61 FPS Farewell Review: Rune Factory Frontier (Wii)

It’s a bit odd that my final post for 61 FPS is a game review rather than my farewell post, but I had already committed myself to doing this review and I’ll be dipped if I’m going to let it slide.
Rune Factory Frontier is the third installment in the Rune Factory series, which itself is a spin-off of the Harvest Moon series. Don’t let that skew your impression of what these games offer though. The Rune Factory titles each have decently robust action adventure elements to them along with the usual farming, crafting, and courting. However, where Rune Factory 1 and 2 feel like games with lots of unrelated stuff to do in them, Frontier ties all of those elements together into a very satisfying cohesive whole.
Rune Factory Frontier is a massive game packed to the gills with content. It’s a game that will keep you busy every moment you play while also setting up long term goals and big payoffs. It is a game that wears many hats: dungeon exploring action adventure, time and resource management, climbing social ladders, but ties every last bit together. This is an adventure game where the hero must truly be self sufficient. Think you can just waltz into the Adventurer’s Store and buy some magic potions, anti-dragon armor and a sword of troll slaying? Or go out and kill a few goblins and wolves for the money they drop to pay your way? Not so here.
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Tags: amber ahlborn, rune factory, the 61FPS review, wii
The 61FPS Review: Bionic Commando, part 2

Be forewarned: Here be spoilers.
GRIN made a bold statement when they announced Bionic Commando, saying that this dreadlocked, be-wifebeater-ed fellow with the hotdogs all over his metal arm was the very same Radd Spencer from twenty years ago meant this game was a bonafide sequel. For most players, the story in a videogame is inessential, a throwaway. You and I, being the devoted weirdos we are, might care about the thousand-year continuity from Mega Man to Mega Man Legends 2, but the average hardcore videogame player doesn’t give it a second thought. The Legend of Zelda’s on to something. The series’ creators know that it’s character, setting, and a sense of history that’s most important for giving your tale weight, not an actual history.
Bionic Commando begins ten years after the NES game. Radd’s in jail and has been stripped of his bionic arm. He was, we are informed, married at some point in the past and his wife went missing. Super Joe, the legendary soldier Radd rescued back in the day, is now a disgraced figurehead. Turns out he ran the TASC, the military branch in-charge of making bionic soldiers like ol’ Radd. Those same soldiers, once relied on to blow up Hitler’s head, are now enemies of the state, feared by the powers that be for being too powerful and unstable. When a terrorist military made up of “bionics” blows up Ascension City, Radd is sent into the wreckage to retrieve an unnamed weapon of mass destruction the terrorists are after. In exchange, he gets his freedom and Super Joe promises to tell him where his wife is. By the end it’s revealed that Super Joe, in league with old Bionic Villain Gottfried Groeder (introduced in Rearmed,) was behind the evil scheme all along. More than that, it turns out that bionic enhancements like Radd’s arm were made from organic parts. The most effective soldiers were those augmented with organic parts they had a strong sentimental attachment to. Yes, Super Joe made Radd Spencer’s arm out of his murdered wife.
Now, all of this is told through mercifully brief cutscenes, text retrieved from hacked communicators, and in-game radio transmissions. There’s a lot of story given to the player and it doesn’t, for the most part, interrupt the flow of actually playing the game. It doesn’t, however, make a damn lick of sense. No character’s motivations are properly explained and while continuity is shoved down your throat throughout, the details of history are left out completely. When Super Joe turns evil, it’s never really explained why. He just wants the WMD MacGuffin to activate some giant secret base that’s never even mentioned until the last twenty minutes of the game. It is mindnumbingly stupid. Of course, the story in the old NES game was mindnumbingly stupid as well. This story’s offensive not because it’s hamfisted camp, but because it keeps you from actually playing throughout the game’s beginning and its finale.
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Tags: ben judd, bionic commando, bionic commando rearmed, capcom, grin, kenji inafune, mega man, metroid prime, nes, ninja gaiden, playstation 3, shigeru miyamoto, super mario 64, team ninja, xbox 360
The 61FPS Review: Final Fantasy Crystal Chronicles: Echoes of Time

Echoes of Time, Square-Enix’s latest entry into their Crystal Chronicles franchise, continues the unique multiplayer route pioneered by the 2004 GameCube game; but this time around, the focus is on a wireless cross-platform experience between the Wii and the DS instead of multiple Game Boy Advances tethered to a console by link cables. 61FPS bloggers Amber Ahlborn and Bob Mackey took a stab at playing this action RPG online together for the purposes of this review, and found that the Wii’s online capabilities (or lack thereof) hampered what would have been an otherwise great experience.
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Tags: amber ahlborn, bob mackey, crystal chronicles, ds, Final Fantasy, final fantasy crystal chronicles: echoes of time, the 61FPS review, wii
The 61FPS Review: Bionic Commando, part 1

Ever since Shigeru Miyamoto remade Mario into a bouncing mass of yelping polygons in 1996, game designers across the world have been asking the same question: how do we bring our old 2D games into the third dimension? This has never been a creatively bankrupt ambition. Videogames are, and always have been, an iterative medium funded by familiarity. The rules of a game are polished over time and mascots, franchises, brands are insurance on their evolution. Taking the fundamentals and characters of classic games to explore the potential of three-dimensional design wasn’t selling out; it was buying in.
Over the past thirteen years, only a handful of designers have effectively translated two-dimensional games into 3D. More often than not, old franchises have been modernized as completely different games. Team Ninja’s Ninja Gaiden games are about weighty melee play, not the vicious platforming gauntlets of the original series. Mega Man’s first polygonal outing was a kart racer, not a speedy run-gun-and-jumper. But games like Super Mario 64, games that truly capture and add a new dimension to their predecessors’ play, are rare. Retro’s Metroid Prime did it, managing to translate the rules, architecture and style of its 2D parent series perfectly, even while sacrificing the thrill of seeing Samus onscreen. GRIN’s Bionic Commando gets it right too. But in their effort to recreate the rock solid rules of 1987’s Bionic Commando, GRIN failed to make a complete work of art.
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Tags: ben judd, bionic commando, bionic commando rearmed, capcom, grin, kenji inafune, mega man, metroid prime, nes, ninja gaiden, playstation 3, shigeru miyamoto, super mario 64, team ninja, xbox 360




John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.
Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.
Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.
Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines.
Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.
Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.
Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.



