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Wednesday, 29 August 2012

Persona 4 Arena Review


The Good

  • Fighting mechanics balance accessibility and complexity   
  • Gorgeous visuals and animations   
  • Extensive narrative modes.

The Bad

  • Inconsistent online play   
  • Dry narrative presentation   
  • Bare-bones tutorial mode  
  • Problems with replay downloading.

    Fighting games generally center around two combatants squaring off one-on-one or in a tag-team format. Persona 4 Arena combines these styles, requiring you to control two fighters in harmony: your character and his or her persona, an imaginative creature that fights at your side. The mechanics are easy to grasp--while maintaining a level of complexity in keeping with Arc System Works' pedigree--and support a fully featured game with few setbacks.
As with any fighting game, the quality of the combat mechanics is paramount. The game's basics will be familiar to anyone acquainted with Arc System Works' previous fighters, such as the BlazBlue and Guilty Gear series. Each round, two characters duke it out on a 2D plane using a combination of physical attacks and the abilities of their persona.
One of the most interesting features in this game is the personas: the unique-looking warriors who fight alongside your avatar. At first glance, these secondary combatants may remind you of the "stands" from the 1998 fighter JoJo's Bizarre Adventure. While this is an apt comparison, there are some key differences.
In JoJo's, most stands were toggled on or off, while in Persona 4 Arena, the personas are always active and ready to assist. Generally, a persona's attacks are situational tools--such as an anti-air grapple or projectile. The avatars handle the general-purpose, quick-hitting combos and are complemented by their personas. A few characters, such as Yukiko and Elizabeth, rely more on their personas to do the heavy lifting. Finding a balance between physical- and persona-based attacks, and using both of your fighters in harmony, is an interesting puzzle that's constantly changing depending on whom you're fighting. Plus, the personas' creative designs and outrageous attacks add spectacle to the fight.
Utilizing your fighter and their Persona in harmony is key to victory.

Similar to JoJo's stands, personas can be "broken" in combat if they take too many hits. The four cards below your health represent the persona's vitality. Each time a persona is attacked, you lose a card. Lose them all, and you must wait for a brief cooldown to expire before you can call your persona again.
Most cast members also have a unique fighting mechanic. For example, Labrys' massive axe increases in power as she fights, while Aigis has an ammo counter that depletes after certain attacks. Effectively managing these individual traits helps each fighter feel distinct from the rest.
The bulk of the remaining fighting mechanics are managed with a single energy meter. The most important one to master is One More Cancel, which lets you instantly reset your fighter's animation to extend combos or quickly block if you miss a big attack. This technique costs some meter, but its numerous applications add flexibility to the combat system with one simple execution.
The game's pace is quick, similar to that of The King of Fighters XIII.
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For newcomers, Persona 4 Arena is very accessible, thanks in part to the auto-combo system. Similar to the boost combos in Capcom's Street Fighter X Tekken, auto-combos are a series of easily connecting hits that automatically cancel into a special move, and then into a super move (if you have the meter), simply by tapping one button. This combo is simple to execute, but is hardly the most damaging combo in any character's arsenal. More experienced fighters will find success using their own custom combos.

Metal Gear Solid HD Collection Review


The Good

  • Remastered graphics shine on the Vita's bright, high-density display   
  • Impressive amount of content   
  • Every game in the collection is high caliber   
  • Transfarring option extends the value of the product.

The Bad

  • Vita-specific controls lack refinement   
  • No Metal Gear Solid: Peace Walker.
Konami has gone to great lengths to ensure that no man or woman misses the 25th anniversary of the Metal Gear series, reviving classic entries on every current platform with the exception of PCs. Its latest nostalgic stroke is Metal Gear Solid HD Collection for the PlayStation Vita, formulated to the handheld's unique qualities. There are small issues with the new control schemes, but they are minor in the grand scheme of things. The PlayStation 2 games translate beautifully to the Vita's crisp display, and the amount of content within will warm any Metal Gear fan's heart. All told, this collection is worth every penny, and these iconic games will satiate the cravings of game-starved Vita owners in need of quality software.
Overcast and wet; perfect conditions for infiltration.

Barring the unique rendition of Snake Eater on the 3DS, these are the premier handheld appearances for all four included games: Metal Gear Solid 2: Substance, Metal Gear Solid 3: Subsistence, and ports of the first two Metal Gear games, based on the enhanced mobile phone versions of the classic MSX2 games. The Vita version of the collection carries the unfortunate stigma of omitting Peace Walker, the PSP Metal Gear game included in the equally priced console collections. Truthfully, there's a plethora of Metal Gear content in the Vita version, and any perception of a lesser product quickly diminishes.
The Metal Gear series chronicles the careers of Solid Snake and Big Boss, two soldiers with ties to military operations within and without the US government. The often complex storyline spans all four games, beginning with Metal Gear Solid 3, followed by Metal Gear, Metal Gear 2, and Metal Gear Solid 2. Metal Gear games have always emphasized stealth over action, but the military setting ensures you'll reload your clip from time to time, though you can make do with minimal use of firearms. Part of the beauty of the series is the variety of ways you can complete objectives and the accompanying rewards that entice you to do so
The other half of the Metal Gear love potion is the charming dialogue and the uniquely self-aware approach to storytelling. There are a number of self-references that will fly over the heads of non-fans, but the occasional moments of quirkiness are unavoidable and do a fine job of breaking up the weight of the heavy narratives at hand. There is a distinct personality and style to Metal Gear and once you see it, you can't un-see it. The mix of serious tones and silly easter-eggs might not be everyone's cup of tea, but there's nothing like it among Metal Gear's contemporaries.
As you'd expect, there are new inputs to take advantage of the Vita hardware as well as to compensate for the missing second pair of shoulder buttons. The Vita-specific controls are generally competent and intuitive, with the occasional exception. The main touch-screen functions are mirrored between Metal Gear Solid 2 and 3, allowing you to peek around corners with a swipe and camera-zoom during cutscenes by maintaining a single point of contact. You can also zoom when looking through weapon scopes or binoculars by swiping up or down. Most importantly, the touch screen acts as the input for switching and toggling equipment, a feature that works flawlessly in lieu of additional shoulder buttons.
Why do I get the feeling there's something sinister waiting for me on the other side?

The rear touch pad has specific functions for each of the MGS games, only some of which are documented in the manual. Within first-person perspective in MGS2, swiping to the left or the right temporarily moves your character one step in the respective direction. If you pinch outward, also in first-person view, Snake or Raiden stands on tiptoe. When hanging, you can swipe down with two fingers to initiate a pull-up (used to level up your character's grip strength) and swipe left or right to shimmy in either direction.