#oneaday Day 777: Why I'm Not Buying Mass Effect 3, Why It's Okay If You Do And Why We Should All Just Bloody Well Get Along

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I've hinted at this in several past posts, but I thought I would explain my decision not to purchase Mass Effect 3 in greater detail. I'm not doing this in order to convince anyone of an opinion which may be counter to their own, I'm simply sharing my own feelings on the matter. Judging by past discussions I've had with people on the subject, it's become pretty apparent that people have already made up their mind one way or another about whether or not they will be playing BioWare's latest space opera, and further attempts to convince them otherwise are probably counter-productive.

Therefore I say one more time: I am not attempting to change your own opinion here. I am stating what I believe, and why I am sticking to it.

Allow me to preface this with a page or two from my gaming history. I like BioWare. I like them a lot. I have played the vast majority of their games over the years, and many of them have formed some of the most memorable experiences I've had in the Western RPG genre. If such a thing as a "gaming canon" were to exist (which, after plenty of discussions with others, I probably come down on the side of disagreeing with) then titles such as Knights of the Old Republic and the Baldur's Gate series will likely be held up as fine examples of how to tell a convincing, sprawling epic with very realistic, believable characters.

Mass Effect 1 came along and was a showcase for the Xbox 360. Despite a few glaring technical flaws such as Unreal Engine 3's early texture-streaming issues, the game was great. We had a protagonist who both had a voice and whom players felt like they could shape the game's depiction of through their actions. We had a memorable supporting cast. And we had an excellent sci-fi story worthy of the best written fiction and movies.

Mass Effect 2 came along, fixed a bunch of the flaws that were present in the first game, made the whole experience less stat-heavy RPG-like and more shooterish, but this didn't cause the story to suffer.

Until the DLC started. Mass Effect 1 had some half-hearted DLC, but having played it, I can report that it wasn't that good. Mass Effect 2, meanwhile, launched with some "Project Ten Dollar" content which only players who purchased the game new would gain access to (which, I have to say, actually turned out to be a bit rubbish, too) and then subsequently expanded the experience with several other adventure packs, each of which offered a few hours of gameplay of varying degrees of quality — including one designed to serve as a prologue to Mass Effect 3.

I wouldn't have a problem with this were it not for the fact that by the time all this content hit, I had completed Mass Effect 2 and didn't have any particular inclination to go back to it at that point in time. Now, as the sequel approaches and I might want to consider catching up on all this content, I would have to spend almost as much as the game cost on its initial release to play some episodes which vary in quality, as I understand, from "great" to "blah".

Of course, they're optional, you may say, it doesn't matter. But the simple existence of these extra episodes makes it feel like the base game isn't a "complete" experience, like there's stuff "missing" from it. Sure, Mass Effect 2 stands by itself as a great game. But I know I'd find it inherently less satisfying knowing that I'm not seeing certain story content, including the reappearance of a cast member from the original game.

Then Mass Effect 3 shows up and it emerges that it features day-one DLC that is both exclusive to the more expensive Collector's Edition of the game and extremely relevant to the overarching lore of the Mass Effect universe — though I'll grant that most people are yet to play this DLC (and those who have are likely gagged by an embargo) and as such commenting on its "importance" may be premature. However, in my own personal opinion, this does not excuse the excising of content from the main game for separate release on the game's launch date.

It's at this point that people normally chime in and say that said DLC was probably developed by a different team, given its own budget and wasn't ready when the main game was submitted for the various certification processes that come with releasing a game on console. And to that I say "fine, but why not wait a bit?" Because buying a new game and being informed on the same day that you've spent over £40 on it that there's a bit of extra story you don't have on your disc is, to me, unforgivable. I have zero respect for publishers who butcher a creative work (because that's what a story like Mass Effect is) in order to turn it into a product, and I have no wish to support it. It's like buying a book and having a chapter or two missing from the middle, or buying a DVD and some scenes from the movie are missing. I wouldn't stand for it there — and thankfully no-one has tried it — and I see no reason to stand for it here.

But there's a growing acceptance, it seems, of the "games as a service" model, whereby the product you buy in the shops for £40 isn't the finished product — rather, it's the skeleton onto which other bits and pieces will be bolted. And in some cases, this is fine — I have no problem with first-person shooter and racing games releasing map packs to extend what are already potentially infinitely-long experiences anyway (though this raises a completely different issue of userbase fragmentation) — but in the case of narrative-based games, I believe that the "service" model is fundamentally incompatible with the way video game stories are structured. You can't write a good story that has a beginning, middle and an end and then later go back and add some more middle. You can't write a good story that has a beginning, 90% of its middle and an end. You can't write a good story that has a beginning, middle and an end and then a bit after the end and then a bit after that. (Well, you can. But it's called a "sequel" or an "expansion pack", the latter of which seems to have all but ceased to exist except in a couple of isolated instances.)

In order to successfully peddle a "games as service" model onto narrative-based games, you have to change the way in which that story is delivered. Structure it more like a TV show than a movie. Don't make players feel punished if they miss out on some content, and offer them the facility to "catch up" on a "season's" content for a reduced price.

Oddly enough, Mass Effect 3 publisher EA has already successfully released two games under this model on iOS: Surviving High School and Cause of Death. Both feature weekly episodes which are free to download and play for a week, then deleted. Individual episodes can be purchased to "catch up" on missed content, and at the end of a "season", a vastly-reduced price pack of all the season's episodes may be purchased, offering roughly the same amount of content as what you'd expect from a "typical" game of its type.

But going back to Mass Effect 3, the various business decisions which have been taken by EA have caused me to simply not want to support this game any more. I am hugely torn over this fact, as a longtime BioWare fan — and I remain a fan of the developer's culture and attitude. I strongly believe that were it completely up to BioWare as an independent entity, that they would do things in the way that they did with their old PC titles — release a game that is content- and feature-complete, then six months down the line release a substantial expansion pack which functions as a quasi-sequel, then a bit later release a full sequel. Obviously I have no way of knowing this for sure (and EA's PR department likely has the BioWare staff suitably gagged with NDAs and the like to ensure that nothing like this slips out) — but given what I do know of the company, its culture and its history it seems like this is what BioWare could (or should) do were they independent of a giant like EA.

Another argument in favour of EA's practices normally comes as people say that they want their favourite developers to continue to make money, to keep their staff and to be able to continue making games. Now, in principle, I'm OK with this, but it shouldn't come at the expense of perfectly reasonable consumer expectations, it shouldn't come at the expense of the integrity of a creative work and it certainly shouldn't lead to people ranting about a supposed "culture of entitlement" from people who are simply saying "hang on a minute, that doesn't seem particularly on to me." In fact, I'd go so far as to say that while it would suck for a developer to find its members laid off after a big project is finished, I would much rather they leave the confines of a publisher such as EA and subsequently find their way to a publisher who would treat them and their fanbase well rather than simply attempting to milk as much money out of the public as possible. You can be fair and still make money — look at Skyrim and a whole host of other titles over the last few years that have flourished without exploitative business practices. You can even have a DLC strategy without being a dick about it — look at Gearbox and Borderlands, or indeed any of Bethesda's more recent games.

I'm a consumer. I have no interest in the company's bottom line or what the shareholders think. I want the company to provide the product that I pay for in complete form without expecting additional handouts from me starting from day one. That's not being "entitled", that's being a savvy consumer. Whenever I make any purchase, I choose whatever is best going to fit my needs. I wouldn't choose a TV that didn't come with a remote, a car that came with no wheels, a book that had chapters missing or a DVD for which half the content was missing. So I will not purchase a game which isn't complete in my eyes, because I'm looking for an immersive experience that will allow me to escape to another world for a few hours. Nothing breaks that immersion like being informed that you could go on this adventure if only you pop in your credit card details and click "Confirm".

As such, I will be voting with my wallet from now on, and however good a game looks, if it makes use of this sort of exploitative business practice, I will not be purchasing it. I won't lie, coming to this decision has been a large influencing factor in my decision to focus on "pile of shame" and lesser-known titles over the course of the next year.

As I said at the beginning of this piece, I am not attempting to convince you that you should not buy Mass Effect 3 if your heart is set on finishing Shepard's saga — by all accounts, the game itself should be a great experience, and I hope you enjoy it.

Personally speaking, however, I feel strongly enough about my objections to forgo the end of a series that I have enjoyed to date. My non-purchase of the game will be a drop in the ocean to EA, so I have no illusions that I'll make a difference by doing this. But I hope at least that people continue to think very carefully about what it is that they are paying for — and what it is that they'll have to pay extra for. I hope discussions will continue to give people food for thought. And I hope people who feel as I do continue to stand up and explain their beliefs calmly and rationally in the hope that someone whose decisions matter will take note. Because I've seen a worrying trend of people stating their objections being shouted down recently (usually using the "E" word) and a seemingly blind acceptance of publishers calling the shots. I don't want to see a future where these practices are even more commonplace than they are already.

Thankfully, not all publishers follow this business model. Smaller studios and completely independent developers continue to create great works, release them as a complete product and turn a nice profit along the way in the process. I will continue to support these studios wholeheartedly, and where possible, I will continue to support older titles also.

And with that, I officially set aside this whole debate. Enjoy Mass Effect 3 if you're going to play it; if not, I have some great recommendations for things you should try.

#oneaday Day 776: The Pile of Shame, March 2012 Edition

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Over at the Squadron of Shame, our original remit was to go through all those games in your "pile of shame" — titles you bought but never quite seem to get around to due to something bigger, better, fancier coming along. As time has passed, we've changed and grown, discussing wider gaming issues and exploring unconventional games such as Katawa Shoujo, but all the while the Pile has been there, mocking us.

For 2012, one Feenwager among us decided that it might be a good time to start tackling said Piles, with the caveat that you can stop working your way through your backlog should something massive and awesome come out. For many people, this is Mass Effect 3, due out this week, though I won't be touching it with a barge pole for reasons I will expand upon in a post in a few days' time.

I have a pretty big backlog, so I thought what I might try and do is add an additional little twist to said challenge: to see if it's possible to get through the remainder of the year without purchasing any "triple-A" titles from publishers such as EA, Activision, Ubisoft and the like. Basically anything that gets talked about so much prior to release that I'm already sick of the sodding thing by the time the discs hit store shelves (or not, in the case of new EA titles and GAME.)

In short, I can purchase downloadable, retro or smaller-budget games if absolutely necessary, but no Call of Duty, no Assassin's Creed, no Mass Effect. To be fair, I don't think this will be very difficult to achieve.

I am allowing myself one exception to this rule: Diablo III, and it's perhaps arguable as to whether or not this counts as a "triple-A" game anyway as despite its (hopeful) quality, it's PC-only and a little bit niche, if we're being honest. The reason I bring up Diablo III as an exception to my self-imposed rules is because I have friends who live in the same country as me who are planning on playing it, and it would be lovely to be able to play something multiplayer without having to stay up until 3 in the morning for once. (I don't begrudge staying up until 3 in the morning, North American friends, it's just nice to get some sleep sometimes!)

So then, my official rules are "get through the remainder of 2012 without purchasing any triple-A PC or console titles and clear as much of your Pile of Shame as possible".

I am currently using this challenge as an opportunity to explore the PSP's rich library of JRPGs, as after finishing The Last Story I find myself hungry for more JRPG action. As you may have gathered from yesterday's post, I'm currently playing through Corpse Party. This will be followed by Persona on PSP and possibly Shadow Hearts on PS2 alongside it. I will not be playing Mass Effect 3 at all.

Here's my current Pile of Shame. If you're comparing this to previous Piles I may have posted and it seems somewhat different, I'm not including games I've given up all hope of playing to completion, and neither am I including games which have "indefinite" play periods such as arcade games, multiplayer titles and, to a lesser extent, strategy games. Any entries on the list marked with a dollar sign are games that I don't own yet but have been intending to purchase for quite some time, so they're on the Pile even though I don't own them yet.

To follow all our progress and take part for yourself, join us on the Squadron of Shame Squawkbox.

PS2
Killer7
ICO
Shadow of the Colossus
Metal Gear Solid 3
Odin Sphere
Persona 3 FES
Shadow Hearts
Shadow Hearts: Covenant
$ Yakuza 2
Project Zero (aka Fatal Frame)
$ SMT: Digital Devil Saga
$ SMT: Digital Devil Saga 2

PS3
3D Dot Game Heroes
Demon’s Souls
Dark Souls
Yakuza 3
$ Yakuza 4
Midnight Club LA

PSP
Corpse Party (currently playing)
$ Persona
$ Persona 2: Innocent Sin
$ Persona 3 Portable (this may replace Persona 3 FES in the above list)
$ Trails in the Sky

Xbox 360
Rayman Origins

PC
Amnesia
Aquaria
Assassin’s Creed II
Assassin’s Creed Brotherhood (OnLive)
Breath of Death VII
Chantelise
Cthulhu Saves the World
Far Cry 2
$ Fortune Summoners
GTA: San Andreas
GTA IV
GTA IV: Episodes from Liberty City
Hacker Evolution
Hacker Evolution: Untold
HeXen II
Hard Reset
Jade Empire
King’s Bounty
King’s Bounty: Armored Princess
King Arthur: The Role-Playing Wargame
Magicka (Squad multiplayer sometime, hmm?)
Mata Hari
Neverwinter Nights 2
Portal 2 Co-Op
Puzzle Agent
Sherlock Holmes vs Jack the Ripper
Sherlock Holmes: Nemesis
Sherlock Holmes: The Awakened
Sherlock Holmes: The Mystery of the Mummy
Sherlock Holmes: The Mystery of the Persian Carpet
Sherlock Holmes: The Secret of the Silver Earring
Take On Helicopters
Thief: Deadly Shadows
Time Gentlemen, Please!
TRAUMA
Trine
Vampire: The Masquerade – Bloodlines
VVVVVV
X-COM Apocalypse (and possibly the previous two)
Baldur’s Gate II (inc. Throne of Bhaal)
Gabriel Knight 3
Ghost Master
Master of Magic
Ultima Underworld
Ultima Underworld II
$ Ultima VII

Wii
Silent Hill: Shattered Memories
Zack & Wiki

#oneaday Day 775: Having a Corpse Party

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Looking for something terrifying? Own a PSP? Then quit whatever you're doing and go download Corpse Party from PSN for a very reasonable £11.99.

I've mentioned this briefly a couple of times over the last few days but it's worthy of some more in-depth enthusing, so here goes.

Corpse Party is a horror adventure game that uses a combination of Chrono Trigger-style top-down visuals and beautifully-drawn anime-style stills to tell its tale. And what a gruesome, horrifying tale it is.

Following a botched attempt to cast a friendship charm as one of a group of friends is set to leave her school, eight Japanese high schoolers and their teacher find themselves trapped in an unpleasant situation: a ruined, abandoned, creepy old school that is not their own, populated by malevolent ghosts and a wide variety of mutilated dead bodies — obviously previous victims of whatever curse brought them there. It's up to the player to get to the bottom of what's going on, and attempt to get the kids home. I haven't finished it yet, so I don't know if they're successful.

Corpse Party initially puts across the impression of being just another light-hearted anime adventure. But things quickly take a turn for the dark as the corpses start piling up and the numerous mysteries surrounding the ruined school start to reveal themselves. Gameplay is limited to wandering around, exploring and making occasional choices, so the game is perhaps best compared to a visual novel rather than an adventure game or survival horror, but it manages to be one of the most affecting, evocative games I've ever played using the bare minimum of tricks and gimmicks.

It achieves this in a variety of ways. First up is the excellent writing and localisation. Not only is the tale told one filled with unexpected twists and turns, but it's also one populated with believable, "human" characters who are far from being "video game heroic". They're kids. They talk like kids, they swear like kids, they make inappropriate comments like kids and they react like kids would in horrific situations like the ones in the game — by screaming, crying and running away.

The game doesn't hold back in its writing, preferring instead to depict its characters' behaviour in a realistic manner rather than the sanitised view of life we get in many other video games. For example, in one flashback scene depicting one of the characters' lives before the events of the game, we see a big sister (one of the main cast) and her little brother in the bathroom together. Both are nude. Big sister, who is somewhat outspoken and borderline brash at times, teases her little brother for being ashamed of his nakedness and hiding his penis from her, tackles him to the ground and tickles him, behaving as siblings do. There's no inappropriate eroticism in the scene despite the characters' nudity, just a believable depiction of two very "human" characters enjoying a mundane moment together.

A lot of the power of Corpse Party's writing comes from this clash between the mundane and the uncanny. Chapters will often open with a flashback of the "good old days" before the botched charm made everything go wrong for these kids, and it makes the anguish and terror they go through all the more profoundly affecting having seen what they're like in situations that they're comfortable with.

The writing is wonderfully descriptive without being overly explicit, either. Some of the most toe-curling, unpleasant scenes in the game come from a blank screen accompanied only by text and minimal sound effects. And yet somehow the manage to be far more horrific than anything I've seen on a next-gen console. The imagination is truly a powerful thing.

Imagination is all very well, but it can be helped along in a few ways. Firstly, there's the visual side of things, which is kept relatively simple for the most part — old-school pixel art RPG-style graphics punctuated with occasional hand-drawn closeups to emphasise particular scenes.

Star of the show is the game's sound design, though. Best experienced on headphones, Corpse Party's soundtrack combines a variety of atmospheric, dramatic and memorable musical themes with subtle use of sound effects and some truly fantastic Japanese-language voice acting. The delivery is packed with emotion, making the kids' screams of terror all the more harrowing as you find yourself really believing what's going on. And the use of stereo makes for an impressively unnerving experience.

While some may object to a game which features quite so much violence against children, I for one have so far found the mature treatment of the player to be refreshing. The game doesn't pull any punches at any point, meaning that you're just as likely to meet an agonising and drawn-out demise when playing as a little girl as you are when playing the "tough" guy. Far from feeling "wrong", however, the knowledge that the game's characters are in very real danger throughout provides a strong emotional impetus for the player to get to the bottom of what's going on and try to save them.

The only criticism of the game I have is the fact that if you find yourself down one of the "bad ending" paths and meeting a sticky end, you can sometimes lose a bit of progress if you haven't been saving fastidiously at the game's sparsely-scattered save points. With no means to quickly skip through scenes you've already seen once, this can be a little frustrating for the impatient (or those who can't work out what they're doing wrong — though it's usually obvious).

This little issue far from ruins the experience, however. In fact, those who want to "100%" the game will actually need to see all of these unpleasant endings as well as the "proper" ends to each of the game's five chapters, meaning that an unpleasant death for one of the cast isn't necessarily wasted play time.

Above all, Corpse Party is a rewarding, affecting, remarkable experience that treats the player as an adult throughout. It's refreshing to play through something which doesn't feel sanitised or dumbed down in the slightest, and I'm both surprised and delighted that a game like this made it on to the Western PSN store.

I'm certainly not complaining, though. In fact, I'd like to see a lot more titles like this in the future.

#oneaday Day 774: Non-Mainstream Games That You (And @starven) Should Play

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Following yesterday's post, I was asked by the fine @starven to recommend some specific titles outside of the mainstream that were worth trying. So rather than doing it half-heartedly, I thought I'd do it properly, with categories, links and all that nonsense. These are the titles which sprang (almost) immediately to mind, but they should provide plenty of entertainment to get you started with. This list covers titles I've played, not just games I've heard are good.

Here we go then. Bear in mind some of these games are a little older, but that's actually a good thing, as it usually means they're 1) cheaper and 2) likely to run on almost anything. All prices will be in GBP because I can't remember the thing you put on the end of the Steam URL to show prices in dollars.

For further discussion of "underappreciated" games, be sure to drop by the Squadron of Shame and check out our podcast.

Adventure

Classic adventure games aren't dead by any means — the ludicrous amount of money that Double Fine raised on Kickstarter should be evidence of this. Here are a few adventure games that are most definitely worth your time. I've also lumped a couple of visual novels into this category since the adventure genre is arguably its closest cousin.

Ben There, Dan That!/Time Gentlemen, Please!

Platform: PC
Where to get it: Steam
Price: £2.99

A double-pack of point and click adventure games from Size Five Games (formerly Zombie Cow Studios) that have a deliciously British sense of humour. While neither have plots that could particularly be called "thrilling", the best thing about these two games is the humorous banter between protagonists Ben and Dan. These games are strongly reminiscent of "golden age" LucasArts titles such as Day of the Tentacle and Sam & Max Hit the Road.

The Longest Journey

Platform: PC
Where to get it: Steam, Good Old Games
Price: £5.99

A lengthy point and click adventure that isn't afraid to swear when necessary. Features an interesting "parallel dimension" story, a strong, attractive female protagonist, some truly memorable characters and only one infuriatingly stupid puzzle. Its sequel Dreamfall is good, but not as good as the original.

Digital: A Love Story

Platform: PC, Mac, Linux
Where to get it: Official site
Price: Free

Technically a "visual novel" rather than an adventure game per se, Digital: A Love Story takes place entirely on the virtual desktop of an '80s computer. To reveal too much more would spoil it completely.

Analogue: A Hate Story

Platform: PC, Mac, Linux
Where to get it: Official site
Price: $15

Follow-up to the above from the same author, Analogue: A Hate Story once again sees you interacting with the game via a virtual computer system, though this one is much more futuristic. There's a lot of reading in this one and it's initially bewildering, but the way in which you have to piece together the story yourself is fascinating.

To The Moon

Platform: PC
Where to get it: Official site
Price: £7.99

Freebird Games' retro-styled story left me an emotional wreck by the end thanks to its beautiful soundtrack, emotionally engaging narrative and good balance between storytelling and interactivity. Again, to reveal too much would be to spoil it completely.

Corpse Party

Platform: PSP/Vita
Where to get it: PSN Store
Price: £11.99

Corpse Party is, like To The Moon, an adventure/visual novel which chooses to tell most of its tale through the use of 16-bit style top-down RPG sprites. Rather than To The Moon's emotional tale, however, Corpse Party tells a horrifyingly gruesome ghost story that doesn't pull any punches.

Ghost Trick

Platform: Nintendo DS, iOS
Where to get it: App Store (iOS)
Price: Free demo, £6.99 for full version (iOS)

An excellent puzzle adventure from the creators of the Ace Attorney series (which you should also play if you haven't already). Ghost Trick spins a convoluted but entertaining tale about death, time travel, fate and the consequences of your actions. Notable for making use of some very unconventional game mechanics for the adventure genre.

RPG

Recettear: An Item Shop's Tale

Platform: PC
Where to get it: Steam
Price: £12.99

Combining elements of Animal Crossing and Diablo while lampooning every JRPG you've ever played along the way, the utterly charming Recettear is a fine way to spend at least 40 hours of your time. The gameplay is simple but addictive, but the true star of the show is the excellent translation job by Carpe Fulgur.

Dungeons of Dredmor

Platform: PC, Mac
Where to get it: Steam
Price: £3.49

If you've never played a roguelike, this is a good place to start, since it has several levels of difficulty and the option to switch off permadeath if you're a big wuss. It also features a delightfully offbeat sense of humour and enjoys excellent continuous support from the developer.

Cthulhu Saves the World/Breath of Death VII

Platform: Xbox 360, PC
Where to get it: Xbox Live Indie Games, Steam
Price: £1.99

Two short, retro-themed JRPG spoofs that are immensely entertaining to play. The creator is currently working on the third episode of Penny Arcade Adventures.

Dungeon Defenders

Platform: PC, Mac (soon), XBLA, PSN
Where to get it: Steam, Xbox Live Arcade, PSN Store
Price: £9.99

Combine Diablo with Gears of War's Horde mode and give it a charming cel-shaded coat of paint and this is what you get. Up to four players take on incoming hordes of monsters in a frantic blend of action RPG and tower defense. Best played online, and the PC version is the best option due to its mod support and regular free DLC promotions.

The Witcher

Platform: PC
Where to get it: Steam, Good Old Games
Price: £12.99

Arguably one of the best RPGs ever made thanks to its excellent story, memorable protagonist and uncompromisingly adult nature. The Witcher is all the better for the fact it focuses on a small geographical area rather than providing a globetrotting adventure. It's also notable for being a game which doesn't treat you like an idiot, with the consequences of your choices not falling into neat "good" or "evil" categories, and repercussions not necessarily becoming apparent until considerably later in the game.

The Witcher 2

Platform: PC
Where to get it: Steam, Good Old Games
Price: £24.99

A visually-stunning RPG with challenging Dark Souls-style combat, a mature story and a ton of replayability thanks to the narrative diverging into two completely different paths halfway through. Has enjoyed a bunch of post-release support from the developer, and all of these additions will be incorporated into the upcoming Xbox version.

Xenoblade Chronicles

Platform: Wii
Where to get it: US customers will have to bite the bullet and get this from GameStop
Price: No idea, released in the US later this month.

An open-world JRPG on a grand scale, taking the best bits of MMORPGs and combining them with an excellent combat system, memorable characters, a great plot and at least 100 hours of Fun Things To Do. Also features gorgeous environments and a kick-ass soundtrack. If you enjoyed Final Fantasy XII, you'll definitely get a kick out of this.

The Last Story

Platform: Wii
Where to get it: Not yet available in the US, coming later this year
Price: TBA

An RPG set in a small locale featuring brilliant characterisation and an unusual setpiece-based action combat system that blends RTS, character action and third person shooter elements. Also noteworthy for being over in 25 hours, making it ideal for fans of RPGs who can't commit to the long haul.

Persona 3

Platform: PS2, PSP
Where to get it: Probably easiest to get the PSP version from PSN
Price: Check PSN or your local game store

Persona 3 combines elements of visual novel/dating sim games with dungeon-crawling and JRPG combat and manages to produce one a truly memorable video game with a great story, a bizarre but awesome soundtrack and a shitload of stuff to do. Arguably superceded by its successor Persona 4 in some respects.

Persona 4

Platform: PS2, Vita
Where to get it: Check your local game store or get the Vita remake when it launches
Price: Variable

Everything already said about Persona 3 applies here, though some say the combat isn't quite as good. Great story and a lovable cast that you'll be sorry to leave behind at the end.

Rusty Hearts

Platform: PC
Where to get it: Steam
Price: Free

Perfect World's free to play brawler-RPG is great fun and never feels like it's conning you out of money. You can enjoy an immensely satisfying multiplayer brawler without spending a cent, or you can drop the devs a few quid to speed up your levelling or apply some visual customization to your character. Nothing game-breaking, though, and certainly not "pay to win".

Aquaria

Platform: PC
Where to get it: Steam
Price: £6.99

Not technically an RPG as such, but its Zelda/Metroidvania-style progression means it can be sort of lumped into this category. A sprawling 2D underwater adventure with a great soundtrack, gorgeous artwork and an unusual, interesting story.

Games That Involve Shooting Things In Various Ways

I'm lumping anything that involves shooting things into this category, including FPS, shmups and other Games With Guns In Them.

Beat Hazard Ultra

Platform: Xbox 360, PS3, PC, iOS
Where to get it: Xbox Live Indie Games, PSN Store, Steam, App Store
Price: Variable

A brilliant twin-stick shooter that uses your own personal music collection (or Internet radio) to generate waves of enemies and psychedelic backdrops.

Gundemonium Recollection

Platform: PS3, PC
Where to get it: PSN Store, Steam
Price: £3.99

A simply marvellous bullet-hell shooter with an infectiously cheerful soundtrack and immensely challenging gameplay.

Jamestown

Platform: PC
Where to get it: Steam
Price: £6.99

A Western take on the bullet-hell shooter based on the concept of England being at war with Spain on Mars. Outstandingly epic soundtrack and gorgeous pixel-art visuals.

No More Room In Hell

Platform: PC
Where to get it: Desura
Price: Free (Half-Life 2 mod)

If Left 4 Dead is a little too silly for you, this realistic zombie survival mod for Half-Life 2 feels more like an old Resident Evil game in first-person. Limited ammo, panicked dashes away from zombie hordes and a real necessity to cooperate with other players to survive make this a unique and rewarding experience.

Privates

Platform: PC
Where to get it: Official site
Price: Free

A "sex-ed shooter" from the creator of Ben There, Dan That! that sees players invading willies, bums and fannies (the British meaning of the latter) in an effort to wipe out various forms of itchy scrot.

Frozen Synapse

Platform: PC, iPad (soon)
Where to get it: Steam
Price: £18.99

Technically a turn-based strategy game, this unusual title's game modes and structure actually have more in common with first-person shooters. Plan out your team's moves for the next five seconds while your opponent is doing the same, commit your plan, watch the carnage unfold. Very tense, very exciting — and offers asynchronous play for those with a busy lifestyle.

Racing

Blur

Platform: PC, Xbox 360, PS3
Where to get it: Steam, your friendly local game store
Price: £14.99

The last game from Project Gotham developer Bizarre Creations before they were shuttered by Activision, and a fine example of what happens if you combine Mario Kart-style powerups with real cars in real locations. The answer: enjoyable mayhem. Features a top-class multiplayer mode with Call of Duty-style progression.

Split/Second: Velocity

Platform: PC, Xbox 360, PS3
Where to get it: Gamesplanet (PC, possibly UK-only), your friendly local game store
Price: £9.99

Best described as a "cinematic racer", Split/Second combines ridiculous Burnout-style drift driving with the ability to detonate parts of the environment and bring them crashing down on your opponents' heads. It's an absolute spectacle to watch, and a thrilling rollercoaster ride to play, thanks in part to the amazing soundtrack.

#oneaday Day 773: Off the Beaten Path

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The astute among you who follow my gaming posts (which, yes, I'm aware constitute an overwhelming majority of these entries — I am a passionate gaming enthusiast and an occasionally-professional games writer, after all) will be well aware of the fact that over the last few years, I've been drifting further and further away from the "mainstream" in terms of the titles I've been playing. This initially wasn't a particularly conscious decision, but rather a reaction to the fact that I just wasn't enjoying myself with the supposedly "big" titles of the day. I haven't made it through any Halo games except the original and Reach, for example, and my few forays into Call of Duty have left me feeling by turns underwhelmed and insulted. Similarly, I've given up all hope of ever making it through the Assassin's Creed series since it seems as soon as I think about playing through the older titles, Ubisoft goes and announces another one. You know, like they did today. Bastards.

I can't quite pin down exactly when this shift in attitudes happened, but I do know that I've come across some truly remarkable games in the process. One of the most memorable of these is Recettear: An Item Shop's Tale, which I picked up as part of one of Steam's characteristically generous Indie packs during one of the service's many sales, and promptly played all the way through for 40 hours. This was something of a difference from my expectation, which was that the game would be a shallow, social game-style experience with little depth and no long-term appeal. How pleasantly surprised I was when it turned out to be quite the opposite — deep, fun, well-written (kudos to Carpe Fulgur's wonderful translation efforts — we're talking PS1-era Working Designs-quality work here) and immensely satisfying to play. And not an Achievement in sight, either.

The attitude that I've decided to take as a result of discovering brilliant titles like Recettear and numerous others like it a little way off the "beaten path" is to simply say "fuck it" to the mainstream, and explore the things that I'm interested in, rather than the titles which the media makes it seem you're "supposed" to be interested in. It's been a very long time since I consulted a review prior to purchasing a new game, instead relying on a combination of word-of-mouth, intuition and simple, immediate, visceral reactions to screenshots, descriptions and other media.

This philosophy has also been born from the original ideals of the Squadron of Shame way back in the 1up days. Our original remit as a group was as follows, and I quote directly from the original 1up club page, which still stands today:

Games of Shame. You know you have them. They sit in your closet, collecting dust: Little jewels that you always tell yourself you are going to play, but never get around to. Well, that's about to change, soldier. You've been drafted to join the Squadron of Shame. Here we, the elite members of the 1UP Radio boards, paratroop into the bargain bins and rescue the unappreciated games that deserve to be saved. From there we battle through the trenches as a squad. At the end of the day, we take a moment to break down what made the whole experience worth fighting for by sharing war stories, reflections, and cigars. But the fight isn't just on the front of retro games: Any game deemed "fit for duty" by command can be put on the pile. At the end of the day, the reason we fight isn't just to discover new experiences, it's to answer that simple and fundamental question: "Why do we play?" Now suit up. The pile awaits.

I've pretty much stuck by those ideals as the years have gone by, always preferring to check out things that are outside of the mainstream, far from the things that everyone is talking about. I can't help but feel you can have too much of a good thing in terms of game coverage, and this is a problem which is only compounded by the explosive growth social media has enjoyed over the last few years. By the time a big-name game comes out, there are very few surprises left due to the constant PR trickle of new screens, exclusive reveals, teaser trailers, live-action videos, behind-the-scenes developer diary videos, blog posts, interviews, features, podcasts, multiplayer betas and all manner of other things besides. And when the game does come out, everyone is talking about it on Twitter and Facebook, putting you at serious risk of spoilers — or at the very least, of a feeling of "saturation".

So rather than bitch and moan about the state of the mainstream, the iron-fist rule of unscrupulous PR agencies and publishers destroying interesting, outlet-unique coverage and games that I have little interest in playing, I'm simply going to ignore stuff that doesn't interest me and focus on things which sound intriguing. (I'm aware that this post may well constitute bitching and moaning about the state of the &c &c but… but… FUCK YOU, that's what. WAIT I DIDN'T MEAN IT, COME BACK, I STILL LOVE Y—)

And, subsequently, I'll cover them myself, right here. I may be late to the party on some titles, but in many cases, things don't stop being relevant just because of their age, particularly with the number of HD remasters, portable remakes and backward-compatible devices we've seen recently. Providing these games with a little exposure here — "little" being the operative word, since I'm well aware of the relatively miniscule amount of traffic this blog generates, and am perfectly happy with that fact — will make me feel better, because then I then know that there's someone out there (me) appreciating and giving some much-needed attention to titles which maybe don't have a massive marketing budget or an omnipotent PR organisation managing and coordinating all their coverage. And, as small as my audience here is, if I write something, then there will be people reading about these titles, too. And if just a few of those people think "hmm, that does sound interesting" then I can feel like I've done a good job somewhere along the line.

So if I blog about something which sounds interesting and you decide to check it out for yourself, be sure to let me know. I'd love to hear your reactions to titles such as Katawa Shoujo, To The Moon, Recettear, Xenoblade Chronicles, The Last Story and numerous others. Over the course of the next few days/weeks/months, I'm intending to catch up on a variety of PSP titles, starting with Corpse Party and following with the portable Persona remakes. So watch out for those entries soon, and be sure to let me know your thoughts on those games if you've also sampled their charms.

And if you're excited for Mass Effect 3, Assassin's Creed III or, God forbid, the rumoured Call of Duty: Black Ops 2, then don't let me stop you being excited — I'd actually love to hear about those games, from you, too. Just be aware I probably won't be joining you in playing them!

#oneaday Day 772: The Last Story: A Scoreless Review

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Japanese role-playing games, despite having been a mainstay of the console space for many, many years, have fallen somewhat out of favour with the mainstream recently. Even Square Enix's flagship Final Fantasy series doesn't carry the same cultural cachet it once did, with the latest two instalments in particular proving very divisive.

The most common complaint thrown around when criticising the humble JRPG is that it hasn't moved with the times, that it hasn't evolved, that it has become predictable. And while this is true to a certain extent — we're still typically helping whiny-voiced spiky-haired twerps use their total lack of personal magnetism to bring together a disparate group of individuals to save the world from a white-haired androgynous gentleman who wants to use the power of something that came from space and/or inside the planet to BECOME A GOD — it's not quite the full picture. But you have to look a little off the beaten track to find examples of the genre evolving in positive directions.

Three such examples can be found on the Nintendo Wii of all places, in the form of three distinct titles that have become known as the "Operation Rainfall" games, after the movement which has been gently but repeatedly prodding Nintendo to localise them and bring them to the West.

Xenoblade Chronicles came first, with a European release last year and a North American arrival coming in the next month. Offering a vast open world, a bajillion quests, charming British voice acting and quasi real-time combat, Xenoblade certainly wasn't the JRPG we know and love — and it was all the better for it.

Pandora's Tower, an intimate story about a relationship between a monster-slaying man and a girl who is turning into a monster, is the third on the list, with a European release set for this April, and no plans for a North American appearance as yet.

Meanwhile, The Last Story saw its European release in late February, with a North American release courtesy of Xseed Games following later in 2012.

The Last Story is notable for a number of reasons, chief among which is the fact that it's a new collaboration between Hironobu "Final Fantasy" Sakaguchi and Nobuo "The Music of Final Fantasy" Uematsu. That alone should be enough to pique the interest of any genre enthusiasts, but it may also be grounds for caution. After all, these two have been making JRPGs for years, so surely they must be stuck in their ways by now?

Thankfully, such caution is not warranted, for The Last Story is an inventive take on the JRPG genre that dispenses with almost every convention in the unwritten rulebook, replacing them with a streamlined, efficient, rewarding and fun experience that should be a part of every JRPG fan's collection.

The Last Story tells the tale of Zael and his friends, a band of mercenaries with diverse British accents brought to Lazulis Island at the behest of the local Count in order to slay some monsters. Over the course of the 25 or so hours it will take you to beat the main plot, you'll have seen political intrigue, fairytale romances, magic, mystery, comedy, creepiness, conflict, betrayal, tragedy and everything in between. The game's twisting, turning plot moves at a brisk pace and never once gets bogged down in excessive angst or overly philosophical nonsense. There's a section roughly halfway through where a couple of sections feel a little out of place in the context of the overarching narrative, but these remain enjoyable mini-adventures in their own right and are over relatively quickly.

The game's brisk pace is in part due to the way it is designed. Unfolding over a series of linear chapters, The Last Story's narrative is constantly moving forward. Dungeons tend to be straightforward and linear to navigate through, but it's not exploration you play this game for — it's combat.

And what a combat system. Blending elements of character action, stealth, third person shooter and real-time strategy games, it's a real treat. Controlling Zael directly, the player is able to move freely around the battlefield and unleash attacks on enemies simply by tilting the analogue sticks in their direction. As the game progresses, Zael unlocks a series of other abilities allowing him to quickly move around the battlefield, "diffuse" magic circles to provide special effects, and give specific orders to his allies. Meanwhile, said allies hold their own intelligently and realistically, following the player's lead and orders sensibly. Charge in head-on and the rest of the gang will support Zael. Fall back to a healing circle and others will join until everyone's back to full strength.

It's far from straight hack and slash, though. Some combats are over in seconds as Zael hides around a corner and lures enemies out one by one with a crossbow bolt to the leg followed by a devastating "Slash" attack. Others are more protracted, strategic experiences where the terrain comes into play. Mages or archers on high platforms bothering you? Chuck a bomb in their direction, or order your own mages to collapse the crumbling masonry they're precariously perched atop. Despite having to give these orders in real time while the battle continues to rage around you, The Last Story's combat never feels overwhelming, but frequently feels exhilarating. Only an occasionally-wobbly camera and a frame rate that struggles a little bit in large-scale battles mar the experience slightly.

Despite the Wii's much-maligned technical limitations, The Last Story is a glorious-looking game. All thoughts of this being "just a Wii game" or "only 480p" quickly blow out of the window when you see the fabulous visuals, blending a slight sepia tint with some excellent lighting and high-contrast HDR effects, providing a beautifully rich, sumptuous aesthetic. Character models are detailed and well-animated, with clothing and armour changing their appearance as you upgrade it over the course of the game. And the environments are packed with detail, making navigating the game's small but beautifully-crafted world a real pleasure.

It's where the game differs so drastically from the conventions of JRPGs that it becomes the most interesting, though, as lovely as the visuals are and as satisfying as the combat is. The narrative, for example, largely centres around a single city rather than the usual globetrotting adventure, and deals with a variety of very "human" themes — class discrimination, racism, ambition, greed and the lust for power — without descending into "bad guy turns into giant monster" territory. There's plenty of magic and mayhem in there to ensure we don't forget we're taking part in a fantasy story, but for the most part it knows when to rein it in and focus on the characters. A tip of the hat is also given to Western RPGs' fondness of giving the player "choice" in how to respond to situations, but in practice this is a little underused throughout, with the game typically gently nudging you down the "correct" path if you happen to pick the "wrong" option.

The treasure-hunting aspect of JRPGs has undergone a big change, too. There's a small selection of armour available, and all characters can wear whatever they like. All pieces start with equal statistics, too, with differences only becoming apparent once you start upgrading them with materials which can be looted from monsters and chests. You'll be wearing the same armour at the end of the game as you started with — albeit considerably upgraded with a variety of special effects and a gradually-increasing amount of visual badassness. Weapons, meanwhile, can be upgraded to a certain extent simply by spending money on them — but to unlock their latent special abilities and make them considerably more powerful, you'll often need to find specific crafting items.

And — here's The Last Story's killer blow for those tired of 100 hour epics only being that long because of the excessive amount of fighting — there's no grinding. That's right. No random encounters. No running around in circles to attract monsters. No hanging around an area just to beef up enough to beat the boss. Instead, certain dungeons have "summoning circles" available for you to use, allowing you to trigger a small fight and gain some experience if you want to. Doing so will make subsequent boss battles a little easier by powering up your characters somewhat, but it's never obligatory. Characters gain experience at such a rapid rate and combat is such a pleasure, however, that you'll usually want to take advantage of these opportunities when they arise.

I haven't even touched on the wide range of sidequests in Lazulis City, nor indeed the fact that Lazulis City is one of the most convincingly realised fantasy towns of any RPG ever. Nor have I mentioned the curious inclusion of multiplayer, in which players can take their own customised Zaels online to either cooperate with other players against tough monsters or compete against one another in competitive matches. And then there's the guy who rewards you with vegetables and cooking equipment to be used as weapons if you bump into enough people in the streets. The fact there's a sidequest whose sole reward is an army of adoring groupies who scream every time you go to see them. The "Prank Banana" ammunition for Zael's crossbow which causes people to slip over in comedic fashion. Despite being a relatively short game by genre standards, there's a ton of stuff here to enjoy, and it never outstays its welcome. Notably, too, the non-plot-related stuff is all totally optional, as rewards for completing mostly take the form of items which can be acquired elsewhere, a better sense of the game world and its inhabitants and, of course, a smug sense of self-satisfaction.

The Last Story is without a doubt one of the best JRPGs of recent years, and certainly one of the most inventive takes on genre conventions. Even if you've long given up on JRPGs due to frustration at their narrative, aesthetic and mechanical cliches, you'll find something to like here. It saddens me a little that as a limited-run niche Wii title it will likely never find a huge audience worldwide, but those who do give its charms a chance will find themselves amply rewarded with a truly memorable experience.

#oneaday Day 771: The Trouble With Kotaku Might Not Be Quite What You Think

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Yesterday, Internet Rage focused the full power of it's +5 Cannon of Ranting at Kotaku, and not for the first time. On this particular occasion, the problem was this article, by all accounts a rather obnoxious piece by comedian Kris Kail describing the fact that he supposedly managed to get laid several times in a room filled with Sonic the Hedgehog memorabilia.

The article drew heat for several reasons. Firstly, it was simply quite bad taste. Secondly, it was rather obnoxiously self-congratulatory, and a thinly-veiled attempt for Kail to sell more copies of his book Slacker's Paradise. Thirdly, and this is the thing that Kotaku has most commonly taken flak for in the last few years, it was really only tangentially related to video games.

Editor-in-chief Stephen Totilo took to Twitter shortly after it became very clear that reaction to the article's publication was almost universally negative. His response, though, was somewhat curious, as it seemed like he was apologising for something different to what everyone was upset about.

"The only person who has to apologize for stories on Kotaku is me," he tweeted. "It was my call to run the Sonic story. I had expected it to come off as funnier. That was an error of judgment. But, more significantly, I owe our readers an apology for okaying a story that implies all gamers are straight men. I should've caught that. It's no small thing. No article on Kotaku should make you feel that you don't count as a gamer. If one does, that is my fault and inconsistent with Kotaku values. I must also add that humor and writing about sex isn't off-limits at Kotaku. We just have to do it right and not forget our own standards."

While it's good that Totilo responded so quickly to criticism, certainly on my Twitter feed the fact that the article was supposedly assuming an all-straight male readership wasn't really the issue — rather, it was the poor taste and seemingly rather pointless nature of the article on a site which is supposedly about video games.

But that got me to thinking. What is Kotaku really trying to do?

Then a theory hit me. It became obvious what Kotaku seemingly wants to do, despite its half-hearted attempts to be "inclusive" to everyone. It wants to be a "men's magazine" a la FHM, Maxim et al, but one that focuses on games. Were the site to be branded as such and have the confidence in its content to say "yes, we are specifically aiming at a straight male demographic" then articles like the above actually wouldn't be all that out of place. Those who didn't fit into that core demographic might not enjoy that sort of content, sure — but if the site was obvious enough about its intentions, it wouldn't provoke nearly as much ire.

There's precedent for this sort of thing, too. A good few years back now, there was a short-lived magazine from PC Zone and Maxim UK publisher Dennis known as Escape. It focused on video games, Internet culture and the Web's formative years alongside the usual scantily-clad ladies found in more "general interest" men's mags like its stablemate Maxim. It's a real shame it's not around any more. There's actually arguably a place for a publication like that on newsstands today.

Because you know what? It was pretty good. It brought together Things That Men Like under one convenient header. Games. The Web. Girls. Sports. "Alternative" culture. It took a few risks with its content, too; most memorable for me was the occasion when they quasi-scientifically attempted to test the theory that video games were better than sex by wiring up my brother to a heart monitor and then making him have sex, wank, talk to a stranger, play a video game and bungee jump. Surely a high point in his career. (Bungee jumping "won", by the way.)

I can't help but feel that the "blog/news aggregator" format for gaming sites has had its day, and that the way forward is for outlets to specialise both in their content and their core demographic. Video game culture is all-encompassing nowadays, covering men, women, kids, adults, straight, gay, trans, nerd, enthusiast, casual, PC, console, any combination of identifying characteristics you might name. As awesome as that is for the cultural penetration and acceptance of gaming as a mainstream medium, it does mean that you start to get to a stage where you can't please everyone. So why not focus on a specific demographic? If you're up-front and honest about being, say, a "men's" site and focusing on content as such, those people who have no interest in straight male-focused content can move on to any of the bajillion other sites out there (it's not as if we have a shortage, after all) while those who enjoy that sort of thing can stick around without feeling "guilt".

Some sites are already wise to this. We have GayGamer.net specifically choosing to cater its audience towards (I quote) "boys who like boys who like joysticks and girls who like girls who like rumble pads". We have Gamers With Jobs specifically catering towards the older gamer who doesn't necessarily have the time to play everything but enjoys some mature discussion. We have Girl Gamer, specifically aimed at female players. And doubtless there are numerous others catering specifically to other markets, too.

So why doesn't Kotaku bite the bullet and make a bold shift in editorial direction, specifically stating that it is going to court the straight gamer market above all else?

The answer is sadly probably the most simple one. Hits. By attempting to be "universally appealing" (and, as we've seen, often failing) Kotaku aims to get the largest possible audience of people who are just interested in "video games" as a general, amorphous concept. More hits means more advertising revenue means the site can continue to grow and be a household name in gamer culture. At the same time, controversies such as that which occurred yesterday over this article attract people to the site, in much the same way as the Daily Mail posts deliberately contentious headlines in order to direct outraged traffic their way. Any publicity is good publicity, as they say.

It's a cynical view, perhaps, but it's also not an unreasonable assumption to make given Kotaku's recent history. Consider, however, something that Arthur Gies of Vox Games said on Twitter last night:

You know what brings people to content? Good writing. You know what else brings people to content? Outrage. Which would you rather support?

There is a place and a demographic for content such as the Sonic the Hedgehog piece we saw yesterday. But that place is not on a site which purports to be universally appealing to all gamers.

The solution to this is one of rebranding and targeting that specific audience without guilt or apology — but sadly, I can't help but feel it's a bit too late for Kotaku now.

#oneaday Day 769: Tricks of the Dead

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I finished Ghost Trick: Phantom Detective on iOS last night. I never played the DS original, so when I heard it was coming to iOS, I snapped it up without hesitation, played through the free chapters and immediately handed Capcom and Apple the £6.99 it took to unlock the rest of the game.

Ghost Trick, for those who are unfamiliar, is a puzzle/adventure game from the team at Capcom previously responsible for the Ace Attorney series, one of my favourite story-based franchises of all time. Rather than being heavy on the "visual novel" style gameplay a la Ace Attorney, in Ghost Trick you take a much more active role in proceedings.

To reveal too much would spoil some of the game's excellent twisting, turning plot, but suffice to say this: You are a ghost. You wake up next to a corpse in a junkyard on the edge of town. Understandably, you assume that the corpse is yours, but you have no memory of who you were or what you were doing in a junkyard. You also have no memory of who the panicked-looking redhead in the short skirt and kinky boots is. Thus begins a lengthy adventure as you struggle to unravel the mystery of your own identity while piecing together the events of the night which led up to your death.

The gameplay primarily revolves around the use of the titular Ghost Tricks, which are where you possess an object and then manipulate it in some way. You're limited in your power, however, so you can only manipulate small objects (such as opening cupboards, rocking baskets, making candles flare up, that sort of thing) and in order to possess things, you can only move a short distance at a time, hopping from object to object. Thus part of the challenge becomes determining how you can make use of the environment to get to where you need to be.

There are two basic types of puzzle in the game — sedate puzzles where it's clear you need to make something happen when you can but there's no time pressure to do so; and puzzles where you have a strict time limit as you strive to use the objects in the environment to save someone's life. The latter tend to involve not only working out which objects to manipulate and how, but also timing your moves carefully to ensure things happen when they are supposed to. Failure isn't disastrous, however, as one of your ghostly powers is, conveniently, the ability to rewind time to four minutes before a person's death and try again — often with the ghost of the dead person in tow to offer advice or sarcastic comments along the way.

The game mechanics are relatively simple but the sheer variety of creative puzzles which they are used to create make up a considerable proportion of Ghost Trick's charm. The remainder of said charm comes from a truly loveable cast of characters, second only to Ace Attorney's motley crew in their appeal. The cast is small and introduced gradually over the course of the game's narrative, which means you get to know them all very well. They all have their own skeletons in the closet, however, and this allows for the biggest strength in the game's plot: surprise.

There are tons of surprises over the course of the whole story. The game uses its supernatural angle well to allow for uncanny things to happen, but never strays too far into the realm of total absurdity. Towards the end of the game, the sheer number of narrative threads and time-bending nature of the plot may seem a little convoluted, but sitting down and thinking about things for a moment makes it clear that it's a game which has been thoroughly planned and, within the laws of the game world set out by the story, makes sense.

£6.99 may seem somewhat expensive for an iOS game, but it's time people stopped thinking like that. £6.99 is a perfectly reasonable asking price for the amount of enjoyment you'll get out of this game, and considerably less than it cost upon its original Nintendo DS release.

So stop hesitating and just go download it now. It works on iPhone and iPad and even uses iCloud to let you transfer your save from one device to another. Grab a copy, sit down, relax and enjoy one of the best adventure games in recent years.

#oneaday Day 767: Probably Not the Last Post I Will Write About The Last Story

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The Last Story came out today in Europe. For the uninitiated, this is one of the "big three" Japanese role playing games that many are hailing as the Wii's last great hurrah before it goes off and has a well-earned break ahead of its younger brother's arrival. Said "big three" includes the already-released Xenoblade Chronicles, which is out in North America next month and which I have already discussed extensively elsewhere on this blog; The Last Story, which I will educate you on today; and Pandora's Tower which I confess to not knowing a great deal about at this time. The three games have little to do with one another save for the fact that they're published by Nintendo in Japan and Europe, though in North America it's a somewhat more complex situation.

It's hard not to see The Last Story as director Hironobu Sakaguchi and composer Nobuo Uematsu making a gentle jab at the Final Fantasy series which they both cut their teeth on, and which has now passed into the hands of a completely new team. Even the name means the same thing — Final Fantasy, The Last Story, do you see what they did there?

Far from being a throwback to these industry veterans' glory days, however, The Last Story manages to take the JRPG genre and, like Xenoblade Chronicles, give it a mighty kick up the rectum. It does this by taking almost everything you thought you knew about JRPG conventions and throwing it all out of the window.

The most obvious difference from "traditional" JRPGs is the combat system. While old-school JRPGs favour abstract turn-based systems, The Last Story's combat is somewhat closer to an action game. With elements of real-time strategy. And stealth games. And third-person shooter.

While that may sound like something of a mess, in practice it works very well. Here's how.

You take control of the game's protagonist Zael. Despite having a variety of weird and wonderful characters in your party and being able to equip them as you please, you're always in direct control of Zael. He can run around the battlefield, take cover behind objects, attack enemies, leap out from cover to do powerful "Slash" attacks, fire his crossbow, look around for structural weak points and order magic users to bring them tumbling down, release the power in allies' "magic circles" for various special effects and even — a little later, anyway — give direct orders to his allies.

Rather than thrusting the player into random combats a la Final Fantasy or having enemies scattered around the field a la Xenoblade Chronicles, The Last Story favours scripted battles which occur at predefined moments. This means that enemies have formations and arrangements which the player must study from the top-down view which pops up before each battle. Allies may offer suggestions on appropriate strategies in which to proceed, which may then be followed or ignored at will, as the party AI will react to how aggressive the player's approach to combat is.

The trouble with prescripted combat scenarios, however, is that it leaves little scope for level grinding or powering up characters, meaning that if a difficult situation presents itself later in the game, there's no means of beefing yourself up to make it easier. Or is there? Well, yes there is. The Last Story gets around this issue with occasional "Summoning Circles" at which it's possible to call up a group of enemies appropriate to the area the party is in and then kick the shit out of them. It's a slightly odd system, but it does at least get around the problem outlined above while avoiding frustrating random battles.

Outside of combat, there's plenty of interest, too. Like BioWare's divisive Dragon Age II, the game appears to largely be set in and around a large city rather than being a globetrotting adventure. Sure, you get to go off and visit other locations throughout the course of the story, but the city of Lazulis is very much a "hub" from which everything else extends, similar to how Kirkwall is in Dragon Age II.

Or, I should say, how Kirkwall should have been in Dragon Age II. Something just didn't feel quite "right" about the whole world we saw in Dragon Age II. Perhaps it was the copypaste areas. Perhaps it was the fact that all the residents of the city seemed to be perpetually standing around doing nothing. Perhaps it was the fact that you spent more time staring at the minimap than the 3D view itself. But Kirkwall didn't feel very "alive".

Lazulis, on the other hand, feels very alive. While the number of NPCs you can interact with directly is somewhat limited, there is plenty of "background colour" going about its business. Women scold children, guards patrol, merchants hawk their wares. And rather than being a passive observer, Zael slinks past people, squeezes down alleyways, shoves past people who are in his way when running, bangs his head on low-hanging signs and goes "ouch" and even has the option of tipping up fruit baskets and then watching in amusement as passersby slip over.

There's a ton to do in Lazulis even when not following the main plot, too. There's an arena in which to fight, plenty of sidequests to pursue and numerous hidden objects to collect. Rather than being a meaningless collection quest, however, said hidden objects provide the means of acquiring new items, upgrading weapons and gaining access to additional dyes for clothing.

Because last of all, The Last Story provides an impressive amount of character customization, particularly by JRPG standards. It's possible to dye each part of a character's outfit, remove certain parts of it to create the look you want and even to make certain parts invisible altogether. Couple that with the equipment upgrade system, which causes armour to change its physical appearance according to how much it's been worked on, and you have a band of heroes which the player feels they can truly take ownership of.

I'm about six hours into the game so far and having a blast. The gameplay is solid, the battle system is less bewildering and daunting than descriptions may make it appear, the cast is endearing (thanks in part to the use of English voice actors, much like Xenoblade), the graphics are lovely (not just "lovely for the Wii", but just plain "lovely") and the story is interesting. While you can clearly see it's a JRPG from the ludicrous haircuts that some of the characters are sporting, there's plenty of positive influence from Western titles here too — customization, choice and a good degree of freedom. I'm getting an inexplicable Baldur's Gate vibe from some of it — perhaps it's just the city-based medieval-ish political story.

I'll be looking forward to seeing what the game has to offer. In the meantime, if you're considering trading in that Wii that's been gathering dust for months — don't. At least not until you've played this and Xenoblade Chronicles. And, if the quality of these two titles is anything to go by, the upcoming Pandora's Tower.

#oneaday Day 763: A Question That No-One Seems To Have Asked Regarding RPGs

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Here's a stumper for all you RPG fans: exactly how much does taking one hit point of damage hurt?

It's not a particularly straightforward thing to work out, given that hit points are a representative abstraction of physical condition rather than a measurable, uh, measurement. But let's assume for a moment that it is indeed possible to measure one's own hit points. How much, then, would taking one hit point of damage hurt?

The answer to that question would largely depend on what model of hit points you are using. If you're talking Dungeons and Dragons hit points, taking one damage would fucking hurt if you're not in tip-top physical condition. The average "man in the street" sort of person (i.e. not a warrior, rogue, wizard, cleric or what have you) is regarded as a "level 0 human" and generally has something in the region of 2 or 3 hit points, if that. Level 1 wizards often only have in the region of 4 or so. As such, taking one hit point of damage as an average person following the Dungeons and Dragons model would hurt a great deal, putting you potentially up to halfway towards death (or rather, being knocked out, since people don't officially die until bleeding out to -10 hit points in D&D).

Compare and contrast with the JRPG approach to hit points, however, where totals frequently extend into the thousands and, in some cases, the tens of thousands. As a beginning character in a JRPG, you'll often have a low three-figure hit point total to start with, which will progress towards that elusive 9999 (or 99999) as you level up. Assuming that your average person hasn't really levelled up a great deal thanks to a notable lack of monsters (big spiders battled with Hoovers notwithstanding) we can work on the assumption that a single hit point's worth of damage doesn't really hurt a great deal. 'Tis but a scratch and all that.

So, since it's late and my brain is starting to shut down a little bit, let's take this to the next logical extension and consider a variety of horrific injuries to determine exactly how many HP damage they'd do following the two approaches outlined above. We're assuming that the person being injured here is not a Destiny-chosen hero who has been infused by the power of the Goddess/branded by the fal'Cie/chosen by Fate/revealed to be the wielder of the legendary blade Monado but rather, say, that man who works behind the fish counter in Sainsbury's. As such, we'll say he has 4HP in D&D and 150HP in a JRPG.

  • Getting an electric shock off an escalator handrail — D&D: 0HP, interrupt current action in surprise; JRPG: 1HP electric damage.
  • Falling out of bed while asleep — D&D: 0HP, lose "Sleep" condition; JRPG: 1HP physical damage, lose "Sleep" condition, afflict with "Embarrassment" (special moves charge slower)
  • Walking into a coffee table — D&D: 0 HP, maybe stun for a turn, staggering randomly around the room going "OUCH"; JRPG: 1HP physical damage.
  • Paper cut — D&D: 0 HP, afflict with "very mild bleeding" status, lose 1HP every 500 turns unless the cut heals (use a bandage or roll a D20 every turn, on a number between 3 and 20, it heals naturally); JRPG: 2HP physical damage.
  • Accidentally grating your fingers while attempting to grate cheese — D&D: 0HP, afflict with "very mild bleeding status" as with "paper cut" above; JRPG: 1HP physical damage.
  • Stubbing your toe — D&D: 0HP, incapacitate for a turn, remove ability to use vocal components of spells and stealth due to yelling "FAAAAAAAHHHHK!"; JRPG: 3HP physical damage.
  • Having a cat that is standing on you decide that it needs to hold on tightly with its claws — D&D: 0HP, 50% possibility of affliction with "very mild bleeding" status as with "paper cut" above, movement forbidden (you've got a cat on you); JRPG: 3HP physical damage, afflict with Rooted (you've got a cat on you).
  • Inadvertently ripping off a toenail by catching it on something — D&D: 0HP, afflict with "bleeding" status, lose 1HP every 50 turns unless the cut heals (use a bandage or roll a D20 every turn, on a number between 8 and 20, it heals naturally); JRPG: 10HP physical damage, afflict with Slow.
  • Burning your hand on the handle of a poorly-insulated saucepan — D&D: 0HP, interrupt current action, forced shouting of obscenity breaks any Stealth-related effects; JRPG: 10HP Fire damage.
  • Standing on an upturned three-prong plug — D&D: 0HP, movement forbidden for 5 turns, remove ability to use vocal components of spells and stealth due to yelling "FUCK. Cunt! ARSE! SHIT that fucking hurts. AAAAARGH."; JRPG: 15HP physical damage, afflict with Rooted.
  • Banging your head on a low ceiling even after seeing a "mind your head" sign — D&D: 0HP, dazed for one turn. temporary reduction to Wisdom and Intelligence; JRPG:10HP physical damage, 10MP magic damage for a blow to the head.
  • Getting punched in the face by some drunk dude at a bar who thought you were eyeing up his missus but in fact you were trying to read the scrawled sign on the front of that fridge that said that the cheap drinks might actually be a bit out of date — D&D: 1HP; JRPG: 25HP physical damage.
  • Suffering any sort of trauma to the testicular area — D&D: 2HP (probably won't kill you unless you've just been punched twice by a drunk dude at a bar who thought you were eyeing up his missus, but it bloody hurts), stunned for 5 turns, temporary reduction to Constitution; JRPG: 50HP physical damage, afflicted with "Stop" status as you wheeze and cough in an attempt to recover your dignity.
  • Getting stabbed in the leg, whether accidentally or deliberately — D&D: 2HP, movement rate halved; JRPG: 50HP physical damage, afflicted with "Slow".
  • Failing to escape the unwanted affections of an amorous gorilla — D&D: Your adventure is over. You have been adopted by an amorous gorilla as its mate. Any attempt to escape will result in death. JRPG: Perform a badly-executed stealth/platforming sequence to escape.
  • Getting stabbed in the face — D&D: 5HP (you will likely bleed to an unhappy -10HP death), permanent reduction to Charisma; JRPG: 100-150HP physical damage.
  • Suffering an apparently successful attempt to behead you — D&D: 14HP; JRPG: 150HP
  • Getting the smackdown from an angry God/being hit with a planet by the final boss — D&D: 50HP; JRPG: 5000HP
  • Standing quite close to the epicentre of a nuclear explosion, you know, enough to get a good view and think "ooh, that's a bit hot, I wish I'd stood back a bit more" — D&D: 998HP; JRPG: 9998HP.
  • Standing in the epicentre of a nuclear explosion — D&D: 999HP; JRPG: 9999HP.

Should you find yourself suffering any of these injuries, though, fear not; for a good night's sleep cures all ills, as everyone knows. Unless you're already dead, in which case you'd better get on good terms with your local Cleric or purchase some Phoenix Down.