Tag Archives: portable

The Illicit Fantasy – Need for Speed: Carbon “Own the City” (PSP)

Note: Certain racing terms have been linked to explain concepts to those not automotively inclined. Credit goes to Wikipedia for that.

As gamers, we love the idea of fantasy. Be it something simple as being a skilled hero versed in magic to the wanton killing machine, it’s a concept that has move gamers towards certain titles. Role playing and simulation make the gamer feel like they are part of the game. The popular media has had a bit of an infatuation of using games as a scapegoat for society’s ills. Like the occasional stories that some kid that played a little too much Grand Theft Auto III decided to murder someone or how a kid who died crashing into a toll booth was a rabid player of Gran Turisimo 4. But many gamers are able to separate the lines of fantasy and the real world.

The Need for Speed franchise originally was a computer game line for the PC gamer that was a simulation like the Gran Turismo site. Once Gran Turismo came out, EA Games had to take a new angle to entice gamers to their series. Need for Speed: Hot Pursuit would come out and EA would just quietly release titles… Until the tuning and tweaking community really got steam around 2003 in the real world. EA would then revamp the entire franchise as Need for Speed: Underground. The idea was to make a game that encompassed the underground tuner culture with the flashy cars, tweaked and gassed engines, glory, and cash. The first foray into this direction got a lukewarm reception, though EA would listen to the gamers and quickly work on the sequel to make it the racer’s paradise and being able to cruise on the streets instead of being stuck in bracket racing. That would lead to Need for Speed: Underground 2 which was a leap forward in EA’s new life for the Need for Speed franchise. The “Most Wanted” sequel afterwards would reincorporate the police chases from Hot Pursuit and even give a slick little Matrix-esque “bullet time” effect for intense stunt work to evade the cops on free roam. This brings us to the Carbon sequel, finally.

Need for Speed: Carbon mainly takes to the racing movement in America with the obsession of the Japanese touge with the “Canyon Race” competitions. The game includes things like your normal fare of lap races, sprint races, eliminators, and all but it does have some influences from the drift culture. The portable rendition for PSP with the subtitle “Own the City” does not have the the canyon races, but just focuses on a story where someone from a mysterious race gang crashes into your brother killing him and hospitalizing you for a good while. The motive to race? Revenge and vengeance for your late brother.

With Own the City, there is no “manual transmission” option by default unless you choose to play the game with the analog stick. You can summon during races. The gang members of your gang can be recruited from defeating rival gangs to add a better selection. In addition to that, the gang members have their talents. Here’s a break-down:

  • Brawler – Their main purpose is to crash into the target and disable them from the race temporarily.
  • Drafter – They fly by you so you can catch into their slipstream so you can build top speed and push to the limit.
  • Assassin – They do a flyby to get ahead of the target and lay down a spike strip to blow out the tires of the competition
  • Fixer – A subclass of gang member that can boost your pay-out provided you win a race.
  • Mechanic – A subclass of gang member that secretly enhances your car to push even harder.

The henchmen/women can be helpful but also can botch a race too. I have had occasions, for example, where the brawler’s fly by while they are hitting the NOS and crashing into you during a turn. At the same right, they have saved my bacon from losing a race. The gang members can “level-up” depending on your performance in a race on technical metrics; with better performance and use of them, their abilities increase.

The game is in a free roaming mode or you can hop in and out of races with the race map chooser. The open world does have police that will engage you for misconduct on the roads, I have not had the pleasure of it, but I have gone pretty wild. The city will have the graffiti tags of the gangs in control of the territory. Once you begin taking over, your gang’s tag will replace the defeated gangs. Throughout the map, there are crates you can find in the open roaming mode which will unlock promotion art when found. They are hidden pretty well as I have only found only 1 of 30.

The customizations are pretty basic. For under hood performance, there are engine, suspension, chassis, turbo, and nitrous oxide for parameters. Cosmetically, there are body kits, spoilers/wings, tint, wheels, paint, and vinyls. If you want your gang members to be emblazoned with your paint and vinyls, you can apply them over their cars. Particularly, the body kits, wings, and wheels do not do anything to modify the car’s performance with regard to aerodynamics or traction from what I have noticed. This is different from the autosculpting feature of the console versions. I will provide my disclaimer here: if you’re hoping a mobile version of the console experience, this is not it. It’s not an easy game either, the game does require skill and finesse on some races. I know I have barely won some races just from nitrous getting me a split second ahead of my competition to the finish line.

The game fares well as a mobile racing game. The sensation of speed is very real… You almost can feel the intensity of the velocity when you’re in 6th gear and firing the nitrous while hitting 170+ mph. The sounds could have been better, but they aren’t bad at all. Graphically, the game is not quite as polished as say, Ridge Racer 2 (PSP), but it looks good no less. Although I have experienced an odd graphical image glitch where the game will have the race track’s graphics disappear yet other details like road block offs, billboards, cars, and backgrounds are intact… The worst part is this bug will lock up the entire game when you try to exit the race and try to save progress.

With respect to that glitch, I have done everything EA Games Customer Support has asked me. PSPdemon of Gamecootie has also tried to help me with the glitch, but he too is baffled. Especially as loading should not be an issue for the PSP slim from the extra RAM it has to cache graphics head of time. It has not afflicted me lately, so I am counting on my prayers.

Own the City has come a very long way from the shoddy likes of Need for Speed Underground Rivals and 5-1-0 for PSP. It really has me curious about the new Need for Speed ProStreet game that was delayed for a PSP on February 19th of this year. ProStreet looks impressive on the high end consoles, but it just has me wondering why there’s a delay on the PSP version. If the delay is to address things like game enhancing details, it could lead to a promising sequel.

Zero’s Rating: 3 of 5 Stars
Zero’s Closing Thoughts: With the game being sold as a Greatest Hits title, the price is not bad. It is a bit difficult and it can be plenty fun if you don’t take the game seriously like Ridge Racer.

Zelda Remix: The Legend of Zelda: Phantom Hourglass for Nintendo DS

I have been a Zelda fan since I was about 5 years old, so Zelda has a big impact on me. I remember playing the original Legend of Zelda for the Nintendo Entertainment System and the pure frustration of fighting the later bosses. It was fun but frustrating to my childish mind. After that game, there was the release of Zelda II: The Adventures of Link. It was definitely a change from the bird’s eye view scope of the game. The dungeons in 2D were frustrating and borderline aggravating! I remember spending almost 3 hours as a kid trying to fight Horsehead. (I can kill Horsehead like cake now, but it still can be a grueling fight.) The Super Nintendo release of The Legend of Zelda: A Link to the Past (Zelda III), it was received well by fans who liked the bird’s eye view form of battle and puzzles. I enjoyed this return to a “pure” experience. The side story games like Zelda DX: Link’s Awakening and other games that were for the portable platforms used the bird’s eye view method to display the action.

When the Zelda franchise went 3D, you had some purists who were angered because the “pure” experience was ruined. At the same time, you had fans who were praying for the moment to “see” Link’s realm from his eyes. Ocarina of Time’s release and the two off-shoots (Majora’s Mask and Master Quest) were well liked by the consumers and fans while winning awards all around. Many thought all was well, until Nintendo tried to take the next Zelda to the cell-shading craze. Wind Waker had a unique reception on its release… Some hailed it as a refreshing take on the franchise by remixing the story a bit. Some felt that the “childish” experience dulled the game from being part of the “pure” storyline. When the last major console release game returned to a pure Link experience and not the antics of young Link… Fans were overjoyed to see the series return to its “roots”.

The DS has been Nintendo’s pride and joy of the portable gaming world lately. With most of the games that have come out, they have seriously remixed how to play some of the most classic Nintendo franchise games. Zelda is no exception, it was one that got remixed to the DS “touch and play” approach. The Legend of Zelda: Phantom Hourglass is a brilliant game that takes some of the basic features of the system and incorporate it into the game play. This is boldly advertised on the case of the game:

Take Control of an Epic New Adventure!

The cover even has screenshots of the game and methods of how to play the game being demonstrated. For those curious about what the story line is about… it’s not the “traditional” story. It is an offshoot of the Wind Waker story realm, so for those who do not like the cell shaded designs and such… You will have to get it over that to really enjoy the game. A synopsis of the story is that after the adventures of Tetra and Link killing the dark lord, they took to the high seas to be treasure hunting pirates. Tetra hears rumors of a ghost ship full of treasures and that search leads to disaster and new adventures. A very non-traditional take on the Zelda story. The main focus of the story is on the secrets of the Phantom Hourglass and the old temple of the starting island.

The graphics are pretty good for a bird’s eye view sort of Zelda with 3D graphics. The character models are a bit rough, so don’t expect something super clean like Final Fantasy XI. The playful graphics go well with the game, so I don’t mind or bitch about them. The game plays 95% with the touch screen, so I will emphasize that patience and tolerance are required virtues for this game. The battle system is pretty simple and same for movement. Make slash marks to slash at enemies, tap on enemies to do the lunging jump slash, and make a circle around Link to do the spinning slash. For movement, just point the direction and Link moves. Rolling is a much harder issue… point your stylus to the edge of the screen and make a swirl motion. The feature that really makes this game shine out is the ability to annotate maps. I can’t even begin to tell you how many times map annotation has saved my bacon… Especially for switch puzzles that mention pulling certain switches in numeric order. The fun doesn’t stop there… Sailing is pretty interesting. That process is completely touch oriented too. To sail to a new location, it essentially becomes a game of connect the dots to go to where you want. The thing that makes it a challenge are the enemies and obstacles that get in the way. The cannon and jump function of the ship allow for you to evade and fight off adversaries at sea in an efficient manner. The open sea maps are much like the land maps with freedom to completely annotate what you need to remember. The top screen primarily functions as your map/radar screen. I say “radar” as some enemies you will encounter will be invisible to your battle view, but show up there. The radar has a “Metal Gear Solid” aspect as you can see the “viewing cone” of your enemies in certain dungeons. During some boss battles, the top screen may act like an extended arena. This makes for a very unique experience to the game.

[POTENTIAL SPOILER ALERT!!!!!]

Most of the important bits of the game do focus on the old temple at the starting island (Mercay Isle). What makes this temple such a challenge is that certain parts of the dungeons architecture are “safe zones” and don’t drain away at your hearts… but when you’re on the main dungeon every second saps away about 1/2 a heart. It won’t be until you can claim the powers of the Phantom Hourglass, that the challenge gets “easier”. The magic hourglass basically has a limited allotment of time in which the life draining powers of the dungeon are nullified as long as the hourglass has magic sand in it. Safe zones basically lock the time from draining away, but the game throws in Phantoms (nearly invulnerable sentries) to the dungeon that up the challenge factor. The Phantoms move rather quickly and on striking Link, the game takes one whole minute off of your Phantom Hourglass and you restart at the beginning of the floor you were last at. This can get aggravating when you’re not observing patterns as escaping to a safe zone may end up being a task that wastes time on the hourglass and being potentially risky. As you go lower and lower, the game will challenge you with much stiffer things, but at the same time, the new tools you gain will give you an edge over previous runs and may even cut down your times.

While the touch feature is one way to play the game… The buttons get used only as “shortcuts” to the map, inventory, and equipping subweapons (bombs, boomerang, shovel, etc). Nintendo does realize that there are left handed gamers, so you can even adjust the settings to accommodate your dexterity, definitely a great move on their part. The microphone is also used as well, surprisingly. One of the uses is in a dungeon where there’s an enemy is weak to “loud noises”. How do you make noise? Yell into the microphone, of course! On yelling, the enemy shrivels up into a blob and basically cowers in fear while you kill it with a death slash. The “sleep” mode of the DS is used and, believe me, it’s not in any way I would have imagined it… The development team really got creative with the game, kudos to Nintendo for simply brilliant concepts being put to use!

My only gripe with the game is that the touch game play can be a bit of a pain in the side rather than fun… Like in dungeons with time limited switches, if you mess up on your stylus position, Link may end up jumping off a ledge when you may have actually needed him to run across a thin bridge. This not only end up killing your time, but it aggravates you because you may have to reset the room just to get the puzzle to work properly again. Another thing that’s minor at best is map related puzzles may not be accurate if you have an issue drawing straight lines. You may find that you may be off by a single space, but not a serious issue, more user related if anything.

I like this game and I would recommend it to anyone looking for a great Zelda game on the go. The save times are quick, so you could play a part of a dungeon during a break or lunch period and pick back up when you returned home. The casual fan could probably pick up this game quickly and end up being addicted rather quick. I have found myself having to beat myself over the head to get to sleep all because I wanted to knock out 2 dungeons in a night. Patience is required to not get too frustrated with it, but definitely worth the expense.

Zero’s Rating: 9/10
Good: Innovative and refreshing take on game play, challenging puzzles, fun battles!
Bad: Quirky touch only approach can make some dungeons a frustrating experience.

Check out Nintendo’s official site for more details about the game: The Legend of Zelda: Phantom Hourglass