Dynasty Warriors: Gundam 2 Hands-On
Saturday, February 28, 2009Do enough damage to robots to match the gross domestic product of a medium-sized nation in the latest Dynasty Warriors title.
If you've always been a fan of the Dynasty Warriors series but couldn't help feeling that ancient China could use some towering robots locked in fisticuffs, you were probably a fan of last year's spin-off, Dynasty Warriors: Gundam. Therefore you're probably equally excited about the upcoming sequel known appropriately as Dynasty Warriors: Gundam 2. Indeed, the world of hulking robots is as hostile as ever, because there are still battles to be fought, feuds to be settled, and gameplay updates to be added. We've been battling our way through a preview build of Dynasty Warriors: Gundam 2--our first look at it since October's Tokyo Game Show--in order to get a better feel for what to expect out of these updates when the game arrives on March 24.
Dynasty Warriors: Gundam 2 offers a pair of different campaigns. Official mode is the default choice, allowing you to take part in storylines from various incarnations of the Gundam anime series, while Mission mode allows you to play fast and loose with the Gundam universe by taking its characters and mixing them up in new and different ways. Official mode begins with an initial selection of characters that includes Amuro Ray, Kamille Bidan, Judau Ashta, and Char Aznable--a roster that allows you to play the same missions from different sides of the good-versus-evil fence.
Jumping into your first mission reveals a style of gameplay that should feel very familiar to those who've invested any amount of time in the Dynasty Warriors series. In essence, you control a character who parades around a battlefield mowing down dozens upon dozens of similar-looking enemies in rapid, rhythmic succession. Combat is broken down into normal attacks, ranged charge attacks, and SP attacks that you pull off after filling up your SP gauge. The latter can be performed on the ground or in midair and vary in power depending on which SP level you're at or if you're on the brink of death and thus able to let out a hyper SP attack.
At certain points during the battle, you'll need to break from mashing the normal attack button to rush over to enemy commanders who provide a temporary spike in challenge. You'll need to use your full repertoire of moves on them and will often find yourself engaging in a quick-time event that prompts a series of button inputs when the two of you become deadlocked in battle. Successfully completing these missions lets you upgrade your character's level, unlock new characters, and find new parts that you can bring to your friendly neighborhood Gundam mechanic in order to upgrade your mobile suit.
Yes, the action itself ought to feel quite familiar to Dynasty Warriors loyalists. So where should you look to find new content in this sequel? The answer lies primarily in the aforementioned Mission mode. Hardcore Gundam fans ought to squeal with glee at the way this mode will let you submerge yourself in the anime's ecosystem of characters and mobile suits. It begins with a roster selection of such diverse names as Heero Yuy, Milliardo Peacecraft, Seabrook Arno, and Üso Ewin. From there, it's essentially a career mode for your Gundam pilot. The main lobby lets you choose from a variety of missions, alter your suit in the Mobile Suit Lab, dive into your character's stats and bio in the Lounge, and exchange messages with other pilots in the Terminal.
Missions in this mode are broken down into story missions that let you advance your character's plot, but they also include collection missions designed to let you find new parts, friendship missions for increasing your relationship with other pilots, and license missions to help unlock new classes of mobile suits. But if you'd rather just cause some ruckus, there's also a free mission option. Between the mission choice, pilot interactions, and customization options, Gundam nuts should enjoy this part of the game quite a bit. However, if you're not a Gundam nut and you think the name Char Aznable sounds like an ancient form of Aztec rugby, there's probably not a whole lot for you in Mission mode.
Dynasty Warriors: Gundam 2 is slated for release on March 24 on the Xbox 360, PlayStation 3, and PlayStation 2. You can expect to see our review right around then.
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Patapon
The Good
- Superb art design
- Innovative rhythm-based real-time strategy gameplay
- Some varied and memorable level designs
- Plenty of loot to collect for your army
- Excellent value for money.
The Bad
- No multiplayer support
- Replaying hunt levels gets old after a while.
Like Puzzle Quest before it, Patapon is a game that grabs key features from existing genres, squishes them together like different-colored balls of Play-Doh, and then turns them into something far more special than you might expect. For example, if you combined a ball of red and ball of blue you might expect to get a big lump of purple, while a rainbow-colored re-creation of the Venus de Milo would seem unlikely. But Patapon is just that special. Puzzle Quest's nontoxic, nonstaining ingredients included a Bejeweled-style puzzle component used for combat, as well as a character advancement system and storyline that belonged in a role-playing game. Patapon's recipe, on the other hand, blends rhythm-based controls with a horizontally scrolling real-time strategy game. Then--as if that combo wasn't already enticing enough--it sprinkles plenty of RPG-style gear collection and some fabulous visuals from French artist Rolito on top. In short, Patapon is unlike any game that has come before it, and with a retail price that's half of what many PSP games sell for, our recommendation of this ingenious recipe that has been masterfully realized is a no-brainer.
Developed by Interlink, the same studio responsible for 2006's Loco Roco, Patapon casts you in the role of a deity who is worshipped by the titular tribe. The Patapon have fallen on hard times since being forced from their homeland by the evil Zigaton army, and you're their best shot at ever reclaiming it. Since you've showed up in their hour of need, you've also been tasked with leading the tribe to a mysterious place called Earthend so that they might gaze upon a sacred object known simply as "IT." The Patapon are a tribe of adept warriors, but they're clueless without someone to lead them and won't do anything without first being told to by The Almighty. That's you.
You interact with the tribe using a set of four battle drums, which are mapped to the PSP's face buttons. Orders must be given to the tribe in time with a beat that's constant throughout every mission using different sequences of four drum notes. Simple orders, such as "advance" and "attack," are enough to get you through the early levels. But you'll learn others, such as "charge," "defend," and "retreat" as you progress through the game. Furthermore, you'll learn to use your godlike powers to perform four different weather-changing miracles that can be used to give your archers' arrows a tailwind or to unsettle a boss with an earthquake among other things.
Archers, which are known as "Yumipon" in-game, are one of six different unit types that you'll be adding to your army's ranks as you battle your way toward Earthend. The others, which also have different names that will mean nothing to you, are essentially foot soldiers, spearmen, cavalry, musicians (whose tubalike instruments launch deadly projectiles), and heavies armed with oversized maces or hammers. You can only take three different unit types with you on each mission, and you can use a maximum of either three or six of each of them depending on their size. Inevitably, you'll have favorites, but choosing the correct units for a given level is every bit as important as giving them the right orders once a mission is underway.
The 30-plus missions offer plenty of variety and come in three distinct flavors: hunts, battles, and bosses. Hunting levels are a way for you to gather resources from the occasionally bizarre and mostly harmless indigenous creatures of the Patapon's world. Battles against the Zigaton army are objective-based (rescuing a captured Patapon or escorting a catapult to and then destroying a Zigaton base, for example). Because you get to pick up any weapons dropped by fallen enemies, battles are also a great way to improve your army without spending resources. Boss encounters are the most challenging missions the first time you play them because you need to figure out and memorize the bosses' attack patterns before you really stand a chance of issuing the right orders to your forces in a timely fashion. Bosses modeled after dinosaurs, giant crabs, sandworms, and carnivorous plants make up much of the roster, but even those with similar appearances offer quite different challenges. Furthermore, after beating a boss you have the option to go back to face it over and over again. And it gets tougher each time you do.
Replaying boss levels is fun for a while, and the number of times you can beat a boss is a pretty good measure for the strength of your army. Hunting levels can also be replayed as many times as you like, though they don't get any more difficult and offer no challenge whatsoever after a while. This is unfortunate because hunting levels are the only quick way to earn the ka-ching (Patapon's life-giving currency) necessary to create new units for your army. But replaying them over and over again--which you'll have to do at times--gets old pretty fast. Battle levels are the only ones that can't be replayed, which is also unfortunate because they're the most enjoyable missions of all and you'll rarely get new weapons for your army any other way.
When you're not leading your Patapon army on a mission, there are a number of things to keep you occupied back at the tribe's home base. A handful of rhythm-based minigames that are unlocked during missions can be played here to earn extra resources and, in one case, to prepare attribute-boosting food for your army. There's also a life-giving tree of sorts where you can plant resources, such as meat, rocks, and alloys to birth new warriors for your ranks. The quality and rarity of the materials that you use here will have an impact on the appearance and attributes of the warrior that's created, but you'll also need a lot more ka-ching to make it happen. Regular Patapon units are black and white; to paraphrase an insult from a Zigaton enemy, they look a lot like eyeballs with limbs. When you create stronger, faster, or fire-resistant units (to list a few examples of what's possible), the eyeballs change color to blue, orange, or green and occasionally sport some quite unusual headgear that prevents them from wearing any helmets you pick up from fallen Zigatons.
As is the case in many role-playing games, collecting armor and weapons is one of the more compelling features of Patapon. Your army of eyeballs will look mighty impressive by the time you reach the end of the game. Because the game's loot selection is so large and varied, it's also unlikely it will look the same as anyone else's. Some of the more ornate helmets dropped by mini-bosses are guaranteed to end up in your armory at some point, but there are plenty of swords, spears, shields, axes, maces, bows, and other weapons that you might never see even if you played through the entire game two or three times. Incidentally, it took us a little more than 13 hours to play through Patapon the first time, though we admittedly spent a lot of time experimenting with weather miracles and the like to uncover secrets. We also made a point of beating all of the bosses several times over simply because we enjoyed doing so. You're free to continue playing even after you've beaten the final boss, by the way, which would be great, except that there's very little motivation to do so. Yes, the game is still fun and the bosses continue to get more challenging. But what Patapon really lacks is some way for you to show off your army, its gear, and its achievements to other players on a leaderboard or in a multiplayer mode.
Patapon is a strategy game with some great boss encounters, as well as plenty of different weapons and armor pieces to collect. But first and foremost, it's still a rhythm game. If you can't keep a beat, you'll struggle to string together combos of orders, which will result in your army standing around hopelessly anytime it is unsure about what to do. Fortunately, the game's lighthearted soundtrack (not to mention a pulsating border around the screen) is helpful in this regard, and once you settle into a rhythm, your army will even start to sing along. Patapon's audio design, like that in LocoRoco, is something that you're either going to love or hate, but even those of you in the latter camp are sure to raise a smile at times. For example, there's a baby mountain that lets out a cute chuckle when you play music on its toes in one of the minigames, and in some of the later levels, the music you've come to rely on for rhythm guidance seems purposefully composed to confuse you, which is a neat touch.
There's never been a game quite like Patapon before. Its combination of light real-time strategy and rhythm is as superb as it is surprising. Anyone with access to a PSP would do well to check it out.
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