First Hour

Final Fantasy XIV Beta Impressions

Blog Post

October 04, 2010 by Steve

Ff14 CoverWithout question, Final Fantasy XI deviated strongly from MMO traditions and norms. In doing so, it managed to greatly polarize the community. By moving at a slow, calculated pace throughout (even for an MMO) and requiring players to rely on others to accomplish the most simple goals, many players were forever turned off, including Greg and myself. Past level 15, players required a party to do any sort of leveling. Many damage-dealing classes were simply not wanted and sat in the main city for hours until they could find a group, while tanks, healer and support classes were welcomed into parties within seconds. The economy was absolutely broken, with incredible inflation stemming from gil selling and the gap between rich and poor players. Farming for money (outside of instanced colliseum-style fights) consisted of sitting at rare spawn locations for hours along with the other farmers and bots, just hoping that you manage to attack the monster before anyone else and then praying that it would drop what you wanted. Simply put, the game had a lot of glaring problems that pushed people away.

Years after its original Japanese and subsequent North American release, FFXI began changing significantly, modifying nearly everything and adding features to appear more tempting to the average gamer, especially once under the shadow of MMORPG behemoth World of Warcraft. FFXI has always enjoyed a degree of success, as a profitable long-running MMO with a stable user base. However, it has not gained significant market share either. By hearing customer feedback for the past few years as well as observing current MMO trends, Square-Enix is surely hoping that they'll be able to grab more of that growing market with Final Fantasy XIV. But how much have things really changed? Have they fixed the basic and more complicated issues that people had with XI? I was genuinely curious and tried out the beta for just this reason. Here's what I've found...

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Final Fantasy Crystal Chronicles: The Crystal Bearers

First Hour Review

October 01, 2010 by Nate

Final Fantasy Crystal Bearers CoverIt's almost expected these days that a Final Fantasy game will be announced long before it ever hits store shelves. 2010's Final Fantasy XIII was first made public nearly four years before anybody outside of Japan got their hands on the final discs, and its companion titles revealed the same day aren't even locked for release yet. I know hype builds over time, but when a game passes the four year mark since announcement, I tend to forget about it completely.

Square Enix's teasing ways aren't exclusive to the main HD-platform Final Fantasy games either, as the absurdly-titled Final Fantasy Crystal Chronicles: The Crystal Bearers was let out of the bag a year before its HD cousins, but saw release only months prior. There were multiple rumors of cancellation, rumblings of drastic changes mid-development, and over two-thousand days between announcement and release, but FFCC:TCB did eventually see the light of day.

I remember the first teaser footage and a full trailer released some time later, which featured the protagonist in some pretty exciting situations and plenty of lighthearted flair. As time went on, I forgot about the title completely when it saw release last Christmas, but picked it up on the cheap a few seasons after its launch. Did all those years in the oven leave Crystal Bearers well-done or burnt to a crisp?

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Sorry for the lack of updates

Story

September 30, 2010 by Greg Noe

I'd like the apologize for the lack of updates recently on the First Hour. We've gone from five posts a week to three (and this week just two) due to a number of circumstances happening in my life. Over the summer I began to look for a new job and received an offer about a month ago for a position in a different state (but much, much closer to my family). The last few five weeks have been a wild ride of putting our house on the market, packing, moving, quitting my old job, starting my new job, and everything else that goes into dramatic life changes like I'm going through right now. Complicate things even more with my wife being pregnant with our second child (ultrasound today, it's another boy!) and yeah, it all feels like too much.

The site has definitely suffered from it, I wish I could quit my job and write full time, but that's not going to happen for a long time. Things are starting to settle down a bit, though we still have a house to sell and a baby to deliver in February, so who knows what will happen. I'm really grateful to everyone who's written for the site lately, especially Nate and Steve who continue to pump out extremely high quality content on a weekly basis.

And unless Paul can comment otherwise, I believe our podcast will be going on hiatus for a while too. We'd like to thank our moms for listening to that.

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Trine

Full Review

September 27, 2010 by Steve

Trine CoverTrine is the kind of game you can't help but wish came along more often, as a rare legitimate platformer. Frozenbyte (along with certain notable indie developers) shows us that 2d platforming is in fact not dead and can be pushed as far as you'll willing to take it. Perhaps most impressively, Trine is in elite company as one of the few download-centric titles that could be mistaken as a traditional retail release.

For example, check a screenshot of some random game. You likely see an area with a background, or maybe walls or repeating buildings. Perhaps an enemy or two are in the frame and an interactive objects of note. Now take a look at random screenshot of Trine. You see a struggling forest that has been encroached on by both technology and a plague of death. The foreground partially hides you in sparse blades of grass, a handful of flowers, and a large warped tree root. In the background, multiple metallic gears are encrusted into the hill, which is itself overlooked by a towering mountain. The sunlight beaming from above onto wild mushrooms is nothing but welcoming as your knight just escaped from the cave and is heading to a well-constructed but still wobbly bridge up ahead. While one could say such lush descriptions could be extrapolated out of any image; to me, the difference is clear. Trine tries to feed your imagination and create an organic, living environment. While the experience does not stay fully fresh the entire way, Trine has more than enough creativity and character to deserve a second look, as noted in our earlier first hour playthrough.

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Mega Man X8

First Hour Review

September 24, 2010 by Nate

Mega man x8 CoverThe second video game I ever played was Mega Man 2. Since then, I've finished twenty-eight games with "Mega Man" in the title, most of them multiple times. I was the sixth person in the United States to submit a game completion time to the leaderboards in Mega Man 9, the afternoon it was released. I was fifth in Mega Man 10. I beat Mega Man 9 without taking any damage, earning the "Mr. Perfect" in-game challenge title. I'd even go so far as to say Mega Man 9 was my favorite release in 2008, a year packed with great titles that don't look like they were made twenty years ago and forgotten in a time capsule somewhere.

I enjoy Mega Man, you guys. Like, kind of a lot.

Because I didn't have a PlayStation 2 until a few months ago, I missed out on two titles released exclusively on that system, Mega Man X7 and Mega Man X8. I recently came across the latter in the bargain bin of a local game shop, so I figured I'd give it a shot. The Mega Man X series had started to lose its way by the sixth game (my least favorite game in the series, oh no!) but I had heard good things about X8.

I was understandably excited to start a relatively new Mega Man game for the first time. So how did the first hour go?

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Professor Layton and the Unwound Future

Half-Hour Handheld

September 22, 2010 by Greg Noe

Professor Layton and the Unwound Future CoverProfessor Layton and the Unwound Future is the third game in the popular point and click puzzle series on the Nintendo DS. Since I love the series and was going to play the game no matter what, I've decided just to play the first half hour for my readers so you can get a taste of what's to come. Having just been released last week, Unwound Future appears to be another great entry into the series.

For those unfamiliar, the Professor Layton series is developed by Level-5 (yeah, the developers of Dragon Quest IX, these guys are on a serious portable roll) and the first two games in the series were also released on the Nintendo DS. Curious Village saw the North American light in early 2008 and Diabolical Box about this time last year. The games, like the Ace Attorney series before it, are always seeming to play catch up with the Japanese releases; Unwound Future was released two years ago in Japan and the unannounced-outside-Japan Spectre's Flute was released last year. The one nice thing about playing catch up is that you know the great games will continue rolling our way for at least a few more years.

Professory Layton is a fun mix of the point and click genre and Mensa-like brain teasers. The story progresses as you discover clues and solve puzzles, and will seriously push your brain to its limit as the game progresses. As someone who enjoys this kind of challenge, this series has quickly become one of my favorites.

So can Unwound Future continue the series' success with me? Let's play and find out, here's its first half hour.

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The First Hour Podcast - Episode 10

Podcast

September 20, 2010 by Paul Eastwood

MicrophoneEpsiode 10 of The First Hour Podcast, the only official podcast of firsthour.net!

This week Paul, Greg, and Mike discuss Metroid: Other M, Halo: Reach, read the articles in Mafia II, and more! Enjoy the show!

Download

Please leave us your feedback! Comment here, or email podcast@firsthour.net.

Theme Music
Sonic the Hedgehog 'Green Hill Zone (Euroclub '95 Mix)' - Rayza

 

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Metroid: Other M

Full Review

September 17, 2010 by Nate

Metroid Other m CoverMetroid has never been one of Nintendo's big money-makers, but that hasn't stopped the franchise from garnering some very devoted fans. It's not uncommon to see Super Metroid or Metroid Prime sitting atop the list of favorites from hardcore gamers, and for good reason. Super Metroid provided a sprawling, interlacing realm of disquieting alien dangers and secrets, and Metroid Prime translated that experience into 3D with incredible audio-visual design and some interesting world-building mechanics built right into the gameplay.

Though there's certainly a base blueprint from these two trailblazers, no two Metroid games feel exactly alike. Even so, I've found something to love in each and every one of them (except for the antiquated debut NES game, which admittedly I just played for the first time days before Other M's release). The tension of being hunted in Fusion, the sudden shifts in power at Zero Mission's final hour, the thousands of text logs scattered through the Prime series...as far as I'm concerned, it's all great stuff.

It's only natural that the formula would see some alterations and evolutions over a quarter of a century, and Metroid: Other M is the latest and most radical experiment to come out of Nintendo's R&D labs in quite some time. Featuring third-person 3D action gameplay and a heavy emphasis on cinematic storytelling, the curiously-subtitled Other M certainly feels very different from its predecessors. It seems to take after Metroid Fusion the most, with a bit of Metroid Prime in there as well, but Other M's additions and adaptations certainly make it feel distinct, for better or worse.

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Halo 3: ODST

First Hour Review

September 15, 2010 by Greg Noe

Halo 3 Odst CoverI don’t know if this is just really good timing, or really bad timing, but Halo: Reach was released yesterday, so here’s the first hour review of... Halo 3: ODST! A first person shooter that came out last year on the Xbox 360. Now, last year wouldn’t be that big of deal, I cover older games all the time, but it’s already out of date a year later (not to mention it being basically an expansion pack to Halo 3 that was released in 2007). I’m guessing this is bad timing.

Haters gonna hate though, so we must trudge on with what we’ve got. I wasn’t a huge fan of Halo 3, so I pretty much ignored ODST when it was released. The game doesn’t star Master Chief, multiplayer is just Halo 3 with some new modes, and everyone knew the real sequel, Reach, was on its way.

Here’s the first hour of Halo 3: ODST.

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Caelum

Full Review

September 13, 2010 by Steve

Caelum CoverWhat would you think when told of a game combining elements of pachinko, Arkanoid and Puzzle Bobble? Like me, you'd probably be a bit confused. Probably something involving balls being shot and bounced around. The concept was interesting enough to try when we received a request to review the Caelum by ApGames. The upstart Swedish developers recently released their self-proclaimed "addictive physics-based arcade game."  So let's get right into it and see how the unique gameplay combinations measure up.

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