By Pepsiman 4 Comments
Putting up two reviews in one week probably isn't much of a feat for some of Giant Bomb's more prolific reviewers, but for me, it's still a bit of a surprise. While I'm still pretty talkative about games on here and have made my sometimes controversial opinions known far and wide, during the school year, I'm lucky if I get more than five reviews done each semester. It's really the combination of a lot of things. My studies eat up a lot of time, as languages are wont to do, and on top of that, I write a fair amount of academic stuff to begin with. Sometimes the final product doesn't look like it took a whole lot of energy in retrospect, but when it actually takes a fair number of man hours to write up research papers like this one, I can feel a bit drained when it comes to writing most anything. It's one of the main reasons why you also don't see a huge amount of blogging out of me when I'm not on break: it's just unfortunately not my main occupation that I can't devote my time and energy, too. Having a lot of passions in life has its pluses and minuses like that.
But nevertheless, not only did I write a review for Sega's great SRPG Valkyria Chronicles that I'll plug one more time, but I also managed to churn one out for Trauma Team on the Wii after finishing that one this week as well. The latter game was a bit of a hard game for me to review, mainly because it was difficult for me to accurately portray what went well and why. Describing the fluidity and the well-designed nature of the controls and the impact they have on a game like Trauma Team is a largely abstract matter, one that I can feel instantaneously and enjoy greatly, but nevertheless have trouble replicating with just words. That's actually the main reason why I never wrote a complete review of Second Opinion, the first Wii game I ever actually got. Out of all the games to have come out within those first few months of the Wii's launch, I felt that Second Opinion, by far, was the smartest about taking advantage of the Wii's controls and that contributed greatly to my enjoyment of the game as a whole. It's just that putting those feelings into text, conveying the implications of Atlus' really quite brilliant design decisions for that stuff was an overly hard issue to tackle. With a new game in the series fresh in our minds, however, even in the midst of juggernauts like Super Mario Galaxy 2 and Red Dead Redemption, I thought I would try to actually tackle the problem and definitively show why the game's controls make it so great.
Whether I actually succeeded on that front could be debatable, but if any of you got so much as an inkling of what I was trying to say on that front, then I'll be content. Pure abstractness has never been my forte in writing, personally.