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On popularity of opinions

As I was once more roaming the net looking for stuff to do in my perpetual faux-boredom, I took notice of something almost uniform for any site dedicated to popular media; that is the general naievity and ignorance that surrounds people and their opinions. We've all encountered this, people using terms like "overrated", "trash", "idiot", "fanboy", "weeaboo" and the like for all the wrong situations. Why do we do this? Why do we try so hard to make our opinions into something hostile, and deny the existence (or shine a spotlight on) differing opinions? It's most certainly human nature to be sad when our viewpoints are resisted, but it transcends idiocy how far some are willing to go to be a raving five-year-old with issues of self-control.

I'll come forth with a real-life example. In a recent news articlediscussing Keiji Inafune's views on the Japanese gaming industry, I left a comment explaining my PoV. Needless to say, I won't be going deep into my response, you can read it by going to the first two pages. To put it simply, I respectfully, but firmly, disagree with Inafune's assessment of the industry in the East. I didn't voice it in a hostile way, I never do such a thing over the internet (or real life, but that's irrelevant), but very quickly, I got the pleasant response which went like this: "ARE YOU AN IDIOT OR SOMETHING!?" To be honest, this was a lv. 3 user with probably no social skills, but it wasn't particularly nice. A quick moderation later, and retribution was served cold. It crystalizes my point quite nicely, since the gaming sites as a whole are already taken way too seriously every day. Just got to ANY video review here on Gamespot to see a league of juvenile fans that can't take people thinking differently than them.

This got me to thinking about unpopular opinions as a whole. Overall, it's a rather stupid concept. In actuality, there should be no such thing as an "unpopular" opinion, seeing how everything is subjective in entertainment. However, that's the situation, and I most certainly have my own unpopular viewpoints.

One opinion that no-one seems to understand is my opinion on innovation. I find it to be completely and utterly useless. Yes, U-S-E-L-E-S-S. Innovation bears neither a negative or postive meaning, it literally means something that is new, nothing more, nothing less. Yet, hundreds upon thousands of people tout it as a major virtue of the industry. They harp on about the need for new IPs, bemoaning the well-known and established ideas built up since the release of Pong. It almost seems like everyone has confused the word "innovative" with the word "creative". Creative is a positive term, it signifies that a developer made something meaningful with the tools he was given, no matter how restrictive or slim they may have been. Super Mario Galaxy 2, Dragon Age: Origins, New Super Mario Bros. Wii; none of those games are innovative in the slightest. They're endlessly creative, however, and that's the point. Creativity is what makes an experience worthwhile, memorable, entertaining. What does something innovative do? Yes, experiencing something new can be thrilling, but if it's executed poorly, it's useless. If it's performed well, then it's performed well, but not because of it being innovative. So when someone says that they want more new IPs, more innovation, I kindly ignore them and keep on focusing on actual fun, not whether something is new or not.

Then there's my views on values in gaming. Basically, only gameplay truly matters. This is a rather tough definition, because the gameplay's importance doesn't outshadow the potential importance of other factors. What I mean to say is that the lack of postivie attributes in fields such as story, graphics and the like is not a negative, but rather their inclusion is a bonus of sorts. The exception to this already rather complex definition of concepts is if something like a bad story or horrid graphics actually affect the gameplay, though that is rather rare.

The above-mentioned opinions are not of the ordinary, though, and by unpopular opinions, people usually mean unpopular as in a difference in how much you like a game in comparison to others. I of course have different opinions. There are first the games I do like, but just not nearly as much as others. Examples of that are LoZ: Ocarina of Time, Fallout 3, Call of Duty 4: Modern Warfare, Shadow of the Colossus, Link to the Past, God of War 1 and 2 and a few more. Then there are the games that are in some way well-received but I just don't like. Examples of this are rare, but a few are Ico, Prince of Persia 2008 and in some way Mirror's Edge (though I really do enjoy some aspects).

What bewilders me the most, however, is that liking certain games can prove to be unpopular. This is the apex of ridiculousness here on the internet, it is so mind-boggingly silly that it in one go exemplifies all that is wrong with human nature as a whole. Instead of just not liking a game and moving on to better things, these people actively seek out threads, videos and discussions regarding a given game and see it as their job to make it very clear that they don't like the game. They might even go with the most childish accusation and say that the game is "overrated". The futility of that statement is clear, yet people keep on using it. Color me confused. Examples of games that you aren't "supposed" to like are Metal Gear Solid 4, Final Fantasy VII and Super Mario Galaxy 2. I'll say here and now that I love those games, and for good reason too.

The point I'm really trying to make is that people should stop caring what others think about certain gaming phenomena in relation to how it compares to YOUR opinions. Instead, focus on that opinion on its own. If you start an argument about a trivial matter such as how good a game is, then you've alredy lost the battle. It's alright to debate, to talk seriously about games for procreative purposes. But to stoop down to personal insults and inconceivable arugments about how a person is wrong? Ridiculous. Gaming is about fun, community and invoking positive emotions. Which is why I encourage you to present your "unpopular" opinions here in the comments section to clear the air. Shoot away at everything you don't like, but keep it on a civil level. That way, we might all understand each other a bit better.

-Calvinsora

The Secret of Monkey Island: Special Edition review

Hello, everyone, another review here, now for The Secret of Monkey Island: Special Edition for PS3. I like putting my review up here in the blog, it's simpler and more fun :) Of course, only read if you wish to do so, and any comments will be more than welcome. Enjoy :)

Oh, btw, be sure to check out my Scott Pilgrim Double Feature, I'd love any sort of comments there :D

--

SCORE: 8.3/10.0

Pros:
+Incredibly funny story
+Clever puzzles
+Beautiful visuals and great soundtrack
+Stellar voice acting

Cons:
-Awkward gameplay mechanics
-Sometimes confusing goals

Difficulty: Hard

Time spent playing to date: About 10 hours

Review:

When it comes to the point and click genre, few series are as funny, clever, charming or entertaining as the Monkey Island series. The series' debut title sprang to the scene in 1990, and after all these years, there's finally been a re-release of the cIassic title on a number of systems. Revamped visuals, additional voice acting and a new hint system are among the great renditions the game has gone through. Though the controls are too clunky at certain moments and finding out what to do next can be deviously confusing, SoMI will make you laugh, think and hunger for bananas in all the right ways. Any adventure fan will find something to love about Monkey Island.

You step into the shoes of the fantastically named Guybrush Threepwood who wants nothing more than to be a dastardly pirate. This won't be easy, however. He will meet cheating salesmen, ghost pirates, cocky rogues, cannibals and three-headed monkeys. When you enter a conversation with a character, you are presented with a number of dialogue options, ranging from the normal to the absolutely insane. I am rubber, you are glue, for example. It's the story where the humor shines true, and it never stops. The game's writers are relentless in their pokes at pop culture, quips, gags and overall exuberance, making SoMI a game that will tickle your funny bone all the time. The characters are also incredibly likable, especially Guybrush and his dashing head of fluff. The story starts off strong and fortunately retains entertainment value throughout.

-Mmmm, scumm.

What takes a bit more getting used to is the gameplay and its mechanics. SoMI is a point and click adventure with puzzle elements, where you move by pointing to where you wish to go and then clicking it, making the character go there. You must also point at any item you wish to interact with, so it goes without saying that playing with a mouse is the easiest way to play. Still, it's not that much of a difference and it works fine with any controller. Some of the changes between the original and the remake are quite puzzling, however. In the original, you were given the chance to choose from a variety of actions, for instance "talk to", "open", "give" and "look at". These were presented to you from the bottom of the screen, and by pointing on one button, you could then just press the thing you wish to interact with and voila, it's finished. In the same way, your inventory was to the right of the options, so if you needed to use items it was only a matter of pressing an action and then an item. This time around, everything is more or less operated from a wheel and a separate item menu. You press one trigger to open up the action wheel, while you press a respective trigger for items. Let's simulate a typical situation: you wish to combine two items. First you must open the action menu, press "use", then close that menu. Next, you open up the item menu and choose one of the items. You are then pushed out of the menu and you must open the item menu again and then select the item you wish to combine with. Quite a hassle indeed.

There are shortcuts to be used, but in the case of the PlayStation 3 and Xbox 360, you use the D-pad, which is not comfortable at all. This really isn't a big hindrance in normal situations, but there are instances where you have to be fast and you can run into a lot of trouble by pressing one wrong button. Expect to press a lot of buttons for a variety of actions, since you can basically try anything out in the game. The puzzles are incredibly complex but incredibly entertaining, and you will need lateral thinking at times to get yourself out of trouble. The downside to the clever puzzles is that what exactly you need to do is not always clear. In fact, in some situations, what you need to do is so random that you wonder how anyone could ever have figured out the solution. The new hint system is a boon at times, but even that can be obscure. Luckily, if you stay calm, arduous testing should help you persevere in even the most confusing situations.

-Ouch, imagine what bad ventilation would do to that place...

One of the most noticeable changes between original and remake is the visuals. It's got a beautiful 2D styIe that looks like an oil painting. It's absolutely mesmerizing and compliments the gameplay very well. The design iseverything you could hope for; it's detailed, colorful andfull of personality.What really makes the difference that obvious, though, is a trigger you can activate that switches between the new Monkey Island and the old one. This is activated with only one button, and happens on the spot with little to no lag. This is a superb feature and one that should be in more remakes. You'll genuinely want to check out each and every area of the game in both new and original styIes, and it's a joy to play both versions. You'll also have the overall chance to play the original game, if the changes aren't to your liking. This shows true dedication to the product, and it's a truly commendable feature.

-A comparison of the remade (top) and original (bottom) visuals. Both look beautiful, mind.

The Monkey Island series is known for many things, one of which being the great music. It's got that "piratey" feel with accordions, flutes and percussion. It's wonderfully written and some of the tunes will stick to your brain like glue. This is paired with the new vocals, which are a great addition. The roles are portrayed with conviction and passion, and unlike most remakes that botch up this category, this is an absolutely vital part of what makes the remake so fantastic.

The game will most likely last you up to ten hours the first time through, if you take some time on the puzzles. As with all puzzle games, the game gets simpler each time you play through it. However, even though the objectives stay the same, what you experience can change with each playthrough thanks to the sharp dialogue and entertaining presentation. The Secret of Monkey Island: Special Edition is a great downloadable title filled with charm, wit and monkeys which harks back to the good ol' days of point and click gold. Any fan of the series owes him- or herself to get this game, and those that haven't become acquainted with it should do so post-haste. After all, who doesn't want to know the secret of Monkey Island?

Story: 9.3/10.0
Gameplay: 8.1/10.0
Graphics: 9.2/10.0
Sound: 9.2/10.0
Replayability: 8.3/10.0

Final score: 8.3/10.0

Link to review

Scott Pilgrim Double Feature

I'm proud to say that I am of the video game generation. In itself, that's a rather loose term. Of course, all ages play video games. But what the video game generation is is a group of people that lived alongside gaming pretty much from birth. We see games as something more than just a simple hobby, they're experiences. Scott Pilgrim vs. the World is for this generation, in any of its iterations. The original comics are written by Bryan Lee O'Malley and are all called Scott Pilgrim, followed by a subtext. I've only seen the film and finished the game, the comic will have to wait a better time. However, the other two versions show that its source material is obviously for the gaming generation first and foremost. Some just won't get it, but the endless references and stellar presentation will appeal to any person who knows the difference between Mario Bros. and Super Mario Bros. I will in this blog talk of both the film and the game, and also compare many of the similarities there between. After all, it's not often that you get the chance to review both a good film and a good game all based on one comic.

I'll start with the film, which is directed by Edgar Wright of Hot Fuzz fame. You follow Scott Pilgrim (Michael Cera), a dork who's the bass guitarist for the band S*x Bob-omb (one of hundreds of gaming references, give or take) and lives with his bizarre gay roommate, portrayed by the forgotten Culkin brother Kieran Culkin. His life deviates from its monotony, however, when he meets Ramona Flowers (Mary Elizabeth Winstead) and becomes obsessed with her in every way. One thing leads to another, they go on a date. Misfortune strikes when he's attacked by one of Ramona's evil ex-boyfriends, and learns that he must fight a whopping seven evil ex-boyfriends to be able to date Ramona in peace. I'll be honest here, I love it when films and other media have a set number of foes which must all be defeated. Thus, this is a concept I instantly fell in love with. And luckily, the film pulls it off extraordinarily well.

-That's what I'd call a rag-tag team.

Each time an ex-boyfriend confronts Scott, a competition of epic proportions is bound to be around the corner. There's no word in the English language that can quite explain what they're like, but the closest thing would be video gamey (?) Street Fighter, Tekken, River City Ransom (remember RCR for later) and basically any other fighter out there are influences to the styIe of SP's fight scenes. It's all accentuated with "POWs", "CLANGs" and other comic book "sound effects". It all looks like a combination of a video game and a comic, and it's just splendid from start to finish. The choreography is fast, seamless and flashy, exploding with colors and special effects of all sorts, while the cutting is done brilliantly. It's all so picture-perfect that I was in awe half the film. Some of the twists are especially effective, and though I don't want to spoil anything, expect sword-fighting and huge music duels.

-The evil ex-boyfriends of Ramona Flowers (note the outsider here) in cool panoramic vision!

As previously mentioned, video game references are everywhere, and not only in the fight scenes. Sound effects pop up at special moments, romantic scenes are accompanied by floating pixellated hearts, deus ex machina solutions make an appearance here and there and you'll even hear familiar tunes from beloved series such as Zelda. The film's status as an ode to the video game generation is nowhere as apparent as in this detail of the film. I'm regrettably one of those old complainers that despises improper use of video games in a movie, but SP is obviously made with love and care. Wright was careful to research what he was going into, and treats everything with respect. I honestly couldn't ask for more.

The real star of the show, however, is the humor. SP could easily be cIassified as a comedy as much as an action flick. The film is one of the more bizarre you'll see this year thanks to the plethora of pop culture references, insane situations and surreal dialogue that has made Wright the legend that he is. However, I find it important to note that the experience can greatly vary depending on how well-versed you are in said pop culture. Some people might just not get it, and that's OK, of course. Just be ready for possibly polarizing opinions on the film if you go with someone considerably older to the theater.

One thing that stands out in SP that I usually don't notice all that much is the music. Many artists contributed to the music of the film, most notably Beck which wrote the music for S*x Bob-omb. It's got an underground feeling, creating an entertaining ambiance to the film. I've always had a hard time explaining music, so I'll just leave it at that.

What's the final verdict? Well, there's one flaw I need to point out before we finish this segment of the review. The comic book series Scott Pilgrim consists of seven books total, which makes for a lot of content. This is sometimes apparent in the film in how rushed the pace can be. On top of that, the content of the sixth book isn't even present in the film, which makes everything a bit more jumbled. However, I find it hard to complain about such a small detail when the end product is so wildly entertaining. SP is a love letter to everything nerdy, and I feel right at home when watching the film. Finally, I understand the inside jokes and references, finally, video gaming gets the treatment it deserves. As a huge fan of Hot Fuzz, I already had high hopes for the film. Little did I know that it would exceed them.

-Yeah, play that bass!

What's more surprising to me, though, is that the video game turned out amazing as well. I must point out, though, before I begin the review of Scott Pilgrim vs. the World: The Game, is that it's not based on the movie. In fact, the game makes it very clear that it's based on the comic. This does, in fact, make for a number of differences. But on to the main course of this segment of the review, yes? The game is developed by Ubisoft Montreal along with Ubisoft Chengdu, and is a brawler in the vein of River City Ransom (did you remember?) You'll get to choose from four characters and of course, it supports multiplayer for up to four people. The great gameplay, tied with amazing presentation, make SPvTW:TG one of the best games you can download on the PSN (or Live if you have a 360).

-The full roster in all their screaming glory.

The story starts off like in the film, except this time, you have the choice of playing as four characters. These are Scott Pilgrim, Ramona Flowers, Kim Pine and Stephen Stills (the latter two are members of S*x Bob-omb). Your mission is to get rid of the seven evil ex-boyfriends with your fists! Your fists!!! It's in this detail that you'll notice some differences between the game and the movie outside of the obvious differentiation between the different mediums; the most glaring one is the story. The game incorporates more of the comic's storyline, and the end stretch is especially different from the movie. However, just as in the film, the setting is a lot of fun. The game also crams even more references to popular culture, specifically video games and anime. River City Ransom is the obvious choice, but you'll see references to Metroid, Teenage Mutant Ninja Turtles, Final Fantasy, Guitar Hero, Akira and more.

-Another panoramic view of the villains, now with pixels!

As I've mentioned very often, SP is similar to River City Ransom, and I think it's time to explain just how. Once you've chosen a character, you trek from level to level, beating up bad guys in a third-dimensional space. This type of game is commonly referred to as a brawler, and the term fits here. SP has a very simple, accessible styIe to it, like in RCR. You have the traditional hit points along with ability points which you can use for a special attack. The AP can also be used to get a second chance if you die with some AP in reserve. You start off with only a few simple combos, but as you fight more enemies, you level up and get new abilities. For instance, you'll learn to attack in mid-air or dodge roll out of danger. It's an entertaining mash-up of concepts, blending brawler and role-playing game elements together. One thing I found to be a bit awkward is general movement, but moving up and down the area is considerably slower than left to right. Pair this with the fact that you have to be quite precise on where you stand to hit an enemy and you'll occasionally have situations where you mash buttons and no enemy is hit. It's not a huge problem, but big enough to be noticeable. Once enemies are defeated, they inexplicably drop a load of cash (RCR again) which you can then use in shops to heal yourself, boost attributes or carry with you to use later.

You'll need a lot of items if you choose to go solo, however, since the game can be very unforgiving. Unless you're a master at the genre, you'll most likely have to grind at some point for cash and experience. Though the brawls you partake in are entertaining, grinding can be tiresome and some of the balancing issues could have been ironed out. But this is as much a game to play with others as it is to play alone. I didn't get a chance to play much multiplayer, but what I did play of it is very different from the solo adventure. With another player, you can work out a multitude of cooperative tactics and you even have the power to revive your friends if they are in danger of passing out. Once the lives of one character has run out, he or she will go into an angel form, where they can choose to either die gracefully or steal a life from their partner, with or without consent! Evil! One thing that's been hotly debated is the lack of online multiplayer. My response to that is: good. The complete lack of online multiplayer only encourages you to get your friends together for a session of Scott Pilgrim, and nothing beats physical presence, in my opinion.

The gameplay is all sorts of fun, but what makes SP a real gem is its visual styIe. It's heavily influenced by the 8-bit games of old, bearing colorful, vibrant pixels that paint a picture far prettier than any simple 3D graphics ever would. The resemblance to the comic itself is also a big part of the charm, but the design is built upon the graphic novels in most parts. The world just generally is gorgeous, I've always been partial to this type of graphics and I'm so glad more games are using it today. This isn't a throwback to the past, it's a utilization of a beautiful art styIe that is woefully underused today. Utterly brilliant, I say.

-Those are evil dogs, right? Right?

My favorite aspect of the game, however, is without a doubt the music. It's amazing in every single way, and is performed and composed by the band Anamanaguchi. Just give the tunes a listen, you will not regret it. Ranging from ominous to cheery to sad, I'm basically speechless. I'll try and avoid overhyping here, but I can't stress enough how awesome the music is. And it's not because it's all old-school, the music genuinely is something else.

The game will last you up to six hours for one playthrough with one character, and that can go up to over 20 hours if you play as all characters. That's a lot for only $10, or roughly $1 for every two hours. Now that's a bargain. Though the game bears some unfortunate problems regarding balance and movement, neither of those things hinder the overall enjoyment one gets from the game. It's a gamer's game in the more literal sense, since the entertainment value only ramps up with greater knowledge of the medium itself. With awesome gameplay, awesome graphics and awesome music, this is a joy to play, and should be a must-buy for any brawler fan.

Though the game and movie have many things that set them apart, what I find to be similar between the two is the overall presentation. It's different, while still feeling somehow familiar. The visuals pop out, the music rocks, the attention to detail is staggering and the overall vibe is something any gamer will appreciate. I couldn't be happier with how the Scott Pilgrim products ended up, and once I've read the comics, I believe the film and game will be the perfect companion pieces to enjoy alongside the source material. The thing that impresses me the most is that neither the film nor the game take themselves all that seriously, but still feel more compact and memorable than most other stuff out there. When this year comes to a close, Scott Pilgrim will still be on my mind (not the guy himself, by the way), and I've already planned to buy the inevitable Blu-ray release of Scott Pilgrim vs. the World. At that point, my collection will be complete! Anyway, I recommend both the film and game to anyone who has a passing interest in gaming as a whole. They're funny, cool, styIish, nerdy and entertaining all in one go. Edgar Wright, Ubisoft, Bryan Lee O'Malley, I salute you.

Final Fantasy VII review - G's birthday!

Hello, dear friends. This is Calvinsora here with a special review for y'all. First off, yesterday was the birthday of one of my closest GS friends,@gdw0908 . In commemoration of this great event, I have written a review of a game he is particularly fond of, and this time, I've added pictures for this blog exclusively. I'd like to point out that my score isn't in any way affected by the fact that it's a present, I just happen to like the game a lot. Anyway, as the title clearly states, this is a review for the amazing FF7. You'll see the review below, and you can read it if you wish. Of course, all comments are welcome. Enjoy, G, you ol' barricuda you (?)

Link to review

-

SCORE: 9.5/10.0

Pros:
+Deep, compelling story with entertaining characters
+Smart battle system
+Materia adds a tactical element to the game
+Superb design of environments
+Amazing soundtrack
+Bunch of minigames and sidequests

Cons:
-Visual presentation has aged quite a bit
-Story can sometimes be too complex

Time spent playing to date: 40-100 hours

Difficulty: Just right

Review:
It's not often that one game's influence almost overshadows the game itself. Final Fantasy 7 is touted to be the game that thrust console role-playing games into the mainstream, was a pioneer in cinematic gaming on Sony's very first console (the PlayStation) and marks a paradigm shift in the series itself; 3D became the new dimension. However, these accomplishments in many ways distract from the reason the title has garnered its universal acclaim. FF7 is an extraordinary RPG that remains as good today as it was back then, blocky pixels and all. A touching story, clever battle system, impressive design and beautiful score blend to create something truly special.

The story starts with a literal bang, where you play as ex-SOLDIER Cloud Strife planning to destroy a mako reactor with the rebel group Avalanche. SOLDIER is the security force of Shinra Electric Company, the executives of which double as the defacto leaders of the capital city of Midgar, while mako is the main energy source of FF7's world. However, little does Cloud know that his actions here will affect his life in ways he couldn't imagine.

One of FF7's greatest assets is easily the story. Not only is it generally well-written (very rare translation errors pop up) but the development and progression of the narrative is at a pace that always keeps you interested in what happens next. The characters add to the intrigue, each having deep and often entertaining personalities. The gruff Barret's overall jovial attitude will keep you peppy, while the calm Aeris' kindness strengthens the bond between player and character. These are just two examples, whereas there are far more in-game. Occasionally, the story becomes a tad too complex. Too much information can be crammed into one cutscene and it can cause confusion instead of invoking thought. On the whole, however, FF7 tells an exciting tale that alone is worth the price of admission.

-Much like his name, Cloud's sense of direction isn't that solid.

Gameplay-wise, FF7 doesn't stray all that far from the cIassic formula its predecessors had created. You roam about in towns, forests and ruins, fighting battles, equipping and using items, saving the world. The usual stuff. However, as with most FF titles, this seventh installment puts its own twist on it. The game starts off in a linear fashion and then opens up once you reach the gigantic world map. Meanwhile, the battle system is of the active-time battle (ATB) type, where each character has a unique time bar. When these bars fill up, a character can perform an action whether that be an attack, magic, items or even a powerful summon. As always, this is a very entertaining, fast-paced system, though you'll at times feel a bit flustered. You'll also have a limit bar, which when filled, will grant you the power to unleash an incredibly powerful Limit Break. Very cool, of course.

-Attaaaaaaaaaaaack!

Where FF7 is really different, however, is how you activate abilities, spells and other actions. Most equipment (weapons and armor) has a set of slots where you can put materia. Materia acts as a sort of activation node for anything more specific than attack and item commands. Examples of this are magic, techniques, additional benefits and summons. Though this might seem simple at first, you get far more customization once you understand the more intricate aspects of the system. Materia can evolve if you wear it into battle, so you must choose carefully what materia you want to hold. The materia system also gives you the power to form your party in almost any way you like. One character can act as a powerful dreadnought while another acts as a ranged attacker and healer. All of this adds exponentially to the depth of the combat system and makes it genuinely entertaining.

There is more you can do in FF7 outside of battle. You can partake in a number of minigames, ranging from a moogle-feeding simulator (moogles are creatures indigenous to the FF universe) to a full-fledged snowboarding game. You can also complete side-quests, train chocobos (FF creatures as well) and hunt down extremely powerful enemies for fun and profit. There's always something to do, to put it simply.

As mentioned earlier in the review, FF7 is the first third-dimensional (3D) game in the series, and it shows. Needless to say, the graphics haven't aged all that well in terms of technical power, seeing as at the time of release, 3D technology as a whole was still in its infancy. This mostly applies to general character and enemy design, where it can be hard to discern between features. However, the environments and backgrounds are usually all pre-rendered (bar the world map), and the design has remained fantastic throughout the years. FF7 nails the sort of dystopian vibe that it's aiming for, while still remembering to keep the game varied in terms of color schemes and details. The bottom line, however, is that the graphics, good or bad, don't affect the game itself. Those willing to bypass the weird-looking characters won't really notice it at all.

-Occasionally, you'll get to see some genuinely impressive full-motion video.

What has remained completely timeless, however, is the wonderful soundtrack composed by Nobuo Uematsu himself. Everything from the most serene of environmental tunes to the hectic battle themes fit perfectly, and some tunes become so memorable in accordance to when they play that it will haunt the mind for weeks. This is, of course, a good thing. It's for that reason that still today, people talk of the monumental music of FF7. Not much else goes on in the sound department, to be honest, so the focus is all on the soundtrack itself. A smart choice indeed.

The game will last you a long time, around 60-70 hours in total. This isn't even including all of the extra content, so the bang for your buck is in very good proportion. The game lets you keep on playing after the credits roll, so you have as much time as you wish to play.

FF7 is in most ways simple in what it offers: traditional RPG gameplay with a grand story and great music. However, something makes it feel magical. It could be the deep materia system, the odd contrast of visuals or quirky humor. Whatever it is, it makes the game something truly memorable. This RPG milestone has remained fresh through all the years since its release, and within its multiple discs there's an experience not quite like any other.

Story: 9.6/10.0
Gameplay: 9.5/10.0
Graphics: 7.9/10.0
Sound: 9.4/10.0
Replayability: 8.7/10.0

Final score: 9.5/10.0

Dragon Age: Origins review

Wow, it's been a while. Sorry folks, been busy as a beaver (they've got a nine-to-four work day, I've heard). However, I managed to not only finish but review the superb Dragon Age: Origins, and the review can be found here. It's also the first game of this generation to break intothe coincidental score gap between 9.5 and 10.0. Impressive indeed. As always, don't read unless you want to, and any feedback is more than welcome.

Cheers, folks, and have a great week.

-Calvinsora

Birthday spoils

Hey, GameSpotters, Calvinsora here once again. It's a shameless me-plug, but 'tis my birthday today, and I just wanted to share the joy. And, of course, explain what awesomeness I got.

First thing is Sin and Punishment 2, from the masters at Treasure. Awesome game from what I've played, a whole bundle of awesomeness. Then I got Metroid Prime Trilogy, because as I always say, despite owning and having finished all three games, you never get enough Metroid Prime. I also got $50 on my PSN account (a cumbersome, once- or twice-a-year occurence), and I'll be getting FFIX and Scott Pilgrim. Finally, I got a CD with all sorts of music, which is fantastic as well.

Anyway, short and sweet for now. School's starting soon, but oddly enough, I'm usually the most productive here on GS when I'm busy during the day. Hope everyone is doing swell, and have a fantastic weekend y'all.

-Jón (Cal)

Bioshock's going up a few floors

Yes! Yes! (in the voice of cartoon Bison!) Why am I so excited, you may ask? If you've been following the News section of GS, you'll have heard of the announcement Irrational Games (of Bioshock and System Shock 2 fame) made a few days ago: today, they'd reveal an original IP codenamed "Project Icarus" at the site whatisicarus.com. Once you visited the site, you were greeted with a continuous animation of an infinity symbol and nothing else. Speculations flew around, people went crazy, some weeped, but the result was something else. It's called Bioshock: Infinite, related to the BS series in name and mythos alone. The mechanics are also said to be similar, but it'll be different in other ways. For one, it happens in THE SKY! See the official site and teaser trailer here! And the GS feature can be found here! As an uber-Bioshock fan, I don't have to explain why I'm excited. Let's just say that in FPSs, I don't think anything beats IG's masterpiece (along with 2K Marin's BS2, of course).

I just wanted to post this blog because I'm so excited! Luckily, this isn't scheduled until 2012, meaning you won't have to bleed more money for a while. But man, 2012 will be awesome. I also wanted to say hello to everybody, and I hope you had a great summer. *sigh* My school starts exactly on my birthday next 19th of August. This is painful. Anyhoo, see you on the flipside, and just for fun, here are my reviews for the amazing Bioshock titles:

Bioshock: 9.3

Bioshock 2: 9.3

-Calvinsora

Flower review

La di dah, doh dee daaa... Flower just makes me a happy person. I can't help smiling while playing it, especially the stellar first level. If you read into the subliminal message of the blog title, my review of Flower is now finished! It's rather short, as Flower is a very short game as well, but it can be found here. As always, don't read it unless that is what you really want. I'm sorry for not being able to read all your other reviews, I've been busy and my backlog is so huge that every free moment that I'm not gaming fills me with an uncomfortable guilt feeling. I hope my fellow members of the GRU still feel like I'm a worthwhile officer *sigh*

Anyway, no more sadness. Before I go, a small update. I've finished Bowser's Inside Story, KirbySuper Star Ultra and have Ocarina of Time on reviewing backlog. I'm also close to finishing MM9 (got to the final Wily battle, but he's tough as nails :?) and once I beat Safer Sephiroth (why the sudden difficulty spike :cry: ) I can review the legendary FF7. What to do...

Regardless, I hope everyone has had a great week, and look forward to the hearing (or reading) any response later on. Game on (wow, that was cliche),

Calvinsora

Red Dead Redemption review

Hey y'all, calvinsora here. I just finished writing my review of Red Dead Redemption, and it can be found here. Of course, as always, don't be reading it unless you want to. I hope you like it, and have a great week, everyone :D

-Calvinsora

Super Mario Galaxy 2 review

Hey y'all, hope everyone has had a great week :) Anyway, as the title of this blog oh-so cleverly suggests, I just finished my review of Super Mario Galaxy 2, and it can be found here. It almost pains me to be in complete accordance with almost EVERY critic and user out there, but hey, I gotta be honest: SMG2 is one of the most amazing games I've ever played, plain and simple. Now, I know this sounds selfish, but if there's one review you read by me, I'd love it to be this one. I'd genuinely want to know whether or not the review corresponds well with the score I gave it. But once again, don't read it unless you want to.

A little more news to end the blog, I just saw Toy Story 3, and that film is absolutely breathtaking. It's...amazing. One of the best films I've ever seen. I recommend that as well as SMG2 ;)

Anyway, hope you all have a wonderful weekend, and look forward to hearing from any of ya! :D

-Calvinsora