Author Archive for Nhan Pham

26
Apr
10

Classic ‘StarCraft’ still conquers the competition

As the highly anticipated “StarCraft II: Wings of Liberty” title waits in the wings, a trip to the original game that started it all seemed in order.

I felt it was necessary to re-experience the magic of a wonderful classic, so I popped in the dusty “StarCraft: Brood War” disc just lying there in a desk drawer and then challenged my roommate to some friendly matches.

March 1998 marked a milestone for the real-time strategy genre to be forever changed with the release of this PC title. Blizzard Entertainment’s “StarCraft” brought fresh ideas and concepts to the table. As opposed to having two playable races that merely had cosmetic differences, “StarCraft” revolutionized the RTS formula by bringing a third race to the mix.

The “StarCraft” concept involves the galactic warfare between the Terran, the Zerg and the Protoss. Armed to the teeth with weapons like machine guns, flamethrowers, tanks and space fleets, the nomadic Terran race is compromised of the hi-tech humans. Meanwhile, the Zerg consists of bug-like monstrosities that attack in massive swarms, overwhelming their foes with sheer numbers. And finally, the Protoss represents the sophisticated, telepathic alien civilization with access to advance technology.

“StarCraft” uses the RTS staple of gathering resources, building up an army and then engaging the opponent in combat. Each playable race has various strengths and weaknesses to keep in mind, so each one plays completely different from the next. For instance, the Zerg race relies on sheer numbers to win because its units are cheaper at the expense of being on the weak side. On the other hand, the Protoss units are generally more powerful, but they eat up more resources to produce.

Despite the races being so different from one another, the game’s well-balanced design proves to be a testament of time, even to this day. No matter what race a player chooses to use, one can rest assured that their race can contend with and defeat any other given race with the appropriate execution and strategy. Matches thus become decided by genuine individual skill rather than a rock-paper-scissor matchup between the races – like it should be.

I just have a blast whenever I revisit this decade-old title. The graphics certainly look dated, but the classic sound effects are always a treat for the ears. “StarCraft” retains its popularity with its amazing gameplay that modern RTS titles attempt to replicate. With that said, it is no surprise that “StarCraft” is still played to this day, particularly in competitive gaming.

A proper sequel to this sci-fi masterpiece has been long overdue. Because the release of “StarCraft II” is just around the corner, fans are counting down the days with bated breath. Finally, one can only imagine how high Blizzard Entertainment can take this beloved franchise. With such high expectations, “StarCraft II” definitely has the development pedigree to be another smash hit for the upcoming gaming generation.

For the Swarm!

Nhan-Fiction Score: 5/5

14
Apr
10

Sorority hosts dancing event for charity

Story by Paula Mehrkens from The Daily Evergreen.

Participants have a chance to hit the dance floor with choreographed routines to raise money for the Alternatives to Violence of the Palouse organization.

14
Apr
10

‘date night’ rehashes rom-com cliches

“Date Night” attempts to disguise the typical romantic-comedy formula, but it ultimately results in a jumbled mess.

Review by Oliver Ryder from The Daily Evergreen.

Teaser:
While watching “Date Night,” I was bombarded by laughter from all sides. There was even one woman who made me wonder if she’d ever seen a comedy before – she was whooping, screaming and clapping her hands as if she’d discovered some delightful new invention. Oh, how I wish I was watching whatever film they were seeing.

It’s never a fun experience to be trapped amid hyenas who make me look miserable for not joining in. But “Date Night” offered nothing but a tired old rom-com template that just happened to feature a bit of “action.” “Action” placed in the strictest of parenthesis.

02
Apr
10

‘Sherlock Holmes’ film worth investigating

Review by Jordan Magrath from The Daily Evergreen

A film lover doesn’t need Sherlock Holmes himself to find the movie’s greatest qualities.

02
Apr
10

Follow the ‘Footprints of Vietnam’

The Cougar VSA will be hosting the “Footprings of Vietnam” event, starting 6 p.m. Saturday in the CUB Senior Ballroom. The event will feature cultural performances, and guests can try out phở, a Vietnamese noodle soup dish. Tickets are $15 presale and $20 at the door.

23
Mar
10

Watch ‘The Thing’ on the Big Screen

Article by Oliver Ryder from The Daily Evergreen

From March 26 to 28, “The Thing” makes its way to the CUB Auditorium as part of a Student Entertainment Board film event.

22
Mar
10

‘Final Fantasy XIII’ combines style with substance

With more than a dozen titles in the series, each “Final Fantasy” installment has high expectations to meet.

With stunning graphics, a strong soundtrack and great voice acting, the latest “Final Fantasy XIII” title appears to be more of a high-budget Hollywood flick than a role-playing game. Fortunately, beneath the shiny surface lies some genuine quality within the gameplay.

Lightning


The heart of any RPG game is its story, and “Final Fantasy XIII” has an overall decent tale to tell. Basically, the protagonists led by someone codenamed Lightning are branded with a cursed mark, becoming something called a l’Cie. In the story’s world called Cocoon, l’Cie invoke fear in the general public so they are persecuted like criminals. The l’Cie will eventually transform into monsters unless a task called a Focus is completed. Of course, this objective has further complications for Lightning and her party to deal with as the plot unfolds.

It is a solid story for the game, but previous “Final Fantasy” titles have done better. Nevertheless, the obviously high production values do elevate the storyline to another level.

Though graphics and sounds do not necessarily make a game enjoyable by themselves, developer Square Enix certainly spared no expense in the title’s presentation department. “Final Fantasy XIII” is easily one of the best looking games of its generation. Whether one is gazing at breathtaking environments or even at an emblem on a character’s jacket, Square Enix devoted an amazing attention to detail down to the last bar of steel.

The music and sound effects are also magnificently done. Catchy music scores create an engrossing atmosphere as one traverses the detailed landscapes. Sound effects like sword slashes, the clanking of metal and the shattering of ice fit perfectly as well.

As for voice acting, the days where an RPG player needs to scroll through text boxes of dialogue to advance the story are almost a thing of the past, and “Final Fantasy XIII” raises the bar in this respect. Nearly everything in this game is fully voiced. Players do not even need to press a button for most dialogue sequences, and even talking to non-playable characters is automatic.

Thankfully, the game does deliver solid vocal performances across the board with only a few minor gripes. The voice acting for characters like Lightning, Snow and Sazh are especially noteworthy for establishing personality. On the other hand, the voices of characters like Vanile are just annoying, even to the point of being a chore for the ears to endure. Vanile has an Australian-like accent and occasionally “forgets” about it when reciting her lines. It does not help that her voice is the one narrating the story.

Sazh


However, the superb vocal performances do lose some punch from the often-choppy writing. Some conversations in the game come off as awkward and a bit unnatural. The writing particularly gets carried away with the in-game jargon, which leads to many dialogue sequences becoming needlessly confusing to comprehend. The game does remedy some of the exposition woes with detailed information found within the game’s menu option called the Datalog. Besides having notes on the gameplay mechanics, the Datalog contains explanations on all of the game’s terminology.

But aesthetics aside, the battle system within “Final Fantasy XIII” entails fast-paced thinking and a good amount of strategy. The series’ staple, the Active Time Battle system, makes its return with a dynamic overhaul.

Simply put, every participant within a battle has a bar divided into segments that fills up. As this bar is filling up, an action may be “stocked” to be carried out eventually. The more powerful moves require more bar segments to execute. Furthermore, all actions can occur simultaneously, so the sense of a real-time fight is really apparent.

In addition, a significant difference with the “Final Fantasy XIII” battle system is how the player can only control the leader of their party. Allies are computer controlled and behave according to their given role as part of the Paradigm system. There are six different roles, and each have their own characteristics to keep in mind. For instance, the Commando role focuses on fighting enemies, while the Medic role cannot attack but can heal the party.

By setting different Paradigm combinations beforehand, a player can instantly shift the character roles in battle on the fly. This becomes a necessity as many battles require quick thinking rather than brute force to be successful. In fact, it is not uncommon for the player to switch between strategies constantly during battles, especially for the challenging boss encounters. A real plus is how the computer-controlled allies are usually intelligent with their actions.

The game also offers plenty of character customization options such as its leveling system called the Crystarium, but this is nothing that worthwhile for the “Final Fantasy” franchise.

In terms of flaws for the game, nothing particularly significant stands out. A minor issue would be the game’s linearity. The game uses this particular formula quite a bit: move down an often-straightforward path with the occasional detour to collect treasure or fight some battles, see a cutscene and then move on to another simple pathway. Rinse and repeat. There is a portion in the game where things become more open-ended, but the same linear pattern occurs again for the game’s last chapters.

Snow


The game also coddles the player to the point of it being insulting. At the expense of convenience, the sense of challenge is toned down considerably. For instance, players do not need to worry about healing after battles as every encounter begins with a full set of hit points for the party. This eliminates the sense of a gauntlet. In addition, players can also “restart” battles, sending the player to right before a battle took place to prepare and then give the battle another go. And then there is the generous amount of save points, which probably totals more than 100 throughout such a linear game.

Regardless, “Final Fantasy XIII” is a welcomed edition for the famed franchise. The game’s cosmetic touches reflect a milestone for not only the RPG genre, but video games in this generation. Often times, games of this nature usually have more style than substance, but “Final Fantasy XIII” certainly brings its own good flavor to the mix beyond the visuals and sounds.

Is it the best “Final Fantasy title I have played? No, it is not, but the game is definitely worth a look. Just take the time to look past the glossy shell to find the actual RPG goodness.

Nhan-Fiction Score: 4.5/5

10
Mar
10

Take a Trip to Wonderland

Review by Oliver Ryder from The Daily Evergreen

The latest “Alice in Wonderland” film provides a whimsical escape from reality.

07
Mar
10

Not Quite Lucky No. 7

With the highly anticipated “Final Fantasy XIII” just around the corner, I felt taking a step back into the past was in order to warm up for the new release.

With more than a dozen titles to choose from, there were various games I could have picked for a trip to nostalgia. In the long run, I decided to opt for the reigning game in terms of popularity within the series – “Final Fantasy VII.” This PSX game has been labeled a milestone in RPG history. Many “Final Fantasy” fans can easily call this their favorite game in the series, and many would also declare this the greatest game ever.

However, I happened to be a rare exception back in the day. Though I did not necessarily hate the game when I first beat it nearly a decade ago, I just felt it was not as amazing as everyone else believed. After searching around for an old Playstation console, it was time to give the game a second chance.

First off, the heart of any RPG involves a strong story to keep the player’s attention from start to finish. “Final Fantasy VII” does have a unique premise in the beginning. It goes like this: The planet’s very essence is being drained by a company called Shinra, so a group of mercenaries called AVALANCHE attempts to put a stop to it through whatever means necessary. This is actually an interesting premise … until the story just tries to be “deep” by throwing absurd plot elements that lead to a convoluted, jumbled mess.

For example, take the fan-favorite character named Sephiroth. This character is supposed to be “complex,” but he really is nothing more than an emo, stock, overpowered anime villain. His presence in the plot derails the cool “take down the evil company” storyline. Sephiroth literally tries to blow up the planet with a comet because he has abandonment issues with his “mother.”

So complex … err, not really.

Sephiroth

Though the story suffers from an overall poor plot, the main meat of the game – the battle system – is actually an above-average design. “Final Fantasy VII” uses a series staple called the Active Time Battle system, which involves each battle’s participant having a meter that fills up. When this specific meter is filled up, an action can take place. Executing an action before someone else means that participant proceeds first, and then the following inputted actions take place. The meter resets after each action, and the sequence repeats until one side in battle is defeated. In other words, the system is supposed to create a “real-time” feel to the battles, somewhat forcing players to think on their feet.

The game also offers a decent amount of customization. By equipping things called “Materia” to a character’s weapon or armor slots, new abilities and skills become granted. The Materia can be leveled up with enough battles, which further unlocks better skills and benefits.

The gripe I had with this system was how it made the game too easy, plus I felt it detracted from the unique elements from each character in battle. You can just transfer powered-up Materia over to a different character, making your party choice pretty irrelevant aside form different weapons and special skills called Limit Breaks. More genuine strategy with party customization would have been welcomed.

As for the game’s presentation, the music and sound effects are top-notch quality, but the graphics leave something to be desired in some aspects. The in-game graphics of the backgrounds are usually decent, but the character models were just bad – even back when this title was released in 1997 throughout the states. The character models look like deformed Lego people, but at least the in-battle models appear fine.

In short, a second playthrough of this game still reinforced my previous feelings toward “Final Fantasy VII” – it is overrated. The game is definitely not a horrid game by any means, but the main flaw – an awful story in an RPG – is too much of a glaring issue for me to overlook.

Nhan-Fiction Score: 3.5/5

05
Mar
10

Nothing to go crazy about

Review by Oliver Ryder from The Daily Evergreen

This Hollywood remake of a classic zombie movie stitches together nothing more than mediocrity.




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