Category Archives: Review

Mario Galaxy: Shine Get!

After recovering from a trip to the Chicago office for a technical design summit, I finally managed to crack open Super Mario Galaxy and give it a whirl. Considering it is apparently proving out to be the greatest game of all time, my expectations were high.

I was an incredibly huge fan of Super Mario 64, which I put up as my favorite game of all time. That game was a pioneer in so many ways, and its gameplay still holds up quite well today. It had an extremely workable camera that was tuned for each area you went through, and along with its controls, they went unmatched for many years after its release. (Maybe Prince of Persia: Sands of Time, another favorite of mine, finally matched it?)

Of course I was waiting for this game because I would love another Mario 64. Unfortunately I went through this same anticipation five years ago for Super Mario Sunshine and was gravely disappointed. I ask around a lot about what was wrong with Sunshine and I get very vague answers. It had all the trappings of Mario 64, but why did it fall flat? Thinking back I think it was an uncompelling package, another “island paradise” with arbitrary block puzzles sprinkled in. More offensive was that damn backpack/watergun thing. Mario is about motion, and that “clean up the gunk” spray nozzle thing required me to keep Mario in place. What were they thinking?!? Seeing that nobody that I know liked it (and even reviewers retroactively dis that game), but it still netted a 92% on GameRankings, I certainly have to take all the hype for Galaxy with a grain of salt.

Shine Get!
So Sunday I cracked Galaxy open and was drawn in. In a couple of good sessions I went through two full galaxies and probably about 25 stars. I’m a completionist so I went for all the secondary objectives first before moving to the next area.

Here are a pile of impressions:

  • The Wii control scheme, for maybe the first time in my experience, isn’t annoying at all. You move Mario with the stick like you always did, but somehow the disconnected nunchuck feels better than a gamepad stick might, because it isn’t a big slab and can be tilted to help orient you to the action.
  • Thank fucking god they ditched the “flip the wiimote to jump” thing that they toyed with a couple years ago. You just press the A button as you’d expect, which doesn’t give you the 1/4 second delay you get with gestural motion in most Wii games. That would have killed Mario.
    • This is hopefully a very good sign for Wii. It seems like when it was introduced, everyone out there was trying to use fancy whirls and flips to do mundane things. Tilt the wiimote to steer? Wow, dude, you just invented the joystick. Shake the wiimote to make Link attack? You just invented the button, asshole.
    • Some of the wiimote point-at-this mechanics are a bit weird, such as the float-stars that pull Mario along, but they do feel pretty unique and perhaps not easily replaceable with a button (there are advanced techniques like gravity slinging that start to emerge later).
    • The sticky slingshot-thing (where you pull back with the wiimote to fling Mario at a target) certainly could have been controlled with a joystick, but in the end it felt like a fairly versatile game tool.
    • The secondary use of the wiimote works pretty well. Picking up crystals by pointing the cursor at them is a nice diversion when you’re being launched this way and that, and the idea that a friend can hang out and play crystal control is pretty cool. They do have the “shake to spin” thing that gives a bit of my above gripe, but it feels fairly responsive and doesn’t get too annoying.
  • Gravity takes you wherever it wants to. Walking upside-down, leftside-right, frontside-back is disorienting, but somehow he controls and camera manage to bring it home and you quickly adapt. As a result, you get a weird sort of topsy-turvy feeling that somehow you continue to keep control. It’s exhilarating, and addicting.
  • The camera can be a bit disorienting, such as when you are in an upside-down overhead view, trying to head stomp something. Only a couple times was I at a loss for control, such as when Mario is walking on some glass spheres and the camera doesn’t move when he’s on the other side, leaving you staring at Mario’s feet through distorted glass, wondering which way was up. The moment was so magical, however, that I hardly minded.
    • The incredible Psychonauts was the only other game that I can think of that did this well (such as the Milkman level, which for me was the moment the game went from curious to sublime).
  • The puzzles use their main mechanics in very interesting ways. Gravity will flip you this way and that, and it’s also localized, so you’ll meet challenges where you leap up into a zone that snares you with reverse gravity so you land on the ceiling. They could have stumped players, but the mechanics are so well communicated that you just feel totally in control.
  • The “collect crystals” mechanic is pretty weird though. First of all, you can “shoot” them, but so far that mechanic hasn’t been very important… You can use it to stun enemies if you don’t want to risk spin-attacking them or hopping on their heads, but I’m not sure that giving Mario a weak “gun” really added to the game. So far it’s been a redundant mechanic other than a couple times that it was shoehorned in as a required action.Tiny Planet
    • Oddly, the crystals you collectare the same ones you use as ammunition when you shoot. I’m not generally a fan of combining two very opposing purposes into single resources (imagine a shooter where your health was your ammo) because you become gun-shy (no pun intended) about using it. I really avoid shooting crystals very much, but so far the “currency” I’ve expended to unlock stars/doors has been pretty minimal, so maybe I’ll loosen up. I’m just worried that I’ll get halfway through the game and some mushroom-headed star mutant will ask me for 5000 in order to get some super-awesome thing.
    • Also, the “aim to collect crystals” is a bit weird since no other pickups like coins and so on work that way. I’m glad that I can hoover up dozens of the little things in seconds, or even grab them while in flight, but it can be a bit of a mental switch when you scoop up all those crystals and then have to walk over to grab the one coin. Of course it makes sense, because coins regain health, and I’m getting used to it.
  • Moving Mario is easy, as it always is (damn those guys can just nail motion). All the Mario 64 moves exist, but some are easier like the wall-jump (Mario “sticks” to a vertical surface for a quarter second before sliding down, giving you a chance to launch again).
    • The moves, however, are more or less undermined by the spin attack, however, which you can use during a jump to go higher and further. This pretty much negates the need for the old standbys of the triple-jump, crouch-backflip and the crouch-longjump. In a sense it feels like those old moves are just there as a nod to the previous game, although it felt nice and comfortable to know they were there.
  • Sending Mario into space is strange but oddly refreshing. After how stale the “island paradise” felt in Sunshine (what, am I suddenly playing Sonic Adventure again?), this suddenly felt like a wild reinvention of classic Mario themes.
    • However, I did lack a sense of place in some cases. I came to “know” these little chunks of rock, but the early part of the game really felt like I was being led by the nose, getting to a launch star and being sent to another planet over and over again. There wasn’t a sense of “planning” to it, nor did I feel in control of my exploration. But, nobody ever accused Mario of being open-world, so the fact that these paths are mostly linear seems appropriate to the series history.
    • The sight range was incredibly long, and it was amazing to be able to see these little chunks of rock far in the distance. I could even wave my wiimote pointer at them and steal distant crystals from the surface. My only regret was that I didn’t feel like an explorer… I wanted to see that piece of rock in the distance and figure out how to get to it. Instead I just went where the game led me next.

Shadow of the Colossus

  • They still have lives. You pick up the mushrooms to get an extra life, and gaining them is easy. Just like in Mario 64, saving and restoring the game will strip you of all but 5, even if you had 60 of them during a play session. People might consider that mechanic a relic, but it seems very Mario to me.
  • Mario still has some of the greatest personality of any game character in existence. Sure, he’s disgustingly cute as he yips and cheers while jumping around, but god damn is he charming. It never gets old to me.

The best moment so far was Megaleg, where you get thrown onto a little planet with this giant robot with big legs towering over you. Once a leg comes down, you climb up the side of it and onto the main body where you finsih him off. It felt like a unique Shadow of the Colossus moment, but even cooler because of the ridiculous exaggeration of the huge robot on a tiny planet.

So overall, I’m really digging Galaxy. Not sure if it is in “greatest game of all time” territory yet, but it’s probably the best game I’ve played this year so far. It adds a completely new angle to platformers in the way that Portal turned the shooter formula on its ear. If anything, it makes me glad to know that new ideas do still exist, waiting out there for us to find them…

Now Playing: Heavenly Sword

Heavenly SwordAt E3 2006 I was surprised by a game that came out of the blue and had interesting, exciting combat, a very cinematic style and a cool-looking character. On the show floor I played through the arena they showed twice, despite the lines and all the other things there were to see. It was Heavenly Sword, and it was the reason I finally broke down and bought a PS3.

I had a brief moment of doubt when the demo came out and I didn’t have as much fun as I did at E3… it seemed to be missing a sense of context, and the frame rate seemed worse. Nonetheless, since I had owned a PS3 for two months and still had no games, I bought it this weekend and cracked it out on Sunday.

I love it. Screw the people that gave it weak reviews. It’s got:

  • Dazzling visuals: The game is beautiful from the character to the carnage, and never really breaks the polish.
  • Great storytelling: Sure, it’s a beat-em-up, but the story is simple but compelling, and contains some awesome moments.
  • Incredible Audio: The voice acting is top-notch, and when I reached one of the bosses and heard her lilting pizzicato theme song, I realized that there was something really inspired going on.
  • HS_KaiMemorable characters: Like a cast from Metal Gear Solid, the villains are over-the-top and tinged with humor. And Kai one of the most enjoyable characters I’ve seen in a game.
  • Entertaining combat: The combat makes a button-masher look cool doing it, but also has some fine tactical decision-making. However, success does not hinge on memorization of crazy move strings… the actions and responses logically fit into the system of blocking and stances.
  • Mass destruction: Anyone that knows me understands how I love Dynasty Warriors and being able to take down thousands. Part of that is the mild strategic decision-making, but the rest is being able to wade into a huge group and mix it up. Heavenly Sword is all about mass carnage, and the ability to ultimately litter the battlefield with corpses.
  • “Aftertouch” ranged attacks: Holding the “throw” button after hurling or shooting an object allows you to steer it with the tilt axis, and it works surprisingly well (although it makes it hard as hell to have a cat on your lap as you play). It never gets old, and is a blast.

Six hours of gameplay you say? Well, I’ve never been one to shy away from a great experience because of play time.

It’s clear that Sony put a tremendous amount of money behind this game. Often such flagrant spectacle can be wasted, but all the production values and great voice acting took a very high-quality brawler and turned it into a fantastic package to own. I’m glad my PS3 is finally getting a workout.

Archive 3: Hail to the Prince

This was the second article I wrote for Joystick101 in Spring 2004… Sadly enough, around that time, the site was pretty much dying on the vine. It tended to be down a lot. Since blogs and blog sites weren’t really too common yet, this was the only outlet for this content, so my participation in that forum pretty much died with the site. Again, when it was resurrected in 2007 it was relaunched with a WordPress backbone and the old content and community was reset.

Play Appraisal: Observations of a Developer
By Patrick Lipo
March 2004

Hail to the Prince:

When I heard about the development of the most recent sequel to Prince of Persia (PoP: The Sands of Time), I along with many others indulged in skepticism. I loved the original and really enjoyed the second one, and look back at them as the absolute best in action-exploration. I do recognize some of this feeling as nostalgia, however, since they were also excellent examples of gameplay that was common 15 years ago… a 2D world filled with death-defying jumps and quick, easy deaths. Having tried the third title in the series, PoP 3D, it was easy to think of that game’s limitations as evidence that the series could not be updated to a modern 3D presentation without losing its spirit. That third title unfortunately had a very difficult time with establishing a working control scheme and camera, but in addition it focused on giving the player more choices and weapons for fighting (as a gamer might expect in one of today’s games), rather than considering PoP’s pedigree as a game of exploration.

When considering the difficulties that PoP 3D had, I cannot help but appreciate the core elements of the original’s design, and how bringing them to today’s game-playing audience would be quite difficult. For those that have not played the original Prince of Persia, it was a side-view exploration game, where your character progressed through various screens and overcame a variety of death traps in order to continue. It was a fairly brutal game, with sparse checkpoints and unforgiving traps that had to be overcome, including long falls, spring-loaded spikes, slashing blades, collapsing floors, and other instruments of serious peril. While the player did have a health bar to absorb damage from short falls and the occasional swordfight, running afoul of a trap generally meant instant, gory death.

Rube Goldberg:

While it is easy to categorize the Prince of Persia games as exploration mixed with sword-fighting and jumping challenges, after a period of time playing, you find an unexpected game buried within. For example, while some platformers rely on split-second timing and twitch abilities to accomplish their most advanced moves, each of the Prince’s leaps, crawls and dashes are fairly easy to accomplish. In fact, the famous wall-run created for PoP: Sands of Time is so forgiving that it almost feels as though the hero is guided along a track. It and most other of PoP’s moves (most notably in Sands of Time) are actually difficult to do incorrectly assuming you chose the correct time to use that move. Some hardcore gamers bash Sands of Time for that reason, stating that the game strays too close to playing itself rather than providing the player with sufficient challenge. To dismiss the game for that purpose is to miss an important aspect: Once the player has a general understanding of the moves and the obstacles that each move is capable of overcoming, the game becomes as much of a relationship with the classic game The Incredible Machine as Super Mario 64.

In The Incredible Machine, the player is given a set of pieces that each exhibit a certain behavior and accomplish a task by applying them to the level’s game board. In Prince of Persia, the player is trained to use a library of moves that can be used as tools to bypass obstacles, after which he is challenged to accomplish a task (typically reaching the exit) by applying them to the presented environment. In addition, the presentation of Prince of Persia has two other elements that are required to allow the player to approach an area as an intellectual challenge rather than a test of reflexes. The first element is that the player has a clear set of predictable properties that he can draw from. This is his “toolkit,” as it were, that he can draw upon to complete a given level (while Sands of Time was admirably seamless, each area was definitely presented as a stage or level to overcome). The Incredible Machine had easy-to-understand physical devices such as treadmills and rolling balls, whereas PoP draws from a set of very predictable moves. The “forgiving” nature of the wall-run that puts off the hardcore player suddenly becomes an asset because the player can look at a wall and immediately know whether he can clear that space with the move. The challenge, then, was not in executing the wall-run flawlessly, but rather figuring out when to use it.

The second element that makes Prince of Persia playable as a puzzle game is its ability to present the player with a clear view of the level for planning purposes. The original 2D versions could easily present “the game board” in this respect, as the viewpoint revealed all elements to the player. Nothing was hidden completely… even the collapsing floors in the original PoP could easily be revealed with a quick jump in-place. This gives the player the ability to plan and mentally execute the solution before committing his hero to it. In taking this formula to 3D, Sands of Time provided very grand, open-aired spaces for the hero to navigate. This had a fabulous impact in presentation, giving the feeling of very large spaces, and locations so high that a real sense of vertigo can be experienced. In addition however, it also provided a clear view of the elements that would be navigated, going so far as to provide a specially-placed camera that the player could always switch to in order to see the challenges ahead of him. Since the player was able to plot his route, if he were to die, it was always clear that it was due to some flaw in deduction rather than an arbitrary timing mistake or unfair “gotcha”.

A Ticking Clock:

Binding this puzzle-oriented gameplay together in the original Prince of Persia was an unusual method of limiting the player’s deaths. Instead of a set number of lives, the player is given exactly one hour to complete the entire game. Being killed simply meant some time lost from retracing one’s steps from the last checkpoint. This gives the game some urgency but also presents a tangible but relatively small penalty for taking risks. This penalty, however, grows naturally as the player progresses towards the end, since the amount of remaining time is constantly dwindling. The player will of course run out the clock many times over before he can even come close to the end of the game, but with each attempt he will improve his speed, and reap a quantifiable reward from increased prowess (additional seconds on the clock when starting each level). And naturally, as less time is spent in the early levels, the comfort zone where the player feels at ease with experimentation migrates into later areas of the game.

In addition, time in the game becomes a resource that the player wields with complete control. The player comes to understand that each time he fails the overall mission (runs out of time) it was due to his own actions and his general performance while playing the game. Conversely, as he improves, he saves time and gains security. Of course, once the game has been completed (within the allotted hour), the next challenge for the player is to complete the game in as short a period as possible. Since the hero starts out with very few health points and can only gain more by finding hidden potions, the best way to do get a low time score is to ignore the health-increasing potions and attempt to complete the game without the benefit of the extra health. The increased health mainly serves to give the player an advantage while swordfighting, so by leaving his health low, he must also put his faith in his fighting capabilities as well.

These aspects of Prince of Persia provide an intriguing meta-challenge to the player’s experience. Not only does he compete with the traps within the game, but he must look at a game session as a whole and determine how each early decision will affect the clock situation later on. He must also make decisions as to how much assistance he needs to complete the game without dying, rather than to take every gift offered him. The high-level “game” that continues in the player’s mind through multiple sessions of play is a puzzle all its own.

Let’s Do The Time Warp Again:

The choice to put a ticking clock in the original PoP added an excellent high-level playing experience, but when thinking about how it would be updated for the modern console audience, one must consider how it was built on an old-school approach to game challenges. The hero is quite vulnerable, and the player must endure multiple abrupt deaths as well as play through areas repeatedly after having to continue from a checkpoint. This sort of repetition and the inability to save games was familiar to gamers of the eighties and early nineties, but I am skeptical that this sort of approach would be accepted by the more casual gamers of today. However, to “fix” Prince of Persia by implementing infinite saves and higher character survivability could easily have destroyed the game completely. The very nature of death-defying jumps requires instilling fear and the risk of some sort of penalty. If there is no significant downside to poor performance, the player could become encouraged to blindly stumble through the challenges rather than to take a moment and plan his approach. Bringing in the timer from the original would have had its own raft of problems as well… The requirement of starting over from the beginning of the game repeatedly to make progress would probably have been seen as an extremely outdated mechanic and could have quickly driven away players. And to be fair (since I don’t consider modern players to be less worthy in any way), being stripped of one’s achievements again and again can truly feel frustratingly harsh.

In updating the series, The Sands of Time removed the meta-challenge of the time limit and relied on the more traditional approach of checkpoints and save games. This act brought the PoP series into a progression framework that fits modern players’ expectations, which was probably a wise choice. However, it still needed to address the issue of character mortality, which I would contend was necessary for the game to function as a puzzle game. With such deadly traps, the game could easily have become incredibly frustrating to play. Loading one’s savegame again and again would have been necessary to complete a difficult challenge (or to experiment with possible solutions to a level’s “puzzle”). The designers of Sands of Time, knowingly or unknowingly, were in a very difficult position. Either the game could retain its purity and risk being considered too hardcore, or it could have become too forgiving and transformed from a puzzle game to an action game. It is at this point that its predecessor, PoP 3D, most likely faltered.

The choice that was made for PoP: The Sands of Time to address this was an amazingly innovative one. In the final game, a limited resource of sand gives the player the power to rewind time at any moment, allowing him to retry any misstep. Essentially, it takes the player’s act of loading a savegame (which can be considered a “feature” that allows a player to retry any section of the game) and folds it into the game mechanics itself, going so far as to dedicate a controller button to that function. In most other games, when a player is forced to load a savegame repeatedly, the overall experience is diminished. In Sands of Time, the sand is a resource that is acquired through continuous adventuring, so the game becomes richer when players are forced to use it to retry a challenge. The interesting result of this strategy is that since the player is rarely forced to return to a save point, the game can present extremely difficult challenges while avoiding the seemingly inevitable frustration. Even more intriguing, the mechanic allows the player to almost continually experience new things and overcome new challenges, rather than retracing the same steps taken many times before. This choice may have taken a decidedly hardcore game type, an old-school platform-jumping title and restored its viability.

Crossing Swords:

While the Prince of Persia series has always had swordfighting, it would be foolish to think of fighting as the primary element (excluding PoP 3D, which focused a great deal on combat). In the original Prince of Persia, the guards blocking the hero’s way often acted as yet another puzzle piece… There were times when an opponent had to be dispatched in a certain way because he was located so he could kill the hero outright before he could draw his sword. However, in The Sands of Time, the fighting is more or less a pure interlude. This provides spikes in the game’s pacing but also simply sells it as a cinematic Arabian adventure. Luckily in SoT, the fights contained a few simple behaviors that provided a reasonably different experience than a typical brawling game.

The enemies in PoP: The Sands of Time are essentially undead, which means that they will always rise after each knockdown, until the player can reach a downed opponent and strike the killing blow with his dagger (which takes a short amount of time). The challenge of the combat then becomes buying time with repeated knockdowns, and trying to separate a specific enemy from the pack so that he can be dispatched without the player being interrupted by other enemies. The tactics then rely on the hero being very mobile, keeping away from the pack of enemies until he is able to dart in and strike at an individual. This mobility-centric behavior builds on the game’s technical strengths beautifully, since the game is very impressive when the hero is moving about, completing dodges, flips and rolls.

Conclusions:

  • The traps in Prince of Persia each have moves that can overcome them easily, but the real challenge is to deduce the series of moves that it will take to accomplish an entire area, akin to a puzzle game.
  • The overarching timer in the original Prince of Persia provided urgency, yet allowed the player to experiment heavily in the early game without significant penalty.
  • Allowing the player to get an even higher score (e.g. a lower time) by avoiding powerups allowed the player to choose their own risk and confidence level.
  • The time-rewind feature of Prince of Persia: The Sands of Time allows a very unforgiving set of traps to be viable in design.
  • Time-rewind more importantly means that the player can always be working on something new, rather than retracing steps time and time again.
  • The predictability and forgiving feel of the special moves serve a purpose of allowing the player to focus on deducing the moves rather than executing them.
  • The combat in Prince of Persia is simple, but in Sands of Time, the simple addition of a killing move allowed the fighting to become more about motion and looking cool than a single fight.

Playing through Prince of Persia: The Sands of Time recently taught me a fair amount. By looking back at the decisions the designers made, and examining how an older style of challenge was brought into a modern game, it allowed me to look back and understand how I experienced the series as a whole. The result is a series of conclusions that I hope will enrich how I look at other games as well.

Archive 1: Kingdom Hearts Review

Over the past 15 years I’ve written a bunch of stuff, public and private, that I was looking for a repository for.  Right now I only have a few articles, but I’ll be growing this as I uncover material and write more.

 Anyway, I figured I’d start out light…  This is a review of Kingdom Hearts that I wrote for internal distribution at Raven.  If anything, it gives a feel to the style that I use.

Game Developer Review: Kingdom Hearts

By Patrick Lipo
February 2003

Kingdom Hearts was released in September 2002 to a reasonable amount of fanfare. The first effort of its type and scope, Disney worked closely with Japanese game giant Squaresoft to create an epic RPG that fused the world and characters of Disney with the concepts and design of a Square game. This no doubt was a true leap of faith for Disney to entrust such a large chunk of their closely-guarded properties to any company, much less one of an entirely different culture and perspective. Reportedly the new, Japanese-styled characters that were created for this game will even become part of the Disney mythos in Japan. The game certainly has the production effort to match the scope of the partnership. Vast armies of artists, animators, programmers and voice talent were brought to bear to bring the game to fruition. It went on to ship over 3 million copies worldwide as of December, and I believe that even now it is in the top 20 overall selling games. Gamerankings.com has already collected the reviews for a respectable
average of 87%.

The Disney tie-in:

Rating: Surprisingly cool. The story revolves around Sora, a boy who lives on a little island which is consumed by a black scourge known as the Heartless. Sora is thrown into another world where he meets Donald Duck and Goofy, who join forces with him and journey through various Disney-styled worlds to deal with the mounting threat. The cinematic sequences initially feel surreal to watch; seeing your character conversing with Goofy about such grave circumstances seems ridiculous at first, but quickly becomes quite natural. The explanation of all the different mythos of Disney being part of this multiverse seems a bit forced sometimes, but it goes together reasonably well in the end. Tying everything together was certainly a big challenge for the art staff, bringing together the more realistic forms like Snow White together with the more stylized characters like Tarzan and the all-out cartoony characters like Goofy and Ursula the octopus, not to mention the anime-styled original characters. Overall they did good work with this by blending the looks for the original content, by blending stylized forms with more cartoony clothing, or by adding splashes of color to some of the more dreary environments. However, I can’t guarantee that the mixing of styles will please you, as I have heard enough online grumbling from those who just couldn’t accept it.

All-Age Appeal:

Rating: Pretty good. Kingdom Hearts is rated E (Everyone), and definitely seems to want to have something for young and old. The grave subject of a black terror devouring worlds seems to defy the for-kids feel of the game, but everything is softened slightly by a Disney wrapper that gives even the shadowy Heartless a place alongside Alice and Minnie Mouse. Villains feel dangerous, but there is an element of whimsy to them to keep from really scaring kids too much. There’s a fair amount of gameplay depth, and the story is reasonably involved. I’m not really a huge Disney fan, and in general I believe that an older or hardcore gamer enjoy playing Hearts, although possibly in fear that their friends will somehow find out that they are spending their evenings summoning Bambi… Make no mistake however, those that can’t get past the so-called “kiddie” look of Mario or Zelda games won’t find this any better. As for kids, I do think the game is pretty grave for very young kids, and some of the mechanics are pretty complex also.

Gameplay and Control:

Rating: Weak at first, good later on. Sora is an interesting character to watch and control, with flamboyant and interesting moves and attacks. However, the motion, particularly while jumping, has a “floaty” feel to it that will definitely throw off those used to controlling of Mario, Spyro or Link. You will miss many jumps initially due to the odd feel until you adjust. Luckily, while there is a fair amount of jumping in Hearts, the penalty of a missed jump is never serious, resulting only in some inconvenience as you return to your jumping point.

The combat is fun and easy, really easy to get absorbed in. Punching the attack button results in rather simple attacks, but by toggling a button, the player can lock onto any enemy and start hacking away. This is where the “floaty” feel works to your advantage, as the character will automatically turn, leap and dive to reach a targeted enemy. Without even touching the jump button you can slash at one of the many airborne enemies multiple times before gently falling back to terra firma. The downside to the game’s fighting is that it can get repetitive. Entering or re-entering a room will result in waves and waves of creatures attacking. It almost seems unfair, because instead of residing in a room, they will “spawn” around you as you enter a given area, drawing you to fight until you clear out multiple waves with that area or eventually retreat. Luckily, as the game progresses, the variety of enemy types and your own abilities makes even repeated encounters with the same creatures engaging.

Enemies, Allies and AI:

Rating: Quite good. Throughout most of the adventure, Sora has two allies who fight alongside him, usually Donald and Goofy, although other characters such as Aladdin or Tarzan can be used also. The AI of these allies is very good. They are competent enough to take out enemies on their own, but are not so potent that you aren’t engaging in the bulk of the action. All characters have spells, and will use them offensively and defensively in appropriate situations. They navigate well as Sora jumps and climbs throughout areas, although the game does help out in cleverly “teleporting” them to you when you’re not looking. The only fault that might be had with them is that regardless of the aggressiveness level you set them to, they tend to vastly overuse resources such as healing and mana elixirs, so you generally have to ration out valuable items to them in very small numbers.

As I said above, the variety is the most notable element of the enemies. Most are carefully designed, with unique movements, patterns and vulnerabilities that inspire different strategies to defeat them. This is good, because otherwise the AI is not too special. Since the Heartless do not appear until you get within 10 feet of them, and since they disappear if you get too far from them, there is no need for serious navigation or tactics. I found that combat was pretty dull until a few worlds into the game, when there are enough enemies introduced and Sora picks up enough special abilities that things start to pick up. Finally, the large bosses are handled very well, many being very large ones that require you to actually jump on top of them and target specific parts of their bodies.

Polish and Presentation:

Rating: Ungodly. While I do think the gameplay is more rewarding further into the game, I have always told people that you really play Kingdom Hearts for the spectacle above all else. The Disney world is amazingly portrayed here, giving the worlds of Tarzan, Little Mermaid and Nightmare Before Christmas their own charm and flair, often with differing art direction within. Unfortunately the first world, Alice in Wonderland, is not quite as special as some of the later ones, but taking flight around Big Ben in the Neverland realm offers one of the bigger feelings of wonder I’ve felt playing a game. Some of the worlds are fairly small in size, but there is a lot of variety, and you find new Disney mythos popping up in a huge number of places. It’s really only in some of the original worlds where the spark is lost, seeming far more bland after being severed from the source material.

As if the sheer resources of Square weren’t enough, this game uses the Disney studio resources quite heavily also. The voice recording in particular is well directed, and sports a very good cast. More interesting than the menu of young celebrities chosen for the new characters, many of the Disney universe voices are taken directly from the same people who have done them for years, even for small bit-parts. Overall it brings the universe together very well.

The technology that is brought to bear to create some of the Disney spectacle is quite impressive also. While fighting opponents in real-time, it is possible to summon one of several Disney characters to help you out. The game segues immediately into a summon sequence with incredible effects, backdrops, and camera work. The game then puts the player right back into the fight, having covered up any loading that might have been necessary. The Lion King summon to me was one of the coolest things in the whole game.

Longevity:

Rating: Whatever you make of it. As an indicator for how much people will replay this game, the GameFAQs entry for Hearts is always in the top ten for visits, regardless of the other new games that might be out (Vice City and Final Fantasy X are the other ones that stay in there). There are a large number of player-made documents about collecting all the weapons, how to unlock secret battles, or how to defeat optional bosses like Sephiroth that are practically unbeatable. There is one misfire (the Gummi ship minigame is so terrible it could make kids cry), but overall I felt that there was still a fair amount of stuff for me to discover after finishing the game, and I had already invested around 60 hours.

Summary:

So why is this game successful? If it isn’t obvious already, the Disney license and the amazing quality with which it was realized is enough to net young and old. In addition, the easy, accessible play let younger players get involved, but in the end there is a lot of complexity and depth. The combat, puzzles, or even the story weren’t the things that made me feel good about this game. It was the variety and the incredible presentation that made it worth the time I put into playing it.