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      Riviera: The Promised Land
    Posted by: A Black Falcon - 10th September 2005, 6:58 PM - Forum: GameBoy Advance Reviews - No Replies

    Riviera: The Promised Land
    Release date: July 2005
    Review started 10/10/05
    System: Game Boy Advance or newer
    Developed by Sting
    Published by Atlus USA

    Riviera: The Promised Land is probably this year's major Game Boy Advance RPG. It is a unique title that, in one mark of a good game, both fits within numerous conventions and innovates. People expecting a standard console RPG experience won't get it here, and this is probably for the better. Trying to do new things and succeeding is somewhat rare in videogames.

    Gameplay: Riviera is, at its core, a traditional console RPG, complete with turn-based, menu-driven battles and an epic plot. However, the differences from normal become quickly apparent. First, there is no direct movement of your character in this game. Instead, you move between screens, like some kinds of old PC-style RPGs or adventure games. The character is in the center of the screen and arrows displayed on the screen show which ways you can go. If that was all there was to it, however, it'd be too simple. And indeed, it is not.
    There is also, of course, looking at your surroundings. In normal console-style RPGs the challenge comes from dealing with all the (usually random) battles you must fight to get between places, or with the confusing level designs you can get lost in. With only set battles, not random ones, the fact that the game has an onscreen map of the area you are in always on the screen, and the simplified movement system, this game minimizes that -- there is an important exception of some puzzles (some of which are truly challenging, but even these could definitely be solved with some logic and a piece of paper to write down the pertinent information on), but the game minimizes it just the same. So instead, the challenge is not finding the items. Pressing 'A' will switch between movement and observation mode, where pressing a direction will intereact with the onscreen trigger point (so, like with movement, you are limited to four points per screen).

    This is not to say that there is no challenge in interacting with those points, however. To activate a point and see what happens there, whether it's a conversation or an item, you need Trigger Points, or TP. These are gotten in battlehe game has a points and rating system. Depending on how well you do in combat, you will get a rating from C to S. The higher the rating, the more TP you get... This means that sometimes you will see chests or items you wish you could get but cannot because you didn't do well enough on the battles before it in that level. It's an interesting solution to the question 'what do you do when you make the exploration so simple?', and it works well.

    There are three kinds of triggers. The first require no TP to use and are mostly people in the town and triggers you have already activated. The second are normal triggers that give a conversation or an item. The third will, in the course of the conversation, set off a minigame, or rather, a timing challenge. Shenmue-like, you must do things like pressing A at a specific time, or copying a complex button combonation quickly, or tapping a button some number of times within a short time. These are challenging and are very frequent. Some are for the ubiquitous traps on chests, but others are at story-relevant points. Sometimes, it isn't your choice to take one path or another -- sometimes failing at a minigame will force you onto one you did not expect. It helps liven up the game and keeps your reflexes quick... and also increases user interation in a game otherwise lacking anything that requires reflexes. Of course it's best to play it through and resist the urge to retry things until you "get them right", but I wasn't able to every time... sometimes, though. It's definitely different, to be able to fail and keep going, and sometimes actually take a different route thorough that part of the game...

    The battles themselves are equally unique within what is expected. While they are not random -- they occur at specific screens and are set up with dialogue -- they are typical in the sense that they have no movement and you just choose from options on a list. Even here though, things are not quite as you expect. Before combat, you choose which party members to use -- you get five in the party, but can bring only three -- and then which items. You see, you may only bring four items into combat. Your inventory holds 16 (also an issue, as you constantly have to choose whether to keep some new weapon or item or drop it, as that 16 fills up fast and once you have something you keep it until it's used up), but you may only take four. Also, like in Fire Emblem, all weapons have durability -- so once you use that sword fourty times it breaks. Before I got the game, I heard about this and imagined that limiting you to four items in battle would be a major problem -- only four weapons in each battle? How boring! However, there are several mitigating factors. The main one is the fact that no two characters do quite the same thing with each weapon. In fact, every character has a slightly different action with every item (or at least, every weapon; many items do have the same effect on multiple characters). Fia, for instance, heals with rods while Cierra does magic attacks and Serene does nothing useful. You see, each character is ranked in each weapon type. This means that instead of having four weapons, you really have twelve, assuming a party of three. There are even more, including the special attacks.

    That ranking also directly effects the other part of the combat system: the special attacks. With every weapon type the character in question is ranked with (they will have one rank 3 weapon, 2 rank 2's, and 3 rank 1's), that character gets a special attack of that magnitude -- so each character only gets level three specials, the strongest ones, with their 'signature' weapon type. But how are these special moves activated? Well first, the special move has to be unlocked. Each time you get a new weapon, you need to use it enough to unlock its special move for that character. Also, in battle, in another interesting design decision, and perhaps one taken from fighting games, Riviera has power meters. Each time you hit or get hit, your meter rises, and gradually fills. Each time you use a special move, that many levels of the meter get drained. The enemies have a meter too; it only has two levels, but functions the same. When their meter fills, some enemy will use a special. So between having to carefully select your party and your items, and the interesting, unique power-meter system in combat, Riviera's combat is quite unique and engaging.

    All this talk about combat naturally brings up a major issue in any RPG: levelling up. Remember how you unlock special moves by using weapons enough, sort of like Final Fantasy Tactics? Well, that's the level up system. Each time a character unlocks a new special move on an item, they gain a "level" (though it is not called such). When combined with the abovementioned fact that all weapons have a durability, this could be a concern... well, they have a solution. Practice battles. On one of the pause menus, you can choose to fight a battle against a selection of enemy groups you defeated in the previous level. In practice mode, durability does not decrease. You don't get points or TP for practice battles either... However, the experience with the weapon is still recorded, so each time you get a new weapon, the best thing to do is immediately fight practice battles until all of your characters who can have gotten their special moves (and levelups!) off of it. This also has the effect of lenghtening the otherwise fairly short levels, and game.

    Oh yes, one more thing, death and healing. Lose a character and there is no penalty, they just come back. Win a battle and all characters get their health filled up -- there is no carryover of low health to the next battle. And with the power bar powering the special ability system, you also don't need to worry about running out of "mana". Similarly, lose a battle and you simply get a chance to retry it -- and it's made a bit easier. This serves to keep the game fun, while not making it too easy, due to the good job of balancing it all the devlopers have done.

    Singleplayer/Story: Riviera is broken into seven levels. Each one takes maybe four or five hours. They are broken up into many stages, and you can save each time you reach a new stage -- during a stage you just get an interrupt save option. So, it is a bit short. It tries to make up for that with the branching level design that forces you forward, making you responsible for your actions (so you can't just go back and get those other items on that other path without reloading an old save game) and with the replay value.

    Riviera's story is mostly fairly typical anime or console RPG stuff. You are, shockingly, a male warrior-type character named Ein (the "young male warrior hero" of 99.98% of RPGs). Ein is a type of being called a Grim Angel, tasked by the Gods to judge and protect Asgard, the land of the gods. He, another Grim Angel, Ledah ("older, mysterious, attractive male warrior"), and Ein's familiar, a flying cat that can talk named Rose (yup... the story is pretty standard anime stuff, for sure... which is mostly good, in my opinion. Others may disagree, of course, but I would definitely say that it works quite well. There is a lot of story, too, for a game of this length, sort of like Fire Emblem...), go to Riviera, a land where an ancient evil has been sealed away that is on the verge of escaping, with the task of destroying the place. Of course, things don't quite turn out that way. Ein and his friend Ledah seperate from your friend and travel to Riviera and set out on an epic adventure. There, you meet your new travelling companions, four young female characters, Lina, Fia, Serene, and Cierra. of course, this being anime, all four like Ein and, depending on your choices in conversation points throughout the game (and on how often you use them in battle -- they get more attraction for winning battles, and less each time they die in combat), you hopefully will get a high enough attraction with one of the female characters to get one of their endings. Including the bad ending and the various good ones, there are a total of six. When you add to that the multiple routes through levels, the sidequests which require items from specific levels (which, of course, you cannot return to once completed), and the special items to find that unlock the sections of the bonus menu (sound test, bonus (but dissapointing) boss battle, display of the cinema scenes, character images, etc), there is definitely more than enough replay value to keep you going past the 25 or 35 hours it will take to beat the first time.

    Multiplayer: None.

    Graphics: The graphics in Riviera are very, very good. The backgrounds are very well drawn, something very important for a game mostly about looking at static images. The character artwork and cutscenes, anime style, are also fantastic. The ingame character artwork is more standard console RPG stuff, with small, stylized characters, but they look great and have a lot of animation (even if they don't move much), so that works very well too. This game is one of the titles that shows why it's somewhat unfortunate that the GBA has so many Super Nintendo ports: the GBA is capable of so much more than the SNES was!

    Sound/Music: The sound and music are equally fantastic. The game has a significant amount of speech for each character, with voices for special attacks, victory in battle, exclamations while adventuring, etc, and a good, solid RPG musical score. This is about as good as the GBA gets audio-wise.

    Final Notes: Riviera is a very good, and original, game. It's a console RPG without random battles... without money or buying items... without complex level designs that are easy to get lost in... without a traditional level-up structure based on how many enemies you kill... and yet, it is a console RPG with complex, challenging puzzles that make you think back to the PC or SNES days of writing down what goes where or what was said in order to figure out the puzzle... with as many practice battles against past foes as you want... with a complex branching mission path that virtually requires replay to see everything... with timing events... and with characters and as story you'll become interested in, even if it is somewhat cliche.
    So, as you can see, Riviera is a mass of contradictions. It both streamlines and rolls back the clock. Reviews are somewhat mixed -- if "sevens through nines" is mixed -- however, and that is probably because of how different it is. Some people will like the unique elements of the game more than others. Some surely wouldn't like how different this is from normal RPGs in so many ways, but I loved it. If you're looking for flaws, there aren't many that matter. About all I can think of is that the ending is somewhat dissapointing (though there are six of them, providing replay value), but maybe that's as much because I was loving the game and wanted it to go on longer as anything... I guess that's where that replay value comes in... I am sure this is a game I will play more.

    Gameplay: 9/10
    Singleplayer: 9/10
    Multiplayer: N/A
    Sound: 10/10
    Graphics: 10/10

    9.4/10 final score (not an average).

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      That's a lot of posts...
    Posted by: Weltall - 10th September 2005, 6:41 PM - Forum: Ramble City - Replies (40)

    http://rankings.big-boards.com/

    The most frequently-visited forums on the internet.

    #1 is an anime board called Gaia... 380 MILLION posts. Holy shit.

    For the statistically-curious, at our current rate of posting (roughly 33,333 posts per year assuming we reach 100,000 by January 1, which we might), we will reach that mark in approximately 11,400 years.

    Also at our current rate of posting, we will have enough posts to qualify being listed on this site in the year 2018.

    Get crackin', people.

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      THQ learns to love Nintendo
    Posted by: lazyfatbum - 10th September 2005, 8:04 AM - Forum: Tendo City - Replies (14)

    THQ Onboard Revolution
    Company president pledges support, hints at aggressive Nintendo.
    by IGN Staff

    September 8, 2005 - Tonight at THQ's year-end press event, IGNcube caught up with company president Brian Farrell and quizzed him on Revolution plans. Farrell did confirm that THQ is developing "games for Revolution." Providing more details than that, Farrell indicated wide support for all the next-generation consoles including Revolution, saying, "THQ's plan is to serve gamers no matter what platform they are on." Backing that up, he also firmly stated, "We are commited to Nintendo's [Revolution]."

    However, when asked about what plans Nintendo has laid out for THQ, Brian was hush-hush on the matter. But he claims that based on his discussions with the hardware giant, he feels that "Nintendo is waking up."

    Finally, when confronted with the question of whether or not THQ was in possession of development hardware, Mr. Farrell declined to provide specifics due to non-disclosure agreements (NDAs). All he would say was that "We're seeing more from Nintendo now [for Revolution] than we have an any other Nintendo platform."

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      the Captain needs
    Posted by: Captain_Rush - 9th September 2005, 1:44 AM - Forum: Ramble City - Replies (5)

    does anyone have a good spybot, theres alot of spyware on my laptop and i really need a spybot.

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      Anyone want to start Writing/Making a Video Game??
    Posted by: -iLluSiON- - 8th September 2005, 2:16 PM - Forum: Ramble City - Replies (66)

    I can do the music. I have some examples (although not really good ones.. up on my site.. http://www.myspace.com/illusion)

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      Super Monkey Ball DS
    Posted by: lazyfatbum - 8th September 2005, 9:23 AM - Forum: Tendo City - Replies (1)

    It's announced and it's rumored to be at TGS.

    But here's my thing; Monkey Ball has always needed a tilt sensor since it's inception on the Dreamcast. It ***NEEDS*** a tilt sensor. I got the GBA version which is alot of fun but the lack of analog is just poop. They could have put a tilt sensor in the GBA version but decided not to.

    Now with the DS they're saying the game will use the stylus to 'roll' your Monkey Ball in the direction you want to go. This sounds like it could be fun however the series was always about tilting the playing field to cause your ball to move. I haven't played Pac'n Roll but I understand it has the same game mechanic of 'rolling' the ball. But I say take out the stylus out all together and throw in a tilt pak in the GBA slot of the DS.

    The touch screen could be used with your fingers. Imagine holding the DS like you would for playing a Gameboy game: Your thumbs can still reach the touch screen quite easily. Your thumbs could be like 'brakes' to instantly stop your Monkey Ball and then 'flick it' in the direction you want to go.

    An alternative would be that your thumbs would act like a bumper: You use your thumbs to block the Ball. It would retain most of its speed but you could be able to deflect it from certain death. All other controls would be carried out through the tilt pak by actually tilting the DS. Although a camera option would be great too. Imagine a first person Monkey Ball. :D

    The top screen would have your obligatory map/radar as well as point score, number of lives, etc.

    What do you think: Pac'n Roll style or the style I mentioned above for playing Monkey Ball DS?

    Regardless of how it's done, I hope it's online out of the box and uses the DS mic to communicate to your buddies during the mini games and other multiplayer modes. And i'd love to see a full-on replay mode (like the ones used in 1080 and F-Zero) that lets you save an entire level replay to show off your uber Monkey skills.

    And lastly, the ability to play as different characters with unique abilities. The baby is small and light and bounces high, easy to control but slow. Gongon is heavy and bounces very little, hard to control but super-fast, etc. I'd also like to see Ball upgrades so that you can open your ball like a parachute/glider or a Spiderball like upgrade :D

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      Sonic Riders
    Posted by: A Black Falcon - 7th September 2005, 9:41 PM - Forum: Tendo City - Replies (18)

    IGN:

    Quote:Sonic Goes eXtreme
    New multiplatform racing title to feature all your favorite characters.
    by IGN Staff

    September 7, 2005 - Just as we were starting to think that Shadow had taken over the Sonic franchise for the remainder of 2005, Sega makes the surprise announcement of an all-new racing game featuring Sonic and friends. The latest issue of Famitsu reveals that Sonic Riders is being developed by Sonic Team for a Winter Japanese release on the Xbox, PS2 and GameCube this winter. Serving as producer is Yuda Koshi, a veteran of Sonic development who's also worked on Puyo Puyo and Space Channel 5.

    In Sonic Riders, Dr. Robotnik has set up a speed challenge, and all the Sonic characters, including Sonic the Hedgehog, Knuckles the Echidna, Storm the Albatross, Jet the Hawk, Miles "Tails" Prower and Web the Swallow, have decided to compete. To the victor goes a Chaos Emerald.

    Unlike the classic Sega Saturn racer Sonic R (now appearing as a game in Sonic Gems Collection), Sonic Riders promises an "eXtreme" experience. Yes, Sega is actually using this buzz word that we thought had died two years ago to promote the game. Sonic and friends speed through tracks on air boards, using individual special moves to strike down opponents.

    Air is a big element of Sonic Riders. Your board's "fuel" source is air. You can fill up your air at various points on the course, but to race well you'll have to use another means of replenishment: performing tricks with your board. You'll also want to make use of turbulence from racers who are in front of you. By riding your rival racers' turbulence, you get a burst of speed and can even make your board leap into the air (sometimes finding shortcuts in the course). Your air supply remains fixed when riding turbulence, making this a tactic that you'll want to employ as you play the game. Turbulence isn't all good, though, as players can generate irregularities in their turbulence, knocking those who are along for a free ride out of the course.

    Sega is planning a whole lot of gameplay for Sonic Riders. Expect numerous tracks, including such Sonic fare as Splash Canyon, Egg Factory, Green Cave and Sandy Ruin. The game will offer a number of different modes, including two and four player split screen.

    Sega of Japan will be holding a press conference in Tokyo on Friday to show off some of its upcoming plans for the Sonic series, and we expect Sonic Riders to make an appearance there, followed by a showing at the Tokyo Game Show. Sonic fans, stay tuned for much more to come.

    Scans:
    http://www.n-philes.com/games/GCN/GCN_so...iders1.jpg
    http://www.n-philes.com/games/GCN/GCN_so...iders2.jpg

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      Let's have a grand ol' Partay
    Posted by: -iLluSiON- - 7th September 2005, 4:09 PM - Forum: Ramble City - Replies (26)

    [Image: georgebe1uh.jpg]

    Eek Eek

    Jesus

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      Who would win in a fight?
    Posted by: Great Rumbler - 7th September 2005, 1:01 PM - Forum: Ramble City - Replies (32)

    The ultimate question!!

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      !Darunia Remembers the Classics: PERFECT DARK!
    Posted by: Darunia - 7th September 2005, 1:00 PM - Forum: Ramble City - Replies (6)

    It was inevitable! You all saw it coming!

    Favorite Level: Chicago Streets... nice and slow-moving, and plenty eerie too.

    Least favorite Level: The final one, on the alien planet with the boss.

    Favorite Gun: Twin Cyclones!

    Worst gun: I hate the crossbow.

    Favorite M-player Level: Pipes

    Favorite Theme: Datadyne Extraction

    Best moment in game: ELVIS!

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