation systems (aka you're like me and have spent HOURS on trying to create "perfect weapons/armor/accessories/what-have-you" for your characters), this is the game for you.
The game is set up as follows: You are controlling Vayne, a student at Al-Revis Alchemy Academy who, as so often in JRPGs, has lost his memory. The game is divided into chapters (semesters and summer breaks), which in turn are divided into weeks. Semesters can range from four to eight weeks, IIRC. The first and last week usually mark a specific event. From the second week on, there are a number of class periods during which you have to take and complete a class, which usually teaches you things about how to fight, gather ingredients for item creation or actually create specific items. And really, you need these instructive periods, because the game does become quite complex. Based on how quickly you accomplish a set task or how well-made your item is (it depends on the class), you gain "units" based on your grade (from 4 units for an A down to nil for an F), working up towards a set goal for the semester. If you reach the goal before all your class periods are done, you gain extra free time. If you fail to reach the goal within the assigned class periods by failing your tasks, you will have to use one of the free time periods of the semester for detention. In detention, a teacher usually assigns a (sometimes rather annoying) tasks the group has to fulfill, and once that's taken care of, your bad work of the semester is forgiven.
So, what's this "free time" good for then? You have between two and four weeks of free time per semester (in fact, the summer breaks only have free time between the beginning and end events) in which you get to know your characters better. During every week, you can focus on one of your group members and go through an event with them. This often nets you new items or access to areas you couldn't go into before, and counts towards an underlying mechanic which determines which ending you get (apparently, you can get one with each of the other characters). This is where a lot of the "meat" of the story goes on - you get to know your characters primarily through free time, so it is very desirable to have as much as possible of it. The overall story is primarily driven by the "event weeks" at the beginning and end of each chapter. The "class weeks" are very light on story, they primarily consist of fulfilling the tasks set. During free time, you can also accept jobs at the Student Affairs desk, which gain you extra money - and you will need it in order to buy ingredients for your syntheses, since not everything can be found or created, or is not worth the hassle.
So, how do your characters level? Answer: They don't, per se (and this is something that is not explained all that detailed in the game, so it took me a while to figure out). Each character has a so-called "Grow Book", kinda like the grid in FFX. You unlock skills and stat upgrades by synthesizing new items, which are then "socketed" in the Grow Book. Once unlocked, every item has one to three different upgrades associated with it. An example: If you synthesize a Nicro Cloth, one of the earliest items, the item gets socketed in the Grow Book and unlocks a Skill Point, Magic and Strength upgrade. You activate these upgrades by using AP gained after every battle, and you don't have to be picky - once unlocked, all these upgrades can be activated, it's not a pick-and-choose thing.
Battle is also quite complex. Every character has special attacks which can work quite differently. For example, Roxis can manipulate the card grid that controls which character moves when in combat, Nikki can sow out seeds which eventually grow into a giant tree and deal a crapton of damage, and Jess has an attack that throws random (and sometimes rather funny) items at the enemies, which gets "scheduled" in the card grid for multiple turns. Playable characters include a ghost, a precocious cat girl (yes, she does flirt with the whole male contingent of the student body) and a slug-like alien. The main character fights using a cat that can turn into a sword/shield thingy. Once more than three playable characters are available (in the end, you will have 8), three characters are active characters in battle, while up to three characters can be in reserve and switched out. Attacks can be chained using these reserve characters; if all three reserve characters are used in such a chain and Vayne is the last reserve character attacking, a special is performed which can deal vast amounts of damage. Also, attacking enemies' weaknesses and dealing large amounts of damage at once eventually fills up a bar that activates "burst mode", during which player attacks deal more damage. During "burst mode", an objective flashes up (something like "attack with fire" or even something as simple as "take damage"). If this objective is fulfilled, another meter fills up, and once this is full, the "Finishing Burst" option becomes available. Every character has a unique finishing burst, and these are the strongest attacks a player character can pull off.
As you can see, the fighting system is actually pretty involved, but each of these elements is introduced separately, often as part of a class, so it's not as hard to learn as it initially looks like.
The item creation is similarly complex, as mentioned above. You either get recipes from chests in gathering places, buy them from the various shops or discover them by switching around ingredients (usually the initial ingredient - if there is one in the list completely different from the ones usually required to make an item, chances are it will somehow transform the recipe, so a lot of trying around is helpful). This works both for regular item and weapon/armor/accessory synthesis. In item synthesis, you have an elemental wheel spinning during creation. Choosing the element that corresponds with the ingredient (color-coded) will up the alchemic value, choosing the opposite (for example water when fire is required) will lower it. Sometimes lowering the value is required in order to get a certain condition attached to the item, for example for a class or if the item made is an ingredient in another synthesis and a specific effect is desired. You can influence the synthesis further by cooperating with other player characters. Sometimes they just auto-synthesize the item for you, using specific quirks (Muppy synthesizes at random, Anna always aims for high alchemic value, Jess always lowers and so on), sometimes they have a specific effect, such as making the wheel spin slower, raising or lowering the initial value by a percentage or completely resetting it to 0... there are lots of different possibilities.
Equippable items such as armor, weapons and accessories are synthesized down the hall from the workshop using the Athanor. This process does not have the element wheel and is more automatized, but otherwise, creation works quite similar.
The game does not have a worldmap (you choose your destinations from a menu and go there automatically) and features no random encounters - monsters are represented by red and blue blobs in gathering sites. Blue blobs can be destroyed during daytime (as you get stronger, they get more numerous, since they represent weak monster sets), red blobs cannot. If you slice the blobs with your sword, you get initiative in the following fight. If they touch you before you can slice them, they get initiative. During night time, they move around faster and often become stronger, so in the initial stages of the game, it's best not to gather at night. However, later, it might be necessary, as the items found at gathering sites change with the time of day (for example, if you were to gether fruit in the Millenium Tree area, you can get bitter grapes during the day, but higher quality night-in-grapes during the night).
As said, the overall story is not all that impressive and primarily deals with Vayne discovering just who he is. It was serviceable enough, but not something to write home about. However, getting to know the (extremely quirky) other playable characters was a lot of fun, and worth the exploration. I had a ton of fun with this game, and am definitely thinking about getting the sequel to this game (which is out on PS2 in the US now and apparently coming out on PSP next year).
After I got done with Mana Khemia, I was looking for something new to play on the PSP, but all the games I tried out were kinda... meh. Therefore, I picked up my DS again and decided on a whim to try "Phoenix Wright" (especially since I have encountered some big fans of this game series online - you know who you are ;) ). I just finished the first game yesterday. Wow, that was so much FUN!
For those of you not in the Know, who don't read titles either ( :-) ), you play an attorney in this game, and your job is to get a "not guilty" verdict for your clients. However, there are problems with that. For one, this game plays in the near-future, where the court system has been revised so that trials last no more than three days. Furthermore, apparently attorneys and prosecutors also have a responsibility to find investigate their cases and find clues to further their cause. Finally, most of the cases you take on tend to be nearly air tight: It looks as though your defendants are, nearly without a doubt, guilty. As you progress finding pieces of evidence and questioning everyone involved during the investigation phases, you gradually learn more about the events that transpired, and in court, you then have to cross-examine the people you talked to as witnesses and point out inconsistencies in their accounts by presenting pieces of the evidence gathered at the right time. Investigation techniques range from analyzing a piece of evidence from all sides to fingerprinting and uncovering blood stains with luminol spray.
For something that is quite "Visual Novel"-like in appearance with some point-and-click thrown in, this game is actually surprisingly involving, and although the court room proceedings are often quite unbelievable (You'd sentence someone to death on that kind of circumstantial evidence? REALLY?!), the game spins a damn fine and surprisingly coherent yarn. The characters are interesting, mostly likeable and apparently show up again in subsequent games for the most part (well, of course the main characters would, but even side characters like witnesses show up again) - the husband played "Justice for All" and I sponsored such illustrious people as Wendy Oldbag, for example (yeah, the characters often have funny names like that ;) ).
You can save at any point in the game, and especially in later trials, this feature will come in handy. The game can sometimes get frustrating in that you have completely figured out the case, but you don't know which piece of evidence to show at which point in order to indicate this. If you present the wrong thing or at the wrong time, the judge will penalize you, and if you get penalized five times, your defendant will automatically be found guilty, so you want to avoid too much trying around. I have gotten to saving before every cross examination so that I can reset if necessary, and I made it through without ever consulting a walkthrough although there were a couple of places in the game where I had to reset a couple of times (especially during the last trial - that one was a bitch).
Like I said, I had a ton of fun with this game, and I am planning to play the others next.
It doesn't hurt that HOLY SHIT THE PAIRING POTENTIAL IS OFF THE CHARTS IN THIS THING. I am currently reading Wright/Edgeworth slash like a woman possessed, and while I heard that the third game might spit into this particular treat somewhat, I'm enjoying it while it lasts *grins* But even if you're not into fanfic, pairings and all that nonsense, check the game out, it's great even if you usually don't play point-and-click (I sure as hell don't).
Well come on, you HAD to know this was coming, seeing that I've watched Star Trek almost my entire life (started with TOS when I was 5) and was a serious Trekker all the way through my teenage years.
I am happy to announce that, in my eyes, the franchise has been successfully revived. The movie was fresh and fun, I like the new cast a lot - Zach Quinto as Spock is perfect, and Karl Urban as Bones and Simon Pegg as Scotty were made of a ginormous pile of awesome. The other members of the main cast were good, as well, but these three stood out for me.
I will admit that the story had some holes, the villain was kinda dumb (even though the Cthulhu-like mining ship was cool) and there were flaws in the science (Black Holes aren't portals to the past, they turn you into spaghetti!). Also, the Spock/Uhura romance kinda came a bit from left field, although it's pretty damn hot. As long as this fact doesn't reduce Uhura to nothing but Spock's sex pot in the sequels to this and still portrays her as competent professional, I can live with it.
I did like the twist of using the time travel aspect of the story to pretty much reset the franchise from the ground up - as things have transpired differently due to Nero's involvement, this is an entirely new timeline in which things are free to proceed differently. A clever move - this way, pissy fans won't be able to throw shitfits about something not gelling with established canon.
So, yeah, the movie had flaws, but then again, so did the shows more often than not, and let's face it - this kind of stuff is a lot easier to forgive and forget when the end product is as much of a fun ride as this was. This one's a definite DVD purchase for me, and I can't wait to see the sequel. Star Trek is finally back!
And finally, let me talk about the newest Pixar movie, which are usually a must-see (I was one of the people who absolutely adored the hell out of "WALL-E").
This movie actually started out deeply, deeply depressing for me. It at first shows young Carl meeting up with a tomboyish girl, who ends up becoming his wife, and then portrays their life together, and how they ended up never realizing their childhood dream of living at a site in Venezuela, despite trying to save up for it and all. When his wife finally died, I started bawling.
Of course, this only covers the first fifteen or so minutes of the movie. After that, we get to see how Carl, now an old man, gets in trouble with the people on the construction site that has sprung up all around his house and is close to being shipped off to a nursery home as per court order, when he pulls the scene the trailers showed - he releases a whole bunch of helium balloons tied to the foundations of his house and sails off into the sky.
He actually manages to get to Venezuela, but ends up just shy of the location he was aiming for. He ends up meeting his childhood hero, who turns out the villain of the movie, who will stop at nothing to catch a species of bird native to the area. He and his army of talking dogs attempt to catch this bird, which happens to befriend Carl and his young side kick, wilderness scout Russell and whom they are trying to get back to its hatchlings, which it was separated from (the bird is female, but gets dubbed "Kevin" by Russell).
In the end, Carl discovers that his wife didn't spend her final days mourning for lost opportunities to follow their dreams, but that she appreciated the time they spent together and wanted Carl to enjoy life rather than mourn for her in a similar vein. Cue me tearing up again.
This one was a lot of fun, but quite emotional and rather more adult than other Pixar films in the beginning and the end. It has a lot of heart, like most Pixar movies do, and while this one was not quite as good as "WALL-E" or "Monsters, Inc." in my eyes, I liked it better than "Finding Nemo" and "Ratatouille". It's definitely worth your money.
Well, so much for that. I might watch some TV now, and later, I'm gonna start "Tales of the Abyss" and possibly the second "Phoenix Wright" game. Later!