Very few games become a series, and very few series become fan favorite, instant sellers. So it is always tough for every new IP to live up to games in the genre before them, especially when you look like a Persona clone. Welcome to the world of Mind Zero on the PlayStation Vita. A walking, talking clone of Persona, but does it hold the same swagger and greatness as its inspiration?
This is a game I saw last year when I was living in Nagoya, Japan, and immediately I knew this was a Persona type of game. From the artwork on the cover, to the screenshots on the back of the box, and the cool looking display advertising it, there was no doubt where the inspiration came from. Flash forward ten months and now I’m starting up the game, only to be bombarded by one of the most psychedelic and unique intros of any video game. Sadly, this is the high point of the comparison to Persona.
Once in the game you’re given a narrative involving your “Persona’s”, called MINDs. Each person gets one and that is it. Each character also gets one weapon and that is it. What you get instead is a focus on your skills, which can be given to anyone. After battles you will sometimes get skill cards as rewards, and once you make it to a certain point in the game you can spend skill points to enhance their level or use other cards to upgrade them into something completely different. The drawback is when enhancing them you won’t know how much more powerful they will get. You have to memorize the damage from battle and compare it to a new battle to figure out if the spell or ability is worth it.
Even on easy the game is a grind, and up there with old NES-style games. Skills require a mixture of tech points and/or health, with health coming in short supply later on during boss fights and new dungeons. Your MIND is unique for an RPG mechanic as their first function is to act as a shield. When they are activated, at no cost, they take the damage for you and you lose MIND points. Once they are defeated you’re stunned for a turn or two, but then you and the MIND recover, and it can be called again to battle. When a MIND is defeated it becomes quite evident how weak the characters are without their shield, which is nice intertwining symbolism between story and game mechanic.
The story takes the form of a mystery, with a group of high school kids and other random people like a private detective and police detectives, trying to figure out the mystery behind MINDs. While the main story by itself is fine, there is not much else going on in the rest of the game. The side quests are simple fetch and carry, if there is any fetching and carrying at all as some are just reading text and that's it. There is also a distinct lack of a world to explore. The idea of the overhead map made it feel like a page out of the Persona 2 playbook but there is nothing to populate it but the main characters of the game. No random people speaking random stuff to give the world purpose.
Mind Zero is a bit of a conundrum in the music department because of how backwards the music is. The opening theme is awesome and energetic, fitting the theme of the game perfectly. The overview map and inside shops has that Persona 4 feel. Inside battle, though, the tunes take a nose dive of sad proportions, as I immediately was reaching for my MP3 player. The musical director did a great job with everything non-combat, but the battle music was so shrill and grating on the nerves that it was a massive disappointment. In boss battles this was alleviated to a degree, but when you have to do a lot of grinding in normal battles, a good tune is key for longevity and replayability.
What makes up for the music is the triple-A quality voice acting. The game comes with the original Japanese voices and with an English cast. It quickly became apparent that the cast gelled together and had a great working chemistry, as there was a flow to the humorous and awkward scenes. Sometimes those moments fall a bit dead because of how they are synced together in-game. The characters also felt like they had unique personalities, even though some of the girls did sound the same vocally. One odd problem in the sound department was the doors. Sometimes during conversations there would be a ‘door’ sound, which is linked to the story. The first time I heard it, it sounded like a cat. To say the least, for the first chapter I was confused trying to figure out why they were talking about a door, when I heard a cat. I've never had that experience before, thus why it stood out enough to warn about.
This is a dungeon crawler so graphics are not on the top of the list. The character models in combat look from the PS2-era, while in the outside world they are represented by slick anime models. NIS sets the standard for anime characters but Mind Zero put in an A+ effort to make a varied cast, and to show off their personalities with their looks. The dungeons do their best to look varied and original. They won’t push the Vita’s power in the slightest, but at least an effort was made to make them weird to fit the theme of the game. Whether or not you like that weirdness will determine how much you care about the dungeons.
Mind Zero has an interesting narrative, taking the Persona model and going in a different direction. RPG gamers and Persona fans will enjoy the game, but those wanting an experience laden with side quests and little grinding are going to be disappointed. The foundation is there for another great RPG franchise, as long as the flaws like the battle music, side quests, and overworld are ironed out in a potential sequel.


It was with Street Fighter II that the series’ six-button configuration was born, giving us a deep fighting experience that required skill to master, but could still be enjoyed by anyone. From Blanka’s Lighting Cannonball to E.Honda’s Killer Head Ram to Ken’s Hadoken, the character-specific special moves were all impressive to watch, yet tricky to pull off in the heat of the flurrying battles, which were brilliantly orchestrated through a range of carefully traded blows, head butts, slaps, throws, fireballs and dragon punches.
If you’ve played Street Fighter before then the majority of the moves will be instantly and reassuringly familiar. Quarter circle and punch still executes Ken’s Hadoken, whereas Guile still uses the same ‘charge style’ gameplay of old, where you need to hold the thumbstick to the left for a couple of seconds to charge it up before shifting it to the right and pressing punch to pull off a Sonic Boom. To veterans it means that you can instantly, and probably very quickly, battle through arcade mode on the lower to medium difficulty settings, but if you're new to the series, it’s going to take some effort to master the timing and skill needed to pull off the likes of a Ryu's Metsu Hadoken or Chun-Li's Hokyokusen.
As you approach Aristide, the psychotic and powerful Alma unleashes her wrath upon the city of Auburn, which culminates in a massive explosion that the Manhattan Project scientists could have never imagined. After waking up in an underground “hospital,” you’re left to pick up the pieces.
Although only a few of the horror “episodes” are genuinely frightening, they’re all fairly unsettling. When you’re walking along a corridor and the action drops off, you’re either walking into an ambush or it’s time for a supernatural ride. Through clever visual techniques and eerie audio effects, Monolith skillfully displays an Alma-altered reality where chaos and death reign. The issue with these events is that, as expertly crafted as they are, they inevitably become predictable. When events are foreseeable, they are significantly less frightening. And honestly, the name of the game is F.E.A.R. – it doesn’t get any clearer than that. As you saunter down an empty hallway, it becomes routine to expect some sort of paranormal occurrence. Still, if you play with the lights low and the sound high, F.E.A.R. 2 can be quite the thrill.What’s not thrilling is how ordinary the rest of the game is. Not bad, but merely ordinary. In the end, all that matters is a game’s fun factor. If you can deal with some of F.E.A.R. 2’s outdated design decisions, you’ll undoubtedly have a blast.
Here’s why you might not, however.Some of today’s widely accepted first person shooter mechanics aren’t present in F.E.A.R. 2. Now, we don’t dislike that is it’s different – in fact, we encourage change and new ideas. But that’s just it: F.E.A.R. 2 doesn’t innovate; it falls back on last-generation play styles. Health, for example, is not rechargeable or regenerative. Instead, you can carry up to three Medpacks that you can use to recharge your health at any point. It’s not broken or overly unwieldy, it’s just unnecessary. Also, aiming and shooting are mapped to L2 and R2 respectively (rather than the generally preferred L1 and R1 combination), and controls are not customizable whatsoever. Still, the biggest problem with F.E.A.R. 2 is in the game’s actual environmental layout.
Depressingly bland locations and the lack of destructible environments are further indications that the power of the PS3 hasn't been harnessed. While the latter isn't always needed to craft a great first person shooter, it certainly helps to create realism. Shellshock 2 lacks realism in abundance, and at no point captures the feeling that you're involved in something significant. It's a limp experience that feels like you've stepped back in time to where the technology that makes things crumble and look war-worn wasn't available. With the power of the PS3 at its fingertips, you'd expect a lot more in terms of visual and audio impact. Overall, aside from some nicely rendered cut-scenes, and some decent voice-acting, it looks and sounds like an average PS2 game.
All of this could be forgiven if the gameplay were any good, but it’s not. There are no memorable moments (apart from the one where I turned it off,) there are no intense firefights, and there’s little to experience in terms of excitement. There's actually no real need for me to go on because Shellshock 2 is an instantly forgettable title that will end up in the bargain-bin graveyard of video game stores across the country.
The noble, yet selfish hero meets up, or in the Prince’s case, gets landed on by the girl before aiding her in achieving her goals while realizing his own self-worth. Upon first meeting, our two main characters go back and forth in dialog in regards to moralities while fleeing from the princess’s pursuers. Once they arrive at the Temple, which keeps the world in a state of light, the Prince quickly realizes what exactly he’s gotten himself into. Apparently, Elika’s father feels the need to unleash the Dark God Ahriman unto the world once more covering it in darkness and corruption. As expected, it’s up to you and Elika to return the world into its proper state by visiting fertile grounds and releasing the light back into the world. Elika seems to be the focal point to every gamer’s quandary when discussing Prince of Persia. This is in large part due to the abilities she possesses and lends to your character. A couple examples of these abilities include the inability to truly die or lose a fight. While both of these ‘issues’ are true to the fullest extent, they don’t completely overlap the frustration one experiences when continually missing a jump due to poor timing or misdirection. Sure, Elika picks you up and returns you safely to a platform, but the frustration of needing to be saved is on par with the same frustration that comes with dieing. As for the battlegrounds, Elika steps in front of you in order to prevent the final blow that sends the Prince to his resting place. Fortunately for your opponent, if Elika needs to get involved, his entire life bar is rejuvenated and you must essentially restart the fight.
On top of these two potential complaints, Elika is everything a gamer could want out of an AI-based partner within this setting. She never gets lost, obstructs your view or causes you to backtrack to find her. Like a lost puppy, Elika follows you to the ends of each fertile ground with the same determination that flows within you. Not only does the young princess prevent you from pushing up daisies, but also she enables you to clear large distances that you wouldn’t otherwise be able to reach, as well as supplementing battles with various magical abilities against troublesome enemies. This only helps further the solid combat design recreated inside the walls of Ubisoft.In order for Prince of Persia to be successful at engaging the player through its fighting mechanics, the developers and designers needed to take a second and realize what they were trying to achieve. Even though titles of the past have included an open fighting style similar to that of God of War, Ben Mattes and his team decided to step back one pace and then take three steps forward in creating a unique combat template found only in the Prince’s latest adventure. What you end up with is a one-on-one system in which each battle feels a tad more significant than your standard one-on-30 duel.
The system is also very user-accessible and any casual gamer can sit down and benefit from its simplicity even though there is an underlying combo system to be discovered. While fighting, there are five buttons that you utilize in order to be successful and chain together some impressive combos. Square allows you to slash with your sword, circle gives you the ability to use your gauntlet, X performs aerial assaults, R2 allows you to block and triangle gets Elika involved in some high-flying magical attacks.Combining any of these buttons into a combo is a simple process and results in the game displaying impressive sequences of combat. Stringing together a simple button score can end up with your sword sliding straight through your opponent, which has the ability to end a battle much quicker than usual. On top of this, if you have solid momentum while platforming, you can get to enemies before they materialize in order to strike them before they even exist. Of course, this is easier said than done.

ing him or smashing up his business. The combat scheme will be instantly familiar if you played the first game and it has been refined here to ensure that gunplay feels smoother. Disappointingly though, like the first game, there’s some poor examples of enemy behavior and even some instances of where citizens get in your way – one lady decided it was a good idea to do the "running man" in the entrance doorway of a building we were trying to takeover. Furthermore, gun-fights can be fairly chaotic and rarely require good marksmanship. We found ourselves on most occasions throwing Molotovs in the general area of enemies and erratically spraying anyone in a 360 degree radius with a sub-machine gun. Still, that's fun as well.
You can stick yourself behind cover instantly and swap from one piece of cover to the next extremely smoothly, and then effortlessly peak over the object to focus in on the enemy. The smooth cover system and the polished combat control scheme make for a fluent and well-paced game that feels almost arcade-like.
Alternatively, if you don’t want human company fighting alongside you, you can choose from one of three A.I. controlled sidekicks, who do a great job at backing you up and providing cover as you attempt to clear the enemy threat and catch up with the “bitch” who stole your skull. Blood on the Sand is all about racking up points, picking up hard cash, and massacring those who stand in your way. Multipliers are awarded for kills, which adds a bit of excitement to proceedings and encourages you to chain together kills, while cash can be collected from dead bodies and caskets and used to purchase new weapons, counter-kills, and taunt packs that add weight -- and a whole load of "mutha f**kers" and ill-bred jibes -- to your vocabulary. There are also masses of timed side objectives, which add intensity and drama to each of the stages.

