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Generation of Chaos

2006-09-21

Grade:  9.5

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Generation of Chaos screenshots:

Generation of Chaos screenshot 
I spy with my little eyes

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Oh mama

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Because red is sooooooo in this season

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Nooooo, my house

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I have no idea what is going on, but it looks totally awesome

Generation of Chaos screenshot 
Crazy party


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I will pull this sword out yet!

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A bad day for gremlins

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Looks like that weenie roast got a little out of control

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Right in the Crunch Berries

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Listen to the lady

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I gots me a sword

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Do not move towards the light

Generation of Chaos screenshot 
Faire does her best Lenneth Valkyrie impression

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Somewhat one-sided


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Someone at Idea Factory loves me!

   You ever have one of those moments where you think of something absolutely hilarious or amazing, but you know no one else will ever appreciate it on the same level that you do, because it's only your specific life circumstances that make it even remotely amusing? Well, that's sort of how I feel reviewing this game. For me, almost every second playing this game was a transcendent experience, so much so that I'm convinced that someone amongst the development team crafted it as a way of initiating a romantic courtship that's sure to be depicted next summer in a romantic blockbuster. God, I hope that person is a chick.

   But you won't like it. No, you sick sons of bitches only like your Tony Hawk, and your Madden, and your Grand Theft Auto. You wouldn't touch this with somebody else's PSP. And you people who actually like strategy games? You're even worse! If it's not exactly like Final Fantasy Tactics or Digaia, all you can do is piss and moan like little babies about how much better those games were. Well you know what? I don't care! I'm going to sit right here and tell you how great this game is and you can't do a thing about it. So there!

If only real wars were this cute.

   The story is pretty much what one would expect from a strategy RPG: an ancient evil [grandma is that you?!!! - ed.] defeated in a long-ago war threatens to reawaken and plunge the land back into darkness. Quite the buzz kill, as it were. Depending on which of the campaigns you pick, the exact story will be somewhat different. The two leaders available to you initially (although once you beat the game you'll unlock several more) are Allen, the Prince of Zodia, and Gena, leader of the 8th Dravania knight unit. All in all, the story only really pokes its head up periodically in little scenes between turns and never feels particularly important to the enjoyment of the game (although the voice acting and music during these parts are both fairly easy on the ears).

   What goes on during the turns, however, is a lot more interesting. Basically, the closest game that I can think of to compare this to is Dragon Force for the Sega Saturn. When the game starts, a small section of the world map is revealed, the map itself being broken up into a handful of squares like a board game. On these squares are sprinkled castles, towns, caves, towers, adult bookstores, and organic food markets [seems you can't go anywhere these days without bumping into one - ed.]. During your turn you'll be able to move five of your commanders (all of whom have some very nicely designed portraits in the menus, but are represented on the map by requisite colorful, super-deformed sprites marching in place) across these squares, claiming for your nation each area they stop on. At the beginning of each turn you'll be paid tribute by all the areas you've conquered (like in Ogre Battle), so just like our government has recently discovered, it's in your best interest to conquer as much territory as possible if you want to continue being able to fund your massive war machine.

   Of course, as you begin to savagely expand your empire, you're bound to run into the natives of the lands you're consuming. And the thing is, they'll be none too pleased to see you. When you encounter enemy forces the scene will switch to a polygonal battle screen, with your squat little sprite forces on one side and the enemy's on the other. Commanders can have a maximum of twenty-nine other troops with them (plus a second in command if they obtained one ["number One, I order you to take a number two!" - ed.]), so the battles tend to play out as huge 30-on-30 clashes. Somewhat regrettably, your commanders can only have one type of troop in their unit (except for the second in command). So no forming dream-teams of vampires, giant crabs, and cat wizards. While this might feel like a bit of a letdown, it makes planning for battles significantly less confusing. Before all the bloodletting, you'll also have an opportunity to arrange your dudes in various formations that give them assorted bonuses and penalties. For instance, put your guys in an aggressive formation [let's call it "Shlongsout" just for kicks - ed.] and their attack strength will jump but their defense will drop faster than underpants at a prom after-party. You can give your minions simple objectives as well, such as target the enemy commander, crush all enemies, or run like hell.

On my signal, unleash the killer bunnies!

   If nothing else, the battles certainly embody the game's name. They are wildly chaotic, and regardless of the directions you give your troops, they tend to rapidly degenerate into crazy melees with every knight, wizard, giant bee, mummy, frog man, and yeti for themselves. As units begin to fall on both sides, your commander will accumulate energy in his super gauge, which, once enough has been gathered, can be released in a mighty blast that decimates the enemy forces and adds to the mayhem. For some of the unique commanders, these super attacks will have a nice little animation (which is thankfully skipable, since you'll see them dozens of times) with some spoken dialogue.

   While some skillful fighting can turn the tide in a close struggle, most battles will be decided by careful planning and preparation beforehand. Along with typical strategy-RPG tasks like properly equipping your characters and teaching them special abilities, there are several other factors you'll need to contend with. Like in real warfare, weather, terrain, and time of day all have an effect on how well your troops can fight (also, whether their moms will let them come out that day). Skeleton knights are nearly unstoppable at night, but during the day they'll likely get schooled by their non-undead counterparts. Run into some mermaids in the mountains and pretty much whatever you field (even flatulent pre-teens or one-legged squirrels with nunchukas) can kick their asses. But make the mistake of tangling with them in water while it's raining and your troops will be singing a different tune. A real silent one. Because they'll be dead. And had by the mermaids. Once you've got a firm grasp of how these factors work, even those stinky middle-schoolers will be rolling across the countryside like unstoppable juggernauts [or Katamaris, if you insist on being all cute and stuff - ed.].

Who with the what now?

   Sounds fairly simple, right? Well, yes and no. While you strategy-loving geeks may be pulling out your own rapidly thinning hair (among other things) after reading that laundry list of cool stuff I just described, let me give you fair warning: this game will almost immediately sort the men from the little sissy boys who wet their pants and go running to mommy the first time a giant ogre forcibly has his way with their angel princess [the custom recording of which can now be pre-ordered for only $19.95 VHS, $24.95 DVD - ed.]. Pretty much from the instant the first turn starts, all the dozens of little factors in this game will come crashing onto you like a confused old lady driving a sedan, and believe me, even as a seasoned veteran of this kind of thing, I was immediately overwhelmed and remained that way for some time. Those of you expecting the simple interface of Final Fantasy Tactics, or even the slightly more complicated Dragon Force, are in for a significant shock. And, frankly, I don't think most gamers will have the patience to figure all this out by themselves, which they'll have to. Despite the fact that in almost every story campaign some character claims he's going to show you how to fight, there is no in-game tutorial. They are all filthy liars, especially that baby phoenix. I hate that bitch. Anyway, it's a real shame there aren't any clear directions, because this is a game that screams for some handholding early on.

   For one thing, the menus are extremely confusing. They use bizarre, three letter abbreviations that really require a lot of trial-and-error to make sense of For example, "ARG" means "organize which of your commanders are able to defend a specific territory." [And there I was thinking that was just the sound you makee when a little kid punches you in the Crunch Berries. Go figure. - ed.] Thankfully most of the vital activities are labeled relatively clearly.

   Another issue is that the exact effects terrain and weather have on your troops are never really explained. In the menu there is simply a circle next to a condition if it gives a bonus and an X next to one if there's a penalty. Like determining how much salsa you can feed your friend's dog before he throws up all over the place, understanding these factors is really just something you'll slowly get a feel for over time. Even still, there will be times where the status breakdowns at the beginning of battles will seem to have come right out of left field. Particularly that area in the stands just beyond left field, where the fat, painted, drunken guys are leaping about and hollering incomprehensible obscenities.

   I suppose I should also mention that there is a fair amount of graphical slow-down, particularly during the battle scenes when a lot is going on at once. Again, this really doesn't take much away from the experience. It's a strategy game, after all, so unlike when goosing wild baboons, split-second timing isn't a necessity. Also, some of the dialogue can get a little crunchy. I kind of got the feeling in a few places that perhaps the translator was not as proficient in English as he perceived himself to be.

Would you complain if the hottest girl you ever met was customarily fifteen minutes late for your dates?

   While the initial confusion was kind of annoying, it certainly wasn't a deal-breaker. Similarly to that first leap into an outdoor swimming pool, it feels incredibly uncomfortable first, but once you get accustomed to the temperature, it starts to feel really, really good. Especially if you pee a little bit.

   What you end up getting in exchange for all this hassle in the beginning (in addition to the pee-pee pants), is a game with a great deal of longevity. As you begin to understand your different capabilities, you'll start to incorporate more and more factors into your overall strategy, and this in turn will make each successive play-through that much more engaging. Between building up your cities and towns, altering the map terrain, hunting for secret treasures and commanders in caves and towers, experimenting with different commanders, coming to the conclusion that you should not hit on attractive women while playing a hand-held strategy game, and constructing forts and item factories, you're certainly not going to run out of things to do quickly. There's so much in fact, that even after four campaigns, I still found myself tweaking my tactics (hmmmmm... that sounds kind of naughty).

   For all you strategy fans who own a PSP, I really feel this game is a must-buy. It's got everything you could want: tons of unique commanders, dozens of different kinds of troops, freedom to develop your own nation the way YOU want it, gorgeous, gorgeous women who will pander to your every whim, and just the generally addictive gameplay that will keep you picking up your PSP whenever you've got a few spare minutes on your lunch break, during your commute, when a teacher pauses for breath during a lecture, or when that uppity bailiff turns away for a second. Just don't expect Final Fantasy Tactics. But you still will. So as I said earlier, you won't like it. Well you know what? It's too good for you anyway! Filthy bastards...!


       ... Mike Zeller

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. Summary: An excellent turn-based strategy game that's true potential will be appreciated by a patient few.

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Systems: PSP

Genre: Turn-Based Strategy

Setting: A cute little medieval fantasy kingdom.

Mood: Heroic!

Story: The whole world is totally freaking out and it's your job to kick ass until things calm back down. Also, watch out for dragons.

Graphics: A solid mixture of tiny (but eye-catching), super-deformed sprites and 3-D backgrounds.

Music/Sound: If you've played any other strategy game, you'll know what to expect.

Voice Acting: Decent enough, although there was the occasional rough patch, but that was probably more due to some awkward translation issues.

Script/Dialog: Good overall, with a few places where the demon of bad translation reared his foreign head.

Similar Games: Dragon Force, Ogre Battle.

Gameplay: A mixture of, well, Dragon Force and Ogre Battle.

Strengths: Incredibly fun, addictive gameplay, tons of replayability, great character designs.

Weaknesses: Unnecessarily confusing in the beginning, a fair amount of slow-down, occasional awkward dialogue.

Depth: A whole butt-load!

Length: Probably about fifteen, twenty hours to play through a story campaign. But there are a whole lot of campaigns to play.

Pace: Fairly slow.

Difficulty: Not too hard once you have the basics down. Then again, understanding the basics can be a long and painful process.

Control: You're pretty much just moving a cursor or selecting options from a menu. There's not too much that could be screwed up here.

Learning Curve: Very, very steep. For the first few hours, you'll likely have no idea what's going on.

Replayability: Pretty close to infinite, since once you've played all ten or so of the story campaigns you can always play KoC mode, where you simply pick a leader and try to conquer the world with him and a handful of randomly selected generals.

Will keep you up until (a.k.a Fun Factor): You've been playing for a couple hours. But once you've gotten some rest, you'll be totally stoked to go again.

Notable Features: It's a great strategy RPG for the PSP!

Fav. Character: Patton. You wouldn't think a little girl who wears a turtle for a hat would be practically indestructible, but you'd be wrong (although Jackal, the crazy pirate who only fights by himself is pretty great too).

Instant Classic: I sure think so. But you won't. You damn dirty apes! You blew it all to hell! Aaaauuuggh!

Publisher: Nippon Ichi

Developer: Idea Factory

Release Date: 2006-02-28

Players: 1

Multiplayer: Could have been kind of cool. But there's none. So it isn't.

ESRB: Teen

Target Audience: Hard-core strategy fans.

Recommended For: Folks who like strategy games and have the patience to handle a steep learning curve.

Not Recommended for: Those who do not have a large supply of patience and those who need all their games to involve shooting aliens in the genitals with nail guns.



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