© the other press ¢ Culture January 21, 2004 Fanboy’s Corner Nick Hogg OP Game Guy V.20 Mobile Suit Gundam: Encounters in Space Well, despite that fact that it’s taken well over a year for those of us in North America to get another Gundam game, I do believe that this installment was well worth the wait. And with over 60 mobile suits and armours to unlock and five different game modes, it has huge replay value and staying power. What ultimately ends up being the most important part of any game is the basic game play, without this you really can’t call anything a game now can you? Basically Gundam Encounters plays very simi- lar to Zone of the Enders, although seeing as how full 3D games with 360 degrees of movement don’t come along too often you should- nt think of it as a rip off of ZOE with Gundams. They've gone through great lengths to make each of the 60 plus suits handle similarly to what they were capable of in the anime. So despite the fact there are 12 variations of the Zaku 2 each one has its own unique feel and handling. But most of the game play ends up with you dodging around in 3D like a mad man while you get shot at from all directions, and occasionally slicing up the other mobile suits as it were. Now, as for the. replay values, you're getting quite a bit out of the games since” it has five different modes of game play, each of these providing quite a bit of meat to the game. The first mode is a white base mode that follows the crew of the white base from the original Mobile Suit Gundam series, and you pilot the original Rx-78-2 for every mission. This follows the basic plot for the last third of the story, and the missions are interlaced with redone animation scenes from the original series. Although it’s nice to see all the redone animation scenes, the original ones look slightly dated. They might as well redo the entire series, but it’s doubtful that they will. The second mode is a side story of sort with a new ship called Thoroughbred, and next is my favourite mode of them all—the Ace pilot mode. In this mode you get to play through story missions for some of the great ace pilots, most of which are from Zeon, which more than makes up for hav- ing to pilot “budget” federation suits. There is also a mission mode where you can make your own pilot in either the Earth Federation or the Duchy of Zeon; they can partake in eight missions with each mission ranging in difficulty. After completing each mission you can raise their piloting stats and buy them new skills. This mode is a great deal of fun as long as you play on the Zeon side, the reason I say this is the federation side has far too many missions where you must pilot a ball. A ball is the military equivalent in Gundam of having a giant tar- get painted on you. It’s the same as trying to take out a jet fighter with a VW Rabbit. But death traps aside this mode is a lot of fun. Finally is the 2-player ver- sus mode, which is the only mode that lets you play the six alternate universe suits included in the game. My only complaint about this mode is the inability to change the split screen from vertical to horizontal, but that’s a minor complaint. I felt that I should also » mention the excellent pres- Pyentation of the game s through the audio medium. ot only is a great deal of he music form the original series reproduced in superb quality, but some new music has been added that fits in rather well. Even the vocal . |}songs from the original ae Gundam and from 0083 are a included. And one thing I was extremely impressed with was the fact that there is a soundtrack mode where you can listen to any song in its entirety. What's better for an ace pilot than cranking “The Gallant Cha?” Well maybe if youre Johnny Ridden you might have a problem with it, but other than that you should be fine. Also I should point out that there is no option to hear the game’s voice tracks in their original language of Japanese, but the English dub was done by Vancouver's own Ocean group. If you are familiar with anime you know that they do some of the best quality dubs in the business. The only thing that may throw some people off is that the 0083 stuff that was included was re-dubbed for this game, due to the fact that additional 0083 scenes where added. Overall I'd have to say this is the finest Gundam game to hit the PS2 so far, and even if youre not a huge fan of Gundam itself the game is still a very solid gaming outing. It pretty much breaks down to whether or not you like robots and space combat, if you answered yes, I'd suggest tracking down this game. Although the release of this game is far larger than the 12 copies of Federation vs Zeon released last year, it’s still a pain to locate, so I forewarn you to be prepared for a search of sorts. ae Page 16 e http://www.otherpress.ca Well, this Final Fantasy game has bro- ken the rules its predecessors followed. First off, this is the first Final Fantasy game to have a direct sequel, so this is the second part of Final Fantasy X or ten, not 12 as some people thought it was. Secondly, this is the first-ever Final Fantasy game to have an entirely female playable cast (although for those of you paying attention Final Fantasy V came real close). So for something that breaks so many Final Fantasy conven- tions, the ultimate question is does it deserve its Final Fantasy moniker? Since this is a direct sequel I suggest anyone interested in this installment should play Final Fantasy X first, unless they're a fan of being in the dark. The basic idea of this story is that it’s two years after the end of Final Fantasy X, Spira has been saved from Sin by the high Summoner Yuna and_ her’ guardians. Now in her High Summoning retirement, Yuna has become a sphere hunter and is traveling Spira with her group the Gullwings. Along with Rikku from the last game, and a mysterious new character called Paine, they hunt down Spheres—obvi- ously. The group kind of has that Charlie's Angels Dynamic, or at least that’s the best way to describe it. Yuna is the leader. Rikku is, well, hyperactive and can grate on a person's nerves. Paine is the angry “I-dislike-most-peo- ple-and-enjoy-hitting-things-with- swords” type. And their support team is made up of a guy named Brother who oddly enough is Rikku’s brother, who speaks broken English and a fic- tion FF language called Al Bhed, Buddy who, I’m not sure quite what he does yet but I doubt it’s going to be anything important, and finally Shira, a little girl who is bundled up in a has- mat suit and claims to know every- thing. The cast dynamic is, to say the least interesting, but each character comes off realistic, and the three main characters are convincing as people and don't make me want to let them “perish in battle.” Characters are great and all but like a lot of us it’s a battle system that can ultimately make or break any RPG, mostly since that’s what you'll spend the majority of your time doing. Thankfully, this battle system isn’t just a clone of Final Fantasy X’s system, but it does have many similarities. First off, this battle system is now using fully active time, not the sit-and-wait system of FFX, meaning time waits for no man—or in this case woman. Also, since there are only three characters, the battle-swap system is gone, but this system does allow a charter to change Developed by: SquareEnix Published by: SquareEnix Number of Players: 1 ESRB Rating: Teen to any job class they have available. This means you can change your party dynamically during a battle to suit your own needs. This may seem like a pain, but as you get later in the game you end up switching jobs every few turns to get the most out of your abilities, plus it throws the boss AI for a loop when you do this. Each job is leveled by performing actions with it, similar to Final Fantasy Tactics, and there's a set of 16 skills that take various amounts of job points to master. So if you're familiar with Tactics you shouldn't have any problem dropping straight into this battle system. It’s the most flexible system ever used in Final Fantasy since you can always change. Now another thing that sets this game apart from the other Final Fantasy games in the series is the sheer number of mini-games. It seems that if someone could possibly be a mini- game you better believe it’s there, along with three other mini-games you would never think could be mini- games. Instead of having Blitz Ball from Final Fantasy X we've got a new mini game called Sphere Break that involves doing math real quick. I’m really not sure if this is an attempt to test people’s math skills or if they just ran out of ideas, but in the end it’s an extremely difficult game to play, and not very enjoyable. We have a shooting game where Yuna runs along the Besaid trails and shoots various monsters, gaining points for the more she can destroy in a row. This one’s passable but gets annoying extremely quickly, especially since Yuna’s girly run is far more apparent than normal. Then there is digging for stuff out in the desert, the various lighting rod calibration games, the chocobo raising, and various others. Some of these so-called mini-games trail off into complete and utter point- lessness. A lot of mini-games in other games will pull you away form the main story, most of these, however, tend to get me back on track with the main story within ten minutes. As for the game’s soundtrack I should mention its not done by Nobuo Uematsu like the previous Final Fantasy games were. For Final Fantasy X-2 Noriko Matsueda and Takahito Eguchi, who worked on the Bouncer did the musical score. It’s not quite as impressive in scope as previous games, and none of the songs live up to One Wing Angel or Dancing Mad, but they are catchy, light, and seem to fit the game fairly well. The voice acting is another story all together. For some- thing this big you would figure they'd continued on page 17