Wednesday, 6 November 2013

Hatsune Miku: Project Diva F - Review for the PS3

Hatsune Miku: Project Diva F is probably the most addictive and beautifully made rhythm action game ever!












Hatsune Miku: Project Diva F for the PS3 is a port of the Japanese PSVita game of the same name.

Project Diva F is a Japanese rhythm action game based on the Vocaloid programme in Japan. This programme allows artists and song writers to break into the Japanese music industry, and because of this Hatsune Miku (The main Vocaloid programme of Six in the game) has become a Japanese icon.

Game play

Image taken from PSVita version
The game play in Project Diva F is different to most rhythm action games. When you think of rhythm games, you think of games where the note moves from a predetermined place to another predetermined which never moves the entire time. 
That's where Project Diva F is different, the points you have to hit move around the screen in accordance with the pitch and tone of the song and the buttons you have to hit also come in from different directions. This might seem difficult but trust me, once you hear the song and get used to its tone, it becomes really easy in concept. It has several levels: Easy, Normal, Hard and Extreme so if you're like me and you love rhythm games but aren't too good at them then Project Diva F is perfect because if you play it on easy you can learn the game and become really good at it too.

Visuals

Image of Gameplay from Japanese PS3 Version
The visuals in Project Diva F are completely stunning, the music videos which play behind the game itself are completely stunning, heart-warming and funny all at the same time. 
The fact that by hitting some certain notes or building up streaks can actually make minor changes to the music video in the background is an amazing mechanic.
Although through the game play you might miss some of these fantastic scenes, you can unlock the music videos to watch alone and even live versions of the video simply by just playing the game. This is something which I love because it means I can listen to the songs which are stuck in my head and get to truly appreciate them.
However, this is one of the features which can be seen in a negative light. This is because the backgrounds are bright, lively and constantly moving, however this can cause you to miss a few notes because they blend in with the background. This is the tiniest of nitpicks however because you can get over this in various ways by turning the brightness down and really just concentrating on the notes rather than the background.

Extras

Yes, you can even pet the Vocaloids!
By playing the songs and getting good grades you get Diva Points, and Diva Points can be used to buy outfits, presents and items to but into the Diva's room. This can be done for every one of the Vocaloid's in the game. 
Buying them gifts can make them increase their affection levels and increasing their affection levels and unlocks trophy and achievements and even allows you to play mini games with the Vocaloid's to unlock other things which you can buy for the Vocaloid's. This part of the game is something you can ignore if you want but the amount of work which has went into it, it really just wouldn't be fair to the game if you did. 
Also with the Diva points you can buy outfits which match the music videos you play. Basically you start off with the Vocaloid's default outfit and then you earn the diva points to purchase the matching outfit for the music video, again, a very small thing you could ignore because it would not make much of a difference but it is nice to see how the videos where originally intended to look which these outfits. 

Music

33 songs and 4 modes means there is plenty to do here
With Project Diva f being a rhythm game, you expect it to have a good sound track and trust me, it has an amazing soundtrack. Almost all of the songs on the game are sung in Japanese, with one song sung completely in English and a few lyrics here and there in others. Even though they are in Japanese these songs are incredibly catchy and I find them getting stuck in my head a lot of the time, there is a soundtrack available for the game however it is not purchasable in Europe or America physically or digitally (to my knowledge) however, if you go onto iTunes you can get a flavour for the music by listening to some of the other songs made with the Vocaloid programme. Luckily you can listen to the music without having to play a level of the game which is a good enough substitute.

Score

Hatsune Miku: Project Diva f is a fantastic rhythm action game which has boat loads of character and an amazing soundtrack. However, its unfortunate that the display can get a little in your face during game play and that there is not many more songs available for the game on the US/UK PlayStation store.

My score for Hatsune Miku: Project Diva f for the PS3 is:

8.5 - Great!

A wonderful game! if you get the chance, download the demo for PS3 from PlayStation Store. 

Hatsune Miku: Project Diva f is available now for PlayStation 3 now digitally on the US/UK PlayStation Store for $49.99/£36.99 as well as a physical release in the US. if you live in the UK or Europe and would like a physical copy visit www.play-asia.com where it is available for import from the US/Japan for just under £40!

Thanks for reading! 


Thursday, 15 August 2013

7 ways to make Mario Kart 7 Better

I have been enjoying Mario Kart on handhelds since 2001 with the release of Mario Kart: SuperCircuit, but when I was playing Mario Kart 7 on the Nintendo 3DS I found myself getting quite annoying with the random generator which determines how much of a douche bag the other 7 NPCs were going to be during the race, especially when I’m first place on the game. First place doesn’t seem to be an achievement on this game but more so a target for every NPC to unleash all their weapons on you and create holy wrath to make you lose all your coins and drop 5 places just before you are about to cross the finish line on the last lap.  Not only this but when you actually manage to finish first with all 10 coins in every race on the grand prix, I still haven’t managed to complete the lighting cup with three stars.  So while angrily playing Dead or Alive 4 on my Xbox to vent my Mario Kart anger I found 7 ways which would make Mario Kart better, and more of a fair game for the user.

     1.    Lose the Blue Shells!
These work for no one!  You either get hit by them when you are in first place, get knocked over by them when they are going to hit the person in first place or you get the blue shell… but this happens once in a blue moon and generally when you are in last place on the final lap. The blue shell removes the need for skill in this game, bringing it down to the level of things such as imagine babysitter: A game which needs no skill in the slightest to play it because of the mind numbing experience you receive from it.  Mario Kart 7 became a game of luck and generally you never get any in this game. Remove the blue shells and you but the need for skill back into the game, making it a challenging game which is still enjoyable for the entire family without Dad getting annoyed at his child for unleashing a blue shell which hit him and made him lose.

2.    Let me collect more than 10 damn coins!

In Mario Kart 7 they introduced a new feature: coins. Each race you get the chance to collect 10 coins which in total over the course of the entire game collectively, unlock new customisable features for the cars which you drive (and as there are only 3 customisable features for the game, this doesn’t happen often). The fact is, during the race you can only collect 10 coins, but even the most unskilled player could collect 10 coins within the first lap. You are left for the rest of the race driving around, still collecting coins but them not recognising it because you already have 10 coins. Allowing the player to collect more than 10 coins each race means that it becomes for of a challenge for the user and most probably a better use of their time on the track. Any other Mario Kart 7 fans out there would be sitting there saying “But if you get hit by anything you lose half your coins, if you had 30 coins you’d lose 15” and well I have thought about that too, creating a coin storage which stores every lot of 10 coins in the race would a) keep track of how many coins you have collected so far through the race and b) mean that once those coins have been stored they cannot be taken off you (and here is the exciting bit ) unless you fall off the track, which is a cost of 10 coins (see! I think of compromises too) this means that the user has to use their skill to stay on the track and they also get the chance to collect more coins.

      3.    Nintendo: Fix the so-called random      generator!
Mario Kart is known for the fact that the characters can use weapons in the race, in fact it is a feature which sets it apart from every other stereotypical racing game released. This generally comes into effect when you drive through a ‘Surprise’ box and the random generator selects a weapon for you. I say ‘random generator’ but when I drive through these god damn boxes all I seem to get it green shells and bananas whereas every other Tom, Dick and Harry in the race gets Lighting, Ink, Bullet Bills, Mushrooms, red shells and of course the famous blue shell. Not only that, but they seem to enjoy setting all their weapons off at once, but only if you are in first place with 10 coins. Back in the day of the Mario Kart: Super Circuit, most races only gave you the chance to get weapons once a lap, which meant you had to use your weapons strategically and plan for the worst possible scenario, but even the worst possible scenario didn’t pause your gameplay for that long whereas in Mario Kart 7, you get hit by a blue shell and you can drop from 1st to 8th before your Kart actually moves again. So I say one thing to you Nintendo: MAKE YOUR RANDOM GENERATOR MORE RANDOM! Because at the moment it isn’t fair on the user and its making me lose all hope in Nintendo party games.

4.   Give the coins significance
Obviously in one of my last points I was talking about how I wanted to be able to collect more than 10 coins. But I have another point about those coins; they have no significance in the game… like none what-so-ever. What is the point of putting something into the game which does not affect the game play in the slightest! It’s like releasing a DLC for a first person shooter which contains a new outfit i.e. there is no point because you don’t see the damn character at all during the game. By giving the coins some significance you give the game a purpose or at least make the race more interesting for the user.  I thought up two things which could give the coins in the game purpose and even make the game more interesting. The first one I thought of was giving the character a special power after collecting 10 coins; this could be things such as manually flying or having the ability to break through things such as walls and doors. These special powers could be used to access hidden routes in the race which can only be accessed if you have chosen the character with the same power. Another idea would be to make the coins currency, this way when you collect the coins you can purchase upgrades for the car, but not the upgrades which are unlocked via races. I mean things such as paint jobs, suspension packages and shields. This way the user is rewarded for collecting the coins and receives an upgrade which they can pick for themselves. This simple thing makes the game more user oriented which, at the minute, it is lacking very much.

5.    Make the Grand Prix more customisable 
Don’t get me wrong, I love to say that getting hit with numerous shells, lightning and ink things doesn’t bother me, but it does, it winds me up something rotten. It actually annoys me quite I lot, I love racing games because of the simplicity in them but yet skill is required to actually play them, but Mario Kart 7 has removed this from the equation making it more of a party game which you play with your family on Christmas day and never play it again. What I’m trying to say is that Mario Kart 7 is more fun to play with local players because you are playing for fun, not for the fact that when playing it you can actually achieve something as when you do try to achieve something in Mario Kart 7 you become a target for weapons. I say make it a choice on whether to have weapons available or not and maybe even pick and choose what weapons you can and cannot get, doing that would make the game different every time you play it.

6.    Allow characters to get Shields
All is good and well when you throw shells at other characters because they never seem to be affected by it, however, when the shells are being fired at you, they hit you and you have no way to defend yourself. My theory is to change the boost that you get from drifting around corners into a power build up for a shield, the more you drift, the longer the shield stays up. The best thing about this is that it makes you think more strategically in how you play the game i.e. I’m in first place, I should probably do some drifting to build up my shield for when I get hit with 5 blue shells, Ink and lightning.

     7.    Remove the useless characters 
Sure this wouldn’t exactly improve the gameplay but half of the characters in the game don’t really deserve to be there! Characters like Queen Bee, Wiggler and Metal Mario have appeared in one Mario game for 5 minutes and suddenly they become a playable character in Mario Kart 7 beating out Waluigi, Goomba, Birdo and the baby series of the main Mario Characters. This just isn’t right in my eyes, the characters should be well established to go on a game such as this one, ones which are recognisable to even those who haven’t played Mario before (because let’s face it, everyone knows who Mario is whether they have played a Mario game before or not). Nintendo need to get their priorities straight on this one: Introduce new characters which no one is heard of or celebrate the original and recurring characters of the Mario series.

So there, that’s my personal opinion on how to make Mario Kart 7 better, to be fair many people may disagree with me because they will think Mario Kart 7 is fine the way it is, I just think these points will make it for fair to play and therefore give a better gaming experience i.e. I won’t want to take the game out of the console, jump on it many times, throw it off the wall and then out of my bedroom window because I was in first place on Rainbow Road and someone set a blue shell off on me and then another character pushed my off the side. Hopefully Nintendo will address these issues in Mario Kart 8 set for release in April 2014. 




5 reasons that the Gameboy Advance is the best handheld ever!

I have had many Nintendo Handhelds through the years, from borrowing my sister’s Gameboy and playing Lemmings until the batteries ran dry to spending hours on Animal Crossing New Leaf and holding my breath until Pokemon X and Y come out. But the Gameboy Advance is always the one which stuck out in my mind and held a place in my heart, the many games that I had on it as a kid, the joy I had playing it and honestly it was one of the hardest consoles I ever had to let go of, so hard that 8 years after selling it on, I bought another one with the games I used to have.  So here it is, 5 reasons why the Gameboy advance and the Gameboy advance SP are the best handhelds ever and the legacy they begun.

1.    The Backlight
The Gameboy Advance SP was the first handheld to have a backlight, something which now seems like a minor thing that we take for granted but before that time if you wanted to play on your Nintendo handheld in the dark you needed an external lamp to clip onto it so you could see in the dark. So the Gods at Nintendo created a wonderful thing, a console with a backlight, one which could be turned on and off and all of a sudden, we could easily play Zelda, Spyro and other games in the dark and under our blankets late at night after our parents had sent us to bed early because it was a school night. Not only that but the backlight added a new dimension of colour to our beloved games, Mario never seemed so full of colour and life on a handheld until that moment in time.

2.    Rechargeable Batteries
Just picture the moment, you are about to defeat the legendary Pokémon on Pokémon sapphire or Pokémon when all of a sudden, the batteries in the console run out and you’ve lost all the progress you made. Then at the release of the Gameboy advance SP, we got a console which we could recharge! No longer would we have to steal the batteries from the TV remote when our parents weren’t looking or go on a rampage through drawers looking for batteries when the red light comes on, no, now we could get out our charger and sit there whilst it charged and play our game without worry.



3.    Compact and Comfortable
One thing that Nintendo are good at in my opinion is making a handheld which is comfortable and compact and nothing screamed this more than the Gameboy Advance SP.  As comfortable to hold for hours on end like all those consoles that went before but even more compact than ever. The SP itself being able to be shut not only made it the most compact Nintendo handheld ever but also protected the screen from anything lurking in the bottom of our school bags which could potentially damage the screen.  A design so ingenious that it has become a major design component for every handheld they have made since, and honestly I love it.

4.    Backward Compatible and Region-Free
These days when you buy a new console most people will sell their old ones due to the fact that their new console won’t play the games they already have. With the Gameboy Advance that was not an issue, you didn’t have to throw away that Pokémon game that you got for Christmas with your Gameboy colour, or that copy of Tetris your older sibling gave you all those years ago. No, the Gameboy advance was 100% backwards compatible with both Gameboy and Gameboy Colour games. Not only that but it was region free, meaning you could get those games which America got and we didn’t meaning the gaming possibilities were endless.

5.         Simplicity
When I say simplicity, I mean it in two ways, in use and in design.  The Gameboy advance had 7 buttons in which you would use to play the game, which was a simple layout compared to the GameCube controller which had 11 buttons or the PS1 controller which had 13. This simple layout made it easy for us to get a hold of game controls easier and truly enjoy our portable consoles. And c’mon, the Gameboy advance and Gameboy advance SP looked amazing, and in my eyes no matter how flash a handheld looks, The Gameboy Advance was just a beautiful piece of kit.

So those are my reasons why the Gameboy Advance is the greatest handheld ever, and how it paved the way for handheld’s to become something which most people have in their life, even those who do not consider themselves gamers. The Gameboy Advance has really stood the test of time and in my eyes always shines up on top as wells as bringing back a sense of nostalgia which makes me feel 10 again, I’ll come right out and say it, it’s my favourite handheld and even with the 3DS and the PS Vita showing the endless directions in which handheld gaming is going, I like to remember where it started, with the Gameboy Advance.