2262: Have You Played Major Havoc Today?

0262_001

Continuing my exploration of Atari Vault on Steam — and partly in honour of the fact that for some inexplicable (but welcome!) reason, Atari founder Nolan Bushnell followed me on Twitter earlier today — I thought I’d take a look at another game I was previously unfamiliar with: Major Havoc.

Major Havoc is one of those games from the early ’80s that eschewed sprites, bitmaps and pixels in favour of vector graphics, giving it a very distinctive, recognisable look that stands alongside other vector games such as Asteroids, Battlezone, Red Baron, Tempest and Star Wars. In keeping with the inventiveness of video gaming’s youth, Major Havoc is a rather peculiar game with some ambitious concepts, and quite possibly one of the first attempts at cross-genre gaming.

Major Havoc is split into several phases. First of all there’s a quasi-3D shoot ’em up section, where you control Major Havoc’s spaceship at the bottom of the screen and shoot incoming enemies as they come towards you. The interesting thing about this part is that it’s not just straight Space Invaders-style waves of enemies: the first level features enemies that turn into a different form and home in on you when you hit them; the second features Galaxians-style swooping enemies, and the third starts with swirling, spiral enemies that draw lines on the screen, which subsequently become a maze you have to navigate your ship through as you approach your destination. (I can’t get past this one, so I can’t speak to what comes later!)

Following this, you have a Lunar Lander-lite section where you have to land Major Havoc’s ship on a flashing white platform atop the target you were approaching in the first phase. Then Major Havoc gets out of the ship and you’re seamlessly taken into a side-on platformer with weird gravity (hold the jump button down and you keep rising; let go and you’ll fall) where you have to find a reactor, set it to explode and then get back out to your ship before you blow up with it. After that, the process repeats with a different wave of enemies, different platform to land on and different maze to negotiate.

It’s a really cool game that tries some things I certainly haven’t seen before, and the blend of space shooter and platforming hasn’t really been attempted again (to my knowledge, anyway) until FuturLab’s very recent Velocity 2x on PlayStation 4 and Vita.

It’s also a stark reminder and interesting reminder that differences between Eastern and Western games have always been very apparent, though not always in quite the same way as today — Atari’s games of the early ’80s capitalised on the popularity of futuristic sci-fi thanks to Star Wars and made effective use of technologies such as vector graphics to create that aesthetic, while Japanese games of a similar era were often based around pixel art with cute aesthetics and more mascot-like characters.

Major Havoc, then: pretty neat, and another nice discovery from the Atari Vault. Looking forward to discovering more. (Also, hi, Mr Bushnell, if you’re reading, which you probably aren’t. Thank you for following.)

1936: Modern Old-School

One of the games I’ve been playing a bunch on my shiny new PlayStation 4 is Resogun, a game that I was previously moderately excited about, and which, prior to Omega Quintet (and, arguably, Final Fantasy Type-0, which I’m interested to try at some point in the near future) was a game I often cited as the only (then-current) reason that I’d be interested in a PlayStation 4.

But it wasn’t enough by itself to make me want to buy one. For a new platform to be truly compelling for me, there needs to be some long-form games that I’m interested in, whereas Resogun is an arcade game, intended to be enjoyed in relatively short bursts. This isn’t a criticism of it, mind, but I’d have had a tough time justifying a PlayStation 4 purchase to myself purely on the strength of what is, essentially, next-gen Defender.

But oh, what a game Resogun actually is! I’m still skeptical of whether I’d have found it worth buying a PS4 for by itself — although in retrospect, I bought an Xbox 360 primarily because of Geometry Wars, which is even more simplistic than Resogun — but I’m absolutely in love with it, because it represents a true fusion between classic old-school arcade-style gameplay and modern presentation.

At its core, as previously noted, Resogun is similar to the classic arcade game Defender. You fly a little ship that can move and fire left and right at will. Like Defender, the game unfolds on a scrolling, wrapping stage, though here it’s represented as a cylinder that you fly around the outer surface of. Like Defender, your job is to save little green humans from being abducted by invading alien flying saucers. Unlike Defender, there’s significantly more to it than that.

For starters, the humans are held in captivity before you can rescue them. In order to do so, you need to destroy “Keepers” — special enemies that show up every so often with a green glow surrounding them. You’ll get an audible announcement when some Keepers show up, but not a visual indicator showing where they are if they’re around the other side of the level, so you’ll need to find and destroy them quickly to save the human in question, because if you miss any of them — or, in some cases, destroy them in the wrong order — the human will immediately die. Succeed, however, and the human will pop out of his little prison box and start running around on the ground, at which point he becomes vulnerable to being abducted, falling into holes, drowning and being splattered by unpleasant things. He also becomes available to be picked up by your ship and transported to one of the rescue pods at the top of the level.

To complete a level, you need to proceed through three “phases”. Each phase requires you to destroy a certain amount of enemies represented by a bar filling up at the bottom of the screen. When you complete a phase, you get a brief “time out” where you can still move and fire, but you’re invincible and the enemies move in slow-motion. This allows you a moment to compose yourself and get yourself into an advantageous position before proceeding. The end of the third phase, however, jumps directly into a boss battle, with bosses taking the form of various peculiar geometric shapes that warp and twist before your very eyes as you shoot chunks off them and chip away at their energy bar. When the boss is dead, the whole level explodes and you move on to the next one. Repeat for five levels, beat game.

Except that’s not all that there is to Resogun — at least not with the excellent DLC packages that have been released since it originally came out. Between these two packages (available as a bundle or individually) there are several new modes, including Survival, which places you on a single level and tasks you with surviving through a series of increasingly difficult days, acquiring power-ups by picking up humans; Protector, which requires you to deliver humans to cities to rebuild them and subsequently defend them from giant alien flying saucers; Commando, which casts you as a human attempting to protect his house from falling meteors in scenes somewhat reminiscent of Missile Command for a new generation; and Challenge, which gives you a series of unconventional ways to play the game and tasks you with completing some generally pretty fiendish objectives.

Resogun is unabashedly a score-attack game, and consequently it naturally comes with online support, allowing you to compare your scores both to your friends and the rest of the world’s players. You can also filter these scores by time, allowing you to challenge friends each week or month to see who is truly the best (this week/month), and scores are tracked completely independently for each mode and difficulty setting.

Combine this with a robust ship editor, allowing you to create your own custom ships using the 3D “voxel” pixels from which the entire game is built (and which it is very fond of exploding things into at a moment’s notice) and the ability to share said creations online and you have a remarkably “complete”-feeling package that, now I’ve spent some time with it, I’m pretty confident in recommending as an essential purchase for anyone with a PlayStation 4. (Assuming you like shooting things and watching numbers go up. And who doesn’t like shooting things and watching numbers go up?)

So yeah. Buy Resogun. You won’t regret it.

1824: First Fantasy

I finished Final Fantasy I last night, bringing the first chapter in my Final Fantasy marathon to a close. And you know what? I really, really enjoyed it.

This may have something to do with the fact that I was playing the PSP version, also known as Final Fantasy Anniversary Edition, which has been substantially tweaked and rebalanced from both the original NES release and the subsequent enhanced PSone Final Fantasy Origins version, which I played last time I beat this first installment.

While there’s an argument that it’s worth experiencing the game in its original, purest, grind-heavy and rather difficult form — complete with its Vancian Magic system, just one of many influences the game drew from Dungeons & Dragons — the PSP version proved to be a lot more enjoyable generally. The pacing was better, there was a lot less running around in circles grinding — the original required you to do this to even beat the first boss, which appeared before the game’s title screen — and the more traditional Magic Points system made some of the more lengthy encounters and dungeons later in the game somewhat more feasible.

Those late-game dungeons — four of which were added in the Game Boy Advance Dawn of Souls release of the game and the last of which was added in the Anniversary Edition release — proved to be really great, if a little bizarre. Collectively dubbed the Soul of Chaos, the first four extra dungeons live up to their name by tasking you with exploring 5, 10, 20 and 40 floors that feature set layouts but randomised floor orders and available treasures. There’s not really a coherent theme to the dungeon floors as such — although the less interesting floors tend to be of an appropriate element to the dungeon’s name: fiery caverns in Hellfire Chasm, for example — but the chaotic, unpredictable nature of them is what makes them interesting. On one floor you might be exploring a cave; the next you might be paddling a canoe around a flooded village; on the next, you might be attempting to navigate a maze of bookshelves while scholars mumble about their research and get in your way.

The final new dungeon, known as the Labyrinth of Time, was the most interesting by far, however. The Labyrinth of Time creates a new dungeon each time by picking ten different “puzzle floors” out of a selection of 30, then challenging you to beat these puzzles against the clock and with one or more of your abilities sealed off. The more abilities you seal off — and the more useful they are — the more time you have available to complete a floor. Run out of time and a dark miasma descends, damaging you every second and increasing the number of monsters you encounter.

The puzzles vary from simple observation puzzles, in which you have to answer questions about something you’ve just seen, to challenging physical tasks such as marching in line with a group of NPC soldiers. Like the Soul of Chaos dungeons, they have little to do with the overall Final Fantasy story — what little story it has anyway — but they’re immensely enjoyable and challenging to complete. And then at the end of it all you have Chronodia, one of the toughest bosses in the game, to fight for ultimate bragging rights… oh, and the best sword in the game, too.

The first time I played Final Fantasy I, with the Origins release, I did so in order to understand the series’ roots, and sort of had a good time, but found it a bit of a chore after a while. The PSP version, meanwhile, I found genuinely enjoyable, even from a modern perspective, and was inspired to go on and complete the game’s most challenging content. I have absolutely no hesitation in recommending it to anyone looking for a fun portable RPG experience — and those of you without a PSP can even play it on your phone.

Onwards to Final Fantasy II, then, which I remember enjoying quite a lot the first time I tried it (again, with Origins) but which is widely regarded to be one of the worst installments in the whole series thanks to its bafflingly bizarre mechanics. For Fynn! Wild Rose!

1373: Steem-Powered

Although I grew up with the Atari 8-bit range of computers, some of my fondest early memories of using computers and playing games relate to that range’s successor: the Atari ST. Unlike the 8-bit range, the ST was a 16-bit machine with an 8MHz processor, either 512K or 1MB of memory, support for MIDI, hard drives and floppy disks that held up to 720K of information. It was a huge leap over the 8-bit systems in many ways — though it did suffer from an appalling soundchip that actually sounded worse than the 8-bit range’s POKEY chip in the hands of anyone other than the most skilled chiptune musicians.

I had a sudden urge to revisit some old ST memories the other day, prompted partly by a discussion with Andie on the subject of chemistry, of all things. (Andie’s in hospital right now, if you didn’t know, so discussions naturally turn to vaguely medicine- and science-related things on occasion.) Our discussion caused me to randomly remember an old Atari ST puzzle game from Psygnosis and Blue Byte called Atomino in which you had to create molecules by attaching atoms to one another and not leaving any… err… connecty bits (I’m not a chemist!) dangling loose. Remembering turned into downloading the Steem emulator and a copy of the game just to see if it held up. And it does!

I played Atomino for a bit until the emulation crashed (I think it was more a problem with the dodgy pirate disk image rather than the emulator itself) and then suddenly remembered a few other things — specifically, a few entries from the demoscene that I used to enjoy indulging in on occasion.

The demoscene is an odd old beast when you think about it, but it was a popular movement that, I believe, is still going on today. For the uninitiated, a demo disk was exactly what it sounds like: it was something you booted up when you wanted to demonstrate what your computer was capable of. More often than not, said demos were technically impressive in some way — they might use graphical trickery to get more than the normal 16 colours on screen, for example, or they might show off by putting graphics in places where it was normally “impossible” for the ST to render graphics. They’d often have good music, demonstrating skilled chiptune artists’ mastery of the ST’s crappy three-channel sound chip, and they were also often notable for quite how much stuff they fit onto a single disk.

One demo I remember particularly fondly — and which I successfully found a disk image of, so am enjoying while I type this out — was called The B.I.G. Demo. I can’t remember why we had a copy with our original computer — chances are it was one of the disks acquired via my dad and brother’s attendance at the local “computer club” (actually more of a local piracy swap meet — everyone was at it in the ’80s and early ’90s) that adorned the several big boxes of 3.5-inch floppy disks we had for the ST.

Anyway, The B.I.G. Demo was pretty neat. It wasn’t the absolute flashiest demo I’ve ever seen, but it was cool. It had graphics in the borders, it had 256-colour visuals, and it had renditions of a wide variety of music from the 8-bit era. In fact, the main point of the demo was to act as a jukebox, providing access to a huge number of C64 classics in glorious ST-o-phonics. There was also a “Digital Department” menu that loaded separately and included digitised (more than likely MOD file-based) renditions of a number of the same tracks. Aside from this, though, everything in The B.I.G. Demo was loaded into the ST’s memory, meaning no loading breaks whatsoever — not bad for a 512K machine.

One of the most interesting things about many of these demos was the scrolling text that inevitably adorned them. In many cases, the length of the scrolling message in the demo was the source of considerable bragging rights for the developers — not an unreasonable boast, given that when you only have 720KB tops to play with on a double-sided ST disk, even a short bit of text can and will eat into that space significantly.

The B.I.G. Demo had a whole bunch of scrolling messages, including one on the main screen that bragged about its lower border artwork, and the demo’s crowning glory, the B.I.G. Scroller. This was quite simply a scrolling message that whizzed past in large print and would make you quite dizzy if you watched it for more than a few minutes at a time, but reading the whole thing would take you a significant amount of time. I can’t remember a lot of the content from the B.I.G. Scroller (and haven’t tried to read it since re-downloading the demo), but more often than not these “scrolltexts” took the form of stream-of-consciousness ramblings from one of the demo’s creators, and were often quite interesting to read. In many ways, I guess they were a precursor to stream-of-consciousness blogging, and they’re certainly an artifact that is very distinctive to the late ’80s and early ’90s.

I haven’t kept up on the demoscene since I was a daily user of the Atari ST but I’m sure this sort of thing is still going on. I wonder how long the longest scrolltext is today?

1261: Registered Version

The resurrection of various video games from my youth is interesting.

I’m not talking about remakes here — though this discussion is in part prompted by the upcoming Unreal Engine 3-powered remake of Rise of the Triad — but instead, the rerelease of old DOS games, suitably tweaked and DOSboxed up in order to make them work properly on modern machines.

An awful lot of these games that are being resurrected were once “shareware” titles. For those of you too young to remember the shareware model — I’m not even sure it’s still around these days — it was a means of distributing usually independently-developed games that involved giving away a significant proportion of a finished product for free, then inviting people to cough up for a more fully-featured “registered version” if they liked it.

The distinguishing factor between a shareware version and a good old-fashioned demo was the fact that demos are usually crippled or limited in some way; shareware versions, meanwhile, are fully-functional, just not quite as fully-functional as the registered version.

I didn’t explain that very well. Let me give you a practical example that might make it a bit clearer.

Let’s take the PC game Rise of the Triad, since it was that that got me thinking about this today. Rise of the Triad’s shareware version was subtitled The HUNT Begins and featured ten levels in which you could only play one of the different characters available in the full version. These ten levels did not appear anywhere in the registered version, which was known as Dark War. This meant that you could play through the shareware version, decide you liked the game, buy the “full” version and play through a completely new series of levels.

This was one approach to the shareware model. Other games, such as Rise of the Triad’s spiritual predecessor Wolfenstein 3D, were split into discrete “episodes”, with the shareware version consisting of only the first episode and usually not featuring all the enemies, weapons and graphics from the full version.

The reason I’m thinking about this today is because when I was young and playing shareware versions of these games that I got from various magazine cover CDs and downloaded from CompuServe (yeah, you heard me), attaining the registered version appeared to be something that was all but impossible to me as a teenager with no credit or debit card. Digital distribution of paid-for titles was unheard for, so there was no “just download it from Steam”, and many shareware titles required you to order the registered versions from America, leading to exorbitant shipping costs.

As such, I didn’t really get to play many registered versions of shareware games I remember rather fondly until much, much later. It’s a lot of fun to be able to revisit these games so quickly and easily these days and discover that the registered versions were indeed rather fun, after all.

Do they still hold up as decent games after all this time, though? Your mileage may vary somewhat, but I certainly still have a soft spot for things like Rise of the Triad, and am very much looking forward to seeing what Interceptor Entertainment have made of the upcoming reboot, which I preordered today. (It’s $15, and you get four old Apogee titles for free when you preorder, including the original Rise of the Triad, its expansion and the two Blake Stone games. Not a bad deal at all.)

1117: Another Game with a Barely-Pronounceable Title

Page_1If you had no idea what genre a game called Ar Tonelico: Melody of Elemia fell into, it’s highly likely that you’d guess that it was a JRPG. And you’d be absolutely correct. It’s a title that doesn’t make a whole lot of sense if you know nothing about the game, though to its credit, unlike many other barely-pronounceable game names, its relevance does become apparent almost immediately. However, it’s still pretty much the exact opposite of the rather literal naming conventions adopted by social and mobile games these days, which tend to be called things like “City Wars” and “Farm Town” and “Slots”.

Strange name aside… yes, I’ve been playing the PS2 game Ar Tonelico: Melody of Elemia, hereafter referred to as Ar Tonelico to save me typing out that whole title every time. I knew literally nothing about this game prior to firing it up for the first time, but had been urged to do so by a friend over at the Squadron of Shame who has been accompanying on my journey through the oddest and quirkiest undiscovered treasures that the Japanese role-playing game genre has to offer. I promised him that the next game I played after I completed the crap out of Hyperdimension Neptunia mk2 would be Ar Tonelico, so here I am.

So what’s it all about? Well, if you live in the UK, don’t count on any help from the box or manual — the game never saw an official release in the UK despite being fully-translated into English, and instead your best bet for a copy these days is Italy, of all places. It’s rather peculiar to think of Italians playing JRPGs, but there you go.

Anyway. Ar Tonelico initially appears to be a rather straightforward JRPG with a floppy-haired, youthful protagonist wandering around the world seeking adventure on a Grand Quest to Save the World. And on the one hand, it is. On the other hand, however, it does a lot of very, very interesting things that have really made me sit up and pay attention, even only about four hours into the whole experience.

For starters, there’s a deep crafting system to explore. This is a game from Gust, developers of the Atelier series (which I am yet to try but have all the PS3 incarnations of on my shelf), and their specialism is deep crafting systems. In Ar Tonelico’s case, it takes the form of the peculiarly-named “Grathmeld” system, in which you have to find recipe cards around the world and in shops, find ingredients inside chests, shops and monsters and then fuse them all together using crystals. When you craft, you get a fun little animated sequence of your character Lyner assembling whatever item it is, then if it’s a new item he has a fun little conversation with one of the other characters about it, and a discussion often ensues about what the new item should be called. You can’t freely rename items, which is a shame, but you do get to choose between a couple of different suggestions, and the game then tracks which character named which item, which is a nice touch.

Perhaps the most bewildering aspect of the game is its battle system. For the first hour or two, it’s a very conventional turn-based “attack, magic, item” affair. But as soon as you encounter the “Reyvateil” characters, also known as Song Maidens, things start to get interesting.

Reyvateils sit in the back row of your party and don’t follow the usual turn order. Instead, they act like a mage or priest in an MMO, sitting behind the front row of fighters charging up spells (or Songs, in this case) to have various effects, while at the same time the front row is knocking seven shades of shit out of the enemy and ensuring the Reyvateil doesn’t take damage. A strong focus is placed on the party’s “harmonics” with the Reyvateil, with this represented by a bifurcated horizontal meter at the bottom of the screen. The left half of the bar fills when the front row lands successful attacks and drops when they take damage. The right half of the bar fills as the Reyvateil chants to charge up a spell. Should the two halves meet, the whole party goes up a “Harmonic level”, which means the Reyvateil’s spellcasting speeds up and the front row gain access to stronger attacks. The Harmonic level at the end of the battle also determines what rewards you receive.

There’s another consideration in that system, which is the cap on the Harmonic level. At the start of each battle, you can only level the Harmonics up to 2; to increase the cap, you have to let the Reyvateil unleash her magic and deal enough damage for a separate bar to fill and open up the next level cap. The trouble is, at least early in the game, most enemies are absolutely obliterated by the Reyvateil’s Song Magic, so you’ll sometimes find yourself deliberately pulling your punches a little in an attempt to earn some higher Harmonic levels. It’s an interesting system that will doubtless come into its own in more difficult battles later.

By far my favorite part of the game so far, however, has been the “Dive” system, where the protagonist Lyner is able to enter the subconscious of a Reyvateil and learn more about her. A Reyvateil’s subconscious is split into ten distinct levels, each of which is made up of a number of different locations. Lyner must spend “Dive Points” earned through battle — which represent the trust the Reyvateil holds in him — to trigger various events, with revelations and strange happenings often unlocking new spells for the Reyvateil to cast in the real world. These vary from simple attack magic to “green magic” spells which can be cast outside of battle, usually to solve puzzles.

In gameplay terms, it’s an elaborate means of unlocking abilities. But in story terms, it’s a way of literally doing a deep dive into a character and discovering their innermost secrets. The scenes I’ve seen already have been heartfelt, interesting and help make me interested in the character. I’m very intrigued to see how they continue as the game progresses, as it’s clear that the whole point of the “Dive” system is to help the Reyvateil come to terms with repressed memories and emotions in a vaguely similar manner to Persona 4’s “Midnight Channel” — or perhaps just to peek in on some embarrassing things they’d rather forget about.

At four hours in, that’s about all I can say so far, but I’m enjoying it a great deal. It looks super-dated — it’s in 4:3 aspect ratio running on the PS2 and it pretty much looked like a PS1 game in the first place — but none of that matters to me. It is worth noting that it has an astonishingly good soundtrack, and that the English dub appears to be handled by the entire cast of Persona 3, which is fine by me — if a little odd to hear voices I recognise playing characters I’m less familiar with. (If you’re wondering why I’m not playing with the Japanese voices, which are also included on the disc, it’s because the FMV sequences in the game use the English voices, and it would be somewhat jarring to go back and forth between the two. The game also isn’t fully-voiced, either, so it doesn’t make as much difference as it would have in, say Hyperdimension Neptunia mk2.)

I’ll be sticking with this one, then — though I may well be splitting my time between it and the Gamecube version of Fire Emblem when that eventually arrives. (The new 3DS version isn’t out here until April, and I’m told I should play the Gamecube version before the Wii version that I scored for a song when Game was in trouble a while back.)

1110: The Collector

Page_1Reading this post from Matt Mason earlier made me think somewhat about my own game buying and playing habits and how they have evolved over time. I’ve come to the conclusion that I’m becoming something of a “collector”, particularly when it comes to more obscure games that almost inevitably become hard to find if you don’t snag them immediately upon release.

This doesn’t mean that I pay over the odds to get “Collector’s Editions” of games, though, because I tend to think that for the most part those are a waste of time — or perhaps it’s just that I’ve never really had a Collector’s Edition for a game that I felt particularly passionately about. Had I known how much I was going to love Hyperdimension Neptunia mk2, for example, I might have seriously considered spending a bit more and picking up the swanky limited edition that came with a soundtrack CD, an art book and some playing cards. (Yeah, I know the cards are a bit lame, but I love soundtrack CDs.)

NepnepLE-More often than not, though, the super-expensive limited edition versions are for games I have no interest in, like Call of Duty, Assassin’s Creed and Skyrim. For sure, these limited editions are often cool, but there’s only so many gigantic statuettes that you can scatter around your house before people start asking questions. (Particularly if one of those statuettes is a gory female torso… but let’s not open that can of worms again.)

I’m actually fine with this, though, because I’ve been tending to find that the games I’m most interested in playing are the ones that maintain their value the best — simply because they’re often not put out in particularly large quantities and thus often become quite hard to find after a little while. As such, I’ve come to accept that taking a chance on a new game like this often involves an outlay of at least £20 and may, in a few isolated cases, require payment of a price considerably inflated from what it would have cost when the game was first released. (I ordered a copy of Fire Emblem for Gamecube recently, for example… I’m pretty sure that’s not what it cost when it first came out.) The fact that I’ve had to hunt for these games and occasionally pay a bit more for them than something of an equivalent age that had a wider release makes them feel somehow more “valuable”, and makes me feel like my growing collection is something that I can be proud of. I know they’re “just” games, but they represent a hobby that I truly love and which inspires me to do other things.

What this “collector’s” attitude has meant in practical terms is that I’m now much more inclined to pick up interesting-sounding titles as soon as I become aware of them, rather than when I know I have time for them. This inevitably leads to an ever-growing backlog, of course, but it also means that I have things to look forward to. It’s also an approach which works for my personal circumstances at present. In other words, I don’t spend a lot of money on other “vices” — I don’t drink, I don’t smoke, I don’t buy DVDs (with the exception of anime that can’t be found for streaming online), I don’t tend to travel a lot and, by the end of this month, I won’t have any car expenses either (apart from any contributions I make to help Andie out with hers). This means that I tend to have a fair bit of disposable income that I don’t feel guilty about splurging on my collection, and still have plenty left over for living expenses and to do nice things for Andie.

I like having physical things that I collect. My bulging Steam library also counts as part of my collection, but somehow that big list of games inevitably acquired for a couple of quid during a holiday sale isn’t quite as satisfying as seeing that big shelf full of cases. Downloadable games feel more “disposable” somehow, like they won’t last; I often find myself worrying what will happen to all these games when, say, Steam or PSN or Xbox Live don’t exist any more. How will future generations be able to play awesome stuff like Flower, or Journey, or any of the other titles which everyone raves about now but which are only available via download? (I got around this issue with some of the visual novels I own by burning a copy to disc and printing my own inlay for the DVD case. Sad? Perhaps. But it means I can add them to my shelf with some degree of pride.)

The unfortunate side-effect of collecting physical things, of course, is that you have to find space for all of them, and if you get into full-on “hoarding” mode, where you don’t want to trade anything in, ever, then you need more and more space as time goes on. I’ve currently still got a few shelves free on the other bookcase, but it’s starting to get a little bit tight… and then what? Creative packing time.

photo (3)If you’re curious, here’s my game shelf as it stands right now. (The fairy lights were Andie’s idea, but they are pretty sweet.) If you click to embiggen and zoom in on the image, you might even be able to see individual titles of at least some of the games. I haven’t played all of these, not by a long shot, but they each — even the array of PS2 SingStar titles — represent something with genuine meaning to me. And that’s pretty neat to think about.

 

#oneaday Day 822: Xoom, Xoom, Xoom, Xoom, I Want You In My Room

20120420-012830.jpg

I’ve been spending quite a lot of time with my shiny (well, rather fingerprinty now) new Motorola Xoom since it arrived the other day, and I have to say I’m a big fan. While Android seems to be a little more clunky than iOS, particularly prone to slowing down for no apparent reason on occasion, I’m appreciating the things it does do. Having a fully-customisable homescreen is very pleasant, certainly, and the cool quasi-3D effect it does with the wallpaper is pretty neat.

What’s becoming abundantly clear to me as I continue to use it, however, is that using it simply feels very different to the iPad. It might be the fact it’s designed to be used in landscape as opposed to the iPad’s default portrait orientation; it might be the unique array of apps on offer on both devices; it might be a combination of interface elements. I’m not sure exactly what it is, but I can say that both devices certainly have a place in my life at this moment for different reasons — and also that getting the Xoom has caused my desire for a 3rd-gen iPad to drop to zero.

If anything, the Xoom seems particularly suited for more “serious” tasks (and by “serious” I mean “not games”) — I’m particularly fond of using it for Twitter, chat, email and that sort of thing. Google Currents has become my go-to app for reading the daily news. The built-in “share” functionality, which allows you to easily send stuff from one app to another easily, is pretty neat. The keyboard I have installed, which lets you type by drawing wiggly lines rather than tapping keys, makes me feel like a wizard, particularly with the sparkly particle pattern that comes from aforementioned wiggly pattern. And the inclusion of a USB port (albeit a micro-USB one that requires an adapter for pretty much every peripheral ever, making one wonder exactly why they didn’t just put a regular USB port on it) means that it’s possible to do things like hook up a keyboard and practically use the damn thing as a sort of laptop.

A big draw for me was the thriving emulation scene on Android, however. Within a few short moments of getting the device up and running I had downloaded NES, SNES, Mega Drive and arcade machine emulators and a few minutes later had successfully transferred my collection of ROM files of dubious origin. What I have now is a portable gaming device that plays pretty much any NES, SNES or Mega Drive game, and a whole heap of arcade games.

This… is awesome. I hadn’t anticipated quite how awesome this was going to be, but the ability to play Final Fantasy VI while on an exercise bike at the gym, or Elevator Action while on the toilet, or Golden Axe while waiting for the kettle to boil… well… yes. It’s awesome. The fact you can hook up a USB controller (or, for that matter, Wii Remote with Classic Controller via Bluetooth) and play these games as they were meant to be played — with actual buttons rather than floaty, crappy touchscreen controls — is a happy bonus. The fact you can use floaty, crappy touchscreen controls at times when having a controller is not convenient or socially acceptable is also most welcome.

I’m certainly not going to become one of those gits who bangs on about how much better Android is than iOS because there are things that both do far, far better than the other. But I’ve been very pleasantly surprised by my first experience with an Android device, and the fact it’s turned out to be a portable retro-gaming powerhouse is just a happy bonus, really. Now I can finally get around to beating all the Final Fantasy games that are still on my “to-do” list. (V and VI, as it happens. Also Chrono Trigger, which may as well be a Final Fantasy game.) And, as previously mentioned, playing Elevator Action on the toilet.

Now, if you’ll excuse me…

#oneaday Day 787: Shadow Hearts: A Scoreless Review

20120316-014112.jpg

Shadow Hearts for the PS2 is a game which seems to be almost universally adored by everyone who has played it. It’s certainly a far cry from the reaction its PS1 predecessor Koudelka got, for sure, proving that yes, sometimes developers do learn from their mistakes.

Is it worth playing in 2012, though? That’s one of the questions I set out to answer when I eschewed the latest and greatest in fancy-pants HD gaming and booted up Sacnoth’s classic for the first time. I’d never played it before, so coming to it as a 2012 gamer would be my first experience — hopefully allowing me to determine whether or not it’s still worth your time.

First impressions are striking, and not necessarily in a good way. We’re in full-on old-school JRPG mode here, with polygonal characters wandering around on top of pixelated prerendered backdrops, occasionally stopping to perform a canned animation and generally not looking overly natural in their surroundings. Couple this with that much-maligned mainstay of Japanese roleplaying games, the random battle, and you have an experience which takes a little getting used to if you’re accustomed to the ways in which the genre has grown, changed and adapted over the years.

Once you get your head into the mindset of how things work, though, all that culture shock quickly fades away. The characters may have somewhat wooden animations, but they’re detailed 3D models with plenty of personality, and they provide the party you eventually assemble over the course of the game’s 30 hours or so with a distinctive look. When combined with the good quality localisation job which has been done on the game’s dialogue, the game’s cast comes together as a loveable, memorable crew of misfits that is all the more notable for not relying on traditional JRPG archetypes.

The plot, too, is interesting and unconventional, blending real-world events from the early 20th Century with pure fantasy that occasionally drifts into Lovecraftian “it came from beyond the stars” territory, though with a slightly light-hearted edge on everything. It works well, and all the more so for the fact that it doesn’t feel the need to necessarily spell things out for the player. You can tell that we’re dealing with some sort of twisted alternate history here when we see how comfortable everyone is with the use of magic, for example — there are no exaggerated “Wow, you have amazing special powers!” scenes when new characters join the party, even when protagonist Yuri reveals the ace up his sleeve: his ability to transform into slobbering death monsters.

The characters’ special abilities are what provides depth to the game’s combat system. Characters tend not to be single-minded specialists, but often have a range of skills that unlock over the course of the game which can be applied to a variety of situations. Even leading lady Alice, who is set up pretty early on to be your stock “healer” character, has some entertaining tricks which she can perform — and she’s not the only one with the ability to heal, either. Even some of Yuri’s monster forms have the ability to heal, meaning the player can stick with a party arrangement that works for them — or that is simply made up of characters they find appealing. Given Yuri and Alice’s importance to the overarching plot, however, most players will likely find themselves spending the majority of their time in the game with these two and one of the four other characters in the third slot.

Combat unfolds via a rather sedate turn-based system. There’s no time bars here, just a simple behind-the-scenes initiative calculation determining who gets to go next. There are two twists on the traditional turn-based combat formula, however: sanity, and the Judgement Ring.

Sanity points gradually drain over the course of a fight, reflecting the mental strain battling horrific eldritch monsters has on the human psyche. Running out of sanity points causes the character to go Berserk, attacking enemy and ally indiscriminately accompanied by the word “Violently” curiously emblazoned in the air over their head. In a nice nod to characterisation through statistics, different characters have varying pools of sanity points according to their own mental faculties. Alice, for example, being a bit of a scaredy-cat girly-girl at times, has a very small pool of sanity points, while Yuri, who is wandering around with a variety of monsters living in his psyche, has a very large pool which he expends any time he turns into a monster — presumably a rather traumatic experience.

Meanwhile, the Judgement Ring is the mechanic which drives the whole game. Rather than simply hammering the Attack button to get through fights as quickly as possible, the Judgement Ring is a timing-based system that requires players to accurately tap the X button on their controller in time with a predefined pattern. Said pattern varies according to what the player is trying to do — using an item only requires one tap, for example, while the characters’ later special abilities may require three or four carefully-timed taps in total. It’s a simple means of making combat feel significantly more interactive than turn-based titles otherwise can, and it’s also used outside of combat to resolve situations which would be handled by a dice-based “skill check” in a tabletop RPG — kicking down a door, negotiating for better prices in a shop, perfomring a task which requires endurance.

Whether or not you’ll find Shadow Hearts to be a palatable play experience in 2012 will depend a lot on your patience. While the random encounter rate isn’t overly high, you can expect exploration of the game’s world to be frequently interrupted by battles with enemies — and, as is common for this breed of role-playing game, you’ll see the same enemies and groups of enemies quite a lot over the course of a dungeon. Boss battles, meanwhile, are generally fairly lengthy experiences, partly to put a bit of pressure on the game’s sanity system. Later conflicts can feel like they’re dragging on a bit, particularly once you’ve managed to acquire some equipment for the party which allows them to shrug off things like status effects. The requirement to use the Judgement Ring with each ability use and attack helps keep things moving, but a few of the later bosses just go on a little bit too long to be comfortable or fun. The final boss is particularly prone to this, it has to be said, as it’s something of a damage sponge. In a game where three-figure damage is considered a strong hit, taking down something with over 10,000 hit points is a task you’d better set aside plenty of time for.

Presentation has also moved on significantly since the game’s original release back in 2001. Video sequences feature characters with that obvious sort of “rendered on the cheap” animation, and the voice acting is woefully inconsistent. Some English characters speak with an American accent, and others speak English at times and then yell something in Japanese in the middle of battle. The slightly rough edges do give the game a certain degree of charm, however, and the lengthy sequence where an old lady reads you a ghost story — complete with vocalised sound effects — is extremely memorable.

All in all, though, Shadow Hearts’ charms considerably outweigh its idiosyncracies, and the game remains fun, entertaining and engrossing today. While it’s not the most technically polished, high-budget JRPG — something which was apparent even back on its original release, especially when compared to Final Fantasy X, which came out the same year — it’s certainly one of the most memorable. And, crucially, by clocking in at around 25-30 hours, beating the game is well within the reach of even people who like to go outside sometimes. In these days of everyone seemingly being increasingly busy, the importance of brevity shouldn’t be underestimated.

So should you check it out in 2012 if you’ve never played it? Sure, but do be prepared for that initial culture shock as you adjust to the Way We Did Things over ten years ago. Times have changed, for sure.

#oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions

20120311-235149.jpg

[I am not at all sorry for the above image.]

I recently acquired copies of Shadow Hearts and Shadow Hearts: Covenant for PlayStation 2. My good friend and podcasting buddy Mark has been extolling the virtues of this series (well, its first two entries anyway) for a considerable amount of time now, and given my current aversion to recently-released triple-A titles, I figured it was about time to give it a shot.

For those unfamiliar with this particular little gem, Shadow Hearts is a Japanese roleplaying game from 2001 developed by a company known as Sacnoth (later Nautilus) and published by Midway in Europe. It’s the sequel to an unusual PlayStation 1 roleplaying game called Koudelka, which blended survival horror and tactical RPG elements to create a game that had a rather mixed reception upon its original release. Shadow Hearts, unlike its predecessor, is a much more traditional Japanese roleplaying game, with a great deal in common with the PS1-era Final Fantasy games. Players control a 3D character on a flat, prerendered backdrop and are thrown regularly into random battles against enemies which are otherwise invisible on the field.

Aside from these basic mechanical and technical similarities, however, Shadow Hearts is a very different beast to Square Enix’s franchise, for a wide variety of reasons.

Mechanically, an innovative feature in the game was the “Judgement Ring” system, whereby any action which would be resolved in a tabletop roleplaying game by a throw of the dice is instead left up to the player’s reflexes and sense of timing. The titular Ring appears on screen with markers placed on it to show where the player needs to press the button. An indicator sweeps round it, and the player must tap the button as the indicator passes through the various areas. There are variations on the theme, but this is used throughout the game whenever there is an element of chance — both in and out of combat. For example, the Judgement Ring is seen when attacking an enemy, attempting to cast a spell or use an item in combat (outside combat, magic and item use automatically succeeds, thankfully) or attempting to haggle for a better price in shops. It’s a simple system that through its inclusion lends a much greater feeling of interactivity and involvement to a genre known for making the player sit back and tap the X button 300 times before getting to do anything. Its timing-based nature means that combat can’t simply be resolved by strapping a rubber band to the X button and walking away — the player must learn the various characters’ “rhythms” for their attacks and stay on their toes to tap the button appropriately.

It’s not just in mechanics that Shadow Hearts differs somewhat from the norm, however. In a typical Japanese RPG, the party tends to be made up of a group of idealistic teenagers (with optional “old man” character who is actually simply in his late 20s), at least two of whom will be childhood friends; at least two of whom will fall in love with one another; at least one of whom will be a moody bastard who grows to understand human kindness and friendship by the end of the story; and at least one of whom will be a demure, shy girl while another will be a borderline-inappropriately sexy girl in a teeny-tiny skirt. This kind of ensemble works well, which is why we see it so often, particularly in popular franchises such as Final Fantasy.

Not so in Shadow Hearts. In Yuri, we have a moody protagonist, sure, but he’s angsty because he can turn into monsters. Also he’s half Russian, which explains why he hails from Japan but has a name which is commonly used to refer to lesbian-themed content in Japanese. (His name also means “lily” in Japanese, which might explain why he’s so upset and surly. Although if we take “Yuri” to be the Russian half of his name, then that means “farmer”, which is a bit more manly.) Then in Alice we have the shy, demure girl, but she’s clad in what can only be described as an incredibly impractical outfit which precludes her from ever volunteering to bend over and pick anything up ever. She’s also English. I’ve never met any English girls who dress like that. But then I wasn’t alive in 1913, either.

Aside: not only does Shadow Hearts take place in the “real world” (albeit a real world with magic and demons and vampires and whatnot), it also takes place in recognisably “recent” (relatively) history, meaning we get a pleasing blend of low-tech fantasy-style stuff with the trenchcoats and Mauser pistols of the World War I-ish era.

But back to the cast. We also have a crotchety old Chinese oracle who calls people “son of a bitch” all the time and a friendly vampire called Keith (Keith?) who woke up from a 200 year slumber only to find himself bored stiff with nothing to do in his monster-infested castle. There may be more, but I haven’t got that far yet. Already it’s a memorable, bizarre cast, though the game nails the whole “suspension of disbelief” thing so well that it seems perfectly natural for this oddball group to be hanging out together while discussing the movements of the Japanese army.

Shadow Hearts is a slow burn that takes a while to get going. If you’ve been playing more recent Japanese roleplaying games that tend to be a bit pacier or have battle systems that veer a little closer to “action” (see: Final Fantasy XIII and its sequel, The Last Story and Xenoblade Chronicles to a certain extent) then there’s a bit of an adjustment period to get back into random battles and completely turn-based combat. It’s also a bit of a culture shock to go back to a game where the dialogue is pretty much all text — though this rekindles the once-common love for renaming your characters; a joy which the age of voice acting has rendered obsolete.

I’m guessing I’m about halfway through at the moment. Further thoughts to follow when I’ve beaten it.