30 Reviews in 30 Days, Day 16: Castlevania: Order of Ecclesia
Okay, if you have played Castlevania games before, you know they follow a certain formula: Dracula is trying to once again take control of the world, and it is your job as a legendary vampire killer, often a member of the Belmont family, to stop him. This formula has been repeated over and over again with some variations. Of course most gamers are familiar with Symphony of the Night, which changed things up by making you play a vampire yourself who was hunting other vampires, and this was the first game to offer an experience system and the ability to carry more than one secondary weapon at a time. There were also two other DS games, each with little quirks that made them different, but still following much the same plot.
I have been a Castlevania fan for years, so I have played several of them. One of the things the more recent versions of the series have been missing is the challenging and sometimes downright frustrating difficulty of the earlier games. So when I started hearing that Castlevania: Order of Ecclesia was bringing that difficulty level back, I was definitely interested.
What I did not know at the time was this was going to be one of the more unique Castlevania experiences out there.
Not your normal Vampire Killer
Order of Ecclesia turns the normal gameplay for this series on its ear. You play as Shanoa. a member of the Order of Ecclesia, a group formed after the death of the last member of the Belmont Clan. The Order has been trying to find a way to deal with Dracula’s impending return, and in doing so has created the glyphs, magic symbols that can be equipped by those trained to use them for combat. Of the glyphs, there are three that reign supreme: Anger, Hatred and Agony, the Dominus Glyphs made from Dracula’s power. Just as Shanoa is about to be made the living vessel for this powerful set of glyphs, her colleague and fellow vampire hunter Albus steals them. Shanoa is left powerless and devoid of both emotion and memory, with no other goal than to get the Dominus glyphs back.
The glyphs completely change the way you do combat in this game. Shanoa can equip three glyphs at a time, one in each of her arms and one on her back. The arm glyphs are either weapon or magic glyphs that are used in combat. The one on the back allows Shanoa to do various physical maneuvers, including creating a magnetic field that will let her launch herself from metal objects or become insubstantial enough to walk through certain types of walls, or they can effect things like Shanoa’s magic resistance or the amount of money received from killing enemies.
Using the glyphs takes magic power, measured in a meter in the left hand corner of the lower screen. The more powerful the glyph, the more magic it uses. The magic power will replenish over time, but if you use it all up, you will not be able to attack till you have enough built back up. On top of that, you can combine the glyphs in Shanoa’s arms to make a Glyph Union. This attack does much more damage, but they use up your hearts.
You obtain glyphs throughout the game by absorbing them into Shanoa’s body. This is no real problem when you run across them in the world or are dropped after you kill enemies, but that is not the only way you obtain them. When an enemy is casting magic, you will see a glyph form, and if you start absorbing it in time, Shanoa will gain the ability the enemy was going to use against her. The problem is she is very vulnerable when she is trying to absorb glyphs, and any damage taken during that time will stop the absorption. In other words, you need to learn how to time this glyph theft.
Now THIS is the difficulty I remember
When reviewers were saying Order of Ecclesia brought the difficulty back to the Castlevania series, they were not kidding. Early on, everything seems easy enough. You face off against the typical fair of enemies, and you advance relatively quickly. Not too long in, however, you run across your first major enemy, a giant skeleton who is rather difficult to take out this early in the game. As if that was not enough, vanquishing it opens up a new area filled with enemies you will have to really be on your toes to deal with, including some that, for the time being, you will just have to avoid.
Castlevania: Order of Ecclesia brings the difficulty back to the series.
Thing is, these difficult enemies are not even bosses. You don’t face your first real major boss until you reach the lighthouse; there, you will fight a giant crab who is the perfect example of an old school Castlevania boss: hard hitting, pattern driven and broken into several stages. There was a point where I though I had beaten this enemy finally, just to find out there was still one more stage to face. In the end, you end up getting all the way to the top of the lighthouse in this battle and smash the crab to bits with the elevator conveniently placed at the top. As frustrating as it was, there was something that felt familiar about this battle. It felt like the return of an old friend.
Not just stuck in a castle
One problem with many Castlevania games is you see the same level layout repeated over and over again. Portrait of Ruin broke that up a bit by adding the paintings representing different lands, but still, if you have played one of these games, you know what to expect environmentally, down to the watery caves under the castle and the clock tower full of Medusa heads.
This is an area where Order of Ecclesia once again stands out. One of the first places you visit is a village whose villagers have all been kidnapped by Albus. He has taken them to different locations that include forests, snow covered mansions and ship wrecks on the floor of the sea. In other words, you will travel to areas you are not used to seeing in a Castlevania game, making this an excellent blend of the old school difficulty and new gameplay.
On word of warning: make sure you find all the villagers before your final showdown with Albus. if you don’t, you will get the bad ending for this game. That is one Castlevania convention I could have lived without, but it is not surprising that it is there.
The game has such unique environments…until you get to Dracula’s Castle.
And yet there is one catch
Up to one point in this game, I was really loving how different Order of Ecclesia was. It really stood out in the battle against Albus, where not only did you have to memorize his unusual pattern to beat him, but you needed to absorb his Agony glyph or you would never have the chance again. After beating him, Shanoa learns the truth behind his actions and the fact that Dracula is about to return once again. This leads you to Dracula’s Castle, where the old familiar scenes start to play out.
That’s the problem. Up until this point, Order of Ecclesia was unlike most other games in the series. Once you get into Dracula’s castle, however, it starts to feel all too familiar. In a gem where they were so innovative, it is disappointing to see the developers kind of return to form. It almost feels like laziness on the part of Konami, going back to the same old gameplay that has lead to more and more gamers leaving the Castlevania series behind. I guess those of us who like the series are just going to have to wait till Kojima’s Castlevania: Lords of Shadow comes out to find a truly unique Castlevania experience.
That being said, this is still a very enjoyable and challenging game. I would even argue that it may be the most invative Castlevania game since Symphony of the Night. Castlevania: Order of Ecclesia gets a 4 out of 5.
Puzzle Quest: Galactrix
I am a huge Puzzle Quest: Challenge of the Warlords fan. I have owned the DS version multiple times, and I even bought it on XBLA. This should really come as no surprise as I have mentioned my love of this game on the site before, but I feel like it needs to be repeated in light of this review. After all, I was looking forward to Puzzle Quest: Galactrix so much I listed it in our article Day One Purchases of 2009. I was convinced the new design and Sci-Fi feel of the story could do nothing but improve on what was already one of the best games on Nintendo’s handheld.
Turns out I was wrong.
The Good
The Puzzles – Not the same old game:
One of the best ideas D3 Publishers had when it designed Galactrix was the redesigned puzzle board. The rounded shape shape of the board changes the gameplay quite a bit. Now puzzle pieces can come in from different sides based upon which piece you moved in what direction. This adds a new strategic element to the game as opposed to something that feels just like the previous game.
The new game board and overall scope of the game are impressive.
The Customization – You can really change up your ships:
Between the different ships you can acquire and the various technologies with which you can outfit them, you can really customize how you approach the game. You can also have as many ships as you have crew members, so you can have different ships for different purposes. For example, I had a shuttle for mining because of the cargo space, and I had an MRI Psionic Array for battle as it is a better warship and has more slots for weapons/equipment.
The Scope – This is one big game:
Just one look at the galaxy map and you know this is going to be one long game, probably longer than the original. You also have several factions you are trying to balance against each other, and the quests you choose to complete along with whom you choose to sell minerals you acquire throughout the game affect your sanding with these factions. You cannot say this game is a ripoff based on the amount of content.
The Bad
Your Hero – What happened to the customization?:
As customizable as Galactrix is, there is one area the game fell short. In the original Puzzle Quest, you wanted to play it more than once because you had multiple heroes you could choose to in the beginning. Each hero type had different things he or she was good at doing, making each playthru feel a little different. Galactrix, on the other hand, only lets you choose whether or not your hero is male or female, with no real difference between the two. Rather disappointing, actually.
The Story – Wait, what am I trying to do again?:
As simplistic and clichéd as the story was in the original Puzzle Quest, it at least had one. From the very beginning, you knew you were fighting to keep Lord Bane from trying to once again gain control of the world. I played Galactrix for hours and still had no real clue as to what was going on. Toward the end of the time I was playing it, I got a sense of some bio-engineered weapon I was going to have to track down, but that really didn’t tell me much. I began to lose interest in what was going on, something that never really happened in the original.
Despite it’s attempts to improve the gameplay, Galactrix just does not live up to the original Puzzle Quest.
Loading Times – Are you kidding me?:
Loading times on a DS game? Seriously? That makes no sense. The whole point to having a cartridge based system is to avoid load times. Sure, it’s only 2 or 3 seconds long, but this is a portable system designed to let me jump in and out of playing quickly. Constant 2 to 3 sec load times kind of break that up.
Secondary Puzzles – Maybe the hex board wasn’t the best of ideas:
One of the original’s strengths was the different styles of puzzles you faced throughout the game. When you went to capture a mount, you had to make all the pieces on the board disappear by matching them in the right order. When you learned a spell, you had to get a certain number of scrolls, which appeared when you matched four or more of a color together. Galactrix tries to bring this gameplay element back with the mining of asteroids, hacking of leap gates, haggling and crafting items. The leap gate hacking works, making you match a certain number of tiles in a certain order within a certain time period to open the gate. The haggling, crafting and mining…not so much. Haggling is easy enough as long as you work from the outside edges in, but mining feels completely random, and crafting just does not work as well as learning spells. No matter how carefully I tried to make sure not to get too many unusable hexes, it seemed a matter of pure luck to get enough of each material you are trying to mine to get the bonuses. I can’t decide if this frustration stems from the issues with designing puzzles like this on the new board or just from poor design, but either way I do not like it.
Puzzle Quest: Galactrix is not a bad game, despite my objections. It’s not really a good one, either, Maybe if I did not like the first one so much, my view of this game would be different, but I find it hard not to take the original into account when doing this review. The verdict: rent this one first before you buy, or better yet get a hold of the original. I sure enjoyed it much more.
WaterField’s DS Lite Case
If the video game industry has taught us anything over the past few years it’s that gaming is no longer just for kids. While, this has always been obvious to gamers it seems as if accessory manufacturers have had a difficult time embracing this reality. Case in point: walk into any video game retailer and try to find a case for a DS Lite or PSP without it having a goofy picture of a video game character pasted on it, or worse yet try finding one that will actually protect your $100+ investment. Enter WaterField Designs.
WaterField Designs, a bag manufacturer located in San Francisco, has answered the call of adult gamers across the globe, and has developed a case for the Nintendo DS that not only looks good, but provides unrivaled protection. So what exactly do you get with this WaterField Case?
- Ballistic nylon construction
- Double layer genuine leather flap
- Soft scratch free interior lining
- Game compartments with enough room to carry up to six games
- Spare stylus holder
- Accessory pocket with self-locking zipper
All of this in a great looking package that is customizable to your liking. While most gamers will enjoy the stylized front flap that mimics the DS’ face buttons, WaterField has also provided the option of keeping the front flap as a solid black leather design. The pouch is available in black on black, black and kiwi, and black and pink. The demo unit that WaterField provided for us was the black and kiwi with the cut out style front flap. It’s a great unisex look that’s a perfect fit regardless of your gender.
Easily the most important part of any carrying case is how well it protects the device that you are carrying. With this case there is no need to worry, because it’s built like a tank! The ballistic nylon outside, and double layer leather flap provides enough protection that you will never have to worry about where you take your DS. The rugged, durable outside makes way to a felt-like interior that proved to provide perfect protection during my hands on time with the case. Never before have I experienced the type of protection that WaterField has provided with this product – in fact I enjoyed this case so much that it actually made me want to take my DS with me more often.
The nice compact design of WF’s case does not compromise it’s functionality. Located on the front is three slots with room for two games each, but during my hands on time I found that more than one game in each compartment made for an uncomfortable fit – at least for me. Located underneath the game slots is a tiny sleeve made specifically for carrying around a spare stylus. On the back side of the case is a small, but nice size pouch that will easily fit a few more games, headphones, microfiber cloth, but not much else.
While some may bulk at the $39 price point, I can say without question that this is money well spent. There really is no downside to this case, but if you’re looking for something a tad bigger you may want to try one of WaterField’s many other gadget bags. If every one of WaterField’s products are built this well the only thing I can say is to go check out their full line of products at sfbags.com. Their wide array of bags has you covered no matter what type of device it is that you’re toting around, and the good news… they’re working on a case for Nintendo’s newest DS iteration The DSi.
Whether you’re looking for a case to carry around your MacBook, or you just need something to protect your DS look no further than WaterField Designs. Style, durability, and design all built into one product that’s ideal no matter your age or gender. So, throw out that old DS case, you know the one with the picture of Mario on the front – this is your perfect solution!
EA Announces G.I. Joe Video Game to Coincide with Movie Launch
EA will be serving up a G.I. Joe video game along side it’s theatrical release this August. It appears we will be getting a Marvel Ultimate Alliance style action game on every console imaginable. The “first look” is promised to hit the Toy Fair in New York City on February 15-17, 2009. Let’s hope EA can provide a worthwhile game to Hasbro’s iconic franchise.
REDWOOD CITY, Calif., February 11, 2009 - Electronic Arts Inc. today announced that development is underway to bring Hasbro’s legendary G.I. JOE® brand to all major console and handheld gaming platforms in summer 2009 to coincide with the theatrical release of the G.I. JOE: THE RISE OF COBRA live-action movie from Paramount Pictures and Spyglass Entertainment, in association with Hasbro, which opens in theaters August 7, 2009. EA will unveil a “first look” of the G.I. JOE® video game at Hasbro’s Showroom at Toy Fair on February 15-17, 2009 in New York City.
“As Hasbro and Paramount Pictures reignite the G.I. JOE® property this year with an all-new toy line and film, EA is excited to play a major role in bringing this icon of pop culture history to a new generation of enthusiasts through interactive gaming,” said Chip Lange, General Manager and Vice President of EA Hasbro. “G.I. JOE® offers exceptionally rich storylines and a cast of characters that lends itself incredibly well to creating an over-the-top action adventure video game that will thrill gamers as well as G.I. JOE® fans.”
For fans of all ages, 2009 is gearing up to become another watershed milestone in the timeless franchise by introducing even more new ways to engage, immerse and play within the G.I. JOE® universe. The G.I. JOE® video game will feature an exclusive storyline that picks up where the live-action movie leaves off, allowing players to re-create and re-live the greatest moments from the film, cartoon series and action figure toy line. The game will feature 12 G.I. JOE® characters, each with unique abilities and weapons. Adding to the adrenaline rush will be an intense single-screen co-op mode allowing two players to easily unite as a team in a classic struggle between good and evil as they work together to defeat the powers of the COBRA organization. The G.I. JOE® video game is under development for Xbox 360® videogame and entertainment system, PLAYSTATION®3 computer entertainment system, WiiTM, PlayStation®2, PSP® (PlayStation®Portable), Nintendo DSTM, and mobile devices.
“G.I. JOE® has been an icon of action for 45 years,” said Mark Blecher, General Manager of Digital Gaming and Media at Hasbro. “EA has tapped the legacy of the G.I. JOE vs. COBRA saga to create an amazing interactive experience inspired by the movie, comic books, animated series and iconography that we hope will resonate with millions of fans.”
For more than four decades, G.I. JOE® has been one of the premiere brands in the history of boys’ toys. Originating the term “action figure” in 1964, Hasbro’s G.I. JOE® brand ushered in a new play pattern that forever changed the scope of the toy industry. The G.I. JOE® brand made another revolutionary introduction in 1984 with the release of the G.I. JOE vs. COBRA toy line, which introduced a generation of boys to the heroic G.I. JOE® forces, led by Duke, and their epic struggle to defeat the evil COBRA organization. The G.I. JOE vs. COBRA saga featured a diverse cast of characters – both good and evil – that became a part of pop culture through Hasbro’s toy line, an animated television series and best-selling comic book franchise.
For more information about the G.I. JOE® video game and to sign up for updates, visit gijoe.ea.com
