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Playstation 2

Review – Grand Theft Auto III (PS2)

So who hasn’t played Grand Theft Auto III?  Ok, probably a lot of people.  It was a game that really redefined the idea of what a game could be back when it was first released ten years ago in 2001.  I like to brag that I came up with the idea first personally, though it’s probably a real stretch.  A bit of some history.

I played quite a bit of the first Grand Theft Auto with it’s more open ended top down game play.  The older games were less story driven than the later 3D titles, you generally just had to collect a certain amount of money before proceeding to the next city.  There were a lot of similar elements, the cities were named Liberty City, Vice City, and San Andreas, names which were later reused in the subsequent PS2 titles and based loosely on the real life cities of New Your, Miami, and Los Angeles.  You would drive around getting missions from phone booths, steal cars, shoot random pedestrians.  It even had the radio stations which were pretty decent though pretty much unknown music.

I also for a short while in 1999 played a decent amount of the title Midtown Madness.  This is a title that never seemed to get a lot of attention though it’s notable for being the first real sandboxy style racing game.  In addition tot he standard tracks, there was a free roam mode which let you explore the relatively large city of Chicago.  Ok, mostly it was just “The Loop” area and Interstate 90 was altered to create an outside barrier to the city.  You could still pick out where the game took place by looking at a map of Chicago.  It was pretty neat.

One thing I remember most about playing Midtown Madness was that it reminded me a bit of GTA’s free drive experience only more three dimensional.  I always thought it would be pretty awesome if you could actually get out of the car in Midtown Madness and run around the city.  They could even have missions where you were like a cop or a hitman.  Maybe you could have an apartment where you keep your junk and possibly even an online aspect.  It would be totally awesome.

Then Grand Theft Auto III happened 2 years later.

And so I bought a Playstation 2.  Three titles drove this purchase, Metal Gear Solid, Final Fantasy X, and Grand Theft Auto III.  Here’s a bonus fun fact, I bought my PS3 in December/January near the end of 2001, I had those three games alone for it until roughly a year later when I added three more titles, Metal Gear Solid 2, Final Fantasy X-2, and Grand Theft Auto: Vice City.

I have played a LOT of GTA3.  Probably more than any other game I have ever owned.  I once figured up based on how many in game days I had on my save file and how many save attempts I had made and how long an in game hour took to calculate I had played around 300 hours of the game, and this was back in like 2001 or 2002 soon after the game had been released.  I’ve explored every nook and cranny of Liberty City countless times.  At one point I could locate every one of the 100 packages without a guide.  I’ve completed the game to 100% completion without being arrested or killed or failing a mission (the game keeps track) and without once doing a “save and reload because I had “messed up”.

It really is an amazing game.  It gets a lot of flack for the violence and crime aspect but even that is only as bad as a person makes it.  Yeah, you can go around shooting pedestrians and hookers and make it a complete gore fest.  Or you can play the story and get an interesting mobster plot.  Yeah, there is some violence but not any more than your average R rated action film.  Hell the whole series is really just a series of movie parodies strung cleverly into a crazy plot.  The problem only comes up when you get players who can’t manage to get anywhere in the story that just run around randomly shooting things.  The first game is even pretty tame, especially next to Vice City which takes it’s Scarface homage pretty seriously.

From a gameplay standpoint it was pretty revolutionary.  For years, games were about doing what was required, the way it was required.  Sure, you had your warp zones and some games like Castlevania or Metroid would let you roam a bit but never before was there a game so encouraging of doing… whatever.  It wasn’t just the freedom to wander around the city that made it work either.  The city itself was a massive living creature.  You could just stand on the sidewalk and thugs or businessmen or old ladies would just wander around.  Cars drive around, sports cars, taxis, cops, delivery vans.  People would get in the taxis they would argue with each other, they’d talk to you as you walked by, it was like being in a real city.  The whole game just reeked of atmosphere and you didn’t have to interact with it to trigger activity.

This was coupled with exceptional cinematic fully voiced cut scenes to drive the plot.  Sure, many of the plot points were lifted from movies like The Godfather but it worked so well as a whole.  There was mystery and betrayal and vengeance and even subtle nods within the plot to earlier events.  This wasn’t just random events happening.  Characters interacted with each other, they referenced other events, it was cohesive.  Even things that you don’t even really realize like the Asian Guy with you at the start of the game in the jail car.  The Columbians kidnap him and thus you end up free and the game starts, but later, you effectively end up taking out the Columbians in your quest for Vengeance.

These minor points just help the whole things feel so much more cohesive.  It creates a great universe that works with itself, which is part of the whole reason the game works so well.

There was also the openness of the missions themselves.  Sure, many more or less required one path to completion but many of them were very open to the player’s preference.  Say you’ve been asked to kill some mob guy.  If you’re the gung ho type you can charge in and assault his guard and the character with pistols and machine guns blazing.  Want the more subtle route, just find yourself a sniper rifle and pick him off from a distance.  Maybe you’re the kamikaze type and want to just plow through his posse in a speedy sports car and hope none of them are carrying shotguns or rocket.  You were very often just given a general objective and a map marker and the gaps are something the player gets to fill in.  Even if you were terrible the game also didn’t really have any lives.  There was no real penalty to dying, you would just wake up at the hospital or police station minus guns and some money.  No lives, no continues, just a simple “Try harder, PS, also you’ll have to find a pistol”

So here we are, it’s been ten whole years since GTA3.  A game that spawned many sequels and spin offs, Vice City, San Andreas, Liberty City Stories, Vice City Stories, GTA4, Chinatown Wars, The lost and the Damned, The Ballade of Gay Tony, hell I’m probably forgetting some.  Then there are knockoff series with the same gangster sandbox concept, Saint’s Row, True Crime, Mafia, Just Cause, Simpsons Hit & Run, The Getaway, there are a lot of them.  It’s a game that inspired many and crated a whole genre of gaming.  Not many games can claim this title.  It also holds up pretty well to time, even with it’s sequels, playing through it again can lead to new methods and a whole new experience.

Review – Frequency (PS2)

Frequency Sote Banner

Frequency
PS2 – 1-2 Players
Gameplay – 7/10

Graphics – 7/10

Sound – 9/10

Replay – 6/10

Overall – 7.3/10

Frequency is generally a hard game to describe. There isn’t really anything that is much like it. The closest thing I can think of is “DDR without the down arrow”, but, there is so much more on in
addition to that so the description doesn’t really fit very well. For one, the tracks are a lot longer. Then there’s a little ship thing that you’ll actually have to control your on top of following the
pattern…

Well, maybe I should start out simple and then get ease you into the more complicated parts of the description. Imagine that you have a line, and that line represents a song. Now, turn that line into an 8-sided extruded tunnel. Your ship travels down this tunnel. There are no branches or forks but the tunnel does twist around a lot to some nice trippy visual effects. Essentially it is still the straight line. Now
take that tunnel and divide it up into several shorter segments. Each song is divided into segments; each segment is roughly 8 measures long.

Ok, now, back up one step to the 8 sided corridor. Each side of the corridor is lined with patterns of nodes that follow the sound of certain parts of the music. Each side represents a different layer of
the sound. For example, pretty much every track has a basic starting side representing the lowest drum or bass line. Pretty much every song has a vocal track. The techno based tracks may have a couple more bass sides or some synth sides. The more rock like tracks have more guitar sides, the hip hop type tracks tend to have several vocal sides.

The trick here is that the music for that side doesn’t play continually until you unlock that side. When the track starts out you’ll have a basic drum line. As you unlock the guitars and vocals, they will join in. It’s really cool to hear the songs sort of unfold as you complete more sides.  It’s sort of like getting a custom made remix each time you play through the track.

To complete a side you have to follow patterns of nodes. You must complete two consecutive measures of nodes on a side to unlock it. Then the side will play on its own for the rest of that segment. See each segment has its own set of sides. Though some of the sides repeat throughout the song in more than one segment, it’s probably not possible to collect all 6 sides of a segment in one pass.

But wait; I said there are 8 sides in our tunnel yet only 6 sides to capture. You see, after you’ve unlocked 5 of the 6 sides you’ll unlock freestyle sides of that segment which can be used to collect bonus points. There are two type of freestyle sides, Axe and Scratch. Some tracks have two of one type but most have one of each. The scratch creates a record scratching effect as you move the analogue stick as well as placing different sound samples into the music as you press the buttons. The Axe track adds digital
sort of “crystal” sound effects to the music as you move the analogue stick and hold one of the buttons.

As mentioned before, you also collect nodes along each measure  This is the part that is comparable to DDR. You move along and hit the nodes as they pass under your target, the nodes have left right and middle and work similar to DDR’s left, right, and up arrows and correspond to the Square, Circle, and Triangle buttons respectively. The X button is used to activate power-ups you collect. There are two power-ups. Auto-Capture will complete a side for you, and multiplier will increase your score. You can also use the L and R buttons to capture nodes but honestly this could have been better designed to alow you to turn between the sides of the tunnel.  Instead, you move between the sides using the left and right control pad buttons. Also, unlike DDR, you are penalized for hitting an incorrect or non-existent node and must start over on your 2 measures in a row sequence.

Sound thoroughly confusing enough?  It’s not really as bad as it sounds if you’re at all familiar with Rhythm style gameplay, especially DDR.

The object of the game is to make it through all of the segments to the end of the song. The number of segments varies with the length and complexity of the song. Harder difficulty songs tend to be longer. As you travel along the song your life bar is depleted as you miss picking up nodes. It is increased when you complete a side. You pick up power-ups by completing a measure with power-up nodes. In addition to the main game, there is also a freestyle mode where you create a song of your own using samples from the in game music. You can even play the homemade tracks in the regular game mode.  This mode is sadly fairly limited in what it really lets you do.  You aren’t really so much making music as telling the game when you want the pre made music to play.

The game comes with 25 songs, some by popular known artists such as No Doubt or Fear Factory, others by less well-known artists such as Funkstar De Luxe or Symbion Project. Pretty much all of the music is good though. In Easy mode, only the first 15 songs are available, in Normal there are 20 songs and Expert lets you play all 25 songs.  The songs are divided into 5 song stages and you must complete the first 4 songs of an earlier stage to unlock the next higher stage. Each stage has 4 songs initially playable and a 5th song that is unlocked by getting a combined high score of a certain amount on that
stage. To complete a difficulty you complete all of the songs on that difficulty.

This is fairly frustrating for anyone who is unable to complete the harder difficulty levels.  It also means a fairly limited song selection for those same people.  Twenty songs isn’t much when you consider DDR tends towards 70-80 or so tracks.  All that keeps a rhythm game going is variety of music and needlessly limiting what music choices this was isn’t a good idea if you want to keep the player interested.  The remix mode isn’t a very fun addition to help keep up interest either. 

The difficulty doesn’t help either.

The game starts out fairly simple but becomes excessively difficult in the later stages of the game.  The highest difficulty is certainly more difficult to complete than the highest difficulty on say, DDR.  I can pass most Heavy DDR songs with a controller, I can’t pass a single one in Frequency.  The overall difficulty is compounded because of the extra interaction required by changing sides.  Also the tunnel moves around at weird curves and whatnot which can be slightly disorienting, Additionally the node patterns tend to become extremely complex and the game is pretty unforgiving in regards to mistakes.  This can lead to a lot of frustration and a pretty unsatisfactory game experience.

All in all, Frequency is a pretty fun game as far as rhythm games go.  There is also a sequel called Amplitude that is supposed to be even better but in my opinion it drops a lot of what makes this game
interesting in favor of making things a bit easier.    Unfortunately maybe easier is what this game needs. Though the visuals are interesting, the music is good and the game play is unique without being lame, it’s a bit repetitious and limited in what can really be done.  The steep difficulty later in the game hurts as well.