Disaster Report sequel coming to Wii

Posted in News by kgagne on Oct 2nd, 2008

A reader of my weekly newspaper column once praised me for giving due coverage to non-mainstream games, though I never considered it a great difficulty to do so. The world doesn't need another review of Grand Theft Auto, not when games like Everblue 2 and Disaster Report may otherwise go unnoticed. Coincidentally, both those games have real-world settings with no hint of magic or mysticism. Instead, players take control of everyday heroes with the fantastic powers of scuba-diving or photography. I don't know why this form of escapism isn't more popular, but I'm glad to see these two games getting sequels.

Everblue 2 was one of my favorite PS2 games. Its score of 8.3 suggests it doesn't have the jaw-dropping impact of a more mainstream title, but it did have the staying power that kept me playing through to the end — a rare quality these days. Unfortunately, its 2008 sequel for the Wii, Endless Ocean, stripped the franchise of its stickier qualities, leaving me disenchanted.

Conversely, Disaster Report had unrealized potential which its sequel may fulfill. The first game suffered from pacing, control, and graphical issues, barring many gamers from the variety of challenging situations the game offered. Its sequel, Disaster: Day of Crisis, may suffer from corny dialogue, but the various trailers I've seen suggest ready access to a breadth and depth of activities. As a prologue to that, here's the game's first few minutes:



Is it a coincidence that both Everblue 2 and Disaster Report, originally PlayStation 2 games, are getting their sequels on the Wii? Is there something about Nintendo's platform that's inherently friendlier to niche or offbeat titles? Regardless, I'm hoping when it finally releases sometime in 2009 that this new Disaster is not the same disaster the old Disaster was.

(Hat tip to Nintendo Wii Fanboy)

Armored Core 3

Posted in ps2 by jpallant on Jun 22nd, 2003
Title  : Armored Core 3
Platforms  : Sony PlayStation 2
Publisher  : Agetec
ESRB Rating  : Teen
Game Rating  : 8.5
Review by  : Jeremy Pallant

As long as there's been a Sony PlayStation, there's been an Armored Core. The first one was published six years ago, in 1997. It is, in my opinion, the finest series of games to have been published on any console. The basic structure of the series has remained consistent. You play a Raven, the mercenary pilot of a massive mechanoid known as an Armored Core, in a post apocalyptic world where mankind has abandoned the surface to live underground. 

There are several modes of play. First, there is the story-driven game itself: mission based, fairly traditional, with specific objectives and limited branching through to one of two possible endings. Complete the mission, and you get paid. Then there is the Arena mode. All the games, except for Armored Core 2: Another Age, have had this. Here you battle one-on-one against other Ravens and their ACs, winning prize money and parts until you are the champion. Finally, there is multi-player, either via split screen or system link, to allow players to pit their skills against each other. The last three Japanese versions of AC included support for a USB modem so that players can call each other directly to fight. 

So far, however, there is no sign of domestic online play, and the modem support never made it out of Japan, unless it was via importers such as National Console Support

The series hasn't stagnated over the years. It has slowly evolved, becoming better with each incarnation as subtle changes have been made, the graphics improved, and new parts and new features added. One major exception to the series was Armored Core 2: Another Age. The sequel to Armored Core 2, it was a strictly missions-only game, lacking the Arena mode but featuring over 100 missions. It was the least accessible of all the games, appealing primarily to the hard-core fans. 

For the first three incarnations on the PSX, or PSOne if you prefer, the series had more of a cult following than popular acclaim. However, with the advent of the PlayStation 2, that seems to be changing. Armored Core 2 was one of the release titles in the United States, for my money at least representing the first killer app on that console. The action moved, at this point, to Mars, returning to Earth for both Another Age, and the subject of this review, Armored Core 3. 

Now, up until this point, the series doesn't really sound particularly special, I admit. However, what really sets it apart is the construction system. You get to build your AC from the ground up, customizing it to your particular style of combat, to a single mission, or to the gladiatorial combat of the Arena. You start with the Core itself, the armored structure to which everything else is attached. The ACs are humanoid in design, and the Core corresponds to the torso. There are several designs available, from light and mobile, to heavy and tough, and of varying cost. 

Design is where the money you received from missions and Arena combat comes into use. I'm not going to list all the parts, as that would take too long. However suffice it to say, to your core you add the arms, legs, head, generator, radiator, weapons and other parts that suit your particular style and the depth of your purse. The number of permutations and combinations are effectively limitless, that's not an exaggeration, and an extreme degree of customization is possible. Want a massively armed and armored dreadnought? If you have the cash, it's yours. Prefer a light, fast, aerial technique? You can do that too, and all variations between. 

The customization isn't the end of it. It's in your interest to retain as much of the fee for your missions as possible, so keeping expenses down is critical. In Arena combat, all damage and ammunition expenditure is paid for, unlike during the missions, where you bear that burden yourself. Keeping damage to a minimum is a priority, and monetary concerns will also affect your weapons. In my opinion, mission combat is best conducted by machine guns, but the ammunition costs can skyrocket. Energy weapon ammunition doesn't cost anything, though you don't generally have the sheer volume of ammunition, nor the rate of fire, and it can drain your generator until you can fire no more, and your maneuverability options are severely curtailed until you regenerate. 

There are missions where energy weapons make your task much harder. They aren't frequent, but they are nearly always present. Typically these are pursuit missions, where a high, consistent boost is necessary, which drains the energy available for weapons fire. There's nothing more frustrating than catching up to your target and not having the means to shoot it. Shell weapons are the answer in such cases. The problem is, you won't know that until you've attempted the mission. 

I've long wanted the pre-mission preparation to be extended. You don't get a whole lot of intelligence with which to prepare. My all-purpose configuration - four legs, twin shoulder-mounted chain guns, and a machine gun — can be very expensive to operate outside the arena. The ammunition costs more than major repairs to the AC. 

Here's a hint. Complete Arena mode first. Get to the end of that and you will have enough money to build any AC you want, as long as the parts are available. Not all are; some are awarded during the story mode, or discovered when on a mission. Another option is to use a pilot from a previous game. The save game from the original Armored Core could be used in either of its two sequels on the PSOne. While this wasn't possible with Armored Core 2, the save game from that incarnation could be used in Armored Core 2: Another Age. Regrettably, Armored Core 3 doesn't have that capability. 

However I did follow my advice and attempted to complete Arena mode before tackling the missions, only to discover that I couldn't. You can only go so far before having to use the skills learned in single combat on a mission. This is actually a good idea, and forces long-term fans like me to switch between the two modes fairly regularly. It keeps the pace going. 

It seems, however, that From Software has figured out how I used to get to the top of the Arena ladder fairly quickly and painlessly. Right from the beginning I learned to use the limitations of the games' artificial intelligence against it. Of the several arenas available, there was always a one, where I could gain the high ground and use missiles or ultra long-range weapons' fire to pick off the enemy. Normally, you aim your weapons by a lock-on feature, but this only works when you are within range. However by observing the fall of the shot, you can adjust for elevation and windage.  Thus, with the AI-controlled AC confused by a high wall, or attempting to jump over an obstacle, it's possible to lay in hit after hit, in comparative safety. 

Alternatively I would load up with missiles and a sniper rifle on a light, fast, aerial AC, and boost from tower to tower, able to hit enemy ACs when they couldn't hit me, courtesy of the indirect fire capability of fire-and-forget weaponry. Not any more. The arena I used to use for this purpose no longer exists, meaning I've had to learn new techniques — which is no bad thing, as the game has thus become more complex. 

Arena combat has gotten particularly ferocious in the latest version of the series. Excluding my favorite maps has forced me to get familiar with others. As a result, I've had fights that lasted literally only a few seconds, after which I was almost breathless at the sheer headlong intensity. In addition there is a new mode, only available after the mission mode has been defeated. Now, there is team combat, in which you now choose a partner, and challenge an opposing pair of ACs. To win, you must defeat the lead AC, which can make for some very interesting combat. 

In the previous games, there was another option that could swing the tide of combat in your favor. Throughout the Armored Core series, many of your opponents, both in Arena mode and during missions, can do things you cannot. They can stay airborne longer, and can fire certain shoulder weapons while moving. Doesn't seem fair, does it? The same applies to Armored Core 3. 

The secret used to be the Plus Pilot. I liked to think of this as being a cyborg Raven. The way it went was to go seriously in debt. Fifty thousand in the red, and a video would kick in showing some kind of operation being performed. Each time this happened, a new ability would be gained. Faster energy regeneration, meaning longer flight time was possible. The ability to fire certain shoulder weapons while airborne, like chainguns for example. Experienced players would do this several times until all the enhanced skills have been gained It became my habit to play each game, including Arena Mode, at least twice, once as a normal pilot and once as a Plus Pilot. 

It's a terribly powerful feature. With the right AC, and a lot of practice, it was possible to stay airborne indefinitely, granting the pilot a tremendous advantage in Arena combat. Unfortunately, in Armored Core 3, the Plus Pilot has been replaced by an AC part that you don't get the opportunity to acquire until you've completed the story mode. Even then, the various abilities aren't possible until you've achieved certain goals. It's a positive change, though irritating. The game is made more balanced in the process in that utilizing this device compromises your ability to use others. Known as Optional Parts, they expand the capabilities of your AC — for example, making it more resistant to energy and shellfire, improving stability, and a host of other subtle add-ons, the number of which varies according to the Core you have equipped. 

As I mentioned previously, the graphics quality has improved over the life of the series. Inevitably there was a major improvement between Armored Core: Project Phantasm and Armored Core 2, as this marked the switch from the PSOne to the PlayStation 2. Armored Core 3 is the best looking game of the lot, which is particularly evident during playback. After an Arena combat, you have the option of replaying the fight. This is something I almost always do. It's satisfying to view a combat from the opponents' perspective, plus it can give you perspectives in how to improve your performance. 

Slowly, interaction with the environment has been improved. Even very early on it was possible to destroy parked cars by running into them. This interaction has now been expanded to include breaking glass when fighting in the cities. An errant shot can result in showers of glass, a rather nice addition. One hopes that eventually it will be possible to bring down entire buildings. Within the missions themselves, more deliberate interaction is possible, with power strips, windows, crates, and your opponents being satisfyingly blow-to-bitsable. The explosions are the best yet. 

For me, one of the highlights of the series has always been the opening movie. These are always fun to watch, and are moderately faithful to the game. You can certainly build the ACs depicted, though you will often find that they are overweight, a feature of the Plus Pilot mode/part. The latest intro is my favorite, and captures the sheer ferocity of AC combat in this latest game. It is somewhat long; though not long enough to be boring, detailed, and quite engrossing. 

The slowest evolving aspect of the games has been the controls. They're aren't particularly straightforward, don't make full use of the analog joysticks, and only a true AC cultist would say they're happy with them. I am. Happy with them, that is. I leave the readers to draw their own conclusions regarding that statement. After six incarnations they've become second nature to me, and though the left analog stick can be used to control the AC's movement, I prefer the D-pad. Using the L2 and R2 buttons to look up and down also sounds awkward, and probably is, but for me, it's now instinctive. Still, I'd like to see the right analog stick utilized for this feature. It would certainly open up the game to more players. 

The only aspect of the series I've had no experience with is multi-player. Utilizing the link cable, and optionally an iLink hub, several players can get together for what FPS players would call either Deathmatch, or Team Deathmatch. Interestingly, with AC3, if you have three or more PS2s and screens, one of them can be used to monitor the fighting. You will, of course, need a comparable number of copies of the game. 

My biggest gripe, and the reason I scored the game as low as I did, is the lack of an online mode. Arena combat is a no-brainer, and holds out the interesting possibility of online leagues. I'd love to see Capture the Flag, Deathmatch and Team Deathmatch, which would all be made the more interesting by the limited ammunition, no pickups and sheer toughness of these constructions. I'd also like to see an online cooperative mode for missions. 

In conclusion, I can highly recommend any of the Armored Core games available for the PS2, but of them all, Armored Core 3 is the best. Besides, Armored Core 3: Silent Line is due out in August, and your AC3 saved game can be carried over to it. So get playing!


This article is copyright (c) 2003, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Gamebits, 22-Jun-03

Disaster Report

Posted in ps2 by kgagne on Mar 1st, 2001
Title  : Disaster Report
Platforms  : Sony PlayStation 2
Publisher  : Agetec
ESRB Rating  : Teen
Game Rating  : 7.5
Review by  : Ken Gagne

Keith Helm is about to have a very bad day. 

Living as a reporter on the manmade Stiver Island, Keith is caught in the wrong place at the wrong time when a massive earthquake strikes. Cut off from civilization, he must make his way to safety, during which he'll encounter other survivors, establish working relationships with them, and uncover details that suggest this disaster may've been unnatural in origin. 

This is the story of Disaster Report, a PlayStation 2 game from Agetec. 

Players guide Keith through the dangerous landscape of Stiver Island's ruins, helping him collect items and navigate the treacherous precipice left by the catastrophe. In addition to fatal falls, his weakness is water, which he goes through water like it's, uh, water: the more strenuous his activity, the more quickly he'll dehydrate. Fortunately, sources of clean water are aplenty, and double as save points. 

Though exploring an evacuated city may seem daunting, the game is very linear in nature. Each puzzle has a specific solution; it is up to gamers to determine what it is. Since there is only one solution, it is also very easy to not know what to do next and become stuck. Player initiative comes into play by deciding which scavenged items to carry, as backpack space is limited. For example, if you're uninjured, you may not think to hold onto that gauze, but combining it with other items can create a crude torch. The innovative mind will lead to the best of several endings. There are also 35 different compasses to collect. There is no functional difference among them, but they add a bonus dimension of treasure hunting to the mix. Gotta catch 'em all! 

Gameplay mostly consists of methodological surveying and puzzle-solving - almost like Resident Evil, but without the monsters, and with more logic to the problems. Aftershocks can quickly kick up the game's pace, though. Should you brace for impact, protecting yourself from dangerous tumbles? Or run, lest you be crushed by the next falling building, or find your foothold suddenly falling into the ocean below? 

Keith can not only brace himself, but also shout, hoping to hear responses from nearby survivors. If he follow's the game's track, though - and its hurdles are often structured such that he must — he'll happen across all relevant refugees in due time. Both the run and first person view buttons must be held down in order to be used. The menu system is a bit of a curmudgeon, reacting slowly to input, but provides a variety of data and opportunities to manipulate the inventory. 

Though common scrapes and bruises will deteriorate Keith's clothing, they're unlikely to have any long-term effect on our hero's health. Further, saved data does not record injuries, so restoration is no more difficult than finding a save point and reloading the current game. 

The camera is mostly automated, with some fixed angles, and others that follow Keith's movements. The only manual control available is to center the camera behind Keith, when possible. Why Agetec didn't map total camera control to the right analog stick — an increasingly popular layout - is beyond me. 

The city itself is barren and deserted. It's easy to become disoriented, even with the compass, because so much of the environment looks similar. Running among these ruins and its smoking rubble and other effects often results in slowdown. The graphics lack definition, causing both near and distant to appear blurry. Fortunately, mission-critical items are often highlighted, making them hard to miss. 

There is no musical score to accompany these rescue efforts, though atmospheric effects abound, from whistling wind to pattering rain and guttering flames. The voice acting is inexplicably clipped, and varied in quality from a strong main character to an average sidekick and terrible radio broadcasts. 

In this new reality in which America finds itself, it's strange that we should find entertainment in a game with so many collapsing buildings. Regardless, Disaster Report has a lot going for it: a constantly evolving environment, complete lack of violence or combat, original premise, and need for strong problem-solving skills. The below-average graphics and occasionally cumbersome control hamper it, but what's most striking is that though the game is often intriguing, it isn't always fun. 

It's worth renting, perhaps not buying, and definitely not replaying.


This article is copyright (c) 2003 , 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 01-Mar-03

Echo Night

Posted in psx by kgagne on Aug 23rd, 1999
Title  : Echo Night
Platforms  : Sony PlayStation
Publisher  : AGETEC
Game Rating  : 8.0
Review by  : Ken Gagne

Not long ago, the computer gaming scene ran rampant not with action titles, but with adventure, strategy, and puzzle games. In an attempt at originality, some of these older titles are being rereleased or revamped for the modern gaming scene, but surprisingly, here's one that's entirely new: Echo Night, a PlayStation title from Agetec (formerly ASCII Entertainment). 

In 1913, a year before the Titanic, the passenger liner Orpheus mysteriously disappeared. Now, 24 years later, Rick Osmond receives a key in the mail from his father — followed by a phone call from the police, informing him his father's house has burned down. Upon arrival at the house, Rick finds a hidden basement with a painting of the Orpheus, and is suddenly finds himself pulled inside the living portrait. The ship is abandoned but for ghosts and spirits, both benign and malevolent. The latter cannot exist in well-lit areas; often, upon entering a new area, it will be a mad scramble to see if Rick can reach the light switch before the ghost reaches him! 

Gameplay is point-and-click from a 3D, first-person perspective, similar to Shadowgate 64. Items can be picked up, dropped, and moved, and people interacted with. Rick's inventory is small and manageable, with all items serving a purpose (unlike Shadowgate). As he moves deeper into the ship, he will learn of the evil cause behind the ship's disappearance, and his family's tie to it. 

The people and spirits Rick encounters all have something to say, thanks to the marvelous (and creepy) voice acting. The ghosts often send Rick on brief journeys through time and space: to watch a scene play out, obtain an item, or change history itself. 

The spirits are dark, polygonal, transparent shades of their former selves. Living people are similarly polygonal, not photo-realistic individuals. Altogether, it works well for the setting. 

The graphics are more detailed than Shadowgate's. Essential items are hard to overlook, while non-vital details are well-hidden, but not invisible. There are no muddy, indistinct graphics to blame for having missed something. 

Silence accompanies general exploration. Only when something happens does the music pipe up. It most often accompanies cinematic sequences that occur at a set pace, so the music can follow perfectly, swelling and subsiding at just the right moments. 

The aspect of the controls most immediately noticeable is the lack of support for PlayStation's dual analog sticks. As any Turok or Goldeneye player knows, the ability to control line-of-sight separately from the character's movement is essential. This oversight is inexcusable, but fortunately, not fatal. The shoulder buttons control strafing and up/down head movement, while the four main buttons interact with the environment, display the inventory, and use items. Strangely enough, Echo Night does support the rumble feature of the Dual Shock controller. 

Echo Night is not a difficult game, nor a long one, but it is fun. The puzzles are wickedly logical, unlike the "huh?" solutions to Resident Evil's or Shadowgate's conundrums. That doesn't make them easy; indeed, overlooking a small detail can stump a player for what seems like ages. And with three different endings, players will want to see everything. 

Unfortunately, as is often the case with this genre, there is no replay value. The game railroads the player from beginning to end, with little room for improvisation, and the puzzles never change. Veteran players should be able to see virtually everything in under five hours. 

If you're a fan of point-and-click adventure, and Shadowgate 64 left you wanting, then Echo Night will be a titanic relief.


This article is copyright (c) 1999, 2007 by Ken Gagne. All rights reserved. Not to be distributed without permission.

Original publication: Sentinel & Enterprise, 23-Aug-99