Squadron of Shame Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/category/games/squadron-of-shame/ Memoirs of a nobody Sat, 22 Aug 2026 21:25:46 +0000 en-US hourly 1 https://wordpress.org/?v=7.1 https://imnotdoctorwho.moegamer.net/wp-content/uploads/2024/11/cropped-pete-32x32.png Squadron of Shame Archives - I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/category/games/squadron-of-shame/ 32 32 237362437 #oneaday Day 806: Absolute Direction (5 points) https://imnotdoctorwho.moegamer.net/2026/08/22/oneaday-day-806-absolute-direction-5-points/ https://imnotdoctorwho.moegamer.net/2026/08/22/oneaday-day-806-absolute-direction-5-points/#respond Sat, 22 Aug 2026 21:25:43 +0000 https://imnotdoctorwho.moegamer.net/?p=40703 We had a second game of Big Walk today, and one thing I appear to have impressed on the rest of my group is that I have a very good sense of direction, even in a virtual space. This is not something I tend to brag about — because why would you? — but it … Continue reading #oneaday Day 806: Absolute Direction (5 points)

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We had a second game of Big Walk today, and one thing I appear to have impressed on the rest of my group is that I have a very good sense of direction, even in a virtual space. This is not something I tend to brag about — because why would you? — but it is something I know that I am generally quite good at, and always have been to a certain extent.

I'm not entirely sure where this sense came from. Perhaps from years of playing old computer games that didn't include an automap facility. Perhaps from time in the Cub Scouts, at least part of which involved knowing how to read a map. Perhaps from how I used to enjoy just looking at maps. I remember having a kids' world atlas that I absolutely loved just… looking at.

Or perhaps it's something I developed a bit later. I know that I certainly became particularly aware of it once I had left home for university, because it came in very handy every time I got absolutely smashed and had to somehow find my way home in the dark. Despite numerous very drunken evenings, there was not one single occasion where I didn't make it home — even when the night had, for one reason or another, concluded at the house of someone I didn't know very well in an unfamiliar part of town.

Did I develop this skill back then? Perhaps. But it's something that's stuck around with me. I also feel very conscious of it any time I drive to a new city, because I tend to find that I can get a good feel for how all the roads connect to one another quite quickly, even when it's a place I've never been before. This came in quite handy any time I had a job interview in an unfamiliar place, because it meant that even if I initially had trouble finding the place I was supposed to go to — I always left with plenty of time to spare just in case this happened — I would come away from the day with a better understanding of this new place. This is information that may or may not have ended up being useful in the future, depending on whether or not I ended up getting the job.

I do find it especially helpful in virtual worlds, particularly when you have an experience like Big Walk which deliberately eschews the trappings of modern game user interfaces in favour of a more minimalist experience that is dependent on cooperation and communication. On multiple occasions in our session this evening, I was able to lead us right back to something we had previously visited without having to look at a map, and this, I feel, is a helpful quality in a group that is effectively orienteering in the wilderness in the hope of finding exciting and intriguing puzzles to complete. (Okay, I did take a wrong turn once, but nobody's completely perfect.)

One of the things I've determined via various means that I could really do with getting better at is acknowledging the things I am actually good at; the things about me that other people might actually value; the things that I can be proud of and feel okay about feeling proud of. After this evening's session, I feel quite confident in saying that yes, I am quite proud of my sense of direction; I feel it is a useful skill that can help both myself and others, and I am glad to be enjoying an experience where it actually comes in handy, and where people value it.


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#oneaday Day 602: A farewell to Cpt.Carnage https://imnotdoctorwho.moegamer.net/2026/01/30/oneaday-day-602-a-farewell-to-cpt-carnage/ https://imnotdoctorwho.moegamer.net/2026/01/30/oneaday-day-602-a-farewell-to-cpt-carnage/#respond Fri, 30 Jan 2026 20:41:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35289 I received the sad news earlier today that a far-off friend of mine, Jeff, aka "Cpt.Carnage", passed away last night. I don't really know how to process this, so I'm just going to start typing and see what happens. Many moons ago, you may recall me talking about a little group called the Squadron of … Continue reading #oneaday Day 602: A farewell to Cpt.Carnage

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I received the sad news earlier today that a far-off friend of mine, Jeff, aka "Cpt.Carnage", passed away last night.

I don't really know how to process this, so I'm just going to start typing and see what happens.

Many moons ago, you may recall me talking about a little group called the Squadron of Shame that originated on the 1up.com forums. We were a group of people who eschewed the big hits of the day in favour of the overlooked and underappreciated; our collective name was inspired by the term "Pile of Shame", which we first heard discussed on the 1up Yours podcast.

For the unfamiliar, the Pile of Shame is the pile of "stuff" you have that you keep meaning to get around to, but never do. You can have a Pile of Shame of pretty much any form of media, and pretty much everyone has one these days; some refer to it as their "backlog". The concept behind the discussion on the podcast was that the participants would take a game that they felt had passed them by — in this case, Psychonauts by Double Fine — then play it through independently and come back later to discuss it.

That never actually happened on the 1up Yours podcast because everyone involved was much too busy to be able to devote any time to such a project. But a group of us on the "Radio" forums on 1up.com thought it was a great idea, so we ran with it instead, playing through Psychonauts together and discussing it on the forums. We quickly gained a reputation for lengthy, in-depth discussion, but the Radio boards were a good place for that sort of thing, since they were generally relatively quiet, and free of the general console fanboy wars that were going on in the more generic forums.

I'm honestly not entirely sure if Jeff was with us right from the beginning, because to be perfectly honest he's felt like a fixture for as long as I can remember. In that respect, I think it simply doesn't matter whether he was there from the start or not; fact is, he was a part of our little group. A precious friend. A valued contributor to our discussions. Part of something bigger than each of our own, individual selves.

After 1up.com went through its slow, agonising death, much of the Squad drifted apart for one reason or another. Many of us moved to Twitter (from the period before it was The Worst Place On The Internet — yes, believe it or not, there once was a time like that) and there were several attempts to build our own little communal spaces online through shared blogs and forums. We got together and did our own podcast. Some of us even managed to meet face-to-face — and yes, that includes me, despite the vast majority of the Squad being in the U.S. and Canada. On one occasion I was happy to meet Jeff, who was pretty much how I had imagined him. That's a good thing.

The 2010s were, generally speaking, a fairly dark period for me for all manner of reasons that are beyond the scope of what I want to talk about today, but the net result was that I lost touch with a lot of people for a good few years, including former Squadmates. But when I emerged from the other side of things and found that there was a small but dedicated little unit of the Squad still hanging out online, chatting and sharing war stories, it was enormously comforting — and a big part of that comfort came from the fact that I saw Jeff was still there. He had always been there, even if I hadn't.

Jeff was the sort of person I always enjoyed seeing in the chat — and, of course, on that one occasion we were actually in the same place. He always had a kind word, something to contribute or something to share that he thought we'd be interested in. He was someone that it was simply nice to have around; as I say, he had always felt like a fixture, in a good way.

It's shocking, upsetting and scary to think that he could be gone so suddenly. The world has lost a wonderful person while so many other complete shitbags continue to exist.

It's not fair. It's not fair on Jeff, it's not fair on the people he leaves behind. But I hope, wherever he is now, that he knows how much people cared for him, and how much people are going to miss him now that he's gone. And that whatever is next is a better, more peaceful existence than the world we live in right now.

Farewell, Jeff. Forever a Squaddie.


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#oneaday Day 251: I'm Also Here Because I Was a Forum Poster (or: Reflections on Losing a Community, Mistakes Made and a Desire to Reconnect) https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-251-im-also-here-because-i-was-a-forum-poster-or-reflections-on-losing-a-community-mistakes-made-and-a-desire-to-reconnect/ https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-251-im-also-here-because-i-was-a-forum-poster-or-reflections-on-losing-a-community-mistakes-made-and-a-desire-to-reconnect/#respond Thu, 13 Feb 2025 20:45:21 +0000 https://imnotdoctorwho.moegamer.net/?p=28251 Likely to be a long one today, and I'm not entirely sure exactly what I want to say, nor exactly how to say it, but I ask you to indulge me, whether you're a regular reader, someone who stumbled across this page, or someone I specifically pointed in the direction of this post. I'm just … Continue reading #oneaday Day 251: I'm Also Here Because I Was a Forum Poster (or: Reflections on Losing a Community, Mistakes Made and a Desire to Reconnect)

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Likely to be a long one today, and I'm not entirely sure exactly what I want to say, nor exactly how to say it, but I ask you to indulge me, whether you're a regular reader, someone who stumbled across this page, or someone I specifically pointed in the direction of this post.

I'm just going to start typing and see where things go from there.

This is something I've been meaning to write for some time, but have never really known exactly how to write it. It's probably going to be difficult to write, it's probably going to be difficult contemplating the possible reactions to it, and I honestly don't know if it's a good idea to even write it at all in the first place. But having had… Feelings festering inside me for probably the best part of a decade and some change at this point, I think it's time I got at least some of them down on paper.

I was inspired to write this by Chris "Papapishu" Person's excellent post over on Aftermath, I'm Only Here Because I Was A Forum Poster, in which he contemplates how, in the mid 2000s, he found a community of like-minded folks on the forums for 1up.com, and that, via a somewhat roundabout route, resulted in him being a professional games journalist, initially for Kotaku and subsequently for Aftermath.

Pishu isn't the only person for whom this is true. I can probably attribute my current position indirectly to those days back on the 1up.com forums, and Jeff Grubb and Mike "Tolkoto" Minotti of Giant Bomb, both specifically namechecked in Pishu's piece, almost certainly have their own similar stories. Those heady pre-social media days on 1up.com were, it's fair to say, a real high point for online socialisation for me and for many others, and I feel like things have only gotten worse since the collapse of that site and its consequences: the community scattering to the four winds, never really settling down and calling one place "home" ever again.

I first came to 1up.com because of the family connection. My brother, John Davison, helped to launch the site, and was also working on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine at the time. 1up.com was a bold new experiment in online video game-related media: its social features were, at the time, pretty revolutionary, allowing any of its users to start a blog, create a club with its own private message board, and post on the forums. The site still had professional staff, of course, and for many folks the various 1up.com podcasts by that staff were a real highlight of the site. But for me, the thing that made me happier more than anything was the sense of community it had at its peak.

As someone who is what I now understand to be autistic, finding a community of like-minded nerds online was an absolute lifeline. Finally, I had a place where I could well and truly be myself, among "my people". And it didn't take long for me to find a niche within a niche: nerds who enjoyed video games, and who enjoyed talking about them at great length, in great detail, and with a mind to proper in-depth critical analysis rather than just flame wars or quickly writing things off because they didn't score over 80% in a review.

If you look back over the past entries of this blog, you'll see frequent references to "The Squadron of Shame". This was a loose conglomerate of 1up.com members who came together after a discussion on the 1up Yours podcast about "The Pile of Shame": what today tends to be referred to as "the backlog". The pile of games that you've bought, but haven't gotten around to. The games you always meant to play, but haven't. The games that don't get the time of day in reviews, but which you always thought looked interesting.

Fun fact: the first video I ever posted on YouTube was a hacked-together "trailer" for the games we'd covered up until that point.

1up Yours was initially intending to pick a game from the hosts' respective Piles of Shame, play it as a group, then discuss it the following episode, book club style. They didn't really manage to do that — and this isn't a criticism or admonishment of them, as they were all busy people — but a group of us on the forums thought that it was a really good idea… so we did it instead, beginning with the game the 1up Yours crew intended to cover: Psychonauts.

Squad "Missions", as they were known, took the form of a forum thread, in which the person proposing the "mission" would outline the reasons they thought the game in question was noteworthy and why they thought it could do with some in-depth discussion. These initial posts were often long and in-depth in their own right, and they set a good tone for the subsequent discussion: Squad threads became notorious as being wordy, but no-one gave us grief for it, and we often got a shout-out on 1up Yours for successfully picking up and running with the otherwise aborted concept.

One day, something terrible happened on those forums, and I'm not entirely sure why. Where there once had been a selection of subforums specific to particular types of discussion — including individual platforms, plus a special forum for the "1up Radio" podcasts, which is where the Squad threads resided — there were now just two forums: "Games" and "Not Games". Presumably this was done in an attempt to make moderation easier, but it was the beginning of the end for 1up.com's community.

The first Squad thread we posted under this new layout (in "Games") was immediately trolled by someone, clearly unfamiliar with how we had done things on the 1up Radio boards, complaining about a "massive fucking wall of text", and things derailed quickly from there. It was abundantly clear, both from this forum upheaval and various other behind-the-scenes happenings at 1up.com, that the writing was on the wall for this community, and so we started looking into alternative approaches. (1up.com actually hobbled along until 2013, but most of the community and staff left long before that.)

Many of us settled on the fledgling Twitter as a means of interacting with one another, but one of the most important things we did was organise a podcast. This would take the place of our megathreads on the 1up.com boards, and allow a rotating group of us — with several regulars — to discuss the games in-depth, in person, for as long as we wanted. Although severely lacking in confidence to speak up when surrounded by people I always felt were probably a lot more clever and articulate than I was, I quickly developed a reputation among the group as The Guy Who Was Good At Editing The Podcast, so my seat in pretty much every episode was all but assured, and I made a (now-defunct, and apparently non-archived) website that left a written record of all the podcast episodes and the things we discussed. (The episodes themselves, thankfully, survived — you can find them all on my Soundcloud.)

For a while, things went well, and friendships solidified. I even made the trip across the pond to visit various other members of the Squad (who were mostly North America-based) on multiple occasions, and we played host to some Squaddies on at least one occasion that I recall.

We changed the format in which we discussed things several times over the podcast's complete run, shifting from the "book club" format to focusing on a particular topic and bringing our own examples to the table. Things were good, for a while. Then we stumbled across Katawa Shoujo, a visual novel about a boy with a heart condition and how he came to love a group of girls with disabilities that he came into contact with when they all attended the same special school.

Katawa Shoujo was — is — a thoroughly interesting cultural artifact, if you're unfamiliar. It stems from the work of an independent Japanese artist named RAITA (if I remember correctly), who sketched some girls who had various forms of physical disabilities. Various members of the notorious imageboard 4chan found these images somewhat striking, and so, seven years after the original images' publication, they took the unusual step of forming a development collective of individuals from all across the world in order to bring these characters to life. The result was an absolutely fascinating visual novel that handled the subject matter infinitely more sensitively than anyone would have ever expected, given the origins of the development team being a website commonly referred to by many (not without cause) as a "cesspit".

In keeping with the visual novels that tended to come west at the time of its release, Katawa Shoujo was a sexually explicit game, featuring erotic scenes between the protagonist and each of the various heroines. Unsurprisingly, this made some people uncomfortable, particularly given the high school setting of the game and the way it (like many other localised Japanese works) left the cast members' ages somewhat ambiguous. And, although we had a great podcast discussion about the game itself — during which several of us opened up emotionally more than we'd ever done in public before — some damage had been done to our group. I don't blame the folks who splintered off or their reasons for it, but I am still sad that it happened, because it marked the beginning of the end.

We managed a few more episodes post-Katawa Shoujo, but eventually things petered out. We'd had plans for a Squadron of Shame website with its own forum to host discussions just like in the Good Old Days, but it took a long time for those to come to fruition, and it never quite built up the same momentum as in the 1up.com era. Eventually, it fizzled out completely, and after many years of reflection I probably can't say with any confidence that I was completely blameless in this.

Around the time of our Katawa Shoujo discussions, I'd started getting to know one of our members known as "Shingro" a bit better, and he was particularly interested in anime, manga and Japanese games. He, along with a couple of other people I knew in other places online (including Google+, remember that?) had given me some recommendations for some localised Japanese games to try — games that never got much attention from the press, weren't received particularly positively when they did, but which were likely to appeal to anyone who "got" what Katawa Shoujo was going for. Among those games were the early entries in the Hyperdimension Neptunia series, the Atelier Arland series and the Ar Tonelico series.

I played and absolutely adored all of those games, and, along with Katawa Shoujo, found that I was experiencing something unusual and interesting: I was enjoying games that felt like they had been tailor-made to suit me and the way what I would later come to recognise as my neurodivergent brain worked. I recognised that they likely wouldn't appeal to everyone for a wide variety of reasons — and not just the sexually provocative element. They were unabashedly cheerful, they were colourful, they were often gleefully experimental (and not always successfully so) with their game mechanics, and their voice acting had a lot of screeching and shouting, particularly if you played in Japanese.

But I liked them for that; they knew their audience, and they unashamedly catered to that audience and no-one else with a laser-like focus. I started to discover hidden depths in these games; even the most silly-seeming ecchi titles, like Senran Kagura Burst, had something interesting to say, and they often had a lot less shame about it than many mainstream titles, many of which were still in their "dark and edgy equals mature" phase. In stark contrast to my growing disillusionment with triple-A games — Gears of War was my absolute last straw in this regard, as I hated that game and pretty much swore off "big games" after that — I felt like I was discovering gaming afresh for the first time.

And, naturally, I wanted to share the way these games made me feel. So I did. And for a while, things were okay, until I saw a few messages that made me feel a bit uncomfortable. Messages that, while it almost certainly wasn't the intent, given the sources, made me feel like I was being judged for the type of entertainment I was enjoying — entertainment that, let's not forget, I had recently come to feel was "speaking" to me like pretty much never before in my gaming career. Words like "creepy" and "perverted" were bandied about a bit too readily, and I… did not like that.

For a bit of context, I was struggling in my personal life around this time. (So what else is new?) Shortly after I took one of the aforementioned trips across the pond to meet some Squad members at PAX East in Boston, I split up with my first wife. And I… did not handle it very well. I felt betrayed, broken, utterly destroyed, and the things that I could cling onto for some degree of comfort in those trying times were of increasing importance to me. By the time Katawa Shoujo and the aforementioned other games came along, I was several years deep into A Difficult Time and, although I had met Andie, the wonderful person who is now my wife, I was still struggling and in great need of comfort.

I started to get frustrated when I saw the things I enjoyed come under what I perceived to be "attack". In the early to mid 2010s, this really started to come to a head, as the modern progressive movement started to really raise its head online — and was being more than a little abrasive about it, with public shaming often being the weapon of choice. In retrospect, I recognise how effective this can be — and how flaccid groups like the USA's Democratic party appear when they're not willing to step up and confidently declare their opponents to be Bad People — but at the time, I did not like it, particularly as I saw people I knew and cared about caught in the crossfire on multiple occasions.

At this point I should clarify that I have always had beliefs that are broadly in line with what one would call "progressiveness". I believe that straight white men have indeed been in a position of power and privilege for many years, and that marginalised groups, including women, have had an uphill struggle to stand on the same level — and that it is the responsibility of those who are in positions of power and privilege to help others up, so we can all benefit. I believe trans rights are human rights, I believe everyone has the right to love whoever they want to love, regardless of gender, and I believe racism is something we should have left behind long ago, and that it doesn't go challenged nearly often enough these days.

At the same time, part of my frustration stemmed from those mid-2010s feeling like I was being demonised for my gender and my sexuality in particular. I am sure at least part of this was down to my vulnerability at the time, but when I saw articles literally branding people who liked certain games as "creepy", "paedophiles" and "sex pests", I didn't like it. At all. Striving for equality, I felt, shouldn't mean dragging people down — particularly when there's a lot more nuance to the situation than just "white straight man = privileged". As someone having difficulty with my own personal situation — and what I later learned was neurodivergence — I certainly didn't feel like I was in the same position as the hypothetical straight white bogeyman, sitting in his suit with his perfect white teeth, counting his money and posting slurs on the Internet.

So I lashed out. There are numerous posts on both this blog and on MoeGamer where I did just that: I attempted to express how I was feeling about this. I attempted to express how these things that were important to me made me feel — and how it made me feel when I was called all manner of horrible names simply for what I liked, including by former colleagues. When I left USgamer, I was subject to some absolutely horrible abuse from an individual who joined the organisation as I was on the way out, and I received absolutely no support from anyone when that happened.

All this, as you might expect, eventually attracted the attention of the Gamergate crowd, who also counted among their number people who liked sexually provocative (or explicit) games, just like I did, and seemed to be forming a community of like-minded folks. I recognised even in the early days that Gamergate — and particularly its subreddit, KotakuInAction — was a scarlet letter, so I always took care not to publicly associate myself with the movement or even express support for it, particularly as things escalated and it became clear that no, for some of those people, it really wasn't about ethics in games journalism.

I maintain to this day, however, that among the early Gamergate crowd were some genuinely good people who wanted change for the better — and in a few cases actually achieved meaningful change that didn't involve any sort of bigotry — but with the inherently disorganised nature of the whole thing, it was, in retrospect, very easy for it to become an alt-right pipeline, and for bad actors to take control of things. And, as silly as it may sound for a dispute supposedly over video games to have such power, I firmly believe that at least part of the reason the world (particularly the online world) is in such a mess today is down to Gamergate.

Although I continued not to associate myself with Gamergate or its supposed beliefs, I found supporters from among its members for what little overlap we had. And I won't lie, it was nice to feel like there was someone who supported the way I felt, regardless of where they'd chosen to plant their flag. I found people who seemed to understand me, many of whom were on the periphery of the whole "culture war" by choice, much like I was, but who often got dragged into things whether they wanted to or not.

I continued to feel frustrated and vulnerable, though, like I was being pushed aside by people I had once called friends and a community I had once felt part of, all for the things I enjoyed. I continued to lash out, including towards people who had once been good to me, close friends, all because I felt like they had "sided" with people who didn't value my opinion, who wanted to brand me some of the worst names you can call people. And all because I liked anime-style games that occasionally crossed a line into sexual provocativeness or explicit scenes.

I said some things that I regret on multiple occasions, and I am deeply sorry about that. I recognise today that, in retrospect, I was standing at the very mouth of the alt-right pipeline and, if I had made some very different choices, I would be in a far worse situation than I am in today. Thankfully, I eventually recognised the danger I was in, and successfully changed my ways in such a way that I could continue to enjoy the things I loved without putting myself at risk of becoming one of those "everything I don't like is WOKE" idiots who infest online discourse today. And one of many positive results from that was a very enjoyable period in charge of Rice Digital, which subsequently led to my current position with Evercade — a job that, were it not for the necessity to check in on social media every day when I have otherwise mostly abandoned it for my personal life, would be 100% a dream assignment.

That doesn't change the regrets I have, though, and I wish I had come to the above realisation sooner than I did. There was still a period where I was in a bad place, and doing bad things, whether or not I really intended to. I deeply regret lashing out and pushing people away, and I wish I could make up for what I did, regardless of my reasons for it.

The reasons don't even matter any more; all that remains is the result, that being that I am growing older, I am mostly alone (except, thankfully, for the blessings that are my wife, cats and family) and in complete and utter despair at the mess I've made of my interpersonal relationships over the course of the last decade and a half.

I have many regrets. I am sorry to those I hurt. And I want to make things right. I just don't know how.

So this post is, hopefully, a start.

If you're reading this and you used to know me before… all this, I would like to know you again. I'm sure both our lives are very different to how they once were, hopefully for the better. On the whole, my life is much better than it was 10-15 years ago.

But I wish I hadn't lost those 10-15 years, and all the people I lost with them.

I am sorry to those of you I pushed away, either consciously or unconsciously. I am sorry to those of you I hurt. It doesn't matter if it was deliberate or not; if I hurt you, I hurt you, and I am sorry.

I just want things to go back to how they were during that one brief time in my life when I can say I was happy, when I felt I was accepted, when I felt I was among "my people". I know it can never be exactly the same as it once was. But I'm willing to put in the work needed to rebuild, reconnect and rekindle lost friendships.

Whatever it takes.

Thanks for reading.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 163: A thousand resistances https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/ https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/#respond Mon, 18 Nov 2024 01:34:21 +0000 https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/ Having finished Death Mark II last night, I kicked off a recommendation today: 1000xRESIST, which is a game title I have no idea how to say out loud. I played it for a good 6 hours or so in total, so I think it's safe to say I'm having a good time. I thought I'd … Continue reading #oneaday Day 163: A thousand resistances

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Having finished Death Mark II last night, I kicked off a recommendation today: 1000xRESIST, which is a game title I have no idea how to say out loud.

I played it for a good 6 hours or so in total, so I think it's safe to say I'm having a good time. I thought I'd reached the end, but then a whole new bit started, and with it being half past 1 in the morning I thought I'd probably better stop.

I don't want to spoil too much about the game because it's very much a "story game" that is light on what we'd call traditional "gameplay" beyond moving around various beautifully presented environments, but I thought I'd pen a few words at least.

In 1000xRESIST, you play the role of Watcher, a clone of the mysterious "ALLMOTHER", the sole survivor of a global crisis that wiped out the rest of humanity. An entire society of the ALLMOTHER's clones has apparently sprouted up and is functioning about as well as can be expected in a futuristic post-apocalyptic dystopia where breathing the unfiltered air causes all your bodily fluids to leak out through your eyes.

What's particularly interesting about this game is that you get to see the "past" of the ALLMOTHER via various means, and because your character is from a time period that is completely unfamiliar with concepts like "high school" and "boys", there's a marvellously "uncanny" feel to everything you do and see.

It's not overdone, but it is almost intoxicatingly disorienting to begin with. As time goes on, you get used to it, though; you learn the curious little phrases that have come about as a result of generations' worth of worshipping the ALLMOTHER, and you start to understand why this peculiar society functions the way it does.

There's definitely a lot to unpack in the narrative as a whole, as there's a swathe of different themes tackled at various times. It's intelligently written, never patronising, and dear Lord is it (apparently) compelling, given the amount of time I've spent on it today.

Thankfully, I have a couple of days off work tomorrow and Tuesday, so I should hopefully be able to polish it off in that time. I'm keen to talk more about it, as I suspect pondering it on "paper" will help me process the many varied themes it brings to the table.

For now, though, sleep beckons.

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1937: This Starry Midnight We Make https://imnotdoctorwho.moegamer.net/2015/05/10/1937-this-starry-midnight-we-make/ https://imnotdoctorwho.moegamer.net/2015/05/10/1937-this-starry-midnight-we-make/#comments Sun, 10 May 2015 21:47:38 +0000 https://angryjedi.wordpress.com/?p=7337 I'm a big fan of the work of Carpe Fulgur, the small, independent localisation team previously responsible for bringing English-speaking audiences the excellent Recettear, its predecessor Chantelise and the charming Metroidvania-ish Fortune Summoners, and who have most recently been working on the sprawling behemoth that is Trails in the Sky: Second Chapter alongside Xseed Games. I was pretty intrigued, then, when Andrew … Continue reading 1937: This Starry Midnight We Make

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I'm a big fan of the work of Carpe Fulgur, the small, independent localisation team previously responsible for bringing English-speaking audiences the excellent Recettear, its predecessor Chantelise and the charming Metroidvania-ish Fortune Summoners, and who have most recently been working on the sprawling behemoth that is Trails in the Sky: Second Chapter alongside Xseed Games.

I was pretty intrigued, then, when Andrew Dice of Carpe Fulgur proudly announced the team's fifth project: a peculiar affair called This Starry Midnight We Make. Unlike Carpe Fulgur's previous output, it's not a role-playing game. It is… well, it's kind of baffling, to be honest. I guess technically it's a puzzle game of sorts, but I actually want to describe it more as a game about experimentation.

I sat down and played the demo version — available now on Steam, with the full version coming later this month — and recorded my experiences, bewilderment and all. Here's what happened when I had a go:

As you can see if you watched the video, the game blends visual novel-style storytelling with its main mechanic: creating "stars" in a magical basin that appears to influence what happens in Kyoto according to the astrological phenomena you create.

The basic format of the game involves plopping stones into this basin and watching them do stuff, then figuring out how to make them do other stuff. The basin is split into five elemental areas, represented by faint swirling coloured gases, and the combination of the elemental area you drop a stone into and the type of stone you drop determines what happens next.

As you progress through the game, you're tasked with a series of quests that ask you to create specific phenomena. What's interesting is that after an initial, rather brief and unenlightening tutorial, you're pretty much left to figure everything out for yourself. How, exactly, do you create a nebula? The game sure isn't going to tell you right off the bat, though it will record the phenomenon in your notebook once you've created it once, allowing you to refer back to it and check how you did it if you're not sure.

Beginning with the simple task of creating individual stars, the quests later start demanding that you create evolved forms of stars that involve mixing different types together, manipulating the amount of elemental gas in an area of the basin and even using "clay stars" to fuse others together. Beyond that, you're tasked with creating "constellations" using specific combinations of stars that you've created, and the game hints that once these have been created, they'll be used as "tools" to further manipulate your astral creations, though the demo stops before you get to see what this means for yourself.

What I found initially offputting but subsequently rather compelling about This Starry Midnight We Make is what I hinted at above: you have to figure out everything for yourself. And this is a huge adjustment from a lot of modern games, which spend much of their early hours walking you through every step of the mechanics you might be using throughout the game until you're absolutely sure you know what you're supposed to be doing. Not so in This Starry Midnight We Make. You are, in effect, a scientist, given some interesting things to fiddle around with and left to your own devices to try things out and see what happens. Some of the things you do will work — and these form genuine "Eureka!" moments, since you've figured them out for yourself — and others will not work, forcing you to analyse your "mistakes" and learn from them… or perhaps determine what caused an unexpected reaction to happen.

I find it difficult to envision how the game will carry this strange concept through a full-length narrative, but I'm kind of intrigued to find out. It's a slow burn of a game, for sure, and its obtuseness will doubtless put many people off within about ten minutes of starting, but if you put some time in and make the effort to actually experiment with it yourself, you'll find a strangely compelling experience waiting for you.

Do I recommend it? I'm hesitant to do so before seeing the full version, but I can at least recommend that you give the demo a try for yourself to see what you think and whether it might be for you. It's available now from Steam.

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1936: Modern Old-School https://imnotdoctorwho.moegamer.net/2015/05/10/1936-modern-old-school/ https://imnotdoctorwho.moegamer.net/2015/05/10/1936-modern-old-school/#respond Sun, 10 May 2015 00:07:47 +0000 https://angryjedi.wordpress.com/?p=7335 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 … Continue reading 1936: Modern Old-School

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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.

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1931: Further Tales from the Frontier https://imnotdoctorwho.moegamer.net/2015/05/04/1931-further-tales-from-the-frontier/ https://imnotdoctorwho.moegamer.net/2015/05/04/1931-further-tales-from-the-frontier/#respond Mon, 04 May 2015 21:49:59 +0000 https://angryjedi.wordpress.com/?p=7318 I'm quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I'm still playing it today. I think the reason it's "working" for me is that I'm not attempting to make it the focus … Continue reading 1931: Further Tales from the Frontier

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Screenshot_2015-05-03-20-39-48I'm quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I'm still playing it today.

I think the reason it's "working" for me is that I'm not attempting to make it the focus of my gaming life or anything, but it's something enjoyable to do during brief moments of downtime — sitting on the bog, waiting for pasta water to boil, being unable to get to sleep, that sort of thing. It also helps that it's a fairly solid game at its core, too; it's not the deepest game in the world, but it has enough substance to keep it interesting in short bursts.

What I find curious about it is that it's essentially Pokemon with all the fat trimmed off, and yet while Pokemon didn't hold my attention at all across the three installments I've tried — Red, Gold and Y — Brave Frontier has managed to keep me interested, and I think it's because of all the stuff that's been trimmed out from the Pokemon formula.

Pokemon, to me, always feels like it's not sure what it quite wants to be. It has the structure of a traditional RPG, but then the collectible, tradable and upgradeable aspect of a trading card game. It is arguably more widely renowned for its competitive metagame than anything significant it brings to the storytelling table, though it has managed to spawn a number of anime series and movies since it first burst onto the scene. The "JRPG" side of it and the "collectible monster battling" stuff always seem to be somewhat at odds with one another, and I think that's what's caused me to lose interest in them partway through every time I've tried.

Brave Frontier, meanwhile, focuses on the collectible battling side of things almost exclusively. There's no exploration, no wandering around caves, just battles of various descriptions and, between those battles, upgrading your units to be more powerful, stronger and capable of taking on tougher opponents. It's satisfying to build up a team that works together, whether you've been trying to go for a specific angle (all the same elemental type, for example, or perhaps a strongly defensive group that can survive against hard-hitting enemies) or whether you've been working with the hand you've been dealt, as I have been.

And the game presents you with interesting, meaningful choices to make every time you boot it up. I still dislike the use of "energy" bars in free-to-play games throttling your play sessions, but as I noted in my previous post about Brave Frontier, this game makes use of it as an interesting "risk/reward" mechanic by presenting you with the option to effectively "gamble" your potential play time against the possible rewards available.

You can spent small amounts of energy working your way through the "Quest" mode, which is a linear sequence of battles of gradually (very gradually) increasing difficulty tied together with a surprisingly not-that-bad, if cliche-tastic storyline. In doing so, you'll acquire a selection of not-very-good units (that can be used as "fusion fodder" to upgrade various aspects of your actually-good units) along with the game's currencies, and you'll also get a decent amount of experience.

Screenshot_2015-05-04-20-25-02Conversely, the daily dungeons that pop up throughout the week each cost significantly more energy to participate in but offer their own unique special characteristics and greater, more predictable rewards — the Monday dungeon, for example, offers significantly greater amounts of experience points than usual, providing you with the ability to level up your "Summoner" character quite quickly, in turn increasing your energy stock and the amount of "Cost" points you're allowed to spend on building your party; other dungeons throughout the week offer units that are required to "evolve" level-capped units to their next tier, large amounts of gold coins or various other rewards. Part of the thing that makes the game interesting is that you have to discover the value of each of these dungeons for yourself; it may not be immediately clear why you'd want to hunt down elemental idols, for example, but once you figure it out you'll know that you need to check in on that particular day to get your hands on some.

There's a certain amount of random-number generation (RNG) at work, of course, but as any MMO player will tell you, that's sort of part of the fun in a perverse, masochistic sort of way: imagine how much more satisfying it is to acquire something you've been trying to hunt down for over a week rather than having it handed to you on a plate. It's frustrating and annoying at times, sure — I'm currently in the aforementioned situation as I attempt to track down the last "Evolution unit" I need to upgrade my party member Selena into her next tier of power — but, as manipulative as it is, it keeps you coming back for another try.

Oh, and I've reached a stage now where my party is winning in the player-vs-player "Arena" significantly more than it loses now, which is satisfying to see. But then the game took me down a peg or two by throwing a boss at me that absolutely obliterated my entire party within a few turns. Time to get busy with the Fusion, I guess…

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1930: Fun with Harmonics https://imnotdoctorwho.moegamer.net/2015/05/03/1930-fun-with-harmonics/ https://imnotdoctorwho.moegamer.net/2015/05/03/1930-fun-with-harmonics/#respond Sun, 03 May 2015 23:12:54 +0000 https://angryjedi.wordpress.com/?p=7316 Spent some more time with Omega Quintet today, and I am, as I may have mentioned a couple of times already, absolutely thrilled with how enjoyable it is — and that it's much more than a reskinned Neptunia. Don't get me wrong, you know how much I love me some Neptunia, but I'm glad that Compile Heart and Idea … Continue reading 1930: Fun with Harmonics

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Spent some more time with Omega Quintet today, and I am, as I may have mentioned a couple of times already, absolutely thrilled with how enjoyable it is — and that it's much more than a reskinned Neptunia. Don't get me wrong, you know how much I love me some Neptunia, but I'm glad that Compile Heart and Idea Factory weren't resting on their laurels with this one; it would have been very easy indeed for them to simply lift Neptunia's admittedly very fun combat system and plonk it in Omega Quintet, but instead Omega Quintet has something all of its own.

Perhaps "all of its own" isn't quite the right description, mind, since Omega Quintet's combat is executed as something of a curious blend between the battle systems from the Atelier series, the Ar Tonelico series, The Legend of Heroes: Trails in the SkyFinal Fantasy X and Final Fantasy XIII. That's quite a mixture, but it works really well, particularly when you pull off something as enjoyably silly as this:

The above sequence was recorded at just level 20, by the way; I shudder to think what numbers the girls will be putting out by the end of the game.

Interestingly, the game doesn't bombard you with the complete combat system right from the get-go; it gradually increases in complexity over the course of the first few chapters at a fairly sedate pace, allowing you to get comfortable and familiar with each new concept before a new one is introduced. Ultimately, by the time the complete battle system has unlocked, you should be well familiar with all the possibilities it has to offer. At about 15 hours or so in, I haven't seen everything the system has to offer, yet; for some, this may draw unfavourable comparisons to Final Fantasy XIII, which was lambasted for having a "20 hour tutorial", but it's worth noting that Omega Quintet does sidestep this issue a little by being somewhat less linear than Final Fantasy XIII was; at any given moment, there's a bunch of sidequests to do, hidden treasures to find, new areas to open up, items to craft, special items to unlock and all manner of other things to do. (And besides, there was nothing the fuck wrong with the way Final Fantasy XIII did things, anyway. So there.)

Here's roughly how the system works. Like the Neptunia games, you can get the advantage at the start of combat by attacking an enemy before they come into contact with you; conversely, letting an enemy touch you from behind will give them the advantage. How battle begins sets the opening initiative order, and from there the game follows a clear to understand turn order system, reflected by a graphical representation down the side of the screen.

Each party member has a number of actions per turn, increasing as they increase their overall proficiency with each of the game's five weapon types — axe, gun, spear, fans and gauntlets. These actions can be used to attack, use a skill or use an item, and when all the actions have been chosen, the party member performs each of them in sequence before the turn order moves on to the next combatant. Of key consideration when choosing skills is the "wait time" — more powerful skills will push the party member's next turn further down the turn order, potentially giving enemies the opportunity to attack several times before she can go again. Conversely, certain skills increase the enemies' wait time when they successfully land, so you can manipulate the turn order yourself to a certain degree.

Attacks, skills and even items have an effective range, represented by coloured lines on the ground. Do something to someone in the green area and it will be most effective; then comes blue, yellow and finally red, which means you either can't do the action at all, or it will be at severely reduced effectiveness. Certain attacks and skills also have a radius, either circular or a range of "tiles" horizontally, vertically or both, meaning you can hit multiple enemies at the same time. At the start of a party member's turn, you can move them forward or backward in the formation, allowing you to manipulate the positioning to your advantage. There are also "knockback" skills, which are self-explanatory, and "reverse" skills, which… uh, I'm not entirely sure what they do.

Here's one thing I have to nitpick slightly; there are certain aspects the game doesn't explain very well or, indeed, at all in some cases. The stat names, for example, don't take the usual Attack/Defense/Magic Attack/Magic Defense/Accuracy/Agility format from other Compile Heart games; instead we have Song Power/Stamina/Knowledge/Divinity/Technique/Vitality. You can work out what they are from a bit of experimentation, but it takes a bit of adjustment. Likewise, some of the status effects and added effects (such as the aforementioned "Reverse") aren't made very clear at all, though again, you can probably work these things out for yourself.

Personally, I'm actually all for games encouraging you to figure out some of their mechanics for yourself. You don't need to understand these things to get a kick out of Omega Quintet, but if you're the sort of person who likes to min-max your characters and have them fighting at maximum effectiveness, be aware that you'll need to get your hands a little dirty — particularly as the characters in Omega Quintet are significantly more customisable than, say, the Neptunia girls, who don't allow you to take any control over their development at all, though they do allow you to set up your own custom combos according to how you like to fight. In other words, Omega Quintet's apparently deliberate obtuseness at times will be a turn-off to some people, but personally, I actually like not being spoon-fed absolutely everything.

Anyway. It's good. Real good. And I can't wait to play more. So I'm probably going to do just that right now; I've got a combo record to beat, after all.

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1928: Verse Maidens https://imnotdoctorwho.moegamer.net/2015/05/02/1928-verse-maidens/ https://imnotdoctorwho.moegamer.net/2015/05/02/1928-verse-maidens/#respond Sat, 02 May 2015 00:02:40 +0000 https://angryjedi.wordpress.com/?p=7312 So, I've spent the majority of my evening playing Idea Factory and Compile Heart's first PlayStation 4 title Omega Quintet. And I'm absolutely in love with it. Omega Quintet, lest you don't follow Japanese games with the same borderline obsessiveness as I do, is a role-playing game in which you take on the role of Takt, a … Continue reading 1928: Verse Maidens

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So, I've spent the majority of my evening playing Idea Factory and Compile Heart's first PlayStation 4 title Omega Quintet. And I'm absolutely in love with it.

Omega Quintet, lest you don't follow Japanese games with the same borderline obsessiveness as I do, is a role-playing game in which you take on the role of Takt, a rather sullen young man who occasionally has trouble with demonstrating the personality trait that he shares his name with. He has fairly good reason to be sullen, however; he lives in a dystopian future in which some sort of lurking unpleasantness called the Blare keeps showing up, driving people mad and turning animals into monsters. (Aside: In the Japanese original, it was called the Beep; I kind of wish they'd kept that name, particularly as the Japanese voices still use it!)

So far, so post-apocalyptic. It wouldn't be a post-apocalyptic JRPG without a band of plucky heroic types to save the day, however, so enter the Verse Maidens: young women who have the power to drive back the Blare with the power of their songs. Takt and his childhood friend Otoha get swept up in the world of the Verse Maidens as the "ever-17 Momoka" (who is actually 37, and starting to feel it) stumbles across them after exhausting herself clearing out a particularly nasty batch of Blare. Through a series of unfortunate circumstances, Otoha awakens to her potential power as a Verse Maiden, leading Momoka to reluctantly retire and make way for Otoha and two other young, inexperienced Verse Maidens called Kana and Nene.

Idea Factory and Compile Heart have proven themselves to be talented at satirical games with the Hyperdimension Neptunia series, which pokes fun at the video game industry and video games in general. Omega Quintet, meanwhile, tackles the Japanese idol industry, a subject that Idea Factory has previously explored in Hyperdimension Neptunia: Producing Perfection, and something we don't have an exact analogue to in the West. The closest equivalent we have is the phenomenon of "manufactured pop groups" like the boy bands of the '90s and the few examples of groups that have made successes of themselves following talent shows such as The X-Factor and its ilk, but neither of these go anywhere near as far as the Japanese idol industry.

Japanese idols have to contend not only with the most crazy, obsessive fans, but also with their management pretty much taking control of their entire life — including personal relationships, socialising and all the sorts of things that young girls should probably discover and explore for themselves in order to grow up as well-adjusted individuals. Omega Quintet reflects this through Takt gradually being trained up to become the Verse Maidens' manager and sternly told in no uncertain terms at regular intervals that he absolutely, positively must not do anything inappropriate with any of these girls, lest he tarnish their pure image and anger the fans — because Verse Maidens draw their power from their fanbase.

The character of Momoka is also used as a means of reflecting the falseness of the idols' lifestyles. We're initially introduced to Momoka as a young, beautiful, heroic woman whom everyone looks up to and depends upon, but as we see her exhausting herself on what turns out to be her last mission and subsequently revealing her true, rather abrasive personality, we come to understand that she's been playing a part — for twenty years, in her case. It will be interesting to see how the titular Quintet, once they assemble, will come to terms with this existence, and I suspect it will be an important part of the overall narrative.

Mechanically, Omega Quintet is fairly similar to other Compile Heart titles: there's a lot of standing around talking with some well-written, witty dialogue, punctuated with dungeon-crawling and snappy combat. Rather than repurposing the Neptunia combat system, however, Omega Quintet has its own rather deep and complex system that encourages you to be as flashy as you can while maintaining control of your characters' resources. There are some really interesting mechanics in there, such as characters being able to obtain bonus actions for their next turn by fulfilling particular conditions, and a Final Fantasy X-style "turn delay" mechanic allowing you to manipulate the turn order to your advantage. The protagonist also plays an interesting role by not directly participating in combat, instead offering passive support effects to the party and having a limited number of action points to be used throughout the fight either for follow-up "Pursuit" attacks after his current partner has performed an action, or stepping in to soak some of the incoming damage on his partner.

There's also a frighteningly deep-looking character customisation and advancement system that involves unlocking abilities on a "disc" that works a little like Final Fantasy X's Sphere Grid, choosing abilities carefully for a limited number of slots, weapon proficiencies, equipment, outfits with upgradeable durability and "amp" slots for bonus effects, formations, chain skills and all manner of other things. I'm only about 5 hours or so into the game so far and it's clear there's a lot of systems I haven't been introduced to yet; it looks like the complete picture will be quite complex, but the game has proven very accessible so far, gradually introducing concepts and giving you ample time to familiarise yourself with them in practical situations before throwing something new into the mix.

Oh, and the soundtrack is amazing. Which you'd sort of hope for a game ostensibly "about" music. And, as usual for the genre, it's the battle theme that presents one of the best examples, featuring a distinctly Final Fantasy XIII-esque feel with its use of solo violin over driving rhythms. So what better way to wrap up these first impressions with said piece? Here you go.

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1926: In My Restless Dreams, I See That Town https://imnotdoctorwho.moegamer.net/2015/04/29/1926-in-my-restless-dreams-i-see-that-town/ https://imnotdoctorwho.moegamer.net/2015/04/29/1926-in-my-restless-dreams-i-see-that-town/#respond Wed, 29 Apr 2015 23:20:32 +0000 https://angryjedi.wordpress.com/?p=7308 I adore the Silent Hill series. Like most people, my absolute favourite is Silent Hill 2 — I still vividly recall my friends coming to visit me at university with a copy in tow, and me beating it in an evening as they gradually got drunk and passed out in my lounge surrounded by takeaway trays — but … Continue reading 1926: In My Restless Dreams, I See That Town

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I adore the Silent Hill series. Like most people, my absolute favourite is Silent Hill 2 — I still vividly recall my friends coming to visit me at university with a copy in tow, and me beating it in an evening as they gradually got drunk and passed out in my lounge surrounded by takeaway trays — but I've also enjoyed the other installments in the series, even when they erred a bit on the side of "culty" rather than the intense, bewildering, horrifying and upsetting psychological drama that was Silent Hill 2.

I was keen to check out P.T. then, since I'm now the proud owner of a PlayStation 4. P.T. was originally released under something of an air of mystery and it wasn't until people cleared it that their suspicions were confirmed and it was revealed to be a teaser for an upcoming "next-gen" Silent Hill game, developed as a collaboration between the dream team of Hideo Kojima and Guillermo del Toro.

I was especially keen to check out P.T. right now, because owing to Kojima's apparent departure from series publisher Konami and the seeming cancellation of Silent Hills — there are still some people who believe this might be an elaborate troll by Kojima, mind — it had been suggested that P.T. would no longer be available on the PlayStation Store after today, meaning that anyone who was interested to check it out would no longer be able to do so if they hadn't already downloaded a copy. If, indeed, Konami has cancelled Silent Hills — and, sadly, it looks as if that is the case — then there's no sense from a business perspective for having a teaser demo available, even if said teaser demo is both baffling and creative.

P.T. doesn't tell you anything. You wake up in a room with a cockroach scuttling away from you. You exit the room and find yourself in a house that has seen better days; it looks like the apparently absent residents have had some fairly major issues with drinking, drugs and violence — something which appears to be confirmed by the radio broadcast you hear shortly after entering the house, which speaks of the horrific murder of a whole family.

You wander through the house, eventually coming to an open door that seems to lead down to a cellar. Upon passing through it, you come to another door, only to find yourself back in the hallway you just left. From there, things start to get more and more weird as they go along — I shan't spoil the specifics, but suffice to say there's evidence of Metal Gear Solid-era Kojima mindfuckery at play here; the game appears to crash and reset at one point, for example, only to then continue on its way if you persevere rather than closing it in disgust, and the final puzzle requires you to wait for the clock to strike midnight, walk exactly ten paces forward, stop, wait for scary noises and then utter the name "Jarith" into your PlayStation microphone. (Yes, really, that is the actual solution; I just did it.)

While the "puzzles" throughout P.T. — if you can call them that — are brain-fryingly obtuse, even by adventure game standards (my eternal respect to the dudes who figured out the solution to that last puzzle), the experience as a whole is spectacularly terrifying, recreating a type of experience I hadn't realised I'd been missing for quite some time.

There aren't many modern games that are genuinely scary, you see. I'm talking a combination of lurking horror and occasional jump scares; Silent Hill has always been particularly good at the former, while the latter has usually been the territory of Resident Evil (which isn't what it used to be, but let's not jump down that rabbit-hole just yet). P.T. provides both, and it wasn't until I played it through this evening that I realised it's been quite a long time since a modern game made me feel genuinely uneasy, made me jump or made me actually cry out in surprise. (Yes, I did all of those things. I am a wuss.)

As a result, not only am I sad that we're seemingly not going to get a new Silent Hill game, I'm also sad that an increasingly rare example of proper horror gaming has been canned.

I'm glad I had the chance to experience P.T., though; it's quite something.

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1924: Journeying Ever Onwards https://imnotdoctorwho.moegamer.net/2015/04/27/1924-journeying-ever-onwards/ https://imnotdoctorwho.moegamer.net/2015/04/27/1924-journeying-ever-onwards/#respond Mon, 27 Apr 2015 22:46:03 +0000 https://angryjedi.wordpress.com/?p=7304 So One Way Heroics Plus has pretty much devoured my soul with its wily ways and new features. I've been playing it a whole bunch, dying a whole lot and having a great time in the process. I made a video of two unsuccessful runs earlier; here you go: I'm really impressed with the additions to the … Continue reading 1924: Journeying Ever Onwards

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So One Way Heroics Plus has pretty much devoured my soul with its wily ways and new features. I've been playing it a whole bunch, dying a whole lot and having a great time in the process.

I made a video of two unsuccessful runs earlier; here you go:

I'm really impressed with the additions to the base formula. In particular I'm excited about the fact that there are a number of new quests involved in unlocking the additional character classes; these quests replace the standard adventure to defeat the Demon Lord (or win in a couple of other super-secret ways) and task you with additional objectives, confronting you with new challenges and powerful foes on the way.

The small additions to the game's interface are great, too. The hotbar in particular is an excellent addition, even if you only use it to quickly access skills like Awakening (your default "stop time for three turns" ability, which is very useful for getting out of a pinch) and Lockpicking. It's also great to be able to customise the interface somewhat; it's still a little cluttered thanks to it running in 640×480 (or upscaled 640×480 now, at least) but simple changes like being able to put your gauges at the bottom of the screen and the minimap up the top make it a lot easier to see where you're going.

More subtle changes only become apparent if you've played both games. The pace of levelling has been considerably increased, but in exchange the "Goddess Statues" at which you can "spend" levels to get numerous benefits are considerably more expensive to use, and no longer provide the same possible bonuses every time. Skill merchants offer the ability to learn new abilities in exchange for stat levels, Iron Hags will make a random item for you (including "air", which just means you're out of pocket), benevolent Force practitioners will teach you defensive, utility or restorative spells… the list goes on.

And the game is still absolutely packed with charm and a surprising amount of depth. Most notably — and this was true of the original, too — is the fact that, despite initial appearances, the game does have a plot. Or, more accurately, a number of different intertwining narrative threads that only become apparent if you come into contact with the recruitable NPCs, figure out a way to stop the Demon Lord trying to set fire to you long enough to have a chat or try some of the daily "special campaigns" that add small but significant tweaks to the basic formula. A particular favourite that I had the other day was a world where every normal attack had a massive knockback effect on it, so you had to take care not to fight with your back to the encroaching Darkness lest you get slammed into it by your foe landing a blow. It shook up the way I played a great deal; unfortunately I didn't quite get far enough to take full advantage of it by whacking the final boss of the Force Knight unlock quest into the Darkness — the main means through which you deal damage to this rather unpleasant adversary — but it was an enjoyable journey nonetheless.

I'm well and truly hooked then. And if you're yet to discover the fun for yourself, I recommend giving it a look now. It's just $6.99 and it will keep you busy for a very long time. You can grab it from publisher Playism, or soon from Steam, too. (If you buy it now at Playism, you'll get a Steam key when that version releases.)

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1910: Please Proceed to the Right - One Way Heroics https://imnotdoctorwho.moegamer.net/2015/04/13/1910-please-proceed-to-the-right-one-way-heroics/ https://imnotdoctorwho.moegamer.net/2015/04/13/1910-please-proceed-to-the-right-one-way-heroics/#comments Mon, 13 Apr 2015 17:27:57 +0000 https://angryjedi.wordpress.com/?p=7268 I've been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism. I made a video, even. For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall … Continue reading 1910: Please Proceed to the Right - One Way Heroics

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I've been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism.

I made a video, even.

For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall also use the power of written words to explain what's going on and why you should give this game a shot.

One Way Heroics is a sort-of roguelike crossed with the auto-scrolling levels from old Super Mario Bros. games. If that sounds strange, you'd be right, but that's what makes the game interesting.

The concept is simple: the Darkness is swallowing the land a bit at a time, and it's up to you to track down the Demon Lord supposedly responsible for this whole mess and punch him in the face until he stops being such a rotter. The encroaching darkness is represented by the scrolling screen — every move or action you perform causes it to advance slightly, and if you fall off the left side of the screen, you die. Naturally, this opens up the possibility of getting "trapped" in places, so you have to plan your movements pretty carefully to make sure you don't get stuck.

There's a selection of different character classes to play, each with their own distinctive pixel-art appearance and base stats. They can be further customised by choosing "Perks" at the outset of the game, which give you skills such as lockpicking, swimming and mountain climbing, or simple bonuses to your base statistics. Each class has its own starting equipment and skills, too, and you'll have the opportunity to unlock additional skills and abilities as you progress.

This is a game in which you shouldn't get too attached to anything — the town you just visited, your character, your equipment — and should instead keep pushing onwards. As you progress, the path your journey takes will see you finding new items or upgrading your existing ones with scrolls you discover. Eventually, the basic weapon you start the game with can become something like what I had by the end of the video above: a high-quality sword that is difficult to break, sets things on fire and confuses enemies.

Although your characters and the worlds they explore are inherently "disposable", there is a degree of persistence in the game: completing a run, whether or not it was successful, rewards you with "Hero Points" that can be spent on purchasing new perks and character classes or expanding your Dimensional Vault, allowing you to carry items across into a subsequent playthrough.

There's also some interesting online features. Every day, a specific random world "seed" is set aside as one for online play, and while you don't directly adventure alongside other player characters — it's not "true" multiplayer — you get updates on how other people are doing and may occasionally run into the ghosts of those who were less lucky. If you successfully complete the game, you'll be told how many people got there ahead of you and you'll have the opportunity to compare your performance with them. It's a simple, subtle and unobtrusive use of online features, and it works very well in the context of the game.

I've really enjoyed revisiting this game recently, and was delighted to hear the news that it's being kind-of remade for Vita by Spike Chunsoft as part of their Mystery Dungeon series. As you'll know if you've played it, this game would be perfect for handheld play, so I'll absolutely be there when it releases!

For now, I've got a Demon Lord to punch in the face.

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1898: A Realm Concluded https://imnotdoctorwho.moegamer.net/2015/03/31/1898-a-realm-concluded/ https://imnotdoctorwho.moegamer.net/2015/03/31/1898-a-realm-concluded/#respond Tue, 31 Mar 2015 23:26:45 +0000 https://angryjedi.wordpress.com/?p=7229 It was an interesting day for Final Fantasy XIV today, as it saw the release of Patch 2.55, also known as Before the Fall Part 2. This was a highly anticipated patch primarily for the fact that it promised to bring the A Realm Reborn storyline to a conclusion as well as set up the events of the upcoming expansion … Continue reading 1898: A Realm Concluded

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It was an interesting day for Final Fantasy XIV today, as it saw the release of Patch 2.55, also known as Before the Fall Part 2. This was a highly anticipated patch primarily for the fact that it promised to bring the A Realm Reborn storyline to a conclusion as well as set up the events of the upcoming expansion pack Heavensward, due out in June.

So far as "game content" goes, there wasn't a huge amount of new stuff in this one — the main attraction was the one new Trial on the Steps of Faith, which we'll talk a little about in a moment. But "content" was never really the intention of this patch; it was always intended to be a narrative-centric patch to send off Final Fantasy XIV version 2.x with a suitable bang and prepare the playerbase for what might await them in Heavensward.

I shall endeavour to refrain from major spoilers in this post, but a few mild ones may slip in.

The storyline for Before the Fall Part 2 primarily concerns the Dravanian Horde's initial assault on the isolated land of Ishgard, a nation which was once part of the Eorzean Alliance alongside Ul'Dah, Gridania and Limsa Lominsa, but which subsequently closed off its borders and effectively locked the majority of its people inside its city walls. The Dravanians — who are big fucking dragons — have been making incursions into Ishgardian territory for some time thanks to a longstanding war between the two nations, and indeed the adventurers of Final Fantasy XIV repel their attacks on a number of occasions through the dungeons you challenge over the course of your career.

This time it's different, however; there's rumblings of one of the Great Wyrms making an appearance, and before long due to various unfortunate circumstances and villainy, the Ishgardian protective wards on the giant bridge The Steps of Faith are under assault from Vishap, probably the biggest enemy in the entire game, and his assembled Dravanian forces. The new Trial sees you and seven companions battling Vishap as he makes his inexorable progression across the Steps of Faith, hopefully taking him down before he breaches Ishgard's last line of defence.

Following the pattern of past patches, this big battle (and it's a pretty huge, quite challenging battle) isn't the endpoint of the story; far from it, in fact. The overall conclusion to the A Realm Reborn storyline is quite genuinely shocking, surprising, dramatic and emotional. Oh, and long; the game warns you before triggering these cutscenes that you're going to be sitting and watching for quite some time. It's a worthy watch, though, and it drives home the fact that on the whole, A Realm Reborn has done a significantly better job with storytelling than pretty much any other MMO out there. You'll care about these characters and what happens to them — be it triumph or tragedy, and for sure there's a bit of both in the ending.

The finale isn't perfect — some have already criticised the parts where it takes agency away from the player character, though it didn't personally bother me all that much — but it forms a fitting conclusion to A Realm Reborn, bringing a sense of closure to the storylines that have been running for the last couple of years now while simultaneously building anticipation for Heavensward through the introduction of some new characters, the reintroduction of some we haven't seen for a while and an extremely intriguing cliffhanger right at the very end.

Now all we have to do is wait until June to find out what happens next… although in the meantime, we still have the Final Coil of Bahamut to defeat, so I'm sure that will keep us busy until the expansion arrives!

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1897: Ruins of the Moon https://imnotdoctorwho.moegamer.net/2015/03/30/1897-ruins-of-the-moon/ https://imnotdoctorwho.moegamer.net/2015/03/30/1897-ruins-of-the-moon/#respond Mon, 30 Mar 2015 20:31:10 +0000 https://angryjedi.wordpress.com/?p=7225 It occurs to me that I never gave some final thoughts on Fragile Dreams after I finished it the other day, so I shall do my best to rectify that right now. There will be spoilers ahead! Fragile Dreams wasn't a particularly outstanding game from a mechanical perspective — its use of the Wii Remote and Nunchuk combo … Continue reading 1897: Ruins of the Moon

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It occurs to me that I never gave some final thoughts on Fragile Dreams after I finished it the other day, so I shall do my best to rectify that right now. There will be spoilers ahead!

Fragile Dreams wasn't a particularly outstanding game from a mechanical perspective — its use of the Wii Remote and Nunchuk combo made combat in particular extremely cumbersome, a fact not helped by the extremely limited repertoire of moves available for each weapon and the seeming inability to dodge quickly — but it nonetheless proved to be a consistently compelling experience from start to finish.

Fragile Dreams also didn't quite match up to its own ambition in storytelling: the final hours descend somewhat into your fairly typical "madman wants to destroy the world" (in this case, destroy the world again) scenario, and the overall plot itself is riddled with holes and inconsistencies. But again, this certainly didn't diminish from the overall experience.

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Fragile Dreams was an oddly beautiful game. Despite being a low-resolution Wii title, it looked good. It had a distinctive aesthetic all of its own, and immediately set itself apart from other post-apocalyptic adventures by the simple use of colour and contrast throughout. There's a fair amount of crawling around in the dark by torchlight, but the game sensibly breaks this up with some colourful segments. Escape from a subway system earlier in the game and you're treated to the gorgeous, rich colours of dawn in the sky. Pick your way through a forest to a secluded hotel and you're surrounded by lush greenery. It's a far cry from the greys and browns that usually come with the post-apocalyptic territory, and it made the game less of a chore to play than the trudging through endless wastelands of something like the Fallout series.

There were some interesting characters, too. Much of the story is about protagonist Seto's desire to find someone with whom he can share his experiences — to laugh, to cry, to point out how beautiful something is. The characters he does run into throughout the course of the story all provide him with a certain degree of companionship, but none are quite the same as actual human company.

First he runs into what appears to be a piece of military hardware called "Personal Frame" or "PF", which has its own artificial intelligence and personality. PF provides good company for Seto for a few hours as he explores, and it's clear that Seto starts thinking of "her" (for although she looks like a backpack-mounted radio, she has a female voice) as a friend. This friendship is cut short, however, when PF's battery runs out and she "dies", leaving Seto all alone once again.

Then he runs into Crow, a somewhat androgynous-looking boy who appears to have cats' eyes and fangs. Crow initially antagonises Seto by stealing his locket — which is full of precious memories, including a screw he took from PF's "body" — and this results in a chase all over the abandoned theme park Crow calls home. Crow eventually admits defeat after taking a nasty fall from the park's Ferris wheel; seemingly against all odds, he survives, and claims to accept Seto as a friend, even going so far as to steal his first kiss because "that's what friends do" — something which Seto is somewhat surprised by, but which he doesn't reject outright. It becomes clear that all is not quite right with Crow, however, as many of the things he says are direct quotations from a children's storybook Seto finds a little earlier; indeed, Crow's true nature is revealed later when Seto discovers him slumped in a room with hundreds of discarded robotic bodies: Crow is indeed a robot, and their budding friendship is once again cut short as his batteries expire, leaving him, like PF, as an empty shell devoid of life and consciousness.

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Seto's next encounter is with Sai, the ghost of a young woman who appears to have committed suicide or at least succumbed to a drug addiction; this isn't made outright explicit, but can be easily inferred from the pills scattered around her dead body and the syringes, tourniquets and other paraphernalia littering the room. Sai doesn't mention this and Seto clearly doesn't understand it, so nothing more is said; the two develop a close and honest friendship as a result, with Sai accompanying Seto for most of the rest of the game from this point onwards. Again, though, although Sai and Seto become fast friends, it's not quite the same as real human company for Seto; in a heartfelt speech to Sai, Seto admits that he just wants to share his experiences with someone else, to feel their warmth, to feel like he isn't alone, and for that, a ghost just isn't going to cut it, hence his game-long search for the mysterious silver-haired girl Ren.

The characters are all interesting, unconventional and have plenty left open to interpretation, and this is something of a pattern for the game as a whole. One of the strongest pieces of narrative design in the game comes through the use of "memory items"; bits and pieces of junk that Seto comes across in his journey that have the last memories of the dying world's inhabitants infused into them somehow. Some of these are mundane, some of them are profound, some of them form part of a larger story, some of them hint at the truth behind the situation in which the world finds itself. There's a sequences of recollections between a young woman whose legs became paralysed when she was a little girl and her botany-obsessed childhood sweetheart Mao that is particularly heartbreaking, for example.

After a while, then, you start to build up a very vivid mental picture of the game world both as it exists now and as it existed prior to the disaster that wiped everyone out. It's pretty bleak and lonely, but also fascinating to explore, and one of the most interesting things about the experience is how many unanswered questions it leaves at the end. Whether this is intentional or simply due to the writers not having thought about it — a bit of both, I feel, if an interview I read a few days ago is anything to go by — doesn't really matter in the end, since it's this thought-provoking nature that will keep you thinking about Fragile Dreams long after you've finished it.

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1895: More Noire https://imnotdoctorwho.moegamer.net/2015/03/28/1895-more-noire/ https://imnotdoctorwho.moegamer.net/2015/03/28/1895-more-noire/#comments Sat, 28 Mar 2015 21:51:44 +0000 https://angryjedi.wordpress.com/?p=7221 Been playing some more Hyperdevotion Noire today, so I make no apologies for spending another post talking about it. I am enjoying it a whole lot so far, and although I'm still relatively early on in the game, the interesting mission and map design is starting to shine through as the game adds more and more map … Continue reading 1895: More Noire

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Been playing some more Hyperdevotion Noire today, so I make no apologies for spending another post talking about it.

I am enjoying it a whole lot so far, and although I'm still relatively early on in the game, the interesting mission and map design is starting to shine through as the game adds more and more map gimmicks and mechanics to take into account while playing.

Of the last few missions, I've played, for example, one saw my party of four (Noire, Neptune, Vert and Blanc) fighting against the emphatically-not-Chun-Li-oh-wait-she-clearly-is "road pugilist" Lee-Fi. She was on the far side of a large arena whose walls were electrified, which means that knockback attacks had a use beyond simply getting enemies away from you. Some of the floor was electrified, too, necessitating careful route planning and an understanding of the game's "orientation" system, whereby the direction a character is facing when they start moving (you can change it freely) determines the initial direction they move if the target space is not in a straight line from their current position.

This was followed up by a fight against the emphatically-not-Solid-Snake-with-tits-oh-wait-she-clearly-is superspy Lid, whose battlefield was riddled with booby-traps, necessitating, again, careful navigation while fending off her supporting units. Two strips of the battlefield are also covered by large, heavy damage-dealing cannons, too, though once you notice that they can only fire in a straight line immediately in front of them it's easy enough to avoid them.

This was then followed by a battle against the Agarest-inspired character Resta, who was on the other side of a huge chasm, the only means of traversing which was a rickety railway carriage that could only hold three of your four party members at once. Resta also has an absolutely devastating super-move which obliterated my party in a single turn by dropping giant explosive bunches of bananas on their heads, so after my second "Game Over" of the game (the first being not paying attention to the cannons in Lid's stage) I realised that it was essential to take her down in a single turn and not get distracted by her supporting units, since the mission objective was simply to defeat her, not everything on the map.

Thus far the game has put up a reasonably stiff challenge. The first couple of missions are deceptively simple, but beginning with the Lee-Fi fight, things have been getting noticeably more difficult — and a little more gradually than most Neptunia games, which are somewhat notorious for inconsistent difficulty spikes throughout most of the experience, then becoming ridiculously easy once you pass a particular level threshold. The difficulty hasn't been insurmountable, though, and the new mechanics have been introduced gradually enough that I haven't felt as overwhelmed as I have done in similar games like Advance Wars and Fire Emblem, where I often can't work out why my strategy failed when it inevitably does. Here, failure seems to generally be the result of not paying enough attention — and given that you can examine all the units on both sides of the battle before you start fighting, there's really no excuse for the mistakes I have made up until this point; I've certainly learned to carefully survey the battlefield before charging in now!

I've always quite liked tactics games and even finished Final Fantasy Tactics way back in the day, but Hyperdevotion Noire is the first one I feel like I'm understanding a little better. It's designed well, plays well, looks great and features probably my favourite cast of characters in gaming. What's not to like?

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1894: Goddess Black Heart https://imnotdoctorwho.moegamer.net/2015/03/28/1894-goddess-black-heart/ https://imnotdoctorwho.moegamer.net/2015/03/28/1894-goddess-black-heart/#comments Sat, 28 Mar 2015 01:19:52 +0000 https://angryjedi.wordpress.com/?p=7216 Finally got around to firing up the rather grandiosely titled Hyperdevotion Noire: Goddess Black Heart today, and I'm pleased to report that thus far it appears to be excellent. For the unfamiliar, Hyperdevotion Noire is another installment in my perennial favourite game series Hyperdimension Neptunia, or more accurately, it's one of several "spinoff" games that have broken free of … Continue reading 1894: Goddess Black Heart

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Finally got around to firing up the rather grandiosely titled Hyperdevotion Noire: Goddess Black Heart today, and I'm pleased to report that thus far it appears to be excellent.

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For the unfamiliar, Hyperdevotion Noire is another installment in my perennial favourite game series Hyperdimension Neptunia, or more accurately, it's one of several "spinoff" games that have broken free of the main continuity… not that Neptunia has ever been a series particularly concerned with internal continuity. In other words, it stands by itself as its own self-contained story, though naturally you'll probably get more out of it if you're already familiar with the characters and concepts involved.

Unlike most of the Neptunia games, Hyperdevotion Noire puts, oddly enough, PlayStation personification Noire in the leading role. Unfolding in a separate, parallel setting to the main Neptunia games (the land of "Gamarket" instead of "Gamindustri"), Hyperdevotion Noire opens with Noire dominating much of the world with her superior military might, army of generals (each of whom represents a well-known game series, such as the Metal Gear-inspired girl named "Lid" seen in the screenshot below) and overwhelming support from the people. Unfortunately, her position as top dog isn't to last; after being tricked into releasing the power of her "Shares" — the source of a Goddess' power in the Neptunia universe — monsters run amok in her city, people disappear and her once-trusted generals start fighting among themselves. It's up to Noire — along with the rest of the Neptunia gang, who show up pretty near the beginning of the whole affair — to sort out the mess she had a part in creating, find out who the mysterious woman "Eno" who set these events in motion is (hint: she looks uncannily like recurring series villain Arfoire) and ultimately unite Gamarket.

It's up to you, meanwhile, to take care of Noire and help her out as she goes about her business. Yes, like fellow spinoff Hyperdimension Neptunia: Producing Perfection, Hyperdevotion Noire puts the player in the game as a first-person protagonist rather than simply telling the story of the main cast. Recruited as Noire's secretary shortly after meeting her, you're tasked with managing the party, strategising in battle, renovating and decorating Noire's headquarters and helping her make appropriate policy decisions as the citizens of Lastation come to her with requests.

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The meat of the game comes in the battle sequences. Rather than being a dungeon-crawling, item-gathering/crafting RPG as the mainline Neptunia installments are, Hyperdevotion Noire is a strategy RPG, developed by Sting (of Gungnir, Knights in the Nightmare and Yggdra Union fame). Mainline Neptunia games have always had a slight element of tactics to their battle sequences thanks to positional bonuses, cleaving attacks and formation skills, but battles in those games are generally pretty short; punctuation to dungeon crawling. In Hyperdevotion Noire, a single battle represents a complete encounter and provides you with specific objectives: sometimes you'll simply have to defeat all enemies; sometimes you'll have to defeat a specific enemy; sometimes you'll have to complete objectives before a specific number of turns pass.

The game does a good job of introducing concepts to you gradually, and there's a bunch of interesting systems at play. Core to the game is the "Lily Boost" system, whereby characters can power up their relationship values with other characters, earn "Lily Points" and reduce the cost of their special moves by triggering their skills when adjacent to other characters, which causes the supporting characters to give the acting character an adorable little peck on the cheek. Chu! Although cheeky and flirtatious, the system adds an interesting dynamic to battles: you have to think very carefully about both turn order and formation when setting up attacks, especially when you're dealing with enemies who can hit several tiles at once. It's no good getting all set up for a four-way snog if an enemy with a massive cleave is just going to kill all of you at once when it comes to their turn, after all.

That's not all to think about, though. Battle maps include treasure chests in awkward-to-reach locations, which you'll need to acquire before completing your objectives if you want the goodies therein. A Final Fantasy X-style "Overkill" bonus rewards you with rare drops if you defeat an enemy with far more damage than you need to. Maps have variable elevation and environmental hazards — both of which can be conveniently bypassed if you switch the goddess characters into their flying "HDD" forms, but in order to do this you'll need to build up the Lily Points gauge first, and then it only lasts for three turns, so you need to make the most of it. Setting a specific character as the "leader" of the squad confers special bonuses (and, sometimes, penalties) on the group as a whole. Characters each have their own array of "challenges" to complete, each of which rewards them with significant stat bonuses.

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There is a hell of a lot of game here. This is nothing new for a Neptunia game — I've easily spent over 100 hours on the last few installments in an attempt to get the Platinum trophies and hidden goodies — but considering this is a "spinoff" game and not technically part of the main series, it's impressive. I'm only a short way in to the overall plot so far, but I'm already enjoying both the narrative and gameplay sides; it's shaping up to be a fine installment in a favourite series, and all the more noteworthy for doing something a little bit different.

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1891: Fragile Dreams https://imnotdoctorwho.moegamer.net/2015/03/25/1891-fragile-dreams/ https://imnotdoctorwho.moegamer.net/2015/03/25/1891-fragile-dreams/#comments Wed, 25 Mar 2015 00:41:20 +0000 https://angryjedi.wordpress.com/?p=7210 I fancied playing something a bit… different tonight, so I went to my shelves, bulging with backlog bounty, and looked at a few possible titles to give a go to. I didn't feel like starting a traditional RPG just yet, so quite a few things were out, but my eye eventually stopped on a Wii … Continue reading 1891: Fragile Dreams

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I fancied playing something a bit… different tonight, so I went to my shelves, bulging with backlog bounty, and looked at a few possible titles to give a go to. I didn't feel like starting a traditional RPG just yet, so quite a few things were out, but my eye eventually stopped on a Wii title I knew nothing about but owned a copy of: Namco Bandai's Fragile Dreams.

You may wonder why I own a copy of a game I know nothing about. Well, it was from a while back, when UK retail chain Game was in a bunch of trouble and looked like it might be folding; they were selling off a ton of their stock at ridiculously low prices, so I took the opportunity to grab lots of things that looked even a little bit interesting with a mind to eventually playing them at some point in the future. Fragile Dreams was one of them.

So how is it? Well, pretty damn cool so far. I'm not entirely sure what I was expecting, but I don't think it was a feels-heavy action-RPG survival horror adventure game featuring the same "your Wii Remote is a torch" mechanic that worked so well in Silent Hill Shattered Memories. There's actually a touch of Silent Hill in the game's atmosphere, though in the case of Fragile Dreams it's not so much about psychological horror as an ever-present sense of loneliness and abandonment.

At the outset of the game, the old man whom protagonist Seto has been living with dies, leaving him all alone in what appears to be a post-apocalyptic landscape. We don't know anything about what has happened to humanity as the game begins, but little bits and pieces are revealed as you make your way through the game, both through elements of the environment that can be examined and "memory items" that allow you to hear the final thoughts of the world's former inhabitants when you take a rest to restore your HP and save.

Seto isn't completely alone in the world, despite initial appearances. Very early on, he encounters a silver-haired girl and proceeds to spend the next few hours (and, I'm guessing, going by my experiences so far, most of the game) chasing after her in an attempt to find out who she might be. Along the way he encounters some sort of sentient computerised backpack with mild self-esteem issues called PF, a not-quite-human person called Crow, a dead little girl with a penchant for cheating at hide-and-seek… and I don't doubt there will be more strange and wonderful characters to encounter before the story has reached its conclusion.

It's been a really interesting ride so far. The combat kind of sucks, but it's a relatively minor part of the game, and the "survival horror" elements of having limited inventory space and weapons that have finite usage before they break add a bit of tension to the experience. It's not been particularly scary so far, despite the presence of ghosts and whatnot, but it has been thought-provoking and emotional, even just four or so hours in. The emphasis appears to be more on the general atmosphere and feelings of loneliness than on outright trying to scare and disturb the player, and I'm fine with that.

There's a lot of subtle charm to the game, too. Seto is just a kid forced to find his own way in the world well before he would have normally had to, and while he handles his task with a certain degree of maturity that you might not expect from someone whose voice hasn't broken yet, his childlike qualities come through in game elements such as the automap which, rather than being a bland, clinical but clear affair, is presented as childish scribblings, complete with notes and doodles about scary and awesome things you've come across in your travels. Likewise, the baffling inclusion of lots of cats around the game world who can be tempted to come and play with you through the use of a cat toy makes for a welcome break from hitting ghosts with improvised weaponry, or trying to track down that one key you really need right now.

There's clearly a lot about Fragile Dreams I don't yet understand. But I'm very glad I chose to take a chance on it and see what it was all about; it's shaping up to be a fascinating, deeply memorable experience. I hope it manages to keep this up until the end.

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1890: Nael deus Defeated https://imnotdoctorwho.moegamer.net/2015/03/24/1890-nael-deus-defeated/ https://imnotdoctorwho.moegamer.net/2015/03/24/1890-nael-deus-defeated/#comments Tue, 24 Mar 2015 00:22:16 +0000 https://angryjedi.wordpress.com/?p=7208 A group of friends and I (including Andie) reached a milestone in our Final Fantasy XIV careers this evening: we defeated Turn 4 of the Second Coil of Bahamut, also known as "Turn 9" owing to it being the ninth in the series of thirteen high-level raid encounters that make up Final Fantasy XIV's endgame. FFXIV's endgame raid is split into … Continue reading 1890: Nael deus Defeated

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A group of friends and I (including Andie) reached a milestone in our Final Fantasy XIV careers this evening: we defeated Turn 4 of the Second Coil of Bahamut, also known as "Turn 9" owing to it being the ninth in the series of thirteen high-level raid encounters that make up Final Fantasy XIV's endgame.

FFXIV's endgame raid is split into three main parts. The Binding Coil of Bahamut (which consists of Turns 1 to 5) is mostly — mostly — trivial in terms of difficulty these days owing to the fact that the average gear level of a level 50 character who plays a reasonable amount each week now exceeds the level these encounters were designed for by a considerable margin. As time has gone on, The Binding Coil of Bahamut has also been "nerfed" in terms of mechanics — i.e. made easier — and parties challenging it are now given a substantial buff to their HP, damage dealt and healing when they walk in, though those looking for a bit more of a challenge can optionally turn this buff off.

The Binding Coil of Bahamut reaches its conclusion with Turn 5, a notoriously difficult fight that sees a party of eight taking on Twintania, a very angry dragon. Turn 5 remains a challenge for many groups to this day not because Twintania is particularly difficult to kill in terms of her HP and damage — the aforementioned gear issue here makes the encounter much easier than it once was — but because everyone in the group needs to have a solid understanding of most of the fight's mechanics in order to succeed. Again, the power creep has meant it's easier to recover from critical errors, but if you don't know how to deal with her notorious Divebomb attack, for example, you're going to die and quite possibly take the rest of the group with you.

The Binding Coil of Bahamut is followed up by the Second Coil of Bahamut, which consists of Turns 6 to 9. These are significantly more challenging, even with the "Echo" buff to player HP, damage and healing. Mechanics are more unforgiving — though again, a number have been nerfed over time — and they're still not exactly the sort of encounters you can pick up and expect to coast your way through without knowing anything about them. Groups need to work together and be able to communicate effectively in order to pass through these challenges, and it all comes to a head with Turn 9.

Turn 9 remains notorious as one of the hardest fights in the game, even with the Final Coil of Bahamut subsequently being added after it. It proves to be a considerable roadblock to many groups, and indeed our party has been working on beating it for many weeks now.

The reason why it's such a challenge — even more so than Turn 5 — is because of its extreme complexity. In this one fight, which takes in the region of 10 minutes to complete, there are roughly as many mechanics as you'd see in at least four separate boss encounters earlier in the game. There is a lot to learn, and it feels like an insurmountable challenge the first time you jump in, but as our group have proven tonight, taking it a step at a time and practicing together whenever we get the opportunity allows you to eventually reach success.

And my God what a wonderful feeling it was as that HP bar dropped to 0% tonight. We'd had several close calls earlier in the evening — first a 9%, then a 10%, then a 6% — but there was no guarantee that we were going to beat it. But beat it we did, and many celebrations were had; now we have until June to make it through the Final Coil of Bahamut before the expansion pack Heavensward comes along and gives us an entire new raid set in Alexander to take on.

I'm looking forward to the challenge. The feeling of jubilation at finally defeating this notoriously difficult boss this evening is unlike pretty much anything I've ever experienced in any other game — and at least part of that comes from the game's multiplayer element. It wasn't just my victory, it was our victory. We worked together, we practiced, we communicated, and eventually we prevailed. And it felt great.

We poked our head into the first turn of Final Coil this evening, but didn't get anywhere, as expected. That's an adventure for another day! In the meantime, here's our clear video:

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1889: My Dear Ninjas https://imnotdoctorwho.moegamer.net/2015/03/22/1889-my-dear-ninjas/ https://imnotdoctorwho.moegamer.net/2015/03/22/1889-my-dear-ninjas/#comments Sun, 22 Mar 2015 23:10:38 +0000 https://angryjedi.wordpress.com/?p=7206 Having finished Criminal Girls, I was all set to make a start on Hyperdevotion Noire, a game that I've been very excited to play for quite some time. But I didn't; I decided I should try and clear out some of the games I've left half-finished first, the main one being Senran Kagura Shinovi Versus. Shinovi Versus is an underappreciated little diamond in … Continue reading 1889: My Dear Ninjas

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Having finished Criminal Girls, I was all set to make a start on Hyperdevotion Noire, a game that I've been very excited to play for quite some time. But I didn't; I decided I should try and clear out some of the games I've left half-finished first, the main one being Senran Kagura Shinovi Versus.

Shinovi Versus is an underappreciated little diamond in the Vita library. It's an enjoyably over-the-top 3D action game vaguely in the vein of Dynasty Warriors (in that in a number of levels you hack and slash your way through hundreds of enemies, and your combo count frequently reaches the thousands) but also providing a fun take on fighting in 3D.

There are two… well, maybe three core appeal elements when we're talking about Senran Kagura, and Shinovi Versus in particular. The first is, of course, the fanservice element; let's not beat around the bush here, it's the reason the series exists in the first place. The girls are pretty, their boobs are jiggly, the costumes are sexy and as you fight, they get ripped. Despite the girls technically being ninjas and using a variety of rather painful-looking implements to battle one another, no-one ever seems to really get hurt or killed; the main damage anyone suffers is to their pride, since a well-timed Ninja Art at the conclusion of a bout can cheerfully whip off the underwear of your opponent, leaving them in no doubt as to who is the winner.

But anyway. The two main things I wanted to talk about were the narrative and the mechanics. The narrative I've already talked about in past posts: considering the game is regarded by outsiders as little more than gratuitous fanservice, if you're unfamiliar with it you may be surprised to note that the series features some excellent characterisation, including characters with genuine development and growth over the course of their stories. It's a game that's not afraid to juxtapose the serious and the absurd, either; while the main storylines for each of the four "schools" involved in the overall plot are fairly serious in tone, the girls' individual stories are more light-hearted in nature, leading to some ridiculous situations. It effectively allows us to see the cast "at work" and "at play", and it gives us a pretty good picture of who they all are as people.

Mechanically, the game is a delight. The control scheme is simple to understand, but the depth comes from the wide variety of characters and how very differently from one another they all handle. Some are friendly to simple button-mashing — Asuka is a good example, particularly once she unlocks her spinny death tornado move — while others demand mobility, observation, timing and sometimes unconventional tactics. By the end of your time with the game, you'll have at least one "favourite" character, both in narrative terms and mechanically, too.

It's a game bursting with content. There are four separate "episodes" to the story, each focusing on a different main cast, and each has a different tone. The scenes involving characters returning from Senran Kagura Burst on the 3DS are heartwarming, while the scenes involving new characters give us a good idea of what makes the newcomers tick. Depending on which order you choose to play the stories, you'll meet all the characters from several different perspectives, and between all these angles — and side missions like the girls' individual stories — you'll get a solid understanding of who everyone is and how they all relate to one another.

Not bad for a fanservice-heavy hack and slash. I'm pleased to be rediscovering it now that Criminal Girls is done and dusted, and looking forward to spending some time with the characters I don't know all that well yet.

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1885: Backloggery https://imnotdoctorwho.moegamer.net/2015/03/18/1885-backloggery/ https://imnotdoctorwho.moegamer.net/2015/03/18/1885-backloggery/#respond Wed, 18 Mar 2015 23:06:28 +0000 https://angryjedi.wordpress.com/?p=7198 I like lists. I like checklists. I like ticking things off and completing objectives. I like quests. As such, it surprises me that despite having had a Backloggery account for about two years now, I've not done a whole lot with it. It is, I'd say, an ideal means of both tracking your game collection … Continue reading 1885: Backloggery

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I like lists. I like checklists. I like ticking things off and completing objectives. I like quests.

As such, it surprises me that despite having had a Backloggery account for about two years now, I've not done a whole lot with it. It is, I'd say, an ideal means of both tracking your game collection and your progress through beating as much of it as humanly possible — although the site isn't without its flaws.

The main issue with any sort of curation system like this, be it a database you set up yourself (which, to be honest, is pretty much what Backloggery is; the site simply provides an easily understandable front-end for your particular chunk of said database) or a pre-built solution is that it takes time to set things up appropriately. Backloggery, for example, is not at all useful until you've manually added each and every game in your collection to your account, a process which is not at all automated, and which requires you to go through, enter the title (without suggestions), choose the platform and any other pertinent details you might want to add.

I spent a bit of time playing around with it today and despite the initially daunting prospect of inputting the games I own and haven't yet beaten — there are a lot of them! — I actually started finding it quite fun after a while. What I particularly like about Backloggery is the ability to add your own personal flavour text to your database entries: you can add both a "progress note" describing what you're working on in the game at any given moment, or what you hope to achieve in it, and a review (complete with star rating) for some more detailed thoughts once you feel comfortable enough to express your thoughts about it in a bit more detail. The latter option sensibly has a character limit, so you're forced to be brief in your thoughts; it's not a space for an in-depth critique, rather simply some personal, immediate reactions to the game and perhaps a link to some more detailed thoughts elsewhere if, as I often do, you feel the need to write in great depth about something you've really enjoyed.

My Backloggery account at present is not complete by any means, but I'm going to work on adding my collection to it piece by piece. It might, then, provide the incentive for me to work through some of these games and share my thoughts on them. And, in theory, the site acts as a sort of social network, too — though I only have one friend I know on there at present — so you can use it as a means of sharing your thoughts on games and perhaps convincing friends to try out some particular favourites you've discovered in the course of delving into your own backlog.

As I say, it's not the perfect solution for this sort of thing by any means, but its presentation is cute and the fact it's been around for a good few years now without turning into something complete shit means that it's unlikely to just disappear in a puff of smoke one day, leaving all the curators' hard work for naught. I'll be interested to start using it a little more regularly to see if it adds any value to my gaming life. If you're on there, feel free to add me to your "multitap" via the link above.

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1881: Path to Redemption https://imnotdoctorwho.moegamer.net/2015/03/14/1881-path-to-redemption/ https://imnotdoctorwho.moegamer.net/2015/03/14/1881-path-to-redemption/#respond Sat, 14 Mar 2015 23:38:09 +0000 https://angryjedi.wordpress.com/?p=7190 I'm in the process of finishing up Criminal Girls: Invite Only on Vita, and I've been really pleasantly surprised how good it ended up being. I'm planning on writing something a bit more in-depth for MoeGamer when I've beaten it properly, but I thought I'd share a few thoughts on here for those who don't visit MoeGamer, … Continue reading 1881: Path to Redemption

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I'm in the process of finishing up Criminal Girls: Invite Only on Vita, and I've been really pleasantly surprised how good it ended up being. I'm planning on writing something a bit more in-depth for MoeGamer when I've beaten it properly, but I thought I'd share a few thoughts on here for those who don't visit MoeGamer, or for those who just want to hear some disjointed ramblings about it now.

It's easy to write Criminal Girls off as an oversexualised mess of an RPG, with a gratutiously exploitative minigame in which you spank, electrocute, drip liquid on and tickle a series of young women posing in suggestive positions. And indeed, even with the "pink mist" censorship introduced in the Western release of the game (and the loss of the girls' voices in these sequences) these sequences are pretty clearly sexual in nature: everything from the poses they're in to the provocative outfits they wear and their reactions after you've, uh, finished — all point to something that while it isn't outright explicit, is certainly rather close to the, if you'll pardon the expression, bone.

But, as with most material of this nature, it bears further exploration, and doing so reveals something a lot more interesting. Why are these sequences there in the first place? From a gameplay perspective, you're expected to complete them in order to unlock the girls' new abilities through five different "tiers", with each tier involving a slight variation on the touchscreen-based minigame. From a narrative perspective, you're "motivating" these girls — who are dead and in Hell, but being given a second chance — to try harder in their struggle for redemption, though in the original Japanese script, still audible through the Japanese-only voice acting, the wording was おしおき (oshioki: punishment) rather than "motivation". If we're being super-picky, we're not actually spanking, electrocuting, dribbling on and tickling the girls themselves; in the minigame you're removing "temptations" from their bodies via various means, and the removal of these "temptations" allows them to take a step closer to being free of sin and becoming "Blameless".

Interestingly, the girls' reactions to this treatment changes significantly throughout the course of the game. Early on, they react with fear and anger when you approach them with the intention of indulging in some "motivation time" and clench their teeth in pain afterwards; by the end of the game, however, they're starting to sound like they're actually enjoying themselves, even going so far as to praise you in some instances.

This can be interpreted in a number of different ways, not all of them positive, but given the themes of the game's narrative as a whole, it's pretty apparent that this is symbolic of the growing level of trust between these "delinquents" and the player-protagonist self-insert character. By the end of the game, they trust the player-protagonist completely, and are aware that the removal of their temptations brings them closer to redemption, in turn making them more powerful and more likely to succeed. A turning point in the story comes with all of the main cast confronting the sins that landed them in Hell in the first place, and it's only through the bonds of trust they've built between one another and with the player-protagonist that they're able to make it through this experience unscathed.

I'm yet to see how the story reaches its several conclusions, but I'm very interested to find out. It has been, for sure, one of the most unusual role-playing games I've played for a long time, both in gameplay and narrative terms, and one that I feel I'll be remembering for quite some time after it's left my Vita.

And no, not just for the kinky pictures.

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1880: Better https://imnotdoctorwho.moegamer.net/2015/03/14/1880-better/ https://imnotdoctorwho.moegamer.net/2015/03/14/1880-better/#comments Sat, 14 Mar 2015 00:51:33 +0000 https://angryjedi.wordpress.com/?p=7188 Well, today was a somewhat more positive day. I took a trip for the interview I mentioned yesterday, and it was a very positive meeting. Remains to be seen whether anything will come of that, but in the meantime I also have some other business I can pursue. So we'll have to wait and see … Continue reading 1880: Better

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Well, today was a somewhat more positive day. I took a trip for the interview I mentioned yesterday, and it was a very positive meeting. Remains to be seen whether anything will come of that, but in the meantime I also have some other business I can pursue. So we'll have to wait and see on that for now.

Happy to reach another weekend, even though the concept is relatively meaningless for me at present. I'm still on something of a PAX comedown, I think; I had such a great time over in Boston that coming back to the stark realities of my current situation was somewhat… jarring, hence yesterday's frustration. Onwards and upwards, though, I guess. Hopefully.

On an unrelated note, our Final Fantasy XIV Free Company is being fun at the moment. It seems that everyone has had the same idea as me — that they want to level all of the classes to 50 before the release of the expansion Heavensward in June of this year — and thus there are lots of people playing jobs they don't normally play in lower-level dungeons. It's fun to see people play stuff they're less familiar with, and it's also fun to get to know some of the other classes that I haven't tried out quite so much.

Today I've been playing a bit of Warrior, which is a tank class, and Bard, which is a DPS class with some support elements. I'd held off on levelling Warrior in particular because I couldn't think how it would feel that different from Paladin, which is my "main" class at present. It does have a distinctly different feel, though; just the animations and sound effects make this axe-wielding job feel a lot more cumbersome and hard-hitting than the relatively nimble, graceful-feeling swordplay of Paladins. The cooldown between skills is still the same, but it's surprising quite what a difference just those elements make. It's a more complex job overall, too, with a lot more possible actions to take at any given moment. Paladin is mostly about trying to mitigate damage as much as you can; as Warrior, you have a bit more flexibility and can put out some eminently respectable damage just by yourself. That flexibility means that there are a lot more abilities you use a lot more often, however; I'm not sure I love it, yet, but it's interesting to see the contrast, and it gives me hope that Dark Knight will provide a unique experience again despite being another tank class.

Bard, meanwhile, is a joy to play, and a big contrast from Black Mage, my main DPS class to date. Bard's ability to move while attacking is a complete change from the fixed-in-place heavy artillery nature of Black Mage, and it's a lot of fun. Playing Bard feels very "technical", for want of a better word; there's lots of keeping an eye on your abilities and triggering the appropriate ones at the right time. There's also a lot more "weaving" than other classes — i.e. slipping in extra skills that don't use the "global cooldown" timer between your regular attacks — which makes for some satisfying improvised combos rather than the more fixed sequences that many other classes use.

There's still plenty more to do to get to 50 — Warrior and Bard are both in the mid-30s so far, Pugilist (which later becomes Monk) is just level 15, as is Arcanist (which becomes Scholar and Summoner, arguably two of the most complex classes thanks to their use of pets) and I'm yet to try Lancer (later Dragoon) at all. Then there's all the crafting and gathering stuff to do, as well… I'm going to be busy for a while, but I have confidence I'll be well-placed by the time Heavensward comes out. And then it will be time for all-new adventures!

And what adventures they'll be, if this preview video is anything to go by. Can't wait.

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1875: Ohayou, Goshujin-Sama https://imnotdoctorwho.moegamer.net/2015/03/09/1875-ohayou-goshujin-sama/ https://imnotdoctorwho.moegamer.net/2015/03/09/1875-ohayou-goshujin-sama/#respond Mon, 09 Mar 2015 03:22:31 +0000 https://angryjedi.wordpress.com/?p=7178 Third day of PAX East today, but the main thing I want to talk about tonight is what we've been collectively doing for the past couple of hours: creating characters in Maid: The Role-Playing Game, an anime-inspired tabletop roleplaying game that I hadn't even heard of this weekend. Maid is a peculiar and hilarious game, heavily … Continue reading 1875: Ohayou, Goshujin-Sama

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Third day of PAX East today, but the main thing I want to talk about tonight is what we've been collectively doing for the past couple of hours: creating characters in Maid: The Role-Playing Game, an anime-inspired tabletop roleplaying game that I hadn't even heard of this weekend.

Maid is a peculiar and hilarious game, heavily based on random generation. Of course, you can pick and choose the characteristics you want to customise things a bit more, but the true joy of character creation in Maid comes from rolling dice and seeing what on Earth happens.

For example, the character I rolled was a boyish lolita (who actually is a guy) with an overactive imagination who was born into a hereditary line of maids and who binge eats when she has a "stress explosion". Another character rolled by one of our number was a super-cool blind ninja maid who wields a raygun (called Ray Charles… work it out) and who is actually a traitorous infiltrator of the master's household. There's a huge combination of characteristics, which make for some hilariously complex and deeply flawed characters.

We've spent about two hours creating characters and haven't actually tried playing the game at all yet, but it's been an absolute blast. From what I understand, it can be played in three different ways: purely based on randomly generated events, as a more structured "adventure" or in a competitive manner where all the maid players are attempting to win as much "favour" from the master as possible.

I've ordered my own copy of the game, since when I went to try and pick it up today at PAX it had sold out — apparently it's been a popular product for the past few years ever since it first came to light. Fortunately, I found that Amazon had a copy for a pretty cheap price, so I'm looking forward to perusing it at my leisure when I get home. And perhaps — hopefully — convincing some of my more open-minded friends to give it a try at some point!

It's a fine example of the creativity that you'll come across if you head a little bit off the beaten track — not just in video games, but also in tabletop games and other media, too. It's a gloriously chaotic game that doesn't take itself anywhere near as seriously as some of the more established tabletop role-playing games — not that that's anything negative in itself, but sometimes you don't want the hardcore "weight" of a Dungeons and Dragons and just want to play something a little… ridiculous. And Maid certainly appears to cater to that.

Can't wait to give it a proper try.

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1870: Cards, Cards, Cards https://imnotdoctorwho.moegamer.net/2015/03/04/1870-cards-cards-cards/ https://imnotdoctorwho.moegamer.net/2015/03/04/1870-cards-cards-cards/#respond Wed, 04 Mar 2015 01:52:43 +0000 https://angryjedi.wordpress.com/?p=7168 Spent a bit of time playing Triple Triad in Final Fantasy XIV this evening, and had a lot of fun. Triple Triad, for the uninitiated, was a card game introduced in Final Fantasy VIII. It's a very simple game, although optional advanced rules can make it surprisingly brain-melting, particularly when they're used in combination. And it's a flexible enough … Continue reading 1870: Cards, Cards, Cards

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Spent a bit of time playing Triple Triad in Final Fantasy XIV this evening, and had a lot of fun.

Triple Triad, for the uninitiated, was a card game introduced in Final Fantasy VIII. It's a very simple game, although optional advanced rules can make it surprisingly brain-melting, particularly when they're used in combination. And it's a flexible enough game that, by playing around with these rules, a player with a "better" deck of cards isn't necessarily always going to beat someone with "bad" cards.

For those who have never encountered the game, here's how it works: There's a 3×3 grid onto which you and your opponent take it in turns playing cards from a hand of five. (This means there will be one card left over at the end.) Cards have four numbers on them, corresponding to the four edges of the card. When you lay a card down and it "touches" the edge of another card (for example, you played a card in the middle-left space while there was already a card in the central space, meaning the right side of your card is touching the left side of the card already there) you compare the numbers. Under the normal rules, if the number you laid down is bigger than the number that was already there, you flip the card and claim it as your own. (For example, using the situation above, if the card in the middle had a "4" on its left edge, and the card you laid had a "5" or higher on its right edge, you'd claim the middle card.) Whoever has the most cards under their control when the board is filled wins. Simple.

The advanced rules fall into several different categories. Variations on "Open" mean that you and your opponent reveal either three or all of your cards from the outset, allowing for a degree of forward planning. "Random" disallows you from using the five-card decks you've built yourself, instead pulling five random cards from your complete collection. "Order" forces you to play the cards from your deck in the order you put them in there. "Chaos" forces you to play the cards from your deck in a random order. "Reverse" flips the normal rules on their head, meaning smaller numbers now beat larger numbers — this rule makes a "bad" deck suddenly very good. "Ascension" causes cards of the same type to inflate in value the more of them that are placed on the board. "Same" allows you to claim cards if you put down a card and the numbers on two of its sides match two cards already on the table. "Plus" is a similar rule, only instead of matching numbers, the two sides must add up to the same value. Both "Same" and "Plus" can set off combos, too, allowing you to potentially take the whole board in one go with a lucky or well-planned move.

As you can imagine, combining these rules can make for a game with a surprising amount of flexibility, and change the feel of it altogether. But even in its basic form, Triple Triad is a surprisingly compelling little diversion, and the more you play it, the more cunning little strategies you'll spot and be able to adopt. Final Fantasy XIV allows you to challenge various non-player characters around the game world to a game — who may potentially give up some rare cards if you beat them — and also to play other players. In the latter case, you have the option of customising the rules to your liking, or throwing caution to the wind and having a "Roulette" match in which the rules are determined randomly. There are also regular tournaments — the first one started today — in which you have a set period of time in which to complete (and hopefully win!) as many games as you possibly can in order to score points and get yourself on the leaderboard.

It's an extremely well fleshed-out version of a game that was a lot of fun to play against the computer in Final Fantasy VIII; it's even more fun to be able to challenge friends to a game thanks to Final Fantasy XIV's massively multiplayer nature.

And if nothing else, it's something to do while waiting in a queue for a dungeon…

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1868: A Relic Reborn, Again (and Again) https://imnotdoctorwho.moegamer.net/2015/03/02/1868-a-relic-reborn-again-and-again/ https://imnotdoctorwho.moegamer.net/2015/03/02/1868-a-relic-reborn-again-and-again/#respond Mon, 02 Mar 2015 02:56:40 +0000 https://angryjedi.wordpress.com/?p=7164 I am finally on the final step of one of Final Fantasy XIV's most lengthy, gruelling challenges: the "Relic" quest, which can begin the moment you hit level 50 and will keep you going right up into top-tier endgame play. It was designed as an alternative for more "casual" players to be able to get better weapons over time … Continue reading 1868: A Relic Reborn, Again (and Again)

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I am finally on the final step of one of Final Fantasy XIV's most lengthy, gruelling challenges: the "Relic" quest, which can begin the moment you hit level 50 and will keep you going right up into top-tier endgame play. It was designed as an alternative for more "casual" players to be able to get better weapons over time without having to jump into super-difficult raids — a process which requires organisation and commitment from people in order to make any meaningful progress. The intention was to give these "casual" players something that would take about as long to complete as it would for a raider to be able to master top-level content and score the sweetest possible loot from them, but somewhere along the line the Relic questline became all but obligatory for everyone to complete, if only as a matter of pride.

As previously noted, it's a long and gruelling — though not especially difficult — process.

First you have the quest to acquire the weapon in the first place. This is an involved, multi-part affair that involves tracking its timeworn and weathered form down — usually from the depths of a monster-infested area — and then setting about finding the materials that master weaponsmith Gerolt needs to restore it to its former glory. Rather inconveniently, these materials can only be found in the somewhat uninviting lairs of Eorzea's Primals Ifrit, Garuda and Titan, so having already floored these massive enemies once during the course of the main story, you're now tasked with killing them again. This used to be a genuinely challenging task, back when the base Relic was pretty much the best weapon you could get in the game, but it's become almost trivial now thanks to how well-geared the vast majority of the level 50 population is now. There's also a dungeon to run (Amdapor Keep, which was the hardest four-player dungeon in the game when it launched, but which again has now become somewhat trivial) and two more boss fights against a Chimera and a Hydra that are new to the Relic questline.

After all this — and a bit of testing out the unfinished form of the weapon on unsuspecting members of Eorzea's beast tribes — you're finally blessed with an item level 80 weapon, which can be upgraded to item level 90 and made to glow in a rather fetching "this is special!" manner through the judicious application of Thavnairian Mist, a rare concoction that can only be acquired by exchanging Allagan Tomestones with collectors of rarities. Tomestones are a special currency rewarded for completing content at level 50 — since you no longer get experience points at this level, having reached the level cap, they form the basis for progression beyond this point. Pretty much anything that involves other people will reward you with Tomestones, be it four-player dungeons, eight-player Trials, twenty-four player raids or the extremely tough challenges of the Binding Coils of Bahamut.

This form of the weapon, known as Zenith, used to be pretty much the best weapon you could get outside of downing Turn 5 of the Binding Coil of Bahamut — a tall order even for well-geared players even today — and acquiring one of the Allagan weapons. But as time went on and the game gradually expanded with each new patch, so too did the Relic quest.

It began with Atmas, a step which, for many, proves an insurmountable obstacle, but which sets the pace for the amount of commitment required to finish this lengthy process. Atmas are small crystals containing the souls of fallen warriors, and can be acquired randomly by participating in FATEs — public events that occur every so often in each of the game's zones — and completing them successfully. There are twelve Atma in total to collect, meaning you'll have to visit twelve different zones to participate in FATEs. In game terms, this step was designed to get level 50 players helping out with low-level FATEs, since a tweak to how experience points were awarded in the game's early days saw people turning to instanced dungeons for quick experience points rather than wandering around out in the open world helping one another.

The cruel twist in the Atma step was that once you'd acquired all twelve Atma, all that happened when you "upgraded" your weapon was that it lost its cool glow from the Zenith step. Its stats didn't change at all. But it was still an important step, because it made your weapon ready for the gradual upgrade process that came next.

By exchanging further Allagan Tomestones with a collector in Mor Dhona, you could acquire books telling tales of the "Zodiac Braves", and you're told that by recreating these tales of derring-do using your Atma Relic, you can improve it considerably. What this boils down to is a set of objectives — 100 specific monsters to kill, three specific dungeons to complete (or, more accurately, three specific bosses to beat), three specific FATEs to participate in and three specific levequests (short, repeatable quests) to complete. You had to do this nine times in total; each completed book rewarded you with a small increase to the stats on your Atma weapon, so it gradually improved over time. When all the books were completed, your Atma weapon regained its glow — a more substantial one this time — and became its Animus form.

Next up, you're told that you can improve the weapon further — and, crucially for this step, customise it — by infusing materia into a "sphere scroll". In order to do this, you need the sphere scroll itself (which costs yet more Tomestones), seventy-five pieces of Alexandrite as a catalyst to infuse the materia into the scroll, and at least seventy-five pieces of materia of the appropriate types to give your weapon the stats you want. Alexandrite can be acquired by participating in FATEs, bought with Allied Seals acquired by beating the giant monsters of The Hunt, or by digging it up using Mysterious Maps acquired from a strange old lady in Mor Dhona who appears to have been using them to clean her kitchen. The more materia you attach to the scroll, the higher the chance that the infusion will fail; fortunately, you only lose the materia if this happens, while the Alexandrite remains in your possession. Your reward for successfully infusing seventy-five points' worth of stats into the sphere scroll? Your Relic's Novus form, which has a somewhat more imposing glow.

For a while, again, Novus was the pinnacle of what you could have in terms of weaponry, and it was particularly powerful due to the fact that you could customise it. The materia to do this — particularly for popular stats like Determination (which increases damage) and Critical Hit Rate (which increases the likelihood an attack will deal considerably more damage than usual) — didn't come cheap, and the only other alternative was to "Spiritbond" equipment by using it to defeat monsters either in the world or in dungeons, then turn this equipment into materia, with random chance determining whether you'd get the kind of materia you wanted or a useless alternative. Thus, Novus was a long, difficult and expensive process for many, but taking the time to complete it would give you a strong weapon that would see you through pretty much anything the game could throw at you.

Then came another step. By "soulglazing" your relic and using it to collect soul energy — known colloquially as "light" owing to the fact your weapon glows with varying levels of intensity when it acquires this energy — you could make it more powerful still, improving the stats you'd infused into the Novus by a set amount according to the combinations and amounts you put in. In order to acquire light, you simply had to do pretty much anything that involved other people — dungeons, trials, even FATEs. Light was acquired at a very slow rate, however, and many resorted to running the same things over and over again for hours at a time in order to gain light most effectively. In practice, however, you could gain light at a good rate simply by playing the game as you normally would, attempting to acquire Tomestones to gear up your armour to match your increasingly powerful weapon. Upon filling your Novus with light, you'd be able to turn it into its Nexus form, the ultimate incarnation of the Relic you found all that time ago, and a weapon that you've truly helped to make your own.

But your efforts don't end there. Through this whole process, you've been developing a relationship with both a scholar of these ancient weapons and a local master blacksmith, and it eventually becomes clear that it's possible to recreate the legendary weapons of the Zodiac Braves themselves — but in order to do so there is, unsurprisingly, a somewhat convoluted process involved that requires you to do the dirty work of four separate individuals who have what you need to complete the weapon, but who aren't about to give their prizes up quickly.

By far the most gruelling part of this phase is acquiring specific items from specific dungeons. These are drops similar to the Atma in that there's only a random chance of you acquiring them when you complete a dungeon, and no guarantees. Consequently, you may find yourself running one dungeon lots and lots of times in order to acquire one specific item; at the other end of the spectrum, however, sometimes you get lucky and acquire it straight away. It's unpredictable and, at times, infuriating, but oh so satisfying when you get what you need.

After completing this epic slog, you're rewarded with a brand new weapon, recreating the form of one of the Zodiac Braves' weapons and infused with the soul energy you collected using your Relic. (These Zodiac weapons take the form of iconic weapons from past Final Fantasy games such as Excalibur for a Paladin, Kaiser Knuckles for a Monk, Yoichi Bow for a Bard and so on.) This is the stage I got to tonight: I now have Excalibur and its companion Aegis Shield.

But there's one final step to go: embracing the weapon's apparent sentience and sense of will, and forging an unbreakable bond between the two of you. In order to do this, it's another light grind similar to that for the Nexus, but this time instead of having to collect it all in one weapon, you gradually fill up twelve "mahatma" with soul energy, and the process is considerably quicker than before. This is the final step of a quest that's been in the game since launch, and your reward is a weapon that is likely to be the absolute best piece of equipment you can get until the expansion Heavensward arrives later this year and makes all this work irrelevant. (Actually, that's not quite true; producer Naoki Yoshida has said that those who put in the work to complete this questline will have a leg-up on whatever comes next come Heavensward time. Thankfully.)

It's a slog, to be sure, and it's even something that a lot of players will find offputting and want nothing to do with — thankfully, there are numerous alternative means of acquiring weapons, so even if you're playing multiple classes you don't have to go through this epic grind for all of them — but by God it's satisfying to reach a milestone in. I've likened it before to the idea of "building your own lightsaber" in a Star Wars game — something which has never been given the gravity it deserves, even in the Star Wars MMO The Old Republic — and it's true. By the end of this process, your weapon, even though it's just a collection of numbers, is part of you and your play style, and an important part of your character as a whole; the unbreakable bond between character and weapon isn't just for lore reasons — you'll feel it yourself as a player, too.

So wish me luck as I proceed on the final chapter of the Relic quest; I'm hoping to have Excalibur's "Zeta" form before I head off to PAX later this week. We'll see if I'm successful!

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1865: Virtual Career Choices https://imnotdoctorwho.moegamer.net/2015/02/27/1865-virtual-career-choices/ https://imnotdoctorwho.moegamer.net/2015/02/27/1865-virtual-career-choices/#respond Fri, 27 Feb 2015 00:05:15 +0000 https://angryjedi.wordpress.com/?p=7158 One of the more interesting aspects of massively multiplayer online games as they continue to grow and expand is that it becomes harder and harder to "do everything" for various reasons. In some cases, it becomes harder to complete old content because there's simply no-one else running it any more — Final Fantasy XIV neatly sidesteps this … Continue reading 1865: Virtual Career Choices

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One of the more interesting aspects of massively multiplayer online games as they continue to grow and expand is that it becomes harder and harder to "do everything" for various reasons. In some cases, it becomes harder to complete old content because there's simply no-one else running it any more — Final Fantasy XIV neatly sidesteps this by keeping nearly everything in the game relevant at all times through various sidequests, including the notoriously lengthy Relic questline — and in others, it's because there is so much to do that in order to max out everything and "complete" the game to "100%" would be a full-time occupation.

We're starting to reach that point in Final Fantasy XIV now. It's still eminently possible for players to get from level 1 to level 50 and beyond and complete all the PvE (Player vs Environment, or regular cooperative) content without too much difficulty — though Second Coil and Final Coil are still an insurmountable barrier for all but the most skilled players — but that's not, by any means, all that there is to the game any more. In fact, there's been numerous different potential "career paths" in the game since it launched, and these have only continued to grow and expand with their own "endgames" as the game has blossomed over time.

There's crafting, for example. Serious crafters will have levelled all of the crafting classes from 1-50 to get all of the possible cross-class abilities, and will have worked on their equipment to get it strong enough to create the more difficult crafts. They'll have worked out a good skill rotation to use for crafting items — much like a high-level PvE player works out a suitable skill rotation to maximise their damage output — and they'll have their own goals in mind, be it making millions on the market board from producing the most desirable items, or simply being able to make cool stuff for their friends.

Then there's gathering; much like crafting, gathering has its own endgame with new equipment to acquire and more and more difficult-to-obtain items becoming available over time. There's less of a "skill rotation" element to this — although skills are still relevant — and these classes act as a good complement to their crafting counterparts.

Then there's desynthesis, which ties in with crafting: through desynthesis, it becomes possible to turn items back into their component parts, which can sometimes yield rare items which either sell for a decent amount of money or which can be used to produce desirable items. Levelling this skill is its own, separate, convoluted process from crafting, but it pairs well with the crafting classes.

Then there's PvP (Player vs Player) combat, which takes either the form of small four-on-four battles in a little arena, or large-scale multi-alliance battles on a large map. Opinions vary fairly wildly as to whether PvP is actually any good or not — and the queues to get in to it are frequently hellish — but there are dedicated players out there who know all about the PvP-exclusive abilities and have access to some of the cool-looking PvP-exclusive equipment.

And most recently, the Manderville Gold Saucer provides a couple of career options for adventurers who tire of the XP and Tomestone grinds: Chocobo racing and Triple Triad. Chocobo racing has its own complex metagame that would make an interesting standalone title in its own right, and Triple Triad likewise.

In reality, most Final Fantasy XIV players dabble in most of the above at one point or another, prioritising one thing above all others at any given moment. At present, for example, I'm prioritising getting my "Zodiac" weapon for at least one of my classes; after that, I'm intending on spending some serious time chocobo racing when I'm not attempting to take down Second Coil and, hopefully, subsequently, Final Coil.

There's a ton to do. And it's incredibly daunting. And I love it.

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1863: Gold Saucer https://imnotdoctorwho.moegamer.net/2015/02/24/1863-gold-saucer/ https://imnotdoctorwho.moegamer.net/2015/02/24/1863-gold-saucer/#comments Tue, 24 Feb 2015 23:50:39 +0000 https://angryjedi.wordpress.com/?p=7154 Final Fantasy XIV patch day today, and with it comes the introduction of the Manderville Gold Saucer, a much-anticipated addition to the game that is heavily inspired by the similarly named locale from Final Fantasy VII. And they've done a great job! Gold Saucer has plenty of activities to participate in — although I with they'd have … Continue reading 1863: Gold Saucer

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Final Fantasy XIV patch day today, and with it comes the introduction of the Manderville Gold Saucer, a much-anticipated addition to the game that is heavily inspired by the similarly named locale from Final Fantasy VII.

And they've done a great job! Gold Saucer has plenty of activities to participate in — although I with they'd have put in a Final Fantasy VII-style Battle Square with increasingly challenging handicaps — and lots to aim for. Only trouble is, it gives a game that is already bursting with content even more long-term goals for people to fret over — though for a game designed to be played over the long term, I guess that's not really an issue.

Highlights so far are, of course, card game Triple Triad, last seen in Final Fantasy VIII, and the chocobo racing, which is far more fun than it has any right to be. The best thing about these two attractions is that even low-level players can enjoy them — you only have to have reached level 15 to go to the Gold Saucer, which is a nice change from a lot of the other content that has been released over time, which is primarily aimed at endgamers.

Triple Triad is a simple card game in which two players face off against one another on a 3×3 grid. Drawing from a hand of five cards each, players take it in turns to place cards in one of the cells on the grid. Each card has four numbers corresponding to its four edges. If you put down a card next to another card and the facing edge "beats" the card that is already there (i.e. it's a higher number), then you take control of the other card. Whoever has the most cards under their control when the grid is filled is the winner. There are numerous other optional rules, but the basic game is simple to understand, hard to master and extremely addictive — thanks in part to the collectible aspect of it, with cards coming from beating NPCs, beating specific bosses in dungeons and numerous other sources.

Chocobo racing, meanwhile, is implemented similarly to Final Fantasy VII. You don't directly control the chocobo so much as encourage it to do things; you can make it accelerate, which costs stamina, and determine its horizontal position on the track; you don't need to worry about steering around corners, however. You can pick up Mario Kart-style items to help yourself or hinder your opponents, and special tiles on the course can likewise help or hinder you. It's immensely competitive and a whole lot of fun, with progression completely separate from your character's main levelling. It's practically a whole metagame in itself; I'm looking forward to exploring it in depth.

The other attractions are fun, too. Simple timed button-press minigames see you hitting things with hammers and punching Gilgamesh in the face, and "Gold Saucer Active Time Events" (or "GATEs") take place regularly and involve large numbers of players at one time doing everything from platforming challenges to stealth missions and dance competitions. There's a lot to enjoy.

I'm happy that Gold Saucer has ended up being a lot of fun. It provides some welcome relief from the grind elsewhere — particularly at endgame — and has the scope to develop further in the future. For now, I'm looking forward to expanding my Triple Triad collection and rising through the ranks of the chocobo racing leagues… yeah, this game still has its hooks in me as deeply as ever.

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1861: Raid Night https://imnotdoctorwho.moegamer.net/2015/02/22/1861-raid-night/ https://imnotdoctorwho.moegamer.net/2015/02/22/1861-raid-night/#comments Sun, 22 Feb 2015 22:13:00 +0000 https://angryjedi.wordpress.com/?p=7150 It was Raid Night this evening, and the assembled forces of LoCoBomb (sans Andie, who was not feeling too hot earlier) once again took on Final Fantasy XIV's The Second Coil of Bahamut, Turn 4, aka Turn 9. This is, as I've noted in previous posts, one of the toughest fights in all of Final Fantasy … Continue reading 1861: Raid Night

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It was Raid Night this evening, and the assembled forces of LoCoBomb (sans Andie, who was not feeling too hot earlier) once again took on Final Fantasy XIV's The Second Coil of Bahamut, Turn 4, aka Turn 9.

This is, as I've noted in previous posts, one of the toughest fights in all of Final Fantasy XIV. Up until the Final Coil of Bahamut launched with patch 2.4 a while back, this battle was effectively the "true final boss" of the game, demanding that all eight party members know their jobs well, can learn mechanics and know what to do when. Since Final Coil became a thing, it's been gradually made a bit easier, but it will still absolutely obliterate any party who goes in there unprepared thanks to more than a few instant-kill mechanics, plus some seriously hard hits from both the boss and the additional enemies that show up over the course of the fight.

It's been a strong test for our assembled group, but it's brought us together and helped us understand how we all play. I've been developing some strong tanking skills — they're demanded in this fight, particularly if you take it on, as we are, with just one tank — and that's been helping me play better elsewhere in the game.

It's been an interesting personal journey so far. When I first started playing FFXIV, I had a ready-made group of acquaintances to play with thanks to the fact that someone I knew from 1up.com and Twitter invited me to come along. I was still somewhat anxious about playing with people I didn't know, though, particularly if it was in content that was new to me. I chose a DPS class (Black Mage) because they're perceived as having the least responsibility, at least in the early stages of the game — in late endgame encounters, they have a lot more to do — and they're less likely to get everyone killed. I didn't like running things without at least one person I knew, and I was nervous about asking for help.

There are still times today when I don't like running with strangers — usually if they're the aggressive, unpleasant, rude, elitist type — but I'm much more confident about it. I'm also happy to jump in on the healer or tank roles — roles which have direct responsibility for ensuring the rest of the group doesn't get killed. Black Mage will always have a space in my heart, of course, but I'm spending a lot of my time tanking on Paladin at the moment, and really enjoying it; I don't know if it's my "main" as such — my Black Mage is technically further advanced thanks to its progress in the lengthy Relic weapon quest — but it tends to be my default choice when given the option these days.

Anyway. Exciting times are ahead, since on Tuesday patch 2.51 is released, and coming with it is the long-awaited arrival of Gold Saucer and Triple Triad. I'm looking forward to it a lot; after that, it won't be all that long until PAX East!

In the meantime, I guess it's back to jobhunting, though…

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1859: Invite Only https://imnotdoctorwho.moegamer.net/2015/02/20/1859-invite-only/ https://imnotdoctorwho.moegamer.net/2015/02/20/1859-invite-only/#comments Fri, 20 Feb 2015 23:31:51 +0000 https://angryjedi.wordpress.com/?p=7144 Been playing a bit more Criminal Girls this week, and I'm enjoying it a lot, despite its flaws. (Said flaws, if you were wondering, include somewhat repetitive dungeon design, an encounter rate that is a little too high to be comfortable, battles that take a little too long/move too slowly/both and the strong necessity for grinding that … Continue reading 1859: Invite Only

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Been playing a bit more Criminal Girls this week, and I'm enjoying it a lot, despite its flaws. (Said flaws, if you were wondering, include somewhat repetitive dungeon design, an encounter rate that is a little too high to be comfortable, battles that take a little too long/move too slowly/both and the strong necessity for grinding that will be required to unlock all the girls' abilities.)

The absolute best thing about it is its atmosphere. Although the in-game visuals are PSP-level pixel art (sharply contrasting with the high-resolution character portraits, battle graphics and other visuals), they're evocative and distinctive, and the individual sprites have a lot of character about them, particularly in idle animations. When combined with the music and background sound, the game has a wonderfully palpable sense of menace about it — entirely appropriate for a game set in the depths of Hell.

In fact, the atmosphere and presentation bring to mind another game: Corpse Party. Criminal Girls is a (relatively) traditional RPG compared to Corpse Party's visual-novel-that-looks-like-an-RPG nature, of course, but in terms of atmosphere the two are quite similar. There's a sense that something unpleasant could happen at any moment, and a lovely juxtaposition between the often light-hearted banter between characters and the unpleasant things that are going on around them.

The characters keep things interesting, too. At the beginning of the game, you don't know anything about them, aside from their personalities. Initially, there's Kisaragi, who is seemingly full of rage and obsessed with materialism; there's the shy, childish Alice, who is one of the most adorable characters I've ever had in my party in any game ever; there's the determined, tomboyish Sako; and there's the obviously older, man-hating Ran. As the game progresses, additional girls join the group, and they each have their own distinct personalities — and, presumably, dark pasts — to discover.

The setup is immediately intriguing. Why are these girls in Hell? Why are they getting a chance to redeem themselves? Why have you been brought in to lead and "motivate" them? What do you get out of the whole situation? (Aside from being able to perv at the girls in a variety of costumes while you spank, electrocute and do various other S&M-ish things to the "temptations" that infest their bodies, of course, which is probably reward enough in itself for many people.)

I don't know the answers to any of these questions yet, but I'm enjoying the process of discovery. And this is one thing Criminal Girls does well. The dungeons may be somewhat blandly designed, but it's satisfying and fun to explore them and find their hidden treasures. Discovering how new skills work after a successful "motivation" session is enjoyable and interesting — particularly with the game's idiosyncratic battle system, in which you simply take suggestions from the girls rather than micromanaging them. And discovering more about what is shaping up to be a very interesting cast of characters is providing plenty of incentive for me to want to push onwards and find out the truth.

I'm enjoying it a lot, then. It's keeping me entertained enough that I now have copies of both Hyperdimension Neptunia Re;Birth2 and Hyperdevotion Noire — both highly, highly anticipated games for me — and haven't yet popped them in my Vita for even a quick look yet. And I fully intend to see it through to the end before I indulge myself in more Neptunia than I know what to do with!

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1858: A Day Like Today https://imnotdoctorwho.moegamer.net/2015/02/19/1858-a-day-like-today/ https://imnotdoctorwho.moegamer.net/2015/02/19/1858-a-day-like-today/#comments Thu, 19 Feb 2015 21:41:07 +0000 https://angryjedi.wordpress.com/?p=7142 So, I'm currently no closer to getting a job or some paying work (actually that's not quite true; I did apply for two jobs today, both of which can potentially be done from home, so there's that) but I actually feel like I've had a reasonably pleasant day. If only every day could be like today and … Continue reading 1858: A Day Like Today

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So, I'm currently no closer to getting a job or some paying work (actually that's not quite true; I did apply for two jobs today, both of which can potentially be done from home, so there's that) but I actually feel like I've had a reasonably pleasant day. If only every day could be like today and still furnish me with a steady income, that would be just lovely.

So what did I do today? Well, I played my new piano a bit — I dug out a Mozart sonata I haven't played for literally years and took the first movement for a spin; it wasn't perfect, but I was surprised how much of it I remembered in detail — then applied for the aforementioned jobs and made a couple more videos. Again, said videos are experimental, somewhat rough-and-ready affairs, but I'm starting to get a feel for how it all works, and actually finding myself rather enthusiastic about producing them.

First up was a quick look at Mode 7's future sports game Frozen Cortex (formerly Frozen Endzone), which came out today on Steam after a period in Early Access.

Mic level ended up a bit high on this one, so the sound was a bit distorted, but at least you can hear me. (This is partly due to the fact that due to Frozen Cortex not using a "true" fullscreen mode and instead using a borderless window, I had to record using OBS rather than ShadowPlay, and haven't quite found the optimum levels for the former yet.) It's also marginally embarrassing to have video evidence of quite how incompetent I am at strategy games (that first conceded point where he just runs all the way down the side of the field because I was too dumb to notice there were no obstacles there… man) but I suppose messing things up makes for slightly more entertaining watching… perhaps? I don't know. Either way, it was nice to be able to get something immediately relevant out of the door.

Next up was a different type of experiment, this time with "pre-scripting" a video rather than delivering it off-the-cuff as I have been doing with the previous ones. Taking one of my articles on MoeGamer as a basis, I decided to record a video about the visual novel Kana: Little Sister, which is shortly getting an enhanced rerelease.

This took a bit longer to assemble as there wasn't any "game footage" per se — visual novels are tricky to make videos about as a result — and consequently I had to use the in-game artwork to put together a slideshow to accompany my narration. I then put some of the game's soundtrack in the background, and the result is what you see above. I'm quite pleased with the result; while just pretty much reading an article isn't necessarily the ideal format for Web video — particularly with shorter pieces — with a long-form piece like this it happened to work reasonably well. That and visual novels — particularly those with complex or challenging stories like Kana: Little Sister — are eminently suitable for in-depth exploration, commentary and criticism.

These videos may not go anywhere — and I haven't turned on ads/monetisation for them yet, as they don't have anywhere near enough views to warrant that — but if nothing else, producing these (and being able to do so quickly) is another string to my bow, and my YouTube channel will gradually become something of a portfolio that I can show off to people, perhaps even demonstrating the improvements I've made over time.

If you enjoy the videos, do please feel free to share them around a bit. I've only had a handful of views on each so far and it would be nice to know a few more people have seen them. Viewing figures aren't hugely important to me at the moment, but it'd be nice to see a bit of growth over time to see if there's any potential worth exploring here.

Now I'm off to bed; Criminal Girls awaits, but I'll save discussion of that for another day!

(Aside: just realised this is probably the only post on the Internet today that mentions Frozen Cortex and Kana: Little Sister within a couple of paragraphs of each other. Never say I don't push a few boundaries!)

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1857: Video About Vidya https://imnotdoctorwho.moegamer.net/2015/02/18/1857-video-about-vidya/ https://imnotdoctorwho.moegamer.net/2015/02/18/1857-video-about-vidya/#comments Wed, 18 Feb 2015 22:20:38 +0000 https://angryjedi.wordpress.com/?p=7140 So I took the plunge today and experimented a bit with making some videos. They're rough-and-ready affairs, recorded live with no special effects, editing or indeed budget, but they gave me an opportunity to practice what it's like to be playing a game and talking about it at the same time. (It's harder than you … Continue reading 1857: Video About Vidya

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So I took the plunge today and experimented a bit with making some videos. They're rough-and-ready affairs, recorded live with no special effects, editing or indeed budget, but they gave me an opportunity to practice what it's like to be playing a game and talking about it at the same time. (It's harder than you might think!)

First up, I took a bit of time to highlight a Steam Early Access game that I'm terribly fond of: Witch Beam's Assault Android Cactus.

(This video runs at 60fps if you whack it up to 720p resolution! Exciting! And, moreover, entirely appropriate for a video about Assault Android Cactus, since the devs are very pleased with how fast and fluidly it runs.)

I didn't find this too challenging to do because I know the game very well already. (In fact, several earlier takes of this video where the mic level was all wrong saw me talking for even longer than the 9-ish minutes in this version; I felt I should probably avoid breaking the 10-minute barrier, though.)

The video was recorded using nVidia's ShadowPlay software that I mentioned yesterday. It's supremely easy to use, though there are some slight limitations: it doesn't work in certain games that don't use "true" fullscreen or that don't use DirectX, and the audio recorded from the microphone is compressed somewhat, leading to the slightly "digital" sound of my voice you may be able to hear on the above video.

Still, I'm pretty pleased with how it came out.

Next up, I decided to try something a little more experimental: a blind playthrough (i.e. trying it without knowing anything about it) of a game from my Steam backlog, in this case the indie platform puzzle game 1000 Amps, which I acquired from some bundle deal or other a good while back and promptly never played even once.

This turned out to be quite an interesting little game, and the blind playthrough with commentary was an enjoyable means of exploring it. I don't know if it makes particularly compelling viewing, but it was fun to sit there and talk about what I was thinking about and how it was making me feel as I was exploring and discovering it. It was kind of like sitting with a friend trying to figure something out for the first time, only the friend never said anything.

Actually, one thing I do quite want to try at some point is combining elements of the Squadron of Shame SquadCast, in which we discuss games in considerable depth, with this sort of thing. I feel going in "blind" but guided by someone who knows the game a bit better might make for some interesting discussions and an enjoyable format to explore. I shall put it to the relevant people and attempt to experiment with it while I find myself with a bit of time on my hands!

I fully intend to continue experimenting with these sorts of videos — and some other formats I have in mind, too — over the next few days and weeks. As I noted yesterday, I'm under no illusions that I'll be able to make any money out of these, but you never know what grows from the seeds of ideas. It's something I've been meaning to try for a while, and, well, no better time than the present, huh?

If you enjoy what you've seen here (assuming you watched them), do please feel free to share them around, like them, comment on them and whatever it is you kids do with the YouTube these days. There'll be more to come soon, and having now dipped my toe into this crowded marketplace, I'm actually pretty keen to get back to it, if only for fun.

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1855: Redemption https://imnotdoctorwho.moegamer.net/2015/02/16/1855-redemption/ https://imnotdoctorwho.moegamer.net/2015/02/16/1855-redemption/#respond Mon, 16 Feb 2015 23:12:44 +0000 https://angryjedi.wordpress.com/?p=7136 Having Platinumed Akiba's Trip — and a lot of fun it was, too, thanks very much — I started on my next non-Final Fantasy XIV game, Criminal Girls. Criminal Girls drew some attention when it was first announced due to some seriously lewd scenes in which the player character "motivates" the titular girls through some touchscreen-based S&M play. It then … Continue reading 1855: Redemption

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Having Platinumed Akiba's Trip — and a lot of fun it was, too, thanks very much — I started on my next non-Final Fantasy XIV game, Criminal Girls.

Criminal Girls drew some attention when it was first announced due to some seriously lewd scenes in which the player character "motivates" the titular girls through some touchscreen-based S&M play. It then drew some further attention when it was revealed that the localisation would seemingly obscure these scenes with pink fog and cut out the somewhat… suggestive voice acting. (As it happens, the voice acting is indeed gone, but as you progress the pink fog does fade away, revealing what's underneath.)

As so often tends to be the case with games that draw attention for their pervier elements, however, Criminal Girls has plenty of interesting stuff going on that doesn't involve spanking. It's a 2D, retro-style RPG of the 16/32-bit mould, and thus far — I'm only an hour or two in so far — it seems to be most intriguing.

At the game's outset, you, as the participant narrator-protagonist, find yourself newly employed by the forces of Hell and presented with a selection of young female "delinquents" who have the opportunity to be redeemed and resurrected if they can successfully pass the "four trials" and climb the tower in which they're incarcerated. It's your job to escort them on this journey and see where things go from there. Along the way, you'll fight monsters, solve puzzles and, as previously mentioned, indulge in a bit of naughtiness in the name of "motivation".

So far so Japanese. Thus far it's an intriguing setup, with the four initial girls not immediately revealing why they have been incarcerated or what their "delinquency" involved. There's also a suggestion early on that things are not quite going as expected in Hell, with the "convict" monsters showing up in places where they're not supposed to. Doubtless all will be revealed — in narrative terms, pervert — as the story progresses, and I'm interested to see how it goes.

What's probably the most interesting thing about Criminal Girls is its combat system. While nothing particularly fancy presentation-wise — in fact, it's one of the most visually bland combat systems I've seen, although the chibi representations of the girls are cute — the execution is the intriguing thing here. Unlike most RPGs, where you have the opportunity to micromanage what every party member is doing, in Criminal Girls you only have four options each turn, and that determines what the whole party will be doing. The available options are determined by which abilities the girls have learned through "motivation" sessions, and simply what they feel like doing on any given turn. Initially, the girls will simply refuse to do anything, but as they're motivated they'll unlock more and more abilities, and each turn it's simply a case of deciding which of the four suggestions the girls offer you is the most appropriate: do you go for an all-out attack with multiple members, or do you allow an individual to do something a little more special? So far it's simple, but I anticipate it becoming a very interesting system as the game progresses and more abilities open up.

I can't say a lot more about it yet as I've only played the opening section. I'm looking forward to discovering more about it, though; perviness aside (which I have absolutely no problem with, as you know) it's shaping up to be one of the more unconventional takes on the RPG genre I've played for quite some time.

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1846: Akiba's Tripped https://imnotdoctorwho.moegamer.net/2015/02/08/1846-akibas-tripped/ https://imnotdoctorwho.moegamer.net/2015/02/08/1846-akibas-tripped/#comments Sun, 08 Feb 2015 00:00:32 +0000 https://angryjedi.wordpress.com/?p=7118 Finished Akiba's Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I'd post some immediate impressions here while it's fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway. Akiba's Trip is quite an … Continue reading 1846: Akiba's Tripped

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Finished Akiba's Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I'd post some immediate impressions here while it's fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway.

Akiba's Trip is quite an unusual game, although perhaps not by Japanese standards. Combining elements of dating sims, visual novels, RPGs, brawlers and open-world action adventures, it all adds up to a curiously satisfying experience that, while relatively brief compared to some other games — my first playthrough took me about 20 hours, and that was with doing pretty much all of the available sidequests as well as a bit of fiddling around trying to level my skills up and collect some collectable things — proved to be highly enjoyable.

A highlight, as with many Japanese games, is the care and attention which has been poured into characterisation, both visually and in terms of writing. The localisation team at Xseed has to take some of the credit for the amount of personality the game has, too; as translations go, this is absolutely exemplary, remaining (so far as I can make out with my limited knowledge of Japanese) reasonably true to the original script while simultaneously incorporating plenty of cultural elements that will be familiar to Westerners.

A particular highlight is the main character, who is handled somewhat like the player's character in the Persona series, in that he doesn't speak out loud all that much — although he does have a couple of lines here and there, they're mostly confined to inner monologue — but the player is frequently given the option of how to respond to a particular situation. In many cases, the options given all lead to the same outcome, but the available choices are frequently hilarious; there are some real crackers towards the end of the game in particular, with my favourites being "It's dangerous to go alone! Take thi– I mean me!" and "I'm going to turn his dark utopia into a dark u-nope-ia!". (You kind of have to be there.)

These dialogue options do occasionally have a purpose, however, and that's the choice of route and subsequent ending that you get. Partway through the game, the story splits in a few different directions according to the various different heroines you encounter. I haven't seen how different these routes are yet — and I'm disappointed that there isn't a route for Kati Raikonnen, an incredibly endearing member of the main cast who, being "foreign", has a tendency to speak in what is represented as "Engrish" by the translation — but I'm keen to find out. It appears that this will be a painless process, too, since after clearing the game once you can turn on the option to specifically mark the dialogue options that will change affection levels between you and the heroines. Not only that, but there's no real need to do sidequests after your first runthrough — indeed, there's no real need to do sidequests at all if you don't care about trophies, though the money they get you is nice — and so you can zip through subsequent playthroughs pretty quickly, especially if you've taken the time to upgrade your weapons and clothing and carry them over into your New Game Plus.

I really wasn't sure what to expect when I booted up Akiba's Trip. I think I was expecting some sort of fairly straightforward brawler set in Akihabara, but what I actually got was far more akin to something like Yakuza. A surprising amount of depth, in other words, and an extremely well-realised setting that makes a great backdrop for the various stories within.

I hope we get the opportunity to revisit Akihabara at some point in the future; given that this version is actually the second game to bear the Akiba's Trip title — the first never made it out of Japan — that's not beyond the realm of possibility. I'll be there if and when it happens!

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1844: Back in the Game https://imnotdoctorwho.moegamer.net/2015/02/05/1844-back-in-the-game/ https://imnotdoctorwho.moegamer.net/2015/02/05/1844-back-in-the-game/#comments Thu, 05 Feb 2015 20:17:01 +0000 https://angryjedi.wordpress.com/?p=7114 I've started updating my Japanese gaming site MoeGamer again. I'd taken something of a break from it for a while, partly due to a general sense of disillusionment with the whole "writing about games" thing — the whole "getting unceremoniously ditched by the publication I'd loyally written for since its inception because I wasn't American" thing didn't … Continue reading 1844: Back in the Game

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I've started updating my Japanese gaming site MoeGamer again. I'd taken something of a break from it for a while, partly due to a general sense of disillusionment with the whole "writing about games" thing — the whole "getting unceremoniously ditched by the publication I'd loyally written for since its inception because I wasn't American" thing didn't help (and yes, that really was the reason I was given for my redundancy), and neither did my well-documented distaste for the way the mainstream games press at large tends to treat Japanese games — and partly simply due to the fact that I didn't feel I had a lot of time any more.

Having a "normal" job kind of sucks like that, in that it's a lot harder to find the time to do the things you want to do or that you know you enjoy. I always manage to find time to write this blog each day, of course — though sometimes it's late in the evening when I publish something, and sometimes that something is a barely coherent mess — but keeping MoeGamer up to date was proving to be somewhat more difficult, at least partly because of the expectation I'd set for myself that everything I put on there would be erring on the slightly more long-form side of things rather than quick, snappy posts. (I'm firmly of the belief that there are plenty of people on the Internet who are capable or reading more than 250 words at a time, and it saddens me to see so many sites dumbing themselves down to cater to people with some sort of attention-deficit disorder.)

That dumbass IGN JRPG article from the other day (which I think I've already linked to more than enough; check out my response on MoeGamer to find out more) spurred me into action, though; I wasn't going to let such an ill-informed piece slide, so I guess I should be thankful to Colin Moriarty for that if nothing else.

From writing that piece, though — which was actually, I must confess, adapted from something I'd written a few months back but never gotten around to publishing — I felt the old bug biting again. I enjoy writing about games; not necessarily for profit, pageviews or comments, but purely for the enjoyment of expressing myself about things that I love. I have no particular desire to be a professional games critic or journalist any more — not now I've experienced firsthand how shittily many of us get treated, and certainly not now that the whole GamerGate situation has put the games press as a whole under more intense scrutiny than ever before — but I do still like writing about games, and I enjoy it when people stumble across my sites for whatever reason, like what I've written and decide to say hi. A number of people have dropped by either here or MoeGamer recently and said that they miss my work on USgamer; I'm happy to hear that, because it means that what I was trying to do with my JPgamer column paid off in at least a small way: it gave an often-ignored, often-ostracised subsection of the gaming community something that they could feel like was written for them. And I can say that with some confidence, because I count myself among that subsection of the gaming community, and I wrote those pieces — and indeed everything on MoeGamer — for me.

Going forward, then, I hope to be able to post at least one or two things on MoeGamer a week. I'm not going to attempt to stick to any sort of schedule nor beat myself up if I don't manage to post something — I'm not trying to make it into a business or even make a bit of pocket money from it — but I am going to use it as a place to post my thoughts about games I've enjoyed or am currently enjoying. And I hope other people will continue to enjoy it in that respect, too.

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1842: Soton's Trip https://imnotdoctorwho.moegamer.net/2015/02/03/1842-sotons-trip/ https://imnotdoctorwho.moegamer.net/2015/02/03/1842-sotons-trip/#comments Tue, 03 Feb 2015 21:22:52 +0000 https://angryjedi.wordpress.com/?p=7110 Playing Akiba's Trip as I have been for the past few days, I'm reminded of something I wrote about a while back: the fact that certain places in the world manage to become iconic, while others simply… exist. Akihabara is a popular setting for a lot of visual novels, games and anime because it's directly relevant to … Continue reading 1842: Soton's Trip

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Playing Akiba's Trip as I have been for the past few days, I'm reminded of something I wrote about a while back: the fact that certain places in the world manage to become iconic, while others simply… exist.

Akihabara is a popular setting for a lot of visual novels, games and anime because it's directly relevant to those who are engaging with the medium in question. Akihabara is the spiritual home of Japanese games, anime, manga and all other aspects of moe and otaku culture. It perhaps makes sense to set a Japanese adventure-role-playing-beat-'em-up-type-thing (Akiba's Trip) there, much as it makes sense to set a visual novel about the Internet, urban legends and all manner of science fictiony goodness (Steins;Gate).

But what about other places? Big American cities get a lot of love — New York in particular, but we've also seen places like Chicago and San Francisco come up a few times. If a game ends up being (at least partially) set in England, it'll inevitably be in London, of course. But, as I'm fond of telling visitors to this fair isle (people I know, obviously; I don't just sit at the airport arrivals line and tell foreign strangers they should go outside the M25 once in a while), there's a lot going on in other places.

That, of course, got me thinking what something like Akiba's Trip might be like were it set in, say, sunny Southampton instead of Akihabara. Southampton is not, of course, quite the same sort of otaku Mecca as Akihabara, but there are plenty of nerdy hangouts, and the historical side of the city could make for some interesting situations.

The main street of Southampton is long and wide; ideal for large-scale battles against armies of Synthisters. It often features market stalls just ripe for flinging an assailant through in dramatic fashion, and plenty of opportunities for environmental attacks such as making inventive use of a slushie machine or a curry hotplate. Its centrepiece is the shopping centre WestQuay, which is large and interesting enough to form a good interior setting: there are plenty of shops to go in, many of which sell clothes (acquiring various outlandish — and not-so-outlandish — outfits is a key part of Akiba's Trip) and the multiple levels would seem ripe for some Resident Evil-style environmental puzzles as ways up and down are blocked off in various ways, and you're forced to brave the horrors of, say, John Lewis in order to make your way down into the depths of the underground car park where otherworldly horrors await you.

All right, yes, I have let my imagination run away with itself a little bit here — and I must confess, any time I've been into town on a Saturday I have fantasised on more than one occasion about slamming someone into a slushie machine, though never, I might add, acted on it — but it just goes to show, really, that you can make pretty much anywhere into an interesting setting to do something in. So why do we always find ourselves taken back to the same places over and over again?

Perhaps it's the fact that they're universally recognisable. Perhaps it's the aforementioned relevancy angle. Or perhaps it's just laziness.

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1840: Further Tales from Akihabara https://imnotdoctorwho.moegamer.net/2015/02/01/1840-further-tales-from-akihabara/ https://imnotdoctorwho.moegamer.net/2015/02/01/1840-further-tales-from-akihabara/#comments Sun, 01 Feb 2015 22:51:45 +0000 https://angryjedi.wordpress.com/?p=7106 When I've not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba's Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot. It's a very peculiar game by … Continue reading 1840: Further Tales from Akihabara

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When I've not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba's Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot.

It's a very peculiar game by modern standards. Not quite RPG, not quite adventure, not quite dating sim, not quite open-world sandbox game, Akiba's Trip is a thoroughly interesting experience that seems to get more rewarding the longer I continue playing it.

One thing that sprang to mind while I was playing it the other day is something I also felt when playing games that are spiritually somewhat similar: Shenmue and Yakuza being the two that I think of immediately. The thing I thought about was how nice it is to have a game world that is small, but dense. Akiba's Trip unfolds in a single district of Tokyo, split (in the Vita version, anyway) into maybe ten or so different areas, all of which are interlinked in various ways. Yakuza was the same, unfolding in a single district, and Shenmue saw you progressing through just a few different areas of a town. (Shenmue II got a little more ambitious, but still split its story into several distinct "chapters", each of which unfolded in a relatively small geographic area.)

If you take this approach and do it well, it gives an extremely strong sense of place to the setting. The setting almost becomes a character in its own right, as you start to recognise distinctive landmarks in each area, and know that if you want [x] you need to go to [y]. It also encourages the player to wander round, explore and drink in the atmosphere: although Akiba's Trip features a fast-travel system, for example, I've found myself deliberately walking from one end of the map to the other just so I can get a stronger feel of this lovingly modelled setting.

Okay, Akiba's Trip in particular has some technical limitations holding it back — the poor old Vita can't cope with all that many people wandering down the streets at the same time as you, for example, and the shops that you can go "in" tend to amount to a simple buy/sell menu rather than a further environment you can explore — but the combination of visuals, sound and personality that the game boasts makes it an experience where it's fun to just wander around and see what you can see — particularly when unexpected things happen.

This isn't even getting into the meat of the game, though: there's a strong and interesting story surrounding the man-made vampire-like "Synthister" creatures; there's plenty of mystery surrounding several of the central characters; there's an entertaining series of sidequests involving the main character and his hikikomori (shut-in) little sister; and even the non-plot-related sidequests help to flesh out the world by bringing you into contact with a diverse and fun array of incidental, supporting characters.

Plus, why on Earth wouldn't you want to play a game where you defeat enemies by pulling off their trousers? 🙂

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1837: A Trip to Akihabara https://imnotdoctorwho.moegamer.net/2015/01/29/1837-a-trip-to-akihabara/ https://imnotdoctorwho.moegamer.net/2015/01/29/1837-a-trip-to-akihabara/#comments Thu, 29 Jan 2015 18:48:43 +0000 https://angryjedi.wordpress.com/?p=7100 I've had a copy of Akiba's Trip: Undead and Undressed loitering in my backlog pretty much ever since it released over here, but I've never gotten around to playing it until recently. I'm not sure what convinced me to give it a go, but I decided that it was time, so I booted it up the other … Continue reading 1837: A Trip to Akihabara

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I've had a copy of Akiba's Trip: Undead and Undressed loitering in my backlog pretty much ever since it released over here, but I've never gotten around to playing it until recently. I'm not sure what convinced me to give it a go, but I decided that it was time, so I booted it up the other day.

Akiba's Trip is a game that proved to be notorious for two reasons: one, that supposedly, it was a game about beating up girls and pulling their clothes off; and two, it features the transphobic slur "trap" used for its intended purpose, i.e. to insult a transgender person.

Both of these things are accurate; however, as is usually the case with this sort of thing, the fact that they were focused on by loudmouthed critics almost to the exclusion of everything else about the game obscured the fact that the other 99% of Akiba's Trip is a very interesting, ambitious experience indeed, and a game very much worth playing. Not to mention the fact that both of the heavily criticised elements can be fully justified through the game's narrative context.

In Akiba's Trip, you play you, assuming you're a floppy-haired male anime protagonist. (After clearing the game once, you unlock the ability to play as other character models, so from that point onwards you can play as a lady if you so desire; canonically, however, the hero is male.) After answering a seriously sketchy-sounding job ad about taking part in a drug test in exchange for as many rare anime figures and other merchandise as you can handle, you find yourself turned into a Synthister, a man-made vampire with superhuman strength and the ability to absorb "life energy" from people around you. While Synthisters aren't vulnerable to crosses and garlic like "real" vampires, they are still extremely sensitive to sunlight, however, with something of a propensity for exploding into a cloud of dust if too much of their bare skin is exposed to the elements.

I'm sure you see where this is going.

In short order, you're rescued from your precarious situation by another Synthister called Shizuku, and you make your way back to your group of plucky gamer buddies who hang out in a cool bar run by an old dude everyone calls "Pops". From here, you're tasked with investigating the Synthister threat as well as helping out the locals of Akihabara, primarily by either finding things in the district or by beating up people until you can pull their trousers off: the game's combat system is primarily about damaging clothing until it's in a state where you can whip it off, rather than whittling down a more conventional health bar. In order to defeat most enemies, you need to remove their headgear along with their top and bottom clothing. Interestingly, in contrast to something like Senran Kagura, a game which also has a heavy emphasis on clothing damage, the "strip" mechanic in Akiba's Trip is unsexualised; it's simply part of combat, and is, frankly, hilarious. (Not only that, but you'll find yourself stripping men as well as women; I believe my session earlier is the first time ever in gaming that I have defeated a man in full motorcycle leathers by diving head-first into his crotch, grabbing his helmet and flinging it away, then whipping his trousers off and tearing his jacket from his chest.)

Stripping aside, the big hook in Akiba's Trip is that it features a lovingly detailed rendition of the real-world Akihabara district of Tokyo in Japan — a Mecca for otaku of all descriptions for sure. Featuring recreations of real-life shops, some excellently authentic-sounding ambient sound and a pleasingly diverse array of random people wandering the streets, it's an enormously atmospheric game that it's a pleasure to just wander around and explore — particularly when you start to notice interesting things happening without any intervention from you.

I was searching for some street thugs with Shizuku at one point, for example, and I decided to try and ask a suspicious-looking man in the street for directions. He responded that he "wasn't into dudes" and refused to talk to me. As I pondered what to do next, he then started to hit on Shizuku, who stood there patiently while he said his piece and then, marvellously, wound up one hell of a punch and socked him right in the face, flattening him. He then ran away crying. It was a beautiful moment that just happened to occur due to me being in the right place at the right time.

If there's one game that Akiba's Trip reminds me of so far, it's Yakuza. The lovingly crafted real-world environment; the blend of JRPG-style mechanics with action game brawling; the fact the game acknowledges the more unpleasant, seedier side of humanity without judgement. (The aforementioned "trap" comment, for example, comes in the context of a forum thread you read on your phone; said forum thread was clearly localised by someone who has spent a lot of time on real-world forums, since the text-based "dialogue" is some of the most convincing and realistic I've seen in an English localisation for a very long time — right down to the use, or lack thereof, of punctuation, and the way that anonymous people online are quite frequently complete shitheads to one another.) That and the endless stream of sidequests to complete that have nothing to do with the main story but provide a pleasing sense of "place" and "context" to the overall setting; the NPCs who are delighted to relieve you of your money through various scams; the strong characterisation.

I've only played a couple of hours so far, but already I like it a lot. I'm playing the Vita version, which has a few technological limitations, but is proving enjoyable regardless; I can imagine that the PlayStation 4 version would be a most enjoyable experience indeed, particularly with its additional features and enhancements.

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1834: Rate Us Five Stars https://imnotdoctorwho.moegamer.net/2015/01/26/1834-rate-us-five-stars/ https://imnotdoctorwho.moegamer.net/2015/01/26/1834-rate-us-five-stars/#respond Mon, 26 Jan 2015 23:29:24 +0000 https://angryjedi.wordpress.com/?p=7093 I rarely leave user reviews on things, be they App Store/Google Play downloads, Amazon purchases, eBay sellers or Steam downloads. And I've realised that in not doing so, I'm being a bit of a fool. Why? Because whenever I consider purchasing something, one of the first things I do is have a look at the … Continue reading 1834: Rate Us Five Stars

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I rarely leave user reviews on things, be they App Store/Google Play downloads, Amazon purchases, eBay sellers or Steam downloads. And I've realised that in not doing so, I'm being a bit of a fool.

Why? Because whenever I consider purchasing something, one of the first things I do is have a look at the user ratings and reviews and determine whether or not they're 1) genuine 2) worth listening to and 3) something that might need to make me reconsider or confirm my purchase.

Of course, user reviews are very much open to abuse. You only have to look at some of the more notorious examples on Amazon or Metacritic to see the system at its worst… although these incidents can often provide a certain degree of amusement. (There's at least one Twitter account devoted to amusing Amazon reviews alone.)

But when they work, they can be extremely useful — and every time I write one, I'm reminded how much I have always enjoyed reviewing things. Not necessarily critiquing them in depth or from any sort of theoretical perspective, but providing a simple, straightforward analysis of how much I liked something, how it made me feel, whether I think other people would like it and all that sort of good stuff.

It's also really fun to write a negative review, though it's also very easy to be extremely unfair when you're doing so, which is why I try and remain positive most of the time. (People are also more inclined to disagree with something negative than positive in my experience, too, and I really don't enjoy arguing with people.) I have made one fairly consistent exception over the years, though, and that's with mobile games that have been truly, truly awful, particularly those that have desecrated beloved franchises like Dungeon Keeper, Theme Park and SimCity. (Oh, hi, EA.)

But I've decided as a belated and rather lame resolution that I'm going to start making an effort to review things that I've bought, played, used, whatever. Because if I make use of user reviews for their intended purpose — to find out what the average Joe on the street thinks of something that I'm considering purchasing — then I'm sure other people will do too. And, not to blow my own trumpet too much, but I feel like I'm quite good at expressing myself about the things I do and don't like about something.

I give it a couple of weeks before I stop doing it, but for now it's a little something I can do to help make the Internet as a whole a slightly better place. I made a start this evening by reviewing HuniePop on Steam; see if you can spot my review if you're pondering whether to drop some cash on a pornographic puzzle game!

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1833: Sexy Puzzle Skills https://imnotdoctorwho.moegamer.net/2015/01/25/1833-sexy-puzzle-skills/ https://imnotdoctorwho.moegamer.net/2015/01/25/1833-sexy-puzzle-skills/#comments Sun, 25 Jan 2015 23:51:58 +0000 https://angryjedi.wordpress.com/?p=7088 I spent a significant chunk of time playing some more HuniePop today, and I'm thoroughly enamoured with it. It's a game for which it's abundantly clear the development team had an absolute blast making it, and it's particularly refreshing to see a game put out without any regard for (or perhaps more likely, a wilful disregard for) the … Continue reading 1833: Sexy Puzzle Skills

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I spent a significant chunk of time playing some more HuniePop today, and I'm thoroughly enamoured with it. It's a game for which it's abundantly clear the development team had an absolute blast making it, and it's particularly refreshing to see a game put out without any regard for (or perhaps more likely, a wilful disregard for) the Professional Outrage Machine that perpetually whirs on the Internet.

huniepop1

HuniePop is rude. It's even rude in its "censored" incarnation on Steam, but the uncensored version (available via MangaGamer or the game's official website) is marginally ruder. (To be exact, the uncensored version features visible vaginas both with and without man-juice spooged all over them, while the censored version covers such disgraceful shame-holes with panties, but is more than happy to still depict women masturbating, boobs and posing in distinctly provocative manners.)

Naturally, the rude bits are what people have mostly been talking about with regard to HuniePop, but as with most games that happen to include sexual content, there's a lot more going on than just a few (admittedly well drawn and rather erotic) pornographic pictures. A few days I talked a little bit about my first impressions of the gameplay; since that time, I've played a whole bunch more and got a good feel for the game; all that I have left to do now is seduce the love goddess Venus and two additional "secret" characters before I have 100% completed it… just in time for a promised Valentine's Day update which is coming down the pipe.

HuniePop has evolved quite a bit over its development cycle. Originally pushed as a bit more of a "life sim" where you'd have to manage your time effectively, make money from part-time jobs and take part in numerous activities, it was gradually simplified into its current form. Part of me is a little sorry that the full-on life sim incarnation never saw the light of day, but having spent over 6 hours now playing the final release, I can say that I think they made the right decision. The gameplay is kept simple and enjoyable, and that is, at least in part, what makes it so addictive.

Even the match-3 puzzle gameplay has a surprising amount of depth to it. Match-3 is a hugely overused genre, but HuniePop puts enough twists on it to keep things interesting. There's the need to avoid harmful tokens, for example, and the fact that each girl in the game has a "favourite" token that is worth considerably more points than others. The main depth comes from the items you can take into a "date" puzzle, though; these range from increasing the likelihood that a specific colour or type of tokens will fall when you clear space on the grid, to immediately consuming tokens of a specific type or in a particular area. Given that each girl has her own preferences — and according to how you play the game, your character will have their own strengths and weaknesses, too — it's very important to take the right items in to a date, particularly when you're attempting to win over the somewhat more hesitant girls, who require a much higher score in the puzzle game to advance to the next relationship level.

Huniepop2

There's another enjoyable twist on the match-3 puzzle gameplay once you get the girls up to 4 or 5 "hearts" of affection and take them out at night, too: they'll demand to come home with you and that you give them a right old good seeing to. At this point, all nuance goes out of the window, and all you have to do is simply match as many tokens as you can as quickly as possible — no items, no preferences, no harmful tokens — while your partner for the evening moans and groans in what is, frankly, an exceedingly erotic manner through your speakers. It's a complete shift in pace from the cerebral, strategic gameplay in the normal dates, and oddly, it actually does a pretty good job of reflecting the intensity and passion of a sexual encounter through pure gameplay. It's difficult to describe; it's something that will be very clear if you experience it, however.

I'm developing a real soft spot for the characters, too. As I noted in my previous post, there's not a lot of plot development, though the developers have taken the time to give each character a distinct personality and relationship to the rest of the world. Porn star Jessie, for example, turns out to be the mother of college student Tiffany, though they don't speak and they never mention each other by name; it's something you'll figure out by yourself as you learn the various pieces of information you can pick up about each girl. And while the game is essentially about making sure you say what each girl wants to hear rather than necessarily what you really feel, there is nothing stopping you deciding to pursue a monogamous relationship with your virtual waifu and shun all the others — or at least try and remain consistent in your responses. (Okay, you won't get far and you're arguably missing the point of the game, but the option is there.)

Huniepop3

One particular highlight of the game is the love fairy Kyu, who introduces the game concepts to you at the outset of the game, and eventually becomes a dateable character in her own right once you successfully bed one of the other characters. Kyu is hilarious. She's the main source of the game's self-aware humour, since she's written to be fully conscious of the fact that she's a character in a dating sim, and that the whole situation is ridiculous. She also comes out with some brilliant one-liners over the course of the game and sounds a bit like Pinkie Pie, which makes it all the more adorable and amusing when she not-particularly-seriously berates you for buying her gifts "just because you want to fuck [her]".

I've enjoyed the game a lot and, having come this far, fully intend to 100% complete it in the next day or two. Politically incorrect it may be, but it's a whole lot more fun than getting mad about stuff on the Internet.

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1831: Second Fantasy https://imnotdoctorwho.moegamer.net/2015/01/24/1831-second-fantasy/ https://imnotdoctorwho.moegamer.net/2015/01/24/1831-second-fantasy/#respond Sat, 24 Jan 2015 01:04:53 +0000 https://angryjedi.wordpress.com/?p=7084 When I've had a free moment to sit down with the Vita, I've been continuing my Final Fantasy marathon with the second game, the imaginatively titled Final Fantasy II. Final Fantasy II came to Western shores considerably after its original release; it wasn't until the PlayStation release of Final Fantasy Origins that we'd get to play it in English for the … Continue reading 1831: Second Fantasy

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When I've had a free moment to sit down with the Vita, I've been continuing my Final Fantasy marathon with the second game, the imaginatively titled Final Fantasy II.

Final Fantasy II came to Western shores considerably after its original release; it wasn't until the PlayStation release of Final Fantasy Origins that we'd get to play it in English for the first time, but, like its predecessor, it's subsequently been enhanced and ported to a variety of different platforms. I've been playing the PSP version via the Vita, which, again like its predecessor, incorporates a bunch of extra content, though I'm yet to encounter any of it aside from the entrance to an ominous-sounding (and huge-looking) optional dungeon.

Final Fantasy II is thought of in somewhat mixed terms by many people, to put it politely. It's absolutely hated by others, and those who like it are in something of a minority. I'm one of them, though; it's an interesting game, and while its mechanics don't quite work as well as they could, it was a bold experiment whose systems we can still see at work today in games like The Elder Scrolls and its ilk.

Final Fantasy II's unique selling point was that it had no experience points and no levels. Instead, you levelled up individual skills and stats by making use of them. Want to get stronger? Hit things. Want to get better at casting spells? Cast more spells. Want to be able to take more damage? Take some damage. It's quite logical when you think about it, though it does tend to encourage a certain degree of gaming the system, and there's a number of glaring flaws in it, too, such as the fact that characters in the back row of your party (which one of them is in by default at the start of the game) will never take any damage except from things that affect the whole party, and thus their HP counts will be left trailing considerably behind the rest of the group. The game is also somewhat notorious for seemingly encouraging players to attack their own party members in the name of boosting their HP quickly.

The PSP version maintains this peculiar levelling system, but so far I haven't really encountered a major issue with it, and like the PSP version of Final Fantasy I, the pacing feels like it may have been tweaked slightly, though this is only my gut feeling rather than being based on any research. But it certainly feels like the game's been made to push you onwards rather than force you to grind; fight a number of battles, and your characters' HP totals will increase naturally, for example, even if they haven't taken any damage recently. You still need to make use of appropriate actions to build up your stats, but there's a certain degree of natural progression that comes from just playing the game.

The interesting thing about Final Fantasy II's system is that it essentially allows you to build your own characters — something that wasn't really possible in its predecessor aside from choosing which three of the four available spells for each magic level your White and Black Mages got to choose from — by naturally moulding them to fit your play style. Because of the flexibility of the system, this also means that you can create unstoppable, multi-talented characters who are strong, tough and capable of flinging devastating magic spells around when required. (In fact, the game's ultimate magic requires that your character has advanced in as many different areas as possible in order to power itself up.) In practice, though, you'll probably tend to find that the characters naturally evolve according to how you use them.

In my party, for example, I have protagonist Firion as a fighter/white mage type character, or probably a Paladin in Final Fantasy terms. He is good at fighting with swords and using shields, but is also able to cast White Magic spells such as Cure, Life and Protect. Several of these spells start off being next to useless — Protect often "misses", for example — so you need to get him to "practice" them in the field to make them worthwhile additions to your arsenal. Taking the time to do that is eminently worth it, however.

The other interesting thing about Final Fantasy II that is unrelated to its unusual progression system is the fact that it's so story-heavy compared to its predecessor. Final Fantasy I was essentially a case of "Bad shit is happening in the world! Go explore and stop it!" and little else; Final Fantasy II, meanwhile, has named characters, events, cutscenes and a genuinely interesting ongoing plot. It's not what you might expect from your typical NES-era game, in other words; and with its new coat of paint in its more recent PlayStation and PSP incarnations, it actually stands up pretty well as a modern RPG.

I'm enjoying it, in other words, but I still have a long way to go yet!

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1829: Life with the Hunies https://imnotdoctorwho.moegamer.net/2015/01/21/1829-life-with-the-hunies/ https://imnotdoctorwho.moegamer.net/2015/01/21/1829-life-with-the-hunies/#comments Wed, 21 Jan 2015 23:04:22 +0000 https://angryjedi.wordpress.com/?p=7078 I took a gamble a while back and Kickstarted a game that looked potentially interesting. Dubbed HuniePop, it promised a Western take on dating sims combined with an anime-inspired aesthetic, and the team behind it appeared to be taking it seriously as a project. I tossed them my money and watched the development with interest as the … Continue reading 1829: Life with the Hunies

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I took a gamble a while back and Kickstarted a game that looked potentially interesting. Dubbed HuniePop, it promised a Western take on dating sims combined with an anime-inspired aesthetic, and the team behind it appeared to be taking it seriously as a project. I tossed them my money and watched the development with interest as the team provided regular updates on what was going on and how development was going.

HuniePop finally released this week, and I've been playing it a bit. And, although it's the sort of thing that will make the social justice dickparade froth at the mouth (and indeed already has been, from what I've heard) it is, in fact, a whole lot of fun.

This is Kyu, the magic fairy who's going to make you better at talking to girls.
This is Kyu, the magic fairy who's going to make you better at talking to girls.

Unlike many "dating sims", which typically go down the visual novel route, HuniePop is a combination of mechanics from Dead or Alive Xtreme and Puzzle and Dragons. In other words, you move from place to place, buy gifts for characters and interact with them in order to build up your relationship values and other stats, then play an enjoyable little match-3 puzzle game to determine how successful your date with the girl you've been interacting with was.

It's a simple idea, but it's handled quite nicely. There's not a lot of ongoing plot throughout the game, but the girls have all been given their own distinct personalities, and are all introduced through a short, amusing scene where they interact with one of the other cast members. The "Western" angle comes in when these distinctly anime-esque characters open their mouths: rather than adopting the usual anime tropes seen in this sort of thing (tsundere, imouto, kuudere and so forth) the characters are… well, very Western. And very human. And not necessarily immediately likeable.

Take the character Audrey as an example. Audrey is quickly set up to be the Queen Bitch of the cast when you're introduced to her by witnessing her yelling at her hairdresser (also one of the game's dateable girls) with a string of obscenities and frankly rather unreasonable behaviour. Then once you start chatting to her she continually puts you down as some sort of colossal douchebag that won't get out of her way (largely because, well, you're pestering her with inane questions, so it's sort of justified) and threatens to "punch you in the dick" any time she gets too hungry to even think about doing anything else.

HuniePop's characterisation gives its characters some very human, relatable flaws without exaggerating too much.
HuniePop's writing gives its characters some very human, relatable flaws without exaggerating too much.

The other girls are a little more approachable than the rather abrasive Audrey, but they each have their own interesting quirks, and their personality traits affect the puzzle part of the game to a degree, too. The coloured tiles you're matching in the puzzle sequences represent different character traits such as sexuality, flirtatiousness, talent and romance, and each girl responds particularly well to one and not particularly well to another, with bonuses to matches made in those colours you've spent some "Hunie" (acquired by talking to the girls and saying the "right" things) building up the relevant stats for. Later "dates" with the girls — the ones that have the potential to lead to naughty picture shenanigans — have very difficult target scores to obtain, so you'll have to take full advantage of these systems to be successful.

HuniePop is charming, cheeky, lewd, rude and a whole lot of fun. It doesn't give a fuck what people think of it, and I think that's great — although in a pleasing nod to inclusiveness, you can play the game with your character as either male or female, with the girls becoming homosexual if you choose the latter option. While it may not have the narrative depth or character development of a more visual novel-style approach to the dating game, it's a solid and enjoyable game in its own right, and I'm glad I Kickstarted it. I can see it providing a good few hours of entertainment yet.

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1828: #FFXIV Before the Fall: Some Initial Impressions https://imnotdoctorwho.moegamer.net/2015/01/21/1828-ffxiv-before-the-fall-some-initial-impressions/ https://imnotdoctorwho.moegamer.net/2015/01/21/1828-ffxiv-before-the-fall-some-initial-impressions/#respond Wed, 21 Jan 2015 00:56:18 +0000 https://angryjedi.wordpress.com/?p=7076 There are spoilers for Final Fantasy XIV's latest patch ahead. You have been warned! Before the Fall released today, opening the final chapter on Final Fantasy XIV's 2.0 storyline and preparing to usher in the age of Heavensward. For those who have been following the game, you'll know that major version updates such as this one — updates that come every … Continue reading 1828: #FFXIV Before the Fall: Some Initial Impressions

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There are spoilers for Final Fantasy XIV's latest patch ahead. You have been warned!

Before the Fall released today, opening the final chapter on Final Fantasy XIV's 2.0 storyline and preparing to usher in the age of Heavensward. For those who have been following the game, you'll know that major version updates such as this one — updates that come every three months like clockwork — tend to include a whole host of exciting new things to do, and this one is certainly no exception. In fact, I think I'd go as far as to say it is the absolute best update Final Fantasy XIV has received since its (re)launch in August of 2013.

I haven't been through everything yet, but here are a few thoughts on what I have taken on so far.

The Wanderer's Palace (Hard)

Many FFXIV players have fond (and not-so-fond) memories of The Wanderer's Palace, since it's the first level 50 dungeon you get to run that isn't story-related. Back in the 2.0 days, before Roulettes and Challenges and all manner of other weekly bonuses, speedrunning Wanderer's Palace (or WP, in FFXIV player parlance) was a popular pastime as it was a quick and efficient means of earning the "Tomestones" used to purchase gear post-level 50. It was also noteworthy as being a dungeon that featured the iconic recurring Final Fantasy enemies the Tonberries — a popular creature owing to their extreme cuteness and propensity to inflict horrible, horrible violence on people with kitchen knives.

In the original WP, the Tonberries were the bad guys. You fought a bunch as you progressed through the dungeon, were pushed ever onwards by giant Tonberry Stalkers that you couldn't kill, and eventually killed the Tonberry King at the end of the dungeon. WP's Hard incarnation, meanwhile, sees the Tonberries freed of the curse brought about by their King's rancour, and in need of help from an invading force of Mamool Ja beastmen.

With Tonberries being such a popular Final Fantasy mainstay, naturally players jump at the opportunity to "Save the Tonberries!" and thus I can see WP Hard being a favourite dungeon of many people — particularly as it's very well designed indeed. Its encounters are well-paced and interesting, and the dungeon does an excellent job of introducing a variety of mechanics throughout that are eventually all used in its final boss fight. It's a satisfying dungeon, and its "victory" cutscene is one of the most grin-inducing things in the entire game, so be sure not to skip it!

Amdapor Keep (Hard)

Poor old Amdapor Keep has had a rough life. Originally the toughest 4-player dungeon in the entire game at FFXIV's 2.0 release, it was subsequently made considerably easier until now, with most dedicated players outgearing it by a considerable margin, it is but a shadow of its former self.

Which, of course, is where Amdapor Keep (AK) Hard comes in. Because it's hard.

I must confess that having run it twice today I still don't really know how the first boss works, but I haven't had any trouble clearing — perhaps after a wipe or two if the party is new. It's cool to see the dungeon running with its creepy theme and a "headless horseman" boss, though; it looks great.

The second boss was a highlight for me, particularly as the first time I ran it my friend was bellowing "Whooo! BOOGYMAN!" in my ear. Because the second boss is indeed the Boogyman, and he enjoys hiding in the shadows, only to be revealed by a pulse of light from an enterprising (and irradiated) adventurer. "What you can't see cannot hurt you," he taunts, shortly before he hurts you very badly indeed.

The best thing about the dungeon, though, is the "gauntlet" before the final boss. Trapped in a room with fiery walls and four Demon Walls closing in on you, you're challenged to take down an intense few waves of enemies before you get squished between our demonic friends. It's exciting, and every time I've done it so far it's been thrillingly close to complete failure when we pulled it off — though I'm sure it will get easier with time (and gear).

The final boss, whom I now can't call anything but "Firedad" after a friend misread his name earlier, is a distinctly Kefka-esque entity with some nasty attacks. It's an extremely well-designed, challenging but enjoyable encounter, and a fitting finale to a difficult but satisfying dungeon. Good stuff.

The Keeper of the Lake

The main "story dungeon" for Before the Fall is essentially a lightweight Praetorium, complete with overdramatic music and tons of Imperials to fight. It's an extremely attractive dungeon with a variety of different landscapes to enjoy as you climb up its towering structure, but the real highlight is the final boss encounter against Midgardsormr, a giant and rather terrifying dragon who is so big you can only fight his head… and his two smaller dragony friends that wake up over the course of the fight.

The encounter is a good one because there's lots to do. There are many different things to dodge, and it keeps you on the move throughout. It's no "tank and spank" encounter, in other words, and while not particularly mechanically complex, it's a real challenge.

In fact, it's a good example of what appears to be a recurring theme for this patch: challenge. In previous patches, people were well overgeared for the dungeons the moment they were released, but this time around even those who are sporting item level 120-130 gear are being given a run for their money with some tough encounters. I'm pleased to see this; one of the most common criticisms levelled at FFXIV is that it's too easy — despite having one of the most notoriously challenging endgame raids in the entire MMORPG genre — and these dungeons more than make up for this.

Speaking of which…

The Chrysalis

The "secret" Trial that was teased prior to release is a fight against an Ascian, and unlike the pathetic dickslapping you give Lahabrea at the end of Praetorium, this one actually puts up one hell of a fight.

It's mechanically fairly simple, as the Trials go, but it's a challenge to coordinate, since the damage comes thick and fast and the healers need to keep on their toes to keep both themselves and the tanks standing, particularly once our Ascian friend starts casting Quake III to damage everyone.

One of the most enjoyable parts of the fight comes where the boss slows down time by sucking you into an aetherial rift, and you're pulled into an inverted-colours landscape where all your buffs and debuffs last ten times longer than they would normally. And yes, this includes things like Paladin's invincibility buff Hallowed Ground, which literally makes you invincible for this entire phase if you pop it just before getting sucked in.

Again, like Keeper of the Lake, The Chrysalis is a challenging fight that keeps players on their toes, unlike a number of the earlier story encounters. (Leviathan in particular springs to mind; it's all but impossible to fail that Trial unless you are a terrible, terrible player.)

World of Darkness

The main event for many people in 2.5 is the grand finale to the Crystal Tower side story, a sprawling homage to Final Fantasy III in which three parties of eight players each (making a total of 24 players, maths fans) journey through the Labyrinth of the Ancients to the base of Syrcus Tower, climb Syrcus Tower and eventually leap through a tear in reality to pay a visit to the World of Darkness.

The previous two parts of Crystal Tower have been enjoyable raids designed to be completable by casual players. They demand significantly less in the way of coordination than The Binding Coil of Bahamut does, but they still put up a fight with complex, interesting mechanics that people need to understand.

World of Darkness dials this up to the maximum though, with some of the most interesting fights I've seen in all of Final Fantasy XIV outside of Coil. A particular highlight is the battle against Cerberus, in which a key mechanic is one of the three parties of eight getting shrunken down to tiny size and eaten by Cerberus, at which point they beat him up from inside his stomach before being vomited back out as the giant hellhound howls in pain. Meanwhile, the other two parties need to take advantage of the distraction created by the stomachache you cause and chain him back up again. It's unlike anything else in the rest of the game, and it's absolutely great.

The final battle against Cloud of Darkness is a good one, too. Again, not hugely mechanically complex, it's a thrilling, exciting battle where there's a lot more to do than just fling fireballs at the boss or poke it with pointy things. There are lasers to dodge, snakes to whack and clouds to disperse, and while it's challenging — particularly while people are still learning these encounters — it's a lot of fun. We finished our run with less than 10 minutes left on the clock.

Urth's Fount (Odin)

The Trial against Odin, last seen at the FanFest live events, is an enjoyable battle against one of the game's most notorious "FATE" bosses that has been in the game since launch. Odin shows up every few (real-time) days and terrorises one of the areas of the Black Shroud forest, at which point scores of adventurers dogpile him in an attempt to defeat him before he unleashes his devastating Zantetsuken move, killing everyone. (In many cases, it's a lot more likely that he completely eviscerates everyone well before he starts charging up Zantetsuken, but I have been present for several victories over him.)

The Trial version of the encounter uses many of the same things you see in the FATE battle, but by limiting it to eight players makes it seem a lot more manageable. The main tank takes a lot of damage, so the healers have a big challenge, and everyone else has tons of AoE skills to avoid throughout the fight, so it's another one where you can't be standing still for too long.

Ultimately, it's not a very difficult fight so long as you're used to dodging things, but it is an enjoyable one. It's nice to finally lay the smack down on Odin once and for all — although the post-quest cutscene neatly explains how and why even after you defeat him he keeps showing back up in the Black Shroud again and again and again.


There's a lot more I haven't explored as yet. Tomorrow is a day for the Hildibrand questline, a real highlight of the game for many people, and for checking out the new "Slaughter" mode in Player vs Player play, which sounds like it might be a lot of fun. For now, though, I've been playing all day, so it's probably time I got some sleep!

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1826: Nael Deus the Darnus Things https://imnotdoctorwho.moegamer.net/2015/01/18/1826-nael-deus-the-darnus-things/ https://imnotdoctorwho.moegamer.net/2015/01/18/1826-nael-deus-the-darnus-things/#respond Sun, 18 Jan 2015 22:52:27 +0000 https://angryjedi.wordpress.com/?p=7070 Sunday night is raid night! Sunday nights are rapidly becoming a highlight of my gaming week. It's the first time I've had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV's raids are one hell of a lot of fun if you're with the right people — people who know their stuff, … Continue reading 1826: Nael Deus the Darnus Things

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Sunday night is raid night!

Sunday nights are rapidly becoming a highlight of my gaming week. It's the first time I've had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV's raids are one hell of a lot of fun if you're with the right people — people who know their stuff, but who aren't above having a bit of fun with the experience.

For those who are less up on the MMO lingo, a "raid" is differentiated from regular dungeons and other, more casual-friendly multiplayer content by virtue of its difficulty, which primarily comes from the need to be organised, communicate and take responsibility for the things you're supposed to be responsible for. There's little room to be "carried" in raids, particularly if you're playing content that's on the (relative) bleeding edge, though if you're playing older stuff that people have since outgeared (and, in Final Fantasy XIV's case, the raid itself has also been made easier over time, too) there's a certain amount of margin for error.

Tonight our regular group tackled the final two Turns in the Second Coil of Bahamut, the second of three hardcore raids that are currently in Final Fantasy XIV. These raids are multi-part challenges that task eight players with working together coherently, and get consistently more challenging as you go through. The final Turn in each Coil is the most difficult by far, taking in very complicated mechanics and demanding that everyone is playing at absolute peak potential. A big stumbling block for a lot of players is Turn 5, the last Turn in the first Binding Coil of Bahamut, in which you take on the very angry dragon Twintania, but we successfully cleared that a while back without too much difficulty. The Second Coil of Bahamut is significantly more difficult throughout for the most part, but we've gradually worked our way through each Turn in… well, turn, and now we've arrived at the next big wall to scale: Turn 9 (also known as The Second Coil of Bahamut, Turn 4).

Turn 9 is the most complicated fight I've attempted in Final Fantasy XIV to date. It's an incredibly daunting prospect, but it's a good example of what raiding is all about. It's not a fight you can just jump into and hope for the best; it's a fight where you need to know what you're doing, what you're responsible for and how to deal with the various situations the encounter presents you with.

Turn 9 is so complicated because, like most fights in the game, it unfolds over the course of several discrete "phases", but unlike many other fights in the game, each phase is completely different from the previous and would be mechanically complex enough to be a single conventional encounter in its own right. Tonight, we spent nearly an hour attempting it, and we managed to just about get our heads around the first phase after a bit of practice and a lot of initial bewilderment. There's a hell of a lot going on, and it's initially very difficult to work out what you might be doing wrong when everyone suddenly dies at a moment's notice. As you try again and again, though, you start to notice things; you start to recognise patterns in the boss's attacks, you start to be able to predict what's coming next and you figure out the best way for you to successfully handle your own responsibilities, until eventually you reach a stage where you can effectively run it on autopilot.

This is the way to handle Turn 9. Because it's so long and daunting, it's not an encounter you can just give people a simple explanation of and plough through without any difficulty. Rather, it takes time to learn each phase and to perfect the way your own unique group composition handles it. Getting things right is exciting and enjoyable, and successfully reaching a milestone in the fight — like the changeover between phases — is cause for celebration.

This evening, we successfully cleared the first phase, which involves everything from trying not to get meteors dropped on your head while ensuring that they are dropped in helpful positions for later to getting zapped with a rather unpleasant Thermionic Beam. Oh, and the main tank (which, for part of our run, was me) keeps exploding throughout the fight, too, which is nice for them. It's tense, and a lot of pressure on everyone, but it's a huge amount of fun to challenge with people you've come to know, enjoy the company of and trust.

I'm really looking forward to our next attempt, when we'll hopefully be able to survive for more than ten seconds when a bunch of nasty golems appear and try to kill us!

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1825: The Happy Couple (or: How I Proposed For Real in #FFXIV) https://imnotdoctorwho.moegamer.net/2015/01/17/1825-the-happy-couple-or-how-i-proposed-for-real-in-ffxiv/ https://imnotdoctorwho.moegamer.net/2015/01/17/1825-the-happy-couple-or-how-i-proposed-for-real-in-ffxiv/#comments Sat, 17 Jan 2015 22:40:49 +0000 https://angryjedi.wordpress.com/?p=7058 It occurs to me that a Big Life Event happened during the period when I was doing creative writing on this blog, and thus those of you who only keep tabs on what I'm up to through this site won't be aware of it. So now seems like as good a time as any to … Continue reading 1825: The Happy Couple (or: How I Proposed For Real in #FFXIV)

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It occurs to me that a Big Life Event happened during the period when I was doing creative writing on this blog, and thus those of you who only keep tabs on what I'm up to through this site won't be aware of it. So now seems like as good a time as any to share the happy news that Andie and I got engaged, and we're getting married in June of this year.

You probably want an engagement story, don't you? Well, all right, then. Settle down and I'll tell you one.

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As regular readers will know, Andie and I are both regular players of the massively multiplayer online RPG Final Fantasy XIV: A Realm Reborn. In a recent patch, developer Square Enix added the facility to perform a "Ceremony of Eternal Bonding" with a partner in the game — getting married, in other words. Any character can marry any other character, no matter their gender or race, making it a wonderfully inclusive part of a game that was already extremely inclusive to begin with. I mention this latter fact because Andie and I both play female characters: mine is Amarysse the Hyur Midlander (essentially a relatively normal-looking — albeit "Final Fantasy attractive" — human-type female), while Andie's is W'khebica the Miqo'te (a race of people with cat ears and tails).

As soon as the Eternal Bond stuff launched, Andie and I knew that we wanted to indulge in it. It's ultimately a silly thing that doesn't have a huge amount of relevance to the game as a whole — your main benefits for getting married are that you get a ring that allows you to teleport to your spouse's side once every 30 minutes and, depending on which package you signed up for, some of which cost real money, a selection of goodies including wedding attire, a two-seater chocobo mount and a minion to give to all your guests when they attend your ceremony — but we still wanted to do it. I also think it's quite a nice way to acknowledge a real-world relationship in the game itself — though, of course, there are plenty of people who are getting married just for fun.

Anyway. Andie and I got up early on Boxing Day to book our ceremony. Yes, you actually have to book; ceremonies occur at specific times on specific dates, so we had to get in early in order to get a practical slot. Given that we play alongside a lot of Americans, we wanted to book it for an America-friendly time that was also not in the middle of the night for us, so we eventually settled on Saturday January 3 in the evening our time, since you have to book at least a week in advance.

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Now, since we'd been talking about getting in-game married ever since the possibility was launched, I'd been pondering secret plans in the run-up to this, and decided that yes, I wanted to put those plans into motion. I had not-particularly-subtly hinted to Andie that I might be interested in buying her a shiny ring, and invited her to indicate a selection of acceptable choices that would not cause me to be thrown out on the street or anything. I did some research, shopped around and eventually settled on one that she'd indicated she particularly liked. I finished work early on New Year's Eve and snuck into town to see if they had one in stock. They did, but not in the right size; I bought it anyway, as it was more that I wanted to have it as a symbol to go with the proposal than something I could put on her finger right away. (It transpired that she put it on anyway, got it stuck and we eventually had to go to A&E to get the damn thing off again! We now have one in the correct size.)

That was that; the plan was in motion, and there wasn't really any turning back now. Well, sure, I could bottle it and save the ring for another occasion, but really, honestly, our in-game ceremony felt like an ideal time to do it.

I set to work determining how I was going to do it, including worrying rather more than I probably needed to about whether I should actually ask the question in the game's text chat function, or just disappear from my keyboard for a few moments and ask her in person. (When we're both playing, she's on her computer upstairs while I'm downstairs in the living room, so it's not as if I could have just turned to her and asked her.) Eventually, I wrote a speech that I felt expressed what I was feeling adequately (albeit perhaps overdramatically) and resolved to deliver it during the twenty-minute period of the in-game ceremony where you are invited to exchange your vows with your partner. Most players who are doing the wedding thing for fun skip over this part or just allow their friends to set off some fireworks, cheer, whoop and holler, but it seemed like the ideal moment to me. So that was what I decided to do.

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The day came, and we both logged on to play as normal. While it was tempting to surprise everyone with what I was up to, I decided that it would be prudent to share my plans with at least a couple of people so that I could ensure we had a decent turnout to our ceremony, and that people knew they had to behave themselves appropriately. I sent a "whisper" (private message) to my friend Cyra (aka Phil; we actually met him in the real world a while back when he happened to be in London the same day we went down to see the Distant Worlds concert) and informed him of my plans. He squee'd a bit (well, in a sort of manly way) and then told me to leave it with him; he'd inform some of the other regulars in our Free Company (guild) and between them they'd make sure people were 1) at the ceremony and 2) behaving themselves.

The appointed hour came, and Andie and I rode to the Sanctum of the Twelve in the East Shroud. Our friends were already gathered outside, and one had been crafting multiple copies of a hat that Andie's character habitually wears, then handing them out to the guests, so we were confronted with a crowd of people all wearing flowery hats. Then it was time to go in; Andie and I were escorted to our separate rooms to get ready, while the guests were taken to their separate waiting room to wait for us both to indicate that we were ready. We both changed into our wedding dresses, rang our Eternity Bells to indicate that we were ready, and then the ceremony began.

Conveniently, Cyra/Phil recorded the whole thing. You can watch it on his Twitch page, because WordPress doesn't want to embed the video for some reason. 🙂

And, well, this happened.

ring

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1824: First Fantasy https://imnotdoctorwho.moegamer.net/2015/01/17/1824-first-fantasy/ https://imnotdoctorwho.moegamer.net/2015/01/17/1824-first-fantasy/#respond Sat, 17 Jan 2015 00:58:15 +0000 https://angryjedi.wordpress.com/?p=7055 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 … Continue reading 1824: First Fantasy

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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!

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1821: Interlude at the House on the Hill https://imnotdoctorwho.moegamer.net/2015/01/14/1821-interlude-at-the-house-on-the-hill/ https://imnotdoctorwho.moegamer.net/2015/01/14/1821-interlude-at-the-house-on-the-hill/#comments Wed, 14 Jan 2015 00:28:48 +0000 https://angryjedi.wordpress.com/?p=7049 It's late and I'm very, very tired so I will continue the creative writing tomorrow. Apologies to anyone following and absolutely desperate to know what happens next. (This also gives me a day to figure out what happens next, which is probably "cheating", but whatever.) Instead, I wanted to talk a little about a board game I … Continue reading 1821: Interlude at the House on the Hill

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It's late and I'm very, very tired so I will continue the creative writing tomorrow. Apologies to anyone following and absolutely desperate to know what happens next. (This also gives me a day to figure out what happens next, which is probably "cheating", but whatever.)

Instead, I wanted to talk a little about a board game I got for Christmas and had the opportunity to try out for the first time this evening. It's called Betrayal at House on the Hill, and it's a game I've had my eye on for a while since seeing it on Wil Wheaton's board gaming show Tabletop.

Betrayal at House on the Hill is an unusual and peculiar game in that it's sort of two games in one. The first part is purely exploration and treasure hunting: you and up to five friends explore a creepy old randomly-generated house, collecting treasures and "omens" and having various events occurring — some good, some bad, some strange.

At a particular point, "the haunt" begins. The longer the initial phase goes on, the more likely the haunt becomes, since its likelihood of occurring is tied to the number of omen cards in play at any one time. (Omens, despite their, well, ominous name, often take the form of useful items, so it's actually in your interest to collect them, even with the inherent risk they carry.)

When the haunt begins, several things happen. First of all, one of fifty different scenarios is chosen according to the omen drawn and the room it was discovered in. Next, at least one of the players becomes a traitor. In most scenarios, it's known which player is the traitor, but there are a few examples of "hidden traitor" scenarios where one person is secretly working against the others.

At this point, the remaining players and the traitor are, as you might expect, in direct opposition to one another, but the interesting thing when compared to other, mechanically similar games such as Descent or other dungeon-crawlers with an "evil" player is that the two groups don't have all the pertinent information about one another: each side has a book revealing only information relevant to their side, and the rest they must figure out themselves. This includes, in the heroes' case, how strong, fast and intelligent the monsters they're facing are, and even what the traitorous player's end goal might be. Likewise, the traitor doesn't necessarily know what the players are up to, though his material might give him a bit of a clue — and the players' behaviour might give him even more of a clue.

As an example, the scenario we picked this evening saw one player come across a madman in the house's basement, which triggered the haunt. Zombies rose from the dead, and the original player character was killed, leaving the traitorous player in control of the madman and the zombies. His objective was simply to kill all the other players — a task which he completed fairly effectively and efficiently. Our objective as the heroes, meanwhile, was to trap the zombies by luring them into rooms that had been important to them in life — we knew which rooms these were, but the traitor did not, and there were specific rules about how the zombies moved that allowed us to "pull" them in particular directions through careful, strategic movement.

Unfortunately, things did not go all that well. My character died almost immediately after the haunt began having been flung into the basement earlier, not being able to find the way back up the stairs, getting surrounded by zombies and finally, embarrassingly, succumbing to nothing more than the heat from a furnace beneath the mansion. The others, variously, were eaten by zombies and brutalised by the madman, leading the traitorous player to a convincing victory.

I enjoyed the game a lot. The rules are straightforward and quick, turns are snappy and the split-personality nature of the game makes it very interesting. The 50 different scenarios coupled with the randomly generated nature of the house means that there's a whole lot of replay value, too, so I'm looking forward to giving it another go sometime soon.

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1805: Christmas is Over https://imnotdoctorwho.moegamer.net/2014/12/28/1805-christmas-is-over/ https://imnotdoctorwho.moegamer.net/2014/12/28/1805-christmas-is-over/#comments Sun, 28 Dec 2014 20:43:19 +0000 https://angryjedi.wordpress.com/?p=7014 Well, it's the evening of Sunday December 28, and I'm counting down the hours until I have to get up at some ungodly hour in the morning and trudge all the way to work. (Okay, I drive most of it, but there's still an honest-to-goodness half-hour trudge at the other end, which I'm really not … Continue reading 1805: Christmas is Over

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Well, it's the evening of Sunday December 28, and I'm counting down the hours until I have to get up at some ungodly hour in the morning and trudge all the way to work. (Okay, I drive most of it, but there's still an honest-to-goodness half-hour trudge at the other end, which I'm really not relishing in the current cold weather.)

The Christmas break has been nice, and the fact I'd spent the previous few months at work, away from home (as opposed to working from home as I was previously) has made me appreciate it somewhat more. I've enjoyed the time off, I've enjoyed having the opportunity to just relax without the pressure to "do" anything, and I've enjoyed having the time to indulge in some favourite games, TV shows and anime without time commitments.

I finished the Hanzou story in Senran Kagura Shinovi Versus today — that's one of the four stories in the game. I enjoyed it a lot; gameplay-wise, it's a significant improvement on the first game thanks to its jump to 3D, and its narrative is interesting. Throughout the course of the story, we learn some new things about the main cast as well as get introduced to the newcomers in this particular installment: the girls of the Gessen shinobi school, and the new members of the Hebijou school that Homura and her gang hailed from in the original game before being exiled following the events at Burst's finale.

My initial reaction to the Hanzou story was that I was slightly disappointed there weren't more of the visual novel sequences giving background on the girls and how they were feeling about various things — but on balance, I think there was a good amount. The game didn't try to do too much: it introduced one major plot/background point per character through several of these sequences peppered throughout the course of the entire narrative arc, and the rest of the story was delivered through snappy but enjoyable talking-heads sequences that were just about characters talking to one another, not narration. It worked well, and it teased just enough information about the Gessen girls to make me want to find out more about them: fortunately, I can now do just that by playing through their story, followed by Hebijou and finally Homura and her friends in the Crimson Squad.

I also, as we saw yesterday, made a start on Final Fantasy. I'll be writing more about that as I make more progress through it, though with my intended creative writing project in January this will likely be over on the Squadron of Shame forums rather than here.

I've also watched some anime for the first time in what feels like months; I've been continuing with the farming-themed series Silver Spoon, which was recommended to me by some anime-loving friends, and I've been reminded what a good show it is. It has an enjoyably understated plot about a teen boy feeling somewhat out of his depth in an agricultural academy, and some appealing, entertaining characters who occasionally reference recognisable anime tropes without being defined by them. There's one character in particular who looks like he would be more at home in a series like Dragon Ball Z, for example, so seeing him mucking out cows and working with chickens is rather entertaining, to say the least!

Anyway. Early-ish night for me tonight due to the aforementioned Danger of Work bell tolling, so I'll sign off there and simply say I hope you all had as restful and pleasant a Christmas as I had, and are looking forward to a good new year.

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1804: First Fantasy https://imnotdoctorwho.moegamer.net/2014/12/28/1804-first-fantasy/ https://imnotdoctorwho.moegamer.net/2014/12/28/1804-first-fantasy/#respond Sun, 28 Dec 2014 00:25:35 +0000 https://angryjedi.wordpress.com/?p=7012 PSN finally came back up after some "hacker"-induced downtime over the Christmas period, so I took the opportunity to start filling my brand new 64GB memory card with Final Fantasy games — specifically, I-IX and Tactics, though there will also be a copy of the X/X-2 remasters added to that shortly, particularly if they end up in the PSN store's sale. I made … Continue reading 1804: First Fantasy

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PSN finally came back up after some "hacker"-induced downtime over the Christmas period, so I took the opportunity to start filling my brand new 64GB memory card with Final Fantasy games — specifically, I-IX and Tactics, though there will also be a copy of the X/X-2 remasters added to that shortly, particularly if they end up in the PSN store's sale.

I made a start on Final Fantasy today. I've played this a couple of times over the years, though never the original NES version. Rather, my past forays into it have been on the Final Fantasy Origins version on PlayStation 1, an upgraded port with 16-bit-style visuals and a significantly enhanced soundtrack over the bleepy, blurpy NES chiptunes of the original. (It was also bundled with a similarly upgraded port of Final Fantasy II, which was also the first time that game had ever made it outside of Japan.)

This time around, however, I'm playing the PSP version on my Vita. I wasn't expecting anything particularly different from the Origins version, but already something feels a little different. The pacing feels better when it comes to levelling; it seems to take a lot less time to gain a level, leading to significantly less running around in circles fighting armies of wolves just to beef yourself up enough to enter the first dungeon. The magic system's adoption of a more traditional magic points system rather than the NES original's D&D-style "you can only cast this level of spells this many times" mechanic also makes White and Black Mages seem somewhat less useless, which is nice.

The original Final Fantasy is an odd beast, really. It's unmistakeably a Japanese role-playing game in look and feel, but it's clearly heavily inspired by Western fantasy, even going so far as to directly reference numerous Dungeons and Dragons elements such as monsters, races and the like. It's abundantly clear that Final Fantasy is Dungeons and Dragons through a Japanese lens, in other words, and it works rather well. It's actually relatively rare for Japanese role-playing games to play the fantasy tropes completely straight these days, as they often tend to incorporate elements of sci-fi along the way, making for a curiously distinctive mix of influences. Nowhere is this more apparent in the evolution of the Final Fantasy series over the years, which has all but abandoned its roots with the most recent installments — with the exception of XIV, which is deliberately very true to said roots, directly referencing past games at numerous junctures throughout.

The limitations of video game storytelling in the era when it was originally released are still apparent in the PSP rerelease, but the gameplay additions at least make it significantly more playable to a modern audience. I'll be interested to see what tweaks — if any — have been made to the somewhat idiosyncratic Final Fantasy II for its PSP incarnation, but I have quite a journey ahead of me before I can start that particular adventure.

For now, it's time to let Garland try and knock me all down… I have a suspicion he will be unsuccessful in his efforts, and the lovely Princess Sarah will be returned to her rightful place in Cornelia Castle before long.

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1803: Another Shot at a Final Fantasy Marathon https://imnotdoctorwho.moegamer.net/2014/12/26/1803-another-shot-at-a-final-fantasy-marathon/ https://imnotdoctorwho.moegamer.net/2014/12/26/1803-another-shot-at-a-final-fantasy-marathon/#comments Fri, 26 Dec 2014 23:44:24 +0000 https://angryjedi.wordpress.com/?p=7010 A couple of times, I've attempted a fairly large gaming feat: to play through all the Final Fantasy games in order (with the exception of MMO XI, whose time-consuming nature means that "completing" it is a multi-year project that even many of the most dedicated players haven't finished) and observe the series' evolution over time. For one reason or … Continue reading 1803: Another Shot at a Final Fantasy Marathon

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A couple of times, I've attempted a fairly large gaming feat: to play through all the Final Fantasy games in order (with the exception of MMO XI, whose time-consuming nature means that "completing" it is a multi-year project that even many of the most dedicated players haven't finished) and observe the series' evolution over time.

For one reason or another, I've never made it right through the series, and consequently there are a couple of installments right in the middle that I've never played to completion, these being Final Fantasy V and Final Fantasy VI, both of which are regarded as some of the series' finest work with regard to game mechanics (in the case of V) and story (in the case of VI). It's not that I've never wanted to play these games through to completion, it's simply that I've allowed myself to get distracted by various other things and ended up losing my rhythm partway through a playthrough.

I've decided that I'd like to give it another go. This time around, I want to do something slightly different, however: this time around, I'm going to whack all the possible installments I can on my Vita and play them as handheld games. This means that I can do stuff like play through them on my lunch break at work as well as in bed, on the toilet or when I'm away from home. Final Fantasy wherever I go — an appealing prospect, being something of a fan of the series as a whole.

I'm also not going to get too hung up on each one being the only game I play at any given time, too. I will try and get through them in a timely manner, yes, but I'm also conscious of the fact that Hyperdimension Neptunia Re;Birth2 is out soon and I very much want to play that, and I'm also conscious of the fact that I have an astronomical backlog of games to play, many of which contain doe-eyed moe girls that I just can't resist the allure of for too long before giving in. So if I do feel the need to give in and play something like Akiba's Trip (which I own but haven't booted up yet) I'm not going to feel guilty about "betraying" my Final Fantasy mission.

I do, however, want to try my best to work my way through all the main Final Fantasy games (and possibly Tactics) too, for a couple of reasons. Firstly, I think it'll be an enjoyable, cool thing to do: a journey through the very long history of one of gaming's most recognisable series. Secondly, there are a number of installments in the series that carry a strong degree of personal significance to me — fond memories of my younger days, and the way I felt when I first played them. Thirdly, although there are a couple of installments I've played several times — most notably VII, which I think is the game I've played through the most times to completion in my entire gaming career over the years — there are also some that I've only ever played through once (such as IX, X and X-2) that I'm keen to revisit, in some cases many years after I've played them. And then, of course, there's the matter of and VI and the fact I've never beaten them at all.

What's brought this on, then? Well, aside from Final Fantasy XIV's love of referencing old games through both subtle and very obvious means, I got a copy of Theatrhythm Final Fantasy: Curtain Call for Christmas, and it's just reminded me that this is something I've wanted to do for quite some time now. And if I keep putting it off, I don't think I'll ever do it. So there's no time like the present, I guess; I've ordered a big-ass Vita memory card which should be here over the weekend, and then I'll be jumping right in with the first Final Fantasy very soon. I'll be chronicling my thoughts over at the Squadron of Shame forum as I progress through the various games; watch out for a link once I get underway.

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1801: Pondering Some More Games of the Year https://imnotdoctorwho.moegamer.net/2014/12/24/1801-pondering-some-more-games-of-the-year/ https://imnotdoctorwho.moegamer.net/2014/12/24/1801-pondering-some-more-games-of-the-year/#respond Wed, 24 Dec 2014 17:56:42 +0000 https://angryjedi.wordpress.com/?p=7005 So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I've particularly enjoyed, primarily in the last couple of months or so. I thought I'd continue today with some thoughts on some other games from throughout the year … Continue reading 1801: Pondering Some More Games of the Year

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So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I've particularly enjoyed, primarily in the last couple of months or so. I thought I'd continue today with some thoughts on some other games from throughout the year that have stuck in my mind for one reason or another, and which consequently I feel are probably worth your time.

Velocity 2X

The original Velocity, a PlayStation Minis title, put Brighton-based developer FuturLab well and truly on my radar. Blending an Amiga-style aesthetic with some modern, interesting gameplay, Velocity was something I hadn't really come across before: a puzzle-shmup. It combined elements of vertically-scrolling shoot 'em ups with the mind-frying dimensional manipulation of games like Portal to create something enormously enjoyable, very distinctive and hugely addictive. I liked it so much I played through the whole thing again when they rereleased it with enhanced visuals on Vita under the name Velocity Ultra.

So it's fair to say that I was very much intrigued by the possibility of a sequel, particularly after I had the opportunity to get my hands on an early version at the Eurogamer Expo a while back, and test-drive the new side-scrolling platform sections. When the full game finally came out, I was delighted to discover that it very much lived up to its potential — and that even more so than its predecessor, it was a game that continually "evolved" the further through it you went, with each new level gradually introducing new mechanics to the player until the game you're playing in the latter stages is almost unrecognisable from how it was at the beginning.

It has a lovely aesthetic, some excellent music and some supremely tight controls — utterly necessary for a game so focused on speedrunning as this. It's a great addition to the PlayStation Vita's library of more "quick-hit" games that are good for pick-up-and-play fun when you have a few minutes to spare — seriously, fuck 95% of mobile phone games nowadays — and it's a supreme challenge for even the most skilled gamers out there.

Assault Android Cactus

I'm not sure this counts, given that it feels like it's been in development forever and is still in Early Access, but I've certainly played it a whole bunch this year and really enjoyed it. Moreover, it's been wonderful to see how the game has continued to grow and change as its development continues — not to mention the fact that its small development team are lovely people who are a pleasure to talk to, also.

Assault Android Cactus, even in its unfinished state, is an extremely solid take on the twin-stick shooter genre. Taking inspiration from Japanese bullet-hell shooters as much as more Western shmups such as Geometry Wars, Assault Android Cactus features an array of unique characters, each of whom have their own distinctive ways of attacking and fending off enemies. Some are conventional enough, others are… less so. For some players, it'll be a matter of pride to master the more offbeat characters like Aubergine; for others, they'll want to chase high scores with the more "traditional" characters like the eponymous heroine Cactus.

Assault Android Cactus benefits from a clear and easily understood scoring system — something which many of its Japanese influences cannot boast! — and there's a strong emphasis on chasing the elusive "S+" rank for each level by attempting to chain all your kills together into a single combo while avoiding death. This is easier said than done on some levels — particularly the challenging boss encounters, which will give even the most seasoned veterans of the 8- and 16-bit era a run for their money.

I'm really looking forward to the finished version of this great game… and I'm especially looking forward to being able to take it on the go with me thanks to the upcoming Vita version!

Demon Gaze

I'm not going to pretend Demon Gaze is the best RPG I've ever played, but I have to give it an enormous amount of credit for getting me into a subgenre of RPGs that I've never really "clicked" with: the grid-based dungeon-crawler, or "gridder" to some.

Demon Gaze was enjoyable and unusual. Its Vocaloid-heavy soundtrack gave it a very distinctive audio-visual aesthetic, while its environments were varied and a lot of fun to explore. The Demon's Souls-style online features, whereby other players could leave messages on the floor for you to discover, were a lot of fun and occasionally helpful, even amid all the distinctly… inappropriate messages that were also left adorning the dungeon floor at times. The level design was wonderful, making use of simple but effective mechanics like one-way doors, forced movement panels, floors that damaged you and other staples of the genre to create some challenging levels that taxed your brain. And the combat, although simplistic, was enjoyable and nicely streamlined.

It had a surprisingly enjoyable story, too. My past experience with dungeon-crawlers is that they've tended to skimp a bit on the narrative front, which is one of the things I tended to find most offputting — I'm a narrative junkie, after all. Demon Gaze, however, managed to strike a good balance between the mechanics-heavy dungeon crawling and the somewhat fantasy soap opera-esque happenings that went on back at the inn any time you accomplished something significant. The memorable cast of characters with whom you'd interact between forays into the dungeons more than made up for your custom-created party members' relative lack of personality, though pleasingly, the game at least made an effort to incorporate said party members into "background narration" of numerous scenes just so they didn't feel completely irrelevant to the narrative as a whole.

It was a challenging game, too, though arguably a little inconsistent with its difficulty level. It starts incredibly tough, gets much, much easier as you level — so much so that I had to whack up the difficulty level to its highest to have any sort of challenge whatsoever — and then gets monstrously difficult again right at the end, particularly if you choose to pursue the optional post-game extra ending, which you really should if you want to say you've had the full experience.

Demon Gaze was definitely one of my biggest surprises this year, and it makes me much more inclined to seek out other dungeon-crawlers in the future — something I wouldn't have thought to do prior to giving it a shot.

More to come in the next few days.

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1800: Pondering Some Games of the Year https://imnotdoctorwho.moegamer.net/2014/12/23/1800-pondering-some-games-of-the-year/ https://imnotdoctorwho.moegamer.net/2014/12/23/1800-pondering-some-games-of-the-year/#comments Tue, 23 Dec 2014 22:53:54 +0000 https://angryjedi.wordpress.com/?p=7003 It's getting to that time of year where it's time for everyone to start considering their own personal "Games of the Year", as if someone declaring something their Game of the Year is in any way meaningful or impactful on the experiences of others. Regardless, many of us still do it, if only as a … Continue reading 1800: Pondering Some Games of the Year

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It's getting to that time of year where it's time for everyone to start considering their own personal "Games of the Year", as if someone declaring something their Game of the Year is in any way meaningful or impactful on the experiences of others. Regardless, many of us still do it, if only as a means of celebrating the experiences we've found the most memorable over the course of the last twelve months.

This year I don't really have a single Game of the Year as such, but there are a number of titles I feel are worth making specific mention of. So I'm going to mention them right now.

Steins;Gate

Previously, I knew Steins;Gate was a well-respected visual novel and anime series, but little else about it. When visual novel specialist JAST USA picked it up for localisation and publishing, however, I knew that I should probably to play it, if only to know what it was all about.

I wasn't disappointed.

Spinning an interesting, exciting but plausible sci-fi tale, Steins;Gate is an unconventional time-travel/parallel dimensions story featuring an extremely memorable cast of characters, a very well-realised setting (Akihabara and the surrounding area in Tokyo) and a compelling story that, although lengthy, certainly didn't outstay its welcome.

Steins;Gate will likely prove frustrating to some due to its pure visual novel nature, and the fact that the choices you make throughout are handled in a somewhat odd manner by interacting with the protagonist's phone. If you treat it as a multi-path story rather than a "game" as such, however, you're in for an absolute treat: it's one of the most exciting, thrilling and thought-provoking sci-fi stories I've had the pleasure of experiencing for quite some time.

To say too much more would be spoileriffic, but suffice it to say that Steins;Gate blends fantasy and (obviously well-researched) reality together to create a very coherent, solid whole that is eminently worth your time.

Final Fantasy XIV: A Realm Reborn

This one doesn't really count as it came out last year, though I have been continually playing it since last summer, which is noteworthy in itself. Moreover, it's seen four major content patches since its original release, expanding the content on offer to players to nearly twice as much what was in there at launch. Pretty impressive stuff.

The reason why I'm still enamoured with Final Fantasy XIV is the promise for the future. The next major patch promises to wrap up the 2.0 storyline with some sort of Exciting Happenings, then after that it's into the expansion Heavensward (teased above), which promises all manner of new things going on — most noteworthy among them being whole new zones to explore, because although Final Fantasy XIV's patches have greatly expanded the number of dungeons and boss fights available for players to take on, the game's rather small world (by MMO standards, anyway — it's still pretty sprawling if you go around on foot) has remained the same size throughout, with only the town of Revenant's Toll in the Mor Dhona region undergoing noticeably significant renovations over time.

It's been interesting to play a game such as this at high level for such a long period of time. I feel I know the game very well by now, but there are still things I am learning, and the most challenging stuff in the game — we're currently working through the raid dungeon The Second Coil of Bahamut — is still genuinely challenging, even with high-level gear and a party of players that knows the encounter at least reasonably well. I'm looking forward to seeing what the future holds for Eorzea and its surrounding lands.

Hyperdimension Neptunia Re;Birth1

Regular readers will know all about my love for the Hyperdimension Neptunia series, despite its numerous flaws. Re;Birth1 is, to date, the best game in the series, bringing in the solid gameplay of Hyperdimension Neptunia Victory and coupling it with a retelling of the first game's story.

Neptunia's core appeal for me is twofold: firstly, it's simply fun to play. The battle system is hugely enjoyable — if occasionally unbalanced — and it's that rare thing: an RPG where it's a pleasure to grind.

The second core appeal element is to do with its cast of characters, all of whom I absolutely adore. Neptune's hyperactive, childish nature is wonderfully contrasted with the tsundere personality of Noire, the quiet-but-occasionally-prone-to-rage Blanc, the "older sister" Vert and the other supporting characters, and the story, while silly fluff for the most part, is told in such a charming manner — featuring frequent fourth-wall breaking to bring the player into the experience alongside these cute girls — that it's difficult not to sit there with a huge smile on your face while playing through it.

I'm reliably informed that Re;Birth2 and Re;Birth3 are even better, so I can't wait to try them for myself: Re;Birth2 is coming West very soon indeed, and Re;Birth3 hit Japan recently, so we can expect it over here sometime soon-ish, hopefully!

Senran Kagura

I first encountered the Senran Kagura series early this year, and I'm absolutely hooked. Burst brought me an updated version of a game genre I've always been fond of — the 2D side-scrolling Streets of Rage-style brawler — and combined it with cute anime girls and a surprisingly strong story. Subsequent installment Senran Kagura Shinovi Versus — which also made it out this year — brought the gameplay into 3D fully intact, from what I can tell so far, and has cemented my love of the series. And as for Bon Appetit… well. All I can say is "L-lewd!"

The core appeal of Senran Kagura for me is not the fact that its cast is exclusively attractive women with massive knockers — although I'm certainly not complaining about this. (Aside: I actually rather like the fact that Senran Kagura's cast is, on the whole, somewhat on the more "curvy" side than many other video game and anime characters — and not just in the boob area.) Rather, it's about the fact that these characters are actually all very well-defined personalities, and the game explores them in great depth over the course of its unfolding narrative.

Knowing nothing about the game before playing it, I was very surprised to discover numerous levels opening not with short cutscenes then getting straight into the action, but with half-hour-plus visual novel sequences narrated from the perspectives of various different characters. By presenting the story in this manner, the player gets a uniquely personal perspective on the unfolding events as well as the opportunity to "hear" what they're thinking as well as saying. Normally in visual novels, we only get to hear the innermost thoughts of the protagonist character — normally, though not always, intended to be a self-insert for the player and consequently deliberately rather bland. Here, conversely, we're not playing "as" the girls; we're getting the opportunity to learn about them by effectively riding along inside their head as they come to terms with growing up as young shinobi, often on different sides to their friends.

My experiences with the three Senran Kagura games I've had the pleasure of playing to date means that this series is now right up there with Hyperdimension Neptunia in terms of games I'll happily rush out and buy without a second thought the moment they're released. Not bad for a game best known for T&A.

These are just a few of the games I've had the pleasure of playing this year. They're mostly games I played recently, I'm aware, so over the next couple of days I'm going to rack my brains a bit and think about some of the other games I've played that are particularly noteworthy, and share the joy with you lot a little bit.

That and frantically wrapping presents. It's nearly Christmas, after all.

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1798: Starlight Vigil https://imnotdoctorwho.moegamer.net/2014/12/22/1798-starlight-vigil/ https://imnotdoctorwho.moegamer.net/2014/12/22/1798-starlight-vigil/#comments Mon, 22 Dec 2014 00:05:57 +0000 https://angryjedi.wordpress.com/?p=6997 Today I participated in something that I had only previously heard about: an entire online community coming together to pay its respects to someone. That "someone" was a person whom I only knew as Codex Vahlda, a Final Fantasy XIV player on the Gilgamesh server whom I became aware of this morning after a casual browse of … Continue reading 1798: Starlight Vigil

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Today I participated in something that I had only previously heard about: an entire online community coming together to pay its respects to someone.

That "someone" was a person whom I only knew as Codex Vahlda, a Final Fantasy XIV player on the Gilgamesh server whom I became aware of this morning after a casual browse of Twitter.

I didn't know Codex at all. I don't even play on his server, so it's unlikely I would have come into contact with him unless he randomly showed up in a Duty Finder group for running a dungeon, since those pull players from several servers to make complete groups.

Sadly, I'll never have the opportunity to know Codex, as he passed away recently due to complications from renal failure. Both he and his family and friends seemingly knew that he was going to pass on, and it was as he lay on what was to become his deathbed that Final Fantasy XIV players from around the world, and from several different servers, all gathered in the same place — the beach in Ward 1 of the player housing district Mist — and held their own vigil for our fallen adventuring comrade.

Normally, this sort of thing is an event that you tend to hear about after the fact, but I happened to be online just as someone on Twitter was posting about the vigil taking place on Ultros, the Final Fantasy XIV server which I call home. Largely out of curiosity, I logged in to take a look at what was happening, ran down to the beach and, sure enough, found a line of players facing out to sea, "wind-up sun" minions out, bathing the group in a soft light, contemplating whatever they chose to be contemplating as they paid their respects to Codex. I joined them.

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After a moment of quiet reflection, people spontaneously began letting off fireworks and balloons — these are items you can acquire in the game and are intended for use upon celebratory occasions such as seasonal events or the newly added "Eternal Bond" wedding system. It was a celebration not only of Codex's life, but also of how one stranger could bring all these disparate people from all over the world together in one place to do the same thing. It was a really, really beautiful moment, and extremely moving.

It's easy to think of the Internet at large, social media and online games in particular, as utterly "toxic" (that's a favourite word of critics at the moment) environments in which everyone is constantly at one another's throats. But every so often something happens that reminds you that an awful lot of human beings are fundamentally decent people, and that regardless of where you're from or what — if anything — you happen to believe in spiritually, the cycle of life and death is, pretty much without fail, something that will always bring us closer together with one another.

Rest in peace, Codex; I never knew you, but I hope wherever you are now, you feel the love of all the strangers who came together to celebrate your life today. May you forever walk in the light of the crystal.

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1798: Chaos Reborn https://imnotdoctorwho.moegamer.net/2014/12/20/1798-chaos-reborn/ https://imnotdoctorwho.moegamer.net/2014/12/20/1798-chaos-reborn/#comments Sat, 20 Dec 2014 23:52:51 +0000 https://angryjedi.wordpress.com/?p=6995 I was pleased to see the other day that Julian Gollop's reimagining of his ZX Spectrum classic multiplayer strategy game Chaos has finally hit Steam. The version of Chaos Reborn currently available is, sadly, only an Early Access version containing nothing but online multiplayer and 7 levels of progression — no sign yet of the ambitious-sounding single-player mode and … Continue reading 1798: Chaos Reborn

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I was pleased to see the other day that Julian Gollop's reimagining of his ZX Spectrum classic multiplayer strategy game Chaos has finally hit Steam. The version of Chaos Reborn currently available is, sadly, only an Early Access version containing nothing but online multiplayer and 7 levels of progression — no sign yet of the ambitious-sounding single-player mode and massively multiplayer/persistent elements — but despite this, it's already looking really rather good.

The original Chaos, for those unfamiliar, was a turn-based strategy game for up to 8 players, both human- and computer-controlled. The aim was simple: destroy your fellow wizards via any means you had available to you, be it direct-damage spells or an array of weird and wonderful creatures you were able to summon.

The "Chaos" of the title came in the form of a balance meter that tipped either towards law or chaos according to the specific spells that various players cast. As the balance tipped in one direction or another, the spells of that respective alignment became easier to cast, while their polar opposites became more difficult. Canny players could manipulate this to their advantage, though the ability to summon creatures as illusions meant that you could never quite be sure if your opponent had really summoned that Manticore or not… were you willing to potentially waste a turn attempting to "Disbelieve" it?

Chaos Reborn stays remarkably true to this original formula, albeit with a few changes. The maximum number of players is now 4 rather than 8, for one thing, and this is primarily to keep play sessions short and snappy — not a pair of adjectives you'd typically associate with turn-based strategy games, but having played a few games today, this particular approach is very welcome indeed, especially when I bear in mind so many multi-hour multiplayer Civilization games that never, ever reached any sort of satisfying conclusion.

Another core difference is the way spells are distributed. Rather than being given a random selection at the game's outset and then tasked with using them as effectively as possible, you now have a deck of "cards" depicting various spells and summoned creatures, and as you level up you'll gain access to more of these — though it's worth noting that these cards aren't necessarily "better", just different, so a level 1 player can still take on a higher-level player without the confrontation necessarily being a foregone conclusion.

This "cards" aspect looks to be interesting, as it promises the ability to build your own decks of spells as you unlock new creatures and attacks. There's a lot of potential to build your own personal play style, and it will be interesting to see how different people approach the game, how to build their decks and how to use the cards therein most effectively.

Chaos' roots are very much in board gaming — the original Spectrum version was even published by Games Workshop — and this aspect very much comes to the fore in Chaos Reborn. Between the deckbuilding and the ability to play games in an asynchronous manner as well as against live opponents, the game has a huge amount of potential, and I'm very much looking forward to seeing how it develops over time. For now, the Early Access version is a decent, if slightly limited package, but exciting things are on the horizon.

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1794: Oppai Fightin' https://imnotdoctorwho.moegamer.net/2014/12/16/1794-oppai-fightin/ https://imnotdoctorwho.moegamer.net/2014/12/16/1794-oppai-fightin/#respond Tue, 16 Dec 2014 21:09:50 +0000 http://angryjedi.wordpress.com/?p=6987 Alongside Senran Kagura Bon Appetit, which I talked about a bit yesterday, I've also been playing some Senran Kagura Shinovi Versus. I haven't delved into it particularly deeply so far, having only played through three of the Hanzo girls' short mini-arcs (effectively an "arcade mode" of sorts, challenging you to complete five stages of gradually increasing difficulty in succession … Continue reading 1794: Oppai Fightin'

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Alongside Senran Kagura Bon Appetit, which I talked about a bit yesterday, I've also been playing some Senran Kagura Shinovi Versus. I haven't delved into it particularly deeply so far, having only played through three of the Hanzo girls' short mini-arcs (effectively an "arcade mode" of sorts, challenging you to complete five stages of gradually increasing difficulty in succession while working through an eminently silly side story) and spent far more time than I'd care to admit gambling in-game currency on the "Lingerie Lottery", but I've enjoyed what I've played so far.

The thing I liked about Senran Kagura Burst on 3DS is that it was a thoroughly modern take on Streets of Rage-style brawlers — you know the kind: walk from left to right punching things in the face and trying not to get punched in the face yourself. I was a little worried about Shinovi Versus, to be honest; I liked the simple but satisfying button-mashy gameplay of Burst so much that I was concerned the shift to 3D wouldn't be quite as enjoyable to play, what with those pesky extra degrees of freedom to worry about.

Turns out I needn't have been too worried. While the 3D gameplay does have its own idiosyncrasies — the camera can be a pain on occasion — at heart, it still feels very much like Senran Kagura. That means obscenely huge… combos (it's not at all unusual to see combo counts numbering into the hundreds or thousands — though with the more sprawling nature of most stages now, it's significantly more challenging to chain one long string of connecting attacks together without a break), single characters wading into swarms of enemies and punching them into orbit, special moves that range from the faintly plausible to the utterly ridiculous and, of course, ninja girls fighting until each others' clothes fall off.

Senran Kagura Burst felt a tad button-mashy at times, with the Hanzo girls in particular suffering a little from the "hammer the light attack button" syndrome. To be fair, as the girls levelled up, new combos became available that often required you to carefully time your use of the heavy attack button as well as the light attack, but for the most part you could get through a lot of the game with a single button.

Shinovi Versus initially feels a little like this, but try a few different characters and their differences start to become apparent. Poster girl Asuka is very much of the "hammer the light attack button" mould and consequently is suggested as a beginners' character, for example, while Hanzo's resident adorable character Hibari serves up an array of difficult-to-use but effective close-range slap and kick attacks, plus the strange little quirk that it's actually quite tricky to get her out of the air and back onto solid ground once she's up there, thanks to the fact that her aerial light attack appears to cause her to trampoline up and down on whoever happens to be unfortunate enough to be underneath her.

Your opponents are more than simple damage sponges, too. They block, they parry, they counterattack and you need varying approaches to even get near them in some cases. Unlike Burst, there's not really one simple strategy that will serve you well for the whole game; instead, you'll have to assess the situation on the fly and determine whether you're best off charging head-on, trying to get behind them, attacking them from above or waiting to counter them when they approach you. It makes for some enjoyable and thrilling battles that are a lot of fun to take part in.

I haven't got far in the story yet but the early chapters of the Hanzo girls' narrative appear to pick up nicely where Burst left off, with the group's now well-established character traits now more evident than ever before. The rather quiet Yagyuu's obsession with Hibari is kind of adorable to see, particularly as Hibari is a complete contrast to her in almost every way: Yagyuu is reserved and uncomfortable with expressing her emotions, even as it's clear she genuinely loves Hibari, while Hibari is very loud, emotional and open with her affections. I can see there being some potential for interesting situations between the two of them as the story progresses, and I'm looking forward to seeing it.

So far it seems to be a worthy successor to a game I ended up enjoying a lot more than I expected — a game whose appeal goes far deeper than the fanservice and smut it's primarily known for. It's a fine addition to the Vita library, and a great example of how to use a recurring ensemble cast very effectively. I feel it's going to keep me busy for a good few hours yet.

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1793: Oppai Cookin' https://imnotdoctorwho.moegamer.net/2014/12/15/1793-oppai-cookin/ https://imnotdoctorwho.moegamer.net/2014/12/15/1793-oppai-cookin/#respond Mon, 15 Dec 2014 21:46:13 +0000 http://angryjedi.wordpress.com/?p=6985 Been playing a bit of Senran Kagura Bon Appetit! over the last couple of days as a precursor to delving properly into Senran Kagura Shinovi Versus. And I've been pleasantly impressed. For those unfamiliar with the series as a whole, here's a breakdown: Senran Kagura Burst on Nintendo 3DS was the first game in the series released in the West, … Continue reading 1793: Oppai Cookin'

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Been playing a bit of Senran Kagura Bon Appetit! over the last couple of days as a precursor to delving properly into Senran Kagura Shinovi Versus. And I've been pleasantly impressed.

For those unfamiliar with the series as a whole, here's a breakdown: Senran Kagura Burst on Nintendo 3DS was the first game in the series released in the West, encompassing what were two separate releases in Japan: Senran Kagura: Skirting Shadows, and Senran Kagura Burst, which incorporated the story of Skirting Shadows and another full story with the five "antagonist" characters from the original. The two stories run in sort-of parallel — there are a few differences in terms of the events which occur, but they end up in the same place and conclude with the same events from different perspectives. The game itself is a modern-day take on brawlers like Streets of Rage and its ilk: you run from one end of a level to the other, beating up groups of enemies in order to proceed, occasionally squaring off against bosses.

Vita installment Senran Kagura Shinovi Versus is regarded as a "spinoff" — the numbered sequel Senran Kagura 2 is a 3DS title — but it follows on from the events of Burst and introduces numerous new characters as well as following the stories of the original cast further. It's still structured like an old-school brawler, but this time gameplay is in full 3D, lending the gameplay a feel somewhere between Streets of Rage, Dynasty Warriors and Power Stone.

Bon Appetit, meanwhile, is a "true" spinoff in the sense that it's not intended to be "canonical" to the main storylines of the other games, which are all fairly serious affairs about what it means to be a ninja, and how difficult it can be to grow up with all manner of difficult responsibilities and expectations thrust upon you. Bon Appetit, conversely, is about cooking, boobs and arses. Pairs of girls from the previous games pair off and engage in a cooking battle against one another, represented as a rhythm action music game played over the course of three rounds, with the loser of each round suffering the indignity of damage to their clothing — the iconic feature of the series as a whole is clothing destruction — and a comprehensive drubbing resulting in being stripped completely naked, covered in tactfully-placed whipped cream and chocolate sauce in order to pose provocatively atop the world's largest cake.

Bon Appetit has absolutely no shame whatsoever, and it's immensely enjoyable as a result. It's lewd and it's rude, but it's also a lot of fun to play, feeling very much like PS1-era rhythm games such as Parappa the Rapper and its ilk. There's a decent selection of catchy tracks — all originals, once again calling to mind PS1-era music games, particularly those with "character songs" such as Bust-a-Groove — and these vary from the fairly straightforward to the extremely challenging, with the two-lane note charts often being composed in such a way as to deliberately confuse you, a process made significantly easier by the backdrop occasionally being filled with giant gyrating bottoms and titties, particularly if you hit the single "heart" note in the song correctly.

In many ways, Bon Appetit is absolutely indefensible. It's pretty much fanservice in its purest form — in fact, it's striking a double fanservice whammy by being a particularly fanservicey game in a series already notorious for its fanservice — but in being this way it's doing exactly what it sets out to do: to provide a fun, silly and enjoyable opportunity to play with a cast of characters who are genuinely beloved by many in a context significantly far removed from their normal situations. The game states up front that it's not intended to be taken seriously, but manages to provide the player with an addictive and strangely compelling experience in the process, even once the initial appeal of "life and hometown" wears off.

So whatever you may find yourself thinking of it after what I've written above, I'm having an absolute blast. And you know what? I think I'm going to go and play a bit more right now.

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1792: Company of Players https://imnotdoctorwho.moegamer.net/2014/12/14/1792-company-of-players/ https://imnotdoctorwho.moegamer.net/2014/12/14/1792-company-of-players/#comments Sun, 14 Dec 2014 22:33:42 +0000 http://angryjedi.wordpress.com/?p=6983 One interesting thing I've noticed in several games I've played recently — primarily those of Japanese origin that err towards the moe/fanservicey end of the spectrum, unsurprisingly — is what appears to be, or what I'm choosing to interpret as, inspiration from the theatrical world. Take Hyperdimension Neptunia Re;Birth1, for example, which I finally achieved the Platinum … Continue reading 1792: Company of Players

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One interesting thing I've noticed in several games I've played recently — primarily those of Japanese origin that err towards the moe/fanservicey end of the spectrum, unsurprisingly — is what appears to be, or what I'm choosing to interpret as, inspiration from the theatrical world.

Take Hyperdimension Neptunia Re;Birth1, for example, which I finally achieved the Platinum trophy for last night and consequently am (probably) done with for the moment. The Neptunia series as a whole is pretty self-referential, with protagonist Neptune in particular frequently breaking the fourth wall to address the player directly, and various other characters making it abundantly clear that they're aware of the numerous tropes that they embody and that the narrative as a whole is based around.

In spite of all this, though, it plays things fairly straight (well, as straight as it can when Neptune is involved) right up until the final encounter between the goddesses of Gamindustri and the villainous Arfoire. Spoiler: the heroines prevail, justice is served and peace returns to Gamindustri, with a happy ending for all — even more so if you pursue the "true" ending — prior to the credits. And in typical Neptunia tradition, the credits roll is a loving pixel-art homage to classic games of yesteryear, simultaneously recapping several major points in the main game's story while demonstrating the developers' encyclopaedic knowledge of classic game titles.

It doesn't end there, though; after the credits comes a wonderfully heartwarming little sequence in which all the major characters in the game address the player directly and thank them for playing. It feels very much like the video game equivalent of a "curtain call" in the theatre, with each character stepping forward in turn to, effectively, take a bow and allow the player a sense of closure — at least until the next game they feature in. Once that sequence finishes and you save your clear data, that's it; the curtains go down, the lights come up and it's time to leave the theatre.

But like the best theatrical productions and the actors who bring them to life, Neptunia's cast is bigger than the individual games they star in. Rather, despite the games not really having a coherent, canonical chronology of what happens when — the series is very fond of rebooting itself on a regular basis — these recognisable characters simply come together to do different things every so often, whether it's another big RPG adventure, attempting to make it as idols or fighting bad guys in a distinctly Senran Kagura-esque fashion.

The idol game Hyperdimension Neptunia: Producing Perfection in particular is an interesting take on the series in that it's the first in which rather than the characters glancing sidelong at the player and making witty asides to them, the player is actually a participant in the ongoing story. In many ways it's an opportunity to "meet" your favourite characters in a far more intimate manner than previous installments have offered; in fact, it's rather more of a dating sim than an idol management game, since it largely revolves around building up your relationships with the four goddesses as opposed to actually trying to make their careers a particular success. To continue the theatrical comparison, it's like having the opportunity to appear in a production alongside a high-profile star — though the game does take great pains to note at its outset that its events are not "canonical", insofar as anything in the Hyperdimension Neptunia series is "canonical".

I mentioned Senran Kagura above, and this, too, presents an interesting example of how a stable of characters can be reused in a variety of different situations. First game Senran Kagura Burst — actually a compilation of the first two Senran Kagura games originally released in Japan — tells a self-contained story whose visual novel sequences give us some uniquely personal insight into the way the various characters think and feel about what is going on. This format is continued somewhat in Senran Kagura Shinovi Versus, officially a "spin-off" but actually following on from Burst's story.

And then you have Senran Kagura Bon Appetit, also known as Dekamori Senran Kagura. This game is, like Producing Perfection, a spin-off that is not intended to be taken seriously. An overblown, dramatic introductory sequence mirrors that seen in Shinovi Versus, before quipping at the end that you probably shouldn't take everything quite so seriously, so here is a game about large-breasted girls attempting to cook each other's clothes off in time to music.

Yes, you read that correctly; although Senran Kagura is most notorious for its large boobs and clothes-ripping mechanics, for the most part the storylines in Burst and Shinovi Versus are fairly serious in nature, exploring everything from young people coming of age, with everything that entails, to finding the true meaning of one's chosen path in life. Bon Appetit, meanwhile, does have a story — one that I haven't delved into yet, having only tried the "Arcade" mode so far — but largely revolves around the aforementioned cooking so hard your opponent's clothes fall off. And then admiring them covered in chocolate sauce and whipped cream afterwards.

It should be jarring; it should be weird, but somehow — assuming you're already on board with the series — it's not. It works. These characters are being treated more like "actors" performing different roles, albeit as the same people. It brings a sense of comfortable familiarity to the game — like seeing a favourite actor on stage or on TV — even as the games go into all sorts of weird territory, both in terms of subject matter and game styles.

I think right here is one of the reasons I find myself gravitating so strongly towards this style of game more than anything else: I'm a sucker for good characterisation, and if I find a particularly loveable group of characters that I enjoy spending virtual time with, I'll happily take that time together in any form it might happen to take — be it fighting monsters, training to be an idol, being a ninja or having a cook-off. Fortunately, I don't see the Senran Kagura or Hyperdimension Neptunia series going away any time soon, so I look forward to spending many more hours in the company of these virtual young ladies as time goes on.

Sad? Perhaps. But here's the thing: I've come to regard all these characters with genuine affection, even with the awareness that they're all exaggerated anime-style tropes on legs. And that, really, is the essence of moe: the feelings of love or affection towards fictional characters who are specifically designed to elicit such a response. I'd say their creators have done a pretty good job on that front, really.

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1790: The Second Re;Birth https://imnotdoctorwho.moegamer.net/2014/12/13/1790-the-second-rebirth/ https://imnotdoctorwho.moegamer.net/2014/12/13/1790-the-second-rebirth/#respond Sat, 13 Dec 2014 01:11:37 +0000 http://angryjedi.wordpress.com/?p=6979 I was surprised and dismayed to discover that Hyperdimension Neptunia Re;Birth2 is out in January. Or at least, it was supposed to be: the European version has apparently been delayed by a week, with the physical release (yes! Unlike the previous installment, this one is apparently getting a retail release) now coming on February 6 and the … Continue reading 1790: The Second Re;Birth

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I was surprised and dismayed to discover that Hyperdimension Neptunia Re;Birth2 is out in January. Or at least, it was supposed to be: the European version has apparently been delayed by a week, with the physical release (yes! Unlike the previous installment, this one is apparently getting a retail release) now coming on February 6 and the digital version coming slightly later on February 11. So says Gematsu.

I'm dismayed not because I don't want more Hyperdimension Neptunia goodness to feast on, but rather because I didn't know that Re;Birth2 was coming quite so soon — although in retrospect, Re;Birth1 has actually been out for quite a while already, and I just took my sweet time over finishing it. I'm also somewhat dismayed due to the fact that Hyperdevotion Goddess Noire, a spinoff strategy-RPG take on the series starring my favourite character (the eponymous Noire) is, according to a good friend, coming in February — though with Re;Birth2 being delayed a week in Europe I wonder if this will affect Noire too.

I'm actually very curious to see how Re;Birth2 is treated. Re;Birth1 was an obvious massive jump from the original Hyperdimension Neptunia, with a completely rebuilt game system based on that seen in Hyperdimension Neptunia Victory, the third game in the series on the PlayStation 3 and, until Re;Birth1 came out, the best installment by far.

Re;Birth2, meanwhile, is a game that is a remake of a title that was much better in the first place. Hyperdimension Neptunia mk2 was a lot closer in execution to what would become Victory; its battle system is similar (though not identical) and its game structure is, again, much more like what we see in Victory and Re;Birth1.

This leaves the story as the main thing that will probably be worked over. I enjoyed mk2's original story; it was perhaps a little heavy-handed at times with its anti-piracy message — even more so than the original game — but it featured some entertaining and adorable characters getting into a variety of scrapes, including some surprising and even quite disturbing situations. (The "Conquest" ending of mk2 is particularly notorious for not only being a "bad" ending that takes significantly more effort to get than the "true" ending, but also for taking a turn for the seriously grimdark in comparison to the rest of the game's candy-coloured shenanigans.) I find myself wondering whether it's going to have as significant of a rewrite as Re;Birth1 did, or if it's simply going to be revamped in terms of presentation — unlike other installments in the series, which used gorgeous 2D character art in dialogue sequences, mk2 used 3D polygonal models that looked significantly inferior to the 2D artwork.

I also find myself wondering whether or not there will be such a strong focus on Neptune's sister and mk2's protagonist Nepgear this time around; subsequent installments in the series have made a joke over Nepgear being "boring" in comparison to the lively, spunky Neptune and the poor girl — actually one of my favourite characters, since she's just so adorably earnest about everything — frequently ends up the butt of everyone's jokes.

I realise a lot of these questions are probably already answered by people who have played the Japanese version, but I've been doing my best to remain unspoiled and have so far succeeded. I'll be very interested to see the new game when it arrives, and I'll most certainly be continuing to support the series with my hard-earned money and play time. So bad luck, reader; you'll almost certainly be hearing more about it early in the new year!

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1789: Broadcasting Live https://imnotdoctorwho.moegamer.net/2014/12/11/1789-broadcasting-live/ https://imnotdoctorwho.moegamer.net/2014/12/11/1789-broadcasting-live/#respond Thu, 11 Dec 2014 23:45:12 +0000 http://angryjedi.wordpress.com/?p=6977 In case you weren't aware — and indeed cared — the latest beta version of the Steam client software features broadcast functionality, which means that anyone else out there who is also running a copy of Steam's beta version (or possibly via the Web too; I haven't tried yet) can drop in and start watching … Continue reading 1789: Broadcasting Live

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In case you weren't aware — and indeed cared — the latest beta version of the Steam client software features broadcast functionality, which means that anyone else out there who is also running a copy of Steam's beta version (or possibly via the Web too; I haven't tried yet) can drop in and start watching the game you're playing at a moment's notice.

This is noteworthy for one important reason: you don't have to set anything up. It's just there. It just, seemingly, works. And, unlike other, dedicated streaming solutions like Twitch and Hitbox, Steam's streaming is intelligent, only actually actively broadcasting when someone shows up and clicks the "Watch Game" button. This means that you can enjoy full performance when no-one is watching — streaming can cause a slight hit to graphics performance in some games — but seamlessly start sharing what you're playing with friends without having to do anything, and without compromising the experience with tiny windows, huge chatboxes and all manner of other rubbish.

This, to me, is the optimum solution for streaming — at least for me. It wouldn't work particularly well for professional streamers or those who run to more of a schedule, but for more casual players who simply want to use streaming as a means of showing other people what a game is like, it's absolutely ideal. I mean it when I said there was absolutely no setting up required, too: no buggering around with encoding, no worrying about bitrates, no creating application sessions or whatever. It just, as they say, works.

I'm still not the sort of person who will sit down and watch a scheduled stream of someone else playing a game — I'd much rather spend my time playing games myself — but that's not really what Steam's broadcasting system is for. Instead, as I noted above, its ideal functionality is for demonstrating games to one another, and pleasingly, it works with anything you run through the Steam client, not just games sold via Steam's storefront. In other words, any game that you've added to Steam via the "Add Non-Steam Game…" option in the menu — and which supports the Steam overlay, allowing you access to your friends list and chat functionality in-game — can be easily broadcasted using the new functionality.

But don't worry; if you're concerned about your lack of skills being shown off to the world and everyone showing up to laugh at you, you do have control over who can watch you. The first time someone requests to watch your game, you have several options — broadcast openly to anyone who wants to watch; broadcast to friends; or don't broadcast at all.

So far the only thing missing from the functionality seems to be some sort of record or archive function, though with the system's seemingly intended use as described above, I'm not sure we'll get that. I'm not too worried, though; I doubt there are many people who would want to watch three hours of prerecorded video of me grinding for my Relic Nexus weapon in Final Fantasy XIV — though there may be some people who have seen me playing it and are interested in taking a look for a few minutes just to see how it plays, as my friend Bowley did this evening.

I'm quietly impressed with the system, then; it'll be interesting to see how much it gets used once it rolls out into the Steam client proper.

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1787: Eternal Bond https://imnotdoctorwho.moegamer.net/2014/12/09/1787-eternal-bond/ https://imnotdoctorwho.moegamer.net/2014/12/09/1787-eternal-bond/#comments Tue, 09 Dec 2014 23:14:36 +0000 http://angryjedi.wordpress.com/?p=6973 I'm pleased to report that today went somewhat better than yesterday. I feel like I'm still shaking off the aftereffects of the stomach bug I've had, but things aren't quite as bad as they have been, which is nice. I also bought some new headphones (which I promptly forgot to take with me today) and … Continue reading 1787: Eternal Bond

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I'm pleased to report that today went somewhat better than yesterday. I feel like I'm still shaking off the aftereffects of the stomach bug I've had, but things aren't quite as bad as they have been, which is nice. I also bought some new headphones (which I promptly forgot to take with me today) and got a new ID card lanyard, which was also nice.

Andie and I got engaged, too.

Hah! That made you look twice, huh. We didn't really. Well, we sort of did, though not in the traditional sense. Instead, taking full advantage of the new Final Fantasy XIV patch which came out today, we both signed up for the new Eternal Bond ceremony: Eorzea's take on marriage, with no restrictions on the genders or races of the two people involved. We didn't actually get "married" in-game today; doing so is more than a simple throwaway thing to do when you feel like it. Instead, it involves a number of different steps, none of which are difficult, but which do demand you demonstrate a certain amount of willingness to help each other out as a couple, which is nice.

First up you have to acquire "Promise Wristlets" by signing up for the ceremony on the game's website. There are three tiers of ceremony, ranging from the free one (where there's only limited customisation of the ceremony available) to Platinum tier (where you have the most possible customisation options, a prettier dress and free gifts to offer your guests). Gold and Platinum weddings cost real money, though not very much, and because Andie and I are both idiots, we went for the Platinum ceremony.

After making our intentions clear and being issued with our respective pretty dresses, we were informed that we'd need to prepare our own wedding rings. We worked together to acquire the materials necessary to do so — thankfully the ring itself isn't difficult to create — and soon enough we were ready to begin our preparations in earnest.

What followed was an enjoyable if straightforward "pilgrimage" quest where we had to visit all the main regions of Eorzea together, find the symbols of the Twelve — the gods of the lands — and pray before them. In doing so, we blessed our respective wedding rings with divine power, ready for the ceremony. We then had the opportunity to talk over what kind of ceremony we wanted and given the ability to customise the chapel to our liking. We had to actually agree on what we wanted, too, otherwise when the big day comes the officials simply pick one of your options and run with it.

That's all we could do for now; bookings for the actual ceremony — yes, you have to actually book — open on Friday, so we're going to have to get in when we can and find a suitable time and place to get virtually hitched and invite our virtual friends to come and watch and cheer us on. I'm actually very curious to see how the whole thing goes down; I know a number of massively multiplayer online games in the past have had the ability to get married in them, but I've never been in a position where I was actually able to get married to someone, whether "seriously" as Andie and I are doing so, or just to see how it worked with a friend. (I'm a bit of a traditionalist, though; while a virtual marriage isn't legally binding, of course, I do actually kind of believe it has a certain degree of meaning, and as such I'm glad to be able to do it with Andie; it wouldn't have felt right even just "trying it out" with anyone else if, say, she wasn't playing.)

I tell you what, though, even with all the charging past hordes of kobolds on chocoboback on the way to find another pilgrimage stone, getting virtually married is nowhere near as stressful as arranging the real thing!

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1785: Smashing Fun https://imnotdoctorwho.moegamer.net/2014/12/07/1785-smashing-fun/ https://imnotdoctorwho.moegamer.net/2014/12/07/1785-smashing-fun/#comments Sun, 07 Dec 2014 23:34:01 +0000 http://angryjedi.wordpress.com/?p=6969 After an enjoyable online session with one of my Final Fantasy XIV guildies the other night, I sat down to spend a bit more time with Super Smash Bros. for Wii U earlier today. My hesitance to play that much until now has largely been due to the fact I hadn't really picked a "main" — that is to … Continue reading 1785: Smashing Fun

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After an enjoyable online session with one of my Final Fantasy XIV guildies the other night, I sat down to spend a bit more time with Super Smash Bros. for Wii U earlier today.

My hesitance to play that much until now has largely been due to the fact I hadn't really picked a "main" — that is to say, a character I would generally play in preference to anyone else, given totally free choice. Maining a character involves learning their moves and the best situations in which to do them, and is a bit more effort than just bashing buttons and hoping for the best — a playstyle I'm not quite convinced I'm entirely beyond just yet.

A bit of play with Zero Suit Samus (of Metroid series fame) against my friend the other night as well as today has me thinking that she'll be a solid choice, however. She's a speedy character, and I'm a fan of being able to quickly dodge out of the way of trouble, and her moves are all pretty easy to understand. She has a medium-range projectile attack, a slightly shorter range electric whip jobby plus a few satisfying combos, uppercuts and the like. Her dashing regular attack is a powerful kneebutt to the chest (or face for the shorter characters) which is simple enough to understand, and in modes such as Multi-Man Smash, where your opponents are significantly weaker than normal but come in much greater numbers, this is more than enough to send your foes flying into the distance for a satisfying knockout.

I got in some good practice with Zero Suit Samus (distinguished from her fully armoured counterpart) in the Multi-Man Smash modes, which I cleared for the first time with her, as well as the arcade-style All-Star Mode, which sees you fighting your way through Nintendo (and guest) characters from throughout the ages in reverse chronological order, beginning with recent additions to the roster such as Wii Fit Trainer and working all the way back to classic characters like Pac-Man and Donkey Kong.

Super Smash Bros. for Wii U really is a somewhat daunting package when you first pick it up, much like its predecessors. The sheer wealth of different ways to play is bewildering and baffling at first, but it won't take long for you to find your favourite modes — and, pleasingly, there's no obligation to play the modes you don't particularly enjoy, since most of the unlockables can be obtained in several different ways ranging from simply playing a certain number of matches to completing specific modes or achievements. Today I unlocked a couple of extra characters, including Mr. Game and Watch — the poorly animated silhouetted figure from Nintendo's early '80s LCD game-clocks, complete with bip-bip-boop sound effects — and R.O.B., the ill-fated plastic robot that would supposedly "play" with you on the 8-bit Nintendo Entertainment System on games like Gyromite. (Turns out he's much better at fighting than he is at wielding a controller.)

I've enjoyed the Smash Bros. games over the years, but I wouldn't say they've been absolute favourites. This latest installment, however, is proving to be an addictive little beast, and I'm looking forward to learning more about how to take my game to the next level. Then one day, I might be able to actually beat my friend Tim, who is frustratingly and irritatingly good at it, assuming you let him play as his mains (inevitably, as a Zelda fan, he mains Link and Ganondorf.) In the meantime, however, I'll be continuing to grapple with Zero Suit Samus until I've got that flying knee timing just so.

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1784: Follower of Black Heart https://imnotdoctorwho.moegamer.net/2014/12/07/1784-follower-of-black-heart/ https://imnotdoctorwho.moegamer.net/2014/12/07/1784-follower-of-black-heart/#comments Sun, 07 Dec 2014 00:03:37 +0000 http://angryjedi.wordpress.com/?p=6967 It was Sony's PlayStation Experience keynote presentation today. I haven't yet caught up on all the bits of news that came out of it, but the snippets I have heard so far all confirm something that I've been thinking for quite a while now: in the new generation of gaming hardware (PlayStation 4, Xbox One, Wii U) … Continue reading 1784: Follower of Black Heart

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It was Sony's PlayStation Experience keynote presentation today. I haven't yet caught up on all the bits of news that came out of it, but the snippets I have heard so far all confirm something that I've been thinking for quite a while now: in the new generation of gaming hardware (PlayStation 4, Xbox One, Wii U) Sony is going to be the one to beat. And the other two (well, one; we've established Nintendo likes doing its own thing and bugger what the other two are up to) are going to have their work cut out for them.

Sony's got a pretty comprehensive-looking gaming package at present, and one that covers a number of different markets. Speaking as someone who has not yet jumped into the next generation of hardware wholeheartedly — though I do own a Wii U — the PlayStation 4 is an infinitely more enticing prospect than the Xbox One. It's still not quite enough to make me want to rush out and buy one just yet — I'm still waiting for that absolute must-have game that I can't get anywhere else, and bear in mind my definition of "must-have" is somewhat different from the mainstream — but I'm getting closer and closer with every new announcement that comes out of Sony.

Speaking more objectively, though, the PlayStation 4 has a solid lineup of titles. Many of them are available on Xbox One as well, of course, but the PS4 versions are, in most cases, technically superior, running at better resolutions in many cases. As for exclusives, Sony has this pretty much stitched up. The Xbox One lineup of exclusives is a moribund array of unimaginative titles that tend to fit into the neat triple-A pigeonholes of "killing things", "driving things" or "doing sports with things" — there are a few exceptions, of course, such as SWERY's intriguing new project — whereas the PS4's lineup is vibrant, interesting and, importantly, worldwide, with Japanese developers rapidly jumping on board Sony's train even as they continue to eye Microsoft warily after the Redmond giant's two abject failures in the Far East.

The PS4 has the mainstream market pretty well stitched up, then, it seems — although with titles like Hyperdimension Neptunia Victory II and its ilk coming to the platform, it looks set to follow in the PS3's footsteps and provide a great home for more niche titles, too, not to mention the array of excellent independent titles that are making the jump from PC to PS4, too.

And then there's the Vita. Sony still doesn't make a big deal about the Vita at events like this, which annoys some people, but really, a big keynote speech isn't the place to shout about how great the Vita is. The reason? Vita has carved out a rather wonderful little niche for itself as arguably the best place to go for… well, niche games. Highly creative indie titles? Check. Fanservicey Japanese games? Check. Non-fanservicey Japanese games? Check. Access to a staggering back catalogue of brilliant games from the PS1 and PSP eras? Check.

Developers and publishers alike are really starting to get a handle on what makes the Vita tick, and what those who own one like doing with their time. Rather than attempting to continue pushing the frankly dumb "triple-A in your pocket!" angle — the whole point of triple-A is that it's spectacular, and consequently built for the big screen — Vita devs and publishers are now embracing the fact that Vita is a handheld device whose players like the freedom to play either for a short session over lunch, or for more protracted periods of free time. The best Vita games are built with this in mind: FuturLab's Velocity 2X, for example, features lightning-fast, short levels that encourage you to replay for the best times and scores; even Hyperdimension Neptunia Re;Birth1 which I've been playing recently is eminently handheld-friendly thanks to its short and snappy dungeons punctuated by clearly signposted event scenes that you move onto when you're good and ready rather than when you least expect it.

And let's not forget the PS3 in all this, still managing to remain relevant despite its successor having been on the market for a year now. Today we learned that Sega is bringing the much-requested Yakuza 5 to the West next year, and the new installment in the Persona series is coming to PS3 as well as PS4. On top of that, publishers like NIS America, Xseed Games, Aksys Games and their ilk are continuing to localise a wealth of interesting (and occasionally outlandish) Japanese titles for the Western market, so while those continue to flow in my PS3 won't be getting put away any time soon.

All this may sound rather fanboyish and perhaps it is, but the fact is, Microsoft has consistently failed to make me want to pay any attention to the Xbox One whatsoever — the first thing that still springs to mind when I think of the Xbox One is the stupid "Snap" functionality, which is something I don't think I've ever felt I wanted from a console — while Sony continually intrigues and excites me with each new announcement they make.

All it'll take is one great game to get me to grab an Xbox One, though, but at the moment I see that happening on PS4 first, by quite a considerably margin.

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1783: Nurse Nep-Nep https://imnotdoctorwho.moegamer.net/2014/12/05/1783-nurse-nep-nep/ https://imnotdoctorwho.moegamer.net/2014/12/05/1783-nurse-nep-nep/#respond Fri, 05 Dec 2014 23:11:27 +0000 http://angryjedi.wordpress.com/?p=6965 I've been off work ill for the last three days, and not the fun kind of ill where you can just lie in bed and have people bring you food and drink without really having to "suffer" very much. No, I've had a rather unpleasant stomach bug of the — if you'll pardon the graphic … Continue reading 1783: Nurse Nep-Nep

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I've been off work ill for the last three days, and not the fun kind of ill where you can just lie in bed and have people bring you food and drink without really having to "suffer" very much. No, I've had a rather unpleasant stomach bug of the — if you'll pardon the graphic detail for a moment — "I need to go to the toilet roughly every half an hour and now my arse is burning with the fury of a thousand angry suns" variety. And it doesn't seem to have shifted itself just yet, which means I'm probably in for another rough night if the noises my stomach is currently making are anything to go by.

But I digress somewhat; taking the time off to recover has allowed me to catch up on some handheld gaming, because we all know handheld gaming is the best gaming when you're ill, because it's easily portable for those circumstances like, say, when you need to urgently rush to the toilet to fire off another salvo of acidic excrement that would probably make a pretty solid special move in combat were it not for the searing pain it temporarily inflicted on the origin point.

Um. Anyway. Yes. Handheld gaming. Specifically, I took the opportunity to try and beat Hyperdimension Neptunia Re;Birth1, which I've been playing for a while now. Like most Neptunia games, I found myself not really wanting it to end, but I also eventually reached a point where I was running out of things that it was possible to do in a single playthrough, and so I powered on to the ending, beat the final boss, saw the credits (which, in typical Neptunia tradition, are accompanied by a glorious, lovingly rendered pixel-art, game-style synopsis of what you've just played) and promptly started a New Game + with a mind to cleaning up the last few Trophies I hadn't quite finished off. Specifically, I had four characters to recruit — Nepgear, Uni, Rom and Ram, the four "CPU Candidates" who were originally introduced in Hyperdimension Neptunia mk2 — and 100 million Credits to acquire via some means, but I decided to take a momentary detour to the game's optional "Colosseum" mode to fight some tough battles with the promise of various characters' ultimate weapons as a reward.

And hoo boy. Ultimate is the word. Rather than the gradual creeping up of stats that most weapons provided over the course of the normal game, the various characters' ultimate weapons boost their stats by a ridiculous degree, making even the toughest bosses melt like butter beneath your relentless onslaught. Couple this with the Celestia Bangle armour that you get for beating the game with the True ending — only one, sadly; if you want more you need to beat it multiple times — and you have a nigh-unstoppable fighting force.

Or so you'd think, anyway; pleasingly, even when geared up with this array of "best in slot" equipment, there are still plenty of stiff challenges throughout the game — challenges that were simply insurmountable when tackled with regular equipment, but which merely become quite difficult when equipped to the max in this manner. In the meantime, it becomes possible to hack and slash through the main story in a couple of hours (assuming you're skipping dialogue sequences) rather than the 55 hours or so it took me to beat it the first time — with story bosses that once proved a roadblock to progression falling after just one or two attacks in most cases. Eminently satisfying.

This is something that developer Compile Heart is good at, in my experience; while the difficulty curve throughout the game may be more of a pit of spikes of varying height on your first playthrough, breaking through the initial barrier and coming around for a second pass gives you a glorious feeling of power and supremacy over almost everything in the world — though there's still the odd enemy here and there that is more than willing to knock that cocky smile off your face if you're getting a bit too confident.

So far my post-game cleanup is going well; I've just unlocked Nepgear and almost have enough MB left to unlock either Uni or Rom and Ram (they come as a pair) by the end of this second playthrough. Then the only thing left is a whole lot of fighting one of the toughest foes in the game in the hope of acquiring 100 million credits. After that, I'll be happy to add Re;Birth1 to my list of "100% completed" (or at least Platinum trophied) games — a sure sign that I've had a blast with it.

Bring on Re;Birth2, then, I'm almost ready!

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1782: The Crew: Project Gotham for a New Generation? https://imnotdoctorwho.moegamer.net/2014/12/04/1782-the-crew-project-gotham-for-a-new-generation/ https://imnotdoctorwho.moegamer.net/2014/12/04/1782-the-crew-project-gotham-for-a-new-generation/#respond Thu, 04 Dec 2014 22:36:25 +0000 http://angryjedi.wordpress.com/?p=6963 I wouldn't say by any means that I'm a die-hard petrolhead, but I do enjoy a good driving game, with the emphasis on game. That is to say, I tend to find the more hardcore driving "simulations" such as Forza Motorsport and Gran Turismo to be hard going, slow paced and more difficult than is enjoyable; I'd much rather play something … Continue reading 1782: The Crew: Project Gotham for a New Generation?

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I wouldn't say by any means that I'm a die-hard petrolhead, but I do enjoy a good driving game, with the emphasis on game. That is to say, I tend to find the more hardcore driving "simulations" such as Forza Motorsport and Gran Turismo to be hard going, slow paced and more difficult than is enjoyable; I'd much rather play something where the "correct" way to play is to fling your car sideways around a corner, not caring if you're smashing street lights and fencing all over the shop, not worrying about fucking your car's performance up after a few bumps and scrapes, not having to engage in anything even remotely resembling "sportsmanship" when racing against other cars, be they computer- or player-controlled.

One of the driving game series that I did find myself enjoying a whole lot over the years was Bizarre Creations' Project Gotham Racing series, which actually began with the venerable (and awesome) Metropolis Street Racer on Sega's ill-fated 128-bit console, the Dreamcast. Project Gotham as a whole occupied a curious middle-ground between serious sim and arcadey racer; on the one hand, you were racing real cars around realistic environments and it wasn't really a "smash and bash" racer — in fact, Metropolis Street Racer even penalised you if you crashed too much, though this harshness was toned back a little in the later games, since they were already difficult enough — while on the other, you were flinging your car around with gay abandon, swinging its back end out whenever possible, darting between cone gates and playing chicken with upcoming walls as you tried to build up enough speed to actually leave the ground when racing down San Francisco's hilly streets.

In other words, Project Gotham demanded some genuine driving skill, but also knew that people liked having fun in cars, too — the sort of fun that would quickly get you arrested were you to try it… well, anywhere, really. Project Gotham allowed a safe environment for you to hop into various high-spec sports cars (and a few low-end crap cars towards the beginning) and just have some fun. It was later taken to the next extreme by the rather wonderful commercial flop Blur, which combined Project Gotham's semi-realistic racing (and real cars) with the stuff of pure fantasy — neon-coloured Mario Kart-inspired weapons that allowed you not only to race aggressively against your opponents, but to fire various explosive devices up their tailpipe, too. How sad that it wasn't more of a success than it was.

But I digress. Today I've been playing The Crew from Ubisoft, a game that I've been cautiously curious about ever since I first heard about it a year or two back. Promising a (somewhat scaled-down) recreation of the entirety of the United States of America, a variety of different mission types and a strong focus on working together with actual, real-life other people, it sounded like a natural evolution of the direction racing games had been moving in for a while.

Need for Speed Underground 2 introduced us to the idea of a racing game set in an open world. And boy did it work well. It worked so well that pretty much every Need for Speed game since has had some variation on this formula, with you driving around a vast (and suspiciously geographically diverse) map to discover events, take them on and complete them — or just to drive around for the fun of it. These open worlds didn't have the same level of detail about them as something like Grand Theft Auto, but they didn't need to; you only saw them from behind your windshield, and you never left your vehicle, unlike in Rockstar's classics. They did the job, though, and that was to provide you with an interesting environment in which you could get to know your car and the various roads, then challenge you with various events that would test your knowledge of both these things in a practical sense.

Later racing games played with this formula in different ways: Need for Speed Most Wanted had a strong emphasis on dramatic police chases, for example, while Need for Speed Hot Pursuit (the more recent version) actually allowed the choice of whether you were cops or street racers. Burnout Paradise, meanwhile, took that series' typically exaggerated crashes and built a whole game mode out of them, where you'd have to crash and then bounce your car along the street for as long as possible, hitting as many things as possible along the way. (Oh, you could race a bit, too.)

The reason why I'm bringing up all these other games is that The Crew, so far, feels like an entertaining mishmash of all of them. It has Burnout's crashcam, Project Gotham's driving through gates and beating speed milestones, Need for Speed's police chases. All of these different strands of DNA are very much apparent as you play, but for some reason it's Project Gotham I keep thinking of as I play, even though they're very different games; Project Gotham may have unfolded in realistic environments like The Crew does, but it took place entirely on enclosed courses rather than in open-world environments where it's possible to find shortcuts and go off-piste.

I think it's the variety of events which brings this to mind: most open-world racers in the last few years have included some sort of variation on the "race, destroy, time trial" formula, but The Crew adds a number of additional elements to the mix in the form of small, short skill challenges dotted around the various maps. Bringing to mind some of Project Gotham's short but teeth-gnashingly difficult challenges, the skill tests task you with everything from remaining above 50mph for as long a distance as possible in a time limit to slaloming around posts. And, of course, just completing these tasks isn't enough; there's bronze, silver and gold levels of completion to take on, plus online leaderboards.

Perhaps the most interesting thing about the game, though, is the "co-op" multiplayer, as this adds a strange and welcome twist to the usual online racing formula. Instead of everyone jockeying for first position as usually happens — or, more accurately, the person with the best car screaming off ahead, never to be seen again, as everyone else fights for second — these events just require that someone wins. Everyone else's job then effectively becomes ensuring that the computer-controlled racers don't have the opportunity to catch the person who is screaming off ahead, hopefully never to be seen again; it becomes a team effort, and when it works, it seems like a whole lot of fun. Unfortunately, I've only had the opportunity to try event in this manner so far, but hopefully as more people pick up the game there'll be more chances to enjoy the game the way it was clearly designed to be played.

The Crew is often described as an "MMO", though at present that's not altogether accurate. The execution is somewhat like Test Drive Unlimited, in which you'll be driving around minding your own business and occasionally see other people in the area. When you reach an event, you have the option to "quick invite" anyone in the vicinity to join you, or you can pre-form a crew of up to four people to tackle challenges in a more organised manner. There don't seem to really be enough players online as yet — at least not on the PC version — to make this feature shine as it should, but I'm interested to see how — or indeed if — it grows in the coming weeks.

Even if it doesn't, the single-player offering seems fairly solid, and it has so far made a good start at fulfilling my wish of a racing game with a semi-decent story, so I'm intrigued to see what happens next. I'm also pleased to see the protagonist is a bespectacled, bearded Gordon Freeman lookalike rather than the usual self-consciously cool douchebags that usually populate this sort of game.

First impressions are pretty good then; more will doubtless follow very soon.

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1781: My Top Three* PSone Games https://imnotdoctorwho.moegamer.net/2014/12/03/1781-my-top-three-psone-games/ https://imnotdoctorwho.moegamer.net/2014/12/03/1781-my-top-three-psone-games/#comments Wed, 03 Dec 2014 20:36:31 +0000 http://angryjedi.wordpress.com/?p=6961 Well, if it's good enough for Sony — they are celebrating the 20th anniversary of their console, after all — it's good enough for me. Here are my top three original PlayStation games. …Shit. There are too many. There are way too many to choose from that I've played over the years. Some of them are incredibly … Continue reading 1781: My Top Three* PSone Games

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Well, if it's good enough for Sony — they are celebrating the 20th anniversary of their console, after all — it's good enough for me.

Here are my top three original PlayStation games.

…Shit.

There are too many. There are way too many to choose from that I've played over the years. Some of them are incredibly obvious choices. Others are games that I have but a dim memory of playing, but which have stuck in my brain ever since. I can't choose three. I can't.

So I won't. Instead, I'm going to present some fake awards for the games that have stuck in my mind ever since I first played them. In some cases, it may have been 15-20 years since I played them, but they still carry significant meaning to me for one reason or another. In many cases, they may not even be among the best games on the platform, but for whatever reason I have remembered them fondly ever since.

Here we go then. The first one is an obvious one, but I don't think many people will argue against it.

The "wow, this is better than anything I've ever seen before" award

What other game could this go to than the original Ridge Racer?

The word "revolutionary" is thrown around far too much with regard to games these days, but Ridge Racer was genuinely revolutionary. It clearly demonstrated the vast difference in power between the 32-bit PlayStation and the 16-bit Super NES and Mega Drive that had come before.

Its slick 3D graphics and unapologetically arcadey handling — remember this was in the days when we were still using digital control pads rather than analogue sticks — made it an absolute joy to play. And despite a relative lack of content compared to modern games — there really weren't very many tracks at all, and all of them were based in the exact same environment — it was a game that could keep you occupied for hours as you tried to beat the irritating yellow car and its even more irritating later counterpart, the black car: an adversary so cocky that it often parked on the side of the road in order to allow you to catch up a bit.

A not-particularly-interesting anecdote about Ridge Racer is that it also kind of introduced me to electronic music. Prior to that game, I'd dismissed a lot of electronic music as being just noise — at least partly due to my parents regarding it as such — but over time I came to appreciate the weird and wonderful accompaniments to the racing on the soundtrack, and was much more open to the idea of listening to electronic music outside of games as a result.

The "holy crap, this is on the same system?" award

It would be remiss of me to talk about Ridge Racer and not mention the much later Ridge Racer Type-4, a game which came out much later in the PlayStation's lifespan but which still plays like a dream today.

Ridge Racer Type-4 was noteworthy not just for being a great game — and a great-looking game with what passed for "photo-realistic" visuals at the time of its release — but also for being beatifully designed, too. Take a look at the video above and tell me that those bright yellow animated menus aren't immediately distinctive and memorable — and instantly recognisable as being from Ridge Racer Type-4.

Everything about Ridge Racer Type-4 fitted together perfectly. The hour-long Grand Prix campaign gave you several mini-stories to follow through as you challenged various races in various vehicles. The vehicles you unlocked ran the gamut from the relatively sensible to the ridiculous, such as the jet-propelled monstrosity you unlocked later that really, really didn't like going around corners.

And the music. Oh, the music. At the time Ridge Racer Type-4 came out, my friends and I had discovered a genre of music known as acid jazz — a blend of jazz, funk and hip-hop typified by artists such as the Brand New Heavies and Jamiroquai. We would listen to pretty much nothing other than this type of music, and so we were delighted to discover that Ridge Racer Type-4's soundtrack consisted almost exclusively of music of this ilk — certainly a far cry from the early-'90s electronica of the first game — and even more delighted when we found that Namco had very much made this distinctive sound part of their in-house "style" for a while, as other games such as Anna Kournikova's Smash Court Tennis (an honourable mention in this list) also had a rather jazz-funk flavour about them.

Racing games have come a long way, but few modern titles provide the same degree of satisfying arcade fun that Ridge Racer Type-4 still does. And now you can download and play it on PSP and Vita. And typing this, I'm very tempted to go and do that after I'm done here.

The "so I like RPGs now" award

Final Fantasy VII. I don't think I really need to say anything else about this, so here's the intro — still one of my favourite game openings of all time.

The "inexplicably burned into my memory" award

I played a lot of role-playing games on PlayStation — at least, after I discovered Final Fantasy VII and the genre as a whole — but I actually have a pretty good memory of most of them, and indeed enjoyed most of them, too, even those that were objectively lower-quality and lower-budget than other games available at the time.

One such game that has stuck in my mind for a long time is The Granstream Saga.

I remember only a few very specific details about The Granstream Saga: it had some lovely anime cutscenes; it had a great battle system that was somewhere between a traditional RPG and the real-time combat of games like Zelda; it featured two heroines called Arcia and Laramee (the latter of whom donates her name to my custom characters in games any time "Amarysse" is not available); and that none of the polygonal models had any faces.

I'm not sure why The Granstream Saga has burned itself into my memory quite as much as it has, but of all the RPGs I played on PlayStation, it's one of the ones I remember most fondly. I'd be interested to replay it sometime and see how it holds up, graphics aside.

The "I like this more than Zelda" award

Yes, I like The Adventures of Alundra more than pretty much any Legend of Zelda game I've played to date. (Disclosure: I only played a couple of hours of Wind Waker and Twilight Princess, and haven't played Skyward Sword at all.)

Alundra surprised me, because it came along at a time where, so far as many teenage gamers were concerned — teenage gamers like my school friends and I, for example — it was 3D or nothing. 2D games were things of the past; it was all about the 3D now, and preferably games that came on more than one disc. (My friend Woody believed for many years that it was physically impossible for a game to be as good as FInal Fantasy VII, which came on three discs, if it only came on a single disc. This was despite me pointing out that the three discs of FInal Fantasy VII all included the exact same game data, and the only thing different between them was the prerendered cutscenes. I could never convince him.)

Alundra was staunchly 2D, though. It wasn't even a little bit 3D — games like Castlevania: Symphony of the Night (which we'll get onto in a moment) supplemented their beautiful 2D art with 3D backdrops and other scenery elements, whereas Alundra was a pixel-art labour of love, with hand-animated characters, a distinctive and consistent aesthetic and the feel that, aside from the screen resolution, it may well have been possible to recreate on the Super NES.

After I got over my initial culture shock at playing a 2D game, though, I discovered something wonderful: a beautifully designed Zelda-style action RPG with, to date, some of the best-designed puzzles I've ever solved without the aid of GameFAQs. Alundra's puzzles were difficult — more difficult than that which Zelda typically offered — but never insurmountable, and consequently they gave a wonderful feeling of achievement when you successfully solved them.

The plot was pretty cool, too. In fact, it went on to inspire a story that I've had half-finished in my head and various word-processing documents ever since. One day I should probably finish that.

The "Hmm, 2D platform games are still relevant" award

2D platformers have had something of a resurgence in recent years thanks to the indie scene, but in the early years of the 32-bit era, developers and players alike were thoroughly enamoured with 3D, with everyone trying to recapture the magic of Super Mario 64.

Castlevania: Symphony of the Night proved that 2D still had a place, however. And what a game it was.

The game was immediately striking thanks to its intro, seen in the video above. The beautiful pixel art, the incredible soundtrack — by gosh, I miss old-school Castlevania music — the cringeworthy but memorable voice acting and script… all of it combined to make the second-most badass intro sequence after Final Fantasy VII in my book.

What was perhaps most interesting about the Symphony of the Night intro, however, was the fact that it was actually the last level of the previous game. Only after you beat Dracula — in a fight that you couldn't lose this time around — did the game proper begin, and then you were in to one of the earliest examples of the "Metroidvania" genre: a type of 2D platformer where you could freely explore a single, huge world split into distinct areas, some of which were blocked off by the requirement for you to unlock specific abilities first.

Symphony of the Night as a whole was so great because it was designed well, played well, treated the player fairly and didn't outstay its welcome. It was over and done with in about 10 hours — including the "secret" second castle — and by that point you'd had an eminently satisfying experience filled with thrilling boss fights, challenging platforming and, of course, amazing music. It's no surprise that this Castlevania above all others is the one that keeps getting re-released.

The "this game is broken as hell, but I still love it to pieces" award

Bust-a-Groove took up a considerable proportion of one of our summers. Why? Because it was brilliant.

Bust-a-Groove was one of the earliest examples of "rhythm action" games that I remember playing, and took the unusual approach of being somewhat like a fighting game — it had different characters, each of whom had their own iconic stage, and you worked your way through them to a non-playable final boss. The whole thing was over in the space of about 20 minutes or so — a single playthrough was, anyway — but it was the kind of thing we all enjoyed playing over and over again with different characters.

Why was it broken as hell? Because of its multiplayer mode, and because of the nature of its gameplay. By requiring the player to input specific button sequences in time with the music, it was possible to get a "perfect" score on a level, and if two evenly matched players squared off against one another, it almost always ended in a stalemate. The game's answer to this was to provide a couple of special attacks that could be triggered in time with the music, but there was also a dodge button and a very obvious cue that these attacks were coming so, again, two evenly matched players would more than likely end in a draw, while two players of different skill levels would be a foregone conclusion.

As dumb as it was, the personality-packed characters, the detailed stages and the incredibly memorable soundtrack made this one of my favourite games of the PlayStation era.

The "I like this more than Zelda, too" award

Here in Europe, we got screwed over on the RPG front for a good few years, with many localised titles not making the hop across the pond from America. Fortunately, I had a modified PlayStation capable of playing imported games, so when I visited my brother in the States on one occasion, I took the opportunity to pick up a selection of games I couldn't get back home, one of which was Squaresoft's Brave Fencer Musashi.

Brave Fencer Musashi was a funny game. And I mean that in several senses. It was clearly Japanese through and through, but an excellent job on the localisation filled it with exaggerated Western stereotypes such as the valley girl princess (who calls the protagonist a "little turd" within two minutes of them meeting), the mystic who overdid it on the archaic English and the distinctly camp scribe named Shanky.

Structurally, it was peculiar, too. It had many of the trappings of an RPG — levelling up, HP, MP and the like — but the feel of a 3D platformer, with you exploring a world of gradually increasing size and getting into various setpiece scrapes against bosses and special events. I never got around to beating it, but it was a lot of fun, and I still have a copy on my shelf, so… hmm.

The… hmm.

I've gone on for over 2,000 words and I think I could probably continue if I tried. But I'm going to hold it there for now and perhaps revisit some more PS1 classics tomorrow.

* I lied. But you already knew that, huh.

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1780: Happy 20th, PlayStation https://imnotdoctorwho.moegamer.net/2014/12/02/1780-happy-20th-playstation/ https://imnotdoctorwho.moegamer.net/2014/12/02/1780-happy-20th-playstation/#comments Tue, 02 Dec 2014 21:08:03 +0000 http://angryjedi.wordpress.com/?p=6956 The PlayStation is celebrating its 20th birthday in Europe today. What better way of celebrating than with a rather lovely picture of Hyperdimension Neptunia's Noire, personification of the PlayStation brand and platform, dressed up to the nines and clearly in slightly awkward party spirit? Hnng, I'm sure you will agree. Lovely Noire aside, the PlayStation's 20th anniversary feels … Continue reading 1780: Happy 20th, PlayStation

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The PlayStation is celebrating its 20th birthday in Europe today. What better way of celebrating than with a rather lovely picture of Hyperdimension Neptunia's Noire, personification of the PlayStation brand and platform, dressed up to the nines and clearly in slightly awkward party spirit?

B3kOC_0CMAAjD29Hnng, I'm sure you will agree.

Lovely Noire aside, the PlayStation's 20th anniversary feels like a suitable occasion to share some fond memories of my time with Sony's platforms over the years, and what PlayStation has meant to me. I realise that by doing this I am, of course, falling into Sony's cunning marketing trap, but since I'm not a professional games journalist any more I can say whatever the fuck I want, not to mention post pictures such as that seen above.

Anyway.

My first memory of PlayStation is much like my first memory of many consoles from the SNES and Mega Drive era onwards: a unit came home with my brother, courtesy of his work on games magazines, accompanied by a few games, and thus I had the opportunity to try it out well before any of my friends ever did — though I would find myself biting my lip and never being sure whether or not five minutes after the poor chap had arrived was too soon to go rifling through his bags in search of technology and game cases.

The first three games I ever played on PlayStation were Ridge Racer, a pre-release version of Tekken (which had a bug or two here and there) and Raiden Project. Ridge Racer was, of course, absolutely gobsmacking at the time (though I still find it amusing that it upstaged itself with its fourth installment coming bundled with a remake of the original that ran at twice the resolution and twice the framerate) and Tekken was one of the most "physical"-feeling fighting games I'd ever encountered. (That cracking sound Paul Phoenix makes when he throws someone still makes me wince.) Conversely, I was initially unimpressed by Raiden Project owing to the fact that its 2D sprite-based graphics looked like the sort of thing the SNES and Mega Drive had been offering us for years by this point. (I later realised that I was being somewhat blinded by the then-revolutionary 3D graphics of the former two games, and came to enjoy Raiden Project a whole lot.)

Ridge Racer and Tekken were both noteworthy for incorporating something that I haven't really seen since: games to play while you waited for the main game to load. Ridge Racer offered Galaxian — and unlocked bonuses if you managed to complete it before the main game loaded — while Tekken offered Galaga. Both were impressive, arcade-perfect ports that ran flawlessly while the game loaded in the background, and I'm sad that this concept didn't take off more, perhaps due to Namco remaining somewhat tight-fisted with the technology. These days the best we get is an interactive loading screen that lets us practice our moves or something, but these tend to only come up once the game has already loaded, not the moment you put the disc in.

Eventually, for some reason, I came into possession of that same (Japanese) PlayStation that had originally come home with my brother. I forget the exact circumstances — I imagine it was due to him getting an official local model — but I was certainly extremely grateful for it. Unfortunately, as still happens with many console games today, the PlayStation was region-locked, meaning that it would only run Japanese games straight out of the box; running European games required you to either install a mod chip (which also enabled piracy, since it effectively bypassed the console's internal copy-and-region-protection systems) or make use of a somewhat questionable trick involving a piece of Blu-Tac, a pen lid, a Japanese game disc and the European game disc you were actually trying to play.

Oh yes, the disc swap trick: most PlayStation owners of the late '90s at least tried it at one point or another. Essentially the trick involved allowing the console to read the copy protection and region info from a disc it would normally accept, then quickly swap this disc out for the game you were actually trying to run. It was a somewhat perilous process that required you leave the lid of the console open at all times (propped open by the pen lid, which was also pressing down the button that told the console the lid was closed) and then whip out the first disc the moment it stopped spinning quickly. It often took a few attempts to get right, but my gosh, the first time I got Final Fantasy VII running in this way was an exciting day indeed.

Ah, Final Fantasy VII. I've waxed lyrical about this game many times on this blog, so I won't reiterate that here, but I will say that at the time it was hyped up to me as "a game that will actually make you cry" and it did not disappoint. It introduced me to the wonderful world of roleplaying games, and gave my friends and I many, many hours of entertainment, since we all finished it several times over. In retrospect, I have no idea how we had the time to do this, but I do know that to date, I have played Final Fantasy VII from start to finish at least ten times over.

Even in those early days, I was someone who enjoyed investigating interesting-looking and strange games, particularly those of Japanese origin. I recall spending a whole lot of time playing the wonderful dance-off game Bust-a-Groove as well as cracking RPGs such as Breath of Fire III, Star Ocean: The Second Story and, of course, subsequent installments in the Final Fantasy series. Visiting my brother over in the States also saw me picking up a number of games that, for whatever reason, never made it to the UK's shores: titles like Brave Fencer Musashi, Parasite Eve, Xenogears and Lunar: Silver Star Story.

Have another Noire to break things up a bit.
Have another Noire to break things up a bit.

I was well into university by the time I joined the PlayStation 2 generation. I wasn't an early adopter, but I was intrigued by this new console and the supposedly immense power it had. But once again when I picked one up, it was not to grab the latest and greatest new titles — the game I chose to purchase my console with was a little-known adventure by Konami known as Shadow of Memories, to date one of the most interesting narrative-based games I think I've ever played.

For the uninitiated, Shadow of Memories casts you in the role of Eike, a man who keeps getting murdered and then having the opportunity to go back in time and save himself. The solutions to the situations become increasingly convoluted as you progress through the story, occasionally involving travelling back hundreds of years in order to, say, prevent a tree from being planted and, by extension, removing the place your assailant was hiding. I'd encountered strong stories in games before — particularly through the aforementioned Final Fantasy VII and adventure games on PC — but Shadow of Memories was noteworthy for me in that it was a console game that had taken the bold step of having neither attack nor jump buttons — it was simply about exploring, enjoying the story and working your way to the truth. (To date, I still haven't seen the game's true ending; I should probably rectify that at some point.)

Shadow of Memories aside, it took me a while to come around to the PlayStation 2, largely due to the fact that for a little while, there didn't seem to be that many role-playing games available for it. I later discovered that this was an inaccurate assessment, of course — and in fact am still discovering great RPGs on the platform today, two hardware generations later — but it took me a little while to warm up to it.

Outside of RPGs, though, the PlayStation 2 did play host to some wonderfully memorable games. The Timesplitters series provided some of the best local multiplayer shooting since GoldenEye — largely due to being developed by the same people — while many a drunken evening was spent with my friend Sam post-Poundstretcher (the regular "everything is really, really cheap" evening at the Student Union) playing various incarnations of the Grand Theft Auto series. And some strange things from that era have remained in our collective vernacular ever since; if we'd never played State of Emergency (not Rockstar's finest hour, but actually a surprisingly fun game) we'd never have come across the phrase "[do something] for BOOOONUS SCOOOOORE!", which is frequently still used among our friendship group whether we're cooking, playing a video game or gathered around the tabletop for a board game.

Have some more Noire. And yes, that brooch is supposed to look like the old Sony Computer Entertainment logo.
Have some more Noire. And yes, that brooch is supposed to look like the old Sony Computer Entertainment logo.

I've had an interesting relationship with the PlayStation 3. Initially, I didn't quite see the point of it — in fact, I vividly recall doing some podcasts with my friends Edd and Woody where we were fairly merciless about that big ol' lump of black shiny plastic, but then we were all fairly obnoxious Xbox 360 fanboys at that point, too.

I forget what caused me to pick up one in the first place. I think it was simply a pretty good deal — the console and three games for an eminently reasonable price. The games were Ghostbusters, Fight Night and something else I've forgotten. I played about ten minutes of Ghostbusters, booted up Fight Night once and didn't play it, then quickly found that downloadable games like Flower were much more interesting than many of the retail titles available at the time. My Xbox 360 still got considerably more use — primarily due to the fact that multiplatform titles were often better on 360, and that my friends would typically play multiplayer on 360 — but I always held on to the PS3.

These days, the situation is a complete reversal. I haven't turned on my Xbox 360 for a very long time now — I don't think it's been a whole year, but it's certainly been a good few months — whereas my PS3 still gets regular use, largely due to the fact that, as has been the PlayStation platform's wont ever since its inception, it's still the best place to go for Japanese role-playing games, including titles like the Neptunia series which have since become some of my favourite games of all time. (Yes, really.)

And this isn't even getting into Sony's portable platforms the PSP and the Vita, both of which are criminally underrated platforms full to absolute bursting with top-quality entertainment to cater to all tastes and play styles. My Vita is getting more use than any of the other gaming platforms I own right now thanks to games like Hyperdimension Neptunia Re;Birth1 and Senran Kagura Shinovi Versus, and there's plenty more queued up beyond those two titles, on both PS3 and Vita.

As for the now year-old PlayStation 4? Well, I still don't have one yet, but frankly, with new Neptunia and Senran Kagura games both on the horizon for the new platform, it's clearly only a matter of time before I cave and grab one, isn't it? It just remains to be seen how long I can hold out. I've been doing all right so far, but it only takes one game — perhaps something unexpected — that I really have to play right now for me to take that plunge. Soon. But perhaps not just yet.

Anyway. Happy birthday, PlayStation. You — and let's not forget the myriad developers behind all the games I've talked about today and more — have brought my life great joy over the years, and you continue to fill my free time with fun and frolics even now, 20 years later. Long may it continue — for another 20 years and beyond, maybe?

 

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1777: Rivalry With an Inanimate Object https://imnotdoctorwho.moegamer.net/2014/11/29/1777-rivalry-with-an-inanimate-object/ https://imnotdoctorwho.moegamer.net/2014/11/29/1777-rivalry-with-an-inanimate-object/#comments Sat, 29 Nov 2014 16:37:19 +0000 http://angryjedi.wordpress.com/?p=6949 One of the most peculiar things about the new Wii U version of Super Smash Bros. is the compatibility with the "Amiibo" figurines that are sold separately. During the run-up to release, I'd misunderstood their reason for existence, assuming them to be a means of effectively customising an individual fighter to your liking, then being able to … Continue reading 1777: Rivalry With an Inanimate Object

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Page_1One of the most peculiar things about the new Wii U version of Super Smash Bros. is the compatibility with the "Amiibo" figurines that are sold separately.

During the run-up to release, I'd misunderstood their reason for existence, assuming them to be a means of effectively customising an individual fighter to your liking, then being able to take it around to a friend's house and use your own custom character in multiplayer battles.

I had my concerns about this; any time you introduce an element of customisation to something — particularly if said customisation involves "growth" of power and abilities — you run the risk of giving an unfair advantage to anyone with the customisations, and a disadvantage to anyone playing with stock characters. I had a vision of someone coming over with a level 50 Amiibo and repeatedly kicking my arse with it, not necessarily because they were actually any good with the character, but because they'd simply levelled it up enough.

I needn't have worried, because Amiibos don't work like that. What they do instead is provide you with a computer-controlled opponent that plays alongside you, learns over time and levels up its abilities, gradually becoming stronger and more powerful. You can customise it by feeding it equipment and choosing the special moves it is able to use, and level it up simply by allowing it to participate in games — be it as an opponent in a free-for-all multiplayer battle (you can even go one-on-one against it) or as a teammate in cooperative or team-based modes.

What's interesting about this is that because there's a physical object involved as well as persistence — after you've finished a play session, you write the data back to the Amiibo simply by plopping it on your GamePad for a moment — there's a much stronger relationship between you and this small lump of plastic. I'd even go so far as to say you may well develop a kind of rivalry.

It sounds odd, but it's absolutely true. Andie and I were playing some multiplayer earlier, and we had the Amiibo as a third player for a while — although I took it out for a bit when she started winning pretty much every match. After Andie stopped playing, I brought the Amiibo back in for some one-on-one battles, and it's actually been a lot of fun trying to figure out how to beat her, because as she's levelled — a process which is pretty quick up until about level 30 or so — she's gradually become better and better at playing, and is now a rather challenging opponent that I can still beat, but who certainly doesn't go down without a fight. Victories against her feel somehow more meaningful than a battle against random computer opponents.

While I'm not sure how much the Amiibos add to the experience as a whole — I'm interested to take mine over to my friend's house to bring her into his game and see how that works — they're an interesting little twist, and the figurines themselves are attractive and eminently collectible. I'm not sure whether or not I'll collect them, but they're inexpensive and decent quality, so I'm not ruling out maybe a couple more, particularly if a Shulk one decides to make an appearance any time soon…

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1776: SMAAASH https://imnotdoctorwho.moegamer.net/2014/11/28/1776-smaaash/ https://imnotdoctorwho.moegamer.net/2014/11/28/1776-smaaash/#comments Fri, 28 Nov 2014 22:46:11 +0000 http://angryjedi.wordpress.com/?p=6947 Not realising that Black Friday has apparently become A Thing over here, I went into town to pick up a copy of Super Smash Bros. for Wii U earlier. It took over half an hour of queueing in Game to pick up a copy, but at least I didn't get to the front of the line and … Continue reading 1776: SMAAASH

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Not realising that Black Friday has apparently become A Thing over here, I went into town to pick up a copy of Super Smash Bros. for Wii U earlier. It took over half an hour of queueing in Game to pick up a copy, but at least I didn't get to the front of the line and find there were none left. (I didn't get a Gamecube controller adapter, though; stupid "preorders only" rule.)

Most of you reading this probably know what Super Smash Bros. is, but on the offchance you don't, it's become one of Nintendo's flagship series over the years thanks to it essentially being a disc full of Nintendo fangasms. It's sort of a fighting game — though nowhere near as technically demanding as more traditional fighting games — that stars a wide variety of characters either from Nintendo's own lineup or from games that have appeared on Nintendo consoles at some point or another, as well as one or two special guests.

I've been playing a bit of the new game this evening and like its predecessors, it appears to be a lot of fun, if somewhat overwhelming in terms of the sheer number of different things available to do. There's a straightforward Smash battle, Classic Mode, All-Star Mode, Events Mode, Stadium Mode, online and probably several others I've forgotten, each of which are subdivided into various other things and most of which can be played either solo or with friends. Some can be played cooperatively with a partner against the computer, others are purely competitive. The most extreme multiplayer offering the new game has is an utterly chaotic 8-player mode in which it's nigh-impossible to tell what the fuck is going on, but it's an enjoyable sort of nonsense nonetheless.

There are some interesting additions, too. The ability to create your own fighter using any of the Miis on your Wii U console makes for some entertaining possibilities, particularly since they're customisable with three different fighting styles, selectable (and unlockable) special moves, equipment, costumes and headgear. The Amiibo functionality, where you can use small figurines to communicate with the game via the Near-Field Communication panel on the Gamepad, is fun, too, and not quite what I expected; rather than your Amiibo containing a fighter than you personally use, it instead acts as more of a sort of virtual pet that you can feed equipment to (don't think too hard about how that works), customise the special moves of and gradually level up by allowing it to participate alongside you in battle. Because the figurine itself holds data, you can then take it to a friend's house and bring your Amiibo into their game, too, so they can face off against the fighter you've been training up to be an unstoppable killing machine.

I'm really happy to see slightly lesser-known games such as Xenoblade Chronicles getting headline character love, too. Xenoblade's protagonist Shulk is an enjoyable, interesting character to play as, and the Xenoblade stage is challenging and cool-looking. (Plus it features recurring villain Metal Face showing up to cause mischief throughout, which is a lot of fun.) It sure makes me pretty hungry to see the new Xenoblade game in action on Wii U, though…

Aside from that, the customisation of the game has never been better. You can tinker around with how frequently items appear, which music plays in which stage and how often and even switch levels to a stripped-down, simplified "Omega Mode" (essentially little more than a floating platform) for a true test of your skill without environmental hazards being a pain. There's even an online mode — "For Glory" — where you play without items on Omega stages, and I have a feeling this is where the true Super Smash Bros. legends will learn to shine.

It's unfortunate that none of my friends are around this weekend as I was hoping to have a good session of local multiplayer with them. Still, I shall console myself with the vast amount of other content in the game — and perhaps attempt to give some online friends a kicking — and smile as the Wii U once again shows that it has some of the most enjoyable, most interesting and most polished games in all of the "next" generation of console hardware.

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1775: Geometry Wars 3: Some Initial Thoughts https://imnotdoctorwho.moegamer.net/2014/11/27/1775-geometry-wars-3-some-initial-thoughts/ https://imnotdoctorwho.moegamer.net/2014/11/27/1775-geometry-wars-3-some-initial-thoughts/#comments Thu, 27 Nov 2014 22:25:59 +0000 http://angryjedi.wordpress.com/?p=6944 I never thought I'd get to write the following sentence: I played a bunch of Geometry Wars 3 tonight. Geometry Wars 2 was an absolute masterpiece, and one of my favourite games from one of my favourite studios — the sadly defunct Bizarre Creations, who were also behind some of my favourite racing games (the Project Gotham series and … Continue reading 1775: Geometry Wars 3: Some Initial Thoughts

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Page_1I never thought I'd get to write the following sentence: I played a bunch of Geometry Wars 3 tonight.

Geometry Wars 2 was an absolute masterpiece, and one of my favourite games from one of my favourite studios — the sadly defunct Bizarre Creations, who were also behind some of my favourite racing games (the Project Gotham series and the wonderful Blur). It struck a perfect balance of challenge and instant gratification, allowing anyone to pick it up and play, but only those who took the time to concentrate on what they were doing to truly master it and attain the most astronomical scores. It also featured one of the finest implementations of online leaderboards of any game, ever. And the dissolution of Bizarre made me think that we'd never see a new game in the series. Here we are, though.

Is Geometry Wars 3 the masterpiece that its predecessor was? To be honest, it's a bit early to tell yet. I wasn't immediately taken with its new aesthetic — the old-school neon vector art has been toned down a bit in favour of a new (and still distinctive) look that I have a feeling will probably grow on me in time — but then I sat down to "try out" Pacifism mode (one of my favourite modes from 2, in which you may not fire your weapons and can only defeat enemies by dodging through exploding gates when they pass nearby), looked up and realised I'd spent somewhere in the region of an hour staring glassy-eyed at the screen just like I used to do with Geometry Wars 2. So that's a good sign, then.

Here are some further observations, bullet-pointed for your convenience.

  • It has 3D levels. The flat plane is still there for "Classic" mode — essentially a retooling of Geometry Wars 2's modes — but in the main single-player "Adventure" mode you'll find yourself fighting on spheres, cubes, dishes, sausages, flat planes with holes in, circles with spinning walls and all manner of other peculiar arrangements. And it really adds a different spin (no pun intended) on the gameplay; having to consider the ability to "wrap" around a 3D shape forces you to think about your strategy somewhat differently to being enclosed in an arena. Not only that, but moving around on irregular shapes (such as the aforementioned sausage) can lead to you having to play with the battlefield skewed at some crazy and challenging angles if you're not careful about how you move.
  • The music has been remixed. The tunes are all based on the various themes from Geometry Wars 2's various modes, but I think I preferred the old mixes. The new versions have suitably thumping bass and drum parts, but the mix of the Geometry Wars 2 versions just sounded "fuller" and more satisfying to listen to.
  • There are bosses. In "Adventure" mode, anyway. Said bosses have a habit of 1) sitting on an awkwardly shaped playfield (the second boss, whom you fight on a cube, is a particularly troublesome chap) and 2) launching hundreds of enemies at you while you're attempting to fill them full of hot plasma death. Naturally, you only get one life for boss levels, too, so no fucking it up and hoping for the best.
  • There's a progression and upgrade system. Again, this only applies to "Adventure" mode. Early in the game, you'll unlock a "drone" that follows you around and behaves in various ways according to which one you've selected. You can upgrade both your drone and its special attack using the little diamond-shaped Geoms you collect in the levels, which are normally used simply to increase your score multiplier. Additional drones and special attacks are unlocked by progressing through the levels in "Adventure" mode and by attaining a particular number of stars by beating target scores in each level.
  • There's a weird new mechanic called Super State. The clichéd computerised voiceover will occasionally say "Super State" and inform you that there's an arrangement of static targets somewhere on the playfield. Destroy them all and you get a powered-up weapon for a brief time, rather than the approach from previous games where once your shots were powered up, they stayed powered up. It's a fun little twist that forces you to weigh up whether it's worth the risk of trying to destroy the targets, or simply muddle on with your regular weapon. It can be particularly perilous on "Adventure" mode's 3D stages.
  • Leaderboards are still awesome. In the "Classic" modes, you can always see your nearest rival in the corner of the screen, and at the end of a session you can see how you stack up against your friends and the global leaderboards. In "Adventure" mode, each level has its own individual leaderboard for you to take on, giving you something to strive for even if you've cleared every level with three stars.
  • There's an online mode. There are two ways to play, only one of which I've tried so far. Summoner splits players into two teams and then puts them in a Domination-style game where you have to capture towers by shooting them, and then the towers start coughing up enemies for you to destroy with your teammates. Highest score at the end of a short time limit — matches are really short and snappy — wins. Die and your team suffers a penalty to its score multiplier. It seems like fun, but unfortunately in the matches I've tried so far all of my opponents (and teammates for that matter) have just sat there and not done anything. This did mean I won by default, however, which was nice.
  • There's a local co-op mode. I haven't tried it yet, but this was quite fun in Geometry Wars 2.

That's about it for my initial impressions, then. I'll undoubtedly play some more in the next few days and have some more detailed thoughts to ponder, but for now I'm quietly impressed. As I noted above, I'm not quite sure yet whether or not it's as good as Geometry Wars 2 was, but it's certainly a solid, enjoyable game that I'm looking forward to getting to know a bit better.

(Oh, and if you're playing the PC version, I recommend playing in Borderless Windowed mode; the full-screen mode inexplicably caps the frame-rate at 24fps, which is just baffling.)

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1771: Dungeon of the Endless is Pretty Great https://imnotdoctorwho.moegamer.net/2014/11/23/1771-dungeon-of-the-endless-is-pretty-great/ https://imnotdoctorwho.moegamer.net/2014/11/23/1771-dungeon-of-the-endless-is-pretty-great/#comments Sun, 23 Nov 2014 22:26:00 +0000 http://angryjedi.wordpress.com/?p=6932 Before I left my friend Tim's yesterday, I quickly gave him a tour of Amplitude's Dungeon of the Endless, one of the three games in the studio's Endless series of sci-fi strategy games and, I think, my favourite of the three overall. Demonstrating the game to Tim reminded me how much I like it, and thus I spent a … Continue reading 1771: Dungeon of the Endless is Pretty Great

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Page_1Before I left my friend Tim's yesterday, I quickly gave him a tour of Amplitude's Dungeon of the Endless, one of the three games in the studio's Endless series of sci-fi strategy games and, I think, my favourite of the three overall. Demonstrating the game to Tim reminded me how much I like it, and thus I spent a fair amount of time both last night when I got home and today playing it.

For the uninitiated, Dungeon of the Endless is a peculiar affair somewhere between roguelike, real-time strategy game, turn-based strategy game, tower defense game and board game.

Here's how it works. Your party of heroes (initially two, but expandable up to four by finding and recruiting additional characters as you progress) have crash-landed in a dungeon. The only way out is to use the otherwise destroyed spacecraft's energy crystal to power the ancient elevators which proceed upwards through the twelve levels of the complex. Inconveniently, of course, these elevators only go up one floor at a time, so on every level you have to go through the same process of exploring, finding the exit and then transporting the energy crystal from the start point to the exit. Do this twelve times and you win; let the crystal be destroyed or all of your heroes die and you lose.

Each level is randomly generated, and they get larger and more complex as you progress, but still follow the same basic formula. A level is constructed out of individual rooms separated by doors, and opening a door is akin to starting a new "turn" in Dungeon of the Endless' stablemates Endless Space or Endless Legend. Upon opening a door, you produce a particular amount of Food, Science and Industry, with the exact amount dependent on various conditions, including the heroes you have on your team, the modules you've built around the dungeon and whether or not there's anyone trained to operate said modules and improve their output.

Food is required for healing, levelling up and, occasionally, recruiting new heroes. Science is used for researching new modules to construct and resetting ability cooldowns. Industry is used to actually construct things. There's also a fourth resource called Dust, whose main use is to increase the power capacity of your crystal. Every ten units of Dust you acquire, you earn the ability to power an additional room. Powered rooms — which have to be connected to the crystal or to other powered rooms — can have modules built in them. Unpowered rooms have the chance of spawning waves of monsters every time you open a door — or indefinitely once one of your party members picks up the crystal and starts transporting it.

Playing the game effectively involves carefully strategising how you can balance exploring the dungeon to find the exit, constructing defensive positions to protect the crystal from attack, and powering rooms in such a way as to prevent enemies spawning in inconvenient locations — or perhaps to funnel them towards an easily-defended position. It's initially overwhelming, but once you master the basic strategy — power rooms along the path to the exit, place heavy defences in between where the enemies are likely to spawn and where you're going to be heading — it's satisfying, but still challenging. As the game progresses, the enemies get stronger and come out in greater numbers, so you'd better have levelled up your heroes and researched some better modules in preparation for the increasing intensity of the assaults.

Being inspired by roguelikes, Dungeon of the Endless has a pleasing amount of replayability thanks to random elements that make each playthrough a little different. The maps are different each time, for starters, but there are also more subtle changes like the technologies available to research. In the last game I played, for example, I had access to the "Knowledge is Power" turrets, which power themselves up significantly according to how much Science you've collected. I stockpiled an enormous amount of Science in the earlier levels, meaning that these relatively inexpensive turrets got me through a lot of the game thanks to their astronomical stopping power. (They didn't help me finish the last level, however, in which you're very short on power and other resources and powerful monsters just seem to keep coming.)

I haven't yet tried the multiplayer mode, in which you each control a single hero, but it has the potential to be interesting in a slightly different way to the single-player. I'm interested to try it sometime soon; hopefully the opportunity will arise!

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1768: Four Goddesses https://imnotdoctorwho.moegamer.net/2014/11/20/1768-four-goddesses/ https://imnotdoctorwho.moegamer.net/2014/11/20/1768-four-goddesses/#comments Thu, 20 Nov 2014 23:54:49 +0000 http://angryjedi.wordpress.com/?p=6922 Having beaten Senran Kagura Burst recently at last, I've been turning my attention back to Vita title Hyperdimension Neptunia Re;Birth1, the "remake" of the original Hyperdimension Neptunia — a series that I first discovered in January of last year and promptly fell head-over-heels in love with. I put the word "remake" in inverted commas because to call Re;Birth1 a remake is to do … Continue reading 1768: Four Goddesses

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Page_1Having beaten Senran Kagura Burst recently at last, I've been turning my attention back to Vita title Hyperdimension Neptunia Re;Birth1, the "remake" of the original Hyperdimension Neptunia — a series that I first discovered in January of last year and promptly fell head-over-heels in love with.

I put the word "remake" in inverted commas because to call Re;Birth1 a remake is to do it something of an injustice. This is a complete and total overhaul of the game from top to bottom — graphics, gameplay, mechanics, story, characters, music, everything. In essence, it's a completely new game that even those who played and enjoyed the original — I know there's some of you out there, even though it was the weakest in the series by a very long shot indeed — can get a huge kick out of.

All of the above said, Re;Birth1 does also recycle a whole ton of material from previous two games Hyperdimension Neptunia mk2 and Hyperdimension Neptunia Victory — principally dungeon aesthetics and layouts, monsters and music. Consequently, those of you who played mk2 and/or Victory will probably find a lot of familiar material in Re;Birth1 but that's not actually a bad thing; the comfortable familiarity of the recycled material gives the game a feeling of consistency with its predecessors (for obvious reasons) while the new stuff that is included — no, it's not identical to its predecessors — stands out all the more for being a big contrast to the material that's been used in three games now. In essence, the game represents a refinement of the Hyperdimension Neptunia formula that developer Compile Heart has been experimenting with over the course of the previous installments and, while not completely perfect — a couple of minor elements from the previous games that I really liked have been ditched for Re;Birth1 — it is, by far, the definitive Neptunia experience, and a game that is beautifully designed for portable play.

Neptunia games have always been about two things: a silly, enjoyable, well-written and witty story coupled with some surprisingly compelling, grind-and-farm-heavy dungeon crawling. Re;Birth1 is no exception; its narrative retells the story of the original Hyperdimension Neptunia with a few twists here and there as well as a host of new characters, while there's plenty of incentive to dungeon crawl thanks to its quest system and one of the main mechanical highlights: the sprawling Remake system.

Remake allows you to craft various things. So far so conventional, but unlike many other crafting systems, Remake allows you to craft game mechanics as well as items, weapons and armour. Finding the game a bit challenging? Dig up a programmer's plan to weaken all the enemies and hack it into the game to make things a bit easier for yourself. Want to find the hidden treasures more easily? Build your own treasure scanner to enhance the minimap. Annoyed at that age-old RPG problem, "You Failed to Escape"? Craft yourself the ability to escape from battle with a 100% success rate.

Of course, all this makes it sound a lot easier than it actually is; to complete these plans you'll have to first of all find the plan in the first place — they can be anywhere from inside treasure cubes in dungeons to held by various NPCs around the world map that pop up after every major story beat — and then collect all the ingredients, most of which tend to come from monsters. The game doesn't hold your hand with this; if you want to craft a plan, you'll have to figure out where on Earth you're going to get all the bits from, though thankfully a straightforward dungeon and monster encyclopedia in the menu allows you to see which enemies haunt which areas, and what they might drop when you kill them — assuming they've already dropped it for you at least once. Through this system, you're encouraged to explore the various dungeons and fight as many different enemy types as possible in order to fill out that monster guide — the more complete it is, the less you'll have to look up on the Internet later.

The nice thing, though, is that it's all completely optional. There's no obligation to go fiddling around with plans at all — though your life will be significantly easier if you do — so if you simply want to plough through the main story as quickly as you can, that option is always open to you. Likewise, there's no obligation to complete quests, unlock optional dungeons or kill boss monsters — though failing to do so may well leave you a bit underlevelled come story boss time, at least on your first playthrough.

As with previous installments of the Neptunia series, the game is absolutely dripping with personality. Each character is a clearly-defined — though often (deliberately) tropetacular — person in their own right, with many of them poking fun at established video game and anime characters. Indeed, a number of the new characters for Re;Birth1 are direct references to game series and developers such as Steins;Gate creator MAGES., Senran Kagura publisher Marvelous AQL and legendary fighting game series Tekken. Each of these characters is beautifully designed to encapsulate the very essence of the thing they're supposed to be referencing; MAGES. wouldn't look out of place in Steins;Gate herself, for example, and even has alternate colour schemes that directly reference the characters Mayushii and Faris, while Marvelous AQL has costumes based on the Senran Kagura girls' iconic outfits.

It's a cliché to describe something as a "love letter" to something else, but I'm going to do it anyway. Hyperdimension Neptunia has always been a love letter to fans of Japanese video games and anime, being packed full of references both obvious and incredibly subtle, and Re;Birth1 very much continues that. It's a game that celebrates the joy of having fun with interactive entertainment, and I defy you to play through it with anything other than a huge smile on your face.

Except, of course, when Killachine flattens your party for the fifth time in a row because you didn't prepare properly and ended up with everyone stunned and clustered together, just waiting to be cleaved. You don't have to keep smiling then. But you'll probably try again rather than flinging your Vita across the room.

My only trouble with it is that I don't really want it to end. Although when those end credits do eventually roll, I can console myself with the fact that there are three new Neptunia games out there that I haven't played yet — strategy RPG Hyperdevotion Noire: Goddess Black Heart, the rather Senran Kagura-esque brawler Hyperdimension Neptunia U and probably the most exciting offering: PS4 title Hyperdimension Neptunia Victory II, a game that, if I don't own a PlayStation 4 by then, will almost certainly make me go out and buy one immediately the moment it is released.

Yes, I'm a fan. And unashamed of that fact. It's a series that consistently makes me smile; given how much I love it now, it's rather odd to (re)discover today that I've only been playing these games since January of last year. But I hope I'll be able to continue enjoying them for many years to come yet.

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1765: Hours of Entertainment https://imnotdoctorwho.moegamer.net/2014/11/17/1765-hours-of-entertainment/ https://imnotdoctorwho.moegamer.net/2014/11/17/1765-hours-of-entertainment/#comments Mon, 17 Nov 2014 19:01:23 +0000 http://angryjedi.wordpress.com/?p=6914 One of the best things about the Japanese games I tend to play in preference to anything else is simultaneously one of the most frustrating things. I'm referring to the question of game length. In an age where the public are seemingly ever more likely to rate interactive entertainment in terms of a "money per … Continue reading 1765: Hours of Entertainment

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Page_1One of the best things about the Japanese games I tend to play in preference to anything else is simultaneously one of the most frustrating things.

I'm referring to the question of game length.

In an age where the public are seemingly ever more likely to rate interactive entertainment in terms of a "money per hours" ratio — look at the drubbing Gone Home got from certain quarters who felt that $20 was too expensive for the 2-3 hours of gameplay it offered — it should be abundantly clear to anyone who plays them that Japanese games, for the most part, consistently offer the absolute best value in terms of bang for your buck on the market.

Take Senran Kagura Burst, for example, which I finally pummelled into submission and 100% completion over the weekend during downtime between activities. This is a game that is essentially a spiritual successor to the arcade brawlers of yore — games like Final Fight, Streets of Rage, Teenage Mutant Ninja Turtles, Asterix: The Arcade Game and The Simpsons Arcade Game, to name but a few favourites from my own youth.

Unlike those brawlers, however, which typically tended to be no more than four or five levels long — they needed to theoretically be completable on a single coin credit and in a single sitting, after all — it took me in excess of 50 hours to complete all the levels in Senran Kagura Burst, and there's plenty more I could do after completing all the levels once: try for an A-rank on all of them; try and level up all the characters to 50; try and unlock all the characters' "balance" modes through using them in different ways; try to complete all the levels in the challenging "Frantic" mode; try to beat all the bosses with special moves; and try to see all the bosses' special moves without dying. Were I to tackle some of those additional challenges — and I'm not ruling out the possibility, as I enjoyed Senran Kagura Burst one hell of a lot — I'm sure that could easily put a significant number of extra hours on the clock.

Notably, though, a lot of this "extra" stuff is optional. You can romp through the main storyline of Senran Kagura Burst, ignoring all side missions and some of the clever things you can do with the characters, in probably about 10 hours or so, if that. (Most of that time will be reading the game's lengthy visual novel sections, which are skippable after you've completed that mission at least once.) And in doing so, you'll have had a satisfyingly complete experience from start to finish — particularly as the game's structure effectively feels like you're getting two (rather similar) games for the price of one thanks to the story unfolding from two different, parallel perspectives that meet up at various points.

The same is true for many other Japanese games, with RPGs being the clearest example. Your average Japanese RPG these days will take anywhere between 20 and 100 hours to clear first time through, assuming you don't just plough straight through to the ending, and that you take on a bit of side content and spend a bit of time fine-tuning your characters. After that, though, you have a choice: set it aside, satisfied that you've seen the conclusion to the story, or continue playing in the hope of enjoying everything else the game has to offer — often referred to as "post-game". Many modern RPGs also offer a "New Game Plus" mode, in which you can carry across certain things from your previous playthrough into a new run — the exact things you can carry across vary according to the game, but often include things like character levels, unlocked skills, equipment, secret areas uncovered and all manner of other goodies. This tends to turn you into a satisfyingly unstoppable powerhouse at the outset of your second playthrough as your buffed-up character cuts through enemies like butter, but is often necessary to take on some of the biggest challenges the game has to offer. Some games even withhold their toughest bosses and dungeons until post-game or New Game Plus, providing you with an incentive to continue playing even after the credits have rolled.

Even seemingly "short" Japanese games have a massive amount of longevity, too; take your average "bullet hell" shooter, for example, which typically follows the arcade machine structure of theoretically allowing someone to clear it on a single credit and in a single sitting. The true challenge of these games, however, comes from perfecting your game — achieving that single-credit clear (often known as a 1CC — 1 Credit Clear), beating your last high score, topping the worldwide leaderboards. The latter aspect in particular can become enormously competitive, and in the case of many shmups, requires you to fathom out an initially Byzantine-seeming scoring system in order to take maximum advantage of it.

And this isn't even getting into the truly, directly competitive titles such as fighting games, which have potentially limitless replayability if you're actually any good at them. (I am not, so I tend to play through the story mode, if there is one, and then be done, perhaps with an occasional two-player local match with friends if they're up for it.) Or driving games with ongoing online competition. Or all manner of other joyful experiences.

I'm not saying Western games don't offer any of this longevity — anyone who's super-into Call of Duty's multiplayer mode is doubtless raising their hand and going "Um…" right now — but for my money, and particularly in the single-player space, Japanese games can't be beaten for value in terms of how much entertainment you'll get for your £40.

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1757: Crimson Girls https://imnotdoctorwho.moegamer.net/2014/11/10/1757-crimson-girls/ https://imnotdoctorwho.moegamer.net/2014/11/10/1757-crimson-girls/#comments Mon, 10 Nov 2014 00:42:12 +0000 http://angryjedi.wordpress.com/?p=6896 After a while off, I've been revisiting Senran Kagura Burst on the 3DS. I played through the Hanzou storyline to refresh my memory, and I'm currently just starting the third chapter of the Hebijou side. And I'm reminded of just how excellent this game genuinely is. The Hanzou side of the story, which focused on the life … Continue reading 1757: Crimson Girls

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Page_1After a while off, I've been revisiting Senran Kagura Burst on the 3DS. I played through the Hanzou storyline to refresh my memory, and I'm currently just starting the third chapter of the Hebijou side. And I'm reminded of just how excellent this game genuinely is.

The Hanzou side of the story, which focused on the life and times of a group of female classmates in the Hanzou academy for "good" ninjas, was a lot of enjoyable fun, helping to make the already visually distinctive characters into interesting individuals that the player would want to find out more about. There's the leader of the group Asuka, who gradually grows in confidence and assertiveness as the story progresses; class rep Ikaruga, who is initially portrayed as the more "motherly", sensible figure of the group, but gradually steps aside as Asuka grows in strength; Katsuragi, who is very much the "older sister" of the group — and a character unabashedly comfortable with both her own body and her seemingly somewhat fluid sexuality; Hibari, who is immature and filled with self-doubt until she goes on a significant personal journey — an important part of the overall plot; and Yagyuu, whose quiet, understated love for Hibari is extremely touching to see.

Over the course of the Hanzou story, the girls encounter the girls of the Hebijou "evil" school for ninjas on several occasions, culminating in a final conflict against them at the conclusion of the story. Initially set up to be complete antagonists for one another, the final chapters of the Hanzou storyline take steps to humanise the Hebijou, showing both the player and the Hanzou girls that despite being on "opposite" sides, it's possible to find common ground and be friends.

This theme is explored in greater detail in Hebijou's own story. A key concept when considering Hebijou is the idea that the concept of "good" is selective and has stringent criteria to be accepted, while the darkness of "evil" will accept anyone. Consequently, a significant part of the Hebijou story that I've played so far centres around a disparate group of girls from wildly different backgrounds — most of whom have some sort of difficulty or tragedy in their past that they're trying to escape — coming together and finding this common ground; this reason to work together, even though they're "evil".

In fact, throughout the Hebijou storyline, it's easy to forget that these girls are supposed to be "evil" at all, and that's entirely the point the game as a whole is making: regardless of what "side" you're on, it's important to surround yourself with people that you trust and love. People that are true friends; people that can help you through your problems; people that, in some cases, know you better than you know yourself.

Hebijou's cast are an interesting bunch — perhaps even more so than the Hanzou girls. Leader-type Homura — a rough analogue to Hanzou's Asuka — is a girl of relatively few words who is good at being serious but tends to try way too hard when attempting to be "fun". Hikage, meanwhile, is a mysterious young woman who claims to have no emotions — so, as you might expect, cue plenty of scenes with the other girls trying to make her feel things. Mirai, on the other hand, is a young, painfully insecure girl who believes herself to be inferior both physically and in terms of ability to her peers. Next is Yomi, who uses the mannerisms of a privileged rich girl, but actually grew up in poverty, tends to have little to no money even now and who refuses all but the most very basic of charity. And finally Haruka, who is one of the most overtly sexual characters I think I've come across in any game in recent memory, aptly demonstrates that being "sexy" doesn't necessarily mean you have to sacrifice the elements of your personality that make you into a normal human being. You can embrace your sexuality and your own particular tastes without letting them define you, in other words.

I've been really enjoying the Hebijou story so far and I'm looking forward to seeing how it develops. Rather than simply presenting the events of the Hanzou side from an alternative perspective, it's an enjoyably distinct story in its own right, and, like its Hanzou counterpart, gives us an enormous amount of insight into some of the most well-defined characters I've come across in recent memory. I'm glad there's plenty more adventures of the Senran Kagura girls to come in future — in the immediate future, there's Senran Kagura Shinovi Versus for Vita, Senran Kagura 2 for 3DS and rhythm game spinoff Senran Kagura Bon Appetit. And you can bet your life and hometown I'll be playing them all.

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1746: Tomestones of Poetics https://imnotdoctorwho.moegamer.net/2014/10/30/1746-tomestones-of-poetics/ https://imnotdoctorwho.moegamer.net/2014/10/30/1746-tomestones-of-poetics/#respond Thu, 30 Oct 2014 00:35:57 +0000 http://angryjedi.wordpress.com/?p=6859 Andie and I have had more of a chance to delve into Final Fantasy XIV's latest patch Dreams of Ice today, and I've now had the chance to jump in to most of the new pieces of playable content, with the exception of the Final Coil of Bahamut (which is still a way off yet) and the Extreme difficulty … Continue reading 1746: Tomestones of Poetics

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Page_1Andie and I have had more of a chance to delve into Final Fantasy XIV's latest patch Dreams of Ice today, and I've now had the chance to jump in to most of the new pieces of playable content, with the exception of the Final Coil of Bahamut (which is still a way off yet) and the Extreme difficulty version of the fight against iconic Final Fantasy character — or the Final Fantasy XIV incarnation of her, anyway — Shiva.

The first couple of days after a patch drops are an exciting, enjoyable time to be playing, because most people who are online at the same time as you are in a similar situation to you — they're learning new fights without any foreknowledge of what is to come, and with the fact that guides for these new fights tend not to crop up until a week or two after the actual patch drops, you have little option but to either try and figure things out for yourself or trust the word of the people you're playing with. It's a lot of fun, puts everyone on a much more level playing field than later in a patch's lifecycle, and leads to a certain degree of camaraderie as everyone comes together to work out the best ways to take things on.

After two days, we have a few bits and pieces figured out.

We know that the first boss in Sastasha (Hard) has a very powerful attack that hits anyone except the tank, and this can be stunned — though like most enemies in Final Fantasy XIV, it builds up a gradual resistance to Stun if you keep doing it over and over. Instead, it's important that the healers ensure no-one is afflicted with the "Slime" status effect when this attack comes, as although the attack is powerful, it will never kill you outright; the damage over time from Slime, however, may well finish you off after one of these almost-deadly blows.

We know that the second boss in Sastasha (Hard) is sometimes bugged, but that you can proceed through the fight even if it seems to have frozen up by stopping your attack for a moment.

We have no idea how the final boss in Sastasha (Hard) works, but it seems that killing all the Kraken's arms prevents it from summoning deadly waterspouts, while keeping out of reach of its tentacles allows you to pelt its head with impunity.

The Sunken Temple of Qarn (Hard) likewise has three interesting bosses. The first is a multi-part boss who seems to go down quickly if you kill his parts in a certain order, ending with the head. He has a habit of summoning nasty quicksand traps for you to be dragged under.

The second Sunken Temple of Qarn (Hard) boss features regular DPS checks, any time it starts casting 100,000 Needles (which actually only does 25,000 damage, disappointingly, but this is still enough to kill even the most well-geared tank). Throughout the fight, he has friends pop up, some of which are simple cannon fodder, one of which is aggro-locked to a random player — often the healer from the look of things — and another of which covers the main boss, protecting it from damage.

The third Sunken Temple of Qarn (Hard) boss is relatively simple mechanics-wise, but enjoyable to play. Essentially you're playing Waves mode from Geometry Wars 2, avoiding occasional sweeping waves of mummies that run across the battlefield, cursing you if they touch you, while simultaneously trying to batter the boss down to size. Later in the fight, you also have to contend with a line-of-sight attack which also inflicts the curse status on you — get four stacks of this and you temporarily turn into a mummy, running diagonally across the field and potentially afflicting your allies with the curse in the process if they don't get out of the way.

Snowcloak, meanwhile, is unusual in that it's actually part of the main story for once — most of the other level 50 dungeons have been unlocked through sidequests. Snowcloak is a part of the main narrative, however, but it still works in much the same way, and again has three interesting bosses to power through, as well as some enjoyable "enemy gauntlets" to fight through.

The first fight in Snowcloak is relatively easy. Like the final boss of Sunken Temple of Qarn (Hard), you're trying to avoid getting four stacks of a debuff on you — though in this case, it freezes you for a few seconds rather than turning you into a mummy.

The second fight in Snowcloak is becoming known as "Yeti Billiards" because it involves freezing Spriggan adds in the boss' area-effect attack, then hitting the snowballs this creates back into the boss. Freeze the same snowball more than once and it will grow in size, causing it to deal considerably more damage when it hits the boss.

The third fight in Snowcloak is actually pretty straightforward. You simply have to avoid icicles falling on your head, then spot the two that are going to shoot across the battlefield, injuring anyone in their path, then hide behind the third one before the boss does his group-wide Lunar Cry move, which freezes anyone it has line-of-sight with. There's a lot of moving around, and it's a lot of fun — if a little easy once you know what you're doing.

All this isn't even getting onto the utterly ridiculous but hugely enjoyable fight against Final Fantasy VI characters Ultros and Typhon, or the conflict against Shiva. There's been a lot to discover over the last few days, and people are still learning. It's a fun time to be playing; over time it will settle down into more of a "routine" like in previous patches, but for now, it's one of those times that, for the most part, tends to show the community at its best, most cooperative and most helpful towards one another.

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1741: Shareware https://imnotdoctorwho.moegamer.net/2014/10/25/1741-shareware/ https://imnotdoctorwho.moegamer.net/2014/10/25/1741-shareware/#comments Sat, 25 Oct 2014 01:01:04 +0000 http://angryjedi.wordpress.com/?p=6842 I was interested and excited earlier to hear that 3D Realms had come out of sort-of-retirement to unleash a pretty spectacular package onto the world: an anthology containing a fantastic selection of its games from over the years, going right back to its early days as Apogee — a time when men were men, women … Continue reading 1741: Shareware

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Page_1I was interested and excited earlier to hear that 3D Realms had come out of sort-of-retirement to unleash a pretty spectacular package onto the world: an anthology containing a fantastic selection of its games from over the years, going right back to its early days as Apogee — a time when men were men, women were women and PC games ran in four-colour CGA.

I probably don't have to tell you that I didn't hesitate to hand over the $20 for the complete collection of 32 games — many of these games were fixtures on my home PC while I was growing up, and even more of them were titles that I never got around to playing at the time for whatever reason. A surprising number of them hold up pretty well today, more to the point, and with the Anthology package updating them to run just peachy on modern Windows systems as well as providing rudimentary controller support, it's a great time to rediscover these great games.

Of the 32 games, I had heard of most of them — though a couple, like Arctic Adventure and Pharaoh's Tomb, were new ones on me. I'd played a decent number of them, too; particular favourites from the past included the Commander Keen games, Raptor: Call of the Shadows, Shadow Warrior and, of course, Duke Nukem 3D. I'm pleased that the collection offers the opportunity to rediscover somewhat lesser-known titles like Bio Menace and Terminal Velocity, too; both of these were games that I only ever played the limited shareware versions of "back in the day" and was always curious to see how they developed in their full, registered versions. This being the mostly pre-Internet days, however, it wasn't as simple as just clicking "buy" on a game and having it on your computer moments later.

I really liked the shareware model, and I'm actually surprised it's not used as much these days, since the Internet would seem to provide an ideal delivery medium for this sort of thing. For those unfamiliar, a shareware game could be distributed for free, and generally provided a full and satisfying game experience in its own right. It would usually only form the first "episode" of a fuller experience, however, and to see how the story concluded — or simply have the opportunity to acquire new weapons and fight new enemies — you'd have to pony up the cash for the full, or "registered" version. In some cases, you had the option to purchase some of the game instead of all of it — Wolfenstein 3D, for example, featured six episodes, the first of which was free, the second and third could be purchased as a bundle, and the fourth, fifth and sixth episodes could be purchased as a separate bundle. Or, of course, you could buy the whole lot in one go.

The closest equivalent we have these days is, I think, the "episodic" games that companies like Telltale put out, but they're not quite the same; although there are sometimes special offers or even giveaways of the first episode, the game isn't built around the assumption that the first episode is not only free, but also freely distributable. That "share" part was important — you were actively encouraged to share the free episode with family and friends, and in that way these games built up a very early means of viral popularity, without the Internet to support it. Kids were already illegally copying games and sharing them with one another in the playground, after all; all shareware was doing was legitimising this to a certain extent — though I don't doubt that a few dodgy copies of registered versions probably did the rounds, too.

Sony sounds like it's trying some interesting "sharing" functionality with the PlayStation 4, but it's still not quite the same. Perhaps I'm just being nostalgic and looking back on it with rose-tinted glasses, but I do know one thing for sure: I have very fond memories of a lot of these games, and a surprising number of them still hold up very well today.

If you'd like to try them out for yourself, you can grab a copy of the complete Anthology here, or download and purchase some of the games individually if you prefer.

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1738: Aces High https://imnotdoctorwho.moegamer.net/2014/10/21/1738-aces-high/ https://imnotdoctorwho.moegamer.net/2014/10/21/1738-aces-high/#comments Tue, 21 Oct 2014 21:48:08 +0000 http://angryjedi.wordpress.com/?p=6833 After I beat Ace Combat 4 a few days ago — spectacular, incidentally; a game that still holds up marvellously well today, even on a big-screen HDTV — I moved pretty much straight on to its sequel Ace Combat 5, or Ace Combat: Squadron Leader as it is inexplicably known over here in Europe. While superficially similar, Ace Combat 5 is definitely a … Continue reading 1738: Aces High

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Page_1After I beat Ace Combat 4 a few days ago — spectacular, incidentally; a game that still holds up marvellously well today, even on a big-screen HDTV — I moved pretty much straight on to its sequel Ace Combat 5, or Ace Combat: Squadron Leader as it is inexplicably known over here in Europe.

While superficially similar, Ace Combat 5 is definitely a more refined package on more fronts, though both games remain well worth playing in their own right.

To clarify: Ace Combat 4 had an interesting, unconventionally told narrative and gameplay that, more often than not, boiled down to "score [x] number of points before time expires", with the odd break for "destroy all the marked targets before time expires". This is a huge simplification, of course, because it was the context in which these missions took place that made Ace Combat 4 interesting rather than the actual mission objectives themselves.

Ace Combat 5 mixes things up a bit by having a wider variety of mission objectives. 17 missions in, and I've only just had a "score [x] number of points before time expires" mission; prior to that, I've had everything from "capital ship" battles against submarines to air support missions flying cover for an aircraft carrier escaping a besieged city, and one particularly memorable (if challenging) mission where you had to locate a downed member of your squadron, then support the rescue helicopter as it came in to pick her up.

Ace Combat 5 also tells its story in a different manner to its predecessor. While Ace Combat 4 framed its narrative as a letter written from someone who knew the primary antagonist to you, the player, Ace Combat 5 tells a more "present-day" tale about the jet fighter squadron which you're a member of. Like Ace Combat 4, you gradually become known as a legendary pilot that enemy forces speak of in hushed tones, but there's a lot more humbleness and humility about it this time around; there's a strong emphasis on questioning the actions you're being asked to take in the war, and whether what you're doing is really justified. It makes for some compelling drama both during and between missions, and it's a big part of what makes the game so interesting.

Flying and fighting is an absolute joy, though, and that's what really matters here. Each plane feels noticeably different from the others — though all kind of throw realism out of the window in the name of fun — and all have their own strengths and weaknesses. The different weapons you'll be flinging around all have their own little quirks and idiosyncrasies, too, and it's interesting to gradually learn which plane (and attached special weapon) is most appropriate for which situation. Plus there's a fun little "levelling" system whereby scoring enough kills with a particular type of plane unlocks better variants in that family tree — you can gradually upgrade from the F-15C Eagle to the F-15E Strike Eagle, for example, and you can do this for an impressively wide selection of real-life planes.

I'm impressed quite how good the game looks, too. It features native 16:9 support, for one thing — something you couldn't rely on in the PS2 era, even with widescreen televisions becoming more widespread — but its visuals lack that muddiness that many PS2 titles often have when viewed on an HDTV. It's not pin-sharp, no, but it looks good — and my goodness, does it ever move smoothly, maintaining a solid 60fps at all times, even when all manner of scary shit is going on around you.

I think it's safe to say that I'm pretty smitten with this series. And, as I think I've said previously, I'm sorry I didn't have the opportunity to try it out when it first came along.

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1735: Thal's Balls https://imnotdoctorwho.moegamer.net/2014/10/19/1735-thals-balls/ https://imnotdoctorwho.moegamer.net/2014/10/19/1735-thals-balls/#respond Sun, 19 Oct 2014 00:38:06 +0000 http://angryjedi.wordpress.com/?p=6822 Been watching some of the live online coverage of FanFest today — that's the Final Fantasy XIV Fan Festival, if you're unfamiliar. The concept of a whole, large-scale event dedicated to a single video game may seem like an alien concept to some of you, particularly if you're more accustomed to events like E3 and EGX where … Continue reading 1735: Thal's Balls

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Been watching some of the live online coverage of FanFest today — that's the Final Fantasy XIV Fan Festival, if you're unfamiliar.

The concept of a whole, large-scale event dedicated to a single video game may seem like an alien concept to some of you, particularly if you're more accustomed to events like E3 and EGX where hundreds upon hundreds of games are all vying for the press and public's respective attention. But with something like Final Fantasy XIV — which boasts somewhere in the region of 2.5 million players — it's understandable, particularly as the game is entering an exciting period.

This coming week or the next will see the release of the game's 2.4 patch Dreams of Ice, which is likely going to be the penultimate episode of the Final Fantasy XIV base game. We've already started seeing teasers for what the grand finale of the 2.X storyline will be, and doubtless Dreams of Ice will continue in that direction, taking in a spectacular-looking confrontation with Shiva along the way. Patch 2.5, which should follow along in about three months or so, looks set to provide a suitably epic conclusion to this story, and set things up nicely for the expansion Heavensward, which is coming in Spring 2015.

Aside from continuing the main storyline, Dreams of Ice will also wrap up the narrative surrounding the super-challenging endgame dungeons The Binding Coil of Bahamut, The Second Coil of Bahamut and, soon, The Final Coil of Bahamut. Those with the raiding chops to take on the challenges within will be rewarded with the truth behind the Calamity that befell Eorzea five years ago — and what's really going on with Bahamut. Is he going to wake up again and lay waste to the land, or…?

One of the interesting things about FanFest has been the panels, which have been broadcast live via Twitch, giving me my first reason ever to actually go to Twitch and watch something. And there have been some fascinating discussions, too; there was a great panel on the game's music earlier, and shortly before the time of writing there was a superb lore panel based around how the game's world is "written" and "built" — something that is a real strength of the game. Unusually for a largely Japanese game, much of the lore is contributed and composed by a Westerner (albeit one who grew up in Japan), and as such Final Fantasy XIV finds itself in a strong position to appeal to both Western and Eastern players. Its English localisation was so strong, in fact, runs the narrative, that Japanese players started to demand the same attention to detail, sense of humour and wit that runs through the English script, ultimately making all versions of the game into a superior experience. It was a heartwarming tale.

Mostly what FanFest has driven home is that Final Fantasy XIV is a truly global game, and that while it will likely never reach the same dizzy heights of World of Warcraft in its prime, it's in a very healthy position indeed — and that exciting times are ahead for those who make their second home in Eorzea. I'm looking forward to seeing what the future holds in the long term — but in the short term, there's this, at least:

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1730: Distant Thunder https://imnotdoctorwho.moegamer.net/2014/10/13/1730-distant-thunder/ https://imnotdoctorwho.moegamer.net/2014/10/13/1730-distant-thunder/#respond Mon, 13 Oct 2014 23:07:29 +0000 http://angryjedi.wordpress.com/?p=6809 I've been playing a bunch of Ace Combat 4 (known variously as Shattered Skies or Distant Thunder depending on where in the world you are) and, frankly, I'm gobsmacked. This is a game that came out in 2001 for the PlayStation 2, sporting visuals that are still reasonably impressive (albeit low-resolution) today, and which run at an absolutely rock-solid 60 frames … Continue reading 1730: Distant Thunder

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I've been playing a bunch of Ace Combat 4 (known variously as Shattered Skies or Distant Thunder depending on where in the world you are) and, frankly, I'm gobsmacked.

This is a game that came out in 2001 for the PlayStation 2, sporting visuals that are still reasonably impressive (albeit low-resolution) today, and which run at an absolutely rock-solid 60 frames per second without breaking a sweat.

More importantly, though, it's a game that manages to be utterly compelling, addictive and thrilling while treating the player with respect and, at the same time, telling an interesting story in a rather unusual manner.

Given what I've experienced of Ace Combat 4 to date, it's easy to see why Ace Combat veterans were a little miffed at Assault Horizon — though I maintain that was an enjoyable enough game in its own right.

Ace Combat 4 is a lot more distinctive than Assault Horizon, though. While the newer game is clad in that unmistakeable "triple-A veneer" that makes a lot of modern games look gorgeous but lack a clearly defined visual identity compared to their contemporaries, Ace Combat 4 is immediately recognisable (although some may argue its interface takes more than a few cues from Metal Gear Solid).

At heart, it's a solid jet fighter sim that throws the odd bit of realism out of the window in the name of fun. Your plane carries an implausibly huge stock of missiles, for example, which is useful, because you'll find yourself shooting down an awful lot of planes and blowing up an awful lot of ground targets in each mission. You can't just fire them off willy-nilly, however — well, maybe you can at ground targets — since enemies will dodge and evade missiles, just like you can. To get a solid lock, you need to manoeuvre carefully behind an enemy and keep them in your sites as you fire off the missiles — and, unlike Assault Horizon with its Dogfight Mode, you have to do this manually rather than pressing a button to do so. It's a lot more challenging, but also a lot more satisfying, too.

The missions are far less scripted than Assault Horizon, too — though that's not to say they don't have interesting things going on. Throughout the first part of the game, you're often under threat from the enemy forces' superweapon Stonehenge, for example, and when you're warned it's about to fire you'd better make sure you're hugging the ground if you don't want to be blown to smithereens. In one particularly memorable mission, you have to fly back to your base while Stonehenge is firing at you, and the only means of getting low enough to stay under its devastating blasts is to fly through a rather perilous canyon.

I'm impressed with the storytelling, too. The game runs two parallel storylines throughout its campaign — one presented in a rather faceless manner to the player, a la many flight and space sims over the years, and another much more personal tale from the perspective of a child living in an occupied city. As you progress through the campaign, the effects of your victories are mirrored in this parallel storyline, until in its later stages you're referred to more explicitly, particularly after the mission where you shoot down the primary sort-of-antagonist-but-not-really's wingman. I haven't yet finished the game, but the smart money is on an epic final confrontation between Mobius One (me) and Yellow Thirteen before the credits roll.

I've been having an absolute blast so far, then. I don't think I'm far off the end of the game, and I'm looking forward to seeing what its sequels have in store.

Now why didn't I discover this series thirteen years ago?

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1727: Warwolf One https://imnotdoctorwho.moegamer.net/2014/10/11/1727-warwolf-one/ https://imnotdoctorwho.moegamer.net/2014/10/11/1727-warwolf-one/#respond Sat, 11 Oct 2014 01:07:12 +0000 http://angryjedi.wordpress.com/?p=6803 I beat Ace Combat: Assault Horizon this evening. (Looking at the clock, it's nearly 2am… I guess I was enjoying myself, huh.) I've already said a lot of the things I want to say about this game in yesterday's post, but having played the whole thing through from start to finish now, I feel I can talk … Continue reading 1727: Warwolf One

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I beat Ace Combat: Assault Horizon this evening. (Looking at the clock, it's nearly 2am… I guess I was enjoying myself, huh.)

I've already said a lot of the things I want to say about this game in yesterday's post, but having played the whole thing through from start to finish now, I feel I can talk about it with a bit more confidence.

The thing I most want to talk about, I think, is what it was clearly going for and whether or not it was successful.

What it was clearly attempting to go for was a dramatic military-style story with a personal angle. And, well, not to put too fine a point on it, but it failed. Not miserably, but it still fell very short of what I can only assume were the team's ambitions.

To put this in context for those of you unfamiliar with the game, let me explain a little. The majority of Assault Horizon casts you in the role of Colonel Bishop, an ace fighter pilot who is wracked with recurring nightmares about facing off against a "shark-faced" rival ace. (Indeed, the first level is a dream sequence that — spoiler — you re-enact for real later in the game, only things turn out a little differently.) Bishop becomes embroiled in a war between the free world (the real world, unlike many other Ace Combat titles) and an army of Russian rebels. (This latter aspect allows the game to follow the Unwritten Law of Jet Fighter Games, which is that you must spend the majority of your time shooting down MiG-29s and SU-27s.) Said Russian rebels have access to a weapon called "Trinity" — an incredibly powerful nuclear device that you see the devastating effects of firsthand in several of the early levels. Naturally, it's up to Bishop to put a stop to all this nonsense by flying shiny planes very fast and blowing lots of things up.

Except it's not just up to Bishop; there are also a couple of other characters who provide a vehicle (no pun intended) for the other types of mission you'll be flying aside from air-to-air combat and air-to-ground assaults. One guy flies helicopters, so you get to play as him during the helicopter missions; the token ladypilot flies bombers, so you get to play as her during the few bombing missions — including a pretty cool "stealth" one where you have to avoid enemy radar cones.

The setup is fairly interesting, then; Bishop has the potential to be an intriguing character, confronting his own personal demons over the course of the story and developing into someone "human" as it progresses. Unfortunately, this potential is left largely unrealised; a short monologue at the end of the game suggests that he has learned something from his experiences, but the rest of the game's narrative really didn't make that particularly clear.

Things are worse with the other characters, who pretty much only appear to be there for the sake of it. Ladypilot is shoehorned into a rather hasty apparent romance plot in the final scenes of the game, having spent the rest of the game showing no form of interest in Bishop whatsoever, and Helicopter Man is… well, he flies helicopters.

Perhaps the biggest wasted opportunity is the "villain", who is teased a little early in the game — the "shark-faced" pilot from Bishop's dreams — and then introduced rather hastily towards the end. He's given little in the way of explanation, and his own personal motivations are pretty much used to bludgeon the player over the head with to say "This! Is! Why! He's! Evil!" at one point. He's a pain in the arse to shoot down in the final mission, so there's a certain degree of personal satisfaction in blowing him up, but this finale could have been so much more interesting if there were a lot more interaction between him and Bishop throughout the game. It is a poor antagonist who only reveals himself in the final chapters of a story, and it leaves Markov feeling like a rather weak adversary for Bishop.

Despite all that I've said above, however, Assault Horizon was an enjoyable experience in the way that a good action movie (with equally ill-defined characters) is. The missions were varied and fun — though a couple dragged on a little too long — and the presentation throughout was immaculate; the PC version looks lovely, and the action is accompanied by some wonderful music and excellent voice acting just to add to the whole "movie-like" feel.

It's just a pity so many opportunities for interesting narrative development were squandered, leaving the whole experience feeling a bit hollow afterwards. I'm not sorry I played it, as on the whole I did enjoy it immensely, but now my appetite has been well and truly whet for the earlier — apparently much better — installments in the Ace Combat series, which hopefully I will be getting my hands on very soon.

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1726: Assault Horizon https://imnotdoctorwho.moegamer.net/2014/10/09/1726-assault-horizon/ https://imnotdoctorwho.moegamer.net/2014/10/09/1726-assault-horizon/#respond Thu, 09 Oct 2014 22:47:48 +0000 http://angryjedi.wordpress.com/?p=6801 Following on from yesterday's post, today I decided to give Ace Combat: Assault Horizon a try, partly because I was impatient to get started on my journey through the Ace Combat series, and partly because I was conscious of the fact it had been in my Steam library since one sale or another and I had never even installed … Continue reading 1726: Assault Horizon

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Following on from yesterday's post, today I decided to give Ace Combat: Assault Horizon a try, partly because I was impatient to get started on my journey through the Ace Combat series, and partly because I was conscious of the fact it had been in my Steam library since one sale or another and I had never even installed it, let alone tried it.

Ace Combat: Assault Horizon is pretty much the black sheep of the Ace Combat franchise, so I figured it probably wouldn't be a terrible idea to try it first. That way I can see what the series is like now, and then compare it to what it was in the PS2 era. Ace Combat fans do not have the luxury of doing it this way around, so they inevitably see it as a series in decline — particularly now it's made the jump to free-to-play on PlayStation 3.

Now, as noted, I have no frame of reference for the rest of the series as yet, but if the other games are even half as enjoyable as Assault Horizon appears to be — and I'm led to believe that they're considerably better — then I'm very much in for a treat. But more on that when my copies arrive.

For now, let's talk a little about Assault Horizon. It was referred to by some on its original launch as being Call of Duty in the sky, and this isn't an altogether inaccurate comparison. There are lots of characters who have little in the way of… you know, character development, but who provide the framework for the different types of mission (one dude is a fighter pilot, another dude is a helicopter pilot, the token ladypilot flies bombers and transports); the missions and story are very much pre-scripted to fit the overall narrative; the narrative itself makes little in the way of sense but is enjoyable from the perspective of it simply being spectacular to watch.

And, for all the shit Call of Duty gets, this isn't a bad thing for this sort of game. Air combat should be spectacular and exciting — at least, if you're taking the "action movie" approach to it, as this game is — and when you approach it with that attitude, it doesn't matter so much that the game just flat-out defies the laws of physics on numerous occasions with regard to how the various vehicles handle. (The way the helicopter dodges missiles with a ridiculous barrel roll is a particular highlight.)

So far the combat itself has been enjoyable and satisfying, too. Early in the game, you can pretty much get someone in your sights and fire off a missile at them, but as you progress you start having to pull off more and more fancy manoeuvres to get into a position to get a kill. And it's here that the game's most controversial addition to Ace Combat veterans shows its head: Dogfight Mode.

Dogfight Mode is… well, I'm not really sure how it works, but I do know it's ridiculous. Rather than having to worry too much about pointing your plane in the right direction, Dogfight Mode consists of a sort of autopilot as you tail an enemy, though you still have to roll and pitch in order to keep them centred in a large circle on the screen in order to lock on with missiles. It's usually the most reliable means of ensuring you down an enemy — particularly the stronger "leader" enemies — but it's also used for some very silly white-knuckle setpieces throughout, as your quarry leads you on a merry chase between skyscrapers (with things like cranes collapsing around you, naturally) or perilously close to the ground. (And yes; turn the assist options off and the flight controls to the "proper" ones and you can indeed slam into the ground and immediately bring your mission to a premature end, like any good air combat game worth its salt.)

I fired Assault Horizon up out of curiosity earlier and have found myself playing it pretty much all evening. While I'm conscious of numerous things it could do a bit better, I've enjoyed my time with it so far, and I'm feeling like it was a good choice to give this one a try first, because from what I understand, things only get better from here. My mild curiosity has been upgraded to "can't wait" status.

Fox two, fox two.

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1725: Jet Fighter Squad https://imnotdoctorwho.moegamer.net/2014/10/08/1725-jet-fighter-squad/ https://imnotdoctorwho.moegamer.net/2014/10/08/1725-jet-fighter-squad/#respond Wed, 08 Oct 2014 21:54:54 +0000 http://angryjedi.wordpress.com/?p=6799 On something of a whim (and after seeing a screenshot posted by Mr Alex Connolly), I downloaded a lovely-looking cel-shaded air combat game called Vector Thrust the other day. This is supposedly a spiritual successor to a series of games I've never had any contact with previously: Namco's Ace Combat franchise. After playing Vector Thrust a bit and enjoying it, I've … Continue reading 1725: Jet Fighter Squad

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On something of a whim (and after seeing a screenshot posted by Mr Alex Connolly), I downloaded a lovely-looking cel-shaded air combat game called Vector Thrust the other day. This is supposedly a spiritual successor to a series of games I've never had any contact with previously: Namco's Ace Combat franchise. After playing Vector Thrust a bit and enjoying it, I've managed to track down cheap copies of the PS2 Ace Combat games to tide me over until the fun-but-crashy Vector Thrust comes out of Early Access in a hopefully somewhat more stable state.

I can't speak much about Ace Combat as yet — though I'm looking forward to trying them, rather late to the party as ever — but giving Vector Thrust a go and subsequently ordering copies of what are supposedly the best Ace Combat games, it occurred to me that flying a supersonic, tooled-up jet fighter is something we don't get to do all that often in games these days, whereas it used to be a mainstay of computer (as opposed to console) gaming in general.

I used to play a lot of jet fighter sims when I was younger. This was primarily because my Dad, as something of a propellerhead, tended to be sent review copies back when he wrote articles for Atari magazine Page 6/New Atari User. My Dad preferred the more realistic end of the spectrum when it came to flight sims, however — he'd often spend some time with MicroProse's latest, then head right on back to Flight Simulator II in order to fly from one place to another in real-time with no-one shooting at him.

I wasn't averse to a bit of Flight Simulator myself — it was very satisfying to be able to fly what was, at the time, a super-realistic simulation. But I much preferred the action and drama of a good jet fighter sim. I talked a bit about F-19 Stealth Fighter a few posts back, but there were plenty of others — the rather arcadey action of F-15 Strike Eagle (and its sequel, which actually did become an arcade machine); the limited but challenging selection of missions in Falcon and the wonderful dynamic campaign of its later incarnations; the tricky carrier takeoffs and landings of Flight of the Intruder; the cinematic combat of TFX and EF2000; the outright "soap opera" nature of Origin's Wing Commander-in-the-sky spinoff Strike Commander. I developed a frighteningly comprehensive knowledge of modern air-to-air and air-to-ground ordnance — particularly for someone of my age — and, having spent many hours reading the lengthy manuals (remember those?) for these games on the toilet, I knew a fair bit about the planes and how they worked, too, since this was the age of many manuals having a coffee-table book level of detail about them.

Ace Combat isn't, from what I understand, a sim. But neither is it the "3D shmup" of titles like After Burner and its sequel G-LOC. Instead, like Vector Thrust, it's somewhere in-between, offering a semi-realistic flight model coupled with ridiculous, "gamey" aspects such as your plane being able to hold terrifyingly huge amounts of missiles and dogfighting that is more inspired by World War II combat than what actually happens in the sky these days.

It's a kind of game we don't get all that often these days any more, and that's a real shame — though at the same time it's also encouraging to see titles like Vector Thrust (which, I understand, was put together by a teeny-tiny team) cropping up, even if this sort of thing would never get greenlit by a triple-A publisher these days, in all likelihood.

Regardless, I'm really looking forward to trying out Ace Combat for the first time; having read a little about them and listened to the (spectacular) soundtracks, they sound right up my alley — and will be a nice change from some of the other stuff I've been playing on the side to boot.

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1724: Remake Rebirth https://imnotdoctorwho.moegamer.net/2014/10/07/1724-remake-rebirth/ https://imnotdoctorwho.moegamer.net/2014/10/07/1724-remake-rebirth/#comments Tue, 07 Oct 2014 22:43:24 +0000 http://angryjedi.wordpress.com/?p=6797 You may recall a short while back that I'd picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I'd played it a tiny bit. Well, I've played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into … Continue reading 1724: Remake Rebirth

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You may recall a short while back that I'd picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I'd played it a tiny bit. Well, I've played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into the series as a whole.

The original Hyperdimension Neptunia was something of a tough sell. While its story and characterisation was a hell of a lot of fun — it's what won me over and made me such a fan of the series in the first place — the gameplay was repetitive as hell and, while inventive with some of its mechanics, was highly flawed. I wouldn't have judged anyone who put it down after a few hours, in other words, as I know that not everyone can overlook mechanical and technical issues purely by virtue of there being an adorable main cast doing a variety of silly things.

The two follow-ups — the confused timeline and alternate universes of Neptunia mean that they're not "sequels" as such — completely overhauled the game systems to make them much better and more fun to play while maintaining the distinctive character that the first game had set in place. Until now, Hyperdimension Neptunia Victory had provided the definitive Neptunia experience — not perfect, by any means, but by far the most solid installment to date.

Hyperdimension Neptunia Re;Birth1 builds on the solid foundation of Victory's mechanics and retcons them into the story of the original game. Only the story and characterisation have been revamped too. And the game frequently pokes fun at itself for being a remake.

In other words, far from being a simple makeover of the first game, Re;Birth1 is very much a new Neptunia game well worth playing in its own right.

And you can tell that the Neptunia team has had quite some time to refine their craft by now. Many of the series' trademark quirks are still present — the dungeon designs are still somewhat repetitive (many, if not all, seem to be copy-pasted from mk2 and Victory) and there are some characters, enemies and abilities that just appear to be flat-out unbalanced (possibly deliberately so, I might add) — but numerous nips and tucks have been made here and there to make it overall a very positive experience.

Victory's heavily random number generator-based Scout system is out the window, for example. This was the main means through which you unlocked "hidden" dungeons, enemies and items in Victory, and it could be a right old pain in the backside. Instead, Re;Birth1 replaces much of its functionality with the "Remake" system, in which you can craft various Plans in order to put new items in the shops, unlock new dungeons, add new enemies and add new gatherable items. There's still a slight element of RNG in play in that you need enemies to actually drop items you need to craft these plans, but it doesn't encourage save-scumming in the same way that Victory did.

Outside of gameplay, the writers (and localisers) have been honing their wit to a sharp point, too. Neptunia has always been a superb, on-the-nose satire and parody of both the games industry and modern anime, and Re;Birth1 is no exception. The original game, while amusing, featured a few jokes that felt a bit "forced" along the way; Re;Birth1's script, by contrast, flows much more nicely while still containing plenty of amusing references for those who know what to spot.

The biggest highlight for me, so far, though, has been how the relationships between the characters are depicted. There's a much stronger feeling that, after several games now, the writers have a strong feeling of who these characters really are and how they relate to one another. The banter between them is natural and enjoyable to witness, and those who have been fans since the beginning will doubtless enjoy certain friendships and rivalries explored in much greater detail than ever before.

I've still got a long way to go in the game yet, but I'm having a real blast; as with mk2 and Victory before it, I'm having a lot of fun just wandering around, getting into fights with the variety of silly enemies (many of which are themselves game references) and grinding for experience and abilities. It's a game that's fun to take at your own pace — you could charge straight through the story if you see fit, but there's a lot of fun to be had on the side, too, and I intend to enjoy every minute of it.

So I think that's what I might go and do before I drop off to sleep. Nepu-Nepu!

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1722: Shared Hardship on the Shores of La Noscea https://imnotdoctorwho.moegamer.net/2014/10/05/1722-shared-hardship-on-the-shores-of-la-noscea/ https://imnotdoctorwho.moegamer.net/2014/10/05/1722-shared-hardship-on-the-shores-of-la-noscea/#respond Sun, 05 Oct 2014 21:36:45 +0000 http://angryjedi.wordpress.com/?p=6791 I had an enjoyably bizarre experience in Final Fantasy XIV earlier on — and it's the sort of thing that couldn't possibly have been planned; the kind of emergent weirdness that only comes about when you put the unpredictability of humans into the mix with a set of systems that always play by set rules, regardless of … Continue reading 1722: Shared Hardship on the Shores of La Noscea

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I had an enjoyably bizarre experience in Final Fantasy XIV earlier on — and it's the sort of thing that couldn't possibly have been planned; the kind of emergent weirdness that only comes about when you put the unpredictability of humans into the mix with a set of systems that always play by set rules, regardless of context.

In order to explain the situation for those unfamiliar with Final Fantasy XIV, indulge me a moment, veterans, while I define a few things.

One of the main systems in Final Fantasy XIV is known as the Full Active Time Event (or FATE) system. These are essentially "public quests" that spawn at predictable points on the map, but on an unpredictable schedule. Some spawn more frequently than others; some are required to progress in certain quests; some are more "popular" than others owing to their convenient location or rewards on offer.

There are three important things to note about FATEs: firstly, they're time limited, usually providing you 15 minutes to complete the main objective, which is generally plenty of time; secondly, if you are standing inside the blue circle that represents the FATE area on the map and hit just one enemy once — even if it's just a glancing, accidental blow from a weapon better suited for channeling powerful magics than melee combat — you are considered to have "participated" in that FATE; thirdly, the number of people who participated in a FATE the previous time it spawned determines how difficult it is the next time around: in other words, at peak periods, FATEs are designed to be challenging for larger groups of people, whereas if the last time a FATE spawned no-one took part in it at all, the next time it appears it will probably be completable by a (well-geared) solo adventurer, perhaps with a chocobo companion in tow.

Completely separate from FATEs is a newer system called The Hunt, in which each area in the game has three Elite Marks that players can hunt down for substantial rewards: a B-rank mark, which you can fight solo, and which only offers rewards if you have a specific Mark Bill inviting you to hunt it down; an A-rank mark, which requires about 4-8 people minimum to take down, but which offers rewards according to how much you (and, in most cases, your party) contributed to the kill; and an S-rank mark, which is much more powerful but works along the same lines as the A-rank marks in terms of rewards. We're mostly concerned with A-rank marks here, since S-rank marks have special conditions that need to be fulfilled before they'll show up in most cases, whereas A-rank marks will just show up regardless.

A-rank marks spawn on predictable schedules — you can see the timers ticking away for the server I play on right here, for example — and appear roughly once every four hours. What normally happens is that hunting parties will gather when the first marks on the list are approaching the "four hours since last killed" mark, then spread out and start looking for the beasts to respawn. There then follows a phenomenon that has become known as the "A-Train", where hunting parties move from zone to zone and pick off all the A-rank marks on the list one at a time until they're all dead, at which point the parties will all disband — unless there's the possibility of an S-rank showing up — and reconvene again when the first timer on the list hits four hours. It's like clockwork; it's perhaps not how the designers intended the system to work when it was first designed — and indeed, it's been tweaked and reorganised several times since it launched — but if you can get involved (which is usually as simple as throwing up a Party Finder ad with the word "Hunt" in it) it can be both fun and rewarding, if not particularly challenging in most cases.

Anyway, the point here is that when an A-rank mark shows up, a horde of players normally follows — and I do mean a horde. We're talking maybe 30 or so people minimum, and usually much more than that.

When I was sauntering around the lands of Western La Noscea earlier today, hacking and slashing my way through some FATEs in an attempt to collect the very last Atma crystal I needed to upgrade my Paladin's relic weapon into its Atma form, I happened to stumble across one of these gatherings, who had showed up to fight the giant crab Nahn. Nahn, as it turned out, had spawned right in the middle of the FATE I had actually run to this area to complete, and as such there was something in the region of 50 people standing around, killing Sahagin indiscriminately to clear the area ready for the big group push towards Nahn. The important thing to note here is that the Sahagin they were hacking, slashing, punching and setting fire to (depending on class) were parts of the FATE I had shown up to complete, so as far as the game was concerned, when that FATE's boss fell, over 50 people had participated in it.

I'm sure you can imagine what happened a little later, after Nahn was defeated and after I returned to the area to complete the same FATE again as it happened to appear while I was passing through.

Yes, believing that 50 players being in the area, battering Sahagin left, right and centre, was a representative example of the zone's population at that particular hour, the game adjusted the difficulty of the FATE to cater not to little old me and the two other people who happened to wander into the FATE at the same time as me — oh no — but instead to the 50+ people who were no longer present, now doubtless considerably further down the tracks of this particular run of the A-Train.

I didn't notice this initially. I thought that the "trash" enemies that you have to defeat before the main boss monster showed up were a little stronger than I remembered, but I thought nothing of it. My companions and I slaughtered our way through them until the boss showed up, at which point I, as the Paladin — a protector "tank" type — got its attention by smacking it firmly upside the chops with my shield, and then began inserting my sword into various parts of its anatomy while my companions got busy with magic spells and poking it with a spear respectively.

I figured something was amiss when the health bar of the boss was moving very slowly despite us all unleashing our most powerful attacks. To put it in context, the boss' health was declining at roughly the same speed as a well-geared party taking on Ramuh Extreme, currently one of the most challenging fights in the game. Fortunately, the boss didn't receive a damage buff at the same time as his vastly increased hit points, otherwise we would have been in real trouble.

We persisted, though, shaving away a tiny sliver of health with each hit. Andie happened to be passing by at one point, and joined the fray to contribute a bit of extra damage from her Bard class. We were making progress, a tiny bit at a time, though the longer the fight was going on the more exhausted my Paladin was getting, my ever-declining TP (Tactical Points, used for triggering physical attacks) getting perilously close to the zero mark. I had the boss' attention pretty firmly, though, so I eased off the powerful attacks and let my (TP-free) automatic basic attack do its work for a little while.

The timer ticked down. We were into single digits of minutes remaining, despite the fact that we'd all entered the fray with the full 15 minutes on the clock. The boss was barely at 50% of his HP, and I was starting to doubt whether or not we'd be able to beat it. Still we persisted.

"DIE DAMMIT!" I typed in frustration, on the /say channel so that my companions (whom, aside from Andie, I didn't know) could "hear" me.

"for real!!!" came back the response from one of them. We'd shared a moment. It was nice. Still we fought on.

My TP had recovered a bit by now, so I triggered my Fight or Flight ability — which temporarily increases my Paladin's damage output — and started hacking away with a bit more gusto once again. I wasn't sure if it was my imagination, but the boss' health bar seemed to be going down noticeably faster. It looked as if we might just make it.

In fact, it was beginning to look like we'd make it just as the timer hit zero. Would we pull it off?

Sadly not. At less that 1% HP remaining, the timer expired and we failed the FATE. Our characters all fell to our knees and wept for the 15 minutes of effort we'd just put in — and, of course, to add insult to injury, I didn't get an Atma crystal from that FATE either.

I don't regret the experience, though. As I say, I shared a moment with those other people who were there at the same time as me, all doubtless thinking the same things, willing their characters to do just that little bit more damage. When I happened to run into them again doing another FATE in the area about half an hour later, we exchanged pleasantries and had a laugh about how the new FATE was quite a bit easier than our earlier tragedy. Then we went our separate ways. It was a real "ships in the night" moment, but it made what would have otherwise been a frustrating experience into something highly memorable — and, indeed, something I ended up wanting to write about at length.

I've got one more Atma crystal to go before my Paladin's weapon and shield can be upgraded, hot on the heels of my Black Mage's weapon reaching the powerful Novus (second-to-top) upgrade phase recently. If I can have more experiences like the one I just described, though, I really don't mind it taking a little longer; shared hardships like that — while fairly trivial in this instance — can bring people closer together, even if it's just for a moment or two.

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1713: Yep, You Should Play Ethan Carter https://imnotdoctorwho.moegamer.net/2014/09/26/1713-yep-you-should-play-ethan-carter/ https://imnotdoctorwho.moegamer.net/2014/09/26/1713-yep-you-should-play-ethan-carter/#respond Fri, 26 Sep 2014 23:20:24 +0000 http://angryjedi.wordpress.com/?p=6770 I must confess I hadn't been paying all that much attention to The Vanishing of Ethan Carter. I knew several people whose opinions I trusted were excited about it, however, so I was always intending to give it a try. And with it releasing this week and Andie out of town for the weekend, I figured tonight … Continue reading 1713: Yep, You Should Play Ethan Carter

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I must confess I hadn't been paying all that much attention to The Vanishing of Ethan Carter. I knew several people whose opinions I trusted were excited about it, however, so I was always intending to give it a try. And with it releasing this week and Andie out of town for the weekend, I figured tonight would be the perfect opportunity to give it a try.

I completed it, as it happens — it's not a terribly long game, but it is a very worthwhile experience that I recommend you indulge in, preferably in a single sitting if you have three or four hours to spare.

But what is it? I hear you ask. Well, it's… Hmm. Sort of hard to describe, in one sense, but pretty simple in another.

Its developers describe it as a non-violent investigation game in which you attempt to track down clues as to the whereabouts of the titular character, a young boy who wrote a letter to the protagonist — the rather wonderfully named Paul Prospero — prior to the eventd of the game beginning.

Now, the description of "non-violent" usually points to an example of those games that are often derided (or sometimes celebrated) as "walking simulators" — games that are, in effect, little more than theme park attractions in which you wander around and have a story delivered to you through various means. Notable recent examples include Dear Esther — which kind of invented the "genre", if you can call it that; Gone Home, which famously got branded "Not a Game" upon the introduction of Steam's tagging system; and The Stanley Parable, which no-one seemed to mind too much because it was amusing.

The Vanishing of Ethan Carter is not quite in the same wheelhouse as these games. Rather than funnelling you down a specific path, Ethan Carter offers a certain degree of freedom — though there's still a natural order you'll come across the game's main… bits.

It's these "bits" that distinguish Ethan Carter from your common-or-garden walking simulator, however, because each involves a degree of puzzle-solving, deduction and thorough investigation of the environment to succeed. And in order to see the game's story through to its conclusion, you'll need to succeed in all of these little mini-adventures scattered across the map.

The exact form of these mini-episodes varies with each one: some require you to simply find a bunch of objects in the nearby vicinity; some require you to figure out what happened where in a particular situation, and then correctly identify the order the events you uncovered occurred in; some are more traditional "puzzles" requiring a bit of lateral thinking and investigation to beat. The nice thing about the game's relatively brief length is that it never feels like it's repeating itself too much: the most-repeated game mechanic is the chronology-identifying system, and that usually comes at the conclusion of some other investigative work.

The most pleasing thing about Ethan Carter, though, is that it warns you when you start that it's not going to hold your hand at all, and then it's true to its word. No navigation arrows. No journal. No flashing objectives. Just you and your brain looking out onto the lovingly detailed (albeit fairly small) open world that forms the setting for Prospero's investigations.

And what a world. It may be small, but it's beautifully crafted; this is by far one of the best-looking games I've seen for a long time. Outdoors, grass, bushes and trees blow in the wind as the sunlight streaks down through gaps in the leaves. Indoors, light streaming in through windows shows dust floating in the breeze. Textures are beautifully detailed, meaning you can easily read things like book titles and small incidental signs without having to get right up close to them, and the overall atmospheric effects are marvellously convincing: there's a lovely gentle haze in the background, and although the explorable area of the map is fairly small, the background is rendered in a convincing enough manner to suggest that the area you're tooling around in is very much part of a much larger world. It's gorgeous — and it provided the workout I've been craving for my brand new nVidia GTX 970 graphics card, which handled it perfectly on max settings without breaking a sweat. Lovely.

I shan't get into the story of Ethan Carter now, since with it being so short, it's something you really should experience yourself. I will say, however, that I enjoyed it a great deal, and can recommend it highly — even if you're not normally a fan of non-violent "walking simulators". The puzzle-solving and investigative elements elevate this far above titles like Dear Esther and Gone Home in gameplay terms, and, although short, it's a satisfying game to work through and complete.

So go on. Set aside a few hours this weekend and go find out just where Ethan Carter has got to. You won't regret it.

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1708: Playing on Home Turf https://imnotdoctorwho.moegamer.net/2014/09/21/1708-playing-on-home-turf/ https://imnotdoctorwho.moegamer.net/2014/09/21/1708-playing-on-home-turf/#comments Sun, 21 Sep 2014 21:13:24 +0000 http://angryjedi.wordpress.com/?p=6760 Regular readers of this blog will be well familiar with how much I enjoy Final Fantasy XIV (as does Andie now, too) and, for sure, I've had a blast since the game's original beta sessions last year. I've been fortunate enough to be able to run with the same people since I started playing — the Giant … Continue reading 1708: Playing on Home Turf

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Regular readers of this blog will be well familiar with how much I enjoy Final Fantasy XIV (as does Andie now, too) and, for sure, I've had a blast since the game's original beta sessions last year. I've been fortunate enough to be able to run with the same people since I started playing — the Giant Bomb Free Company — and most of them have been playing fairly constantly since launch, so there are usually some familiar faces online at any given time, and other people come and go around that stable of predictable, reliable players.

The downside to the Free Company that I'm a member of is that the vast majority of people involved live in the States. This makes things a little difficult when I want to participate in things that practically necessitate forming a group yourself rather than relying on the game's built-in "Duty Finder" matchmaking system. It hasn't stopped me trying, of course — and I'm very pleased to have completed both The Binding Coil of Bahamut Turn 5 and Ramuh's Extreme Mode incarnation with my friends in the Free Company — but since these attempts normally necessitate staying up until about 3am at the earliest in most cases, they're not always practical, particularly now I have a proper job and consequently have to get up at some ungodly hour in the morning in order to arrive on time.

Enter our neighbours, then — yes, they're actually our neighbours; their Free Company house is right across the street from ours — the free company Loose Cannons, more commonly known as LoCo. I've seen these guys around a bit over time, but didn't really know them that well. They always seemed to be pleasant people, though, and they were always gracious enough to wave and greet me when I passed by them on my way to do something else.

After a while, a "linkshell" — essentially a custom chat channel, for those unfamiliar with Final Fantasy XIV parlance — was set up to allow Giant Bomb and LoCo to communicate with one another, since the Free Company chat channels are restricted to members only, and you can only be a member of one Free Company at once. You can have up to eight linkshells, though, so I happily accepted the invitation — though, being me, I was somewhat hesitant to muscle in on what I saw as already-established social groups, and thus remained rather quiet around the unfamiliar people.

The other night saw an encouraging milestone, though; it transpires that many of the members of LoCo operate in the same timezone as me, and moreover, that a lot of them are interested in taking on the game's most challenging content, such as the aforementioned Binding Coil of Bahamut Turn 5, and the subsequent four-part raid the Second Coil of Bahamut. Since I'm also interested in challenging this content, but didn't want to muscle in on the established, US-timezone groups that had already naturally formed in Giant Bomb, this has the potential to be an ideal situation for me.

I've never been a part of a "static" raiding group before and indeed have usually shied away from this sort of thing in MMOs because I doubt my own skills, usefulness and ability to commit to the group. As I wrote the other day, though, Final Fantasy XIV is one of a few games that I actually feel confident that I'm quite good at, and the prospect of not only challenging myself but developing some close friendships with others who enjoy the game in much the same way I do is very exciting to me. I've often mentioned how playing Final Fantasy XIV can be as much of a social activity as a video game, and having a regularly scheduled evening where a predictable, reliable group all shows up and we work our damnedest to try and take down Twintania, Rafflesia and whatever lies beyond that? Well, that's something that I'm looking forward to a lot.

Is this how people on sports teams feel?

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1695: Goodbye Despair https://imnotdoctorwho.moegamer.net/2014/09/09/1695-goodbye-despair/ https://imnotdoctorwho.moegamer.net/2014/09/09/1695-goodbye-despair/#comments Tue, 09 Sep 2014 21:37:34 +0000 http://angryjedi.wordpress.com/?p=6711 My copy of Danganronpa 2 showed up today. I haven't cracked it open yet, because I'm not sure I'm quite awake enough to appreciate its dark charms right at this second — and also because I have several other games on the go right now, too. But it's a game I'm particularly excited about, largely because the … Continue reading 1695: Goodbye Despair

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My copy of Danganronpa 2 showed up today. I haven't cracked it open yet, because I'm not sure I'm quite awake enough to appreciate its dark charms right at this second — and also because I have several other games on the go right now, too. But it's a game I'm particularly excited about, largely because the first game was so good. So let's talk about it.

There may be spoilers ahead. I'll try and keep them to a minimum, though.

Danganronpa: Trigger Happy Havoc (the first game) came out of nowhere for me. Originally a PSP title, it didn't get localised into English officially until the new(er) Vita version, courtesy of NIS America. I'm thankful that we did get it eventually — plus somewhat surprised that it's one of the few Japanese games that made it over to the West that was acknowledged and even celebrated by some critics. Why surprised? Well, because there's a lot of stuff in Danganronpa that is usually torn apart by Western critics — particularly regarding attitudes to gender — and yet, for whatever reason, this time around, it was celebrated as an excellent game.

But what is it? It's… well, it's a little strange, to be honest. It's sort of a visual novel, but there's more to it than that. There's freeform exploration and conversation as you investigate several different murder mysteries, then every so often the game turns into an even more chaotic take on Ace Attorney's courtroom sequences as you solve puzzles and pick out truths with your metaphorical "truth bullets".

Trigger Happy Havoc was bold, energetic and striking. Its colourful pop art-style visuals (with a peculiar but effective "2.5D" pop-up book-style aesthetic) were very distinctive and gave the game a unique visual identity, albeit one that wouldn't look out of place in a Persona game. Its music was catchy, memorable and fit the action well. The voice acting was excellent in both English and Japanese for once. And the writing was truly, truly excellent — with additional credit to NIS America for doing a great job with localising some difficult material in their own distinctive manner.

Danganronpa is a game you play for its story, and it's a mysterious one that will keep you guessing throughout. Unlike many other murder mystery games, where it's often obvious "whodunnit" quite quickly, Danganronpa regularly keeps you guessing right up until the truth is finally revealed. And the overarching plot that ties all the cases together follows this pattern, too; you'll have plenty of theories about what's going on by the time the "big reveal" comes around, but you might still be surprised by the truth.

Danganronpa is also a game you play for its characters, and they're a truly interesting bunch. Initially positioned to the player as the "ultimate" in their respective specialisms, they all gradually reveal themselves to be complex individuals with their own goals, motivations and priorities. In other words, they're not all very nice people on the inside, yet there are numerous occasions where you'll be forced to ally with even the most objectionable of the bunch in the name of seeking out the truth. The game also isn't afraid to kill off characters it's spent ages building up the player's relationship with, too, so don't get too attached to anyone you meet; it's probably safer that way.

Assuming Danganronpa 2 follows the pattern of its predecessor — and there's nothing to suggest that it doesn't — I'm in for a treat. If you're yet to experience the unique joys of these fantastic games, then grab yourself a Vita (if you don't already have one, of course!) and indulge in some thrilling murder mystery action.

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1693: Rieze Maxia-Elympios Relations https://imnotdoctorwho.moegamer.net/2014/09/07/1693-rieze-maxia-elympios-relations/ https://imnotdoctorwho.moegamer.net/2014/09/07/1693-rieze-maxia-elympios-relations/#respond Sun, 07 Sep 2014 22:41:30 +0000 http://angryjedi.wordpress.com/?p=6707 Even after spending a week writing in great detail about it over on MoeGamer, I'm still having an absolute blast with Bandai Namco's (or is it Namco Bandai? I lose track) Tales of Xillia 2, the direct sequel to one of my favourite recent console role-playing games. Direct sequels are quite rare in the Japanese role-playing game … Continue reading 1693: Rieze Maxia-Elympios Relations

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Even after spending a week writing in great detail about it over on MoeGamer, I'm still having an absolute blast with Bandai Namco's (or is it Namco Bandai? I lose track) Tales of Xillia 2, the direct sequel to one of my favourite recent console role-playing games.

Direct sequels are quite rare in the Japanese role-playing game space; long running series like Tales of and Final Fantasy typically take each new installment as a completely new experience, with the only things each have in common being perhaps some story themes, some item and skill names, maybe a few character names or references, and little else.

There's a fairly good reason that direct sequels are pretty rare in this particular genre, of course: they're damned difficult to do well, and if you're not altogether careful you'll open yourself up to accusations of simply recycling old content. This is a criticism that has been levelled at Xillia 2 and not altogether unjustifiably — the majority of towns, field areas and dungeons you'll visit in the early part of the game are lifted wholesale from the original Tales of Xillia with very few changes.

It's what you do with that recycled content that counts, though, and in the relatively few examples of direct sequels in the JRPG space, it's been handled pretty well. Final Fantasy X-2, for example, eschewed its predecessor's very linear path around the world in favour of having everywhere open from the outset, and multiple things available for you to work on at any given time. Final Fantasy XIII-2, meanwhile, fragmented its experience into a slightly messy tale of time travel with a non-linear narrative, completely at odds with the much-maligned linearity of its predecessor. And Tales of Xillia 2 effectively starts you at the other end of the world from its predecessor, showing life in the games' unusual setting from a pleasantly different perspective.

That's not all, though. While Xillia 1's world was relatively open to exploration, you still unlocked things in a fairly linear progression and tended not to go places until you were told to. In Xillia 2, meanwhile, you still unlock areas of the world according to your progression through the main story, but on regular occasions you are left to your own devices to explore, take on sidequests — many of which are repeatable or randomly generated — and simply do as you see fit in the world.

In this sense, Xillia 2 actually ends up feeling a lot more like a crossbreed between traditionally Eastern and Western approaches to role-playing games. You have the tight, linear, character-driven narrative of a Japanese role-playing game coupled with the freedom to go and see what's over that hill, in that cave, through those wood as seen in Western titles like the Elder Scrolls series.

In fact, Xillia 2 also takes some heavy cues from Japanese role-playing games that do things a little differently, too — most notably the latter two Persona games. Like those two classics, Tales of Xillia 2's protagonist is pretty much silent, though he does have plenty of personality despite not saying all that much. And like those games, your party members have their own unique individual storylines that are ascribed almost as much importance as the main narrative.

One of the strongest things about the original Xillia was the feeling that this was a real group of characters that had their own individual personalities, feelings and opinions on everything. Offhand comments in the field, frequently hilarious post-battle mini-scenes and the Tales series' trademark Skits all helped contribute to an atmosphere of these characters feeling like real people that you were meant to care about rather than collections of stats. (Mechanically, they're all very distinct, too, as it happens, but for me it's the personality of them all that really shines.) Xillia 2 continues this with aplomb, this time giving you somewhat more freedom to make choices as to how the main character responds to things. Certain choices will affect your relationship values with your party members, while other choices will change the outcome of scenes. It's an interesting change from Xillia 1's very "hands-off" approach to story, and it works well, particularly in the context of making the sequel feel distinct from its predecessor despite reusing a lot of content.

I'm yet to beat the game — I'm juggling it with the ever-present Final Fantasy XIV at the moment — but I'm looking forward to seeing how it all concludes. If you enjoyed (and beat!) the previous one, I can strongly recommend Xillia 2; as a sequel, it hits all the right notes, and you absolutely will not be disappointed with the opportunity to spend more time with these wonderful characters.

If you never played Xillia 1? Well, get that sorted right now, soldier; you're missing out.

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1690: One Lunchtime with Velocity 2X https://imnotdoctorwho.moegamer.net/2014/09/04/1690-one-lunchtime-with-velocity-2x/ https://imnotdoctorwho.moegamer.net/2014/09/04/1690-one-lunchtime-with-velocity-2x/#respond Thu, 04 Sep 2014 19:33:45 +0000 http://angryjedi.wordpress.com/?p=6700 As promised, here are some thoughts about FuturLab's new release Velocity 2X, one of my most anticipated Vita games. Note that I am no longer a professional games reviewer, nor is this a review, and as such I am going to be thoroughly unprofessional and you are just going to have to deal with it. Let's begin. … Continue reading 1690: One Lunchtime with Velocity 2X

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As promised, here are some thoughts about FuturLab's new release Velocity 2X, one of my most anticipated Vita games.

Note that I am no longer a professional games reviewer, nor is this a review, and as such I am going to be thoroughly unprofessional and you are just going to have to deal with it.

Let's begin.

Squeeeeeeeeeee.

Ahem. Sorry. But I feel it's somewhat justified, because it's pretty much the noise my brain made when I started playing Velocity 2X for the first time last night, and continued over lunch at work today. It is immediately striking in many ways — the delicious, sharp-edged, flat-shaded vector graphic-style artwork; the rock-solid 60fps frame rate (it really does make a difference in a game like this); the gloriously colourful lighting effects; the thumping, catchy soundtrack; the subtle little effects like parallax effects "in front of" the main play area; the lovely animation on Kai when she gets out of her ship.

This beautiful presentation is married up to a beautifully designed game, too. Much like its predecessor, Velocity 2X starts very simple and gradually grows in complexity as you progress, layering mechanic on top of mechanic until you have a level 50 that is virtually unrecognisable from level 1.

It's not just the gradual growth that makes Velocity 2X a delight to play, though — it's the sheer fluidity of it all. This is something carried over from the original game, in which skilled players could seamlessly chain together short-range teleports, bomb-flinging, shooting, avoiding bullets and collecting shinies to make it look utterly effortless. It's entirely possible to do this in 2X, but the addition of the new mechanics makes it even more impressive when you can pull it off — particularly in the new side-scrolling segments.

And speaking of the side-scrolling segments, they're a lot of fun. They require a certain shift in your thinking from the top-down, vertically scrolling nature of the in-ship gameplay, but they're recognisably consistent, too. Kai's "Teledash" move is an absolute joy to use, and before long you'll be firing yourself through walls, flinging yourself high into the air and spraying bullets in a deadly arc around you without breaking a sweat. And, if the previous game is anything to go by, you'll need the skills you pick up in the deceptively simple early levels much later in the game — only there, you'll need to combine things together.

The pursuit of perfection is also present and correct in 2X. While it was easy enough to make it through the original Velocity without too much difficulty, scoring a "Perfect" rating on every level by collecting all the collectibles, scoring the maximum possible number of points and doing so was a lot more difficult. And indeed this seems to be the case in 2X as well — with the added twist that there's a fourth category of things to collect — the "Rekenium Shards" Kai collects while on foot — to add to the mix. It's challenging and addictive, and it makes you want to punch the air when you pull it off.

The whole thing is wrapped up in a much stronger story than the original game. The first Velocity did have a story, but it was very subtly told and a little too easy to ignore. When it's possible to go through a whole game and not realise the main character is female, that's perhaps a sign that you should pay slightly closer attention to the non-gameplay aspects. (Although fans of Metroid might disagree.)

2X strikes a good balance, though. The first time you challenge a level, you get a short bit of dialogue that helps to advance the plot and develop Kai's character. On subsequent occasions, however, you're straight into the action — no frustrating skipping over dialogue you've already seen. The story is quick, pacy and enjoyable, and supported by a considerable amount of "further reading" background material in the in-game Codex, unlocked through collectibles in the game.

So far I've had a great deal of fun with Velocity 2X, but I still have a long way to go. I've Perfected the first ten levels so far, and am looking forward to seeing how the game continues to develop. Perhaps most importantly, however, it seems like a great game to play at lunchtime, so you can count on my Vita being a fixture in my work bag for quite some time yet.

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1689: Revving Up https://imnotdoctorwho.moegamer.net/2014/09/03/1689-revving-up/ https://imnotdoctorwho.moegamer.net/2014/09/03/1689-revving-up/#comments Wed, 03 Sep 2014 21:39:50 +0000 http://angryjedi.wordpress.com/?p=6697 Once I've finished writing this blog post, I'm going to go and play Velocity 2X on my Vita, a game that I've been looking forward to for quite some time. Lest you're unfamiliar, Velocity 2X is the sequel to Velocity (and its Vita remake Velocity Ultra), the brainchild of a UK-based developer called FuturLab who are some of the nicest people in … Continue reading 1689: Revving Up

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Once I've finished writing this blog post, I'm going to go and play Velocity 2X on my Vita, a game that I've been looking forward to for quite some time.

Lest you're unfamiliar, Velocity 2X is the sequel to Velocity (and its Vita remake Velocity Ultra), the brainchild of a UK-based developer called FuturLab who are some of the nicest people in the industry.

I'll talk more about Velocity 2X when I've had a chance to sit down and play it for a while — I have played an early version, but I haven't even booted up the final release yet. Today, then, I wanted to talk a little about its predecessor, and why it means I'm excited to play 2X.

Velocity was a curious hybrid of genres, and it drifted and changed through different play styles as you progressed through it. Sometimes it was a vertically scrolling shoot 'em up. Sometimes it was a vertically scrolling racing game in which you had to fly efficiently and carefully in order to survive. Sometimes it was a clever puzzle game in which you had to teleport back and forth throughout the level in order to unlock the path to the exist. And more often than not, it was a beautiful, seamless combination of all these things.

The whole thing was wrapped in a wonderfully distinctive shell, too; an aesthetic that combined sharp-edged, flat-shaded vector graphics with Amiga-style background music to produce something that felt simultaneously retro-inspired but also thoroughly modern. The game regularly brought to mind 16-bit computer titles of my youth such as Goldrunner, but obviously it was quite a bit better than those. The atmosphere was there, though, and the understanding of what makes a truly satisfying, addictive game.

Velocity was a brilliant handheld game, too. Its levels were short, but very replayable in pursuit of the elusive "Perfect" ratings. Its leaderboard functionality perhaps left something to be desired — it wasn't at all clear how scoring worked, and it was ultimately fairly irrelevant since getting a "Perfect" rating would probably mean you got a very similar score to everyone else with the same rating anyway — but it wasn't really about competing against other people. Rather, it was you against the game; a series of increasingly fiendish, well-designed challenges that made great use of the game's simple to understand mechanics amid levels of greater and greater complexity.

Velocity 2X, if you were wondering, takes the basic formula of Velocity and adds an interesting twist to it all: platforming. Rather than being confined to your ship in a top-down perspective throughout the whole game, 2X incorporates side-on platformer segments, too. When I played the early version, these were already implemented well, and I understand they've only improved since then. I'm very much looking forward to giving it a try.

So that's exactly what I'm going to go and do right now. If you have a Vita and/or a PS4, I can say with some confidence that you should probably download Velocity 2X and enjoy it — yes, I say that with some confidence having admitted above that I haven't played the finished version yet. I have absolute faith in FuturLab bringing an ambitious project to fruition, though, so I wish them every success with their new release.

Further thoughts on the new game tomorrow!

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1688: Rebirth https://imnotdoctorwho.moegamer.net/2014/09/02/1688-rebirth/ https://imnotdoctorwho.moegamer.net/2014/09/02/1688-rebirth/#comments Tue, 02 Sep 2014 23:05:10 +0000 http://angryjedi.wordpress.com/?p=6695 The nice thing about having an uninterrupted hour for a lunch break — something which I have at my new job (yes, I'm going to keep mentioning it while the novelty is still there), and something which I often did not have when I was working in schools, retail and even games journalism — is … Continue reading 1688: Rebirth

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The nice thing about having an uninterrupted hour for a lunch break — something which I have at my new job (yes, I'm going to keep mentioning it while the novelty is still there), and something which I often did not have when I was working in schools, retail and even games journalism — is that it provides the ideal opportunity to get in a bit of handheld gaming time.

I have quite the backlog on both 3DS (well, DS if we're being completely honest about it) and Vita, and just recently I added another game to the latter's collection. I couldn't not, though; if you're a regular reader you will, of course, know that I couldn't possibly let a new Hyperdimension Neptunia game pass by without immediately purchasing it — even if I knew I wouldn't get to it immediately.

The game in question is Hyperdimension Neptunia Re;Birth1, the curiously punctuated remake of the game that started the whole series off. I've played a little over an hour so far, and predictably, I'm totally in love with it.

The original Hyperdimension Neptunia was a funny game. I'd be wary of calling it "good" or recommending it even to the most open-minded, fanservice-positive players out there, but despite its many, many flaws I liked it enough to play it all the way through, then move on to its sequels Hyperdimension Neptunia mk2 and Hyperdimension Neptunia Victory. (And the Vita dating sim Hyperdimension Neptunia Producing Perfection, which I'm still yet to beat properly.)

Hyperdimension Neptunia was effectively a visual novel punctuated by repetitive dungeon-crawling sequences that ran at an appalling frame rate and featured a genuinely interesting but somewhat clunky battle system. I actually rather enjoyed this latter aspect a lot more than many other people; I appreciated the puzzle-like nature of setting up custom combos that you could chain endlessly — perhaps swapping back-line characters in and out along the way — and I was fascinated by manipulating the AI-driven in-battle item "crafting" system. This latter aspect was just plain bizarre — you had to set percentage chances that characters would use specific items upon meeting trigger conditions, and there was no means of just manually using an item.

The former aspect — the visual novel-style story sequences — proved to be the real draw for me, though. They were what kept me coming back time and time again, more than happy to endure the dungeon-crawling in the name of advancing the story and seeing what Neptune and her friends were up to next.

Hyperdimension Neptunia's story wasn't particularly complex, but one thing the series has been quite consistently throughout its surprisingly short lifespan is clever. Yes, that's right, clever. On the surface, it might seem like moe anime fluff full of squeaky-voiced girls squeaking at one another. And to a certain extent that's true. But beneath that candy-coloured exterior lies some clever, well-written satire of the ridiculousness that is gaming. Not the stupidity we've seen around gaming in the last few weeks, mind; rather, a series of on-point observations and sidelong glances at the way the different "factions" of the industry have behaved over the years. The way Sony likes to believe it's the best; the way Microsoft has habitually catered to specific types of gamers; the way Nintendo handles business with ruthless efficiency, even when it doesn't make any friends while doing so.

Not only that, but the series has been packed with plenty of references to numerous video games — through its dialogue, through its incidental recurring characters and even through the monsters you fight, which include space invaders, Pac-Man ghosts and sentient dating sims. All this added up to a considerable amount of charm that far outweighed its technical and design shortcomings.

Re;Birth1 had a lot to live up to, then. And based on an admittedly short amount of time with it so far, it appears to be living up to expectations. Rather than word-for-word recreating the original with the modernised, much better gameplay systems of Hyperdimension Neptunia Victory, it instead acknowledges (and frequently lampshades) the fact that it is a remake. Basic story beats have so far been similar, but the specifics of how you get to them are a bit different. And the gameplay has been totally revamped, featuring Victory's fantastic combat system — now explained far better than it has ever been in any previous installment — plus some interesting new tricks such as the "Remake" system, which allows you to "craft" everything from items to be sold in shops to new gameplay mechanics.

Amusingly, it runs far better on the Vita than it ever did on the more powerful PS3, too, and despite making use of a lot of the same audio-visual assets and even maps from the previous two games, it feels like a pleasantly fresh experience to be able to carry it around in your pocket.

If Hyperdimension Neptunia Victory was anything to go by, I expect Re;Birth1 to keep me busy for a very long time indeed. Now, if only there weren't a zillion and one other brilliant games out now all vying for my attention, too…

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1678: Old Man of the Forest https://imnotdoctorwho.moegamer.net/2014/08/24/1678-old-man-of-the-forest/ https://imnotdoctorwho.moegamer.net/2014/08/24/1678-old-man-of-the-forest/#respond Sun, 24 Aug 2014 03:42:29 +0000 http://angryjedi.wordpress.com/?p=6675 Been a little while since a Final Fantasy XIV post, so here's one for your delectation: I was fortunate enough to be around for our Free Company's first clear of the Extreme difficulty version of the Ramuh boss fight this evening. I'm thrilled about this; I've never been present for a first kill before, and it's an … Continue reading 1678: Old Man of the Forest

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Been a little while since a Final Fantasy XIV post, so here's one for your delectation: I was fortunate enough to be around for our Free Company's first clear of the Extreme difficulty version of the Ramuh boss fight this evening. I'm thrilled about this; I've never been present for a first kill before, and it's an enormously satisfying moment, knowing that 1) you've been part of the culmination of a group of people's efforts, and 2) your own skills and abilities are up to the task of taking on some of the game's most challenging content.

I'm glad. One issue with MMO endgame play is that after a while, you're so well-geared that a lot of the challenges you'd normally take on become quite easy, and progressing becomes a matter of doing things almost by rote: you know that in this dungeon, you can afford to pull this many enemies before having to stop and fight them; than in this boss fight you need to stand here at this moment in order to make sure you don't die. I don't mind this aspect of play at all, as it happens — I actually rather like the heavily "choreographed" nature of many of the endgame encounters, as it's really quite an awesome sight to see eight people moving as one to dodge incoming attacks and position themselves appropriately to deal as much damage as possible as quickly as possible. But the fact remains: a lot of stuff is quite easy.

Which is why I was keen to challenge myself with the Extreme difficulty boss fights — particularly those against Good King Moggle Mog XII, Leviathan and Ramuh, all of which I was yet to clear. I gave myself a double challenge for the first two by tanking them as a Paladin rather than going as my main class Black Mage; it was a lot of fun, and helped me gain some confidence in what goes on when you're tanking an eight-player encounter. For Ramuh, however, everyone needed to be on top of their game, and as such I was back in my lovely dark blue yukata — my current Black Mage outfit — to take on the old, somewhat electrifying presence of Ramuh.

I'd held off taking on the Extreme primal fights because the initial three against Garuda, Titan and Ifrit were all very difficult — unsurprising, given the Extreme moniker, of course, but I found them rather stressful rather than just challenging. Moogle, Leviathan and Ramuh were all a different matter, however; these were just plain fun fights in which yes, you needed to know and understand all the mechanics well in order to succeed, but they were enjoyable in that everyone had something interesting and useful to do; no-one was stuck just standing around flinging damage or "tanking and spanking".

It was also a great opportunity for bonding with the Free Company members. It's always nice to have the opportunity to do things together with other people, and as we've all been progressing at slightly different paces and discovering the things that we each enjoy doing, it can sometimes feel like those occasions are rare. Tonight was a great example of people pulling together for a common goal, though; we'd decided that we were going to beat Ramuh, and by gosh we sure did at that.

Now it is after 4:30 in the morning and I should probably get some sleep. I anticipate dreams filled with an old, bearded, lightning-flinging man.

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1677: Twin Sticks https://imnotdoctorwho.moegamer.net/2014/08/22/1677-twin-sticks/ https://imnotdoctorwho.moegamer.net/2014/08/22/1677-twin-sticks/#comments Fri, 22 Aug 2014 23:45:54 +0000 http://angryjedi.wordpress.com/?p=6673 I love a good twin-stick shooter, though I must confess I wasn't really aware of it as a sub-genre of the shoot 'em up until Geometry Wars on the Xbox 360. (Fun fact: that game, more than any of the other early titles on that console, was the reason I picked up my own 360. Fast forward … Continue reading 1677: Twin Sticks

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I love a good twin-stick shooter, though I must confess I wasn't really aware of it as a sub-genre of the shoot 'em up until Geometry Wars on the Xbox 360. (Fun fact: that game, more than any of the other early titles on that console, was the reason I picked up my own 360. Fast forward a generation and I find myself unable to justify a PS4 for Resogun — a game which is, admittedly, jolly good. Hmm.) I guess I was sort of aware of it with Smash TV on the Super NES — and what I thought was an extremely peculiar control scheme when I played it — but I never played the original Robotron or anything.

Since Geometry Wars, though, I've been a big fan of the twin-stick shooter, and it occupies a similar tier of affection in my brain to Japanese "bullet hell" shooters.

It was Geometry Wars 2 that truly cemented my love of this shmup sub-genre — and it was partly a result of the growing world of online console gaming. These days, we take online leaderboards and multiplayer functionality for granted — hell, it's in most mobile phone games — but in the earlier days of the 360, online functionality was still new and exciting. And Geometry Wars 2, although it handled it incredibly simply, worked brilliantly.

All Geometry Wars 2 offered in terms of online functionality was a separate leaderboard for each of its game modes, with the display of your friends' scores prioritised. While you were playing, the upper-right corner of the screen displayed the next friend's score that you needed to beat to move up a spot on the leaderboard, and it was surprising how enormously distracting this could be — to such a degree that some people even advocated putting masking tape over the corner of your TV so you weren't tempted to look while playing.

It worked brilliantly, though, and all the more so for the fact that, when Geometry Wars 2 came out, absolutely everyone was playing it. Herein, however, lies something of a mixed blessing: while the games industry has grown into a multi-billion dollar behemoth since that time, the sheer number of games around at any given moment these days means that it's become gradually less and less likely that we'll ever have a communal, shared, international experience like that ever again. Games like Geometry Wars 2 are now considered by some to be too simple for computers and consoles, instead finding a "better" home on mobile. (I'd question whether or not it's actually "better", however, since mobile phone control schemes for this sort of game still suck immense quantities of balls.)

That, thankfully, doesn't mean there aren't still devs making these games, however. In fact, two of my current favourite non-narrative games are relatively recent twin-stick shooters: Assault Android Cactus on PC (coming soon to various other platforms) and Super Stardust Delta on Vita.

Assault Android Cactus is the work of small Australian independent developer Witch Beam. I was completely unaware of the game prior to the Eurogamer Expo last year but a chance encounter with a preview build a few days prior caused me to frantically schedule an appointment with the developer's representative, who had flown over especially for the show. Their enthusiasm for their game was infectious — and it was clear they'd done their homework, citing classic Japanese shmups as their inspiration for the game, which despite being a twin-stick shooter very much had its own identity. Today, the game is still in Early Access on Steam awaiting its finishing touches, but it's already one of the finest shooters I've ever had the good fortune to play. I can't wait to take it on the go with the Vita.

Super Stardust Delta, meanwhile, is a twin-stick shooter from Finnish developer Housemarque and, I didn't realise, a distant offshoot of a series that originally began back on the Amiga. Combining elements of Asteroids, Geometry Wars and Ikaruga, Super Stardust Delta is, once again, proof that you can take a simple base mechanic — twin-stick shooting — and make it into something unique and enjoyable. It's also one of the most beautiful-looking games on the Vita, so if you want something for Sony's underappreciated handheld with which to impress people, it's a fine choice.

Anyway, the beauty of a good twin-stick shooter is that a single play session is only short. So I think I'm going to go sit in bed and play Super Stardust Delta for a bit before sleep. That sounds like a good way to close out my last week of freedom before work starts next week!

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1670: At Your Side https://imnotdoctorwho.moegamer.net/2014/08/15/1670-at-your-side/ https://imnotdoctorwho.moegamer.net/2014/08/15/1670-at-your-side/#respond Fri, 15 Aug 2014 21:12:53 +0000 http://angryjedi.wordpress.com/?p=6658 [Edit, 16/08: Apologies for those who missed this yesterday — it seems I composed an entry and then didn't publish it properly. I present it now, better late than never. As if you care.] So I finally finished Sweet Fuse this evening and I'm very happy I did. For those disinclined to look back over my previous … Continue reading 1670: At Your Side

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[Edit, 16/08: Apologies for those who missed this yesterday — it seems I composed an entry and then didn't publish it properly. I present it now, better late than never. As if you care.]

So I finally finished Sweet Fuse this evening and I'm very happy I did.

For those disinclined to look back over my previous entries about this game, here's the quick version: it's a visual novel for PSP (Vita-compatible) in which you play Saki Inafune, niece of Mega Man designer Keiji Inafune, as she gets trapped in a theme park at the behest of a terrorist dressed as a pig. Along the way, she encounters a selection of fine-looking gentlemen and, over the course of seven days, gets to know at least one of them very well indeed.

Sweet Fuse has an utterly ridiculous premise, but ultimately it's little more than a gimmick or hook to draw you in to the game proper: the story itself plays itself admirably and consistently straight throughout, not being afraid to tone down the light-hearted humour in favour of some pathos or outright tragedy at times. Saki herself is at times a little ill-defined as a character, but such is the nature of the visual novel protagonist, whether they're male or female: they have to be flexible enough to make the various routes through the narrative plausible, and also non-specific enough to make them identifiable with for a wide proportion of the audience.

The nice thing about Sweet Fuse's story is that you don't get the whole truth in a single playthrough. In fact, depending on which of the game's cast members you choose to pursue, you might not get the truth at all. Follow the path for Towa Wakasa, young boy band idol, and you'll have an enjoyably romantic little tale in which you find out a bit about Wakasa himself — and how Saki feels about him — but you'll learn almost nothing about the motivations behind Hogstein's hijack of the park and the deadly game he makes the cast play. (You do, however, get a tiny teaser which is easily missed if you're not paying attention.) Conversely, play through the route for Subaru Shidou, detective originally intended to be in charge of the park's security on its opening day, and you'll get tantalisingly close to the complete truth without revealing absolutely everything. It's not until you play the route for the "secret" character, which only opens up from a second playthrough onwards, that you get a full, final and complete explanation of what has truly been going on.

And, without spoiling it here, I was surprised at the nature of the truth. As previously noted, the expectation for Sweet Fuse, given its premise and setup, is for the story to be rather light-hearted in nature — and indeed, there's a lot of self-consciously ridiculous stuff that goes on. But ultimately there's a serious core to what has been going on — and it doesn't feel out of place, despite the fact that the villain you're pursuing throughout the narrative is almost constantly dressed as a cigar-smoking pig with a disco ball around his neck.

Ultimately, your response to Sweet Fuse will depend on how much you care for the rather "hands-off" nature of most visual novels: despite the premise of the game being somewhat akin to the Zero Escape series, there are no real "puzzles" to solve as such; the most you have to do throughout the game is pick the right choice when one comes up, or occasionally pick out the most important word or phrase from a monologue in order to proceed. In other words, the game is extremely light on "gameplay" and this may disappoint a few people — particularly given that the theme park that forms the game's setting is supposed to be based on video games — but it works and, on reflection, is probably a sensible choice; breaking up the game with, well, "gameplay", would break its flow and run the risk of you not being able to proceed due to, to put it politely, a deficit in your own skills. By handling it this way, anyone can see the story through to its conclusion, and thanks to convenient quicksave, fast-forward and rewind functions, going back to see other possible outcomes to various scenarios is quick and painless, too. I played through two whole routes in a single day today, albeit fast-forwarding through the first three "common route" chapters and just making the appropriate choices where necessary. That still left four unique chapters per character, though.

I'm glad I played through Sweet Fuse, as it ended up being really, surprisingly good. I was immediately intrigued by the premise — and I love seeing the face of people when I explain it to them — but what I found was actually rather different from what I expected, in a very positive way.

If you have a Vita or a PSP and are hungry for an interesting story-based game to while away some time with, you could do far worse than a copy of Sweet Fuse, then. Highly recommended.

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1668: Gentleman Friends https://imnotdoctorwho.moegamer.net/2014/08/13/1668-gentleman-friends/ https://imnotdoctorwho.moegamer.net/2014/08/13/1668-gentleman-friends/#respond Wed, 13 Aug 2014 22:36:21 +0000 http://angryjedi.wordpress.com/?p=6654 Longtime readers may recall that some time ago I extolled the virtues of a (Vita-compatible) PSP game called Sweet Fuse — a game that I've recently returned to in order to clean up some endings I missed. This peculiar game is a visual novel-cum-dating sim in which you take on the role of Saki Inafune, niece of … Continue reading 1668: Gentleman Friends

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Longtime readers may recall that some time ago I extolled the virtues of a (Vita-compatible) PSP game called Sweet Fuse — a game that I've recently returned to in order to clean up some endings I missed.

This peculiar game is a visual novel-cum-dating sim in which you take on the role of Saki Inafune, niece of legendary game designer Keiji Inafune (of Mega Man and Mighty No. 9 fame), as she gets caught up in a plot led by a terrorist dressed as a pig to take over the video game-inspired theme park Inafune-san designed. Along the way Saki (and you) will encounter several gentleman friends, each of whom has their own unique narrative path that branches off in the latter half of the game after a shared beginning.

Sweet Fuse is what's known as an otome game, meaning it's primarily aimed at a heterosexual female audience — or at least depicts heterosexual romances from the perspective of a female protagonist. Such games are relatively widespread in their native Japan, but it's quite rare to get them localised for the Western market, which still seems to assume for the most part that the majority of gamers out there are testosterone-filled heterosexual men. As such, Sweet Fuse immediately sets itself apart from other games of its type — and this is without taking its unusual premise into account.

Speaking as a heterosexual gentleman who has played his fair share of bishoujo games (visual novels and dating sims aimed at a heterosexual male audience) I initially wasn't quite sure what to make of Sweet Fuse. In this type of game you're often encouraged to put yourself in the shoes of the protagonist to such a degree that they rarely appear on-screen and, when they speak, their dialogue is unvoiced. This is, in theory, to allow the player to project themselves onto the protagonist and imagine it's themselves embroiled in the situations depicted throughout — be they fantastic, romantic, erotic, strange or just plain messed up. It's an effective device that tends to work well. But, I found myself questioning before I started playing the game for the first time, will this still work if the protagonist is a different gender to me?

The question of whether male players can "identify" with female protagonists is often mocked among the more social justice-happy members of the games press, but in the dating sim and visual novel space, where you're encouraged to inhabit the role of the lead character a lot more intimately than in other types of interactive entertainment, it's an important consideration. Part of the way these games work on an emotional level is down to your own personal opinions and tastes — who do you find attractive or desirable, physically, sexually, emotionally and in terms of their personality? If you're outside the target audience of a work, inhabiting the headspace of a protagonist that pointedly is not you, and considering potential partners that are contrary to your own usual sexual preferences, can that really "work"?

Well, of course it can; most of us have read books, seen films, watched TV series where we've rooted for characters to get together, even if they don't match our own characteristics or preferences — and for female fans of games, they have to do this a lot of the time anyway. All this is, I've found, abundantly true with Sweet Fuse. As a heterosexual dude, it's liberating to play the role of Saki and consider the virtues and vices of these different men as I choose which of the narrative paths to pursue. And, it turns out, it's not all that difficult to put yourself in Saki's shoes and contemplate which one is most attractive or desirable. (Urabe. Without a doubt.)

Like any good visual novel, Sweet Fuse's various narrative paths are all unique, but all feed into a single interpretation of what is going on. Pursuing a single character and then putting the game down gives you a satisfying ending to the story, sure, but in some cases doesn't reveal any of the truth behind the bizarre situation that forms the basis for the game. Others provide teases of information; others still are clearly the "main" routes that provide the most information. All are worth exploring — and it's for this reason that I've picked up Sweet Fuse again after quite some time not playing it.

With, I think, two routes left to go (plus possibly a refresher on the others I've previously completed) I still haven't got to the bottom of the mystery surrounding Count Hogstein and his apparent vendetta against the main cast. I'm very much looking forward to discovering the truth — the paths I've played to date have been by turns heartwarming, touching, intriguing and thrilling; now, it's time to see Saki's saga through to its conclusion, and wonder if we'll ever see a game quite like Sweet Fuse in the West again.

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1664: The Myths of Modern PC Gaming https://imnotdoctorwho.moegamer.net/2014/08/09/1664-the-myths-of-modern-pc-gaming/ https://imnotdoctorwho.moegamer.net/2014/08/09/1664-the-myths-of-modern-pc-gaming/#respond Sat, 09 Aug 2014 22:40:18 +0000 http://angryjedi.wordpress.com/?p=6646 I witnessed a surprisingly civil online discussion earlier on about that rather tired old topic, console vs. PC gaming, but despite the civility it seems that a lot of people on the "pro-console" side of the fence still hold more than a few misconceptions about what PC gaming is all about. Let's take a moment to address … Continue reading 1664: The Myths of Modern PC Gaming

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I witnessed a surprisingly civil online discussion earlier on about that rather tired old topic, console vs. PC gaming, but despite the civility it seems that a lot of people on the "pro-console" side of the fence still hold more than a few misconceptions about what PC gaming is all about.

Let's take a moment to address some of these points.

PCs require maintenance.

While this was once true, with Windows 95, 98 and XP seemingly all having some sort of built-in failsafe that caused them to slow down to barely usable levels after about a year or so, necessitating a full reinstall, Windows 7 and beyond, in my experience, run perfectly happily without complaint and without requiring anything special to be done in order to keep things running efficiently. If updates to drivers or other software are required, the respective pieces of software will generally notify you — or, in many cases, simply update themselves in the background without you ever knowing. All you, the user, really need to do is ensure you have some sort of security software installed to protect yourself against viruses and the like.

PC games are riddled with compatibility problems.

Another issue from the past that is, in 99% of cases, no longer relevant. If you're trying to run an older game, then perhaps you may run into some issues — though in most cases, a quick Google will reveal what you need to do to get it running on a modern machine, and the solution is often simple — but if you buy something new (and by "new" I mean "released within the last five years") all you generally need to do is put in the disc or click the "install" button in Steam, then start playing as soon as it's ready. Easy.

PC games require adjusting settings.

The limit of most setting adjustments I do these days is as follows:

1) Ensure game is running at 1920×1080 resolution if it doesn't default to that (and most do).
2) Adjust detail level if framerate is unsatisfactory and game doesn't auto-suggest best settings (and most do).

I think everyone can manage that.

[Console X] does [Y]!

PCs do literally anything you want them to. Consoles have access to selected digital media sources, sure, but on PC you can access anything available on the Web, not just those services with apps that have been specifically designed for the system. Not only that, but thanks to services like UnblockUs it's a snap to access digital content that is normally region-locked to other territories. (UnblockUs will work with consoles, but it requires far more tinkering with the settings than the PC version does — on PC you simply download a small executable file, run it and then turn it on and off from the Windows System Tray as needed.)

Oh, but Kinect…

Shut up.

[Console X] has [exclusive game]!

This is the only mildly compelling argument in favour of consoles, but in reality, choosing a digital entertainment system is far more than just choosing the exclusives. (And there's nothing wrong with having several systems on hand for just this reason.) PC versions of games are, in most cases, the definitive versions, with the best graphics, most customisable settings, mod support (official or unofficial) and the greatest flexibility with regard to control schemes. Even a shoddy console port on PC (I'm looking at you, Binary Domain) is technically superior and more impressive than its console counterpart — and for those who care about such things, PC games will typically all run in true 1080p without breaking a sweat.

As for those exclusives, well, PC as a platform, having been around for a lot longer than anything else on the market, has a gigantic library of games, far bigger and more diverse than any one console will ever be able to offer. If you claim there isn't a PC game out there that interests you, you aren't looking hard enough. Plus thanks to services like GOG.com, old games are still just as relevant as the latest and greatest — something which simply isn't true on the latest consoles due to the lack of backward compatibility.

You want specifics? If you think that Destiny is a compelling reason for consoles being "better" than PC, ponder this for a moment: Destiny is a blend of two game genres — first-person shooter and massively multiplayer online RPG — that have been the PC's bread and butter for years now. While Destiny itself may not be coming to PC — although, to be honest, I'll be very surprised if it doesn't eventually — there are plenty of alternatives and equivalents.

I prefer gaming from my couch.

So game from your couch. Most modern PC video cards have at least one HDMI out socket, allowing you to connect your computer to your TV just like a console. The HDMI port also carries audio, too, so you don't have to faff around with separate audio cables and speakers like you once did either. Couple that with the fact that Xbox 360 controllers are natively supported by Windows (both wired and wireless — though you will need an adapter to use the wireless ones) and wireless keyboards and mice are more affordable than they've ever been, and there's absolutely no reason you can't have a great PC gaming experience from your couch. Make use of Steam's Big Picture Mode to manage your game library and the experience is all but indistinguishable from using a console.


 

Note: Nothing in this post is intended to say that consoles are in some way "bad" or "inferior" to PC — I still play games on PC, console and handheld devices. There's a certain joy in being able to insert a disc and just start playing — though with the rise of mandatory installs, this is rapidly becoming a thing of the past, even on console — and there are, admittedly, a number of interesting console-exclusive titles that, in some cases, may never make the jump to PC.

The original discussion stemmed from someone's question about whether they should spend a chunk of money on a PlayStation 4 or a new phone, and PC was touted as a third option — one I'd firmly stand behind. Speaking as a former member of the games press, at present I can't in good conscience recommend the PlayStation 4 to anyone simply on the grounds that there aren't enough interesting games available for it that you can't get anywhere else… yet. This will doubtless change in the future — there's a lot of great-looking stuff coming next year — but speaking right now, in August 2014, a PC is a much more sound investment for both video games and home entertainment purposes.

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1661: Dead Dancing https://imnotdoctorwho.moegamer.net/2014/08/06/1661-dead-dancing/ https://imnotdoctorwho.moegamer.net/2014/08/06/1661-dead-dancing/#respond Wed, 06 Aug 2014 22:51:57 +0000 http://angryjedi.wordpress.com/?p=6640 Fancied a bit of a change today, so I decided to grab a copy of a game I've been keeping one eye on for a while now: indie title Crypt of the NecroDancer, which hit Steam Early Access recently. Several hours later, I realised that I'd been playing Crypt of the NecroDancer for a very long time, and I … Continue reading 1661: Dead Dancing

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Fancied a bit of a change today, so I decided to grab a copy of a game I've been keeping one eye on for a while now: indie title Crypt of the NecroDancer, which hit Steam Early Access recently.

Several hours later, I realised that I'd been playing Crypt of the NecroDancer for a very long time, and I was starting to do everything — not just in-game actions — in time with the beat in my head.

Rewind a moment, for those unfamiliar with Crypt of the NecroDancer: what the hell is this curiously-named game? Well, it's yet another example of one of the current "indie darling" genres: the roguelike. But this game's a bit different from the many, many other procedurally generated hack-and-slash RPGs out there, in that it's actually more of a rhythm action game than anything else.

Yes, you read that correctly: a rhythm action game. Crypt of the NecroDancer eschews the complexity of more stat-heavy roguelikes and RPGs in favour of an extremely simple system that only requires you to use four buttons on the keyboard: the directional arrows. Everything you do involves pressing one or two of these keys in time with the music — even using items. It takes a little getting used to, but the reason for this lightweight control system becomes obvious almost immediately: this is a game about sticking to the beat, watching for patterns and learning to exploit them, not about min-maxing your gear and gaining experience. It has a distinctly arcadey feel to it thanks to mechanics like score multipliers and powerups, and it's structured in such a way that play sessions are quick and brutally difficult, particularly once you get out of the first of the four "zones" that make up the game in its current Early Access form.

Speaking of Early Access, this is one of the most "complete" Early Access titles I've played to date, consisting of four zones with four levels each (three standard, one boss), each of which has their own music, composed by Danny Baranowsky, of Super Meat Boy and Desktop Dungeons fame. The music is absolutely fantastic, covering a variety of different electronic dance music styles and tempi, and gives each level a unique feel that you'll come to know and love (or hate) very well as you try again and again to make a little progress.

Progress in the game is somewhat akin to that other well-regarded lightweight roguelike of the moment: Rogue Legacy. Through playing the game normally, you'll acquire diamonds, which can be used to purchase permanent upgrades for the dungeon and your character, ranging from extra health to new items that show up in chests. The twist is that diamonds "expire" after you enter the dungeon again, so in order to unlock something expensive you'll need to collect all the diamonds you need in a single run — something that becomes "easier" (in that you'll start picking up more than one diamond at once) as you get into the harder zones.

The whole game is utterly charming, with some lovely pixel art — though a V-sync option would be nice to prevent the occasional bit of screen tearing that is apparent — and some well-designed, distinctive monsters, each of whom have their own attack patterns you'll have to learn how to tackle while staying on the beat. The use of a female protagonist feels a bit like she's there for the sake of it just so people can point at the game and use it as an awesome example of a game that uses a female protagonist by default — but this isn't a problem as such, more a pointed response to the growing focus on social issues that much of the games business has right now, for better or worse. Only idiots will actually complain about it, and besides, the finished version will have numerous unlockable characters, anyway, a la Spelunky, so I can only assume that those who do have violent objections to playing as a woman for any length of time will be catered to in this way.

Long story short, Crypt of the NecroDancer is looking (and sounding) absolutely fantastic so far, and I can't wait to see the finished version. There's every possibility that this could be one of the next big things in the indie space, and I would absolutely love to see it on other platforms — its quick-fire gameplay would make it an ideal fit for Vita in particular. Let's hope it sees enough success to make that happen.

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1657: Bloodlines https://imnotdoctorwho.moegamer.net/2014/08/02/1657-bloodlines/ https://imnotdoctorwho.moegamer.net/2014/08/02/1657-bloodlines/#respond Sat, 02 Aug 2014 23:30:02 +0000 http://angryjedi.wordpress.com/?p=6631 For a bit of a change this evening, I decided to fire up a game I've been meaning to play through and beat for a long time: Vampire: The Masquerade – Bloodlines. And, despite its now somewhat dated-looking visuals and inconsistent-quality audio, I've really enjoyed what I've played so far. Bloodlines, as it shall be known hereafter, is … Continue reading 1657: Bloodlines

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For a bit of a change this evening, I decided to fire up a game I've been meaning to play through and beat for a long time: Vampire: The Masquerade – Bloodlines. And, despite its now somewhat dated-looking visuals and inconsistent-quality audio, I've really enjoyed what I've played so far.

Bloodlines, as it shall be known hereafter, is an interesting game. Based on the White Wolf pen-and-paper role-playing game Vampire: The Masquerade, itself part of White Wolf's larger World of Darkness setting, it's an excellent take on the role-playing genre and a fantastic adaptation of its source material. The reason why it's so fondly regarded — even with its flaws and bugs necessitating the creation of a community-made patch well after its developers had abandoned it — is because it does things a little differently from other games of a similar type.

Vampire: The Masquerade was a fairly unconventional beast (no pun intended) in its pen-and-paper incarnation, too. Eschewing dungeon-crawling and loot whoring in favour of in-depth role-playing based on a shockingly well-realised world and society — World of Darkness features one of the most richly detailed explanations of vampiric culture since… well, ever, really — Vampire: The Masquerade was a game that rewarded those who sought interesting, unconventional and creative solutions to problems. There was combat, sure, but it was always rather heavily implied that getting into a true fight was something of a last resort for members of vampire society. Rather, you'd make use of your wits, your intelligence, your social skills and your charisma — with a bit of help from your supernatural vampiric abilities — and, more often than not, be able to get through situations without ever drawing your weapon.

Bloodlines is rather similar. It does cater to those players who enjoy the idea of swinging a tyre iron around and caving people's skulls in — although the combat is, it must be said, rather rudimentary compared to more modern real-time RPGs like The Witcher and Dark Souls — or even those who enjoy first-person shooting. But, for me, far more rewarding is the opportunity to get through most situations by making use of your vampiric powers, which vary according to what kind of character you create at the start of the game.

Much of Vampire: The Masquerade is based on the interactions between various clans of vampires, and each of these clans has its own specialisms. Some have magical abilities; others are strong fighters; others still are true "creatures of the night", able to disappear into thin air right before their enemies' eyes. The character I'm playing this time around is a Malkavian; their defining characteristic is the fact that they're, well, insane — but they can use this fact to their advantage by channeling their mental energy outwards to do things like inflict terror on others or make enemies have hallucinations. In conversation, Malkavians tend to speak in riddles, and, pleasingly, the dialogue options you have available to you when playing as a Malkavian are all borderline gibberish — though the longer you play, the more these riddles will start to make sense to you. Oh, and Malkavians also hear voices while they're wandering around. And occasionally stop to have a conversation with a roadsign. You get to "roleplay" all of this — something I haven't seen since the early Infinity Engine games, which featured differing dialogue depending on things like your Intelligence score.

Perhaps the most interesting thing about Bloodlines is that it uses all these traditional RPG mechanics without putting the player in the usual "god mode" perspective, watching the action unfold from above. No; instead, taking heavy cues from its contemporaries such as Deus Ex and the like, Bloodlines has plenty of "immersive sim" elements about itself, too: hub-based areas to explore, with buildings you can go into and investigate even if the game's quests haven't directed you to yet; objects you can pick up and manipulate; computers you can fiddle with by actually typing things into them; and a sense that, in a rather simplistic manner, the world will respond to the way you behave in it.

While we have plenty of open-world, non-linear RPGs today, nothing that's emerged recently has quite the same feel about it as Bloodlines. I've played it through once for about 20 hours or so — though to my shame, I never beat it — and I'm now very interested to take it for another spin with my adorably mental protagonist. If you haven't yet sampled its bloody charms — and can look past the visuals of a pre-Half-Life 2 Source Engine game — then I strongly recommend you give it a look.

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1655: Tease Me, Tease Me, Tease Me... Actually, Don't https://imnotdoctorwho.moegamer.net/2014/07/31/1655-tease-me-tease-me-tease-me-actually-dont/ https://imnotdoctorwho.moegamer.net/2014/07/31/1655-tease-me-tease-me-tease-me-actually-dont/#comments Thu, 31 Jul 2014 23:20:33 +0000 http://angryjedi.wordpress.com/?p=6626 I'm not entirely sure how I got onto EA's mailing list, having not played any of their games for a substantial period of time, but I do know all it took to get me to immediately unsubscribe: this email. Said email came from BioWare, a company whose games I used to happily purchase "day one" … Continue reading 1655: Tease Me, Tease Me, Tease Me... Actually, Don't

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I'm not entirely sure how I got onto EA's mailing list, having not played any of their games for a substantial period of time, but I do know all it took to get me to immediately unsubscribe: this email.

Screen Shot 2014-08-01 at 00.09.31

Said email came from BioWare, a company whose games I used to happily purchase "day one" when they came up, but whom since being absorbed by EA a few years back have become increasingly disappointing — to such a degree that now, when they send me a "teaser" email like this, I don't find it exciting, I instead find it bothersome.

This isn't exclusively directed at BioWare, of course. I have very little time for teasers anyway these days, and their use in the increasingly sprawling marketing campaigns for big-budget games is getting to a stage where they simply dissuade me from wanting to check the game out rather than intriguing me.

I started feeling this way while I was working in the games press. Teasers are infuriating to receive as a news writer, because more often than not there's absolutely nothing to write about. As a general rule, I avoided writing about them altogether unless there was enough intriguing material therein to spin a story out into at least 300 words. In most cases, there wasn't, and inevitably there were plenty of other more interesting things I could write about on any given day, so I was inclined to write about those instead. I can't help feeling that this is the precise opposite of what whoever came up with the teaser campaign may have had in mind when they lovingly constructed it.

Now I no longer work in the games press, teasers are even more irritating. They clutter up news sites who are less discerning about what they cover than I am — the above email has likely been spun into at least one "BioWare is Working on Something" story somewhere on the Internet by now — and, when I have neglected to unsubscribe from a company's newsletters and promotional emails like I had apparently done with EA, they clutter up my inbox, and believe me, that doesn't need any help filling up with crap.

What I find somewhat hilarious is when mobile and social game developers decide to do teasers for their upcoming games. As much money as these types of game inevitably make at the hands of stupid people, I simply can't take them seriously; nor can I believe that anyone could possibly get excited about the prospect of a new mobile game from notorious free-to-play conmen like, again, EA, King or numerous others.

I long for the days gone by, when protracted marketing campaigns simply didn't seem to happen. You got previews in magazines, sure, but these actually told you something about the game. Like, you know, its title — something which the BioWare email conspicuously fails to mention. (I don't know if the video gives any more information because I didn't watch it. Instead of watching it, I unsubscribed from EA's mailing list. Good job, there.) Or details about what kind of game it is. Or a bit about the story. Or anything.

That anything is how you get me interested in a new game — not waffling around the point with vague, pointless emails that tell me nothing. Show me something interesting — show me a reason to care, otherwise, spoiler, I won't give a shit.

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1654: Pay Attention, Bon-- Err, Remington https://imnotdoctorwho.moegamer.net/2014/07/30/1654-pay-attention-bon-err-remington/ https://imnotdoctorwho.moegamer.net/2014/07/30/1654-pay-attention-bon-err-remington/#comments Wed, 30 Jul 2014 21:57:08 +0000 http://angryjedi.wordpress.com/?p=6624 I felt like trying something new today, so after toying with the idea of downloading legendary military sandbox Arma III (and eventually resisting — its £35.99 price point is a little too high for me to consider taking a risk on it at the moment) I wandered over to GOG.com and took a look at a game … Continue reading 1654: Pay Attention, Bon-- Err, Remington

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I felt like trying something new today, so after toying with the idea of downloading legendary military sandbox Arma III (and eventually resisting — its £35.99 price point is a little too high for me to consider taking a risk on it at the moment) I wandered over to GOG.com and took a look at a game that has caught my interest several times over the years: Sid Meier's Covert Action.

I remember first seeing adverts for Covert Action back in multi-format games magazine Advanced Computer Entertainment (aka ACE) way back around 1990, when the game first came out. I recall being intrigued by the prospect of what looked like a fairly convincing "spy game" — something that hadn't really been done at the time, and certainly not in the way that Covert Action chooses to do things.

Covert Action is, unlike other espionage-themed games on the market, very much a "spy simulator". Straddling a line somewhere between a surprisingly huge number of different genres, Covert Action casts you in the role of superspy Max (or Maxine) Remington as he (or she) attempts to foil the devious plots of various bands of criminals around the world. These plots range from simple thefts all the way up to the construction of doomsday devices, but the execution remains the same: gather evidence, infiltrate facilities, intercept communications and eventually — hopefully — bring the perpetrators to justice. Or, if you're as incompetent as me, arrest a few of them and allow the remaining criminals to happily get away with what they were planning.

Covert Action is split into a number of different components. The "main" part of the game, if you can call it that, involves moving from location to location both within cities and around the world, and choosing the best course of action. Actions always take varying amounts of time, so if you spend too long dilly-dallying around, you'll find the criminals get one, two, three steps ahead of you before you know it. This is a game about preventing a crime before it happens rather than solving a crime that has already happened, and as such you have to go about things a little differently to how you might do in other games; you have to anticipate what your opponents' moves might be, then react accordingly, ideally to catch them in the act and be able to arrest them in such a manner that causes the remainder of their plot to fall to pieces.

Choosing to perform various actions in the game's locations triggers minigames. Choose to wiretap a building's phones, for example, and you'll be confronted with a challenging PipeMania-esque puzzle where you must reroute power away from both the phones and the alarm systems of the building. Choose to decrypt an intercepted communication from one of the perps and you'll actually have to crack the code using your own brainpower. Opt to tail a suspect and see if they lead you anywhere interesting, and you'll find yourself playing an oddly strategic driving game in which you order two cars around in an attempt to follow the suspect without arousing their suspicions. And choose to break in to a facility and you'll have to actually infiltrate it yourself.

It's this latter part of the game that tends to form the meat of most investigations — and it's also an aspect that Meier himself was somewhat dissatisfied with, feeling that the game's minigames weren't tied together in a coherent enough manner. Break-ins are not the only option for gathering information, but they're by far the most efficient and as such you'll spend quite a lot of time doing them.

They take the form of an interesting pre-Metal Gear stealth action game in which you control Max as s/he explores a randomly generated building, opening filing cabinets and drawers and photographing all the files s/he can. You'll also have to deploy bugs in various items of furniture in order to raise your ability to perform remote surveillance on the building, and recover incriminating evidence from safes if you want to "turn" your opponents over to your side rather than simply arresting them. Some interesting, rudimentary AI sees guards patrolling the building and looking out for unusual things — containers you neglected to close, for example. You can also trick them somewhat by knocking one of them out and then disguising yourself in their uniforms — in a nice touch, your disguise will only continue to work if you don't allow them to look at your front or side for any length of time, leading to some comic situations as Max stares at a wall, hoping that the guard who just opened the door behind him/her doesn't decide to come in and check the room more thoroughly.

All the while you're investigating, the criminals are working on their plot in the background, and if you're not quick or careful enough, they will succeed. Regardless of whether you "win" or "lose" a case, however, the game continues, and you're evaluated on your performance, with a certain number of points being available for each mission according to who you managed to arrest, what key items you managed to confiscate and whether you actually managed to foil the plot at all.

It's a difficult, challenging, ambitious and somewhat flawed game, but it's a magnificent example of the creativity of game developers in the early '90s — particularly MicroProse, who were well-known for this sort of game around that time. It's also a game absolutely crying out for a remake — with today's technology, it's more than possible for someone to do the game's grand vision even more justice than the hardware and software of 1990 would allow.

That said, Covert Action still stands up remarkably well even today, despite its dodgy AdLib sound effects and horrid 16-colour EGA graphics. If you're looking for something a little bit different to entertain you for a while, I'd urge you to check it out.

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1650: Ascension https://imnotdoctorwho.moegamer.net/2014/07/27/1650-ascension/ https://imnotdoctorwho.moegamer.net/2014/07/27/1650-ascension/#respond Sun, 27 Jul 2014 00:04:17 +0000 http://angryjedi.wordpress.com/?p=6616 You may recall a while back I talked a little about an indie game called Towerfall, a game that was originally intended to be the poster child for the ill-conceived Android microconsole the Ouya, but which subsequently came to other platforms including PS4 and PC. When I originally talked about it, I'd only tried the Versus mode … Continue reading 1650: Ascension

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You may recall a while back I talked a little about an indie game called Towerfalla game that was originally intended to be the poster child for the ill-conceived Android microconsole the Ouya, but which subsequently came to other platforms including PS4 and PC. When I originally talked about it, I'd only tried the Versus mode — the mode the game was originally built around — but today Mark and I gave the cooperative two-player Quest mode a shot.

It's a hell of a lot of fun, maintaining much of the chaos of the competitive multiplayer mode while presenting its own challenges as you and a partner work together to fend off increasingly difficult waves of enemies.

As Mark pointed out while we were playing, the closest comparison is probably Bubble Bobble, but with Towerfall being a modern game, it does all manner of things that the technology of Bubble Bobble's era simply wouldn't have been able to manage. Things like lighting and distortion effects on the screen; slow-motion sections; complex enemy waves; physics effects; and all manner of other things.

The genius of Towerfall — and presumably the reason it's so well regarded as a top-tier indie title — is because it doesn't try to do too much. It's a series of single-screen arenas — a la Bubble Bobble — in which all you have to do is defeat all the enemies in a series of waves in order to proceed. But it's the design of these waves — and the enemies themselves — that makes the game so good.

Each individual enemy's behaviour is relatively simple, and it's straightforward to figure out how to deal with most of them without any prompting from the game whatsoever — this is a game that is well and truly of the old school, eschewing unnecessarily long and tedious tutorial sequences and instead throwing the player(s) straight into the action at the earliest possible opportunity. You learn through discovery rather than through being told — and in doing so, you can feel yourself getting better and better each time you play. And you'll need to — because this game is hard.

Yes, the pixel-art aesthetic isn't the only old-school thing about Towerfall; it also has the difficulty level of an old-school arcade machine. The first couple of levels are deceptively straightforward, then the difficulty starts to ramp up pretty quickly, culminating in some extremely challenging battles later in the game. Never do things become overly complicated, though; you're always dealing with the same types of enemies, with the same attack patterns, just in varying combinations. And it's the good design and pacing of each of these levels that makes the game so enjoyable and satisfying to play.

Well, that and the ability to fire an arrow at particularly troublesome enemies and pin them to the wall with it. Who hasn't wanted to do that to an army of slimes and grim reapers?

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1649: UUUUURGH https://imnotdoctorwho.moegamer.net/2014/07/25/1649-uuuuurgh/ https://imnotdoctorwho.moegamer.net/2014/07/25/1649-uuuuurgh/#respond Fri, 25 Jul 2014 23:04:04 +0000 http://angryjedi.wordpress.com/?p=6614 Been showing off the Wii U today, and as part of this process I decided to pick up a game I've been meaning to give a shot for a while — Ubisoft's ZombiU. So far it seems to be an interesting game, for sure, albeit not one without a few glaring problems, not least of which is … Continue reading 1649: UUUUURGH

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Been showing off the Wii U today, and as part of this process I decided to pick up a game I've been meaning to give a shot for a while — Ubisoft's ZombiU. So far it seems to be an interesting game, for sure, albeit not one without a few glaring problems, not least of which is a game-breaking bug relatively early in to the whole experience.

For those who have never encountered this Wii U exclusive, the best means of describing it is probably to use that tired old analogy: saying it's "the Dark Souls of [x]", where [x], in this case, is survival horror.

For once, though, that statement isn't altogether inaccurate, since so far as I can make out from what I've played so far, ZombiU simply is Dark Souls, albeit presented from a first-person perspective and set in modern-day London rather than From Software's dark fantasy classic. It has all the trappings of Dark Souls' basic gameplay — combat that's rather more methodical and careful than your typical action game, in which it's easy to become overwhelmed if you try and face off against too many enemies at once; online connectivity allowing you to write messages on the walls for other players to find; and the fact that death is an inconvenience that you can overcome to a certain extent if you can only get back to the point you died — and, in this case, defeat your former self, who has, naturally, become a zombie in the intervening period. (That is, unless you're playing the rather brutal Survival mode, in which you only have a single life in which to get as far as you can.)

It's an intriguing game, and an effective example of how the Wii U's unique features can be used to enhance a game experience. While the majority of the action unfolds on the TV screen, things like looting bodies and searching containers is done on the GamePad screen, leaving you vulnerable to attack while you do so — just as you would be if you stopped to rifle through your own bag. Furthermore, you can use the GamePad as a means of scanning the area and marking points of interest, which subsequently show up on your main screen and map as markers.

It's also a decent example of survival horror done well. By keeping the TV screen clutter to a minimum — there's very little in the way of HUD, and you have to look down at the GamePad to check your ammo — it provides a nicely immersive experience, and allows for wonderful, authentic "horror" moments such as pointing your gun at an incoming zombie, pulling the trigger and hearing that awful sound: click. There are some nice touches with the various characters you play as, too, such as certain characters obviously being terrified of the situation in which they find themselves, while others appear to take it in their stride.

I'm not 100% sure on whether it's quite my sort of game just yet, but I'm certainly willing to give it a go, and even if I end up not wanting to beat it I only paid £12.99 for it as a preowned copy, so I don't mind too much. There's also an intriguing-sounding multiplayer mode that I'd like to give a try.

So, game-breaking bugs aside — don't die while escaping from the supermarket in the early stages of the game! — it appears to be a solid experience, and one of the more interesting Wii U exclusives available.

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1645: Animus https://imnotdoctorwho.moegamer.net/2014/07/22/1645-animus/ https://imnotdoctorwho.moegamer.net/2014/07/22/1645-animus/#respond Tue, 22 Jul 2014 02:04:50 +0000 http://angryjedi.wordpress.com/?p=6605 A long road finally came to an end today — no, nothing important, it was just a lengthy quest in Final Fantasy XIV. Specifically, it was the quest to upgrade my weapon's "Atma" incarnation into its more powerful "Animus" form, which means it's now just one step away from being its (currently) ultimate "Novus" incarnation. The quest … Continue reading 1645: Animus

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17754480252836380672_screenshots_2014-07-22_00001A long road finally came to an end today — no, nothing important, it was just a lengthy quest in Final Fantasy XIV. Specifically, it was the quest to upgrade my weapon's "Atma" incarnation into its more powerful "Animus" form, which means it's now just one step away from being its (currently) ultimate "Novus" incarnation.

The quest to acquire and upgrade your "relic" weapon in Final Fantasy XIV is a pain in the arse, extremely time-consuming and, at times, very frustrating, but it's also one of the most rewarding things to do at endgame. It gives your character a continual sense of gradual progression — particularly during the Atma-Animus phase that I've just completed — and it gives you a series of long-term goals to aim for, which is important to keep things interesting.

I really like it, in other words, partly for the fact that it's everything what is effectively a "construct your own lightsaber" quest should be. Star Wars MMO The Old Republic featured a "construct your own lightsaber" quest that was not particularly big or epic, and the lightsaber you ended up constructing would often be replaced by something better along the line anyway. Final Fantasy XIV's Relic questline, meanwhile, turns this process into a long journey, with each milestone proving to be a satisfying improvement in your weapon.

The process begins with a sidequest that sees you tracking down a once-legendary smith who now spends his days at the bottom of a bottle in the depths of the Black Shroud forest. Eventually, you track down a legendary weapon appropriate for your class, but it's in a sorry state and can't be used. Newly inspired — though he'd never admit that — the smith challenges you to find a suitable "host weapon" and infuse it with materia to act as a base for the reconstructed relic. You then need to challenge several of the toughest bosses in the realm — at least they used to be, anyway — in order to get various materials that Gerolt the smith requires to reconstruct the relic. Eventually, you're left with a weapon that you've worked hard for — but it doesn't end there.

After infusing your weapon with additional power through a strange concoction known as Thavnairian Mist, you can then begin scouring the realm for Atma crystals. These elusive little things have a very low drop rate from FATEs, the public quests that pop up around the realm, and you need to collect twelve of them: one each from a variety of different areas. This is the part that proves most frustrating for a lot of people — there's not really any way that you can make the search for Atma crystals any easier other than just doing a lot of these FATEs, but from a game design perspective it's actually quite clever: it keeps even the low-level FATEs relevant for even level-cap players, meaning that low-level players who might want to use FATEs to gain experience points will usually have at least a few people to help out, since most FATEs are designed around the assumption that multiple players will show up and participate.

Once you've gathered twelve Atmas, you upgrade your weapon into its Atma form. Initially, this offers no improvement whatsoever over its previous Zenith form, but by purchasing and then completing the various trials in a set of books chronicling the exploits of the Zodiac Braves (the ones from Final Fantasy Tactics? Who knows?) you gradually upgrade your Atma weapon, a tiny bit at a time, until it's considerably more powerful than it once was. When you've completed all the books, your Atma weapon becomes an Animus, and it's then that the road to Novus begins — the road down which I'll soon be starting.

Upgrading your Animus to Novus is a similarly time-consuming process, but rather than simply grinding through tasks again, you instead make use of the game's "materia" system to infuse a magical scroll with various stats you would like to apply to your finished weapon. In total, you have to apply 75 points of stats to the weapon, but how you distribute those is up to you — with the only restriction being the hard cap on certain stats. This means that, unlike any other weapon in the game, you can customise your Novus to be the weapon you want it to be. If you want to emphasise Accuracy — essential if you plan on venturing into the challenging endgame raids The Binding Coil of Bahamut and The Second Coil of Bahamut — then you can. If you'd rather emphasise Determination, a stat that improves your damage output, you can. If you'd rather make your spells cast just that little bit faster, you can do that too. In most cases, the combination of stat caps and the requirement to apply 75 points to the weapon means that you'll end up doing a combination of things, but it's still possible to specialise to a considerable degree.

I haven't really considered what I'm going to do with my Novus yet, but work starts on it when I next start playing. In the meantime, I have my shiny, glowy new Animus to enjoy; it helps me kill things even faster than I already could as a Black Mage. I'm looking forward to trying it out soon.

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1643: Twintania Down for the Count https://imnotdoctorwho.moegamer.net/2014/07/20/1643-twintania-down-for-the-count/ https://imnotdoctorwho.moegamer.net/2014/07/20/1643-twintania-down-for-the-count/#respond Sun, 20 Jul 2014 02:51:04 +0000 http://angryjedi.wordpress.com/?p=6601 It's taken a lot of effort — including the effort to gather groups of people together for a common purpose — but this evening… morning… whatever it is now, I finally cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV. For those unfamiliar, The Binding Coil of Bahamut is a five-part dungeon … Continue reading 1643: Twintania Down for the Count

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It's taken a lot of effort — including the effort to gather groups of people together for a common purpose — but this evening… morning… whatever it is now, I finally cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV.

For those unfamiliar, The Binding Coil of Bahamut is a five-part dungeon for level-cap players. It was originally designed to be the absolute hardest challenge in the game, but has since been superseded by new content added in the three big patches there have been since launch. It's also been "nerfed" considerably, with players going in now being the recipients of the "Echo" buff — a 20% increase to maximum hit points, damage dealt and healing received. The thinking behind this gradual easing of its difficulty is so that, in theory, everyone will eventually be able to make it through — and that they might want to do so, because it offers some intriguing story content along the way.

Even with the 20% Echo buff, however, Turn 5, the fifth and final part of the dungeon, is still a stiff challenge. It's theoretically simple, consisting of nothing more than a boss fight between a party of eight people and a rather pissed-off dragon called Twintania, but it's a very demanding confrontation, requiring detailed knowledge of the mechanics, what to expect from the fight at every stage and fast reactions. As such, it's still a significant achievement to make it all the way through.

It's taken a good few hours — and several different parties — over the course of the evening to get through, but we eventually made it by the skin of our teeth. Not before we had an agonising defeat with Twintania's HP down to just 1%, of course, but we eventually made it nonetheless.

Turn 5 in particular is a good example of how high-level content in MMOs differs from more accessible challenges such as dungeons with lower player counts and open-world content. It demands either solid communication — which is why many players choose to make use of voice chat rather than the game's text-based chat — or extensive knowledge of what to expect from the fight. Or, preferably, both, because even with an experienced group, sometimes people's attention wanders, causing mistakes that can easily snowball out of control. Not only that, though, but as cheesy as it sounds, the amount of teamwork required for a successful clear is the sort of thing that really helps to build bonds between friends.

It's the kind of challenge that I don't think would be for everyone. Turn 5 in particular presents such a daunting challenge to many players that I wouldn't be at all surprised if there were plenty of dedicated endgame players who never cleared it. Which is a bit of a shame, as it's a spectacular, genuinely thrilling fight — and the perfect antidote to those people who feel that other content in the game is a little on the easy side. (It definitely is if you overgear yourself, which is quite easy to do these days.) Not only that, but my God, did it feel good when we eventually beat it. There may have been an audible "Yes!" from everyone participating when that HP bar finally dropped to 0.

Anyway. Battling that fearsome foe has led me to the doorstep of 4am, and so I'm going to go and get a few hours of sleep now. Well-earned, I'd say.

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1641: Return of the Hype Train https://imnotdoctorwho.moegamer.net/2014/07/17/1641-return-of-the-hype-train/ https://imnotdoctorwho.moegamer.net/2014/07/17/1641-return-of-the-hype-train/#comments Thu, 17 Jul 2014 23:46:22 +0000 http://angryjedi.wordpress.com/?p=6597 Congratulations, Bungie; your upcoming game Destiny is the latest in a long line of high-profile, big-budget games that I'm sick of hearing about long before they're generally available to the public. This phenomenon, which I tend to think of as "reverse hype", is a common issue with modern gaming. High-profile, big-budget games have every step … Continue reading 1641: Return of the Hype Train

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Congratulations, Bungie; your upcoming game Destiny is the latest in a long line of high-profile, big-budget games that I'm sick of hearing about long before they're generally available to the public.

This phenomenon, which I tend to think of as "reverse hype", is a common issue with modern gaming. High-profile, big-budget games have every step of their development chronicled both internally and by the press, and this, for me, leaves me feeling saturated with information about them by the time they finally hit store shelves. (And, in the rare instances where I have tried out a triple-A game in recent memory, they have usually ended up being rather disappointing compared to what was promised.)

Destiny has been particularly bad today, though, because its "beta" launched today on PlayStation platforms, and as such social media has been filled with two things: people with "spare" codes and people begging for codes.

Let's not kid ourselves: this isn't a true beta in the development sense. It's a limited-access demo positioned as you getting the opportunity to preview an unfinished version of the game shortly before its official release. The fact that anyone who preordered the game gets not one but three "beta" codes is not generosity on Bungie's part — it's a convenient bit of free marketing. And, of course, it's working.

I'll add at this juncture that if you're playing and enjoying Destiny, great. I hope you like it, and I hope that, as an MMO, it provides enough interesting content to keep things interesting after launch. It is, however, just the latest in a long line of games that utterly dominates coverage and conversation, making attempts to talk or find out about anything else an exercise in frustration while the hype train continues clattering its way noisily along the tracks.

I'm pretty sure I'm not the only person who gets frustrated with this seeming inability for both press and public to acknowledge the existence of more than one thing at once. And now, having left behind the games press as my profession, it's doubly frustrating because I'm not really in a position to do anything about it.

Thank heavens for groups like the Squadron of Shame, is all I can say. A haven of calm amid all the noise!

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1640: Not Quite Dead Yet https://imnotdoctorwho.moegamer.net/2014/07/16/1640-not-quite-dead-yet/ https://imnotdoctorwho.moegamer.net/2014/07/16/1640-not-quite-dead-yet/#respond Wed, 16 Jul 2014 22:48:36 +0000 http://angryjedi.wordpress.com/?p=6595 There was a horrible moment earlier where it looked like 1up.com had disappeared off the face of the planet. For the uninitiated, 1up.com was a video games website that was originally born as a spinoff of Ziff Davis' multiformat magazine Electronic Gaming Monthly. It was one of the first community-driven video games sites, with as much of … Continue reading 1640: Not Quite Dead Yet

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There was a horrible moment earlier where it looked like 1up.com had disappeared off the face of the planet.

For the uninitiated, 1up.com was a video games website that was originally born as a spinoff of Ziff Davis' multiformat magazine Electronic Gaming Monthly. It was one of the first community-driven video games sites, with as much of a focus on its community-generated content as on the professionally produced material from the site's full-time team (which, at one point, included my own brother).

For me, 1up was a site that had some good, talented writers and regularly put out interesting features, but it was that community that kept me coming back for more. It was one of my first encounters with the concept of "blogging", too — I wrote semi-regularly on the subject of what I'd been playing and it provoked some interesting conversations with others in the comments. This was in the days before social media dominated everything — and even the days before "don't read the comments" became a piece of accepted, common sense, popular wisdom.

The highlight, for me, though, was the forums. Specifically, the 1up Radio forums, which were the birthplace of the Squadron of Shame. Threads in this forum tended to follow the subjects of the 1up podcasts — 1up was also something of a pioneer in the then-fledgling podcast format — but often spun off in interesting and unexpected directions. One such example was the abortive attempt by the 1up Yours podcasters to tackle their "pile of shame" — games they'd owned for ages but had never gotten around to playing. The original intention of the segment on the show was for the hosts to play some of the same game that they had on their Pile, then discuss it the next week. Unfortunately, it didn't really take off as part of the show, but fortunately for the format — "gaming book club" seemed like a good idea — the community decided to take the idea and run with it.

The first couple of threads we did this for were simply branded "The Boardmembers' Pile of Shame" and explored games like System Shock 2 and Freespace 2. After a while, it became clear that it was the same group of people participating each time, and so the Squadron of Shame Club was born using 1up.com's Club feature — itself an interesting take on social media that I haven't quite seen the likes of since; in many ways, it pioneered microblogging long before Twitter became popular, though there was no character limitation, simply an ongoing, reverse-chronological order feed of conversation that we've tried several times to recreate with varying amounts of success.

1up has been dying for some time, though. The beginning of the end of that site for the Squadron of Shame was when the forums were merged into "Games", "Not Games" and something else that escapes me right now. Various disparate communities were pushed together; tempers flares; cultures clashed. An attempt at a Squad thread in these new digs was quickly derailed by some asshole with the attention span of a gnat yelling about "massive fucking walls of text" when, in fact, that had been our bread and butter for a long time by that point.

The Squad has kind of floated around the Internet ever since, eventually settling on our most recent digs, that will hopefully be "home" for some time to come. 1up, meanwhile, continued to tick along for a while before eventually being swallowed up by IGN and pretty much left to rot. The site was still there, though, with all its archives visible for all to see whenever they wanted.

Which is why so many people were surprised and upset today when going to 1up.com's front page simply gave what appeared to be an empty directory. Thankfully, at the time of writing, the front page at least appears to have come back, and if you can remember the not-very-friendly link, you can even get to the Squadron of Shame's original home.

How much longer will it be there, though? This is a sad and unfortunate aspect of the digital age — things that are the source of great memories are becoming increasingly impermanent. One day 1up.com will simply cease to be, and those memories will be nothing but that — memories. We've already lost a lot of things, such as our original mission threads on the old forums — it'd be a real shame to lose what's left of our community in its original form, though thankfully most of the Old Guard have followed each other around as digital nomads ever since.

So 1up.com may not be dead just yet, then, but today was a potent reminder that nothing lasts forever.

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1634: Pee Aitch Pee Bee Bee https://imnotdoctorwho.moegamer.net/2014/07/10/1634-pee-aitch-pee-bee-bee/ https://imnotdoctorwho.moegamer.net/2014/07/10/1634-pee-aitch-pee-bee-bee/#respond Thu, 10 Jul 2014 22:46:44 +0000 http://angryjedi.wordpress.com/?p=6583 Been digging around in the guts of PHPbb (or is it phpBB?) today to help get the Squadron of Shame's forum looking the way we want it to. And while there's still some work to do, things are coming together very nicely. I haven't really explored a self-hosted forum solution before — I've set up … Continue reading 1634: Pee Aitch Pee Bee Bee

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Been digging around in the guts of PHPbb (or is it phpBB?) today to help get the Squadron of Shame's forum looking the way we want it to. And while there's still some work to do, things are coming together very nicely.

I haven't really explored a self-hosted forum solution before — I've set up forums for various people in the past, but have always made use of pre-made free services, since that was all we needed to fit our needs at the time. In the case of the Squadron of Shame, we're trying to make this place our permanent home on the Interwebs, since we've been flitting around from place to place every so often ever since the 1up forums imploded.

Mostly, I've been impressed with phpBB's (let's go with that spelling for the sake of argument) flexibility and customisability. There are a whole lot of options you can tweak, and in doing so you can make the forum function in plenty of different ways — you can adjust the way users can interact with it, assign various levels of permissions to users, allow or disallow various board features and extend the functionality with plugins and mods.

The only real downside to it all, so far as I can make out, is that installing the aforementioned plugins and mods looks like a bit of a pain in the arse, eschewing a handy-dandy automated install process a la off-the-peg CMS systems such as WordPress and instead in most cases demanding that you edit multiple HTML, CSS and script files, uploading new files to the server and generally doing a whole lot of things manually.

It's been relatively minor issue so far, though, since most of the things I've wanted to do with the board have so far been covered by phpBB's comprehensive administration panel — including uploading attachments such as images, which is something that appeared to be significantly more difficult to include in previous incarnations of phpBB (we're using version 3).

It's been interesting, though, since, as I said above, it's not something I've really poked around in before. I've been learning a lot about what phpBB is capable of, and how it provides a flexible solution for building an online community with relatively minimal fuss. Of course, I haven't been getting involved on the hardcore coding and styling side of things — I'm leaving that up to my friend Mark, fellow founding member of the Squad and someone who does this sort of thing for a living — but I have been doing things that I'm able to easily resolve through a bit of tinkering in the admin panel. (I'm less likely to break things that way, too; past experience with manually fiddling around with templates and CSS files has taught me that I'm good at breaking things.)

Plus there's always the possibility that this sort of knowledge might prove useful in future job hunts. You never know. And it's not as if I have anything better to do right now, is it?

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1633: Newshound At Rest https://imnotdoctorwho.moegamer.net/2014/07/09/1633-newshound-at-rest/ https://imnotdoctorwho.moegamer.net/2014/07/09/1633-newshound-at-rest/#respond Wed, 09 Jul 2014 23:59:59 +0000 http://angryjedi.wordpress.com/?p=6581 Having stepped back from the games press — not entirely through choice, as previously noted — I've had the opportunity to reflect on the way I read games sites in 2014. And the simple answer is that I, well, don't. I had a feeling that this was the case. Being involved in the endless hype … Continue reading 1633: Newshound At Rest

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Having stepped back from the games press — not entirely through choice, as previously noted — I've had the opportunity to reflect on the way I read games sites in 2014.

And the simple answer is that I, well, don't.

I had a feeling that this was the case. Being involved in the endless hype cycle for games that really don't need any more hyping up was starting to make me cynical even back in the GamePro days — hence my conscious decision to focus on unconventional, interesting and quirky stories rather than endless retreads of press releases from Activision, EA and Ubisoft. It was a decision that paid off in the short term — people started coming to GamePro to get away from the identikit coverage from other sites, and my stories contributed to a significant growth in traffic… right before the site folded, leaving us all out of a job. Bah.

On USgamer, aside from the news coverage — which I found increasingly hard to care about, particularly as we started having to refocus our efforts on covering the things that would definitely pull in traffic (i.e. the "big name" games of the moment: the aforementioned games that don't really need any more coverage and hype) rather than the interesting, unusual and underexplored areas of the business — I was fortunate enough to have a certain degree of leeway to write the sort of things that I'd want to read from a games site. Thus the JPgamer and BOARDgamer columns were born, providing specialist coverage on niche subjects — while neither of these would be likely to bring in readers by the millions, they were both the sort of things that would keep people coming back week after week, and judging by both the regular commenters and the disappointment expressed by readers when my departure was announced, they were successful in maintaining a solid, specialist audience.

Looking around at the other big sites, though, I'm seeing very little that makes me want to hang my hat on that community and call it my own. I'm seeing lots of very similar stories about how amazing No Man's Sky is supposedly going to be, or how awesome Destiny is supposedly going to be, or "everything we know" about Mass Effect 4/Dragon Age: Inquisition/Halo 5/whatever for the umpteenth time. I'm seeing very little stuff to read with any real meat on the bones, in other words — and with Polygon, the site that was supposed to reinvent games journalism, laying off the majority of its features team, it seems that interesting, long-form critiques and other, non-review, non-preview, non-news pieces are rapidly going out of the window.

And when sites do attempt to try something a bit different, it's inevitably on the increasingly tedious subject of sexism. This isn't to deny that there's plenty to talk about and criticise here, but the majority of articles on this subject are so blitheringly ill-informed with their GCSE Sociology-level critiquing of a subsection of the business as a whole — frequently completely ignoring parts that don't fit their ham-fisted, half-baked theories — that they're just painful to read, particularly when the author becomes so enormously defensive that they start insulting their readership rather than acknowledging the actually quite valid criticisms that come up in the comments section.

Or video. Fuck video. But that's a rant for another day.

Instead of professional games coverage, then, I instead tend to look to my friends. I discuss what I'm playing on Twitter, on Google Hangouts and on the new Squadron of Shame forums. Impassioned reports — positive or negative — from people I know and trust is infinitely more interesting than a carefully PR-orchestrated preview of a game that will inevitably be at least a little bit disappointing when it finally releases. I'd rather hear about something that's out now — that people have actually played, that can track down a copy of and play should I like the sound of it — than something that, in many cases, is a year or more away. I'd rather hear about amazing discoveries that were released five or six years ago and sank without trace than something I can't install and play right now. And I'd rather share my stories and join the conversation than be preached to.

Essentially, then, I think I've come to the conclusion that I don't really give a shit about the modern games press in its current form. And I'm quite possibly not alone.

Which might explain why I'm in the situation I'm in now. Hmm.

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1632: Defenders of Eorzea https://imnotdoctorwho.moegamer.net/2014/07/09/1632-defenders-of-eorzea/ https://imnotdoctorwho.moegamer.net/2014/07/09/1632-defenders-of-eorzea/#respond Wed, 09 Jul 2014 02:05:40 +0000 http://angryjedi.wordpress.com/?p=6579 Final Fantasy XIV patch day today, and I told myself that today was going to be a day off from stress, anxiety and worrying about things, and that I was just going to enjoy myself. So I did. I logged on at about 11:30 this morning — or yesterday morning, if we're being truly accurate — … Continue reading 1632: Defenders of Eorzea

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Final Fantasy XIV patch day today, and I told myself that today was going to be a day off from stress, anxiety and worrying about things, and that I was just going to enjoy myself. So I did. I logged on at about 11:30 this morning — or yesterday morning, if we're being truly accurate — and now, at 2:52am, I am logging off, with only a few short breaks throughout the day for food and drink.

Suffice to say, patch 2.3 is excellent. I, along with many of my Free Company-mates, took today to work through the new episode of the main scenario quest, which included a spectacular battle against Ramuh, Lord of Levin (aka "the old man who flings lightning everywhere") as well as a ton of other story content. I also completed the new Hildibrand questline — a comedic questline that, for many, has proven a highlight of Final Fantasy XIV's ongoing updates — as well as trying out all three of the new 4-player dungeons.

And I've barely scratched the surface. I've bought a room in our Free Company's house for my character, but I'm yet to fill it with furniture — there's just a bed, a couple of chairs and a table in there for now. I haven't even touched the new 24-player Crystal Tower raid, which promises to be an enjoyable clusterfuck, just like the previous 24-player Crystal Tower raid. And there's a ton of other stuff I'm yet to fiddle around with, too — not to mention returning to the tasks I was already working on prior to the patch, which will now be somewhat easier thanks to improved rewards from a bunch of game content.

So far there have been numerous highlights. Although some disliked the amount of dialogue and cutscenes in the main scenario quest, I enjoyed what was offered, as if you stopped to read it and see what was going on, it proved to be a nice "here's what's been happening elsewhere in the realm since last you saw these people" affair. There was also some neat — if rather obvious — foreshadowing of who the next "big fight" is going to be against.

The new dungeons are great, too. Tam-Tara Hard is particularly fun — as one of the low-level dungeons that comes up most frequently in Low-Level Roulette, Tam-Tara is a dungeon that many people were growing sick of, but its Hard incarnation successfully reimagines it into one of the best — if not the best — dungeon in the game. Featuring a creepy atmosphere, some brilliant boss fights and a narrative twist that is sure to please those who were paying attention earlier in the game, Tam-Tara Hard was a real highlight of today's session.

Stone Vigil Hard has proven more divisive, but it's certainly an interesting, challenging experience. The regular enemies are more than a match for even a well-geared party, and the bosses all make use of interesting mechanics that require far more than a simple "tank and spank" approach. This is nothing unusual for Final Fantasy XIV, which features some very involved boss battles throughout, but Stone Vigil Hard features some particularly interesting mechanics.

Finally, the all-new dungeon Hullbreaker Isle was great. Unfolding mostly outdoors, the "dungeon" sees you attempting to track down the treasure of the pirate Mistbeard. Along the way, you have to contend with various groups of angry wildlife, some unpleasant traps left behind to deter unwanted visitors, and, at the end, a rather annoyed kraken who wants nothing more than to pick you up, fling you around and splatter you with ink.

Final Fantasy XIV continues to go from strength to strength. It remains, as it has done since it launched last August, one of my favourite games, and if the strength of this new content is anything to go by, it has a significant amount of life in it. I'm genuinely intrigued to see where the main story is going, and in the meantime I'm really enjoying the other tasks and challenges the game faces me with. And there's some stuff — like the super-challenging endgame raid The Binding Coil of Bahamut — that I'm still barely touching. There is so much to do, and I'm having an absolute blast doing it — not to mention making some good friends in the progress.

Now, my brain is fried, so I should probably go and get some sleep. It's back to the doldrums of hunting for work tomorrow, though I don't doubt I shall reward myself with an hour or two in Eorzea as the day progresses!

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1631: GO GAMERS https://imnotdoctorwho.moegamer.net/2014/07/07/1631-go-gamers/ https://imnotdoctorwho.moegamer.net/2014/07/07/1631-go-gamers/#comments Mon, 07 Jul 2014 23:40:22 +0000 http://angryjedi.wordpress.com/?p=6577 The Squadron of Shame forums are coming along nicely — they're pretty much ready for the public to show up and start posting in now, so if you're at all interested in computer and video games and find that places like NeoGAF and its ilk aren't quite fitting your needs — in other words, you … Continue reading 1631: GO GAMERS

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The Squadron of Shame forums are coming along nicely — they're pretty much ready for the public to show up and start posting in now, so if you're at all interested in computer and video games and find that places like NeoGAF and its ilk aren't quite fitting your needs — in other words, you like to use paragraphs and write posts that include more than ten words at a time — then do feel free to come on over, sign up and start mingling with the rest of the community, who are slowly trickling over.

Forums are the spiritual home of the Squad, since it's where we, as a group, first came together. But they're also one of the most long-standing parts of the Internet — one aspect of the ever-changing digital world that has actually managed to remain reasonably constant over the course of the last 15-20 years or so.

I recall my first experience with forums fairly vividly. Our first Internet service provider was CompuServe, one of several providers that, at least initially, didn't offer "true" Internet access, instead opting to provide its users with a gated set of online services exclusively for subscribers. (Full Internet access eventually came later, initially in the form of the ability to send email messages to Internet addresses instead of just CompuServe IDs, and later full-on Web access.) As part of this "gated community", CompuServe offered a swathe of forums on a whole host of specialist subjects. Unsurprisingly, I quickly found an online home in the GAMERS forum — you clicked the "GO" button and typed "GAMERS" to get there — and had my first experience of mingling with the online community.

The term "online community" these days has a certain number of negative connotations, due in part to the perpetuation of the narrative that the majority of people who post things online are somehow "toxic", and the fact that indeed, some people who post things online are somehow "toxic". But back in its early days, it was a different matter. "Flaming" and "trolling" were established terms, but they tended to be seen fairly rarely. There were extensive glossaries of the then-new emoticons and acronyms that started to creep into everyday usage, and new terms like "netiquette" were coined to describe how you should interact with other people online.

I honestly can't remember a whole lot about the sort of things I posted and discussed on the Gamers' Forum on CompuServe, but I do remember one thing vividly: I was into Wolfenstein 3-D at the time, and had been experimenting with a variety of mod tools for it, at least partly because I'd been helping a local shareware dealer write his catalogues that included a selection of Wolfenstein add-ons and editors.

Anyway, yes; I was into Wolfenstein 3-D and had spent quite some time working on a selection of new levels — ten of them, in fact. I uploaded them to the Gamers' Forum's download area for others to have a go at, but didn't think anything more of it and certainly wasn't expecting any feedback or anything.

Imagine my surprise, then, when I was contacted by a gentleman named Carlton, who claimed to represent Apogee, the publisher of Wolfenstein, and also claimed to be interested in including my levels in an official expansion pack for the game. I'd be paid, he promised, and appropriately credited.

Frankly, I was at a loss as to what to do at this stage, but after some deliberation and discussion I took a chance and got in touch with Carlton, who took my contact details and promised to be in touch in short order.

Not a lot happened for a while, but then one day a package showed up. Inside it was a cheque for $200 and three floppy disks — one containing a full, registered version of Wolfenstein 3-D, and two containing the official expansion pack, the Super Upgrades pack. I installed the disks, browsed through the directory containing the game — and sure enough, there were my levels, credited to me. I was a professional game designer.

And all because of a forum. Pretty neat, huh?

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1627: Further Enthusing on the Subject of Alchemy https://imnotdoctorwho.moegamer.net/2014/07/03/1627-further-enthusing-on-the-subject-of-alchemy/ https://imnotdoctorwho.moegamer.net/2014/07/03/1627-further-enthusing-on-the-subject-of-alchemy/#respond Thu, 03 Jul 2014 23:54:48 +0000 http://angryjedi.wordpress.com/?p=6569 Finally got around to finishing a playthrough of Atelier Rorona Plus today — thanks in part to picking up a copy of the Vita version, which allows you to transfer your save across from the PS3 version, and playing it in the coffee shop when I felt like a change of scenery during a fit of particularly bleak … Continue reading 1627: Further Enthusing on the Subject of Alchemy

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Finally got around to finishing a playthrough of Atelier Rorona Plus today — thanks in part to picking up a copy of the Vita version, which allows you to transfer your save across from the PS3 version, and playing it in the coffee shop when I felt like a change of scenery during a fit of particularly bleak depression earlier in the day. My opinion of it hasn't changed, but I thought I would enthuse about it once again for those who haven't yet tasted of its joys.

Rorona Plus is an interesting game, and one with good pacing. Beginning with simple tasks for which the time limit you're given is ample — leaving you with plenty of time to take on other tasks to build up your relationships and reputation in the town — the game gradually progresses in such a way that what is the same amount of in-game time starts to feel more and more claustrophobic. The things you're tasked with making start taking longer to produce, and the journeys outside the workshop to gather ingredients and battle monsters take up longer stretches of time, too.

Fortunately, to counterbalance this, you have a number of additional systems open up as you progress — you're able to "wholesale" items to the shops around town, allowing you to simply purchase useful "intermediate step" ingredients for more complex recipes rather than having to make them every time, and Rorona gets an assistant who can either be sent out to gather ingredients or craft items independently or Rorona. I must confess I didn't make nearly enough use of these facilities in my first playthrough, but you live and learn; I now recognise that in order to get everything done to such a standard as to unlock the numerous alternative endings to the game, it's necessary to make heavy use of them.

Herein lies the interesting thing about Rorona Plus: despite having the trappings of a conventional Japanese role-playing game, the meat of the gameplay is actually more about management and strategy. In order to see the most success, you'll need to plan your time effectively, and set up systems in order to save time whenever possible. Some of these can be constructed yourself — a furnishing system added in the Plus version allows you to build various items that confer helpful benefits on Rorona and her party — while others, such as the aforementioned wholesale and assistant systems, unlock naturally as you progress in the game, though some can be unlocked sooner if you trigger certain events more quickly.

I'm looking forward to playing through the game again knowing what I know now — plus I believe some stuff can be carried over to another playthrough — and seeking out the other endings. Whether or not I'll go for all of them remains to be seen — I'm keen to play the rest of the series, after all! — but I've had a blast so far, and I'm happy that there's plenty more where that came from.

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1626: Quest for the Animus https://imnotdoctorwho.moegamer.net/2014/07/02/1626-quest-for-the-animus/ https://imnotdoctorwho.moegamer.net/2014/07/02/1626-quest-for-the-animus/#respond Wed, 02 Jul 2014 22:46:55 +0000 http://angryjedi.wordpress.com/?p=6567 We're counting down the days until Final Fantasy XIV's third major patch, Defenders of Eorzea — and in the meantime, a lot of us are trying to get as much of the previous time-consuming stuff done as possible. For a lot of people — those who have reached the endgame, anyway — this is the long and convoluted process … Continue reading 1626: Quest for the Animus

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We're counting down the days until Final Fantasy XIV's third major patch, Defenders of Eorzea — and in the meantime, a lot of us are trying to get as much of the previous time-consuming stuff done as possible.

For a lot of people — those who have reached the endgame, anyway — this is the long and convoluted process of acquiring and subsequently upgrading your "Relic" weapon. It's a questline that was originally available in Final Fantasy XIV's 1.0 incarnation which was then rejigged, tweaked and revamped for when A Realm Reborn launched. Over the course of the last few patches, it's continued to expand — and in the process, it's created a highly memorable gaming experience, albeit one that will drive some people to madness.

Here's how it works. After beating the game's main scenario (as it existed in the base game when it launched), you can visit a smith named Gerolt in the North Shroud. Gerolt was once a master weaponsmith, but in the years since the Calamity it seems like he is now more frequently to be found at the bottom of a bottle than hammering out a masterwork. Until you show up, that is, having heard rumours of a legendary weapon.

Through a somewhat convoluted series of events that see you finally tracking down the relic — which is broken, naturally — and then defeating a series of increasingly ridiculous opponents in order to acquire the ingredients necessary to repair it, you find yourself with a new incarnation of one of the legendary weapons of yore.

But that's not where it ends. Acquire enough of the mysterious elixir Thavnairian Mist, and you can infuse your relic with additional power, turning it into its Zenith incarnation and giving it a rather fetching glowy effect in the process.

This used to be where the questline ended, leaving you with a level 90 weapon — one of the most powerful in the game at the time it launched. But then came the Zodiac Braves questline, during which you hear tell of the exploits of a band of legendary warriors and hope to use the information to upgrade your weapon further.

The first step in this process is to acquire twelve Atma, strange crystals that very rarely drop in all places around the realm of Eorzea. In gameplay terms, in order to acquire these, you'll need to complete the public quests (known as FATEs) in specific locations. Each FATE you complete with your Zenith relic equipped has a low chance of dropping the Atma for that location, and there are twelve in total. There are all manner of conspiracy theories about whether or not there's a way to game the system or if you really are at the mercy of the random number generator, but you'll get there eventually.

Once you've collected twelve Atma, they're infused into your Zenith weapon, turning it into an Atma. It loses its shiny glow, but changes appearance slightly in the process — in the case of my Black Mage's Stardust Rod, for example, the orb on the end which used to glow purple now glows in rainbow colours. It's not any more powerful, though — it's the next step in the process that makes the Atma weapon unique.

Continuing your research into the Zodiac Braves, it transpires that a number of books detailing the exploits of these legendary warriors are available, but the one who holds them isn't going to let them go cheap. Specifically, she's charging 1,500 Allagan Tomestones of Mythology — mysterious items left over by the 5,000-year old Allagan civilisation that are used as currency in certain parts of Eorzea — per book. And there are nine books to look into, each of which tasks you with a series of Trials of the Braves to follow in the footsteps of the legendary warriors. In gameplay terms, this means there are a number of tasks for you to complete, ranging from defeating specific monsters around the world to discovering and completing specific FATEs and other quests. Once one book is completed, your Atma weapon receives a small upgrade. When all are completed, the combined knowledge from the books  turns your weapon into its Animus form.

This is what I'm working towards at the moment. It's a long and time-consuming process and, frankly, a massive pain in the arse — Mythology Tomestones are acquired at quite a slow rate, so don't expect to be blasting out all those books in a weekend, unless you weren't planning on sleeping at all.

But at the same time, it's really quite satisfying. The upgrades you receive from completing a book are small but noticeable, and the prospect of an even more powerful weapon at the end of the process is a strong incentive to continue. Plus it helps give a feeling of "attachment" to this weapon you've put so much work into — it's something special that you've worked on, and it's become "your" weapon rather than just another item. This feeling further continues during the next phase of the process — upgrading the Animus weapon into a Novus — during which you have a strong degree of customisation over how your finished (for now, anyway) weapon will end up.

And, importantly, it's optional. If you don't think you'll be able to deal with the grind, you don't have to. There are plenty of other means of acquiring powerful weapons in the game — though expect to be challenging some of the game's toughest encounters in order to do so. Many people, even knowing how much work goes in to one of these weapons, are still voluntarily starting down the long road, though — and, as painful as the process can seem at times, it's something which you and your friends can bond over and swap war stories about.

Despite its negative aspects, then, I rather like it; it gives a feeling of investment in your character's development even after the experience points and levels have stopped flowing. It gives you a feeling of attachment to your weapon, much like characters in fantasy epics, or indeed the Zodiac Braves whose trials you're pursuing. And when you finally reach one of the important milestones in the process, good Lord is it satisfying.

Will I reach Novus or even Animus before patch 2.3 arrives — possibly bringing with it another step in the upgrade process? I have no idea, but I'm working on it, with my in-game friends cheering me on every step of the way.

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1623: Attack on Twintania, Part 1 https://imnotdoctorwho.moegamer.net/2014/06/30/1623-attack-on-twintania-part-1/ https://imnotdoctorwho.moegamer.net/2014/06/30/1623-attack-on-twintania-part-1/#comments Mon, 30 Jun 2014 01:34:29 +0000 http://angryjedi.wordpress.com/?p=6559 Further to yesterday's post, I had the good fortune to spend a bit of time in Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV this evening, courtesy of my good friends in my Free Company — the "guild" of other people I play with on a regular basis. Although Coil goes beyond Turn … Continue reading 1623: Attack on Twintania, Part 1

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Further to yesterday's post, I had the good fortune to spend a bit of time in Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV this evening, courtesy of my good friends in my Free Company — the "guild" of other people I play with on a regular basis. Although Coil goes beyond Turn 5 now, there are still a number of people who are yet to clear it, and I'm one of them — so part of this evening was set aside as some training time to get to know the encounter a bit better. We didn't clear it, but we made some good progress.

What follows, then, is an account of how the fight went, written (hopefully) in a means through which a non-MMO player can understand what is going on. I found it an exciting experience — and if you've never tried it, you learn something about what high-level play in a massively multiplayer game like Final Fantasy XIV is all about.

Turn 5 of the Binding Coil of Bahamut focuses entirely on one encounter: eight comrades-in-arms against an ancient dragon named Twintania, put there by the ancient Allagan civilisation to do their bidding. Actually, to be exact, it's eight comrades-in-arms against an ancient dragon named Twintania and her three friends, but said three friends aren't nearly as much of a threat.

The fight began with our de facto leader the paladin — a strong defensive fighter whose strengths lie not in doing a lot of damage, but instead in keeping the attention of enemies off the more fragile members of the party — charging in and provoking Twintania and her allies. The remainder of the group then followed — at a safe distance for those members such as myself, who were able to inflict damage from a distance — and concentrated on dealing with Twintania's three friends. Meanwhile, we were fending off attacks from Twintania and her companions — fiery rings that dropped on the floor and hurt a lot if you didn't get out of them as quickly as possible when they fell on you.

Once the three smaller dragons were down, the group turned its attention to Twintania proper, gathering around her with a strong defensive fighter at the front and another defensive fighter at the side, accompanied by our Scholar's fairy companion Eos. The group aggressively attacked Twintania until one of the three Neurolink devices around her neck dropped to the floor, at which point the real fun was about to begin.

A curious "blip-blip" sound — perhaps from the Neurolink? — heralded the imminent arrival of a fireball attack from Twintania on a member of the party. No-one knew who these attacks were going to target, but as soon as the telltale signs appeared, they ran to the defensive fighter and fairy standing to one side of Twintania and shared the damage with their two companions — a direct hit without the support of others would have meant instant death.

As the healers frantically worked to help those hit by the fireball recover, the rest of the group prepared for another troublesome ability Twintania had up her sleeve: the ability to summon a terrible conflagration and trap a combatant within. The telltale "blip-blip!" sound came again, but this time with a different marker; its appearance signalled that the victim was about to become caught in a fiery prison, and would need their companions to break them free before it exploded.

Sometimes, despite our best efforts, it was impossible to break through the Conflagration before the next fireball attack came, but here it was possible to take advantage of a curious property of the Conflagrations: while those caught within were completely immobilised, it was possible to break in from without, and despite the temporary incapacitation, a Conflagration provided surprisingly good shelter and respite from the relentless fireballs.

After successfully dealing with this tense situation for some time, Twintania took to the skies and flew off. Had we driven her away? Of course not; this was just the beginning.

A second Neurolink fell from Twintania's neck; the signal that we had to move into a recessed part of the platform upon which we were standing — actually the right hand of the dormant dragon god Bahamut, who wreaked havoc on the realm of Eorzea five years previously. Keeping a careful eye on the dragon revealed when she was likely to swoop across our battleground, attempting to kill us off with her "divebomb" attack. Fortunately, staying nimble on our feet meant it was eminently possible to stay out of the way of these deadly swoops, and instead focus our attention on some new friends: three snake-like creatures, one of which was known as Asclepius and the other two of which were known as Hygieia.

Although terrifying and against the principles of everything we'd trained for up until this point, the party stood firm directly in front of these three new opponents, eyes occasionally darting to the sky in case Twintania decided to swoop in once more. We weakened the two Hygieia without killing them, then set to work on the Asclepius — and then Twintania resumed her assault. Once again, some nimble footwork saw us dodge all but one of the deadly swoops — the last of which knocked me clean across Bahamut's palm, but thankfully didn't finish me off — and it was time to deal with two more Hygieia that had appeared to join the fray.

Muttering an incantation under my breath, I summoned all my willpower and unleashed my Limit Break skill, calling down a shower of meteorites to pelt Asclepius and its four children with devastating, fiery projectiles. The two weakened Hygieia fell to the assault, enfeebling Asclepius, the two remaining Hygieia and the brave frontline paladins in the process. It wasn't long before the other two Hygieia fell, weakening Asclepius further in the process, and shortly after the larger snake was also defeated.

By this point, Twintania was obviously furious and preparing for some sort of last-ditch "ultimate" attack. We had but moments to dart for the safety of the fallen Neurolinks on the ground — and then to hope and pray as the room was filled with the brilliant white light of an aetheric explosion.

Not all of us survived the blast, and it wasn't long after this that Twintania's summoning of deadly whirlwinds finished the rest of us off. We collapsed to the ground — beaten for now, but determined to return once we had gathered our strength and prepared once again for the deadly conflict — and Twintania lived to fight another day.

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1622: Another Turn in the Coil https://imnotdoctorwho.moegamer.net/2014/06/29/1622-another-turn-in-the-coil/ https://imnotdoctorwho.moegamer.net/2014/06/29/1622-another-turn-in-the-coil/#respond Sun, 29 Jun 2014 01:54:34 +0000 http://angryjedi.wordpress.com/?p=6557 The Binding Coil of Bahamut is — or at least was — the most daunting challenge in Final Fantasy XIV. Originally designed as an 8-player multi-part raid to challenge the very best of the best players, Coil, as it tends to be known by the denizens of Eorzea, is now something of a shadow of its former self, with the … Continue reading 1622: Another Turn in the Coil

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The Binding Coil of Bahamut is — or at least was — the most daunting challenge in Final Fantasy XIV. Originally designed as an 8-player multi-part raid to challenge the very best of the best players, Coil, as it tends to be known by the denizens of Eorzea, is now something of a shadow of its former self, with the toughest challenge now being posed by the imaginatively named The Second Coil of Bahamut.

The reason why it's a shadow of its former self is twofold: firstly, the average equipment level of most endgame players in Final Fantasy XIV is now considerably higher than it was when it first launched and Coil was the hardest thing in the game; secondly, you're now provided with a buff called "The Echo" upon entering, which boosts your HP, damage, healing and a few other bits and pieces by 15%. Second Coil has no such buff, but it will have one in the future, when Third Coil, or whatever comes next, is released — and so on as the game gradually ups the stakes time and time again.

This is a clever and sensible move on the part of producer Naoki Yoshida and his team. The Binding Coil of Bahamut, despite still being a very challenging set of mini-dungeons and boss fights even with the Echo buff, is part of Final Fantasy XIV's overarching story. Working your way through it provides you with information about the ancient Allagan civilisation, whom you keep discovering artifacts of throughout your travels, and also what the main recurring villains of the piece — the Ascians — are up to. It also provides a tantalising glimpse at what really happened to the dragon-like god Bahamut as part of the Calamity — the in-game, in-lore justification for the shutdown of Final Fantasy XIV's version 1.0 incarnation in 2012 — and what the artificial moon Dalamud was actually hiding inside itself besides Bahamut.

All interesting stuff, I'm sure you'll agree — well, you might not, but humour me. To put it another way, it's all stuff that people who are interested in the detailed lore and worldbuilding of Final Fantasy XIV will probably want to experience. And through the gradual "nerfing" of it as new content arrives, eventually everyone will be able to make it through Coil and see what's what — just some people will do it sooner than others.

Anyway, the reason I bring this up tonight is that I've been doing a bit of Coil myself this evening. This is something of a big step for me, as I've previously only ever set foot inside that place in the company of my comrades from my Free Company. With a lot of high-level content in any MMO — not just Final Fantasy XIV — it's assumed that you know what you're doing when you step inside, and that you won't mess things up, because in many cases one mistake can bring an entire eight-person team crashing to its knees.

This is, I'm sure you'll appreciate, an enormously daunting prospect, particularly for someone like me, who sometimes lacks confidence in himself. But tonight I not only voluntarily went into Coil "solo" (to be automatically matched up with seven other random players), I also did so on White Mage, a healer class, rather than my "comfort zone" (and main) class Black Mage. And while there were a couple of aborted attempts — largely due to poor party makeup rather than anyone making any horrendous mistakes — there was none of the rage, none of the aggression, none of the elitism that can make playing through difficult content even more daunting than it already is. On the whole, it was actually quite a pleasant experience, despite being challenging — and I was rewarded for my efforts, too, with a new ring for my Paladin and some new boots for my White Mage. Score!

I'm always secretly pleased with myself when I overcome a fear like that. Because although Final Fantasy XIV is just a game, and I understand that, the anxiety and fear I feel from social situations is as real online as it is when I'm getting tongue-tied trying to make small talk with someone I don't really know. My ticking that box in Duty Finder, queueing up and then repeatedly going back into Coil this evening might not sound like much, but believe me when I say it was actually quite a big step for me in terms of self-confidence.

And who says games can't do any good?

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1621: Requiem for a Dead Game https://imnotdoctorwho.moegamer.net/2014/06/28/1621-requiem-for-a-dead-game/ https://imnotdoctorwho.moegamer.net/2014/06/28/1621-requiem-for-a-dead-game/#comments Sat, 28 Jun 2014 00:25:35 +0000 http://angryjedi.wordpress.com/?p=6555 Pour one out, if you will, for Blur. Longtime readers may recall that I was rather enthusiastic about Blur when it first came out — largely for what I thought at the time was a good example of how to use "social features" effectively. Of course now, in 2014, "social features" are everywhere in games and have a … Continue reading 1621: Requiem for a Dead Game

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Pour one out, if you will, for Blur.

Longtime readers may recall that I was rather enthusiastic about Blur when it first came out — largely for what I thought at the time was a good example of how to use "social features" effectively. Of course now, in 2014, "social features" are everywhere in games and have a habit of getting in the way more often than not, so I'm not entirely sure I still feel the same way, but Blur certainly had a lot going for it.

Looking back on my past entries, I realise that I never really waxed lyrical about what a remarkable game Blur truly was, though. I talked a bit about its developer Bizarre Creations — Blur was to be one of its last games — but not about what made Blur special.

For the unfamiliar, Blur was a racing game. Nothing unusual for Bizarre Creations, who had previously given us the wonderful Metropolis Street Racer on Dreamcast, which was succeeded by the Project Gotham Racing series on Xbox platforms. Both Metropolis Street Racer and Project Gotham Racing struck a good balance between the realism of "driving simulator" games such as Gran Turismo and Forza Motorsport, and the more arcadey thrills of titles like Ridge Racer and its ilk. Stuffed full of real-world cars screeching around beautifully depicted real-world locations mapped in what was considered for the time to be almost "photo-realistic" detail, both Metropolis Street Racer and Project Gotham in its various incarnations places a strong focus on driving stylishly in order to gain "kudos". Powersliding around corners, overtaking your rivals, getting air off the crest of hills — all of it would add to your kudos bank, and there was an extremely addictive high score-chasing thrill to it all.

Blur, meanwhile, took the Project Gotham formula and added a twist that took it further from sim territory and well into the realms of arcade silliness. Although still involving real-life cars screeching around real-world locations, Blur went that extra step and incorporated power-ups too. Powerups that let you shoot homing missiles at your opponents, or rapid-fire bullets, or send out devastating shockwaves, or simply boost past your rivals while flipping them off.

Sound familiar? Sound a bit like Mario Kart? That's because Blur pretty much was Mario Kart, albeit with much more realistic visuals and less fantastic tracks. It was genuinely something that hadn't really been done before — there had been automotive combat games, but they tended to focus on destruction derby-style gameplay rather than racing with powerups — and thus it was immediately memorable.

And the multiplayer! My goodness, what a fantastic experience that was. Shamelessly lifting Call of Duty's system of experience levels and unlocks, Blur's multiplayer rewarded repeat play by providing you with all manner of ways to customise the way you play, as well as a selection of new cars to enjoy. The game was well-balanced, though, in that having a high rank didn't necessarily confer you an advantage as such, just more options from which to choose. It was enormously addictive and, for someone like me who generally doesn't enjoy competitive multiplayer games all that much, enjoyable for a surprisingly long time.

I booted the PC version up today after having a bit of a hankering to play again, and out of curiosity I fired up the multiplayer mode. There were four people online. Not four hundred, not four thousand; four. These people appeared to be actively playing, mind you, but it was certainly a far cry from the hundreds of people who used to populate the game. I admire their dedication to the game, but I also feel a bit sad that here we have an unfortunate aspect of the fast-moving nature of the modern games biz: Blur is unlikely to ever see a great deal of action as a multiplayer game again, making one of its best features now almost worthless. It's a crying shame; Blur was sent out to die by Activision rather than being promoted properly — conspiracy theories have it that the company wanted an excuse to get rid of Bizarre Creations — and consequently never really had a chance to develop an active, long-life multiplayer community.

If I had a tad more influence, I'd do my best to try and gather people together for one last race around the game's courses. But given that the PC version no longer appears to be available anywhere and the Xbox version requires an Xbox Live Gold subscription — which I no longer have — that's something easier said than done.

I guess, then, that the good experiences of playing Blur multiplayer will have to live in my memory. The single-player is good — and still playable — but nothing quite compared to the thrill of taking on human opponents. It's a pity very few people will have the opportunity to enjoy that, and I'm glad I had the chance to do so when the game was most active.

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1620: Community Matters https://imnotdoctorwho.moegamer.net/2014/06/26/1620-community-matters/ https://imnotdoctorwho.moegamer.net/2014/06/26/1620-community-matters/#comments Thu, 26 Jun 2014 23:19:31 +0000 http://angryjedi.wordpress.com/?p=6553 The Squadron of Shame, the "gaming book club" that was born on the 1up Radio message boards and has subsequently lived in several places across the Internet, has moved house again. We now have our own forum here — though if Squad co-founder "Beige" gets things sorted, we'll have either that forum or a variation … Continue reading 1620: Community Matters

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The Squadron of Shame, the "gaming book club" that was born on the 1up Radio message boards and has subsequently lived in several places across the Internet, has moved house again. We now have our own forum here — though if Squad co-founder "Beige" gets things sorted, we'll have either that forum or a variation thereof on our own domain before long, which will be nice.

Forums aren't all that fashionable these days, though they are still used somewhat, particularly for communities relating to specific software companies or even individual games. I can't say I've used one for a very long time indeed now, but having gotten back into the swing of posting on one thanks to the new Squadron of Shame boards, I can honestly say I've missed them.

The reason? They're completely different to the way modern social media works. While you may think that social media would be the ideal place to begin discussions and have in-depth conversations, in actuality modern social media is not at all well-suited for this task. Whereas many forums have long-life conversational threads that stick around for months or even years, the very nature of social media means that posts are transient — they're there one moment, gone the next, replaced by a cat picture, some vapid meme or One Of Those Clickbait Headlines That Makes Poor Use Of Headline Case And You Just Won't Believe. And while certain social media posts can attract a long string of comments and stick around for a while due to consistent interest — the reason why Facebook steadfastly refuses to organise posts in chronological order is because of this, if you were wondering — they'll still fall away far quicker than an equivalent topic on a forum.

This is fine for the sort of vapid nonsense that people post on Facebook and Twitter on a daily basis, but less ideal for more long-form discussion on more specific topics — such as the sort of thing we like to stroke our collective chins over at the Squadron of Shame. Now I know that many existing, well-established forums in 2014 — long-standing gaming forum NeoGAF is a good example — have proportions of the community that do not like seeing "walls of text" (even when they use paragraphs and punctuation and everything), but the fact is that forums are ideally suited to long-form discussion and thoughtful discourse. They're not instant messages, they're not time-sensitive, they're not places to post "fire and forget" comments that you never look at the responses to — they're places for asynchronous communication between people of similar interests, and an excellent means of having far more detailed discussions than is possible on social media in its current form.

Social media is crowded. Social media is noisy. Social media is like stumbling into the middle of a party, slightly drunk, and shouting whatever you feel like and hoping someone hears it. And, sometimes, that's fine, and can lead to beautiful interactions, friendships and even relationships. (I'm sitting in this house with the person I own it with because of Twitter.)

But a forum is like getting together a group of people with common interests — depending on the number of participants, it can be like a book club, a seminar or a large-scale gathering — and having a civilised, peaceful, thoughtful discussion on a particular topic. (Usually, anyway. This isn't to say forums are drama-free, but there's a lot less of the attention-seeking passive-aggression that's often seen on social media for the most part in my experience.)

As I said above, I'm not sure whether the Squadron of Shame will be staying on that free forum software for now or whether we'll be moving to our own site. But either way, the shift — or should I say shift back, since that's where the group was born — to a forum-based means of discussion has so far proven popular, and I think it will be good for the group in the long term.

If you're interested in joining us to talk about underappreciated and overlooked games, both new and old, drop by our new home and say hello.

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1618: The End of a World https://imnotdoctorwho.moegamer.net/2014/06/25/1618-the-end-of-a-world/ https://imnotdoctorwho.moegamer.net/2014/06/25/1618-the-end-of-a-world/#comments Wed, 25 Jun 2014 00:20:47 +0000 http://angryjedi.wordpress.com/?p=6548 I've never been present at the end of a massively multiplayer online RPG. I've never even been present at the end of a beta testing period, which is usually marked by some sort of special event that, thematically, wipes the world "clean" and ensures that everyone starts on a level playing field when active service … Continue reading 1618: The End of a World

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I've never been present at the end of a massively multiplayer online RPG. I've never even been present at the end of a beta testing period, which is usually marked by some sort of special event that, thematically, wipes the world "clean" and ensures that everyone starts on a level playing field when active service starts.

So, given Final Fantasy XIV's curious development history — for those who don't know, it originally launched in 2010, was heavily criticised for its numerous flaws, then closed in 2012, only to reopen as its current, completely revamped and considerably better-received form A Realm Reborn last August — I was curious to see exactly what the shutdown of the original version looked like. The shutdown of version 1.0 is crafted into the narrative of A Realm Reborn as an event in the game world known as The Calamity. During the events of The Calamity, there was a large-scale battle between the Eorzean Alliance (the three nations that player characters represent) and the Garlean Empire (the villains of the piece, who reprise their role in the main scenario of A Realm Reborn) and the moon Dalamud — actually a weapon created by the ancient Allagan Empire — was pulled down from the sky by dark magic. Dalamud broke open and revealed Bahamut, the giant and extremely pissed-off dragon god. Bahamut's rage pretty much obliterated most of Eorzea, forever changing the landscape, but not before the heroes of Eorzea — the players of version 1.0 — were pulled into "The Rift" outside space and time, to be released only once peace had returned to the realm… or once A Realm Reborn had been released.

With that in mind, then, here's how it went down from the perspective of several friends who apparently decided to see the apocalypse through together.

Although a simple event — it's just players standing around with some haunting music playing in the background for much of the video above — it genuinely feels like something momentous is coming to an end; like the world is really ending. The players know there's nothing they can do about it; they know that their (virtual) lives are shortly coming to an end, so all there is to do is to spend their final moments in the company of people that are important to them.

Watching the video made me want to shed a few tears, even though I didn't know the people involved. The quiet melancholy of the scene was surprisingly touching; as the time until the end of the world ticked down, the gathered friends started using their emotes and aesthetic items — fireworks and the like — to mark the end of their time together as a celebration, not a tragedy. Strange server messages started punctuating the chat log, and someone in the area was counting down the minutes until the switch was flipped and Eorzea would cease to be — at least temporarily.

Then, eventually, it happened; the world ended. It was marked not with a huge cataclysm in the game world, but with a simple change to a tiny element of the on-screen interface: the data transfer meter in the top-right corner of the screen changed from green to red, and the "R" number, indicating the rate at which data was being received by the player's client software from the game servers, dropped to zero. There was a moment of quiet as nothing happened — nothing could happen, as client and server were no longer communicating with one another — and then a black screen and a loading break, followed by the spectacular cutscene that closed Final Fantasy XIV's initial incarnation once and for all — and which also opened A Realm Reborn.

Prior to last August, I couldn't even begin to imagine what sitting through an event like this must be like for people who have been actively playing the game which it concluded — flawed or otherwise. Now, I can't help but think the whole thing would be an absolutely heartbreaking experience; although true friendships will persist outside of the game in which they were, in many cases, forged, the next time you see those people — whether it's in reality or in a new game altogether — they'll likely be very different. And those elusive moments you had together in your previous forms will be forever be trapped in the past — but they'll live on in your memories, as trite as that might sound.

I hope A Realm Reborn stays healthy and lively for many years to come yet — at its current rate, things are going to be fine for quite some time, I'd say, thankfully — but when it eventually does come to an end, I hope I have the opportunity to see its final moments through with those whom I've come to know through playing. We'll laugh, we'll cry, we'll perform the Manderville, we'll set off fireworks — whatever we do, I can see it being a special but sad moment that will live with each of us in a way that very few other video games will be able to replicate. (Unless they're another long-running MMO, of course.)

Still, let's not be melancholy; patch 2.3 of A Realm Reborn is coming early next month, and it's bringing with it a continuation to the game's excellent and enjoyable story plus a whole host of other content. I and my Free Company are really looking forward to it — and if you're interested in joining, may I point out that it's currently available at a discount on PC as part of the Steam Sale?

I'll see you on the Ultros server, non?

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1617: Uninformed Hate https://imnotdoctorwho.moegamer.net/2014/06/24/1617-uninformed-hate/ https://imnotdoctorwho.moegamer.net/2014/06/24/1617-uninformed-hate/#comments Tue, 24 Jun 2014 00:29:32 +0000 http://angryjedi.wordpress.com/?p=6542 This photo of a copy of the UK's Official Nintendo Magazine did the rounds earlier. Take a look at the small preview for Senran Kagura 2 in the middle. Now imagine that you work for Xseed Games, the company that did an excellent job on the localisation of Senran Kagura Burst for 3DS a while back, and that looks likely to … Continue reading 1617: Uninformed Hate

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This photo of a copy of the UK's Official Nintendo Magazine did the rounds earlier.

tumblr_n7li4auQH41smnt4ao1_500

Take a look at the small preview for Senran Kagura 2 in the middle. Now imagine that you work for Xseed Games, the company that did an excellent job on the localisation of Senran Kagura Burst for 3DS a while back, and that looks likely to bring Senran Kagura 2 to Western audiences in the near future.

Well, you don't have to imagine; Xseed's outspoken Production Coordinator Brittany "Hatsuu" Avery had a few choice words to say on the subject:

https://twitter.com/Hatsuu/statuses/480921145445609472

https://twitter.com/Hatsuu/status/480921515215437824

https://twitter.com/Hatsuu/status/480922219652972544

(Yes, it was; here's the piece in question, itself a needlessly inflammatory and ill-informed rant.)

https://twitter.com/Hatsuu/status/480923786846289920

https://twitter.com/Hatsuu/status/480923975682252802

https://twitter.com/Hatsuu/status/481109395963936768

https://twitter.com/Hatsuu/status/481110060555575296

Senran Kagura, lest you're unfamiliar, is a series of games that centre around the exploits of some rival schools that train ninjas. In the first game, released as Senran Kagura Burst in the West, the story followed both the "good" ninjas and their rivals at the "evil" ninja academy, in the process delving into the personalities and histories of characters in a far deeper manner than many other games. The all-female cast is made up of distinct characters, none of whom are downtrodden or defined by the way men have treated them in the past, as some Western critics have complained of games as a whole recently. The story itself sees these characters grow, develop and change, and by the end you have a very good idea of who these girls are, how they relate to one another and their place in the world.

Senran Kagura is also somewhat notorious for its costume damage system, that can leave player characters and bosses alike battling in increasingly tattered (and revealing) clothing as their fights progress. There's also a magical girl-esque "transformation" system whereby the girls can unleash their full hidden ninja skills by stripping down to their swimsuits, then magically re-robing themselves in a new costume. The transformation sequences are cheeky and sexy — unashamedly so — but the girls are, throughout the whole game, depicted as individuals who are firmly in control of the way they choose to present themselves  to the world. As anyone who has played and enjoyed Senran Kagura will tell you, there isn't a single piece of maliciousness in the game towards the characters; it simply revels in its sexy elements, and is rather refreshing as a result.

Now, as Avery says in her tweets above, people are free to dislike Senran Kagura for whatever reasons they like. But the Official Nintendo Magazine preview — and the editorial linked above — come across as not only needlessly spiteful, but also completely ill-informed. It focuses entirely on the fanservice element of the game — one of the most visible aspects, sure, and one deliberately played up in some of the game's marketing — and completely ignores the rest, writing off the enormously fun Streets of Rage-style brawling as "there's also some fighting and we guess we should mention that."

This is a problem — regardless of the intention with which the piece was written, whether it was intended to be "satirical", as some people have argued, or not — and not just for fans of Senran Kagura and its ilk. Writers for publications are tastemakers, and are in positions of power to dictate what their audience's opinions might veer towards. This is a simplification of how things actually work, of course — there are usually a lot more steps in the flow rather than a straightforward "hypodermic" model — but the fact remains that people who write things for high-profile publications have a lot of influence on how certain things are perceived. And when pieces like this get published, they cement popular perceptions — even if those perceptions are unfair or wrong.

Because ultimately Senran Kagura is pretty tame, when it comes down to it. As Avery writes on her personal blog in response to a fan question, Senran Kagura Burst was only rated "T for Teen" by the ESRB in America because there's really nothing in there that warrants a Mature 17+ rating. To suggest that having pretty girls with large breasts in a game makes it somehow unsuitable for younger players is to be exceedingly prudish — not to mention the fact that the game takes considerable care to depict all these characters as far more than simply large-breasted women.

Why are these popular perceptions a problem? Because they stop people from discovering cool games. I've lost count of the number of times I've seen people dismiss colourful Japanese titles as being "creepy" or "for paedos" simply due to their aesthetic, when in many cases these games address many of the most common things that people complain about in the games industry today. Not enough female protagonists in games? May I point you to Hyperdimension Neptunia, Atelier, Tales of Xillia and numerous other Japanese games with fantastically memorable female leads? Too much brown, grey and dark blue? May I point you to the vibrant, bright colours of most modern Japanese role-playing games? Juvenile attempts at being "mature" ultimately boiling down to people saying "fuck" a lot and being able to peep in on people having sex? May I point you to the Ar Tonelico series, which features some of the most in-depth explorations of characters' personalities — including respectful treatments of their dark sides and sexual fantasies — that I've ever seen? Or if that doesn't appeal, may I point you to the piece that prompted this post in the first place, Senran Kagura Burst?

Fun fact: I reviewed the wonderful Atelier Rorona Plus this week. I was the only one who volunteered to do so. In the email thread discussing who wanted to take it on, one reason for turning it down included the fact that one person had looked at Google Image Search and it "didn't take long to find the creepiness". Atelier Rorona, for those who don't know, is one of the most charming, sweet and overwhelmingly nice games you'll ever play — it's not a fanservicey game by any means, yet the perception from someone who doesn't know about it is that there's "creepiness" involved. That's what we're dealing with. That's where these ill-informed rants by people who don't know what they're talking about lead to. That's why the games press could really do with specialist writers… and that's why I'm pissed off that I, someone who could more than ably step into that specialist role — and indeed have been doing so up until now — am shortly to be out on my ear.

Thankfully for people like Avery and companies like Xseed doing their best to bring niche titles to the West, there are plenty of people out there — fans — who do treat these games with the respect they deserve. It's just a shame so few of them are part of the professional games press in 2014.

Humour or not, I'm extremely disappointed in the UK Official Nintendo Magazine for the pieces mentioned above, but at least ignorance like that won't stop me from enjoying the games I enjoy. The frustrating thing, however, is that pieces like those mentioned above make it considerably more difficult to attract new people to these games; stigma is a powerful thing, and it's tragic to see it applied unnecessarily.

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1610: Titan Falls https://imnotdoctorwho.moegamer.net/2014/06/16/1610-titan-falls/ https://imnotdoctorwho.moegamer.net/2014/06/16/1610-titan-falls/#comments Mon, 16 Jun 2014 22:26:13 +0000 http://angryjedi.wordpress.com/?p=6528 Just wanted to share my enthusiasm for what I felt was a significant (gaming) achievement this evening: finally successfully toppling Titan's Hard Mode incarnation in Final Fantasy XIV without dying, without being blown up by bombs, without getting hit by Weight of the Land (too many times) and without doing anything stupid. The secret? Zoom out the … Continue reading 1610: Titan Falls

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Just wanted to share my enthusiasm for what I felt was a significant (gaming) achievement this evening: finally successfully toppling Titan's Hard Mode incarnation in Final Fantasy XIV without dying, without being blown up by bombs, without getting hit by Weight of the Land (too many times) and without doing anything stupid. The secret? Zoom out the camera.

For those unfamiliar with Final Fantasy XIV's endgame, Titan Hard Mode was formerly one of the hardest encounters in the game, taking the form of an 8-player variation on one of the main story's 4-player bosses. Mastering (or at least clearing) the fight is an important part of endgame play, since acquiring your class's "Relic" weapon requires you to beat him along with the other two Hard Mode primal fights and two original bosses Dhorme Chimera and Hydra.

The actual battle against Titan bears some resemblance to its story mode counterpart in that Titan makes use of many of the same abilities throughout. The main difference is that the fight is overall a lot longer and incorporates a few new mechanics — most notably the addition of "Bomb Boulders" that drop down from the sky in set patterns and then explode in sequence, requiring the party to quickly and carefully manoeuvre from position to position in order to avoid damage — and while avoiding Titan's other abilities such as Landslide, which can knock you off the arena and out of the fight completely if you're not sharp enough.

Like the other Hard and Extreme mode Primal fights in Final Fantasy XIV, Titan Hard is quite a "choreographed" fight that requires the party be in the right place at the right time, and respond quickly to prompts on the screen. Titan always uses the same abilities in the same order, so there's very much a sequence and timing you can learn, though there will be slight variations on exactly what you need to do each time you play owing to people standing in different places.

It may sound odd to say, but it's a strangely beautiful sight to see a party pulling off a fight like Titan Hard efficiently and effectively. The group moving as one from place to place in response to the incoming threats is a very satisfying thing to watch, particularly when you're part of it. It's a hard thing to convey to anyone who hasn't experienced it for themselves, but in many ways it's like pulling off an impressive "dance" as a group — eight people working as one (for the most part… there's usually at least one person who falls off remarkably quickly, and up until tonight it's usually been me) to achieve a common goal.

I must confess to feeling pumped up and happy about my victory this evening — and, now, much more willing to jump into the Trials Roulette mode of the Duty Finder, which I'd previously been extremely hesitant about making use of despite the helpful rewards on offer. The Extreme Mode primals may still be a while off before I can confidently tackle them — same for Twintania, the notorious boss that guards the end of the first super-tough endgame dungeon The Binding Coil of Bahamut — but for now, I feel I have conquered Titan Hard and can move on to stiffer challenges.

Oh, and I should give a shout-out to Andie, too, who has been playing Final Fantasy XIV and has just got her first character to level 50, putting my friend James — who has been playing a lot longer — to shame. Nice job, W'khebica (an authentic Miqo'te name, apparently) — I look forward to enduring the endless Myth grind with you at my side.

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1609: In Custody https://imnotdoctorwho.moegamer.net/2014/06/16/1609-in-custody/ https://imnotdoctorwho.moegamer.net/2014/06/16/1609-in-custody/#respond Mon, 16 Jun 2014 00:15:09 +0000 http://angryjedi.wordpress.com/?p=6526 Finished Murdered: Soul Suspect this evening. It's not a long game, which may cause consternation among some people wondering whether to splash their hard-earned cash on it, but I found it didn't outstay its welcome, and it was an eminently satisfying experience. (I am also of the age when I remember paying £30-40 for titles like Resident Evil and Silent … Continue reading 1609: In Custody

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Finished Murdered: Soul Suspect this evening. It's not a long game, which may cause consternation among some people wondering whether to splash their hard-earned cash on it, but I found it didn't outstay its welcome, and it was an eminently satisfying experience. (I am also of the age when I remember paying £30-40 for titles like Resident Evil and Silent Hill, which are about 2-3 hours long apiece, so I don't mind too much when something clocks in at 10 hours or less. In fact, given the number of absolute behemoths I play on a regular basis, it can be quite refreshing to play something short.)

I won't spoil the story here, but I was pleased to see that it didn't end up being quite as predictable as I initially believed it would be. Those with a better mind for this sort of thing than I — I'm thinking mainly of my friend Lynette here, who can spot a plot twist coming a mile off, however well the author might have obfuscated it — may still find it to be predictable, but I found that there were a few interesting surprises along the way, and the conclusion was satisfying and, well, conclusive.

I stand very much by my feeling that it had the atmosphere of a 1990s PC game, and I've been trying to figure out quite what I mean by that. It's a combination of things, I think: the use of "real world" settings with various obstacles in the way so they don't end up having to render the entire interior of a building; the way that NPCs sort of mill around and occasionally have conversations with one another that occasionally give you little hints about the plot; collectible bits and pieces that help flesh out the world; and gameplay that is less concerned about being overly "cinematic" or based on spectacle than it is about using its mechanics to make the player feel involved in what is going on.

It is not a hard game, and since the protagonist is already dead at the outset, there are relatively few situations in which you find yourself in peril, making it a mostly fairly cerebral experience. Even the few instances in which you find yourself threatened by angry spirits (known in the game as demons) are more environmental puzzles than fast-action combat — you don't actually "fight" the demons as such; instead, the only way to defeat them is to sneak up behind them and "execute" them. Alternatively, in pretty much any situation where you're threatened by them, you can just sneak past, too, which is nice.

This latter aspect of the game called to mind a slightly more recent game: Silent Hill: Shatered Memories, a retelling of the first Silent Hill game that replaced the PS1-era "survival horror" gameplay with something a bit different, a bit more modern, and entirely combat-free. In Shattered Memories, the most you can do with the monsters that inhabit the dark world of Silent Hill is to block their path with something heavy — for the most part, you're simply fleeing from them, attempting to make your way back to the exit as quickly as possible. Murdered: Soul Suspect isn't quite that non-violent — you can defeat the demons through the aforementioned sneak attacks, after all — but playing a game that doesn't have a straight "attack" button that causes you to flail wildly at enemies is always a pleasant surprise.

It may sound contradictory to compare Murdered: Soul Suspect to late-'90s PC games and Shattered Memories, a title I described above as being "modern", but there are certainly elements of both in there — the atmosphere and structure of a '90s game; the unconventional approach to gameplay of Shattered Memories.

Ultimately, the whole thing ended up being a game that I'm very glad I played, and one which I have absolutely no hesitation recommending to anyone who enjoys a good ghost story, a good detective story or a bit of both. It's an enjoyable tale told well, and a worthwhile investment of 10 hours or so of your life.

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1608: Soul Suspect https://imnotdoctorwho.moegamer.net/2014/06/15/1608-soul-suspect/ https://imnotdoctorwho.moegamer.net/2014/06/15/1608-soul-suspect/#comments Sun, 15 Jun 2014 00:21:17 +0000 http://angryjedi.wordpress.com/?p=6524 I've been playing a game called Murdered: Soul Suspect today. It's a game that immediately intrigued me back at the Eurogamer Expo last year when I attended a hands-off gameplay demo and developer talk about it. For the uninitiated, the premise is this: You play the role of Detective Ronan O'Connor, a sharp-eyed investigator in the traditional … Continue reading 1608: Soul Suspect

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I've been playing a game called Murdered: Soul Suspect today. It's a game that immediately intrigued me back at the Eurogamer Expo last year when I attended a hands-off gameplay demo and developer talk about it.

For the uninitiated, the premise is this: You play the role of Detective Ronan O'Connor, a sharp-eyed investigator in the traditional sense, complete with perpetual smoking habit and the dress sense of someone from the 1940s. Ronan is investigating a murder. Nothing unusual for a detective, you might think, until you discover that the murder he's investigating is his own. He's dead, you see, and not altogether happy about the situation in which he finds himself. And, in traditional ghost story fashion, he can't fully shuffle off this mortal coil until he unravels the mystery keeping him chained to existence.

Murdered: Soul Suspect has received rather poor reviews to date, with its Metacritic rating varying anywhere between the low 60s and the 40s depending on which platform you look at. And yet, as I've found in so many cases recently, these numbers do not paint an at all accurate picture of what the experience of playing the game is like.

It's enormously enjoyable. It's engrossing, well-written, well-acted and intriguing. Its blend of noir-style detective fiction and ghost stories is excellently handled, and the main storyline is backed up by some truly excellent supporting material, ranging from an exploration of setting Salem's history to some entertaining, authentically "campfire-style" ghost stories that you can unlock by discovering collectibles around the various environments in which you find yourself.

Gameplay-wise, it's rather simplistic: you wander around, you uncover clues — occasionally using your ghostly abilities to do so — and every so often you're quizzed on what you've discovered in order to progress. These quizzes may involve putting a sequence of events in the right order, deciding on the right piece of information to use to get a witness to do something, or simply making deductions based on the evidence you've found. Some of the questions and answers throughout are a little obtuse — and some are deceptively obvious — but the game never feels like it's punishing you for picking the wrong choice. Story is king here, and in this sort of game that's exactly how it should be.

In many ways, the game feels like a late '90s PC game, with its open, non-linear environments, lack of minimap and objective markers and… I don't know, there's just something about the general atmosphere of the whole thing that calls to mind titles like the original Deus Ex, Kingpin, Thief and any number of other titles from that similar era. It feels like a game out of its own time — and I kind of like that. (Oh, the PC version is also a tad buggy, too; I had to tweak an .ini file to get it running above 30 frames per second, and it works better with keyboard and mouse than it does with gamepad, but neither of these issues are something that has particularly hampered my enjoyment.)

There's an interesting cast of characters to explore, and some enjoyable banter between Ronan and Joy, a young medium who becomes his "sidekick" and pair of physical hands as his investigation progresses. The story itself — which I'm yet to finish — is looking like it might end up being fairly predictable overall, but that's not necessarily a bad thing; plenty of hardboiled and noir fiction is, in itself, predictable and formulaic, but that doesn't make it any less enjoyable.

In fact, I'd go so far as to say that Murdered: Soul Suspect has been unjustly lambasted by much of the press. I'm not entirely sure what people were expecting from it going in to it; I'm really enjoying it so far, and its simplistic gameplay certainly doesn't detract from the fact that it tells an enjoyable, interesting and unusual story. And that's what I want; I don't need fast action sequences, sprawling open worlds or a story that drags itself out unnecessarily over the course of 40+ hours. With Murdered: Soul Suspect what I've got is a good, concise, enjoyable interactive story that doesn't overcomplicate itself with unnecessary mechanics and irrelevant content.

It's a game worth playing, in other words, and another nail in the coffin for the usefulness of most modern reviews, so far as I'm concerned.

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1605: Let's Have Another Word About Vita https://imnotdoctorwho.moegamer.net/2014/06/11/1605-lets-have-another-word-about-vita/ https://imnotdoctorwho.moegamer.net/2014/06/11/1605-lets-have-another-word-about-vita/#comments Wed, 11 Jun 2014 23:48:39 +0000 http://angryjedi.wordpress.com/?p=6518 I got a bit annoyed earlier, prompted primarily by a tweet from Kotaku's Stephen Totilo depicting a "neglected" (his words) Vita stand in Sony's booth at E3. Indeed, in his photograph, no-one was playing the Vitas in the picture — one of which was proudly displaying the excellent upcoming rhythm game Hatsune Miku Project Diva f … Continue reading 1605: Let's Have Another Word About Vita

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I got a bit annoyed earlier, prompted primarily by a tweet from Kotaku's Stephen Totilo depicting a "neglected" (his words) Vita stand in Sony's booth at E3. Indeed, in his photograph, no-one was playing the Vitas in the picture — one of which was proudly displaying the excellent upcoming rhythm game Hatsune Miku Project Diva f 2nd — but that's not really the point: the point is that his wasn't the only tweet I saw like this today, and all of them had something in common.

None of them appeared to be making any effort to rectify the situation.

Vita has been a self-fulfilling prophecy for some time now so far as the games press is concerned. It's an astonishingly good games system with backwards compatibility for PSP titles — enhanced backwards compatibility, more to the point, due to the fact you can map the right stick and touchscreen to PSP functions, allowing you more control flexibility than the original games offered — as well as a ton of its own interesting exclusives, ranging from the engaging and unusual 3D action-adventure Gravity Rush to the fantastic cartoonish golf game Everybody's Golf (aka Hot Shots Golf in the States) and a ton of Japanese role-playing games like Demon Gaze, Conception II, Persona 4 Golden and numerous others. On top of all that, it's rapidly becoming the de facto handheld for independent developers to deploy handheld versions of their games, so we're starting to see portable versions of indie classics previously confined to PC and TV-connected console: titles like Spelunky, Fez, Thomas Was Alone and, again, numerous others.

Still it goes without coverage. Still the narrative continues that Vita is "doomed" — or, in some cases, the system is ignored altogether. Is it any surprise that it's not selling particularly well if none of the tastemakers in the industry — and, like it or not, games journos, that's what you are — are celebrating the things it's doing well, or even acknowledging its existence in some cases?

Sony could be doing a better job, of course. Vita didn't get a lot of stage time at the company's E3 press conference, Japan's Vita TV has been rebranded PlayStation TV for the West and it's rare to see the Vita in promotional artwork by itself — it's more commonly depicted as a GamePad-like accessory for the PlayStation 4 — but at least they're trying, and representatives such as Shahid Ahmad are doing their best to keep the profile of the system high and solicit regular feedback from the people who do own it.

But I place the blame squarely on the shoulders of the press here, who initially set unrealistic expectations for the platform — do you really want to play a triple-A experience on a small, handheld device? I certainly don't — and then followed this up with the aforementioned dismissal or lack of acknowledgement mentioned above. It's a sorry state of affairs, to be sure, made all the more tragic by the fact that Vita has a genuinely great library of games.

The situation mirrors Nintendo's struggles with Wii U somewhat, where the narrative has again been that the system is "dying" which has, in turn, made people more hesitant to pick it up. There's a slight difference with Wii U this time around, however, because Nintendo wisely chose to focus on Wii U with its E3 presentation. This year, 3DS — a system which is doing just fine — was hardly touched on in Nintendo's main presentation, while the bulk of the company's livestream was focused on Wii U and its upcoming games. It was a successful decision; people came away from Nintendo's presentation excited about the future of Wii U, even though a significant number of the games shown wouldn't be with us until next year.

I don't know what the answer is for Vita, or even if there is one. But what I would like to see, as my days in the games press draw to a close, is journalists taking a stab at not following the herd, at not perpetuating the established narrative, and instead attempting to explore what makes this wonderful little machine tick — and why it makes people like me so happy.

Will it happen? No idea. Regardless of whether people start giving Vita a fair chance, I'm extremely happy with it — and if you're at all interested in any of the types of games I mentioned above, I strongly recommend grabbing one as soon as you can.

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1599: Through the Maelstrom Again https://imnotdoctorwho.moegamer.net/2014/06/05/1599-through-the-maelstrom-again/ https://imnotdoctorwho.moegamer.net/2014/06/05/1599-through-the-maelstrom-again/#respond Thu, 05 Jun 2014 23:37:52 +0000 http://angryjedi.wordpress.com/?p=6504 Final Fantasy XIV patch day! If you don't play an MMO, it's probably difficult for you to understand why people get excited about patches, but we really do. The reason for this is that, more so than any other type of game out there, MMO patches can considerably improve the experience of the game for … Continue reading 1599: Through the Maelstrom Again

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Final Fantasy XIV patch day! If you don't play an MMO, it's probably difficult for you to understand why people get excited about patches, but we really do.

The reason for this is that, more so than any other type of game out there, MMO patches can considerably improve the experience of the game for everyone playing as well as adding new content to enjoy. And Final Fantasy XIV has definitely been delivering on that front since it launched.

Since launch, the game has, so far, enjoyed two major content patches and a few smaller patches along the way. These smaller ones are arguably the most interesting ones in many ways, because they tend to be the ones that improve the players' "quality of life" in various ways — perhaps through interface refinements, perhaps through balancing tweaks, perhaps through adjustments to the way the game works based on the community's feedback.

So far, we've seen all of the above. We've seen the easy to miss red targeting markers for enemy attacks replaced with more brightly coloured, pulsing markers. We've seen the addition of the Challenge and Sightseeing logs to give people more things to do and ways to earn rewards. We've seen adjustments to the endgame currencies as the average "item level" of endgame players gradually increases. And we've seen much-appreciated little usability tweaks, like the fact you can now get off a chocobo you're riding by pressing the shoulder buttons on your controller rather than having to twat about with hotbars and icons.

The game is still recognisable as what it was when it launched — it was already a solid game then, after all — but the refinements it has enjoyed ever since mean that it has been consistently, constantly improving — and, more importantly, it's proof that the development team is both willing to listen to players and implement some of their best ideas.

The game is going from strength to strength, in other words. And they said subscription-based MMOs were dead.

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1573: Open Book https://imnotdoctorwho.moegamer.net/2014/05/10/1573-open-book/ https://imnotdoctorwho.moegamer.net/2014/05/10/1573-open-book/#respond Sat, 10 May 2014 22:11:06 +0000 http://angryjedi.wordpress.com/?p=6452 Finished Steins;Gate completely this evening (apart from one "Tip" which remains at large, but as far as the game is concerned, I have all the achievements and all the CG images, so I'm happy with that) so expect some more in-depth commentary on that next week over on MoeGamer. For now, I wanted to wax lyrical about the … Continue reading 1573: Open Book

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Finished Steins;Gate completely this evening (apart from one "Tip" which remains at large, but as far as the game is concerned, I have all the achievements and all the CG images, so I'm happy with that) so expect some more in-depth commentary on that next week over on MoeGamer.

For now, I wanted to wax lyrical about the visual novel medium once again, since sitting down and "playing" Steins;Gate for most of today has been an enjoyable, enriching experience — and the majority of the time I've spent with it has been spent reading, unable to influence what's happening on-screen.

Those of us who grew up with video games in the '80s and '90s had the mantra "gameplay is everything" drilled into us from an early age. As technology improved and the CD-ROM era dawned, we started to see more and more reviews pointing this out; more and more reviews highlighting the fact that beautiful presentation counts for jack shit if your game isn't up to snuff.

And for a while, this was actually kind of true. The games that sacrificed "gameplay" in favour of impressive presentation — usually of the prerendered cutscenes or full-motion video variety — tended to suffer in two regards. Firstly, they weren't very fun to play. Secondly, the only other potential redeeming feature they might have had — telling an interesting, enjoyable story — tended to crash and burn due to the low budgets of games at the time. It's all very well having real, live actors in your game, but if they can't act for shit then it doesn't make for much of an interactive movie.

Here's where visual novels contrast with the early '90s interactive movie craze somewhat, even though they started to grow in popularity around the same time. Visual novels embrace the fact that they don't have any "gameplay" — and by that I mean moving a character around a screen, having perceived "freedom" to do what you want and so on — and present themselves as nothing more than interactive stories; effectively little more than multimedia takes on Choose Your Own Adventure books. In fact, in many cases, visual novels are even simpler than Choose Your Own Adventure books in that the vast majority of the narrative is prescribed for you, and you'll make only a few choices over the course of the complete story, rather than one at the end of every page.

And yet this doesn't matter. Not having to deal with the consequences for every possible tiny little thing the player might decide to do in a more "sandboxy" environment frees up visual novel authors to concentrate on the story and the characters who help to tell it. It's perhaps for this reason that so many visual novels tend to go down the romance route; because the virtual relationships you build with visual novel characters are much more intense and intimate than in most other types of game — character-driven RPGs excepted, perhaps — many authors allow the reader a degree of wish-fulfilment through virtual dating. (Of course, at present the vast majority of visual novels are designed to cater to male heterosexual players, but there is an established marked for other players in Japan that is gradually starting to make its way over here; Sweet Fuse on PSP and the Hakuoki series for 3DS and PS3 are good examples of "otome games" designed for heterosexual female players, for example — let's see a few more of these in the future.)

Not every visual novel necessarily revolves around love, though. At one end of the spectrum, we have the phenomenon of the nukige, which are games that deliberately focus on being sexually provocative or exciting, but which tend to still include considerably more characterisation and story (and better acting!) than you'd see in your average Western porn film; at the other, we have visual novels like Steins;Gate, where love might perhaps enter into the narrative at some points, but in which the main point is a different theme or piece of subject matter. (In the case of Steins;Gate it's several different interpretations of time travel and parallel worlds, for example.)

What I find most enjoyable about these games is that there's no "gatekeeping" based on skill or dexterity. You sit down to play a visual novel, you know you'll be able to "finish" it, assuming you set aside the time to do so. Reading a walkthrough doesn't feel like cheating, either, since all you're effectively doing is looking up how to explore the alternative narrative paths. Good visual novels make effective use of multiple endings and narrative paths to further flesh out the story, too; the best ones can even leverage their "bad" endings into a meaningful narrative context, as I touched on yesterday.

What I think I'm saying is that I'd actually be perfectly happy if, for whatever reason, the only games I was able to play were visual novels. There's diverse enough subject matter in them to keep them consistently interesting, and in most cases they're just "gamey" enough in terms of presentation to sate that hunger for multimedia content that most of us have in the modern age.

Am I only going to play visual novels from now on? Of course not; but as a means of enjoying an interactive story, they're hard to beat.

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1568: Prepare for To... no, I'm not making that joke https://imnotdoctorwho.moegamer.net/2014/05/05/1568-prepare-for-to-no-im-not-making-that-joke/ https://imnotdoctorwho.moegamer.net/2014/05/05/1568-prepare-for-to-no-im-not-making-that-joke/#comments Mon, 05 May 2014 21:57:25 +0000 http://angryjedi.wordpress.com/?p=6441 Towerfall! I'd heard good things about this indie-developed game, but had never tried it prior to this weekend. And blow me if the positivity wasn't justified. Towerfall — not to be confused with Titanfall — is a game for up to four players, available on PC, PlayStation 4 and, oddly enough, Ouya, where it was originally intended to be … Continue reading 1568: Prepare for To... no, I'm not making that joke

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Towerfall! I'd heard good things about this indie-developed game, but had never tried it prior to this weekend. And blow me if the positivity wasn't justified.

Towerfall — not to be confused with Titanfall — is a game for up to four players, available on PC, PlayStation 4 and, oddly enough, Ouya, where it was originally intended to be a flagship title for the ill-conceived Android microconsole. I'm extremely thankful that the developers weren't stubborn about sticking with Ouya exclusivity; this way, a lot more people get to play their game, and no-one has to buy an Ouya.

Anyway. There are two ways to play Towerfall: Versus and Quest. I haven't tried Quest yet, but we played some Versus in between board games over the weekend. And it was a huge amount of fun. The concept is extremely simple: up to four players face off against one another armed with bows and a very limited number of arrows, and must defeat the other players. You can defeat a player by either shooting them or jumping on their head Mario-style, in which case you'll get a point — but if they end up killing themselves thanks to your actions, you won't get a point.

That is, basically, it. The simplicity of the game is what makes it work so well, and everything else that goes on simply builds on this extremely simple formula. Collectible treasures that pop up around the level might replenish your arrows, or might give you a new type of arrow to play with such as arrows that explode or arrows that drill through walls. Or they might just do something weird; particular favourites in this category include one that turns the lights out on the level, meaning it's a lot more difficult to see the platforms and hazards; one that causes the background to start swaying drunkenly and everything to start moving at half-speed; and one that causes the whole level to scroll one whole screen in any of the four cardinal directions. (Levels are wrap-around, so you can run off the left edge and reappear on the right; this scrolling trick really messes with your perception of how this works while it's going on.)

One thing I was particularly impressed with was the "variants" menu when setting up a new game. Rather than being confined to playing the game in just a single way, Towerfall features a huge variety of options for you to tweak the experience. If you want to play without arrows, knock yourself out (by having someone land on your head). If you want to start with the more powerful arrows, great. If you want to be able to come back as a ghost and continue harassing the other players rather than simply being eliminated from a round, that's an option too. There's a huge amount of flexibility, and a bit of experimentation will help make the experience into a game that hopefully everyone participating will be able to enjoy.

The only potential downside to the game is that it's only possible to enjoy its multiplayer delights with other people in the same room as you. Frankly, I greatly prefer this to playing online, but for those who have friends who are difficult to gather in the same place at the same time, this may be a problem. Still, I'm hopeful I'll have the opportunity to play it a whole lot more in the future; when we move into our new house — which is pretty soon now! — we'll have a lot more room for hosting, and even a spare bed. So late night Towerfall sessions are very much a go!

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1560: Paradoxes and Worldlines https://imnotdoctorwho.moegamer.net/2014/04/27/1560-paradoxes-and-worldlines/ https://imnotdoctorwho.moegamer.net/2014/04/27/1560-paradoxes-and-worldlines/#respond Sun, 27 Apr 2014 23:42:39 +0000 http://angryjedi.wordpress.com/?p=6418 Time-travel fiction is notoriously difficult to get "right" (for want of a better term) because it brings all sorts of baggage with it, both from established (or at least popular) science as well as conventions of fiction. It can be interesting to see how different works of fiction tackle these aspects — if at all. … Continue reading 1560: Paradoxes and Worldlines

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Time-travel fiction is notoriously difficult to get "right" (for want of a better term) because it brings all sorts of baggage with it, both from established (or at least popular) science as well as conventions of fiction. It can be interesting to see how different works of fiction tackle these aspects — if at all.

The visual novel Steins;Gate jumps in head-first and attempts to spin a plausible example of how time travel might actually work were we to invent it in our lifetime. But despite the heavy science component — Steins;Gate really doesn't hold back on the science side of things, which will delight those who are particularly interested in the "sci" part of "sci-fi" — it is, at heart, a story about people and how they're affected by the strange, unnatural phenomenon of moving through time in a non-linear fashion.

SPOILERS AHEAD for the Suzuha and Faris endings of Steins;Gate — if you're on the front page, hit Continue Reading (or whatever it actually says) to, err, continue reading.

I've only seen Suzuha and Faris' endings of Steins;Gate so far (as if the spoiler warning above hadn't already tipped you off to that) but even in those, there's some interesting exploration of what the ability to time travel and/or affect the past — in the world of Steins;Gate they are two distinct things — would mean for an individual.

Specifically, it explores what they would mean for Rintarou Okabe, a gentleman who is already straddling that fine line between "sane" and "insane" with his own chuunibyou delusions. Of course, it becomes increasingly clear over the course of the story that even Okabe doesn't really believe his own delusions — for the most part, anyway. When he and his "lab mem" compatriots finally do manage to convert a microwave into a working time machine (of sorts) he starts to discover that, even knowing his fantasies were just that — fantasy — the world is a dark and scary place where things you took for granted can't just be believed at face value. He also gets several first-hand examples of the "Butterfly Effect" at work as he and his companions manage to send email messages to the past and subtly — or, in a number of cases, not so subtly — impact the present day.

I won't delve too deeply into all the mysteries of Steins;Gate today, but I did want to talk a little about both Suzuha and Faris' endings because they offer two "nightmare scenario" views of how time travel — often portrayed in sci-fi as the ultimate in glamorous "impossible things" — can come to impact someone's life.

In the run-up to Suzuha's ending, which is the first one it's possible to get, we discover that Suzuha is "John Titor", a figure from the future who has returned to what Okabe and co know as the present in an attempt to prevent the world's inexorable path towards dystopia. We learn that her goal was to procure an IBM… sorry, "IBN" 5100 computer, as this is essential to making a significant change to the timeline. Her original intention was to head straight back to the '70s, pick one up and then find a means of ensuring it got where it was supposed to be by 2010 — because, as it transpires, her time machine can only go backwards in time, not forwards.

But something goes wrong. Botched repairs to her time machine mean that when she finally arrives in the 1970s, she loses her memories. It's not until it's much too late that she remembers what her mission was and that she has failed it; she ends up killing herself in utter despair and loneliness, knowing that all her work was for naught.

Okabe, understandably distressed by the discovery that the girl he had said goodbye to moments ago had gone on to live a full life and then kill herself in despair, takes it upon himself to try and save not only her, but his childhood friend Mayuri too — who, due to the matter of "convergence", seems destined to die. The only way in which he is able to do this is to repeatedly use the "Time Leap" machine that he and his friends develop — a device which sends his memories and consciousness back to the past by up to 48 hours — and remain stuck in a time loop of the same two days over and over again.

Since Okabe keeps his memories each time, it quickly becomes an ordeal for him, and as the path to the ending continues, we see his mind finally start to unravel. And it's for real this time, not the fantasy world he was inhabiting before. He starts wondering what would happen if he were to indulge his dark fantasies and then turn back the clock once more; he considers letting his best friend Daru die in an easily avoidable accident, and he considers raping Suzuha. No-one will ever know, his darkening mind tells him, so why not just do it and see what happens? You might like it.

It's eventually Suzuha that manages to talk some sense back into Okabe as she manages to spot the warning signs of his mind coming undone, but just for a little while, we get a glimpse of a genuinely horrific scenario. It might sound enjoyable to be able to repeat two pleasant days over and over again, but consider the feeling of helplessness when you realise that nothing you do matters any more and that no-one around you knows the pain you're feeling or why you're putting yourself through it. Suzuha's ending makes that ordeal painfully apparent.

Contrast with Faris' ending, which takes a somewhat different approach. Earlier in the storyline, Faris sends an email to the past that has a profound effect on Akihabara, where the majority of Steins;Gate takes place. What we know in 2014 as a haven of moe and anime lovers goes back to being the "electric town" it was previously known as, with not a saucer-eyed anime girl in sight. Faris, previously a maid in a popular maid café in the worldline we come to regard as "home" from Okabe's perspective, becomes a champion RaiNet AccessBattlers player, but in the process manages to cause the IBM 5100 that Okabe and co. managed to acquire to disappear. In order to save Mayuri's life, Okabe needs the IBM 5100, and it seems like the only way to do that will be to undo whatever it was that Faris did.

It takes some time for that to come to light, but it's eventually revealed: Faris prevented her father's death, since on the "original" worldline, he died when attempting to "rescue" Faris from a fake kidnapping she staged as an elaborate attempt to confirm whether or not he really loved her. Her father surviving meant that she never sat on the city planning board for Akihabara and never had the opportunity to push the moe agenda forward; more to the point, though, it means that her father sold his IBM 5100 to pay the "ransom" for Faris, which meant that there was no way it could ever end up in Okabe's hands.

Eventually, Okabe and Faris devise a plan to change the worldline in such a way that neither Faris' father nor Mayumi have to die. But it transpires that in order to do that, things have to change significantly. In Faris' ending, none of Okabe's friends know who he is, except Faris. None of the rest of the game happened because they never met. None of his relationships are real; none of his memories are real; and because none of it happened, his time machine no longer exists, which means he's now trapped in this worldline.

Okabe comes to the horrifying realisation that he's more alone than anyone else in the world because he's literally from a different world — one that he can never return to. Fortunately, he has Faris with him to help him start to build a new life, but he'll still have those memories of the past — memories of things that never happened. Utterly chilling.

Between those two endings, Steins;Gate presents two ways in which time travel could really fuck you up. It's thought-provoking, emotional and disturbingly plausible.

And they say video games have universally bad writing.

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1551: Late-Night Dungeon https://imnotdoctorwho.moegamer.net/2014/04/18/1551-late-night-dungeon/ https://imnotdoctorwho.moegamer.net/2014/04/18/1551-late-night-dungeon/#respond Fri, 18 Apr 2014 23:37:06 +0000 http://angryjedi.wordpress.com/?p=6396 I've been dipping in and out of Demon Gaze since I wrote about it a few days ago, and while it has a few issues here and there — the discussion of which I'll save until my review on USgamer, coming next week — I've been really rather impressed with this game. In fact, that's a bit of … Continue reading 1551: Late-Night Dungeon

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I've been dipping in and out of Demon Gaze since I wrote about it a few days ago, and while it has a few issues here and there — the discussion of which I'll save until my review on USgamer, coming next week — I've been really rather impressed with this game.

In fact, that's a bit of an understatement; on more than one occasion now the game has kept me up until well past 3 in the morning after I thought I'd just flip the Vita on for a "quick" game in bed before I went to sleep. (Granted, the last occasion this happened — last night — I had had far too much caffeine throughout the course of the day and was consequently finding it very difficult to sleep, but I could have done anything else with that time, and I chose to spend it lying in bed playing Demon Gaze.)

I've been trying to pin down what's so enjoyable about it and it's honestly quite difficult. It's not that there's no obvious good features about it; it's that they blend together somewhat, and different aspects of the game appeal in different ways according to the conditions under which you're playing.

Playing late at night, as I was, I was particularly enjoying the dungeon-crawling aspect of it. It's not quite as hardcore as the 3DS series it's taking pot-shots at, Etrian Odyssey in that you don't have to map the damn thing by hand, but it's still a game that, from the very outset, doesn't hold you by the hand and expects you not only to work things out for yourself but also to experiment with the mechanics just to see what happens.

The core game structure is based around capturing demons. In order to do this, you must explore the dungeon that is the demon's domain and capture all of the "circles" throughout by tossing a gem into them and then fighting the slobbering monsters that come out. Win, and you'll capture the circle as well as receive an item according to the gem you tossed. Lose, and, well, you're dead and better hope you had a recent save.

For the most part, this isn't an issue. The monsters that come out of the cirlces are usually the same monsters you get in the rest of the dungeon, though sometimes in considerably larger numbers. As such, if your party is well-equipped to batter its way through the monsters in the dungeon, they can probably deal with the groups that come out of the circles.

Until the demon master of the dungeon shows their face unexpectedly, that is. You're set up to believe they won't turn up until you've captured all the circles and found the boss fight location, but in actuality what happens is some time around when you capture about half of the circles in the dungeon, the next one you try for will summon the demon. And it's entirely possible they will smash your face in and then wear your buttocks as a hat, particularly in the first dungeon where your characters likely still aren't all that powerful or well-geared.

The first time this happened, I thought I'd done something horribly wrong. Surely the game balance couldn't be that broken? I experimented a bit; did the demon only come out of one circle, or all of them? (All of them.) Was it every time? (No, but seemingly most of the time.) Did using special abilities help? (A little.) Did levelling up help? (A lot.) Did better equipment help? (Also a lot.) By the time I'd reached my own conclusions — I should have just run away the first time I encountered Mars, then come back better-equipped and better-trained a little later, and probably with a healer in tow — it felt enormously satisfying to take the demon down and effectively clear the dungeon.

There are more subtle things, too. Occasionally you'll find "Loot Maps" as random treasures in battle, for example, and these will give an area name, an X and Y map reference and the name of the "power" you need to reveal the hidden treasure at that location. Trouble is, the area name never matches the actual area names — "Garden of Thorns" becomes "The Vine-y Land" — so you have to use a bit of your own brainpower and deduction to figure out what it's referring to. (Pro-tip: if the grid reference the map is pointing to appears to be a solid wall miles away from anything, you're probably looking at the wrong area.) You also have to figure out which of the demons the "power" names refer to — rather than saying "you need Comet, Mars or Chronos" it'll say something like "requires Dragon power" or the like. Again, there's a wonderful feeling of smug satisfaction when you successfully decipher a map and uncover the treasure hidden in the location — particularly when the treasure in question is something that you've been searching for for hours for a quest.

Demon Gaze doesn't give up its secrets easily, then, but for me, this is proving to be one of the best things about it as it makes your victories feel like genuine accomplishments. I'm looking forward to working my way through the rest of the game not only to see how the interesting story proceeds, but also for more sweet old-school grid-based exploration and treasure-hunting.

It's bringing back fond memories of old titles like Lands of Lore, it of the Patrick Stewart-voiced intro fame, and will be a solid investment for any Vita-toting players who have a penchant for traditional dungeon-crawling. Watch out for it — and my full review — this week.

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1549: HOUOUIN KYOUMA https://imnotdoctorwho.moegamer.net/2014/04/16/1549-hououin-kyouma/ https://imnotdoctorwho.moegamer.net/2014/04/16/1549-hououin-kyouma/#respond Wed, 16 Apr 2014 22:09:33 +0000 http://angryjedi.wordpress.com/?p=6392 Still not finished Steins;Gate — it's long! — but I wanted to talk about it a bit more, as I played it a whole bunch this evening and think I may be closing in on one of the games several endings. Like most good visual novels, Steins;Gate does an excellent job of drawing you into its world and helping … Continue reading 1549: HOUOUIN KYOUMA

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Still not finished Steins;Gate — it's long! — but I wanted to talk about it a bit more, as I played it a whole bunch this evening and think I may be closing in on one of the games several endings.

Like most good visual novels, Steins;Gate does an excellent job of drawing you into its world and helping you understand its protagonist. Despite being entirely composed of static images, character portraits and very occasional "event" images — much like every other visual novel — it manages to craft an extremely convincing setting. Or perhaps, given the game's focus on manipulation of time, the many-worlds interpretation and all manner of other goodness (this isn't a spoiler, by the way; it's a core theme of the whole thing), it would be more accurate to say "settings".

One of the most interesting things about the game is the effort to which Nitroplus (and, by extension, the translators) has gone to ensure that all the background detail in the world is consistent, detailed and, in many instances, based rather obviously on reality. An extensive in-game glossary allows you to look up information on a variety of different keywords that appear throughout the course of the narrative and dialogue — and these cover a range of subjects from real-life scientific theory to popular hypotheses put forward by science fiction, snippets of otaku culture, online culture, and "chuunibyou" conspiracy theories. Although the game takes obvious pains to twist things slightly from their real-life counterparts — IBM becomes IBN, for example; CERN becomes SERN; names of popular anime and manga get similarly bastardised — it's obvious that a lot is based on things from the actual, real world, and consequently it's hard not to feel like the game is subtly sneaking some genuine knowledge into your brain as you play it.

Okay, a lot of it may not be all that useful unless you have an otaku friend who constantly drops references you don't understand (Hi!) or are acquainted with a conspiracy theorist nutjob, but it's interesting that it's in there nonetheless — plus it helps provide a lot of the narrative with an interesting degree of context. It's also just plain cool for a narrative to be based on real-life urban legends such as John Titor and the question of what CERN are really up to with their Large Hadron Collider.

Aside from all that, though, Steins;Gate is simply a phenomenally well-written visual novel. It's long and wordy, sure, but all the exposition in the game's early chapters really pays off with some wonderfully strong character development. The protagonist in particular is a fascinating individual; being a "chuunibyou" conspiracy theorist himself with delusions of being a mad scientist named Hououin Kyouma — a name his voice actor takes considerable delight in bellowing every time it comes up in the script — makes him far more interesting to inhabit the head of than many other "blank slate" protagonist characters seen in other visual novels. Not that there's necessarily anything wrong with those — they often fit well with more "dating sim"-style stories in which the protagonist is usually intended to be a self-insert for the player — but, well, yes. Steins;Gate makes a convincing case for the protagonist being a strong character in their own right.

Anyway, three solid hours of reading earlier have driven my eyes a bit squiffy so I'm off to bed. Further thoughts will doubtless follow when I've finished the damn thing.

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1547: Reading Steiner https://imnotdoctorwho.moegamer.net/2014/04/14/1547-reading-steiner/ https://imnotdoctorwho.moegamer.net/2014/04/14/1547-reading-steiner/#comments Mon, 14 Apr 2014 22:49:33 +0000 http://angryjedi.wordpress.com/?p=6388 A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven't played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium. I use the word "medium" when referring to visual novels rather than "genre" because in … Continue reading 1547: Reading Steiner

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A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven't played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium.

I use the word "medium" when referring to visual novels rather than "genre" because in many cases, it's not entirely accurate to call them "games", despite the fact that they tend to be festooned in the trappings of video games. Most tend to include some sort of metagame element, be it a simple checklist of endings, a CG gallery with a completion percentage or, in the case of more complex games like Steins;Gate, even achievements. Most of them are presented in a distinctly game-like fashion, with console-style main menus that make pleasing noises when you click on them, colourful but clear text boxes with a little spinny thing in the corner that tells you when you've reached the end of the current paragraph, and all manner of other things.

And yet they're not games. Not really. They're interactive stories — some having no more than one or two meaningful choices over the course of the entire narrative, and some even eschewing the element of choice whatsoever — that make use of multimedia presentation to distinguish themselves from, you know, reading a book. The combination of static background images, static or lightly animated characters, music, voice acting, sound effects and text all combine to create a very distinctive effect — and one that can be a powerful poke to the imagination.

Books, of course, are the poster childs for stoking the fires of the imagination, but visual novels also do this, albeit in a different way. Whereas in a book it's left largely up to you how you picture the scene unfolding in front of you, in visual novels you tend to get a bit more in the way of audio-visual cues. You can hear the characters' voices (at least you can in recent releases; earlier VNs were text-only), you can see the characters, you can hear the music giving you an idea of the overall mood and, if the scene is a particularly important one, there'll be an "event" image depicting a dramatic moment from whatever is happening.

Far from being an inferior means of stirring the imagination, this approach works in a different way. While books provide the stimulus for mental pictures through descriptive text, visual novels simply use their multimedia element to do so, which allows them to cut back a little on the descriptive text and instead explore the protagonist's innermost thoughts, or engage in some snappy dialogue between characters.

Visual novels present a particularly good means of expressing a first-person narrative. While in first-person perspective books you tend to feel like you're just along for the ride, in visual novels it feels like you're taking a much more active role — even if your influence on the overall story is minimal. You're sitting inside the main character's mind looking out through their eyes and listening to their innermost thoughts — and even if the main character is some sort of awful jerk (as they often are in visual novels) this provides a very good means of exploring that character, why they are an awful jerk and how they may or may not go about changing themselves. Character growth! How about that.

This isn't to say visual novels have to be confined to first-person narratives, however. No; in fact, it can be very effective for a visual novel to "cut away" to another character, or even a complete shift in perspective to third-person. Nitroplus' visual novel Deus Machina Demonbane is a particularly good example of this being used effectively; during its first-person sections, it's something of a film noir tale about a down-on-his-luck detective and how he becomes embroiled in a series of increasingly ridiculous events. During its third-person sections, however, the true scale of what Kujou is involved in becomes apparent thanks to being able to get an overall picture of what is going on — coupled with the authentically overblown and distinctly Lovecraftian narration that accompanies these scenes.

Steins;Gate, also from Nitroplus, is a little more traditional than Demonbane in that it remains firmly stuck inside the protagonist's mind, but my gosh what an interesting head to be stuck inside, for Rintaro Okabe is a strange individual indeed — seemingly convinced he's a mad scientist named Hououin Kyouma (which his voice actor bellows with admirable aplomb every time it comes up in the script) who is being pursued by "The Organisation", it's not entirely clear for a lot of the game whether Okabe genuinely has a screw loose or if he's just playing up for the people around him. The sheer ridiculousness of his statements would seem to suggest the latter, but then he does something so outrageous that you have to wonder about his mental state. And when Steins;Gate's overarching narrative threads start to get moving, things become even more murky.

The upshot of this is that Okabe becomes something of an unreliable narrator. And this is something that visual novels are particularly good at exploring. Saya no Uta is another particularly good example from what little I know of it, but there are countless others, too; when you're observing a narrative from a first-person perspective, after all, you're only getting one person's perspective on it — and how can you be sure that person is telling the truth?

That's the question, huh? Anyway. That's that for now. Check out Steins;Gate if you've got a yawning chasm in your life that can only be filled by utterly fascinating sci-fi; full review coming soon on USgamer.

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1546: Gaze This Way https://imnotdoctorwho.moegamer.net/2014/04/13/1546-gaze-this-way/ https://imnotdoctorwho.moegamer.net/2014/04/13/1546-gaze-this-way/#respond Sun, 13 Apr 2014 22:21:33 +0000 http://angryjedi.wordpress.com/?p=6386 Been playing an unusual Vita game for review recently. Normally I wouldn't blog about games that I'm reviewing, but I already wrote a "first impressions" piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess. The game in question is Demon Gaze from Kadokawa Games, brought to the … Continue reading 1546: Gaze This Way

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Been playing an unusual Vita game for review recently. Normally I wouldn't blog about games that I'm reviewing, but I already wrote a "first impressions" piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess.

The game in question is Demon Gaze from Kadokawa Games, brought to the West by the ever-reliable NIS America. I didn't know a lot about this game prior to starting to play it save for the fact that it had upset a few people — as many Japanese games tend to — by featuring a selection of pretty anime-style girls with artwork that is occasionally on the suggestive side.

What I wasn't expecting from it was an old-school dungeon-crawler of the Wizardry mould, right down to creating your own party bit by bit as you can afford to, We're talking manually choosing race, class and appearance for your characters, then heading out into a grid-based dungeon to fight lots of monsters, solve some rudimentary puzzles and ultimately complete some quests.

What I also wasn't expecting was a rock-hard level of difficulty almost from the outset. Unlike in some other Japanese role-playing games, a level 1 character in Demon Gaze really is utter shit. Their stats are poor, their HP is low and it's very rare for them to have any useful abilities from their class. This makes life interesting when you can finally afford to recruit an additional party member and they have to start from this position of non-power while the rest of your adventuring brigade are happily chopping the heads off monsters left, right and centre. You have to take care of the newbie until they find their feet a bit, and then only let them step into the front lines when you're absolutely sure they can handle it.

Because this isn't a game that is afraid to kill you and dump you back at the title screen without any ceremony. Step into a fight you can't win and fail to get away quickly enough and there's no "retry" option, no fade-to-black-then-wake-up-back-at-the-inn, it's just Game Over. Reload. I hope you remembered to save every time you get back from an adventure because the game sure as hell isn't going to auto-save for you.

The other thing that is a bit of a culture shock is that the game doesn't hold your hand with regard to quests at all. "Go find this dude," the game will say. "Where are they?" you'll ponder. "Oh, you know," replies the game. "Out there. Somewhere. Come back when you find him." Cue plenty of enjoyable exploration and risk-taking as you search every nook and cranny to complete your objectives. Can the party survive trudging through that poisonous swamp? Only one way to find ou– oh, they're all dead.

In some senses, this old-school difficulty and unforgiving nature is going to put a lot of people off. But that's fine; titles like Dark Souls have proven there's a market for unforgiving games in which you have to take a bit more care than in many other modern titles, and Demon Gaze is seemingly designed along these lines. (That's not the only similarity, either; both Demon Gaze and the Souls series allow you to leave messages for other players that are then shared on the network, though the former lacks the latter's ability for true multiplayer.)

I'm a relatively short way into the game so far, but I'm really enjoying it. It's the sort of thing that feels like it could be a "long-term project" of a game; it's fairly light on the story side of things (though it does have some seriously adorable characters who often greet you and have their own silly little side-plots when you get back from an adventure) and surprisingly friendly to quick play sessions, making it an ideal handheld game for a bit of grinding on the bus or over lunch.

Full review coming towards the end of the month; for now, suffice to say, I like it a lot.

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1531: Zodiac Brave https://imnotdoctorwho.moegamer.net/2014/03/30/1531-zodiac-brave/ https://imnotdoctorwho.moegamer.net/2014/03/30/1531-zodiac-brave/#comments Sun, 30 Mar 2014 00:43:24 +0000 http://angryjedi.wordpress.com/?p=6351 Final Fantasy XIV's second major patch is brilliant stuff, bringing with it an absolute shit-ton of things to do for those who have reached the level cap. I used to be a little disappointed to hear that MMO expansions and major patches tended to favour endgame players over those working their way up through the levels, … Continue reading 1531: Zodiac Brave

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Final Fantasy XIV's second major patch is brilliant stuff, bringing with it an absolute shit-ton of things to do for those who have reached the level cap.

I used to be a little disappointed to hear that MMO expansions and major patches tended to favour endgame players over those working their way up through the levels, but now that I am an endgame player, I completely understand the logic. There's already a bunch of stuff there designed to get people from level 1 to level 50; but the people who have reached level 50 need a constant, continual stream of New Things to Do otherwise they'll simply jump ship and go off to play something else. In a subscription-based game such as Final Fantasy XIV, this is exactly what Square Enix does not want to happen.

Patch 2.1 added a decent amount of new content for endgame players to work through, primarily in the form of new dungeons and Trials (complex boss battles) to play through. Patch 2.2, the most recent one, initially appears to be somewhat similar, but there's a bunch of more subtle tweaks here and there that are designed to keep people invested in the game in the long term rather than simply racing through the new content as quickly as possible, then taking to the forums to whinge that there's not enough to do.

Chief among this time-consuming stuff is the Zodiac Weapons quest. One of the first things you'll want to do upon reaching the level cap in Final Fantasy XIV is complete the "A Relic Reborn" quest, which outfits you with a good weapon for your class that can subsequently be upgraded. The quest is a lengthy affair that demands you work through some of the toughest battles in the game and then participate in enough endgame content to earn the special currency required to purchase some items. Once it's done, it's done, though, and for each class there was previously only really one weapon better than the Relic available, and that was extremely difficult to obtain due to it being secreted in what was formerly the hardest dungeon in the whole game.

Now, though, your Relic can be upgraded further through the new Zodiac Weapons quest. After maxing out your relic, you're then tasked with going on the hunt for twelve "Atmas" — mysterious items that are required to buff up your Relic weapon into something new and shiny. In order to obtain the Atmas, you have to participate in the "FATE" events around Eorzea — little mini-quests that pop up around the world map that anyone in the area can jump in and help out with. For each FATE that you attain a gold medal in, there's about a 5% chance that the Atma for that area will drop, and you need to obtain twelve Atmas in total, so I'm sure you can see how this will take a while.

A grind it may be, but it's had the side-effect of making FATEs relevant again, which is a good thing, since they're a lot of fun and had fallen somewhat into disuse after the rewards from dungeon-crawling became significantly better. Now, though, there's always bands of wandering adventurers crawling around the various areas and stomping through the FATEs, and due to the game's level-sync mechanic, no-one will ever come along and simply overpower them, making it no fun.

Once you've obtained the twelve Atmas, there's then a selection of books to work through, each of which have their own challenges to complete and each of which buff up the Zodiac weapon's stats by a particular amount when you complete them. And then you can do this for each class.

In other words, it's going to take a while to accomplish. Despite the fact it's a fairly unsubtle move to keep endgame players invested in the game in the long-term, having a long-term goal like this is actually rather enjoyable because it brings a wonderful sense of achievement when you do finally accomplish it. I have no doubt that I'll put in the hours required to get a Zodiac weapon for my Black Mage class, and I will probably do it for the other classes I get to 50, too. I'm in this game for the long run, and I'm really enjoying the flow of new challenges that appear every few months.

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1529: The Whorleater https://imnotdoctorwho.moegamer.net/2014/03/27/1529-the-whorleater/ https://imnotdoctorwho.moegamer.net/2014/03/27/1529-the-whorleater/#respond Thu, 27 Mar 2014 21:33:05 +0000 http://angryjedi.wordpress.com/?p=6345 I imagine only a few of you reading this will give a toss, but Final Fantasy XIV version 2.2, aka Through the Maelstrom is out today. I haven't had a lot of time to play with it so far, what with having to do pesky work and then go out to Japanese class this evening, but after we've had … Continue reading 1529: The Whorleater

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I imagine only a few of you reading this will give a toss, but Final Fantasy XIV version 2.2, aka Through the Maelstrom is out today. I haven't had a lot of time to play with it so far, what with having to do pesky work and then go out to Japanese class this evening, but after we've had dinner I'm going to spend some time with it tonight.

I have had the opportunity to at least unlock the Glamour system I talked about a few posts ago, and from there begin assembling my own custom outfits for my high-level classes. So far I've put together some rather fetching ensembles for my Black Mage and White Mage classes — Black Mage looks rather classy in a figure-hugging black skirt, white thigh-highs, black velveteen gloves and a low-cut black coatee with a lacy white collar; White Mage, meanwhile, is clad in what I can only describe as a slightly slutty tennis player's outfit, eschewing the usual frumpy robe of level 50 white mages in favour of a snug-fitting, bone white hempen camise up top and the borderline-indecent Cleric's Culottes (aka the tiniest miniskirt in the world) down below.

I followed my unlocking of the Glamour system with the unlocking of the new dance animations — I know where my priorities are, huh? — and after dinner I'll be delving into some of the more meaty new content. For now, it's time for dinner; I'll update this post with some pics and additional thoughts later.

Okay, I forgot to take any pics, but I've done the three new dungeons, and they're a lot of fun. One of the best things about much of Final Fantasy XIV's multiplayer content is how most of it eschews the straight "tank and spank" approach seen in many MMOs. It's a very movement-heavy game, and success in boss battles is dependent on knowing any special mechanics that might be in play along with having the ability to avoid incoming attacks.

A particular highlight was one of the bosses in the new Hard Mode version of the Brayflox's Longstop dungeon. Initially appearing to be a rather simple fight against a tough goblin, it's not long before the fight becomes highly chaotic, with exploding mines dropping into the battlefield and criss-crossing the arena with Bomberman-style cross-shaped explosions. Alongside all this, the boss is hurling stuff at you and summoning additional enemies, each of whom lock their attention on an individual party member, necessitating a quick takedown. You really have to stay on your toes and pay attention.

Another particular highlight was the final boss of the same dungeon, which had several different phases: hurling damage at it, staying out of its way as it careened around the outside of the arena, and using area-effect skills to push back swarms of bombs to create a safe zone in the middle of the area. Again, it's another fight where you really need to pay attention to what's going on around you rather than simply going through the motions of triggering the same skills over and over again.

It's the skill-based part of Final Fantasy XIV that, for me, distinguishes it from other MMOs where you might have a bit more character customisation. Everyone at level 50 in Final Fantasy XIV has the same abilities and probably very similar stats, too; the main distinguishing factors between individual players are pure skill and the equipment they're wearing. A skilled player in slightly lower-level gear will pretty much always beat a well-equipped player that is not very observant or not very good at dodging. We're not talking the level of dexterity and timing required by something like Dark Souls, for example, but it's pretty close in some fights — the challenging battles against Titan being probably the best examples.

So far I've barely scratched the surface of the new content. The three new dungeons were great fun and I can see myself running them lots of times, particularly as the rewards on offer are pretty good. Tomorrow and over the weekend, it's onto the main story content and the long-awaited continuation of the hilarious and bizarre Hildibrand quests, which have proven to be a highlight of the new content in both updates so far.

In case it wasn't clear, I continue to be super-impressed by Final Fantasy XIV. The fresh injections of content, the constant improvements to the game experience in response to player feedback and the great community of players I'm lucky enough to be able to enjoy the game with — it all adds up to one of the most satisfying gaming experiences I've had for years. For those of you thinking of joining the fray when the PlayStation 4 version arrives in April, I look forward to showing you around Eorzea!

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1528: Oi, Hyakkihei https://imnotdoctorwho.moegamer.net/2014/03/26/1528-oi-hyakkihei/ https://imnotdoctorwho.moegamer.net/2014/03/26/1528-oi-hyakkihei/#comments Wed, 26 Mar 2014 22:21:55 +0000 http://angryjedi.wordpress.com/?p=6343 Now I've actually written my review for it over on USgamer, I can talk a little more about The Witch and the Hundred Knight, the game I've been playing most recently. I wasn't quite sure what to make of it initially. It's one of those games where there was a fair amount of negative buzz surrounding it … Continue reading 1528: Oi, Hyakkihei

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Now I've actually written my review for it over on USgamer, I can talk a little more about The Witch and the Hundred Knight, the game I've been playing most recently.

I wasn't quite sure what to make of it initially. It's one of those games where there was a fair amount of negative buzz surrounding it quite early on, led by an early review from IGN that wasn't altogether kind. But if my experiences with Time and Eternity were anything to go by, I knew very well that "popular" opinion was something I was unlikely to mesh with, and thus I went in to The Witch and the Hundred Knight with an open mind.

I was very pleasantly surprised. What we have here is a very unconventional Japanese RPG in every respect. It's not turn-based, it's not party-based, it's not overly moe or ecchi, it's not a comedy. Instead, it's an action RPG with a surprisingly dark, deep storyline, and one of the most interesting main characters I've had the pleasure to hang out with virtually in quite some time.

Metallia, the eponymous Witch, is a horrible person. Or at least she initially puts herself across as one. She's foul-mouthed, she's quick to anger and she's aggressive. She appears to have no qualms about inflicting bloody revenge on those she feels to have wronged her, and she seems utterly miserable and bitter about everything.

Over the course of the game, we learn about her. We get to see her gradually letting new people into her life, and starting to seemingly trust them. We get some hints about where all that bitterness and rage has come from. And, quite early on, we also learn that Metallia is not long for this world — though not why immediately.

We observe all this through the eyes of the Hundred Knight, a supposedly mythical figure that Metallia summons at the outset of the game to do her bidding. The Hundred Knight is the player avatar, though, so you have a certain degree of autonomy from Metallia's wishes, and indeed can express your opinions non-verbally at various points throughout the game. You're still bound to Metallia, so progress in the overall plot is largely determined by eventually fulfilling her wishes of destroying the "Pillars of Temperance" and spreading her swamp around the world, but between those predictable story beats, the Hundred Knight gets involved in a number of distinct adventures, each of which forms itself into a neatly contained episode of the overall narrative.

A particularly effective episode is the seventh chapter in the game. I won't spoil the details for those who are planning on playing the game for themselves, but suffice to say that it tells a complete, surprising and interesting self-contained story with a surprisingly emotional payoff. It explores both Metallia and the other members of the cast who have joined by this point, and blends both humour and pathos to a surprisingly effective degree.

The pathos aspect is what I think I've found most surprising about The Witch and the Hundred Knight so far. Developer Nippon Ichi is typically known for relatively light-hearted fare, though in some cases (ZHP is a good example) there's often a more thought-provoking core underneath the exterior fluff. The Witch and the Hundred Knight is, I think, the first Nippon Ichi game where the "dark" aspect has been very much pushed to the forefront, with any comedic moments being somewhat incidental rather than the other way around. The narrative is bleak and, at times, genuinely sad without resorting to being overly "gritty". It's a stark contrast to what I wrote about a short while ago with regard to triple-A games; compared to Thief, which wants desperately to be treated as an 18-rated movie, The Witch and the Hundred Knight never feels like it's trying too hard and, consequently, ends up coming across as far more genuinely mature than Thief ever did despite being considerably more colourful and stuffed full of stylised, bizarre characters.

Anyway. As I noted in my review for The Witch and the Hundred Knight, I'm sure not everyone will be into the particularly abrasive personality of Metallia and her adventures, but if you're after an interesting action RPG with a compelling, unusual story and some satisfying, challenging game systems, you could certainly do far worse, so check it out if you have the chance.

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1523: This or That https://imnotdoctorwho.moegamer.net/2014/03/21/1523-this-or-that/ https://imnotdoctorwho.moegamer.net/2014/03/21/1523-this-or-that/#comments Fri, 21 Mar 2014 20:53:58 +0000 http://angryjedi.wordpress.com/?p=6333 I've said this before, and I'll almost certainly say it again numerous times, but I'm finding increasingly frequently these days that there's less of a correlation between perceived/agreed "quality" and things that I actually want to spend my time with, whether that's in TV, movies, anime or video games. This isn't just a simple matter … Continue reading 1523: This or That

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I've said this before, and I'll almost certainly say it again numerous times, but I'm finding increasingly frequently these days that there's less of a correlation between perceived/agreed "quality" and things that I actually want to spend my time with, whether that's in TV, movies, anime or video games.

This isn't just a simple matter of, say, wanting to play "bad" games, though; as, again, I've said before, it's more to do with the fact that the "highest quality" games (by popular definition) tend to be the ones that play it most safe; the ones that stick to the established rules that will pretty much guarantee them a positive reception, whether that's mechanically or narratively. There's a reason why all "triple-A" games these days have very similar feelings and atmospheres about them — it's because that's what's been proven to work.

And there's nothing wrong with that. Upon reflection, I've come to the conclusion that the things I'm more interested in engaging with are the ones that allow me to bring something new to a conversation rather than regurgitating the same opinions that everyone else is espousing at the same time.

Take Dark Souls II, for example. A great game, no-one is going to deny that, but one for which your average online conversations about tend to run around and around in circles, usually involving one or another of the participants blurting out "Praise the Sun!" as if it's the height of wit. I have nothing to add to that conversation — at least partly because I haven't played Dark Souls II (I didn't like Dark Souls enough to want to invest in the sequel), but I doubt it would be different if I had.

Contrast with say, something I've played that other people haven't. It doesn't necessarily have to be an obscure game, just something that people might have passed up in favour of something like Dark Souls II or Titanfall. Immediately I have an in-road into an interesting conversation. "Have you played The Witch and the Hundred Knight?" is, for me, much more likely to lead into an interesting opportunity for a conversation and an opportunity to educate my conversational partner than "Have you played Titanfall?"

I've seen in happen in discussions with my friends before. A conversation that begins "have you played [game we've all played] before?" generally ends fairly quickly after we've done the requisite "oh, what about the bit where [cool thing happens]?" pleasantries. A conversation where I have the opportunity to tell someone about something cool they might not know about at all, however? That's hugely enjoyable; likewise, when I have the opportunity to learn about a type of game I don't normally consider from my friends, I relish the opportunity, too. I never would have considered the awesome things about Euro Truck Simulator, Crusader Kings 2 or all manner of other games out there had I not been willing to engage in conversation about them. I might not get around to playing some of those games in some cases — or if I do, there's no guarantee I'll like them — but I consider my life to be somewhat richer for knowing that they exist and that yes, there are people out there who love playing them, just as I love playing colourful anime games with big-eyed pretty girls in them.

But I've found this feeling extends somewhat to games that are in my wheelhouse, too; Bravely Default, for example. It's an astonishingly good, PS1-style JRPG, and yet when I think back on the games that I've played in the last few months, I look back much more fondly on the stranger, the more quirky and the more flawed titles rather than that, which is "objectively" (insofar as it is possible to be "objective" about the quality of a video game) better. I gave Bravely Default five stars when I reviewed it over at USgamer and I stand by that score, since it's great; when I come to look back on the most memorable games I played in 2014, however, I have little doubt that other titles are going to be far, far ahead of it.

This is what I like about gaming today, but it's also quite frustrating at times: there's a wealth of interesting, exciting and unusual games out there to play, but still the majority of conversation seems to fixate on the same one or two titles at the same time.

Perhaps I just need to make some new friends.

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1518: New Media https://imnotdoctorwho.moegamer.net/2014/03/16/1518-new-media/ https://imnotdoctorwho.moegamer.net/2014/03/16/1518-new-media/#comments Sun, 16 Mar 2014 23:45:35 +0000 http://angryjedi.wordpress.com/?p=6323 I've been contemplating the ways that people "consume" (ugh, I hate that word, but it seems to be the one in use most frequently these days) content online, and trying to determine a way it could be applied to our currently-stalled podcast over at The Squadron of Shame. The Squadron of Shame SquadCast certainly worked … Continue reading 1518: New Media

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I've been contemplating the ways that people "consume" (ugh, I hate that word, but it seems to be the one in use most frequently these days) content online, and trying to determine a way it could be applied to our currently-stalled podcast over at The Squadron of Shame.

The Squadron of Shame SquadCast certainly worked extremely well for the episodes we did it for, but it did often end up being a little more demanding on the editing time than I would have liked, particularly as we're all amateurs making use of not-brilliant equipment that often results in things like background hum, echo and other annoying flaws that are difficult to edit out. Much of my editing time was often spent manually trimming out echoes and funny noises, and in the case of a 2-3 hour episode — which most of our episodes tended to be — it would take the majority of the day to do this.

One of the things I'm wondering right now is how relevant the podcast format still is. Obviously I know that there's enough of a market for sites like Giant Bomb to keep making one every week, and for established podcasting personalities like Garnett Lee to be able to start a new show and have people follow him to see what he's up to. But I'm also conscious of the rise of alternative means of "consuming" (blech) content in the last couple of years, with YouTube being one particularly disruptive influence, and live broadcasts such as Twitch streaming and Google Hangouts being another.

Awareness of these alternative forms of media has made me ponder whether the standard podcast format is absolutely the best possible thing for the SquadCast going forward, or whether it's worth contemplating an alternative means of presentation (with an accompanying means of archiving/downloading where necessary.)

The SquadCast has always been a "book group" style of discussion surrounding a game or gaming-related topic, and it's worked well for us in the past. But gaming is also an inherently visual medium, which makes me wonder whether some form of video presentation might be worth experimenting with, perhaps combined with live broadcasting.

Another reason I bring this up is that Skype, which we have previously used to talk to one another and record the discussions we have, has become a largely unworkable mess ever since Microsoft bought it, making it impossible for me to "archive" the complete conversation just in case someone's individual recording fails to work properly. I haven't needed this facility on many occasions, but on the couple where someone's recording was destroyed by Audacity's frequent crashes, having that backup facility was a godsend. With the way Skype works now, though — you can't run it in more than one user account on a Mac at once, which is what I used to do — working this way is impossible without an unnecessarily convoluted setup involving more than one computer.

What I've been pondering is making use of something like Google Hangouts, which allows for a number of features that would seem ideal for a discussion about games. It allows participants to converse via either audio or video chat, and it also allows for the footage of the participants to be intercut with other things such as videos from YouTube and the like. For example, while discussing a particularly interesting scene in a game, making use of Google Hangouts would allow you to find that scene on YouTube and then broadcast it to the people watching the Hangout, which strikes me as an eminently good idea. Presumably it would also allow for playing footage while the conversation continues over the top, which is a little more interesting than just gazing at a bunch of talking heads for a few hours.

Google Hangouts can also be easily archived to YouTube, and then one of the many YouTube-to-MP3 converters out there can be used to archive an offline version of the discussion's audio, which can subsequently be released as a standard podcast for those who wish to continue listening in that way. It'll be rawer due to the lack of editing and its inherently live nature, but I've often felt when I edit a show that I was making the job a lot more difficult and time-consuming than it really needed to be.

Anyway. I'm just thinking out loud here. Interested to know your thoughts, though, particularly if you've been either a listener or a participant in the SquadCast at any point in the past. (Those who are neither, you can educate yourself thanks to our archives here.)

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1510: Hidden Ninpo https://imnotdoctorwho.moegamer.net/2014/03/09/1510-hidden-ninpo/ https://imnotdoctorwho.moegamer.net/2014/03/09/1510-hidden-ninpo/#respond Sun, 09 Mar 2014 01:45:18 +0000 http://angryjedi.wordpress.com/?p=6306 Been playing a bunch more Senran Kagura Burst over the last few days, and the more I play, the more I like it. This is partly because of the interesting, well-told story that actually bothers to explore its characters in some degree of depth thanks to some lengthy visual novel sequences, but that's not what I wanted … Continue reading 1510: Hidden Ninpo

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Been playing a bunch more Senran Kagura Burst over the last few days, and the more I play, the more I like it.

This is partly because of the interesting, well-told story that actually bothers to explore its characters in some degree of depth thanks to some lengthy visual novel sequences, but that's not what I wanted to talk about today. No, instead, today I wanted to talk a little about how what initially appears to be a simple, straightforward brawler grows more and more interesting to play as you progress.

Senran Kagura Burst gives you five playable characters on each of the two "sides" of the story, plus some secret characters, I believe — haven't unlocked them yet, but there's a conspicuous question mark on the character select screen. Initially, these characters all have their own distinct characteristics — from the Hanzou path, Asuka has speedy attacks, Ikaruga has a long reach, Yagyuu hits hard, Katsuragi fights without weapons and Hibari hits lots of times — but they all "handle" fairly similarly. In other words, at the outset of the game you can pretty much button mash and get some good results.

Thanks to an RPG-style levelling system, however, the characters evolve as you play them in several ways. At various level boundaries, they unlock new "arts", usually in the form of extending their usual combos, but as you play levels in one of two modes — Yang, which is "normal", for want of a better term, and Yin (or "Frantic"), which sees the girls stripping off all their clothes (and defense) in exchange for a massive damage boost — you build up power in your Yang and Yin stats. Separately from your experience level, you unlock new Yin and Yang abilities as these statistics build up, until eventually fighting in Yin and Yang are as different as… well, you know. Playing a level in Yang sees you chaining together massive combos and getting ridiculous hit counts — potentially well into the thousands if you're good at chaining knockouts together — while playing in Yin sees you steaming through, obliterating everything in your path. I finished the first boss level in the game in two seconds earlier thanks to a level 30 Asuka with a fully buffed up Yin stat.

The game doesn't start with these two "modes" feeling different, however; no, it takes some time until the differences start to take effect — initially the only difference is in what the girls are wearing as you fight. But as you gain levels and increase the Yin and Yang stats, more and more depth is gradually added to the game until you're playing something a lot more technical and interesting than what initially appeared to be a fun but fairly mindless button-basher.

This becomes particularly apparent as you work on several characters at once — the story often forces you to use specific characters the first time you take on a level, and so you'll get some experience with all of them while undoubtedly finding favourites. Again, initially, all the characters feel very similar outside of their obvious differences in weaponry, but again, over time, they start to become more and more distinct. Asuka, for example, becomes a whirling death machine able to hit lots of enemies at the same time with a spinning attack, then launch them all into the air. Katsuragi, meanwhile, actually changes significantly from her low-level incarnation; rather than being able to launch enemies simply by hammering the Fast Attack button and unleashing a combo, Katsuragi begins requiring Heavy Attacks to be in the mix in order to successfully launch them. This forces you to play Katsuragi noticeably differently from the other characters — and I'm sure the others are different again, and I'll come to discover their own quirks over time.

The pace at which all this happens is really good, too; you start getting additional techniques and new moves just as hammering "Y" repeatedly starts to get a little tiresome and you start wondering whether there's anything more to it. It's not long after that your rate of pressing the attack buttons slows down from the frantic pace it almost certainly begins at, and you start actually counting how many attacks you get in in order to use the moves you want to. In a funny way, it reminds me a bit of Bayonetta, which I still regard as the benchmark of 3D action games — there was never a moment in Bayonetta where I didn't feel in control of the character, and that, likewise, gradually grew in complexity (and, consequently, in how rewarding it was to play) over time. Bayonetta is probably a superior game with more variety than Senran Kagura, but to get a similar vibe from it is testament to the latter's satisfying brawling.

Anyway, if you've been hesitating over picking this up — perhaps you're an American holding out for a possible physical release? — then, well, I'd strongly advise you to grab a copy if you enjoy a good brawler. And then help me bug Xseed to bring the Vita game to the West, too.

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1504: Life and Hometown https://imnotdoctorwho.moegamer.net/2014/03/02/1504-life-and-hometown/ https://imnotdoctorwho.moegamer.net/2014/03/02/1504-life-and-hometown/#respond Sun, 02 Mar 2014 23:37:57 +0000 http://angryjedi.wordpress.com/?p=6291 As promised (well, suggested) I booted up Senran Kagura Burst for the first time last night, and I've felt a strong urge to keep going back over the course of today. The reason? It's one hell of a lot of fun. Who'd have thought it? The reason I like it so much is not, as you might … Continue reading 1504: Life and Hometown

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As promised (well, suggested) I booted up Senran Kagura Burst for the first time last night, and I've felt a strong urge to keep going back over the course of today. The reason? It's one hell of a lot of fun. Who'd have thought it?

The reason I like it so much is not, as you might conjecture, all the bouncing boobies (though I won't lie, the various members of the main cast all push my buttons in various different ways — why deny it?) but rather the fact it plays like a modern-day brawler. Streets of Rage at turbo speed, if you will; the only thing that's really missing to make it into a truly authentic arcade brawler is a cooperative two-player mode, which appears to be sadly lacking.

Still, this isn't a massive omission on a handheld game, and particularly not when there's seemingly so much to work your way through. There are two hefty stories to play through, each with five different playable characters, and when you've completed each level you can go back and replay it with any of the other characters in order to earn rankings and experience points for them. And then you can play it with each character in "Frenzy" mode, whereby they do 750% more damage but take considerably more damage on account of the fact that all their clothes have fallen off and they're fighting in their swimsuits. In other words, you can play each level up to ten times altogether — five for each character normally, then again with each of them in Frenzy mode — and have an enjoyable experience each time.

Like the classic brawlers of yore, Senran Kagura's controls are simple and straightforward, but can lead to satisfyingly ridiculous combos. Senran Kagura's main contributions to the ridiculousness are the "Aerial Rave" skill, whereby landing a combo on enemies makes a green circle appear, and tapping the A button at this point launches them into the air for further punishment, and the Hidden Ninja Art attacks, each of which are themed around an animal and cause varying amounts of disaster for the enemies around or in front of you depending on which one you unleash.

There's some lightweight RPG mechanics in there, too; completing levels earns you experience points, which levels the girls up, and new Hidden Ninja Arts become available every so often. Moreover, "Yin" and "Yang" bars build up depending on how many levels you've played in Normal or Frenzy mode, with various benefits (and potential shortcomings, particularly in the case of Yang) becoming available to you as these bars increase. It looks, then, as if the game will gradually grow in complexity as it progresses — though from the look of things, it will still remain pleasantly accessible.

I haven't got that far into the game's story yet — I've been having too much fun challenging the first few levels with all the characters — but so far the cast seems to be a loveable bunch, each with their own distinct personalities. Many of them are anime trope-tacular, of course, but I have no problem with this whatsoever; tropes become popular for a reason, after all — and I'm particularly intrigued to see how their personal stories unfold over the course of the game, as I know that those who particularly enjoy the series see the character development as a real highlight of the whole thing.

Further thoughts to follow, I'm sure; for now, I'm off to kick some Shinobi ass!

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1503: Please Insert Gear 2 https://imnotdoctorwho.moegamer.net/2014/03/01/1503-please-insert-gear-2/ https://imnotdoctorwho.moegamer.net/2014/03/01/1503-please-insert-gear-2/#comments Sat, 01 Mar 2014 23:57:44 +0000 http://angryjedi.wordpress.com/?p=6289 I finished the first disc of Metal Gear Solid today. I miss disc swaps; as inconvenient as some people find them, many games used them as an important part of their drama — look at how Final Fantasy VII's first disc ended, for example, or indeed how Metal Gear Solid closes off its first disc. More than that, though, I'm impressed … Continue reading 1503: Please Insert Gear 2

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I finished the first disc of Metal Gear Solid today. I miss disc swaps; as inconvenient as some people find them, many games used them as an important part of their drama — look at how Final Fantasy VII's first disc ended, for example, or indeed how Metal Gear Solid closes off its first disc.

More than that, though, I'm impressed with how well Metal Gear Solid is holding up. I mean, sure, there are some aspects that have dated worse than others — the painful lack of motion capture and facial animation in the cutscenes being the most glaring issue, and the somewhat clunky controls being another — but as an interactive experience, its limited technology certainly doesn't hold it back from being a thrilling, compelling and exciting experience just as worth having today as it was back when it first came out. (And I maintain that the original is just… better, somehow, than the technically superior The Twin Snakes for GameCube; the revamped music and voice acting in that version just didn't feel quite right, somehow)

I'm also quite impressed with how much of the game I've remembered since its original release. I don't think I've beaten it that many times over the years, but I still remember all the peculiar little quirks as if it was only yesterday I played — changing the controller port for the Psycho Mantis battle; how to spot Meryl when she's in disguise; how to get Meryl to be in her pants when you reunite with her; how to get out of prison. (Actually, I must confess to messing the latter part up — I remembered the whole "ketchup" thing, but cocked up knocking the guard out and ended up being released by the Ninja, which I didn't even know was a possibility. You learn something new every day.)

Snake remains an awesome hero, too; convincingly badass, yet vulnerable and human at the strangest of times. He's at his most interesting when interacting with the diverse other members of the cast; whether it's struggling to show his feelings for Meryl or trying to work out the best approach to dealing with Otacon, who is terrified to the point of literally pissing himself one moment; overconfident and cocksure the next; emotional and irrational the next.

The game still packs a surprising amount of emotional punch, too, even with its primitive technology, and it's at least partly down to Kojima's strong direction of the game's cutscenes. Say what you will about the series and its lengthy storytelling sequences between bouts of crouching in the dark (and, of course, "Snake, SNAKE, SNAAAAAKE!", which I have heard a good few times today during some challenging sequences I didn't remember quite so well) — Kojima knows how to make a good movie with some interactive elements, and I think it's a fairly well established fact by now that I have absolutely no problem with games that prioritise storytelling over what we might traditionally call "gameplay". (I'm particularly looking forward to revisiting Metal Gear Solid 2's infamous 20-minute cutscene towards its conclusion.)

Anyway. Onward to disc 2 tomorrow, and a confrontation with Metal Gear, along with some other parts I've no doubt forgotten. For now, time for bed, possibly with some Senran Kagura Burst before sleepytime… Oh yes.

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1501: A Hind D https://imnotdoctorwho.moegamer.net/2014/02/28/1501-a-hind-d/ https://imnotdoctorwho.moegamer.net/2014/02/28/1501-a-hind-d/#comments Fri, 28 Feb 2014 00:11:25 +0000 http://angryjedi.wordpress.com/?p=6285 I've finally acquired all of the mainline Metal Gear Solid games and have decided to play them through. To date, I've only ever played the first two (the first two Metal Gear Solids, not the first two Metal Gears), though I have had a copy of Snake Eater on my shelf for years now that I am yet to boot up. … Continue reading 1501: A Hind D

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I've finally acquired all of the mainline Metal Gear Solid games and have decided to play them through. To date, I've only ever played the first two (the first two Metal Gear Solids, not the first two Metal Gears), though I have had a copy of Snake Eater on my shelf for years now that I am yet to boot up. (Despite this, I picked up a copy of the HD collection for PS3. Why not, eh?)

Despite the fact that I've only ever played the first two, I have always thought of the series very fondly. I recall playing the original PS1 game to absolute death when it first came out since it was far and away one of the most gobsmackingly impressive console games around at the time.

Today, it's not looking quite so impressive thanks to its 320×200 resolution, limited colour palette (so much dithering!) and complete lack of facial animations, but Hideo Kojima's artistic intentions still clearly shine through thanks to excellent, movie-like direction of the cutscenes and high production values for music and voice work. In terms of sound, at least, the original game is very much on a par with modern games, with spectacular voice acting and a stirring, memorable score accompanying the action.

I think one of the reasons I enjoy the Metal Gear Solid games I have as much as I do is because they quickly subvert expectations. Obviously I don't have the same expectations of them as I did back when I first played them, but I still remember how enjoyable it was to see the game's setting and narrative evolve from gritty, manly super-soldier preventing nuclear war to comic-book style character-driven tale with a series of ridiculously overexaggerated villains. The gritty, manly super-soldier preventing nuclear war story is still there, of course, but with all the other stuff going on atop it, it becomes far more interesting than your average Call of Duty or whatever.

This is, in part, Kojima's craft. He can blend things together remarkably well. He can blend the realistic and the fantastic; the mundane and the ridiculous. The first game is relatively tame compared to what happens in some of the later installments — even the second one — but it's still not afraid to let its hair down every so often with villains like Psycho Mantis, who requires you to plug your controller into the other slot so he can't read your mind, and Vulcan Raven, who manages to come off worse in a fight against Snake even when attacking him with a tank.

Divisive though it may be, I'm also a fan of how Kojima tells his stories. My friend Mark described the Metal Gear Solid games as one part tactical stealth action game, one part movie and one part radio drama, and it absolutely is true. The stealth action stuff is solid, enjoyable and challenging; the movie is well directed and as enjoyable as anything I've seen on the big screen, despite only starring computer-generated characters; and the radio drama that unfolds any time you whip out your Codec to chew the fat with any of Snake's colourful cast of allies is well acted and always worth sitting through. I feel a bit sorry for those who feel the need to skip cutscenes and dialogue; they're missing out on a significant part of the Metal Gear Solid experience.

Anyway. This time around I'm hoping to make it all the way through to the end of 4. I've renewed my interest in the series somewhat since looking a little into the new games Ground Zeroes and The Phantom Pain, you see, and it would be nice to be up to date with what's going on before I play those. Plus everyone always says Metal Gear Solid 3 is amazing, so I should probably see what they're all banging on about at some point, huh?

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1499: Per. So. Na https://imnotdoctorwho.moegamer.net/2014/02/25/1499-per-so-na/ https://imnotdoctorwho.moegamer.net/2014/02/25/1499-per-so-na/#respond Tue, 25 Feb 2014 23:32:21 +0000 http://angryjedi.wordpress.com/?p=6281 So, Atlus confirmed today that the four new Persona games — Persona Q: Shadow of the Labyrinth for 3DS, Persona 4 Arena Ultimax for PS3 and 360, Persona 4: Dancing All Night for PlayStation Vita and Persona 5 for PlayStation 3 — are coming to English-speaking territories. And there was, as they say, much rejoicing. My love of the Persona series is well-documented on these very pages, … Continue reading 1499: Per. So. Na

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So, Atlus confirmed today that the four new Persona games — Persona Q: Shadow of the Labyrinth for 3DS, Persona 4 Arena Ultimax for PS3 and 360, Persona 4: Dancing All Night for PlayStation Vita and Persona 5 for PlayStation 3 — are coming to English-speaking territories. And there was, as they say, much rejoicing.

My love of the Persona series is well-documented on these very pages, but I'm particularly pleased the three spinoff titles are all making it West. I'm especially excited about Dancing All Night — as evidenced by yesterday's post, music games are very much my jam, and Dancing All Night is looking very lovely indeed. I can take or leave Persona 4 Arena Ultimax for now — I'm still yet to beat the first one, though I will get to it eventually — and Persona Q intimidates me a little as someone who is still yet to play an Etrian Odyssey game. But all of them are appealing in one way or another; all of them are games I will play and love.

And then there's Persona 5, which we know next to nothing about so far. I'm really looking forward to this. The Persona team's previous game on consoles was Catherine, which turned out to be seriously great — not to mention a hefty challenge — and set a certain level of expectation for what a Persona 5 might look like. I'm thinking cel-shaded visuals interspersed with anime cutscenes, and that same sense of exquisite stylishness that has permeated the series since at least its third installment.

As for the others, I would worry that they're milking Persona 4 dry were it not for the fact that all the spinoff games featuring the Investigation Team and pals are very different beasts. Of the upcoming titles, only Persona 4 Arena Ultimax is remotely similar to a Persona 4 game we've already had — and given that game's surprisingly visual novel-ish nature, I don't mind all that much, since it's the story that's the important thing, rather than the fighting. (Although competitive players might disagree.)

As for Persona Q and Dancing All Night, though? I can't wait to give them a try — particularly, as I say, the latter. Rise was adorable in Persona 4, and the opportunity to spend another game in her company as she does what she does best — singing and dancing in an indefatigably cheerful manner — is not something to be passed up, particularly with the prospect of other Persona 4 stars putting in an appearance, too. Yu, Persona 4's original protagonist, looks particularly fetching strutting his stuff — I very much like how he's taken on a lot more of his own personality since the original game thanks to spinoff titles and the official anime adaptation.

But sadly we have a fair while to wait before we can get our hands on them. Persona Q and Ultimax aren't showing up until autumn of this year, and Dancing All Night and Persona 5 are next year. Still, the fact they're not just around the corner is probably a good thing — gives me time to clear my backlog a bit, not to mention review the several games I've got on my plate at the moment!

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1498: Diva https://imnotdoctorwho.moegamer.net/2014/02/25/1498-diva/ https://imnotdoctorwho.moegamer.net/2014/02/25/1498-diva/#respond Tue, 25 Feb 2014 00:52:13 +0000 http://angryjedi.wordpress.com/?p=6279 I've been playing a bit of Hatsune Miku: Project Diva F on PS3 recently. Every time I play it, I'm reminded that I really love rhythm games, regardless of whether or not they have "famous" music in them. (More hardcore Miku fans than I would probably be able to do a better job of explaining how each … Continue reading 1498: Diva

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I've been playing a bit of Hatsune Miku: Project Diva F on PS3 recently. Every time I play it, I'm reminded that I really love rhythm games, regardless of whether or not they have "famous" music in them. (More hardcore Miku fans than I would probably be able to do a better job of explaining how each and every one of the tracks in Project Diva F is famous, but I'm happy just knowing "the one from Nyancat", "the one from Leekspin" and "the one from Black Rock Shooter" for the moment.)

It helps, of course, that Project Diva F is an excellent rhythm game. It doesn't do anything too complicated with its gameplay — it's just tapping or occasionally holding buttons to the beat, sometimes breaking for some analogue stick-flicking rather than button-pressing — but has a good scoring system that rewards you in a number of different ways: overall accuracy, successfully completing high-pressure "technical zone" sequences and unlocking the "true" end to a track by completing another special bonus zone. You can then bump up the challenge factor through a nifty risk/reward mechanic whereby it becomes easier to fail a track, but in exchange you get considerably more "Diva Points" to spend on goodies if you successfully make it all the way through.

I tend to judge music games based on how "in the zone" they make me feel. A good music game makes you feel at one with the rhythms in its tracks, and you feel like the buttons you're tapping have a real connection to the song. This doesn't necessarily mean just tapping out the beat — I recall vividly explaining to my friend Woody way back when that the various button-presses in Vib Ribbon didn't necessarily follow the vocal lines or the drum beat, but were in fact more like what you'd do if you were drumming your fingers to the song, and the note patterns in Project Diva F are much the same way. Sometimes you're tapping out the rhythm that Miku and friends are singing; others, you're following the guitar line, or the drums, or something else that is prominent in the soundtrack. Learning each track is a matter of familiarising yourself with what you're "playing" at any given moment, and how it fits in with the song as a whole.

In short, Project Diva F gets me feeling very much "in the zone" while I'm playing. It's one of those music games that's hypnotic to play, though the fact that notes come from all directions means that you're not left with that strange "the whole room is scrolling!" feeling that I always got from lengthy Guitar Hero or Rock Band sessions. The background videos are a lot of fun, too, featuring Miku and her friends getting up to various misadventures just like real pop stars in real music videos.

And the customisation. Man. I have a thing for playing dress-up in video games, and Project Diva F does not disappoint in this regard at all. Each of the game's characters has a hefty number of different costumes to unlock, with various accessories on top of that. Then you can decorate each of their rooms, and unlock amusing, silly cutscenes when they interact with the items. Some of the items even have a practical function — setting Miku's alarm clock puts her to sleep, for example, and she'll wake herself (and you) up when the timer expires. Arguably not all that useful on a TV-attached console such as the PS3, but a nice touch — and I can see it being cool on the Vita version we're supposedly getting in the West relatively soon.

I haven't even touched the frankly terrifying Edit Mode yet, in which you can cut your own music videos and set up your own playable note patterns to your own music. If I jump down that particular rabbit-hole, I can see myself getting thoroughly lost, so I've held off for now. But I'm sure I'll investigate at some point in the near future.

If you're a fan of music games as I am, be sure to check it out; don't worry that you might not know many of the songs — you'll pick them up by the umpteenth time you play them to perfect your score!

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1492: The Alchemist of Arland, Reprise https://imnotdoctorwho.moegamer.net/2014/02/19/1492-the-alchemist-of-arland-reprise/ https://imnotdoctorwho.moegamer.net/2014/02/19/1492-the-alchemist-of-arland-reprise/#respond Wed, 19 Feb 2014 00:42:22 +0000 http://angryjedi.wordpress.com/?p=6267 I've been enjoying Atelier Rorona for the past few days, so I thought I'd talk a little about what I like about it. I know that Atelier Rorona isn't the best of the three …of Arland games on PS3, but my completionist nature (from a narrative perspective, anyway) insists that I play it thoroughly first before moving on to the supposedly … Continue reading 1492: The Alchemist of Arland, Reprise

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I've been enjoying Atelier Rorona for the past few days, so I thought I'd talk a little about what I like about it. I know that Atelier Rorona isn't the best of the three …of Arland games on PS3, but my completionist nature (from a narrative perspective, anyway) insists that I play it thoroughly first before moving on to the supposedly superior Atelier Totori and Atelier Meruru. And while I was originally intending to wait for the revamped version of Atelier Rorona before I played it, there's still no confirmation one way or the other of whether it's coming to the West. I'll be surprised if it doesn't, but either way, I decided I couldn't wait any longer. I started playing it a while back — June of last year, in fact — but only got about ten hours in due to a combination of Hyperdimension Neptunia Victory, Time and Eternity and Tales of Xillia. Now, no more interruptions!

So what the hell is Atelier Rorona and why should you care? Well, it's… I guess it's an RPG? It certainly has all the trappings of a typical RPG — hit points, experience points, levels, skills — but it's not at all your usual "band of plucky heroes saves the world" affair. No, instead it's a rather smaller-scale affair in which you play a young girl called Rorona who is tasked with saving the alchemy workshop in which she works by fulfilling a series of increasingly unreasonable requests. These all come from Meredith Alcock, the head of the Ministry of Arland, who is keen to stamp out alchemy in favour of industrialisation for his own, presumably greedy reasons. Failure to meet the requirements of the assignments brings your game to a premature end; successfully completing them means you're immediately presented with another one until you reach the conclusion of the game.

Amid all these assignments are numerous visual novel-style narrative paths that are woven throughout the course of the game, and which you can advance by improving your relationships with various characters by performing additional tasks for them. There are numerous endings to the game, and it's designed to be replayed several times. I haven't yet decided if I'm going to attempt to play as much of Rorona as possible before moving on to Totori, or if I'm going to cycle around Rorona, Totori and Meruru several times in sequence. Either way, I'm presently enjoying the experience enough to want to try and see as many of the endings as possible.

It's not necessarily the narrative that is the biggest draw in Atelier Rorona though. No, this being a Gust game, the emphasis is very much on an in-depth crafting system, which is excellent yet enjoyably distinct from that seen in Atelier's stablemate Ar Tonelico. In Ar Tonelico, crafting was a means of seeing various interactions between the characters and getting to know them a little better — plus getting some great items out of the experience in the process. In Atelier, meanwhile, the crafting system is the core of the game: it's the way you complete most of the assignments in the game, and the solution to most of the quests you're presented with to earn money or improve your relationship with other characters.

The reason it's so interesting is because it's a lot deeper than simpler systems seen in other games that require you to do nothing more than combine specific items to get a brand new item. In Atelier Rorona, you have to take the quality of your ingredients into account — and things like organic ingredients spoil over time — as well as the various "traits" they have attached to them. In many cases, these are nothing more than flavour — if you make a metal ingot that is "stinky" it doesn't affect the stats of any items you subsequently create using it, for example — but in others you can do things like boost the base effect of a healing or attack item, improve the stats on equipment and improve its quality beyond that which its component items would normally provide.

There's a lot of number-crunching involved to optimise your alchemy, and you can't always count on having perfect ingredients available, so sometimes you'll have to improvise somewhat. The ability to do this is reflected by some ingredient items for recipes being a generic category rather than a specific item. For example, when making a "Spring Cup" item that contains liquid, the exact liquid you put in there is up to you — it could be water, it could be tree sap, or something altogether more unpleasant. The items you choose to put in there will affect the final quality of the item, and experimentation is often very rewarding.

Key to doing well in Atelier Rorona is managing your time effectively, because everything you do causes the in-game clock to tick away, counting down towards each new deadline. Whether you're crafting something or going out into the field to gather ingredients and fight monsters, everything takes time, so if you want to optimise how you're playing the game — which is presumably important when going for some of the endings — you'll need to plan your time well. Probably better than I'm doing right now, but I'm fine with just seeing which ending I get first time, then specifically attempting to pursue one or more of the others on a subsequent playthrough.

If the other two …of Arland games are as enjoyable as Atelier Rorona I can see myself spending a hefty amount of time on this series. It helps that Rorona has an amazing soundtrack — I shouldn't expect anything less from Gust after Ar Tonelico's magnificence in that regard — but the gameplay is rock-solid too. I'm looking forward to crafting a whole bunch more pies, bombs and mysterious liquids over the next few weeks, and I don't doubt I'll report further on my progress as I continue.

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1490: Bros Before Titans https://imnotdoctorwho.moegamer.net/2014/02/17/1490-bros-before-titans/ https://imnotdoctorwho.moegamer.net/2014/02/17/1490-bros-before-titans/#respond Mon, 17 Feb 2014 01:39:44 +0000 http://angryjedi.wordpress.com/?p=6263 As I mentioned yesterday, I've been playing a bunch of Atelier Rorona this weekend, but tonight I decided to play through something a few people have been bugging me to try: Brothers: A Tale of Two Sons. And it proved to be the perfect antidote to the endless Titanfall chatter there's been on social media all weekend. For those unfamiliar, Brothers, as I … Continue reading 1490: Bros Before Titans

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As I mentioned yesterday, I've been playing a bunch of Atelier Rorona this weekend, but tonight I decided to play through something a few people have been bugging me to try: Brothers: A Tale of Two Sons. And it proved to be the perfect antidote to the endless Titanfall chatter there's been on social media all weekend.

For those unfamiliar, Brothers, as I shall refer to it hereafter, is a game about the titular brothers going on a quest to find the cure for their sick father. It sells itself as a "single-player cooperative game" and that's not actually a bad description in mechanical terms — using both thumbsticks on a controller, you control both brothers, and use the triggers to make each of them interact with things. Big Brother is stronger, taller and older; Little Brother is more agile, smaller and more childish. Most of the game's puzzles revolve around working out which brother is the most appropriate one to use in a situation, and whether or not they need to work together, which they usually do.

But mechanics are probably the least interesting thing about Brothers. Where the game really shines is in telling a compact, emotional story whose characters are introduced, undergo some serious, well-paced growth and bring the story to a fitting conclusion… all without saying a word. Or not a word in English, anyway; I'm not entirely sure if the language the characters speak in the game is real or just a Simlish-style made up language, but it doesn't matter — the meaning is got across through a combination of context, body language, facial expressions plus other presentational elements such as music. The game packs a seriously powerful emotional punch by slowly building up these characters and giving you a chance to get to know them before throwing them into harrowing situations that will tax the emotional constitution of even the most hard-hearted soul.

I cried three times over the course of the game, but as we've probably established in a number of posts over the last 1,490 days, I am somewhat susceptible to this sort of thing, not to mention a lot more willing to allow my emotions to leak out through my eyes if something affects me strongly. I'm not actually sure if game makers have genuinely got better at emotional storytelling over the past years, whether I've become more susceptible to emotional manipulation, or something in between. It doesn't really matter too much, I suppose; the fact that a game like Brothers can have a legitimately emotional impact is something that's worth celebrating and praising in itself — it doesn't necessarily need to be compared to anything else.

I'm being deliberately vague about details of the plot here because I believe that if you're reading this and have access to some sort of gaming device on which you can play Brothers, you should definitely give it a go. It's a short game — it took me just under 3 hours to get all the way through — and not a particularly challenging one either, but it's not about challenging the player (in mechanical terms, anyway — it's definitely emotionally challenging). Rather, it's about telling an interesting, compelling story in a somewhat unconventional and interactive way. It's the kind of story that might work as an animated movie, but which has a whole lot more power added to it by virtue of the fact that you're the one in control.

Grab a copy for PC here. And if you're planning on playing it, I recommend not reading up on it at all beforehand. It's an experience best had with beginner's mind, and one best had in a single sitting. So set aside a few hours, grab a controller, turn out the lights and enjoy a fantastic story.

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1487: Uchikoshi's Last Reward https://imnotdoctorwho.moegamer.net/2014/02/14/1487-uchikoshis-last-reward/ https://imnotdoctorwho.moegamer.net/2014/02/14/1487-uchikoshis-last-reward/#respond Fri, 14 Feb 2014 00:26:56 +0000 http://angryjedi.wordpress.com/?p=6255 Kotaro Uchikoshi, the creator of the two Zero Escape games 999 and Virtue's Last Reward, opened an English language Twitter account today, even despite his own admission that his English is not all that great. Still, he felt compelled to communicate directly with his fans since, surprisingly, it seems the majority of the Zero Escape fanbase is actually in English-speaking territories … Continue reading 1487: Uchikoshi's Last Reward

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Kotaro Uchikoshi, the creator of the two Zero Escape games 999 and Virtue's Last Reward, opened an English language Twitter account today, even despite his own admission that his English is not all that great. Still, he felt compelled to communicate directly with his fans since, surprisingly, it seems the majority of the Zero Escape fanbase is actually in English-speaking territories — and that neither 999 or Virtue's Last Reward sold well enough in Japan to make a third and final installment in the series possible in the immediate future.

This is… distressing to see, frankly. Uchikoshi's Twitter feed is heartbreaking to read. Even through the occasionally slightly broken English — his English is certainly better than my Japanese, mind — it's clear that there stands a passionate man who would like nothing better than to realise his grand vision for his magnum opus, a man constantly frustrated by the realities of the modern games biz — key word "biz" — and a man who genuinely feels bad that he's letting his fans down. I find it incredibly sad that someone doing such wonderfully distinctive things with interactive storytelling has been put in such a position in this, an age where story-centric games such as Gone Home, The Stanley Parable and numerous others can be held up and celebrated — even declared "Game of the Year" in some quarters of the Internet. Surely the modern industry is diverse enough to support both the Titanfalls of the world and a third installment in the Zero Escape series?

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Perhaps it is — in fact, given the outpouring of support I've seen for it today, I know it is — and Uchikoshi simply hasn't yet found the right route to market. Despite the bleak, apologetic nature of his tweets, it's clear that he hasn't given up hope as yet. Following a heartfelt plea for any prospective investors to contact him directly via Facebook (I'm providing the link there on the off-chance that anyone rich is reading and feels like funding Zero Escape 3) he attempted to reassure fans that Zero Escape 3 "will definitely be released somehow, someday!" And I'd like to believe that he's right.

The question is "how?" Uchikoshi claims that he's considered crowdfunding but was concerned that it wouldn't be "persuasive" enough, but this may partly be due to the fact that crowdfunding is still yet to make a huge impact in Japan; it's still primarily a Western thing, with the exception of a few Japanese developers like Nigoro (though still in collaboration with Western publisher Playism, I might add) turning to the platform to fund projects such as La-Mulana 2. I would have thought that Kickstarter would be an ideal solution for Uchikoshi to clearly solicit and demonstrate fans' support for the Zero Escape series, but this may not help the situation in his native Japan, which is where the problems really are. I'm assuming there are some sort of rights issues involved with developer Spike Chunsoft that prevent him from striking out on his own and making Zero Escape 3 as an independent developer, or releasing 999 and Virtue's Last Reward (and Zero Escape 3) on PC, or…

Well, anyway. Sadly, I don't have the power to do anything about the situation. But it will be absolutely criminal if someone with as clear an artistic vision as Uchikoshi isn't able to realise his creative visions due to matters of "business". This is something I hope that the industry as a whole can solve together; regardless of whether or not you liked 999 and Virtue's Last Rewardyou can hopefully agree that the gaming landscape is a richer place with titles like them in it. Creative, interesting games should be encouraged and rewarded; instead, if we're not careful, we'll drive people like Uchikoshi away forever and be stuck with an vicious cycle; an endless of soulless but profitable games, and no-one wanting to rock the boat by doing something a bit different.

Zero-Escape-Virtues-Last-Reward-Review-Topper

That's a Doomsday scenario, obviously, and unlikely to happen, particularly while the Western indie space is flourishing to such a degree. Now we just need the East to follow suit.

I wish Uchikoshi the best of luck in his endeavours to get Zero Escape 3 into the hands of those of us who really, really want to see it, and would urge you to support him in any way you can if you believe in interesting, distinctive games that do some truly creative things with the medium as a means of interactive storytelling.

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1485: Trigger Happy Havoc https://imnotdoctorwho.moegamer.net/2014/02/11/1485-trigger-happy-havoc/ https://imnotdoctorwho.moegamer.net/2014/02/11/1485-trigger-happy-havoc/#respond Tue, 11 Feb 2014 23:59:00 +0000 http://angryjedi.wordpress.com/?p=6248 I've been refraining from talking about it until I put my review up, but now that's safely filed, I feel I should enthuse somewhat about Danganronpa: Trigger Happy Havoc. For the uninitiated — and all the people who constantly claim they have no idea what Danganronpa is — allow me to explain. It's a visual novel-cum-adventure game from … Continue reading 1485: Trigger Happy Havoc

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I've been refraining from talking about it until I put my review up, but now that's safely filed, I feel I should enthuse somewhat about Danganronpa: Trigger Happy Havoc.

For the uninitiated — and all the people who constantly claim they have no idea what Danganronpa is — allow me to explain.

ADOOOOORABLE.
ADOOOOORABLE.

It's a visual novel-cum-adventure game from Spike Chunsoft, the developers who brought us the Zero Escape series that consists of 999 and Virtue's Last Reward. Its concept is something of a cross between Corpse Party and Zero Escape: a disparate group of individuals are kidnapped, trapped in an enclosed environment (in this case, a twisted, not-quite-right version of a school, hence the Corpse Party comparisons) against their will, and then presented with a series of challenges between them and their final escape. In Zero Escape's case, this was a matter of solving puzzles and choosing the correct path to the end; in Danganronpa's case, meanwhile, it's a little more complex.

The game's Zero-equivalent Monokuma — a far more in-your-face and sinister antagonist than the largely hands-off Zeroes — challenges the game's cast to a "killing game" in which anyone who successfully gets away with murder graduates from the twisted school and gets to escape; meanwhile, everyone else gets "punished" by, well, being killed. Conversely, should the "Blackened" murderer be found out, they get punished, but the remaining students don't get to escape — they just have to continue their school life.

The game unfolds over a series of chapters, each of which involves the surviving members of the cast investigating the mysterious school, trying to get to the bottom of what is going on and then, subsequently, investigating a murder that happens. This is then followed by a "class trial" in which everyone argues and yells at each other and, if you've done your job correctly, the culprit is identified and punished. In between these phases, you get short periods of "Free Time" in which you can hang out with the remaining characters to build up your relationships, which subsequently unlocks "skills" for use in the trial segments.

Ooh, I know, I know. It's... [SPOILERS]
Ooh, I know, I know. It's… [SPOILERS]
The trials themselves are a far cry from Ace Attorney territory. The majority of them revolve around a mechanic called "Non-Stop Debate" in which the characters continue speaking their lines whether or not you're ready to continue, and you have to shoot down "weak points" in their arguments with the "truth bullets" you gathered over the course of your investigation. On the default difficulty, for the majority of the game you'll only have to identify which statement to shoot down with a single truth bullet; on harder difficulty levels (and at certain, critical moments on normal difficulty) you'll also have to choose the correct truth bullets to refute the statements you think are false. This then gets even more complicated as the game progresses as people start shouting over the top of each other, represented by irrelevant "noise" statements floating across the screen and getting in the way of the things you actually want to shoot down.

This Hangman game has a lot more at stake than a stickman's life.
This Hangman game has a lot more at stake than a stickman's life.

These arguments are supplemented by Hangman-like sequences in which you have to recall specific pieces of information by spelling them out, rhythm action sequences in which you struggle to make yourself heard over someone's constant objections and, at the end of each "case," a Trauma Team-style summing up of exactly what happened by assembling a comic strip depicting the events leading up to the murder, and what happened after that.

It's a fascinating game; perhaps not as "clever" as 999 and Virtue's Last Reward, but that's no bad thing — while 999 and Virtue's Last Reward specialise in bending your brain around complicated narratives with peculiar structures, Danganronpa's relatively straight line to the finish still manages to have plenty of surprises, twists and turns along the way, and has no qualms whatsoever about killing off its main cast with alarming rapidity.

In short, my review has hopefully already made this abundantly clear, but if you have a PlayStation Vita and the slightest interest in intriguing, compelling murder mysteries, you should abso-posilutely pick up a copy of Danganronpa this week. No, I don't care if you're already playing Bravely Default. No, I don't care if you're getting stuck into Lightning Returns. Danganronpa is fantastic, and I don't mind admitting that I want as many people as possible to play it so we continue to see more and more games like this in the West.

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1484: Virtue's Last Reward, No Really It's Totally the Last One This Time https://imnotdoctorwho.moegamer.net/2014/02/11/1484-virtues-last-reward-no-really-its-totally-the-last-one-this-time/ https://imnotdoctorwho.moegamer.net/2014/02/11/1484-virtues-last-reward-no-really-its-totally-the-last-one-this-time/#respond Tue, 11 Feb 2014 00:42:09 +0000 http://angryjedi.wordpress.com/?p=6246 So I did it. I finished Virtue's Last Reward. Spoilers follow for both 999 and VLR. Damn. What a great game. I wasn't quite sure what to expect in the plot of the new game after 999 wrapped up, because although 999's plot was pleasingly self-contained, it left things on an intriguing cliffhanger with regard to one character in particular — the peculiar and almost-naked … Continue reading 1484: Virtue's Last Reward, No Really It's Totally the Last One This Time

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So I did it. I finished Virtue's Last Reward.

Spoilers follow for both 999 and VLR.

Damn. What a great game.

I wasn't quite sure what to expect in the plot of the new game after 999 wrapped up, because although 999's plot was pleasingly self-contained, it left things on an intriguing cliffhanger with regard to one character in particular — the peculiar and almost-naked Alice, whom, at the end of 999, you are led to believe may very well be an Egyptian mummy full of Ice-9.

Virtue's Last Reward initially appears mostly unconnected to 999 aside from a few elements — the presence of the character Clover, who looks somewhat different (and rather more cheerful) than her moody, brooding self in 999; the main "antagonist" (for want of a better term) being called "Zero"; and the main concept of the game's setting being the "Nonary Game," which involves attempting to escape through a door marked "9" (which, this time around, is visible from the very start rather than buried within the depths of the facility) and trying not to get killed by the bracelets locked to your wrists (which, this time around, inject you with anesthetic and muscle relaxant rather than blowing you up — something which I find somehow more horrifying than simply blowing up, despite the fact that the injecty-bracelets were designed to tone down the horror elements from 999.)

Aside from those aspects, however, it's not immediately apparent that there's any direct connection between the previous game and this one. The protagonist is different; there's no sign of characters from the first one (aside from Clover) and it's not immediately apparent whether or not the new Zero has any connection at all to the past one.

What's most intriguing about the overarching plot of Virtue's Last Reward is how it drip-feeds information to you. As you progress through the game, you gradually start picking up more and more pieces of information, but for the most part, the game doesn't put it together for you. In fact, there are several situations where you're just plonked in front of a computer's login screen and expected to figure out the user ID and password based on what you've seen before, but aside from that, you're also expected to draw your own conclusions about how the characters relate to one another, which of the numerous timelines down which the story can proceed is the "right" one (if any) and what things people tell you in one timeline might mean in another.

A particularly fascinating aspect of the game's structure is the fact that the in-game ability to "jump" from narrative node to node at any time is specifically addressed in game as Sigma and Phi are revealed to have the ability to send their respective consciousnesses forwards and back in time. In the absolutely, positively, completely, no-really-we-mean-it-this-time final final ending, the game even shatters the fourth wall by having the characters talking directly to you, and strongly implying that somehow you have been present through all this (and will likely be there in the sequel too).  It's mind-bending, but always remains coherent and consistent throughout; to paraphrase the game's unsurprisingly comprehensive TVTropes page, the game wilfully and happily breaks all of Knox's Ten Commandments of detective fiction, but does so in such a way that it remains true to the spirit of the rules — deus ex machina is kept to a minimum, and even the strangest stuff that goes on is eventually explained in a manner that is utterly convincing; that which isn't explained is used as a sequel hook and manages to do so without being unsatisfying — by the end of Virtue's Last Reward it's abundantly clear what actually went on in the new Nonary Game and as such it takes a bit of a sting out of the whole "Oh, but then they went off and did this, which we're not going to show you right now" stuff they pull at the end.

One thing I'm sure of having finished it now, though: that third game needs to get made. Given the relatively low sales of both 999 and VLR, I fear for the series' future, but I do hope that the third game gets made and wraps up the complete story. As it stands, it's a fascinating, brilliantly crafted story that would only really be possible through the video games medium, and it would be a shame to see it left as an unfinished work. It may have taken me a while to get around to finally playing these two games, but having done so, I'm confident in saying that a third installment is a day-one purchase for me, no questions asked.

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1462: Filthy Lucre https://imnotdoctorwho.moegamer.net/2014/01/20/1462-filthy-lucre/ https://imnotdoctorwho.moegamer.net/2014/01/20/1462-filthy-lucre/#respond Mon, 20 Jan 2014 00:02:57 +0000 http://angryjedi.wordpress.com/?p=6190 There are many things that bug me about free-to-play games — specifically, those of the mobile and Facebook variety — but one of my biggest bugbears is the ability to purchase in-game currency. Frustratingly, this is an option that has transcended its free-to-play origins and is now starting to infest other types of game — … Continue reading 1462: Filthy Lucre

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lucreThere are many things that bug me about free-to-play games — specifically, those of the mobile and Facebook variety — but one of my biggest bugbears is the ability to purchase in-game currency. Frustratingly, this is an option that has transcended its free-to-play origins and is now starting to infest other types of game — including full-price retail games on the new consoles.

The ability to purchase currency is usually touted as a time-saving feature that eliminates the need for grinding. In some cases, it's simply that — an option. In others, it becomes abundantly clear before very long that the game's economy has been balanced on the assumption that most players probably will purchase in-game currency at some point, and consequently those who just want to play the game without having to get their credit card out every ten minutes can just go fuck themselves.

Now, in many ways, choice is a good thing. Not everyone has time to spend earning virtual money in games to achieve somethingorother. But does that mean they should have the option to spend real money in order to get ahead in the game? I'm not so sure.

You see, the second you put that option there, it devalues the efforts of those willing to put in the work to earn the money themselves. Why would you bother working for something if you can just throw money at it, effectively paying to not play the game?

The reason I bring this up is that my Free Company in Final Fantasy XIV has started saving up for a medium-sized plot of land on which to build a house for guild activities. We already have a small plot, but the shed-like house that fits on the small plots is already full to bursting with the furniture that the crafters have been churning out. Consequently, active members of the guild have been working together to earn money in order to purchase one of the larger plots, which allows you to build significantly larger houses.

This evening, we spent a couple of hours in a "spiritbonding party" — we grouped up together, equipped with items of jewelry that weren't part of our normal equipment loadout, and then proceeded to battle hordes of monsters until said pieces of jewelry were "spiritbonded" to us — a mechanic in Final Fantasy XIV that means you can then break the item of equipment down and turn it into "materia". Materia are items that can be socketed into pieces of equipment for various stat bonuses, and certain among them — particularly the better ones — sell for pretty high prices due to their usefulness in completing the high-level "A Relic Reborn" quest that culminates in a character acquiring their almost-best weapon.

As you may have surmised already, someone in the guild had the bright idea of mass-producing a bunch of these jewelry items, taking them to an area with enemies that respawned quickly, and then indulging in some mass Water Sprite genocide until we had all Spiritbonded with the items enough to turn them into materia. We could then sell the resulting materia and plough some (or all, depending on how generous we were feeling) of the profits into our fundraising efforts for the new house.

The point is, while the act of going through the spiritbonding process is rather tedious — it largely involves killing lots of things that you're way overpowered for — it was something that brought a lot of us together for an enjoyable time. The experience was meaningful, worthwhile and even fun for the fact we were working together on it, even though the actual things we were doing were pretty mindless. And, when each of us successfully and finally spiritbonded with the items we had equipped, there was a feeling of achievement; a feeling of achievement that amplified considerably when the little message popped up on screen some time later saying that the materia we created had sold for a respectable amount of money; a feeling of achievement that amplified even more when voluntarily donating some of our own in-game currency to the guild coffers.

Everything I've described above would have been utterly meaningless had the option to purchase currency been in there. Attaining the medium-sized house would have felt like a hollow victory, as we wouldn't have done it through our skill and dedication to the game — we'd have done it through how deep our collective pockets are. That carries no meaning in the game world; one of the nicest things about Final Fantasy XIV's land of Eorzea is that the real world never intrudes. There's no "cash shop", the game never once asks you for your credit card details — you set up your subscription before you start playing — and once you're in the virtual world, everything you do relates to the virtual world somehow. It's a highly immersive experience, and one of the best things about the game.

Drop in a "Buy Gil" button and that goes out of the window. When working hard to attain something challenging in the game that costs a lot of money, the thought would always be there: "I wonder if I should just pay up and get it instead." And sure, it's certainly nice in the short term to be able to buy your way to victory — but in the long run, it's much more satisfying to know that everything you've achieved is because you've put the effort in.

A bit like life, you know.

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1458: Wonderful! https://imnotdoctorwho.moegamer.net/2014/01/16/1458-wonderful/ https://imnotdoctorwho.moegamer.net/2014/01/16/1458-wonderful/#respond Thu, 16 Jan 2014 00:21:05 +0000 http://angryjedi.wordpress.com/?p=6178 I was fortunate enough to catch a pricing error on Nintendo's Web store yesterday — I didn't even know they had a Web store until yesterday, incidentally — that enabled me to score copies of The Wonderful 101 and Pikmin 3 for Wii U for just £8.95 each. It was touch-and-go as to whether Nintendo … Continue reading 1458: Wonderful!

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tw101I was fortunate enough to catch a pricing error on Nintendo's Web store yesterday — I didn't even know they had a Web store until yesterday, incidentally — that enabled me to score copies of The Wonderful 101 and Pikmin 3 for Wii U for just £8.95 each. It was touch-and-go as to whether Nintendo would honour these low prices, as it is any time a pricing error such as this comes up, but fortunately they honoured my purchase and I'm now the proud owner of digital copies of both of the aforementioned games. (I'd normally prefer physical, but my Wii U isn't exactly heaving with other downloads, so I can live with these two being boxless.)

You may ask why I didn't already own these two games, given that many Wii U owners regard one, the other or both as among the best games on the console. Well, the simple answer is that I wasn't sure if I'd like either of them — and certainly not enough to drop £50 on them. £8.95, while a relatively high price compared to what you can pick up in a Steam sale, is well within "impulse purchase" territory, however, and I was happy to give them both a go for that price.

I tried The Wonderful 101 tonight. I have enjoyed the Platinum games I've played to date — particularly Bayonetta, which in retrospect is probably one of my favourite games of the console generation just gone — but had heard that this was somewhat challenging and tough to get to grips with. As such, I approached it with a certain degree of trepidation.

It is somewhat challenging and tough to get to grips with, but much like Bayonetta rewarded you spending some time with it and getting to know how everything worked, so too does this game — and it doesn't take all that long to get your head around what's going on enough to improve your end-level ranking by a considerable degree.

For the uninitiated, The Wonderful 101 is a bizarre game in which you play a small army of superheroes as they attempt to fend off an alien invasion. The entire band moves as a group following whichever character is currently marked as the "leader", and various button presses can cause their formation to expand or contract.

The key mechanic in combat is making use of the "Wonder Line", which allows you to do various things with your small army of minions. By drawing shapes on the touchscreen of the Wii U GamePad or twiddling the right stick in various ways, you can perform "Unite" attacks — drawing a circle causes a number of the party to form a giant fist, for example, while drawing a straight line allows them to form a sword. You can also stretch your line of heroes over gaps and up walls to make bridges and ladders, too, and in order to snag some of the levels' secrets it's entirely necessary to do this.

The game is obviously very different to Bayonetta, which focused on a single character with a diverse variety of skills, but it also has a number of things in common with its spiritual precursor. For starters, all the enemies have distinctive "tells" to show when they're about to attack, and by learning these you'll know when to dodge and when to make use of the hilarious "Unite Guts" move, in which the entire party morphs into a giant pudding and shields against an attack. In Bayonetta, dodging attacks was key to the experience as it allowed you to trigger "Witch Time" in which time slowed down and you could send your score into orbit; in The Wonderful 101 it's a much more practical affair — it simply prevents you from taking damage, though in some cases, successfully blocking can rebound projectiles back at enemies or flip armoured vehicles onto their rooves.

I've only played two levels so far — both of them twice — but having got a handle on how everything works relatively quickly I now feel I "get" what the game is doing and look forward to trying more. I don't know if I'll end up obsessing over it quite as much as I did with Bayonetta when that first came out, but it's certainly got a lot of the same ingredients — and if you're a Wii U owner who has enjoyed Platinum's other work, I'd say you probably can't go all that far wrong with this.

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1443: Death to the Chimera https://imnotdoctorwho.moegamer.net/2013/12/31/1443-death-to-the-chimera/ https://imnotdoctorwho.moegamer.net/2013/12/31/1443-death-to-the-chimera/#respond Tue, 31 Dec 2013 14:28:46 +0000 http://angryjedi.wordpress.com/?p=6114 It's another Final Fantasy XIV post, I'm afraid, but I feel compelled to share the experience I just had, as I think it's something that's going to stick with me for some time. A bit of context, first, for those who don't play. My character is primarily a Black Mage, which is part of the group known … Continue reading 1443: Death to the Chimera

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It's another Final Fantasy XIV post, I'm afraid, but I feel compelled to share the experience I just had, as I think it's something that's going to stick with me for some time.

A bit of context, first, for those who don't play. My character is primarily a Black Mage, which is part of the group known as "DPS" (damage per second" or damage dealers. I don't have a lot of health, but my spells do hit hard and do a considerable amount of damage. When playing as a member of a party, I rely on the "tank" character to keep the enemies' attention off me, and occasionally the assistance of a healer to keep my health topped up if I do happen to get hit by something. For the most part, my responsibility is to avoid getting hit as much as possible, and to simultaneously ensure that I'm doing as much damage as possible.

I'm at level 50 on my Black Mage, which means I'm no longer gaining experience and have instead been gathering better and better equipment. My average item level is now 71, which is significantly stronger than where you are when you first hit 50 — though the effectiveness of all said equipment is scaled down accordingly if you happen to run a dungeon that's lower than level 50.

Which, as it happens, is exactly what I was doing earlier. I decided to run the dungeon Cutter's Cry, because I was well behind on my "Hunting Log" for the Immortal Flames Grand Company, and wanted to actually polish it off and make some progress. (In the game, your Hunting Log is a checklist of specific monsters to defeat, with rewards on offer for completing items on the list, and larger rewards on offer for completing a complete difficulty rank. The Grand Company is an organisation tied to one of the three main city-states in the game, and is effectively where your character pledges their allegiance to.)

Our run through Cutter's Cry didn't go as smoothly as it could have done. Our tank — the guy who stands at the front and gets hit, as well as the guy who generally leads jaunts through dungeons — wasn't especially skilled, and was having trouble maintaining the attention of monsters that really wanted to chomp on our healer's testicles. I spent a lot of the dungeon casting my Sleep spell to take a bit of the heat off the party and allow us to concentrate on a single monster at a time, and it overall seemed to work pretty well, with a few minor mishaps along the way.

We eventually reached the dungeon's boss monster Chimera, albeit with a different healer to the one we started with, who disconnected. Our first attempt failed miserably in a matter of seconds. The second, however, is where things got interesting and exciting.

It was going reasonably well for a while. We were doing decent damage to the Chimera, and the tank was successfully maintaining the attention of the enemy, allowing the party's Bard and I to pelt it from a distance with arrows and fireballs respectively.

Then something went horribly wrong. The tank didn't quite move far enough to get out of the path of one of the Chimera's special attacks, and hit the deck. The Bard followed shortly afterwards, leaving just me and the party's healer to deal with a by now very pissed off Chimera.

I thought this would almost inevitably be the end, but on a slightly selfish whim I decided to see what I could do. We'd already whittled the beast's health down to an amount that certainly looked doable, so I started alternating running away from it and flinging a few spells at it whenever it stopped to try and do one of its special attacks. The healer cottoned on quickly to what I was doing, and supported my efforts while the tank and Bard lay on the floor — the fight's too hectic to make raising party members practical, particularly if the tank's down.

The Chimera's health bar continued to deplete, and I somehow remained standing, successfully dodging each and every one of his special attacks and only occasionally taking damage from an occasional claw swipe. Meanwhile, I'd continue to electrocute him with my Thunder spells — which causes him to continually take small amounts of damage over a short period of time — and pelt him with fireballs whenever I had enough distance between us to make casting practical and safe-ish.

Finally, his health was into the "holy shit, are we actually going to pull this off?" territory — and conveniently, the party's Limit Break bar was fully charged at this point. (The Limit Break bar builds up gradually through combat, and any one party member can trigger it once it's charged high enough for a powerful special ability according to what class they are — in the case of Black Mage, it summons, as you might expect, a devastatingly destructive spell.)

"Limit Break!" called the party members. I was skeptical as to whether or not it would do enough damage, but I put some distance between the Chimera and I, waited for the perfect moment and then began casting.

The screen exploded in fire and my speakers erupted with the sounds of falling meteorites… and then there was a deafening screech as the beast collapsed to the floor and dissipated into a cloud of aether. The Chimera was down!

"Holy shit," said the fallen Bard afterwards as the healer helped him to his feet. "Good job."

I don't often like to toot my own horn, but in this case? Yeah, I have to agree.

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1439: Titanic https://imnotdoctorwho.moegamer.net/2013/12/28/1439-titanic/ https://imnotdoctorwho.moegamer.net/2013/12/28/1439-titanic/#respond Sat, 28 Dec 2013 01:20:17 +0000 http://angryjedi.wordpress.com/?p=6105 Been making good progress with Final Fantasy XIV over the last few days and once again I'm pleasantly surprised by how much I've taken to the multiplayer-centric endgame content. Tonight's job — the last-but-one step in the quest to acquire the almost-but-not-quite-ultimate weapon for my level 50 Black Mage class — was to fell Titan in his … Continue reading 1439: Titanic

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Been making good progress with Final Fantasy XIV over the last few days and once again I'm pleasantly surprised by how much I've taken to the multiplayer-centric endgame content.

Tonight's job — the last-but-one step in the quest to acquire the almost-but-not-quite-ultimate weapon for my level 50 Black Mage class — was to fell Titan in his "Hard Mode" fight, a notoriously difficult boss battle that I had a considerable degree of uneasiness about going into — and which I was terrified of the prospect of jumping into with strangers.

As it happens, the fight wasn't all that scary if you know what you're doing — much like every other fight in the game. You'd think I'd have learned that by now.

Titan, like Ifrit and Garuda before him, is one of the "Primals" — major bosses that crop up over the course of Final Fantasy XIV's main story, and a good opportunity to test your party's skills against one very strong opponent without having to run through a long dungeon first. The battles against them — known as "trials" in game parlance — tend to be unfold in deceptively simple boss-fighting arenas, but the simplicity of the environment is to ensure there's nothing to distract you from the important thing: paying attention to what your opponent is doing.

Ifrit, Garuda and Titan all have abilities that are far beyond almost anything else you fight in the game, and a party that doesn't know what it's doing can wipe out very quickly if they're not careful. They're highly mobile fights that demand you recognise your opponent's attack patterns and know how to counter them — and how to avoid them. Titan in particular is highly dependent on the party being able to avoid a relentless string of devastating attacks — and the healers being able to deal with the few, less-damaging attacks that are unavoidable for the whole party.

Aside from Titan, I spent a bit of time playing with the Conjurer class earlier — this is the healing class that later becomes White Mage, but also has a few offensive skills, too. It's an interestingly distinctive class to play when compared to Black Mage, and a good demonstration of how Final Fantasy XIV makes even ostensibly similar classes play markedly differently from one another.

Black Mage and its predecessor Thaumaturgist involve highly destructive spells that cost large amounts of magic points to cast. The key mechanic to get your head around with Black Mage is the balance between "Umbral Ice" and "Astral Fire" — the former causes your ice-based spells to cost more to cast, but increases your magic points regeneration enormously, while the latter causes fire-based spells to cost more to cast and deal considerably more damage, and also stops all magic points regeneration. Essentially, Black Mages have a limitless pool of magic points that mean they can continue casting indefinitely, so long as they make the switch between Umbral Ice and Astral Fire at appropriate junctures — and, at higher levels, make good use of the MP-free, instant-cast spells that occasionally trigger.

White Mage and its predecessor Conjurer, meanwhile, are very different. Spells are considerably cheaper to cast, but there's no Umbral Ice mechanic to quickly regenerate magic points in a hurry — so you have to manage your spellcasting a little more carefully. The class also has an interesting "stance switch" option, allowing the white mage to swap their Intelligence (determines spell damage) and Mind (determines healing power) stats around, effectively making them either damage- or healing-focused at the touch of a button. And then, of course, there's the fact that white mages are mainly regarded as healers rather than damage dealers, and as such you have to be a lot more aware of people around you so you can heal them. The tradeoff for this, of course, is that people tend to like you because you can stop them from dying — and, once you reach a high enough level, you can even bring them back from the dead.

I jumped into one of the short party-based "Guildhests" earlier on to have a go at healing as part of a group with a relatively straightforward challenge. The party I was with was clearly very inexperienced — the fighter charged ahead without waiting for me to cast protection spells on him, and the damage-dealing mage seemed to take as much damage as he inflicted. I managed to keep everyone alive, though, and my reward from these random strangers whom I'll probably never see again was three "Player Commendations" — a new system introduced in the latest patch which allows players to show their appreciation for random teammates they were matched up with through the Duty Finder system. It's a very nice, friendly addition to the game, and I can't deny feeling a pleasantly warm and fuzzy feeling inside after a successful dungeon run when I see that little "You have received a player commendation" message in my chat window. Even better when there's more than one.

Anyway. With Titan down, the only thing left for me to do to get my Black Mage relic weapon is to collect 400 more Allagan Tomestones of Philosophy by running dungeons — should be easy enough. Once I've done that, I'll be well on the way to being appropriately geared for the Binding Coil of Bahamut, the most difficult dungeon in the game… or I can just start working on one of the other classes, with the eventual goal of getting their Relic weapons, too.

This post was probably indecipherable to those of you who don't play Final Fantasy XIV but eh. Whatever. Tomorrow I'll write about kittens or something.

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1438: Mario Time! https://imnotdoctorwho.moegamer.net/2013/12/26/1438-mario-time/ https://imnotdoctorwho.moegamer.net/2013/12/26/1438-mario-time/#respond Thu, 26 Dec 2013 19:41:23 +0000 http://angryjedi.wordpress.com/?p=6103 Finally picked up Super Mario 3D World today with some of our Christmas money. (Andie spent all hers on Lego; I still have some left, which I'm probably going to spend on board games.) What do you know? It's fantastic, and to be honest I feel a bit sorry for anyone playing through the PlayStation 4 or … Continue reading 1438: Mario Time!

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Finally picked up Super Mario 3D World today with some of our Christmas money. (Andie spent all hers on Lego; I still have some left, which I'm probably going to spend on board games.)

What do you know? It's fantastic, and to be honest I feel a bit sorry for anyone playing through the PlayStation 4 or Xbox One's weak launch lineup in preference to the variety of really great games available for Wii U this Christmas time, with Super Mario 3D World certainly being a candidate for strongest of a strong bunch.

I've played through two "worlds" so far, and already it's shown considerably more invention and creativity than almost any other game I've played in recent memory. Nintendo just gets "fun". The Mario devs know what would be enjoyable and memorable to play, and they implement it in such a way that it manages to be consistently surprising and delightful even as you continue to progress through the levels. Rarely does it become predictable, and rarely does it get so hung up on a single trick that it becomes stale or boring; often, you'll come across an enemy or trap that shows up maybe once or twice and is then never seen again — a far cry from some other games that repeatedly fling the same generic tricks and traps at you over the course of a lengthy adventure.

The thing I particularly like about Super Mario 3D World and its predecessor Super Mario 3D Land for the 3DS is how intuitive it is. You'll very rarely be given an explicit tutorial or an insultingly simple level to teach you how things work; rather, you'll immediately be given a new item and it be implemented in such a manner that you can't help but figure out how it works and what it's for straight away. Beautiful game design.

Take the very first level: almost right off the bat, you're given Super Mario 3D World's new power-up, the cat suit. You're not explicitly told how the cat suit works — how you can run up the walls, how you can "pounce" while you're in the air — but the way the first level is designed encourages you to try these things out for yourself. You'll naturally discover how the mechanics work, and it's always pleasing and delightful to do so. The first time I found that wearing the cat suit allowed Mario and friends to climb up the flagpole at the end of the level for an easy gold flag put a genuine smile on my face.

The presentation is immaculate, too. A rock-solid 60fps; some well-designed, clear visuals; a minimal but informative interface; and some really, really great music performed on real instruments — Super Mario 3D World is without a doubt one of the most polished Mario games I've seen in recent memory, though I understand the Super Mario Galaxy games — which I'm yet to play — probably give it a run for its money, albeit in standard definition.

I'm looking forward to playing more, but I flattened the GamePad battery playing earlier. Perhaps I should invest in one of those new high-capacity batteries!

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1435: Something to Try This Steam Sale https://imnotdoctorwho.moegamer.net/2013/12/23/1435-something-to-try-this-steam-sale/ https://imnotdoctorwho.moegamer.net/2013/12/23/1435-something-to-try-this-steam-sale/#respond Mon, 23 Dec 2013 23:04:51 +0000 http://angryjedi.wordpress.com/?p=6096 "Lock up your wallets," the tired old joke goes, "it's Steam sale time." And indeed, the Steam holiday sale is a great opportunity to pick up tons of games for not very much money. The trouble is, the Steam sale tends to encourage people to pick up as many games as possible, then never get … Continue reading 1435: Something to Try This Steam Sale

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"Lock up your wallets," the tired old joke goes, "it's Steam sale time." And indeed, the Steam holiday sale is a great opportunity to pick up tons of games for not very much money.

The trouble is, the Steam sale tends to encourage people to pick up as many games as possible, then never get around to playing them. In previous Steam sales, I've probably gathered sufficient games to keep me busy for literally years now — to such a degree that it's now quite hard to find something new I might want to buy when a new sale comes around — and yet have still only barely scratched the surface of the games I own.

A lesser-appreciated thing that you can do around Steam Sale time, though, is try out something that you might not have given a chance normally. Perhaps it's in a genre you don't normally like, or you've been put off by mixed or middling reviews, or you're simply not sure if you'll enjoy it from what other people have told you about it.

The Steam sale is the perfect time to take a chance on these games, though, and see how well you get on with them. If you like them, great! Keep playing! And if you don't… well, you've only spent a few quid on them at most — at least if you've obeyed the Unwritten Law of Steam Sales, which is to not buy anything unless it sees a larger-than-50% discount — preferably 75% off.

One might argue that demos fulfil much the same function as what I'm proposing here, but demos don't often give you the full picture of how a game plays in the long term — often, they provide a simple slice of gameplay divorced from its surrounding context, which in many cases doesn't do it any favours, particularly if the game itself is a complex one. Grabbing a copy of a game you've been on the fence about for a few quid, meanwhile, allows you to jump into the experience with beginner's mind, try it out for yourself and give it a fair shot without having to worry about it "expiring" or anything just as it starts getting interesting.

I've got my eye on a few things I might be interested in trying this Steam sale, and they're all titles I probably wouldn't buy under normal circumstances.

First up, I grabbed XCOM the other day, since everyone says it's great. I don't know if or when I'll get around to playing it, but it's nice to have the option.

Second, I'm interested in taking a look at WarGame: AirLand Battle after a friend of mine expressed some interest in potentially playing it multiplayer sometime. Military war games aren't usually my thing, but that may be just because I haven't tried many of them in the past. AirLand Battle sounds like it does some interesting things that I quite like the sound of, but I'm worried I'll be embarrassingly shit at it and never be able to get anywhere.

Thirdly, I have the original version of Sins of a Solar Empire in physical format and quite liked it, but didn't get super-into it. The latest version Rebellion is in the Steam sale, and I'm umming and ahhing over giving it another shot — particularly since, again, it's something I might be able to play with friends.

Finally, Divinity: Dragon Commander looks like an enjoyable time, featuring, as it does, jetpack-wearing dragons, political intrigue, RPG elements atop a strategy game. I saw a very early version of this back at Gamescom in 2010 and liked it a lot, so I'd be interested in giving the full version a go.

If the price is right on any of these over the course of the Steam sale — they're all a little high at the time of writing — then I'll more than happily give them a go. Who knows? I might find a new favourite among them. Why don't you try doing the same?

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1434: Free Company https://imnotdoctorwho.moegamer.net/2013/12/23/1434-free-company/ https://imnotdoctorwho.moegamer.net/2013/12/23/1434-free-company/#respond Mon, 23 Dec 2013 01:08:32 +0000 http://angryjedi.wordpress.com/?p=6093 The Internet is by turns a strange and wonderful place, filled with all manner of people from fair to foul. Wander inadvertently into the wrong corner of it and you'll find yourself surrounded by some of the very worst people in the world; somewhere else and you'll find people who will go on to become … Continue reading 1434: Free Company

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The Internet is by turns a strange and wonderful place, filled with all manner of people from fair to foul. Wander inadvertently into the wrong corner of it and you'll find yourself surrounded by some of the very worst people in the world; somewhere else and you'll find people who will go on to become lifelong friends.

Online gaming is somewhat troublesome in this regard at times, particularly for those of us who struggle somewhat in social situations. The prospect of talking to strangers in an online game is, to me, pretty much as frightening as the prospect of walking up to a random stranger in a bar — particularly if voice chat is involved. With text chat, it's somewhat easier since you have more time to consider your responses, but the inability to express your tone of voice can sometimes lead to misunderstandings, and it's still nerve-wracking to, say, ask a favour of someone.

This is something that's held me back a little from fully enjoying some online games, because sooner or later you're going to have to play with people you don't know personally. Your friends won't always be available to play with you, or you might need more help than your friendship groups can provide, or you might be playing a game mode where you're organised into teams. Whatever the reason, it can be anxiety-inducing.

In the case of MMOs, you have to put your virtual life in the hands of strangers quite often, whether it's for running a dungeon, beating a boss or getting a piece of equipment crafted. It's easy to forget that a lot of people playing these games are in a similar situation where they need help from others to progress, and thus it's in their interests to be nice to one another.

There are, of course, exceptions. The team-based e-sports games Dota 2 and League of Legends have notoriously "toxic" (the word that's most commonly bandied about) communities that are somewhat unforgiving of newcomers attempting to learn the game "in the wild," as it were. MMOs, too, have elitist players who are quick to complain at those whom they do not think are playing the game "properly", and players who are impatient with newcomers just trying to have fun and learn how to get through some of the tougher dungeons and fights.

I get it. It's frustrating for these people, who want to play in a particular way, to find themselves having to change their play style to support someone who's perhaps less familiar with a particular challenge. But there's really no excuse for rudeness.

That's me in the big black coat in the background.
That's me in the big black coat in the background.

I've been extremely lucky with my time in Final Fantasy XIV so far. While most of my runs through dungeons and boss fights have been with friends, the few times I've dared to jump into the Duty Finder alone and be grouped up with strangers have been very pleasant surprises. Pick-up groups (or PUGs, as they're sometimes called) have a rather poor reputation in most MMOs, and indeed in Final Fantasy XIV's case most people seem to have at least one tragically amusing Duty Finder story where they played with someone who was just a colossal dickhead. I'm glad to have escaped that fate to date — but it also makes me extremely nervous about "going solo", as it were: in other words, braving things like the new Duty Roulette system, which picks a random dungeon for you and three other random players to play in exchange for some very generous rewards, and indeed other group-based content I need to complete in order to proceed further in the game.

Which brings me on to my main point: how grateful I am to have a group of regular players whom I enjoy playing with, and whom I like. I'm a member of the "Giant Bomb" Free Company after being invited by someone I know through some combination of 1up, Twitter, The Squadron of Shame and possibly some other places — I forget the exact details — and am very happy that what I originally hoped would transpire when I started playing Final Fantasy XIV — that I'd make some friends with whom I felt comfortable playing — has indeed come to pass.

The interesting thing is that I don't really know anything about the people I'm playing with, so they're basically still "strangers" to me — just strangers I'm somewhat more familiar with. I'm not an active member of the community on the Giant Bomb website, so outside of my friend who originally invited me in the first place, I can't relate any of these in-game names to real names or even usernames.

It sort of doesn't matter, though; when we're online in FFXIV, we're there to play FFXIV. There's the occasional mention of real-life things — usually when someone has to go and make dinner, or go out, or whatever — but for the most part, conversation in the game is about the game. We're all enthusiastic and passionate about the game, and we all enjoy talking about it, whether that's sharing our thoughts on the new content in the latest patch, sharing strategies for clearing dungeons, or collaborating on group projects such as the Free Company house and the various weird and wonderful objects therein.

I'm really very grateful to these people for making my experience with the game so enjoyable and welcoming, and the pleasant feeling of friendship and camaraderie I have with these folks is the main thing that keeps me coming back to the game time after time. Final Fantasy XIV is a great game in its own right, but when played with the right people, it becomes even more enjoyable — even for an old hermit like me.

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1431: Relics and Rebirth https://imnotdoctorwho.moegamer.net/2013/12/20/1431-relics-and-rebirth/ https://imnotdoctorwho.moegamer.net/2013/12/20/1431-relics-and-rebirth/#respond Fri, 20 Dec 2013 00:39:59 +0000 http://angryjedi.wordpress.com/?p=6081 I must say, I wasn't sure I'd enjoy it, but I'm really having fun with Final Fantasy XIV's endgame content. Part of this is due to the fact the new content update that dropped earlier in the week added a significant amount of stuff to do for people who had hit the level cap, but I'm also … Continue reading 1431: Relics and Rebirth

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I must say, I wasn't sure I'd enjoy it, but I'm really having fun with Final Fantasy XIV's endgame content. Part of this is due to the fact the new content update that dropped earlier in the week added a significant amount of stuff to do for people who had hit the level cap, but I'm also enjoying working my way through the stuff that was already there. A lot of it encourages you to try stuff that you might have ignored throughout the rest of the game.

Take the A Relic Reborn quest, for example, which culminates in you getting your class' powerful Relic weapon, which can subsequently be upgraded to a Relic +1, for those who just like to be slightly better than the best.

A Relic Reborn tasks you with a number of different things to do, the first of which is acquiring a specific weapon and melding specific materia to it. (For those less familiar with Final Fantasy, materia are things you can plug into items of equipment to improve their abilities; in Final Fantasy VII they determined what specific spells and other actions your characters could perform, while in XIV they tend to confer bonuses to various stats.)

I had gone through pretty much the whole game without melding any materia to anything. This was partly because I wasn't able to do it myself — in order to meld materia to a piece of equipment you need to have one of the crafting classes up to a high level, and my efforts as a Weaver were stalled by my running out of lightning crystals — and partly because I'd been replacing my equipment reasonably often as I levelled up, and consequently didn't see the value in upgrading an item only to discard it a few levels later.

I was hoping a member of my Free Company might be able to meld the necessary materia to the weapon in question, but no-one had the right skills, so I had to brave random strangers. As someone with social anxiety, the prospect of approaching a random stranger and asking for a favour is, as you might expect, rather nerve-wracking — particularly when you're not quite sure of the etiquette for doing so in this particular community. Should I offer them some (in-game) money? Is it rude to ask them if they want paying? How do I find them in the first place?

As it happened, finding them was a simple matter of wandering into the Ul'Dah marketplace and yelling really loud. Virtually, of course; it's a matter of typing "/shout [message]" rather than literally having to bellow your message into the ether. Just as well, too; if I was using voice chat, there'd be no doubt in anyone's mind that my short-but-pretty female redhead character was being played by a big hairy bloke. Not that I think anyone would care; playing off-gender is pretty common if our Free Company is anything to go by. And occasionally, playing a female character can allow you to flutter your virtual eyelashes and get people who might not otherwise help you out to play with you. (Well, it worked in World of Warcraft; the land of Eorzea appears to be a somewhat more egalitarian and less sexually frustrated society, perhaps due to the fact that the player base is slightly older than that of World of Warcraft.)

Anyway, it took me a matter of seconds to be bombarded with people who wanted to help me. Eventually I picked someone whose name I'd seen in public chat before, and whom I remembered didn't seem to be a jerk. I met up with him at the Goldsmiths' Guild, used the game's convenient "request materia meld" interface to indicate what I needed and offer him suitable compensation — my Free Company brethren had suggested 5,000 gil per meld was a good starting point — and within a matter of moments it was done. We bowed courteously to one another and went about our business.

That wasn't so hard, was it? No, of course it wasn't; as anyone with social anxiety will know, the reality of a particular social situation that gives you cause for unease is rarely as bad as what you build it up to be in your mind. And this is just as true in the online space as it is when you're meeting people in reality — even with online games and virtual worlds' capacity to let you represent yourself in any way you wish.

Anyway, the upshot of all that is that the quest to construct my Relic weapon is now well underway, and a big punch-up with Chimera is in my near future. But that is a story for another day.

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1428: ...Of the Year https://imnotdoctorwho.moegamer.net/2013/12/16/1428-of-the-year/ https://imnotdoctorwho.moegamer.net/2013/12/16/1428-of-the-year/#respond Mon, 16 Dec 2013 20:05:31 +0000 http://angryjedi.wordpress.com/?p=6073 2013 is coming to a close, and with it, most people's thoughts turn to the "best [x] of the year". Gamers this year have a double-dip in the form of also being able to indulge in some "best of the generation" talk, even despite the fact that the PS3/360 generation is clearly far from over. … Continue reading 1428: ...Of the Year

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2013 is coming to a close, and with it, most people's thoughts turn to the "best [x] of the year". Gamers this year have a double-dip in the form of also being able to indulge in some "best of the generation" talk, even despite the fact that the PS3/360 generation is clearly far from over. (That said, I anticipate a quick death for the 360; the PS3, which is where all the Japanese developers are, is likely to cling on for a lot longer due to Japanese devs' propensity to continue with old tech rather than immediately embrace the latest and greatest.)

Looking back on the year, it's hard to pick out exactly what, if anything, was my absolute favouritest gaming experience I've had. Thinking about it, I have fond memories of pretty much everything I've played.

My feelings on Hyperdimension Neptunia Victory are well documented, for example, but I also had a lot of fun with Time and Eternity and Tales of Xillia. Final Fantasy XIV also proved to be an immensely pleasant surprise — and with a significant new content update coming tomorrow, I'm looking forward to seeing how that game's going to continue developing over the coming year.

Then there's smaller experiences that I've had, not all of which actually came out this year. Sweet Fuse, which I'm yet to clear all the paths on, was a particular highlight, as was Corpse Party: Book of Shadows, though the latter was left frustratingly unresolved with no word on if or when we'll get an English version of the sequel. 999, too, was absolutely fantastic, and I'm currently really enjoying its sequel Virtue's Last Reward, which is shaping up to be a real mind-bender.

And then there's last minute entries like Bravely Default, which is looking rather marvellous so far. Really looking forward to spending lots of time with that — I'm going to be reviewing it for USgamer in February, but since the game came out over here in Europe well before the North American version, I have the rare opportunity to get a significant head start and play it well ahead of having to review it, rather than being obliged to rush through.

One thing I've been particularly conscious of this year, though, is that a great game is always a great game, regardless of how long ago it came out. There's an immensely frustrating, irritating trend in today's games industry to brand something a "success" or "failure" on nothing but its opening week — but taking just me as an example, I think there are maybe one or two things in the whole year that I've bought in launch week, the rest of which I've purchased down the road when they're either significantly discounted, or when I know I've got time to play them. Does me buying a game well after release not "count" or something? Apparently not, at least in the eyes of the "analysts". Grr. Fuck analysts.

Anyway, I'm getting a bit distracted by Andie having a video call on her phone in the other room — there's no way of doing those quietly. As such, I'm going to sign off for now, and stick my head into a good video game for the remainder of the evening, I think.

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1427: RPG With a Stupid Name https://imnotdoctorwho.moegamer.net/2013/12/16/1427-rpg-with-a-stupid-name/ https://imnotdoctorwho.moegamer.net/2013/12/16/1427-rpg-with-a-stupid-name/#respond Mon, 16 Dec 2013 02:20:47 +0000 http://angryjedi.wordpress.com/?p=6071 Nearly forgot to write something today. But here I am at 2 in the morning having just finished a lengthy session of Bravely Default in bed. (Yes, as promised, I finished Hyperdimension Neptunia Victory earlier, and it was awesome. But I'll save further discussion of that for another day.) Bravely Default, meanwhile, has been a very pleasant surprise so far … Continue reading 1427: RPG With a Stupid Name

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Nearly forgot to write something today. But here I am at 2 in the morning having just finished a lengthy session of Bravely Default in bed.

(Yes, as promised, I finished Hyperdimension Neptunia Victory earlier, and it was awesome. But I'll save further discussion of that for another day.)

Bravely Default, meanwhile, has been a very pleasant surprise so far — though at least part of this is due to the fact that, as I mentioned before, I knew very little about this game going into it.

Bravely Default, then, is a new Final Fantasy game. I don't just mean that in the "it's a bit like Final Fantasy" sense, I mean that it is Final Fantasy — right down to the item names, abilities and Job system. Quite why it doesn't carry the Final Fantasy name is anyone's guess — perhaps Square Enix wants to continue to take the Final Fantasy brand in a different direction, while Bravely Default will pick up where the more old-school installments in the series left off? I can't say I'd object to that situation all that much; I like the new Final Fantasies for sure, but playing Bravely Default has reminded me somewhat that the older entries had their charms, too.

It's closest in execution to Final Fantasy V, in that you have a four-character party, each of whom has a character level and a Job level for each of the available Jobs in the game. Both level up independently; levelling up your character improves your base stats, while levelling up your Job gives you access to better abilities and passive skills. You can also make use of the abilities or passive skills from Jobs you're not currently equipped with, but there are limitations and the stat changes that come with a Job change may make some abilities impractical — while it's cool to have a heavily-armoured knight that can fling black magic spells around, for example, he'll never be as good at magic damage as a dedicated black mage.

There's some interesting modern systems at play amid the traditional RPG mechanics, too. The game's use of the 3DS StreetPass system allows you to summon other players' characters and make use of them, and to "link" with your 3DS friends to borrow their abilities — particularly useful if they've levelled up a Job you haven't and unlocked access to a useful special ability.

Less thrilling is the "Bravely Second" system, whereby you can tap the Start button in mid-battle to interrupt whatever's going on and sneak in an extra turn, with actions in this bonus turn costing "SP" rather than the usual "BP" to perform. You can only "carry" up to three SP at once, and they're acquired at the rate of one every eight hours you have the 3DS asleep and running Bravely Default — or, alternatively, you can pay for them. Ugh. Fortunately, so far I haven't seen any need to make use of this system; it mostly seems to be a "panic button" system whereby you can get yourself out of a sticky situation should the worst happen. If you play well, you shouldn't need to use it at all, I hope.

There's also a strange real-time building minigame where you reconstruct a village, and the more players you StreetPassed with, the more workers you have to devote to projects and, consequently, the quicker they can complete their work. Working on the village unlocks shops, special abilities and new items; it's a neat use of real-time mechanics without it feeling like a means of extracting money from you, because there's mercifully no monetisation option to speed things along. What it does mean is that you can make some sort of "progress" on the game even if you don't have a lot of time to play; simply flip open your 3DS, start your workers on a project, then put it to sleep and come back later — when you do have time to play the game proper, you'll have some handy extras.

Mostly, though, the emphasis is on a beautifully presented old-school role-playing game with some excellent mechanics, some stunning music and a pretty cool augmented reality opening cutscene. I'm looking forward to playing more, and I anticipate it stealing a significant proportion of my time from hereon.

Lucky I finished Neptunia Victory, then, huh?

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1426: Day of Rest https://imnotdoctorwho.moegamer.net/2013/12/14/1426-day-of-rest/ https://imnotdoctorwho.moegamer.net/2013/12/14/1426-day-of-rest/#respond Sat, 14 Dec 2013 18:12:33 +0000 http://angryjedi.wordpress.com/?p=6069 I have done absolutely nothing "useful" today, and instead spent most of the day playing Hyperdimension Neptunia Victory in an attempt to actually finish the bloody thing before the year is over. Thankfully, it finally seems as if I am going to succeed, since I've successfully attained every single one of the trophies except the three that … Continue reading 1426: Day of Rest

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I have done absolutely nothing "useful" today, and instead spent most of the day playing Hyperdimension Neptunia Victory in an attempt to actually finish the bloody thing before the year is over.

Thankfully, it finally seems as if I am going to succeed, since I've successfully attained every single one of the trophies except the three that relate to the three endings. I'm on course to complete the "True" ending in this first playthrough, then I'll race through and get the Normal and Good endings in subsequent playthroughs. If Victory is anything like its predecessor, the actual "game" side of things will end up being extremely short if you're not doing any side content and skipping story scenes you've already seen. Despite this, however, I've somehow now spent over a hundred hours on this game — so I think I can definitely say I've got my money's worth.

I'll be sorry to see the back of it when I'm all done, to be honest, because the Neptunia cast, while tropetacular, is immensely lovable and has a wonderful chemistry between them. Mostly I'm impressed that they've managed to spin out what I imagine probably began as a bit of a joke — hey, let's imagine the "console wars" as if they were actual wars between goddesses — for three games, with more on the horizon. Oh, and I'm slightly annoyed with myself that I accidentally put myself on the "true" ending path first, because my brain always prefers saving the "best" ending for last. Still, it's too late now, plus the "true" ending is the only path where you get certain characters required to achieve some of the trophies, so it's probably a good thing: I'm getting all the "grindy" stuff out of the way now so my subsequent two playthroughs can be straight runs to the two respective finish lines.

While I'll be sorry to see the back of Neptune and the gang, it'll also be nice to be able to play other stuff without guilt. Neptunia Victory has been on my shelf since April of this year, though my starting to play it was delayed by quite how much I ended up loving the Ar Tonelico series. I was then further delayed partway through by reviewing Time and Eternity — a game that I maintain is nowhere near as bad as a lot of people made out — and Tales of Xillia — which was utterly fantastic. Both of those were lengthy RPGs — 40 hours or so in Time and Eternity's case, nearly 100 for Tales of Xillia and consequently something had to fall a little by the wayside in order to play them and be able to review them in a timely manner.

Next on the schedule once Victory is down for the count is the highly anticipated 3DS RPG Bravely Default, which isn't out in America until February, so I'm going to get a head start on it ahead of reviewing it for USgamer. To be honest, I know absolutely nothing about Bravely Default save for the fact it's by Square Enix, it's a spiritual successor to Final Fantasy: The Four Heroes of Light (which I never played) and that it has distinctly Final Fantasy Tactics-esque art. Beyond that, I'm going in with complete beginner's mind, which I find is often the best way to be, as it minimises the possibility of disappointment and maximises the possibility of pleasant surprises. We shall see, I guess; doubtless I'll have a few thoughts to share on here ahead of the official review closer to the North American release date.

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1422: Zero Bossu https://imnotdoctorwho.moegamer.net/2013/12/10/1422-zero-bossu/ https://imnotdoctorwho.moegamer.net/2013/12/10/1422-zero-bossu/#respond Tue, 10 Dec 2013 23:18:32 +0000 http://angryjedi.wordpress.com/?p=6060 Can't remember if I've mentioned Virtue's Last Reward or its predecessor Nine Persons, Nine Hours, Nine Doors or Some Other Combination Thereof (aka 999) on these pages to date, so I thought now might be a good time to talk about them, with particular (and spoiler-free) regard to the latter. The two games, collectively known as Zero Escape, are a combination … Continue reading 1422: Zero Bossu

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Can't remember if I've mentioned Virtue's Last Reward or its predecessor Nine Persons, Nine Hours, Nine Doors or Some Other Combination Thereof (aka 999) on these pages to date, so I thought now might be a good time to talk about them, with particular (and spoiler-free) regard to the latter.

The two games, collectively known as Zero Escape, are a combination of visual novel and room escape adventure games. The former you've heard me talk about extensively on these very pages; the latter is a peculiarly Japanese offshoot of the adventure game genre in which you're regularly thrown into self-contained puzzles in which you must escape from a room, and everything you need in order to do so is in the room with you.

You actually spend the vast majority of your time in both 999 and Virtue's Last Reward reading non-interactive visual novel segments rather than solving puzzles, but that doesn't make the room escape sequences any less satisfying. In fact, given that the room escape sequences in Virtue's Last Reward in particular are pretty damn challenging, they're incredibly satisfying to successfully solve.

The puzzles strike that perfect balance between bewildering and making you feel smart, you see. At no point will you be thrown into a situation where the answer is so obtuse you'll never work it out without an FAQ at your side, but at the same time, those initial moments as you wander around the room, looking at everything and hoping to find some clues, are magical in how daunting they feel.

How on Earth am I going to get out of here? you'll think. What am I even supposed to do?

Fortunately, those feelings rarely last all that long; after a little careful and methodical investigation, you'll generally uncover one or more "big tasks" that you'll need to complete in order to solve the room, and your job then becomes prioritising these tasks into an appropriate order, figuring out how to complete them and then, well, completing them.

There's a good mix of puzzle types in there, too, though not as much diversity as Level-5's Professor Layton series. For my money, though, I think I prefer Zero Escape's approach because there's at least some attempt to integrate the puzzles into the game's narrative and setting; that said, I'm basing my entire opinion of Professor Layton on the first game in the series, so that may be something that improves in the future — I do own all of them so I fully intend to find out.

Anyway, I digress; Virtue's Last Reward's puzzles in particular are enormously satisfying because they make you feel clever. It's pretty rare you'll find a puzzle in which the solution is just blind trial and error until something good happens — though I still hate slidey-block puzles — instead, for the most part, puzzles are reliant on a keen sense of observation, and a willingness to trawl through the various documents in the in-game archives to figure out various pieces of information's relevance to the situation at hand.

Virtue's Last Reward goes one little extra step beyond this, though; you can solve the room and get out without too much difficulty in most cases, but all rooms have more than one solution, one of which opens the exit and the other of which unlocks supplementary reading material in the in-game archives. It can be just as challenging — if not more so — to figure out what the conditions for unlocking this bonus content are as it can be to just escape the room successfully. And the supplementary material is always worth a read, too; while much of it is revealed in the game, it often delves deeper into the real-life concepts and experiments explored through the narrative, such as the "Chinese Room" experiment and all manner of other things.

Despite reaching the "end" of a number of narrative paths in Virtue's Last Reward, I'm yet to actually get a definitive "ending". I've had two bad endings, a narrative path which I need to go back to when I have more information, an ending that "locked" itself until I figured something out in one of the other narrative paths, and I'm currently working on another branch. All in all, there are supposedly 24 different conclusions, including "bad ends", and you're damn right I'm going to see every one of them.

In fact, let's go work on that right now. Bye-bye.

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1420: Ploot-chan https://imnotdoctorwho.moegamer.net/2013/12/08/1420-ploot-chan/ https://imnotdoctorwho.moegamer.net/2013/12/08/1420-ploot-chan/#respond Sun, 08 Dec 2013 20:27:20 +0000 http://angryjedi.wordpress.com/?p=6055 I've mentioned Hyperdimension Neptunia and its two sequels numerous times on these pages, but I thought today I'd focus particularly on a character who appears for the first time in the third game, Hyperdimension Neptunia Victory. Plutia — named, much like Neptune, after an abandoned Sega console; in this case, the unreleased second model of the Saturn — … Continue reading 1420: Ploot-chan

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I've mentioned Hyperdimension Neptunia and its two sequels numerous times on these pages, but I thought today I'd focus particularly on a character who appears for the first time in the third game, Hyperdimension Neptunia Victory.

Plutia — named, much like Neptune, after an abandoned Sega console; in this case, the unreleased second model of the Saturn — is Planeptune's goddess (or "CPU", in Neptunia parlance) in the alternate dimension Neptune finds herself dragged into towards the outset of the game. Much like Neptune, she's largely incompetent at her job, prone to slacking off and being lazy, but it's a different kind of incompetence to Neptune; while Neptune in her human form is an energetic, dizzy young girl, Plutia is rather slothful in many ways; she's habitually clad in slippers and housecoat rather than something a little more appropriate for a goddess, and she speaks very, very slowly and deliberately (in Japanese, anyway) — like a child who doesn't seem to have quite grasped communicating just yet.

Plutia's seeming innocence extends to how she's depicted in battle, too. Initiating a battle with Plutia will often see her exclaiming konnichiwa! ("hello!") or yoroshiku onegaishimasu! (in this context, "nice to meet you!") to the party of enemies, while her turn coming up in the order of action will see her mumbling eto… eto… doushiyou… ("umm… umm… what should I do?") or e… watashi? ("eh? …me?") as if she's perpetually slightly unsure of what's going on around her.

Plutia's not innocent, though. Far from it. Much like Neptune's personality (not to mention cup size) undergoes a significant change when she switches from human form to "HDD" goddess form, Plutia too goes through some changes. While Neptune is all business in HDD form, though, Plutia unleashes her inner desires and becomes a sadistic dominatrix (whom Neptune in particular takes to calling "Sadie") and whom a number of the other characters become rather afraid of.

Plutia in HDD form is actually quite a refreshing character to come across, because she has absolutely no shame in who she is and what she likes. And what she likes more than anything is indulging her sadistic desires — whether that's on her enemies or, in a pinch, her friends.

She's overtly sexualised — arguably more so than most of the rest of the cast, most of whom would put your eye out if they turned around too quickly while in HDD form — but she uses this to her advantage on numerous occasions.

She knows that she scares and disturbs people with her sexuality, so often all it takes is a knowing comment that she's "starting to get angry" to get people to do what she wants them to. This backfires on a few occasions — for example, her early encounter with a young alternate-dimension IF traumatises the latter to such a degree that one of the strongest, spunkiest characters in the other two Neptunia games is relegated considerably more often to the role of "cowering in the background" than she would be normally. A shame, since IF is one of my favourite characters, but the focus on the main cast in Victory certainly works for me, too.

Plutia's sexual preferences are sometimes played for laughs, but more often than not they're played relatively straight, with her castmates alternating between acknowledging her tastes and desires, and trying to hold her back from going too far. Anything… inappropriate that Plutia does is kept completely off-screen, but all that achieves is getting the imagination working even harder. Exactly what did she do to those people who, upon meeting her subsequently, are utterly terrified?

I have not yet finished Victory, though I am, after a long run, on the path to the "true" ending, I think. I'll be interested to see if Plutia is explored any further in the rest of the game; up until now, she's been rather refreshing to spend time with. Terrifying too, yes, but one of the more interesting characters I've seen in a candy-coloured moe RPG in recent memory.

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1419: Endgame https://imnotdoctorwho.moegamer.net/2013/12/08/1419-endgame/ https://imnotdoctorwho.moegamer.net/2013/12/08/1419-endgame/#respond Sun, 08 Dec 2013 01:23:24 +0000 http://angryjedi.wordpress.com/?p=6053 I can't remember if I mentioned it on here, but I reached level 50 — the level cap — with my Black Mage class in Final Fantasy XIV a short while ago, which means that I'm now into what MMO players refer to as "endgame content". I've only ever reached the level cap in one other MMO … Continue reading 1419: Endgame

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I can't remember if I mentioned it on here, but I reached level 50 — the level cap — with my Black Mage class in Final Fantasy XIV a short while ago, which means that I'm now into what MMO players refer to as "endgame content".

I've only ever reached the level cap in one other MMO to date — World of Warcraft — and in that instance I didn't really explore a lot of what the endgame had to offer. In fact, I think I stopped playing not long after getting that far; I tried to return after a break when Blizzard offered a free upgrade to the Cataclysm expansion back and a free boost to the slightly-higher level cap of 85 that they introduced then, but the magic was gone, and I've felt no inclination to go back since.

You see, as I mentioned in that post I linked to above, for me, a key part of the appeal of MMOs — and indeed RPGs in general — is that journey you make from, quite literally, zero to hero. The road to the level cap is paved with a variety of new skills and things to learn, and by the time you reach your "pinnacle" you're well-equipped with everything you need to survive… and continue onwards.

You see, once you hit level whatever-the-cap-is-in-your-game-of-choice, it stops being about gaining XP, and it starts being about doing other stuff. It starts being about running dungeons, acquiring new gear, taking on new challenges with friends. For those who played through most of the game solo, now is probably the time to jump off the train, because most endgame content is reliant on playing together with others, whether that's running small-scale dungeons to get gear, or taking on raids that require larger parties.

It's also often where the story grinds to something of a halt. In Final Fantasy's case, "endgame" is where you've beaten the final boss of the main scenario quests, so the main story is indeed over. But there's plenty of things still to do, most of which have some sort of narrative context, and if the impressive recent trailer for the upcoming patch 2.1 is anything to go by, the main scenario quests will continue to be added to with each new update every three months, which is nice.

What I've found interesting in the endgame stuff I played this evening, is that it lets you concentrate on the game mechanics a lot more than if you're trying to pay attention to the story. Some MMO players play through the whole game this way, skipping cutscenes and not reading any text, but I can't help but feel in Final Fantasy XIV's case that this is missing the point somewhat.

Regardless, once you reach endgame you're probably going to be running a lot of the same dungeons and other content over and over again, often with different groups of people each time. And while this might sound boring, there's a few things to bear in mind: firstly, some people plough hundreds or even thousands of hours into games like League of Legends and Dota, and those have very few maps, and secondly the appeal isn't necessarily in seeing new and unique content; it's in seeing new and unique people.

I braved Final Fantasy XIV's Duty Finder system for two runs into the "so you've just reached level 50, what now?" dungeon the Wanderer's Palace this evening. My two runs were markedly different from one another, despite the monsters being in the same place and me playing exactly the same character class.

In the first case, the party was well-organised, careful and methodical. We didn't talk much because it was clear from our behaviour that we'd all done this before, and we all knew what we were doing. Consequently, we got through the whole thing without any serious mistakes — and, more importantly, no-one dying.

Compare and contrast with the second party, in which the de facto leader — usually the "tank" class, who runs ahead to get pummelled by enemies while everyone else hangs back and throws fireballs at them — was seemingly trying to race through the dungeon as quickly as possible, and causing issues in the process. Speedruns of dungeons aren't particularly unusual, particularly in the case of places like Wanderer's Palace that provide a good source of material for acquiring high-level gear, but in order to be successful at them you need a well-oiled party that communicates well.

Our poor old tank wasn't very good at speedrunning, you see, and ended up getting him — and the rest of us — into situations that it was difficult to survive. Wanderer's Palace is particularly harsh due to the presence of an unkillable "Tonberry Stalker" enemy who runs up to you and stabs you in the throat if you enter his field of vision; on more than one occasion, the tank attracted so many enemies that we weren't able to defeat them all before someone got throat-stabbed.

This was interesting to me. It wasn't frustrating or annoying because everyone took it in good humour and no-one was a dick about it — a constant risk with online games — but was instead fascinating to see. I have a feeling there's some intriguing psychological observations to be made about the different ways in which people play — and how people like me respond differently to different types of people — but I'm not sure I'm altogether qualified to make those observations.

It was also an interesting experiment for me in that throughout most of the game, I've played with people that I'm at least casually acquainted with. These two runs were attempts to test the water and see what it's like playing with random strangers; you often hear horror stories of people getting together with a bunch of jerks in the Duty Finder but, aside from the tank's clumsiness, there was nothing untoward going on, and so it's something I'd feel comfortable doing again.

Fortunate, really, because I need one hell of a lot of Tomestones if I want to upgrade my equipment to a suitable level to be able to take on the later dungeons and boss fights…

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1418: Eight and Thirteen https://imnotdoctorwho.moegamer.net/2013/12/06/1418-eight-and-thirteen/ https://imnotdoctorwho.moegamer.net/2013/12/06/1418-eight-and-thirteen/#respond Fri, 06 Dec 2013 23:16:36 +0000 http://angryjedi.wordpress.com/?p=6051 Final Fantasy, once one of the biggest names in gaming, is now something of a laughingstock to many people. To a lot of these detractors, it was the Final Fantasy XIII sub-series that triggered this feeling. (Many of said detractors have not played Final Fantasy XIV, incidentally, refusing to even try it because it's an MMO. Fair enough, but it's … Continue reading 1418: Eight and Thirteen

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Final Fantasy, once one of the biggest names in gaming, is now something of a laughingstock to many people.

To a lot of these detractors, it was the Final Fantasy XIII sub-series that triggered this feeling. (Many of said detractors have not played Final Fantasy XIV, incidentally, refusing to even try it because it's an MMO. Fair enough, but it's also the best Final Fantasy in years.)

To others, though, Final Fantasy VIII is an object of ridicule — and the recent rerelease of the game on Steam has caused all these people to come out of the woodwork once again.

It will undoubtedly prove somewhat unsurprising to you to hear that I played and enjoyed both, and feel that they both get an undeservedly bad rap.

Let's start with Final Fantasy VIII. After my friends and I discovered JRPGs with Final Fantasy VII and promptly played it through a good seven or eight times, Final Fantasy VIII shot straight to the top of our most-anticipated lists. And it looked amazing; gone were Final Fantasy VII's weird super-deformed polygonal models, to be replaced with much more realistically-proportioned character models along the lines of what we now recognise as the "Final Fantasy look" today. Gone was the "magical disaster threatening to destroy the planet" plotline, to be replaced with something that was, above all else, a love story.

Final Fantasy VIII did a bunch of weird, unconventional things, and I loved it for it. Its character-driven story was much more intimate and personal than my limited experience with the genre at the time — hell, it was much more intimate and personal than a lot of games I'd played up until that point, period. It was one of the few times I'd encountered a convincing love story in the context of a video game; Squall and Rinoa were both interesting, flawed characters and I felt myself rooting for them throughout the game.

The battle system was enjoyable, too. The Junction system was really, really odd, but made sense once you got your head around its extremely abstract nature. The reflex-based actions, where you had to pull the trigger on Squall's gunblade for additional damage, or hammer in button combinations while performing Limit Breaks, or repeatedly bash the Square button while summoning a "Guardian Force", gave the battles a feeling of "action game" intensity when they were essentially still sort-of turn-based.

And the final boss? Easily one of the most spectacular final confrontations of the PS1 era, even if the plot in the immediate run-up to it started veering into seriously odd plot-related territory. "Time kompression" was a bit weird, yeah, but it certainly didn't undo all the good work for the many hours beforehand, and damn, those last battles were genuinely exciting.

Fast forward a whole bunch of years (I'd work it out, but I can't be arsed right now) and we have Final Fantasy XIII. Again — I've covered this before — this did things markedly differently to past Final Fantasies, replacing the open-world MMO-style gameplay of Final Fantasy XII with more linear progression that opened up into an interesting, enjoyable open world towards the end.

People hated Final Fantasy XIII for its linearity, but in practice it really wasn't all that much more linear than previous Final Fantasies — it was just more obvious about it. Previous Final Fantasies had provided the illusion of freedom through their world maps, you see, but your progression was still railroaded by being unable to cross certain types of terrain until the story dictated that you got your hands on a particular vehicle. And, like Final Fantasy XIII, these games would tend to open up towards the end, giving you freedom to explore.

There's always been a reason for that linearity in Final Fantasy games, however, and that's to push the story along. Because you didn't get a lot of opportunity to stray from the path set out in front of you, the story was kept pacy and snappy, and maintained its momentum — something which many more open RPGs, and not just those of the J-variety, really struggle with. By the time you reached the more open part, you had an extremely firm grounding in the game's mechanics — more than enough to take on some of the extremely tough challenges that said open world presented you with.

As for the characters? I liked them a lot. Sazh was an interesting character in that he was an older, black character who didn't resort to Mr. T stereotypes like Barret in FFVII. Vanille was cute and adorable. Fang was badass. Lightning was enigmatic, intriguing and all-business; Snow was her perfect foil with his laid-back attitude. And Hope, whom many people accuse of being "whiny", watched his parents die towards the beginning of the game. I think being a little emotional is perhaps understandable in this instance, no?

Ultimately I know that if you've made up your mind about Final Fantasy VIII and XIII I'm probably not going to change your mind, and that's fine; this post simply outlines what I feel about these much-maligned installments in the long-running series. The thing that annoys me, I think, is how people feel the need to declare them unequivocally "crap" when what they really mean is that they didn't personally like them.

But then this is nothing new to the games biz, and I've spent the best part of the last couple of years playing and adoring games that many people think are "crap" if you believe Metacritic scores and the like. Each to their own, I say, and if you can eke out enjoyment from something that isn't popular, I say good on you. And if you can't, maybe try not to make other people feel bad about liking it?

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1417: Roll the Credits! https://imnotdoctorwho.moegamer.net/2013/12/05/1417-roll-the-credits/ https://imnotdoctorwho.moegamer.net/2013/12/05/1417-roll-the-credits/#comments Thu, 05 Dec 2013 23:41:13 +0000 http://angryjedi.wordpress.com/?p=6049 Nelson Mandela died today, apparently. He was 95. Rather than pretend to know anything in-depth about him, his life or his work, I'll simply say I'm sorry to hear that he's dead, and that for someone who spent his life fighting for peace to die at home surrounded by his family at the age of … Continue reading 1417: Roll the Credits!

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Nelson Mandela died today, apparently. He was 95. Rather than pretend to know anything in-depth about him, his life or his work, I'll simply say I'm sorry to hear that he's dead, and that for someone who spent his life fighting for peace to die at home surrounded by his family at the age of 95 is surely a fitting end to a complicated and eventful life.

Anyway, just thought I'd acknowledge that because it seemed significant, but I have literally nothing else to say on the matter so I'm certainly not going to devote an entire post to pontificating about a subject I know very little about. (Although it wouldn't be the first time I had done that.)

Instead, I thought I'd burble on about something ultimately insignificant but which has been on my mind recently; a phenomenon I'm encountering with my entertainment choices at present. It's analysis paralysis when it comes to what I "should" spend my free time enjoying.

I like to enjoy things in their entirety, you see, particularly when there's a story involved, and to leave something half-finished and then pick it up again later is something I don't like to do — more often than not because the actual "pick it up again later" part often doesn't roll around for a considerable period of time, which usually means by the time I return to the thing in question, I want to start it from the beginning again. (I say "thing" rather than "game" because this phenomenon also applies to things like TV shows in many cases.)

At present, I have three "big games" on the go in my free time, plus a few things I have to review and a couple of smaller things. The smaller things are less of an issue; one of the review games is something I really want to play anyway, but I know that it's going to eat into the three big games I have on the go that, in a couple of cases, I've been playing for months.

The three big games in question are Final Fantasy XIV, Hyperdimension Neptunia Victory and Virtue's Last Reward. Of the three, I've been playing Hyperdimension Neptunia Victory the longest and kind of don't want it to end because I'm in love with all the characters like the sad otaku I am. Final Fantasy XIV I have now finished the main story of, at least, so I can now enjoy that as a pure mechanics-focused game rather than a narrative experience, and Virtue's Last Reward is on Vita so it's a game I can play on the toilet and/or in bed.

Here's the issue: free time rolls around, and I find myself wondering what I "should" play.

Should I try and beat Neptunia? Probably, but then that means it'll end, which I don't really want it to. Although when it does end, I'll be able to start playing new stuff without guilt, which will be nice.

Should I play Final Fantasy XIV and work towards getting my awesome level 50 gear for my black mage? Possibly, but that's reliant on other people and time-consuming, so probably best saved for late nights and/or the weekend.

Should I play Virtue's Last Reward, a story-centric game that is more rewarding if you play through as much as possible as quickly as possible while it's fresh in your mind? Probably.

Or should I get stuck into the games I have to review? This is, of course, the correct answer, but in doing this for previous games I've already stretched Neptunia in particular out over the course of way more months than I thought it was going to take. (To be fair, though, the games that pushed it aside temporarily, Time and Eternity and Tales of Xillia, were both lengthy games in their own right that I enjoyed a great deal, so it's not exactly a loss there.)

My analysis paralysis over this also makes me feel a bit guilty about starting up more open-ended experiences such as strategy games or story-light action RPGs. It's my own fault for developing completionist tendencies and wanting to enjoy things as fully as possible before moving on to something else — I'm sure there are plenty of people out there who juggle lots of games simultaneously and happily flit back and forth between them, and I can certainly do this with TV shows, so why not games?

Anyway, ultimately it's hardly the worst problem in the world to have so I certainly can't complain — and indeed I'm not complaining, merely observing — so if you'll excuse me, I'm off to go and play Virtue's Last Reward in bed. Or maybe some Final Fantasy. Or maybe…

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1406: Sunday Night https://imnotdoctorwho.moegamer.net/2013/11/24/1406-sunday-night/ https://imnotdoctorwho.moegamer.net/2013/11/24/1406-sunday-night/#respond Sun, 24 Nov 2013 23:14:46 +0000 http://angryjedi.wordpress.com/?p=6021 It is, as the title says, Sunday night, and as usual I have left writing this until the last minute, and as such rather than churn out the first thing that comes into my head while tired, I'm instead going to hold fire on the ongoing story until tomorrow. This week I'm going to attempt … Continue reading 1406: Sunday Night

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It is, as the title says, Sunday night, and as usual I have left writing this until the last minute, and as such rather than churn out the first thing that comes into my head while tired, I'm instead going to hold fire on the ongoing story until tomorrow. This week I'm going to attempt to write each installment in the morning before I start work rather than saving it until the last thing in the evening.

This will also (hopefully) have the side-effect of allowing me to focus on those aspects of it that are a little more challenging to write — i.e. the bits drawn from my personal experience as a teacher — while my brain is reasonably alert and thus able to process things a little more clearly.

This, then, leaves this entry free for some generic ramblings about what I've been up to. So, okay then, let's do just that.

After a short break, I've been getting back into Final Fantasy XIV and it remains just as compelling as it ever was. Over the last few evenings, I've been completing the "Lightning Strikes" questline, in which the heroine from Final Fantasy XIII and its upcoming spinoff Lightning Returns shows up in the lands of Eorzea and enlists your assistance in defeating various unpleasant beasties, culminating in a battle against a giant… thing called "Aspect of Chaos". It's essentially an advertising event for Lightning Returns, which came out in Japan recently and comes out in the West in February. (And yes, the event is repeating in February.) But it's pretty well done. The usual Final Fantasy XIV battle music is replaced by the brilliant "Blinded by Light" from Final Fantasy XIII, until the final boss battle, which is accompanied by Final Fantasy XIII's boss music, the name of which escapes me right now.

The equipment you get out of it allows you to cosplay as either Lightning or Snow from Final Fantasy XIII, depending on your character's gender, but it's not particularly good equipment — it's just level 13, so it's all but useless to those who are bumping their head against the level cap. That said, the Free Company I'm in is considering doing some low-level dungeon runs all in Lightning gear, so that might be fun to do at some point.

Aside from Final Fantasy XIV, I've also finally got around to playing Nine Hours, Nine Persons, Nine Doors, aka 999. I was expecting to like this, so I was unsurprised to find myself enjoying it a great deal. It's a very clever game that makes good use of the DS' twin screens to present its visual novel-style storytelling sequences effectively — dialogue on the top, narrative on the bottom — and features some enjoyable "room escape" puzzle sequences. There are six endings to the game; so far I've seen three of them, and they've all involved the untimely death of the entire cast, which is unfortunate. There is a "true" ending but I haven't yet determined the conditions that cause you to proceed down that path — I have my suspicions, but I'm investigating thoroughly since a single playthrough doesn't take very long and I'd like to see all the different endings, even if most of them are "BAD END"s.

Anyway. Now I'm off to sit in bed and find yet another way to kill off the whole cast. The story will continue tomorrow, assuming I manage to haul myself out of bed in a timely manner.

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1381: The Hand You're Dealt https://imnotdoctorwho.moegamer.net/2013/10/30/1381-the-hand-youre-dealt/ https://imnotdoctorwho.moegamer.net/2013/10/30/1381-the-hand-youre-dealt/#respond Wed, 30 Oct 2013 22:35:59 +0000 http://angryjedi.wordpress.com/?p=5944 There's been a whole load of drama recently surrounding resolutions — exactly what resolutions PS4 and Xbox One games will run at; the fact that Deadly Premonition for PC only runs at 720p; the fact that Typing of the Dead renders at 720p even if you set its resolution to 1080p — and I find it very difficult to … Continue reading 1381: The Hand You're Dealt

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There's been a whole load of drama recently surrounding resolutions — exactly what resolutions PS4 and Xbox One games will run at; the fact that Deadly Premonition for PC only runs at 720p; the fact that Typing of the Dead renders at 720p even if you set its resolution to 1080p — and I find it very difficult to care.

I mean, sure, I acknowledge and accept the fact that if you've spent a thousand quid or more on a PC — or bought a brand-new next-gen console, for that matter — many people want everything they play to take full advantage of their hardware and look as good as possible… but if it doesn't, I just shrug my shoulders and move on. It ultimately doesn't matter; I can think of very few situations where technical deficiencies have significantly impacted my experience to such a degree that something becomes unplayable or even that word that NeoGAF appears to enjoy throwing around: "unacceptable". (The last was Guild Wars 2, and that was an extreme case; something the game doesn't like about my particular system configuration makes it run at about 5 frames per second, which really is unplayable.)

I wonder if part of the reason I feel like this is the fact that I've spent a significant proportion of time over the past few years playing games that aren't at the technological forefront. I've played a lot of pixel-art indie games, for example, but I've also played low-poly stuff, games from the early 3D era, games on PS2, handheld games and even low-budget PS3 games. Hell, three of my favourite games in recent memory — the Hyperdimension Neptunia series — are some of the most technically flawed titles I've played for a while, struggling to reach even 30 frames per second at a resolution that I'm pretty certain is not 1080p.

It could also be the fact that I grew up with PCs that weren't always the most powerful or the best and as such quickly learned how to optimise detail settings for a good balance between looking good and running smoothly. I remember playing Doom on a 386 and finding that balance; that said, I also remember us getting a 486 and it being like a completely different game.

Yes, it's lovely when something looks beautiful and animates smoothly to boot — one of the best things about upgrading or replacing your PC is trying out something that brought your previous system to its knees and seeing that it runs butter-smooth — but it really doesn't spoil my day in the slightest if something doesn't run at 60 or even 30 frames per second. It's just not something that matters to me in the slightest. For me, the important thing is the actual game itself: is it fun? Is it emotionally engaging? Do I like the characters? Am I enjoying the experience? Do I want to talk about it to friends? Whether or not I can give positive answers to any or all of those questions, "does it run at 60 frames per second?" is not something that even enters my mind at any point.

Note: I'm not saying you shouldn't care about 60 frames per second or 1080p or whatever — it's your decision what to care about, of course. I'm simply giving my take on all this — and it transpires that I don't really give a shit about it at all. I'm happy just to play a new Typing of the Dead, or Deadly Premonition on PC, or… you get the idea.

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1380: Suffer Like QWERTY Did? https://imnotdoctorwho.moegamer.net/2013/10/29/1380-suffer-like-qwerty-did/ https://imnotdoctorwho.moegamer.net/2013/10/29/1380-suffer-like-qwerty-did/#respond Tue, 29 Oct 2013 22:06:26 +0000 http://angryjedi.wordpress.com/?p=5942 There's a new Typing of the Dead game out. There's a sentence I never thought I'd have the opportunity to type truthfully, but here we are on October 29 in the year of Our Lord 2013, and there's a new Typing of the Dead game out. Lest you're unfamiliar with Typing of the Dead, allow me to explain. Sega have a … Continue reading 1380: Suffer Like QWERTY Did?

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There's a new Typing of the Dead game out.

There's a sentence I never thought I'd have the opportunity to type truthfully, but here we are on October 29 in the year of Our Lord 2013, and there's a new Typing of the Dead game out.

Lest you're unfamiliar with Typing of the Dead, allow me to explain.

Sega have a franchise known as House of the Dead. Originally, it was one of those big-screen arcade machines that you and a friend point plastic guns at and pretend you're blasting zombies. House of the Dead and its various sequels were notorious for having some of the worst voice acting ever witnessed in a video game, but also for being fun light gun shooters that didn't take themselves too seriously.

The Typing of the Dead, which came out in arcades in 1999 and was followed a couple of years thereafter by Dreamcast and PC ports, was a… varation on House of the Dead 2. Specifically, it replaced the light-gun shooting aspect with what essentially amounted to a series of touch-typing challenges — zombies would shamble towards you with letters, words or phrases attached to them, and in order to defeat them you'd have to type out their letters, words or phrases before they reached you. As the game progressed, the things you had to type got increasingly complex and silly, culminating with a final boss fight in which the ending you got was determined by how honestly you typed out the answers to a series of questions you were presented with.

The Typing of the Dead Overkill, which came out today, does for House of the Dead Overkill what The Typing of the Dead did for House of the Dead 2. In other words, it's pretty much the same game, only you type things out instead of shooting them. And it's glorious.

I never played House of the Dead Overkill when it came out as a Wii and PlayStation Move-based shooter — lightguns have long gone the way of the dodo — but I was dimly aware of the fact that it was Sega taking the inherent silliness of House of the Dead and turning it up to the maximum, producing a game that is refreshingly unafraid to be completely offensive to absolutely anyone and everyone as often as possible, but which underneath its boobylicious, foul-mouthed exterior, is an immensely enjoyable arcade game of the old-school variety.

The comic juxtaposition between the amusingly mundane things you're typing and the profanity-laced dialogue going on the in the background is hilarious, plus I can't not like a game whose three difficulty levels are "Bitch", "Agent" and "Motherfucker". Aside from the humorous aspect, though, Typing of the Dead Overkill seems to be a solid game underneath, too; there's lots of secrets to find in each level, which you need to grab by hitting the Tab key when you see them on screen in the environment, and a combo-based scoring system rewards you for being as accurate, skilful and quick as possible, so there's plenty of potential for enjoyable high-score chasing.

The voice acting isn't quite as bad as that seen in the original House of the Dead games, but while the actors involved are now clearly professionals, it's pretty clear they've been told to ham it up as much as possible. The characters — including the original House of the Dead's hero G — are broadly-painted stereotypes who all call each other "bitch" and "motherfucker" all the time, and the whole thing just revels in its childishness. It's refreshing.

Also, I've just discovered that the game also includes all of House of the Dead Overkill for those who want to play a traditional lightgun-style shooter. Bargain.

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1374: Nep-Ko https://imnotdoctorwho.moegamer.net/2013/10/23/1374-nep-ko/ https://imnotdoctorwho.moegamer.net/2013/10/23/1374-nep-ko/#respond Wed, 23 Oct 2013 21:31:44 +0000 http://angryjedi.wordpress.com/?p=5927 Now that I've finished Tales of Xillia I am, as promised, once again playing Hyperdimension Neptunia Victory. I'm now pushing 60 hours of playtime, a significant proportion of the last few of which have been spent doing nothing but non-story content. And lordy, what a lot of non-story content there is. There's sidequests to do, which tend to have fairly modest … Continue reading 1374: Nep-Ko

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Now that I've finished Tales of Xillia I am, as promised, once again playing Hyperdimension Neptunia Victory. I'm now pushing 60 hours of playtime, a significant proportion of the last few of which have been spent doing nothing but non-story content.

And lordy, what a lot of non-story content there is. There's sidequests to do, which tend to have fairly modest rewards but challenge you to battle powerful monsters and master the game's various mechanics. There's a crafting system, which requires you to discover new recipes for various items, then gather the materials for them either from enemies or "harvest points" in dungeons. There's the Scout system, in which you send out numerous NPCs on your behalf to check out dungeons and potentially manipulate the items, enemies, drop rates or experience point gain in particular areas and occasionally discover completely new places. And there's little tricks like earning money by gathering an item called "Invisible Cloth," purchasing a cheap costume, combining it with the aforementioned Invisible Cloth to make a new item of clothing and then selling them for 1.5 million credits a pop.

All of this side stuff is conspiring to prevent me from advancing the game's story. Said story is immensely entertaining as it always has been in the Neptunia series, but Victory's mechanics and optional content are far more solid than even Neptunia mk2, which certainly had plenty of things to do. The combat system has been refined into something that is immensely enjoyable to repeatedly engage in, the difficulty has been ramped up considerably over the rather straightforward mk2, and just chasing down these sidequests and items is extremely addictive.

Although the Neptunia series is widely derided by the mainstream press, I'm consistently impressed by what it's managed to achieve over the course of three games. What initially began as something of a cheap joke at the expense of the games industry and the "console wars" in particular has developed into something much more over time — each of the game's main characters has been developed into their own unique person with a distinctive personality. Okay, there's plenty of standard anime tropes at work, but combined with the fact that these characters are supposed to represent games consoles and manufacturers, it really works; why wouldn't PlayStation be a tsundere who enjoys nothing more than working too hard, and why wouldn't she have a sister afraid of never quite being able to match up? Why wouldn't Nintendo live in a vibrantly-coloured candyland but actually be ruthless, cold and prone to bouts of completely irrational anger?

By nearly 60 hours into Victory, I'm no longer really thinking of the Neptunia cast as "the Sega one, the PlayStation one, the Microsoft one"; they've become great characters in their own right, and their interactions with one another are a real highlight. In fact, such is the popularity and success of the series in its native Japan, it's got its own anime spinoff which I'm curious to watch at some point, and there are several new games on the way, too.

I find it quite odd but also rather pleasing how much this game series has resonated with me since I first picked it up on a whim out of interest one day. "Objectively" speaking — in as much as it's possible to be "objective" when talking about pieces of entertainment — there are far better games out there, both in terms of gameplay and technical proficiency, but something about the adventures of Neptune and the gang has really spoken to me ever since that clunky first game, and has ensured that any time something with the words Hyperdimension Neptunia is released, it's pretty much an instapurchase for me. It's been a while since a "big-name" game has elicited that sort of feeling from me.

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1372: The Good Old Days of the App Store https://imnotdoctorwho.moegamer.net/2013/10/22/1372-the-good-old-days-of-the-app-store/ https://imnotdoctorwho.moegamer.net/2013/10/22/1372-the-good-old-days-of-the-app-store/#respond Tue, 22 Oct 2013 00:03:44 +0000 http://angryjedi.wordpress.com/?p=5923 I'd been pondering this a little recently, but I actually confirmed it for myself today: the games on the App Store of today are not a patch on those that were on it when it first went live. Oh sure, they're technically more impressive, with all manner of lovely "console-quality" (whatever the fuck that means) graphics and … Continue reading 1372: The Good Old Days of the App Store

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I'd been pondering this a little recently, but I actually confirmed it for myself today: the games on the App Store of today are not a patch on those that were on it when it first went live.

Oh sure, they're technically more impressive, with all manner of lovely "console-quality" (whatever the fuck that means) graphics and download sizes that will easily fill up a lesser phone, but there's really something missing from modern App Store games that was there in spades in early titles.

The title that really drove it home for me was a game called Tilt to Live. This was a score-attack action game that some described as "the iPhone's Geometry Wars". It's not quite an accurate comparison, since Geometry Wars is a twin-stick shooter and Tilt to Live doesn't involve any shooting whatsoever, but they share a couple of important similarities: they're easy to understand and super-addictive.

Tilt to Live, lest you've never had the pleasure, sees you controlling a small arrowhead-shaped… thing as it attempts to fend off the unwanted attentions of its red dot rivals. In order to destroy red dots, you have to pick up powerups, each of which has a specific effect. Nukes explode at the spot where you picked them up, for example, taking anything caught in the circular Missile Command-style explosion with them, while lasers take a moment to charge before firing a broad beam in the direction you're travelling. As you progress through the game, you unlock more and more different weapons which are then available from the outset in subsequent playthroughs; the more weapons you have, the easier it is to maintain a combo of dot-killing without stopping, and consequently attain higher scores.

Tilt to Live is so genius because it's built for its platform. It uses nothing more than the iPhone's built-in accelerometer, tuned to perfection, and all you have to do is tilt your device around like one of those old "Labyrinth" games. Nothing more than that. There are a couple of other modes, but in essence, all you're doing in each of them is tilting to move your arrow and attempting to avoid red dots. Simple. Addictive. The perfect mobile game.

Tilt to Live was far from the only game from the App Store's early years I have fond memories of, though. The early stuff from ngmoco was fantastic, for example — titles like Dr. Awesome (essentially tilt-controlled Qix), Dropship (Defender meets Thrust meets Geometry Wars) and Rolando were all top-notch games that were pretty much essential purchases in the early days of the App Store — everyone who had an iPhone downloaded them, and Apple even featured them in advertising for both the iPhone and iPod touch, the latter of which it looked for a while like Apple was attempting to position as a serious handheld gaming device.

So what happened? Why have I largely lost interest in what the App Store has to offer today? Well, this is probably a gross oversimplification of the matter, but essentially I believe things started to go downhill with the addition of in-app purchases to the App Store.

I remember being skeptical about the supposed benefits of in-app purchases when the upcoming new feature was first announced — it sounded awfully like what triple-A publishers were doing with downloadable content for console games, and that was something that a number of teams had proven could be done very, very wrong. Oddly, initially only paid apps could have in-app purchases, meaning that free apps were always just that — free, though sometimes ad-supported.

Nowadays, of course, the words "free" on an app more often than not mean that you can download the app in question for free, but are often then expected to cough up extra, particularly in the case of games. In-app purchases have gotten so out of control on iOS that it's rarer not to see a game have a "Get More Gold" button allowing you to purchase in-game currency. And, of course, the moment you see that "Get More Gold" button, you have to start questioning whether the game has been deliberately made more grindy and inconvenient — experts call this "adding friction" or "fun pain" — in the name of squeezing a few extra pennies out of you.

Herein lies the issue, I think: modern App Store games are designed to be money-making machines that trick people into thinking they're having fun, then encourage them to open their wallets to have even more fun. It's all a ruse, of course; the "fun" is more often than not an illusion created through carefully-paced rewards and ego-massaging, and the "pain" is created by suddenly denying the player access to these rewards that they've come to accept. It's good business design, but bad game design.

Compare and contrast with a game from the App Store's earlier era such as Tilt to Live, or ngmoco's early games. These are games designed for pure fun — and more to the point, they're highly creative, interesting, distinctive games. Not one of them is a predictable "tap on everything, then wait until you get a push notification to tap on everything again in three hours" title; while some are inspired by classic retro games (or even more recent games such as Loco Roco in the case of Rolando), they each put their own twist on things, respecting the player's time and wallet in the process — in other words, once you bought these games, they wouldn't ask you for money again, except in some rare instances such as in Tilt to Live where the developers later added a whole new game mode and sold it rather than bundling it in as a free update.

One of the saddest sights in the App Store is, I think, the massive decline in quality that ngmoco's titles have taken since those early days. Games like the aforementioned Dr. Awesome and Rolando were genuinely excellent games that helped to define the platform; now, however, all ngmoco does is churn out some of the most tedious, derivative, copycat titles in the entire industry, all in the name of exploiting the social gaming bubble. RIP ngmoco; I thought you were going to be the next big thing in creative indie games at one point, but it was not to be.

True creativity and distinctiveness in the App Store isn't dead; but with well over a million apps and games on the App Store now, and the charts dominated by free-to-play titles that have effectively bought their rankings rather than earned them, it's getting harder and harder to find them. How sad.

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1370: What's Up, Red? https://imnotdoctorwho.moegamer.net/2013/10/19/1370-whats-up-red/ https://imnotdoctorwho.moegamer.net/2013/10/19/1370-whats-up-red/#respond Sat, 19 Oct 2013 23:08:02 +0000 http://angryjedi.wordpress.com/?p=5918 As predicted, I completed Tales of Xillia (like, Platinum completed) earlier, but prior to jumping back into Hyperdimension Neptunia Victory I decided to give Cognition: An Erica Reed Thriller a try. I've had my eye on Cognition ever since it was a modest Kickstarter campaign from a group previously best-known for a(n admittedly very good) King's Quest spinoff. It sounded interesting for a number of … Continue reading 1370: What's Up, Red?

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As predicted, I completed Tales of Xillia (like, Platinum completed) earlier, but prior to jumping back into Hyperdimension Neptunia Victory I decided to give Cognition: An Erica Reed Thriller a try.

I've had my eye on Cognition ever since it was a modest Kickstarter campaign from a group previously best-known for a(n admittedly very good) King's Quest spinoff. It sounded interesting for a number of reasons: firstly, that it was a modern adventure game — the supposed "death" of the point-and-click genre was somewhat exaggerated — and secondly, that Jane Jensen (of King's Quest VI and Gabriel Knight fame) was acting as "story consultant". While this isn't quite the same as having her actually write it, it would, I thought, at least provide a greater-than-average chance of the game having a decent, well-written story.

I played through the first of the game's four episodes earlier, and was not disappointed. Given that most people I know who have played it seem to think that the first episode is the weakest, I'm very excited to see what follows.

Cognition follows the adventures of FBI agent Erica Reed, a feisty redhead haunted by her inability to save her brother from a serial killer three years prior to the events of the main plot. Erica's a little unusual, however, in that she has a strange supernatural ability that enables her to relive and even manifest memories from the past simply by touching things. Initially, all she can do is touch an object or body and witness a short snippet of what happened, but as the game proceeds, she learns a couple of new abilities under the tutelage of the Wise Old Mystic Woman Who Runs the Antique Shop.

It would have been easy for Cognition to play up its supernatural aspect and even rely on it too much to carry its mystery story, but Erica's abilities are used sparingly, subtly and effectively. It's rarely a "magic bullet" that allows her to do things a good forensics team wouldn't be able to do given enough time; it is, more often than not, used as a means of ushering the story along by providing clues.

It's much more complex than just flashbacks, though; in one of the best puzzles in the game, you're tasked with using your "regression" ability to reconstruct the memories of a key witness who can't remember some important information you need. By collecting information and using it to prompt the witness to remember things, you're able to manipulate the images of his memories to provide specific details — the colour of someone's dress, the time a photo was taken, what was written on a note — that ultimately lead you to the answers you seek. It's a clever system that works really well without resorting to mystical mumbo-jumbo — it's just something Erica can do and while it's clear that part of the plot is going to revolve around her struggling with these visions, for the most part she accepts it as just another tool in her arsenal.

Jensen's influence is apparent in the characters, all of whom are strongly defined. Erica herself initially appears to be somewhat "flat" personality-wise, but over time it becomes clear that she is, more often than not, being quite deadpan, and when she's around people she likes and trusts, she opens up and shows her more good-humoured side.

One of the things I'm particularly enamoured with is that I'm getting a slight "Dr. Naomi" vibe from Cognition. It's not quite the same, of course — Erica is an FBI field agent compared to Naomi's forensic investigator — but there are certain similarities. Most notably, on a number of occasions you're "quizzed" by characters on what you've learned from your investigations, with progression dependent on you giving the correct answers. The penalty for giving an incorrect answer isn't as harsh as in Trauma Team — there are relatively few moments in the game where you can die or "fail" — but it's nice to have a game check that you're paying attention in a suitable, plausible context.

I'm intrigued to try the subsequent episodes now. I have a feeling that four won't be enough!

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1369: Closing Tales https://imnotdoctorwho.moegamer.net/2013/10/19/1369-closing-tales/ https://imnotdoctorwho.moegamer.net/2013/10/19/1369-closing-tales/#respond Sat, 19 Oct 2013 01:20:30 +0000 http://angryjedi.wordpress.com/?p=5915 Finally closing in on the end of my second playthrough of Tales of Xillia, and it's led to some interesting observations. First up, Xillia's handling of New Game Plus is well-implemented, enjoyable and unusual. As you play, you unlock a number of "Titles" by completing various in-game achievements such as using certain abilities a particular number of times, … Continue reading 1369: Closing Tales

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Finally closing in on the end of my second playthrough of Tales of Xillia, and it's led to some interesting observations.

First up, Xillia's handling of New Game Plus is well-implemented, enjoyable and unusual. As you play, you unlock a number of "Titles" by completing various in-game achievements such as using certain abilities a particular number of times, completing various numbers of sidequests and passing various milestones in the story. Depending on the difficulty of (or endurance/patience required for) each of these titles, you're awarded various amounts of "Grade" points. These are useless until you've completed the game once, at which point you can spend them when you start a New Game Plus.

The things you can spend them on vary from carrying across various things like items, levels, money, shop levels and so on, or they can be spent on bonuses such as boosters to experience and money gain. By carefully spending your Grade, you can put together a "package" of bonuses that makes your subsequent playthroughs of the game work the way you want them to.

Personally, I'm playing through with 10x the normal amount of experience, double the normal amount of money gained and carrying over the "Devil's Arms" special weapons that I acquired through a sidequest in the first playthrough. This made the game quite easy, so I bumped up the difficulty to Hard, and it's now providing a suitably-paced challenge even though I've been well over the recommended levels for most of the game, and will cap out at 99 before taking on the final boss in my second playthrough.

What's also interesting about Xillia is its two-protagonist structure. For probably about 80% of the time, the game is the same regardless of whether you chose Jude or Milla at the outset of the game, but the points where it splits are interestingly distinct from one another. For those who are yet to play the game but who are planning to, I strongly recommend you play Jude's storyline first, if only for the fact that a certain event that occurs partway through the story is infinitely more dramatic from Jude's perspective than it is from Milla's. I'll spare you the details in the name of spoiler avoidance, however.

Playing both stories gives you an interesting amount of context and insight into the two characters, though. Jude's story gives you a good understanding of the overall events of the game, while Milla's focuses a little more on her as an individual character — thankfully, she's an interesting character in her own right who is more than worthy of a little specific exploration.

Reviews of Xillia criticised it somewhat for being "clichéd" or "typical JRPG" in its narrative, but this is a lazy descriptor that tends to be levelled at pretty much every JRPG out there — and I'm not even sure how true it is, anyway. Xillia's cast is unconventional and interesting, consisting as it does of a broad mix of ages from 12 to 62, male and female. The adventure they go on boils down to the usual "do a couple of laps of the world" but the setting is interesting and well-realised, and by the end of it you have a thorough understanding of the setting's culture, spiritual beliefs and society. It's a convincing game world that it's easy to immerse yourself in; it feels like far more than just a backdrop to cutscenes, though I would argue that the areas between the major towns are a bit bland at times.

By far the highlight of the game, though, is the sense of companionship and camaraderie between the party members, emphasised by the optional "skits" that pop up in response to your actions throughout the game. There's a real sense of these characters being real people, real friends and sometimes rivals, and they've been written with a wonderful sense of chemistry between them. It's one of the most enjoyable RPG casts I've had the pleasure of hanging out with for 90 hours or so, and I'll be sorry to leave them behind; but, of course, at least some of them will be back in the upcoming Tales of Xillia 2, so all is not lost.

Should polish off the rest of Xillia tomorrow, and then I can finally get back to Hyperdimension Neptunia Victory, which I was really enjoying prior to me having to play Xillia for review.

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1368: Confessions of a Failed Mayor https://imnotdoctorwho.moegamer.net/2013/10/17/1368-confessions-of-a-failed-mayor/ https://imnotdoctorwho.moegamer.net/2013/10/17/1368-confessions-of-a-failed-mayor/#respond Thu, 17 Oct 2013 22:12:55 +0000 http://angryjedi.wordpress.com/?p=5912 I played it for a good few weeks on its original release in the name of understanding what the hell everyone was so excited about, but I have to admit defeat and confess that I didn't really like Animal Crossing all that much. I'm not saying it's bad, per se, more that I just don't really understand the … Continue reading 1368: Confessions of a Failed Mayor

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I played it for a good few weeks on its original release in the name of understanding what the hell everyone was so excited about, but I have to admit defeat and confess that I didn't really like Animal Crossing all that much.

I'm not saying it's bad, per se, more that I just don't really understand the appeal of it. For sure, it does what social gaming companies like to call "invest and express" gameplay far better than any of the shite churned out by Zynga ever will — and without continually begging the player for money, more to the point — but the trouble is that what Animal Crossing offered just wasn't enough to hold my attention.

There's lots to do in Animal Crossing, for sure, and the game drip-feeds you new things happening in your town every few real-time days to keep you coming back. MMO-style special events allow you to compete against your friends at catching bugs or whatever, and the game world expands a little over time — though not by much.

Trouble is, most of the stuff to do in Animal Crossing wasn't very interesting or enjoyable to me. By my last few days playing, I had settled into a tedious routine of picking fruit, going to the island, catching as many bugs as I could put in the box, selling them all, then paying off part of my loan. I'd then close the game because I'd found the experience so mind-numbing that I didn't really want to play any more. It was feeling more like a job than a game; I was feeling obliged to earn money just to give to Tom Nook, and it just wasn't enjoyable. By the time I'd done my daily "chores" I just wanted to turn the game off and do something else — usually go to sleep, since I inevitably put off said chores until last thing in the evening.

This is, of course, arguably the whole point of Animal Crossing. It's a reflection on modern life and the joyless things we do to get ourselves through the day with enough money to put food on the table. Of course, in Animal Crossing you can't actually starve to death or be turfed out of your house for being unable to keep up repayments on your mortgage, but the feeling of guilt is there — that feeling that you should be doing something more, that feeling that you should be pursuing your ambitions but instead you're trapped in a rut barely scraping by unless you make some sacrifices in the name of being more profitable. (In Animal Crossing's case, the sacrifices I was having to make included "playing games that I found more fun," which was ultimately not something I was willing to give up.)

Multiplayer, too, was confusing. While it was neat to be able to invite friends over, ultimately all I found myself doing when I visited a friend's town was admire how their trees and houses were in slightly different places to my own trees and houses, and nod knowingly if they had discovered how to make "paths" using designs printed on the floor. I never knew what I was supposed to do when I was in someone else's town; there was no structure to it, and no real incentive to actually play together beyond pinching each other's fruit and planting it, or occasionally doing that hilarious thing you can do with Pitfall Seeds. The only multiplayer stuff I found enjoyable were the structured "tours" on the island, and even those weren't all that interesting or competitive to me.

I certainly don't begrudge people their enjoyment of Animal Crossing. I just… don't get it. And I'm cool with that; time to move on.

Pokémon, on the other hand, that I'm starting to come around to. But that's a story for another day.

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1367: Alpha https://imnotdoctorwho.moegamer.net/2013/10/16/1367-alpha/ https://imnotdoctorwho.moegamer.net/2013/10/16/1367-alpha/#respond Wed, 16 Oct 2013 22:38:35 +0000 http://angryjedi.wordpress.com/?p=5910 Eurogamer published the first of its "alpha and beta reviews" earlier on the subject of Peter Molyneux's possibly rubbish new God game Godus. The posting of said review, coupled with the accompanying justification for it (including why it doesn't carry a score) immediately prompted the usual snark on Twitter. This made me gnash my teeth in … Continue reading 1367: Alpha

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Eurogamer published the first of its "alpha and beta reviews" earlier on the subject of Peter Molyneux's possibly rubbish new God game Godus.

The posting of said review, coupled with the accompanying justification for it (including why it doesn't carry a score) immediately prompted the usual snark on Twitter. This made me gnash my teeth in frustration.

After the previous paragraph, it will probably not surprise you to learn that I'm actually in favour of Eurogamer doing what it's doing — and no, not just because I work for their sister site USgamer. No, I actually think this is an important thing, particularly given recent developments in the growing "early access" model of selling games — and the fact that some people apparently aren't aware of said developments.

You're probably already familiar with the basic "early access" programme — buy something, often for a cut-down price, and get immediate access to an early version of the game so you can 1) try it out before everyone else does and 2) provide some feedback that can actively help with development. It worked for Minecraft, it worked for Frozen Synapse and there's plenty of others out there it's worked for too.

Here's the strange new development, though: a number of free-to-play games have put themselves in Steam's Early Access catalogue. Nothing unusual, you might think, until you notice that they're actually charging for you to play this early version. In effect, you're paying to be part of a closed alpha/beta test for a game that won't cost any money to download when it's finished.

This is weird, no?

Okay, in most cases you're not just paying for access — in the case of Snow, you get some bonus items and in the case of Magicka: Wizard Wars' upper tiers, you get a full copy of Crusader Kings II for considerably less than its full retail price — but it still seems a little odd; I can't get away from the fact that you're "buying" a free-to-play game.

And this is why Eurogamer's idea of specifically reviewing commercially available alpha and beta versions is a sound one. It's something distinct from a hands-on preview — which is what most of the snark from earlier was comparing it to — because it discusses something that people can actually hand over money for right now, despite the fact it's not finished. A hands-on preview typically comes from something that not everyone has access to, be it a play with the game at a developer's office, a behind-closed-doors look at a trade show, or even a report on a demo from a consumer show such as Eurogamer Expo that not everyone would have had the opportunity to attend for whatever reasons; by contrast, an alpha/beta review lets people know whether or not it's worth spending their hard-earned money on something that may or may not cost a different amount of money when it's finished being developed — or indeed something that may be completely free when it's finished.

Being informed is important, particularly when it comes to making a decision about whether or not to spend money on something. I think we'll start to see more of this sort of thing in the near future, and it's going to be an important part of how we look at the development process of games in the coming years.

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1362: Caged Animal https://imnotdoctorwho.moegamer.net/2013/10/12/1362-caged-animal/ https://imnotdoctorwho.moegamer.net/2013/10/12/1362-caged-animal/#respond Sat, 12 Oct 2013 00:25:19 +0000 http://angryjedi.wordpress.com/?p=5898 I like David Cage's stuff, and I'm not ashamed to say that. I shouldn't have to point that out, really, but it seems it's become rather fashionable to bash Cage's work in journalist/critic circles recently and frankly I'm not altogether sure why — it seems to be one of those things that has just become … Continue reading 1362: Caged Animal

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I like David Cage's stuff, and I'm not ashamed to say that.

I shouldn't have to point that out, really, but it seems it's become rather fashionable to bash Cage's work in journalist/critic circles recently and frankly I'm not altogether sure why — it seems to be one of those things that has just become accepted without much argument. Fahrenheit, Heavy Rain and now Beyond: Two Souls all have their flaws, sure, but they're also some of the most genuinely impressive interactive stories I've ever had the pleasure of playing through. (I haven't finished Beyond yet, but given that it's had me absolutely glued to the screen for the last several hours, I feel I can say that with some confidence.)

Let's talk about Beyond, because it's had enormously mixed reviews.

Beyond is the spiritual successor to both Heavy Rain and Fahrenheit in that it combines Heavy Rain's realistic appearance with the more supernatural aspects of Fahrenheit's narrative. It's got a peculiar structure in that it jumps back and forth in time rather than unfolding chronologically like Heavy Rain, but there is at least a narrative framing device in place to justify it. (Whether or not you think it's a good narrative framing device is a matter of opinion, but I have no objections to it.)

Like its predecessors, Beyond is an interactive movie above all else. That is, this is largely David Cage's story, and you have the opportunity to influence it along the way with your action or inaction rather than having complete freedom. In this sense, it is more like a fully animated visual novel than a traditional "game" per se, and the experience is crammed full of contextual actions and quick-time events. These are, much like the interactive movie style as a whole, very much a matter of taste.

One of the most common complaints levelled at Cage's work is that he might as well be making movies. He might, since he's clearly a talented director and cinematographer, even if — arguably — his writing skills don't quite match. However, I've still found all his works considerably more interesting, enjoyable and engaging than a traditional movie for the simple fact that even the relatively limited interaction offered by contextual actions and quick-time events means that you're involved in the game. You're physically doing things to participate in the game; perhaps you're not controlling the character with complete freedom, but that doesn't matter — you're determining whether they succeed or fail at something, and you're making choices that actually have an impact. It's the same reason a visual novel, where 90% of the "gameplay" is you pressing a button to advance the text, can still be compelling.

This isn't to put down games with strong emergent narrative or freedom to do as you please, of course — my recent stories about Grand Theft Auto V should be enough to convince you of that — but as a card-carrying narrative junkie, I'd always, always much rather play a game with a strong, pre-composed story and perhaps limited freedom than something where I have the ability to go completely off-piste and run riot.

Short version: if you liked Cage's past work, you should most definitely pick up a copy of Beyond: Two Souls. More thoughts — both here and at USgamer — when I've actually beaten it.

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1359: Lady of the Wind https://imnotdoctorwho.moegamer.net/2013/10/08/1359-lady-of-the-wind/ https://imnotdoctorwho.moegamer.net/2013/10/08/1359-lady-of-the-wind/#respond Tue, 08 Oct 2013 22:23:32 +0000 http://angryjedi.wordpress.com/?p=5892 I'd been putting it off, but I finally beat the Garuda boss fight in Final Fantasy XIV this evening, renowned by some as one of the harder battles in the game's main story. The "Primal" fights that you engage in over the course of the main quest's narrative are genuinely thrilling engagements that reward cooperation, communication and … Continue reading 1359: Lady of the Wind

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I'd been putting it off, but I finally beat the Garuda boss fight in Final Fantasy XIV this evening, renowned by some as one of the harder battles in the game's main story.

The "Primal" fights that you engage in over the course of the main quest's narrative are genuinely thrilling engagements that reward cooperation, communication and everyone knowing what they're doing. Sure, the fact that there's the possibility of instakill moves is frustrating, but with a good party gathered you shouldn't fall foul of them, particularly if you've taken the time to either discuss the fight with more experienced combatants beforehand, or learned from past mistakes.

The thing I've been most impressed with by the Primal battles in particular but also a number of other setpiece engagements in the game is how exciting they are. This is something I'm not altogether used to in MMOs, many of which are focused on doing things by rote as efficiently as possible. Final Fantasy XIV's combat, while not deviating hugely from the template set by World of Warcraft, requires that you stay on your toes, survey your surroundings and move around the battlefield according to what's going on. In the case of the Garuda fight, there's a lot of cowering behind pillars (until the horrid harpy destroys them all, anyway) and then ensuring that you don't get sucked into the increasingly tumultuous storm all around you during the latter stages of the fight.

I played through most of World of Warcraft up through Wrath of the Lich King and I can only think of a few fights I participated in that elicited the same feeling of heart-in-mouth excitement as these Final Fantasy XIV battles. The difference is that in World of Warcraft's case they were all high-level or endgame content, while Final Fantasy XIV spreads them out over the course of its entire main quest. And then you get to do them all again, but harder, once you hit the level cap. They're some beautifully designed encounters, and I'm interested to see how Yoshi-P and the team intend to top them in the coming content updates.

It's that heart-in-mouth feeling that feels most authentically Final Fantasy to me. I can vividly recall the first few times I beat Final Fantasy VII (because I beat it a whole bunch of times in my teenage years) — every single time I reached that final cutscene before the final boss ("And Sephiroth! … To the settling of everything!" — God bless that game's appalling translation) I would feel real, honest-to-goodness excitement. I'd get a delightful feeling of "butterflies in the stomach" before the screen went all swirly and Birth of a God started playing, and it would continue right through the final fights, even if I was hopelessly overlevelled, which I usually was.

In fact, a good JRPG (hell, game, full stop) these days will still give me that feeling, and if a game makes me feel that way I'll immediately think considerably more fondly of it than those that don't. It'll be a sad day for me when I can't get fired up by a game's final confrontation at all — I hope that day never comes, and I shall continue to enjoy that pleasurably anxious feeling for as long as I can in the meantime.

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1355: Impending Lie-In https://imnotdoctorwho.moegamer.net/2013/10/04/1355-impending-lie-in/ https://imnotdoctorwho.moegamer.net/2013/10/04/1355-impending-lie-in/#respond Fri, 04 Oct 2013 22:27:08 +0000 http://angryjedi.wordpress.com/?p=5881 Good golly gosh, I'm knackered. This is at least partly due to the fact that I didn't really have a weekend last weekend. (Actually, there's no "really" about it; I flat-out didn't have a weekend last weekend, since although Eurogamer Expo was enjoyable, I still had to work through it, and also had to overcome … Continue reading 1355: Impending Lie-In

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Good golly gosh, I'm knackered.

This is at least partly due to the fact that I didn't really have a weekend last weekend. (Actually, there's no "really" about it; I flat-out didn't have a weekend last weekend, since although Eurogamer Expo was enjoyable, I still had to work through it, and also had to overcome my not-inconsiderable social anxiety in order to actually, you know, talk to developers and stuff. I think I did fairly admirably, all things considered.)

Anyway. Consequently, I am looking forward to having a weekend this weekend, and the first thing I shall be doing with said weekend is having a lie-in. I've been waking up relatively late each morning this week and desperately wanting a lie-in — in some cases even dropping off until about half an hour before I need to start work (which, fortunately, as you probably know, involves walking from my bed to my study, and I don't even have to put on pants if I don't want to) — and not being able to have it. But tomorrow morning, I can have a lie-in, and it will be glorious.

Except going on recent past experience, the opportunity to actually have a lie-in is usually a signal for my body to wake up promptly at 7am and be unable to get back to sleep. This is infuriating when it happens, because any hope of catching up on sleep is then completely ruined. Of course, it's often quite nice to deliberately wake up early and have considerably more hours available in the day than usual, but come on. It's the weekend. I want to lie in bed and not move for more hours than I'm normally able to, then get up, have a bacon sandwich (or similarly greasy equivalent) and do nothing of any value for the remainder of the day.

Ah well. We'll see how it goes tomorrow morning. Perhaps I'll play some Sweet Fuse until the early hours and see if that will lull me into a deep sleep filled with bishounen.

(Speaking of Sweet Fuse, I'm still enjoying it a great deal. What a silly game. I'm glad it exists. If you'd have told me ten years ago that one day I'd be playing a game in which I took on the role of Mega Man creator Keiji Inafune's niece as she wandered around a theme park that had been taken over by a pig-like terrorist, I would have probably laughed in your face. I have since learned, of course, that anything goes in gaming, and when you take into account the possibilities of less interactive genres such as visual novels, you really can tackle pretty much any subject matter as a "game". But that, as ever, is a discussion for another day, I feel; time to head bedwards for me — Saki Inafune and her harem of gentlemen friends is awaiting me.)

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1354: GTA is More Fun with Friends https://imnotdoctorwho.moegamer.net/2013/10/03/1354-gta-is-more-fun-with-friends/ https://imnotdoctorwho.moegamer.net/2013/10/03/1354-gta-is-more-fun-with-friends/#respond Thu, 03 Oct 2013 22:10:07 +0000 http://angryjedi.wordpress.com/?p=5879 I'm not talking about Grand Theft Auto Online, either, which is, so far as I can make out, still a predictably shambolic mess after throwing its doors open to the public earlier this week. No, I'm talking about that peculiar joy you get from playing a game made for… well, play… with someone else. To put … Continue reading 1354: GTA is More Fun with Friends

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I'm not talking about Grand Theft Auto Online, either, which is, so far as I can make out, still a predictably shambolic mess after throwing its doors open to the public earlier this week. No, I'm talking about that peculiar joy you get from playing a game made for… well, play… with someone else.

To put this in some sort of context, allow me to explain. I played through Grand Theft Auto V and enjoyed it. I liked the characters, I found the story enjoyable and the gameplay entertaining enough to keep going after the credits rolled. Can't ask for more, really.

Except this evening my good friend Sam came over and we played together. Sam and I used to play Grand Theft Auto III and Vice City together when we were at university, usually drunk. (We'd play Grand Theft Auto drunk, not we were usually drunk at university. Though we were drunk quite a lot at university.) Since going our separate ways and entering what careers advisors insist on calling "the world of work", though, the only games we've really played together have been things specifically designed for group play with structured rules — things like board games and the like. I thought it would be interesting to see if GTAV would recapture the magic of the previous games, so I invited Sam over this evening primarily to play it, and if it didn't, well, there's a shelf full of board games to play instead.

Fortunately, GTAV very much has the old magic. In several hours of play, we didn't do a single structured piece of content in the game — no missions, no races, no Flight School, nothing. Instead, we'd set largely improvised challenges and then attempt to complete them. First up, we wanted to get to the Los Santos airport and successfully steal a plane — something we'd regularly try to do in GTAIII — without getting shot to pieces by the police who were summoned the moment you step on the runway. Eventually we managed that, so we turned our attention to the enormous Mount Chiliad, the peak that dominates the north end of the map. First we tried to fly a plane over the top of it and parachute onto the summit. Having successfully accomplished that (once — never again after that) we discovered a pair of dirt bikes near the top, and a conveniently-placed jump ramp nearby.

After an unsuccessful attempt to make the jump that ended in the unfortunate demise of poor Trevor, we tried to get back on top of the mountain — firstly by parachuting again, then by driving and finally by walking. All of these attempts ended in failure — my parachuting concluded prematurely when I failed to realise that leaping out of a plane at a couple of hundred knots would cause you to go flying at a couple of hundred knots, too, and ended up plastering myself all over the site of the mountain; driving up the mountain was stymied by the fact that most vehicles can't drive up near-vertical rock walls (though driving the front of a big rig past some very surprised hikers was enormously entertaining while it lasted); walking up the mountain concluded after several "trip-and-fall" incidents that saw Trevor rolling part of the way down the mountain, with the last fall being a big one that brought his life once again to a premature end.

I haven't laughed so much at a game for ages. GTAV still has the magic.

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1353: Criminology https://imnotdoctorwho.moegamer.net/2013/10/02/1353-criminology/ https://imnotdoctorwho.moegamer.net/2013/10/02/1353-criminology/#respond Wed, 02 Oct 2013 23:15:47 +0000 http://angryjedi.wordpress.com/?p=5875 I watched my first ever episode of CSI today. Or CSI: Miami, to be exact, since the original CSI isn't on Netflix as far as I can make out. I enjoyed it! It reminds me how much I do enjoy police procedurals and crime thrillers — yes, even the cheesy, stupid, unrealistic ones — when I watch them, yet it's … Continue reading 1353: Criminology

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I watched my first ever episode of CSI today. Or CSI: Miami, to be exact, since the original CSI isn't on Netflix as far as I can make out.

I enjoyed it! It reminds me how much I do enjoy police procedurals and crime thrillers — yes, even the cheesy, stupid, unrealistic ones — when I watch them, yet it's pretty rare I'll actually seek them out. It's one of those things that I forget I like, if that makes sense, and I'll just occasionally stumble across the, and remember all over again.

As with many forms of non-interactive media, I find myself thinking that there should be more procedural games. Trauma Team on Wii was a great example — particularly from the crime scene investigation angle — plus the Ace Attorney series has always provided a neat combination of private detective-style investigation and courtroom drama. I'd like to see more of that kind of thing.

There's the Police Quest series, of course, which I'm still yet to try, though those have the dubious distinction of being Sierra adventures (i.e. already brutally difficult, and not necessarily in a fair way) that are notoriously finicky about you actually following police procedure to the letter. There's nothing wrong with this, of course — how many other "police sims" are there out there? — but it doesn't necessarily push exactly the same buttons as a police procedural drama on TV.

I'm surprised that over the years we haven't seen more games branching out into popular TV genres. We've done sci-fi and fantasy to death, obviously, because both of those are eminently compatible with the most common means through which we interact with a game world: attacking it. We've also seen crime drama through the eyes of the criminals a lot thanks to titles like Grand Theft Auto and Saints Row. But what we haven't seen a lot of is a game about being a doctor, or a policeman, or a lawyer, or a journalist. I remember having a conversation with fellow Squadron of Shame members a while back about how cool it would be to play a war-themed game in which you weren't one of the American soldiers on the scene, but instead an embedded war reporter tasked with covering the conflict from the front lines. Plenty of scope for interesting storytelling there, plus gameplay that doesn't involve shooting people with a different skin colour to your character.

We could even expand that, though. Sci-fi and fantasy games don't have to be about killing, either; how about a sci-fi "future police" game? Or a "future medicine" game? (I guess that's Trauma Center, but still.) Or a game where you play a member of the Watch in a typical fantasy city? Plenty of scope for interesting things, and yet — at least in the mainstream — we still rely on the same old stuff.

Ah well. The times are a-changin', and we are starting to get more and more interesting thematic content in our games that isn't just about stabbing and shooting. I just wish there was a bit more.

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1352: Critical Urgency https://imnotdoctorwho.moegamer.net/2013/10/01/1352-critical-urgency/ https://imnotdoctorwho.moegamer.net/2013/10/01/1352-critical-urgency/#respond Tue, 01 Oct 2013 22:35:38 +0000 http://angryjedi.wordpress.com/?p=5873 I can't remember if I've talked about Velocity here before, so here I am talking about Velocity. Velocity, in case you've never come across it before, is a game from the Brighton-based indie developer FuturLab. It began its life as a PlayStation Minis title for PS3 and PSP, then was subsequently ported to Vita with numerous enhancements as Velocity Ultra. … Continue reading 1352: Critical Urgency

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I can't remember if I've talked about Velocity here before, so here I am talking about Velocity.

Velocity, in case you've never come across it before, is a game from the Brighton-based indie developer FuturLab. It began its life as a PlayStation Minis title for PS3 and PSP, then was subsequently ported to Vita with numerous enhancements as Velocity Ultra. So positive was the reception to the first game, it seems, that the team at FuturLab is currently in the process of putting together a sequel — a sequel that's looking rather fab, if the early version I had the good fortune to play at the recent <a href="http://www.usgamer.net/articles/egx-turning-up-the-velocity" target="_blank">Eurogamer Expo</a> is anything to go by.

But I want to talk about the original today, or rather Velocity Ultra. I reviewed Velocity Ultra a while back for USgamer and enjoyed it a lot, but I must confess that in the process of reviewing it, I didn't make it through every little bit of content it had to offer — largely because doing so would have taken significantly longer than I had time for, and also because I'd already seen a lot of it in Velocity's previous incarnation as a PlayStation Minis title.

I've been going back to clean up what I missed in the game recently, though, and I'm reminded of what a fantastic game it is. Beginning as what appears to be a relatively straightforward top-down shooter, the game gradually evolves, changes and grows in complexity as it progresses; firstly, you get the ability to teleport over short distances (including through walls); then you get the ability to drop telepods at strategic points in the level in order to teleport over long distances and take alternative routes. By the time you get through all 50 of the game's main levels, you're practically playing a different game.

Things are mixed up along the way, too. Sometimes you'll have levels that are filled with enemies; other times they'll be complex maps with multiple paths. Other times still you'll have a very tight time limit and have to get through as quickly as possible. Different types of level require different strategies.

Where the truly addictive gameplay in Velocity comes in, though, is medal-chasing. Upon completion of a level, you're ranked according to how many survivors you rescued, how many points you scored and how quickly you successfully completed the level. Attain the highest accolade in all of these categories without dying once and you'll earn a "perfect" medal, and it's chasing these "perfects" that is so ridiculously addictive. The reason for this is that the difficulty of achieving the goals is pitched just perfectly; it's always just tantalisingly out of reach rather than seemingly impossible. Pretty much anyone with a good handle on the mechanics will be able to attain at least a few Perfects along the way, though it does get significantly more difficult as the levels become more complex.

And then there are the secret levels. Secret levels! I can't remember the last modern game I played that had secret levels, and yet here they are in Velocity, unlocked through getting your tiny Quarp Jet into places you wouldn't normally expect it to go, usually as a result of checking the map and spotting something out of place. There are a further 20 secret levels on top of the 50 main levels, and not all of them use the standard game mechanics. There's a 10-level Thrust-inspired minigame, for example; there's a twist on FuturLab's earlier game Coconut Dodge; there's even a version of Snake. Successfully contend with all those and you have the incredibly challenging but rewarding and addictive "Red Zone" and "Blue Zone" levels in which time limits are tight, the pathways tighter and the slightest clipping of a wall will destroy you.

I was delighted that the upcoming Velocity 2X felt so much like the first Velocity when I played it at Eurogamer Expo — and particularly pleased that the brand new sections where you get out of your ship and run around for some platforming sections make use of pretty much the same mechanics, with the only real difference being that you're now affected by gravity. I'm really looking forward to playing the sequel, but in the meantime, I've got a whole bunch of Perfect medals to try and attain, so if you'll excuse me I'm going to challenge a few more before I go to sleep.

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1350: Open-World Ridiculosity https://imnotdoctorwho.moegamer.net/2013/09/29/1350-open-world-ridiculosity/ https://imnotdoctorwho.moegamer.net/2013/09/29/1350-open-world-ridiculosity/#respond Sun, 29 Sep 2013 23:51:49 +0000 http://angryjedi.wordpress.com/?p=5867 As you'll know if you've been reading recently, I finished Grand Theft Auto V the other day, and have approximately 75% on the completion-o-meter. Once I got back from Eurogamer Expo today, I thought I'd fire it up and specifically piss around in the open world rather than doing anything structured. (Okay, I cleaned up a couple … Continue reading 1350: Open-World Ridiculosity

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As you'll know if you've been reading recently, I finished Grand Theft Auto V the other day, and have approximately 75% on the completion-o-meter. Once I got back from Eurogamer Expo today, I thought I'd fire it up and specifically piss around in the open world rather than doing anything structured. (Okay, I cleaned up a couple of Strangers and Freaks missions, but aside from that… yeah.)

I'm pleased to confirm that Grand Theft Auto V's open-world freeform silliness is possibly the best it's ever been. In about an hour or two of play, I tripped over and rolled all the way down a mountain without dying; had a police shootout at a truck stop (where I did die, sadly); successfully landed on the roof of a car park at the airport by using a billboard as a jump ramp; successfully leapt onto a passing train (and then fell off while attempting to climb down and hijack it); inadvertently attracted the attention of the police and decided to run up the steepest face of a mountain, surviving quite a while and single-handedly taking down six helicopters before finally tripping over, rolling all the way down the mountain and failing to survive this time; cycled all the way from one end of the map to the other; and a few other things besides.

I'm happy that the idea of "I wonder if I can do that?" has survived intact from Grand Theft Auto III; many was the night back in university when drunken incarnations of me and my friend Sam would get home after a cheap night at Poundstretcher or Lennon's and cause chaos in Liberty City until the small hours. It's a concept that I haven't felt nearly as strongly in the more recent Grand Theft Auto titles, though I don't doubt it's there.

And it's a different feeling to Saints Row's open-world mayhem. Saints Row is very much a map with Things to Do scattered across it, clearly signposted for your reference. Grand Theft Auto, meanwhile — particularly in V's case — provides you with a map filled with cool and interesting stuff, but doesn't signpost a significant amount of it. It's not all "activities", either, in GTA's case; in some instances, it's just breathtaking views, or impressively detailed locales, or the location of a hidden vehicle.

Both approaches very much have a place in modern gaming culture, but it should be evident that Saints Row and Grand Theft Auto are not the same game, and have not been for a very long time. In the case of Saints Row IV in particular, the two have diverged sufficiently to pretty much be different genres; Saints Row IV is now an open-world superhero game, while Grand Theft Auto V is a more realistic (albeit skewed) look at modern society. Saints Row is self-consciously kooky, silly and funny; Grand Theft Auto's humour can be just as obvious, but it's not pushed to the forefront of the experience in the same way as it is in Saints Row; it's just part of the experience.

This isn't to say that either approach is "wrong," of course; I've played both games and really enjoyed them both. The difference is that after I finished Saints Row IV's story I didn't really feel the need to continue exploring the open world — over a thousand collectible items is just too many, yo — whereas this evening I was actually quite excited and interested to be able to zip around GTA V's world without the pressure of story missions or other external influences getting in the way.

And then, of course, there's all this, but that's something to explore if and when I ever reach 100% completion…

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1347: Om Nom Nom Nom (Plus) https://imnotdoctorwho.moegamer.net/2013/09/26/1347-om-nom-nom-nom-plus/ https://imnotdoctorwho.moegamer.net/2013/09/26/1347-om-nom-nom-nom-plus/#respond Thu, 26 Sep 2013 22:16:17 +0000 http://angryjedi.wordpress.com/?p=5860 Pac-Man Championship Edition DX+ is a magnificent game, though I'm still at a loss as to whether or not Namco are taking the piss with that title or if they genuinely thought Pac-Man needed that many suffixes. To be fair, though, Pac-Man CE DX+, as I shall refer to it from hereon, isn't actually all that unreasonable a title … Continue reading 1347: Om Nom Nom Nom (Plus)

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Pac-Man Championship Edition DX+ is a magnificent game, though I'm still at a loss as to whether or not Namco are taking the piss with that title or if they genuinely thought Pac-Man needed that many suffixes.

To be fair, though, Pac-Man CE DX+, as I shall refer to it from hereon, isn't actually all that unreasonable a title if you analyse it. It's a variation of Pac-Man (hence Pac-Man) that evolved into a version designed specifically for competitive play (hence Championship Edition) that subsequently evolved further into a considerably expanded version (hence DX, short for Deluxe) which was then expanded even further with some additional content for the new PC version (hence Plus).

If you haven't played Pac-Man CE DX+ yet, you'll be pleased to know that it's now available for PC via Steam as well as consoles, so you can play it pretty much regardless of whatever system you favour.

If you're a fan of the original Pac-Man, be warned, though; Pac-Man CE DX+ is a noticeably different game, though its ancestry is obvious.

While the original Pac-Man required you to repeatedly clear the same screen of dots over and over again while contending with the unwanted attentions of four ghosts, Pac-Man CE DX+ is a much faster-paced game. The maze is divided into two halves, each of which, when cleared, causes a piece of fruit to appear in the other half. Eating said fruit causes the empty maze to regenerate with a new layout, and thus the process repeats. In the main modes, you're against the clock, attempting to score as many points as possible in either five or ten minutes, so it's in your interest to find the quickest routes possible.

The twist on the formula that DX added was the ridiculous number of ghosts that can be involved. Rather than the four ghosts of the original Pac-Man, each maze half in Pac-Man CE DX+ has a number of sleeping ghosts who are disturbed if Pac-Man passes by them, at which point they form an increasingly long chain and chase him, following the same route he does. High scores are dependent on eating a power pill and then gobbling up a massive chain of ghosts, so as well as finding the best route through the dots, it's actually in your interests to attract as many ghosts in your wake as possible, too. There's very much an "optimum route" for each of the courses in the game, though human error means that, unless you've practiced enough to be literally perfect every time, there'll be slight variations in each run you make — usually costing you a few points or precious seconds in the process.

It's a really interesting game that maintains the basic mechanics of the original Pac-Man while simultaneously turning it into a kind of game that's hard to define. Is it a score attack game? Yes. Is it a puzzle game? Yes. Is it a racing game? Yes, kind of.

It's one of the most peculiar games I've ever played, and revisiting it thanks to the new PC version reminds me that it's also one of my favourite games of all time, and I highly recommend you give it a try if you've never had the pleasure. Enjoy, and I make absolutely no apologies if you end up addicted.

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1345: A Grand Old Time https://imnotdoctorwho.moegamer.net/2013/09/24/1345-a-grand-old-time/ https://imnotdoctorwho.moegamer.net/2013/09/24/1345-a-grand-old-time/#respond Tue, 24 Sep 2013 23:18:59 +0000 http://angryjedi.wordpress.com/?p=5854 I'll probably write something in more depth over on USgamer tomorrow, but I wanted to give some immediate reactions to having just finished Grand Theft Auto V. Short version: I was extremely impressed. I was expecting to just duck into it for a little while in order to be able to write about it during its … Continue reading 1345: A Grand Old Time

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I'll probably write something in more depth over on USgamer tomorrow, but I wanted to give some immediate reactions to having just finished Grand Theft Auto V.

Short version: I was extremely impressed. I was expecting to just duck into it for a little while in order to be able to write about it during its launch week, but I found myself hooked in various ways: the story, the world, the characters. The whole thing is put together in such a marvellously coherent way that it just works really well — and I barely even touched all the largely irrelevant side stuff.

GTA V has drawn a bunch of flak for various reasons, but from what I can tell, it's business as usual in GTA-land. In fact, GTA V nails the balance between biting satire and straight-up drama better than any previous installment in the series — there's always been a certain dissonance between the fact that you can freely whip out a rocket launcher and start blowing shit up and the actual linear story that Rockstar is trying to tell.

The interesting thing about GTA V is that a lot of its most "offensive" stuff is down to the player. The notorious "shag a prostitute then run her over to get your money back" thing that people always fixate on? That was emergent player behaviour that people discovered in Grand Theft Auto III. Murderous rampages? You're free to commit them any time you see fit, but there will be consequences — some people will shoot back, other times, you'll attract the attention of the police. The story and all the bad things you commit in the name of the ongoing narrative? It's always your choice to proceed down that path; if you'd rather play the game as a "city living" simulator, you can do. If you'd rather play the game in an attempt to steal the most heavily-guarded vehicles as possible, you can do. If you want to ignore the structured content, you can do — and there's very little "unlocking" of things to do, unlike earlier installments, so you have pretty much free roam of the enormous map from the get-go.

I was surprised that GTA V's plot actually hooked me, though. I enjoyed spending time with Michael, Trevor and Franklin, each of whom are interesting, well-realised characters and all distinctive in their own right. None of them — not even Trevor, whom a lot of critics have fixated on — are one-dimensional characters, and each have their own personal story arcs to follow amid the overall plot. The story itself has a good blend of dark humour and serious(ish) crime drama, and there's some fantastic setpieces. There's potential for different playthroughs to unfold slightly differently thanks to some (admittedly limited) choices — but the game caters to and copes with these differences with unique dialogue.

Outside of the main story components, the missions are well-designed, too; one of the strengths of the open-world structure is that it provides the scope for you to tackle situations as you see fit, and the game embraces this philosophy wholeheartedly on a number of occasions. There are assassination missions where you need to figure out the best way to approach a target, for example; and later in the game, you have to steal some cars based on limited photographic information. This latter one really impressed me, actually; I found myself walking rather than driving around the city, looking carefully for the landmarks I was supposed to be seeking out, and it wasn't a frustrating experience at all — it felt like walking around a real city looking for something.

GTA V has its elements that will make people uncomfortable or turn them off, sure, but there's little denying it's a great game and a fantastic technical achievement. I'm glad I actually took the time to play it through — I was all set to pass it by after getting frustrated with all the frankly ridiculous hype, which I still think was completely overboard — and would recommend that if you've been on the fence about it, you should give it a go.

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1341: Life in Los Santos https://imnotdoctorwho.moegamer.net/2013/09/20/1341-life-in-los-santos/ https://imnotdoctorwho.moegamer.net/2013/09/20/1341-life-in-los-santos/#respond Fri, 20 Sep 2013 23:26:15 +0000 http://angryjedi.wordpress.com/?p=5843 I'm very impressed with Grand Theft Auto V. Much, much more than I was expecting to be — most notably for the fact that it's actually the story keeping me interested. Grand Theft Auto has undergone a gradual evolutionary process since its first installment. The first Grand Theft Auto was a fast-action arcade game — you had a score, … Continue reading 1341: Life in Los Santos

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I'm very impressed with Grand Theft Auto V. Much, much more than I was expecting to be — most notably for the fact that it's actually the story keeping me interested.

Grand Theft Auto has undergone a gradual evolutionary process since its first installment. The first Grand Theft Auto was a fast-action arcade game — you had a score, lives, crazy bonuses and the fact you were driving around being an asshole was largely incidental. Grand Theft Auto II introduced a few additional mechanics, but was still largely a "game" rather than an immersive world and story.

Grand Theft Auto III is where things started to change. Transplanting the action from the top-down maps of earlier installments into a fully three-dimensional city, it was many folks' first encounter with a "sandbox" game, in which you could do as you pleased. That "freedom" was something of an illusion, though; Grand Theft Auto III still had a very "game-like" progression whereby you couldn't make it to the next "level" — the next of Liberty City's three islands — until you had progressed far enough in the structured content. It worked well, though; by the time you finished a region, you knew it really well. That said, if you were booting up the game for the first time on, say, someone else's console and you just wanted to get the great sports cars and cause havoc, there were arbitrary limitations in place.

Vice City took the basic structure of Grand Theft Auto III and removed those restrictions for the most part. The Miami-inspired setting was split between two islands that you could drive back and forth between at will, and there were plenty of things for you to do besides the story missions — though the story itself was interesting in a Scarface sort of way. This was taken to an extreme in San Andreas, which offered three cities and a whole host of countryside in between, with plenty of side things to do along the way, although the early part of the game did reinstate the arbitrary game-like restrictions on where you were "allowed" to go.

Grand Theft Auto IV was another turning point for the series. Although III onwards had had an actual narrative with a beginning, middle and end, IV placed the emphasis on the story rather than freeform chaos. You still had a lot of choice and freedom in how you went about beating the game, but real efforts had clearly been made to make the protagonist an interesting character. For some, however, this went against the grain of what they felt Grand Theft Auto "should" be about — particularly when you started getting regularly harassed on the phone by virtual in-game girlfriends and friends to go and hang out. I personally quite liked it — though not enough, I might add, to ever actually finish it.

And now we have Grand Theft Auto V, a game which is attracting as much cynicism as it is popularity and commercial success. And I'm a bit sad about the cynicism part, because Grand Theft Auto V is doing some clever things, is written well and is a remarkably effective piece of fiction — both from the perspective of its scripted narrative and in the building of its world that presents a skewed, twisted but eerily accurate view of our own society in 2013. At the same time, the open world chaos is still very much present and correct — it just doesn't feel as "gamey" as it once did. And that's good — it shows the series has evolved over time rather than stagnating, because it has.

Grand Theft Auto V has the most seamless transitions between freeform wandering around and scripted narrative that I've ever seen. There's no loading breaks, no fade-outs with mission titles, no "letterboxing" — just one moment you'll be walking around, the next you come across a couple of people talking, you walk up to them and you're seamlessly into a cutscene.

Then there's "the torture scene," a scene that has caused a considerable amount of hand-wringing from people across the industry. (Spoilers ahead, obviously.)

In "the torture mission," two of the game's three protagonists become embroiled in a plot involving the in-game equivalent of the FBI. Having "rescued" a hostage from the CIA-equivalent, said hostage is then kidnapped by the FIB (sic) and dragged to an abandoned warehouse for interrogation. Michael, one of the protagonists, is sent out to find a person — supposedly a threat to national security — based on the information the hostage gives. Trevor, another of the protagonists, stays behind to administer torture and get the hostage to talk.

For the mission, your control flips back and forth between Trevor and Michael several times. As Michael, you have to use the information Trevor finds to locate and assassinate the right person; as Trevor, you have the option of using several different implements to administer torture to the hostage, and you have to actively participate in said torture by following on-screen prompts.

The scene is graphic, horrible, disturbing and unpleasant. Taken out of context, you'd be forgiven for thinking Rockstar had finally gone too far with this scene. Take it in context, meanwhile, and it's entirely appropriate for this scene to be there. It makes sense, and it has something to say. The hostage starts talking almost immediately after the prospect of torture is on the table, and yet as the player we're still forced to administer torture four times in total, reflecting the fact that both Trevor and Michael are very much under the control of the FIB at this point. Trevor, being a psychopath, takes a certain degree of pleasure from administering the torture but is still aware that not performing it would be worse for both him and the hostage. And when it's all over and the FIB agents leave Trevor alone with the hostage to "deal with" him, Trevor instead cuts the hostage's bonds, loads him into his car and drives him to the airport, telling him that his old life is over now and he needs to get as far away from Los Santos as possible.

"Torture is for the torturer," Trevor says to the hostage on the drive. "And for the person giving orders to the torturer. Sometimes it's for the torturee, but only if they're paying well enough. It's a terrible means of getting information."

I had no idea of the latter part of the scene's context from the articles that emerged shortly after the game's release, and it's important. It gives it meaning and a message — whether or not you think it's succeeding in delivering that message is a matter of opinion, of course, but I think it was remarkably effective. One thing I am certain of, though; it's certainly not in there just to court controversy. Like so many other things in Grand Theft Auto V, it's a brutal and biting attack on some of the things about modern culture that we might not want to acknowledge or admit.

Should we have been able to skip it? Should it have come with warnings? Those are questions I can't answer, I'm afraid, but for me, some of the impact of that particular part of the story would have been lost if that scene was not present.

And I'll be honest, I never expected to be sitting here talking about the impact a Grand Theft Auto's story had on me, which is just one of many signs of how far the series has come.

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1339: Obligatory GTA Post https://imnotdoctorwho.moegamer.net/2013/09/18/1339-obligatory-gta-post/ https://imnotdoctorwho.moegamer.net/2013/09/18/1339-obligatory-gta-post/#respond Wed, 18 Sep 2013 22:35:37 +0000 http://angryjedi.wordpress.com/?p=5838 So I've been playing Grand Theft Auto V and, as often happens with overly-hyped games that I've started to feel sick of the sight of before they already came out, I've found myself genuinely surprised to be enjoying it. This doesn't make the "hype" problem any less of a problem, though. I get that people are excited … Continue reading 1339: Obligatory GTA Post

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So I've been playing Grand Theft Auto V and, as often happens with overly-hyped games that I've started to feel sick of the sight of before they already came out, I've found myself genuinely surprised to be enjoying it.

This doesn't make the "hype" problem any less of a problem, though. I get that people are excited about it and that it's a relatively "important" game from the perspective of it costing a fucking fortune to make and also being one of the last great "big" games of this hardware generation, but the sheer level of hype is actually having something of a negative impact.

You might think that's a contradiction — any publicity is good publicity, after all — but in GTA's case the sheer pressure there is to write something — anything — about this fucking game is leading to what I can't help but feel is a bit of an unrealistic picture.

The cynicism surrounding the game's characters, writing and story is probably the worst thing. Going in to GTA V relatively "blind" having deliberately avoided as much of the hype as I possibly could, I've been surprised at quite how well-written it is. Michael is a sympathetic character prone to bouts of extravagant rage — often manifesting in some of the game's more spectacular setpieces — while Franklin is a character who is clearly much too smart for the life he's been living up until this point.

Trevor, meanwhile, whose missions I finally unlocked this evening, is a genuinely loathsome character, but not in the sense that he stops me wanting to play. On the contrary, his loathsomeness is horrifyingly compelling — particularly as he's not just a blindly raging psychopath and is instead clearly something of a complex character prone to violent mood swings. He's cracking genuinely amusing witticisms one moment; screaming bloody murder (literally) the next. He's certainly memorable.

There's been a lot of hand-wringing over the game's overall sense of morality, and I do think that it's the most graphic, violent GTA we've ever seen. Again, that's not necessarily a bad thing, though; if a story told in a medium known for desensitising people to virtual violence still has the capacity to shock and make you feel uncomfortable, it's doing its job right. Is it necessary? Perhaps not, but this is the story the writers have chosen to tell and the characters they have chosen to create, and in a game so focused on its unfolding plot — and yes, regardless of all the open-world chaos there is on offer, this is very much a game about its plot and characters — I have to respect the writers' decisions. Also, we are talking about a series called Grand Theft Auto — a series which has long been known for its strong focus on deliberately being a tosser.

Interestingly, one thing I've found with GTA is that I want to "method act" the characters. When I'm playing as Michael, I want to play things straight — drive properly and respectfully, not start fights or cause chaos. When I'm Franklin, it's similar — it feels particularly right, as Franklin, to stop for the people who've had their bag snatched, chase down the criminal and then return it to the person who lost it rather than walking off with it. When I'm Trevor, meanwhile, everything goes out of the window; it doesn't feel "wrong" to take the most direct route possible to a destination, even if that means flattening every fence and lamppost along the way; it doesn't feel "wrong" to wander down the street punching random pedestrians in the face.

I had my suspicions before I unlocked him, but now I'm all but completely certain that Trevor is in the game primarily for one reason: to address the most common criticism of GTA IV, which was that the story the game was trying to tell and the freedom to cause carnage were at odds with one another. Using the "method acting" analogy again, it simply didn't feel right to play Niko as a psychopath who randomly attacked people and stood in the middle of the road with a rocket launcher. The simple presence of Trevor in GTA V — plus the ability to give him a massive beard and a ridiculous scraggy mullet just to make him look even more disheveled than he already is — ably addresses this concern while still allowing the rest of the game to unfold its narrative in peace. Well, as much peace as can be expected from a GTA narrative, anyway.

Is GTA V perfect? No, of course not. Does it have issues that could do with resolving? Perhaps, though I'd perhaps argue not to the degree some people are making out. Is it good, though? Absolutely, and if you've been debating whether or not to get it… you should at least give it a look. If it does something that turns you off, fair enough; but it's certainly well worth a look.

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1336: Where's My Paid-For Version? https://imnotdoctorwho.moegamer.net/2013/09/15/1336-wheres-my-paid-for-version/ https://imnotdoctorwho.moegamer.net/2013/09/15/1336-wheres-my-paid-for-version/#respond Sun, 15 Sep 2013 15:46:28 +0000 http://angryjedi.wordpress.com/?p=5829 Disney released a sequel to its popular iOS game Where's My Water? recently. Where's My Water?, if you're unfamiliar, is supposedly one of the best iOS games out there, and even managed to pick up an Apple Design Award at WWDC in 2012. It's an extremely popular game that was well received by both press and public alike, … Continue reading 1336: Where's My Paid-For Version?

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Disney released a sequel to its popular iOS game Where's My Water? recently. Where's My Water?, if you're unfamiliar, is supposedly one of the best iOS games out there, and even managed to pick up an Apple Design Award at WWDC in 2012. It's an extremely popular game that was well received by both press and public alike, and spawned a couple of spin-off games prior to the recently released official sequel.

The official sequel is, inevitably, free-to-play, unlike the 69p original. Said original did have in-app purchases, yes, but they were mostly actual additional content — new levels and so on — plus, until recently, the game was continuously supported with weekly challenges that kept the game relevant over time. (The removal of these weekly challenges in the most recent update has annoyed a bunch of players, incidentally, but surely they can't expect Disney to continually support a game from 2011 forever.)

Where's My Water 2 has, unsurprisingly, been torn a new one by App Store reviewers for being free-to-play — and with good reason. Like Plants vs. Zombies 2, there is not one single convincing reason why making it free-to-play is a good thing for anyone except Disney. At least you can play Plants vs. Zombies 2 for as long as you like, however; Where's My Water 2 adds the ultimate insult of incorporating an energy mechanic into the game, effectively blocking people from continuing to play every few levels unless they pay up.

hate energy systems. They were a fucking pain in the arse when I had to review mobile and social games because they meant I could only play the game for a certain amount of time before having to leave it for several hours (because I sure as fuck wasn't paying), and they're a fucking pain in the arse if I just want to enjoy a mobile game these days. They're a slap in the face to the player, and effectively a sign that the developer/publisher of the game don't trust their player base to actually slip them some money if they're enjoying themselves. It represents the absolute worst of everything about free-to-play, and it needs to stop.

I'm glad that App Store reviewers are starting to speak up against things like energy systems and excessive in-app purchases, because it's getting out of control. I find myself actually wanting Where's My Water 2 to fail, because it will teach Disney a lesson. This may sound harsh — I haven't played Where's My Water 2, so for all I know it could be a great game, and I'm sure the dev team worked hard on it — but this continuing trend of games that hold their content hostage needs to stop. Rather than it being an incentive to download and try something for myself, I will now actively avoid games on the App Store that are "free". And since most of the games on the App Store are now "free", this means I'm simply avoiding most of the stuff on the App Store, which is probably doing a great disservice to the few people out there who are doing great work, and who are treating their players with respect.

You want to see how to do free-to-play right? Go play Card Hunter.

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1335: Perrrrssssppp https://imnotdoctorwho.moegamer.net/2013/09/14/1335-perrrrssssppp/ https://imnotdoctorwho.moegamer.net/2013/09/14/1335-perrrrssssppp/#respond Sat, 14 Sep 2013 22:03:45 +0000 http://angryjedi.wordpress.com/?p=5827 Hello! We fixed our Internet, no thanks to BT; Andie called 'em up earlier and they wanted to spend several days "testing our line" before calling us back on Tuesday, presumably with an engineer visit to follow after that if necessary — which it probably would be, since it appeared to be our fibre modem that was … Continue reading 1335: Perrrrssssppp

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Hello! We fixed our Internet, no thanks to BT; Andie called 'em up earlier and they wanted to spend several days "testing our line" before calling us back on Tuesday, presumably with an engineer visit to follow after that if necessary — which it probably would be, since it appeared to be our fibre modem that was borked. Thankfully, a past example of BT's incompetence meant that we did, in fact, actually have two fibre modems, so we tried the old one and it turns out it still works. Win.

Anyway, enough of that. What I want to talk about today is the PSP.

The PSP came out in 2005, some five years after the launch of the PS2 and a year before the PS3. It failed to make a significant impact in the West upon its original launch and has sometimes been considered one of the problem children of Sony's lineup. There's a degree of justification for that — its reliance on a proprietary physical media format (UMDs); a laudable but ultimately doomed attempt to jump into the "all-digital" future well before the world was ready for it (PSP Go); a distinct lack of prominent marketing — but in the intervening years since its original launch, the PSP has actually become one of my favourite systems.

Perhaps the most impressive thing about it is the fact that after eight years, it's still relevant and doesn't show any sign of going away any time soon — and it has the Vita to thank for that. Vita is the best way to play PSP games due to its lovely OLED screen and its second thumbstick — which, when playing PSP games, can be assigned to emulate buttons, allowing for a fairly convincing fudging of dual-stick control for games that previously only supported a single stick — and as such has, in many cases, given the surprisingly vast PSP library of games a whole new lease of life.

This isn't a case of "it's backward compatible so you can still play old games" either — people are legitimately still making brand new games for the PSP. Just recently we've had Sweet Fuse, for example, and JRPG fans were all aflutter recently when it was announced that Xseed and Carpe Fulgur would be bringing the second part of the magnificent Trails in the Sky to English speakers in the near future.

Access to the entire PSP digital library is, for me, a convincing enough reason in itself to own a Vita — as I noted above, PSP games look and play great on Vita, with the only slight issue being that you can't play physical versions of games due to Vita's lack of a UMD drive. It's also something you can point to any time people complain that Vita has no games — a complaint which is getting more and more inaccurate by the day, incidentally.

So although the PSP is very much one of Sony's more troublesome children, I have to give the company a huge amount of credit for creating a platform that has endured as long as it has. The PSP has some fantastic games, if you've never explored them for yourself, and you might just find yourself discovering some new favourites. And with the impending release of Vita TV — which I'll be very surprised if we don't see in the West — all those of you who don't like playing on handhelds for whatever reason will be able to play these great games on your TV, too. Which sounds pretty great to me.

Now I'm going to go sit in bed and play Sweet Fuse. 

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1332: Sweet Otome https://imnotdoctorwho.moegamer.net/2013/09/11/1332-sweet-otome/ https://imnotdoctorwho.moegamer.net/2013/09/11/1332-sweet-otome/#respond Wed, 11 Sep 2013 23:20:14 +0000 http://angryjedi.wordpress.com/?p=5819 I started playing the PSP game Sweet Fuse: At Your Side after finishing Corpse Party and it's been an interesting experience, particularly given my gaming background. Sweet Fuse is what's known as an "otome game", you see — in stark contrast to "bishoujo games" that tend to have a male protagonist and a veritable harem of dateable female characters, otome … Continue reading 1332: Sweet Otome

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I started playing the PSP game Sweet Fuse: At Your Side after finishing Corpse Party and it's been an interesting experience, particularly given my gaming background.

Sweet Fuse is what's known as an "otome game", you see — in stark contrast to "bishoujo games" that tend to have a male protagonist and a veritable harem of dateable female characters, otome games are the complete opposite: female protagonist, veritable harem of dateable male characters. (There are also yuri variations where the female protagonist can date female characters, much as there are yaoi titles for men, where a male protagonist can date male characters. But let's not get off the point: Sweet Fuse is an otome game in its purest sense.)

I was somewhat intrigued by the prospect of playing Sweet Fuse since although I'm no stranger to playing female characters in games, where romantic options exist I will still generally pair up my heroine with another woman in preference to anything else — my Dragon Age character made a beeline for Leliana, for example, while my LadyHawke in Dragon Age II went for Merrill, as I recall. Sweet Fuse, being an otome game, was going to make me (or rather, my female protagonist) date a male character and like it. And although I'm fairly open-minded about such things, I confess I did feel somewhat skeptical about whether or not I'd feel the same degree of emotional engagement seeing a relationship grow from the opposite way around to how it's usually depicted in this sort of game.

Why shouldn't I, though? In your average dating sim or visual novel, you are not playing as the protagonist; you're along for the ride and making occasional decisions on their behalf. You see stuff unfold and occasionally get frustrated at the protagonist not doing things exactly as you would have done them — but therein lies a sense of dramatic tension. In practice, the only thing that is different between a bishoujo game and an otome game is the fact that the voices are all female in one and all male in the other; and the same for the on-screen portraits of other characters.

That is a reasonably big difference, to be fair, but the fact is that in both cases, you're still watching two people who aren't you get together rather than pretending to get off with some virtual girl/dude from the first person. In that sense, it's not really any different to reading a novel with a love story, or watching a movie with love scenes. So why should playing as a protagonist of the opposite sex who becomes attracted to people who are the same sex as you make you feel weird?

Answer: it doesn't. In the admittedly limited time I've spent following the adventures of Saki Inafune and her six gentlemen friends as they attempt to defuse the bombs a terrorist who is also a pig secreted in her uncle Keiji Inafune's theme park — yes, that is indeed the creator of Mega Man — I've been surprised to find myself feeling much the same as I do when playing a bishoujo game.

Specifically, I've found myself playing "favourites" with the cast of dateable characters. I can't quite pin down if it's due to actually finding them attractive, or simply liking their characters, but I've naturally found myself gravitating towards one of the characters in my first playthrough, much like I would in a typical bishoujo game. (I tend to "go with my gut" for my first playthrough of this type of game, then go back and systematically pursue the remainder of the cast/endings one at a time in order to see everything the game and its stories have to offer.)

It helps that Sweet Fuse has a cast of male characters easily as diverse — possibly more so, even — than your average bishoujo game. There's the cold, stern detective; the young boy band idol; the aggressive, overly-compensating male escort (who reminds me of Kanji from Persona 4 to a distracting degree); the world-weary reporter; the shut-in; and the "mystical guy". The latter, a guy named Urabe, is the one I have my eye on for this first playthrough, but we'll see where it goes.

I'm only on the second "stage" of my first playthrough so far so there's probably quite a way to go yet. There's some interesting mechanics in the game that I'll talk about a bit more on another occasion. In the meantime, if you have the slightest interest in character-centric, story-focused games — and a PSP or Vita — then you could certainly do far worse than check out Sweet Fuse. Full review coming soon over on USgamer.

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1330: Closed Book https://imnotdoctorwho.moegamer.net/2013/09/09/1330-closed-book/ https://imnotdoctorwho.moegamer.net/2013/09/09/1330-closed-book/#respond Mon, 09 Sep 2013 20:34:40 +0000 http://angryjedi.wordpress.com/?p=5814 Andie (and some of you, I'm sure) will undoubtedly be delighted to hear that I finished Corpse Party: Book of Shadows last night, which means I will no longer be sitting in the dark before going to sleep with the sounds of Japanese schoolgirls screaming emanating from my headphones. So what of Book of Shadows as a whole? … Continue reading 1330: Closed Book

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Andie (and some of you, I'm sure) will undoubtedly be delighted to hear that I finished Corpse Party: Book of Shadows last night, which means I will no longer be sitting in the dark before going to sleep with the sounds of Japanese schoolgirls screaming emanating from my headphones.

So what of Book of Shadows as a whole? Well, I enjoyed it — as much as it is possible to "enjoy" a Corpse Party game, anyway — and, as I noted the other day, I particularly appreciated its unconventional narrative structure. For those who didn't read that post the other day and are too lazy to click on that link, Book of Shadows essentially acts as a collection of "deleted scenes" and alternate endings to the original Corpse Party for the most part, with each chapter focusing on a different group of characters and either exploring "what if?" scenarios if things had gone differently in the original game, or acting as a means of expanding on and exploring the stories of a number of incidental characters who were either already dead by the time the first Corpse Party's story unfolded, or who showed up in the game's "Extra" chapters after you'd finished it.

One of the strengths of the original Corpse Party was how well-realised all of the characters were, and this continues in Book of Shadows, even in the chapters that explore characters other than the main cast of the first game. Each character is an interesting person to spend time with, and the fact the game is structured as more of a visual novel than the original game was means that there's a lot more in the way of narration from each chapter's protagonist than there was in the original. This lets you get inside the head of these characters to a much greater degree than previously, and this, coupled with the again fantastic Japanese voice acting, makes for an experience where you really get a strong sense of who these characters are, what they're like and how they're handling the horrific situation in which they find themselves. And, as I noted in my previous post, there's not usually a happy ending, since by the time the cast of the first Corpse Party arrive at Heavenly Host Elementary School, most of the people they come across are dead.

Once you've worked your way through all the main chapters of Book of Shadowsyou unlock a hidden final chapter called Blood Drive. (If you've finished the game and haven't unlocked this, you either need save data from the original Corpse Party on your memory card or to see all of the Wrong Ends from all the previous chapters before it will unlock.)

Blood Drive is the "true" sequel to the original Corpse Party, following on directly from where the previous game left off. Unfortunately, the chapter Blood Drive is but a preview for the game Blood Drive, which is not yet even out in Japan, meaning that the game ends on one hell of a cliffhanger that won't be getting resolved in the immediate future. Still, the amount of "oh NO!" I felt as the credits rolled for the last time is testament to how engaging I found the game as a whole — I liked these characters, enjoyed spending time with them and felt bad for them when they suffered, and I really, really want to see how the story continues (or ends?) in Blood Drive.

Unfortunately, I'll be waiting a while yet. Still, it's not as if I'm short of other things to play right now — not least of which is Idea Factory's Sweet Fuse, which I've been looking forward to for a while.

Sachiko-san, onegaishimasu. Sachiko-san, onegaishimasu. Sachik– shit, how many times was I supposed to chant it again?

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1326: Books with Shadows In Them https://imnotdoctorwho.moegamer.net/2013/09/05/1326-books-with-shadows-in-them/ https://imnotdoctorwho.moegamer.net/2013/09/05/1326-books-with-shadows-in-them/#respond Thu, 05 Sep 2013 22:46:35 +0000 http://angryjedi.wordpress.com/?p=5805 I have — I believe — two more chapters to go on Corpse Party: Book of Shadows, the sequel to one of my favourite PSP games, and, like its predecessor, one of the most emotionally engaging games I've ever played. Book of Shadows is much more of a visual novel than its predecessor was — the RPG-style … Continue reading 1326: Books with Shadows In Them

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I have — I believe — two more chapters to go on Corpse Party: Book of Shadows, the sequel to one of my favourite PSP games, and, like its predecessor, one of the most emotionally engaging games I've ever played.

Book of Shadows is much more of a visual novel than its predecessor was — the RPG-style wandering around and pressing X on things is all gone now, to be replaced with either straight-up "read many, many pages of narration and dialogue" or, slightly less frequently, with some first-person perspective wandering and mild point and click adventuring.

The change in gameplay style isn't the most interesting thing about Book of Shadows, though; instead, it's the narrative structure. Rather than telling one continuous story like its predecessor, Book of Shadows is more of a spin-off than a true sequel — at least, as I understand it, anyway, until the final chapter — and instead chooses to spend its time telling self-contained stories that are either prequels to the events of Corpse Party, or "alternate universe" tales that answer a number of hypothetical "what if?" scenarios. For example, one scenario explores what would have happened if a character who died in the original Corpse Party had instead been rescued; another fleshes out one of the original game's "wrong ends" by showing you exactly what unpleasantness happened to a particular character; another still looks at the story of some incidental characters from one of Corpse Party's "extra" scenarios.

The fact that the game is being so experimental and exploratory in its various "short stories" is, in itself, interesting, but an even more intriguing thing about it is that the "correct" ending for each of the chapters is not necessarily a "good" one. Indeed, in many cases, all of the possible outcomes are filled with death, pain and suffering, but only one of them is the "correct" one that allows you to proceed to the next chapter. It's honestly surprising to see something really quite horrible happen to a particular character — even though I was expecting it, given the context — and for the game to then cheerfully announce that I had "cleared" that particular chapter.

This idea of a conclusion to a chapter not necessarily being a happy one is something the first game played with — the "true" ending to the first chapter of the original Corpse Party often has people reaching for the "reload" button the first time they see it — but Book of Shadows really runs with it. It's something that it's interesting to see games experimenting with, since most games still take the "happy ending" as the default, "best" or only option, and it's pretty rare to play something that genuinely ends on a downer. (Of course, I don't know how Book of Shadows as a whole concludes, but I have the distinct impression that at least one or more of the characters will probably not get out unscathed.) There are a few exceptions, of course — Conker's Bad Fur Day being one of the most surprising, best examples I can remember — but for the most part it's still quite rare to come across something deliberately designed to bum you out. (You have achieved a trophy: "Pass the Kleenex." Wait, that sounds wrong.)

Anyway, two more chapters and I can stop freaking myself out with this game — there's a deliciously uncomfortable, oppressive atmosphere about the whole game that makes it quite "hard work" to play, but it's enjoyable in that perverse sort of way good horror is. Next on the agenda, portable-wise, anyway, is Sweet Fuse, aka That Game Where You Play as Keiji Inafune's Niece.

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1322: Online Gamers Aren't Always Jerks https://imnotdoctorwho.moegamer.net/2013/09/01/1322-online-gamers-arent-always-jerks/ https://imnotdoctorwho.moegamer.net/2013/09/01/1322-online-gamers-arent-always-jerks/#respond Sun, 01 Sep 2013 18:45:24 +0000 http://angryjedi.wordpress.com/?p=5796 People who play games online are always dickwads, right? Wrong. For starters, if you've ever taken that attitude, it's entirely possible that you aren't a dickwad yourself and just simply find the prospect of coming face to face with a dickwad distasteful — and thus it stands to reason that there are probably other people out there … Continue reading 1322: Online Gamers Aren't Always Jerks

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Sep 1 -- Online GamersPeople who play games online are always dickwads, right?

Wrong. For starters, if you've ever taken that attitude, it's entirely possible that you aren't a dickwad yourself and just simply find the prospect of coming face to face with a dickwad distasteful — and thus it stands to reason that there are probably other people out there like you. (You may also take that attitude because you're a dickwad yourself, and use it as an excuse to behave like a dickwad. If that is the case, I'd encourage you to take a good, long, hard look at yourself, and perhaps indulge in some self-flagellation until you see the error of your ways.)

Anyway, I have a specific story that happened today — one that filled me with a pleasant amount of hope. It was only a little event in the grand scheme of things, but it was one where I felt happy after it had transpired.

A little context, first: Final Fantasy XIV allows you to play cooperatively with other players in one of two ways: either forming a party with them manually, or by letting a mechanic called the Duty Finder match you up with people who are looking to complete the same challenges. The advantage of the former option is that you can get together with people you know, or at least people on the same server with whom you'll be able to communicate with afterwards. The advantage of the latter option is that it allows you to play with the entire player base of the game, rather than just the 5,000 (maximum concurrent players at the time of writing) present on your specific server. Both approaches have drawbacks, though: in the former case, it can often be difficult to find people who are available at the same time who want to do the same thing; in the latter case, you're usually paired up with complete strangers, with all the inherent risks that carries.

Earlier today, I took on one of Final Fantasy XIV's dungeons with a party of random people found through the Duty Finder. Things were going reasonably well to begin with — though I would have preferred that the tank mark targets to help mages like me know what order to set fire to things — but after a while I started to notice one of the players behaving a little strangely.

Her in-game name was "Amelia," and she was a black mage like me. She'd obviously run the dungeon before, as she was regularly charging ahead well before the rest of us had got our bearings — sometimes even causing enemies to start attacking before we were ready. Partway through the dungeon, I could see her continually running off in the opposite direction to us, only to come running back when the tank started the next combat. I could tell she was getting frustrated, but she wasn't saying anything for some reason. So, once the next combat had finished, I spoke up.

"Amelia," I typed. "If there's something you'd like to show us, please say something rather than just charging off by yourself. Thanks!"

I gritted my teeth and was prepared for a barrage of abuse. A lot of online players don't like being told how to play the game and get very defensive if someone criticises them. I was all set for "Amelia" to start yelling at me, or even to quit the party in a huff. It wouldn't be the first time I had seen something happen.

What happened next surprised me.

"Yeah," she replied. "I was just thinking that myself."

The rest of the party stopped — the tank hesitated before pulling in the next group of enemies — and I could feel virtual eyes on me.

"Communication helps," I typed. "Is there some treasure down there or something?" I asked, referring to her continual attempts to run off to the south.

"Yes," she replied quickly. "There's two chests down there."

"Okay," I typed. "Let's go get those before we go any further then."

After that, we followed Amelia's lead and, sure enough, found our way to some extra enemies and some treasure chests. I was sure to thank her for her help, and when it came to time to fight the boss at the end of the dungeon, she volunteered some helpful information that ensured we were able to take it down without too much difficulty.

Ultimately, a bit of communication helped rescue a party that was at serious risk of falling apart. I'm not-so-secretly quite proud of the fact that I was the one to initiate communication and help hold things together — and I was very pleasantly surprised to discover "Amelia" was receptive to the things I was saying, and apparently knew she wasn't handling things as well as she could have done.

So wherever you are now, "Amelia," thanks. And I hope we get the chance to play together again soon.

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1318: Cooperative Collective https://imnotdoctorwho.moegamer.net/2013/08/28/1318-cooperative-collective/ https://imnotdoctorwho.moegamer.net/2013/08/28/1318-cooperative-collective/#respond Wed, 28 Aug 2013 23:38:19 +0000 http://angryjedi.wordpress.com/?p=5787 I probably don't need to tell you this by now, but Final Fantasy XIV is really great, predictable MMO launch issues aside. One thing I've been very pleasantly surprised with is how well it handles group cooperative content. This is something that its predecessor, Final Fantasy XI, did not handle as well as it could — which was unfortunate, … Continue reading 1318: Cooperative Collective

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I probably don't need to tell you this by now, but Final Fantasy XIV is really great, predictable MMO launch issues aside.

One thing I've been very pleasantly surprised with is how well it handles group cooperative content. This is something that its predecessor, Final Fantasy XI, did not handle as well as it could — which was unfortunate, since progression in Final Fantasy XI was pretty much dependent on you being able to reliably get into a group of other players.

Final Fantasy XIV has a nifty system called the Duty Finder, which is essentially a cross-server matchmaking system that picks up players who are looking to play a specific part of the game, groups them together in an appropriately balanced party, then sends you on your way to do the thing you said you wanted to do. It's a good system, though you can sometimes be waiting for up to half an hour or more depending on what type of character you play.

If you're unfamiliar with the way massively multiplayer online RPGs tend to do things, there's a fairly standard setup for a productive, cooperative party to complete cooperative content, and that is this: at least one "tank", who is designed to take the brunt of the damage from enemies and protect the other party members; at least one healer, whose role is self-explanatory; and the rest of the slots taken up by damage dealers, whose role is also self-explanatory. In Final Fantasy XIV, you'll either be in a "Light Party," which is made up of four members (one tank, one healer, two damage dealers) or a "Full Party," which is, I believe, eight people — though I'm yet to encounter anything that requires that many people.

Early to mid-level content is based on playing in a Light Party which has a few benefits: firstly, it's easier to gather four people together than eight; secondly, it helps everyone in the party understand what their role is and see how they're contributing to the group effort. In larger parties, it can sometimes be difficult to understand exactly what you're actually doing. If you're one of just four people, each of whom has a clearly defined role, however, you can see the effect you're having.

The established party structure has one unfortunate side-effect, though, and that is the fact that it's easy to assume that completing challenges will be impossible if you don't have all the requisite members. This isn't always true, as my experiences this evening proved.

A group of us — three "Free Company" (guild) members and a random fourth person — had entered the dungeon Halatali using the Duty Finder. All was going reasonably well until I had an unfortunate crash, and it took me a few minutes to get back into the game. When I returned, the random fourth person had vanished, apparently having tried to get the rest of the party killed before leaving. Dick. The three of us fought our way through a few enemies while waiting for a fourth member to come and join up. When they eventually arrived, we were good to go.

Unfortunately, our tank had a connection problem towards the end of the dungeon, leaving me, the other damage dealer and the healer stranded wondering what to do next. Eventually, we decided to charge forwards anyway and see if we could survive the dungeon's main boss — and you know what? We did, thanks to some excellent teamwork, and everyone doing their job properly. Sure, we probably could have done it a bit easier if we actually had our tank with us, but it was a fun challenge to do it without someone drawing the boss monster's attention away from me flinging fiery death at all and sundry.

We all had a good laugh about it afterwards — particularly at the fact that we finally managed to get a new tank to join us just as we were whittling down the boss' last 15% of health. By the time he'd run through the dungeon and met up with us, the boss was lying defeated on the floor. Immensely satisfying — and very amusing.

Anyway. Yeah. FFXIV is great — even for someone like me who is normally quite uncomfortable playing with strangers. I'm having a blast. And when the servers calm down, you should totally give it a chance, too.

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1315: Twitchy https://imnotdoctorwho.moegamer.net/2013/08/25/1315-twitchy/ https://imnotdoctorwho.moegamer.net/2013/08/25/1315-twitchy/#respond Sun, 25 Aug 2013 18:04:38 +0000 http://angryjedi.wordpress.com/?p=5778 I'm still thoroughly baffled by the phenomena that are Let's Play videos and livestreaming of video games. In the latter case, I sort of get why it would be useful for e-sports — it allows audiences to watch matchups between skilled players, just like real-world sports — but in the former case… hmm. The argument … Continue reading 1315: Twitchy

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I'm still thoroughly baffled by the phenomena that are Let's Play videos and livestreaming of video games.

In the latter case, I sort of get why it would be useful for e-sports — it allows audiences to watch matchups between skilled players, just like real-world sports — but in the former case… hmm.

The argument tends to run that Let's Play videos and livestreaming allow people to get a feel for games they might not have tried. And that's a fair point, with one fairly major-ish issue: the popular Let's Play and livestream feeds are all for the same games all the time… and they're popular games that people already know all about. ("Hey guys, DarkPhantom123 here; welcome to part 527 of my Let's Play Minecraft video!")

The current trend is for people to post videos of them taking on Spelunky's Daily Challenge, a randomly-generated level that is the same for all players worldwide. This can occasionally be amusing, but when there are hundreds of people all posting these same videos, I have to confess I find myself feeling like I'd just rather play the game for myself. Perhaps you can learn something from watching someone else's run, but in my experience, most of these videos tend to be characterised by blind luck and fluke, with genuine skill only entering the picture relatively occasionally. It might just be the people I've watched videos of though.

The thing that strikes me the most about all this, though, is that it feels like such a massive waste of time. I love games; they're my go-to form of entertainment, and I'm fortunate enough to be able to call playing the games I like my job, too. However much I love games, though, whenever I look at, say, the Twitch front page, I feel no desire whatsoever to watch other people playing games; I would rather just get on and play myself. I have lots of games I want to play; it simply, as I say, feels like a massive waste of time to watch other people doing so, particularly when a lot of these streams appear to be nothing more than vanity projects.

I clicked on a few streams on Twitch the other day out of curiosity and felt no desire to keep watching. The first was a guy playing Blizzard's new World of Warcraft-themed card game Hearthstone, and featured a picture-in-picture webcam view of him playing — hardly the most interesting thing to watch, since he wasn't talking or looking at the camera; all you saw was him looking engrossed in the game. The second was someone playing the free-to-play MMO Ragnarok Online 2, which featured some dreadful backing music and footage of someone apparently just running around doing random solo quests. Again, why would I watch that? Particularly when Ragnarok Online 2 is free-to-play, even, meaning that if I was genuinely curious about it I could just, you know, download it and actually try it out for myself?

Perhaps this is a generation gap thing; maybe I'm just too old to understand why people would want to treat games as a spectator sport when they're not designed to be — e-sports excluded, obviously. If I have some free time to devote to games, I want to spend it playing games, not watching other people doing so. Other people apparently disagree, and that's cool — I just wish I understood the phenomenon a bit better. Can anyone explain it to me?

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1314: Day One in Eorzea https://imnotdoctorwho.moegamer.net/2013/08/24/1314-day-one-in-eorzea/ https://imnotdoctorwho.moegamer.net/2013/08/24/1314-day-one-in-eorzea/#respond Sat, 24 Aug 2013 21:14:47 +0000 http://angryjedi.wordpress.com/?p=5775 So it's finally here: Final Fantasy XIV. Of course, this isn't the first time I've played, as well you'll know if you've been paying attention to my enthusing, but we're at last at the stage where the game won't be "turned off" for significant periods of time (maintenance periods aside), and all characters people are playing as … Continue reading 1314: Day One in Eorzea

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So it's finally here: Final Fantasy XIV. Of course, this isn't the first time I've played, as well you'll know if you've been paying attention to my enthusing, but we're at last at the stage where the game won't be "turned off" for significant periods of time (maintenance periods aside), and all characters people are playing as now are for keeps. (Here's mine, if you happened to be curious.)

While I'm not exactly what I'd call a hardcore MMO player, I have been present at the launch of a number of reasonably-to-large-sized MMOs, including World of Warcraft, Star Trek Online, DC Universe Online and a few others I've doubtless forgotten. And I have to say I've been pleasantly surprised at how well things have been going for Final Fantasy XIV so far — more often than not, an MMO's launch is a complete disaster, with servers going down, significant gameplay problems and at least one Legendary Error that becomes a meme before the first day is out.

Today's experience on Final Fantasy XIV hasn't been completely flawless — on more than one occasion, there has been problems with the instance servers, for example. For those not au fait with MMO lingo, an "instance" is a private copy of part of the game world specifically for your character and, in some cases, your party. Final Fantasy XIV makes extensive use of instances not just for multiplayer dungeons, which is how World of Warcraft popularised their use to the world, but also to keep significant "story events" for your character private and free of naked catgirls wandering around ruining the atmosphere (or enhancing it, depending on your view on naked catgirls).

FFXIV isn't completely reliant on these instances, thankfully, but the game's main story quest and class-specific quests do make use of them quite frequently, so the fact that they haven't been working properly for part of today has meant some people haven't been able to make as much progress as they'd like to have done. Naturally, some players have expressed anger at this — this is the Internet, after all, where people start petitions to remove Ben Affleck as the next Batman, for fuck's sake — but, as ever, this isn't particularly reasonable. Sure, it'd be lovely to have the game working as intended from the moment it's turned on, but we're currently in an "Early Access" period, with official service not starting until Tuesday for players who didn't preorder or play the previous incarnation of the game. As such, it's a good opportunity for Square Enix to work out any last-minute kinks — like this instance issue — and ensure things are running as smoothly as possible when new, non-preorder players start to arrive.

I should also draw attention to the fact that Square Enix hasn't just been sitting back and letting these problems go on; they've been investigating the causes and trying their best to fix them. There was a maintenance period earlier today that temporarily fixed the instance issues, but then they came back; as I type this, they think they've found the solution, but are testing it thoroughly before rolling it out to the game proper. By later tonight, it should hopefully be a lot more stable.

So far, then, FFXIV's launch has been one of the smoother ones I've seen. It hasn't been without issues, no, but at the same time they've been handled as well as can be expected — and things can only improve from here.

So here's to many more adventures in Eorzea; I've had fun today, and I'm looking forward to the further adventures of my character Amarysse as she becomes an ever more skilled thaumaturgist.

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1311: Shorty and the EZ-Mouse https://imnotdoctorwho.moegamer.net/2013/08/21/1311-shorty-and-the-ez-mouse/ https://imnotdoctorwho.moegamer.net/2013/08/21/1311-shorty-and-the-ez-mouse/#respond Wed, 21 Aug 2013 22:33:35 +0000 http://angryjedi.wordpress.com/?p=5763 "Kitty-ENN. Versus. GAAAAAS-OOOOOOOOO!" … "I will never ever run away, I will live to fight another day, I will make you re-a-lise, I'm always here, right by your side, now our love is sanc-ti-fied, I'm here to bust this groove." … "It is me or is the timing off a little bit?" "Nah. I'm just … Continue reading 1311: Shorty and the EZ-Mouse

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Aug 21 -- Bust A Groove"Kitty-ENN. Versus. GAAAAAS-OOOOOOOOO!"

"I will never ever run away, I will live to fight another day, I will make you re-a-lise, I'm always here, right by your side, now our love is sanc-ti-fied, I'm here to bust this groove."

"It is me or is the timing off a little bit?"

"Nah. I'm just more skilled than you are."

"No, I seriously think the timing's off."

"C'mon, man, stop being a sore loser."

"No! I'm serious! I'll go and get my PlayStation right now and prove it."

"Fine. Go ahead. And you'll see that I'm just better."

"All right. See you in a bit."

"So, do you believe me, now?"

"…Fine. All right. I believe you."

That incident actually happened. The game in question was Bust-A-Groove, a PlayStation offering that helped spawn (or at least popularise) the now all but dormant music game genre. This was no Guitar Hero precursor, though; Bust-A-Groove was very much its own thing, and there hasn't really been a game quite like it since. (Well, apart from Bust-A-Groove 2, but that's sort of a given.)

Bust-A-Groove was a peculiar blend of fighting game (sort of) and rhythm-based music game. Each "bout" was a one-on-one competition between two of the weird and wonderful characters, and victory was determined by whoever the camera was closest to at the end of the bout. (Yes, really.) In order to attract the camera towards yourself, you have to correctly punch in the directional inputs on the screen and then tap either the circle or X button in time with beat "4" of a bar. If you press the triangle button instead of O or X, you'll unleash an attack on your opponent, which will interrupt their flow if it hits them, but which they can dodge if they tap the square button instead of O or X.

That's it. That's all the game was, and yet it was massively addictive, thanks at least in part to the magnificent soundtrack. Each character, much like in a fighting game, had their own stage with unique crazy animations going on in the background, and each stage had its own piece of music that told you something about the character — it was implied that, in most cases, the "owner" of the stage was singing the song, and it helped give both the game and its cast a huge amount of personality.

Also it ended with you defeating a giant robot by standing on a rooftop and dancing at it, which was awesome.

The timing issue I alluded to above came from the fact that, at the time Bust-A-Groove came out, I was struggling on with a Japanese PlayStation, and consequently, in order to play European games, I had to prop the system's lid open with a biro lid and a bit of Blu-Tac, boot it up with a Japanese game in, whip the Japanese disc out when it stopped spinning quite so quickly then quickly swap in the European disc. (I later acquired an actual European PlayStation after I completely knackered the lens on the Japanese system by doing this all the time. I promptly chipped it so that I could play import games. Still one of my favourite consoles of all time; I wish I still had it.)

Anyway, the fact that a Japanese PlayStation is designed to run on a 60Hz display and a European PlayStation was designed to run on a 50Hz display (this was the pre-HD era, folks) meant that the Japanese PlayStation ran slightly faster than the European game was expecting it to, meaning that the on-screen button prompts did not line up properly with the beat of the music. Having grown accustomed to this naturally, I didn't notice it, but my friend Woody, with whom I was playing the game's two-player mode, was immediately thrown off by it. (We were both absolute S-Rank Bust-A-Groove players, so every match should have ended in stalemate; he was perturbed to find himself repeatedly losing due to being unaccustomed to my PlayStation's wonky timing.)

Not sure why I shared that little anecdote, but whatever. Bust-A-Groove was great… and I am now searching Amazon and eBay for cheap copies.

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1309: Dress-Up https://imnotdoctorwho.moegamer.net/2013/08/19/1309-dress-up/ https://imnotdoctorwho.moegamer.net/2013/08/19/1309-dress-up/#respond Mon, 19 Aug 2013 21:54:23 +0000 http://angryjedi.wordpress.com/?p=5758 A guilty pleasure of mine that I've always had is playing dress-up. It doesn't matter if it's in reality or in some sort of virtual world (more commonly the latter these days, to be honest) — I love picking out outfits and accessories and attempting to coordinate and/or clash them horribly. It's ironic, really, given … Continue reading 1309: Dress-Up

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A guilty pleasure of mine that I've always had is playing dress-up. It doesn't matter if it's in reality or in some sort of virtual world (more commonly the latter these days, to be honest) — I love picking out outfits and accessories and attempting to coordinate and/or clash them horribly. It's ironic, really, given my own complete lack of interest in fashion — though this comes about more from being a big guy who can't get any decent clothes that fit than anything else.

A number of different interactive experiences have scratched my dress-up itch over the years. Most recently, I've been having fun with the "attachments" feature in Namco Bandai's Tales of Xillia, which allows you to deface all of your party members with various accessories, extra bits of hair and glasses, then enjoy your monstrous creations in battle, in the field and in cutscenes. Despite the potential for mischief, though, I've stayed largely restrained and sensible: protagonist Milla is sporting a pair of elf ears (that really suit both her looks and personality); "childhood friend" character Leia is sporting some adorable pigtails and half-rim glasses; young girl Eliza has her adorability factor amped up to 11 with the addition of wiggly rabbit ears and a fluffy tail.

Final Fantasy XIV has its share of amusement value from clothing and appearance options, too. I spent quite a long time on creating the look of my character this time around, eventually settling on a Hyur (human) female with red hair (of course) with some bright highlights giving her a slightly "frosted" look — very Final FantasyXIV's character creation tools give you a wealth of options to play with, some of which you'll only ever see in cutscenes, but it's nice to be able to take advantage of them. My character, for example, has a small heart-shaped tattoo on her cheek that is all but invisible unless you look closely, and also has odd-coloured eyes. No-one I'm playing the game with will notice those things as, generally speaking, you don't get close enough to other players to see that much detail. But when I see her doing her thing in cutscenes, I'll see those little details I added and she'll feel like my avatar, rather than something arbitrarily chosen for me.

I used to play on a roleplaying server for World of Warcraft, which meant a significant proportion of my time in the game was spent sitting around talking to other players and pretending to actually be our characters. It was a lot of fun, particularly as WoW offered you a few "non-combat" outfits that you could dress in. Since my character was a skilled tailor, she'd managed to make herself a nice array of different dresses to suit various occasions, and it was always fun to show up in a new outfit and have it acknowledged.

This particular guilty pleasure of mine means that there's one type of DLC I have a total weakness for, even with my general like of nickel-and-dime pointless DLC that doesn't add anything to the experience, and that's costume DLC. If I have the option to customise my characters' appearances further with new downloadable costumes, chances are I will take that opportunity. This likewise means that if a game provides the opportunity to earn a new costume by completing various challenges, I will generally drop everything I'm doing to try and earn that costume. I recall a ridiculous amount of grinding in Dark Chronicle (aka Dark Cloud 2 to earn a leopard-print bikini, but man, it felt good to finally earn it and subsequently take on the final boss in a woefully underdressed state.

Anyway. I digress, before I start getting into a lengthy discussion of how immensely fashionable my Second Life avatars were in their heyday…

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1308: Adventurer's Guild https://imnotdoctorwho.moegamer.net/2013/08/19/1308-adventurers-guild/ https://imnotdoctorwho.moegamer.net/2013/08/19/1308-adventurers-guild/#respond Mon, 19 Aug 2013 00:05:26 +0000 http://angryjedi.wordpress.com/?p=5756 The Final Fantasy XIV beta closes down early tomorrow morning, so I've been making the most of it this weekend. I've levelled my Thaumaturgist class all the way to 20 — the level cap for the beta — and had a play around with the Weaver crafting class for a bit, taking that up to level 11. … Continue reading 1308: Adventurer's Guild

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The Final Fantasy XIV beta closes down early tomorrow morning, so I've been making the most of it this weekend. I've levelled my Thaumaturgist class all the way to 20 — the level cap for the beta — and had a play around with the Weaver crafting class for a bit, taking that up to level 11. This gives me a nice head start ready for when live service begins — though the nice thing about Final Fantasy XIV is that if at any point you fancy a change, just switch out your weapon and bam! You're another class.

This carries its own considerations however — the main one being that if you switch to a class based in a city you've already done all the low-level quests in, you might struggle to find things to do if you're not used to all the additional stuff the game offers. In that particular situation, you turn to any one of a number of different possibilities: the short, snappy, time-limited Levequests; your Hunting Log, which challenges you to hunt down specific monsters in set quantities in exchange for very generous experience point rewards; Guildhests, which are short, extremely fun co-op challenges you take on alongside other players; or simply grinding.

I wanted to give another shout-out to the amount of effort that's been put into the game's story. As well as the usual MMO-style "random people need you to do odd jobs" quests you get around the place, there's a "main quest" to follow, too. After a certain point, this quest tasks you with travelling to the other two capital cities in the world to meet their leaders and start making preparations for what is clearly going to be some sort of Epic Battle later in the plot. What was particularly great about this quest was the fact that it makes you feel super-important — you're sent off on an airship to the other cities, and as the ship leaves, the Final Fantasy prologue theme triumphantly blares out, as majestic as ever. Then you get some awesome "meanwhile" scenes — something that doesn't tend to happen in MMOs — that give you a real feeling of the plot unfolding even when you're not present. There's some characters who look a lot like FFXII's Judges in play, it seems, and I'm looking forward to the inevitable confrontation with them later in the story.

It's hard to pin down one thing that's quite so satisfying about FFXIV because it really is an example of lots of overlapping systems complementing each other very well. There are lots of different ways to play, and plenty of means to ensure that you shouldn't find yourself getting bored or with nothing to do — unless, of course, you don't enjoy the base mechanics, in which case there's probably not a lot that can be done for you. The final game's going to be great; I can't wait to see what the future holds in updates and expansions.

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1307: Thaumaturgist https://imnotdoctorwho.moegamer.net/2013/08/18/1307-thaumaturgist/ https://imnotdoctorwho.moegamer.net/2013/08/18/1307-thaumaturgist/#respond Sun, 18 Aug 2013 01:20:04 +0000 http://angryjedi.wordpress.com/?p=5754 You'll have to excuse any typos in this post; I'm very tired due to having spent a significant proportion of the day/evening playing the Final Fantasy XIV beta. And I'm pleased to confirm that it's very much living up to my expectations. I'm playing a Thaumaturgist this time around — in the last phase of beta I … Continue reading 1307: Thaumaturgist

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You'll have to excuse any typos in this post; I'm very tired due to having spent a significant proportion of the day/evening playing the Final Fantasy XIV beta. And I'm pleased to confirm that it's very much living up to my expectations.

I'm playing a Thaumaturgist this time around — in the last phase of beta I played a Pugilist. I was a little concerned that the game would fall into the usual MMO trap of all classes playing in a pretty similar manner — spamming the same combination of hotbar items over and over again, repeat until dead — but the Thaumaturgist plays noticeably differently to the Pugilist. As it should be.

While the Pugilist is a melee character that demands you get close in to — and preferably behind — your enemies, the Thaumaturgist is a ranged magic damage dealer. Unlike your common or garden usual MMO mage, though, the Thaumaturgist makes use of an interesting mechanic that, thematically, represents their "aetherial balance" between "Astral Fire" and "Umbral Ice". Essentially, what this means is one of two things: if you're in Astral Fire state, you do increased damage with your fire spells, but they also cost more magic points to cast; if you're in Umbral Ice state, your spells do less damage but your magic points regenerate a lot more rapidly than they would usually. Playing a Thaumaturgist effectively involves knowing how to use these two states effectively to ensure you have good damage output while also keeping your stock of magic points high.

That's not all, though. Each of the classes in FFXIV has its own unique questline to follow, with new "episodes" in the story coming every five levels or so. The nice thing about these is that they have their own storyline to follow, but also they help teach you things about your class you might not have realised. The level 15 quest for the Thaumaturgist, for example, is essentially a stealth mission that teaches you about the effectiveness of your Sleep spell: you're tasked with sneaking in to retrieve an artifact, and rather than fighting the strong enemies who are between you and it, you simply put them all to sleep and prance through singing "trollolololol" or something.

What I've really been surprised about is how much effort's been put into the narrative side of things — something that's often neglected in MMOs. The genre giant World of Warcraft, for example, has an enormously rich and detailed setting to draw on, and yet — at least in its early incarnations, I haven't been back since Catacylsm — this storytelling potential was utterly squandered in boring quests that were given to you in the form of dull text readouts.

Final Fantasy XIXIV's predecessor, was somewhat better in that there were "missions" as well as "quests" to do — these often incorporated cutscenes, story progression and even boss fights at times, but XI's difficulty and painfully slow progression meant that a lot of people might not have got very far.

XIV nails the balance. There's a ton of solo content you can do, with a storyline to follow that makes your character feel important. There are recognisable non-player characters whom you come to have various feelings about, and events occur that actually have some sort of meaning. There's also a lot of instanced battles where you get your own private special event without other players interrupting — proper boss battles. And these aren't just like fighting any other monster — sometimes you'll be battling alongside other non-player characters in a huge skirmish, other times you'll have to hold out against seemingly overwhelming odds until an NPC shows up to tip the balance in your favour.

It all feels like an actual Final Fantasy, in short, rather than an MMO with a Final Fantasy skin atop it. Your incentive for progression comes as much from the unfolding story and the cool setpieces as it does from gaining yet another level.

I haven't done a lot of group stuff yet, but I did try a Guildhest earlier. This also gave me the opportunity to try the Duty Finder system, whereby you mark yourself as wanting to do a specific multiplayer "thing" — be it a Guildhest, a dungeon or something else — and then let the game match you with other people looking to do the same thing automatically. Pleasantly, you can continue playing while you wait to find a party — it's a good time to take on the short, snappy, time-limited "levequests" for some pocket money and experience.

As for the Guildhest, it was short but very enjoyable. It was essentially a party-based arena battle intended to give players practice at working together and trying not to aggro multiple groups of enemies. Initially, you and your teammates must simply take out two parties of relatively easy monsters; then another set appears, accompanied by a huge boss monster. Inevitably, they all come charging towards you, so it becomes necessary to prioritise your targets — taking out the smaller things first before starting on the big boss. When you've successfully completed it, the iconic Final Fantasy fanfare plays as if you'd just completed a battle in a "normal" Final Fantasy game — a nice touch.

I'm really looking forward to seeing how the game continues once it officially launches later this month — the current beta only allows you to progress up to level 20 and is still lacking a couple of features. The only real challenge is going to be — as ever — juggling both it and other games I want and/or need to play!

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1304: Reppin' the Row https://imnotdoctorwho.moegamer.net/2013/08/14/1304-reppin-the-row/ https://imnotdoctorwho.moegamer.net/2013/08/14/1304-reppin-the-row/#respond Wed, 14 Aug 2013 22:14:25 +0000 http://angryjedi.wordpress.com/?p=5747 The Saints Row IV embargo lifted earlier today, and some of you may have already read my contribution to USgamer's review. Since I wasn't the main reviewer on that, though, I thought I'd take a moment or two to write something a bit more personal about why I like it so much and why you, dear reader, … Continue reading 1304: Reppin' the Row

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The Saints Row IV embargo lifted earlier today, and some of you may have already read my contribution to USgamer's review. Since I wasn't the main reviewer on that, though, I thought I'd take a moment or two to write something a bit more personal about why I like it so much and why you, dear reader, should probably pick the game up when it comes out.

Saints Row IV is exactly, as many people have already said today, where the series needed to go. Rather than aping Grand Theft Auto — something the series hasn't really been doing since its first installment, and even then it was its own distinct thing to a certain extent — it's gone full-on batshit crazy, and is all the better for it.

Let's back up a moment and look at a game that clearly had a significant impact on Saints Row IV's development: Crackdown.

Crackdown was an interesting game, and one of the more underrated titles in the Xbox 360's library. Most people picked it up purely for access to the Halo 3 beta, but I spent a lot of time with both Crackdown and its subsequent sequel. It wasn't perfect, but it was good fun, particularly when you shared the experience with a friend. It was one of the few games in which the relative lack of storyline helped rather than hindered the experience — it meant that leaping around from rooftop to rooftop collecting those elusive "agility orbs" didn't feel at odds with what you were "supposed" to be doing in narrative terms. Rather, Crackdown set itself up to be a superpowered playground, and that's exactly what it provided. To make things even better, it makes the best use of Achievements I think I've ever seen on the platform, encouraging players to cooperate with their friends to complete various silly challenges, such as playing tennis with a car and a pair of rocket launchers.

Crackdown's biggest thrill was its sense of freedom — the feeling that you could go anywhere, do anything, or at least anything within the constraints of the controls you were provided with. The game encouraged you to explore and try to do ridiculous things. One of the first things a lot of people tried to do was climb the tallest tower in the city, then leap off without dying. Sure enough, in the full version of the game you get an achievement for doing both of these things. It's a game that not only encourages its players to have fun, it rewards them for it.

Saints Row IV is, to a certain extent, the same. While it has a more structured narrative than Crackdown ever did, it has that same sense of freedom that comes from the use of ridiculous superpowers. Not long after starting the game, you're provided with both super speed and super jump powers, both of which can be gradually upgraded. Eventually, you're not only hurtling along the roads faster than traffic, you're running up walls, leaping from building to building, gliding across half the city in a single bound, then crashing down to earth, scattering everything and causing chaos around your landing area. You're encouraged to make full use of these powers by collecting Saints Row IV's equivalent of Agility Orbs — and there are over a thousand of them to find. You're also challenged to make skilful use of them by climbing vertigo-inducing alien towers, and to use them in creative ways to clear out heavily-fortified alien outposts.

The activities you'll be indulging in while playing Saints Row IV are diverse, and there's been an obvious and conscious move away from the more "criminal" activities seen in Saints Row The Third. You're still doing things like deliberately injuring yourself for insurance fraud, though this time around your superpowers causes your ragdoll to go cartwheeling down the road for miles at a time, making the experience far more akin to something like Burnout Paradise's Showtime mode than anything else. At another moment, you might be using telekinetic powers to throw objects, cars and people through hoops. On another occasion, you might be carefully using your superjump to accurately land on platforms in an abstract environment, or racing through Wipeout-style tunnels in an attempt to score as many points as possible before you reach the end. There's a lot to do, and pretty much all of it is genuinely fun, whether you're alone or playing co-op with a friend.

The story provides a good impetus to keep playing, too. The characters are all endearing, despite all of them having "asshole" tendencies to varying degrees, and there's a real sense of camaraderie between them. Those who have played earlier games in the series will be pleased with some significant nods towards series continuity — including a guest appearance by Eliza Dushku, who played Shaundi back in Saints Row 2 — but this is never done in such a way as to feel exclusionary to those for whom this is their first Saints Row game. Collectibles include audio logs from each of the major characters, so you can delve into their backstory as much or as little as you like — and it's clear that the team at Volition considers this motley crew far more than just generic tropes.

By far the best thing about the whole experience, though, is how much ownership you can take of it all. You can design your own character to be however you please. It can be male, female, transgender or anything you please. It can be attractive, ugly, fat, thin, realistic, alien-looking… the list goes on. And once you're into the game, you can continue to feel like your character is "yours" by choosing their voice, the way they taunt people and the way they compliment them. Seeing them in cutscenes is a constant delight, even if they don't look anything like "you" — there's something inherently satisfying about seeing a character that is entirely of your own design playing the leading role in a game. Of course, it's mostly an illusion — there's only a limited selection of voices to choose from, for example — but even knowing that, there's a huge amount of joy to be had from it being "your" character while still having a personality that has obviously been written with some care.

Short version, then: you should play Saints Row IV. It's out soon. Buy a copy. You won't regret it.

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1302: ZETTAI RYOUI-- I mean HERO https://imnotdoctorwho.moegamer.net/2013/08/12/1302-zettai-ryoui-i-mean-hero/ https://imnotdoctorwho.moegamer.net/2013/08/12/1302-zettai-ryoui-i-mean-hero/#respond Mon, 12 Aug 2013 21:12:47 +0000 http://angryjedi.wordpress.com/?p=5736 Have I mentioned ZHP, aka Zettai Hero Project: Unlosing Ranger vs. Darkdeath Evilman on these pages yet? I forget. If not, I'm about to. If I am about to repeat myself, eh, whatever. ZHP, as I will refer to it from now on to save my sanity, is an RPG from Nippon Ichi for PSP (Vita compatible). … Continue reading 1302: ZETTAI RYOUI-- I mean HERO

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Have I mentioned ZHP, aka Zettai Hero Project: Unlosing Ranger vs. Darkdeath Evilman on these pages yet? I forget. If not, I'm about to. If I am about to repeat myself, eh, whatever.

ZHP, as I will refer to it from now on to save my sanity, is an RPG from Nippon Ichi for PSP (Vita compatible). Its aesthetic and style is strongly reminiscent of NIS' flagship strategy RPG series Disgaea, but it's a very different sort of game — rather than being a turn-based strategy RPG, it's a turn-based sort-of-roguelike in which you control a single character.

The concept of ZHP is pleasingly ridiculous. The Earth's hero, the Unlosing Ranger, is on the way to save the world from villain Darkdeath Evilman when he gets run over. As he dies, he passes on his powers to the silent protagonist you spend the rest of the game playing. You, as the new Unlosing Ranger, are immediately thrown into NES-style turn-based RPG combat against Darkdeath Evilman and are defeated almost as quickly as combat begins. Thus begins a lengthy adventure to "train" yourself how to be a proper hero.

I'm only about 10 hours or so into the game so far so I can't comment with any authority on how the game progresses, but I'm really enjoying it. It's pleasantly portable friendly while at the same time being deep enough to also encourage hefty play sessions if you've got the time or inclination. Despite being turn-based, the dungeon crawling, exploration and combat feels very fast-paced and enjoyable. There's a lot of loot to collect, all of which is reflected on your character's appearance when you equip it, but a lot of it is very temporary — items have very limited durability, and thus become all but useless after a while.

Progression in ZHP is unconventional and bizarre. Unlike a traditional roguelike, there's no permadeath — instead, being defeated in a dungeon tots up all the levels you gained on that particular run and adds them to your "Total Level". This, in turn, provides bonuses to your base statistics, which means that "level 1" the next time you go into a dungeon is a significantly better "level 1" than it was at the start of the game. This progression can be supplemented by inserting various objects into your body, at which point they become "chips" that affect your base statistics. Then there's Hero Energy to direct around, booster items to plug into your chips and all manner of other nonsense. It's unlike anything I've ever seen before, but it seems to work really well.

At the stage I've just got to in the game, I've just unlocked a 60-floor dungeon that is clearly intended for grinding purposes. Given that the maps, enemies and even environments are randomly generated each time you enter, the whole game could have been this enormous dungeon and I'd have been happy, but there's a fun and surprisingly "nice" story running alongside it all too — part of the game's concept is that by running through the dungeons in "Bizarro World" you're helping solve the problems of "real" people back on Earth while simultaneously powering yourself up enough to battle Darkdeath Evilman.

Anyway. If you need a portable RPG — and one that's both toilet- and commute-friendly — then it's well worth a look. Don't let the Disgaea-esque aesthetic put you off if you weren't a fan of that series — ZHP is a very different beast indeed and well worth your time.

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1297: "Remember When..." https://imnotdoctorwho.moegamer.net/2013/08/07/1297-remember-when/ https://imnotdoctorwho.moegamer.net/2013/08/07/1297-remember-when/#respond Wed, 07 Aug 2013 21:20:12 +0000 http://angryjedi.wordpress.com/?p=5723 "…games were fun?" It's a question often trotted out any time there's some sort of controversy in the video games medium, whether it's someone saying something stupid, or something in a game offending someone. Basically any time there's discussion beyond "this game are good, I liked the graphics the best". Actually, that's grossly unfair to … Continue reading 1297: "Remember When..."

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"…games were fun?"

It's a question often trotted out any time there's some sort of controversy in the video games medium, whether it's someone saying something stupid, or something in a game offending someone. Basically any time there's discussion beyond "this game are good, I liked the graphics the best".

Actually, that's grossly unfair to those who do good work on video games criticism when there isn't some sort of overblown controversy going on, but it is accurate to say that there are some people out there who use "remember when games were fun?" as a method of attempting to shut down discussion beyond simple, relatively superficial comments.

"Games are fun" isn't even a particularly accurate statement to make these days, because there are plenty of experiences out there that are specifically designed to be not fun. Take something like Corpse Party, which I wrote a little about yesterday, or Silent Hill — neither of those series are intended to get you thinking "this is fun; I'm having a good time". Quite the opposite, in fact — both are intended to unnerve, disturb, frighten and depress you. This doesn't make them bad games, however; in fact, it makes them extremely good games, because they both succeed admirably in achieving what they set out to do; both are genuinely unnerving, disturbing, frightening and depressing experiences.

Take something like Journey or Flower, too; neither of those carry the deliberately negative emotional baggage of stuff like Corpse Party or Silent Hill, but neither are they particularly designed to be "fun". Rather, they're artistic, contemplative experiences that are enormously open to interpretation; your own personal interpretation of both games might be that you find them fun, but likewise you might find them sad, or they might make you angry, or they might leave you awestruck at the scenery, or… you get the idea.

Visual novels, too, aren't designed to be "fun", at least not in the traditional sense of "having fun gameplay". No, you might find the characters, setting or story of a visual novel to be fun to hang out with or immerse yourself in, but the actual act of "playing" a visual novel is not fun at all. And that's fine — it's not a negative thing at all. In the case of visual novels, "gameplay" can distract from the narrative, which is the reason to play (or, more accurately, as many fans say, "read") these games in the first place. (There are exceptions, of course; Aselia the Eternal strikes a great balance between narrative and gameplay, and successfully integrates both into a surprisingly coherent, if technologically rather primitive, experience.)

So yeah. I remember when games were just fun. That was cool, I guess, but I'm much more of a fan of the diversity of experiences we have today. I enjoy the fact that modern games make me think or make me feel something. I'd be kind of sorry if we didn't strive for anything more than "just fun" in interactive entertainment.

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1296: Repeated Fear https://imnotdoctorwho.moegamer.net/2013/08/06/1296-repeated-fear/ https://imnotdoctorwho.moegamer.net/2013/08/06/1296-repeated-fear/#respond Tue, 06 Aug 2013 21:30:27 +0000 http://angryjedi.wordpress.com/?p=5720 After re-finishing Corpse Party for the second time (and this time around actually playing through all the bonus chapters) I moved straight on to its sort-of-sequel Corpse Party: Book of Shadows, a game which I've owned for quite some time but haven't got around to because I wanted to replay Corpse Party first. So far, I'm very impressed. Book of Shadows maintains … Continue reading 1296: Repeated Fear

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After re-finishing Corpse Party for the second time (and this time around actually playing through all the bonus chapters) I moved straight on to its sort-of-sequel Corpse Party: Book of Shadows, a game which I've owned for quite some time but haven't got around to because I wanted to replay Corpse Party first.

So far, I'm very impressed. Book of Shadows maintains the things that were great about Corpse Party — its dark, mature storyline; its realistically flawed but likeable characters; its unusual but startlingly effective soundtrack; and its incredible, incredible sound design and voice acting — while making a few significant and notable changes.

The most notable change from the previous Corpse Party is that it's no longer a top-down RPG-style affair and has instead become a first-person perspective point and click adventure with lengthy visual novel-style sequences to advance the plot. I'm fine with this, but I was also fine with the top-down nature of the original. I actually really liked the fact that the first Corpse Party had all the trappings of a JRPG — top-down perspective, a menu you pop up with the triangle button, hit points — without any fighting whatsoever. (That said, the PC-98 original version of Corpse Party, of which the PSP version is one of several remakes, concluded with a boss fight.)

Book of Shadows' shift to the first person is an interesting one, because despite the change in perspective and despite the change from tile-based backdrops to hand-drawn environments, it's still recognisable as Heavenly Host Elementary School. The map is the same; the rooms are laid out the same; you're just seeing them from a different perspective. This gives a pleasing degree of consistency to the experience.

The concept is peculiar but kind of neat, too. One of the "wrong ends" of the original Corpse Party saw the band of unfortunate teens travel back in time after successfully reversing the charm that had got them into the school in the first place, only to find themselves repeating the same events exactly as they were before — thereby dooming themselves to the same fate. Book of Shadows runs with the idea that the characters being aware of this "time loop" might see them try to cheat their fate, and the first chapter at least explores what happens if a particular tragedy that occurred early in the first game was averted. In doing so, we get a chance to spend a lot more time with characters who didn't get a great deal of screen time in the original game (because they were the first to be unpleasantly murdered) and gain a greater understanding of both them and their relationships with others in the process.

I'm digging it so far. The palpable sense of menace of the original is very much intact in this new game, as is the wince-inducing violence — though as with the previous game, Book of Shadows has a wonderful understanding of the concept of "less is more" when it comes to horror. The most effective scares come from the imagination rather than gory scenes on the screen — and while Book of Shadows, like its predecessor, certainly isn't afraid to show the aftermath of a violent event, the actual instance of something unpleasant happening tends to be depicted through nothing more than text and sound.

Book of Shadows deserves particularly special mention for its sound. The original Corpse Party made magnificent use of fake 3D effects in the stereo field to make it sound like people were whispering in your ear, standing behind you and all manner of other things. Book of Shadows continues this and somehow manages to be even more effective. In an early scene, for example, you're playing the role of the character Naomi, who finds herself in bed with her possibly-a-lesbian best friend Seiko, who is over for a sleepover. When the lights go out and Seiko falls asleep, you can hear her soft breathing and occasional murmuring to herself in your left ear while Naomi ponders things to herself; when Seiko is roused by Naomi's mumbling, her voice sounds like she's lying right next to you. It's unnerving in its realism, but startlingly effective for immersing you in the game world and story.

I'm partway through the second chapter of Book of Shadows so far. I'm enjoying the "what if?" nature of these chapters, but what I'm really looking forward to is the not-so-secret final chapter that actually acts as a sequel of sorts to the original story. I'm intrigued to see where the story goes, and despite the fact it's such a consistently unpleasant, depressing series, I really hope we see more in the future.

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1295: Co-Op, Counter-Op https://imnotdoctorwho.moegamer.net/2013/08/05/1295-co-op-counter-op/ https://imnotdoctorwho.moegamer.net/2013/08/05/1295-co-op-counter-op/#respond Mon, 05 Aug 2013 20:59:10 +0000 http://angryjedi.wordpress.com/?p=5717 I like cooperative modes in games, though usually only when I get the opportunity to do so with people I know and trust. Co-op gameplay is often reliant on communication, you see, and as has been well-documented here in the past, I often feel a little uncomfortable when forced to communicate with strangers. I'm usually … Continue reading 1295: Co-Op, Counter-Op

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I like cooperative modes in games, though usually only when I get the opportunity to do so with people I know and trust. Co-op gameplay is often reliant on communication, you see, and as has been well-documented here in the past, I often feel a little uncomfortable when forced to communicate with strangers. I'm usually all right when it comes to text-based chat, but voice chat? No no no. Thank you.

I've had a few great co-op experiences over the years. Actually, one of them wasn't co-op at all — it was "counter-operative" in Perfect Dark for the Xbox 360. This mode, somewhere between traditional co-op and competitive multiplayer, cast one player in the role of the usual protagonist, and the other in the role of all the enemies in the level. If the protagonist character dies, the counter-operative wins; if the counter-operative player dies, meanwhile, they simply shift to another body and continue until no enemies are left.

One of my favourite instances of this game mode came when I was playing with my friend Calin on the first level of Perfect Dark — a level that had already played host to some frighteningly competitive speedruns between my friends and I. Calin was the Counter-Operative, I was the protagonist. Wandering through the level, I was surprised to discover there didn't appear to be a single trace of any enemies. I made my way down through the building, as you were supposed to do in the level, and got to the bottom. Still no enemies.

Suddenly… BIFF. My gun was knocked from my hand and my vision blurred. I'd been hit over the back of the head. I wheeled around to discover the only remaining enemy in the level — Calin had been through and, before I'd got there, systematically eliminated all his "extra lives," as it were — and it was coming down to a fist fight. By this point, we were both in stitches, which made flailing wildly at each other all the more difficult. I forget who "won" — probably me, because the protagonist has significantly more health than generic fodder enemies — but it was a hilarious experience.

My other favourite co-op experience is in Saints Row The Third. Saints Row's co-op is great because it's just the exact same game as in single-player, only there's two people running around causing chaos instead of just one. You can work together to complete missions, or participate in all the silly activities together, adding your scores together in an attempt to reach the various targets. Alternatively, you can both just tool around the open world completely separately if you desire, independently causing chaos. It's a lot of fun, particularly given the diverse array of different activities on offer in the world of Saints Row — one minute you might be flinging yourself in front of vehicles in order to commit insurance fraud; the next, you might be working your way through a "killing floor" gauntlet on the city of Steelport's favourite hyper-violent gameshow.

Having completed Saints Row IV over the weekend, I'm particularly keen to try that in co-op, as the single player was ridiculous enough. For those unfamiliar with the fourth installment, it's set in the same game world as Saints Row The Third, albeit a computer simulation of it instead of the "real" world. This means there's Tron-style visual effects all over the place, but more importantly it means you have "superpowers" such as super speed and a ridiculous Crackdown-style jumping ability. I can only imagine the ridiculous situations that will result from not one but two superpowered nutcases boinging around the city rooftops. I'm looking forward to trying it when the retail version of the game becomes available in two weeks.

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1293: [Incredibly tough][Miq'ote][rod] https://imnotdoctorwho.moegamer.net/2013/08/03/1293-2/ https://imnotdoctorwho.moegamer.net/2013/08/03/1293-2/#respond Sat, 03 Aug 2013 20:38:16 +0000 http://angryjedi.wordpress.com/?p=5707 I'm getting a bit antsy for Final Fantasy XIV. I haven't felt genuinely excited about an MMO for a while — the last one I played, which was The Secret World, was something I picked up more out of idle interest than anything else. Final Fantasy XIV, meanwhile, is something I'm really looking forward to. While I'm waiting for the … Continue reading 1293: [Incredibly tough][Miq'ote][rod]

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I'm getting a bit antsy for Final Fantasy XIV. I haven't felt genuinely excited about an MMO for a while — the last one I played, which was The Secret World, was something I picked up more out of idle interest than anything else. Final Fantasy XIV, meanwhile, is something I'm really looking forward to.

While I'm waiting for the announcement that the open beta has started and I can finally start building what will become my "permanent" character in the game, I've been reading back over some of the forum posts, and particularly about people who once played Final Fantasy XI and ended up leaving.

I enjoyed Final Fantasy XI a lot. I didn't play it for anywhere near long enough to reach the level cap or anything like that, but I enjoyed the experience of what I played. It helped that I had some good friends who played regularly, but it was also just an experience that I found enjoyable. I'm hoping Final Fantasy XIV recreates that kind of feeling, though I'm already aware it's a very different game — and I'm glad about that.

Final Fantasy XI was hard. Really hard. This was the kind of game where if you inadvertently got a monster chasing you that was too strong for you to beat, you'd better outwit them and run away as fast as possible, because they would chase you across the whole map, and they would kill you. To add insult to injury, Final Fantasy XI also penalised your experience each time you died, meaning that dying too much could actually result in you losing levels if you weren't careful — something I haven't seen in any MMO since. This gave the game a real feeling of consequence — if you got yourself into a situation you couldn't handle, you had better either figure out how you were going to deal with it, or accept your fate.

This sort of "penalty" thing is something that people praise Demon's Souls and Dark Souls for, because it makes death meaningful. And that's good. In World of Warcraft, death just means your equipment gets a bit damaged and you have a bit of a run back to your corpse, but otherwise there aren't really any major penalties you have to deal with. This means that in many cases, challenges can be brute-forced by simply chipping away, dying, running back, repeating. This isn't really possible when you're by yourself, as monsters who aren't being actively attacked tend to run back to their spawn point and heal fully, but if you're in a party it was most certainly possible.

In Final Fantasy XI, meanwhile, you had to work together. It was one of the most intensely cooperative games I've ever played, and while this sometimes led to player tempers flaring, I was fortunate enough for the most part to group with people who both knew what they were doing and were patient with newbies.

Getting into a fight in Final Fantasy XI was a big deal. It wasn't a hack-and-slash game; it was something where, when you saw an enemy, you had to carefully weigh up your chances of victory as a group. Once the battle began, everyone had to play their part and know what they were doing — even in combat against non-boss enemies. Battle was an intricate dance led by the Warrior, who maintained the enemy's attention while other classes dealt damage or healed the party. It was stressful, but in a good way; as I say, it was intensely cooperative, and the knowledge that what you were doing was important felt great. Contrast this with something like World of Warcraft, where I often felt rather detached in party play, particularly playing as a Mage. Combat often boiled down to little more than standing back and spamming the same few attacks over and over again while other people did their thing independently.

(Aside: I have no idea what "Abyssea" is, but people who stuck with Final Fantasy XI longer than me seem to complain about it an awful lot.)

I'm not yet sure how Final Fantasy XIV's cooperative play will work as I didn't get a chance to try it during closed beta. I am curious to see, though, since from what I've heard from other people, each class plays noticeably differently from the others. The Pugilist class that I experimented with had a strong focus on quickly triggering attacks in a specific order to form combos, and this was probably most like what I was doing as a Mage in World of Warcraft. You had to memorise the combination of buttons that was most effective, then repeatedly trigger them as appropriate. Final Fantasy XIV added a bit of extra depth, though; positioning is important, as you can dodge area-of-effect attacks and do extra damage from certain angles.

Party play in Final Fantasy XIV also features the return of the Limit Break gauge from Final Fantasy VII, which I'm interested to see — in this particular incarnation, it's a meter shared between the whole party which any member can use when it's charged. The exact effect it has is determined by who triggered it. I'm wondering how sensible and restrained people will be with this feature, or if it will end up getting spammed by people. We'll see.

With the recent announcement of Everquest Next and its impressive dynamic quests and terrain deformation, attention seems to have swung off Final Fantasy XIV a bit, but I'm still intending to give it a good shot. I really liked what I played in open beta, and I anticipate it's something that I'll enjoy sticking with — particularly if I get the opportunity to play with some people on a regular basis, which is looking likely.

Hopefully not too long to wait until open beta. Count on some enthusing on these very pages when it does arrive.

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1290: The Never-Ending Battle https://imnotdoctorwho.moegamer.net/2013/07/31/1290-the-never-ending-battle/ https://imnotdoctorwho.moegamer.net/2013/07/31/1290-the-never-ending-battle/#respond Wed, 31 Jul 2013 21:10:07 +0000 http://angryjedi.wordpress.com/?p=5697 Oh, God. Reviews for Dragon's Crown came out today, and I had a feeling there was going to be at least one shitstorm over it. Dragon's Crown, lest you're unfamiliar, is a new game for PS3 and Vita loosely inspired by the brawler classics of yesteryear such as Golden Axe, fused with some modern ideas from roguelikes and action RPGs. … Continue reading 1290: The Never-Ending Battle

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Oh, God. Reviews for Dragon's Crown came out today, and I had a feeling there was going to be at least one shitstorm over it.

Dragon's Crown, lest you're unfamiliar, is a new game for PS3 and Vita loosely inspired by the brawler classics of yesteryear such as Golden Axe, fused with some modern ideas from roguelikes and action RPGs. It gained notoriety prior to release for featuring some heavily exaggerated, almost abstract art, in which the "Amazon" character is a gigantic, musclebound behemoth of a woman; the "Sorceress" character has boobs that will give her significant back problems later in life; and the "Fighter" character has armour that would put the COGs from Gears of War to shame. The female elf ranger, meanwhile, looks almost normal, though she has some grade-A zettai ryouiki going on with her boots.

Here's the Sorceress and the Amazon.

SorcererandAmazon-1024x664Now, you may have one of several reactions to the art used in this game. You may find it offensive in its overly sexualised depictions of women. You may find it ludicrous and amusing. You may find it beautiful. You may find it erotic or arousing. You may find it kind of cool in a stylised sort of way. Or you just might hate it not for what it represents, but simply because the style doesn't appeal to you.

Here's the thing: all of those opinions are "right". Or, more accurately, none of them are "wrong". Your opinion is your own, and you should take ownership of it, not be pressured into thinking what other people seem to think you should think.

Unfortunately, there are people on both "sides" of the argument that has sprung up around this game — leaving aside the people in the middle who either think it's "kind of neat" or "meh" — who are being a little unreasonable about all this. Not everyone, by any means — both Polygon and GamesBeat's reviews, for example, while differing wildly in their final evaluation of the game, read as fair comments that accurately reflect the authors' perspectives as people who strongly disliked the art — but there's a significant proportion of people both on the "pro" and "anti" sides of the debate who are, frankly, being a bit dickish.

The most obviously obnoxious side is, of course, the group of people who have just become collectively known as "the misogynists". The young men who enjoy their T&A and get defensive any time they feel someone is attacking them and their tastes. The same people who, in extreme cases, send death threats to people like Anita Sarkeesian simply for exploring depictions of women in video games.

However, I've seen equally obnoxious comments today on the side of people who dislike the art style and think it's sexist, misogynist or otherwise discriminatory. I've seen Dragon's Crown referred to as a "wank game" (by a woman) and numerous snide comments from people (men and women) on Twitter calling it "juvenile" or being otherwise disrespectful towards those who either don't have a strong opinion on the art style, or those who actively like it. I've also seen people implying that the people who do like Dragon's Crown will never get laid, and are just pathetic losers for whom, I quote, "the closest u will ever get 2 a woman is ur miku miku dominoes figurine" [sic — in reference to Hatsune Miku, the popular animated Japanese mascot who was recently used in a Dominos Pizza campaign in Japan.] Real classy, there.

When you see this going on, it's sort of understandable why the "misogynist" side gets overly defensive and wants to lash out at the people criticising them. It's not acceptable. The ones attacking the art style of Dragon's Crown are the same ones criticising others for disrespectful comments and behaviour — particularly towards women — and yet they're engaging in it themselves simply because someone disagrees with them. Not good at all.

Where do I stand on Dragon's Crown? I think it's cool. It's distinctive, heavily stylised and immediately recognisable — not to mention memorable. I don't find it erotic or arousing, personally — it's just too exaggerated for my particular tastes — but acknowledge that there may be some people who do. For context, I enjoy the art style of modern anime — particularly the more "moe" end of the spectrum — and freely admit that I believe drawings and animations can be as sexually arousing — sometimes more so — than photographs and videos. I also like looking at — and, even better, playing as — attractive female characters in video games, because they're everything I'm not, and I often identify or empathise with them a lot better than beefcake males.

Most importantly, I acknowledge that not everyone agrees with the way I feel and I wouldn't expect to make anyone feel the same way if they're just not into it. Similarly, I acknowledge that some people find Dragon's Crown's art distasteful, but I do not expect those people to be patronising, condescending and even, at times, outright aggressive towards those who do like the way it looks.

Let's maybe try to respect each other a little more, even when we disagree — even on controversial topics.

If only.

 

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1289: Oh When The... You Know https://imnotdoctorwho.moegamer.net/2013/07/30/1289-oh-when-the-you-know/ https://imnotdoctorwho.moegamer.net/2013/07/30/1289-oh-when-the-you-know/#respond Tue, 30 Jul 2013 22:24:24 +0000 http://angryjedi.wordpress.com/?p=5695 I've been playing a game for review this evening, but I can't talk about it yet because blah blah embargo, etc. So instead I'm going to talk about Saints Row The Third, which, conveniently, is available for whatever price you please as part of the latest (pretty incredible) Humble Bundle. Grand Theft Auto has been losing me … Continue reading 1289: Oh When The... You Know

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I've been playing a game for review this evening, but I can't talk about it yet because blah blah embargo, etc. So instead I'm going to talk about Saints Row The Third, which, conveniently, is available for whatever price you please as part of the latest (pretty incredible) Humble Bundle.

Grand Theft Auto has been losing me for a while. It took me a long time to get around to finishing Vice City — though I eventually did — and I never finished San Andreas or Grand Theft Auto IV at all. (I also own the two Grand Theft Auto IV side stories, but haven't touched them at all.)

The problem is that Grand Theft Auto had started taking itself a bit seriously. While it's still full of cringeworthy puns and scathing putdowns of American culture, the stories themselves have been getting a bit too "gangsta drama" for me; there seemed to be less of the colourful characters from earlier installments and more in the way of people calling each other "bitch" and "motherfucker". (Confession: I actually had to turn the subtitles on in San Andreas not because I couldn't hear the speech, but because I couldn't understand what the characters were saying.) This is probably a grossly unfair assessment, but I've been struggling to maintain interest in them for quite some time, and Grand Theft Auto V doesn't really have me hyped at all. (This makes the fact the Internet collectively jizzes its pants every time a new screenshot appears especially frustrating, as I'm sure you can sympathise.)

I'm not sure what prompted me to pick up Saints Row The Third for PC. I don't even think it was a Steam sale — I'm pretty sure I bought it at full price shortly after it came out. Reviews I'd read had been mostly positive, with a few criticising it for not having as interesting a setting as Grand Theft Auto, but most had mentioned one important thing: fun.

I'd never played a previous Saints Row game, so I had no frame of reference to compare The Third to except for Grand Theft Auto. And it quickly became apparent that Saints Row The Third was the game I'd been wanting Grand Theft Auto to turn back into ever since Vice City. Freedom to run around causing chaos; lots of side missions to do; a plot that was enjoyable, silly nonsense; and the fact that if you wanted to run down the street punching everyone in the face, it didn't really feel "out of character" for the protagonist.

Saints Row The Third is a playground. Sure, there's a plot to follow, but the main attraction is the "activities" scattered around the map. These vary from destroying as much shit as possible while on foot and equipped with infinite ammo to destroying as much shit as possible while in a bloody great tank. There are also missions where you have to drive around with a tiger in your car, arena challenges where you have to defeat enemies and avoid traps, and "insurance fraud" missions where you have to fling yourself into traffic and injure yourself as much as possible against the clock.

By far my fondest memory of Saints Row The Third is the one and only time I've had the chance to play multiplayer with my good friend Mr Alex Connolly, though. We just so happened to actually be online and available at the same time for once, so we jumped into a game together and caused chaos. There's really nothing quite like rolling up to a character you know is another real person, letting them jump in your Tron-style car and then tearing around the city to cause some havoc. Saints Row The Third doesn't significantly change its structure when played in co-op, but the simple presence of another player helps make it even more fun than it already is.

If you've never played Saints Row The Third and like the sound of a chaotic romp through something like Grand Theft Auto used to be, that Humble Bundle I linked above is a fantastic deal. Or, let's not forget, the fourth entry in the series is coming soon. But that… that I can't talk about right now.

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1288: Final Fantasies https://imnotdoctorwho.moegamer.net/2013/07/29/1288-final-fantasies/ https://imnotdoctorwho.moegamer.net/2013/07/29/1288-final-fantasies/#respond Mon, 29 Jul 2013 21:13:48 +0000 http://angryjedi.wordpress.com/?p=5690 I've been thinking a lot about the Final Fantasy series recently, prompted in part by the impending release of the third Final Fantasy XIII game Lightning Returns, which is actually looking rather spiffy. It's a series that, as I've noted a few times before, I've followed from VII onwards, though I later went back and educated myself on earlier installments in the series. … Continue reading 1288: Final Fantasies

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I've been thinking a lot about the Final Fantasy series recently, prompted in part by the impending release of the third Final Fantasy XIII game Lightning Returns, which is actually looking rather spiffy. It's a series that, as I've noted a few times before, I've followed from VII onwards, though I later went back and educated myself on earlier installments in the series.

As such, here's a few thoughts on each mainline entry.

FINAL FANTASY I: Generic as hell, right down to the monsters ripped straight from the D&D Monster Manual and its high fantasy setting. Minimal plot, incomprehensible plot twist right at the end. Worth playing to see the series' origins, but feels very grindy these days.

FINAL FANTASY II: Very interesting, particularly when you compare it to other JRPGs around at the time. Not only was it an early example of a Final Fantasy game focusing on plot, its mechanics were kind of cool. Okay, they had their problems, too, but indirectly Final Fantasy II set the template for the "use it to improve it" skill system seen in, among other things, the Elder Scrolls series.

FINAL FANTASY III: By now, the pattern of odd-numbered Final Fantasy games focusing on mechanics and even-numbered ones focusing on plot was set in place. Final Fantasy III had minimal plot, even in its later 3D remake, but it's a game worth playing to see the genesis of the Job system that made frequent reappearances throughout both the mainline series and its numerous spinoffs.

FINAL FANTASY IV: Heavy on the plot, light on the mechanics. In Final Fantasy IV, you're stuck with whatever party members the plot dictates you have at any one point, with minimal customisation. This isn't necessarily a bad thing, though; it allows you to focus on the plot which, while basic and clichéd these days, was impressive, epic stuff back when it first came out, and noteworthy for having characters with distinct personalities.

FINAL FANTASY V: I must confess to never having finished this one, but it has one of the best implementations of the Job system of the whole series, allowing you to blend abilities from two different Jobs, assuming you've already learned some from the Job you're not actively equipped with. Once again, it's an odd-numbered Final Fantasy so the plot is somewhat disposable, but again, the mechanics are the reason to explore this game.

FINAL FANTASY VI: For many, the best Final Fantasy but again, I must confess to never having beaten this, and somehow never having had the ending spoiled for me. VI gives a good balance between the predefined characters of IV and the customisation of by having distinctive characters whom you could teach spells to. The plot, meanwhile, was excellent, if arguably overly ambitious for the technology it had available to tell it.

FINAL FANTASY VII: I'll always have a soft spot for this one, what with it being the reason I like JRPGs as much as I do today. I haven't played it for probably a good ten years or so, but I'm open to the idea of revisiting it at some point. Those awful field screen character models bugged me even back then, though; I believe the PC version allows you to mod them.

FINAL FANTASY VIII: Much-maligned, but this is one of my favourites of the series. A touching love story coupled with some world-shattering silliness, with one of the best final encounters of all time — even if the finale itself was somewhat nonsensical.

FINAL FANTASY IX: One of the best battle themes in the series, though the child-like characters looked a little strange after the realistically proportioned people in VIII. IX has a ton of series fanservice, as it was the series' swansong on PS1.

FINAL FANTASY X: The change to PS2 and full 3D was very jarring to me, especially when combined with the move to a fully turn-based system. Said turn-based system was great, though, particularly the way you could manipulate the turn order to your advantage. This mechanic would later be seen in a whole bunch of other JRPGs — Trails in the Sky is one that springs to mind — so it proved to be massively influential. Also noteworthy for having a cool level-up system that made for highly customisable characters… and for having a terrible conversion to PAL consoles, with ugly black borders at the top and bottom of the screen and a frame rate significantly slower than the NTSC (Japan and US) versions.

FINAL FANTASY X-2: Gloriously camp, and delightful as a result. Final Fantasy X-2 may have taken place in the same world as X, but it had a completely different character. was melancholy throughout; X-2 was rambunctious and joyful. This ultimately wasn't to everyone's taste, but the game certainly didn't suffer as a result. A non-linear structure combined with a fantastic implementation of the Job system made Final Fantasy X-2's small party of three immensely customisable, and there was a ton of stuff to do in the game, much of it optional. Highly recommended.

FINAL FANTASY XI: The first of the two MMOs in the series, Final Fantasy XI is noteworthy for being one of the first games of its type to actually make an effort with narrative progression alongside the otherwise relatively straightforward MMO gameplay. There was a story, there were bosses, there was even a final boss. Subsequent expansions continued the stories into ever more exciting encounters, but you had better be ready to invest a lot of time — the game had one of the slowest rates of levelling of any MMO, and though this was marginally improved over time, it's still painfully slow and dependent on playing in parties.

FINAL FANTASY XII: XII took a bunch of ideas from the MMO XI and transplanted them into a single player game. It was the biggest shift the mainline Final Fantasy series — many fans don't count Final Fantasy XI due to its online nature — had seen for a long time, since it abandoned the old-school turn-based or active time battle systems in favour of a quasi real-time system somewhat akin to that seen in a Western RPG like the later Dragon Age. In fact, Dragon Age pinched a few ideas from Final Fantasy XII itself, such as being able to program the game's AI to respond to specific circumstances.

FINAL FANTASY XIII: The first HD Final Fantasy divided opinion significantly. I really liked it, but others didn't appreciate the streamlined first 20 hours or so, in which you have a bunch of options locked off as you're forced by the game to familiarise yourself with specific party setups with limited — but still some — customisation. The battle system shifted from micromanagement to switching character classes on the fly, and was very fast-paced. When the game opened up very late on, there was a ton of side content to do, and you could go back and do more after you'd beaten the final boss. Whatever you think of the game, though, it's hard to deny the fact it's one of the most beautiful games you'll ever see on any platform.

FINAL FANTASY XIII-2: Many of the criticisms against Final Fantasy XIII were addressed with XIII-2, but the previous game had built up such an inexplicable bank of ill-will that many people never even bothered with it. The time-travelling story was convoluted and hard to follow, but the non-linear game structure provided a lot of interesting things to do. There were also some actual puzzles in the game, which the series hadn't seen for quite some time.

Lightning Returns: FINAL FANTASY XIII: Details are relatively thin on the ground for this upcoming new entry in the series too because everyone's so angry about the fact that Lightning has jiggly boobs, but it sounds like it's going to be more "actiony," but provide you with a number of different means of tackling various situations. An open world section is also promised, along with some Final Fantasy X-2-style dress-up funtimes that I'm looking forward to very much.

FINAL FANTASY XIV: The second massively multiplayer incarnation of the series was reportedly awful, but I never played it.

FINAL FANTASY XIV: A Realm Reborn: The second incarnation of the second massively multiplayer incarnation of the series is simply marvellous, however, and I'm looking forward to playing it when it releases later in August. It takes the good things about Final Fantasy XI — the Final Fantasy-like presentation, the music, the diverse characters, the implementation of a plot into a massively multiplayer game — and throws out the grindy stuff in favour of a wide variety of stuff to do, friendly to both solo and group players, and a number of mechanics inspired by other successful MMOs such as Guild Wars 2.

FINAL FANTASY XV: Details are scant on this one as yet, but early videos look pretty spectacular. Will it be a next-gen system seller? Who knows? I'm certainly looking forward to finding out.

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1287: Thunderbolts and Lightning https://imnotdoctorwho.moegamer.net/2013/07/28/1287-thunderbolts-and-lightning/ https://imnotdoctorwho.moegamer.net/2013/07/28/1287-thunderbolts-and-lightning/#respond Sun, 28 Jul 2013 16:09:51 +0000 http://angryjedi.wordpress.com/?p=5688 Japanese gaming never died. It just shifted its focus. And that's a good thing. I find myself contemplating this topic for a few reasons, including Twitter discussions on various related topics, and a few articles I've seen posted around the Web recently on the subject of Japanese gaming making "a comeback". Japanese gaming never went … Continue reading 1287: Thunderbolts and Lightning

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Japanese gaming never died. It just shifted its focus. And that's a good thing.

I find myself contemplating this topic for a few reasons, including Twitter discussions on various related topics, and a few articles I've seen posted around the Web recently on the subject of Japanese gaming making "a comeback".

Japanese gaming never went anywhere. It may not be the focus of the games industry now — a side-effect of the very American Xbox 360 dominating a healthy proportion of the console generation we're just coming to the end of now — but it's still been ticking along very nicely, and in fact, for my money, it's been doing a much better job of catering to unique audiences than focus-grouped Western titles.

Japanese role-playing games used to be a big deal. Or, more accurately, a new Final Fantasy release used to be a big deal, particularly back in the PS1 era, which carried some of the best installments in Square Enix's long-running series. The JRPG market was always far broader than just Final Fantasyeven in the West, but Final Fantasy was in the unique position of being a Japanese role-playing game — by all accounts, a fairly "niche" genre, even back then — that successfully achieved mainstream penetration thanks to its impressive presentation. There were plenty of other JRPGs that flew under the mainstream radar but which are still fondly remembered by fans, but Final Fantasy was the one that everyone latched onto — with good reason.

These days, however, Final Fantasy enjoys a curious reaction from press and public alike. Ever since Final Fantasy XIII came along, there's been a significant amount of negativity directed at the series — negativity that isn't altogether justified.

Final Fantasy XIII, like every other Final Fantasy before it, mixed up the formula rather than just being a reskinned version of the previous game. It abandoned the micromanagement of previous games' battles in favour of a fast-paced take on the Active Time Battle system that focused more on carefully-timed switches of character roles rather than choosing individual commands. It provided a focused experience, pushing the story constantly forwards, forwards, forwards down a linear path until a point close to the end, where you suddenly had a large open world to explore.

Past Final Fantasy games have actually followed this exact formula to the letter — linear beginning that gets more and more open as you proceed towards the finish line, with the game completely "open" by the time you reached the end. Final Fantasy XIII just didn't hide it quite as well as the previous ones — and intentionally so; game director Motomo Toriyama wanted players to concentrate on the story for the beginning part of the game without distractions.

This is something to be criticised, apparently, yet it honestly baffles me as to why. Final Fantasy XIII's extreme linearity for the first 20-30 hours or so means that the story is constantly moving rather than doing the usual RPG thing of stalling for hours at a time while the player goes off and breeds chocobos or something. You're always moving from place to place, seeing new things, meeting new characters, fighting new enemies and learning new nuances of the game's systems. By the time you come out the end of this "20-hour tutorial," as some people call it, you're fully equipped to take on the challenges of the open world you're dropped into — and you have characters that are beefed up enough to be able to take on some significantly powerful monsters.

A common criticism of that "20-hour tutorial" is that there's "nothing to do but fight," which is an argument I can sort of see, but which I disagree with. Sure, in game terms you're doing little more than running forward and fighting, but in the process you're seeing things happen around you, meeting new characters, learning about the world — not to mention the fact that you're choosing how your characters develop and crafting weapons to improve their performance… and not to mention the fact that the fighting is funFinal Fantasy XIII may not populate its world with gimmicks and sidequests, but that doesn't make it bad at all. It simply means it's not to some people's tastes, and that's fine; what the people who find it distasteful don't seem to realise, however, is that "I don't like it" is not the same as "this is bad" — the very same thing that happens with other, more "niche" JRPGs like Hyperdimension Neptunia, Ar Tonelico and Time and Eternity: games with a laser-sharp focus on exactly the sort of person they want to be playing that game. (Me.)

The initial reaction to Final Fantasy XIII unfortunately meant that its sequel Final Fantasy XIII-2 was met with everything from indifference to hostility on its release, when it was actually a remarkably solid game. Its time-travelling story was confusing and convoluted, yes, but much like the weak, forgettable story of Final Fantasy XII didn't affect the fact that the game itself was good, so too was the case with XIII-2which built on and evolved many of XIII's ideas. It addressed most of the criticisms people had about Final Fantasy XIII while simultaneously remaining recognisably true to its predecessor.

And now we find ourselves coming to the third game based around Final Fantasy XIII's world: Lightning Returns. Once again, this game is being met with outright hostility for a variety of reasons. Particular attention is being paid this time around to the matter of the main character Lightning, whom everyone seems to have suddenly decided is massively offensive. Game director Motomu Toriyama is clearly enamoured with his creation and that's absolutely fine — in many ways, it's delightful to see a creator so passionate about something he's created; at the same time, I don't blame Square Enix for indulging in some gratuitous cross-promotion such as putting Lightning in a special quest in the upcoming MMO Final Fantasy XIV, or putting out some promotional art of her wearing the starting costume for one of Final Fantasy XIV's character types and doing a(n admitedly provocative) pose from that character's set of default "emote" animations.

It's here that Final Fantasy's background as a niche title with mainstream acceptance is working against it. With the JRPG genre regularly losing out to more popular types of game like first-person shooters and open world adventures, it seems that Toriyama is choosing to focus the Lightning Returns experience on a smaller niche that will appreciate it, and in the process is alienating the mainstream. In the case of most modern JRPGs, which have been happily ignoring the mainstream completely for several years now, this is fine; when you have a property as well-known as Final Fantasy, though, it's an issue. Not that Toriyama and co are trying to focus on a more niche audience, mind you — that's something I wholeheartedly encourage — but that people seem pissed off that Square Enix isn't making the games they want them to make.

Well, to that, I simply say good on Square Enix for sticking with what they want to do. Not every game needs to be a focus-grouped mass appeal game designed to shift five million copies. I often find the ones that are to be rather soulless experiences at their core, so I wholeheartedly encourage and embrace any title with the balls to say "don't like this? Fine. Leave." rather than grabbing onto their ankles and screaming for them to "PLEASE DON'T GO". Games are a business, yes, but that doesn't mean that those who create them have to be beholden to the whims of the public; ultimately it should be the creator's decision what to, you know, create.

I'm looking forward to playing Lightning Returns. You may not be, and that's fine. But if you're not, try not to push your opinions on everyone else as gospel, because there are a lot of people in the world, and everyone has their own take on things. No-one's forcing you to play or like Lightning Returns; just respect the fact that there are people out there who will be playing it, and who may well end up liking it as a result… just like any other game out there.

Stepping away from the Internet now.

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1286: Take a Note, Nep-Nep https://imnotdoctorwho.moegamer.net/2013/07/27/1286-take-a-note-nep-nep/ https://imnotdoctorwho.moegamer.net/2013/07/27/1286-take-a-note-nep-nep/#respond Sat, 27 Jul 2013 22:24:26 +0000 http://angryjedi.wordpress.com/?p=5686 When was the last time you played a video game that required you to either 1) map it yourself or 2) make notes while playing? I'm willing to bet it's quite a long time, unless you've either 1) been playing the Etrian Odyssey series or 2) been playing an old-school Sierra game. I've been playing a much … Continue reading 1286: Take a Note, Nep-Nep

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When was the last time you played a video game that required you to either 1) map it yourself or 2) make notes while playing? I'm willing to bet it's quite a long time, unless you've either 1) been playing the Etrian Odyssey series or 2) been playing an old-school Sierra game.

I've been playing a much more recent game and making notes, however. The game isn't demanding that I make notes, but I'm getting a strange sense of satisfaction from figuring the game out for myself rather than immediately reaching for the walkthroughs, as is the common approach these days.

The game in question is Hyperdimension Neptunia Victory, which I'm now 40 hours into and probably about halfway through the plot, I estimate. I could have raced through and finished by now, I'm sure, but there's something about this game in particular — even more than the previous two Neptunia games, which I adored in all their flawed glory — that is making me want to take my time and soak everything up.

It's a different kind of wanting to soak things up to something like Ar Tonelico, though. In the case of Gust's oeuvre, I wanted to continue immersing myself in the world; spend more time with the characters; see every possible conclusion to that lengthy story that I'd been enjoying so much. With Victory, meanwhile, my enjoyment is coming from the game mechanics as much as the setting and characters.

The three Neptunia games have a fun setting and some immensely entertaining characters, you see, but I wouldn't call the world especially "immersive". The only real "exploring" you do is going into dungeons, and these are primarily designed for being 1) a place to fight monsters and 2) a place to harvest items for use in crafting and/or quests. There's a lot of repeated content — some dungeons are just variations on the same map, a la Phantasy Star Online and Dragon Age II — and thus they're best regarded as a backdrop for the more interesting stuff that's going on with the game mechanics.

More so than any of the previous Neptunia games, Victory is a case of a number of individually simplistic systems and mechanics coming together to create something significantly more complicated and deeper than the sum of its parts would appear to create at first glance. Sure, you can play through Victory without exploring these aspects of it, and that's a perfectly valid way to play. But since mk2 in particular, I've found the gameplay of this series so satisfying that I want to indulge myself in all its nuances as much as possible.

Let me explain what I've been doing and taking notes on this evening. In doing so, you'll hopefully see how the different individual systems at play in Victory combine to make something that is a surprisingly deep experience.

Each dungeon in Victory has a bank of monsters you'll encounter. Like mk2 and unlike the first game, you can see the monsters on the map and attack or avoid them as you desire, though a single monster figure on the field actually represents a party of enemies that might include other opponent types.

Each monster drops at least one item, most of which are "trash" items that don't have any use by themselves. But most of these items are used either in crafting recipes — crafting an item once means that it's then available for purchase in all of the game's shops, so it's something you need to do — or for completing quests. Already we have several overlapping systems here — exploring dungeons leads to combat, which leads to the acquisition of items, which can be sold, used in crafting recipes or traded in for quest rewards.

As well as tangible rewards, quests also manipulate the game's "shares" mechanic that has been around since the first game. I haven't studied the effects these shares have in great detail yet, but if it's anything like the first two games, the characters associated with a particular nation will be powered up or down according to how high their shares are. In my experience, it's not a huge increase or decrease, but I'll need to analyse things more comprehensively to figure that out. In mk2 the shares values also determined which ending you got; I don't think that's the case in Victory but I could be wrong.

Now, here's the twist on the usual "monsters drop shit" thing — partway through the game, you gain access to a mechanic called Scouting, whereby you can send several NPCs off to scout dungeons while you do other stuff. Depending on how much you pay them and their level of proficiency, they may come back with items, money or, more importantly, a report that something has changed in the dungeon they were scouting. This could be a change in the amount of credits monsters drop or the experience points they award, or it could be a shift in the harvestable items or the monsters wandering around the dungeon.

The latter two are significant, because they are the only means of acquiring some items that are, again, used for crafting or completing quests. Most dungeons have at least one optional boss monster, and it's usually these that are manipulated through the Scout system. Normally, these optional bosses are referred to as "Dangerous", which simply means they're tougher than the other stuff in the dungeon and have their own cool battle theme. However, a Scout spotting a shift in the monster patterns may turn them to either a "Risky" monster, which drops chips that can be used to burn discs with specific characteristics, abilities and stat improvements on, or a "Tough" monster, which drops medals that can be traded in to acquire the actual discs required to make use of this mechanic.

Whether a "Dangerous" monster becomes "Risky" or "Tough" when a scout finds it — actually finding something at all is determined largely by chance, but is influenced by both how much you pay the scout and their own abilities — is decided by whether a "flag" item in a dungeon is standing or broken. If it's standing and your scout spots a change in monster patterns, you'll come across a "Tough" monster; if it's broken, you'll meet a "Risky" monster. These shifts in monster patterns only last for one in-game "day", though, so if you've sent your scouts off to random places all over the world and they've all found new monsters, you'll need to decide which ones to take on. It becomes necessary to think about where you send your Scouts and why, otherwise it's a bit of a waste of time.

This "flag" system also determines which harvestable items become available when a scout spots a change in the items available in the dungeon.

Confused? I was initially, too, because the game doesn't explain this in great detail, which I was initially a bit annoyed about. However, having sat down and actually taken some notes this evening on each dungeon — what the normal lineup of collectable items and monsters are, and the differences that successfully Scouting it has, both with the flag broken and standing — I now feel like I understand this game mechanic. It isn't explained in great detail because it's not something you need to use to finish the game. You're told regularly by NPCs that you don't need to do quests and you don't need to use Scouts, but if you do, you'll find more cool stuff.

I could, of course, have simply gone to GameFAQs and looked all this shit up myself. But there's something inherently very satisfying about figuring out how it all works myself. It makes me feel like I'm really "beating" the game at what it's doing — learning how to leverage its rules to my own advantage, rather than simply getting someone to tell me how to do it. It's something I can see myself doing a lot more in the future, as I'm appreciating the game a great deal more as a result.

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1282: Dead Body Gathering https://imnotdoctorwho.moegamer.net/2013/07/23/1282-dead-body-gathering/ https://imnotdoctorwho.moegamer.net/2013/07/23/1282-dead-body-gathering/#respond Tue, 23 Jul 2013 23:06:35 +0000 http://angryjedi.wordpress.com/?p=5673 I've been replaying Corpse Party recently due to the fact that I've owned the sequel Book of Shadows for ages and haven't gotten around to it yet. Since Book of Shadows is more of a spinoff that tells other concurrent stories that take place during the first Corpse Party, I figured it would probably be a good idea to refresh my memory … Continue reading 1282: Dead Body Gathering

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I've been replaying Corpse Party recently due to the fact that I've owned the sequel Book of Shadows for ages and haven't gotten around to it yet. Since Book of Shadows is more of a spinoff that tells other concurrent stories that take place during the first Corpse Party, I figured it would probably be a good idea to refresh my memory on the original.

I'm reminded how much I liked the game first time around, for a number of reasons. It has its frustrating elements, sure — chief among which is the lack of a "fast forward" function for scenes you've seen before and want to skip after reloading from a "Wrong End" — but there's a lot more to like than there is to dislike.

The most impressive thing about Corpse Party is still its sound. Not only does it have some fantastic music, but it also makes use of some utterly brilliant 3D sound effects that are alarmingly realistic when listened to on headphones. There's one sequence partway through where a character is listening to someone's voice on their phone, and the way the sound is positioned actually makes it sound like a phone held up against your ear. Elsewhere, careful positioning of sounds in the stereo field can make it sound like they're coming from over your shoulder, or off in the distance.

Alongside the marvellous 3D sound is some incredible voice acting. I have pretty limited knowledge of Japanese seiyuu, but it's clear that those who signed on to voice Corpse Party's cast really know what they're doing. The delivery of their lines is packed with character and some really genuine-sounding emotion. When a character shouts, they sound angry. When a character is crying, it's heartbreaking. When a character screams, it's enough to send shivers down your spine.

The game, as I've said on a few occasions previously, is also a masterclass in that essential part of horror — "less is more". While Corpse Party has its share of explicitly gory moments, its most horrifying scenes are completely invisible in terms of visuals, instead unfolding entirely through sound effects, text and occasional flashes of colour. The imagination really gets to work in these scenes, filling your mind with some truly, truly unpleasant mental images that are all the worse for the fact you know that you're responsible for picturing them. I often find myself wincing at explicit, gory horror movies, but Corpse Party is the only game that's managed to genuinely get me squirming using nothing but a minimalist approach.

I'm into the game's fourth chapter, so I'm making good progress on my playthrough. I've managed to avoid a lot of the "Wrong Ends" so far, though the growing completionist streak I appear to be developing will probably insist I go back and get them all in order to fill in all those "Ending List" stars at some point. And this time I will actually play the "Extra" scenes that you unlock as you play through, too — for some reason I didn't get around to those last time around.

Anyway. Yeah. Corpse Party. If you're yet to experience this creepy classic on PSP and Vita and are hungry for something scary, get on that right now.

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1280: More Truckin' https://imnotdoctorwho.moegamer.net/2013/07/21/1280-more-truckin/ https://imnotdoctorwho.moegamer.net/2013/07/21/1280-more-truckin/#respond Sun, 21 Jul 2013 22:06:01 +0000 http://angryjedi.wordpress.com/?p=5664 I had an all-too-brief chat with my good friend Mr Alex Connolly earlier today, during which I briefly extolled the virtues of Euro Truck Simulator 2, which I played for a good few hours today. This post is primarily intended for Alex — and anyone else who is similarly curious about Euro Truck Simulator 2 — since … Continue reading 1280: More Truckin'

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I had an all-too-brief chat with my good friend Mr Alex Connolly earlier today, during which I briefly extolled the virtues of Euro Truck Simulator 2, which I played for a good few hours today. This post is primarily intended for Alex — and anyone else who is similarly curious about Euro Truck Simulator 2 — since we only had a brief moment to talk earlier.

Here's what Euro Truck Simulator is all about, then.

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You start the game by creating your driver profile by giving yourself a name, naming your haulage company-to-be, choosing a logo for yourself and selecting a truck you like the look of. You then choose a home base somewhere in Europe, and then it's off to work you go.

Your first job is what is later referred to in the game as a "quick job" — you're provided with a truck already loaded up with cargo, and all you have to do is deliver it to the destination. If you elect to follow the tutorial, you're walked through various elements of the interface, though you're not told where a few important keys (headlights, windscreen wipers, indicators) are, so you'll need to check the options menu for that. (I recommend assigning all of those controls to a controller, if you're using one.)

Delivering cargo is a simple matter of following your GPS, which sits in the corner of the screen like a space sim's multi-function display. (Indeed, here it is multifunction, too, allowing you to switch between views of your route, diagnostic information and other helpful bits and pieces.) While driving, you'll have to be reasonably careful. Hitting things can damage your truck and potentially cargo, too — the latter will cost you some of your fee at the end of the run. Similarly, breaking the rules of the road will cause you to be fined, though much like reality, you can get away with speeding so long as no-one catches you doing it.

The roads are convincingly rendered, meaning you'll have to merge carefully onto motorways, slow down for country roads, and stop-start-stop-start at the traffic lights found in city centres. If you're driving in the UK, you'll have to drive on the left; head out onto the continent, meanwhile, and you'll be on the right. Both left- and right-hand drive trucks are available.

Once you reach your destination, there'll be a glowing parking space that you must reverse into. This is harder than it sounds, as trucks and trailers behave strangely when in reverse. You can, of course, press the "auto-park" button, but if you do so you're effectively declaring that you're a big wuss.

Once you've successfully parked and detached your cargo, you'll be rewarded with money and experience points, with a bonus if you parked yourself. Levelling up rewards you with skill points, which you can plug into one of several different skills — one allows you to transport hazardous (and consequently higher-value) cargo of various types; another allows you to take on more long-distance jobs; another still provides you with larger rewards for heavy, oversized or otherwise valuable cargo. You can effectively tailor your driver's profile according to the types of job you like to do.

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After a couple of successful runs, you'll be invited to head along to a truck dealership that sells the type of truck you indicated was your "preferred" type at the outset of the game. A new truck will inevitably be much too expensive for you to afford with the few thousand Euros you've acquired from a couple of jobs, so you'll receive an email shortly afterwards from the bank inviting you to take out a loan. Here you have a choice; keep doing quick jobs for reasonable pay until you can afford to buy a truck outright, or take out a loan, buy your own truck immediately, and ensure you make enough money each in-game day to pay off that particular instalment.

Once you have your own truck — which can be customised in numerous ways, more of which open up as you level up — you have a lot more freedom. You can freely drive around Europe at your leisure, and the in-game map keeps track of how much of the road network you've explored. Arriving at new towns "discovers" them and unlocks them as a starting point for future jobs; coming across "?" markers on the map reveals new truck dealerships, recruitment agencies for hiring additional drivers for your fleet and other facilities; stopping at petrol stations or hotels allows you to restore your fuel and fatigue levels respectively.

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Having your own truck allows you to take jobs from the "Freight Market" rather than the "Quick Job" menu. Here, you have to actually drive to the place where the job offer is — they expire after a while, so if you don't get there quickly enough, you're not doing the job — and then manually attach the trailer to your truck.

From here, it's a case of proceeding to do more jobs and build up your available funds, then gradually build up your fleet of trucks and drivers so it's not just you hauling shit around Europe, but your very own army of bearded chain-smokers too. Each of your hired drivers can be levelled up the same way as your own character, so you can get different drivers to specialise in different things.

All in all, it's a really neat game. I didn't think it would have much to offer beyond the initial appeal of "WOW I'M DRIVING A LORRY" but there's actually a surprisingly competent game in there, too. And even if you struggle to handle one of these many-wheeled beasts, you can have some fun by causing chaos on the open world. Which is nice.

Anyway, there's my enthusing on the subject of Euro Truck Simulator 2. It's surprisingly worth your time, particularly if you like open-world driving games where you just pootle around rather than killing everybody. Plus there's something inherently satisfying about driving such a gigantic vehicle and not killing everyone around you, or ending up on your side. (Though it is possible to end up on your side.)

So there you have it. Euro Truck Simulator 2. Enjoy.

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1279: Hauling Ass (and Wood, Propane and Other Exciting Things) https://imnotdoctorwho.moegamer.net/2013/07/20/1279-hauling-ass-and-wood-propane-and-other-exciting-things/ https://imnotdoctorwho.moegamer.net/2013/07/20/1279-hauling-ass-and-wood-propane-and-other-exciting-things/#respond Sat, 20 Jul 2013 21:32:31 +0000 http://angryjedi.wordpress.com/?p=5661 I picked up Euro Truck Simulator 2 in the Steam Sale the other day on a bit of a whim. This is one of those simulator games that, like Farming Simulator, was roundly mocked upon its original release, but promptly turned out to be a rather good game. I haven't spent a huge amount of time with it … Continue reading 1279: Hauling Ass (and Wood, Propane and Other Exciting Things)

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I picked up Euro Truck Simulator 2 in the Steam Sale the other day on a bit of a whim. This is one of those simulator games that, like Farming Simulator, was roundly mocked upon its original release, but promptly turned out to be a rather good game.

I haven't spent a huge amount of time with it so far and I don't know how much time I will spend with it in the long term, but early impressions are that it is basically a game that I've thought should exist for a long time — that is to say, it's Elite, but on the roads instead of in space.

Okay, that's perhaps not quite accurate; you're not really "trading" stuff, you're simply taking jobs and hauling shit (sometimes literally) from one place to another, and there's certainly no "combat" besides any accidents you deliberately cause yourself, but the idea of fusing a management/business game with a vehicle simulator is a sound one, and it has always surprised me somewhat that we've only ever seen it happen in space, really.

Euro Truck Simulator 2 is an odd experience. It's a driving game, but without all the jostling for position and chaos that normally accompanies driving games that focus on racing. It's an open-world game, but without anything to really "do" besides seek out truck dealerships, try and visit every road in the game and sightsee. I haven't got far enough into the game to look at the business sim side of things yet, but I assume that will add an element of light strategy to the mix, particularly once you start hiring other drivers, too.

It's a peculiarly relaxing experience to play. Once your truck is out on the open road, you don't really have to do a lot besides ensure you don't hit anything, and try not to get caught by speed cameras. But it's pleasingly chilled out to just trundle along at 50mph down some convincingly-realised (if geographically-inaccurate) roads that go to real, actual places with recognisable landmarks. It also implements another feature that I've always thought should be in open-world driving games — the ability to stream Internet radio stations as the soundtrack to your drive. I was listening to some pleasingly mellow German jazz while I drove from Southampton to Dover earlier.

I say it's a relaxing experience to play. Well, that's only mostly true: it's relaxing until you reach your destination and have to reverse the fucking thing into a parking space. Parking a truck is horrendously difficult and I have new-found respect for anyone who is able to do it successfully, particularly in a yard that doesn't have very much space available. I don't really understand how to make it go the correct way when I'm reversing it yet, but I'm sure it's something that comes with practice.

Anyway, I guess what I'm saying in a roundabout way is that if you've seen Euro Truck Simulator 2 in the Steam sale and are mildly curious about it, do yourself a favour and download it. You might just find yourself enjoying the experience. It's just a shame there isn't multiplayer; hauling stuff around Europe with a friend would be a lot of fun, I feel.

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1277: Failing to Resist the Urge to Call This Post 'Rim Job' https://imnotdoctorwho.moegamer.net/2013/07/18/1277-failing-to-resist-the-urge-to-call-this-post-rim-job/ https://imnotdoctorwho.moegamer.net/2013/07/18/1277-failing-to-resist-the-urge-to-call-this-post-rim-job/#respond Thu, 18 Jul 2013 22:47:11 +0000 http://angryjedi.wordpress.com/?p=5655 I'M SORRY. (I'm not sorry.) I went to see Pacific Rim this evening with my similarly-named friends Tim and Tom. This, along with Akira the other night, means that I've officially been to the cinema more times in the past week than I have in the last year. As for Pacific Rim, it was enjoyable, if cheesy. Good, dumb fun … Continue reading 1277: Failing to Resist the Urge to Call This Post 'Rim Job'

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I'M SORRY. (I'm not sorry.)

I went to see Pacific Rim this evening with my similarly-named friends Tim and Tom. This, along with Akira the other night, means that I've officially been to the cinema more times in the past week than I have in the last year.

As for Pacific Rim, it was enjoyable, if cheesy. Good, dumb fun on the surface, but a movie clearly designed with an appreciation — possibly even reverence — for Japanese giant robot anime. Throughout the whole thing, I couldn't help thinking that the movie might have been better just as a straight-up anime. In fact, partway through the movie, I found myself making mental comparisons with the visual novel Deus Machina Demonbane, with which Pacific Rim actually shares a significant number of similarities.

Lest you're unfamiliar with Deus Machina Demonbane but have seen Pacific Rim, the former is a visual novel about giant robots battling monsters loosely inspired by the work of HP Lovecraft; the latter is a movie about giant robots battling monsters with too many mouths. Already quite similar, albeit the Lovecraftian twist on Demonbane is a pleasant break from the norm.

Then we have the whole "you need two people to pilot a giant robot" thing, which is present in both Demonbane and Pacific Rim; in the former, the pilot is paired up with a "tome" (in the case of the protagonist, an absolutely adorable personification of the Necronimicon), while in the latter, two people have to "drift" together and share their consciousness, or memories, or something.

Then there's the fact that the main "hero" robot gets the crap kicked out of it repeatedly, yet somehow always gets repaired to immaculate condition every time, which is present in both works.

And the fact that the giant robots fighting do just as much damage — if not more so — to the places they're trying to protect than the monsters they're fighting, which is, again, present in both works.

Demonbane does have a bit of a twist in that the antagonists are given personalities and stories of their own, rather than just being "GRRR ARRGH MONSTERS". There's an overall "bad guy" in Demonbane, who is responsible for the Lovecraftian beasts invading our dimension, and there are some truly loathsome "lieutenants" who give the protagonist and the other characters in the story a lot of grief, to say the least.

Also, there is more fucking in Demonbane, while there is none in Pacific Rim, what with it being a 12A and all while Demonbane is an adults-only title. For the most part, the sexual scenes in Demonbane are more horrific than titillating, though; it's one of those "I can't fap to this!" games, unless you have some seriously weird tastes. Likewise, you cannot fap to Pacific Rimbut for different reasons.

Anyway, I guess what I'm saying is that if you enjoyed Pacific Rim and you're open to the idea of playing sexually explicit visual novels, then you should give Deus Machina Demonbane a look. It's one of the more memorable, well-written visual novels I've played in my time, and it's satisfyingly hefty in length, too, particularly if you go for all the endings.

I am hot and sweaty. I am going to drink something cold and go to bed. Good night.

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1269: In Sickness and In Health https://imnotdoctorwho.moegamer.net/2013/07/10/1269-in-sickness-and-in-health/ https://imnotdoctorwho.moegamer.net/2013/07/10/1269-in-sickness-and-in-health/#respond Wed, 10 Jul 2013 22:17:10 +0000 http://angryjedi.wordpress.com/?p=5626 So, now I've written my review for USgamer, I can talk a little about Time and Eternity, the game I've been playing recently. For those too lazy to click through and read my review, the gist: Time and Eternity is an anime-inspired JRPG that makes use of hand-drawn, hand-animated anime cels instead of polygonal characters. … Continue reading 1269: In Sickness and In Health

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So, now I've written my review for USgamer, I can talk a little about Time and Eternity, the game I've been playing recently.

For those too lazy to click through and read my review, the gist: Time and Eternity is an anime-inspired JRPG that makes use of hand-drawn, hand-animated anime cels instead of polygonal characters. Its story is based around two people — one of whom is actually two different people in a single body, so it's actually three people, I guess — who are trying to get married but find their wedding interrupted by assassins. Naturally, the thing to do when this happens is to travel back in time and get to the bottom of what is going on.

I won't go on too much about the game itself, because my review covers that territory in more detail. What I did want to talk about is how much I appreciate the fact this game exists, and how it highlights some issues with conventional criticism.

Time and Eternity has been mostly panned since its release, leading to severely negative preconceptions about it, even among the hardcore JRPG-lovin' community. I personally enjoyed it a lot — I've finished it once, and am contemplating going back for a New Game Plus run to get the "special ending" — but at the same time acknowledge the fact that it most certainly isn't a game that has universal appeal.

However, just because it doesn't have universal appeal is not to say that it doesn't have any appeal whatsoever. This is the thing that a lot of reviews I've seen seem to be missing to a certain extent; this is a game aimed at a specific, niche audience, which means by definition that it won't appeal to everyone. Should it be punished for this fact? Absolutely not; in fact, it should be celebrated.

To qualify that statement, let me explain. One of the most common criticisms of modern gaming — modern mainstream gaming, I should say — is the dumbing down of popular franchises to appeal to a mass market. The idea that a new entry in a popular series needs to sell literally millions of copies to have been worth making in the first place. All too many times recently, we've seen high-quality games fail to reach the overambitious expectations set by their publishers and be declared a failure, despite the fact that something like Time and Eternity would kill for those numbers.

Meanwhile, however, titles like Time and Eternity from niche-focused publishers like NIS America bob along under the radar, only to be occasionally noticed by reviewers who aren't really into the niche they're aiming for, and thus get woefully, woefully misunderstood. Consequently, they get treated unnecessarily harshly.

This isn't me being defensive about a game I enjoyed that everyone else didn't; this is something that I feel is going to become a bigger issue as time goes on. Not every critic bears in mind the potential target audience for something; very few outlets have the "specialists" on staff to be able to handle all titles in an appropriate manner, and I've mentioned before how frustrating it is to read a criticism of something from someone who obviously hasn't given it the amount of time it deserves, or who isn't "well-read" enough in the genre to be able to make informed comments. I am under no illusions that I am able to handle every type of game out there, but I know what I'm interested in, and I know the things that I know well. I wouldn't take on a review project for a genre I didn't know well or didn't have experience of; it wouldn't happen in any other medium.

So anyway. If you've read my Time and Eternity review you'll know that I quite liked it, but wouldn't recommend it to everyone. There are only a select few people in my circle of friends that I would specifically recommend it to, in fact, but I have a feeling those people would enjoy it. Everyone else will probably not. And that's fine. Not every game is for everyone, and the sooner we figure that out the better.

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1261: Registered Version https://imnotdoctorwho.moegamer.net/2013/07/02/1261-registered-version/ https://imnotdoctorwho.moegamer.net/2013/07/02/1261-registered-version/#respond Tue, 02 Jul 2013 21:48:26 +0000 http://angryjedi.wordpress.com/?p=5603 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 … Continue reading 1261: Registered Version

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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.)

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1259: Gross https://imnotdoctorwho.moegamer.net/2013/06/30/1259-gross/ https://imnotdoctorwho.moegamer.net/2013/06/30/1259-gross/#respond Sun, 30 Jun 2013 22:42:27 +0000 http://angryjedi.wordpress.com/?p=5595 My year and a bit reviewing social and mobile games was enough to make me never, ever want to play one of them ever again, but I feel it is worth educating people on the things that these games are doing — seriously unpleasant things. I'll preface this with the caveat that not all social and mobile … Continue reading 1259: Gross

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My year and a bit reviewing social and mobile games was enough to make me never, ever want to play one of them ever again, but I feel it is worth educating people on the things that these games are doing — seriously unpleasant things.

I'll preface this with the caveat that not all social and mobile games do these things. But a huge majority of them do. And you should be aware of it, if you're not already.

First thing to do is read this.

If you read that, I probably don't actually need to say any more. But I will anyway.

"Coercive monetization." Sounds horrible, doesn't it? Well, it is; it's the practice of convincing players that they "need" to spend money, and that it's their "choice" to spend money. It's underhanded trickery, in other words, and it's massively commonplace in the free-to-play sector — but particularly in the realms of mobile and social games.

That post's author Ramin Shokrizade describes the use of coercive monetization techniques in relation to "fun pain" — a term coined by Roger Dickey from Zynga to describe games that actively put obstacles in the way of the player's fun. These could be any of a wide variety of things — an energy system telling them they can't play any more; a timer saying they can't use this building/hero/object until it's been readied/built; an object which is just slightly too expensive, and which is all but necessary to progress. All of these things are used in order to get the player making that all-important first payment — to "convert" them from a freeloading bastard (albeit one with some common sense) into a person blindly willing to continue paying into an obviously manipulative business model while under the illusion of having "fun".

Shokrizade cites one of my least favourite games ever in his piece — King's Candy Crush Saga. This game is immensely popular, yet is 1) a Bejeweled ripoff and 2) one of the most manipulative, exploitative, outright unpleasant games I have ever encountered.

It begins innocently enough. You're given levels that are pretty straightforward to complete, and you'll make good progress through them. Gradually, they'll get more difficult, but not noticeably so — not until you reach an artificial barrier on the game map that requires you to either spam your friends with requests or pay real money to progress. Since to many people, spamming one's friends with Facebook requests is becoming something of a taboo, many choose to pay the $1 fee to progress — but in doing so they break that seal and "convert" themselves into a paying player.

King knows this, and thus makes the levels after this barrier noticeably more difficult. But it doesn't do this in a fair way; as with Bejeweled (and particularly its free-to-play social counterpart Bejeweled BlitzCandy Crush Saga is primarily based on luck rather than skill — you can't plan ahead because you don't know what's going to fall from the top of the screen, so more often than not running out of moves is unavoidable. What Candy Crush Saga does as it progresses is weight the behind-the-scenes random number generators significantly against the player so it will be very difficult for them to progress without paying up for boosts, or extra lives, or permanent upgrades, many of which are extremely expensive.

You may feel that there's no harm in this, and indeed some people make it a badge of personal pride to play through something like Candy Crush Saga without paying a penny. But in the process, they're having a frustrating, boring experience. Why would you deliberately do that to yourself, when you can pay, say, $1 for the iOS version of Bejeweled and have literally infinitely more fun than with Candy Crush Saga?

These manipulative business models are not harmless, nor are they worthy of praise, regardless of how many millions of dollars they're bringing in every day. They're making money from conning gullible idiots — and while some of you may argue that people with no common sense need to be woken up a bit, it's not really fair to take advantage of people in this manner, particularly when many of them are children.

I find the whole practice utterly reprehensible, and I can't help hoping that the whole bubble on free-to-play social and mobile games bursts very soon. Unfortunately, with the amount of money many of the more popular titles are making every day — and the sheer number of the bastard things that are released each day — I don't see that happening any time soon, making mobile gaming in particular all but a lost cause for me these days.

Do yourself a favour: if you're currently playing something like Candy Crush Saga or its ilk, stop. You're being manipulated. Find a low-cost game with the same mechanics, pay for it, then play it as much as you want. This is the way it's always been in the past, and I long to go back to a time where that is the only model.

"Coercive monetization" is gross. It is borderline unethical. So don't support it.

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1258: Crossing Over https://imnotdoctorwho.moegamer.net/2013/06/29/1258-crossing-over/ https://imnotdoctorwho.moegamer.net/2013/06/29/1258-crossing-over/#respond Sat, 29 Jun 2013 23:36:41 +0000 http://angryjedi.wordpress.com/?p=5593 After a bit of time playing Animal Crossing, I think I sort of "get it" now. Well, as much as it is possible to "get it", anyway. See, the thing with Animal Crossing is that it is precisely what you make of it. If you want to play it as a financial management sim and try to get all … Continue reading 1258: Crossing Over

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After a bit of time playing Animal Crossing, I think I sort of "get it" now.

Well, as much as it is possible to "get it", anyway.

See, the thing with Animal Crossing is that it is precisely what you make of it. If you want to play it as a financial management sim and try to get all the upgrades to your house as quickly as possible, you can do that. If you want to play it as a collectathon game, attempting to fill the in-game encylopaedia and museum as well as your virtual house with everything the game has to offer, you can. If you simply want to play it as a means of chilling out for a bit without any pressure… well, you can do that, too.

The nice thing is that it doesn't railroad you into any of these activities. It encourages you to try things for yourself and see what you enjoy. There's no obligation to keep doing the same thing over and over again — though you'll find that there are certain things that are more enjoyable or profitable to do more often than others. The game also keeps introducing things at a good pace as you play, too — new characters, new shops, new gameplay options — and continues doing so months and months after you started playing. It really is quite impressive how much content there is packed into a game that is ostensibly about nothing at all.

One of the things I never really explored in my last encounter with the series on the DS was the multiplayer stuff, and I believe that the 3DS version adds a considerable amount more depth to the multiplayer — i.e. you can actually see each other, wander around together and interact with one another. This is surprisingly entertaining, though it's a little frustrating that some game mechanics simply "switch off" when other players are visiting, leaving you unable to take advantage of them.

I played for a bit with Andie earlier, and it was great fun. We wandered around her town together, then took a boat trip over to her town's tropical island, and played some of the "Tour" minigames, in which you cooperate with one another to achieve various tasks — catch a certain number of bugs, retrieve and reassemble fossils, fish a certain number of fish. The nice thing about these games is that they encourage you to work together to a certain degree, but also provide a mild competitive element in that whoever "worked harder" gets a slightly larger reward at the end of the game. It's not a massive extra reward, no, but it's enough to put a nice competitive spin on things and keep them interesting.

I'm certainly enjoying it now — for a while after starting to play I was wondering if I was actually enjoying myself when I was playing, but I'm well and truly into the groove now. I'm interested to see how my little town develops over time, and how the game grows, changes and evolves — and the nice thing is, because so many other people are playing the game at present, it's possible to share all this fun with other people. It's a social game in the very truest sense, and one that encourages people to laugh, play and enjoy themselves together, rather than simply to spam each other with facile Facebook wall posts.

Good job, Nintendo.

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1256: V for Victory https://imnotdoctorwho.moegamer.net/2013/06/27/1256-v-for-victory/ https://imnotdoctorwho.moegamer.net/2013/06/27/1256-v-for-victory/#respond Thu, 27 Jun 2013 22:07:40 +0000 http://angryjedi.wordpress.com/?p=5584 Been playing a bit more Hyperdimension Neptunia Victory this evening. While the newest game is, as I mentioned a few days ago, more of an evolution from mk2 than the revolution that mk2 was over the original, I'm starting to notice some more pronounced differences — differences that make it abundantly clear Idea Factory and Compile Heart are both receptive to … Continue reading 1256: V for Victory

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Jun 27 -- VictoryBeen playing a bit more Hyperdimension Neptunia Victory this evening. While the newest game is, as I mentioned a few days ago, more of an evolution from mk2 than the revolution that mk2 was over the original, I'm starting to notice some more pronounced differences — differences that make it abundantly clear Idea Factory and Compile Heart are both receptive to feedback and keen to iterate on their past work in order to make things better in subsequent installments.

Let's take Victory's battle system as an example. At first glance, it appears almost identical to mk2's mechanics. On a single character's turn, they can move within a set radius according to their Move stat (which tends to be improved from its per-character baseline value via equipment rather than increased through levelling up) and, if they can reach an enemy, they may attack it. Different weapons have different "threat" areas, meaning that some are designed for focusing on a single enemy, while others have long areas that can attack enemies in a line; others can "sweep" in a wide arc in front of the character. Usually, you can position yourself in such a way that it's possible to hit two or more enemies at once for the most efficient combat. There are three different "types" of attack — Rush attacks hit more times, Power attacks are stronger (and often magical) and Break attacks have a stronger effect on the enemy's "Guard Points" bar, which, when depleted, causes them to take more damage.

In these respects, the two battle systems are identical. But from hereon, they diverge somewhat. Today I am going to talk in detail about how they are different from one another. A good proportion of you will not find this in the slightest bit interesting, and I make absolutely no apologies whatsoever for that. I'm going to talk about it anyway.

In mk2, the amount of attacks a single character could perform in a turn was determined by their "AP" (Ability Points) value. Each attack they performed cost a set number of ability points to perform, and the character could continue attacking until they had run out. Alternatively, it was also possible to finish the combo early and "bank" some AP for the following turn — in order to perform some of the special moves, this was necessary, as the AP cost was more than the character's baseline maximum AP in many cases. If a combo spent over a particular number of AP in a single turn, an "EX" move became possible, which tended to be more powerful, hit more times or have some sort of special effect.

In Victory, meanwhile, the AP system has been removed entirely, and each character's combo in a turn may only ever consist of up to four moves. (At least, this is true at the early stage I'm at, anyway.) The big difference comes in how you assign the Rush, Power and Break moves to each character; rather than being able to assign any unlocked moves at will and being able to perform them if you had enough AP, Victory gives each move a "CP" (Combo Points) cost, and each character an allowance of CP that gradually increases as they level up. Early in the game, there are not enough CP available to fill all possible slots in the command list, meaning that you're forced to think a bit more carefully about each character's strengths and weaknesses when prioritising which moves they should have available.

This is a very simple and straightforward change to mk2's system, but it works incredibly well. While I enjoyed fighting in mk2, there was relatively little to differentiate between a lot of the different characters, special moves aside. In Victory, meanwhile, it becomes possible (and indeed necessary) to specialise characters in each of the three types of attack, then make them work as a team to take down enemies. For example, my current party contains Plutia, who is weak at physical attacks (particularly Rushes) but has some strong elemental-infused Power attacks and is also very good at Break attacks; Neptune, who is a fairly well-rounded character I have focusing on Rush attacks; and Noire, who I have using some strong Power attacks.

With this configuration, I can have Plutia run in and wear down the enemy's guard, then Neptune and Noire can step in for the kill. Noire does more damage with her power attacks; Neptune's Rush attacks cause the "EX meter" to rise quicker. When said meter reaches particular boundaries, strong "EX Finisher" moves become available, allowing for slightly longer combos with special effects at the end. Later in the game, the EX meter can also be used to unleash extremely powerful special attacks, though doing so depletes it, unlike the Finisher moves.

Another big change comes in the SP (Skill Point) system. In mk2, SP, which were used to cast spells and/or allow the characters to transform into their more powerful "Hard Drive Divinity" forms, gradually charged up as the characters took and received damage. In Victory, they start a dungeon expedition with a full bar, which gradually depletes as special abilities are used. In this sense, it's more like a traditional bank of magic points, which is arguably a little less creative but works somewhat better. The SP system of mk2 nerfed the Hard Drive Divinity feature significantly in that it was often only possible to remain transformed for a turn or two at a time, which didn't seem quite in keeping with the supposedly awesome power of these "CPU" goddesses. In Victory, meanwhile, you can transform at the start of a fight and remain comfortably in HDD for quite some time — what you have to take into account here instead is managing your stock of SP over the course of the whole dungeon, rather than within the individual fight.

These few changes to Victory's battle system help make a game that initially seems rather similar actually quite distinct from its predecessor, which is very much a good thing. The enemies have been buffed up somewhat, too, meaning that you have to work quite hard to defeat some of them, and many of them are more than capable of giving you a good smack in the face in return. I don't remember getting a Game Over more than once or twice over the course of mk2less than 10 hours into Victory and I've already had 4 or 5, and all of them have been my own stupid fault rather than the game being cheap. This is a good sign — while piss-easy combat has its appeal, it's nice to have a bit of challenge now and then.

Anyway. Suffice to say I am enjoying Victory so far and have little doubt that I will spend an obscene amount of time on seeing everything it has to offer in the long term. I am, however, a bit put out that my favourite character IF doesn't seem to be in this one very much! Oh well. You can't have everything, and Plutia is kind of adorable in a dopey sort of way. Also, Noire still makes me weak at the knees. "I-it's not like I'm lonely or anything…!"

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1255: A Realm Reborn, Redux https://imnotdoctorwho.moegamer.net/2013/06/26/1255-a-realm-reborn-redux/ https://imnotdoctorwho.moegamer.net/2013/06/26/1255-a-realm-reborn-redux/#respond Wed, 26 Jun 2013 22:38:23 +0000 http://angryjedi.wordpress.com/?p=5579 I really, really like Final Fantasy XIV. There, I said it. It may not be fashionable to like a new (well, rebooted) MMORPG that steadfastly follows the old-school subscription model, but given the alternative is the inherent restrictions and inconveniences of the free-to-play model or the regular badgering to check out the "cash shop" in pay-once-play-forever games, I'll … Continue reading 1255: A Realm Reborn, Redux

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Jun 26 -- FFXIVI really, really like Final Fantasy XIV.

There, I said it.

It may not be fashionable to like a new (well, rebooted) MMORPG that steadfastly follows the old-school subscription model, but given the alternative is the inherent restrictions and inconveniences of the free-to-play model or the regular badgering to check out the "cash shop" in pay-once-play-forever games, I'll take a few quid a month on the promise of gradually-evolving content.

I'm not going to rabbit on about the game itself here — I've already written two articles over at USgamer on that very subject — but I do want to talk about one thing I'm quite looking forward to: the game's social aspect.

A touch of context here: I have a pretty wide circle of friends, but unfortunately the vast majority of them are scattered across the globe, from California to Japan and everywhere (well, not everywhere) in between. I get to see the friends I have in the local vicinity every so often and we have a good time, but 1) I don't necessarily get to hang out with them as often as I'd like — none of us are in our twenties any more — and 2) not all of them are into the same things as me.

One thing I'm looking forward to with Final Fantasy XIV is the opportunity to make new friends. But I have some personal struggles to overcome in order to make that happen.

As longtime followers will know, I suffer from a degree of social anxiety, particularly when confronted with strangers. I worry a lot about what people will think of me, and my low self-esteem and low opinion of my physical appearance causes me to immediately believe people will think the worst of me.

So strong is this issue — and yes, I know I should do something about it; that's not really the issue here — that I've been surprised to discover myself having the same feelings of anxiety when playing online games. I'm actively afraid of voice chat with strangers, for example — a hangover from when I was young and really, really hated the sound of my own voice — and I even find myself hesitant to do what I feel would be "butting in" to online conversations in virtual worlds such as World of Warcraft and Second Life. I haven't hung out in Second Life for a very long time, but on more than one occasion I behaved in that virtual world's virtual clubs exactly the same way as I did in real clubs; I'd sit or stand at the side of the room, watching everyone, and wondering what it would be like to talk to that person over there, who I found quite attractive, or that person over there, who was wearing a T-shirt emblazoned with a design based on something I found interesting.

Well, I feel like I need to take control of this somewhat. While my issues with interpersonal interactions with strangers in "reality" are a more deep-seated issue that probably requires a degree of professional help (or at least a lot of self-discipline), I can do more about the online thing. I chat with people with no problem on Twitter, for example, and pretty much every means of online communication has some form of "safety net" where you can either "escape" from an uncomfortable situation or "mute" people who are bothering you. Chances are I won't need to use either of those things, but the knowledge that they're there is comforting.

So where does Final Fantasy XIV fit into all this, then? Well, once the current phase of the beta test ends and the characters everyone starts playing as become "permanent," I intend on actually making some new friends. I want to play with other people; I want to enjoy the game together with people who like it as much as I do.

I've been hesitant to join "guilds" or equivalents in MMOs in the past because I fear not being able to commit to the regular play schedules that they often require. But the more I think about it, the more I think it might be something worth pursuing. After all, at present, I have no regular "social" event in my weekly calendar; my board gaming nights with my best "real-life" friends are sporadic and irregular, and hanging out with everyone else tends to be a more "spur of the moment" thing. Why shouldn't playing Final Fantasy XIV be some sort of regular, albeit electronic, social event, in which I can get to know people and hopefully make some good friends? Stranger things have happened.

The reason I'm picking Final Fantasy XIV for this purpose? Because Final Fantasy XI is, out of all the MMOs I've tried over the years — and that's quite a lot — the one in which I found people whom I most enjoyed hanging out with virtually. I have no idea where the delightfully entertaining "Bendix" and "Nefertari" are now, but I do quite often find myself missing them. Obviously having some friends a long time ago in a completely different game is no guarantee that the same thing will happen in Final Fantasy XIV, but it's as good a starting point as any, I figure. I've long since abandoned all hope of getting existing friends to play with me in an MMO, because it's impossible to coordinate.

It remains to be seen whether this plan is successful once the game enters open beta and rolls ever-onward towards its August launch. But I feel strangely optimistic about this coming opportunity to meet some new virtual people; I can represent myself however I want in the game, with no-one pre-judging anything about me besides my character's name and their appearance. And since everyone in Final Fantasy land is impossibly attractive in that distinctively "Japanese video game" sort of way, I don't even really have to worry about that, unless I accidentally call myself Pooface McScruntyflange. Which I probably won't.

Anyway, in the meantime, rest assured that Final Fantasy XIV is shaping up to be something actually quite special, and I'm really looking forward to getting stuck into the game as a whole for realsies. Enthusiastic blog posts will undoubtedly follow once my "real" character is born.

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1253: Nepgagaga the Third https://imnotdoctorwho.moegamer.net/2013/06/24/1253-nepgagaga-the-third/ https://imnotdoctorwho.moegamer.net/2013/06/24/1253-nepgagaga-the-third/#respond Mon, 24 Jun 2013 22:17:52 +0000 http://angryjedi.wordpress.com/?p=5571 As I mentioned yesterday, alongside Atelier Rorona, I'm also finally getting around to playing the third Hyperdimension Neptunia game, Hyperdimension Neptunia Victory. For those who haven't read my numerous enthusiastic rants on the previous entries in this much-berated series, allow me to get you up to speed. The first Hyperdimension Neptunia was critically panned for numerous reasons, but I found myself … Continue reading 1253: Nepgagaga the Third

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Jun 24 -- NeptuniaAs I mentioned yesterday, alongside Atelier Rorona, I'm also finally getting around to playing the third Hyperdimension Neptunia game, Hyperdimension Neptunia Victory.

For those who haven't read my numerous enthusiastic rants on the previous entries in this much-berated series, allow me to get you up to speed.

The first Hyperdimension Neptunia was critically panned for numerous reasons, but I found myself enjoying it a huge amount despite its crap 3D graphics, repetitive gameplay and clunky mechanics. It established some immensely endearing characters, and it was largely this fact that encouraged me to check out the subsequent entry in the series.

Hyperdimension Neptunia mk2 was more of a reboot than a sequel, since it didn't really acknowledge the first game existed. It was superior in almost every respect — better graphics (though the frame rate was still on the low side), an almost infinitely better battle system, more streamlined mechanics and massively better music — but kept the things that were good about the original game: the wry, self-referential sense of humour; the endearing, memorable characters; the amusing setting; the gorgeous 2D art. It was one of the few games I actively wanted to play all the way through and see every single bit of content it had to offer — including the surprisingly dark "conquest" ending that took a considerable amount of effort to unlock.

Now, I'm playing Hyperdimension Neptunia Victory, the third game in the series. This is more evolution from mk2 than the revolution that mk2 was over the original, but that's fine; I loved mk2, so I'm happy to effectively play it again with a bunch of refinements. The adorably ditzy Neptune is back in the lead role this time around, after giving up the spotlight to her sister Nepgear in the previous game, and there's been a strong focus on the rather tsundere girl who represents the PlayStation platform, Noire so far in what I've played. (This is absolutely fine by me, as I have a total crush on Noire.)

I'm still quite early in the new game so far, so I'm hesitant to comment on it too much. What I instead wanted to mention was an Extra Credits episode I watched earlier today, in which the different between game mechanics, the dynamics they create and the aesthetic reasons to play were explored. It got me thinking about the various JRPGs I've been playing recently, and how not all of them would appeal to everyone — even among JRPG fans.

Given the diversity of the games industry today, it's very difficult and not particularly helpful to say that you're a fan of a specific "genre" of games any more, because these genres exclusively describe game mechanics. "I like RPGs," people will say, implying that they like games that involve hit points, statistics and equipment. And yet if I plonked Skyrim's biggest fan down in front of Hyperdimension Neptunia mk2, they'd probably look at me in disgust, walk out then never speak to me ever again. (I'm seeing my friend Tim tomorrow night, who is possibly the biggest Skyrim fan in the world; I might try it. Though he probably won't walk out of his own house in disgust.)

What we should actually start doing a little more is considering our tastes with regard to things like subject matter, mood and the aesthetics described in the Extra Credits piece. Hyperdimension Neptunia doesn't appeal to me because it's a JRPG — though I enjoy those mechanics and the related play aesthetics — it appeals to me because of its characters; because of its bright colours; because of its light-hearted nature and refusal to let you take it seriously. We're talking about a series of games where one special attack allows you to summon Keiji Inafune in the form of a sword, then hit things with it; and another where a girl using an electric guitar as a weapon smacks an enemy into a giant microwave and then turns it on for massive damage. We're talking about a series of games in which Sega, Sony, Nintendo and Microsoft's gaming platforms are personified as a series of young girls who rather aptly embody many of their inspirations' key characteristics.

Despite superficial similarities, I wouldn't necessarily expect someone who enjoyed, say, Ar Tonelico to enjoy Hyperdimension Neptunia — though there may be some crossover. (I love both, for example!) Ar Tonelico has its light-hearted moments but, for the most part, takes itself reasonably seriously; Neptunia, meanwhile, is flippant and silly. Both are emotionally engaging but in completely different ways; Ar Tonelico is dramatic and affecting; Neptunia feels like hanging out with old friends.

Anyway, I'm looking forward to playing more of Neptunia V, particularly as the story seems to have some interesting, mind-bending twists this time around. It's early days yet, but I'm already having a blast, and I anticipate spending a considerable amount of time on this game.

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1252: The Alchemist of Arland https://imnotdoctorwho.moegamer.net/2013/06/23/1252-the-alchemist-of-arland/ https://imnotdoctorwho.moegamer.net/2013/06/23/1252-the-alchemist-of-arland/#respond Sun, 23 Jun 2013 22:03:02 +0000 http://angryjedi.wordpress.com/?p=5568 Now Ar Tonelico is over and done with, I've been able to start up some other games without guilt. Specifically, I made a start on Hyperdimension Neptunia Victory today, which I'll talk about in more detail in a day or two, as well as Atelier Rorona: The Alchemist of Arland. This is my first encounter with the Atelier series. I do, in … Continue reading 1252: The Alchemist of Arland

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Jun 23 -- AtelierNow Ar Tonelico is over and done with, I've been able to start up some other games without guilt. Specifically, I made a start on Hyperdimension Neptunia Victory today, which I'll talk about in more detail in a day or two, as well as Atelier Rorona: The Alchemist of Arland.

This is my first encounter with the Atelier series. I do, in fact, own all three PS2 games (known as Atelier Iris and all three PS3 Arland games (Atelier Rorona, Atelier Totori and Atelier Meruru) plus the first entry in the new Dusk series (Atelier Ayesha), but this is my first time playing them — they're all games that I picked up when I saw good deals a while back, and subsequently added them to my stack of Stuff I'd Like to Play at Some Indefinite Point in the Future.

From what I understand, each "subseries" in the Atelier franchise as a whole does things markedly differently. The PS2 games, from what I can make out, appear to be rather more conventional JRPGs with a lot of game mechanics brought across from the Ar Tonelico series — no bad thing. The PS3 games, meanwhile, if Atelier Rorona is anything to go by, are an interesting twist — and not at all what I expected.

In Atelier Rorona, you play the titular heroine, a young girl with a bit of a self-confidence problem. Rorona is currently employed in an alchemy workshop as a means of paying off a debt to the alchemist Astrid. Rorona is a lovely girl, but unfortunately Astrid is not particularly popular, and as such the kingdom of Arland is doing its level best to get her workshop shut down so factories can be built on its location. It's up to you to make sure that doesn't happen.

On the surface, Atelier Rorona resembles a fairly straightforward JRPG. You have big-eyed anime characters who chat to each other at great length via the medium of 2D emote portraits, text and voice acting. You have hit points, experience and levels. You have "dungeons". But it's not a JRPG. No, in fact, it's actually more of a strategy/management game, in which the most important thing is not pushing through the story or powerlevelling your characters, but instead making careful — very careful — use of your time.

The flow of gameplay in Atelier Rorona is pretty straightforward. Roughly every three months or so of in-game time, you're given an assignment by the kingdom of Arland; meet the deadline and everything's fine, but fail to meet the requirements and your alchemy workshop will be shut down, prompting an immediate Game Over. The assignments generally require you to turn in items of one or more different types, with your overall evaluation score for the assignment as a whole being calculated on a combination of the number of items you submitted in total, their quality, and the variety of different types of item you submitted.

Completing assignments isn't the only thing you have to do, though. No, as well as ensuring that your workshop survives for the next three months, you also have to try and improve its dreadful reputation by taking on smaller-scale quests for the local populace, and improve your relationship with your friends by taking on quests for them. And in the meantime, you need ingredients, of course, so you'll need to spend a few days every so often going on a jaunt into the forest/ruins/mines to go and collect things. And in order to protect themselves on said jaunts, your party needs equipment, of course, which means you need to synthesise the raw materials needed then take them to the friendly local blacksmith to forge them into something new.

It's initially overwhelming, but once you get into the groove of prioritising what you need to do vs. what you want to do, it's a lot of fun.

What I find particularly interesting is that while it's clearly a strategy game, its approach to things is very different to the high level of abstraction found in Western games. Were this a Western-developed game based on the same premise, you'd be spending a lot of time in abstract menus, dragging icons around and that sort of thing. Combat would perhaps be resolved automatically. There's nothing wrong with that approach, of course; it's just a little too dry for my tastes. Which is why I appreciate the amount of time and effort which Gust has made to infuse Atelier Rorona's tiny world with a great deal of character.

In order to do various things, you need to wander around town and visit people. In the process, you'll stumble across things happening on various occasions, with further events happening according to your friendship level with your various party members. We get a strong feeling of who Rorona is and how she relates to the people around her, not to mention a strong sense of unfolding narrative, but the core gameplay is straight up hardcore strategy/management.

It's actively stressful to play, but enjoyable in the process; there's just enough light relief with the characters and story sequences to keep things interesting. I'm already very much enamoured with the Rorona's rather tsundere best friend Cordelia, who hasn't explicitly said so yet, but clearly has a big chip on her shoulder about her short stature. I'm looking forward to the inevitable explosion about that at some point, but in the meantime I have a batch of incense to make that just won't wait…

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1249: Platinum https://imnotdoctorwho.moegamer.net/2013/06/20/1249-platinum/ https://imnotdoctorwho.moegamer.net/2013/06/20/1249-platinum/#respond Thu, 20 Jun 2013 23:00:27 +0000 http://angryjedi.wordpress.com/?p=5560 Finally finished Ar Tonelico Qoga as much as it is possible to finish it tonight. I saw every ending, got every PSN trophy (including one that required me to go back and replay a good three hours due to an inadvertent mistake I made, and that ABSOLUTE COCK of a "find every treasure chest" trophy) and generally … Continue reading 1249: Platinum

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Finally finished Ar Tonelico Qoga as much as it is possible to finish it tonight. I saw every ending, got every PSN trophy (including one that required me to go back and replay a good three hours due to an inadvertent mistake I made, and that ABSOLUTE COCK of a "find every treasure chest" trophy) and generally had my money's worth several times over.

All told, the experience took me in excess of a hundred hours altogether. Given that I exhausted literally every piece of content that game had to offer, I'm happy with that. Were there more content, I would have probably continued, but as it stands, I feel very satisfied with what I've experienced.

A hundred hours is a long time to spend on a single piece of entertainment, and there was a growing movement a while back in favour of shorter, more easily-digestible games. To be honest, I can see the appeal — it's nice to sit down to play something and know that you're almost definitely going to finish it — but at the same time there's something immensely gratifying in a game that takes this long to exhaust the possibilities of.

A hundred hours isn't actually a particularly long period of time to be required to see everything in a role-playing game, however. Persona 3 and 4 each take approximately a hundred hours to finish normally, let alone collecting all the Personas, completing all the sidequests and levelling up enough to beat The Hardest, Most Irritatingly Cheap Secret Boss in the Known Universe. If you delve into all that extra content, it's entirely possible you could add at least another 50-100 hours on top of that base figure. I must confess to having never actually finished a Persona game in this manner — generally, by the time I get to the end, I'm exhausted and ready to move on to something else. This is a compliment to the game's story, incidentally — Persona games are deliberately emotionally exhausting, and the palpable sense of relief you get from beating the final bosses in them remain among some of my favourite moments in gaming.

Where's the sweet spot? And what was it about Ar Tonelico Qoga that made me want to see absolutely everything it had to offer, regardless of how long it took?

Well, in part, it's because everything I did felt like meaningful content. Sure, I had to repeat some story bits several times over, but there were differences here and there that kept me paying attention. Nothing felt grindy; my characters hit level 99 naturally while I was doing other stuff, so it was pretty rare that I'd find myself running around in circles waiting for enemy encounters. Similarly, crafting was a pleasure, because the enjoyable combat meant that I'd been inadvertently stocking myself up on ingredients without realising it over the course of the whole game and thus never had to go hunting for anything in particular. And when I did craft something new, I was rewarded with one of the many delightful intra-party scenes where the characters discuss whatever the hell it is they're putting together this time, and Aoto can embarrass himself in some new and exciting way. ("Every man's number one fantasy is a drill!")

I can't help comparing and contrasting with my experiences in something like Skyrim, which I played and sort of enjoyed for about 35-40 hours or so, then gave up on without getting anywhere near the conclusion of the main plot. It just wasn't interesting. It didn't draw me in. I felt like I was walking around a diorama rather than a living world; a model populated by mannequins who all said the same thing rather than a world filled with actual people.

Your average JRPG's worldbuilding is all an illusion, of course — if anything, most JRPG worlds are even more static than those seen in Western RPGs, but a great deal more character is added by making every single character unique, regardless of their relevance to the overall narrative. This is something that Ar Tonelico did consistently well throughout — NPCs would change what they said according to the point in the story where you visited them, allowing for the exploration of some completely irrelevant but fun little mini-stories in the process.

Anyway. That's that. Now I have to decide what's next. While I'm mildly tempted by The Last of Us, I find myself wondering if I'll feel like I got my money's worth if it's over in 10 hours or so. Perhaps I'll wait until the price comes down a bit, as I have no real interest in the multiplayer modes. In the meantime, I have a pile of shame the size of a house to start on, and doubtless you'll hear all about what I'm going for next very soon.

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1247: Easy Listening, Part 3 https://imnotdoctorwho.moegamer.net/2013/06/18/1247-easy-listening-part-3/ https://imnotdoctorwho.moegamer.net/2013/06/18/1247-easy-listening-part-3/#respond Tue, 18 Jun 2013 22:25:44 +0000 http://angryjedi.wordpress.com/?p=5554 I'm feeling marginally lazy, so I thought I'd continue with a post style I last did some time ago. Yes, it's time for a soundtrack post. And, if you know what I've been playing recently, you'll probably know the subject of said soundtrack post. That's right, it's Ar Tonelico! (Note to those who are sick of … Continue reading 1247: Easy Listening, Part 3

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I'm feeling marginally lazy, so I thought I'd continue with a post style I last did some time ago. Yes, it's time for a soundtrack post. And, if you know what I've been playing recently, you'll probably know the subject of said soundtrack post. That's right, it's Ar Tonelico!

(Note to those who are sick of me rabbiting on about this series: I'm closing in on absolutely, positively and completely finishing the third and final game in the series, so short of deciding to run through the whole trilogy again — which I promise I won't do for at least a year or two — you will be subjected to enthusing about something else from thereon. Indulge me a little while longer, however.)

The Ar Tonelico series has consistently fantastic soundtracks, but there's a clear divide in them between the "game" music and the vocal, choral "Hymnos" pieces that mark special events in the story. Today I'm going to focus on the latter and share some of these astonishing pieces of music with you. I urge you, even if you normally skip past the promise of "video game music", to listen to these in their entirety: they're simply gorgeous pieces of music in their own right, and carry a significant amount of emotional weight to them when heard in context.

Let's begin, then. I'll try and refrain from spoilers while discussing these, but be aware that the lyrics shown in some of the videos may constitute mild spoilers.

This piece, known as EXEC_LINCA — pretty much all the Ar Tonelico Hymnos songs are named like computer processes or programs — marked the moment that made me sit up and pay attention to the music of this series. Up until this point, the music had been competent, even memorable and catchy, but it wasn't until this piece that I had to just sit back for a moment and take in the majesty of what I was hearing. This led to some rather conflicting feelings, as the moment in the story where this song comes up is a very dramatic one that makes you want to keep pushing forward — but, of course, pushing forward runs the risk of causing the music to end sooner!

In stark contrast to EXEC_LINCA, EXEC_CHRONICLE_KEY is a much more restrained, majestic piece for the most part. To say too much more about it would constitute spoilers, but suffice to say the time when this piece plays is a moment of significant emotional significance in the story of the first Ar Tonelico game, Melody of Elemia.

A significant proportion of Ar Tonelico 2 is spent attempting to assemble the legendary Hymnos Metafalica, which supposedly has the power to magically create new land. This version is the first time we hear half of the Metafalica theme, known as EXEC_METAFALICA.

Here's the second half, known as METHOD_METAFALICA.

And here's what happens when you put the two pieces together: possibly one of the most spectacular, beautiful pieces of music I've ever heard. Also noteworthy for the moment near the beginning where the two singers are singing in binary code.

Here's a strongly-contrasting piece from elsewhere in Ar Tonelico 2. This one technically isn't a Hymnos piece, being in Japanese, but it's a lovely little song that accompanies a rare moment of calm in that game's storyline. It's called "Hartes ciel, melenas walasye", which translates to "Beloved World, Beloved People."

And on to Ar Tonelico Qoga, the third and final game in the series. Give this one a moment to get going; it starts slow and gentle, then builds to a furious climax that truly gets the blood pumping.

And I'll leave you with this one, a grand, majestic piece that accompanies an important story moment in the latter third of Ar Tonelico Qoga. Again, to say too much more would be to spoil it, but that doesn't mean you can't enjoy the regal nature of this piece.

I hope you enjoyed these pieces. If you've never played the Ar Tonelico series, rest assured that the music alone makes these three games more than worth playing — it helps enormously that they're all excellent games in their own right, too.

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1245: New Game Plus https://imnotdoctorwho.moegamer.net/2013/06/16/1245-new-game-plus/ https://imnotdoctorwho.moegamer.net/2013/06/16/1245-new-game-plus/#respond Sun, 16 Jun 2013 23:18:01 +0000 http://angryjedi.wordpress.com/?p=5547 I'm currently 90 hours or so into Ar Tonelico Qoga, an RPG that is, by all accounts, quite short (about 30-40 hours or so) under normal circumstances. And yet for some reason I've been inspired to not only try and get all its endings, but to literally see everything it has to offer, leading to the grossly extended … Continue reading 1245: New Game Plus

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I'm currently 90 hours or so into Ar Tonelico Qoga, an RPG that is, by all accounts, quite short (about 30-40 hours or so) under normal circumstances. And yet for some reason I've been inspired to not only try and get all its endings, but to literally see everything it has to offer, leading to the grossly extended playtime just mentioned.

This is not something I generally do unless I really like a game, so it's considerable praise from me to Ar Tonelico Qoga that I'm doing this. I never went back and finished Dragon Age Origins with a different, well, origin, for example, nor did I ever go back and play through Knights of the Old Republic as a Dark Jedi rather than the poncey Light Side-type person I normally do. I liked those games, sure, but they didn't grab me by the Feels in the same way that the Ar Tonelico series has done fairly consistently over the course of three games, despite the fact that both Dragon Age and KOTOR are objectively "better" games in terms of mechanics, production quality and all manner of other considerations.

I've been trying to determine the reasons why Ar Tonelico in particular has resonated with me so much that I want to seek out everything it's hiding. Longtime readers may recall that I felt much the same way about Hyperdimension Neptunia mk2, a game which was almost universally panned by the press (though not quite as much as its predecessor) that I actually ended up loving.

The reasons why these games resonated with me so much are many. Chief among them is the fact that I genuinely adore both the setting and the characters. Neptunia's cast is silly and full of tropetacular stereotypes, but, crucially, is well aware of what it's doing and consistently pokes fun at itself. Ar Tonelico, meanwhile, simply has an astonishingly well-realised world with some incredible backstory and lore. And, unlike many Western RPGs that include an in-game encyclopaedia of completely irrelevant information, Ar Tonelico's lore is woven into the tapestry of not only the individual games, but the overarching narrative that runs across the three games in the series. Each game stands by itself, but playing all three gives you a thoroughly deep understanding of the situation that humanity has found itself in, and the quirks of this strange world's unique culture.

Aside from the narrative, setting and characters, though, another reason I have found such enjoyment in the Ar Tonelico series is that I've never once felt like I was grinding through content, plodding through "filler" material solely designed to artificially bump up the playtime. Granted, I artificially bumped up the playtime to a certain degree myself by deciding (foolishly) that I'd seek out each and every treasure chest in the game for the measly promise of a bronze PSN trophy, but even while doing that, I begrudged the game anything it was doing — though I must admit that after I hit level 99 with all my characters, I began to wish there was a button to turn enemy encounters off.

I'm not going to lie; not everyone will enjoy the Ar Tonelico series. If you can't stomach big-eyed teenage anime girls and Japanese voice acting with a lot of melodramatic screaming and crying, then this series probably won't do much for you. If you enjoy those things, though — or if you can at least look past them — then you'll find one of the most interesting, emotionally engaging JRPG series that I've ever played, and one that, across its three games, has some of the richest content I think I've ever explored in the genre.

I've got five more endings to get. I'm closing in on the first of these, and the last four should be pretty straightforward to get. When I've seen everything the game has to offer, I'll be genuinely sad to leave the game world behind, because not only will I be done with Ar Tonelico Qoga, I'll be done with the series, too; not to spoil anything, but the "true" ending of the third game all but guarantees that there won't be a fourth game.

Still, stranger things have happened, particularly in the world of Japanese games.

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1244: New Leaf https://imnotdoctorwho.moegamer.net/2013/06/15/1244-new-leaf/ https://imnotdoctorwho.moegamer.net/2013/06/15/1244-new-leaf/#respond Sat, 15 Jun 2013 23:34:52 +0000 http://angryjedi.wordpress.com/?p=5543 I started playing Animal Crossing: New Leaf on 3DS today. I haven't played an Animal Crossing game since whatever the one on the DS was called, and I didn't really get very far into that one. It wasn't that I didn't like it, it's that it came out at a time when there was all manner of other stuff … Continue reading 1244: New Leaf

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I started playing Animal Crossing: New Leaf on 3DS today. I haven't played an Animal Crossing game since whatever the one on the DS was called, and I didn't really get very far into that one. It wasn't that I didn't like it, it's that it came out at a time when there was all manner of other stuff I wanted to play, and I didn't give it enough of a chance to get into it. Consequently, when it came to time to trade some stuff in — this was back when I still traded in games, something which I rarely do these days (though I still buy used games) — it was one of the first things to go.

Consequently, I'm still pretty much a complete newcomer to Animal Crossing and the way it does things. And I'm still somewhat confused. But in a kind of good way.

Most games you play these days take a very proactive approach to directing the player's enjoyment. "Go here," the game will say. "Do this." In the case of terrible, awful, shitty Facebook games, more often than not the game will literally prevent you from clicking on anything but the thing it wants you to click on.

Animal Crossing, meanwhile, takes the complete opposite approach. It drops you into a strange world — a small town populated by animals in which you are inexplicably the only human resident, and which you have somehow become the mayor of — and then pretty much tells you to just get on with it. There are characters wandering around who will give you a nudge in the direction of things to do, but for the most part, the game is all about figuring out what the fuck it is you're supposed to be doing.

And the answer isn't a simple one. There's a sense of structure given to the game by the ever-present loan-shark raccoon Tom Nook and his increasingly-unreasonable bills he keeps lumping you with game after game, but other than that it's entirely up to you to make your own fun. Will you cultivate a crop of profitable fruit trees? Will you spend your time catching bugs? Will you dig up fossils and try to fill the museum? Or will you primarily spend your time bumming around your friends' towns, stealing their fruit when they're not looking?

This latter part is where the 3DS version is infinitely superior to the DS version. Theoretically, the DS version featured Internet connectivity and the ability to do things with your friends, but when I was playing I didn't know anyone else, and as such this feature — which is, to be honest, a big part of the game's appeal — was completely useless. Contrast that with today, when I went over to my friend Jeff's town along with our mutual friend Cody, then we took a trip over to a tropical island, swam in the sea, harvested bananas and mangoes and marvelled at Cody's ability to catch the most enormous fish I've ever seen.

It's an utterly pointless experience at heart, but unlike many of those utterly pointless Facebook games out there which are only after your money, Animal Crossing's self-contained nature means that there's always a sense of gentle, good-natured humour about the experience — and, more importantly, no pressure on the player. It's an escapist experience for you to dip into for half an hour to an hour at a time, not something you play as your "big game". And yet even in those short, bite-sized sessions — ideal for handheld play — there's plenty of stuff to do, and enough variety to keep some people playing for hour after hour after hour after hour.

It remains to be seen how long I stick with it, but I'm interested to see how much more there is to the experience over time. Something must be there to keep people playing for upwards of a hundred hours; let's see if I can find it.

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1243: A Realm Reborn https://imnotdoctorwho.moegamer.net/2013/06/15/1243-a-realm-reborn/ https://imnotdoctorwho.moegamer.net/2013/06/15/1243-a-realm-reborn/#respond Sat, 15 Jun 2013 02:42:28 +0000 http://angryjedi.wordpress.com/?p=5539 I spent some time with the Final Fantasy XIV beta earlier. Since said beta is now in its third phase, Square-Enix has dropped all the non-disclosure agreements and has started to allow people to talk about it, which is nice, because I'd quite like to talk about it. I'll add at this point that I've only just … Continue reading 1243: A Realm Reborn

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I spent some time with the Final Fantasy XIV beta earlier. Since said beta is now in its third phase, Square-Enix has dropped all the non-disclosure agreements and has started to allow people to talk about it, which is nice, because I'd quite like to talk about it. I'll add at this point that I've only just started participating in the beta, so my thoughts on Final Fantasy XIV are based purely on the hour or two I spent fiddling around with it earlier. But — spoiler alert — my thoughts are positive.

I'll preface this by saying that I really enjoyed Final Fantasy XI, Square-Enix's previous foray into the massively multiplayer online RPG market. Final Fantasy XI successfully managed to capture the feel of a Final Fantasy game while simultaneously transplanting it to a massively-multiplayer environment. It had its problems, sure — mainly a glacial rate of experience gain that didn't accelerate in line with what level you were, meaning by the time you reached about level 20 or so it was taking weeks to gain a single level — but it was good fun, and I met some entertaining people during my time in that world. (Bendix and Nefertari, I often wonder where you are! I miss you! [Bendix pokes.])

Anyway, from what I can see, Final Fantasy XIV — in its new A Realm Reborn incarnation, at least — appears to fix most of the annoying things about Final Fantasy XI while keeping the things that were awesome.

One of my favourite things about Final Fantasy XI was character creation. It was a very simplistic character generation tool with very limited options, but the characters it created looked recognisably "Final Fantasy" in nature. They had the spiky hair and the obviously Japanese "look" about them (artistically as opposed to their physical characteristics), and I found them a lot more appealing to look at than, say, World of Warcraft's heavily-exaggerated, low-poly physiques.

Final Fantasy XIV takes the recognisably Japanese aesthetic of XI and provides you with a veritable wealth of options with which to customise your avatar. Consequently, you can take a much greater degree of control over how you represent yourself to the world, but you'll still come out of the process looking like a Final Fantasy character. And the decisions you make about your character's appearance aren't just there to be forgotten, either; cutscenes in the game make a point of giving you a good look at the parts of your character you don't normally see during regular gameplay — i.e. their face.

Once into the game proper, I was immediately struck by how much better than XI it looks. This isn't altogether surprising, of course — XI was built on an engine designed to run on the PlayStation 2, while XIV was designed for the PlayStation 3 and beyond. There's a high level of graphical detail, but the best thing about the way the game looks is the butter-smooth frame rate. XI was capped at somewhere around 25-30 frames per second regardless of how good your computer was; XIV, meanwhile, will happily glide along at 60+ frames per second, looking simply lovely in the process.

The sound is way better, too. Final Fantasy XI had a great soundtrack, but it sounded very synthesised. This was in keeping with the "sound" of the Final Fantasy series at the time — it wasn't until Final Fantasy XIII that we'd finally get a fully-orchestrated soundtrack for the duration of the game rather than just in special cutscenes — but it sounds a little dated now. Final Fantasy XIV, meanwhile, has a simply gorgeous orchestral soundtrack that I'm going to have to score a copy of if and when it becomes available. It's properly "cinematic" in nature, and is very much in keeping with the game's style.

In terms of gameplay, your initial minutes and hours in the game are relatively business as usual for an MMO. You pick your class (which also determines your starting city) and set off to complete quests for random strangers all over town. These quests are generally either fetch quests of some description, or kill quests that demand you leave the safety of the city walls and start punching ladybirds in the face. Like Final Fantasy XI, however, a nice feeling of "context" is given to these quests through short dialogue sequences before and after them, which is much more immersive and interesting than World of Warcraft's pop-up wall of text. The quests themselves generally aren't all that interesting — yet, anyway — but promise to provide the main means through which the game's story unfolds a little later.

The biggest and most welcome change from XI's mechanics is in the way you gain experience. In XI, the maximum amount of experience you could gain from a single enemy was 200, and this was only if you took on something considerably stronger than yourself, preferably in a group. Since the amount of experience required to level up increased very rapidly, there was a lot of grinding involved. This improved significantly with subsequent updates, which added "hunt" quests with experience bonuses, but the quests you got from NPCs around town largely remained as a means of gaining cool items rather than experience.

In XIV, meanwhile, you get experience for all sorts of things. You get it for killing monsters, for completing quests and even for crafting items. This means that you don't get the feeling you occasionally got in XI whereby you felt like you were "wasting your time" if you weren't out in the fields killing monsters — you can be rewarded for non-combat activities, which is great.

There's some neat little additions to the usual formula, too. As well as quests, you have Hunting, Crafting and Gathering logs, which challenge you to hunt specific creatures, craft specific items and gather specific raw materials respectively. Successfully completing challenges in these logs provides significant experience bonuses, so if you just want to spend a bit of time grinding rather than working on specific quests, this provides a degree of "direction" to what you're doing by encouraging you to hunt down specific things.

I'm only level 5 so far, so that's about all I can talk about as yet. I haven't yet fiddled around with the strange class system, whereby you can change your class simply by changing your equipment, but I'm interested to see how it differs from XI's excellent Job system. I also haven't actually spoken to or teamed up with anyone yet, but the community speaking publicly seems to be very friendly and very positive about the game so far, which is nice to see. I'm sure it won't last, but for now it's nice to see people speaking politely and helpfully to one another.

Anyway. It's nearly 4am because Ar Tonelico. I am, much to my chagrin, apparently chasing the Platinum trophy for that game, and one of the tasks required to attain said intangible reward is to locate all the treasure chests in the whole game. I am having some difficulty with said task, but I will return to that tomorrow, and perhaps even finally finish the damn thing.

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1236: On Being That Guy Who Picks 'Japanese' in the Sound Menu https://imnotdoctorwho.moegamer.net/2013/06/07/1236-on-being-that-guy-who-picks-japanese-in-the-sound-menu/ https://imnotdoctorwho.moegamer.net/2013/06/07/1236-on-being-that-guy-who-picks-japanese-in-the-sound-menu/#respond Fri, 07 Jun 2013 23:31:31 +0000 http://angryjedi.wordpress.com/?p=5509 I always used to be one for having my game's voices in English. I liked being able to understand what they were saying as well as reading the subtitles on screen. In some cases, I didn't have the option; I'll always associate Persona 3 and 4 with English voices, for example, even though, in retrospect, … Continue reading 1236: On Being That Guy Who Picks 'Japanese' in the Sound Menu

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Jun 07 -- AaaaaaaaI always used to be one for having my game's voices in English. I liked being able to understand what they were saying as well as reading the subtitles on screen. In some cases, I didn't have the option; I'll always associate Persona 3 and 4 with English voices, for example, even though, in retrospect, it would probably be better with Japanese voice acting. In others, the English voiceover job was so genuinely good that I didn't want to try the Japanese version — Xenoblade Chronicles springs immediately to mind in this regard.

I can remember the moment that I realised Japanese voice acting was something worth exploring even though I didn't speak the language, though. It was while I was playing the utterly terrifying PSP visual novel/adventure game Corpse Party — one of my favourite games on that platform, and legitimately one of the most disturbing games I've ever experienced — that I realised that, frankly, Japanese video game voice actors aren't afraid to let rip with the utterly raw emotion. They'll shout until their voice cracks; they'll scream; they'll cry. And by God, they sound like they mean it.

It was around one of the many points in Corpse Party where one of the characters is bawling their eyes out and screaming in terror at the horrific situation they've found themselves in that I realised when it comes to voice acting in games — which are typically accompanied by subtitles, particularly in the visual novel and JRPG genres — it's not about the words that are being said, but about how they're being said. It didn't matter that I didn't understand the Japanese words that were being screeched into my ears (seriously, play that game on headphones and you'll never want to turn the light out again) — the meaning was all too clear simply from the tone of voice.

Those who have been reading regularly will know that I've been playing Ar Tonelico 3 recently. I played the first game in that series in English, largely because I found the English voices in the video cutscenes too jarring when paired with Japanese speech in the main game. I played the second in Japanese because I'd been warned that the English dub, much like the overall translation job, was somewhat questionable. And I started the third in English, but after not very long I switched to Japanese. It is a decision I did not regret.

It's very obvious from the huge rift in quality between the English and Japanese voice tracks in something like Ar Tonelico 3 that the English actors are, for the most part, phoning it in somewhat, while the Japanese actors care about what they're doing. In many cases, it is the difference between a rush job (English) and having well-known professionals handle the voices.

I witnessed a scene this evening — no spoilers — that had me more than a little choked up due to the amount of raw emotion and passion that the actress playing one of the characters was throwing into the delivery of her lines. I believed that she meant what she was saying. This character was supposed to be upset, and I believed that.

The other thing that comes into play is that when a game's dialogue has been translated relatively literally from the original Japanese rather than fully localised, reading it out loud in English often sounds very stilted and artificial, simply because that's not how English people talk. We don't say things like "what is this, all of a sudden?" and start entire conversations with "By the way". We don't refer to ourselves in the third person to be cute. (Usually. Saki will do it!) And we don't use the term "lovey-dovey" anywhere near as much as Japanese people apparently do.

There's nothing wrong with doing a literal translation from the Japanese — so long as you do it with enough care to make it understandable, of course — but if you're going to take this approach to translation, I've come to the conclusion it's best to leave the voices as they are. If, on the other hand, you're going to take the Ace Attorney/Cherry Tree High Comedy Club/Recettear approach to localisation and actually make the dialogue significantly and noticeably more "Western" in the process, then we can talk about English voiceovers.

I must confess to always having found an attitude like the one I just described a little snobby in the past. Having immersed myself in this side of gaming (and anime) culture for this long, though, I totally get it. Once you get used to the infinitely more professional job Japanese voice actors do on productions like Ar Tonelico (and even on lighter fare like Hyperdimension Neptunia, for that matter) you'll likely never want to go back.

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1233: Playing It for the Articles https://imnotdoctorwho.moegamer.net/2013/06/05/1233-playing-it-for-the-articles/ https://imnotdoctorwho.moegamer.net/2013/06/05/1233-playing-it-for-the-articles/#respond Wed, 05 Jun 2013 00:43:11 +0000 http://angryjedi.wordpress.com/?p=5494 I overheard a Twitter conversation the other day (yes, I'm back on there, largely to make my professional self easier to reach if necessary) in which disparaging comments were thrown around regarding people who "play games for the story". As someone who primarily plays games for the story, I feel honour-bound to take exception to … Continue reading 1233: Playing It for the Articles

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Jun 4 -- StoryI overheard a Twitter conversation the other day (yes, I'm back on there, largely to make my professional self easier to reach if necessary) in which disparaging comments were thrown around regarding people who "play games for the story".

As someone who primarily plays games for the story, I feel honour-bound to take exception to this line of argument, though I forget exactly what the actual point of the discussion in question was. Anyway. Allow me to describe what being someone who plays games for the story — a self-professed "narrative junkie" — means.

Quite simply, it means that I am extremely forgiving of a wide variety of "sins" on a game's gameplay front if — and it's a big if — the narrative content of the game in question keeps me interested and compelled. (Caveat: the only unforgivable sin that I simply can't get past is a free-to-play game putting up a paywall with an energy system or similar mechanic; no matter how good your narrative is, if you actively stop me from playing your game before I'm good and ready to stop, I'm not coming back. Ever.)

Said narrative doesn't have to be big and clever, or trying to be anything more than a piece of enjoyable entertainment. But it pretty much needs to be there to keep me interested.

Similarly, I can happily take a game with practically no "gameplay" in a traditional sense — see: interactive movies like School Days HQ or any of the myriad visual novels available — so long as the narrative entertains me and keeps me interested.

I'm relatively easily pleased when it comes to storylines. About my only real requirement to enjoy a video game story (or any story in any medium at all, really) is that there are some characters in it that I either like or find interesting — because those two feelings aren't necessarily the same thing. Give me something in which relatively little "happens," but in which I gain a deep understanding of the characters involved, and I'll be very happy indeed.

It's this love for the art of the story that has led me to give a whole bunch of much-derided games the time of day where others would pass them by. The titles which spring most readily to mind are the Hyperdimension Neptunia series, which is riddled with technical flaws, dull gameplay (in the first game, at least; I actually thought the second was genuinely fun, and I'm yet to try the third one) and various other issues; and Nier, which everyone seems to have decided looked drab and boring and thus was unworthy of further exploration. (I never quite understood this; I thought Nier was actually a pretty good-looking game — it certainly had a lot of personality.) Even the Ar Tonelico series, which I've been playing through for the last… quite a while isn't widely regarded as providing shining examples of "good games".

For the record, I found the Neptunia series genuinely amusing as well as being a wonderfully on-the-nose parody of both anime and video game culture; I found Nier a fascinating, deeply moving experience; and Ar Tonelico… well, having known nothing about it when I started playing, this is now a series I would happily defend to the death.

It's this attitude which brought me to the realisation I'm not really a fan of Western-developed role-playing games any more — particularly those of the "open world" variety favoured by Bethesda. I enjoy a good dungeon crawl, sure, but when your lovingly-crafted game world behaves more like a diorama with animatronics than a living world with actual people in it, I get a bit bored.

I realise there's a certain degree of irony in accusing titles like Skyrim of having diorama-like worlds when most JRPG towns are populated by NPCs who constantly stand in the same place and spout the same crap every time you talk to them. But for me, paradoxically, that gives them a lot more personality. Rather than constantly running into the same recycled guard model and wanting to throw a brick through the TV every time someone makes an "arrow to the knee" reference, each NPC is unique and, for those one or two lines they speak, vaguely interesting.

Ar Tonelico handles this rather well by having the NPCs' lines change according to the point in the story you're at. The stories of all three games in the series take place over a relatively small geographical area, so you're revisiting locations a lot; it's a fun little "unofficial" sidequest to check in with your favourite NPCs and see how their own completely irrelevant story arc is progressing. Will the little kid outside the General Store ever get up the courage to ask Sasha to come and play with him? Will Skycat ever actually make a move on Luca or is she just flirting? Will those weird furry creatures ever say anything other than "Poo"?

This is all a matter of taste, of course, and I'm well aware that there are thousands — millions? — of people out there perfectly happy with the way Skyrim does things. And that's fine. Just, as always, be aware that not everyone enjoys the same things in the same way — no-one's way of enjoying a creative work is inherently "wrong", so live and let live.

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1232: Knell of Ar Ciel https://imnotdoctorwho.moegamer.net/2013/06/03/1232-knell-of-ar-ciel/ https://imnotdoctorwho.moegamer.net/2013/06/03/1232-knell-of-ar-ciel/#respond Mon, 03 Jun 2013 23:56:04 +0000 http://angryjedi.wordpress.com/?p=5490 I haven't posted about Ar Tonelico for a while, and having just witnessed the "bad ending" of the third game (ooh, it's bad) I feel now may be a good time for a progress report on my thoughts thus far before I jump in and try for the other endings. Ar Tonelico Qoga, as the third game is … Continue reading 1232: Knell of Ar Ciel

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Jun 03 -- Ar Tonelico 3I haven't posted about Ar Tonelico for a while, and having just witnessed the "bad ending" of the third game (ooh, it's bad) I feel now may be a good time for a progress report on my thoughts thus far before I jump in and try for the other endings.

Ar Tonelico Qoga, as the third game is known, is a peculiar beast. While it's the most outright "perverted" of the series — the previous two games had plenty in the way of innuendo but stopped short of being overly fanservicey, a couple of scenes where the heroines were clad only in towels aside — it's also probably the most open-minded of the three with regard to the subject matter it tackles. This is a game that revels in sexuality in all its forms as one of its themes, and if you feel somewhat uncomfortable playing it, I feel I know Gust's work well enough by now to say that it's probably intentional that you feel that way.

Let me qualify the above statements a little. Insofar as the game is "perverted", one of its core gameplay mechanics involves the female "Reyvateil" characters (essentially glass-cannon mages if you want to assign them a traditional RPG party role) stripping off their clothes throughout the course of battle. While, yes, this is gratuitous and unnecessary and etc. etc. (for the record: I am an unabashed (well, mildly abashed) pervert and have no issue with pervy fanservice in my entertainment) they do at least make an attempt to justify the reason for this happening to a certain degree in a narrative sense: Reyvateils are artificial human-like life forms that are basically equipped with Wi-Fi (bear with me) and communicate wirelessly with the titular tower of Ar Tonelico in order to produce the magic-like effects of their Songs. By stripping — or "purging", as the game calls it — the Reyvateils are able to get better reception, so to speak, and can absorb more magic from the tower. This translates, in gameplay terms, to the "Burst" gauge, which represents how powerful the Reyvateil's spell will be if you set it off right now, increasing at a much more rapid rate according to how few clothes she is wearing. (They stop short of her getting fully naked, I might add — after purging three levels of clothing, she's down to her skimpies, and purging a fourth time triggers her powerful (and surreal) "Flipsphere" über-attack, at which point her clothes magically reappear.)

Read all that back again, and I'd forgive you for never wanting to give this game the time of day. A game whose female characters strip off in exchange for increased magical capabilities? Sounds like some sort of Male Power Fantasy™. And perhaps it is.

Thing is, though, Ar Tonelico Qoga is far more interesting and intelligent than just pretty girls getting almost-naked. For starters, it's worth noting that after a certain point in the game, all the male characters will strip off at a moment's notice too — performing each character's best attack causes all their clothes to fall off and for you to get a good look at what each of them are packing underneath their armour. Doctor Hikari Gojo's fundoshi in particular is a sight to behold.

But no. It's not even about characters getting naked. Much like the previous two games in the series, the really interesting stuff comes about thanks to the "Dive" mechanic — a system whereby you can increase the power of the two Reyvateils by taking a wander through their "Cosmosphere" — a multi-level psychic world that exists within their subconscious. By exploring the two heroines' Cosmospheres, you learn a great deal about them — facts that simply don't come up explicitly in the game's "normal" plot, but which can help inform your reaction to things that go on once you know them.

As is par for the course in the series, each level of the two heroines' Cosmospheres focuses around some sort of problem that they are having — be it a difficulty coming to terms with who they are, the strange influences other aspects of their personality have on them, or simply something they're having trouble admitting or dealing with. By interacting with the Reyvateil and the other characters in her Cosmosphere, the protagonist Aoto forges an incredibly strong, incredibly intimate bond with the heroines and gets to know them in a way that no-one else in the world does.

This leads to some really interesting scenes, many of which are touching on territory I can't recall exploring in a game before. And unlike the gaudy excesses of the strip-centric battle system, they're handled sensitively and with care; clearly composed by someone who knew what they were talking about.

I'm trying not to spoil anything here for those of you who are reading this and intend to play through this fascinating game, but I feel I should give one example to highlight what I'm talking about, and that is the character who, in one of her Cosmosphere levels, essentially "comes out" as being a submissive or "bottom" with somewhat masochistic tendencies. Given what you know about this character by this point, her confession is not altogether surprising, but what is surprising is that it is actually referenced and explored through more than simple innuendo.

"Don't take off the chains," she says after a convoluted, embarrassing and humiliating sequence of events for her, where Aoto is about to give her her freedom. "I feel safe when I'm in the chains, so long as you're there."

I'll confess to not knowing anything about BDSM and related sexual preferences, but I found it fascinating to see this character opening up about her secret passions and desires like this. It wasn't treated as a kind of "wish fulfilment" scene for male players, either; it was simple, to the point and helped me to understand one aspect of this particular character. In short, it's the sort of thing I'd like to see explored in more games; sadly, it's abundantly clear that very few "triple-A" producers would greenlight a game that delves into such subject matter, though thankfully there's always the "lower-tier" games such as Ar Tonelico willing to step up to the plate and try something new.

As guilty as I feel for what occurred in the bad ending, I should probably go to bed now and absolutely not try to get a better ending now. Right? Right. Suuuuuure.

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1222: Stupid Acronym, Great Game https://imnotdoctorwho.moegamer.net/2013/05/24/1222-stupid-acronym-great-game/ https://imnotdoctorwho.moegamer.net/2013/05/24/1222-stupid-acronym-great-game/#respond Fri, 24 May 2013 16:12:53 +0000 http://angryjedi.wordpress.com/?p=5445 I've been playing First Encounter Assault Recon, or F.E.A.R. to its friends, recently. And while its acronym-based title is mildly cringeworthy — look, it must be scary, it's called F.E.A.R.! — what I've discovered is that it's actually a rather magnificent game that I'm sorry I haven't got around to sooner. I'm not normally a big fan of first-person shooters … Continue reading 1222: Stupid Acronym, Great Game

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May 24 -- FEARI've been playing First Encounter Assault Recon, or F.E.A.R. to its friends, recently. And while its acronym-based title is mildly cringeworthy — look, it must be scary, it's called F.E.A.R.! — what I've discovered is that it's actually a rather magnificent game that I'm sorry I haven't got around to sooner.

I'm not normally a big fan of first-person shooters because all too many of them these days follow the Call of Duty model — linear pathways with no divergence punctuated with predictable shooting galleries coupled with a story which neither I nor the developers could give a shit about because the focus of the game is squarely on multiplayer. That's not to say Call of Duty is necessarily a bad thing, of course — the millions of people who buy every single installment prove this fact — but it's just not for me.

For me, however, I grew up with first-person shooters as single-player experiences: Wolfenstein 3D, Doom, Quake, Duke Nukem 3D, Shadow Warrior, Blood, SiN, Half-Life… the list goes on. And while many of these had a multiplayer component, it was only really Doom and Quake that (arguably) pushed it to the forefront. Given the time they came out, it wasn't practical for me to explore multiplayer at all due to the poor quality of your average Internet connection — most of us here in the U.K. were still using dial-up at that point, after all. As such, I still tend to prefer the solitary experience of a good first-person shooter.

Which is why I'm enjoying F.E.A.R. so much. While it did launch with a (now-defunct, save for a fan-run service) multiplayer component, the focus of the game is very much on its single-player story. While perhaps a little slow to get started, after playing for a few hours last night, I found myself well and truly enraptured by the curious tale it has to tell.

To say too much about the story would be to spoil it, but suffice to say all is not as it first appears, as you might expect. The story is paced extremely well, flip-flopping between relatively conventional "military types barking orders at each other" and some seriously weird shit going on. Monolith, the developers of F.E.A.R., clearly played a lot of System Shock 2 at some point as a lot of the "weird shit" going on in F.E.A.R. is of a similar ilk to the "weird shit" that goes on in System Shock 2 — hallucinations, ghosts and all manner of other quasi-supernatural phenomena, all of which is kept tantalisingly mysterious throughout most of the game.

F.E.A.R.'s protagonist is the very embodiment of a silent protagonist the player is supposed to superimpose their own personality over the top of. He doesn't even have a name, for heaven's sake, being referred to only as "point man". Unlike many other first-person shooters, however, Point Man very much has a sense of presence in the game world — look down and you can see your feet; wander into an area where you're backlit and you'll project a shadow in front of you. While you never see your character from outside the first-person perspective, this gives a much better feeling of being "part of the world" than many other games of this type.

F.E.A.R. adopts a similar storytelling style to Half-Life in that the story unfolds as you play, and you never "break character" to see things from a third-person perspective. Much of the narrative is revealed through rather one-sided radio conversations between Point Man and other members of the F.E.A.R. team, but there are also numerous things throughout the game's levels that let you delve deeper into the details of what is actually going on. By hacking laptops to recover data files and listening to voicemails, you gradually start to get a very strong sense of who is who in this game world, even though you meet relatively few of the characters involved face-to-face. While I initially thought the story was going to be somewhat throwaway when I started playing the game, after about 6 hours of the campaign mode, I'm genuinely interested in what is happening and what will happen next.

The voicemails and laptops are, of course, simply variations on the oft-derided "audiologs" that are found in games like the aforementioned System Shock 2 and Bioshock, but somehow they seem to make a lot more thematic sense here. Because you're listening to messages — fragments of conversations — between people rather than someone inexplicably babbling all their innermost thoughts into a tape recorder, there's a much better sense of context, and of these characters having relationships. Similarly, the laptops simply contain data files that gradually reveal the facts of the events rather than incongruous audio logs or personal diary entries. It makes a lot of sense, and gives you a very strong feeling of "following the trail" to unravel the mystery of the game's strange goings-on.

I mentioned earlier that I disliked the Call of Duty way of doing things in single-player campaigns — linear corridors punctuated by shooting galleries — and it is in its level design that F.E.A.R. really shines. Most of the levels take place in realistic environments such as office blocks and service tunnels, but it rarely feels like you're being pushed down a single path, because there's often more than one. Charge into an enemy encounter and get shot to ribbons and it's probably because there's a better way to approach it. Come to a junction and choose one of two or three ways to get to your destination, some of which might offer some hidden goodies. Levels often require that you double back on yourself and discover pathways that have opened up as a result of various events, too, so there's a real sense of being in a real place rather than simply running forwards until the end. Likewise, it's not non-stop action — many levels feature long expanses of simply running around exploring and admiring the environment before coming across another squad of enemies. It's hard to explain how excellent and satisfying the pacing is without simply plopping you down in front of it to experience it for yourself.

And my God, you don't realise how much fun waypoint markers suck out of first-person exploration-based games until they're not there any more — F.E.A.R. doesn't once patronise you with a "FOLLOW" marker over anyone's head, and instead trusts that you have the intelligence to explore the level for yourself and determine what the correct route is. While this could easily lead to confusion and running around in circles, F.E.A.R.'s levels are so well-designed that the correct way to go tends to feel very "natural" — highlighted in subtle ways through environmental cues rather than big flashing arrows or golden breadcrumb trails. It's a good way of doing things, and one I wish modern first-person shooter makers would go back to.

Suffice to say, I've been having a blast (no pun intended) with F.E.A.R. and if you, like me, are weary of modern military shooters but still enjoy occasionally shooting the heads off people with a shotgun in slow motion, then I strongly recommend you check it out — particularly if you're a fan of intriguing, creepy horror as well as action. I haven't yet finished the game, but I'm hooked on the story. It's dangling enough clues in front of me to keep me interested, yet keeping me in the dark enough that I can't quite tell where it's going. I'm looking forward to seeing how it ends, and if the expansions and sequels are even half as good as this, I'll be very happy indeed.

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1218: Sins of the Fathers https://imnotdoctorwho.moegamer.net/2013/05/20/1218-sins-of-the-fathers/ https://imnotdoctorwho.moegamer.net/2013/05/20/1218-sins-of-the-fathers/#respond Mon, 20 May 2013 23:06:43 +0000 http://angryjedi.wordpress.com/?p=5425 I've been replaying Gabriel Knight: Sins of the Fathers recently. I've been meaning to do this for some time now and have in fact restarted it several times, but never got around to finishing it for various reasons. This time is "the charm", though, and I intend on running through the whole series — I can't remember … Continue reading 1218: Sins of the Fathers

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May 21 -- Gabriel KnightI've been replaying Gabriel Knight: Sins of the Fathers recently. I've been meaning to do this for some time now and have in fact restarted it several times, but never got around to finishing it for various reasons. This time is "the charm", though, and I intend on running through the whole series — I can't remember much about The Beast Within (except, bizarrely, for the puzzle solution "Thomas? Thomas? Herr Doktor Klingmann here. Show our wolves to Mr. Knight.") and I've never finished Blood of the Sacred, Blood of the Damned. Perhaps more impressively, I've managed to survive this long without having the latter spoiled at all, though I do know it ends on an apparently-infuriating cliffhanger that will likely never be resolved. Oh well.

Back to the subject, though: Sins of the Fathers is still a cracking good time, and one of the best adventures that ever came out of the Sierra stable. Sure, it's not quite as elegant as LucasArts' best work — the lack of smart cursor is still somewhat exasperating when hunting for teeny-tiny interactive hotspots on the screen and the game has a peculiar habit of adjusting its animation speed seemingly at random occasionally — but the important thing is that it tells one of the best stories ever seen in video games. And it's a well-written story, too, because having a good story and being well-written aren't necessarily the same thing.

I first played Sins of the Fathers when I was but a teenage whelp. I enjoyed it a lot and have thought back fondly on it and its successors ever since, but playing it now at the age of 32, I find myself wondering how much I truly appreciated it when I first played it. Playing it now, it's abundantly clear that it's a genuinely mature game, written for adults. This doesn't mean it's full of sex, violence and bad language — though it does contain all three to varying degrees — but that it doesn't treat its audience as idiots. The characters are written in such a way as to be realistic and believable, even once the plot starts entering its stranger territory in the latter half of the game.

It's also a wonderful example of pacing. By splitting the game into "days", it has a somewhat episodic flavour that helps structure the story and gradually ramp up the intensity as it progresses. The activities you're doing on Day 1 of the game are rather mundane — they're the interactive equivalent of "establishing shots" — but by the end of the game, you're thoroughly immersed in the game's small world, feel like you know the game's cast of characters extremely well and you're emotionally invested in seeing things through to their conclusion.

The amount of detail in the setting is impressive, too. The topic-based conversation system allows you to quiz most of the game's characters on any of the subjects Gabriel has found out about throughout the course of the plot, and most people have something to say about most of them. Whether it's discovering Gabriel's family history or delving into the historical roots of Voodoo, there's a massive amount of obviously well-researched material in the game — much of which can be safely skipped past if you just want to get to the meat of the plot, but much of which provides some wonderfully flavourful background information on the game world, plot, characters and real-life concepts on which the narrative is based.

Also, mid-'90s all-star voice cast? Tim Curry! Mark Hamill! Leah Remini! Michael Dorn! Efrem Zimbalist Jr!

In short, if you haven't yet played Sins of the Fathers, you should rectify this as soon as possible. It costs just $5.99 over at GOG.com, so there's really no excuse. Get to it, Schattenjäger!

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1214: Inner Sanctum https://imnotdoctorwho.moegamer.net/2013/05/17/1214-inner-sanctum/ https://imnotdoctorwho.moegamer.net/2013/05/17/1214-inner-sanctum/#respond Fri, 17 May 2013 04:50:18 +0000 http://angryjedi.wordpress.com/?p=5392 Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios' Sanctum 2, which I purchased a copy of for Mark as a thank-you present for putting us up for the last couple of weeks, and which I was also interested in playing. I enjoyed the original game's interesting … Continue reading 1214: Inner Sanctum

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ss_41673936cf0df5cdf2b4c0549e118829730d8e88.1920x1080Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios' Sanctum 2, which I purchased a copy of for Mark as a thank-you present for putting us up for the last couple of weeks, and which I was also interested in playing. I enjoyed the original game's interesting fusion of tower defense and first-person shooter mechanics as well as its distinctive presentation and excellent music, so I was actually quite interested to try the second game, and purchased a copy without a second thought.

Then the game was released, and I decided to take a peep at the Steam Community page to see what the rest of the world thought of it.

Big mistake.

It seems that Sanctum 2 is the latest victim of elitist players expecting one thing from a game and getting something slightly different, then throwing all their toys out of the pram, demanding refunds and hurling abuse at the developers. Because Sanctum 2 is not the same game as the original Sanctum, it seems, it is worthy of scorn and vilification. Because Sanctum 2 incorporates a number of features that not only make it workable on console — it's also being released on Xbox Live Arcade — but change the game balance significantly from the original, apparently it is worthy of review-bombing on Metacritic and endless, endless whining on forums.

ss_18b928231ce4b8b50c8e6f1bd11e9ef7cbd88164.1920x1080You know what, though? I've played a good 4 or 5 hours of Sanctum 2 today in total, and it's great. It isn't the original game, no, but why would you want it to be? Sanctum is still available for download, so if you like that, go play that. Sanctum 2 is a distinctive experience that, while in possession of a couple of strange design decisions, is a lot of fun to play both solo and cooperatively with other people. It is both strategic and action-packed; challenging and fun; and it offers a significantly greater amount of content and depth than the original game did when it came out of the gates.

The complainers' biggest issues with the new game seem to be the fact that resources to build towers are now delivered as "drops" that have to be picked up manually, and that there is a hard limit of ten towers per level. The "drop" system means that everyone playing has to either agree on who is going to be in charge of building what — or charge off and race to be the first to pick up the resources. If you're playing with friends or people with whom you can communicate well, no problem. If you're playing with griefers and trolls, potential problem, but not insurmountable. (For what it's worth, I always prefer playing cooperative games with people I actually know anyway, and I'm sure I'm not the only one — and as such I probably won't run into this problem personally.)

The ten-tower limit also simply isn't an issue in practical terms. I am yet to hit said limit, because plonking down "tower base" blocks to create a maze to hold up enemies does not count towards this limit, and the limited quantity of resources on hand means that it's only really practical to build a few towers per level anyway — you have to support your towers with your own gunplay in order to succeed. It's a true hybrid, in other words; you can't win without your towers, and your towers can't win without you.

Some complainers have also whinged about the fact that you supposedly can't make complex mazes in this new game. To those people, I would invite them to have a go at the level Mark and I were playing before we wrapped up for the evening, in which we were defending two cores simultaneously from assault, and built impressive mazes on both sides of the level in order to keep the enemies away from our precious charges as long as possible. Careful tower placement and resource management was a must, and the nature of many of the enemies that came along made it necessary to cooperate, communicate and use skill and tactics to take them down rather than simply firing blindly at anything moving.

ss_8a9cbab892d41cb1734508a572f1471a5b5a2117.1920x1080In short, Sanctum 2 is a very good game if you enjoy both first-person shooters and tower defense games that demand a slightly heavier degree of thought and strategy than normal. It's an excellent fusion of two fairly disparate game genres, and while there are a few things that could be tweaked here and there, it's perfectly enjoyable as it is. Not only that, Coffee Stain Studios have demonstrated that they are open to constructive feedback, too, and will likely continue to improve the game after its release. Given the abuse and vitriol that has been hurled their way today, they would be perfectly within their rights to just say "fuck you" to all the ungrateful gamers who are bitching about their new release, to be honest, so I have to admire them for their self-restraint in dealing with these people.

It is, essentially, yet another case of a not-insignificant number of people suffering under the assumption that Their Way is the Right Way, and that anyone who disagrees with them is somehow an awful person. These people preferred the original Sanctum to its sequel and that's absolutely fine; their behaviour towards Coffee Stain Studios and anyone who has expressed a liking for the new game is not.

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1210: Reppin' the Squad https://imnotdoctorwho.moegamer.net/2013/05/13/1210-reppin-the-squad/ https://imnotdoctorwho.moegamer.net/2013/05/13/1210-reppin-the-squad/#respond Mon, 13 May 2013 04:27:09 +0000 http://angryjedi.wordpress.com/?p=5370 Those of you who know me well will probably know that Mark and Lynette, the people Andie and I are staying with on our vacation in Toronto, are members of the Squadron of Shame. The Squad is, of course, a ragtag group of gamers who came together back in the heyday of 1up.com to champion … Continue reading 1210: Reppin' the Squad

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Those of you who know me well will probably know that Mark and Lynette, the people Andie and I are staying with on our vacation in Toronto, are members of the Squadron of Shame. The Squad is, of course, a ragtag group of gamers who came together back in the heyday of 1up.com to champion the underdogs of the games industry, and we've been doing an admirable job of that ever since through a combination of online discussion, podcasting and playing games together.

One of the reasons I've been enjoying this vacation so much is because as well as getting out and about a bit to see some of the city — something we'll be doing a lot more of in the coming week — I've had the chance to hang out with people who have very similar tastes in games to me; people who understand why JRPGs and visual novels are awesome, and why a middling-to-low Metacritic rating isn't necessarily something that should put you off playing a game if you like the look of it.

In the last week or so, we've been repping the Squad pretty well between the games we've been playing. Mark has been playing a lot of Fire Emblem on 3DS, of course, since he's been glued to it since it was released back in February, but we've been exploring some other interesting games together, too. As I type this, we're enjoying the distinctly Canadian flavour of Sang-Froid: Tales of Werewolves, a very strange game that combines elements of tower defense, strategy games, role-playing games, action games and survival horror to create something quite unlike anything any of us have ever seen before. Meanwhile, I've completed three playthroughs each of Long Live the Queen and Spirited Heart, two extremely interesting if somewhat unpolished "life sims" in which you build up stats in an attempt to complete various tasks and/or romance any of the in-game eligible bachelors and/or bachelorettes.

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Sang-Froid (above) is an interesting game. At the outset, it looks like a rather ordinary third-person action game with a distinctive aesthetic, but as the levels progress it grows in complexity a bit at a time until — I assume, anyway; we haven't got that far yet — the game you're playing at the end of the story is virtually unrecognisable from the hack-and-slash it appeared to be at the very beginning. I haven't played it myself yet, but it looks like a challenging game with a huge amount of depth. The two different playable characters allow you to enjoy the game in two distinctive styles, too — one has better combat skills, making the action sequences easier, while the other is weaker, meaning that the strategic sequence where you lay traps and build structures is considerably more important to get right before the hordes of darkness come running.

But I digress. Allow me to talk about the games I have been playing personally.

llq-ss6I've already talked about both Long Live the Queen (above) and Spirited Heart (below) in two previous posts, but they both bear mentioning again, I think. Both games are examples of the "life sim" genre — a style of game which is rarely explored outside of low-budget indie games. I guess you could count The Sims as a life sim, but it's not quite the same thing — The Sims is a detailed simulation of social interactions and other related business, but both Long Live the Queen and Spirited Heart are more like role-playing games in which you're not travelling the world in order to save humanity, but instead trying to eke out the best possible existence for your (female) protagonist.

newjobsystemBoth Long Live the Queen and Spirited Heart differ considerably, however, despite having fundamentally similar mechanics. Long Live the Queen sees you playing a predefined character — the titular Queen — and then sending her down the path of your choice, while Spirited Heart allows you a lot more freedom to design your own character and choose what your goals are, be they romancing a specific character or attempting to accomplish a mission set for you by your race's goddess. While neither of these games are particularly shiny or exciting to look at, I've found them surprisingly compelling, and they make me want to check out more games of a similar ilk.

trueloveOne reason I've been enjoying them a lot is due to their similarity to an old favourite visual novel/dating sim known as True Love (above). I first played this back in probably 1999-2000 and still think of it very fondly today, despite the fact it is an absolute bugger to get running on modern machines. Like the life sims I've been playing recently, True Love saw you managing your time carefully in an attempt to build up your stats enough to attract one or more of the game's heroines and make her your "true love". I attribute my present-day love of games like the Persona series to my earlier experiences with True Love, and I'm getting a lot of the same feelings from titles like Long Live the Queen and Spirited Heart, too, which is nice.

The other interesting thing about them is that these are games obviously designed with a primarily female audience in mind, and that in the case of Spirited Heart at least, they're gay/bisexual positive. Long Live the Queen doesn't have a strong romance component, whereas it's a key focus of Spirited Heart. In Spirited Heart, you even have the option to turn the girl-boy and girl-girl romances on or off independently of one another — in fact, it's sold as two separate "games" that bolt on to each other, so if you want to play an all-yuri life sim, simply pick up the Girl's Love version by itself and go nuts.

And the one final reason I'm mentioning these games is that there doesn't seem to be an awful lot of discussion about them online generally. I'm a strong believer that great games should be celebrated and appreciated as much as possible, regardless of their budget or where they hail from, and thus, well, I'm doing my bit.

You can grab Long Live the Queen from Hanako Games' website, Spirited Heart from Winter Wolves' website, and Sang-Froid from Steam.

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1208: Spirited Heart https://imnotdoctorwho.moegamer.net/2013/05/11/1208-spirited-heart/ https://imnotdoctorwho.moegamer.net/2013/05/11/1208-spirited-heart/#respond Sat, 11 May 2013 04:54:05 +0000 http://angryjedi.wordpress.com/?p=5361 Inspired by my recent excursion into Hanako Games' Long Live The Queen, I decided to check out another "life sim" game that has been sitting in my virtual pile of shame for some time, ever since I picked up a "Manga Bundle" from Hanako and Winter Wolves a while back. Spirited Heart is a very similar sort of game … Continue reading 1208: Spirited Heart

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Inspired by my recent excursion into Hanako Games' Long Live The Queen, I decided to check out another "life sim" game that has been sitting in my virtual pile of shame for some time, ever since I picked up a "Manga Bundle" from Hanako and Winter Wolves a while back. Spirited Heart is a very similar sort of game to Long Live The Queen, only instead of playing as a princess-slash-queen-to-be, you're playing a "normal" person in a fantasy world. Specifically, you're playing as an 18-year old human, elf or demon woman coming to "the big city" for the first time and trying to "make it" before she turns 30. Just like real life, then.

03_characteroverviewSpirited Heart does a number of interesting things that distinguishes it from Long Live The Queen. Chief among these is the fact that you're not playing a fixed character — you're playing one of your own design, to a certain extent anyway. There isn't any option to customise your character's appearance, for example, but the way you play does determine what sort of person your character ends up as.

This starts right from the beginning of the game. Choosing a race sets your initial basic statistics, and you can then tweak this starting set of abilities by "role-playing" a few simple scenarios with multiple-choice questions. By the time you've answered these basic questions about your character's childhood and adolescence, you have a good idea of who they are and what kind of person they can be, and can start working on their statistics further.

06_demoncleanerThe way the game works is that each week, you choose whether your character goes to work or takes a week off. Going to work allows you to choose any occupations you meet the prerequisite stat requirements for, while resting allows you to restore your health and morale, which can often be negatively impacted both by going to work and through random events that occur. You can't go to work if you're too unhealthy or if your morale is too low, so sometimes you need to take a week off in order to progress. Working, meanwhile, often improves your stats and allows you to earn money, which can be used on more effective vacations when required.

Occasionally during your work day, you'll have "random encounters" with the game's other characters. These visual novel-style scenes see your character interacting with these other potential love interests — both male and female (assuming you've bought both the basic heterosexual game and the standalone Girl's Love expansion) — and occasionally offer you a choice to advance your relationship.

This is probably the most interesting thing about the game: the emergent narrative created through the stat-building gameplay combines with the prescripted narrative of the visual novel-style romance scenes to create something that is much more than the sum of its parts. For example, in the game I'm currently playing, my character is a strong young woman who grew up on a farm and thus doesn't have a lot in the way of social graces. In her career so far, she has worked as a farmer and a builder. In the latter case, she encountered a young and somewhat clumsy elf noble whom it transpired she was building a house for. Somewhat later, after improving her skills enough to become a maid in a noble house, she ran into this elf maiden once again and discovered that she was betrothed to a fat, unattractive nobleman who obviously didn't give a shit about her. And thus we're into a pleasing "star-crossed lovers" sort of situation as my commoner character attempts to prove herself worthy to this noble elf maiden and her family. I don't yet know how that ends yet, but I'm curious to see.

11_marriageproposalJust to confuse matters, partway through the game, my character was visited by her Goddess and tasked with attaining a particular "title" by the time she reaches the age of 30. Unfortunately, pursuing the elf of her dreams and following the Goddess' quest are not really compatible, since the Goddess' quest requires me to become an Artist, while pursuing the elf requires me to continue working as her maid. CHOICES. DECISIONS. CONSEQUENCES.

Like Long Live The Queen, Spirited Heart is a fairly no-frills production with minimal graphics, animation and sound, but like Long Live The Queen, it's also a surprisingly compelling game if you take it in the spirit in which it is intended. It's a role-playing game in which you're not battling monsters or going on epic quests; you're living a (relatively) normal life in a fantasy world and trying to make the best of your situation. It's an interesting little game, and one which I see myself playing through a few times.

Find out more here.

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1205: Long Live the Queen https://imnotdoctorwho.moegamer.net/2013/05/08/1205-long-live-the-queen/ https://imnotdoctorwho.moegamer.net/2013/05/08/1205-long-live-the-queen/#respond Wed, 08 May 2013 03:45:41 +0000 http://angryjedi.wordpress.com/?p=5346 A short while back, a few indie developers that I enjoy the work of very much released a bundle of games that looked interesting. Among this selection of games was a title known as Long Live the Queen by Hanako Games, developer of Magical Diary, a game which I enjoyed very much. I picked up the bundle and, as … Continue reading 1205: Long Live the Queen

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lltq_wallpaperA short while back, a few indie developers that I enjoy the work of very much released a bundle of games that looked interesting. Among this selection of games was a title known as Long Live the Queen by Hanako Games, developer of Magical Diary, a game which I enjoyed very much. I picked up the bundle and, as tends to happen frequently with this sort of thing, forgot all about it completely until recently.

The specific circumstances which caused me to remember the existence of Long Live the Queen as a Thing were catching a glimpse of it on Steam Greenlight earlier. The premise of taking a young anime girl, dressing her up and then watching her die horribly sounded appealing and interesting, so I decided to check the game out for myself.

What I discovered was a very interesting "life sim"/strategy game with a surprising amount of hidden depth. Since Hanako Games is a small developer with only a couple of people to its name — creator Georgina Bensley and one or two others — it's a game that was obviously made relatively "on the cheap," as it were, with relatively little in the way of graphics and sound/music, but that doesn't stop it from being very interesting indeed.

steamworkshop_webupload_previewfile_142369710_previewEssentially, Long Live the Queen is a game somewhat akin to old Japanese games like Princess Maker, in that you have a young anime girl to take care of and must train her up to deal with various situations appropriately. The course which the game's plot takes depends on the skills which you choose to train up, and the skills which you can train most effectively are determined by Our Heroine's current mood — for example, if she's depressed, she's particularly wont to express herself through things like music and singing, whereas if she's angry, she can channel her aggression into training in things like military strategy and proper use of weapons. Training to particular levels in things unlocks various costumes appropriate to the skills she's learning — for example, learning a lot of spiritual skills unlocks a priestess outfit, while becoming a "Lumen" and awakening to her family's magical heritage unlocks a particularly awesome "magical girl" outfit.

These skills aren't just for bragging rights, though. Each in-game "week" sees various events happening, many of which require a skill check to successfully resolve. Failing the skill check isn't necessarily a bad result, though — it simply means that Our Heroine doesn't have the requisite skills to resolve a situation in a particular way. For example, early in the game, she's sent a necklace by a Duke who is proposing marriage to her, but having a distinct lack of knowledge of the way things work in the royal court means that she doesn't recognise the gift for what it is and instead responds with a rather unqueenly "Oooh! Sparkly!" — but it cheers her up.

steamworkshop_webupload_previewfile_142369710_previewMaking it through the game without dying horribly is a case of carefully making decisions and levelling up skills appropriately, and it's not at all uncommon for Our Heroine to meet a sticky end — in fact, it's positively encouraged via the "collect them all!" death checklist in the game's main menu. It's almost preferable to play the game like a roguelike — starting from the beginning, only saving when you're stopping playing rather than before you make a critical decision, and dealing with the consequences of your actions. In a nice touch, reaching the end of a game — whether with Our Heroine's coronation as Queen or with her death — allows you to export a complete log file of everything that happened so you can perhaps figure out what on Earth went wrong.

In short, it's a very interesting game, and well worth checking out. Don't go into it expecting something spectacular — the music loops are nice, but very short and repetitive, and there's not a lot of variation in the graphics (though Our Heroine's various costumes are all great) — and you'll have a great time building your own custom princess and seeing how she survives in the world.

steamworkshop_webupload_previewfile_142369710_preview (1)

Find out more here.

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1203: Back to the Mansion Again https://imnotdoctorwho.moegamer.net/2013/05/06/1203-back-to-the-mansion-again/ https://imnotdoctorwho.moegamer.net/2013/05/06/1203-back-to-the-mansion-again/#respond Mon, 06 May 2013 04:56:36 +0000 http://angryjedi.wordpress.com/?p=5342 I played a bit more Luigi's Mansion 2 earlier. Haven't played it a lot yet, but I'm really liking it for a number of different reasons. Firstly, the single-player mode has a very strong "adventure game" feel about it. Specifically, it features frequent occurrences of getting "stuck" — something which is not altogether common in modern games that hold … Continue reading 1203: Back to the Mansion Again

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I played a bit more Luigi's Mansion 2 earlier. Haven't played it a lot yet, but I'm really liking it for a number of different reasons.

Firstly, the single-player mode has a very strong "adventure game" feel about it. Specifically, it features frequent occurrences of getting "stuck" — something which is not altogether common in modern games that hold your hand quite a lot. Luigi's Mansion, though, despite appearing quite tutorial-heavy in the first couple of levels, very quickly turns into a game where you're expected to work things out for yourself, to remember things from earlier and to explore thoroughly rather than just following the handy glowing trail of breadcrumbs on the map.

Secondly, the multiplayer mode is awesome. It hadn't occurred to me that multiplayer in Luigi's Mansion 2 might actually be good, but by golly, it really, really is. I've only tried the "Hunters" mode in Download Play so far — this apparently means it's a "limited" form of the full multiplayer experience — but it was a blast by itself.

Essentially, the multiplayer mode is a cooperative ghost hunt for up to four players at once. Before starting the game, the players choose how many floors of a mansion they want to tackle and must then clear each of them against a strict time limit. Each level is randomly generated, requiring methodical exploration to locate where all the ghosts are and then to take them down. Communication between players is also helpful, but for those who don't want to actually talk to each other — or those who are unable to due to playing online, for example — there's a handy little "quick chat" thingy on the D-pad, allowing you to make Luigi say various things, but more importantly, display a callout on the map indicating that the other players' attention is required in a specific location.

It's a really interesting mode because it's simple but extremely flexible. If you want a short game, you can play just 5 floors. If you want a longer game, you can play up to 25 floors, and successfully clearing this opens up an "Endless" mode, which sounds like a lot of fun. Within the individual play session, players earn points towards upgrades that are valid just for their single play session, making a single multiplayer game feel like a microcosm of the main game's upgrade and reward structure. It's really, really neat and I can actually see myself playing it quite a bit.

The Download Play functionality also reminds me of one of the great unsung features of Nintendo's handhelds. It is absolutely awesome to be able to wirelessly beam a limited version of a game over to your friends and play them without them having to own the game. Wireless multiplayer on its own is great — remember the awkwardness of hooking up link cables? — but when your friends don't have to have their own copy of the game? Brilliant. The only thing about this that I hate is the fact that the 3DS' stupid region locking prevents handhelds from different regions downloading these multiplayer-specific packages. Sometimes. (If it was consistent, I might not be quite so mad about it, but still.)

Anyway. Luigi's Mansion continues to be an entertaining experience, and I'm looking forward to investigating it further. For now, however, I bid you good night!

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1199: Back... to the Mansion https://imnotdoctorwho.moegamer.net/2013/05/01/1199-back-to-the-mansion/ https://imnotdoctorwho.moegamer.net/2013/05/01/1199-back-to-the-mansion/#respond Wed, 01 May 2013 20:17:48 +0000 http://angryjedi.wordpress.com/?p=5332 I never played the first Luigi's Mansion, to my shame, but I understand it was a good time, if perhaps not quite up to the standard of some of Nintendo's other, more high-profile titles. I have, however, been playing the second Luigi's Mansion game thanks to a copy generously provided to me by my brother for my birthday. … Continue reading 1199: Back... to the Mansion

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I never played the first Luigi's Mansion, to my shame, but I understand it was a good time, if perhaps not quite up to the standard of some of Nintendo's other, more high-profile titles.

I have, however, been playing the second Luigi's Mansion game thanks to a copy generously provided to me by my brother for my birthday. Yes, it's the second 3DS-related post in as many days, but I actually want to talk a little more generally about Nintendo and how they do things rather than go into the specifics of the console and the game itself.

Luigi's Mansion 2 doesn't come with a manual. It comes with a pathetic little single sheet of paper that outlines the basic controls, plus all the other usual health and safety crap that Nintendo always bundle all their products with.

What struck me in the couple of levels of Luigi's Mansion 2 that I've played so far was this, though: it doesn't need a manual, because it is so immaculately and intuitively designed that even someone completely unfamiliar with the original game will be up and ghost hunting within seconds, and all without any real "tutorial". Okay, there are a few messages the first time you get items, but an awful lot of stuff isn't explicitly explained at all — it just makes perfect sense.

This is in direct opposition to the way that a lot of mobile and social games work — pretty much every mobile and social game out there begins with a long, tedious, badly-worded and unskippable tutorial that literally doesn't allow you to do anything but the thing it's telling you to do. No sense of exploration, no means of discovering things for yourself, no means of skipping the bullshit if you're already familiar with how to "Build Your Own Town!" and then spend the rest of your life tapping on things every time your phone lights up.

I found this interesting, because ostensibly a lot of Nintendo's games target a similar demographic to those who play mobile and social games. This isn't to say that they're dumbed down or "casual", I hasten to add — but their recognisable, consistent, family-friendly aesthetic and "pick up and play" nature makes them ideal for pretty much anyone to try for themselves and probably have a pretty good time with.

I think it's a difference in approach. Nintendo comes at it from a rather welcoming angle that is friendly to both experienced gamers who have been helping Mario out since the '80s, and newcomers who are coming to a Nintendo game for the first time on the 3DS. "Come on in," their games say. "We're going to have some fun. If you know what you're doing, go right ahead and enjoy yourself. If you're not sure what to do, though, don't worry — we'll help you out."

Compare and contrast with the way that, say, Zynga treats you when you start one of its games. "YOU!" the game seems to say. "You are STUPID. You are a WORTHLESS IDIOT who has NO IDEA how to play a fucking video game. Why else would you be playing one of OUR games? Let me walk you through everything EXTREMELY SLOWLY. No, I don't believe that you know how to play this game already. SHUT UP. You can start playing when I say so. Don't click there, click here. I said CLICK HERE. I'm going to wait here until you click here. No, I don't care if you want to make it full screen. I say click here, so you DAMN WELL BETTER CLICK HERE. Twat."

I'd never really noticed this strong distinction until recently, but by golly it is noticeable. And it makes the difference between me playing a Zynga game and feeling like I'm having my intelligence insulted at every turn, and playing a Nintendo game and wanting to show everyone how awesome it is.

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1198: ThreeDeeEss https://imnotdoctorwho.moegamer.net/2013/04/30/1198-threedeeess/ https://imnotdoctorwho.moegamer.net/2013/04/30/1198-threedeeess/#respond Tue, 30 Apr 2013 22:03:45 +0000 http://angryjedi.wordpress.com/?p=5329 After some hesitation — and despite owning several games for it — I finally got my own 3DS today. We've actually had one in the household since Andie's last birthday — it belongs to her — but with the combination of Fire Emblem: Awakening and the copy of Luigi's Mansion 2 my brother got me for my birthday (thanks!) … Continue reading 1198: ThreeDeeEss

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After some hesitation — and despite owning several games for it — I finally got my own 3DS today. We've actually had one in the household since Andie's last birthday — it belongs to her — but with the combination of Fire Emblem: Awakening and the copy of Luigi's Mansion 2 my brother got me for my birthday (thanks!) I figured it was probably about time I got my own rather than depriving Andie of the opportunity to play Harvest Moon whenever she pleased.

And, as predicted, just a short period of time with the 3DS has reminded me once again that people who claim traditional handhelds are on the way out and that mobile phone/tablet gaming is the future are talking out of their arse. Yes indeed.

The quality of the experiences on the 3DS and Vita is just in a completely different league to that you get on a smartphone. Completely. It also makes the rapidly-widening schism between free-to-play/"freemium" and traditionally-sold "pay once, play forever" games extremely apparent.

Today, for work (last day! Woo!) I reviewed the new Transformers game for iOS and Android. Said game is the latest in the interminable string of "card battle" games that are available for those two platforms, which means it's a monotonous, tedious, strategy-and-gameplay-free experience that has only the most tenuous link to its source material. It is, in short, designed as little more than a means of getting people addicted enough to the sight of little bars filling up to want to pay money to "collect" virtual cards that don't actually exist. "This is a super rare card!" they'll say, failing to point out that it is data rather than a physical object and is thus only as "rare" as they decide it should be at any given point in time. There's no joy in playing that game; it's mindless busywork — something to do for the sake of having something to fiddle with rather than something that actually engages your brain and makes you interested in what's going on.

The phrase "mindless busywork" describes probably 90% of the new mobile and social games that are released every day. Which is why I have no desire whatsoever to play them in my free time.

Compare and contrast the crap that is Transformers Legends to Fire Emblem: Awakening on 3DS, then. Ostensibly, the two games are of the same genre: RPG. And yet the difference in quality is apparent from the moment you fire up the game. And it only gets more painful to even contemplate this difference as you go on.

Fire Emblem is a game designed to entertain you and challenge you. It's not designed to massage your ego through giving you tasks to do that are completely free of any sort of challenge, and then extract money from you while you're feeling good. It has the means of extracting money from you through its paid (optional) downloadable content, but the experience in and of itself is complete, and it doesn't nag you at any point to do something that will cost you money. It doesn't tell you how long you can play before you have to either stop or pay, it doesn't tease you with "if you pay $5 you might get this awesome hero" nonsense — note, "might" — and it doesn't thrust gigantic screen-filling adverts in your fucking face every five minutes like most modern mobile games do. Nothing breaks immersion for me more quickly than happily playing a game then suddenly everything stopping and the device on which I'm playing said game asking me if I want to download another, completely unrelated free game. The answer is, without exception, "no, fuck off."

And if the adverts don't break immersion, the "user retention" strategies certainly do. "Play the Daily Spin now!" announces a game that is attempting to be a gritty depiction of medieval life, failing to see how completely inappropriate a slot machine is in this context. "Spin the wheel for prizes!" barks Gollum in the official mobile game of The Hobbit. "Get free coins every day!" bellows whatever shitty puzzle game has ripped off Bejeweled and monetized it out the arse this week.

No. So long as mobile phone gaming is the preserve of sleazy chancers who prey on the weak and stupid, traditional handhelds have absolutely nothing to worry about.

Were you an advocate of mobile and tablet gaming, you may well point to the disparity in price between mobile games and 3DS/Vita games and make some sort of non-specific sneering noise at this point. My response to that is very simply "you get what you pay for."

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1196: What's Yours is Mine https://imnotdoctorwho.moegamer.net/2013/04/28/1196-whats-yours-is-mine/ https://imnotdoctorwho.moegamer.net/2013/04/28/1196-whats-yours-is-mine/#respond Sun, 28 Apr 2013 23:15:08 +0000 http://angryjedi.wordpress.com/?p=5322 My good friend Mark and I played a bunch of Monaco: What's Mine is Yours What's Yours is Mine (damn it all to hell, I KEEP getting that the wrong way round) via the wonder that is the Internet this evening. It's rather fun. If you haven't come across this peculiar little game before, it's essentially a … Continue reading 1196: What's Yours is Mine

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My good friend Mark and I played a bunch of Monaco: What's Mine is Yours What's Yours is Mine (damn it all to hell, I KEEP getting that the wrong way round) via the wonder that is the Internet this evening. It's rather fun.

If you haven't come across this peculiar little game before, it's essentially a multiplayer stealth game in which you cooperate to complete various heists as efficiently as possible. This isn't a ludicrously violent first-person shooter-style heist as in Payday: The Heist, however; no, these are missions where you have to sneak, think carefully about what you're doing and occasionally frantically improvise while being chased by a pack of slathering dogs.

Monaco's main distinguishing feature over many of its peers is its heavy sense of style. Levels are depicted from a top-down perspective as a black-and-white "blueprint" of the building the team are currently plundering, with only the regions visible to the player's current position "lit up" and showing their full detail. The rest of the blueprint is marked with various icons showing objects that can be interacted with, treasures to find and the eventual mission goal.

Controlling Monaco is extremely simple. Most actions are performed simply by walking into the object you would like to interact with — walk into a locked door to pick its lock, walk into a computer to hack it, walk into a safe to crack it. Each of the game's character classes, each of whom are unlocked over the course of the complete campaign, have their own special abilities that can help the team as a whole. The Lookout, for example, displays the locations of all guards and civilians (who alert guards) on the map when she is either standing still or sneaking. The Locksmith, meanwhile, can pick locks and crack safes more quickly, while The Cleaner can knock out guards or civilians that are unaware of his presence. Each level also has certain items that can help out — sometimes there are guns which can be used to kill guards, sometimes smoke bombs to sneak past, sometimes EMP grenades to disrupt electrical systems.

The interesting thing about Monaco is that it doesn't spoon-feed the player everything. You're given basic tutorial text through prompts on the floor as information becomes relevant, but the specifics are up to you to determine through experimentation. For example, on the last level Mark and I played this evening, we came across doors marked with a "hand" symbol that appeared to set off alarms if we successfully opened them. We subsequently discovered that these doors and the alarms could be bypassed by either hacking a nearby computer or cutting the power to the area they were in. The game didn't tell us this — we had to find it out for ourselves. I'm all for this.

This lack of spoon-feeding extends to the visual information provided to the player, too. The top-down display of what's going on is presented in a rather abstract manner, so you have to use your imagination to picture what's actually going on. In many ways, it's quite like a board game — albeit one you play in real-time — as you spend a lot of time looking at abstract representations of things rather than what they actually are. Nice little touches are there to stoke the fires of the imagination, however — the "blueprints" for the buildings are all marked with the names of each room, for example, so you can picture the purpose of each place you visit and why you're there. Some truly excellent (and easy-to-miss) ambient sound gives a wonderful sense of atmosphere to the whole experience, too. This is a game worth wearing headphones for, as just by using speakers you'll miss out on a lot of interesting audio cues.

Perhaps most pleasing is the fact that it's a cooperative game that can be played either online or off. Up to four players can cooperate with one another either all on the same computer, over a LAN or via the Internet. The game can also be played solo — and is a completely different experience when doing so, as you can't rely on the other players and their characters' abilities to back you up.

On the whole, it seems to be a really interesting game that I'm looking forward to trying again with friends. It's noticeably different from the "norm" and a lot of fun to play. It's also just twelve quid, so grab a copy today.

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1194: Courting the 'Core' https://imnotdoctorwho.moegamer.net/2013/04/26/1194-courting-the-core/ https://imnotdoctorwho.moegamer.net/2013/04/26/1194-courting-the-core/#respond Fri, 26 Apr 2013 22:22:26 +0000 http://angryjedi.wordpress.com/?p=5314 Social games, it's fair to say, have a bad reputation among those who are euphemistically referred to as "core gamers". This bad reputation isn't altogether unjustified, of course — social games are, in many cases, derivative, exploitative or just plain boring — but despite the prevalence of Men In Suits (or, probably more accurately, Men In Trendy … Continue reading 1194: Courting the 'Core'

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Social games, it's fair to say, have a bad reputation among those who are euphemistically referred to as "core gamers". This bad reputation isn't altogether unjustified, of course — social games are, in many cases, derivative, exploitative or just plain boring — but despite the prevalence of Men In Suits (or, probably more accurately, Men In Trendy T-Shirts And/Or Turtleneck Sweaters) who have never played a video game before in their life running the show for the most part, there's a lot of talent in that particular sector of the industry.

So why the hell doesn't this part of the industry do more to attract the "core"?

It's at this point that, if I was talking about this in person with someone directly involved with the industry, that they would point to one of the following facts: 1) Candy Crush Saga having approximately 15 million daily active users; 2) CSR Racing on iOS earning somewhere in the region of $12 million a month when it launched; 3) The Top Grossing chart on iOS being dominated by games that are free to download.

These are all facts, and cannot be ignored. However, that doesn't necessarily mean that they're good things. As I've said many times in the past, just because you can do something doesn't mean you shouldCandy Crush Saga has 15 million daily active users because it nags them via notifications to come back and play; CSR Racing earned $12 million a month by forcing people to pay up for "gas" for their cars if they didn't want to wait; and don't even get me started on what I think of the Top Grossing chart on iOS and the awful crap therein.

Aside from these matters, the fact that the social and mobile games sectors aren't courting the "core" more aggressively is just baffling to me. While those who identify as "core" gamers — i.e. those who will happily sit down in front of a computer or console for several hours at a time to use it as their primary means of entertainment rather than an idle timewaster — do not exist in as vast a number as those who have a Facebook account and who have tried Candy Crush Saga at least once, there are some important things to bear in mind.

Most crucially, of those 15 million daily active users that Candy Crush Saga has, only a tiny fraction of them actually pay anything. Some of them might pay a lot — these people are rather revoltingly referred to as "whales" by people in the industry — but an awful lot of them will either refuse to pay out of principle or just not enjoy the game enough to want to spend money on it.

Here's the thing: "core" gamers spend a lot of money. "Core" gamers will happily spent £40 on a brand new game without having read a review. "Core" gamers will pay a premium to get pointless cool stuff that they can show off. "Core" gamers are a lucrative source of income, in other words. Much as it pains me to break it down that way — I'd much rather games be seen as creative works than business products — it is, in fact, true.

So, then, I have to question why more of an effort isn't being made to make "core" gamers take social and mobile games seriously. Because it's not. "Core" gamers see the majority of social and mobile games as a massive joke — a festering boil on the arse of the industry; a source of interactive entertainment that doesn't create "proper games" and instead puts out the very worst sort of shovelware.

They're right, to an extent. So here's a few things the social and mobile sectors could do to be taken a bit more seriously by potentially one of the most lucrative markets out there.

Stop ripping the same things off all the time.

Seriously. Cut it out. We've all played Puzzle Bobble. We've all played Bejeweled. Stop trying to make out your puzzle game is new and innovative when, in fact, it is simply either Puzzle Bobble or Bejeweled (or, in a few cases, Jawbreaker).

If you must draw inspiration from past titles, that's fine; just stop drawing inspiration from such a small pool. Just in the puzzle game genre there are hundreds of great games begging for a social adaptation — Columns, Klax, Super Puzzle Fighter II Turbo, Puzzle League, Dr Mario, Baku Baku Animal… I could go on — so why are we constantly subjected to the same "match-3" bollocks over and over?

This isn't just an issue in the puzzle genre — social RPGs all rip off Mafia Wars; farming sims all rip off FarmVille; citybuilders all rip off CityVille, and none of them were actually that good in the first place.

Stop ripping yourself off.

If you already have a match-3 puzzle game in your portfolio, you don't need another one. King, currently the biggest social game company in the world thanks to the aforementioned Candy Crush Saga, is terrible for this. Now that Candy Crush Saga is the top performing game on Facebook, they've put out another game. What kind of game do you think that is? That's right; a game where you swap coloured things around to make groups of 3 in horizontal or vertical lines. Only this time they're fruit and vegetables!

Or how about Kabam, who have now released the exact same game with slightly different graphics and a different name four times (Kingdoms of Camelot, Kingdoms of Camelot: Battle for the North, Arcane Empires, The Hobbit: Kingdoms of Middle-Earth) and no-one (except me) has called them on it.

The fact that people buy into this is just depressing.

Hire some fucking writers.

Quite a few social games these days are very well presented, with quality graphics and decent sound and music. In many cases, they actually create quite an impressive atmosphere… until the player is asked to read anything and it becomes very apparent that the "plot" of the game, such as it is, was written by a dyslexic Russian 10-year old who had just played Magic: The Gathering for the first time.

Good writing is just as important as the more immediate parts of your game's presentation. Don't skimp on it. And even if you're not going for an epic plot in your game — incidentally, puzzle games do not need plots, so just stop trying to cram one in — at least get someone to proofread the in-game text, fix any typos and glaring grammatical errors… and make sure if you're releasing it in English-speaking territories that all of the game's text is actually in fucking English.

A shout-out to 5th Planet Games here, who actually make an effort with this sort of thing, even if the gameplay of the games sometimes isn't up to much; Legacy of a Thousand Suns may be a Mafia Wars ripoff in terms of gameplay, but at least it has some consistently well-written story text throughout, unlike Mafia Wars, which didn't even try in this regard.

Stop using outdated tech.

Adobe is winding down Flash support, so it's time for Web-based games to do the same. Relying on Flash means that you limit yourself to those using a computer that supports Flash, and excludes those on tablets and mobile phones. There are a ton of cross-platform solutions available now that allow you to deploy an app on the Web, mobile platforms and as a standalone PC, Mac or Linux executable, so there's really very little excuse for not using one.

Not only that, but your average computer these days is more than capable of dealing with some simple 3D graphics — in fact, most are more than capable of handling decent-quality 3D graphics. Unity is a solid option that makes porting between platforms a snap; use it.

Stop using stupid, inappropriate aesthetics.

This is what the artwork for the CSI Miami Facebook game looks like:

622367_325365960890338_170300072_oThis is a screenshot from the official House M.D. Facebook game, developed by the same team:

house_1And this is what a zombie looks like in the Walking Dead social game:

Social_Game_Zombie

 

I don't think I really need to say anything else on that note.

If it doesn't belong in the game, don't put it in the game.

You want to keep your players coming back day after day? Don't shoehorn in a stupid roulette game that makes absolutely no thematic sense whatsoever; instead, simply make a good game that people will want to keep playing.

Stop assuming I'm an idiot.

"Core" gamers have played games before. They don't need your tutorial to unfold over the course of the first 20 levels of your puzzle game. Make it brief, and make it skippable.

Along the same lines, it's okay to tell someone to do something and then not put a gigantic flashing arrow over the top of it and simultaneously darken the rest of the screen, just in case they missed the gigantic flashing arrow. Allow the player to experiment and discover things for themselves rather than pointing every single thing out to them. At the same time, provide a detailed Help file and/or tooltip system so that they can look things up if they aren't clear.

On a slightly different but related note, it's okay for games to be complex. Again, "core" gamers have played games before and are okay with complex mechanics. Important note: "complex" is not the same as "boring". Kabam and anyone else making "midcore strategy games", please learn this.

Make it so fun I want to pay, not so inconvenient I have to pay.

This is the biggie. Monetisation is the biggest challenge in free-to-play gaming in general, and particularly in mobile and social games, which often attract huge audiences but relatively tiny proportions of paying customers.

"Core" gamers do not like feeling nickel and dimed. Look at the negative response to stuff like Dead Space 3, or Real Racing 3 — both of which, not coincidentally, are by EA.

"Core" gamers also do not like having their time wasted. This does not mean that they will pay to bypass wait timers in your game; it means they will simply stop playing.

Provide "core" gamers with stuff they can buy that improves their experience, but which doesn't break the game. Throw out that stupid energy system — a "core" gamer will stop playing when they're good and ready, not when you tell them to stop. Throw out that "it takes three hours of real time to harvest your crops" bullshit — if you explicitly send them away, they won't come back. Instead provide them with cool stuff that they want to show off — new outfits for their character, new paint jobs for their car, new background music or even whole new levels or areas to explore. If you want a good example of how to do it right, look at stuff like DC Universe Online and Perfect World's free-to-play MMOs — all are satisfying to play for free, but all offer a ton of non-game-breaking benefits to those willing to pony up and buy some premium currency.

Talking of which…

Quit the "pay to win" crap.

"Core" gamers complain. A lot. Particularly when they believe that a game isn't being fair. They'll whinge about mages being nerfed, shotguns being OP'd and generally anything else that breaks the game balance. "Core" gamers play a lot of games and are thus very good at spotting when a game is unbalanced to an unfair degree. Do not make your game so that a crap player can buy their way to dominance over a skilled player; make it so the crap player wants to get better at the game. Reward the skilled player with cool stuff and allow the crap player to see all the awesome stuff they could earn if they were just a bit better; but don't allow them to buy their way to success.

Along the same lines, quit the "Get More Coins" nonsense. Part of the satisfaction of experiences like role-playing games and business sims for "core" gamers is feeling like they've struggled against all odds to earn their rewards. The second you allow them to simply purchase all the money in the game world for $50, you devalue those rewards and make them meaningless. You also, again, break the game balance. Instead, pace your game in such a way that the rewards are earned at a good, satisfying rate, and save the paid stuff for purely cosmetic items. If you must use a virtual currency for premium items, make it a completely separate currency that it's clear can only be acquired through spending money. Keep the "Cash Shop" stuff separate from the normal shop. And for heaven's sake stop plastering the screen with special offers and other sparkling icons — nothing breaks the atmosphere of your otherwise well-rendered fantasy world quicker than a large flashing icon bellowing about "20% Off Gems!"

____

I accept that many of these things are more difficult to implement than what is being done by many mobile and social games now. But they, among other things that I've undoubtedly forgotten — feel free to chime in in the comments — are why "core" gamers do not take mobile and social games seriously.

Court the "core" and you'll make a lot of money. Continue to alienate them, however, and you'll always be a big joke to a significant proportion of people who are willing to spend a lot of money on their favourite hobby.

 

 

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1192: Take That! https://imnotdoctorwho.moegamer.net/2013/04/24/1192-take-that/ https://imnotdoctorwho.moegamer.net/2013/04/24/1192-take-that/#respond Wed, 24 Apr 2013 21:14:40 +0000 http://angryjedi.wordpress.com/?p=5308 (Because it's just too obvious to start a post about Ace Attorney with the word "Objection!" these days.) I've started replaying the Ace Attorney series, largely because I recently reacquired the two installments I used to have in my collection that went missing when I loaned them to someone unknown a while back. (The person I thought I loaned them … Continue reading 1192: Take That!

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(Because it's just too obvious to start a post about Ace Attorney with the word "Objection!" these days.)

I've started replaying the Ace Attorney series, largely because I recently reacquired the two installments I used to have in my collection that went missing when I loaned them to someone unknown a while back. (The person I thought I loaned them to swears blind he doesn't have them, and I believe him, sooo…) After finishing Lifesigns in all its Ace Attorney-esque glory, I was keen to revisit Nick, Maya and the rest of the gang for some happy fun times.

And I'm reminded why this is still one of my favourite game series of all time. It pushes all my buttons. Visual novel? Check. Adventure game elements (i.e. puzzles?) Check. Interesting characters? Check. Anime silliness? Check. Overdramatic music? Check.

It's testament to the quality of this game series that, even remembering most (though not all!) of the solutions to the various puzzles throughout, it's still a compelling experience I'm happy to sit through again, primarily because of the characters throughout.

Phoenix himself is a good protagonist. He doesn't enforce his personality on the player too much, but he's very much his own person rather than a blank slate. His growth from constantly-sweating, nervous rookie lawyer in the first game to confident giantkiller over the course of the entire series is heartwarming to see, and as I recall, taking down the villain in the final case of the third game was an immensely satisfying experience on a par with, say, defeating Sephiroth for the first time in FFVII.

One thing I like about the series is that it manages to successfully involve the player in a sense of "conflict" without ever resorting to violence. Not once does Phoenix draw a gun or any other weapon over the course of the game, yet the courtroom showdowns are as thrilling and exciting as any lengthy RPG battle sequence. This is one thing that actually improves slightly as the game progresses — in the first game, you simply have five "lives" in the courtroom sequences, whereas in later games you have a "health bar" that depletes by various amounts when you make an incorrect answer or accusation. This is a much better solution, as it allows for a storytelling trick that is unique to games — drama through interface. When the judge says that you'd better get your facts straight before you answer and you see that an incorrect response will drain your entire health bar in one go, you think damn carefully about what you're going to say next.

Ace Attorney is also pretty much the poster child for why it's a good idea to have a "companion character" with the protagonist — particularly if you're not going to go full-on visual novel and have them narrate everything they do. The chemistry between Maya and Phoenix — which successfully manages to get a cross a real sense of love between the two of them without ever once getting the slightest bit sexualised — is a real highlight of the series, and again it's something that grows and changes over the course of the three Wright games. It's a tradition that's continued in the fourth game Apollo Justice, too, albeit with a different companion character, and again in Ace Attorney Investigations (again with an all-new companion), which brings the wonderful Miles Edgeworth to the fore and inverts the series' usual format.

The game looks great on the big screen of the DSi XL, too. I'm rediscovering a bunch of great DS titles on those lovely big screens, and I'm really looking forward to playing the other Ace Attorney games in succession. It's actually been quite a few years since I last played them, and I don't think I've ever played all five one after another. I'll be interested to see how "coherent" they end up being. We'll see!

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1190: Dev Diary 5 https://imnotdoctorwho.moegamer.net/2013/04/22/1190-dev-diary-5/ https://imnotdoctorwho.moegamer.net/2013/04/22/1190-dev-diary-5/#respond Mon, 22 Apr 2013 22:31:03 +0000 http://angryjedi.wordpress.com/?p=5294 I've been thinking about interface design today. I told myself that I wouldn't faff around with the default RPG Maker bits and bobs too much so as not to hold up actually writing the story, but in practice it's so simple to tweak this stuff that I couldn't help myself. In doing so, I've immediately made a … Continue reading 1190: Dev Diary 5

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I've been thinking about interface design today. I told myself that I wouldn't faff around with the default RPG Maker bits and bobs too much so as not to hold up actually writing the story, but in practice it's so simple to tweak this stuff that I couldn't help myself. In doing so, I've immediately made a difference to the game that makes it look a little less like a half-arsed default RPG Maker project and has a bit more individuality, despite still largely using stock assets.

As a reminder, here's a typical shot of how it looked before:

oneyearlater5And here's how a different moment in the game looks as of today:

oneyearlater14Not a huge difference, I know, but the astute among you will notice two things: firstly, the colour of the text box has changed to a deep navy blue rather than the default gradient fill, and the main game screen now has a Persona 3-style "clock" in the upper-right corner of the screen, indicating what time of day it is. Presently, this only shows the time of day, but I'm toying with it showing what day it is, too — my hesitation on this note is that which day it is is only relevant for part of the game rather than the whole thing.

Earlier today, the "clock" was much bigger and looked a bit like this:

cRuISM7 - Imgur

 

I actually kind of liked it at the larger size, but it was overlapping the portraits of characters who appeared on the right-hand side of the screen a bit too much for my liking, so I reduced it a bit.

The reason I changed the colour of the text box was because I was experimenting with some scripts that changed the behaviour of the menu. Specifically, they allowed a "wallpaper" image to be applied, so my menu screen now looks like this:

oneyearlater10I figured I'd run with the "flat blue" colour scheme, and add a nice silhouette of Ami in the background for a bit of visual interest, and tweak the message box colour to match for consistency's sake. The silhouette image shows up nicely in the various menu screens without being too obtrusive, as you can see from this shot of the save menu:

oneyearlater15

In fact, it shows up particularly nicely when choosing to quit or return to the title screen — a happy coincidence of the fact that selecting this option darkens the screen somewhat:

oneyearlater16

Those of you who know RPG Maker well will also notice I've replaced the default font with the nice, simple and clean lines of Verdana. This was primarily to match the default font used in a message box script I'm using, because it was bugging me a bit that the font in my message windows and in the rest of the interface didn't match.

Oh, God. What is happening to me?

I jest. Fact is, today I'd reached a good natural "stopping point" in terms of composing the story, and it was as good a time as any to fiddle around with the "look" of the game a bit. I'm pleased with the effect it's had — they're only subtle little changes, but they've had a noticeable effect.

Now it's time to stop farting about with all this and move the plot onwards. To give you an idea of how things are going, the game is structured in several parts: firstly, there's a prologue; then there are five in-game days, during which a whole host of different things can happen according to exclusive choices the player makes in each of the morning, afternoon and evening time slots; then there are four unique "second parts" to the game, and one "true ending". So far, I've completely and totally finished the prologue, and I've finished the morning of the first day. If you're actually reading all the text like a normal person and not fast-forwarding it like me when I'm testing (yes, there is a fast-forward function) then there's probably just under an hour of Stuff to Do and Read so far. After I've created various environments once, I can reuse them for other events, which means that development will continue to accelerate as I progress through the story.

oneyearlater11Environments like the one seen above are quite complex, and most stuff in the game is "examinable", so there's a lot of flavour text in there. Now it's done, though, if I want Ami to come back here with another character — which I probably do — I don't have to design that map all over again. Which is nice.

Anyway. I'll leave that there for now. Just wanted to share how things were going!

 

 

 

 

 

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1189: Lifesigns Critical https://imnotdoctorwho.moegamer.net/2013/04/21/1189-lifesigns-critical/ https://imnotdoctorwho.moegamer.net/2013/04/21/1189-lifesigns-critical/#respond Sun, 21 Apr 2013 21:39:18 +0000 http://angryjedi.wordpress.com/?p=5291 I completed a playthrough of the DS game Lifesigns last night, wrapping up a pleasantly satisfying experience that I enjoyed very much as a whole. For those who haven't read my past enthusing on the subject, Lifesigns is an Ace Attorney-style adventure game/visual novel for the DS that happens to be set in a hospital and occasionally involve surgery sequences … Continue reading 1189: Lifesigns Critical

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I completed a playthrough of the DS game Lifesigns last night, wrapping up a pleasantly satisfying experience that I enjoyed very much as a whole.

For those who haven't read my past enthusing on the subject, Lifesigns is an Ace Attorney-style adventure game/visual novel for the DS that happens to be set in a hospital and occasionally involve surgery sequences using the DS' touchscreen. Unfortunately for the game, on its original release this caused it to be compared unfavourably (and unfairly) to Atlus' excellent Trauma Center: Under the Knife, and as such it was passed over by many due to some rather middling reviews that missed the point somewhat.

Lifesigns proved to be a great experience for me, though, and it made me think about all the potential genres of gaming we simply don't get all that often. And when I say "genre", I'm not referring to whether something is a shooter or a platform game or an adventure — I'm talking about subject matter. Lifesigns is a medical drama, pure and simple, and that's something we simply don't get much in the gaming space. Trauma Center approaches it, but then veers off into crazy sci-fi town partway through — though the more recent Trauma Team does a much better job at remaining at least semi-plausible rather than going quite as batshit as its two predecessors. Then there was 1988's Life and Death and its sequel Life and Death II: The Brain, but both of those were more simulations of the surgical aspects than narrative-centric medical dramas. And don't even get me started on Surgeon Simulator 2013 — hilarious it may be, but realistic medical drama? No no no.

As you have probably gathered from my past enthusing on the subject, the strange and wonderful land of visual novels is one of the most forward-thinking subdivisions of the games industry in this regard. In visual novels, we have "slice of life" games that are about interpersonal relationships (too many to name); games about suffering with chronic conditions (Private Nurse); games about supporting people with terminal illnesses (Kana Little Sister); games about being a member of a rock band (Kira Kira) and plenty more besides. The freedom to pursue these rather unconventional subjects — unconventional for gaming, anyway — is due to visual novels' strong focus on narrative over gameplay rather than the other way around.

But that doesn't mean that there can't be any of what we'd traditionally call "gameplay" in there — Lifesigns is a great example of how you can keep something narrative-focused and still provide the player with things to do. The player has the option to move between different locations at will rather than being railroaded around the place by a completely linear plot; the player can ask various characters about pieces of information they have gathered; the player occasionally has to convince various characters to do or think things by presenting them with appropriate pieces of information; and, of course, the player has to pick up the scalpel and perform everything from appendectomies to emergency open-heart surgery.

Basically I think what I'm trying to say is that I'd just like to see more games about relatively mundane subject matter — and they don't have to be visual novels to be that way. I want to see an interactive sitcom in which you play one of the characters and interact with the others, but in which nothing of earth-shattering importance happens. I want to see more interactive medical dramas. I want to see more games like Ace Attorney where the focus in criminal investigations is on the lawyers, not the police or private detectives. I want to see more "slice of life" games like Cherry Tree High Comedy Club. And, should I find myself never having to look down the iron sights of a realistically-rendered machine gun ever again, I most certainly won't be sorry.

Note that as ever, I'm not saying that massively popular subsections of gaming such as competitive first-person shooters should go away. But I am saying that those of us who prefer something a little more sedate and cerebral should be catered to a bit more, that's all. We're getting there, slowly — I've certainly found enough to keep me entertained without even looking at the triple-A sector for a very long time — but there's still some distance to go before the same people who tune in to House every week are picking up a controller to play a new Lifesigns game.

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1188: What the Hell Does 'Qoga' Mean Anyway? https://imnotdoctorwho.moegamer.net/2013/04/20/1188-what-the-hell-does-qoga-mean-anyway/ https://imnotdoctorwho.moegamer.net/2013/04/20/1188-what-the-hell-does-qoga-mean-anyway/#respond Sat, 20 Apr 2013 21:56:45 +0000 http://angryjedi.wordpress.com/?p=5287 So, I still have one ending of Ar Tonelico II left to see, but given that seeing it involves playing through approximately 85% of the game again, I decided to start the third Ar Tonelico game — the curiously-named Ar Tonelico Qoga — in the meantime. Also, I was waiting for my new old PS2 and my new copy of Ar Tonelico … Continue reading 1188: What the Hell Does 'Qoga' Mean Anyway?

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So, I still have one ending of Ar Tonelico II left to see, but given that seeing it involves playing through approximately 85% of the game again, I decided to start the third Ar Tonelico game — the curiously-named Ar Tonelico Qoga — in the meantime. Also, I was waiting for my new old PS2 and my new copy of Ar Tonelico II to arrive before I returned to the lands of Metafalss, so it just made sense to try out the sequel while I waited.

And… gosh. The Ar Tonelico series' jump to "next-gen" consoles (how dated that sentence will look in a few months) meant that the team at Gust et al clearly decided to let loose with their wildest fantasies and build something that is, frankly, off the chart in terms of JRPG weirdness. And that's just within the first four or five hours; I've barely got anywhere with the story yet.

38-Qoga-00033Within the first five minutes, you're thrown into combat against what is either a big muscly man dressed in a cheerleader outfit or an incredibly masculine woman dressed in a cheerleader outfit (I haven't had that particular question conclusively answered yet), only to be followed by a tough-looking swordswoman inexplicably shapeshifting into the adorable young Reyvateil Saki, who regularly refers to herself in the third person and apparently has the ability to transmogrify assailants into cake, but at the expense of some of her memories. An hour or two later, you meet another Reyvateil named Finnel, who is a waitress at a local bistro, but who has somehow managed to get herself stuck halfway up a cliff a very long way away from where she is supposed to be. Also, there's some business with a master assassin who is dressed like a jester, one of the party members is clearly actually [SPOILER REDACTED] from [SPOILER REDACTED] rather than who they say they are, and somewhere along the line Reyvateils "discovered" the fact that if they take their clothes off, their magic gets more powerful due to their bare skin being able to absorb more magic from the tower, or something.

I would like to reiterate that I am approximately four hours into the game so far, and already this is the calibre of insanity we're dealing with. I shudder to think where this one is going to end up.

While none of the above descriptions are exaggerations, though, I have to say that the game appears to handle itself just as well as the previous entries in the series. It's got a self-consciously silly element, yes, and that's even more pronounced than the two PS2 games, but at the same time it also takes itself seriously when it needs to. Ar Tonelico Qoga's setting is a curious inversion of the first game's power structure in particular; whereas in the original game, Reyvateils were often treated as little more than servants to do their masters' bidding, in Qoga it's the Reyvateils (or, more accurately, the Clustanian Reyvateils) who wield all the power, regularly inflicting acts of genocide on humankind in the name of "Cleansing" an area. It's interesting to see the difference this makes to the dynamics of the game world — while I'm not far enough to be able to comment on this in detail yet, it's intriguing.

In all three games, Reyvateils are enormously powerful entities, but the way in which they're treated is very different. In the first game, they are, for the most part, downtrodden and treated like crap; in the second, they are mostly respected but also feared, particularly if they become infected with the "I.P.D." condition that causes them to become uncontrollable and dangerous; in the third, it seems, they are the "enemy" — or at least some of them are, anyway. As the jaunts through the mental worlds of their Cosmospheres make clear, however, Reyvateils are complex beings, just like "normal" humans, and no two are alike — so to say "Reyvateils are evil" is as ridiculous an assertion as saying "humans are evil".

I can't comment that much more on the plot as yet, but it's shaping up to be interesting — and if they go where they're implying they're going in Ar Tonelico II's ending, I'll be very happy indeed.

What has taken a bit of adjusting to so far is the new battle system. Just like Ar Tonelico II shook up the battle system from Ar Tonelico's interesting (if very easy) combat, Ar Tonelico Qoga completely reinvents in-game combat once again, replacing the turn-based fighting of the previous games with real-time arena-based combat that requires you to attack rhythmically in order to build up the Reyvateil's enthusiasm and, well, make her clothes fall off. Sorry, "Purge". I haven't quite got my head around it yet as it's fast-paced and confusing (and challenging!) but it's certainly an interesting change from the previous games, and I look forward to discovering its hidden depths over time.

I'm looking forward to "Diving" into the two heroines and finding out more about them. Even the first levels of their Cosmospheres in this one seem to indicate that they're both, as the vernacular would have it, "dealing with some shit", so I'm intrigued to find out what makes them tick — and also to figure out how on Earth this whole new "Hyuma" system for programming their song magic works. I get the feeling it's going to be a long, bewildering and enjoyable journey.

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1174: The Second Tower https://imnotdoctorwho.moegamer.net/2013/04/06/1174-the-second-tower/ https://imnotdoctorwho.moegamer.net/2013/04/06/1174-the-second-tower/#respond Sat, 06 Apr 2013 22:47:44 +0000 http://angryjedi.wordpress.com/?p=5234 I beat Ar Tonelico II: Melody of Metafalica this evening. Or, more accurately, I saw one of its four endings. Two of the other endings won't be particularly difficult to obtain with the tactical saves I made on the way to the finale, but the last remaining one will require playing about 80% of the game again, … Continue reading 1174: The Second Tower

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I beat Ar Tonelico II: Melody of Metafalica this evening. Or, more accurately, I saw one of its four endings. Two of the other endings won't be particularly difficult to obtain with the tactical saves I made on the way to the finale, but the last remaining one will require playing about 80% of the game again, albeit with a completely different second "phase". I'll probably take care of that last ending alongside a new game, which will either be Hyperdimension Neptunia Victory or the third Ar Tonelico game, both of which I anticipate I will be enthusing about considerably on these pages in the very near future if previous instalments in their respective franchises are anything to go by.

Anyway, Ar Tonelico II. It's… well, fantastic. I must confess to having not been as immediately smitten with it as I was the first game, as the conflicting art styles between the field and battle sprites (and between the field sprites of the first game and the second game) were initially a little jarring. (Seriously, everyone has really, really big hands and massive feet on the field maps and it's very disconcerting to begin with.) But after not very long at all, I found myself looking past this rather superficial consideration and immersing myself in what turned out to be a very pleasingly deep and meaningful story packed with good characterisation and questionable translation from the original Japanese. (On that note, though, the translation was at least understandable despite a few errors, and certainly no worse than some visual novels I've played.)

Spoilarz Ahead

2a91og8Ar Tonelico II stands on its own, but also fits into the current "trilogy" as the sort of "dark middle episode". Whereas the first Ar Tonelico was rather bright and breezy most of the way through, the land of Ar Tonelico II is a bit bleaker. The people are struggling, there isn't enough land for everyone and everyone is clinging to the seemingly hopeless desire that the land's Holy Maiden will be able to create "Metafalica" — a verdant green land summoned through the use of Reyvateil Song Magic. Plenty of political machinations and backstabbings threaten to fuck everything up completely (and pretty much do on several occasions over the course of the entire narrative) but, this being a JRPG, our plucky band of heroes are there to wander the lands, right wrongs and eventually figure out how in the world they are going to help everyone find hope for the future.

Ar Tonelico II's story is nice in that it isn't quite the clichéd "Big Bad wants to destroy the world" business. Sure, there's world-threatening stuff going on and the eventual aim of the game is to save the world from an unpleasant fate, but it's not quite what you might expect. For starters, you spend most of the game not being quite sure who the "good" and "bad" guys are. There's no sign of a single easily-identifiable antagonist who is fucking shit up and needs a good Omnislash to the face; no white-haired pretty boy accompanied by tubular bells and organ music every time he appears. In fact, over the course of the narrative, none of these characters are presented as one-dimensional — most of them go through some sort of change and/or growth as the story progresses.

Perhaps the most interesting thing about Ar Tonelico II in this regard is the fact that the final boss "Mir" from the first game is actually a party member in the second — though you don't know this when you first meet her, and in fact it's entirely possible to go through pretty much the whole game without noticing this or figuring it out, depending on the choices you make and the optional events you witness. Not having played the first game won't affect your enjoyment of the second, but if you have played the first game, the moment where you find yourself going "Wait… OH. Mir?!" is a "big reveal" on a par with Darth Revan in Star Wars: Knights of the Old Republic or SHODAN's first appearance in System Shock 2.

Herein lies one of the interesting things about the first two Ar Tonelico games in general: "good" and "evil" aren't absolute. In Ar Tonelicowe get some insight into why Mir is the way she is and why she is so angry about everything — and it's easy to find yourself sympathising with her rather than just wanting to kick her ass. In Ar Tonelico II, by spending some time with her as a (relatively) normal person, we get to find out a whole lot more about her — what happened to her in the distant past, what led her to her actions in the first game, and how she feels about what has happened to her then and since. If you follow her "route" through to its complete conclusion in Ar Tonelico II, it's a really wonderful story arc for one of the most interesting, troubled characters I've encountered in a very long time. I don't yet know if she shows up in Ar Tonelico Qoga, the third game, but I'll be very happy to see her again if she does.

The overriding theme of the Ar Tonelico series is that of bonds between people, and this is particularly apparent in the second game. The main theme of Ar Tonelico II's story is that the more intense a relationship between two or more people, the more painful it is. The more people you surround yourself with, the more "alive" you feel from being part of something bigger than yourself, but the more pain you suffer when you lose those precious people. The world-ending chaos at the end of Ar Tonelico II is not brought about by a desire for dominance or a display of power, but instead out of a simple desire to not feel that sharp pain of loss any longer. If everyone was able to abandon their physical bodies and live on purely as an individual spiritual entity, the primary antagonist's theory goes, no-one would have any need for other people, no-one would feel the pain of loss, and everyone would be happy in their complete and total individuality. But, responds the protagonist, no-one would be truly alive then. Life would not have meaning drawn from the people around you and the hardships you work together to overcome. You'd be little more than data.

It's an interesting and somewhat bittersweet message, but it works hugely well in the context of both the overarching plot and the smaller, individual character-led stories that unfold over the course of the whole game. I'm all for exploring deep and thought-provoking themes through interactive entertainment, and Ar Tonelico II successfully achieves that without sacrificing the "spectacular" side of its overall experience. It's still recognisably a JRPG with all the over-the-top pyrotechnics and anime-style special attacks that entails, but at the same time it's a complex and emotional tale far beyond the "Evil Guy Is Over There, Go Stab Him" trope that people (largely incorrectly) assume still characterises the genre.

In other words, just go play it, all right?

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1170: Easy Listening, Part 1 https://imnotdoctorwho.moegamer.net/2013/04/02/1170-easy-listening-part-1/ https://imnotdoctorwho.moegamer.net/2013/04/02/1170-easy-listening-part-1/#respond Tue, 02 Apr 2013 21:03:00 +0000 http://angryjedi.wordpress.com/?p=5222 I am, as you probably know, a big fan of video game soundtracks. They've come on a very long way since the bleep-bleep-bloop of yore, and in many cases these days are eminently worth listening to in their own right. Over the next few posts I'd like to take a mildly self-indulgent tour around some … Continue reading 1170: Easy Listening, Part 1

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I am, as you probably know, a big fan of video game soundtracks. They've come on a very long way since the bleep-bleep-bloop of yore, and in many cases these days are eminently worth listening to in their own right.

Over the next few posts I'd like to take a mildly self-indulgent tour around some of my favourite tracks from some of my favourite soundtrack albums. YouTube-heavy post ahead… you have been warned.

Trauma Team

Let's start with something that's fresh in my memory. The Trauma Center series as a whole has pretty consistently great soundtracks, largely composed by Atlus mainstays Shoji Meguro and Atsushi Kitajoh. Both of them have a very distinctive (and quite similar) sound to their compositions, and this is very much in evidence throughout the Trauma Team soundtrack.

What's most striking about the Trauma Team soundtrack, though, is how well the various pieces of music reflect the different characters. For example, for the cool "ice maiden" that is forensic investigator Dr Naomi Kimishima, we have this wonderfully chilled-out number called, appropriately enough, Cool Beauty:

Dr Naomi's segments, as it happens, have some of the best music in the game. For the uninitiated (or those of you who haven't read my enthusing at length about this wonderful game), Dr Naomi's levels are adventure game-style puzzles in which you must unravel the mystery of what happened to one or more corpses using various forensic investigation techniques. As you progress through them, the truth gradually gets closer and closer until finally everything clicks into place and you understand exactly what happened to the poor person lying on the slab in your examination room.

That gradual uncovering of the truth is something beautifully captured by this piece, imaginatively titled Uncover the Truth, which starts out simple and gradually builds up in complexity as it progresses through. Accompanying this piece on screen is Dr Naomi piecing together all the case's various pieces — with a little help from you, of course — and coming to a firm conclusion about what happened. It's pretty great — and surprisingly powerful in context:

Dr Naomi is just one of six different doctors who star in Trauma Team, however, and each of them has their own distinctive "sound" throughout. For example, nameless surgeon "CR-S01"'s pieces are all rather electronic-rock in nature and wouldn't sound out of place in a Shin Megami Tensei game — unsurprising, considering the composers:

Meanwhile, Dr Hank Freebird's pieces focus a lot more on gradually-building tension, such as this piece, which in-game builds itself up as your "combo" of moves made without mistakes (or taking a break) grows:

Dr Cunningham the diagnostician, meanwhile, is a much more laid-back sort of dude for the most part:

Except when things get serious, of course.

Trauma Team's story is split into two distinct segments. The first half sees the six doctors working largely independently from one another, following their own parallel storylines that do nonetheless make a coherent narrative if played in the correct order. However, the really interesting stuff starts happening in the second half, which is completely linear, and follows the entire team's attempts to battle against a disease known as the Rosalia virus.

This part of the game makes use of one of my favourite compositional techniques for soundtracks, which is to take one theme and gradually evolve and adapt it over the course of the story. Rosalia's theme goes through a number of changes throughout the second half of Trauma Team, culminating in something pretty spectacular.

Here we have Spread of Rosalia, a piece that plays during the endoscopy sequences of the game while battling against the Rosalia virus. The recognisable chord sequence and strings backing of the Rosalia theme is present and correct here, with a nervous, tense, slow-moving melody overlaid over the top of it. Treating Rosalia is something that requires care, precision and nerves of steel; this piece of music reflects that rather nicely.

Encounter Rosalia during Maria's First Response missions, meanwhile, and you get treated to this wonderfully intense number that really gets the pulse pounding. Just the thing you need while you're running back and forth between five different patients trying not to let any of them die, huh?

This piece of music, meanwhile, plays during Dr Hank Freebird's orthopaedic surgery missions where he comes across Rosalia. Hank's missions aren't as time-sensitive as many of the other operations throughout Trauma Team, but the high level of accuracy required in them makes them some of the most tense, most physically-exhausting levels you'll be challenged with:

This track, on the other hand, plays while discussing Rosalia and how best to treat it. It's less intense than the other Rosalia pieces, but has a certain air of desperation about it, while at the same time offering a sense of hope… before exploding in intensity towards the end.

Finally, spoilers I guess, our final showdown with Rosalia comes pre-packed with this rockin' piece of music — beautifully fitting for an intense surgical battle against a thoroughly unpleasant illness. Will our heroes make it through…? Well, that's up to you, really…

More tomorrow.

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1165: Endless Infinite Discussion https://imnotdoctorwho.moegamer.net/2013/03/28/1165-endless-infinite-discussion/ https://imnotdoctorwho.moegamer.net/2013/03/28/1165-endless-infinite-discussion/#respond Thu, 28 Mar 2013 22:25:33 +0000 http://angryjedi.wordpress.com/?p=5200 Around this time of year in 2011, one Mr Tom Ohle, a fine upstanding gentleman at the forefront of promoting games you might not have heard of quite so much as the games you have heard of a lot, wrote this post, named The Case of the Great Game Nobody Saw. Lest you're too lazy … Continue reading 1165: Endless Infinite Discussion

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Around this time of year in 2011, one Mr Tom Ohle, a fine upstanding gentleman at the forefront of promoting games you might not have heard of quite so much as the games you have heard of a lot, wrote this post, named The Case of the Great Game Nobody Saw.

Lest you're too lazy to follow the link, allow me to summarise: Tom works in PR for video games. The titles his company Evolve PR has represented over the years include things like CD Projekt Red's The Witcher series, the deep strategy games of Paradox Interactive, TimeGate Studios' Section 8 series, the Anomaly series and numerous others. As all good PR people should, Tom believes in the games he's paid to promote — some more than others. Sometimes games come along that are genuinely excellent — games that, in Tom's words, are "magical, revolutionary, disruptive or otherwise worthy of consumers' awareness" — and, as you'd expect, Tom and co. would very much like to see these titles succeed, and they do their utmost to try and convince various outlets that these games are worthy of coverage and promotion. When these games don't get the coverage they deserve — either because of "bigger" games monopolising the front page or simply through being rejected outright — it's enormously disheartening, not only for Tom and co. but also for the makers of these games.

"At its core, this is an issue that pervades entertainment and consumerism as a whole," writes Tom. "People stick with brands they know. Everyone craps all over themselves (myself included) when a new Rockstar game is announced. That's fine; they make great games. But in an industry that so often complains about derivative sequels, soulless big-budget productions and a lack of risk-taking, isn't it about time we started focusing on quality? Shouldn't those companies looking to push the boundaries of the medium begin to reap the rewards? If things keep going the way they are, we'll never shed the $60 price point, we'll get sequels to major franchises every year, and we'll all keep complaining and wishing things were different."

Almost two whole years have passed since Tom wrote that post, and I don't think things have improved at all since then. If anything, I think they've got worse. For all Polygon's posturing about reinventing games journalism and for all Kotaku's posting of random bullshit only tangentially related to games, we're still in a situation where an alien visiting the games industry would believe there were only a few interesting games released every year, and that they're often entries in the same series. Call of Duty. Battlefield. Assassin's Creed. And so on.

Most recently, I've been becoming somewhat frustrated with Bioshock Infinite. I have no doubt whatsoever that it's a fantastic game, and everything I've heard seems to indicate that it is, in the words of a friend of mine, "intelligent Hollywood… a 'The Matrix of gaming'" and that is, on the whole, a good thing. We need creators like Ken Levine in the mainstream of the industry to push things forward and prove that there's a market for intelligent experiences as well as Mildly-Racist Brown Michael Bay Manshoot #327. I am glad that Bioshock Infinite exists, that it is apparently living up to the hype and that, I imagine, it is probably selling quite well as a result of all that hype.

What I'm less thrilled about is the fact that it's not really solving the problem Tom was talking about in his post. Bioshock Infinite may be "intelligent Hollywood", but it's still Hollywood. It's still a single game from a high-profile creator monopolising press coverage and social media, completely dwarfing smaller-scale experiences that — shhh — might actually be more interesting. Do we need videos explaining "why you should play Bioshock Infinite on Hard mode", articles about its ending, articles about why Ken Levine doesn't believe in Utopias, articles about how to edit the INI files, tips articles, articles about why having it spoiled didn't matter, articles about… have I made my point yet? This is a disproportionately large amount of coverage for one game — one very good game, admittedly, and one which has a lot of expectations to live up to, yes, but still just one game, and one game that people were already very much aware of in the run-up to its release. I'm already absolutely fucking sick of hearing about it, and the more I hear about it, the smaller the already-miniscule chance I will ever play it becomes — a phenomenon I discussed in this post.

The standard response to this is, of course, that this is what the greater audience is hungry for. Millions of people are going to buy, play and love Bioshock Infinite, and they should be catered to, as those millions of people are probably also going to want to read lots of things about Bioshock Infinite.

However, here's my (slightly selfish) question. What about me? What about people like me? What about all of the people out there — I'm sure I'm not the only one in the world — who didn't really like the first Bioshock all that much (I played System Shock 2 almost immediately beforehand, which just made the fact that Bioshock wasn't System Shock 3 all the more painful and frustrating) and consequently are not all that interested in this new one? What about the people who are more interested in other types of games? Don't we deserve some quality and wide-ranging coverage of the things that we're interested in? (Where's my "Tips for playing Hyperdimension Neptunia Victory" post, hmmm?) We have fan communities and enthusiast blogs, sure, but where's our high-profile professional outlet covering this stuff that's a bit off the well-worn path? (Besides Games Are Evil, of course, which I'm not going to pretend is anywhere near as big as I would love it to be!)

The gaming medium has grown up enormously in the last few years. With constantly improving software and hardware technology providing more and more flexibility for interactive artists to realise their digital dreams, and the rise of the indie space and Kickstarter allowing game makers to break free of the shackles of corporate culture, we're most definitely undergoing the "Cambrian explosion of possibilities" that SimCity, The Sims and Spore creator Will Wright talked about back in 2008. It's a great time to be someone who enjoys playing games.

But the games press has not evolved alongside the medium as a whole. The medium as a whole is now, as I've said numerous times in the past, far too broad for one outlet to be able to do justice to all of. And yet pretty much all of the big outlets choose to focus on the same part of this massively diverse medium. It's the part with the biggest audience, the biggest budgets and the biggest amount of money involved in it, yes, but it's still just one part of a whole. Read the news pages of one big site and you've read them all. Read the reviews section of one site and you've read them all. The sheer volume of things on display at events like PAX East and GDC help a little, but more often than not you still just hear about the same things from slightly different perspectives. Or you hear about Battlefield 4.

Why haven't we got to a stage where big outlets can feel confident enough to distinguish themselves from one another yet? Don't give me a reason to stick with one outlet, give me a reason to read all of them because of their completely different content. (Right now, I don't read any of them with any degree of loyalty, because very few of them provide coverage of the sort of thing I'm interested in any more!)

It's massively frustrating, and I don't even work in PR. I can bang my drum all I like about the types of game I'm interested in and want to experience more of… but is anyone really listening?

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1162: Launch Lineup https://imnotdoctorwho.moegamer.net/2013/03/25/1162-launch-lineup/ https://imnotdoctorwho.moegamer.net/2013/03/25/1162-launch-lineup/#respond Mon, 25 Mar 2013 23:10:30 +0000 http://angryjedi.wordpress.com/?p=5190 I have a curious habit that I tend to fall into pretty much any time I purchase a new games system. Thinking about my recent purchasing habits and my ongoing desire to forgo the "triple-A" experience in favour of more interesting, distinctive titles from further down the "food chain" it's actually entirely understandable in retrospect, … Continue reading 1162: Launch Lineup

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I have a curious habit that I tend to fall into pretty much any time I purchase a new games system. Thinking about my recent purchasing habits and my ongoing desire to forgo the "triple-A" experience in favour of more interesting, distinctive titles from further down the "food chain" it's actually entirely understandable in retrospect, but I always used to wonder why I did it.

It's this: whenever I purchase a new games system, I will typically not buy the "system-seller" games, and instead buy something that looks interesting and quirky. I've been doing it for quite some time, as it happens, if my memory is to be believed, anyway.

When I bought a PS2, I picked up Shadow of Memories (aka Shadow of Destiny) instead of, uh, whatever was exciting in the PS2's early days. When I bought an Xbox, one of the first titles I grabbed was Sudeki. When I bought a Gamecube… actually, I can't remember what I bought with my Gamecube. Possibly that Sega volleyball game Beach Spikers. Anyway, you get the general idea.

When it came to the Nintendo DS, I forget exactly what the first games I bought were, but it was one or all of Phoenix Wright Ace Attorney, Trauma Center: Under the Knife and/or 42 All-Time Classics (aka Clubhouse Games in the States). All of them are still favourite games.

42 All-Time Classics is a particularly interesting one to me. I'm not entirely sure what inspired me to pick it up in the first place, as on paper it sounds like shovelware of the worst kind — 42 simple board, card and touchscreen games that you can play either against the computer, against other players in the same room with other DSes or via the Internet. It's the sort of thing that these days you'd download for free on your mobile phone and then be expected to shell out in-app purchases for "energy" or extra games or game-breaking powerups or something.

But no. 42 All-Time Classics was a full-price game for the DS (and was subsequently split into a number of smaller individually-downloadable chunks on DSiWare) that offered everything you need for a virtual "game night", so long as you had a few DSes to hand around. You only needed one copy of the game, though; thanks to DS Download Play, you could transmit a copy of the game you wanted to play with other people over Wi-Fi and play with a single cartridge. This is still one of my favourite things about the DS system.

42 All-Time Classics is such a great DS game because it doesn't do things half-heartedly. There's a hefty single-player mode that will keep you busy for a long time completing specific missions and unlocking new content through "stamp" mode. The multiplayer mode allows childish chatting through PictoChat during play, which is somewhat pointless when you're in the same room as your fellow players, but I must applaud any game that practically encourages you to draw knobs at your friends while you're playing multiplayer with them.

The presentation is pretty good, too. While there's only so much you can do to visually represent various classic board and card games, 42 All-Time Classics supports its relatively simple visual aesthetic with pleasant little animations, catchy music and distinctly "gamey" sound effects. It doesn't overdo any of these things, but they round the whole experience off nicely — and cute little touches like the music getting more "dramatic" when someone's about to win a game add a bit of drama to the experience.

42 All-Time Classics is a great little diversion and pretty much the perfect handheld game. While a lot of people prefer playing this sort of thing on their phone these days, the simple knowledge that I can just open up 42 All-Time Classics on my DS and play without having to connect to the Internet, share to Facebook, make in-app purchases or wait for energy to restore makes it worth the price of admission all by itself. So if you own a DS… well, I strongly recommend grabbing a copy.

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1161: Hospital Affairs https://imnotdoctorwho.moegamer.net/2013/03/24/1161-hospital-affairs/ https://imnotdoctorwho.moegamer.net/2013/03/24/1161-hospital-affairs/#respond Sun, 24 Mar 2013 21:40:45 +0000 http://angryjedi.wordpress.com/?p=5184 Continuing my trend of "playing games that reviews didn't like much and ending up liking them a lot," I picked up a copy of the Nintendo DS game Lifesigns: Hospital Affairs (also known as Lifesigns: Surgical Unit in the States) recently. And I've been loving it. Lifesigns, or Resident Doctor Tendo 2: The Scales of Life as it was known … Continue reading 1161: Hospital Affairs

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Continuing my trend of "playing games that reviews didn't like much and ending up liking them a lot," I picked up a copy of the Nintendo DS game Lifesigns: Hospital Affairs (also known as Lifesigns: Surgical Unit in the States) recently. And I've been loving it.

Lifesigns, or Resident Doctor Tendo 2: The Scales of Life as it was known in Japan, is actually a contemporary of the original Trauma Center: Under the Knife in Japan, but it didn't come out until two years later in the West — nearly three years later for Europe. The reason I mention this is that the game suffered somewhat from comparisons to Trauma Center in reviews, when in fact this is a completely unfair comparison that has diverted attention away from what is actually a very interesting game.

Don't get me wrong. I love Trauma Center. It does its own crazytown sci-fi medical horror thing and it's fantastic for it. It remains, to date, one of the most genuinely nerve-wracking series of games I've ever had the pleasure of playing, and it always manages to spin an interesting story to couple with its action-packed gameplay. The latest installment Trauma Team, which you'll recall I was babbling on about recently, refined that formula brilliantly by toning down somewhat on the sci-fi aspects and jacking up the feeling of "this is a team of doctors working together in the same place". Ultimately, though, as good as the story was, Trauma Team was still just as much about performing the various operations as it was about the unfolding story.

image0036Lifesigns, meanwhile, is actually a completely different beast. Sure, it's set in a hospital and features a number of surgery sequences, but it is not Trauma Center. Instead, I was delighted to discover, it is rather more akin to the Ace Attorney games — longstanding favourites of mine — than anything else, placing a much stronger focus on well-written character development and unfolding narrative than on the "action" sequences. It's for this reason that comparing it to Trauma Center and complaining about there being "too much talking" — a criticism also levelled at the Ace Attorney series by some — is utter nonsense. Without the talking… well, there would barely be anything left. The talking is sort of the point. Whether or not you like that is a matter of taste, of course, but given the continued existence of visual novels as a storytelling medium you better believe that there are plenty of people out there who are more than happy to play games that are about nothing more than people talking to each other.

As the Japanese title suggests, Lifesigns is actually the second game in the Resident Doctor Tendo series, though the first never made it to the West for reasons unknown. Ultimately this doesn't matter too much, as like the Ace Attorney games, the overarching plotlines are completely self-contained and only occasionally make reference to the events and characters of the previous game. When they do, they take their time to explain who these random characters that the protagonist knows (and the player doesn't) actually are, too, so it hasn't been an issue.

Lifesigns casts the player in the role of the eponymous Dr Dokuta (yes, really) Tendo, a second-year intern at the fictional Seimei Medical University Hospital. We learn quickly that he had quite an eventful first year, with one of the major events seemingly being a misdiagnosis that nearly ruined his career. We also learn that he was partially inspired to get into medicine after his mother died of cancer, and partially by the fact that his father is a heroic firefighter. We also learn that the resident evil-looking dude Dr Sawai is Tendo's biological father and that there's some bad blood (no pun intended) there.

The game's first episode introduces the major characters around the hospital — Tendo's mentor Suzu-sensei, an attractive older woman whose trademark appears to be a large cat bell around her neck; head nurse Florence, who has an alarming talent for gossip; adorable nurse Hoshi, who is clearly carrying a rather large torch for Tendo; and Aoshima, the new first-year intern whom Suzu assigns Tendo to keep an eye on. There are also a selection of other incidental characters who put in occasional appearances such as the frankly terrifying surgical assistant nurse Kurai, the deadpan anaesthetist Masui and Tendo's relatively normal-seeming friend in paediatrics Dr Ueto. All of them are fun, distinctive and, like the characters in Ace Attorney, just the right blend of believable and caricature to make them all memorable.

The majority of gameplay in Lifesigns requires the player to move from location to location in the hospital to advance the story. The location map shows which characters are hanging out where at any given moment, though there's no indication given as to whether the conversation you'll have in that location is an important one or not. (Important conversations advance the plot and tend to change around the arrangement of which other characters are hanging around where; non-important ones tend not to impart useful information for the most part but are usually entertaining or give a little further insight into the characters.)

When you reach a location, important conversations tend to unfold automatically and occasionally require some input from the player. This is accomplished in a similar manner to in Ace Attorney, whereby you open up your Court… sorry, Medical Record and present various objects, concepts and characters to the other person. Yes, much like in Ace Attorney, your inventory is not necessarily restricted to holding physical items; instead, as the plot unfolds, Tendo will take various notes, which he can then discuss with people. Usually if you're stuck at some point, you simply have to present something to someone else to advance the plot along. Occasionally, there are sequences where you have to convince another character to do something — these unfold in much the same way, albeit with more dramatic music and visual effects and an on-screen meter depicting how close you are to successfully convincing them. Presenting the wrong piece of information in these scenarios can lead to a bad ending, so you have to be careful — though bad endings don't necessarily mean the end of the game.

image0050What with Tendo being a doctor, you'll be unsurprised to note that you do actually get to do a bit of doctoring around the place, too — life in a hospital isn't just flirting with the nurses and hanging out with the pervy old cancer patient who can't resist pinching female doctors' bottoms. No, at least once in each of the game's five episodes, you'll find yourself having to deal with realistic medical cases, beginning with an examination in which you must successfully diagnose their symptoms, and usually concluding with a surgery sequence in which you must treat their ailment accordingly.

The diagnosis sequences are like a simplified version of Dr Cunningham's episodes in Trauma Team (or it's perhaps more accurate to say that Dr Cunningham's episodes are like expanded versions of Lifesigns' diagnostic sequences) — after having an initial discussion with the patient, you're presented with a view of them that you can look up and down and then interact with in several ways — inspecting areas visually, using a stethoscope to listen to the body's sounds and palpating areas by rubbing the touchscreen. The patient will generally give you a few clues here and there ("ooh, it hurts more on the other side…") but for the most part you're expected to perform a thorough examination to find all the symptoms. Unlike in Trauma Team, there's no chance of missing anything as you can't proceed until you've made a successful diagnosis; and also unlike Trauma Team you don't have to worry about eliminating possible candidates by matching symptoms to your database. Tendo knows his stuff — though often the visual examination is followed up by one or more "spot the difference" ultrasound/X-ray/CT/MRI scans in which you have to circle the abnormal areas on the touchscreen and pin down a final diagnosis.

The surgery sequences, meanwhile, are not very much like Trauma Center at all… aside from the fact that they're incredibly tense and quite challenging. Rather than tending to follow the same format, requiring the player to remember the appropriate means to deal with "common" ailments such as lacerations, tumours and inflamed areas, each surgery sequence in Lifesigns is a unique procedure that doesn't necessarily involve opening up the patient. For example, in the first episode, you'll find yourself performing an appendectomy as your first operation, then later you'll be navigating a catheter through someone's blood vessels in an attempt to stop some internal bleeding.

The diversity of tasks in the operations means that rather than trusting the player to switch between tools as they need to, each surgery is split into a number of smaller objectives which must be achieved in linear sequence to progress. Making mistakes injures the patient and causes damage to their vitals bar, and there's no convenient "cure all" stabiliser to inject here — though performing a task quickly and accurately has a chance of restoring the vital signs somewhat. There's also a "concentrate" button that displays the areas on which you're supposed to perform the current action along with the movements required, but all the time you're holding down this button the operation's time limit is zipping by five times faster than usual. Experienced surgeons will, of course, be able to complete the operations without having to rely on this at all, and in at least one situation the ending of an episode is determined by how quickly you complete an operation. (You can save beforehand… but as noted before, the "bad endings" to each episode aren't game-ending, so it's often worth continuing and perhaps replaying the game later to see the different possible conclusions.)

133I'm only partway into the second episode so far so I'll refrain from speaking further on the plot and whatnot, but so far it's been pretty great. It successfully combines the character- and dialogue-driven narrative of the Ace Attorney series with the tension of Trauma Center and comes out feeling like its own distinctive experience. While, yes, there is a lot of talking, as I said earlier that's sort of the whole damn point. This isn't a kinetic novel with arcade sequences like Trauma Center was (that's not a criticism, incidentally) — it's a visual novel/adventure game in which performing surgery plays an occasional role, but in which the relationships between the hospital staff, the patients and the other people in their respective lives is brought to the forefront. It's a really interesting game, and I strongly suggest you check it out if you're a fan of games that are a little bit off the beaten track.

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1160: Spoilers Ahead https://imnotdoctorwho.moegamer.net/2013/03/23/1160-spoilers-ahead/ https://imnotdoctorwho.moegamer.net/2013/03/23/1160-spoilers-ahead/#respond Sat, 23 Mar 2013 23:07:10 +0000 http://angryjedi.wordpress.com/?p=5181 After writing yesterday's post and doing a little more work on it today, I've decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to … Continue reading 1160: Spoilers Ahead

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After writing yesterday's post and doing a little more work on it today, I've decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to continue with it in the long-term, then, which is probably going to be a valuable thing if (when, more likely) this initial burst of enthusiasm runs out.

However, I am also conscious that discussing some things about this project may constitute spoilers of various descriptions, so I am going to add a "read more" tag to this post so those who would like the finished product to remain a complete surprise can avoid it if they desire.

So, without further ado, click the link to continue reading if you want to… otherwise, I'll see you tomorrow!

All right, elite people. Here we are. Let's talk about this project. One more time: spoilers ahead.

First up, the name: One Year Later, the relevance of which will be immediately apparent once I explain the concept of the game.

One Year Later is a JRPG that takes place a year after the conclusion of a JRPG that doesn't exist. Through the game's intro sequence and other events throughout the game, you'll be able to get some idea of "context", but the important thing about the game's concept is that everything in it is taking place after all the world-shattering chaos of a typical JRPG has already been resolved and everyone has lived happily ever after.

Our heroine is Amarysse Jerhynsson (+10 Friend Points if you remember the relevance of that name), a woman from the country village of Wishford. Wishford was previously destroyed by the machinations of the demonic overlord T'Bon, and escaping from the carnage is what set Amarysse on her journey in the first place. Along the way, she met a number of companions — the brave and strong mercenary Daren "Dax" Zael; the cheeky but devout priestess Feena Denimore; the orphaned teenage fencer Hiro Nagase; the young, endearing and innocent Lily Cole; and the mysterious amnesiac former prisoner of T'Bon's evil schemes known only as "Zero".

Given the rest of the concept, I'm sure I don't have to tell you that our plucky band of heroes were ultimately victorious over T'Bon, and the world was once again at peace after their adventure. The companions ultimately parted and went their separate ways, promising to meet back up exactly one year later at a pub named The Tail of the Dog in the capital city of Acathlata.

We join our story the day of the reunion. The player takes control of Amarysse, who moved back to Wishford after her adventure to help with the reconstruction efforts, and guides her through a new adventure with her companions: the various challenges of re-integrating into normal society after such an abnormal series of events. Amarysse and her companions have each dealt with their return to "civilian" life in different ways, and some are finding it easier to adjust than others. Amarysse is also not quite sure what to make of the fact she turned 30 in the intervening year.

Despite superficially resembling a JRPG — Amarysse and her companions' stats and levels are all as they would have been at the end of their previous adventure, and there's nothing stopping the player fiddling around with equipment and items — the gameplay will unfold more like a visual novel, with a strong focus on story and characterisation rather than epic adventures and battles. There will be a number of "paths" through the game, each focusing on one of Amarysse's companions in detail with the others in supporting roles, plus a "true" ending to the story which will become available by fulfilling certain conditions.

I intend to use the story as a means of exploring a number of different real-life issues. I shan't go into specifics about what issues I'd like to explore over the course of the game, but suffice to say I'd like to explore some relatively "weighty" (or at least personally meaningful) subjects over the course of the various paths down which the story will unfold. I intend to try and apply some of the knowledge I've picked up from all the VNs and JRPGs I've played in recent months to create an experience in which the player will (hopefully, anyway) give a damn about these characters and the things they're working out. I have a good idea of who these characters "are" in my mind — the challenge now is to get this across to the player through good writing and interesting events. I've made a conscious stylistic decision to write the game more like a VN than a JRPG — that means Amarysse takes on the role of narrator as well as active participant in the story rather than the whole thing being presented entirely through dialogue. This allows greater flexibility to explore characters' thoughts and feelings in detail, plus the ability to present events and concepts that are difficult to depict using top-down 2D art and sprites.

Alongside the serious stuff, though, I'm slipping in a bunch of sly references to other things. If and when the finished project finally emerges, you'll be able to do your best and see if you can spot all of them. Fanservice (of the non-panty-flashing variety) for the win.

There's a long road ahead — the stuff I've put together so far is simply the first part of the prologue, with Amarysse travelling to the capital and meeting up with her friends — but I'm pleased with how it's going. Hopefully I'll be able to maintain some momentum while working on this — and hopefully at least a few of you will ultimately be interested in trying it for yourselves as it develops.

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1154: Operation Successful https://imnotdoctorwho.moegamer.net/2013/03/18/1154-operation-successful/ https://imnotdoctorwho.moegamer.net/2013/03/18/1154-operation-successful/#respond Mon, 18 Mar 2013 00:23:46 +0000 http://angryjedi.wordpress.com/?p=5163 I beat Trauma Team this evening, and I am very happy with the way it all played out. Despite having a touch of that recognisable Atlus craziness about it, the team did kind of keep to their promise of providing a more "realistic" experience that veered less into the realms of sci-fi and more into the realms … Continue reading 1154: Operation Successful

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I beat Trauma Team this evening, and I am very happy with the way it all played out. Despite having a touch of that recognisable Atlus craziness about it, the team did kind of keep to their promise of providing a more "realistic" experience that veered less into the realms of sci-fi and more into the realms of vaguely plausible… I don't know what you'd call it, really. Disease horror?

Of course, that realism doesn't extend to the operation sequences being in any way "authentic" — the Trauma Center series has always been about being quick and skilful rather than accurately simulating real-life surgical procedures — but it really doesn't matter too much. The six different styles of gameplay all complement each other very well, and the pace of the narrative is such that you never really get bogged down in a single discipline for too long — unless of course you choose to do so in the non-linear first half of the game.

As I predicted even before I played the game, I think the Dr Naomi forensics sequences were my favourite aspect. These combined some lightweight adventure game-style gameplay with a lot of lateral, logical thinking and some great character development. There was a wonderful sense of piecing together a narrative in these cases, even though you didn't directly see any of it unfold until you'd "solved" it all. Instead, Dr Naomi's habit of thinking out loud fulfils the same narrative function as things like Phoenix Wright's internal monologues in the Ace Attorney series, of the narration text in a more traditional visual novel. You have to use your imagination a fair bit, but somehow this doesn't diminish from the emotional impact of some of the tales told. The very nature of Dr Naomi's specialism means that there was always going to be a degree of darkness about her cases, but I was quite surprised how far they went in a few cases.

Trauma Team manages to be so emotionally engaging throughout thanks to its strong cast of characters. The focus is very much on them instead of the patients — indeed, in the surgery sequences, patients are always represented as abstract mannequin-like figures — and the game has a strong character-led story as a result. If we were getting bogged down in the individual tales of each and every patient these doctors came into contact with, the impact of the game's "true" story (which unlocks after you've completed all the individual episodes for each of the six doctors) would be somewhat diminished. Instead, each of the doctors' episodes is to do with their own sense of personal growth and coming to understand something about themselves, or about life, or about each other. By the end of the game, it's very clear that they're all better people in one way or another.

I think this point above is why I like the Trauma Center series so much. I was initially drawn to it by the fact that games about surgery are something you don't see very often, but it quickly became apparent that these aren't really games that are overly concerned with providing a realistic depiction of life in a busy hospital — though Trauma Team does a much better job of that than its predecessors. No, instead, they're games about the characters, and about the overarching plot, which is usually fairly ridiculous in nature but somehow seems perfectly reasonable in context.

Atlus' skill at storytelling — achieved through its excellent character artists, talented music team and skilled writers (and localisers, for that matter) — has pretty much earned them a "free pass" from me for anything they put out in the future. Between strong offerings like the Trauma Center and Persona series plus quirky one-offs like Catherine, they're easily one of my favourite developers, and I hope they continue to make great games for years to come.

Now, let's have a new Trauma Center game for Wii U, hmm?

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1153: Reasons to Own a Wii https://imnotdoctorwho.moegamer.net/2013/03/17/1153-reasons-to-own-a-wii/ https://imnotdoctorwho.moegamer.net/2013/03/17/1153-reasons-to-own-a-wii/#respond Sun, 17 Mar 2013 01:03:32 +0000 http://angryjedi.wordpress.com/?p=5161 Poor old Wii. Despite being one of the biggest-selling consoles of all time and bringing new people who never would have considered gaming before to the hobby, it doesn't have the best reputation among self-professed "hardcore" gamers. In fact, it's not really taken seriously by the press or public alike in most cases, with Wii … Continue reading 1153: Reasons to Own a Wii

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Poor old Wii. Despite being one of the biggest-selling consoles of all time and bringing new people who never would have considered gaming before to the hobby, it doesn't have the best reputation among self-professed "hardcore" gamers. In fact, it's not really taken seriously by the press or public alike in most cases, with Wii titles often being noticeably absent from "best of the generation" lists and people often forgetting that it is, in fact, home to some astonishingly good games.

What's also worth noting is that if you've picked up a Wii U recently, you have access to all of these previous-generation games and can discover them for the first time if you've never checked them out.

I'm going to share some of my favourite Wii games now, and none of them are going to be Mario or Zelda games. They are, however, all excellent games, and you should absolutely check them out. If the sole reason you haven't checked them out is because the Wii runs in 480p resolution, get over yourself and stop being so shallow. You're missing out on some fantastic experiences.

So without further ado and in no particular order, here we go:

Xenoblade Chronicles

First of the three "Operation Rainfall" games, Xenoblade Chronicles is a sprawling Japanese role-playing game that bucks almost every convention of the genre to create an experience that should get even the most hardened, grizzled Western RPG veteran to sit up and pay attention. The game features a sprawling open world populated with hundreds of unique NPCs, many of whom have quests to give you; an awesome real-time(ish) MMO-style combat system with some fantastic party AI; some brilliant British voice acting (and the option for Japanese if you prefer); a decent story in a highly imaginative setting; and a rockin' soundtrack, Xenoblade Chronicles is an absolute winner that will keep you busy for well over a hundred hours in total.

The only real criticisms you can level at it are that there's a bit of filler content (that you can easily ignore), the character faces are a bit blurry and facial animations are a bit inconsistent. The latter two are side-effects of the game being produced on a much smaller budget than a game of this magnitude would require on HD consoles, and as such are easily forgiven.

The Last Story

The second of the three "Operation Rainfall" role-playing games, The Last Story is a cinematic JRPG with a resolutely linear storyline that is over and done with within 25-30 hours, making it something you can play and enjoy without having to dedicate a month or two to it. It has interesting and unconventional characters, a well-realised "hub town", a cool story, an interesting combat system and the pedigree of Hironobu "Final Fantasy" Sakaguchi behind it.

Common criticisms include the prevalence of brown in the graphics (a deliberate stylistic choice to sepia-tint the whole thing that you'll either be into or not), the fact that some parts are pushing the Wii a little too hard, leading to drops in frame rate, and the fact the unusual real-time combat system takes a little while to get interesting. Still well worth a punt, though. There's also a multiplayer mode, bizarrely, though I'd be surprised if anyone's still playing.

Pandora's Tower

The third of the three "Operation Rainfall" games, and the most unconventional of the lot. Unfolding more like a cross between Zelda, Ico and Shadow of the Colossus than a typical Japanese role-playing game, Pandora's Tower is an emotional tale of a young man trying desperately to save the woman he loves from a horrific curse — and the pair of them doing anything it takes to survive the ordeal. By turns romantic and horrific, Pandora's Tower is simultaneously epic and intimate, with a wonderful sense of atmosphere and excellent use of the Wii's unique control scheme.

Trauma Center: Second Opinion

Despite the name, this was the first Trauma Center game to hit the Wii; the Second Opinion part of the title refers to the fact that it is a remake of the first Trauma Center game: Under the Knife for Nintendo DS. The plot tells the tale of rookie surgeon Dr Derek Stiles and his assistant Angie as they attempt to rid the world of a mysterious illness known as GUILT, and the Wii version adds some new story material to the mix courtesy of newcomer Dr Naomi Kimishima and her assistant Navel.

Gameplay is a peculiar fusion of visual novel sequences and frantic, terrifying, arcade-like surgery sequences in which your skill with the Wii Remote and its unique capabilities will be well and truly put to the test. Don't be fooled into thinking this is a realistic medical drama — this is entertaining Japanese sci-fi at its finest, and you'll find yourself doing everything from performing relatively conventional surgical procedures to battling mutant viruses and defusing bombs with your surgical implements. It's not perfect — lack of 16:9 aspect ratio support is a sticking point for some — but it's still worth playing. As is its sequel.

Trauma Center: New Blood

The first all-new Trauma Center game to hit the Wii brings a whole new cast, a new storyline and a new disease to battle against. It also adds 16:9 aspect ratio support, a rather unnecessary (and not particularly well-implemented) two-player cooperative mode, full speech for the story sequences and generally a nice refinement of the formula. The main theme tune also sounds like it was ripped off from House.

Trauma Team

The ultimate refinement of the Trauma Center formula, Trauma Team features not only the surgery gameplay of the previous two games, but also adds a variety of other gameplay styles — the frantic pace of First Response missions, the tense, skill-based gameplay of Orthopedics, the Descent-style first-person exploration of Endoscopy, and two distinct adventure game-style components in Diagnosis and Forensics. Each of the game's characters has their own distinct plotline to follow, and they all come together for a seriously epic final episode towards the end of the game. The traditional visual novel presentation of the earlier games has been replaced by a fantastic "motion comic" style, and the whole experience is absolutely gripping.

Fire Emblem: Radiant Dawn

I must confess to not having played this yet, but you can't go wrong with Fire Emblem. Radiant Dawn is the direct sequel to Gamecube title Path of Radiance, and continues the series' iconic strategy-RPG gameplay.

Zack & Wiki: Quest for Barbaros' Treasure

This unusual and all-but-unknown offering from Capcom is a curious fusion of traditional point and click adventure and puzzle game, and has a huge amount of visual charm. Deceptively simple gameplay — point at things with the Wii Remote and click on them — belies some absolutely fiendish puzzles that alternate between slow-paced headscratchers and tests of reflexes.

Silent Hill: Shattered Memories

Arguably one of the best Silent Hill games, and one of the most thought-provoking games out there. Silent Hill: Shattered Memories is a complete reimagining of the first Silent Hill game (and consequently requires no knowledge of the franchise) and features some immensely clever psychological tricks and treats over the course of its narrative. It's also noteworthy for featuring no combat whatsoever, instead replacing the fighting and gunplay of the other games in the series with "running frantically away in the dark" sequences that aren't entirely successful, but do evoke a pleasing feeling of panic.

Honourable Mentions (that I haven't played but have on my shelf)

No More Heroes/No More Heroes 2
Sin and Punishment
Resident Evil 4
Cursed Mountain

____

Got any more to share that don't have Mario or Zelda in the name? Feel free to comment!

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1150: Further Enthusing Regarding Trauma Team https://imnotdoctorwho.moegamer.net/2013/03/13/1150-further-enthusing-regarding-trauma-team/ https://imnotdoctorwho.moegamer.net/2013/03/13/1150-further-enthusing-regarding-trauma-team/#respond Wed, 13 Mar 2013 23:20:57 +0000 http://angryjedi.wordpress.com/?p=5150 It's not an exaggeration to say that I have been eagerly anticipating the ability to play Trauma Team ever since it was first announced, and I have been inordinately frustrated until recently at Atlus' complete lack of a regular European distributor meaning that it never got an official release on this side of the pond. Now that … Continue reading 1150: Further Enthusing Regarding Trauma Team

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Page_1It's not an exaggeration to say that I have been eagerly anticipating the ability to play Trauma Team ever since it was first announced, and I have been inordinately frustrated until recently at Atlus' complete lack of a regular European distributor meaning that it never got an official release on this side of the pond. Now that I am happily playing my North American copy on my hacked Wii, you'll hopefully forgive me if I perhaps dedicate a few posts to the awesome things about this game I've been waiting to play for a very long time — because judging by the bit I played tonight (I know I said I wouldn't, but I am weak) there are going to be a lot of them.

I specifically wanted to talk about the Forensics missions today, because they're one of the reasons I was so interested to play this game. A friend of mine described the presence of these missions as "you got Ace Attorney in my Trauma Center" — and if you know me well, you'll know that that sounds like a match made in heaven for me. I'm pleased to note that these missions very much lived up to their promise.

In a Forensics mission, you take on the role of Dr Naomi Kimishima, a character who occasionally showed up in Trauma Center: Second Opinion. Naomi is a forensics specialist with a curious (and secret) talent — when she enters a crime scene, she can hear the victim's dying words on her phone. Exactly why this is the case hasn't been explained yet, but given that we're dealing with a game in which an orthopaedic surgeon is also a superhero and the hospital's resident endoscopy specialist comes from a long line of ninjas, I'm not entirely surprised by this turn of events.

Anyway. Gameplay in a Forensics mission involves nipping back and forth between Naomi's office, the evidence room that houses the corpse and their personal effects, and the crime scene itself. By examining various items and pointing out abnormalities, Naomi collects "cards" that represent items of evidence or thoughts about the situation. By combining these cards together or sending them off for analysis to her FBI partner "Little Guy" (rather charmingly represented as a Mii avatar on her computer — this is a Wii game after all) she can inch them closer to being "solid evidence". When all the cards she has in her possession are "solid evidence," the case is solved, and you have to point out the relevant cards as she does her police procedural-style "wrap up" of the end of the case.

It's not quite that simple, though. You effectively have to "show your working" as you deduce various things about the situation by answering multiple-choice questions. These generally ask what you, the player, have deduced from the items of evidence you've observed or combined. Most of the time, thinking logically through them will get you through, but there have already been a few headscratchers and pieces of misdirection along the way — plus you have to make sure you remember plenty of details about the case as you go along. You can't just try every answer until you get it right, either — make too many mistakes and you'll fail the mission.

The whole thing was brilliantly presented with some atmospheric music, excellent visuals and decent voice acting, and it's exactly the sort of thing I'd like to see more of in the console space. Essentially, it was nothing more than a kind of point and click adventure, but it was hugely fun and massively engaging. I'm looking forward to seeing more of Naomi — and of seeing how her story ties in with that of the other doctors, as so far she's been largely separate from the rest of them. Trauma Team has a very interesting narrative structure, but that's something I'll save talking about until a later time when I'm a bit further on.

This sort of experience is exactly why I love Atlus, and why I love the Trauma Center series in particular. I'm doing things in this game that I have never done in any other game before — not just in Naomi's forensics section, but also in the diagnostic and surgery components, too. The game is also a fantastic use of the Wii's distinctive control scheme, making brilliant use of all the Wii Remote and Nunchuk's features, ranging from their accelerometers to the pointer function and even the speaker in the handset. It's a game that really couldn't be done in the same way on any other platform — perhaps PlayStation Move, though making a Move-exclusive title is pretty much commercial suicide — and a fantastic experience that I would very much like to jam in the face of anyone who complains that the Wii doesn't have any good games.

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1149: Let's Begin the Operation https://imnotdoctorwho.moegamer.net/2013/03/12/1149-lets-begin-the-operation/ https://imnotdoctorwho.moegamer.net/2013/03/12/1149-lets-begin-the-operation/#respond Tue, 12 Mar 2013 22:19:39 +0000 http://angryjedi.wordpress.com/?p=5147 I really love the Trauma Center games, and have done ever since I first picked up Under the Knife on a whim early in the lifetime of my Nintendo DS. (As a matter of fact, it was a combination of Under the Knife and Phoenix Wright Ace Attorney that convinced me to pick up a DS in the first place, thereby proving … Continue reading 1149: Let's Begin the Operation

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Page_1I really love the Trauma Center games, and have done ever since I first picked up Under the Knife on a whim early in the lifetime of my Nintendo DS. (As a matter of fact, it was a combination of Under the Knife and Phoenix Wright Ace Attorney that convinced me to pick up a DS in the first place, thereby proving that there most definitely is a market of at least one person for games based around relatively "mundane" things.) I loyally picked up all the subsequent entries that made it to the UK, these being the Wii remake of Under the Knife (known as Second Opinion) and the official sequel (on Wii again) New Blood. To my knowledge, Under the Knife 2 for DS never made it other here, and neither did Trauma Team. It's the latter I'd like to talk about today, as I've had a brief play with it for the first time this evening.

The early Trauma Center games, lest you're unfamiliar, were curious beasts, somewhere between medical procedural drama, simulation, visual novel, arcade game and batshit crazy sci-fi extravaganza. Essentially they unfolded with lots of talking head scenes between the main characters and others who were involved in the story, and were frequently punctuated with frankly terrifying surgery sequences in which you had to perform various lifesaving procedures with a considerable degree of gusto. Time limits were tight, vital signs were constantly dropping and the dramatic music didn't help matters. To date, I've never played any games that set me so delightfully on edge.

The format didn't change a huge amount between the three games that made it to the UK. Sure, it jumped from the touchscreen interface of the DS to the "pointer" control of the Wii (which I actually preferred, I think) but for the most part, you were doing fairly similar procedures. In a sense, this was a strength of the series' gameplay — by learning how to do these relatively straightforward procedures (and learning to recognise when you needed to perform each one) you could eventually end up as some sort of lightning-fast surgery god by the end of each game. It was immensely satisfying to, say, complete a heart operation within the space of about 30 seconds while any astonished onlookers gaze, bewildered, at your frantically-wiggling hands. And by golly, did you need those skills by the end of each game. Each Trauma Center's final boss (yes, they had final bosses — I told you they were batshit sci-fi crazy) was an immensely challenging piece of game design that forced you to use all the techniques you'd learned as quickly and efficiently as possible, and it felt good when you finally took them down.

A common criticism of the early games was their drift away from recognisable (if "arcadified") medical procedures and a reliance on made-up diseases that were best treated by playing Space Invaders inside someone's lungs. (I exaggerate. But you get my drift.) Trauma Team was set to be a rethink of the series, though. To quote Atlus themselves:

"Trauma Team is a subtle departure from the standard Trauma Center game experience. By moving the experience away from a sci-fi concept and making the situations more realistic, our new focus is on the characters and the sense of accomplishment that stems from having saved a life instead of simply beating a stage. It's our intention to provide you with a medical drama more immersive and fulfilling than any you've ever experienced."

Of course, two pages later in the manual we have this:

"This young surgeon was apparently involved in a biochemical attack on Cumberland University that killed several people, during which he lost his memory but not his impressive surgical skills. While serving a 250-year sentence for the atrocity he can't remember committing, he was approached by the government with an unusual offer…"

…but then it just wouldn't be Atlus if there wasn't a touch of crazy in there. (See also: the orthopaedic surgeon who is also a superhero.)

Trauma Team takes the focus off the surgery (although that's still present) and adds a bunch of different specialisms that you can flip back and forth between at will. In total, you'll find yourself indulging in "regular" surgery (hah), first response (improvised surgery with limited tools and multiple patients), endoscopy (first-person perspective bowel ulcer-blasting), orthopaedic surgery (banging nails into things?), diagnosis and forensics. This evening, I tried a touch of the endoscopy and diagnosis, and both were pleasingly distinctive experiences.

In endoscopy, you take control of an endoscope and must carefully thread it through the patient by fine-tuning its angle with the Nunchuk stick and pushing it forward by holding buttons and pushing the Wii Remote towards the TV. Along the way, you'll run into various symptoms that need to be treated — blood pools need to be drained, ulcers need medicine injecting into them, injuries need haemostatic forceps applying to them. While doing all this, you need to make sure you don't bang into any walls, and on occasion you'll find yourself having to thrust your endoscope through various pulsating sphincters without getting caught. The introductory mission wasn't too tough, but I can see this being good old Trauma Center edge-of-the-seat stuff later on.

Diagnosis was really interesting, though. Rather than being "actiony" like the various surgery sequences, diagnostic sequences are much more adventure gamey. In the episode I played this evening, a teenage girl came in complaining of shortness of breath and it was up to me to determine what was wrong with her. Coming to a diagnosis is achieved through a pleasingly authentic-feeling procedure in which you must question the patient, point out statements that include abnormalities, perform an examination with a stethoscope, review CT, MRI and another type of scan I've forgotten the name of results and finally determine what the hell is wrong with the person. There's even a fun House-style deduction minigame in which your computerised assistant presents you with a bunch of possible diseases, and you have to match the symptoms you've found with the various descriptions to whittle it down to a definitive diagnosis.

I'm yet to try the other specialisms, but I can already tell I'm going to like this game a lot. The past games had interesting characters and fun (if insane) stories, and I'm looking forward to seeing where they go with this one. Plus the Trauma Center team is one of the few series where I've found myself actively wanting to go back and improve my scores/ratings.

Before I play any further, though, I should probably complete something else. I'm coming up on the end of Kira Kira, so once that's done I'll be able to play Trauma Team without guilt alonside Ar Tonelico 2 and SimCity!

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1145: Metafalica https://imnotdoctorwho.moegamer.net/2013/03/08/1145-metafalica/ https://imnotdoctorwho.moegamer.net/2013/03/08/1145-metafalica/#respond Fri, 08 Mar 2013 23:53:25 +0000 http://angryjedi.wordpress.com/?p=5134 I've been continuing to play Ar Tonelico II and it's really rather good. One thing I've found particularly endearing about it is the fact that just when you think you've got a handle on the way it does things, it goes and does something else interesting just to throw you off a bit. And yet even despite all these … Continue reading 1145: Metafalica

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Page_1I've been continuing to play Ar Tonelico II and it's really rather good. One thing I've found particularly endearing about it is the fact that just when you think you've got a handle on the way it does things, it goes and does something else interesting just to throw you off a bit. And yet even despite all these mechanics that get added over time, it still feels like a coherent experience as a whole.

Let's take the stage I've got up to now — "Phase 2" in game terms. In the first Ar Tonelico, the change from Phase 1 to Phase 2 marked the point where you were out of the "exposition" chapter and into the plot proper. Phase 2 was also the point where you had to choose between the two heroines, and then had two completely separate (but related) storylines to follow along with. The paths then reconverged towards the end of Phase 2 and remained together for the (completely optional) Phase 3, which offered the "true" ending of the game.

Phase 2 in Ar Tonelico II is a bit different. Rather than, like the first one, being set in the same locations and simply branching off in two different directions, Phase 2 of Ar Tonelico II takes place in a completely different area that works completely differently to the environment you've spent the previous 12 hours in. The early part of the game is, aside from its many and varied peculiar gameplay systems, relatively conventional — you visit towns and do stuff in them, then you go to dungeons. Then you go back to towns. And so on. The linear plotline is broken up by an optional "hunting" sidequest in which you can track down various "I.P.D."-infected Reyvateils to add to your "Girl Power" arsenal (I'm not even going to get started explaining that, I'll be here all day) but for the most part, you're doing the usual JRPG business.

Phase 2, meanwhile, takes place in an environment that changes according to your choices. Early in the Phase, you're introduced to a new mechanic known as the Infelsphere. This virtual world works in a similar way to the "cosmospheres" found inside the heroines' minds, but rather than reflecting their inner turmoil and anxieties, the Infelsphere represents the relationship between the two heroines and how they understand each other. Events unfold in the Infelsphere in which you have to make choices as to how to respond, and the choices you make in the Infelsphere subsequently affect what parts of the "real world" open and close to you. Your eventual goal is to get to a specific location by navigating your way through a maze of these pathways that open and close according to how the Infelsphere events unfold, with each point on the path containing some sort of "trial" to overcome. This might be as simple as defeating a monster, or it might be a challenge such as successfully smuggling biscuits past the penguin-like "Pippen" creatures.

Thematically, in each of these trials, you're "proving your love" to one of the heroines, which subsequently provides you with keys to unlock new events in the Infelsphere, and so it continues. It's a really peculiar, really interesting structure that not only offers some unconventional JRPG gameplay in the "real world" sections, but also provides some intriguing insights into the characters and the way they respond to various situations in the Infelsphere component.

You'll notice I haven't really mentioned the plot in this description, and that's deliberate, as discussing the plot surrounding all this would be a massive spoiler, so I'll spare you that — for now, anyway. What I am finding particularly pleasing about Ar Tonelico II as a whole, though, is that even if it didn't have a compelling plot and awesome characters — which it does — it would still have rock-solid gameplay with an absolute bucketload of things to do. It is just one of the many, many examples out there that prove JRPGs are far more than the "ATTACK, MAGIC, ITEM"-fests that ill-informed detractors of the genre assume these games still are.

They haven't been that way for a long time, people. So if you haven't played a JRPG since Final Fantasy VII I strongly recommend you check out what the genre has done since then — you might just be very pleasantly surprised by what you find.

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1140: Another Valley Without Wind https://imnotdoctorwho.moegamer.net/2013/03/04/1140-another-valley-without-wind/ https://imnotdoctorwho.moegamer.net/2013/03/04/1140-another-valley-without-wind/#respond Mon, 04 Mar 2013 00:50:56 +0000 http://angryjedi.wordpress.com/?p=5115 I really liked A Valley Without Wind, even though I never came anywhere near to "finishing" it, for want of a better word. (I say that because once you beat the "Overlord" who was supposed to be your antagonist throughout the game, you simply moved on to another randomly-generated continent that was being threatened by another … Continue reading 1140: Another Valley Without Wind

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I really liked A Valley Without Wind, even though I never came anywhere near to "finishing" it, for want of a better word. (I say that because once you beat the "Overlord" who was supposed to be your antagonist throughout the game, you simply moved on to another randomly-generated continent that was being threatened by another Overlord.) It was a really interesting, if somewhat flawed game that obviously had a lot of love thrown into it. It was a game clearly put together by people who had a vision of what they wanted to achieve and were willing to experiment in order to realise that vision.

For those who are unaware of A Valley Without WindI wrote about it a few times approximately three hundred days ago. Here's one post, here's another, and here's a bit of creative writing inspired by the game's emergent narrative.

I was intrigued and excited to hear that the developer was putting together a sequel to the game, and that said sequel would be provided free to everyone who owned a copy of the first game. (You don't see that sort of generosity in the triple-A sector, that's for sure!) Details were relatively scarce to begin with, but it sounded like the intention was to completely overhaul the game and make it a more focused experience. The reason it was being developed as a sequel and not as another one of the many updates that the first game saw is that it involved a fundamental rethinking of the game structure in particular — rather than being potentially endless and rather freeform like the first game, A Valley Without Wind 2 was to have much clearer victory and loss conditions, making for a game which felt much more like it had a "point".

I spent a little while playing A Valley Without Wind 2 today and I'm intrigued by what I see so far. Here's the gist: rather than playing the role of a series of adventurers given magical powers by a "glyph" like in the first one, in this game you play a single character who is immortal thanks to a crystal given to them by the big evil demon overlord dude whose dark forces you've infiltrated. This means that you can't technically die — well, you can, but it's more of an inconvenience than a tragedy, since you can just come back again afterwards.

You're thrown into command of a ragtag group of survivors on the planet of Environ as they attempt to scavenge resources, build up their defences and eventually take down the big evil demon overlord dude. The game unfolds in two distinctive components — a turn-based strategy game and a 2D side-scrolling platform game. This is a similar structure to the first game, though the overworld map in the first game didn't involve much strategy and was more a means of simply exploring rather than anything else.

Each turn, you can move any of the survivors in your group to any of the "purified" squares in your domain. If they're already in a suitable location, they can perform an action such as working a farm to produce food, working a factory to produce scrap metal or building a new structure. Occasionally, monsters emerge from the overlord's lair on the map and the survivors must deal with them. Eventually, after 15 turns, the overlord comes out to play and starts stomping around the map, and the survivors must avoid his unwanted attentions as much as possible while you build up your power to a strong enough level to take down His Demonicness.

To end a turn, you move yourself into a space next to your currently-controlled area and begin a 2D platform game mission in which the aim is to get from left to right and destroy a generator to "purify" that square and its surroundings. Beating the level ends the turn, causing time to advance. Each level has a different theme according to its terrain type, and many have special buildings and structures to explore. Within the levels, you'll find various types of enemy and pieces of equipment, many of which have peculiar randomly-generated special effects — how does a pair of boots that makes you run faster but sets you on fire in the process sound?

Your character is highly customizable, and you can tweak your "loadout" each turn if you want — though not once you're into a mission. Several different classes are available at the outset of the game, each of which has their own set of four spells. Additional classes become available as you explore, and defeating bosses in special "Level Up" towers unlocks new perks that improve your abilities in various ways. You have to find a good balance between expanding your territory so the survivors have space to run away from the overlord when he comes out to play; finding Level Up towers to improve your own abilities; and ensuring your forces have enough resources to survive. As soon as your last survivor dies, you lose the game, so it's in your interest to keep expanding and recruiting new members to your forces.

I really like what I've seen so far. It's much more "focused", though this has come at the expense of the wonderfully complex randomly-generated levels of the original game. One thing I really liked about the first A Valley Without Wind was the sheer amount of stuff there was to do. You could wander into pretty much every building and explore it to try and find cool stuff. You'd never get anywhere if you did that, of course, but the fact it was possible was really cool. By contrast, A Valley Without Wind 2's levels are much shorter and more linear, and traipses through buildings are linear shortcuts between two parts of the level rather than sprawling, mysterious structures to explore. On the whole, it's a change for the better — as I say, though, it does make me miss some of the first game's idiosyncrasies.

One thing I'm not sure how I feel about is the change to the soundtrack. The original game featured a rather wonderful score that had more than a touch of chiptune about it, giving the retro-style gameplay an even greater sense of retro flair. The new game features a number of recognisable themes from the first game, but a much more "realistic" sound to its score. It's good — but is it as charming as the bleepy chiptunes from the original? I'm not sure. One thing I will say, though; the title screen music is absolutely gobsmacking and well worth just sitting and listening to for a bit.

I'll be checking this game out a bit more in the coming days, and I'll be intrigued to see if it can hold my attention. I liked the first game a lot, but the fact I never really felt like I was getting anywhere put me off playing a long way into it. This new version appears to have fixed that particular problem with a much more focused experience, so I'm keen to see how it plays out. Knowing my general abilities in the strategic department, I am anticipating a complete loss at the hands of the overlord within 20 turns, but we'll just have to wait and see about that, won't we?

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1138: Song Magic https://imnotdoctorwho.moegamer.net/2013/03/02/1138-song-magic/ https://imnotdoctorwho.moegamer.net/2013/03/02/1138-song-magic/#respond Sat, 02 Mar 2013 00:05:44 +0000 http://angryjedi.wordpress.com/?p=5109 Been playing some more Ar Tonelico 2 this evening, and I'm liking it a great deal. Like its predecessor, it has a very pleasing system of "feature creep" whereby it starts out feeling rather straightforward but gradually, over the course of the early stages of the game, introduces more and more new and interesting mechanics until … Continue reading 1138: Song Magic

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Been playing some more Ar Tonelico 2 this evening, and I'm liking it a great deal. Like its predecessor, it has a very pleasing system of "feature creep" whereby it starts out feeling rather straightforward but gradually, over the course of the early stages of the game, introduces more and more new and interesting mechanics until you have something that is very, very distinctive.

In the original Ar Tonelico, we were introduced to the basic combat system; then the way it worked when you have the magic-using Reyvateil characters in your party; the Dive system, in which you could explore the inner recesses of the heroine's mental "cosmosphere" worlds; the "bedtime conversations" system whereby the protagonist and the heroines could get to know each other a bit better (and subsequently unlock deeper levels in the cosmosphere); the "Grathmeld" crafting system, whereby you could take all the junk you'd acquired from the hundreds of NYO?!s you'd killed and turn them into various items, then enjoy some amusing scenes as the heroines try and convince you to let them name the item something ridiculous; and the "Install" system, whereby you're able to insert crystals into the heroines (and yes, they relish the opportunity for innuendo inherent in this process) to power up their various abilities and customise the effect of their spells.

In Ar Tonelico 2, meanwhile, we're first of all introduced to a new and rather odd combat system in which the two sides in the combat alternate attacking and defending for a set period of time — when attacking, you have to press buttons corresponding to the party member you'd like to attack and combine it with a directional button to do a specific move; when defending, you have to time button presses carefully to protect the back-line Reyvateil "mages" from attack, if they're present. The way the Reyvateils work is then introduced — a weird meter in the corner of the screen reflects what they want the front line to do, and fulfilling their demands provides bonuses, helping them to cast more effective spells more quickly. Then, once again, we have the Dive system, which works largely as it did before, albeit with a lot more multiple-choice bits where you have to say the right thing to proceed. Then we have the "I.P.D." system, whereby part of the plot dictates that you have to subdue and capture Reyvateils that are infected with I.P.D., which hasn't been explained yet. Then we have a slightly different crafting system, whereby certain items can only be crafted in certain places (you can only make food in a restaurant kitchen, for example), and the same recipe has different outcomes depending on which heroine you get to help.

Then things get a little odd. "Dualstalling" replaces the "Install" system from the previous game, and is the only way of levelling up Reyvateils, who no longer gain experience normally. Instead, at regular opportunities, you have to let them take a bath in water infused with crystals you've collected or purchased. During the bath (which looks rather large and luxurious, I must say), they wander around a bit, and if they pass over one of the crystals they dropped in, they gain a temporary special effect until the next time they bathe. And if you drop in toys (bath toys, you pervert) and scented oils, different effects might emerge. Oh, and if both heroines are bathing together, they'll often chat about things, too, which helps improve their "sync" value, which in turn helps them fight more effectively together in combat.

Then we have the "Dive Therapy" system, which I was introduced to in tonight's session. Now the subdued I.P.D.-infected Reyvateils have a purpose — they can be "cured" by one of the characters, who is a Dive therapist. Indulging in Dive Therapy involves talking to the Reyvateil and attempting to manipulate her mood to its ideal level on a meter at the top of the screen. Administering various treatments can affect the rate at which this meter changes with each response you give to their statements. Some responses increase the meter, others drop it, and each infected Reyvateil has a "sweet spot" where the meter needs to be in order to be cured.

That's not all you can do with them, though. The cured Reyvateils then bugger off and scatter themselves around the world to form a fan club for one of the heroines, and their affection for her increases as they see her doing cool stuff. When their affection maxes out, they will help out — exactly how, I'm not sure yet, but we'll see.

Oh, and also through the "Girl Power" system you can "equip" rescued Reyvateils to help the protagonist out in various ways. They then level up and improve their abilities and… waah, my head hurts.

All these weird and wonderful mechanics may sound overwhelming, but they're introduced at just the right rate. You're shown a new concept, then given a period of time in which to explore it in practical terms. Then another one comes along, and you can explore that. And so it continues. The nice thing is that only a few of these mechanics are "spoiled" in the game's manual, meaning the existence of things like the Dive Therapy system and various other bits and pieces are a nice surprise when you come across them for the first time. (Unless you've read this post first, of course.)

On the one hand, it's nice to be ready for all the game's mechanics and be able to refer back to a manual when you need to. But on the other, it's quite interesting (and oddly liberating) to play a game that trusts you to experiment a bit and figure out what on Earth (Metafalss?) is going on. Take the Dualstalling system, for example — while the help menu in the game explains roughly how it works, it's only by fiddling around with various arrangements of bathtime goodies that you'll figure out the most effective means of letting your mage-ladies wash their stinky bits and level up.

Basically, Ar Tonelico 2's more esoteric features are something you'll either be on board with or not. As you've probably gathered, I love them — and besides, are they really any more weird than summoning giant chariot-riding penis demons by fusing cards together, or sucking the magic out of monsters to somehow attach to your own strength? No. No they're not. So shush.

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1136: Thoughts on RPG Maker https://imnotdoctorwho.moegamer.net/2013/02/27/1136-thoughts-on-rpg-maker/ https://imnotdoctorwho.moegamer.net/2013/02/27/1136-thoughts-on-rpg-maker/#respond Wed, 27 Feb 2013 21:58:19 +0000 http://angryjedi.wordpress.com/?p=5100 I read this piece by Robert Boyd of Zeboyd Games earlier. Now, I normally agree with Mr. Werezompire on a lot of things, but I take issue with a few things he says about RPG Maker in this article, which was posted shortly after the latest version RPG Maker VX Ace hit the Steam store a while back. Boyd … Continue reading 1136: Thoughts on RPG Maker

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Page_1I read this piece by Robert Boyd of Zeboyd Games earlier. Now, I normally agree with Mr. Werezompire on a lot of things, but I take issue with a few things he says about RPG Maker in this article, which was posted shortly after the latest version RPG Maker VX Ace hit the Steam store a while back.

Boyd is quite right to note that this is the first time a piece of software such as RPG Maker has hit a mainstream digital download storefront for PC — past iterations of the software were sold directly by the publisher via a rather cumbersome e-commerce solution, so to get it on Steam is a big step forward in both accessibility and visibility. Boyd is also right to note that lowering the barrier of entry to creating games through tools such as RPG Maker also encourages everyone to want to have a go — and that this can result in a glut of "incomplete, buggy, generic, or downright awful games". (It also results in people who are otherwise unable to get their heads around programming becoming empowered to realise their own digital dreams and creativity.)

What I take a certain degree of umbrage to is his assertion that it is a "general RPG maker" and thus ill-suited to producing anything more than the most generic JRPG possible. While it is true that the default art assets and music provided with the game are aimed at people who want to get a fairly generic JRPG up and running quickly, the very nature of the software is that it is completely customisable depending on how much "individuality" you want to give your project. You can have something fairly convincing up and running in a matter of minutes using the default assets… but with a bit of time and artistic talent (or at least creativity), you can completely revamp the default "look" to anything you please. Not only that, but by using its built-in Ruby-based scripting language, you can completely overhaul the way the game works — battle system, menus, method of moving around the game world, anything can be modified or added if you know what you're doing. And even if you don't, there's a lively and active community out there that has put together plenty of free scripts for anyone to make use of.

This isn't "trying to modify RPG Maker to do things it wasn't really intended to do," as Boyd asserts. This is, in fact, using RPG Maker in the manner in which it was intended for power users — and it also aptly demonstrates one of the most admirable things about the application: the fact that it is simple and accessible enough for beginners to use, yet powerful and flexible enough for more advanced users to take complete control of. You only have to look at examples like To The Moon and Cherry Tree High Comedy Club, both of which were created in RPG Maker XP (two versions previous to the current edition) to see what is possible — and to be fair to Boyd, he does at least mention these titles in his post.

Boyd makes some fair points in the article, but what I don't like much is the underlying tone that "if you're using RPG Maker rather than programming it yourself, you're doing it wrong." While it is undoubtedly more satisfying to program your own engine from scratch and see a complete game come together from literally nothing, not everyone has the time, ability and/or C#-speaking friends to be able to do that. Plus if there's a perfectly good tool already out there to realise what you want to do… why shouldn't you use it?

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1135: Melody of... The Other Place https://imnotdoctorwho.moegamer.net/2013/02/26/1135-melody-of-the-other-place/ https://imnotdoctorwho.moegamer.net/2013/02/26/1135-melody-of-the-other-place/#respond Tue, 26 Feb 2013 23:27:16 +0000 http://angryjedi.wordpress.com/?p=5096 As I noted yesterday, I completed Ar Tonelico: Melody of Elemia. So naturally, having discovered a new RPG series that I like very much, what's a boy to do but to make an immediate start on the sequel, much to the delight of my Ar Tonelico-adoring friend who convinced me to play the damn things in the first … Continue reading 1135: Melody of... The Other Place

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Page_1As I noted yesterday, I completed Ar Tonelico: Melody of Elemia. So naturally, having discovered a new RPG series that I like very much, what's a boy to do but to make an immediate start on the sequel, much to the delight of my Ar Tonelico-adoring friend who convinced me to play the damn things in the first place?

Ar Tonelico 2: Melody of Metafalica is a surprisingly different beast to its predecessor in many ways. Its Japanese incarnation came out in the same year as the first Ar Tonelico hit Western shores, but it wouldn't be until 2009 that North American and European players would get their hands on it. That actually makes it a surprisingly recent game, released in the twilight of the PS2 era. This might explain why I never really paid it much mind first time around (besides being unfamiliar with the prequel, obviously) — everyone (including me) was already well and truly enraptured by "next gen" by that point, though games like Persona 4 (which also came out in 2009 in Europe) had shown me that the previous generation still had plenty to offer.

The whole Ar Tonelico experience has had a complete overhaul in Ar Tonelico 2. Gone are the distinctly PS1-ish isometric-perspective graphics (though I actually sort of miss them now), replaced with hand-drawn backdrops in towns and a pleasing combination of polygons, flat objects and fixed camera angles to create "3D" dungeons. The sprites, too, have had a bit of a change in aesthetic — they have peculiar, stylised proportions now, which frankly has taken a little adjusting to, but the improved amount of emotive animation on them makes up for the fact that everyone has really, really distractingly massive hands.

The biggest change is in the battle system, however. I liked Ar Tonelico's battle system, as it combined conventional JRPG turn-based battling with an interesting magic system that encouraged you to find creative ways to finish battles "well" rather than quickly. It was a bit repetitive by the end, however, and it was consistently way too easy pretty much all the way through the entire game.

Ar Tonelico 2's battle system, meanwhile, is a completely different beast. It's still sort of turn-based, but not in the same way as its predecessor. Instead, the two sides in the conflict each take turns to attack and defend. When it's your turn to attack, you have a limited amount of time to use your two "vanguard" (front line) characters to attack; when it's your turn to defend you have to carefully time button presses to protect the back line Reyvateils from taking damage. The Reyvateils make demands on you during battle, too, requesting that you perform specific attack moves by pressing the button for the corresponding front line character and a particular direction. Fulfilling these demands gives you various bonuses that make the battle turn in your favour. It's interesting, as it means you have to really concentrate on every battle rather than just mashing the "attack" button, but I'm yet to have a significantly challenging battle to show its full potential just yet.

The "Dive" system makes a return, and is almost identical to its predecessor. You get to know the game's heroines in the real world by talking to them at campsites and inns, then "dive" into their mental "Cosmosphere" world to find out more about their various inner struggles and problems. Overcoming these problems helps them craft new Song Magic which you can then use in battle — plus these are entertaining mini-stories in their own right. Diving is mostly the same, though there are a lot more situations where you're given a choice of responses to a particular situation and must pick the correct one rather than simply following it through.

In "new, weird gameplay mechanics" news we have the new Dualstall system, which replaces the "Install" mechanic from the previous game (which allowed you to boost a Reyvateil's abilities by plugging various crystals into her… spells in a rather suggestive manner). Dualstalling essentially means flinging the game's two heroines into a bath infused with magic crystals, nice-smelling bath oils and bath toys and letting the attached abilities, uh, be absorbed. The heroines will also have a good chat in the bath, so this is a good way of building up their "Sync" gauge, which helps them work together better in battle.

So far I'm about four hours into the new game and enjoying it a lot so far. The change in aesthetic and gameplay style gave me a bit of "culture shock" initially but that thankfully soon faded, and I'm now enjoying the story and characters just as before. It's interesting to note that the game still feels recognisable as an Ar Tonelico game, yet has a different setting (albeit in the same overall world), different characters and different gameplay mechanics. I'm assuming that the third game (which is where the series made the jump to PS3) will be "similarly different", too, judging by a quick flick through the manual.

Further reports as events warrant.

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1134: Melody of Elemia https://imnotdoctorwho.moegamer.net/2013/02/25/1134-melody-of-elemia/ https://imnotdoctorwho.moegamer.net/2013/02/25/1134-melody-of-elemia/#respond Mon, 25 Feb 2013 22:31:24 +0000 http://angryjedi.wordpress.com/?p=5092 I completed Ar Tonelico: Melody of Elemia this evening. What a fine, fine game that was. I'll be writing somewhat more "professionally" for want of a better word about it this Wednesday over on Games Are Evil, but for now I just wanted to enthuse a little about the great experience that was that game. There may … Continue reading 1134: Melody of Elemia

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Page_1I completed Ar Tonelico: Melody of Elemia this evening. What a fine, fine game that was. I'll be writing somewhat more "professionally" for want of a better word about it this Wednesday over on Games Are Evil, but for now I just wanted to enthuse a little about the great experience that was that game. There may be some spoilers ahead; be forewarned.

The most immediately striking thing about Ar Tonelico for a new player coming to it for the first time in 2013 is that it looks old. It's also worth noting that it came out in 2007, so it actually looked pretty old when it first came out. That said, after a few hours of play, the low-resolution isometric-perspective sprite-based graphics cease to matter on a technical level, and the amount of character and personality in them starts to shine through. A friend of mine just noted that the visual style is actually something of a successor to stuff like Secret of Mana and the like and that's a great comparision — I'm kicking myself for not figuring that out sooner.

Outside of the in-game graphics, Ar Tonelico has some absolutely lovely character designs. Lyner may look fairly "generic JRPG hero" in his stylings, but at least he has some personality about him. The two heroines Aurica and Misha are both attractive and appealing in completely different ways, and a plot twist I won't go into here sees you interacting with Misha in both her "spunky young girl" and "equally spunky young woman" forms. The third Reyvateil introduced later in the game also proves herself to be an interesting character in her own right, again with her own unique visual style and "appeal elements".

One of the most interesting things about the game to me — and the thing I'm intending to write about this Wednesday — is the game's multi-route, multi-ending structure. Now, this could very easily be a recipe for disaster, as multiple endings in lengthy RPGs are often a good method to ensure your players won't see all of the awesome story content you made. That's not necessarily a bad thing — it's kind of cool when you can discuss a game with a friend and discover they had a completely different experience to you — but it's also frustrating to some people who like to know they've got everything they can out of a game before moving on.

Ar Tonelico's multiple endings and routes are handled in a rather peculiar manner. There are three "phases" to the game, each of which is a complete story arc in and of itself, complete with final boss confrontation at the end of each. Early in the second "phase", you have the opportunity to go with one of the two heroines and experience their story. Aurica's story gives you an overall view of what is going on in the overarching plot of the game, while Misha's story gives you a more personal view of what is going on with her and how she is relevant to everything. If you play Misha's route first, there are a number of scenes you see completely without context that don't really make sense. If you play Aurica's route, however, you play an important part in these scenes. The two paths then converge towards the end of the second phase, and the game then apparently ends — the credits roll and everything.

There's a twist, though. In a post-credits sequence, you get to run around and do all the usual JRPG "our party's splitting up, say goodbye" business, but once you've done all that, you're presented with another choice: live a happy life with [insert girl you chose here], or refuse to accept that as "the end" and move on. If the latter option is chosen, you find yourself entering a completely optional third phase that is about 20 hours by itself, and which leads to the "true" ending.

Except in that third phase, there are four possible endings, three of which relate to one of the three heroine characters — the latter of whom only becomes a major player in this third phase. The third phase is pretty much identical regardless of which girl you picked earlier, but the very end — if you fulfilled some very precise conditions — allows you to pick between the girl you chose earlier and the new addition. There's also a "bad" ending relatively early in the third phase that basically says "I can't be bothered with all this sidequesting, let's just get this over with".

So that's a total of… hang on… (counts) six endings? Fortunately, there's absolutely no need to play through the game six times to see all of them — instead, you can play through once, save before the "big decision" in phase 2, play one route to either the end of phase 2 or to complete completion in phase 3, then go back and do the other route, stopping wherever you didn't stop first time around. In my case, I played Aurica's route through to total completion, then played Misha's route to the natural end at the conclusion of phase 2. I don't feel like I missed out on anything, and it only required me to play less than 10 hours over and above what I'd already played anyway. And I feel rewarded for having done so — I have a deeper understanding of the story as a whole, and particularly the characters.

So that's Ar Tonelico — a really, really excellent JRPG and surprisingly thought-provoking if you can look past the notorious innuendo (of which there isn't anywhere near as much as people make out). It's also in possession of I think the best soundtrack I think I've ever heard in a JRPG… though I'm about to start Ar Tonelico 2 as I type this, so I may well be revising that statement in the near future!

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1130: Pour One Out for 1up.com https://imnotdoctorwho.moegamer.net/2013/02/21/1130-pour-one-out-for-1up-com/ https://imnotdoctorwho.moegamer.net/2013/02/21/1130-pour-one-out-for-1up-com/#respond Thu, 21 Feb 2013 23:48:44 +0000 http://angryjedi.wordpress.com/?p=5073 The "digital age" brings with it many benefits — most of which relate somehow to the concept of "convenience" — but an unfortunate side-effect of it is that things aren't as permanent as they once were. Sites grow, change and relaunch, and occasionally die altogether. Today it emerged that Ziff Davis, former owners of 1up.com … Continue reading 1130: Pour One Out for 1up.com

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The "digital age" brings with it many benefits — most of which relate somehow to the concept of "convenience" — but an unfortunate side-effect of it is that things aren't as permanent as they once were. Sites grow, change and relaunch, and occasionally die altogether.

Today it emerged that Ziff Davis, former owners of 1up.com until it was sold to IGN, and now the company that owns IGN (and consequently 1up.com again… yes, it's confusing) would be shuttering three sites, including 1up.com.

This is immensely sad news for a number of reasons. Today I will primarily be outlining my own personal feelings about that site; I'm sure a number of people reading this will have their own opinions and thoughts about the site and the changes it's gone through over the years, so feel free to share them in the comments.

I first became aware of 1up.com while my brother was working at Ziff Davis on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine (I think I've got that chronology right). He played an important role in shaping the site and its content, and it became a regular hangout for me not just because of me supporting my bro, but also because I really liked what it was doing. It was my first real contact with what was to become "social networking", and I found myself really enjoying making use of all the site features — the ability to blog, the forums, the ability for users to create clubs and communities as part of the main site. My 1up blog was one of the first places where I wrote about games regularly, primarily for myself but also in an attempt to keep myself in "practice" should I ever find myself in a situation where I'd be able to do so professionally.

My main reason for thinking so fondly of 1up.com is the Squadron of Shame. I've told this story before, but it doesn't hurt to tell it again.

The Squadron of Shame was a group of people who came together as the result of a fairly throwaway feature on one of 1up's podcasts. The podcast participants had got talking about their "Pile of Shame" — all the games they owned but had never got around to finishing (or even playing in some cases) — and discussion had turned to Tim Schafer's cult classic Psychonauts. The intention was for the Pile of Shame to become a regular feature on the podcast as the participants played through the games together and gave their thoughts on more obscure titles that people might have missed out on.

It was a short-lived feature, and quickly abandoned on the show — but a bunch of people on the 1up forums really liked the idea and thus decided to come together and finish the job they'd started. We checked out Psychonauts and had a blast playing through it together. Then we started talking about other games that people might have missed — System Shock 2Psi OpsOdin Sphere and all manner of other titles. For each one, we made a thread on the forums for discussion, played through it together and got to know each other a bit better in the process. It was a fantastic experience, and I made a lot of very good friends in the process — friends who I still "talk" to on a daily basis even today.

Trouble was on the horizon, though. The once-sprawling 1up.com forums, which used to be split into a wide variety of distinct sections, were merged into simple "Games" and "Not Games" categories. The Squadron of Shame's threads used to call the "1up Radio" forum home — this forum primarily related to the site's podcasts and the features therein, and was generally a home of more mature, respectful discussion than other parts of the forums as a whole. Suddenly, though, our thoughtful threads — which often included long posts with members writing mini-essays on their experiences with the games we were playing — were lumped in with all the "wot iz ur favorit wepon in halo" threads from the hoi polloi of the site. Consequently, on at least one occasion we found ourselves being rather unpleasantly trolled by users who, for some inexplicable reason, took great umbrage to our writing of posts that included more than five words, knew how to use paragraphs and punctuated properly, and discussion wasn't quite so easy any more.

Around that time, the "club" pages on 1up got an overhaul; there used to be a "communal blog" where individual members could post in a linear fashion, but this was replaced by a dedicated forum just for that club. We made use of that for a while, but further trouble was on the horizon with the event which became known as the Great Upheaval, when a huge proportion of the talent from the site was laid off as part of the transition to new owners UGO. The site wasn't the same after that, so a lot of people drifted away from the community, mostly to places such as Twitter.

It was around this time that we started producing the Squadron of Shame SquadCast, an irregularly-occurring podcast that continues the Squad's original mission in earnest. To this day, we still have a small but dedicated following keen to tune in and hear our thoughtful, mature (and lengthy!) discussions on obscure games and gaming-related topics. It's something I'm really happy to be a part of, and something that still feels me with great pride any time I hear someone from outside my core friendship group talking about — people like Garnett Lee, one of the original 1up podcasters who gave us the idea in the first place.

Today, the Squad primarily lives on Google+, which seems to be a good home for our discussions. You can check out and join our community here. Prior to that, a healthy amount of discussion also took place on the "Squawkbox", a WordPress site we set up to emulate the old-school "club journal" format from the original 1up.com club, but which is now primarily used as a site linking to the SquadCast's archives. There have been plans on and off to make a "proper" Squad site for many years now (including a nice-looking mockup), but they're yet to come to fruition. One day…?

Anyway, I'm drifting off the point somewhat. The main thing I wanted to say is that none of this would have happened without 1up.com. Without 1up.com, I never would have met this disparate group of people from all over the world and made a group of friends with whom I really feel that I can be "myself". Without 1up.com, I wouldn't have as solid a "support network" as I feel I do today. Without 1up.com, there's every chance that I'd be a lot more lonely than I am today. I feel privileged and honoured to have met everyone who came together as a result of the Squad, and am glad that we're still attracting new members a few at a time every so often, many of whom are fast becoming just as good friends as those who I have known since those early days of the group. I now have a solid group of international friends that I trust and depend on, and without 1up.com I simply wouldn't have that. (Of course, there's every chance that I would have made a similar group of friends on a different website, but, you know.)

So it's for this reason I'm sorry to see 1up.com go. The loss of the articles and writing talent on the site is sad too, of course, but for me it will always be the community side of things that captured my heart and imagination, and showed me that my passion for video games was not something to be embarrassed or ashamed about, but instead celebrated and explored.

So thanks for the memories, 1up. You'll be sorely missed.

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1126: Ah! Tonelico https://imnotdoctorwho.moegamer.net/2013/02/17/1126-ah-tonelico/ https://imnotdoctorwho.moegamer.net/2013/02/17/1126-ah-tonelico/#respond Sun, 17 Feb 2013 22:42:58 +0000 http://angryjedi.wordpress.com/?p=5059 I've been continuing to play through Ar Tonelico, and it's certainly pushing all my buttons in all the right ways. I've stopped noticing the "subpar" (compared to its contemporaries) graphics and accepted them as quaint and charming, and have found myself able to concentrate on the story and characters, both of which are great stuff. The … Continue reading 1126: Ah! Tonelico

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I've been continuing to play through Ar Tonelico, and it's certainly pushing all my buttons in all the right ways. I've stopped noticing the "subpar" (compared to its contemporaries) graphics and accepted them as quaint and charming, and have found myself able to concentrate on the story and characters, both of which are great stuff.

The highlight of the game by a long shot is still the Dive system, which I believe I mentioned in a previous post on the subject. Just in case I didn't, though (I'm tired and can't be bothered to go back and check, all right?) let me explain once again.

One of the key plot concepts in the Ar Tonelico universe is the relationship between humans and the Reyvateil, the latter of whom are the only ones able to make use of "Song Magic". A Reyvateil and her partner, known as an Oracle, share a close personal bond — so close, in fact, that it's possible for her Oracle to "Dive" into her mind and explore the worlds inside her imagination, known as her Cosmosphere.

Note that I said "worlds," not "world" — each Reyvateil has multiple similar but not identical worlds inside her head, each of which reflect a particular facet of her personality, something she has had to deal with (or repress) and struggles she is yet to overcome. As the Oracle delves deeper into her mind, the worlds become increasingly strange and twisted, and the problems that the Reyvateil must overcome more deep-seated and difficult to resolve.

Inside the Cosmosphere, the player character Lyner comes across numerous different incarnations of the Reyvateil he's diving into. On one level, she might be a shrine maiden who wants to protect people, but who is anxious about being able to do so. On another, she might be a schoolgirl with no faith in her abilities, who believes she'll never be able to live up to her peers. On another, she might be sexually aggressive and dominant. Sometimes incarnations from other levels put in an appearance, too, and their interactions reflect the Reyvateil's inner struggles between clashing emotions and ideals.

Alongside the incarnations of the Reyvateil, Lyner also encounters characters whom he (and the Reyvateil) know in the real world. But there's often something a bit "off" about these characters, something not quite right. It transpires that these projections of familiar characters reflect how the Reyvateil sees them, not necessarily how they actually are. This provides yet another interesting perspective on the Reyvateil's personality — not only do we see her internal struggles, but also her own attempts to deal with how she thinks other people see her.

I love this kind of thing. It's one of the reasons I adore Persona 3 and particularly so much. Games are a brilliant medium through which the inner workings of a character's mind can be explored, and games that do just that are among my most fondly-remembered titles — stretching right back to The Adventures of Alundra on PS1 and its "nightmare dungeons". Ar Tonelico is certainly scratching that itch very nicely — and it helps massively that the characters involved are entertaining and fun to be around. Plus it seems there's a very obvious "split" just after the halfway point, so after I've finished it once I can go back and focus on the other Reyvateil to see what her subconscious has to say about herself. Looking forward to it.

I haven't touched on the series' endearing use of innuendo, which is seemingly the main thing it's known for, but I'll save that discussion for another day — perhaps when I've played the apparently increasingly-shameless sequels!

(Comics back tomorrow.)

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1117: Another Game with a Barely-Pronounceable Title https://imnotdoctorwho.moegamer.net/2013/02/09/1117-another-game-with-a-barely-pronounceable-title/ https://imnotdoctorwho.moegamer.net/2013/02/09/1117-another-game-with-a-barely-pronounceable-title/#respond Sat, 09 Feb 2013 00:04:43 +0000 http://angryjedi.wordpress.com/?p=5018 If 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 … Continue reading 1117: Another Game with a Barely-Pronounceable Title

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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.)

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1116: Neptunia Master System mk2 https://imnotdoctorwho.moegamer.net/2013/02/07/1116-neptunia-master-system-mk2/ https://imnotdoctorwho.moegamer.net/2013/02/07/1116-neptunia-master-system-mk2/#respond Thu, 07 Feb 2013 20:45:39 +0000 http://angryjedi.wordpress.com/?p=5015 I finally completed the shit out of Hyperdimension Neptunia mk2 tonight. And by that I mean I did pretty much everything it was possible to do in that game. I feel confident in saying it's one of the most consistently fun JRPGs I've played for quite some time — not necessarily the best, no, but certainly one … Continue reading 1116: Neptunia Master System mk2

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Page_1I finally completed the shit out of Hyperdimension Neptunia mk2 tonight. And by that I mean I did pretty much everything it was possible to do in that game. I feel confident in saying it's one of the most consistently fun JRPGs I've played for quite some time — not necessarily the best, no, but certainly one that most definitely has its heart in the right place.

It was a really interesting game on the whole, and one that clearly knew its (small, niche) audience very well. I found it particularly interesting that instead of making a direct sequel to the first game, which apparently sold pretty well in Japan but bombed over here due to appalling review scores, they instead chose to reboot the setting and characters, creating a game which newcomers could happily start with but which those who played through its predecessor could appreciate on a deeper level. Neptunia mk2 wasn't a retelling of the first game's story — it was a completely new tale that pretty much assumed the first game didn't happen. This was a little jarring at first, as characters showed up whom I thought should know each other having played the first game, and the characters IF and Compa were obviously retconned to be childhood friends. Over time it ceased to matter, though, and it became clear that Neptunia mk2 was intended to be taken on its own merits without the baggage of its predecessor — a sensible choice, I'm inclined to think.

Besides proving to be a good jumping-on point for the series (the physical package's apparent rarity aside), Neptunia mk2 also dialed back its reliance on rather forced game and anime references for its humour, instead opting to focus on its distinctive and entertaining (if rather archetypal) characters. The one notable exception to this was in the game's "true ending" path, where there's a wonderful scene shortly before the final boss that features the "older sister" characters (meant to personify the seventh-generation consoles plus the ditzy Neptune/Sega, who has no idea what she's doing and is more interested in cookies than ruling the world) arguing over whose console is best, while the "younger sisters" (who are really the main characters of the game, and who personify the current-generation handheld systems… and, err, the Game Gear) sit and play Monster Hunter together while talking about how awesome Shenmue was.

A side-effect of the above is that the game's endearing sense of humour can be enjoyed by pretty much anyone, regardless of your knowledge of the video games industry as a whole. Those who have been playing for a long time, however, will appreciate the numerous sly nods and winks throughout — an area called Atari Marsh; a city called Sim City; characters called Cave and Falcom; and enemies that resemble everything from Tetris blocks to Dr Kawashima's freaky floating head from the Brain Age/Brain Training series.

The overall plot, which is essentially an anti-piracy, pro-"reward the creators of the content you enjoy" parable, initially appears to be a bit heavy-handed with its message, but this is nicely subverted by the time the previous game's protagonist Neptune puts in an appearance and berates the other characters for "sounding a bit preachy and stuff". It has a good narrative arc, building to a suitably dramatic conclusion and one of seven different endings — including a shockingly dark one that is quite impressive in its brutality. (Though it could possibly have gone even a bit further than it did.)

One of the most interesting things about it is its female-centric nature. While there's a lot of fanservice in it — within five minutes of starting, there are three quasi-"bondage" scenes; several characters are prone to flashing their panties at every opportunity (and the in-game camera is happy to encourage this); and a number of the "event" pictures feature a childishly amusing "jiggle" feature that… well, you can probably imagine — it's difficult to look on the game as being particularly anti-women.

In fact, it's very positive about a lot of things to do with sex and gender. The whole (enormous) party of playable characters is made up of women, for starters, and while many of these use anime archetypes as the basis for their personality, they're all their own individual characters with their own quirks and ways of interacting with each other rather than being nothing but shallow stereotypes. This team of ass-kicking women doesn't once rely on a man to help them out throughout the course of the entire story — and in fact, the few faceless appearances that men do make throughout the plot tend to depict them as shallow, image-obsessed borderline sex pests, with the exception of the boss character Brave, who is more of a Transformer than a man anyway. (Any good that Brave does for the male gender's representation in the game is immediately undone by Trick, however, who it's not an exaggeration to say is a revolting robotic paedophile, and one of the most delightfully odious characters I've had the pleasure of virtually beating up for a long time.)

There are also no unnecessary romantic scenes in the game, though there's a subtle implication that all the main characters in the story are gay and that there's nothing wrong with this whatsoever. (Because, you know, there isn't.) This doesn't mean lesbian melodrama or anything, either; rather, it's simply accepted that some of these girls like each other a bit more than others, and this is depicted in the way that they interact with one another with obvious tenderness and care. It's clear that these characters and their relationships have been written with genuine affection and a desire to make them believable people rather than just tits and arse, and I came away from the experience feeling like I had a good understanding of who they were, who they got along with the best and who they clashed with. It was one of those experiences where the final credits rolled and I felt like I was going to miss the characters, which is always a good sign.

So that's that. It's all done. No more Neptunia… at least until March, when the third game in the series arrives and I will inevitably become obsessed all over again.

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1110: The Collector https://imnotdoctorwho.moegamer.net/2013/02/01/1110-the-collector/ https://imnotdoctorwho.moegamer.net/2013/02/01/1110-the-collector/#respond Fri, 01 Feb 2013 23:51:39 +0000 http://angryjedi.wordpress.com/?p=4988 Reading 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 … Continue reading 1110: The Collector

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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.

 

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1106: Nepgagaga Complete... Mk2 https://imnotdoctorwho.moegamer.net/2013/01/29/1106-nepgagaga-complete-mk2/ https://imnotdoctorwho.moegamer.net/2013/01/29/1106-nepgagaga-complete-mk2/#respond Tue, 29 Jan 2013 00:48:02 +0000 http://angryjedi.wordpress.com/?p=4969 I beat Hyperdimension Neptunia Mk2 tonight, and have now seen one of its seven endings. The one I got tonight was the most fiddly and awkward to get — those who have played the game will know it as the "Conquest Ending" — and was also very, very, dark. Said darkness was all the more effective considering … Continue reading 1106: Nepgagaga Complete... Mk2

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Page_1I beat Hyperdimension Neptunia Mk2 tonight, and have now seen one of its seven endings. The one I got tonight was the most fiddly and awkward to get — those who have played the game will know it as the "Conquest Ending" — and was also very, very, dark. Said darkness was all the more effective considering how light and breezy the rest of the game had been; after some 20-odd hours of all-female yuri moe shenanigans in the party, to suddenly be confronted by something that was quite genuinely emotionally affecting was testament to what a good job the game had done in building up its characters' personalities and relationships.

But I shan't talk too much more about the plot for fear of getting into spoiler territory. I do, however, want to make a point of talking about the game itself a bit more, and reiterating a few things I have previously said about it.

The main thing that I would like to say about it is that it's quite possibly the most fun I've had with a JRPG in ages. It was consistently fun, didn't outstay its welcome (a single playthrough clocks in at under 30 hours on your first time through and is considerably quicker if you New Game+ it up after that) and made use of some great (and quite original) systems. It then wrapped the whole experience in a plot that, while a little preachy at times, provided a great opportunity for the characters and setting to shine and show that the world of Hyperdimension Neptunia was far more than just a one-trick pony of self-referential humour relating to anime and games.

It's a stark contrast to the first Hyperdimension Neptunia; I had a huge amount of fun with the original game, but any time I talk about it I feel the need to add a disclaimer that I'm aware of all its flaws and that it was critically panned on release. And that's at least partly justified; if you don't get into the plot, setting and characters of the first Hyperdimension Neptunia, there's little more than a mediocre dungeon crawler with an interesting combat system underneath — probably not enough to hold the interest of someone who is not fully invested in the experience.

The second installment, meanwhile, is quite simply a good game. While it's still got its cheeky, innuendo-filled self-referential sense of humour intact and its tongue firmly planted in its cheek for most of the way through, it doesn't rely on cheap gags and references alone to carry the experience. Beneath the silliness is a rock-solid JRPG with some really cool mechanics.

hyperdimension_neptunia_mk2_featured_screenshot_04Let's start with the combat system. Unlike the previous game, which followed a fairly conventional turn-based system coupled with a Xenogears-style combo-making mechanic, Hyperdimension Neptunia Mk2's battle system brings in some additional tactical elements that really change things up.

In the first game, each character had a set amount of "action points" (AP) to expend on their combos each turn, and various achievements such as breaking an enemy's guard or performing a special "combo link" move would give some of these points back, allowing a single turn to last for longer. You could also switch the currently-active member with one who was in the off-screen "back row" using certain special combo finishers, effectively allowing you a free turn if you were careful about your AP expenditure.

The second game maintains the AP system, but provides a degree more flexibility. Each character has a base amount of AP that top up to full at the start of each turn if they used them all the previous turn, but AP can also "overflow" over their maximum if the character deliberately finishes their turn early. This is a necessary tactic to unleash some of the more effective "EX combos" — special moves triggered by specific button combinations, some of which require more than a full AP bar's worth of AP to use.

Alongside the AP system is a new stat called Skill Points (SP). This is a mechanic in which hitting an enemy and taking damage adds to a bar which gradually counts up to 300. Characters' unique skills — now selectable from a separate menu rather than having to be incorporated into a combo — all cost a particular number of AP and SP to unleash, with the more devastating moves requiring more SP. SP skills vary from powerful attacks on a single enemy to area or line attacks, or buff/healing skills to benefit the party. Protagonist Nepgear and the other "CPU Candidate" characters can also transform into their "Hard Drive Divinity" goddess forms by spending 100 SP, but the remaining SP after the 100 ticks down each turn, and they revert to human when SP runs out completely.

There are three different types of move that can be performed in combat: fast moves hit multiple times and thus build up the SP bar faster, hard moves inflict more damage and are often magical in nature, and breaker moves concentrate on damaging the enemy's "guard" bar, which, when depleted, allows the player characters to do more damage than usual. Fighting effectively is a case of knowing what moves to use when — some enemies are more susceptible to magical hard attacks, for example, while others take more damage from multi-hit combos. Building up a big combo also helps Nepgear and her friends to maintain their goddess forms for longer.

Oh, you can move around in combat, too. It's surprising what a huge difference this makes; the simple addition of a mechanic whereby attacks affect a physical area rather than a specific enemy/character means that positioning is very important.

hyperdimenision-neptunia-mk2-01 (1)So that's the combat system. The other interesting mechanic is the "shares" system, which was also present in the first game but never explained at all, despite its manipulation being necessary to attain the "true" ending. The amount of control the game's four "friendly" nations and the antagonist faction have over the game world is reflected by the shares, and forms an interesting (if lightweight) strategic metagame atop the whole experience. There's an overall "world control" chart, which shows which faction has the upper hand — initially the antagonists by a considerable degree — and localised charts corresponding to each nation's capital and smaller, non-interactive towns around their landmass.

You can manipulate the shares by doing quests. Each quest has a sponsor city somewhere on the map — either one of the four capitals or one of each nation's smaller towns — and will increase one faction's shares in that area while depleting another's by the corresponding amount. By manipulating the shares, you can effectively change which faction controls each area, and which area has greater dominance over the world as a whole. It's not always simple, though — sometimes you'll have to run one quest to wrest an area's control away from the antagonists and into its native hands, then another to give these shares to another territory if necessary.

While it may be tempting to simply plough all your efforts into increasing Nepgear's native Planeptune shares as high as possible, this isn't necessarily advisable — controlling more than 55% of the world by a particular point in the story unlocks the aforementioned "Conquest" ending, which is rather traumatic if you're not ready for it!

The shares are used for a number of different purposes. Firstly, they affect various characters' stats — if you're using one of the "goddess" characters from the land of Lastation, for example, increasing Lastation's world share will make these characters stronger while others become weaker. It is possible to keep things nicely balanced if you want to use all the goddesses in your party — you'll just have to eradicate the antagonist's faction altogether to do that.

The second function of the shares is to help determine the ending you get. I've already mentioned the 55% world share that Planeptune requires for the "Conquest" ending; that's by far the hardest one to get, as it involves effectively taking over the other countries through a whole bunch of careful questing. Other endings have less stringent requirements; faction-specific endings simply require that particular capital cities have a strong majority control by their native territory as well as Nepgear having a good relationship with the goddess characters of the area, while the "human" ending requires that you avoid any sort of dominance whatsoever. Finally, the "true" ending, which goes on for a whole extra chapter after the game usually ends, requires that the world is divided up nice and neatly between the four factions, and that the antagonists are wiped out as much as possible.

Neptunia_Mk2_CastYou'll notice I've barely mentioned the plot at all in this post, and that's because I want to make a point about Hyperdimension Neptunia Mk2 — even without its big-eyed anime girl shenanigans, it would be a rock-solid game. It's a crying shame that so many people I've spoken to won't even consider playing it because of 1) its predecessor's poor reputation and 2) its aesthetic and character design. Hopefully the things I've said in this post have at least piqued your curiosity a little — it's a great game and genuinely well worth your time, and if you don't feel like you can stomach the first in the series (which I maintain is fun and entertaining despite its myriad flaws) it's perfectly accessible to newcomers.

I'll see you in Gamindustri!

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1103: One Hundred Percent https://imnotdoctorwho.moegamer.net/2013/01/26/1103-one-hundred-percent/ https://imnotdoctorwho.moegamer.net/2013/01/26/1103-one-hundred-percent/#respond Sat, 26 Jan 2013 01:09:37 +0000 http://angryjedi.wordpress.com/?p=4947 I very rarely "100%" the games I play. The reason for this is that in many cases, doing so involves a lot of abject tedium and just stops being fun after a while. Often it requires the systematic use of a walkthrough to find all the hidden packages/shoot all the pigeons/see all the events, and … Continue reading 1103: One Hundred Percent

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Page_1I very rarely "100%" the games I play. The reason for this is that in many cases, doing so involves a lot of abject tedium and just stops being fun after a while. Often it requires the systematic use of a walkthrough to find all the hidden packages/shoot all the pigeons/see all the events, and once you start playing with a walkthrough next to you, I often feel you're missing out on part of the game's fun — discovery.

And yet I find myself tempted to pursue all of the endings in Hyperdimension Neptunia Mk2 simply because it's one of the most enjoyable, entertaining games I've played for a very long time. Whether or not this means I will actually play through the whole thing enough times to get each separate ending or just cheat the system with a well-timed save I haven't decided yet… but I do sort of want to see all the different endings and all the content on offer.

An exception to the 100% rule is visual novels. I'll usually try and see everything a visual novel has to offer before moving on, because it's often quite straightforward to do so — though in games with a huge number of decision points like School Days HQ, it's often quite a time-consuming process. I have, to date, 100%ed several visual novels, though, including Katawa Shoujo and Kana Little Sister. When I finished them, I did feel satisfied that I'd seen everything the game had to offer because, in those cases, very little felt like filler.

In the case of RPGs, though, a lot of that additional content to push you up towards the magic 100% figure is very grindy, rather dull and has nothing to do with the story. But in some cases, the game can wrap you up in its world and its systems enough for that to not matter. Final Fantasy VII is the earliest example I can think of that my friends and I worked all the way through and acquired (almost) all of the secret stuff — all the hidden materias, all the nightmarish Chocobo breeding and at least a good attempt at the secret areas and bosses. We loved that game so much we didn't want to stop playing; pursuing these time-consuming, ultimately irrelevant and often game-breaking sidequests meant we could continue playing for longer, so we did. Then we played it again. To date, I have no idea how my friends and I found time to complete Final Fantasy VII as many times as we did.

So far as Hyperdimension Neptunia Mk2 goes, a single playthrough is apparently relatively short (for an RPG, anyway) and thus charging through it multiple times isn't out of the question. The advent of the "New Game+" mode means that you can carry a bunch of stuff over from game to game, too; given that a number of the endings are dependent on some gradually-increasing relationship statistics that will likely be a bit of a pain to achieve in a single playthrough without some serious grinding, it almost makes sense to play it through several times to make building up these values a more natural process. Hmm. Hmm.

Oh, what the hell. I saw all four endings of Nier (and had my save file deleted by the game to prove it) and enjoyed the experience hugely. (Yes, I enjoyed Nier.) It is but a small jump from four different endings to seven, right?

Right?

Place your bets now on how many I get through before I give up.

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1099: Nep-Nep-Nep-Nep https://imnotdoctorwho.moegamer.net/2013/01/22/1099-nep-nep-nep-nep/ https://imnotdoctorwho.moegamer.net/2013/01/22/1099-nep-nep-nep-nep/#respond Tue, 22 Jan 2013 01:00:37 +0000 http://angryjedi.wordpress.com/?p=4928 It's another Hyperdimension Neptunia post, I'm afraid. Normally I'd make an effort to try not to talk too much about the same thing several days in a row, but having started the sequel to Hyperdimension Neptunia (imaginatively titled Hyperdimension Neptunia Mk2) this evening, I felt compelled to share some of my first impressions. (Besides, this is my blog, dammit.) That first … Continue reading 1099: Nep-Nep-Nep-Nep

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Page_1It's another Hyperdimension Neptunia post, I'm afraid. Normally I'd make an effort to try not to talk too much about the same thing several days in a row, but having started the sequel to Hyperdimension Neptunia (imaginatively titled Hyperdimension Neptunia Mk2) this evening, I felt compelled to share some of my first impressions. (Besides, this is my blog, dammit.)

That first impression can largely be summed up by me nodding and smiling at developers Compile Heart and Idea Factory and going "Good job, guys."

You see, Hyperdimension Neptunia Mk2 takes all the things that were good about its predecessor — an amusing but oddly well-realised world; some excellent, memorable characters; some lovely 2D art — and ditches all the things that were a bit rubbish. Consequently, out go the endless cookie-cutter dungeons, out go the PS1-era random encounters, out go the weirder aspects of the battle system (like the bizarre mid-combat "item crafting" system and the seeming necessity to skip animations to take full advantage of the "guard break" mechanic) and out go the sequences that served no purpose (waiting for landmasses to approach and then having to run an insultingly easy dungeon every time you wanted to travel anywhere).

In comes a game which is not just a dream come true for a Hyperdimension Neptunia fan, but a game which actually appears to be a very good JRPG generally. Okay, you're still controlling an all-female party of candy-coloured self-referential anime archetypes so if you're not on board with that you're never going to be on board with this series, but almost everything about the first game that sucked a bit has seemingly been rectified with this new game. It's still not perfect and it's still rough around the edges — the in-engine graphics are still a bit PS2-ish in quality, riddled with jaggies (can't remember the last time I wrote that word!) and the frame rate still blows, but just like the original managed to be entertaining despite its flaws and technical shortcomings, so too does its sequel. Only said sequel is, as I say, a much better game on the whole, too.

The biggest overhaul to the game's base can be seen in the battle system. It's still focused on making combos, but there's no longer the need to micromanage every possible combination of three different buttons pressed up to four times. I actually quite liked this aspect of the original, as it gave the game a fun puzzly mechanic as you attempted to make combos that flowed nicely in to one another, but it did make getting a new character a bit tiresome, as you had to spend a good 10-15 minutes setting up their button combinations — usually only to discover in a boss fight that you'd done something wrong somewhere. (Fortunately, it was possible to rejig combos in mid-fight, which was nice.)

Nope, what we have now is a much more streamlined system — triangle button does multi-hit attacks, square button does powerful attacks, cross button does attacks that prioritise damage to the enemies' "guard gauge". Like before, each attack costs a certain number of Ability Points (AP) to perform. An initial attack is of a fixed type, but from that point on, you can customise the specific "move" (and AP cost) that is assigned to each of the three buttons depending on if it is the second, third or fourth attack in a combo. Characters unlock "EX" attacks as they level up, requiring that the player use both a specific button combination and expend a particular number of AP during a combo before triggering a more powerful special move. Each character has their own suite of "skills" outside the attacks, too, which cost a combination of AP and Skill Points (SP, which charge up through attacking enemies) to perform. These vary from special attacks to support buffs and healing skills, and mean there's no longer the reliance on random chance when attempting to keep your party at full health.

Combat now allows characters to move, too, giving the whole thing a light strategic feel, as all attacks cover a particular area, and characters clustered together can all feel the brunt of one enemy's attack if you're not careful. The whole thing is way more fast-paced than the previous game — a feeling helped even more by the fact that the load times between field and battle screens are lightning-fast.

I'm not far into the story yet, but it's been enjoyable so far, despite what essentially amounted to an extremely mild tentacle scene approximately five minutes into the experience. (Said "tentacles" — actually cables — weren't doing any more than just holding the previous game's "CPU" goddesses prisoner, but it's very clear that it was a reference to… well, you know.) New protagonist Nepgear (hah) is appealing and endearing, and successfully distinguishes herself from her ditzy sister — the previous game's protagonist — by basically being the exact opposite in terms of personality. Where Neptune was loud, brash, confident and, let's not beat around the bush, endearingly stupid at times, Nepgear is much more reserved, rational, intelligent and innocent. There's a lot of scope for her to grow as a character — particularly when accompanied by the increasingly world-weary IF (rapidly becoming my favourite character in the series) and the ever-optimistic Compa — so I'll be interested to see how she develops as her journey progresses.

There's still a heavy focus on non-linear and repeated sidequesting in the new game, but it actually explains what effect doing quests has right from the beginning this time instead of, you know, not at all. Yes, the "shares" system from the previous game is back again, but it's integrated into the story this time, representing the world's level of belief in the "good" goddesses and the evil forces of "Arfoire" — the previous game's villain and a thinly-veiled reference to the popular Nintendo DS storage device that was often used for piracy. Essentially, doing quests now wrests back "control" of particular areas from Arfoire's followers, allowing you to strengthen an area's belief in the goddesses and ultimately turn things around for the world, which has seemingly gone to shit in the intervening time between the end of the first game and the start of the second. Manipulating the shares is also key to unlocking certain events.

Oh, and there's a whole relationship system between Nepgear and her party members now, rather charmingly called "Lily Rank". (For those who don't get why it's called this, the Japanese word for "lily" is "yuri", which is a word also often used to refer to same-sex romantic and/or sexual relationships between women — rather appropriate for describing the relationships between members of an all-female party, particularly as within the first three hours Nepgear has already been kissed by one of them, ostensibly to shock her into transforming into her "goddess candidate" form for the first time since escaping captivity in the intro.) Characters with a better Lily Rank between them provide bonuses to one another in combat, and can be paired up to do various joint special abilities. Naturally, a better relationship between them also results in more scenes between them, too.

Also the music's much better by about a thousand percent.

Also it's just great. I like it a lot. Actually, I liked the first one a lot, despite its flaws. I can see myself really loving the second one. And the third one's coming in March! Yay!

I'll shut up now.

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1098: Nepgagaga Complete! https://imnotdoctorwho.moegamer.net/2013/01/21/1098-nepgagaga-complete/ https://imnotdoctorwho.moegamer.net/2013/01/21/1098-nepgagaga-complete/#respond Mon, 21 Jan 2013 00:51:32 +0000 http://angryjedi.wordpress.com/?p=4921 I finished Hyperdimension Neptunia tonight, thereby proving beyond a doubt that review scores are now completely and utterly useless to me. I kind of suspected this already, but the fact that I devoured and loved a game that Eurogamer gave a 2/10 speaks volumes about how far my tastes have drifted from the mainstream. With that in … Continue reading 1098: Nepgagaga Complete!

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Page_1I finished Hyperdimension Neptunia tonight, thereby proving beyond a doubt that review scores are now completely and utterly useless to me. I kind of suspected this already, but the fact that I devoured and loved a game that Eurogamer gave a 2/10 speaks volumes about how far my tastes have drifted from the mainstream.

With that in mind, some people have been expressing curiosity about this game after hearing me talk about it, so I am going to use this post in an attempt to share some facts about it that may help you reach a decision as to whether or not you would find it an enjoyable experience. Not everyone will like it, and that's fine — I really enjoyed it, but I recognise its flaws.

So here we go then.

It's roughly 50% visual novel. Story scenes in Hyperdimension Neptunia are selected from a menu rather than occurring naturally during exploring a town or something, and are all presented in a head-and-shoulders visual novel style. In a twist on the usual way in which VNs are presented, however, the portraits are animated — they breathe, change expressions, have lipsyncing and move their heads. It's not quite the same as a fully-animated anime scene (or indeed in-engine cutscenes) but it looks very nice and the art is lovely.

The other 50% is old-school JRPG dungeon crawler. You'll spend your non-story time in Hyperdimension Neptunia wandering through a variety of rather samey dungeons. There are a very limited number of environments, and only a set number of layouts to explore. Objectives are generally either "reach the exit" or "kill the boss", with occasional "collect [x] of [y]". Structurally, it's nothing special, and the "collect [x] of [y]" or "kill [x] of [monster]" objectives are largely dependent on luck, which some may find frustrating. The game is non-linear all the way through, however, meaning if you're struggling on one dungeon (or even the final boss!) you can simply shoot off and do something else for a bit.

There are random encounters. A hangover from the old days of JRPGs, random encounters are the bane of some RPG fans' existence. They are present and correct in Hyperdimension Neptunia. Whether or not you get irritated by random encounters will play a big part in determining whether or not you will have an enjoyable time.

This girl is the PlayStation personified. I'm not even joking.The combat system is GREAT. To counter the potential annoyance of random encounters, the combat system is hugely enjoyable. Taking its cues from Xenogears, each character has a set number of Action Points to spend per turn. Three of the PS3 controller's face buttons are assigned to different attacks (each costing a particular number of AP) by default, and as each character levels up they learn new moves. These moves must then be manually assigned to individual button presses in any of the possible combinations of four buttons that make up a combo. Different moves have different "end bonuses" if placed in the fourth slot of the combo — some allow the combo to continue registering after the fourth button press, others allow the party member to "switch" with one in the back row, effectively granting the player a free turn, and some characters have the magical girl-esque ability to transform. It's great fun setting up and naming your own combos, and there's a pleasing almost puzzle-like element to working out which ones will flow nicely into other ones while still leaving you with enough AP to be effective.

You can customize a whole ton of stuff in combat. You can rename button combos and apply your own images to certain special attacks. Other special attacks that you find throughout the course of the game are all based on old Sega games, allowing you to do things like summon the dude from Altered Beast or Alex Kidd to lay the smack down on your enemies.

There's a really weird item system. Rather than a conventional item system, Hyperdimension Neptunia makes use of a strange "crafting" system in combat to handle healing and the like — you can't heal outside battle, except by leaving or completing a dungeon. There are four crafting materials that you collect and/or purchase, and different combinations of these are required to activate each character's unique "item skills", each of which has a time when it occurs, a trigger condition and a target. For example, a basic healing item skill might be "When damaged and HP is 50% or less, heal 30% of HP in exchange for 5 of one item and 5 of another." The twist is that each character only has a limited number of "item skill points" which can be funneled into any of their item skills — one point equates to a 1% chance that when the condition is fulfilled at the appropriate time, the skill will trigger. For example, the character IF has a skill that will resurrect any fallen party members with 50% HP at the end of her turn, but this is only absolutely guaranteed to happen if you put 100 points into that skill. You can shift these points around at will — even during combat, except in the middle of a combo — and it adds an interesting degree of strategy to an otherwise attack-focused combat system, but it's bizarre, only sort-of works as a concept and will almost certainly piss some people off. I quite liked it by the end of the game, but it takes some adjustment to get your head around.

There's a "skip animation" button in combat. If you're starting to find the endless fighting rather dull, you can simply tap the L2 button to skip any animation, whether it's a regular attack by you or the enemies or a lengthy piece of JRPG "final attack" showboating. This means that you can romp through combats super-quickly if you're not too concerned about watching animations.

There's a bunch of grinding later in the game if you want to get the best ending. There are three endings to the game that are dependent on whether or not you recruit three characters in the story — a "bad" one if you don't recruit any of them, a "good" one if you recruit one or two of them and a "true" one if you recruit all three of them. Getting all three of them involves manipulating a mechanic which is never explicitly explained in the game, and requires replaying a lot of dungeons that are, by that point, far too low-level for you and thus almost insultingly easy. Fortunately, you can make use of the aforementioned "skip animation" button to rip through most of these dungeons in a minute or less.

The in-engine graphics aren't great. While the hi-res visual novel scenes look lovely, the in-game graphics look distinctly PS2ish and suffer from a fairly poor frame rate when compared to their mediocre quality. This is, apparently, fairly common practice for the developers Compile Heart and Idea Factory, and doesn't affect the enjoyment at all, but those who appreciate super-pretty graphics will only find functional visuals here. That said, the animations are nice and the characters all have plenty of personality about them.

The music is annoyingly catchy, but limited. There aren't many different music tracks in the game, which means by the end you may well be tiring of some of them. That said, they are catchy, recognisable themes that you may well find yourself humming along with, and there are multiple battle themes rather than the same one all the way through the game.

The game offers both Japanese and English voiceovers. Both have their merits, though some parts haven't been dubbed into English, meaning they're just text. On the whole, the Japanese voice track is superior in terms of acting quality (though beware the high-pitched voices if that sort of thing bugs you), but it's nice to hear the American voice actor who plays Yukari in Persona 3 again on the English track.

The game is genuinely amusing… if you're a fan of Japanese media and video games. The game prides itself on affectionate lampshading of anime and video game tropes, with the characters regularly breaking the fourth wall to talk about their role in the game. There are also plenty of optional scenes with references to various video games and anime, though some feel a little forced. If you don't like things being very obviously referenced, the humour in this game may not be for you. See also:

The game is stuffed full of innuendo and fanservice. The party in Hyperdimension Neptunia is exclusively female, and male characters throughout are very limited, mostly represented as silhouetted portraits alongside the huge, animated head-and-shoulders shots of the girls. There's a lot of boob-related humour, particularly surrounding the discrepancy in size between several party members' breasts, and a number of comic misunderstandings that initially appear to be somewhat sexual in nature but later turn out to be something far more innocuous. There's also a clearly-underage openly-lesbian character (though it's implied that most of the characters have at least a slight inclination in this direction), you'll see a lot of pantsu-flashing and suggestive positions (see below) over the course of the game, most of the girls wear incredibly impractical outfits (see below), and their boobies bounce on the special "event" pictures that normally accompany a character's first appearance (see below!). It's all fairly harmless and there's nothing outright pornographic; it feels cheeky and light-hearted rather than malicious or exploitative and is certainly no worse than anything seen in popular anime, but some may object to it or find it embarrassing.

This is how you first encounter IF, Iffy, I-chan.There's a bunch of DLC, 90% of which is completely unnecessary. For the true Hyperdimension Neptunia fan, the game carries a wide selection of downloadable content, most of which takes the form of free additional quests that can be added into the game. Most players who download these will be very surprised to discover that a lot of them have recommended levels well into the hundreds, while the level cap in the game is just 99. You can, however, purchase extensions to the level cap to take it right up to 999, along with "boosters" to increase the various characters' stats if you're really struggling. None of these are essential, and these high-level dungeons provide the exact same experience as the rest of the game, so they're really not worth downloading. (If you do want to grind to 999, it will take you roughly the length of the rest of the game put together doing the same dungeon over and over and over again. Methinks someone was having a laugh with this DLC.)

The other 10% of the DLC should probably have been in the game in the first place. There are four pieces of DLC that are worth buying — two "battle tickets" that allow the use of otherwise non-playable party members in combat, and two additional characters who have their own sequence of event scenes. Again, none of these are essential — the additional characters' plotlines tend to be kept fairly separate to the main core of the party, and you get plenty of characters over the course of the main game to fill up your party — but it's curious that these weren't just included on the game disc. (They're not on-disc DLC, either — each is a 100MB+ download.) Given that you can find a copy of the game for not-very-much-money fairly easily these days, I didn't really object to paying a couple of extra quid to see what I might be missing out on — as it happens, they were a nice addition, but I'm not sure I would have missed them if I chose to forgo the DLC.

The characters are memorable and adorable. For all the game's flaws, the thing that kept me coming back over and over again until the very end was the cast. While most of them are recognisable anime archetypes, the self-aware nature of much of the game's humour means that they're not above calling each other out when they're behaving in a particularly stereotypical fashion. The central cast of the ditzy, airheaded Neptune, the pink and fluffy cries-at-the-slightest-provocation girly-girl Compa and the rational, sensible but somewhat tsundere IF complement each other perfectly, and poor old IF, as the "straight man" (well, woman) of the ensemble usually ends up having to deal with the aftermath of all the other characters' idiosyncracies. She's by far the most sympathetic character by the end of the game, but there's something eminently likeable about all the rest of them, too.

So there you go. A list of facts about Hyperdimension Neptunia. Don't go into it thinking it's going to be the best thing ever because you will almost inevitably be disappointed. If you have a lot of patience for what is essentially a combination of an old-school, combat-heavy JRPG and a visual novel, however, there's a highly enjoyable experience with some very memorable characters and some endearingly self-referential humour to be had here. If that sounds like your sort of thing, give it a shot.

I'll be starting the sequel tomorrow, and I understand that's a superior experience. I'll be interested to see quite how different it is.

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1097: Five Reasons Kotaku Made Yakuza Fans Angry Today https://imnotdoctorwho.moegamer.net/2013/01/20/1097-five-reasons-kotaku-made-yakuza-fans-angry-today/ https://imnotdoctorwho.moegamer.net/2013/01/20/1097-five-reasons-kotaku-made-yakuza-fans-angry-today/#respond Sun, 20 Jan 2013 01:15:34 +0000 http://angryjedi.wordpress.com/?p=4917 Fan of Sega's long-running modern-day JRPG series Yakuza? Then you may want to give Kotaku a wide berth today, as they published an article (FreezePage link so as not to direct traffic to the piece in question; petty, I know, but I know a few people who won't click Kotaku links on principle) which has incited the ire … Continue reading 1097: Five Reasons Kotaku Made Yakuza Fans Angry Today

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Page_1Fan of Sega's long-running modern-day JRPG series Yakuza? Then you may want to give Kotaku a wide berth today, as they published an article (FreezePage link so as not to direct traffic to the piece in question; petty, I know, but I know a few people who won't click Kotaku links on principle) which has incited the ire of an angry mob of Yakuza fans. And since Yakuza is a fairly niche game with a dedicated core of fans keen to see Sega continue to bring it to the West, they're pretty passionate about the series that they love.

The main issue with the article is that it is clearly written by someone who has very little knowledge of the Yakuza series at all — the author even states this up-front, noting that prior to taking Yakuza 5 for a spin they had played nothing more than the demos of Yakuza 3, 4 and Dead Souls and hadn't felt inspired to purchase or try the full games. Leaving aside the fact that he was coming in at the fifth installment to a series that is very strict about its chronology — each subsequent game follows on directly from the previous one — the bigger question is why on Earth this writer was picked to write an "Import Preview" for this game when his familiarity with the series is questionable by his own admission?

Of course, there is merit in judging the accessibility of a long-running series to newcomers, but just as certain series of books, movies and TV shows expect you to start from the very beginning and work your way along, so too are there series of games that demand the same of their audience. Yakuza is one of these, though it does give a cursory nod to newcomers in each game by allowing them a sequence where the protagonist "reminisces" about the events of the previous installment. These are primarily intended for series veterans who have endured a significant wait between games, however, and are designed to remind them of the key events rather than the actual experience of playing through a Yakuza game. They are not really designed to tell the entire story of a whole game in 30 minutes of cutscenes. You want to know what happened in, say, Yakuza 2? Go play it — it's still out there and (relatively) readily available.

I won't go through and address all of Eisenbeis' five points in the article one at a time as that just seems somewhat petty, but it's abundantly clear from the things he says that he is unfamiliar with the series and its conventions, and has also not spent a significant amount of time with it to discover its hidden depths. Pleasingly, the comments from Yakuza fans beneath the article have mostly been relatively respectful (if incredulous) and systematically point out how most of his arguments are flawed or, in some cases, completely incorrect.

I will address one point specifically, however, and that is the matter of "unskippable conversations". This is a particular bugbear for me. Yakuza is notorious for being a story-heavy, character-focused game in which the moments when you're kicking back in a hostess club attempting to woo your lady of the hour are just as important as the times when you're punching goons in the face and smashing traffic cones over their heads. If anything, they're more important, as they're where the characters get to demonstrate their hidden depths — far from being generic, silent protagonists, the playable characters in the Yakuza series are all very complex people with interesting motivations and outlooks on life. More interestingly, they're all grown-ups.

Brief aside: a friend and I were discussing this recently, and we thought it would be very interesting if there was a Japanese-style role-playing game that instead of featuring your usual band of Plucky, Idealistic Teens Who Are Always Right getting to save the world from Some Great Evil, put the spotlight on a group of older, more jaded and cynical adults who maybe had more complex motives for embarking on whatever the game's "quest" happened to be. The Yakuza series provides just that sort of experience, with characters who age and evolve as the series progresses, giving the complete franchise a truly remarkable feeling of coherence and changing with the times. At the same time, however, certain things remain constant — Kazuma will always care for his adoptive sort-of-"daughter" Haruka; Kamuro-cho will always be by turns beautiful and terrifying; Majima's sanity will always be somewhat questionable.

Anyway, my point with all that was that the very essence of Yakuza is in the story, so why would you skip it? I'll allow you the answer "because I died on a boss fight and I've already seen this bit", but anything beyond that — such as the reason Eisenbeis gives in his article — is very much missing the point. "I started to dread playing through the plot, knowing that the game's pace would be about to grind to a halt," he writes. Good grief, man. The point is the plot. If you were hoping for a brawler or character action game — or even a Grand Theft Auto-alike — there are plenty of other titles that will better fit your needs.

One thing I will say at this point is that I'm not attempting to convert anyone to the Yakuza fold who isn't already there. As has probably been made clear by the fact I'm writing this at all, you're either "in" or you aren't, and getting "in" these days involves playing four (possibly five if you count Dead Souls) games of between 10-40+ hours that straddle the generation gap between PS2 and PS3. From the second game onwards, you also have to be able to deal with the fact that there's no English dub, either — it's all subtitled with Japanese speech (and is an infinitely better experience as a result, I might add). It's a worthwhile experience, but equally it's one I'd understand people forgoing as the perceived barrier of entry gets higher.

Consequently, I'm not denying that some of the criticisms Eisenbeis makes of Yakuza in his article are valid; many of them are, and yes, they're offputting to series newcomers. However, this article really didn't need to be written, and in the worst-case scenario, it may have done some damage to the already-tenuous chances of Sega bringing this latest installment to the West. The piece's content essentially boils down to "Guy Who Doesn't Like Yakuza Doesn't Like Latest Yakuza", which is a matter for a personal blog, not for one of the world's most heavily-trafficked video games websites. Fans of the Yakuza series who see the "Import Preview" header would likely have been hoping for some insights on the ways in which the new game has evolved its systems and what has happened to the characters in the intervening time since Yakuza 4 and Dead Souls; instead, what they get is a poorly-researched opinion piece that does nothing but frustrate the people who are most likely to read it.

I'm sorry that Eisenbeis didn't enjoy his time with Yakuza 5, but it's his prerogative to dislike it if he pleases. He should clearly not, however, have been given the opportunity to write about it in the way that he did, as it does a great disservice to both the game and its fans who were hoping for some genuine new information. I hope that Kotaku will think much more carefully about who they assign preview articles to in the future, but I won't hold my breath.

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1092: Modest-Breasted Heroine https://imnotdoctorwho.moegamer.net/2013/01/15/1092-modest-breasted-heroine/ https://imnotdoctorwho.moegamer.net/2013/01/15/1092-modest-breasted-heroine/#respond Tue, 15 Jan 2013 00:53:11 +0000 http://angryjedi.wordpress.com/?p=4891 The title of this post is taken from a trophy I attained in Hyperdimension Neptunia today celebrating my acquisition of the character "Nisa", an embodiment of the game's Western publisher NIS America. ("Nisa", geddit?) Nisa wears a Bayonetta-style super-revealing leather catsuit unzipped to beneath her bellybutton, but is constantly ridiculed for having small breasts. She doesn't seem … Continue reading 1092: Modest-Breasted Heroine

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Page_1The title of this post is taken from a trophy I attained in Hyperdimension Neptunia today celebrating my acquisition of the character "Nisa", an embodiment of the game's Western publisher NIS America. ("Nisa", geddit?) Nisa wears a Bayonetta-style super-revealing leather catsuit unzipped to beneath her bellybutton, but is constantly ridiculed for having small breasts. She doesn't seem to mind too much, to be fair, even when surrounded by the heaving bosoms of squeaky-voiced Compa and Neptune in her, I quote, "magical boob girl" form.

Hyperdimension Neptunia revels in the sort of innuendo and playful, childish humour prevalent in a lot of anime, particularly of the moe variety. In many ways, it's quite refreshing to play a game that doesn't really hold back on the boob-related humour, but it's also easy to see how some might take issue with the game and its all-female cast's shenanigans. Having played it for more hours than I'd care to count (the game doesn't include the usual timer seen in most other RPGs) I can say with a fair degree of confidence that the game certainly doesn't mean any harm by all this — it's being bawdy and lewd for the sake of getting a few cheap giggles out of the player (regardless of gender) rather than explicitly "sexy", a few fanservicey "event" pictures and costumes aside.

More importantly, though, said bawdy humour is but a small part of the game as a whole. After a while it just becomes the way things are in that world; part of the aesthetic. The characters all do plenty more than comment on the size of each others' jumblies; they're all actually rather well-realised, if a little reliant on rather conventional anime tropes. (I swear this game has more tsunderes per square foot than anything else I've ever played… b-but it's not like I'm complaining or anything!) That said, the game often lampshades said anime tropes with the characters calling each other on when they're falling into particular stereotypes, and there are several who have occasional surprises up their sleeves.

IF/Iffy/I-chan is a case in point. Initially appearing to be your stereotypical sour-faced textbook tsundere, Iffy quickly reveals herself to be quite an interesting character on the whole, particularly if you pursue the story arcs of the two DLC characters 5pb and Red. In the case of 5pb, we see Iffy acting as a confidante and counsellor to the chronically-shy idol, who is immensely insecure in herself when not hosting her radio show or performing her songs for fans. In the case of Red, we see Iffy humouring a childish girl's fantasies and showing a softer side to her sometimes gruff-seeming exterior. It would be easy for Iffy to tell Red and her "Wifey number 1!" babblings to take a hike, but instead she plays along, even going so far as to award her "charisma points" any time she does something good.

The "goddess" characters are something of an enigma at this point in the story, but it's quite amusing that the grumpiest of all the tsunderes in the whole game is the one supposed to be representing the Nintendo Wii, the happiest and most sunshiney of all consoles. The land of "Lowee" is a fantasy kingdom filled with houses that look like cakes, rainbows, mushrooms and bizarre, surreal happenings, but its ruler is a sour-faced, foul-mouthed young girl who would much rather lock herself in her room and read a book rather than have to deal with any of the events that are transpiring in the world. The PlayStation-themed goddess, meanwhile, is rather Gothic Lolita in her stylings (and very tsundere when in her "CPU" form) while the Xbox goddess is a sleepyhead blonde-haired, blue-eyed girl (anime shorthand for "foreigner") who is addicted to online games.

It's been a pleasure to discover the various layers this game has as I've progressed through it. The dungeon crawling is still very straightforward and unlikely to change significantly for the rest of the game, but the moves the characters are unlocking are becoming increasingly ridiculous, the time-attack dungeons are fun to challenge and the growing party means that I can start to take advantage of interesting mechanics such as the ability to switch party members in mid-combo.

The pacing is such that you never spend too long battling through endless random combats, either; each dungeon is short (if you know what you're doing and skip the excess of the attack animations you can clear each one in 3-5 minutes tops) and you're often rewarded for making progress with additional entertaining scenes between the girls. And as the game's narrative has continued, these characters have started to show that they have been crafted with what seems like genuine affection from their creators. There's a good sense of them being friends with one another, though the various "optional" characters don't put in nearly enough appearances in the story scenes. I guess that's understandable, though. The "core" of the game is the way the three contrasting characters of Nep-Nep, Compa and IF behave around one another; the others are relatively incidental characters whom you just happen to be able to take into batle.

I'm a little under 50% done with the game according to the menus, and I have no intention of stopping until I've finished it. Whether I tackle any of the free DLC dungeons (many of which have obscenely high "recommended levels") remains to be seen, but I certainly intend to see as much of the core game as possible. And then move on to the sequel.

So yes. I laugh in the face of Hyperdimension Neptunia's sub-50 Metacritic score. I'm having a blast, and you can't stop me! MWAHAHAHA!

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1085: Don't (Always) Ignore the Crap https://imnotdoctorwho.moegamer.net/2013/01/08/1085-dont-always-ignore-the-crap/ https://imnotdoctorwho.moegamer.net/2013/01/08/1085-dont-always-ignore-the-crap/#respond Tue, 08 Jan 2013 00:47:51 +0000 http://angryjedi.wordpress.com/?p=4859 I last wrote about this topic some time ago, so I figure it's time for a revisit, given what I've been playing and enjoying on my PlayStation 3 recently. My point today is this: you shouldn't immediately dismiss stuff that is regarded as "crap" because there's every chance that if you tried it for yourself, … Continue reading 1085: Don't (Always) Ignore the Crap

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Page_1I last wrote about this topic some time ago, so I figure it's time for a revisit, given what I've been playing and enjoying on my PlayStation 3 recently.

My point today is this: you shouldn't immediately dismiss stuff that is regarded as "crap" because there's every chance that if you tried it for yourself, you might just find yourself enjoying it. (Note: I'm not saying that stuff regarded as "crap" is always going to end up being good — some stuff we can all agree is shite — but in many cases it pays to go in with an open mind!)

Let's take Hyperdimension Neptunia as a timely example. Hyperdimension Neptunia received a spectacular 2/10 panning from Eurogamer's Simon Parkin, by all accounts a well-respected critic whose opinions a large number of people trust. Consequently, a lot of people didn't even bother to pick it up. This was such an issue that the (apparently considerably superior) sequel only had a limited print run and is now extremely difficult to find a copy of. (I tracked one down from Italy — European console games tend to be in English by default, perhaps with the packaging localised.)

And yet, while I can see its many flaws, I am having a lot of fun with Hyperdimension Neptunia. It's bright, brash, colourful, silly and rather entertaining despite being the sort of game some people I know would be embarrassed to be seen playing, particularly when the occasional "fanservice" images make an appearance, or every time the character Compa trips over and flashes her panties at the end of a fight. It's genuinely amusing, though — if deliberately cringeworthy at times — and packed with plenty of things to do. It combines two of my favourite styles of game — visual novel and JRPG — into one package with some really nice features. I love the ability to set custom images on "summon" spells, for example. Seeing the "I HAS A HERB" cat setting off a wind spell never gets old.

Hyperdimension Neptunia is far from the only example of a game which was poorly received but which I have ended up enjoying. In the post I linked to at the top, I mentioned Duke Nukem Forever and Alpha Protocol, both of which endured critical drubbings for various reasons — Duke for its grossout, sexist humour and Alpha Protocol for its broken gameplay aspects and appalling console versions. And yet in both cases — for I played them both to completion — I found myself having fun, being able to look past the flaws or "problematic" material and find an entertaining experience underneath. Am I somehow "wrong" to feel this way?

Well, of course I'm not. Opinions are entirely subjective, after all. I could tell you I found the critically-acclaimed movie Drive to be stultifyingly boring, for example (I did) but that doesn't stop you from enjoying it, rewatching it a bajillion times or putting it atop your "My Favourite Movies of All Time" list. Likewise, Nier's heavy reliance on fetch quests and seemingly tedious activities may cause you to switch off completely, while I found the experience to be an interesting example of a game requiring the player to "method act" the role of the protagonist, and found myself playing it obsessively as a result. We both might tell each other about how much we like our respective Things We Like, but it's unlikely we'll sway each other around to our way of thinking. And that's just fine.

The sad thing, though, is the fact that there are people out there who hold a considerable degree of influence over the public's spending decisions, and their opinion carries an undue amount of weight that might cause some people to miss out on things they might actually like. If Parkin gives Hyperdimension Neptunia 2/10, you better believe that's going to affect a large number of people's decisions as to whether they're going to buy it or not. (Probably the latter in this instance — in the notoriously top-loaded game review score scale, a score of 2/10 is theoretically reserved for an absolute stinker that is completely broken.) How many of those people whose opinion was swayed by Parkin's review would actually enjoy the game if they gave it a chance? How many people are actually going to give it a chance after reading that review?

The other thing worth mentioning particularly when it comes to titles like Hyperdimension Neptunia and Duke Nukem Forever is the fact that some critics seem to feel obliged to act as arbiters of taste and decency, when in fact everyone's tolerance for potentially "offensive" content is completely different. Both Hyperdimension Neptunia and Duke Nukem Forever attracted accusations of sexism on their original release to varying degrees of justification — the specifics of which I'm not going to get into right now because that's a whole other matter, particularly in the former's case — and these accusations negatively impacted the critic's view of the game in both instances. That's fair enough — as I said, everyone's "good taste" boundaries are different and said critics are entitled to voice those views — but when it comes to interactive entertainment, subject matter is just one part of the whole experience. And more to the point, in all forms of media, enjoying something that contains potentially objectionable subject matter doesn't imply that the person reading/watching/playing the thing in question is, by extension, a supporter of that particular viewpoint. In other words, you can like anime boobies and still see actual real-life women as actual real-life people. (I say "you" when, obviously, I mean "I".)

If you enjoy something, you enjoy something; you shouldn't feel guilt about your own tastes. Unless, you know, your "tastes" involve bludgeoning kittens, puppies and babies to death with a sledgehammer. (In real life, not in video games, obviously.) Or, you know, actively stirring up hate against a specific social group. Or just generally being a dick. Then you should probably feel a bit guilty. Basically, so long as you're not actually hurting anyone (physically or psychologically) or actively oppressing someone with the things you like, enjoy whatever you want within reason!

Now, if you'll excuse me, I'm off to plumb the depths of the bottom half of Metacritic to see what awesome experiences I can find to enjoy next…

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1084: Darkdeath Evilman https://imnotdoctorwho.moegamer.net/2013/01/06/1084-darkdeath-evilman/ https://imnotdoctorwho.moegamer.net/2013/01/06/1084-darkdeath-evilman/#respond Sun, 06 Jan 2013 23:46:03 +0000 http://angryjedi.wordpress.com/?p=4855 So, I seem to have jumped down something of a rabbit-hole with regard to my current gaming. Specifically, I seem to have jumped down the NIS America rabbit-hole, which means lots of brightly-colored anime-style JRPGs with heavy degrees of ridiculousness. Hyperdimension Neptunia, which I discussed yesterday (and which I'm aware is developed by Idea Factory … Continue reading 1084: Darkdeath Evilman

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Page_1So, I seem to have jumped down something of a rabbit-hole with regard to my current gaming. Specifically, I seem to have jumped down the NIS America rabbit-hole, which means lots of brightly-colored anime-style JRPGs with heavy degrees of ridiculousness. Hyperdimension Neptunia, which I discussed yesterday (and which I'm aware is developed by Idea Factory rather than Nippon Ichi themselves), is a fine example of said ridiculousness being taken to the extreme with its personifications of gaming platforms and companies as cute anime girls with a habit of flashing their panties.

I decided to start something on portable in parallel, though, so I had something to play on the toilet/in bed/in coffee shops. I wanted to pick something that was portable-friendly — i.e. something you could dip into in short sessions rather than feeling like you need to spend hours at a time playing, but which would last a good long while in total. The game I picked for this purpose was the rather gloriously-titled Z.H.P. Unlosing Ranger vs. Darkdeath Evilman for the PSP/Vita, a game from the Disgaea team and one which wears its influences on its sleeve.

Z.H.P. (as it shall be known from hereon) is an isometric-perspective tactical roguelike RPG that plays somewhat like Disgaea (which is normally a strategy game somewhat akin to Final Fantasy Tactics, if you're unfamiliar) would play if you only controlled one character and could only move them one space at a time per turn. It follows the traditional style of roguelike gameplay, in other words — you move, the enemies move, but between moves you can stand still and contemplate what to do next without fear of getting twatted while you come to your decision. As per usual for the genre, you find yourself exploring a series of increasingly-difficult, increasingly-complex randomly-generated dungeons in an attempt to become as strong as possible and eventually take down the titular bad guy Darkdeath Evilman.

There's a bit of a twist on the usual formula, though. Rather than featuring a permadeath system that forces you to start over when you bite the big one in a dungeon, Z.H.P. instead features a rather odd levelling system whereby each time you enter a dungeon, you start at level 1, but your total levels gained over your lifetime playing the game determines your base statistics. If you die, you lose all the loot you acquired on that particular dungeon run, but any levels you gained are added on to your total level count, boosting your base statistics by a little and meaning that the next time you start a dungeon run, you'll be slightly stronger even though you're still technically level 1. If that makes your head hurt, don't worry — it starts to make sense after playing for only a short period.

The eventual aim of the game is to work your way through the story and make the nameless, voiceless protagonist (who, rather endearingly, is canonically named simply Main Character) into the hero he was supposed to replace — the Unlosing Ranger, the only one who can defeat Darkdeath Evilman. Every so often in the story, you'll find yourself returning to Earth from the Bizarro Earth in which you've been doing all your dungeon-crawling, and thrust into a traditional JRPG-style battle against Darkdeath Evilman, who is your stereotypical "final boss" sort of character. As the game progresses, these battle sequences become increasingly elaborate — they start with a first-person 8-bit sequence somewhat reminiscent of the end of the original Phantasy Star and gradually progress to… well, I'm not sure yet as I haven't got that far.

There are some fun additions to the basic roguelike formula, and it's here that the Disgaea influences are apparent. You can pick up enemies and fling them around, for example, though disappointingly you can't simply lob them off the edge of a precarious platform into the lava below. You can also throw items from your inventory, many of which have special effects. It also provides a use for items that have degraded to a durability level of 0%, meaning that the bonuses they normally provide are completely ineffective until repaired. If you don't want to spend your limited funds on repair bills, simply throw them at the enemies.

Then there's the guest appearances from the Prinnies, the weird explosive penguin-like things from Disgaea. Early in the game, you inexplicably find yourself married to one and gain the once-per-expedition special ability to summon your "wife" and have her bring you a lunchbox to restore your endurance points.

I could go on, but I would like to play the game a bit more before I talk about it too much. Early impressions are very positive, though, and if it's anything like Disgaea this will be a game designed to keep one occupied for a frighteningly long time. If you're looking for something endearingly bizarre but which backs up that bizarreness with solid gameplay and good presentation, you could do far worse than check out Z.H.P. — it works on Vita, too, so you can just download it from the PSN store rather than attempting to track down a physical copy.

See you in the dungeon, dood!

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1083: Hyperwhatnow Nepperwho? https://imnotdoctorwho.moegamer.net/2013/01/05/1083-hyperwhatnow-nepperwho/ https://imnotdoctorwho.moegamer.net/2013/01/05/1083-hyperwhatnow-nepperwho/#respond Sat, 05 Jan 2013 22:23:17 +0000 http://angryjedi.wordpress.com/?p=4851 I finished Trails in the Sky this morning (not last night — it got to 4am and I still hadn't reached the final boss so I decided to save it for this morning, and it was well worth the wait) so today saw that age-old question, "What to Play Next" rear its head. I fancied something … Continue reading 1083: Hyperwhatnow Nepperwho?

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Page_1I finished Trails in the Sky this morning (not last night — it got to 4am and I still hadn't reached the final boss so I decided to save it for this morning, and it was well worth the wait) so today saw that age-old question, "What to Play Next" rear its head.

I fancied something light-hearted and silly, so I chose Hyperdimension Neptunia. I knew nothing about this prior to starting to play, and just knew that it was rather silly, very Japanese, packed with rather unnecessary fanservice (that I secretly quite enjoy) and not necessarily what you'd call "good" by the traditional definition. However, given that many of the games I've enjoyed most of all over the course of the last year have not been what you'd call "good" by the traditional definition (Nier springs immediately to mind) I was willing to give it a chance.

I think I'm going to like it.

Hyperdimension Neptunia casts you in the role of Neptune, a personification of the cancelled console the Sega Neptune. Cast out of Celestia by her goddess sisters (each of whom represents one of the Xbox, PlayStation and Wii respectively) and forced to fend for herself in the lands of Gamindustri, it's up to her to… well, I don't really know yet, as I haven't got that far and the events in the intro left her with amnesia which she conveniently points out is to help the players understand what is going on. I swear I'm not making any of what I just said up. This is indeed a game that represents the seventh-generation "console wars" as ridiculous anime-style battles between anthropomorphised hardware manufacturers.

Besides the silly premise, which I have a lot of time for, there actually seems to be quite an interesting game under there, too. The game unfolds in several distinct components — visual novel-style storytelling sequences; a "between missions" bit where you can shop, read background information and discover sidequests; and dungeon-crawling. The game isn't really a traditional JRPG in terms of structure — there's no wandering around field screens or towns, for example, and the story scenes all unfold using head-and-shoulders shots of the characters rather than in-engine graphics, like a visual novel rather than a standard JRPG.

Where the interesting gameplay comes in is in the dungeon-crawling component. Structurally, this is very straightforward — you wander around a dungeon finding treasure chests and occasionally getting into random battles. The characters in your party each have "dungeon abilities" that recharge over time that allow them to do different things — Neptune can smash through obstacles, for example, while Compa, a character who appears early on, can trigger tough battles at special summoning zones to temporarily lower the random encounter rate, and IF, another early character, has the ability to lead the way to normally-invisible treasure chests.

The battle system is turn-based, but makes use of an "ability points" system, whereby each character has a certain number of points that they can spend on their turn. Each move they do costs ability points, and up to four moves can be chained together into a combo. Certain moves allow the combo to continue registering with second, third, fourth sets of four button pushes, and the longer a combo goes on for, the better.

It's this combo system that provides some rather daunting complexity to the battle system. You're not limited to the basic skills the game provides for you. Rather, you can redefine pretty much any combination of four buttons to perform any of the character's unlocked skills to create custom combos. Some skills are learned through levelling up, others through acquiring CD-Rs and CD-R/Ws with skill information on. CD-Rs have preset skills; CD-R/Ws have customizable skills that you can rename and visually tweak by importing an image from your PS3's photo library. So yes, you can have a spell that summons, say, Twilight Sparkle to kick some ass. This is, as they say, awesome. And hilarious. It also gives people an actual reason to load some images into their PS3's photo library, which is surely worthy of praise.

So thus far it seems like an interesting game, albeit one with more than a few flaws. On the technical front, the frame rate and graphics aren't all that great (though the visual novel scenes look lovely and feature animated characters); the dungeons look like they might be a bit "samey" over time; and the game doesn't do a great job of explaining its more complicated aspects in detail. But, for me anyway, part of the joy in this sort of thing is in discovering the hidden secrets for oneself and working out just what the fuck is going on.

It's early days yet, but I've enjoyed what I've seen so far. Let's see if it has what it takes to keep me playing in the long run!

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1070: Victory and Answers at Last https://imnotdoctorwho.moegamer.net/2012/12/24/1070-victory-and-answers-at-last/ https://imnotdoctorwho.moegamer.net/2012/12/24/1070-victory-and-answers-at-last/#respond Mon, 24 Dec 2012 00:54:42 +0000 http://angryjedi.wordpress.com/?p=4805 I finished Persona 3: The Answer. I won't lie, I am more relieved than anything, but after such an ordeal I find myself glad that I have now played the complete Persona 3 experience from start to finish. (This is, of course, excluding the female protagonist's path through the PSP version, but I think I … Continue reading 1070: Victory and Answers at Last

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I finished Persona 3: The Answer. I won't lie, I am more relieved than anything, but after such an ordeal I find myself glad that I have now played the complete Persona 3 experience from start to finish. (This is, of course, excluding the female protagonist's path through the PSP version, but I think I may need a bit of a break from Shin Megami Tensei for quite a while now — so that will have to wait!)

The Answer is a curious beast. All the while I was playing it, I had a big question in my mind, appropriately enough. That question was "should this exist?"

It's a fair question. Does it need to exist? I certainly wasn't unsatisfied with the way Persona 3's original story ended, but I was also excited by the prospect of it continuing, which is why I immediately picked up a copy of Persona 3 FES as soon as it came out, despite having bought the original at full price. (Both are still on my shelf. And yes, it has taken me this long to finally get around to actually beating FES. For those who aren't keeping track, FES came out in 2008. It is now nearly 2013.) I was excited by two things: firstly, the prospect of a "director's cut" of the main Persona 3 story, and secondly, by an additional 20+ hours of gameplay that resolved more than a few unanswered questions posed by the ending.

On balance, I think I am glad that The Answer exists, because the story that runs through it and particularly its ending are very satisfying — at least, they are if you've played through all of The Journey beforehand. I just wish that the execution was better.

It's sort of difficult to imagine how they could have done it differently, however. The core concept of The Answer is that the party have trapped themselves in the situation they're in through their own regrets and desires, which means that they're literally stuck in the same place at the same time on the same day until you beat it. This means none of the awesome "life sim" aspect of Persona 3 — no going out and going to school, no balancing whether or not you should go to Track Team or Music Club after school, no hanging out with the drunken old monk in the bar in the evening, no singing karaoke to build up your Courage statistic. Just dungeons. Fighting. Lots of fighting.

I like Persona 3's combat system. (I prefer Persona 4's ability to let you take direct control over all your members, but I still like Persona 3's.) There's nothing fundamentally wrong with the idea of an add-on campaign involving a whole bunch of fighting using what is a very good JRPG combat system. However, what is wrong with The Answer's gameplay is that it is regularly cheap, unfair and controller-flingingly frustrating, particularly when it comes to boss battles, and especially later in the game.

A key part of the Persona 3 combat system is learning the various weaknesses of enemies and then exploiting them to knock them down. Knocking all the enemies in an encounter down at the same time allows the entire party to unleash an "All-Out Attack" for massive damage, so generally speaking your aim in any battle is to knock down the enemies as efficiently as possible to trigger one of these, as they will usually if not finish the battle immediately, they will certainly tip the scales in your favour.

Here's the annoyance with The Answer's bosses, though — many of them have these weaknesses as in The Journey, but they also have passive abilities that allow them a not-insignificant chance of automatically avoiding any attack with the attributes they are weak to. For example, in one encounter there are three enemies — one is weak against fire, another is weak against ice, another is weak against wind. The one who is weak against fire has the "Evade Fire" skill, which means that on a significant number of occasions when you attack it with fire and attempt to knock it down, you will simply miss. The other two also have the corresponding "Evade [x]" skills, making it very difficult to actually knock them over and deal damage. I'm all for a bit of a challenge factor, but because these mechanics are so heavily based on luck rather than skill or strategy, it just felt incredibly cheap any time I died because of them.

To add insult to injury, The Answer's final boss, while spectacular to look at as all good final bosses should be, was almost insultingly easy to beat, making the big finale more of a test of patience more than anything else. Actually, I can't be too mad about this, because if I had to repeat the cutscenes leading up to that final battle as I had to repeat the cutscenes leading up to numerous other boss battles on a number of occasions earlier in the game, I would have probably been very annoyed. As it happened, I was able to take it down in one attempt, meaning the story kept flowing nicely at the moment when it needed to be pacy.

So after completing the whole shebang I am left with somewhat mixed feelings. On the one hand, I am happy that I saw the story end conclusively. I am satisfied that I successfully beat a very difficult game. But at the same time I am a little annoyed that a game as brilliant as Persona 3 has been slightly soured in my memory by the amount of annoyance The Answer gave me.

Am I glad The Answer exists? Yes, I think I am. Will I ever play it again? No fucking way!

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1068: Still Waiting for The Answer https://imnotdoctorwho.moegamer.net/2012/12/21/1068-still-waiting-for-the-answer/ https://imnotdoctorwho.moegamer.net/2012/12/21/1068-still-waiting-for-the-answer/#respond Fri, 21 Dec 2012 23:51:43 +0000 http://angryjedi.wordpress.com/?p=4799 I never thought I'd say this, but I'm getting kind of sick of Persona 3. Actually, that's not quite true. I still freaking love Persona 3. What I do not love, however, is the "epilogue" sequence The Answer that was added in the "FES" rerelease of the game. The Answer adds 20+ hours of dungeon-crawling in an … Continue reading 1068: Still Waiting for The Answer

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I never thought I'd say this, but I'm getting kind of sick of Persona 3.

Actually, that's not quite true. I still freaking love Persona 3. What I do not love, however, is the "epilogue" sequence The Answer that was added in the "FES" rerelease of the game. The Answer adds 20+ hours of dungeon-crawling in an attempt to resolve some of the story's loose ends, but in doing so strips out almost all of the things that made the main bit of Persona 3 such an amazingly awesome game.

For those still somehow unfamiliar with Persona 3 in general, allow me to elaborate.

The main part of Persona 3 (known as "The Journey") is nigh on 100 hours long. You begin the game at the beginning of the Japanese school year in April, and work your way up to the finale nearly a year of in-game time later. With a few exceptions, you "live" every day along the way as a relatively normal Japanese high school student — going to school, dealing with your exams, hanging out with your friends, looking for love. Because of your special Persona-summoning power, however, during the "Dark Hour" that occurs on the stroke of midnight every day, you also get to dungeon-crawl through possibly the biggest single dungeon in any RPG ever — the tower of Tartarus. You have to balance your time effectively between levelling up your "social links" with your friends, which infuse your Personas with power, and levelling up your characters through fighting in Tartarus. It's a good balance that combines dating sim/visual novel mechanics with more traditional RPG systems to produce something that gives all that fighting a huge sense of "meaning."

I won't spoil the ending of The Journey because I maintain that anyone who enjoys RPGs needs to play it, whether that's on PS2 or PSP. But let's talk about The Answer.

The Answer unfolds several months after the events of The Journey are concluded. The original protagonist is… indisposed elsewhere, so you are instead placed in the role of robot girl Aigis, a key character in the latter stages of The Journey. The original party (minus the original protagonist, and plus a new member) find themselves trapped in their dormitory, with the same day repeating itself over and over. A mysterious hole opens up in their lounge, and beneath their dormitory they discover "The Desert of Doors," which leads to "The Abyss of Time" and the answers to all their questions.

As such, the aim of The Answer is to work your way through all the doors in the Desert of Doors and figure out just what the jolly fuck is going on. Behind each door is a dungeon which, like Tartarus, is split into several sections with bosses guarding progress at regular intervals. Unlike exploring Tartarus, you don't have to manage your fatigue levels — you just keep going for as long as you think you can survive, then head back up for air when you're running low on items, health or skill points. Then you go back in, perhaps get a little deeper, perhaps beat the boss that's been giving you difficulty, and then you get a story scene when you reach the very bottom of each door's dungeon.

This process repeats a number of times over the course of about 20 hours or so, and there is no real break in it. The dungeons are all randomly-generated, and the tiles used to create them are mostly palette-swaps of what you've already seen in Tartarus. The enemies are almost all the same as what you've seen in Tartarus. And the bosses are all the cheapest, most irritating fucking assholes you will ever encounter, necessitating heavy reliance on either 1) luck or 2) copious amounts of grinding until you are overlevelled.

This is not fun, and it's starting to test my patience somewhat. Still, now, as a matter of pride I feel I have to get to the end of it for a number of reasons, not least of which is the fact that I actually want to find out what the titular "Answer" is. The Journey's ending is left nicely ambiguous and open to interpretation, and to be honest I would have been quite happy leaving it as is if The Answer didn't exist. As it does, however, I find myself really, really wanting to know. And that's why I'm enduring the suffering of grinding my way through these dungeons in an attempt to discover what's what.

Don't get me wrong, Persona 3's combat system is still great; Shoji Meguro's music is still J-ghetto fabulous; and the characters are still interesting — there's just not enough of the things that made The Journey great, and too many of the things that aren't the reason people play Persona 3 in the first place. I have managed to go this far without having anything spoiled for me relating to The Answer, so I have the joy of discovering what happens at the end still to come.

It had better be worth it!

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1054: Death Means Nothing in Miami https://imnotdoctorwho.moegamer.net/2012/12/08/1054-death-means-nothing-in-miami/ https://imnotdoctorwho.moegamer.net/2012/12/08/1054-death-means-nothing-in-miami/#respond Sat, 08 Dec 2012 01:40:23 +0000 http://angryjedi.wordpress.com/?p=4761 So, after being repeatedly bugged by almost everyone I know to try Hotline Miami, I tried Hotline Miami. Actually, to be more accurate, I sat down to play some Hotline Miami several hours ago and somehow here I am at 1am having completed it. What happened there? I had been warned of the strange time-distorting … Continue reading 1054: Death Means Nothing in Miami

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Page_1So, after being repeatedly bugged by almost everyone I know to try Hotline Miami, I tried Hotline Miami. Actually, to be more accurate, I sat down to play some Hotline Miami several hours ago and somehow here I am at 1am having completed it. What happened there?

I had been warned of the strange time-distorting properties of this curious little game by those who had played it, but having experienced it myself this evening… yes, there's something very odd going on there. A genuine feeling of, for want of a better word, "addiction" — of not wanting to stop until you've seen it through, even if the level you're on is ridiculously difficult. My "Die 1,000 times" achievement attests to the fact that I apparently did spend quite some time on it this evening.

But allow me to back up for a moment for those who are unfamiliar with Hotline Miami and its dubious charms.

Hotline Miami is basically that game the Daily Mail have been worried about for years. It's a straight-up game about murdering people with a variety of implements. It's gory, it's gross… and after about five or ten minutes of playing, it completely desensitises you to the acts of wanton violence you're committing. It then shows its true (neon) colours — despite its hyper-violence, it's actually a sort of puzzle game, a sort of lightning-fast strategy game, a sort of… I don't know. I don't like throwing this word around as it's rarely true, but I have a suspicious feeling that it's *whisper* unique.

The setup of Hotline Miami is that you, the faceless, nameless protagonist, repeatedly receive strange phone calls from a variety of sources. The phone calls themselves seem relatively innocuous, but when you get to the location you were told to go to, you apparently feel a strange urge to don an animal mask and then slaughter everyone who is there. Which is sort of convenient, because everyone there also wants to slaughter you.

You work your way through the levels by killing all the enemies. You have to scavenge weapons from dead enemies or the environment, and guns only have a small amount of ammunition in them when you do find them. Melee kills are silent, whereas attacking with a gun will often bring enemies running. When enemies are unaware of your presence, they follow very simple, predictable patterns. All you have to do is complete each stage of each chapter by killing all the enemies, at which point you'll receive a score breakdown showing how you did. The better you score, the better your grade and the more stuff you unlock.

Unlockable stuff includes weapons, which show up randomly in the levels, and masks, which you can equip before the level starts. Each mask has a special ability — one provides larger amounts of ammunition in guns, for example, while another makes your bare-handed attack (which normally just knocks enemies down, necessitating a ground attack to finish them off) a fatal strike. After unlocking the latter, I found that I didn't really use the others all that much. Perhaps I'm just unimaginative.

There is a plot that gradually unfolds as you progress through the levels. Like the swirly, pixelated, colourful visuals, it is rather vague and dream-like, and the end leaves a large number of questions. There are a few nice twists and turns, but it's not really the star of the show here — it simply provides a loose justification for the various top-down locations in which you visit and kill everything.

Hotline Miami is tough. There are levels that will repeatedly kill you over and over and over again — a thousand times or more, apparently — but somehow it will keep you playing in that same, inescapably compulsive way that Super Meat Boy encourages "just one more go". The fact that respawning after death is completely instantaneous helps this somewhat — there's no real feeling of being "penalised" for dying, it's simply part of the learning experience for each level. Death ceases to become something that makes you want to throw your controller out of the window, and instead becomes an exhortation from the game to try again and do better. It's still frustrating — I called the game (or possibly myself) "dickhead" a good few times while playing — but the important thing to note about it is that when you die, it's usually your own fault rather than that of the game. This is the sign of a well-designed difficult game — one where you accept that you'll make mistakes and learn from them, rather than where dying repeatedly simply makes you want to switch off and play something that repeatedly massages your ego, gives you a cuddle and tells you everything is going to be all right.

Anyway. That's Hotline Miami. If you have no issue with your games being borderline abusive in terms of difficulty, hyper-violent with little to no remorse, and leave you feeling like you've had some sort of drug-fuelled experience for several hours, then you should probably check it out. Conveniently, it's 50% off on Steam this weekend. How about that.

You should also check out this "two-headed review" over at Games Are Evil.

Now, if you'll excuse me, I need to sleep… and probably have some very peculiar dreams.

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1016: A Few More Aselia Thoughts https://imnotdoctorwho.moegamer.net/2012/10/31/1016-a-few-more-aselia-thoughts/ https://imnotdoctorwho.moegamer.net/2012/10/31/1016-a-few-more-aselia-thoughts/#respond Wed, 31 Oct 2012 01:56:20 +0000 http://angryjedi.wordpress.com/?p=4636 I finished my first playthrough of Aselia the Eternal this evening. Clocking in at about 54 hours, this $30 title is certainly good value for money in terms of its dollars-to-hours ratio. It's also a very, very good game, though one that will undoubtedly not be to everyone's taste. Simply put, if you enjoy the narrative being the focus of a … Continue reading 1016: A Few More Aselia Thoughts

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I finished my first playthrough of Aselia the Eternal this evening. Clocking in at about 54 hours, this $30 title is certainly good value for money in terms of its dollars-to-hours ratio.

It's also a very, very good game, though one that will undoubtedly not be to everyone's taste. Simply put, if you enjoy the narrative being the focus of a game rather than its gameplay, you will dig Aselia the Eternal. If you're the sort of person who skips cutscenes even if you haven't seen them before, you will not like Aselia the Eternal.

This is not to say that Aselia the Eternal is as "gameplay-free" as most other visual novels, however — in fact, it plays host to an excellent strategy-RPG component as well as its decision-based visual novel aspect — but you have to be willing and able to deal with the fact that the game will frequently break without warning in mid-"mission" for a considerable amount of plot exposition. I love that the game does this, as it gives a nice feeling of "coherence" to the experience rather than sharply demarcating where "plot" and "game" are. Equally, it will doubtless annoy some others. If it sounds like it might annoy you, you will probably not appreciate Aselia the Eternal.

There are eight endings to the game. I have now seen one of them. After the break, some spoileriffic thoughts on the whole playthrough.

MAHOOSIVE SPOILERS AHEAD, in case that wasn't already clear.

The route I beat the game with was the Aselia route, which I was quite pleased about, since my (usually unintentional) habit with this sort of game is to play what appears to be the "canon" route first (assuming there is one) and then possibly explore the other options. And come on, you can't play a game called Aselia the Eternal and not be at least a little bit interested in the character Aselia.

The player-protagonist Yuuto's first encounter with Aselia isn't until a fairly hefty amount of time into the game. Its first few hours are all set in the "real world" as Yuuto goes to school, hangs out with his friends and (foster) sister Kaori and attempts to stave off the relentless advances of the human ball of hyperactivity that is Kaori's friend Kotori.

When we first meet Aselia, it becomes clear that something is amiss. Just prior to her appearance, Yuuto was engulfed by a mysterious white light outside his local shrine, and he woke up in an unfamiliar forest. When Aselia eventually appears to rescue Yuuto — an event that was seemingly preordained to happen — her ethereal appearance and huge white wings make it immediately apparent that she is Not Of This Earth. Of course, everything around Yuuto is Not Of This Earth, as he has been sucked into the strange parallel world that is Phantasmagoria, and is soon to meet the rest of the cast — along with Aselia, there's the kind, gentle and motherly green spirit Esperia, the youthful, energetic red spirit Orpha and the noble princess Lesteena, initially frustrated with her megalomaniac father's worrying ambitions, but later put in a position to make the world a better place when he meets an unfortunate end.

It's a while before we get to know much about Aselia. Early in the game, she is quiet and somewhat aloof, responding to most situations with nothing more than her trademark "……Nn." There's a playful innocence about her, though, best exemplified by the scene a little later where she gets into the bath with Yuuto while he isn't paying attention. It's not the same sort of innocence that Orpha demonstrates throughout, though — Orpha is all childish exuberance and willingness to throw herself into awkward situations without thinking of the consequences, while Aselia is more hesitant but inquisitive; you get the impression that Aselia always things everything through very carefully before she does it, but still has the confidence to try things that are unusual.

In the times where Yuuto and Aselia get to spend some time together away from the rest of the spirits, we get to see her "drop her guard" somewhat, letting her true feelings out and even smiling and laughing. It's during one of these scenes that we discover Aselia's core motivation: she wants to understand her reason for living. Spirits are raised to believe that they are weapons, that the sole reason they exist is to fight on behalf of humans — it's something that Esperia frequently states in an increasingly-resigned manner — but Yuuto's influence causes Aselia to question whether this is really true. It's clear that Aselia thinks about things a lot and has probably considered this possibility even before Yuuto's arrival, but his belief in the Spirits and his treatment of them as "family" causes her to explore these feelings in more detail.

For Yuuto, his attempts to build a relationship with the spirits are an attempt to make up for something he has lost several times in his past. Not only are his birth parents dead, but his foster parents — Kaori's birth parents — are also deceased. It was only through binding a contract with the Eternity Sword "Desire" that Yuuto was able to ensure Kaori's survival — but in exchange, he incurred the debt which drew him to Phantasmagoria. Yuuto initially resents his obligations to "Desire", referring to it as "stupid sword" rather than addressing it by name throughout the majority of the game, but over time he comes to feel a sense of begrudging gratefulness to the mysterious consciousness for all the good things he has found in Phantasmagoria.

Aselia sees how Yuuto naturally draws close to people and tries to feel like "family" with them — even with those who are initially resistant, such as the petulant Nimnthor, her perpetually-masked companion Faren and the cold, formal Selia — and starts to feel like she wants to draw close to Yuuto, too. She takes an interest in his home world — which Phantasmagoria's residents refer to as "Hyperia" — and eventually, through a surprising turn of events and a lucky escape, manages to fulfil her dream of seeing it.

Unfortunately, her happiness is not to last, as the thin mana in Hyperia causes her to fall ill. Yuuto takes it upon himself to tend to her, but quickly realises that he will be unable to make it back "home" to Phantasmagoria — for by now he regards the other world as "home" — if he doesn't find some clues as to how to cross between worlds. He eventually enlists the help of Kaori's friend Kotori after explaining the strange situation that has unfolded — including the fact that Kaori, too, was drawn into Phantasmagoria when the whole mess started, and that she is in terrible danger — and manages to find the information he needs.

But fate has another surprise in store for Yuuto. The Eternals Matriarch Temuorin and her lieutenant Takios abduct Kotori and drag her to school, where they use their powers to draw out her "true self" which tells Yuuto some things that he doesn't want to hear. This sends him flying into a rage, wasting the limited mana held in "Desire" and leaving him unable to open the gate back to Phantasmagoria by himself — Temuorin's plan all along.

Temuorin didn't count on Aselia's presence, though. Aselia sacrifices her mind to draw out the power from her own Eternity Sword and cast the two back into Phantasmagoria, but loses herself to her sword's control in the process. All life fades from her eyes, and she becomes an apparently-unfeeling automaton, incredibly strong in battle, but free of all the personality she once had. Yuuto, understanding the sacrifice she has made for him, feels terrible. Fortunately, a deep-cover mission that crops up shortly after their return to Phantasmagoria presents Yuuto with a potential opportunity to recover her soul — but it doesn't quite go according to plan. Yuuto and Aselia are left to hide in a cave while the Empire's soldiers hunt them down. Yuuto eventually comes up with the idea of using "Desire"'s power to try and bring Aselia back — a selfless move, as this would leave him completely powerless temporarily.

It's here Aselia reaches her "turning point". Far from being so weak as to have her soul devoured completely by her sword, her strength of will is such that she manages to convince "Desire" to recover her mind without expecting anything in return. "Desire" admits that this is most irregular, but her persuasive words and powerful belief in Yuuto allow her to convince him that this is indeed the best course of action.

Aselia is all the more determined to stick by Yuuto from this point on. This culminates in her desire to join Yuuto in becoming an Eternal — the only way in which he can defeat his old school rival Shun, who has since been swallowed by an incredibly powerful Eternity Sword that is threatening to destroy the world — and dooming herself, along with Yuuto, to wander forever throughout eternity with everyone having forgotten her original existence. The fact that neither Yuuto nor Aselia hesitate for a moment when "crunch time" comes and they have to say goodbye to the lives they have been living says a lot about them both — and proves that they're both a good fit for one another.

When the battles are finally over, though, we see that Yuuto still has some hesitations and is still, as ever, prone to shouldering all the burdens by himself. He attempts to slip away and begin his eternal wanderings without Aselia, but she knows him too well by now and is already waiting for him. Yuuto feels guilt about what he sees as dragging her into this, but she has already made her choice — she's already become an Eternal, which means that everyone has already forgotten her original life. Yuuto finally accepts that she's in this for the long haul — for eternity, in fact — and fully embraces her.

The last we see of the couple is a hundred years after the events that unfolded in Phantasmagoria. They have had a child together — previously unheard of for Eternals — and are happy. Both have grown very comfortable with one another — you'd hope so after a century together — and are cracking jokes and ribbing one another. Aselia's gentle, innocent nature is still apparent, but the seemingly "uptight" side of her personality has mellowed considerably.

She is happy, because she has finally found her reason for living.

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1014: Aselia the Exceedingly Lengthy but Still Well Worth Playing https://imnotdoctorwho.moegamer.net/2012/10/29/1014-aselia-the-exceedingly-lengthy-but-still-well-worth-playing/ https://imnotdoctorwho.moegamer.net/2012/10/29/1014-aselia-the-exceedingly-lengthy-but-still-well-worth-playing/#respond Mon, 29 Oct 2012 01:28:02 +0000 http://angryjedi.wordpress.com/?p=4625 Back in early October, I did an initial blog on my impressions regaring a Japanese-developed visual novel known as Aselia the Eternal. Since that time, I've written two columns on the subject for Games Are Evil — one about the game itself, the other about how it creates a convincing, coherent-feeling game world mostly through words — and … Continue reading 1014: Aselia the Exceedingly Lengthy but Still Well Worth Playing

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Back in early October, I did an initial blog on my impressions regaring a Japanese-developed visual novel known as Aselia the Eternal. Since that time, I've written two columns on the subject for Games Are Evil one about the game itself, the other about how it creates a convincing, coherent-feeling game world mostly through words — and there's still a huge amount more to say about it. So I'll brain-dump it all here and you can sift through at your leisure.

The first thing I want to say is that it's a pity more people won't play this. I can shout its name from the rooftops all I like, but I know for a fact that most of you reading this are not even considering picking it up and trying it out. This is the one failing of the video games medium becoming so broad and wide-ranging in recent years — no-one has time to play everything, so the vast majority of people concentrate on the recognisable names, the new releases, the triple-A blockbusters and the "indie darlings" of the moment, leaving titles like Aselia to — relatively speaking — flounder. Take a look at this great article by Rowan Kaiser, for example, in which he suggests a variety of games to give a gaming newbie a "crash course" in what the medium is all about. Everything on that list is, I'd argue, mainstream or at least "well-known", and yes, I include titles like Journey and Papo and Yo in that description. They're all "safe" options — and that's not a particularly bad thing, especially when trying to introduce someone new to the medium — but a lot of people don't ever step out of this comfort zone because there's no real need to.

On the plus side, however, this means that the fans of these particularly niche games are almost infinitely more passionate and willing to discuss them than someone who has completed, say, Assassin's Creed III. (There are exceptions, of course — I know I follow several people on Twitter who are obsessed with Ezio di whateverhisfullnameis and the overly-complicated lore of the Assassin's Creed series to an unhealthy degree — but I'd argue the people who care that much are in the relative minority.) And, of course, there's the fact that titles like Aselia represent "mainstream  PC gaming" in Japan, so if you can actually speak Japanese (I'm working on it… slowly!) you'll find like-minded people out there.

But anyway. If you have played Aselia the Eternal (or indeed any other visual novels) and want to enthuse about them with me, please feel free to do so at any time.

Now. To business. Indulge me a moment while I explain what it is that makes Aselia the Eternal particularly noteworthy or at least "interesting" to look at.

First of all, a little history. Aselia the Eternal was originally released in 2003 on PC as an 18+ eroge called Eien no Aselia – The Spirit of Eternity Sword. In 2005, it was stripped of its erotic content and released on PlayStation 2 as Eien no Aselia – Kono Daichi no Hate De (Aselia the Eternal: At the Ends of this Earth). Rather than the excision of the erotic content making it a "gutted" experience, however, the game was rewritten to make it more friendly to a wider audience. This "all-ages" version was later backported to PC in 2010, and translated into English by JAST USA in 2011, leaving us with the version we have today. JAST took the decision to translate the "all-ages" version rather than the 18+ original due to content which would have proven "problematic" to get around the censors — specifically, there are a number of characters who look very young (despite, as with most eroge, character ages not being made explicit anywhere), which makes erotic content involving said characters out of the question to Western audiences; and also, the original carried an "evil path" through the story which featured graphic scenes of violence and sexual assault — also deemed unpalatable to Western players. 

The upshot of all that is that the version of Aselia the Eternal you can buy legally today is not compromised in any way from the vision of its writers, but equally it does not feature any content that you might not want anyone viewing over your shoulder. In other words, this is not a hentai game; rather, it is simply a Japanese visual novel/strategy game/RPG type thing sans bonking.

It's the peculiar blend of genres in its gameplay that makes Aselia the Eternal an interesting one, though. Initially appearing to be a fairly conventional visual novel involving a cast of high school students, a pair of (foster) siblings with a mildly questionable relationship and the occasional innocuous-seeming choice that you just know will have surprisingly far-reaching ramifications, the game gets truly interesting after about 5-6 hours of pure exposition — 5-6 hours that will determine whether or not you're in it for the long haul. The game's player-protagonist Yuuto as well as several other characters get spirited away to a mysterious fantasy world, and a battle for survival begins. From this point on, you'll be splitting your time between the number-crunching of a strategy RPG and the plot-heavy relationship manipulation of a visual novel. The two aren't necessarily clearly demarcated, either — the game frequently breaks in mid-mission for 30-60 minutes of plot advancement — but this actually works in the game's favour as it tries to tell its story, and stops story feeling like a "reward" and instead like everything you do is part of the ongoing narrative.

It helps, of course, that the actual gameplay in the strategic side of things is extremely solid. Here's how it works.

As you progress through the game, you gain control of a wide variety of female "spirits" of different colours, as well as the protagonist. Differently-coloured spirits have different specialisms — blue spirits are good at direct attacks, for example, while green spirits tend to have higher HP and defense. Red spirits, meanwhile, are good at magic, while black spirits are a bit of a "jack of all trades, master of none" class, with good HP and defense, decent attack power and some useful enemy-crippling abilities.

Your forces are split into four "squads" of up to three units each. The unit in the first position of the squad is the Attacker, the second is the Defender and the third is the Supporter. The Attacker's job is to… well, attack… the Defender's job is to soak up damage and prevent critical hits, and the Supporter's job usually involves casting spells of some description, which might be direct attacks, buffs or debuffs. Each unit has up to three equipped skills for each of the three different squad positions, for a total of nine skills at any one time. I say "at any one time" because as they level up, abilities get overwritten — sometimes this is your choice, other times, "Limited Skills" mean that you must overwrite a previous level of a skill when you earn a new one. Only one skill from each category may be "set" at once — this is the one which will be used in battle — and each skill only has a limited number of uses before the unit needs to return to a friendly town to rest and recharge.

You move around the "campaign map" via preset pathways, one "space" per turn. If you move onto an enemy, you attack them. Before the battle resolves itself, you can see the lineup of the enemy squad (including HP and abilities), and you then have the opportunity to rearrange your squad members and set the abilities you would like them to use in the upcoming battle — this is an immensely important step that can mean the difference between life and death — and then it's into combat.

Battle unfolds in several phases. First of all, the attacking side's Supporter casts an "Attack Support" spell if it has one set — these include buffs or some healing spells. Then the other side gets to do the same. Then the attacking side's Attacker gets to make an attack, which is usually intercepted by the Defender if there is one, then the Supporter, then the Attacker finally. Certain skills allow units to target specific units other than the Defender — this can be particularly useful if the Supporter has a nasty spell ready, but not many HP left.

Following the first attack, the Supporter gets to cast a Divine Magic spell if they didn't already case an Attack Support spell. These are mostly offensive in nature. Then the defending side gets to attack, then Divine Magic. This then repeats until all the units involved in the battle have expended the number of "actions" for the skills they have set. Certain skills may be used more than once per battle, and this can be used to your advantage — if, for example, the enemy Defender can only use their damage reduction skill once per battle and you have a powerful attack that can be used twice, that second attack will connect and do "critical" damage.

There's an added twist with the Attack Support and Divine Magic spells — blue spirits have the special "Ice Banisher" ability when in the Supporter role, which can interrupt certain spells. Naturally, there's a trade-off — blue spirits are also the strongest Attackers, so having one in the Supporter slot means that they're not doing damage, but making effective use of Ice Banisher is essential to survival as the enemy gains access to stronger spells.

It's a system that initially appears rather complex and confusing, but becomes second nature after no time. It's actually a very elegant system that forces you to think carefully about which characters would be most useful in dealing with the situation in front of you, and requires that you manage your army carefully to ensure they're strong enough to take on the challenges ahead of them. It also means that there are often a number of ways of getting past seemingly insurmountable challenges — that boss who is giving you grief may hit hard, but he only has two uses of his attack skill before he's left unable to damage you, so if you can just keep your green spirit alive for two turns, you can then exact bloody revenge at your leisure.

Pleasingly, there's no grinding in Aselia the Eternal. While you're wandering the game world, your captured towns are converting their stored "mana" to "ether" at a rate dependent on how many Ether Refinery buildings you've constructed. The more towns you have, the more mana in your pool, but mana can't be used in its raw state — it has to be converted to ether first. Once you have ether, however, this can be spent on constructing new buildings or, most importantly, levelling up spirits and the protagonist. To do this, they must be located in a town which has a Training Facility constructed, and their entire squad must rest while the individual unit trains. You gain access to various different trainers with different specialisms as the story progresses, putting an effective "cap" on your progress as you go through — but sometimes you hear rumours of trainers in far-off locations, and can enlist their services if you send a squad to go and pick them up.

So Aselia the Eternal would be an interesting strategy game even if it didn't have the plot attached to it. What makes it a remarkable experience, however, is how the plot makes you feel about those units scampering around the world map. Because you get to know all the people in your squads in various story scenes, not just the main characters, you care about them and you don't want them to die. Letting a unit die means that you'll never see them again in the story, because there are no revive skills until very late in the game. When you see how many little subplots involving these seemingly "unimportant characters" are weaved into the overall narrative, you'll very much want to be "that guy" and reload every time someone kicks the bucket. After all, Halion promised you that she'd bake some special treats for you in her shop when the war is over… you can't let her die, now, can you?

And goodness me. The Feels. Aselia the Eternal has them by the bucketload, particularly when it comes to chapter finales. This is a game that doesn't hold back on the emotional manipulation at all, and does its very best to make you feel terrible about every virtual life you take. The overarching story is at once both epic in scale and very personal to the protagonist, and the romantic subplots are expertly weaved into the narrative as a whole rather than serving as the sole focus as in some other visual novels.

I have one more chapter of the story to go, and I'm very interested to see how it concludes. Hopefully that will happen sometime this week.

But I feel I should probably stop there, as I've wittered on for over two thousand words. I won't tell you to buy and play Aselia the Eternal because I know that probably 95% of you aren't going to, but if, on the off-chance, you do, be sure to come and enthuse about it with me sometime.

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1004: Thwarting The Fall https://imnotdoctorwho.moegamer.net/2012/10/19/1004-thwarting-the-fall/ https://imnotdoctorwho.moegamer.net/2012/10/19/1004-thwarting-the-fall/#respond Fri, 19 Oct 2012 01:01:14 +0000 http://angryjedi.wordpress.com/?p=4571 I finished Persona 3 FES: The Journey this evening, something I've been meaning to do for a very long time and finally got around to. Persona 3 remains one of my favourite games of all time, and the additions to The Journey — the story told in the original version of Persona 3 — are very welcome, offering … Continue reading 1004: Thwarting The Fall

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I finished Persona 3 FES: The Journey this evening, something I've been meaning to do for a very long time and finally got around to. Persona 3 remains one of my favourite games of all time, and the additions to The Journey — the story told in the original version of Persona 3 — are very welcome, offering deeper insight into the characters as well as some good old-fashioned fanservice.

Persona 3's biggest strength is also one of the reasons why I imagine an awful lot of people won't finish it: its length. Having played The Last Story earlier this year, I'm very much of the opinion that JRPGs don't have to be incredibly long to be tell satisfying stories, but in the case of Persona 3 and its sequel, both of which are somewhere in the region of 85-100 hours in length, I can't help but think that a lot of the respective stories' impact would be lost if they decided to reign things in a bit and keep them snappy.

Persona 3, for those who haven't played it, takes place over the course of a school year in Japan. You start in April, increasing amounts of Bad Shit comes to pass as the year progresses and you eventually finish either on New Year's Eve with a bad ending or on January 31st with a good ending. And you're expected to play through all the days in between, with only a couple of exceptions.

A day in Persona 3 typically consists of getting up, going to school (assuming it's a school day), perhaps answering a question or two in class, hanging out with friends after school then either going dungeon-crawling, studying or socialising in the evening. The format occasionally gets shaken up with public holidays (and Sundays) when you don't have school to worry about, and there's a couple of trips out of the game's main Japanese town setting at specific points in the story, but for the most part you are living the life of a Japanese teenager, albeit one who fights monsters after midnight.

It's a long, slow slog through the game's days, in short, but it's only through dealing with this that you truly come to respect the sacrifices the game's main cast has made in the name of trying to build a better world and beat back the darkness. Sometimes you really want to hang out with that hot girl who seems to have taken an interest in you, but instead you know that you should go shopping with the nice policeman who sells you various sharp implements, then go climbing the mysterious tower that appears after midnight and start twatting some Shadows in the face. Having to find this optimum "work-life balance" means that the time you do actually get to spend with your in-game friends becomes more precious — particularly as each of the "Social Link" stories that is attached to each person ends up being interesting and often emotional.

By the time you reach the game's final battle, you have been through Hell and back with these characters, both in terms of having to cope with the everyday stresses of teenage life — exams, angst, friendship drama — and in having fought your way through hordes of Shadows to strengthen your party. By the time the final boss appears, you are ready to kick some ass and save the world.

And then the final boss fight takes somewhere in the region of an hour to complete. The game isn't going to let you win so easily. It's not an especially difficult fight if you've prepared appropriately, but it is long — a test of endurance… and of whether or not you remembered to stock up on items before wandering into the dungeon. It's not boring, though — it's paced in such a way that it shakes things up regularly, requiring you to change and adapt your strategies accordingly, particularly as you get closer and closer to final victory. By the time you finally take down the boss and get onto the "home straight", as it were — and there's actually a surprising amount still to see even after you've kicked its ass — you are physically and mentally exhausted, just like the characters, and the game knows this, hitting you with some intensely emotional scenes while you're weakened.

Persona 3, then, uses its length to its advantage. While there is plenty of stuff in there that is clearly designed to allow masochistic players to inflate their play time yet further (I didn't beat the Reaper, for example, and I seriously doubt I will ever seelet alone beat the "Ultimate Opponent" secret boss that only appears in New Game+) for the most part, it's good stuff that allows you to immerse yourself in the small but very well-realised game world. You're either doing teenagery things, or you're fighting Shadows. Fight too many Shadows and you'll exhaust yourself, meaning you'll need to make sure you get some rest before you do anything strenuous — but while you recover, all your friends are waiting for you.

There's always something to do and someone to see, and meanwhile the clock is ticking ever-onwards towards an inevitable conclusion. As time passes, everyone's life goes on — even the incidental NPCs sitting around in various locations all have their own stories to tell that progress gradually as the seasons turn. Will the shy girl ever talk to the boy she's stalking? Will the girl who's obsessed with Mitsuru ever confess her feelings? Will the elementary school student at the station ever stop being a jerk to her obviously-nervous new teacher?

"Bonds of people are the true power," runs the tagline to the Persona 4 anime, and it's right. Both Persona 3 and 4 are what they are because of the people in their respective game worlds. After 80+ hours with them, it's difficult to not feel a sense of attachment to them — even the most seemingly-innocuous incidental character. This sense of "belonging", of immersion in a game world with realistic, believable characters — that, right there is why I love these games so much.

On to The Answer next, which I know nothing about beyond the fact it's supposedly very difficult and wraps up the ambiguities left by The Journey's ending. I'm very intrigued to see how it concludes for real, so doubtless you can expect another post on the subject after another 20 hours of gameplay or so.

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#oneaday Day 995: Cultural Victory https://imnotdoctorwho.moegamer.net/2012/10/09/oneaday-day-995-cultural-victory/ https://imnotdoctorwho.moegamer.net/2012/10/09/oneaday-day-995-cultural-victory/#respond Tue, 09 Oct 2012 22:43:45 +0000 http://angryjedi.wordpress.com/?p=4533 Can you have too much culture? Can the sum of human creative endeavours add up to too much for someone to take in? Well, first of all, those are two different questions. The answer to the second one, at least, is "yes"; the former? I'm not so sure. We're already at a point where there … Continue reading #oneaday Day 995: Cultural Victory

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Can you have too much culture? Can the sum of human creative endeavours add up to too much for someone to take in?

Well, first of all, those are two different questions. The answer to the second one, at least, is "yes"; the former? I'm not so sure.

We're already at a point where there is so much Stuff in the world it's impossible to keep on top of it all. Whatever media you're into, be it books, movies, TV shows, music or games, there's enough Stuff out there to keep you entertained probably for the rest of your life in just one of those formats, let alone if you, like most people, spread your time between several. Even if you spend your time focusing entirely on one genre within a single medium, you'll never get to the bottom of the pile. You'll never "finish" culture. You'll never see everything there is to see.

Depending on your outlook, this is either a fantastic thing or incredibly depressing news. For many, there's a degree of "shame" over not having caught up on things that are supposedly "canonical" or "essential" for everyone to have read/seen/played/whatever. The very term "pile of shame" (from which the Squadron of Shame takes its name) is used to refer to one's backlog of entertainment that has been purchased but not consumed — or, in some cases, the definition is stretched a little to include Stuff that the owner of said pile intends to consume at some point in the future, but perhaps hasn't quite got around to just yet.

With books, it's fine. Books are passed down from generation to generation; republished and republished. Today, we can keep a book alive forever by converting it to a digital format and scattering it to the four corners of the Internet. Sure, you lose some of the joy of turning paper pages and that distinctive musty smell they have, but at least the important bit — that's the work printed on those pages, lest you forget — is immortalised. You can read it on your computer; on your tablet device; on your e-reader; on your phone. You can annotate it and share your thoughts with other people around the world in an instant. Books are just fine.

Music, too, has proven itself to be pretty timeless over the years — for the most part, anyway. Throughout history there has been plenty of "disposable" music, but the true greats endure for years. Look how long the works of Bach and Mozart have lasted — people are still listening to, performing and studying these pieces hundreds of years after they were first composed. In more recent years, look at how the music of artists such as Elvis Presley and the Beatles is still interesting and relevant today. In very recent years… well, it remains to be seen which artists (if any) will leave a lasting legacy on culture, but there will almost certainly be some. (And if there's any justice, it won't be anyone who has ever won or been involved with The X-Factor.)

Movies, too, have become increasingly timeless with the improvements in technology over the years. While once a movie only lasted as long as the medium on which it was physically printed, now, like books, we can archive and keep movies forever. Sure, some moviemaking techniques now look antiquated and are unpalatable to modern audiences, but those truly interested in the full history of the medium can trawl back as far as they wish and see how it has developed.

Games, though, are arguably a bit more tricky, as they have an inherent "expiry date" due to the numerous proprietary technologies involved. While emulation technology is getting better all the time, it's still not perfect, and the legal grey areas surrounding it make it something that some people prefer to shy away from altogether. When you consider "PC" games, too, there's even titles that are ostensibly on the same platform that will no longer run on more modern technology. Fortunately, there are places like GOG.com who aim to keep these titles alive for modern audiences, but eventually even their remastered, tweaked versions will "expire" as technology makes the next big leap forward. What happens when computers become wearable and we don't use TVs any more? Will we still be able to play classic titles designed for the flat screen?

With all this, it's easy to wonder how you can possibly get through all those things that you're "supposed" to watch/read/see. The answer is surprisingly simple: don't. Accept the fact that you're never going to read Great Expectations; you're never going to see Citizen Kane; you're never going to listen to anything by The Smiths; you're never going to get caught up on the Assassin's Creed series. Cherry-pick the stuff you're interested in, finish what you start, and don't feel obliged to jump in to things just because they're brand new and everyone is talking about them right now. Get to them when you have time to appreciate them rather than rushing through them in the ultimately futile attempt to feel "relevant".

Crucially, enjoy (or at least appreciate) the culture you consume, whatever medium it's in. Your tastes are your own, and no-one has the right to try and change them. People can share their own opinions, sure, and these may help sway your thoughts one way or the other, but ultimately your feelings about the things you like and dislike are entirely up to you. There's no "correct" opinion; no gold standard of cultural awareness you need to aspire to; no "checklist" to complete. The sooner you recognise this fact, the sooner you can get on with working your way through that "pile of shame" — because there's some great stuff in there that you haven't discovered yet. And the stuff that is shiny and new right now will still be here in a few years time.

Take your time. Enjoy it. It's the least you can do for the people who have invested their time, money, blood, sweat and tears into entertaining you.

 

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#oneaday Day 993: Why You Should Probably Play Quest for Glory https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/ https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/#respond Sun, 07 Oct 2012 23:22:52 +0000 http://angryjedi.wordpress.com/?p=4527 It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below … Continue reading #oneaday Day 993: Why You Should Probably Play Quest for Glory

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It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below and go leave a comment here.

Quest for Glory remains to this day an aberration in both the point-and-click adventure and RPG genres, in that it is both. For those who have no experience of the series, the basic gist of all games in the series is that you have the mouse-driven "walk, look, use, talk" interface of an adventure game coupled with the stat-based system of an RPG. You wander around, you find out about quests, you get into fights, you save the sleepy Germanic valley/city/African-style savannah region/world.

Sounds simple, right? After all, RPGs and adventure games already have a lot in common — mainly the fact that both often involve a lot of talking — thus it's not much of a stretch to imagine an RPG with a point-and-click adventure game interface (or, in the case of earlier games in the series, text parser).

Except Quest for Glory doesn't stop there, because it makes its games noticeably and significantly different depending on whether you initially choose to play as a fighter, magic user or thief. (It's also worth noting that the "thief" class is a proper thief who breaks into houses and nicks stuff for personal gain, none of that namby-pamby "rogue" nonsense)

That's right — join the quest as a fighter and, for sure, you'll be doing a lot of fighting, but you'll also be using your brawn to solve non-violent problems. Become a thief and you'll be using your agility, climbing ability and stealthiness to sneak around and solve problems from the shadows. Become a mage and over the course of the various games in the series you'll outfit yourself with a diverse array of spells, only a couple of which are of the traditional "throw fiery objects at opponents" variety.

Best of all, if you're the sort of indecisive person who likes to play as a "hybrid" class, you can spend a few extra points on character creation to take a skill that doesn't normally belong to that type of hero. Want to be a wizard that's good at climbing? Go ahead. A thief with a good line in magic tricks? Sure! A fighter who knows what the word "sneak" means? Knock yourself out! All skills that are at higher than zero can be raised through grinding — the Quest for Glory series subscribes to the Final Fantasy II/Elder Scrolls mentality that skills should be raised organically as you use them rather than at arbitrary level boundaries. Crucially for the whole fun factor, though, it's relatively rare that you'll need to grind a skill, unless you're specifically aiming to do and see absolutely everything the game has to offer. (And if you are, you're a masochist.)

Then there's the fact that the Quest for Glory series was one of the first series that allowed you to transfer your save file from one game to the next. Beat one game and you'd be invited to export your character ready to import once the next game released. This was remarkably forward-thinking (and confident) of the developers at the time — and also somewhat symptomatic of the different times back then. Now, sure, we have franchises like Mass Effect and Dragon Age allowing you to import your save file from the previous game, but each game in the series didn't specifically include with a promise of the next one. In other words, whether or not a game gets a sequel these days isn't necessarily preordained — it's often dependent on sales. In Quest for Glory's time, it was built in to the design from the very beginning, even as technology improved over time.

This is one of the other interesting things about playing through any of Sierra's old adventure series. You can see how gaming technology evolved from game to game. Quest for Glory I and II initially used 16-colour 320×200 EGA graphics and a text parser, though Quest for Glory I was subsequently rereleased with 256-colour 320×200 VGA graphics and a mouse-driven interface. Quest for Glory II never got the same treatment officially, but a fan-made free remake (approved, but not funded or assisted by, the original team) brought it into the latter days of the 20th century rather nicely. Quest for Glory III then brought the series officially into the 256-colour VGA age, and Quest for Glory IV was the first CD-ROM based episode, featuring none other than John "Gimli and That Professor Bloke I Can't Remember the Name Of from Sliders" Rhys-Davies on narration duties.

Quest for Glory V marked a bit of a turning point, however, not just for the series, but for Sierra's fortunes and the adventure game genre at large. Being a CD-ROM only multimedia extravaganza with 256-colour 640×480 Super VGA visuals, polygons and a prerendered intro sequence that, while impressive at the time is utterly laughable if you watch it nowQuest for Glory V marked the point where, for many, the franchise lost its way. There are plenty of people who adore the game, of course, but those who grew up with the earlier entries in the series can't help but mourn the direction it took with its fifth instalment and its subsequent demise.

This wasn't the only time Sierra did something weird with one of its established series. In fact, almost all of Sierra's classic, long-running series ended up as something completely different to their original forms — King's Quest became a 3D action RPG with its eighth instalment; Police Quest became the tactical SWAT series after its fourth incarnation (later dropping the Police Quest moniker altogether); and Leisure Suit Larry just went off the rails altogether after its sixth episode (which, naturally, is called Leisure Suit Larry 7). In comparison to these other titles, Quest for Glory V's changes were actually relatively modest — but still enough to put some off.

Perhaps the saddest thing about the demise of the Quest for Glory series is that we really haven't had anything like it since. We've had a resurgence of point-and-click adventures in the last couple of years, sure, but nothing that so deftly blends two genres together with interesting stories, a genuinely amusing sense of humour and satisfying gameplay.

However, there's some good news for fans of Lori and Corey Cole — they're working on something new called Hero U, and will be opening a Kickstarter funding drive some time later this month. More details here. I'm pretty excited — they've said outright that it's not going to be a new Quest for Glory game, but it will incorporate some of the things they learned from making those games. Sounds awesome, right? Of course.

Hope you enjoyed the podcast. We certainly spent long enough recording it — and then I spent even longer editing it. 🙂

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#oneaday Day 979: Personal Thoughts on Demonbane https://imnotdoctorwho.moegamer.net/2012/09/24/oneaday-day-979-personal-thoughts-on-demonbane/ https://imnotdoctorwho.moegamer.net/2012/09/24/oneaday-day-979-personal-thoughts-on-demonbane/#respond Mon, 24 Sep 2012 00:55:38 +0000 http://angryjedi.wordpress.com/?p=4453 I wrote a piece on visual novel Deus Machina Demonbane over at Games Are Evil earlier today and I would be terribly thankful if you went and read it, even if you're not a particular visual novel fan. Demonbane, while fundamentally not that different from most other visual novels — you read, read, read, read, read, read and … Continue reading #oneaday Day 979: Personal Thoughts on Demonbane

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I wrote a piece on visual novel Deus Machina Demonbane over at Games Are Evil earlier today and I would be terribly thankful if you went and read it, even if you're not a particular visual novel fan. Demonbane, while fundamentally not that different from most other visual novels — you read, read, read, read, read, read and occasionally make a choice — is, as I say in the article, interesting and noteworthy for the fact that it's not your typical galge/eroge. The main point of the game is not to pursue a particular female character romantically, but rather to work your way through a more "traditional" (for want of a better word — its combination of thematic influences is anything but "traditional") narrative that wouldn't be out of place in a JRPG.

I wanted to talk a little more about the game than I had the chance to get into in that article, however, and I'm probably going to get spoilery from this point onwards, so if you are intending to play Deus Machina Demonbane and would like your mind to remain virgin pure beforehand, I suggest you stop reading now. For courtesy's sake, I shall put in a "More" tag for your convenience. Click the "Continue Reading" link to… you know. Continue reading. Otherwise, I'll see you tomorrow.

All right, now we've got rid of those killjoys, let's talk Demonbane. First up, an interesting thing about Demonbane is that it is super-long — like, 20 hours. A single playthrough of your average VN, assuming you read everything and don't skip straight to the bonking, usually takes on average between 5-10 hours depending on the game. Something like School Days HQ, which has a lot of alternative routes and branching paths, tends to be a little shorter, whereas something with a smaller number of discrete routes tends to take its time a bit more. For comparison's sake, it took me just under 40 hours to see absolutely everything Katawa Shoujo had to offer, and there are five distinct routes in that. (That's about 8 hours per route if you're a bit slow on the old maths.)

There's no set rule saying how long or short any game should be, of course, but 20 hours is a long time to just sit and read and occasionally choose between two options. It's long for a VN, I'm saying, but there's no reason why this should be an issue — after all, aren't there books of vastly different lengths? In Demonbane's case, the plot is kept nice and pacy through a chapter-based structure, and it gradually accelerates and expands in scope as the story progresses, so even though it takes a long time to get to the end of, it doesn't feel like a chore.

Since Demonbane isn't your usual eroge, it does things a little differently in a number of ways. One of the most notable factors in this is the matter of the protagonist Daijuuji Kurou. In many eroges — particularly the "here are some girls, date one of them" variety — the protagonist is kept as a mostly "blank slate" for the player to superimpose their own ego atop. More often than not, the protagonist's dialogue isn't voiced, even when the entire rest of the game features speech, and in "event" scenes it's rare to see the protagonist's face — it's usually hidden in shadow, behind a mop of hair or simply off-camera. There are exceptions to varying degrees, of course — in both School Days HQ and Katawa Shoujo, for example, the protagonist is a discrete character in their own right, and in My Girlfriend is the President player character Jun has a clearly-defined personality but not a voice or face in most scenes. In the case of Kurou, however, he has a personality, a voice (in the parts of Demonbane that are voiced, that is) and a face, and is absolutely a distinct character rather than a cipher for the player. And the story of Demonbane is as much the story of his journey to become a better person as it is of Good Against Evil.

Kurou begins, like many VN characters, as the very picture of a flawed protagonist. He's not obnoxious or perverted or anything like that, though — rather, at the outset, we see him as a broken man, unable (or unwilling) to pick himself up out of the gutter and make his life better. Following his life-changing meeting with local business leader Hadou Ruri, however, he begins to take his first steps on his journey. He works his way from reluctant, workshy freeloader to devoted hero of justice over the course of the game, and this journey can at least partly be attributed to the influence of the companion with whom he spends most of the game — at least in its "true" route.

Al, also known as Al Azif or indeed the Necronomicon is a truly interesting character, not least for the fact that she is a character at all — the Necronomicon, lest you don't know, is a fictional book that appears in a number of H.P. Lovecraft's stories. Choosing to represent herself as a skinny teenage girl with long purple hair and a sour expression on her face, she quickly latches on to Kurou, and the growing, changing and evolving nature of their relationship is one of the most compelling things about Demonbane.

The first time we see Al, she's very much the one in control. With over a thousand years of world-weary experience behind her sparkling emerald eyes, she takes the initiative and binds herself to Kurou with a kiss signifying a covenant. In doing so, she technically becomes subservient to him as a magus' grimoire, but it's clear that she is the one wearing the pants. (Even though she's not wearing pants. If you see what I mean.) Forcing him to become his best, berating him when he gets it wrong and encouraging him when he gets it right, Kurou begins to change under Al's tutelage. She helps him tap into his latent magical power and over the course of the story he learns how to channel his abilities into various forms, overcoming the fear he once felt at the prospect of working with sorcery.

As the two share in a number of devastating battles within the titular steel giant Demonbanetheir bond grows ever closer and transcends the "master-grimoire" relationship into something much more. The player sees what is happening between them well before they realise it themselves, which makes it all the more tragic when a disastrous event in the latter third of the game sees their blossoming relationship apparently cut short by the "death" of Al. It also makes it all the more powerful when we see Al struggling to regain herself and fight her way back to consciousness — something which Demonbane's unconventional narrative structure (for a VN) allows for, since it isn't afraid to cut away from the protagonist and depict other events happening elsewhere from a third-person perspective.

More than the interesting characters, though — and we've not even touched on one of the most impressively loathsome collections of villains I've ever come across — arguably the best thing about Demonbane is how it shows a clear love for its Lovecraftian source material while maintaining its own uniquely original identity. The game acts as a "Who's Who" of Lovecraftian legends, taking in everything from Dagon to Yog-Sothoth and Nyarlathotep via Cthugha, Ithaqua, nightgaunts and Shantak. It's also not afraid to bring in elements from other mythologies, however, such as a rather memorable sequence involving creatures from Alice in Wonderland, and also incorporates elements from writers who either expanded on or wrote works inspired by Lovecraft's Cthulhu mythos — including Brian Lumley's Mirror of Nitocris and Clark Ashton Smith's spider-like Old One Atlach-Nacha.

The disparate elements that make up Demonbane — Lovecraftian horror, giant robots, big-eyed animé girls and a dash of humour — really sound like they should clash horribly and create a completely unworkable mess. But you have to give some credit to developer Nitroplus for taking these concepts, mashing them together and creating something that absolutely works. It feels both Lovecraftian and "anime-ish" at the same time, absolutely nailing the darkness and sense of teetering on the brink of madness of the Cthulhu mythos while being totally unashamed to continually raise the narrative stakes as the story progresses. Any game that deems all of humanity struggling against Cthulhu to be not quite epic enough for its finale deserves a certain degree of respect — particularly when the whole finale sequence (at least, in the "true"/Al path — I haven't played the other two as yet) is handled as well as it is here.

In short, then, if you think you can handle 20 hours of Lovecraftian horror, giant robots yelling things like "Lemuria Impact! Sublimate!" at each other, some astonishingly massive breasts (plus an equally monstrous penis) and the tale of a broken man rebuilding himself to become far more than he ever imagined he could be, then Deus Machina Demonbane is well worth your attention.

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#oneaday Day 971: Y'All Should Probably Play This FTL Thing https://imnotdoctorwho.moegamer.net/2012/09/16/oneaday-day-971-yall-should-probably-play-this-ftl-thing/ https://imnotdoctorwho.moegamer.net/2012/09/16/oneaday-day-971-yall-should-probably-play-this-ftl-thing/#respond Sun, 16 Sep 2012 00:46:54 +0000 http://angryjedi.wordpress.com/?p=4428 Things weren't going well. The rebel fleet were closing in, and the last jump had put the UNS Scruttocks perilously close to a rather active star that was currently enjoying a period of intense flares. Pete, best pilot in the remnants of the Federation (which wasn't saying much) frantically struggled to power up the Scruttocks' … Continue reading #oneaday Day 971: Y'All Should Probably Play This FTL Thing

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Things weren't going well. The rebel fleet were closing in, and the last jump had put the UNS Scruttocks perilously close to a rather active star that was currently enjoying a period of intense flares. Pete, best pilot in the remnants of the Federation (which wasn't saying much) frantically struggled to power up the Scruttocks' FTL engines as the ship was rocked  by the explosions of the overly-joyful sun.

It turned out that wasn't the only problem, though. A pirate ship, seemingly undeterred by the solar activity, stood staunchly in the path of the Scruttocks, matching its every move and doing its best to ensure that this would be the end of the intrepid crew's journey.

Andie ran from the bridge to her station at the weapons console at the rear of the ship. Lara followed her, splitting off at a rear bulkhead to head for the engine room. The undermanned Scruttocks was going to need every ounce of power she could give them if they were going to get out of this alive.

"Fire! Go for the shields!"

Andie didn't need to be told twice. She diverted power from non-essential systems, powered up the ship's missile launcher and laser cannon and took aim for the pirate ship's shield systems. The first missile sailed harmlessly past, while the first volley of laser fire was absorbed by their assailant's shields; the second struck true, the missile penetrating the shields and knocking out the shield generators, the cannon fire now free to inflict damage directly on to the enemy's hull.

The pirates weren't going down without a fight, though.

"Fire!"

"I am!"

"No, seriously, FIRE! Get out of there!"

Lara came running through the aft section, severe burns over one side of her body. Andie watched in astonishment as her determined crewmate headed for the medical bay. She smelled smoke, and knew that trouble was ahead. But if she could just hang on a little longer…

The air started to become thin; it became harder to breathe. Andie knew that Pete was trying to put the fire out by venting the oxygen out of the affected sections, but it seemed like the ship's oxygen distribution system had been damaged by the fire, as even though the weapons room was firmly enclosed, she was definitely starting to feel light-headed.

Lara came charging back through. "Come on!" she cried. "Help!"

Andie left the weapons controls on automatic and followed her companion through the aft sections of the ship. Sure enough, the fire had gutted the ship's oxygen distribution room, but the damage wasn't so severe it couldn't be repaired. The pair set about their important work, doing their best as the ship was continually rocked by impact after impact.

Finally, through the window they saw the debris of the destroyed pirate ship drifting sliently past. They had done it. The Scruttocks had survived another day, for now — all they had to do was get this oxygen tank back up and running before–

A loud bleep confirmed to the rapidly-weakening Andie and Lara that their efforts to repair the oxygen tanks had been successful. As they heard the air distribution system start up again, they breathed in heavily, gulping down the precious, life-giving air.

"Preparing for jump to lightspeed," came Pete's voice over the comm system. "Ready in 3… 2…"

At that moment, a solar flare erupted. The Scruttocks' hull, weakened from the protracted battle, tore apart like a snail shell beneath a wellington boot. Its crew's last thoughts as they were suddenly cast into the silent vacuum of space?

"Bollocks."

That's a typical day in the life of the crew of FTL: Faster Than Lighta new independently-developed game that officially came out today. In it, players oversee the crew of a starship frantically running from the mysterious "Rebels" as they attempt to deliver important secrets to the remains of the "Federation". Little more context than this is given, and little more is needed, because FTL is a game about the struggle that is the journey rather than its beginning or its conclusion.

The most apt descriptions of FTL would draw comparisons to the board games Space Alert and Battlestar Galactica. Like those games, FTL gives its players a small number of crew members and a sprawling ship in which to deploy them, then continually bombards them with increasingly-unreasonable challenges until they explode, die, asphyxiate or reach one of a variety of other sticky ends. It is possible to "finish" the game by beating a final boss, but for your first few playthroughs at the very least, you'll be dead within half an hour.

FTL strikes a great balance between simple mechanics and depth, and presents its unfolding emergent narrative in a manner that is abstract enough to allow the player to use their imagination, yet explicit enough to make it clear to understand exactly what is going on at any given moment. Players can route power to different parts of their ship, fire weapons on specific systems of enemy ships, move crew members around to man stations, deal with intruders and put out fires, and even faff around with doors. Doors are very important. You might not think that they are, but the moment your remote door control systems get blown out and you're unable to vent your engine section that is currently on fire, you'll come to appreciate the power of being able to sit in the driver's seat and open the back doors without running the risk of asphyxiation.

FTL describes itself as a form of roguelike and there's certainly plenty of resemblance there — a randomly-generated challenge at the start of each new game, permadeath and a wonderful sense of unfolding, unscripted narrative — but it has a unique identity that is all its own. It's not trying to be Star Control or Master of Orion or anything like that, nor is it trying to be Angband in space — it's the personal story of a few brave men, women and slugs who want to make a difference in a turbulent galaxy. Whether they do so, or whether they end up suffocating as they run around panicking at the fact that half the ship is on fire and the pilot is in the process of being eaten by a praying mantis? That's entirely up to the player's skill and/or sense of sadism.

Either way, you should buy FTL because it's fucking great.

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#oneaday Day 961: I am Thou https://imnotdoctorwho.moegamer.net/2012/09/05/oneaday-day-961-i-am-thou/ https://imnotdoctorwho.moegamer.net/2012/09/05/oneaday-day-961-i-am-thou/#respond Wed, 05 Sep 2012 22:58:43 +0000 http://angryjedi.wordpress.com/?p=4369 I wrote a piece about Persona 3 over on Games Are Evil earlier today. Go read it, please. I have, as you may have guessed from the fact I chose to write about Persona 3 today, been playing Persona 3. I have been meaning to play the extended FES version for many, many years now and have started … Continue reading #oneaday Day 961: I am Thou

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I wrote a piece about Persona 3 over on Games Are Evil earlier today. Go read it, please.

I have, as you may have guessed from the fact I chose to write about Persona 3 today, been playing Persona 3. I have been meaning to play the extended FES version for many, many years now and have started several times. This time I intend to finish it, including battling my way through The Answer, which I understand is a bit of an ordeal. Then, if I'm feeling particularly masochistic, I will proceed to play Persona 3 Portable as the female protagonist.

I fucking love Persona 3 and 4. They are still my favourite games of all time. I own the first two for PSP/Vita, too, but found the first one a little hard to follow plot-wise and haven't delved particularly deeply into yet. Fortunately, each one stands quite nicely by itself — though and are nicely interconnected, even if certain aspects clash (why do the kids in P3 need Evokers to summon their Personas, but the ones in P4 don't?).

My love for these games stems primarily from the fact that they push all my gaming happy buttons. I love JRPGs and I love visual novels, and Persona 3 and combine the best bits of both genres. You have a simple-to-understand, hard-to-master combat and character development system; you have an in-depth storyline tackling very "human" issues. You have "saving the world" drama; you have characters dealing with personal crises that can, at times, seem more important than impending disaster. Somehow the game manages to avoid pretty much every cliché that critics of JRPGs hate to create an emotional, mature experience with an absolutely badass soundtrack.

The highlight is, of course, the cast of characters throughout. And as I said in my piece over on Games Are Evil, the interesting thing about Persona is that it's not only the heroes and villains who "matter" in the grand scheme of things. The "Social Link" mini-stories that arise as the protagonist gets to know his new school friends and people in the community are fascinating plotlines to follow through in their own right, and help to lend a greater sense of poignancy to the overarching narrative of the Persona-users attempting to Sort Shit Out. In other words, everyone has their own demons to deal with — sometimes these are literal demons, others they are the barriers we create for ourselves: fear, anxiety, shyness, a lack of self-belief. Watching the protagonist touch the lives of these people and be there with them as they come to terms with their own issues gives the small game world a much greater feeling of "life" than almost any other RPG I've played.

It also, once again, highlights the difference between Eastern and Western game design philosophy. When it comes to RPGs, I am firmly in the Eastern camp. I am yet to come across a Western RPG that has captivated me in the same way as the Persona series. You can rant and rave all you like about the beautifully-rendered worlds of Bethesda adventures or BioWare's (increasingly questionable) storytelling chops, but, for me anyway, no-one has the Japanese beat when it comes to interpersonal relationships and a sense of "human" drama amid supernatural chaos.

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#oneaday Day 949: I Love You, Kotonoha... No, Wait, Sekai https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-949-i-love-you-kotonoha-no-wait-sekai/ https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-949-i-love-you-kotonoha-no-wait-sekai/#respond Sat, 25 Aug 2012 01:29:31 +0000 http://angryjedi.wordpress.com/?p=4326 You may recall back when I was rather obsessed with visual novel Katawa Shoujo that I put together a lengthy series of posts dissecting each of the characters and each narrative path it was possible to follow in the game. School Days HQ is inspiring me to do that again, and I know that there's at least one person … Continue reading #oneaday Day 949: I Love You, Kotonoha... No, Wait, Sekai

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You may recall back when I was rather obsessed with visual novel Katawa Shoujo that I put together a lengthy series of posts dissecting each of the characters and each narrative path it was possible to follow in the game. School Days HQ is inspiring me to do that again, and I know that there's at least one person reading this who is finding my descriptions of this game interesting (Hi, Calin!) so… well, here we go.

I make no apologies for the length of this post.

Spoileriffic thoughts follow. If you're going to play School Days HQ and don't want it spoiled, stop reading. Yeah, you.

The first thing I'll say is that I have not seen all of this game's endings yet. Given that there are twenty of them (I think), doing so will take a while. I have, however, seen five of them, and I feel this is starting to give me a good understanding of the characters involved.

School Days is structured in an interesting manner. As opposed to Katawa Shoujo's heavily branching first act and then five completely discrete "paths" through the game, School Days' narrative branches all over the bloody place. There are two distinct "paths" that the story splits into at the end of the second of the game's six "episodes", each seeing protagonist Makoto apparently pursuing one of the two leading ladies, but whether or not he will end up with his "chosen" girl is by no means a foregone conclusion. The various paths which the story can follow give additional context to various scenes, and help provide the player with additional understanding of a variety of characters — both the three leads and the more incidental characters. Let's look at them one at a time.

Makoto

Protagonist Makoto is, unlike a lot of visual novel/eroge protagonists, his own person rather than a "blank slate" onto which the player can project themselves. We join him as he finds himself attracted to the mysterious girl he sees on the train every day. This is Kotonoha. Shortly afterwards, his homeroom teacher rearranges the class' seats, and Makoto ends up sitting next to Sekai, whom he has not had much occasion to speak to before.

Makoto initially isn't sure how to respond to Sekai — she appears to be strong, pushy, loud and talkative. When she catches him apparently attempting to do a "charm" with his mobile phone — schoolyard rumour has it that if you take a photo of the person you like and keep it a secret for three weeks, they'll fall in love with you — things get interesting.

The very fact that Makoto is attempting this charm in the first place shows us that he's obviously quite a lonely person. He seems quite solitary at the best of times, and lacks the confidence to approach Kotonoha on the train. It takes Sekai's assistance for him to be able to talk to Kotonoha, and even then he struggles. Conversely, he appears to have absolutely no trouble talking to Sekai, though that might just be because she doesn't take "no" for an answer.

But why is Makoto lonely? We see that he has friends — he often hangs out with his best buddy Taisuke in class, for example, and he still has occasional contact with Katou, a girl whom he went to his previous school with. But he's distant, cold and aloof at times. At least some of this can probably be attributed to his home life. His parents are divorced; he lives with his mother and his little sister lives with his absent father. We don't see Makoto's sister often (or possibly at all — I can't speak for paths I haven't followed yet) but it's clear that he misses her; on a number of routes, he seems genuinely pleased that he's going to get to spend the weekend with her when we hear that she is coming to visit.

When Makoto does eventually get into a relationship, we find out a few more things about him. We discover that he's quite awkward in embarrassing situations, particularly when coupled with the equally-awkward Kotonoha, but like any red-blooded male, he has "needs" — specifically, a need for physical intimacy, even if it's just holding someone's hand. His sensitive side comes out even here, though — in one conversation with Sekai he worries about coming across as "perverted" when all he did was take Kotonoha's hand. Granted, she did slap him around the face when he did so, however, so what is the poor chap to think?

We also learn that he's easily swayed, particularly by women. He is weak-willed and unable to stand up for himself when another woman confesses their attraction to him, and he finds saying "no" difficult to do. Given the other facets of his character we know about, however, it's probably fair to say that this isn't because he's a horny pervert — on the contrary, he's a very considerate lover, given the evidence we see — but rather because he doesn't want to hurt anyone's feelings. This is a character trait he clings onto in most paths, though in the one where he focuses on Kotonoha to the complete exclusion of everyone else around him, he says explicitly to her that he no longer cares who he hurts, so long as he gets to be with Kotonoha always.

Despite the fact he is so easily swayed, he does have the capacity to devote himself to something (or, indeed, someone) and tune out all other distractions. While it takes quite some time in most of the paths for him to figure out whether it's Kotonoha, Sekai or someone else he wants, once he does figure this out, he sticks to his guns. Unfortunately, whoever ends up spurned doesn't always cooperate.

Which brings us neatly on to Kotonoha.

Kotonoha

Kotonoha initially appears to be a "Hanako" — a shy girl who is almost painfully awkward in social situations, particularly those involving members of the opposite sex. She speaks in a quiet voice and clearly thinks about the things that she is going to say before she says them, presumably in an attempt to ensure that they are the "right" things and that she doesn't make a fool out of herself.

We discover in several paths what one of the root causes of Kotonoha's shyness is: bullying, both in the past and the present. We learn that Sekai's tomboyish friend Nanami went to the same school as Kotonoha in the past, and Kotonoha regards her as a bully. We also learn that the other girls in her class bully her and take advantage of her whenever possible. This becomes particularly apparent at the school festival, when they leave her to man their class' reception desk all day while they go off hunting for boys to take back to the secret "break rooms" to have their way with them.

Kotonoha's difficulties stem largely from her appearance. She's cute and she has noticeably larger breasts than many of the other girls, and she tells Sekai that it has been this way since the end of primary school. She resents this fact, however, because it makes the boys look at her "in an indecent manner" and the girls assume that she is wrapping all said boys around her little finger. The truth of the matter is quite the opposite, however, as Kotonoha has never dated anyone prior to meeting Makoto, which explains her awkwardness around him.

Kotonoha is heavily hung up on the conventions of polite Japanese society. It takes her two days of effort to summon up the courage to ask Makoto if she can call him by his first name, even after they've already been on a date and have spent several days eating lunch together. She is terrified of being touched, worrying about being seen doing anything improper, and resists all of Makoto's advances when they are first together.

This particular facet of Kotonoha's personality can be attributed to her father, whom we don't see but we do hear about. He's very strict and doesn't approve of her consorting with boys, and also imposes a curfew on her to ensure she doesn't step too far out of line. Interestingly, her mother, whom we do see much more often, is the polar opposite of this, encouraging her to take more bold steps with Makoto, even going so far as to teach her the family's "secret lemonade recipe".

Kotonoha, like Makoto, isn't quite sure what to do once she's in a relationship. However, one thing is abundantly clear in every path: once she considers herself to be in a relationship, she considers that to be for keeps. She is not good at admitting when something isn't working, and continues clinging to false hope long after the object of her affections has clearly sought solace elsewhere.

If Makoto decides that Sekai is the one he really likes, then Kotonoha will continue to doggedly pursue him, eventually assuming that the reason he doesn't want her is because of her reticence and fear of being touched. She grows more and more bold and discovers that she can take advantage of Makoto's easily-swayed personality, particularly if sex is involved. She appears to develop something of a taste for sex after she seduces Makoto for the first time, going so far as to do some rather indecent things to him on the way home, and in one last-ditch attempt to break him and Sekai up (if, indeed, that is the path down which the story is going) seduces him once more and surreptitiously snaps a photograph of him in a very compromising position.

Kotonoha's stubborn, dogged determination stems from the fact that she has nothing to lose. We learn early on that she has no friends, preferring to absorb herself in a book than try and make peace with the girls who bully her in her own class. She welcomes Sekai into her life, however, believing that she is helping her altruistically. When it becomes clear that Sekai also has feelings for Makoto, however, Kotonoha becomes very jealous and clearly worries that she is going to end up alone again, so figures that she might as well throw everything she's got into trying to rekindle whatever spark there once was. On the flip side, if Makoto devotes himself to her, she doesn't appear to care one little bit about Sekai's feelings, because she knows that she'll always have Makoto and doesn't have to worry any more.

Kotonoha is a prime example of a character who is not at all what she seems at first glance. The shy, demure-looking cute girl actually turns out to be something of a master manipulator if provoked — given that she has nothing to lose, who knows what she's capable of if things really don't go her way?

Sekai

Sekai is the exact opposite of Kotonoha in almost every way. While Kotonoha is always immaculately-groomed and generally in her shy, quiet and demure persona, Sekai has shaggy, scruffy hair and is loud, brash, and confident, usually saying exactly what she thinks. She has a close group of friends whom she confides in regularly, and she latches on to Makoto as soon as the pair are made to sit next to one another.

It transpires, of course, that Sekai has actually had her eye on Makoto since the school's opening ceremony, when Our Hero helped out her childhood friend Setsuna. (Setsuna also fell for him around this time, though this only becomes apparent or an issue in one path that I've seen so far.) She is secretly delighted at the chance to spend more time with him, even if it is just to get him together with someone else.

It quickly becomes apparent that Sekai's interest in Makoto is a borderline obsession, as she refuses to give up on him even if it's clear he's favouring Kotonoha. She allows herself to be strung along in a "friends with benefits" relationship that arises from Makoto's frustration and Kotonoha's unwillingness to be touched. She is frustrated by this arrangement, but sees it as better than nothing. "It's a lie," she says every time Makoto tells him he loves her, "but it makes me so happy." On the rare occasions where she does get frustrated and voices these concerns to Makoto, he immediately apologises and decides that they should stop doing what they're doing, but every time she retracts what she says out of fear of losing him.

On the occasions when she does lose him, she shows that she does not cope well with rejection. She sinks into a deep depression, often becoming so upset that she's completely unable to function. Often her friends are able to help her out of this, but if Makoto proceeds down the path where he devotes himself entirely to Kotonoha, she becomes completely inconsolable. She loses all sense of self-respect and self-worth, submitting to Makoto's friend Taisuke as a "second best" option, culminating in a horrifying scene where Makoto and Kotonoha walk in on the aftermath of her clearly having been raped, despite the fact that both parties involves deny this. (This is the same path where Makoto comments that he doesn't care who he hurts any more, so his reaction to seeing one of his best friends having clearly been abused by another of his best friends is simply to be irrationally turned on by the fact he saw her in a dishevelled, half-naked state, going so far as to whack one off over the memory when he gets home. What a cock.)

Alongside the fact she is prone to depression, she also has something of a defeatist streak. In one path, her mother gets a new job in Paris and it becomes apparent that Sekai is going to have to leave with her. She does everything possible to try and avoid this but eventually concludes that it is hopeless and gives up entirely. It takes Setsuna stepping forward and mock-seducing Makoto (and secretly hoping that it can go further) for her to realise that she is willing to fight for him, and is unwilling to give up on her own happiness just because of something that may or may not be out of her own control.

Sekai does not appear to have a mean bone in her body. Even when Kotonoha is doing her best to secure Makoto as her own, Sekai never stoops to insults or manipulation, instead preferring to "win" on her own merits. The worst she gets is yelling "Coward! Idiot! Die!" down the phone at Makoto towards the start of the game when he's getting cold feet about asking out Kotonoha — a sequence which caused me to mistakenly describe her as "dangerously unstable" when I first started playing.

And while she describes herself as "quite a perverted girl" (despite being a virgin when Makoto first meets her) she never uses sex to get what she wants, unlike Kotonoha — although it could perhaps be argued that the times when she willingly goes along with Makoto's "friends with benefits" relationship is a form of manipulation to try and keep him around for as long as possible. She has no real power, however; she even jokes at one point that getting Makoto to say that he loves her more than Kotonoha is "more than I can get you to say, even with your dick in my hand".

Sekai's clearly a better fit for Makoto. The two of them both seem considerably happier when they're together, but shaking off Kotonoha proves to be rather difficult on most of the paths through the game. When they do get it together, though, there's much less of a feeling of "bittersweetness" than in some of Kotonoha's endings.

____

All three characters are fascinating to study, and not one of them falls into the trope trap. All of them have a surprising degree of hidden depth, and their interactions with one another is what makes School Days such a fascinating game to play. I'm looking forward to discovering even more about them as I creep ever-closer to 100% completion — it might be a while yet, though, since after seeing five endings I'm still just at 31%.

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#oneaday Day 943: School Days HQ First Impressions https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-943-school-days-hq-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-943-school-days-hq-first-impressions/#respond Sun, 19 Aug 2012 01:10:18 +0000 http://angryjedi.wordpress.com/?p=4304 I mentioned a while back that I'd acquired a copy of School Days HQ from JAST USA/JList, but I didn't play it very far due to a few rather nasty bugs that unfortunately made it on to the master CDs. Two rather hastily-deployed patches later and the game now appears to be fully playable without issue, which … Continue reading #oneaday Day 943: School Days HQ First Impressions

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I mentioned a while back that I'd acquired a copy of School Days HQ from JAST USA/JList, but I didn't play it very far due to a few rather nasty bugs that unfortunately made it on to the master CDs. Two rather hastily-deployed patches later and the game now appears to be fully playable without issue, which means I can get stuck into it. I'm now two "episodes" in — I'm not sure how many there are in total — and ready to give some first impressions.

School Days HQ, for the uninitiated, is a remake of a visual novel originally released in 2005 for Windows, PS2 and PSP. It's unusual in the visual novel genre in that instead of static backdrops with characters and text overlaid atop them, it's fully animated. "Fully" might be a slight exaggeration, as the game has something of a tendency to cut to images of the sky or a particularly interesting piece of ceiling whenever something that might have been difficult to animate happens, but for the most part the game looks rather convincingly like an animé series you'd watch on TV and, occasional strange cuts aside, is well-directed, with good use of split-screen and other special effects. In essence, it's an interactive movie rather than a visual novel, but it tends to be lumped in that genre due to its similarities in structure and gameplay. And, of course, the fact it has bonking in it.

Said gameplay involves a lot of watching and occasionally making decisions that will branch the story off in different directions. You can't afford to sit back and relax in School Days HQ, however, because decision points come without warning and "expire" after a short period of time — effectively making "say nothing" a valid option in most situations. This is an unusual feature for visual novels and for narrative-based games in general — the only other recent examples I can think of are The Walking Dead from Telltale and Heavy Rain, both of which have more in common with the visual novel genre than more "conventional" game styles. (I suppose choosing not to do the Paragon or Renegade actions in Mass Effect might sort of count, too.)

School Days HQ's narrative is all about close personal relationships, a favourite theme of mine. Protagonist Makoto finds himself sitting next to class cutie Sekai when their seats are rearranged, and through a bit of underhanded manipulation on Sekai's part, admits that he has a bit of a crush on the very shy Kotonoha, a girl from another class. Sekai, who firmly establishes herself early on as a complete control freak, makes it her goal to get Makoto and Kotonoha together and succeeds in her machinations.

Both Makoto and Kotonoha are almost painfully awkward together, however — extremely hung up on the conventions of polite Japanese society and not quite sure how to cope with the prospect of a relationship — it takes two dates before they'll call each other by their first names. Sekai, meanwhile, appears to have her own designs on Makoto, but so far in the story has done nothing but help the couple — with a bit of gentle teasing along the way, however. Given that she took her "payment" for getting the two together in the form of a kiss from Makoto and then spent her train journey home crying, however, it's clear that all is not as it seems with Sekai, and I'm expecting a distinctly messy love triangle as the story proceeds — something which has already been rather strongly foreshadowed.

So far I've very much enjoyed what I've seen. The animation and voice acting is decent quality, the subtitles appear to be well-translated and the timed decision points give the player a strong feeling of involvement even though, as usual for the genre, they're relatively infrequent. The characters are interesting, and the plot, while seemingly mundane, certainly has a lot of potential to head off in a bunch of different directions — including, as I understand it, some distinctly fucked-up ones. Which is nice.

As with many visual novels, the game is specifically for adults and features explicit sexual scenes. There haven't been any yet, but given that the game supports bona fide wanking machines for both sexes, it's fair to expect that there will be at least a few on the game's various paths. There's also the usual unnecessary (but seemingly expected) "fanservice" throughout — there were two rather gratuitous shots of shimapan in the first episode alone, though the second episode seemed to restrain itself from further pervertedness — fitting, since it largely revolved around Makoto worrying whether or not him attempting to hold Kotonoha's hand would make her see him as a "pervert".

I'm looking forward to continuing through the story. Its episodic nature means that it can be easily digested in small chunks like a TV series — and I mean this literally, as each episode opens with a short teaser, plays an opening title sequence and ends with a credits crawl. As such, it's an experience that can easily be fit around other things or marathoned all in one go.

Will I get a good or bad ending, though? That remains to be seen. I hope I get a good one. I kind of like these characters.

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#oneaday Day 942: Trails in the Sky https://imnotdoctorwho.moegamer.net/2012/08/17/oneaday-day-942-trails-in-the-sky/ https://imnotdoctorwho.moegamer.net/2012/08/17/oneaday-day-942-trails-in-the-sky/#respond Fri, 17 Aug 2012 22:32:50 +0000 http://angryjedi.wordpress.com/?p=4301 [Aside: This is the one-thousandth post on this blog. Hooray! Another 58 days until I've completed a thousand days of daily blogging, however.] My current gaming "jam", as I believe the kids are saying nowadays, is Legend of Heroes: Trails in the Sky, just Trails in the Sky or its immensely entertaining acronym TitS for short. It's a Vita-compatible PSP game from … Continue reading #oneaday Day 942: Trails in the Sky

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[Aside: This is the one-thousandth post on this blog. Hooray! Another 58 days until I've completed a thousand days of daily blogging, however.]

My current gaming "jam", as I believe the kids are saying nowadays, is Legend of Heroes: Trails in the Sky, just Trails in the Sky or its immensely entertaining acronym TitS for short. It's a Vita-compatible PSP game from Falcom, published by Xseed in the States and Ghostlight in the UK, and it was originally available for Windows PCs in Japan, though in the West I believe we've only seen the PSP release.

It's good. Real good. And, like recent RPGs that I've had a particular blast with — Xenoblade Chronicles, The Last Story, Pandora's Tower — it is good due to its willingness to dispense with the conventions of the JRPG genre and to incorporate good ideas from both Western RPGs and the more specialist strategy/tactical RPG subgenre. This exhibits itself in two main ways: its battle system and its game structure.

Battles in Trails in the Sky are a slightly more involved affair than your stereotypical "line up in front of each other and take it in turns to slap one another" JRPG combat system. Instead, battles take place on a grid, and characters have to actually move around as well as use their skills. Certain skills can affect areas, too, meaning that positioning is more than just a gimmick. This system is combined with a mechanic similar to the "Conditional Turn-Based Battle" system seen in Final Fantasy X, whereby the turn order for the next few rounds is displayed at the side of the screen and can be affected by various factors.

The game's "Craft" special ability system also allows player characters to "jump the queue" in the turn order at times if their "Craft Points" bar is full, allowing the player to manipulate the turn order to their advantage. This is an important aspect to gameplay, as certain turns are marked with symbols that denote various bonuses to the active character — a guaranteed critical hit, increased damage, a small amount of healing.

Structurally, the game is somewhere between a traditional JRPG and a more freeform Western title. The game's main plot is rigidly linear and leads the party through various locales which then become their "base" for a while. But while they are there, they have the opportunity to take on a bunch of optional quests which range from defeating tough monsters to delivering packages or locating ingredients. They're generally pretty simple stuff, but each is bookended by a short story sequence for context, giving the player a greater feeling of immersion in the game world by allowing them to get to know some of the incidental characters a bit better. It also makes the game feel less linear, as these optional quests can be tackled in any order — though some will expire if too much progress is made on the main plot before completing them.

There's another reason to do these quests: they're one of the few ways to make money. Rather than monsters inexplicably dropping fountains of gold when they expire, they instead drop crystals that can be used to synthesise new special abilities at a special location in towns, or sold for a profit. Questing is a much more reliable source of income, however, as it's better to save up the crystals for upgrading characters.

Mechanically, then, Trails in the Sky is interesting if not quite "revolutionary" — it's certainly enjoyable to play. But the highlight for me so far has been the excellent localisation. Characters are well-defined and have a strong sense of personality even though there's no speech or any real animation. Through a simple combination of well-written text and mood portraits, you get a real feel for who these people are and how they relate to one another. Particular praise should be given to the interplay between the two main protagonists Estelle and Joshua, who have clearly been set up to have a ridiculous amount of sexual tension between them for the duration of the game despite being polar opposites in terms of personality. It's also surprising to see an openly bisexual character making an appearance, though he is treated somewhat less than respectfully by Estelle, as she refers to him as a "pervert" within minutes of finding out about his preferences. (To be fair to her, though, he kind of is a bit of a pervert, though not because of his sexuality. His stalkerish lusting after Joshua seconds after meeting him for the first time is a bit creepy.)

I'm only about 10 hours in to the game so far but it claims to be about 50 hours in total. That's a decent size for a handheld RPG — hell, it's a decent size for an RPG generally. Any more than that and it can become a bit of a slog. I hope the excellent characterisation and fun battles continue throughout, as it's been a blast so far — so if you have a PSP or Vita and are looking for some top-quality questing, give it a shot.

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#oneaday Day 926: Fortune Summons the Brave https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-926-fortune-summons-the-brave/ https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-926-fortune-summons-the-brave/#respond Thu, 02 Aug 2012 00:47:11 +0000 http://angryjedi.wordpress.com/?p=4233 Having finished Chantelise the other night I decided to move straight on to the latest of Carpe Fulgur's translated Japanese titles, Fortune Summoners: Secret of the Elemental Stone. Unlike Chantelise and Recettear, Fortune Summoners was not originally developed by EasyGameStation, so I knew it was going to have some significant differences from the previous two games — I was curious to discover exactly what. … Continue reading #oneaday Day 926: Fortune Summons the Brave

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Having finished Chantelise the other night I decided to move straight on to the latest of Carpe Fulgur's translated Japanese titles, Fortune Summoners: Secret of the Elemental Stone. Unlike Chantelise and RecettearFortune Summoners was not originally developed by EasyGameStation, so I knew it was going to have some significant differences from the previous two games — I was curious to discover exactly what.

Fortune Summoners is a side-scrolling platform-RPG in which you play a prepubescent girl named Arche. Arche has moved to a new town with her family, and her father — an ex-adventurer — has decided to settle down with his wife and daughter, and open an item shop.

Arche is an endearingly ditzy little girl, charmingly naïve in the ways of the world. She's not very bright, she's terrible at arithmetic and she comes to her new magic school woefully unprepared, lacking the one component necessary for her to be able to begin her magical studies — an Elemental Stone. She does, however, have a strong sense of Doing What Is Right, and so decides not to mention the fact that she needs a stone to her family — who are somewhat lacking in funds due to their move and the start of their new life — and seek out one for herself. Thus begins an adventure that sees Arche discovering a great deal about the true power of the Elemental Stones and the origins of magic, accompanied occasionally by two equally prepubescent little girls.

If this all sounds terribly adorable, you'd be absolutely right. Like Carpe Fulgur's previous releases — and despite originating from a different developer — Fortune Summoners is awash with bright colours, squeaky Japanese voices and well-defined characters who all have their own distinctive personalities. Witnessing Arche's endearingly naïve responses to life-threatening situations never gets old, and her interactions with her party members and other characters is always a joy.

But beneath this brightly-coloured, charming exterior beats a heart of pure evil. Like ChanteliseFortune Summoners isn't afraid to drop-kick the player into a dirty toilet full of acid-tipped spikes and expect them to come out unscathed, undiseased and smelling of roses. This game is hard, and it is the very definition of "don't judge a book by its cover."

Each of Fortune Summoners' three characters has their own unique abilities. Arche specialises in swordplay, while her companions Sana and Stella provide backup with water/ice and fire magic respectively. It's possible for the player to switch between these characters at will, and during the game's dungeons this frequently becomes essential to progress. Sana, being a water mage, is able to breathe underwater using her magic, for example, while Stella is able to burn down obstacles with her command of the fire element. Arche, meanwhile, doesn't have access to magic for the vast majority of the game and thus is the "tank" of the group (and yes, the concept of a little girl being a tank is hilarious), with a higher hitpoint value, better defensive capabilities and an array of fighting moves designed to go toe-to-toe with the various horrible monsters that wander the countryside — and that none of the game's cast seem particularly concerned about. ("Watch out for the slimes on your way home!" says their teacher at the end of a school day. You'd think they'd arrange a bus service or something.)

Each of the game's characters make use of their abilities in a different manner. Arche, for example, can only swing her sword if she has drawn it first, which takes a valuable couple of seconds and thus is best done before combat rather than during. Following this, she can unleash various attacks by using Street Fighter-style direction and button combinations, allowing her to slash, thrust, use combination attacks, roll to evade, cartwheel backwards out of harm's way and leap down on an enemy from above for unblockable damage. There's a level of depth to combat that you don't normally see in 2D-perspective role-playing games — and the game will most certainly punish you if you don't get the hang of it, because wildly flailing at enemies will not get you far.

Sana and Stella, on the other hand, are better at hanging back and unleashing their magic from a distance. Sana has access to an icicle-flinging spell, for example, while Stella is able to create fire walls and homing fiery missiles. Sana also has a healing spell, which means she is really missed when you don't have her. Spells are cast by making them active from a "hotbar" (or toggling through them with a controller button) and then holding down the "attack" button until a magic circle appears. Getting struck while casting causes the spell to fail, so it's essential that Arche keeps the enemies occupied — or that the mages hang back before attempting to cast if, for whatever reason, they're going solo.

The surprising complexity of the combat system really gives the game a pleasing amount of depth, where it could have been something very "hack and slash". Instead, the game's sword-and-magic play becomes very technical, and almost Demon's Souls-esque at times. Different enemies require different strategies, and blocking is essential — though thankfully the game does come with a helpful "auto-block" option if you're not performing any other actions, which does make things slightly easier — though not by much. Once again, though, like Chantelise, this means that Fortune Summoners is only going to appeal to a particular type of person — the type of player who doesn't mind taking a bit of abuse from their games, and the type of player who doesn't mind practicing in order to get better. (They also have to be the type of player who doesn't mind playing as an adorable little girl, either, and there's not always crossover between all of the above criteria. I happen to find the concept of a monstrously difficult game starring three very girly young girls hilarious, however, so I'm sure there are plenty of other people like me out there.)

Fortune Summoners, then, is not for everyone — and unashamedly so. This is, of course, no bad thing, as we all know by now that attempting to appeal to everyone is a lost cause that ends up with you making the most generic, inoffensive thing possible as you pander to everyone's sensibilities. Fortune Summoners is for those who like a challenge from their games; for those who enjoy old-school sensibilities combined with the more complex gameplay or modern titles; and for those who have absolutely no issue with their on-screen protagonist being a loli.

If that sounds like you, then be sure to check it out here. (There's a free demo, too, and you can even transfer your progress from said demo into the full game.)

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#oneaday Day 923: A Tale of Two Sadistic Sisters https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-923-a-tale-of-two-sadistic-sisters/ https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-923-a-tale-of-two-sadistic-sisters/#respond Mon, 30 Jul 2012 00:22:47 +0000 http://angryjedi.wordpress.com/?p=4223 Something convinced me that it was time to finally go back and finish Chantelise: A Tale of Two Sisters. It's been almost a year since I actually purchased that game, and it's been mocking me from my Steam list ever since, reminding me of how much I loved Recettear: An Item Shop's Tale, which was developed by the same … Continue reading #oneaday Day 923: A Tale of Two Sadistic Sisters

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Something convinced me that it was time to finally go back and finish Chantelise: A Tale of Two Sisters. It's been almost a year since I actually purchased that game, and it's been mocking me from my Steam list ever since, reminding me of how much I loved Recettear: An Item Shop's Tale, which was developed by the same team, and localized by the (different) same team.

For those unfamiliar with Chantelise, it's a peculiar beast indeed. In its native Japan, it was Recettear's predecessor, but localization team Carpe Fulgur brought it to Western audiences after Recettear. This had the unfortunate side-effect of giving people perhaps unreasonably high expectations for it when it came out, since Recettear was pretty much universally loved by everyone who has ever come across it. In Japan, there was a noticeable upswing in quality and creativity between the two games; over here, people misinterpreted Chantelise as being a step backwards, since it appears at first glance to be much simpler and shallower than its shop-running successor.

After over 12 hours with it (probably about 15 in total — I started again for this play sesssion) I can say with some confidence that Chantelise certainly isn't a shallow game, it's just very, very different from Recettear. You can see how people would get confused, however, since a good 90% of the graphical assets are shared between the two games, and  the music for the final dungeon in both games is almost (but not quite) identical. When you consider this, it becomes easier to see why everyone had such lofty expectations for Chantelise and were then disappointed when it wasn't what they expected.

Note: "not what they expected" is not the same as "inferior", though some chose to interpret it that way. While Recettear was an accessible, adorable game combining action-RPG dungeon crawling elements with a simple business management sim (and a surprising amount of hidden depth for those willing to jump down that rabbit hole), Chantelise initially appears to be a rather straightforward action-RPG. Hack, slash, rinse, repeat. Job done.

And while there certainly is an element of mindless hack and slash to Chantelise's gameplay, the game has a sadistic streak in it that I haven't seen since Dark Souls. If you do not learn to play Chantelise properly, the game will punish you and send you back to the start of the area you've been challenging, effectively putting a big red "X" through your homework and telling you in no uncertain terms to "DO IT AGAIN! BETTER!" And, assuming you're not the sort of player who gives up after suffering a setback like this, you will get better, because the game will keep punching you in the face until you understand what it's trying to tell you.

You see, while Chantelise may initially appear to be a simple hack-and-slash RPG there's actually a considerable amount of depth that many commentators don't give it credit for. The fact that protagonist Elise doesn't level up traditionally, for example — all modifications to her stats are achieved through equipment, and she gains HP through finding or purchasing special medicine. Finding the correct combination of equipment to make it through a particularly challenging stage is key to victory in Chantelise — some stages will require that you buff up your physical defense; others will practically require the use of an elemental crystal to defeat monsters with resistances; others will need you to focus on magic. As you progress through the game and defeat bosses, Elise gains the ability to equip more items simultaneously, allowing her a substantial increase in power.

The game's magic system is an interesting aspect of gameplay, too. Rather than simply allowing Elise and her companion fairy Chante to cast spells as they please, they have to pick up coloured magic crystals in order to cast spells. Each crystal corresponds to an element — red for fire, blue for water and so on. The twist comes when you use more than one crystal at the same time. Using two, three or four of the same colour produces different spells with different effects — for example, one yellow crystal produces a metal ball that spins around Elise for protection, two causes her to gain a great deal of defensive power and resistance to being knocked back, three causes her to drop a giant boulder on her enemy and four summons an earth elemental who casts the other three spells at random for a short period.

But then there's spells the game doesn't tell you about. Augment the "two yellow" Super Armor spell with two red crystals, for example, and Elise gains a large amount of both attack and defensive power. Use of this spell is an absolute necessity in the later stages of the game, but it will only be discovered through experimentation (or reading an FAQ), because the game sure isn't going to let you know about it. Similarly, the game doesn't tell you that equipping a Darkness Crystal and hitting a baddy with a "charged" attack will drain health from the enemy and give it to you, making it a very efficient means of staying alive against baddies who do lots of damage.

All these factors — the surprisingly brutal difficulty; the uncompromising, punishing nature of the game; the hidden depths of the game's various systems — combine to make a game that is very much an acquired taste, but one that is infinitely more satisfying than it first appears, assuming you find those aspects of it palatable.

In short, it's not Recettear. It's not easy (not that Recettear was, particularly — though with enough determination and patience you'd make it through eventually). It's not traditionally "accessible" despite the simplicity of its controls. It doesn't give up its secrets easily. And it wants very much to hurt you, make you scream, and cackle maniacally as you fling your controller across the room at your fifteenth death that session. Yet it does this with the same veneer of adorable characters and a compelling "small-scale" plot, just as in Recettear. You can see why people got confused.

In summary, then, is Chantelise a bad game? Its Metacritic score certainly seems to suggest so, but as we established a while back with Nier, a Metacritic score is absolutely not a reliable metric as to whether or not a game is "worth playing". And such is the case here — though I certainly wouldn't recommend the game to everyoneIf, however, you fall into that category of gamers who enjoy being punished by their games and figuring out how best to make use of the seemingly-simple systems with which you've been presented, then you should certainly check it out. If you feel like doing so, here it is.

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#oneaday Day 890: Glorification https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-890-glorification/ https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-890-glorification/#respond Wed, 27 Jun 2012 00:15:07 +0000 http://angryjedi.wordpress.com/?p=4090 I'm probably about halfway through Quest for Glory IV so far and I have to say, I'm a big fan of the series. Back in "olden times" our family were pretty big fans of Sierra adventures, but the Quest for Glory series was one which passed us by for some reason. While the games have … Continue reading #oneaday Day 890: Glorification

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I'm probably about halfway through Quest for Glory IV so far and I have to say, I'm a big fan of the series. Back in "olden times" our family were pretty big fans of Sierra adventures, but the Quest for Glory series was one which passed us by for some reason. While the games have aged better in some respects than others, one thing has become very clear from playing them: the combination of adventure game and RPG works. And it works very well indeed.

The reason it works so well is because the two aspects are intertwined so seamlessly with one another. Rather than being an interactive storybook with battles (as I once heard Final Fantasy VII described ) the RPG elements are woven into the adventure gameplay. Your character's stats are for more than simply how tough they are in battle — and in fact, combat plays a relatively minor role in most of the series. Instead, standard adventure game actions in Quest for Glory often involve a behind-the-scenes "skill check", with the on-screen character either succeeding or failing at the action in question according to his skill levels. What this means in practical terms is that there are multiple solutions to every problem according to the player's chosen play style and character class. A wizard might get through a problem relatively simply with a flick of the wrist and the cast of a spell; a fighter might have a more direct approach; and thieves have plenty of their own nefarious plots to get up to at night. Yes, here we have a thief character who is actually a thief rather than simply a DPS.

In terms of mechanics, the closest equivalent today would probably be one of the Elder Scrolls series, though it's not a great comparison. In both series, you gain in power simply by practicing skills; in both, there are multiple solutions to problems that are often related to skills; but where the two diverge is in the amount of character and personality they're infused with — not to mention the fact that The Elder Scrolls' idea of a puzzle is rarely anything more complicated than switch-flipping.

The Elder Scrolls has rich lore but I've never felt like I was a particularly important part of the story. I was just "that guy" who turns up and solves problems whom everyone then promptly forgets about — in Oblivion, for example, you do all the hard work but then Sean Bean gets to do all the spectacular stuff at the end. Meanwhile, in Quest for Glory you are the hero. You are the most important person in the room when you walk in, and the game's characters quite rightly come to love and respect you as you systematically sweep through, right all their wrongs and proceed on to your next adventure.

There's a number of contributing factors as to why this works so well in Quest for Glory yet feels so bland and uninspiring (to me, anyway) in Bethesda's epics. The main issue is one of scale — while it's unquestionably impressive to explore all of Skyrim, Cyrodiil, Morrowind or the other provinces seen in the earlier Elder Scrolls games, this vast scale means that you never really get to know the locales and the people therein. The vast majority of characters are templates who say the same thing to you, and most of them have no personality whatsoever, acting simply as walking quest-giving machines and information kiosks.

Contrast with each Quest for Glory game, each of which is set in a very tightly-focused locale — usually simply a single town and its surrounding environs — and it becomes abundantly clear why it has that much more personality. Because there's not so much vast empty space to fill with NPCs, quests and random events, everything was hand-crafted rather than resorting to templates. As such, everyone you meet in Quest for Glory is an interesting character — often with hidden depths. The plot for each game manages to remain mostly non-linear, with the required steps to proceed to the climactic "endgame" scenario in each usually completable in any order, but somehow it manages to provide a far more satisfying, compelling experience than I ever got from 50 hours in Skyrim.

The comparison between these two series isn't fair at all, of course, as I've already said, but it's somewhat telling that the closest equivalent to Quest for Glory I can find in modern gaming is so vastly different from these fascinating old titles. Why did the adventure/RPG crossover never take off? It's clearly a combination that works, and imagine what a great job we could do of it today. One could argue that games such as Dragon Age and Mass Effect from BioWare take heavy cues from the adventure game genre, particularly with regard to interpersonal interactions, but even in those indisputably excellent games it's still pretty rare that you'll find yourself solving problems in creative, class-specific ways. They're still stat-based, combat-focused RPGs first and foremost (with Mass Effect becoming more of a shooter as time went on) rather than adventure games that use RPG mechanics to help colour and direct the experience.

Part of the reason we haven't seen more of this type of game is, of course, due to the supposed "death" of the adventure game as far as the press and, presumably, publishers are concerned. But look around for a moment; the adventure game most certainly is not dead. High-profile developers such as Telltale are putting out some high-quality, well-written point and clickers. The genre is having something of a resurgence on touch-based devices such as the iPad. And some developers are even still releasing 320×200 super-pixelated traditional point-and-clickers like the recent Resonance. Why hasn't anyone just lifted Quest for Glory's system and applied it to a whole new adventure, perhaps in a new setting? I'd play a Quest for Glory in space, or in a 1920s noir style, or… you get the idea. The stat-based adventure game where the outcomes of your actions are determined by your skill values has a lot of scope for exploration, and I really wish we'd see more of it. Unfortunately, it seems that despite the universal adulation the Quest for Glory series receives, no-one is willing to defile its long-dead corpse and resurrect this fascinating subgenre for a modern game.

The first developer who does shall most certainly be in receipt of some of my money.

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#oneaday Day 886: King's Space Police Quest for Glory Suit Larry https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-886-kings-space-police-quest-for-glory-suit-larry/ https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-886-kings-space-police-quest-for-glory-suit-larry/#respond Sat, 23 Jun 2012 02:26:19 +0000 http://angryjedi.wordpress.com/?p=4073 I've been playing through the Quest for Glory series recently for the Squadron of Shame's upcoming podcast. I'd never played them before, and it turns out they're rather good — particularly once you get on to number 4 and you get John Rhys-Davies on narration duty. I shall refrain from further discussion of that particular … Continue reading #oneaday Day 886: King's Space Police Quest for Glory Suit Larry

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I've been playing through the Quest for Glory series recently for the Squadron of Shame's upcoming podcast. I'd never played them before, and it turns out they're rather good — particularly once you get on to number 4 and you get John Rhys-Davies on narration duty. I shall refrain from further discussion of that particular series for now, however, as that would get into spoiler territory.

I do want to talk about Sierra in general, however. Sierra, if you're unaware/a young whippersnapper, was the developer and publisher of these games, and was notorious for being one of the "big two" names in adventure games in the '80s and '90s. The other was, of course, LucasArts.

Sierra and LucasArts took wildly differing approaches to what was ostensibly the same genre — the point and click adventure. While LucasArts embraced movie-style presentation and player-friendly interface features such as an intelligent cursor (i.e. one that automatically highlighted interactable objects for the player), Sierra games were punishing. LucasArts made a point in their game manuals to say that they wouldn't kill off the player character unnecessarily, and indeed in most of their games it was impossible to die or even fuck things up beyond all recognition. The exception to this was the Indiana Jones series, in which Indie found himself in danger and could indeed die — but generally only if the player really messed up.

Sierra games, meanwhile, at least in the early days would kill players if they took a wrong step on a mountain path. Or if they said the wrong thing to another character. Or if they got caught by a wandering monster. Or… you get the idea. They were hard, and not necessarily fair about it either. But the constant sense of peril that you felt a Sierra protagonist was in (at least until later games such as King's Quest VII and Gabriel Knight, anyway) provided a very distinctive flavour.

This isn't the only way in which Sierra adventures were unique. They're some of the earliest "auteur" games I can think of, where a selling point of each game was who it was written by. Each of Sierra's stable of game designers had their own specialisms — Roberta Williams handled the fairytale King's Quest series, Lori and Corey Cole handled the adventure/RPG hybrid Quest for Glory series, Mark Crowe and Scott Murphy worked on Space Quest, Al Lowe was in charge of the smutty Leisure Suit Larry series, and Jane Jensen worked on a variety of titles including the seminal Gabriel Knight. Each had their own distinctive "voice" and "style" that was all over their respective work, despite the things all the games had in common.

Different people were drawn to different series for different reasons — King's Quest provided a Disneyesque take on popular fantasy and fairytale tropes, for example, while Space Quest was a self-consciously silly sidelong glance at the world of sci-fi. Despite the early titles all being very clear parodies or homages to existing work, each series evolved over time to develop its own unique flavour — and, curiously, pretty much all of them managed to self-destruct with disastrously awful final instalments, the most notorious being King's Quest VIII's inexplicable shift into becoming a Zeldaesque action RPG rather than the gentle, light-hearted and family-friendly adventure it had been before.

Despite the fact that each series managed to commit seppuku in its own distinctive way, that doesn't make the earlier titles in the series any less worth checking out. Sure, many of the early entries have graphics that weren't exactly bleeding-edge even at the time of their original release, but their gameplay is solid, and their stories are the sort of thing I'd describe as being part of a gaming "canon" if such a thing existed. (It doesn't, making that whole statement pretty much redundant. But they're certainly fondly remembered by pretty much everyone who played them — even with the frequent and frustrating deaths taken into account.)

They're a reminder of a simple time when there weren't quite so many new games being released each month, and "a new game from Roberta Williams" was an exciting prospect. That excitement is still present in gaming to a certain extent today — many people are keen to see what auteurs like Jane Jensen (who's still steadfastly producing adventure games), Nintendo's Shigeru Miyamoto, Hideo "Metal Gear Solid" Kojima, Swery65 (Deadly Premonition) and Suda51 (No More Heroes, Lollipop Chainsaw, Shadows of the Damned) are up to today. The difference is that these "auteur games" are regarded as niche interests or cult hits today rather than big releases.

If you've never tried any of Sierra's games, head over to GOG.com and check 'em out now.

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#oneaday Day 879: Flying Away https://imnotdoctorwho.moegamer.net/2012/06/16/oneaday-day-879-flying-away/ https://imnotdoctorwho.moegamer.net/2012/06/16/oneaday-day-879-flying-away/#respond Sat, 16 Jun 2012 00:48:14 +0000 http://angryjedi.wordpress.com/?p=4040 Having gone off on one somewhat about the fetid pile of toss that is Rage of Bahamut yesterday, it's only fair for balance's sake to talk about a free-to-play game that is well-designed, player-friendly and actually rather fun. I am referring to Pocket Planes, the newest game from Nimblebit, developers of the astronomically popular Tiny … Continue reading #oneaday Day 879: Flying Away

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Having gone off on one somewhat about the fetid pile of toss that is Rage of Bahamut yesterday, it's only fair for balance's sake to talk about a free-to-play game that is well-designed, player-friendly and actually rather fun.

I am referring to Pocket Planes, the newest game from Nimblebit, developers of the astronomically popular Tiny Tower, a game which made "tap, tap, tap" gamers out of even the most jaded hardcore members of the games industry.

Tiny Tower, as most people realised after varying amounts of time, was little more than a mindless busywork generator, as RedSwirl over the on Squadron of Shame Squawkbox puts it. You built floors, you attracted people, you stocked up your floors with stuff that made money, you went away, you waited for your phone to shout at you that something needed restocking, you tapped on it to restock it and repeated the entire process for more hours than you really should until you either keeled over dead or got bored.

Tiny Tower, then, had very little in the way of strategy and certainly wasn't a modern-day SimTower, as some referred to it on its original launch. It was an interesting little timewaster with an adorable pixel-art aesthetic, however, and crucially, it allowed the player to make progress without battering them over the head to invite friends, share achievements or purchase things with real money every five minutes. The game featured a premium "hard currency" that allowed you to do things quicker or rapidly acquire more cash, but it was handed out fairly generously just through play, so those who wanted to play for free could.

Pocket Planes builds on this formula and puts a more complex game atop it. There's still not a huge amount of depth there, but it's definitely more than simple busywork now.

In Pocket Planes, you run an airline company, and your goal is to own all the airports in the world. (This alone distinguishes the game from Tiny Tower, which had no long-term goal besides "build a fucking huge tower") You begin the game in one of several regions around the globe with a small fleet of rather crap planes and a desire to make money. Fortunately, there are plenty of jobs waiting for you that want to give you money, so getting started is a simple matter of loading up your planes with passengers, cargo or both (depending on what type of plane it is) and setting them on their merry way.

It's here that an element of very light strategy comes into play. Sending your planes off costs money, and you don't receive payments for flights until they're completed. To be efficient, you might want to try and hit several stops in a single run, but when doing so you need to note whether there's a big enough profit margin to make it worthwhile. Sometimes leaving passengers behind rather than fully loading is more profitable, and scoring a jackpot of customers who are all going to the same place nets a 25% bonus on the income attained.

That's it for the basics of gameplay. Beyond that, once you've earned enough money you can purchase new airports, which allow your flights to go further afield and also provide you with plane parts which can be subsequently assembled into new members of your fleet, assuming you have space for them. Old, crap planes can be retired to make room if you don't have the capital to expand your fleet's maximum size, or you can simply try to get as many aircraft in the air as possible. Plane parts and complete planes can also be purchased through the Market page, which restocks with a random selection of items every few minutes, and parts can also be traded with friends for a small fee.

Like Tiny Tower, a lot of these actions use the game's "hard currency", or "Bux" as they are known, but again like its predecessor, Pocket Planes is generous about handing these valuable commodities out through play. If anything, Pocket Planes is more generous than Tiny Tower, rewarding the player with Bux simply for completing certain jobs, levelling up and various other actions. Sometimes they even just float past the planes in flight, to be collected with a simple tap.

Pocket Planes also includes an interesting social mechanic in the form of its "Flight Crew" system. By simply typing in the same crew tag as other airline tycoons, players can team up in an attempt to complete as many jobs in special global events as possible, with flight crews ranked on a worldwide leaderboard and prizes awarded when the time expires. You can also see how you stack up to the rest of your crew and figure out who needs to pull their weight more — though those players who join your crew but aren't on your Game Center friends list simply show up as anonymous benefactors, which is a shame.

The interesting thing with Pocket Planes' social mechanics is that it assumes the player already knows how to socialise. There are no screen-filling exhortations to share achievements with friends; no "friend gating", where progress becomes impossible unless you have a certain number of friends playing; no demands that you "visit" friends and "help" them. In fact, the game's social mechanics are kept pleasingly minimalist — most screens offer the facility to tweet a screenshot using iOS 5's built-in Twitter functionality, but in the case of Flight Crews and the like, it's up to the player to encourage their friends and acquaintances to join in the fun however they see fit rather than spamming them in-game. This is a Good Thing.

Pocket Planes is, at heart, a simplistic game with very little substance, but it offers the same sort of idle satisfaction that Tiny Tower did with a bit more sense of structure. It will undoubtedly be another big success for Nimblebit and fair play to them for that — their recent games are proof that you can adopt a free-to-play business model without being jerks about it. The goodwill that builds will likely encourage many more people who wouldn't think to purchase virtual goods otherwise to dip into their pockets purely to show the developer their support.

Pocket Planes is out now for iOS. An Android version is following in the near future, but a release date hasn't been announced yet.

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#oneaday Day 875: Kiryu Kazuma https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-875-kiryu-kazuma/ https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-875-kiryu-kazuma/#respond Tue, 12 Jun 2012 02:07:57 +0000 http://angryjedi.wordpress.com/?p=4021 I've been playing a lot of the Yakuza series recently — I'm intending on playing them all back-to-back, and at the time of writing am probably slightly less than halfway through Yakuza 2. I'd specifically like to talk about Yakuza 2 because the first Yakuza game was covered in a suitably comprehensive level of detail … Continue reading #oneaday Day 875: Kiryu Kazuma

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I've been playing a lot of the Yakuza series recently — I'm intending on playing them all back-to-back, and at the time of writing am probably slightly less than halfway through Yakuza 2.

I'd specifically like to talk about Yakuza 2 because the first Yakuza game was covered in a suitably comprehensive level of detail by the Squadron of Shame in this podcast:

The original Yakuza was great. It was another fine example of a "kitchen sink" game — a type of game which incorporates a wide variety of other experiences to produce one surprisingly coherent whole. In the case of Yakuza, it blends JRPG, brawler, dating sim, scavenger hunt and open-world adventure into one of the finest experiences of the PS2 era, marred only by long-ass loading times, a sometimes-clunky fighting engine and the questionable decision to use American voice actors (including some surprisingly big names like Eliza Dushku, Mark Hamill and Michael Madsen) swearing more than your average Tarantino movie to depict the unique idiosyncracies of the Japanese criminal underworld.

Yakuza 2, still on the PS2, fixes almost everything that was flawed about its predecessor. It's still riddled with loading breaks, but they're much shorter than in the first game. The American voice acting has been replaced by a much more authentic Japanese voice track — though the subtitles are well-localised and entertainingly written rather than being a literal translation. The fight sequences have been refined to be much more fluid, incorporating far fewer instances of protagonist Kazuma facing the wrong direction and unleashing a devastating combo onto thin air and far more situations where it's possible to make use of the brutal (and darkly amusing) "heat" actions — smashing people's faces into walls, battering them over the head with street furniture, sticking a beer crate on their head and then punching them repeatedly in the stomach to name just three.

For the uninitiated, the Yakuza series' game flow is much more akin to a traditional JRPG than something like Grand Theft Auto, to which it got rather unfairly compared on its first appearance in the West. Kazuma wanders around the extremely well-realised fictional district of Kamurocho (based on Kabukicho in Tokyo) in an attempt to get to the bottom of whatever disaster is befalling him and his buddies in the organised crime world this time. Along the way, he'll encounter a wide variety of non-essential activities to distract him, many of which are deep, involved quests in their own right, and the pursuit of which causes a game which can be completed in about 12 hours to balloon up to well over 40 hours in length.

By far the best thing about Yakuza is the sheer variety of things to do. It's an evolution of the Shenmue series' anal attention to detail, though rather than providing players with the ability to open every drawer in every house for no apparent reason, Yakuza provides players with a well-realised city district in which they can romance hostesses, get into street fights, collect lost locker keys, gamble at an illegal casino, get a "massage" of questionable morality, play slot machines, play a crane game and play baseball. Yakuza 2 adds even more to the mix, including a lengthy sequence where you have to run your own hostess club; another lengthy sequence where Kazuma becomes a host at a club in an attempt to unmask the manipulative, abusive owner; a full Mahjong simulation; a first-person fighting game; golf; "video booths" where Kazuma sometimes learns new abilities; and some other stuff I doubtless haven't discovered yet. Oh, and Yakuza 2 also includes a whole other district almost as large as Kamurocho again, also packed full of things to do.

None of this stuff really feels like "filler" though, because it is clearly optional — the experience point rewards for completing any of these activities are generally laughable, though sometimes you get some cool items. Rather, the inclusion of all these activities helps the world of Yakuza to feel far more alive than almost any other game world I've ever encountered. Not only that, but it gives the player an incredibly strong understanding of Japanese culture, with a particular focus on the seedy underbelly of it — the side that Japan doesn't like to talk about. It's a game that draws you in with its interesting story and then encourages you to stay for the hostess bars, gambling dens and men with "FART" written on the back of their hoodies.

Of course, the great thing about the series is that if you do want to rush through them and just see the story, you're not penalised for doing this in the slightest. I'd already played the first Yakuza back when we recorded the aforementioned podcast, but I just wanted to remind myself of what happened, so I raced through without doing any of the side missions and still had a satisfying experience. (In fact, one could argue that the story is a little more coherent if the game is played in this way, but I wouldn't trade all the other stuff for anything.)

Yakuza 2, so far, then, is proving to be every bit as good as its predecessor and then some. I have no idea how long it's going to take me to beat, but I'm enjoying taking my time with it so far. And once it's done, I get to move into the HD age with Yakuza 3 and 4… and possibly the utterly bizarre Dead Souls after that. It's quite a ride.

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#oneaday Day 866: NierCast https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-866-niercast/ https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-866-niercast/#respond Sun, 03 Jun 2012 00:37:45 +0000 http://angryjedi.wordpress.com/?p=3986 I've finally beaten Logic into submission and got it up and running on my new Mac, which means I've finally been able to edit the most recent Squadron of Shame SquadCast. Here it is: (Direct link for those who can't see the inline player) The subject of the podcast is Nier, an action RPG for … Continue reading #oneaday Day 866: NierCast

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I've finally beaten Logic into submission and got it up and running on my new Mac, which means I've finally been able to edit the most recent Squadron of Shame SquadCast. Here it is:

(Direct link for those who can't see the inline player)

The subject of the podcast is Nier, an action RPG for PlayStation 3 and Xbox 360 published by Square Enix and developed by Cavia. You may recall I was enthusing about this game quite a lot back in early May, and that enthusiasm was what sparked the desire for us to do this particular podcast.

Nier is a fascinating game. Whether or not it's actually a good one is up for debate somewhat, but it's certainly a unique experience in the console space. In fact, to call it an "action RPG" as I did above is a gross injustice, since the game also incorporates elements of bullet hell shooters, text adventures, 2D platform games and open world quest-based "traditional" RPGs. The only games I can think of that offer a comparable experience include Space Rangers 2 and King Arthur: The Role-Playing Wargame, both for PC, and both offering wildly divergent experiences from Nier, but both taking this "kitchen sink" approach to genre blending.

Nier also distinguishes itself by having a mature plot that is worth following through. Sure, it's pure fantasy, but it's good, compelling fantasy — and the fact that the game was released as part of a much larger opus that spans several forms of media is very much apparent if you take the time to read up on it using sources such as Grimoire Nier. The game can most certainly be enjoyed in its own right without exploring any of the additional background material, but it becomes a far richer experience once you delve into the lore of the world — and, for that matter, the story of the game's creation. It's very much an example of a game whose world and characters are "bigger" than the game they inhabit, much like an author who plans out their characters by writing scenes for them that never appear in the book in question.

Perhaps the most interesting thing about Nier, though, is its treatment of "New Game+" — the ability to go back and replay it after you've beaten it once. In many role-playing games, taking on a New Game+ is simply a matter of starting again with all your awesome items, equipment and buffed-up characters from the end of your first playthrough and then romping through the game slicing off heads with gay abandon and nary a fear for your own safety. Nier certainly does this — on subsequent playthroughs, boss fights that were once challenging are an absolute joke — but it's not the most important point.

Without getting into spoilers, Nier's New Game+ gradually adds new layers of complexity and nuance to the plot, calling into question the actions that you undertook without even thinking in your first playthrough. The player is given additional context with which to understand exactly what is really going on — and this manages to seamlessly pull the player's perspective around between several different characters and conflicting viewpoints while still keeping them in direct control of the titular hero. It's a very interesting experiment in a variation on the "unreliable narrator" trope, and one which could really only be done so effectively in an interactive form of entertainment such as a video game. It also makes Nier's New Game+ something that is actually worth doing rather than something which is just there for a bit of fun — and it's worth noting that it makes it abundantly clear when you've done absolutely everything there is to do by actually deleting your save file when you're done. In the context of the game, this somewhat dramatic action makes a great deal of sense (though you are asked to confirm whether you're sure you're okay with this five times) — but can you imagine what would have happened if, say, Mass Effect had pulled something similar? It would have been brilliant, but those complaining about the game's ending would have been even more furious than they are.

The final thing worthy of note about Nier is that it takes no more than 40 hours to do absolutely everything in the whole game including three New Game+ runs (an utterly stupid real-time farming minigame aside, which can be easily gamed by dicking around with your console's clock), making it eminently friendly to the busy lifestyles we grown-ups tend to lead these days.

So if you've never given Nier a shot, give it a chance. You might be pleasantly surprised. And if you have played and loved Nier — or, indeed, have no intention of ever playing it, ever — be sure to listen to our podcast for some in-depth discussion on this remarkable game.

The post #oneaday Day 866: NierCast appeared first on I'm Not Doctor Who.

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#oneaday Day 865: All Change on Squad Mountain https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-865-all-change-on-squad-mountain/ https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-865-all-change-on-squad-mountain/#respond Fri, 01 Jun 2012 23:38:04 +0000 http://angryjedi.wordpress.com/?p=3981 Those of you who follow what I do over at the Squadron of Shame may have already noticed that some changes have been going on recently. First up, longtime mainstay hosts of our podcast Chris Whittington and Jeff Parsons have moved on from their presenting duties to host their own show. Too Old For This… … Continue reading #oneaday Day 865: All Change on Squad Mountain

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Those of you who follow what I do over at the Squadron of Shame may have already noticed that some changes have been going on recently.

First up, longtime mainstay hosts of our podcast Chris Whittington and Jeff Parsons have moved on from their presenting duties to host their own show. Too Old For This… is a show for ageing, busy geeks who still like to keep up to date with the latest happenings in comics, games, movies, music and beer (lots of beer), and it's a great listen. Chris and Jeff have a great dynamic together and their show deserves your support.

With Chris and Jeff out of the podcasting picture over at the Squad, we're going to be doing a lot more in the way of our traditional "mission" podcasts whereby we investigate a "shameworthy" game thoroughly and then discuss it at great length. This decision came about partly due to the success of our show on Katawa Shoujo, which attracted a bunch of new listeners and community members, but also because it's something we've always done well — and something which is still very distinctive in the crowded world of gaming podcasts. That's not to say we won't be doing any more "topic" shows or "genre primers" — but a bunch of listeners have been clamouring for more "missions" for a while now, so it's time to give them what they want.

The long-term goal for the Squadron of Shame has always been to be a place for mature, wordy, niche-loving geeks to call home. The "Squawkbox", our freeform discussion board which I set up temporarily several years ago using WordPress. has been a good start to that, but I figured it was time we took it to the next level. We have a number of talented writers among our ranks, so I thought we should showcase that fact a little better. And those who don't want to write will certainly appreciate some interesting things to read and comment on.

Enter our new experimental Articles section, in which long-form articles can be presented, featured and archived separately from the main Squawkbox discussion. They still appear in the main feed, but have their own dedicated sections now. Over time, this part of the site will hopefully become populated with numerous long-form pieces from our members (and guests) about things they think are truly "Shameworthy". The categories I've put in place so far are largely games-focused, but there's no reason this can't expand to other media over time — the joy of using WordPress is that it's easy to tweak, poke and rejig everything as the need presents itself.

I'm excited about what the future might hold for our little site, and this is the first step towards that bright future. Be sure to drop by, join the conversation and let us know what you think.

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#oneaday Day 845: Endless SPAAAAAACE https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-845-endless-spaaaaaace/ https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-845-endless-spaaaaaace/#respond Sun, 13 May 2012 01:20:15 +0000 http://angryjedi.wordpress.com/?p=3888 As I believe has been well-documented on this very site a number of times, I am not very good at strategy games, be they of the board- or computer-based varieties. I have trouble prioritising what I want to do, and as soon as I do decide upon a course of action, some asshole other player … Continue reading #oneaday Day 845: Endless SPAAAAAACE

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As I believe has been well-documented on this very site a number of times, I am not very good at strategy games, be they of the board- or computer-based varieties. I have trouble prioritising what I want to do, and as soon as I do decide upon a course of action, some asshole other player comes along and beats the shit out of me before I have a chance to follow through on my master plan.

So it was with some trepidation that I decided I would give Endless Space a go. I've been playing a bit of Starbase Orion on iOS recently and, having recently won my first game (against one Easy-level opponent) I felt I wanted to investigate the space-based 4X genre a little further.

Aside: If you, like me, constantly forget what "4X" stands for, it means "explore, expand, exploit and exterminate" and is used to describe strategy games that involve a combination of building, expansion, collecting resources and military conflict. They're typically (though not always) turn-based in execution due to the amount of micromanagement necessary to keep an empire running smoothly, and depending on the game, victory can generally be attained in several ways. Sid Meier's popular Civilization series is one of the best-known examples.

With me? Good. Endless Space is an upcoming space-based 4X game from French indie developer Amplitude. You can preorder the game right now and jump into an impressively-complete alpha build and, in an interesting twist on the usual development cycle, participate in the decision-making process as the game gets closer to release. I shan't go into detail on that side of things right now (though I may in the future as it's a very cool idea to get the community involved in development) but I will talk a little about the game itself and how I've found it after a few hours of taking it for a spin earlier.

Endless Space, like many other games of its type, takes place in a randomly-generated galaxy. You're given a starting colony and a meagre supply of ships to get yourself up and running, and from there it's all about the empire-building. Scout out new systems, send colony ships to the richest-looking planets, then build, expand and conquer until you are the undisputed ruler of the Universe. Easy enough, right?

Unlike some similar titles, Endless Space's map is based around specific routes between star systems. (In Starbase Orion, for example, ships can move between any systems that are in range via the most direct route.) Because of this, it's much more straightforward to figure out how to defend yourself because attacks will only be coming from certain angles. Blockade your systems that are on the front line, then figure out a pathway through your opponent's defences that will whittle them down piece by piece. In some ways it reminded me of the excellent board-game adaptation of Blizzard's StarCraft, which is well worth a punt if you have a few hours (and a very big table) to spare.

The basic mechanics are similar to the classic Civilization titles. Each colony under the player's control produces food, industry, science and "dust", which is the currency used in the Endless Space universe. Food leads to population growth. Industry is used to build things — the more industry, the quicker things are built. Science is used to research new technologies. And dust is used for all sorts of purposes — hurrying production, upgrading ships and all manner of other things. Each colony in a star system adds to that system's pool of food, industry, dust and science (referred to in-game as "FIDS"), and each system may then use said pools to upgrade its population, contribute to the empire's overall research progress, build ships or build improvements to that specific system. It's simple to understand in practice, particularly if you've played Civilization before.

An interesting twist on the usual formula comes in the form of "hero" units, who are generated every few turns and may be hired for a fee of dust up front, then paid a salary each turn. Heroes come in two main forms: system governors and admirals. The former provide various bonuses to FIDS and morale in the system they're assigned to, while the latter may be used to take command of a fleet of ships and make them more powerful. As they do their jobs, they level up and may be customised with various abilities to specialise them or make them better generalists. They can be shuffled around the player's empire at will, too.

Combat, too, takes an intriguingly unconventional approach. Rather than going outright real-time such as in Sins of a Solar Empire, or almost completely hands-off as in Starbase Orion, Endless Space's combat takes a curious "cinematic" approach. A combat encounter unfolds over a set period of real time which is divided into several phases. There are a few seconds at the beginning of combat while both fleets approach each other, then the battle progresses between long, medium and short-range phases. The player may play a "card" on each of these three phases which provides numerous special effects. Cards have categories, too, and certain categories cancel out the other player's abilities. This gives an element of uncertainty to the combat, though the "combat preview" window, which estimates the player's chances of victory prior to the combat unfolding, is a pleasing addition, as are the Battlestar Galactica-style cinematic combat sequences (complete with ethnic instruments) and ability to completely skip the combat scene altogether if it looks like being a complete whitewash.

I haven't played a game through to completion yet, but I've been enjoying what I've tried so far. I don't feel overwhelmed with things to worry about and I don't feel I'm being "left behind" by the computer players. (I may feel differently if I get stomped on by one of them — my closest neighbour declared war on me just because I forcibly removed one of his scout ships from my border system with a fleet of destroyers.) The "hero" mechanic adds a cool sense of progression and the way the game is presented is simple, clear and easy to understand while remaining aesthetically impressive, with smoothly-animated, attractive UI elements, excellent background music and atmospheric sound effects.

If this is an alpha version, I very much look forward to seeing how the game evolves over the coming months. If you have the slightest interest in the turn-based strategy genre, I'd strongly suggest you give it a shot — and thanks to my good buddy Alex for the recommendation.

Check out the game here and preorder on Steam to get access to the alpha build.

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#oneaday Day 840: Adventures on Environ https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-840-adventures-on-environ/ https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-840-adventures-on-environ/#respond Tue, 08 May 2012 00:11:52 +0000 http://angryjedi.wordpress.com/?p=3860 [Explanatory note: One of my favourite things about procedurally-generated games like roguelikes, Minecraft and indeed A Valley Without Wind is the sense of emergent narrative they generate. While light on explicit narrative, the story of the player's own journey through the game becomes compelling in its own right. It's a big part of what makes … Continue reading #oneaday Day 840: Adventures on Environ

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[Explanatory note: One of my favourite things about procedurally-generated games like roguelikes, Minecraft and indeed A Valley Without Wind is the sense of emergent narrative they generate. While light on explicit narrative, the story of the player's own journey through the game becomes compelling in its own right. It's a big part of what makes story-light titles such as Demon's Souls so entertaining, too, if you're willing to invest in them.

What follows is the story of my first forays into the world of Environ via A Valley Without Wind. Some artistic license has been taken for brevity's sake but this is more or less how my early play sessions have unfolded.

Additional note: All names in this piece are exactly as they appeared in the game thanks to its glorious random name generator.]

Yan Sadovski awoke with a start in a snowfield. Spitting out the wet slush as it melted on his face, he unsteadily pulled himself to his feet and surveyed his surroundings.

Snow and ice as far as the eye could see.

This was nothing unusual, of course, for the world had been enveloped in a new ice age certainly for as long as he could remember. But something didn't seem quite right. He couldn't quite put his finger on what it was, but something was very much amiss, and he had a strange feeling that something terrible had happened. If only he could remember what.

Flexing his fingers within his snowsuit which had been keeping him warm for however long he had been unconscious outdoors, he experimentally cast the "fire touch" spell that momentarily set his hand ablaze — one of the first spells his people learned, but a useful one.

Good, he thought. That's still fine.

It was then he felt the strange presence behind him — a floating, glowing object depicting strange symbols.

Glyphbearer, said a resonant voice inside his head.

"What?" said Yan aloud, feeling immediately foolish, for there was no-one to speak to.

Wherever he turned, the glyph seemed to float behind him, meaning he couldn't get a good look at it. He shrugged and started trudging onwards through the snow in what he hoped was the right direction to get back to civilisation.

Gravestones littered the path here and there, marking the spots where previous Glyphbearers had fallen. Inscribed upon them were warnings and advice — "don't forget your wooden platforms", "don't jump into big holes unaware of what lies ahead", "don't forget a light source". He didn't know who had left the gravestones, but he felt it wise to follow their instructions, particularly as they always seemed peculiarly relevant to the situations in which he found himself.

Before long, he came upon the mouth of a cave. Curiosity getting the better of him, he walked inside and began to investigate.

The cavern was filled with strange mushrooms, lumps of rock and solid veins of purest gemstone. Greedily running his hands over the veins and letting the energy of elemental fire flow through his fingers, he gathered up the gemstones only to discover the strange glyph sucking them inside itself. He had no idea where the tiny, strange, floating object was putting them, but he had little doubt that they were safe.

Making a note of where the entrance was in his mind, Yan proceeded deeper into the caverns. Before long, he came upon what looked like a long-abandoned spellgem workbench — and it still held a selection of gems. He picked them up, the glyph "pocketing" them once again, and felt a rush of mystical energy flowing through him. Concentrating intently, he summoned forth a boulder of solid rock, flinging it into the air. Then a fireball, scorching the chill air as it passed. Then a ball of lightning, electricity cracking and fizzling around him as he chuckled to himself.

Satisfied with his haul, he picked his way through the caverns, back in the direction of the entrance. But he was no longer alone; the robots had come. The endless mechanical hordes had been blighting humanity throughout this new ice age, and now they were here, too. Grimacing, Yan fired off a bolt of lightning at the approaching mech, watching satisfied as it exploded into pieces. But still they came, in greater numbers.

Before long, he was surrounded. White metal robots jabbed him with their spears, while their red brethren — superiors? he thought — assaulted him with flaming masses.

He could feel his life slipping away as the machines continued their relentless assault. He was in pain, and he knew at that instant that he was never going to find out what disaster had befallen the lands.

Blackness.

Nothingness.

Anger.

Taquesha Garrett opened her eyes and found herself standing in a snowfield. She had no idea how she had got here, and no idea what the strange floating object behind her was. She sensed great power emanating from it, however, and sensed it wanted to accompany her.

She started walking through the snowfield in what she hoped was the right direction. Passing a small cave entrance, she hesitated for a moment, feeling an inexplicable sense of dread and rage emanating from within, before picking up the pace and moving on a little faster.

Before long, she came to an open area. A loud "thumping" noise was disturbing the peace, and it wasn't hard to see the source — a giant robot roaming the landscape. Figuring it was too strong to challenge by herself, she carefully and stealthily found a route past it without attracting its attention, and shortly afterwards found herself in a sorry-looking village.

A long-haired man staggered up to her. "What have we done?" he cried. "We must put our trust in the Ilari!"

Taquesha frowned, and followed the man's frantic gesturing to what passed for the village square, where three enormous crystals stood, glowing softly in the moonlight. She walked up to them and immediately felt a sense of warmth, concern and trust emanating from them.

Glyphbearer, they said in her mind. You have come.

She said nothing — she had no idea what she might be able to converse with these mysterious entities about — but in a flash, she understood her mission, if not the circumstances which had led to it.

The Overlord would fall. And these shattered lands would know peace.

She didn't know what the words that had burned themselves into her brain knew until she left the village for the first time, only to discover a strange sight. In one direction, lush green unspoiled forest. Behind her, the glacial fields she had grown up with. To the north, barren desert. And to the south, what looked like a junkyard.

Her studies of magic had given her a good working knowledge of how to craft her own spellgems, so she resolved to equip herself with some stronger magics before taking on this mysterious "Overlord", wherever he might be.

For the next few days, she explored the local area, poking her head into long-abandoned buildings and looting them of any valuables within. There was no sign of any human life anywhere save for the sole survivor she had seen back at the village. What had happened here?

In the distance, violent wind and rainstorms buffeted the landscape. She knew that if only she were able to push the winds further away from the settlement, she'd be able to better judge her surroundings and her eventual goal.

The Ilari, she thought. Maybe they can help.

She returned to the village and rested, then asked the strange crystal ones if they could help her with the wind.

Seek the wisdom of an Aquaurgist, they replied. Taquesha frowned in response. The other survivor in the village didn't seem to be much for working with water — he was more of a wood specialist, judging by the number of logs he'd chopped since she'd been there. But where to find an honest-to-goodness Aquaurgist in this strange, shattered land?

It took time, but she eventually discovered a survivor holed up in an abandoned town. Promising to protect the frightened, bearded man from the monsters that terrified him so, she led him back to the village, where he began work with the Ilari immediately on summoning the materials needed for the construction of a wind shelter.

A short time later, Taquesha had braved the howling winds and acidic rain and successfully constructed the shelter. Its vast blades span majestically through the air, and the storm, as if frightened, backed away from it, far towards the horizon.

For a time, life was good. Taquesha spent her days gathering materials for the good of the village and to assist her with her spellgem research, but one day cruel Fate decided that her time was up.

She'd snuck into a run-down warehouse, feeling confident that she'd be able to find a stash of unspoiled supplies within. Inside, it was dark, and the air was thick with tension. She knew that she'd have to be very careful here, or the strange creatures lurking in the darkness would surely destroy her.

She tensely picked her way through the first few rooms of the building safely, but before long she'd attracted the attention of a strange, fiery beast. Its roaring, in turn, brought others like it running, and as her body was wracked with pain from the burning embers striking her skin, she found herself melancholy.

It wasn't supposed to end this way, she thought. I was supposed to defeat the Overlord and save these lands. I've done so much for them already, and this is how–

Darkness.

Silence.

Rage.

Phlegethon Gogola suddenly awoke in an unfamiliar village, his long, unkempt beard and hair blowing in the chill wind of the disconcerting icy surroundings. Behind him floated a strange, unfamiliar object that unnerved him somewhat. But at the same time, he suddenly found himself with a sense of purpose.

Glyphbearer, came a voice in his head. It is time for you to begin your adventure.

Phlegethon grunted to himself. Adventure was all very well and good, but he was damned cold. He wouldn't be going far unless he could find some way to protect himself from the elements…

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#oneaday Day 839: So Binary Domain is Kind of Awesome https://imnotdoctorwho.moegamer.net/2012/05/07/oneaday-day-839-so-binary-domain-is-kind-of-awesome/ https://imnotdoctorwho.moegamer.net/2012/05/07/oneaday-day-839-so-binary-domain-is-kind-of-awesome/#respond Mon, 07 May 2012 00:56:40 +0000 http://angryjedi.wordpress.com/?p=3856 I got a few games for my birthday this year from generous people taking pity on my advancing years. I've waxed lyrical about A Valley Without Wind for quite some time now and I haven't yet got to Legend of Grimrock (oh, but I most certainly will) so that leaves Binary Domain to talk about. … Continue reading #oneaday Day 839: So Binary Domain is Kind of Awesome

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I got a few games for my birthday this year from generous people taking pity on my advancing years. I've waxed lyrical about A Valley Without Wind for quite some time now and I haven't yet got to Legend of Grimrock (oh, but I most certainly will) so that leaves Binary Domain to talk about.

Binary Domain is a third-person shooter from Sega. Created by Toshihiro Nagoshi, the producer of the excellent Yakuza series, it spins an interesting sci-fi tale about "Hollow Children" — robots designed to look like humans and programmed to believe they are human. Taking on the role of one Dan Marshall (not, sadly, the British developer of point-and-click adventure funfests Ben There, Dan That and Time Gentlemen, Please!), it's up to the player to kick lots of robot bottom on the way to tracking down the supposed creator of these illegal, ethically questionable droids.

Binary Domain could so easily have been shit. It's a game about futuristic soldiers shooting robots — you can't get much more cliched than that, after all. And yet it has a huge amount of charm coupled with an addictive quality that keeps you playing just to see what happens next.

Technically speaking, Binary Domain is a squad-and-cover-based third-person shooter, which probably makes it sound very much like Gears of War, a series which I loathe and detest. (Well, to be fair to it, I only loathe and detest the first one, but that put me off ever playing the other two.) But in execution it manages to be so much more than the thick necks and testosterone of Epic's title, and in the process it highlights the differences between Japanese and Western development. It's also helping further cement the feeling I've been having recently that Japanese games are, for the most part at least, preferable to Western — for me, anyway.

But what sets it apart from Marcus Fenix's opus of "eat shit and die"? Quite simply, characterisation. Dan begins the game as a bit of a dick, but in an endearing way rather than as an unlikeable, bland macho asshole. He's accompanied through the introductory mission by "Big Bo", a walking tank of a man who has a bit of an attitude himself. When the two are together, they crack jokes and make irreverent comments just like they're a pair of best friends in a bar together. They have a relationship beyond "Cover me!", in short, and that makes them interesting to hang out with, even if they're both quite sexist, a bit racist and generally loutish in their attitudes.

A short way into the game, Dan and Bo meet up with the rest of their team, which includes the businesslike ex-MI6 dude Charlie (who doesn't know who James Bond is); the strong, silent Brit woman Rachael; and the sexy Chinese girl Faye. These disparate characters' personalities all clash a little with one another, which again makes their interactions extremely entertaining to witness.

"Hmm, she reminds me of someone," says Bo to Dan upon meeting Faye for the first time. "A movie star or something."

"C'mon, Bo, you and I both know the only movies you watch are porn," chuckles Dan, who promptly receives a sharp dig in the ribs from his friend. "Oh… OH. Right."

Once the team is assembled, Dan is regularly invited to take two of them with him, and each have their own unique conversations with each other and our hero. Again, these exchanges are a real highlight of the experience, and show what a massive difference it makes when you bother to spend some time on your characters. If you're going to be battling giant spider robots with people, it's better they be people that you actually like, right?

There's an interesting twist, too — when characters speak, Dan can respond to them either by using a simple multiple-choice system or by actually speaking his response into a gimmicky voice-recognition system which I switched off almost immediately. (When your voice-recognition system picks up gunfire from the game and thinks you're saying the word "fuck", you have a problem, as entertaining as that might sound.) Dan's responses will affect the other characters' "trust level" with him, with them being more likely to successfully follow his orders if they trust him more. I'm guessing there will be some sort of story payoff for high trust levels, too, though I'm not far enough into the game to say with certainty yet.

As the different characters all clash somewhat, though, certain responses might piss one off while pleasing another. Crack a joke with Bo about getting crabs from a hooker and Faye might get sniffy. Tell Charlie to go fuck himself with his overly-serious military-speak and he'll get annoyed, but Bo will laugh. Your performance in combat affects these trust ratings, too — clip your teammate with a bullet and they'll get angry, but save them from certain death or pull off a particularly impressive feat and they'll give you the credit you deserve.

In this sense, Binary Domain sometimes feels like it's a role-playing game very vaguely following the Mass Effect mould. This feeling is further compounded by the ability to equip characters with stat-boosting nanomachines and upgrade weapons as well as the inclusion of "social" areas that are just about walking around talking to people, but when it comes down to it, the game is unashamedly a linear, Japanese, third-person shooter. While not quite as insanely frenetic as Sega's previous shooter title Vanquish, Binary Domain has its fair share of ridiculousness, usually in the form of giant robots which must be defeated by dropping heavy things on them, blowing bits off them, leaping onto their back Shadow of the Colossus-style or all manner of other shenanigans. It's a spectacle, as thrilling to watch as it is to play, and I'm having a blast with it so far.

Binary Domain received middling reviews on its original release, with the PC version (which I'm playing) catching particular flak for including most of the PC-specific visual and control options in a separate program rather than in the game itself. I feel that this has been focused on rather too much, frankly, as it's an issue players will encounter precisely once, before they even start playing. Once the game is set up to your liking, it looks great, sounds great and runs smoothly, which is all I ask for.

These middling reviews, however, are likely to see the game relegated to obscurity before very long. Already people are saying that they'll wait for it to become a "bargain bin title" before picking it up, purely based on reviewers' comments. And herein lies the problem: people criticise the increasing "blockbuster culture" of video games, pointing to titles like Call of Duty and Halo as symptomatic of everything that is wrong with the industry, but as soon as something that provides a different take on an established formula comes along, like Binary Domain does, no-one is willing to buy it new and take a chance on it. Thus these great games get pushed to the back of the community's consciousness, while those with the biggest marketing budgets continue to dominate year after year.

From my couple of hours' experience with it this evening, I can happily say that Binary Domain is well worth picking up now, since it's a fun, entertaining, spectacular and satisfying game that, sadly, looks set to join Vanquish and Alpha Protocol in the box marked "Sega Games That Were Actually Brilliant That No-One Played".

Make a difference. Vote with your wallet. Support awesome new games that aren't "blockbusters". Please?

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#oneaday Day 838: Still No Wind Here https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-838-still-no-wind-here/ https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-838-still-no-wind-here/#respond Sat, 05 May 2012 22:40:03 +0000 http://angryjedi.wordpress.com/?p=3851 As promised, here are a few further thoughts on A Valley Without Wind, given that I've inadvertently spent most of today playing it. First up, having read a few reviews around the Web which focused heavily on the visual side of things, I direct you to this post. Get over it. Not everyone has the … Continue reading #oneaday Day 838: Still No Wind Here

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As promised, here are a few further thoughts on A Valley Without Wind, given that I've inadvertently spent most of today playing it.

First up, having read a few reviews around the Web which focused heavily on the visual side of things, I direct you to this post. Get over it. Not everyone has the budget to make something that looks like Final Fantasy XIII, and it's not as if AVWW's visuals are bad per se, they just look like something out of a PC game from the 1990s, shortly after we discovered Super VGA. If "8-bit" can be an acceptable aesthetic (and I shan't get into a rant on the misuse of that term here) then why not "mid-90s PC game" if the graphics don't actually hurt the experience?

Secondly, the music. You will, as the cliche goes, love it or hate it. Here's a simple test. Do you like chiptunes and electronica? You will like the music. If you do not like chiptunes and electronica, you will probably want to switch it off and listen to something else. (I love chiptunes and electronica.)

Those two glaringly obvious points which most reviews seem to focus on aside, let's discuss the gameplay a little more.

Following an initial tutorial which introduces key gameplay concepts to the player with various gravestones sarcastically describing how various predecessors could have avoided their fate, the player reaches a settlement. This is a sorry affair to begin with, with only a single, bedraggled-looking survivor staggering around it, but a selection of basic buildings already constructed and ready to go. Three of the giant crystalline "Ilari" life-forms are here, and later in the game they'll provide a means to purchase items, build things and cast far-reaching spells. To begin with, their most important function is to restore your hit points.

Leave the settlement and you'll be taken onto a grid-based randomly generated world map. Each tile has a particular terrain type which controls the type of enemies that will spawn there, the items you'll discover and, if you're lucky, the survivors you might come across. Each region comes from a specific time period — the game's story centres around the concept of the world being "shattered" both geographically and temporally — and this comes into play with some of the missions later.

When exploring a region, you'll come across buildings. You can enter every single one of them. Most of them are sprawling mini-Metroidvania adventures in their own right, but for the most part you'll be seeking out the "stash" rooms that contain plenty of treasure. These are conveniently marked on the graph-like abstract dungeon map in the corner of the screen, which shows the connections between rooms but not their exact layout. A key part of gameplay is "scouting" buildings, which means delving in just far enough to reveal the rest of the map — rooms that are within two "connections" of the one you're in appear without you having to go to them — and then weighing up whether it's worth exploring further.

The buildings are rather abstractly designed (not to mention having TARDIS-like properties), and call to mind retro classics such as Jet Set Willy, where a "real world environment" was simply a room with obstacles in it and various graphics representing toilets and televisions scattered around the place. They're far from "believable" environments, but it doesn't matter — you're playing a side-on platform game, so there's a limit to how realistically these structures can be designed anyhow. I'd rather have something that is interesting to explore than something where every building is the same.

Missions play a key role in progression. You'll come across missions either on the world map or tucked away inside buildings. These whisk the player off to a unique, special area and challenge them with a specific task. Sometimes you might be climbing a linear tower and bashing bosses on the way up. Another time you might be defending storage silos from incoming meteors like a Missile Command platformer. Another time you might be tasked with removing the "anachronisms" from an area, which involves figuring out which monsters don't "belong" in the region you're in and eliminating them. Destroying all the correct monsters concludes the mission. Destroying an incorrect monster spawns two more, either, both or neither of which may also be an anachronism. Yet another time you might be challenged with getting through a "one shot, one kill" dungeon where either you or the enemy grazing their knee results in instant death.

As you progress through the game, death becomes an increasingly frequent occurrence. When a character dies, they're gone for good, leaving behind a tough-to-defeat vengeful ghost at the location where they shuffled off the mortal coil. Fortunately, you don't lose all the stuff you've spent hours accumulating — you simply lose any upgrades you might have applied to that character's health, attack power and mana pool and have to pick a new playable character. As you rescue survivors from different time periods, you gain access to a range of characters with varying abilities — those from an "ice age" era, for example, are resistant to the cold, while those who are not will require special equipment to explore cold environments effectively.

The eventual goal is to storm into the local Overlord's lair and kick him squarely in the balls. Said Overlord has a bunch of lieutenants, too, who can either be knocked off individually before taking on the Overlord or battled at the same time as the big boss man. You can theoretically walk straight into the Overlord's lair from the beginning of the game, but you'll be ill-equipped to deal with the challenges therein. Instead, it's advisable to complete a bunch of missions to raise the continent's "civilisation level" (thus affecting both the strength of the enemies and the potential rewards on offer) while also collecting the raw materials required to buff up your character's spells. And rescue survivors. And build buildings. And construct wind shelters to push back the wind storms that buffet the region, making exploration difficult. And track down "mystery rooms" to find clues describing exactly what the hell happened to the world to get it in this state. And… you get the idea. There is a shitload of things to do, and completing the first continent then invites you to do it all again in a more diverse array of environments.

The sheer amount of things that there are to do can make the game seem like a daunting prospect. The game often draws comparisons to other open-world freeform adventures such as Minecraft and Terraria and that feeling of being alone in a vast, terrifying world is very much present and correct here. Focus on completing a few simple tasks, though — the game is good enough to suggest some to you — and things will gradually start to fall into place.

A Valley Without Wind is an ambitious title that tries very hard and while it's true there are elements of the experience that could do with a little refinement, it's a very memorable, compelling and addictive game that produces some excellent emergent narrative. Best of all, though, is the fact that the developers are still working on it, meaning the game experience will grow, change and evolve as time goes on. If it's this intriguing now, I can't wait to see what the game looks like in a few months or years.

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#oneaday Day 837: No Wind Here https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-837-no-wind-here/ https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-837-no-wind-here/#respond Sat, 05 May 2012 00:13:37 +0000 https://angryjedi.wordpress.com/?p=3847 My fine friend Alex picked me up a copy of the unusual A Valley Without Wind for my birthday — thank you, good sir! — and I had a brief foray into its strange world this evening. Obviously I haven't spent that much time playing yet, but it's certainly been enough for me to determine … Continue reading #oneaday Day 837: No Wind Here

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My fine friend Alex picked me up a copy of the unusual A Valley Without Wind for my birthday — thank you, good sir! — and I had a brief foray into its strange world this evening. Obviously I haven't spent that much time playing yet, but it's certainly been enough for me to determine it's a game I look forward to exploring further.

AVWW is a procedurally-generated Metroidish platformer with spellcasting, building, collecting and resource management. The concept sees the player taking the role of one of several random (and disposable) characters and exploring a vast 2D world in an effort to take down "The Overlord".

In order to accomplish this, the player must explore the overworld, find their way into abandoned buildings that are remnants of the "old world" to recover supplies, delve into caves to find gems and other resources, and ultimately build up a settlement and their own power.

As you progress through the game, you acquire new "spell gems" which allow you to cast various magics. You can also upgrade your abilities with various materials and take on missions to provide a sense of "structure", but otherwise the game is very open and free, and the developers claim that it's both impossible and impractical to explore every nook and cranny of the randomly-generated world.

The game takes place on a series of 2D maps, with different "rooms" (actually scrolling regions) connected to one another by doorways and cave entrances. Exploring these rooms and the way they're connected to each other is a key part of the experience. A helpful minimap system helps you figure out where to aim for, where resources are located and where strong boss enemies can be found.

Interesting things come about when the player dies. The game features permadeath of sorts, but the game isn't over when a character bites it. Instead, the world lives on but the player starts a new character. There's even the chance to come across the ghost of your old character.

Then there's a multiplayer option, which I haven't investigated as yet, but the prospect is intriguing in a Minecraft sort of way — a procedurally generated world with multiple players running around finding resources and killing enemies? Sounds awesome.

There's an element of the "roguelike" genre about the game, and as regular readers will know, I'm a big fan of that sort of thing. The fact the game has a convincing sense of structure while still being put together almost completely at random is an impressive achievement, and I look forward to seeing if the game manages to maintain a sense of pace and direction throughout. It's obviously designed to be replayed, too, as there are a wide array of difficulty settings for both the combat and the platforming sections separately.

Further thoughts to follow when I've spent a bit more time with the game! (And you can expect more on Nier shortly, too — though this may well be in the form of a Squadron of Shame SquadCast.)

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#oneaday Day 835: I Finished Nier https://imnotdoctorwho.moegamer.net/2012/05/03/oneaday-day-835-i-finished-nier/ https://imnotdoctorwho.moegamer.net/2012/05/03/oneaday-day-835-i-finished-nier/#respond Thu, 03 May 2012 01:07:41 +0000 http://angryjedi.wordpress.com/?p=3836 As the heading says, I have indeed finished Nier… once, anyway. I'm going to hold off on doing a "review" as such for the moment, however, for several reasons. Firstly, a full understanding of the game is only attained following several playthroughs. And secondly, Nier is a fine example of how the "reviewing" system we … Continue reading #oneaday Day 835: I Finished Nier

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As the heading says, I have indeed finished Nier… once, anyway. I'm going to hold off on doing a "review" as such for the moment, however, for several reasons. Firstly, a full understanding of the game is only attained following several playthroughs. And secondly, Nier is a fine example of how the "reviewing" system we use most of the time is, at times, flawed.

Nier enjoyed mediocre review scores on its original release, netting a Metacritic average of 68. As people who care about such things will tell you, 68 is not "bad" if you're taking 50 to be "average", but unfortunately no-one does. The assumption is made by most people that anything under 80 is not really worth bothering with, and anything 90 or higher is an essential purchase.

But in my experience, it's often in these slightly lower areas that you get the most interesting games. They may be rough around the edges, they may not be perfect, but by golly they have soul.

If you were judging Nier purely mechanically, it's easy to see why it attained the mediocre review scores it did. There are a very limited number of environments to explore which you spend a lot of time backtracking through. The environments are pleasant enough, but not that interesting. The enemies are repetitive. Combat can be a bit clunky. Most of the magic spells are fairly useless. The AI partners you pick up over the course of the game are completely useless. Most of the game's quests involve either killing things or fetching things. Choices you make don't matter. And the "real-time" mechanic for growing crops is just ridiculous.

The thing is, though, play Nier and become invested in its story, and absolutely all of these factors cease to matter completely. Nier tells an interesting, mature, emotional tale, and it tells it well with a small cast of well-defined, unique (and bizarre) characters — and a much larger supporting cast who make the bleak, far-future world of the game seem all the more believable. It piles on the darkness but knows how to lighten the mood with a pithy comment or two at just the right moment. It constantly does things you don't expect — with the story, with the characters, with the style of gameplay, even with the camera angles. It encourages the player to get inside the head of this unyielding, determined protagonist and almost "method act" their way through the game as he toils and struggles to save his daughter.

Do Nier's occasionally-clunky mechanics and sometimes-repetitive gameplay make it a "bad" title? Absolutely not. They may, however, put off the less patient players out there — and that's fine. Those who stick with it will find themselves enjoying a surprisingly creative adventure, while those who chose to forgo the game's hidden charms and depths for whatever reason doubtless have plenty of other things they'd like to spend their time playing.

The sad thing, though, is that the mediocre review scores were probably enough to put a lot of people off even trying the game in the first place. Why bother buying and playing a "68" when you could play a "90"? This problem becomes compounded when you take into account the fact that a lot of publishers make strategic decisions about what franchises they want to explore further — and in extreme cases, which development studios get to keep taking home their paycheques — based on Metacritic scores. Do you think we'll ever get another Nier (or at least a game like it)? Probably not. Why? Because it's too risky. Nier has its fans, sure, but they number relatively few, and aren't necessarily going to be enough to let the game make a profit.

I'm glad Nier exists, though. It's evidence that all hope is not lost for creativity, maturity and a desire to do something a little bit different, even in these days of budgets spiralling out of control and a growing desire to create games that are "services" rather than "creative works".

Nier most certainly is a creative work, a labour of love, and it should be applauded for that.

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#oneaday Day 833: Some Further Thoughts on Nier https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-833-some-further-thoughts-on-nier/ https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-833-some-further-thoughts-on-nier/#respond Tue, 01 May 2012 00:01:05 +0000 http://angryjedi.wordpress.com/?p=3828 I haven't yet finished Nier, but I thought I'd take a moment to write a little more about it since I've been playing it quite a bit over the course of the last week or so. Nier is a game that rewards patience and perseverance. The game's enormous number of completely optional sidequests is testament … Continue reading #oneaday Day 833: Some Further Thoughts on Nier

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I haven't yet finished Nier, but I thought I'd take a moment to write a little more about it since I've been playing it quite a bit over the course of the last week or so.

Nier is a game that rewards patience and perseverance. The game's enormous number of completely optional sidequests is testament to this fact. These sidequests tend to fall into one of several categories — gathering materials, killing things or delivering things. There are a couple of outliers (one of which I'll discuss later) but for the most part they are mechanically very simple, and usually simply involve beating up a bunch of monsters or running from one place to another.

In gameplay terms, they're very boring, and this is one of the reasons why Nier received rather mediocre reviews on its original release. But thematically, they are entirely appropriate. Nier himself is known among his peers as "that guy who will do anything" and so is regularly called upon by various villagers to do things for them. Some are respectful and kind about this, others less so.

The key thing about the gruelling experience that is attempting to 100% the sidequests in Nier is that it reflects Nier's own struggles. Life in his world is hard, and everyone has to pull together in order to survive. This sometimes means knuckling down and doing things you don't really want to do, or things that are time-consuming, or things that are expensive. By completing these quests you may not be directly making Nier himself any stronger, but you as the player come to understand his strength of character and his resolve to do the right thing. Couple this with Grimoire Weiss' sarcastic comments about the inane nature of the tasks his companion is asked to complete (which reflects what the player might be feeling about taking on such seemingly meaningless missions) and you have a very clever piece of characterisation and storytelling that would only really be possible in the medium of video games.

Some aspects are just ridiculous, however, the most notorious of this being the farming minigame, where Nier is able to grow various crops outside his house and then harvest them, hopefully for profit. The thing is, these crops grow over the course of a day or so of real time, meaning that anyone getting serious at farming is going to have to do one of two things: play Nier for weeks at a time, or take the path of least resistance (which I don't know anyone who has played the game that hasn't done) and start messing around with your console's clock. I can't speak for the process on PS3 as I haven't tried it, but on Xbox this is an unnecessarily cumbersome experience that involves quitting the game entirely, turning off the Internet connection (to stop the clock being automatically set), resetting the time and then reloading the game. It works, though, and allows for a considerable amount of harvesting in a very short period of time.

One quest in the game (and a related achievement/trophy) practically requires that you do this. It involves cross-breeding various colours of flowers in order to produce rare breeds. The trouble is, the game doesn't explain how this works anywhere, and debate still seems to rage on the Internet at large as to what is actually necessary in order to perform this task in the most efficient manner possible. In some senses, this could be argued to be another aspect of the game inviting the player into Nier's shoes and tasking them with finding out how this flower cross-breeding works, then applying that knowledge in the game — because it sure as hell isn't going to tell you.

How anyone was expected to do that without a strategy guide to hand is anyone's guess. Still, even when simply following instructions on how to do it (with something along the lines of a 10% chance of success each time) it's strangely satisfying when it does all come together.

I'm about 77% of the way through the sidequests in the game now, meaning that shortly I'll be able to pursue the rest of the game's main plot, which has been both interesting and unconventional for a Japanese game so far. I'll talk more about that when I come to do more of a "review" of the entire experience, however. The game also supposedly encourages repeat playthroughs (minus the sidequests, thankfully) to get to several different endings, but how this actually works I haven't found out yet.

In fact, I've managed to remain completely spoiler-free for the entire game so far, meaning I've been able to appreciate all the game's unexpected and bizarre things as they happen. This has been a big part in why I have come to regard the game so fondly; though the characters, writing and music are all excellent too. Again, though, further thoughts on these when I've actually beaten the whole thing.

For now, I have some white moonflowers to harvest, if you'll excuse me.

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#oneaday Day 829: Nier: Some Early Impressions https://imnotdoctorwho.moegamer.net/2012/04/26/oneaday-day-829-nier-some-early-impressions/ https://imnotdoctorwho.moegamer.net/2012/04/26/oneaday-day-829-nier-some-early-impressions/#respond Thu, 26 Apr 2012 23:38:53 +0000 http://angryjedi.wordpress.com/?p=3809 I've been playing Nier, a game I've been meaning to try for absolutely ages and struggled to find a copy of. As it happens, my local second-hand games emporium had a copy, allowing me to sample its delights. Like many titles I've wanted to try for a while, I've managed to go into the experience … Continue reading #oneaday Day 829: Nier: Some Early Impressions

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I've been playing Nier, a game I've been meaning to try for absolutely ages and struggled to find a copy of. As it happens, my local second-hand games emporium had a copy, allowing me to sample its delights. Like many titles I've wanted to try for a while, I've managed to go into the experience with a relative sense of "beginners' mind", allowing me to enjoy it as if it were "new", so to speak. This, I feel, is a key part of the Nier experience, since it continually throws you curveballs as you play, remaining constantly surprising.

At its heart, Nier is a simple action RPG, but to call it that is to do it a gross injustice. The hack-and-slash combat may be a bit simple, but when combined with the variety of bizarre magical attacks Our Hero gains the capability to perform over the course of his adventure, the gameplay is shaken up regularly enough to keep you questioning exactly what sort of game it is that you're really playing.

So far I've experienced open-world "run around and kill shit to get their stuff" gameplay; lots of "fetch quests"; side-on platforming sections; top-down Zelda-style sections; fishing; "bullet hell" shooter sections… and I have little doubt that the game has further surprises along the way.

Nier subscribes to the "less is more" viewpoint by taking place in a relatively limited geographical area. Within these relatively few zones, however, lots of things happen. Locals have their own little questline stories to follow, many of which end in surprisingly bleak tragedy. Some people drop a few hints about Nier's curious far-future setting. It's quite a believable world at times, and your attachment to it as a player grows as Our Hero tries his very best to Do Good.

One of my favourite things about the game so far has been the stark contrast between the random errands you find yourself doing for locals and the more intense, "main story" stuff which tends to culminate in ridiculously over the top boss fights. For the best part of 10 hours, for example, I barely gained any experience points whatsoever, instead choosing to pursue quests. In the process I acquired plenty of items and money, but most importantly I learned a great deal about the world of Nier and its characters. It's a vaguely similar approach to what The Last Story does with its completely optional, often seemingly reward-free sidequests on Lazulis Island. By immersing yourself in the lives of the characters going about their day to day life, their struggles carry greater meaning when things start to get a bit crazy.

The writing is worthy of note, too. Early in the game, Our Hero acquires a sentient magical book known as Grimoire Weiss, and there are some extremely well-scripted sequences between the two of them prompted by all sorts of things — starting a new quest, going fishing, coming across a new location. The very British-seeming sarcasm of Weiss is juxtaposed beautifully with Our Hero's stoic determination — but Nier himself isn't above the odd sarcastic comment. "Try not to get crushed!" yells Weiss during an intense boss battle that carries the risk of being crushed. "That's good advice, thanks," spits Our Hero sarcastically as he rolls to escape the aforementioned fate.

I'm given to understand that there are numerous endings to the game requiring several playthroughs to fully appreciate, so I'm going to reserve full judgement and further comment on the game until I've done exactly that. I will say, however, that I am having a blast with it so far, and am even enjoying running back and forth doing errands for the people of Nier's world.

Expect further bulletins as events warrant!

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#oneaday Day 828: It's Time to Get Over the Graphics Thing https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-828-its-time-to-get-over-the-graphics-thing/ https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-828-its-time-to-get-over-the-graphics-thing/#respond Wed, 25 Apr 2012 23:11:25 +0000 http://angryjedi.wordpress.com/?p=3803 I read this piece on Game Informer tonight. It made me cross. If you can't be bothered to read it yourself, the gist of the piece is that Xenoblade Chronicles, one of the best games of the generation (in my humble opinion, anyway) "deserved better than what [Nintendo] forced [it] to be." To be fair … Continue reading #oneaday Day 828: It's Time to Get Over the Graphics Thing

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I read this piece on Game Informer tonight. It made me cross. If you can't be bothered to read it yourself, the gist of the piece is that Xenoblade Chronicles, one of the best games of the generation (in my humble opinion, anyway) "deserved better than what [Nintendo] forced [it] to be."

To be fair to the author Chris "Warcraft" Kluwe, he does commend the game's strengths: its excellent world, its inventive, creative ideas; even going so far as to say that the game had the potential to be "this generation's Final Fantasy VII". But to say that the Wii "laughs at [developer MonolithSoft's] dreams… and flushes them down the toilet of GameCube-era hardware Nintendo likes to call cutting edge" is a spectacularly blinkered viewpoint.

The fact is, it's unlikely that Xenoblade Chronicles (and its spiritual successors The Last Story and Pandora's Tower) would ever have been released had it not been for the Wii. The Wii's lower demands in terms of asset production means that a sprawling, ambitious game such as Xenoblade Chronicles can be produced on a fraction of the budget of an HD title. Even then, though, MonolithSoft had to cut corners; the "gasping fish mouths bobbing up and down through beautifully crafted dialogue" that Kluwe refers to are a symptom of this.

The sad fact is that Japanese role-playing games are not the unstoppable juggernaut they once were. Where once they were a system seller, now they are a niche interest at best. The "mainstream" has shifted well and truly to the West; even Square Enix's venerable Final Fantasy series is seen as little more than a particularly well-polished curio these days. Big-budget role-playing titles for HD consoles such as Lost Odyssey and, to a lesser extent, titles like Nier (aside: which I'm currently playing and is awesome) struggle to find a substantial audience (compared to "triple-A" titles, anyway) and, by extension, the ability to recoup the enormous spend necessary to craft a beautiful world in high definition and 5.1 surround sound. So developers and publishers simply aren't taking the risk because it's, well, too risky.

But the Wii gives them a platform to make these titles without having to spend as much money and time on the creation of assets. It's not a case of Nintendo "shackling an obviously talented team like MonolithSoft to the ball and chain of the Wii because [they] want to sell waggle" (for just one of many things wrong with that statement, Xenoblade Chronicles features no waggle whatsoever). It's a case of Nintendo giving talented teams the opportunity to do what they do best and then release them to a market of enthusiasts who are still clamouring for these titles. Yes, the Wii has a lot of waggle-based crap. But it also has an impressive library of Great Games That Absolutely Fucking No-One Has Ever Heard Of Ever Because They're A Bit Weird Or Nichey And Have 480p Visuals.

Just because JRPGs don't sell well compared to titles like Call of Duty and Mass Effect doesn't mean that no-one wants to play them any more. In fact, the audience for the genre is probably actually the same size that it's ever been; the difference is that the Call of Duty players have sprung up around them and outnumber them considerably. Given the simple choice between making something that will make fans happy and something that will make a metric fuck-ton of money, the vast majority of publishers will take the latter option. That's simply "good business", and there's nothing wrong with that at all — developers gotta eat, after all. But to deride Nintendo for providing a platform eminently suited to developers who actively want to create niche titles for console — games which often provoke intense passion among their fans (as you can probably tell from this post) — is simply ridiculous.

It's an age-old adage in the games industry that graphics do not maketh the game. Never has it been more true than in this strange period where we have two HD consoles and one SD system. Would Xenoblade Chronicles, The Last Story and Pandora's Tower have been better games had they been released on the Xbox 360 or PlayStation 3? Absolutely not. (Pandora's Tower, in fact, would have been considerably inferior due to the fact it actually makes good use of the Wii's unique control scheme.) They would have been better-presented games, sure, but the core gameplay in all three cases is brilliant — and, to add insult to injury, the graphics for all three aren't even what you could possibly describe as "bad" — just low-resolution. There's a difference — sadly, one seemingly lost on many reviewers who describe their visuals as "muddy" or "poor" and, in many cases, knock a point off the final score in punishment. I defy anyone who has stood on the Makna Falls overlook in Xenoblade Chronicles, seen the beautiful afternoon sunlight and shadows in the castle courtyard in The Last Story or stood atop the Observatory gazing towards the Thirteen Towers at sunset in Pandora's Tower to say that these games have "poor" visuals.

As such, I implore those of you who are gamers to stop caring so much about titles having pin-sharp graphics, fully orchestrated soundtracks and a voice cast of Major Hollywood Talent. Yes, these things make games more impressive and exciting to watch and play, but given the choice between a world made up of nothing but HD first-person shooters starring Morgan Freeman (with the world's population of racist teenagers on backing vocals via Xbox Live) and a world where I can play 100+ hours of Xenoblade Chronicles in 480p with a selection of unknown (but excellent) British voice actors, I know which I'd rather spend my time in.

That's just me, though. I illustrate my blog with stickmen, so take my word with a pinch of salt if you wish.

(Edit: Here's an unedited picture of Pandora's Tower running in 480p taken with my iPhone camera. Looks pretty lovely to me.)

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#oneaday Day 824: Pandora's Tower: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-824-pandoras-tower-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-824-pandoras-tower-a-scoreless-review/#respond Sat, 21 Apr 2012 22:01:37 +0000 http://angryjedi.wordpress.com/?p=3783 Pandora's Tower, the last of the three "Operation Rainfall" JRPGs for the Wii, is a beautiful game in many ways: visually, mechanically, thematically and in the simplicity of its execution. It's a fitting sendoff to three of the finest games of the entire console generation — and, indeed, some might say, to the Wii itself. … Continue reading #oneaday Day 824: Pandora's Tower: A Scoreless Review

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Pandora's Tower, the last of the three "Operation Rainfall" JRPGs for the Wii, is a beautiful game in many ways: visually, mechanically, thematically and in the simplicity of its execution. It's a fitting sendoff to three of the finest games of the entire console generation — and, indeed, some might say, to the Wii itself.

In Pandora's Tower, you take on the role of Aeron. Aeron is a quiet sort of chap, though not quite entirely mute. Aeron is in love with Elena, who is a singer from the "wrong side" of the war that our hero was involved with. She's also, thanks to a series of events which come to light over the course of the story, cursed to turn into a slobbering monster unless Something is Done. That Something, as revealed by a peculiar frog-like woman named Mavda who inexplicably carries her gigantic, incomprehensible skeletal husband in a cauldron on her back, is to consume the flesh of twelve "Masters" who reside in the Thirteen Towers, a mysterious structure suspended across the top of a seemingly bottomless chasm known as The Scar.

Thus begins Aeron's adventure, which is roughly equal parts dating sim, Ico and Shadow of the Colossus with a splash of Zelda here and there. It's up to the player to guide Aeron through the Thirteen Towers in an attempt to lift the curse from Elena while simultaneously ensuring that his beloved still loves him by showering her with gifts and affection.

The exploration of the towers makes up the meat (no pun intended) of the gameplay in Pandora's Tower. Unfolding from a series of non-controllable but dynamic camera angles, Aeron must work his way through the challenges that each tower confronts him with, smash the chains which lock the Master's door shut and then kick some serious ass.

Aeron is initially armed with a sword and the Oraclos Chain, an implement that symbolises the bonds between people and the power held within them. Using the chain, it's possible for Aeron to hookshot into far-off areas, tie up monsters, pull remote switches, tie things to other things and generally cause plenty of mischief. While it's tempting to charge in and simply attempt to hack-and-slash your way through the game's combat, the melee weapons Aeron acquires are in many way the least important things in his arsenal. Rather, the chain is the key to keeping Aeron out of harm and the numerous denizens of the Towers at bay.

By aiming the chain using the Wii Remote's pointer function (or the right analogue stick on the Classic Controller), it's possible for Aeron to attach the chain to all sorts of things. Hook it on to a handhold and he'll pull himself up Batman-style. Clip it on to a switch and he'll be able to pull it from afar. Attach it to a monster and it'll provide him with a suitably unfair advantage to exploit depending on which part of the monster it is hooked on to. Pull it taut and a "chain strength" gauge will gradually power up, enabling it to stay attached to things for longer or do more damage if jerked away suddenly with a flick of the wrist. It's a relatively simple mechanic — point, shoot and tug — but executed extremely well, making brilliant use of the Wii's unique control scheme without overusing any of its gimmicks. The variety of creative methods in which the chain is used throughout the game help keep it fresh despite the fact that Aeron doesn't really learn any new moves over the course of the game.

It quickly becomes apparent after a short period of play that combat is not the main focus of Pandora's Tower, however. Rather, it is an environmental puzzle game where the challenge is to determine how to reach a destination which is often in sight but tantalisingly out of reach. The fixed camera angles are used effectively to point the player in the direction of a puzzle's solution, helping to eliminate the frustration of pixel-hunting found in some games with a freely-controllable camera. The only slight issue with these is that sometimes enemies like to hide off-screen in the "changeover" point between camera angles, but they can usually be dragged around to where the player wants them using the chain.

The puzzles gradually ramp up in difficulty with each new tower at a good pace but never feel unfair — and there's an enormously satisfying sense of achievement when you figure out a particularly troublesome solution. This comes to a head with the game's Master battles, which are similar in concept to the Colossus battles in Shadow of the Colossus — each Master has a specific weak point which must be exploited through manipulation of the environment, spotting the patterns in their attacks and sometimes figuring out a quicker way to achieve something that initially seems obvious. The battles are more puzzles than anything, with a big part of the challenge being in figuring out what on Earth you're supposed to do, because the game certainly isn't going to tell you or hold your hand — a real strength of the experience and a big contributing factor to the aforementioned sense of satisfaction.

The dungeoneering segments are exceptionally well-designed, in short. This is a good thing, because not only does Aeron have to find his way to the Master's chamber alive, he also has a time limit to contend with. While he's in the Towers, Elena's curse is constantly progressing, with her inexorable descent into disgusting sliminess measured by an ever-ticking meter in the corner of the screen. Should this meter run out, Elena is beyond help and the game is over, so Aeron has to carefully manage his time between pushing forward in the tower he's currently exploring, and returning to Elena to temporarily stave off the curse using meat acquired from the tower's normal enemies.

Rather than this mechanic forcing the player to backtrack completely at regular intervals, however, the dungeons are designed in such a way that solving puzzles often opens up shortcuts to and from Elena. Find your way to a difficult-to-reach ledge and your reward will often be a ladder you can kick down or a locked door you can batter open, shaving valuable minutes off your time when you return to the tower once more.

Returning to Elena never feels like a chore, however, because Aeron's interactions with her are as well fleshed out (again, no pun intended) as the dungeoneering segments. When back at the couple's "home base", Aeron is able to chat with Elena, ask her to translate books and texts he's found in the towers and around their base, occasionally ask her specific questions about recent events and give her gifts. Most of these interactions have an effect on an "affection bar" at the side of the screen, which denotes how much Elena likes Aeron and also determines which of the game's endings will unfold once the story comes to its conclusion.

Aeron doesn't say much, but the player gets to know a great deal about Elena over the course of the story. She's a well-defined character with her own history, likes and dislikes, all delivered in an adorable soft Yorkshire accent. She does have something of a tendency to slip into sexist stereotypes — one exchange between her and Aeron sees her asking what he'd like her to concentrate on in the base, with the available options being "cooking", "cleaning" and "sewing" — but let's not forget that she can turn into a slobbering evil monster at a moment's notice, which does kind of undermine her "demure housewife" persona. To her credit, though, she does always feel bad whenever she makes a mess or breaks a gift as a result of her transformation.

Alongside interacting with Elena, Aeron is also able to call upon the mysterious Mavda between sorties to the towers. Mavda acts as a shop, crafting station, source of information and means of upgrading weapons, and there's a surprising amount of depth to these mechanics. Upgrading weapons, for example, usually requires several different components. If the player hasn't managed to find certain specific components, it's often possible to craft them using other pieces of detritus that they've picked up over the course of their last dungeon crawl. Certain components may only be found in certain towers, as each is themed after a particular element and contains its own distinctive monsters. Finding all the pieces for a particular weapon upgrade becomes a sidequest in itself, though it's a completely optional one that players don't need to engage in in order to be victorious.

These mechanics are all very well and good, but in the "HD age" a big determining factor in whether or not a person will take to a new game comes in its presentation. Pandora's Tower does not disappoint in the least: it is a lovely-looking game. Forget the fact it's running in 480p resolution on the Wii; this ceases to matter within a few short minutes of starting to play. This is a game with exceptional art design. Aeron is a young, fresh-faced youth with intricately-designed armour. Elena is a pure-faced, simple beauty, which makes her monstrous transformations all the more traumatic to witness. Mavda and her skeletal spouse are by turns grotesque and compelling. Outside the observatory that Aeron and Elena call home during their quest, lush green grass and cloudless blue skies fade into golden sunsets and deep navy nights. Inside their temporary quarters, everything is suffused with a warm, homely sepia glow. Within the towers, beams of light pierce the gloom through long-broken windows, brightly-coloured crystal formations cast strange glows on everything around them and the emerald green of natural foliage contrasts starkly with the dull greys and browns of the stone bricks that make up the tower surrounding it.

And the sound. Oh, the sound. Based largely on classical themes including Dies Irae from Verdi's Requiem and Liszt's Liebestraum No. 3, the soundtrack to Pandora's Tower is not the sort of in-your-face electronica-and-electric-guitars chaos typically associated with modern Japanese games — rather, it gives the game a unique atmosphere all of its own, filled with drama at some times, overflowing with love and tenderness at others. It perfectly reflects the small-scale, intimate tone of the game's narrative and rounds out a complete package that is beautifully, distinctively presented.

Pandora's Tower is a worthy successor to Team Ico's classic titles in many ways. It's a well put together game with exceptional presentation, a touching, intimate story and a sense of personal drama and emotion far removed from the ever-increasing stakes of mainstream titles. It's not just a fine Wii game, it's a fine game, full stop, and deserves to be looked back on in the future as a title that dared to try something a little different from the norm, with great results.

Time will tell if that's how history will treat Pandora's Tower, or whether it's doomed to be one of those increasingly-rare games that is always talked about in sentences that begin with "I wish I'd played…"

I know I'm glad I played it. If you get the chance, you should too.

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#oneaday Day 815: Pandora's Tower -- Some First Impressions https://imnotdoctorwho.moegamer.net/2012/04/13/oneaday-day-815-pandoras-tower-some-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/04/13/oneaday-day-815-pandoras-tower-some-first-impressions/#respond Fri, 13 Apr 2012 00:41:34 +0000 http://angryjedi.wordpress.com/?p=3737 So, the third of the three "Operation Rainfall" titles is finally upon us here in the UK (well, technically tomorrow, but Amazon were good enough to ship it to me a day early), completing the Holy Trinity of Wii-based Japanese role-playing games that many are lauding as the real last hurrah of Nintendo's system. (I've … Continue reading #oneaday Day 815: Pandora's Tower -- Some First Impressions

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So, the third of the three "Operation Rainfall" titles is finally upon us here in the UK (well, technically tomorrow, but Amazon were good enough to ship it to me a day early), completing the Holy Trinity of Wii-based Japanese role-playing games that many are lauding as the real last hurrah of Nintendo's system. (I've actually lost count of how many times people have referred to Wii games as the system's "last hurrah" or similar, but with Wii U on the relatively near horizon, it might actually be true this time.)

Like its predecessors Xenoblade Chronicles by MonolithSoft and The Last Story by Mistwalker, Ganbarion's Pandora's Tower is far from what you'd call a conventional JRPG. In fact, of the three titles, Pandora's Tower is the least traditionally RPG-ish and will likely prove to be the most divisive due to its curious mix of game styles. That's not to say it's bad — far from it, in fact — but those coming in and expecting a traditional globetrotting adventure with a cast of loveable misfits will find themselves surprised by what they discover.

Pandora's Tower tells the story of a pair of young star-crossed lovers named Aeron and Elena. Aeron, the player character, doesn't say much besides the odd grunt and "yes" but is clearly devoted to Elena. Elena, meanwhile, has a bit of a problem; she's cursed. And, as curses go, this one's a doozy — she's slowly turning into a slobbering monster with icky skin and tentacles wriggling out of her shoulder. Discovering the nature of the curse at a harvest festival, Aeron and Elena flee into the wilderness accompanied by a strange old crone named Mavda who inexplicably carries a jar on her back containing an enormous skeletal man who occasionally babbles indecipherable gibberish. Madva reveals that there is one way to break the curse — for Elena to eat the flesh of twelve "masters" who reside in twelve towers that make up an imposing-looking fortress hovering over a terrifying-looking abyss known as The Scar.

As you have probably surmised, this is where the player comes in. Elena, being rather delicate and demure when she's not slobbering and betentacled, isn't exactly equipped to go monster hunting, so it's up to Aeron to take his improbably large sword, magic chain (provided by Mavda) and floppy hair (model's own) into the aforementioned towers to defeat the masters, rip out their "master flesh" and feed it to Elena (who was, at least until this whole mess started, a vegetarian for religious reasons) in order to save her from a hideous fate. Simple, right? All in a day's work for an almost-mute hero.

Gameplay evolves in several discrete sections, and it's the combination of these factors that makes Pandora's Tower such an original, distinctive experience. If you were to boil it down to video game math, then the following equation would probably cover most of what I've experienced so far:

(Castlevania: Lords of Shadow – Patrick Stewart) + Ico + Shadow of the Colossus * Zelda + dating sim = Pandora's Tower

There are two main components to gameplay: dungeoneering and downtime. During downtime, the player may, as Aeron, hang out with Elena in their makeshift hideout, ask her about the lore of the world, shower her with gifts, feed her various meaty treats and throw her untranslated texts so she can make herself useful. Aeron may also call up Mavda, who appears to perpetually live outside the back door of the hideout, and buy things from her, get her to craft and repair items, get her to upgrade equipment and offload excess meat. She'll also pay Aeron for any texts he's found — including newly-translated ones from Elena — which provides the player with a decent income stream if they take the time to explore and discover things. That completionist's nightmare — the "percentage completed" gauge — makes an appearance in the game's menu so those who want to make sure they get the full experience can see at a glance how close they are.

All this downtime activity isn't just for show — most of the Elena-related activity affects the couple's relationship, and providing certain gifts also causes her to spruce up the hideout with her own personal touches. The game's ending is supposedly determined by the relationship value between the two by the time the story comes to an end, so it's in players' interests to ensure that they keep their lady sweet.

Upon leaving the hideout and heading for one of the dungeons, however, gameplay takes a decidedly different turn. It becomes a combination of third-person combat and environmental puzzle solving. Aeron may attack beasties with his sword and unleash combos, but it's the chain that provides the most interesting gameplay possibilities. By aiming the chain with the Wii Remote's pointer (or the right analogue stick on the Classic Controller) and attaching it to enemies, environmental structures and all manner of other things, Aeron is able to cause all kinds of mischief. And there's plenty of scope for creative silliness, too — try attaching one end of the chain to one enemy's legs and the other to another enemy's face, for example.

Aeron's goal in each dungeon is, like a Zelda game, to unlock the boss chamber and then defeat said boss. Rather than relying on a huge inventory of items, however, the majority of the game's puzzle solving comes from creative use of the chain. Sometimes you'll be pulling levers with it, sometimes you'll be throwing chunks of ore into soft walls to use as hooks to grapple on to, sometimes you'll be tying sentient plants to pillars and chopping them to bits before they burrow into the ground. And you'll often be using the chain to rip out gobs of flesh and other crafting ingredients from fallen enemies, because Elena's curse isn't waiting for you.

No, indeed — a timer in the corner of the screen shows the progress of Elena's transformation. It can be reset by grabbing some tasty meat and taking it back to her, but this requires you to make your way back through the dungeon you've just battled your way through, then delve back into it once you've given her her treats. Fortunately, the dungeons are designed in such a way that progressing further in them allows you to set up various shortcuts, and knowing the layout of them a bit better also allows you to romp through them fairly quickly. Progress doesn't reset upon leaving the dungeon, so it's perfectly feasible to unlock the boss room, go back, feed Elena and then go kick some boss ass.

It becomes an exercise in time management — can you make it through the boss fight before Elena goes all tentacly? (Should she find herself going all tentacly, this does, as you may expect, have an adverse effect on the couple's relationship.) Or should you play it safe and head back with a bag full of meaty treats? This constant weighing up of pros and cons is further exacerbated by the fact that Aeron can only carry so much crap in his bag at once, necessitating a return to the hideout every so often to offload junk or craft it into useful items. This does, however, provide an opportunity for Aeron and Elena to spend some time together and improve their relationship, so it's not a wasted trip — though the traipsing back and forth may annoy some.

There's a lot to do, but the dungeons (at least the two I've completed so far) are well-designed and satisfying to figure out. A real sense of urgency is provided by the curse timer ticking away in the corner of the screen, and I can only imagine how the intensity of this will increase as the dungeons grow in complexity. The story is told in a less "in your face" manner than a lot of other games, with a strong focus on the relationship between Aeron and Elena, and a lot of environmental storytelling through discarded notes and architectural design. It's an intimate sort of game, by turns lonely and daunting in the dungeoneering segments and heartwarming when the couple is together. At its heart is the tale of a relationship between two people and the lengths people will go to for love — an experience that, so far at least, is altogether unlike any other Japanese role-playing game or action adventure that I've played in recent memory.

In short, it's a fitting dénouement to the "Operation Rainfall" trio of titles — and to the Wii's catalogue in general. It's actually pretty remarkable that three of the best "core" games of the generation are on a system that many people denounce as being "kiddy", "casual" or a waste of time — or dismiss outright for not being HD. Deprive yourself of these three games simply on the grounds that they don't look as good as, say, Mass Effect 3 and you're depriving yourself of three distinctive, bold and original titles that are the perfect antithesis to the "cookie-cutter" approach of triple-A development and publishing. I hope beyond hope that their small but loyal fanbases will be enough for these studios to be able to keep doing what they do.

Further thoughts on Pandora's Tower will follow when I've beaten it. In the meantime, if you're American, go pick up a copy of Xenoblade Chronicles before it becomes impossible to find, and be sure to support Xseed's release of The Last Story — and whoever picks up Pandora's Tower — when they show up later this year.

[Edit: Apologies — I misread some recent news that made it look as if Xseed was bringing Pandora's Tower to the US later in the year. It seems the status of that title's US release is still somewhat up in the air — but we can hope!]

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#oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-811-some-handy-tips-for-those-of-you-who-wisely-picked-up-xenoblade-chronicles-this-weekend/ https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-811-some-handy-tips-for-those-of-you-who-wisely-picked-up-xenoblade-chronicles-this-weekend/#respond Mon, 09 Apr 2012 00:06:17 +0000 http://angryjedi.wordpress.com/?p=3719 Bought a copy of Xenoblade Chronicles? Firstly, well done. Secondly, it's rather good, isn't it? Thirdly, you've probably noticed that it's a massive, sprawling, deep game with lots of things to think about. Being a grizzled old veteran who has played the game to death already, I thought I'd share a few tips to help … Continue reading #oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend

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Bought a copy of Xenoblade Chronicles? Firstly, well done. Secondly, it's rather good, isn't it? Thirdly, you've probably noticed that it's a massive, sprawling, deep game with lots of things to think about.

Being a grizzled old veteran who has played the game to death already, I thought I'd share a few tips to help you along the way. I'll try and remain spoiler-free in the process, and I won't be giving plot walkthroughs or anything like that — just general tips. Bulleted tips, even. Here we go.

(Note: If you're not playing Xenoblade Chronicles, this will all mean nothing to you. I'll be back in the normal world tomorrow.)

  • Pick a good, complementary party, but don't be afraid to experiment. You can make most combos work — and in fact to max out Party Affinity you'll probably have to — but a safe option is to have a tank (Reyn or Riki), damage dealer (Shulk, Dunban or Melia) and healer (Sharla or, to a lesser extent, Melia). Note that you don't need to have Shulk in the party, but it's easier to deal with visions if he is.
  • Don't forget to level up your Arts. You gain AP with every successful combat and these can be used to power up each character's Arts — the special abilities that they are able to use in combat. Don't forget to drop into the menu regularly to spend these AP — which each character has their own individual bank of — on improving their abilities, because the game sure won't remind you. On that subject…
  • Pick Arts that complement each other. Depending on your party lineup, ensure that you have Arts picked that work well together. Don't worry about changing around Shulk's Arts, since he has a fixed arsenal. But depending on who else is there and what they're capable of, pick ones that work well together. A good combo is to ensure that between all three members, you have the ability to Break, Topple and Daze an opponent. By doing this to an enemy that isn't immune, you buy yourself a good few seconds of uninterrupted beatdown time, which is very helpful on baddies with high HP. Note that most — but not all — bosses and Unique Monsters tend to be immune to Break and Topple.
  • In Chain Attacks, colour is everything. The other thing you should consider when preparing your party's Arts is to make sure that you have appropriate colours covered to unleash a decent Chain. The colours typically correspond to what the Art does — red ones tend to deal direct damage, pink ones tend to inflict Break, green ones tend to Topple and blue ones tend to be restorative or supportive — so a good thing to do is to ensure your whole party has at least one red Art equipped in order to do a damaging Chain Attack. When you start the Chain, choose a red Art to kick off, then when it switches to the next character, choose one of their red Arts and so on. Bear in mind that according to both random chance and Party Affinity, you may have the opportunity to continue the chain after everyone has had one go, so it's worth having more than one of the same colour if you can spare the slots.
  • Skills aren't as complicated as they look. The tutorial for the Skill system makes it sound bewildering, but think of Skills as passive bonuses and you'll be fine. Picking a character trait to focus on provides a bonus to a particular stat, then all SP earned (also after combat) will be applied to that particular skill branch. When sufficient SP have been earned, that bonus or passive ability starts to take effect automatically. Note that each character starts with three Skill paths, but has the opportunity to unlock up to two more through quests.
  • Skill Links let characters use each others' Skills. This is the complicated bit. You've probably seen that killing bosses nets you Affinity Coins. These are used to let characters "borrow" each others' Skills, thereby enabling them to get passive abilities they wouldn't normally have access to. For example, if Reyn has learned the skill to equip heavy armour, another character who is normally limited to light armour can Skill Link with Reyn in order to also be able to equip heavy armour. The number of skills characters can borrow from each other is determined by the number of Affinity Coins you have and the Affinity between the characters attempting the Link. Speaking of which…
  • Build up Party Affinity as much as you can. Your characters fight better alongside each other if they actually like each other. They also say different things in battle or when they jump in to conversations. There are lots of ways to improve this. Firstly, put the characters you're trying to develop the relationship between in your active party. Make the character you want to see the most gains the leader, since when party members jump into conversations, it improves Affinity with this person. Hit as many Burst Affinity button prompts in battle as you can. Encourage characters who are suffering from low Tension in battle (they'll have a purple cloud behind their face in the interface — run up to them and press "b" to whisper some sweet nothings at them). Don't forget to go and do Heart to Hearts when you have sufficient Affinity between two characters — these provide massive Affinity boosts even if you balls them up. And don't forget that you can gift Collectibles to characters via the Inventory menu — the game forgets to mention how to do this. Select an item, choose a character to gift it to and you'll see the affinity gain (or loss) it generates. For hints on what might be good items to give different characters, check the Achievements menu or think about the characters' personalities.
  • When hunting, use the reload trick. Saving your game then immediately loading it causes the monsters in a zone to refresh, so if you've run out of mobs you need to bash over the head for a quest, save and reload to respawn them. If you're hunting a Unique Monster and there's no sign of it in the place where it's supposed to be, do the same thing for a chance of respawning it.
  • If looking for specific weather, use the clock. Advance time from day to night (or vice versa) until you get the weather conditions you're after. Note that "thunderstorm" is a different weather condition to "raining".
  • Talk to everyone with a name. Speaking to a named NPC adds them to your Affinity Chart and sometimes improves your Area Affinity. When your Area Affinity levels up (it doesn't tell you when this happens, so check the Affinity Chart regularly), new quests become available, and named NPCs also get new items to trade with you. It's possible for every single person on the entire Affinity Chart to be joined to at least one other person by the end of the game, so consider that a challenge if you're a completionist.
  • Collect collect collect! Collect every sparkly blue blob you see. Not only will it help you fill the Collectopaedia, there's usually a questgiver somewhere nearby who will pay you good money for them. Or you can always gift them to characters.
  • Trading is usually a quicker way to fill the Collectopaedia. If you're struggling to find a specific collectible item in the field — and some are considerably rarer than others — then try trading with named NPCs instead of talking to them. When trading, offer them goodies that are considerably higher in value than the thing you're looking to grab — double is usually a safe bet — and they'll often throw in an extra free gift, too. Note that NPCs' inventories expand as Area Affinity improves. Their tradable items always come from the zone in which they are found.
  • Don't forget about Gems! Equipping gems in slotted items can make the difference between triumphant victory and crushing defeat. Note that bonuses to stats have a cap — if the bonus turns green in the menu, equipping further gems won't have any effect. Pick gems that help strengthen a character's particular specialisms rather than compensate for weaknesses — e.g. apply Muscle Up gems to Reyn to increase his physical defense to make him a better tank, add Strength Up gems to Shulk to make him deal more damage. Remember that Unique items (the ones with "U" on their icon instead of "S") have preset gems that cannot be removed.
  • Explore everywhere. Discovering new Locations, Landmarks and Secret Areas is a good non-combat way to gain experience points, plus it has the positive side-effect of filling in your map and providing you with places to fast-travel to. You might also be surprised where questgivers are hiding.
  • Do every quest you can. It may be time-consuming, but questing builds up Area Affinity and provides you with some good rewards that often negate the need to go equipment shopping. The stock "Monster", "Collection", "Search", "Material" and "Challenge" quests you get in every zone also provide a good way to get to know an area. Be sure to talk to the questgiver for these questlines several times as you can normally pick them all up at once — and you don't have to return to them to complete them. Never sell quest items — they'll be marked in the menu — or items you've seen in visions. You can get them back, but it'll be a waste of time, particularly if they end up being rare items. For quests with multiple outcomes, there are no "bad" consequences, just differing rewards.
  • Backtrack! When the story advances, that's usually a good cue to wander around the areas you've already visited and see if any new quests have popped up — some appear based on story progress rather than Area Affinity. Fortunately, the skip travel feature makes this a painless process. If you're not sure who to talk to, try looking for people on the Affinity Chart who don't have any links yet. There are some quests you can miss — these are marked with a stopwatch in the quest log. There's generally a pretty obvious mini "point of no return" before these expire, however, so be sure you've cleaned up your quest log before you answer "yes" to any important-sounding questions.
  • Don't rush. Xenoblade Chronicles is a big-ass game and there's a lot to see and do. Playing as a moderate completionist, it took me 101 hours to beat on my first playthrough, and I could have easily spent a lot longer. While it may be tempting to rush forward into the next plot beat, bear in mind that the quests, exploration and incidental combat is all there to provide a painless means to ensure you're strong enough to tackle the challenges the story quests provide you with. You'll be around the level 80 mark by the time you're on the home straight if you're doing it right — you'll hit a wall and be forced to grind (or backtrack and do all the stuff you missed!) for a little while if you haven't. That said…
  • Don't feel you have to get everything. Beat the game and you can do a New Game+ with all your levels, equipment and Party Affinity intact, but quests, Area Affinity and everything else reset to normal. Now you can rampage through the world with impunity and concentrate on picking up as many quests and entries on the Affinity Chart as you can rather than running away from red monsters.

Above all, enjoy. This is one of the best RPGs of all time, and it's wonderful to see so many people on my Twitter feed are playing and loving this at the moment. Stick it out to the end — it's a long road, but it's very much worth it.

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#oneaday Day 809: PAX Pact https://imnotdoctorwho.moegamer.net/2012/04/07/oneaday-day-809-pax-pact/ https://imnotdoctorwho.moegamer.net/2012/04/07/oneaday-day-809-pax-pact/#respond Sat, 07 Apr 2012 01:38:20 +0000 http://angryjedi.wordpress.com/?p=3711 Disclaimer: I'm aware that I wrote almost exactly the same post as you're about to read at this time last year, and for that I make absolutely no apologies. It's PAX East time! Yay! I'm not there! Boooo. I've not been to many conventions or big shows like that over the years, so I have … Continue reading #oneaday Day 809: PAX Pact

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Disclaimer: I'm aware that I wrote almost exactly the same post as you're about to read at this time last year, and for that I make absolutely no apologies.

It's PAX East time! Yay! I'm not there! Boooo.

I've not been to many conventions or big shows like that over the years, so I have very fond memories of those I have been able to attend. My decision to attend PAX East in 2010 was very much a spur of the moment thing — I'd decided I wanted to leave my primary school teaching job because I'd given it a chance and determined it wasn't for me, I was trying as hard as I could to pursue a career in the Writing Words About Games industry, and I was feeling a bit miserable and lonely. So, with a little financial help, I flew across the pond to Boston and went to my first big show in America.

It was an exciting time for a number of reasons. I'd just started working for Kombo.com which, while it didn't pay particularly well, provided me with a position where I could legitimately say I was a professional member of the games press. I knew that a large number of my buddies from communities such as Bitmob and The Squadron of Shame would be in attendance, so I'd have the opportunity to meet some people face to face. And I always love the opportunity to visit the States. I'd never been to Boston before, and while I was under no illusions that I'd be seeing much of the city while I was there, I was looking forward to being Somewhere New.

It was also terrifying. As a sufferer of social anixety at the best of times, the prospect of meeting people I'd only ever talked to on the Internet in the past was a scary one. What if we didn't get on? What if it was a massive disaster and it destroyed the carefully-cultivated relationships we'd built up with one another? What if I had nothing to say? What if I got lost and it was actually because they wanted to lose me? All these thoughts whirled around my head as I was on the plane, but I was very happy to discover that PAX was, in fact, a happy, inclusive and wonderful place for geeks of all descriptions to call home — whether they were someone who just liked video games or was also into collectible card games, role-playing games, board games, cosplay, the history of technology… anything like that.

That word — "home" — is an important one. Because it felt good to be there. It felt like a world which I wanted to belong to, surrounded by people that I wanted to be with. It was a world that accepted and embraced each other's differences and brought people from many different walks of life together in the name of common interests. Perhaps most importantly, it made friendships real. It's all very well chatting to people online on a regular basis, but once you've spent time with those people in person — seen them, heard them, hugged them, tickled their beards in a homoerotic manner where applicable — your friendship is on a different level. I haven't seen some of those people I met at PAX East 2010 in person since that weekend two years ago, but in many ways I feel closer, more connected to them than many of my — for want of a better word — "real" friends. Perhaps it's because they're also "Internet friends" that I speak to most days via Twitter, Facebook and G+.

Whatever the reason, knowing that lots of people I know are at PAX East right now and undoubtedly having a great time (and/or queueing for hours) makes me a bit sad — not that they're there, obviously, but that I'm not there with them.

I propose a pact, then, faraway friends: PAX East 2013. Be there. You have a year to prepare. Get cracking.

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#oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here's Why You Should Play It https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-808-xenoblade-chronicles-is-out-tomorrow-and-heres-why-you-should-play-it/ https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-808-xenoblade-chronicles-is-out-tomorrow-and-heres-why-you-should-play-it/#respond Thu, 05 Apr 2012 23:57:11 +0000 http://angryjedi.wordpress.com/?p=3706 As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn't. I didn't feel … Continue reading #oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here's Why You Should Play It

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As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn't. I didn't feel too guilty, though, because North America has its own branch of Atlus and doesn't have to depend on other publishers to bring titles like the Persona series over.

But I digress. Xenoblade Chronicles is out tomorrow — April 6 — in North America, and here is why you should play it if you're an American. Or even if you're not.

The Japanese role-playing game genre is often accused of stagnation and a lack of innovation. This is, in fact, not particularly true — even the much-maligned Final Fantasy XIII was trying things which other role-playing titles hadn't attempted before. Okay, they weren't always successful, but it was at least attempting to innovate.

The real issue is actually that for whatever reason, Japanese role-playing games (and, to a certain extent, Japanese-developed games in general) have lost the resonance they once had with the core gamer audience in the West. Players are quick to judge them as clichéd and derivative before moving on to whichever game starring men in armour with guns is the flavour of the week. Specific attempts by Japanese developers to create games that appeal to Westerners end up having limited niche appeal despite their quality (see: Platinum Games' Vanquish, which isn't an RPG but demonstrates the point effectively) or end up being laughable attempts to pander to the Japanese image of what a Westerner supposedly wants (see: The Last Remnant).

Xenoblade Chronicles is a remarkable game because it nails that balance between Western and Japanese sensibilities, making a game that combines the positive aspects of WRPGs (freedom, exploration, a degree of sort-of-non-linearity) with those of JRPGs (stronger storytelling, more memorable, well-defined cast members, a firm sense of being unafraid to continually up the ante). The result is quite brilliant, and a significant step forward for the genre in one possible direction it way wish to take in the future.

The game casts players in the role of Shulk. Initially, he seems like every other teenaged JRPG hero, but a number of aspects make him stand out. He doesn't whine. He's not moody or angsty. He's just a guy, but he has a personality. He has friends, too, who form your early party in the game, and these, too, don't fall into the trap of clichéd character archetypes. This pattern continues throughout the course of the whole game. Even the "small furry thing" character introduced later in the story isn't typically irritating — he's quirky and silly, sure, but his character is defined well, and he proves to be more than just a means through which to provide silly slapstick gags.

The diverse, likeable cast you find yourself travelling with over the course of Xenoblade Chronicles' lengthy adventure provides several highlights to the game experience. Firstly, and most simply, they're a good ensemble cast who help drive the story forward. That's not their only function, however. As you might expect from an RPG, they each have their own role to play (natch) in combat, and finding the best combinations of three characters to take into battle is a key part of the experience. This affects not only your battle effectiveness, but also one of many stats that the game tracks in the background — Affinity.

Affinity is, quite simply, how much characters like each other. Characters with high Affinity with one another fight better alongside each other, but as their relationship develops, they also have the opportunity to participate in numerous "Heart to Heart" events that are scattered around Xenoblade Chronicles' vast world. These short sequences provide the opportunity for two party members — not necessarily including protagonist Shulk — to spend a little alone time with one another and get to know each other a little better. These typically involve multiple-choice conversations, providing the "correct" answers to which will give a big boost to the pair's Affinity with one another. (Giving "incorrect" answers often provides very amusing exchanges and still gives a smaller Affinity boost, however, so you shouldn't feel like you have to reach for the walkthroughs immediately.)

Affinity doesn't just affect combat and unlock Heart to Hearts, however; there's a host of little touches in the game that it affects, most notably during and after combat. Rather than simply yelling individual stock "battle victory" phrases, characters will often have short conversations with one another. This banter between characters is a real highlight of the experience, and while you will have heard everything they have to say a good few times by the end of the game, they remain entertaining and endearing.

Speaking of combat, Xenoblade Chronicles' battle system is a refreshing change from the turn-based systems that Japanese role-playing titles usually adopt. You control a single character out of the three in your active party, and are able to freely move around during combat. You and your party lock on to a single enemy at a time and automatically attack it, though many battles involve multiple assailants. In order to gain the upper hand in battle, it becomes necessary to make use of the unique skills the character under your control has.

Most characters have more skills than it's possible to hold in the "quickbar" at the bottom of the screen, so it becomes possible to customize the way they play to your own personal style. Some skills manage aggro, some attack areas, some provide more damage or inflict status effects when unleashed from beside or behind an enemy. Some skills are dependent on other characters doing things like knocking the enemy down or stunning them, and the AI which controls the other two party members does an absolutely astounding job of keeping up with what you're doing and understanding the strategy you're going for. It's very rare that you will be cursing the game for causing you to fail — more often than not it's a result of you either adopting a poor strategy, or simply needing to go and do something else for a while until you're a little stronger. This doesn't mean you have to resort to grinding, either — inevitably there will be some quests you have missed that you can go back and do, and returning to earlier-visited locations often throws up even more things to do.

Another great thing about the combat is that you can elect to control any of the game's cast in battle, not just Shulk. Each character plays in a significantly different manner to all of the others, so if you find yourself getting bored of the same old skills over and over, simply switch to another character for a brand new experience. Fed up of tanking? Spend some time with Sharla, a ranged character with healing abilities. Or Melia, a magic-user who can summon elementals that either provide ongoing buffs or can be "unleashed" to deal direct damage. Or the aforementioned small furry creature, whose skill names are genuinely hilarious.

Perhaps the strangest but coolest innovation in the combat, however, is the fact that you're occasionally presented with "visions" of the immediate future, usually when a character is either about to die or be afflicted with a debilitating status effect. A countdown timer starts, and you're given the opportunity to either do something to take attention off the enemy's target or warn another party member. If you do the latter, you're able to pick one of the warned character's skills to unleash — usually either a healing or aggro-management skill — and hope for the best. If you do the former, you have until the countdown timer depletes to do something very special, or your party member will suffer their grisly fate. It's a neat system that isn't overused.

Outside of combat, there's plenty to do, too. Exploring each of the game's massive zones rewards you with experience points and uncovers part of the map as you discover each sub-area. There are collectible items scattered around each area at random, with rewards on offer for collecting whole sets. Those who find item-hunting frustrating, however, may instead complete these quests by trading with other non-player characters. There are rare monsters to take down, loot to find, secret locations to discover. Xenoblade Chronicles' world is more than just a pretty backdrop for combat — it's a rich, beautifully-rendered environment in which to spend time, and it looks gorgeous. This may be a Wii title, and it may have been even more lovely to see it in HD, but it doesn't detract from the fact that the hugely-varied vistas you find yourself running and fighting over throughout the course of the game look simply magnificent. There's a waterfall you'll come across partway through the game which is genuinely breathtaking to look at, for example — you'll know it when you see it.

If the game's combat, quests and exploration aren't enough for you, there's also a deep Achievement system to delve into. Since these Achievements aren't online-connected, they're simply there as challenges for you to undertake, and all provide you with experience point rewards. In essence, they're mini-quests (although some will take you the majority of the game to complete) and rarely feel as "gratuitous" as some examples seen on Xbox Live and PSN. Rather, they provide yet another means of getting an enormous amount of entertainment out of an already vast, sprawling title.

This isn't even getting started on the deep crafting system, which allows characters to team up to create enhancements for their weapons and armour, with the results of their collaborative efforts dependent on their Affinity and compatibility with one another. Or the fact that the game allows you to change the time and fast-travel at will, eliminating a lot of the inconvenience and backtracking endemic to the genre. Or the colony-building minigame. Or the fact the voice acting is all British rather than American, giving the game a unique aural aesthetic in a genre typically dominated by whiny teenagers and squeaky-voiced females. Or the fact that when you're all done, you can New Game+ it and do the whole thing again with your levels, Affinity and a suitably broad spread of awesome equipment intact — something I will be doing when North America gets its hands on the game tomorrow.

Xenoblade Chronicles is, in short, a magnificent evolution of the Japanese role-playing game genre. While it's easy to dismiss it as "an offline MMO" or "a Final Fantasy XII wannabe", the reality is something quite different. This is truly a game that is greater than the sum of its already-fantastic parts, and one which will have you bellowing "Now it's Reyn time!" at your friends for months to come.

(Grab yourself a copy soon, though, as this is the kind of game that will get pretty tough to find pretty quick.)

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#oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-806-shadow-hearts-covenant-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-806-shadow-hearts-covenant-a-scoreless-review/#respond Tue, 03 Apr 2012 23:35:56 +0000 http://angryjedi.wordpress.com/?p=3677 Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you're a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth). Let's … Continue reading #oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review

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Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you're a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth).

Let's rewind a moment before we get into specifics. Is it necessary to have played the original Shadow Hearts to appreciate its sequel? As you'll recall, I noted that the previous game hadn't aged hugely well, with its pixelated prerendered backdrops, wooden animations and low-budget voice acting bearing the brunt of the ageing process. It's still a solid game, but those who expect a bit more than a PS1 RPG that runs at 60 frames per second may find themselves suffering from culture shock for a little while — whether or not that culture shock is insurmountable depends entirely on the individual.

To answer the question, though, yes and no. That may be a copout answer, but it's true. Shadow Hearts: Covenant's story stands completely by itself as a self-contained tale, but it also follows on directly from the first game's narrative. There are a number of shoutouts throughout the course of the adventure which refer back to prior events, characters and locations, too, which will delight series veterans. In short, if you can't stomach the old-school sensibilities and aesthetic of the original, you can jump into Covenant without guilt, but those who are willing to play the two games one after the other will have an altogether deeper experience to appreciate.

What makes Covenant a more easily-palatable title than its predecessor, however? Many things, starting with the presentation. Rather than taking the old-school approach of polygonal characters on a prerendered backdrop, Covenant features fully 3D environments, albeit with preset camera angles a la Final Fantasy X. The characters have been infused with a great deal more detail, too, with hair and fur looking particularly good, and some excellent animations thanks to motion capture. Alongside this, the voice acting has been given a kick up the arse, with a full English dub, fully-voiced cutscenes for the more important story scenes and none of the original's corner-cutting. Were it not for the lack of widescreen support, this game wouldn't look out of place today being released alongside titles like Xenoblade Chronicles and The Last Story.

Like its predecessor, Shadow Hearts: Covenant revels in the fact it has an eccentric cast who rarely fall into standard JRPG tropes. While protagonist Yuri initially appears to be the moody "Squall" type, he quickly shows himself to be a deeply-nuanced character who undergoes some significant development over the course of the story. As he's joined by the other cast members, who include a puppeteer, an exotic dancer/fortuneteller/aromatherapist, a female German World War I officer (whose nationality and occupation quickly becomes completely irrelevant) and a fricking wolf among others, it becomes abundantly clear that we're not dealing with a conventional sort of JRPG setup here. To its credit, the game plays things admirably straight all the way through, which makes its more humorous scenes all the more effective — and proves that it's not afraid to make its characters suffer a little along the way in the name of drama. It doesn't descend into exaggerated melodrama at any point, and for the most part resists the temptation to get too wacky. Characters occasionally make a few "fourth wall"-breaking comments, though these are spread far enough apart to be effective and amusing rather than feeling like the game is going "LAUGH, DAMMIT!" A few characters are a little underdeveloped and underused over the course of the story (and one in particular is introduced much too late to give the player a chance to get to know them as well as the others) but this is a relatively minor niggle — those who are most important to the narrative are well-defined, deep, likeable cast members whom it's a pleasure to spend time with.

An RPG often lives or dies by its story, and thankfully Covenant provides a good one that I won't spoil here. But those who play for the joy of discovering things and building up an unstoppable fighting force won't be disappointed, either, for Covenant provides a brilliant combat system that puts many recent titles to shame. Based around the cool "Judgement Ring" system of the original game whereby successful actions are determined by timed button presses, and featuring multi-character combos, an array of wonderfully silly character-unique abilities and a flexible but simple magic system that allows for the detailed customisation of characters, Covenant is a satisfying game to play even during plot downtime. While each "dungeon" only contains maybe three or four different types of enemy tops (plus a boss, usually), combat is such a joy and the encounter rate is so finely tuned that it never becomes a chore. The fact that grinding seems relatively unnecessary if you take a little time to go and do some sidequests — which are worth doing, incidentally, as they feature some of the best scenes in the game — is also a pleasing development.

In short, the whole thing comes together to create a joyful whole that will keep you busy for about 40-60 hours depending on how much optional stuff you want to do. It's a good length — while it's approximately twice the length of its predecessor, it never feels like it's outstaying its welcome, with a wide variety of locations to explore, treasures to find and creatures to fight. Completionists who like to explore and find all the hidden secrets in a game will be amply rewarded, while those who simply want to charge ahead with the plot won't find themselves punished for wanting to progress.

As I said at the beginning, Shadow Hearts: Covenant is, quite simply, a must-play JRPG. Should you have the opportunity to pick up a copy, do so. I'm disappointed I didn't take the time to explore this series sooner, as it's shot to somewhere around the top of my list of favourite games of all time. I am, however, very glad that I took some time away from the mainstream, from current-generation consoles and from the shitstorm surrounding Mass Effect 3 to immerse myself in a true, underappreciated classic. You should try it, too.

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#oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant https://imnotdoctorwho.moegamer.net/2012/03/26/oneaday-day-797-enthusing-regarding-shadow-hearts-covenant/ https://imnotdoctorwho.moegamer.net/2012/03/26/oneaday-day-797-enthusing-regarding-shadow-hearts-covenant/#respond Mon, 26 Mar 2012 01:06:02 +0000 http://angryjedi.wordpress.com/?p=3633 Haven't written about what I've been playing for a little while, so here's an update. I'm currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you've been reading my previous entries, you'll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus … Continue reading #oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant

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Haven't written about what I've been playing for a little while, so here's an update.

I'm currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you've been reading my previous entries, you'll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus (nee Sacnoth). If you haven't been reading my previous entries… uhh… Shadow Hearts II is the second entry in a PS2-based RPG series published byMidway (in Europe, anyway) and developed by Nautilus (nee Sacnoth).

Jesting aside, Shadow Hearts II is a significant upgrade over its predecessor. Where the original Shadow Hearts could have easily been a PS1 game, with its prerendered backgrounds, polygonal characters and turn-based combat, Shadow Hearts II is not only a fine example of a PS2 game, but a game which still stands up remarkably well today regardless of platform. Replacing the original game's prerendered vistas with a 3D world full of dynamic (but still game- rather than player-controlled) camera angles is the most obvious difference, and it's striking what a change it provides. Shadow Hearts didn't look bad but it did suffer a little from characters standing around somewhat woodenly when having conversations. Shadow Hearts II, by comparison, takes a much more cinematic approach to its presentation and looks great as a result. It helps that the character models are fantastic and well-animated, too — this really is a great-looking PS2 title.

Going hand-in-hand with the cinematic presentation of the visuals is the move to the game being mostly voiced rather than almost entirely text-based. This has the sad side-effect of meaning it's no longer possible to rename your characters, but since the original Shadow Hearts featured a voiced ending sequence in which the default names of the characters were used even if you'd played for over 30 hours with a party sporting a completely different nomenclature… well, I can deal with that. The voice acting is mostly decent, but pays absolutely no attention whatsoever to the countries that the cast members are supposed to be from. Leading lady Karin, for example, is supposed to be German, but she sure doesn't sound it. It doesn't take long for the suspension of disbelief to kick in, however, as you immerse yourself in Shadow Hearts' surreal parallel reality in which World War I is happening at the same time as Bad Shit is going down with demons and monsters. Eventually the fact that everyone from a wide range of different nations all sounds American ceases to matter, and the fact it's set in the real world alongside real-life historical events and figures becomes almost incidental. It just becomes a cool JRPG story in which the place names sound very familiar.

I'm not going to talk too much about plot here as I'll save that for a post once I've finished the game, so instead I'll now dwell a little on some mechanical highlights from the game — specifically, the combat system.

Shadow Hearts featured a functional, fun combat system that didn't deviate hugely from the traditional turn-based "heroes line up one side, enemies line up the other, polite violence ensues" system used by many RPGs over the years. The main twist on the formula was the use of the Judgement Ring, which required carefully-timed button presses to ensure the success of actions. More powerful, complex moves required more button presses, while the use of the Ring also allowed the designers free reign to throw in a variety of unconventional status effects besides the usual Poison, Paralyse and the like. Some enemies might make your Ring very small, for example (stop sniggering at the back) while others might make it spin very fast. It was a pleasing extra layer of interactivity atop an otherwise fairly conventional battle system.

Shadow Hearts II keeps the good bits of the original — the Judgement Ring and the need to keep an eye on your party's emotional as well as physical state during combat — while completely shaking up the core battle mechanics. No longer do both sides stand still waiting to be smacked across the face. Instead, characters move around the battlefield to make use of their abilities, and various different types of attack allow the player a degree of control over the battlefield. If you see a bunch of enemies lining up for a concerted attack, for example, then you can perform some sort of explosive move that scatters them and prevents them from unleashing said attack.

This system is given a whole new layer of depth by the Combo mechanic. Characters (player or enemy) who are standing directly adjacent to one another are eligible to participate in a "Combo" attack. This still takes place in a turn-based manner, but allows characters to take their turns outside of the usual order determined by their agility statistic. Repeatedly wailing on a single enemy with several characters also gradually increases the damage inflicted, with more and more total hits contributing to a bigger and bigger damage bonus, particularly if you combine this with knocking the enemy up against a wall. It's immensely satisfying to pull off successfully, and adds a much greater degree of strategy to battles. Do you risk characters being knocked out in favour of unleashing a four-man combo? Or do you keep someone held back on healing duty while the others batter the enemies with magic and a giant frozen tuna? Karin's sanity is a bit low — can you risk her going Berserk after she's done her job in the combo?

Alongside the excellent combat comes a fine system of character development. Player characters may equip "Crests", which allow them to cast spells. Almost any character may equip any combination of Crests, so long as their total level doesn't exceed their "capacity" statistic. This allows you to set up characters as healers, buffers, offensive mages or any mix you please.

This doesn't make characters interchangeable, however — far from it. Alongside the Crest Magic system is the Personal system, which features a unique mechanic for every character. Karin must collect Wagner scores to inexplicably teach her new swordplay moves. Friendly wolf Blanca (incidentally, one of the most subtly hilarious characters of any game I've ever played) powers up his special moves through defeating rival wolves from around the world in one-on-one combat. Vampiric wrestler Joachim learns new moves from his "Teacher", real-life wrestler The Great Gama. Not only that, though, but he occasionally suffers uncontrollable transformations into a golden bat, an invisible form or a superhero alter-ego according to his biorhythms. Highlight of this "Personal" system, however, though, has to be Gepetto the puppeteer, who fights using his slightly creepy kid-like doll Cornelia, who gets new dresses infused with new magical capabilities by taking cards with naked, muscle-bound male pinups on them to a rather effeminate French tailor who persistently follows the party around from location to location. No, I'm not making any of this up.

Herein lies the genius of Shadow Hearts II. It is filled with inspired lunacy, and every time you think you've got the hang of its peculiar mindset, it throws something newly bizarre into the mix. And the best thing about it is that it plays it all so straight, so deadpan. These strange systems are just how things work — no explanation required. In the case of Joachim's transformations, for example, the game doesn't even bother to mention that this might happen at some point, or even explain it when it does happen for the first time. Instead you're left gazing at your battle screen, bewildered as to why a party member has inexplicably turned into a bat without warning. Fortunately, there's an in-game help facility which does explain these quirky little features, but in a way it's more fun to discover things for yourself and only resort to the help if you find yourself really confused.

It's proving to be an utterly brilliant game so far, then. I've no idea how far I am off finishing it — I'm about 40 hours in and have been on the second disc of two for a little while, so I'm guessing there's not that much left — but I'm certainly going to continue to enjoy the ride while I can. And if you get the chance to, you absolutely should play this and its predecessor, too.

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#oneaday Day 791: Give Me More J https://imnotdoctorwho.moegamer.net/2012/03/20/oneaday-day-791-give-me-more-j/ https://imnotdoctorwho.moegamer.net/2012/03/20/oneaday-day-791-give-me-more-j/#respond Tue, 20 Mar 2012 01:33:34 +0000 http://angryjedi.wordpress.com/?p=3605 The Squadron of Shame recently tackled the subject of Japanese role-playing games in the first of a new format show that we're experimenting with. You can check out the show here, or if you're on something Flash-enabled, you can use the fancy-pants player below. (If you're not, you'll simply see a white space, for which … Continue reading #oneaday Day 791: Give Me More J

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The Squadron of Shame recently tackled the subject of Japanese role-playing games in the first of a new format show that we're experimenting with. You can check out the show here, or if you're on something Flash-enabled, you can use the fancy-pants player below. (If you're not, you'll simply see a white space, for which I apologise.)

If I had to pick a favourite genre of interactive entertainment, it would, without doubt, be the Japanese role-playing game. I came to the genre relatively late (yes, I was one of those people who discovered RPGs in general through Final Fantasy VII) so I didn't really have the NES-era epiphany of realising that RPGs were the only genre of games that were attempting to tell a story — for a while, at least. I also didn't discover the earlier Final Fantasy games until much later, though I have, to date, played every one of them (except XIV) and have finished most of them. I still have V and VI outstanding. Shameful, I know.

There's something about the JRPG genre that has resonated with me ever since I first got off that train in Midgar and that awesome music started up, though. For one, I find the sort of over-the-top wackiness and melodrama that typifies the genre to many people to be entertaining and fun to get invested in. For another, I have absolutely no objection to a bit of moe in my games, and generally find anime characters of this type very appealing despite the fact that in many ways they're just as generic and widespread as the bald space marine with no neck. And for yet another, I enjoy the creativity frequently on display in the genre, both from an artistic and a narrative perspective.

It's a cliché to say that Japanese RPGs are clichéd, and a lot of people who accuse the genre of that probably haven't played one for a while. Sure, there are certain thematic elements and tropes which many of them have in common, but all are unique in some way. I can remember pretty much every JRPG I've played over the years in great detail — contrast this with the fact that there are a whole bunch of shooters I struggle to distinguish from one another, and it's pretty rare than I can even remember characters' names from Western RPGs like The Elder Scrolls. Each JRPG has its own unique cast of characters who are (in most cases) well-developed and display plenty of growth and change over the course of the story. Sure, some of them start their journeys as unlikable arseholes (Squall from FFVIII and Neku from The World Ends With You spring immediately to mind) but having a strong emotional reaction to a character — "I really don't like this guy" — is surely a sign that the writers have done their job well. It's sometimes a difficult experience to play a game with a seemingly dislikable protagonist, but often this is a sign that he's going to go through some experiences to soften that stony heart of his, and I'm a big fan of that particular narrative trope.

Leaving narrative aside, I've always been a fan of the often abstract, creative battle systems that populate Japanese role-playing games. This is perhaps best exemplified by the Final Fantasy series, which significantly shakes up its core mechanics with every single instalment. Don't believe me? Here's how the battle system and related mechanics differ from game to game:

  • Final Fantasy — Traditional D&D-style turn-based combat without movement. Spells split into levels, like D&D, and characters have a limited number of casts per level that increases with their character level. Characters have set classes and, later in the game, may promote these to "prestige" classes.
  • Final Fantasy II — Turn-based combat, but progression is tied to an Elder Scrolls-like system whereby using something makes it improve. Whack things with a sword and your sword skill will increase. Take a lot of damage and your hit points will increase. Use a lot of magic and your magic points will increase. This system proved rather divisive at the time, and predated Bethesda's implementation of a very similar levelling system into its flagship Western RPG series by six years.
  • Final Fantasy III — Turn-based combat, with progression tied to a "Job" system where characters could switch classes almost at will, allowing players to dynamically build a party to fit the situation at hand.
  • Final Fantasy IV — The first appearance of "Active Time Battle", the almost-real-time-but-not-quite system which has been present in most of the subsequent titles. Progression and skill unlocks were static and unique for each character.
  • Final Fantasy V — The Job system returns in a much more well-implemented fashion. Players may develop Jobs at will, and may also equip certain skills that they have learned from another Job to build multi-purpose characters.
  • Final Fantasy VI — Each character has unique special abilities but everyone has the opportunity to learn the same spells by fighting with "Espers" equipped.
  • Final Fantasy VII — The Materia system allowed for deep customisation of characters with a slightly puzzly element — how best to fill the available slots in a character's weapon and armour?
  • Final Fantasy VIII — By drawing magic out of enemies and "junctioning" these spells to statistics, players could create powerhouses that made their character level practically irrelevant. A bizarre and abstract system that didn't quite work.
  • Final Fantasy IX — Characters learned skills from their equipment. Once they had learned the skill, they could use it any time, otherwise they had to keep the equipment in question in use to perform the action.
  • Final Fantasy X — A brief break from the Active Time Battle system brought a clever turn-based system where certain actions could rearrange the turn order. Also saw the first appearance of a non-traditional levelling system in the form of the "Sphere Grid"
  • Final Fantasy X-2 — A return to the Active Time Battle system and a variation on the Job system came with X-2's Dressphere setup, whereby each of the game's three playable characters could equip several Jobs and switch between them mid-battle.
  • Final Fantasy XI — The first MMO entry in the series had another variation on the Job system whereby a single character had levels in every Job, but could only have one active at a time, with a "Sub-Job" becoming available after some progression had been made and allowing characters to use skills from this second Job.
  • Final Fantasy XII — Taking the combat of XI and applying it to a single-player game allowed XII to have a real-time feel while still feeling strategic, as players were able to pause the game to issue commands to characters while battling without being sent to a separate screen. Progression was split between a traditional levelling system and the "License Grid", whereby characters had to purchase licenses to use specific pieces of equipment and abilities, then purchase the equipment and abilities separately.
  • Final Fantasy XIII — Active Time Battle on a separate combat screen returns, this time with players taking control of a single character in fights that focus more on carefully-timed Paradigm Shifts (effectively Job changes by another name) rather than using specific abilities. Had a distinctly unconventional levelling system whereby characters could gain levels and abilities from six different classes independently.
  • Final Fantasy XIII-2 — Similar to XIII, but with only two characters available. Players could catch various monsters to fill the third party slot. Characters could once again develop down the six different paths, though monsters had a fixed class which could also be developed. Unlike XIII, where you were stuck playing as the party leader, in XIII-2 you could switch between the two characters at will, and one of them getting knocked out did not mean failure.

As you can see, Final Fantasy is a series which has evolved significantly over the years, and yet many accuse Square Enix of letting it stagnate. Sure, they've arguably made a few missteps over the years — XII, XIII and XIII-2 have all proven somewhat divisive in particular (though I enjoyed all three of them) — but one thing that the Final Fantasy team really can't be accused of is sitting on their laurels and churning out the same old thing year after year. The same is true for many other JRPG developers. It's one of the richest, most creative genres out there.

So why has it fallen from grace? A combination of factors. With the increasingly-busy lives people lead today, a 100-hour game is no longer necessarily seen as a good thing. Budgets for high-definition games spiral out of control, making the production of an HD JRPG an impractical prospect for many studios, particularly when they can't necessarily count on huge sales numbers to recoup their expenditure. (This is perhaps why MonolithSoft and Mistwalker chose to release the gobsmackingly brilliant Xenoblade Chronicles and The Last Story on the Wii rather than the more popular/"hardcore" Xbox 360 and PS3.) And the eye of "the average gamer", whoever that might be, has drifted towards the West these days for the majority of their gaming fixes, rather than the East as once was.

There's still a rich back catalogue of excellent titles out there to explore in this deep genre, however — even more so if you learn Japanese. I'm making a point to go back and revisit some titles I missed the first time around at the moment — having recently played Shadow Hearts I'm now on to its excellent sequel, for example — and I'm having a great time. For the vast majority of these games, they're a reminder of a simpler time — no "Your friend is online!" notifications, no party chat invites, no DLC, no controversy over endings even when they sucked — and they're great.

So while the rest of the Internet yells and screams about each other about Mass Effect 3 (still!) I'm more than happy to immerse myself in a world of HP, MP, Attack, Magic, Item, Escape.

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#oneaday Day 787: Shadow Hearts: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/16/oneaday-day-787-shadow-hearts-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/16/oneaday-day-787-shadow-hearts-a-scoreless-review/#respond Fri, 16 Mar 2012 01:41:36 +0000 http://angryjedi.wordpress.com/?p=3585 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 … Continue reading #oneaday Day 787: Shadow Hearts: A Scoreless Review

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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.

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#oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-783-prepare-for-moxibustion-shadow-hearts-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-783-prepare-for-moxibustion-shadow-hearts-first-impressions/#respond Sun, 11 Mar 2012 23:53:38 +0000 http://angryjedi.wordpress.com/?p=3563 [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 … Continue reading #oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions

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[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.

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#oneaday Day 781: Pink Pussp https://imnotdoctorwho.moegamer.net/2012/03/10/oneaday-day-781-pink-pussp/ https://imnotdoctorwho.moegamer.net/2012/03/10/oneaday-day-781-pink-pussp/#respond Sat, 10 Mar 2012 00:53:43 +0000 http://angryjedi.wordpress.com/?p=3555 Poor old PSP. You've had a hard life. Unappreciated in your own lifetime, it seems that you're actually home to some truly brilliant games, particularly if your user happens to be a fan of JRPGs like I am. I've owned two PSPs over the years. Both have been somewhat underused. My first had a dinky … Continue reading #oneaday Day 781: Pink Pussp

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Poor old PSP. You've had a hard life. Unappreciated in your own lifetime, it seems that you're actually home to some truly brilliant games, particularly if your user happens to be a fan of JRPGs like I am.

I've owned two PSPs over the years. Both have been somewhat underused. My first had a dinky memory stick that was far too small to download anything on to, but then this was in the days long before PlayStation Network anyway, so it wasn't an issue. I recall spending many long hours playing Lumines and Untold Legend: Brotherhood of the Blade on it when it first came out, being rather impressed at the large, bright screen and then-impressive visuals for a handheld; being rather less impressed at the amount of "ghosting" which occurred whenever anything moved or scrolled and the dead pixel just to the right of the centre of the screen.

Then I put it down for a bit and didn't pick it up again for a long time, except for on one memorable occasion when I was guesting on an Internet radio show with my friends Mike and Simon and "someone" had loaded porn onto the memory stick in question in order to distract the person who was talking at the time. (It worked.) Besides that, I didn't take much time to explore the growing library of games out there — I played Loco Roco briefly, for example, and very much appreciated its charming aesthetic, but never quite thought it was worth the money to pick up a copy myself.

I got poor, and ended up selling the PSP and its games to help pay a gas bill or something. I regretted it a bit, but then figured that I really wasn't using it that much.

I got a Nintendo DS and found a bunch of games on there that I took to — Ace Attorney, Hotel Dusk and numerous others captured my attention so much that my DS was, for a brief period, my most-used games system. I didn't think about the PSP for quite a long time, until I went to visit my friends Mark and Lynette in Canada, and Mark was talking about the bizarre Atlus strategy game based on R-Type, and I found myself desiring a PSP once again. I took a trip to my Canadian friends' friendly local game store and scored myself a cheap PSP-3000 with a copy of Ratchet and Clank (which I, err, still haven't played) and 1 GB memory card.

All was well for a little while. I picked up a copy of Final Fantasy Tactics: The War of the Lions and played that for a while, and R-Type Command proved interesting, though I didn't finish either of them. (I had previously finished Final Fantasy Tactics on PS1, I should add at this point, back when the translation meant the plot made even less sense than it does now.) Eventually, it got set aside once again in favour of Big Exciting Things on Xbox 360, PS3 and iPhone, which was just starting to hit its stride with awesome games by this point.

I held onto it this time, though. And I'm glad I did, because I can't help feeling that the device is enjoying something of a renaissance thanks, as it happens, to its offspring, the recently-released PlayStation Vita. Vita's connectivity means that it's dead easy to get online and download games to play — something which Sony got terribly wrong with the rather disastrous performance of the PSP Go, but which they seem to have a better grasp on now. Even better, the Vita plays the vast majority of the PSP back catalogue, though lacking a UMD drive, it's unable to play games on physical media.

As such, the PSP library has been enjoying renewed scrutiny, and it's becoming abundantly clear to many people that the PSP, a system often passed over and at times even ridiculed, is home to some fine games. Just one such example that I've blogged about recently is Corpse Party, and I have several other titles lined up to play in the near future.

I was tempted to pick up a Vita, but there's not really anything on it right now that interests me enough to blow a few hundred quid on it. (When Phantasy Star Online 2 and Persona 4: The Golden come out, however, things will be very different.) So instead I bought a 32GB memory stick for my PSP. That 1GB stick I had was fine for save games, but wasn't big enough to contemplate downloading games from PSN to, so I'd never really investigated in great detail. I figured it was time I took a look, though, so that's what I've been doing.

I'm glad I did. I'm finally getting the chance to discover the roots of the Persona series, for example. P3 and 4 are probably my favourite games of all time, so to see where the series came from with the PSP remakes of the PS1 originals is interesting — it helps that they're still decent games, too, though from my relatively limited experience with Persona 1 so far, not a patch on their PS2 descendants.

Then there's all manner of other great titles just waiting for me, too. The portable versions of Disgaea, for example. Tactics Ogre. Trails in the Sky (aka "TitS", which makes me giggle childishly every time I remember). The PS1 Final Fantasy games in my pocket. Ridge Racer Type 4 (which is still awesome). And all manner of other stuff, too.

It's for this reason that I really don't feel like I'm missing out by not playing Mass Effect 3. Because there's a very deep library of unexplored classics just waiting for me to dive in, and I intend to do so with aplomb over the course of the next few months. Couple that with a pile of PC and PS2 titles that I'm finally going to get around to playing thanks to our "Pile of Shame" challenge, and my immediate gaming future looks both rosy and cheap. Which is nice.

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#oneaday Day 780: Nihon https://imnotdoctorwho.moegamer.net/2012/03/09/oneaday-day-780-nihon/ https://imnotdoctorwho.moegamer.net/2012/03/09/oneaday-day-780-nihon/#respond Fri, 09 Mar 2012 01:02:00 +0000 http://angryjedi.wordpress.com/?p=3549 It's a big ol' stereotype for someone who is "into" video games to have an interest in Japan — at least it was, anyway. As popular, mainstream titles have shifted far more towards Western studios with this current console generation, Japan and all things related seem to have been relegated to something of a niche. … Continue reading #oneaday Day 780: Nihon

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It's a big ol' stereotype for someone who is "into" video games to have an interest in Japan — at least it was, anyway. As popular, mainstream titles have shifted far more towards Western studios with this current console generation, Japan and all things related seem to have been relegated to something of a niche. And that's absolutely fine, I think, because it means that people like me can explore things like the country's culture without feeling like they're jumping on some sort of bandwagon.

I say "explore". Most of my knowledge of Japanese culture comes from, you guessed it, video games. (That and following J-List on Facebook.) But before dismissing that out of hand, it's worth noting that many Japanese games do explore and celebrate Japanese culture and traditions in a way that you hardly ever see in Western titles.

I can remember the first game I played in which I was conscious of this: Shenmue on the Dreamcast. I found it interesting that the main character removed his shoes every time he entered his house. Not only was this a pleasing attention to detail, I discovered that this is traditional behaviour. And given that Shenmue was based very much on the idea of creating a realistic, small-scale game world in which to "live" as much as pursue the game's story, this was just one of many things which initially jarred but started to make sense the more time I spent with them.

The Persona series are notable for this, too. To date, I've only played Persona 3 and 4 (and have recently started the first game in the series) but I feel I got a good sense of what it's like to be a high school kid in Japan — or at least, as close an interpretation as the media will ever give you. I do wonder if the depiction of Japanese schoolkids in anime and video games is akin to the depiction of American "highschoolers" in TV shows and movies like Buffy the Vampire Slayer and Clueless.

From these games and numerous others (including Katawa Shoujo which, interestingly, was actually developed by Westerners who clearly had a good understanding of Japanese culture) I've picked up all sorts of useless facts (mostly centring around schools) which may come in handy should I ever find myself in Nihon-koku. I know that schools have big shoe racks inside their front doors. I know that kids are expected to join clubs as well as attend classes. I know that traditional festivals with fireworks are A Big Deal, and that boys supposedly go crazy for girls in yukata. Boys also go crazy for girls in hot springs. I know that udon and soba are types of noodles, and that takoyaki is both made from octopus and regarded as a kind of fast food. (I also know that your stats have to be high enough to finish a big beef bowl, but the same could be said for a big-ass steak in the West.) Moving into more esoteric territory, I know that popular supernatural mythology suggests that restless spirits often hold grudges and can do very unpleasant things to people who piss them off.

It strikes me every time I play one of these Japan-centric games (the most recent being Persona and Corpse Party) that it's rare to see an analogous "learning experience" in Western games. Or is it? Perhaps I'm just too immersed in Western culture on a daily basis to notice; or perhaps Western culture has lost a lot of its traditions over the years, leaving most people free to behave in a manner of their own choosing. Consider what you did when you walked into your house today: did you take your shoes off? The answer is "maybe", because it wasn't expected (unless you have a self-decided "shoes off household") so it was up to you.

We still have plenty of strange traditions of our own, though, mostly, like Japan, surrounding significant festivals. Look at Christmas: we have carol singers, German markets in city centres, mulled wine, mince pies, midnight mass, christingles and all manner of other things. We have very specific rituals in place to celebrate things like birthdays. We cheer when waiting staff drop trays of drinks (though I really wish we wouldn't), and we have songs for all occasions.

As I think about it further, it's becoming clearer to me why there's something of a tendency to see comparatively less traditional culture in Western video games than we do in Japanese ones. It's to do with subject matter and setting: Japan is very fond of mixing the mundane and the uncanny for dramatic and unexpected effect, whereas in the West we're rather fond of "hero"-type characters who focus on getting the job done, not pissing around building up his Social Links. This is a generalisation, of course — there are plenty of games that involve a lot of sitting around talking, though even then they tend to be through a self-deprecating lens rather than taking a genuine pride in traditional culture. When was the last time you saw an English character (i.e. someone from England, and not just a character with an English accent) who was not either 1) evil or 2) posh — or sometimes both?

Perhaps there's no place for traditional culture or ritual in Western video games — or no traditional culture or ritual left in our modern society to even incorporate into a game. That's fine, of course, though I think it rather sad, in that case, that we have the opportunity to learn a great deal about Japanese culture from their creative output, while any Japanese players exploring the Western body of work will arguably take little from it save "nice architecture".

Am I wrong? If so, please feel free to share some of your favourite examples of video games that exemplify Western culture, tradition and ritual in the comments — I'd be curious to hear what people think, or even, if they don't think it's relevant, why they don't care.

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#oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-778-corpse-party-a-spoiler-free-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-778-corpse-party-a-spoiler-free-scoreless-review/#respond Wed, 07 Mar 2012 02:35:03 +0000 http://angryjedi.wordpress.com/?p=3541 I'm glad this game exists. It's a pleasing piece of evidence to point to when people start talking about subject matter which would "never get greenlit by a publisher". It exists. It was greenlit by someone. It's freely available to download to your PSP or Vita via PSN. It's horrific. And it's brilliant. Corpse Party … Continue reading #oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review

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I'm glad this game exists. It's a pleasing piece of evidence to point to when people start talking about subject matter which would "never get greenlit by a publisher". It exists. It was greenlit by someone. It's freely available to download to your PSP or Vita via PSN. It's horrific. And it's brilliant.

Corpse Party tells the story of a hapless group of schoolkids who botch an attempt to commune with the spirit world and find themselves trapped in a long-abandoned elementary school populated with rather unfriendly ghosts. It's then up to the player to help the group (who quickly become separated in true horror movie fashion) to understand the truth behind what's going on and return them to safety. It all gets very Japanese horror very quickly — if you've seen anything like Ju-on: The Grudge or played Fatal Frame you'll know the sort of thing to expect.

Unfolding like a cross between a visual novel and a top-down 16-bit RPG, Corpse Party manages to keep the player feeling involved in the action while keeping the story flowing at a good pace. Oftentimes the player's only contribution between important events will be moving the current player character (for there are several) to a new location, but that simple act, along with the ability to examine items in the environment such as creepy notices on the walls and corpses of previous unwitting visitors to Heavenly Host Elementary School, makes the game feel far more interactive than many visual novel titles, which typically involve tapping the "continue" button lots of times. There's plenty of that, too, sure, but mild exploration and puzzle elements make this feel much more like a "game" to those who care about that sort of thing.

It's worth noting at this point that far from taking the relatively "straight line to the finish" approach that many visual novels take, Corpse Party gets increasingly easy to balls up completely as you proceed. Rather than simply immediately ending with a "Game Over" screen for making a bad choice, however, sometimes the butterfly effect of actions you take doesn't become apparent until an hour or two later. This is a double-edged sword; it turns "making a mistake" into an "alternative ending", even going so far as to credit the player with this ending in the menu screens, but it also means having to replay previous events, figure out what you did wrong and then do something differently. And God help you if you didn't make full use of the five available save slots per chapter. Fortunately, though, each of the game's five chapters is relatively short, with the final one being the longest at around three hours, meaning that replaying a whole chapter is not as much of a chore as it could be — though the game could really do with that mainstay of traditional visual novel interfaces: the "skip" button.

While it's relatively easy to get on to a "bad ending" path, particularly later in the game, this actually isn't something to get too frustrated about, for some of the most intense, morbidly fascinating and emotional scenes come about as a result of these "Wrong Ends", as the game calls them. Sometimes these are subtle changes to events in the supposed "true" ending for each chapter that mean hope turns to tragedy. Sometimes these endings result in horrible deaths for one of more of the main characters. Sometimes they result in revelations about the characters that you wouldn't find out about otherwise. Pretty much all bar a couple of "you were caught by a Bad Thing, you die" incidents are worthwhile and substantial narrative events in their own right, making discovering all of the story's possible endings — good and bad — something of a metagame in itself.

The game's story and the emotional power behind it is helped by a fantastic translation from the Japanese coupled with some truly excellent, emotionally charged Japanese-language voice acting. Even if you don't speak Japanese, you'll want to let the fully-voiced dialogue run its course, as it's packed with convincing expressions of emotion. (Oh, and you'll want to wear headphones while playing. The game features some of the most unsettling use of stereo effects I've ever encountered, along with a kickass soundtrack.) Characters laugh, cry, scream in terror and generally act in an incredibly realistic manner given the situation they find themselves in. Certain incidents which occur also show that being in a horrific, seemingly inescapable situation doesn't make the cast immune to things like your body letting you down at the worst possible moment, or your own feelings towards another person. Despite its supernatural core, Corpse Party's tale is a very human one, examining the relationships between all the members of its main cast and leaving the player feeling like they know most of them very well by the end of the story.

But that doesn't mean that the horror side of things is toned down. Far from it. Despite its retro-style presentation, this is likely one of the most disturbing, unsettling games you'll ever play. It doesn't hold back. This game puts its characters through some of the most unimaginable suffering possible in the name of evoking an emotional response from players, and it's all the better for it. Story is conflict, and through conflict people grow and change — sometimes for the better, sometimes worse. The fact that the characters are children drives home the fact that tragedy can happen to anyone, and the way in which we react to horrific situations can make a big difference to what happens to us next. It's a powerful tale, for sure, and even the most strong-stomached will struggle not to wince at some of the acts described throughout the course of the game's narrative.

Note that I say "described" and not "seen", for Corpse Party understands that most fundamental tenet of horror — the most terrifying things are not the most spectacularly gory things presented to the viewer on a plate, but the things in their imagination. As such, many of the game's strongest, most disturbing scenes are depicted entirely through text, colour flashes and sound effects. The understated manner in which various unpleasant incidents are coolly relayed to the player makes them all the more powerful, for it's at these moments that the imagination comes into play, filling in the blanks about what is not described as much as picturing what is described. It's a potent demonstration of the huge difference that having people who know what they are doing work on a game's script makes.

Corpse Party isn't a long game, and it won't take you long to beat all five chapters. There's plenty of incentive to replay, though, including discovering all the possible endings — good and bad — as well as a series of smaller "extra chapters" that fill in other events which are occurring alongside the main plot. There's also a bunch of student ID tags to collect throughout the course of the game, providing details on previous visitors to Heavenly Host who weren't so lucky, including how they died. It's a diverting little side mission which is integrated nicely into the theme of the game rather than feeling like a gratuitous addition. Since the PSP doesn't have a Trophy system, it's clear that these tags haven't just been added to fill out the Trophy list; they're instead present to provide context and atmosphere to an already creepy and impactful game.

So should you play Corpse Party? If you're a fan of story-based games and Japanese horror, then yes, you most certainly should. There's more than enough content to get your £11.99 worth in this game, and despite a couple of niggling flaws (the lack of a "skip" button when replaying scenes being the most disappointing oversight) it's a memorable, emotional experience that will stay with you long after it's finished.

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#oneaday Day 776: The Pile of Shame, March 2012 Edition https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-776-the-pile-of-shame-march-2012-edition/ https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-776-the-pile-of-shame-march-2012-edition/#respond Mon, 05 Mar 2012 00:10:54 +0000 http://angryjedi.wordpress.com/?p=3533 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 … Continue reading #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

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#oneaday Day 775: Having a Corpse Party https://imnotdoctorwho.moegamer.net/2012/03/04/oneaday-day-775-having-a-corpse-party/ https://imnotdoctorwho.moegamer.net/2012/03/04/oneaday-day-775-having-a-corpse-party/#respond Sun, 04 Mar 2012 03:34:13 +0000 https://angryjedi.wordpress.com/?p=3531 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 … Continue reading #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.

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#oneaday Day 774: Non-Mainstream Games That You (And @starven) Should Play https://imnotdoctorwho.moegamer.net/2012/03/02/oneaday-day-774-non-mainstream-games-that-you-and-starven-should-play/ https://imnotdoctorwho.moegamer.net/2012/03/02/oneaday-day-774-non-mainstream-games-that-you-and-starven-should-play/#respond Fri, 02 Mar 2012 16:50:40 +0000 http://angryjedi.wordpress.com/?p=3522 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 … Continue reading #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.

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#oneaday Day 773: Off the Beaten Path https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-773-off-the-beaten-path/ https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-773-off-the-beaten-path/#respond Thu, 01 Mar 2012 22:51:39 +0000 http://angryjedi.wordpress.com/?p=3515 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 … Continue reading #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!

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#oneaday Day 772: The Last Story: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-772-the-last-story-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-772-the-last-story-a-scoreless-review/#respond Thu, 01 Mar 2012 00:17:53 +0000 http://angryjedi.wordpress.com/?p=3510 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 … Continue reading #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.

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#oneaday Day 769: Tricks of the Dead https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-769-tricks-of-the-dead/ https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-769-tricks-of-the-dead/#respond Sun, 26 Feb 2012 23:55:10 +0000 http://angryjedi.wordpress.com/?p=3495 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, … Continue reading #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.

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#oneaday Day 767: Probably Not the Last Post I Will Write About The Last Story https://imnotdoctorwho.moegamer.net/2012/02/25/oneaday-day-767-probably-not-the-last-post-i-will-write-about-the-last-story/ https://imnotdoctorwho.moegamer.net/2012/02/25/oneaday-day-767-probably-not-the-last-post-i-will-write-about-the-last-story/#comments Sat, 25 Feb 2012 00:39:07 +0000 http://angryjedi.wordpress.com/?p=3486 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, … Continue reading #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.

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#oneaday Day 760: I Love You, Kana https://imnotdoctorwho.moegamer.net/2012/02/18/oneaday-day-760-i-love-you-kana/ https://imnotdoctorwho.moegamer.net/2012/02/18/oneaday-day-760-i-love-you-kana/#comments Sat, 18 Feb 2012 01:27:09 +0000 http://angryjedi.wordpress.com/?p=3456 I'm on a bit of a "narrative-based games that challenge the conventions of what is 'normal' and/or 'acceptable' for video games to tackle" kick at the moment, if you can even have a "kick" in such a thing. So it was that I found myself playing Kana Little Sister recently. "What is Kana Little Sister?" … Continue reading #oneaday Day 760: I Love You, Kana

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I'm on a bit of a "narrative-based games that challenge the conventions of what is 'normal' and/or 'acceptable' for video games to tackle" kick at the moment, if you can even have a "kick" in such a thing. So it was that I found myself playing Kana Little Sister recently.

"What is Kana Little Sister?" I hear you ask. It's another one of them visual novel type things from Japan, meaning lots of reading, occasional decisions to make, anime-style pictures and, in many (though not all) cases, some naughty pictures. If you want to check it out for yourself, you can acquire a legal copy that works on modern machines right here. Link is pretty much NSFW, just so you know.

It will probably not surprise you to note that there are likely to be spoilers ahead. Consider yourself warned. Spoileriffic stuff is below the break. All discussion here is based on a single playthrough which achieved Ending No. 6, aka "Live Now", aka "Intellectual Ending No. 3", so any and all spoilers will relate to that route only.

Okay, let's get the inevitable, unavoidable things out of the way first. Yes, there is sex in it. Yes, it's pretty explicit and makes use of some frankly unnecessary onomatopoeia at times. (SQUELCH.) Yes, one of the central narrative threads is a "will they, won't they" incestuous relationship between protagonist Taka and the eponymous Kana. (Reassuring spoiler the first: Kana was adopted, so they're not actually related at all.)

There we are. That wasn't so hard, was it? Now, let's talk about the game proper.

Kana is dying. She's been dying for a long time, and her whole family knows it. Her older brother Taka, the protagonist of our story, used to resent her for the attention and love that her condition (chronic renal insufficiency, if you're curious) got her from her parents, but after the two became separated from their parents and lost in the woods as children, Taka, feeling some sense of having to start acting like a "big brother" rather than the spoiled brat he has been until that point, feels an overwhelming urge to protect his fragile little sister from harm, culminating in his throwing himself on top of her to take the brunt of an attack by a swarm of bees — an attack which leaves him so severely injured that his role is temporarily switched with the usually bed-ridden Kana as he recovers in hospital.

The story proceeds through several stages in Taka and Kana's growing up. As the pair mature, Taka maintains his protective "big brother" nature over Kana, to the extent that he tries to be with her as much as possible and even keep her away from his skirt-lifting friend Masa. If anything, he's somewhat overprotective of her in the early years while she's still well enough to go to school and be out of the hospital, but Kana certainly doesn't resent this, coming to depend on Taka's support when she is forced back to her lonely life in hospital, observing the world passing her by through the window.

Taka is an intriguing character as he is a deeply, deeply flawed protagonist. His protection of — some may say obsession with — Kana in the early years causes him to be somewhat socially awkward simply because he spends so much time in the pair's private little bubble. So much so, in fact, that when the slightest possibility of getting together with class hottie Yumi comes up, he literally runs away terrified, lashing out at the poor girl after it emerges his classmates had read a sort-of love letter that he penned her in an attempt to simply get her alone and talk about, you know, The Feels and shit.

As it happens, Yumi had nothing to do with the letter being found — Taka's classmates discovered it by themselves, but Yumi panicked and didn't know what to do. As a popular girl, she didn't want to lose face in front of her classmates, but equally she felt guilty about the humiliation it put Taka through. Taka, meanwhile, harboured an obsessive grudge against Yumi right from the incident in elementary school all the way up until the end of high school. He eventually grudgingly forgave her, however, and gave her a button off his blazer on graduation day as a memento to remember him by — assuming, at the time, that this would be the last the pair would see of each other.

It wasn't the last the pair would see of each other, as it happened. Yumi had herself been harbouring something of an obsession over Taka, culminating with a chance meeting of them both at a college party, her getting him very drunk, seducing him, dragging him back to a motel and then doing what can only be described as fucking the bejeezus out of him. It becomes painfully apparent during their rather awkward lovemaking that Taka's mind is elsewhere — while Yumi screams about how much she loves him, Taka's mind keeps being smitten with flashes of Kana's face. He sees traits of Kana's in Yumi, even though the two are polar opposites — Kana is shy, quiet and retired while Yumi is brash, confident, used to getting her own way and rather pushy.

Taka agrees to go along with a relationship with Yumi, however, in an attempt to get his growing feelings for Kana out of his mind — or perhaps to deny they even exist in the first place. Yumi is ecstatic at finally having snared the man she had her eye on since elementary school, and does everything she can to make their relationship happy, dynamic and fun. Taka is repeatedly wracked with doubt about whether or not he's doing the right thing, though, and his heart is never quite in it. He doesn't want to introduce Yumi to Kana, and is mortified any time Kana sees the two together — including one utterly toe-curling moment where Kana walks in on the two of them having sex.

Yumi doesn't pick up on Taka's hesitance and reluctance until it's too late — perhaps because she doesn't want to see it — but the pair eventually split as Kana's condition gradually worsens. Taka doesn't explain exactly why he ditches Yumi, noting only that there is someone else that is important to him, and that he "had to make a choice". He's still in denial about the feelings he's harbouring towards the girl he has grown up knowing as his sister — though after finding a family album with no photos of Kana as a young girl, he starts to have suspicions.

Taka sacrifices most of his life to take care of Kana as her health goes into a slow decline. He drops out of college, gets a menial job to earn some money and spends every waking moment he can with Kana. Kana appreciates his visits and draws strength from his presence — she'd later note in her diary that she wasn't fighting alone, because her "Bro" was with her all along, allowing her to far outlive the life expectancy the doctors gave her.

Taka, growing increasingly desperate as he sees this girl that he loves — though he's still confused exactly how — attempts to give her the opportunity to live as normal a life as possible. He takes her out, allows her to fulfil her modest dreams of seeing the ocean and, eventually, confesses his feelings to her. Kana reciprocates them, and the pair both admit that they've known for a while that they weren't blood relatives.

The two make love in a scene that is a far cry from the urgent, animal intensity of Taka's encounters with Yumi. Taka is gentle and tender with Kana, not only because he's afraid of her fragility due to her illness, but because she's the one that he really loves, and has done for some time. The pair are happy in each others arms, with Kana saying that she feels like she's finally achieved something — to be with the one that she loves.

It's at this point she starts to let go of her already tenuous grip on life. She gets a fever, and her health starts to decline more rapidly. Like the pair's aunt Sumako, however, whom they watched die from cancer with few regrets, Kana is accepting of the fact that she does not have much time left. Instead of bawling hysterically like in an earlier scene, she faces death with quiet contemplation.

It transpires that it was the pair's trip to see the ocean and their subsequent confessions of love to one another that caused Kana to feel fulfilled. She wasn't giving up, she felt she had achieved everything she wanted to. She faced her fate happily and without fear.

"Today I saw the ocean," she writes in her diary. "I'm not afraid any more."

Taka doesn't discover this page in her diary — the very last entry — until some time after she has breathed her last. Following her death, Taka found himself unable to cry for her, wondering what was wrong with him to stop him crying when he "should" or "needed" to. This entry, this simple statement of her acceptance of her fate, and her feelings of fulfilment with her short life, causes him to snap and finally let out the emotions he's been bottling up. He breaks down in tears and is inconsolable for some time, but finally he understands Kana — including her reasons for wanting to donate her organs to Taka's cousin after her death.

As time passes, Taka heals and finds direction in his life. Kana lived her life with no regrets, he understands, and died knowing that she had fulfilled that which she wanted to achieve. He gets Kana's diaries published as a book, which helps Yumi understand the pain and suffering that both he and Kana were enduring and allows her to forgive him; throws himself into his studies; and aims to do the best he can with the time he has left.

Kana's diary notes that she believes no-one should live forever because by several hundred years in the future, the world will have changed to such a degree that humans will have had to evolve to keep up with it. She believed it better for people to live in their own generation, and to live a full a life as they can in their own circumstances. That way, there's no looking back at the end and thinking "What if…"

It's a good philosophy to take, and one which Taka takes to heart as he looks forward to the rest of his life, knowing that his little sister has forever changed his outlook for the better.

So that's one route through Kana Little Sister. There are several others, which I believe are significantly different. I'll be interested to see what they involve.

If you're wondering whether the game itself is actually worth playing, the answer is "yes", with a few provisos. It's a visual novel, so you will be spending 95% of your time reading text and looking at anime pictures. It's also a visual novel translated from Japanese, which brings up its own set of considerations. The text is rather slow-paced, descriptive and occasionally repetitive, and there are a whole bunch of spelling and grammatical errors throughout (including one memorable sequence that repeatedly uses the word "apolozige").

But it's testament to Kana Little Sister's strong story and well-defined characters that even with these linguistic idiosyncracies, it's still not something you will want to put down easily once you're engaged with it. It's a rather different beast to Katawa Shoujo in that it's not a "dating sim" type of game and thus you're not outright trying to woo a specific girl. Instead, it focuses on the complex, intimate feelings between two people as they speed through life towards a conclusion that they both know is not going to end well. It's by turns touching, heartwarming and tragic — or, to put it another way, Here Be Feels.

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#oneaday Day 755: WHY CAN'T I HOLD ALL THESE FEELS https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-755-why-cant-i-hold-all-these-feels/ https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-755-why-cant-i-hold-all-these-feels/#comments Mon, 13 Feb 2012 00:18:10 +0000 http://angryjedi.wordpress.com/?p=3431 I properly broke down and cried at a video game tonight. That's never, ever happened before. I've had games that have brought a tear to my eye, games that have profoundly affected me emotionally and made me think about them long after I've finished playing them, but I can usually hold back the tears and … Continue reading #oneaday Day 755: WHY CAN'T I HOLD ALL THESE FEELS

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I properly broke down and cried at a video game tonight. That's never, ever happened before. I've had games that have brought a tear to my eye, games that have profoundly affected me emotionally and made me think about them long after I've finished playing them, but I can usually hold back the tears and prevent myself from looking too foolish and/or compromising my hairy, manly exterior.

This was not the case with Freebird Games' To The Moon, an independently-developed, narrative-heavy game created with popular game making software RPG Maker XP, whose final scenes utterly destroyed me. (In a good way.)

To call To The Moon an RPG is to do it a complete injustice, as it's not one, despite appearances, not to mention the software with which it was created. It most closely resembles a point and click adventure with Chrono Trigger-style top-down 16-bitesque visuals, but that, too does the game an injustice. In fact, discussing game mechanics with regard to To The Moon is almost irrelevant — it is a story first and foremost, albeit an interactive one in which you, the player, participate.

I shall try and minimise spoilers in this post, but in order to understand some of the things that are interesting about this game, you at least need to know the basic concept. So here it is.

It's the future. Exactly when is never specified, nor does it matter. What does matter is the existence of a technology which allows for the rewriting of memories. This is used by our heroes of the hour, Drs. Watts and Rosalene, in order to grant the last wishes of the dying — at least, so far as they remember in their final moments. Their patient in To The Moon is an old man named Johnny, who is slowly losing his grip on life. He wants to go to the moon. It sounds like an impossible, inexplicable wish, and much of the story revolves around understanding this desire and attempting to make it come true — at least so far as his memories are concerned. That's all I'll say on the plot.

Unlike the "sit back and read" nature of Katawa Shoujo, To The Moon sees you directly controlling the game's two protagonists. The nature of the game's story, however, sees additional layers being added on top of the traditional "player-protagonist" relationship. Drs. Watts and Rosalene work their way through Johnny's memories largely as invisible, relatively passive observers. Meanwhile, the player is sitting another layer back from these two, observing their reactions to everything that is going on, and reaching their own understanding of the events that are unfolding. It's a really interesting narrative technique, and the doctors' glib comments throughout are a perpetual source of dry amusement in an otherwise fairly serious narrative.

It's not a difficult game to play — there are a few puzzles, but they're relatively incidental — nor is it a long one. But that doesn't matter — the important thing is the story and how it is presented. And somehow, through some sort of magical combination of 2D pixel art and a gorgeous, melancholy soundtrack, To The Moon manages to provide an incredibly intense emotional experience.

If you're anything like me, you may not feel it at the beginning, but by golly you will feel it at the end. If you have taken the time to invest yourself in the setting, characters and narrative, you will likely find it a profoundly powerful experience. You may not find yourself full-on weeping at it as I did, but it would take a hard-hearted soul to be completely unaffected.

It's for experiences like this that I, personally, play games.

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#oneaday Day 753: I Love You, Katawa Shoujo https://imnotdoctorwho.moegamer.net/2012/02/11/oneday-day-753-i-love-you-katawa-shoujo/ https://imnotdoctorwho.moegamer.net/2012/02/11/oneday-day-753-i-love-you-katawa-shoujo/#comments Sat, 11 Feb 2012 01:51:31 +0000 http://angryjedi.wordpress.com/?p=3420 This is the sixth (and definitely final… for now) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and would like to avoid spoilers, this post is somewhat less spoilery than the recent character-specific ones, but might still spoil a few bits and pieces. All … Continue reading #oneaday Day 753: I Love You, Katawa Shoujo

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This is the sixth (and definitely final… for now) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and would like to avoid spoilers, this post is somewhat less spoilery than the recent character-specific ones, but might still spoil a few bits and pieces. All spoilery discussion is below the break.

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Rin can be found here, the previous day's post on Shizune can be found here, the previous previous day’s post on Hanako can be found here, and the day before that’s post on Lilly can be found here. I've now finished the game 100%, so perhaps I'll shut up about it now.

So, what have we learned in our time together?

Firstly, Katawa Shoujo is a remarkable experience that anyone who cares to even the slightest degree about interactive narrative should play. While it's light on the "game" front and heavy on the story, the player has just enough input throughout to make it feel like the decisions made throughout are meaningful. And, pleasingly, consequences of said decisions don't always become apparent until much later in the plot. This is a good thing.

Secondly, Katawa Shoujo is proof that just because something happens to have sexual scenes in it, it doesn't have to be sleazy or pornographic. The interesting thing about the sex scenes in the game are that they each have a purpose in the relevant girl's story. They're never presented as a "reward" for the player, unlike hentai games which are rather less subtle about how they spur the player on (a flash of panties here, a closeup of boobs there, eventually culminating in Our Hero inevitably jizzing on her tits… but I digress). Instead, the sex scenes allow the player to witness just one aspect of both the girl in question and the protagonist that Hisao has become throughout the course of that particular story arc. Sometimes the girl is the one with the power — Emi is a good example of this by being very upfront, matter-of-fact and adventurous about sex, much to Hisao's surprise at times. And sometimes they're at their most vulnerable — the rather unsettling intimate encounter between Hisao and Hanako being perhaps the best example of this. Not only that, but we also get to see how Hisao handles the encounter, too — going back to the scene with Hanako, for example, there's a gnawing sense of unease on the part of the player during the act itself, which comes to a horrifying head when Hisao comes to the realisation that he's not sure whether or not she actually said "yes" to him.

Thirdly, on a practical note, you don't need flashy graphics and animated sequences to tell a fascinating story. Katawa Shoujo has some surprisingly professional-looking anime sequences, some beautiful artwork and an absolutely gorgeous soundtrack to help it tell its story, but ultimately it's about the words that are being used. By being presented as a first-person narrative from the perspective of Hisao, the player is encouraged to thoroughly get inside the mind of our protagonist and witness him on the five different personal journeys he takes. His words, while rather more articulate than any teenager I know, are captivating and involving, and draw the player in. Couple this with the excellent characterisation of all the different characters, which makes use of stylistic tics, punctuation and even the colour of their names in the text box, and you have a highly convincing game world without the use of a single polygon anywhere.

Fourth is the biggie. Katawa Shoujo is an emotional experience. It would take a cold-hearted soul to not be profoundly affected by the five different stories in the game. Such was the surprising power of the emotion in the game that even the hard-hearted hardcore of 4chan, where the game had its genesis, had to find some way in which they could deal with these (in some cases very unfamiliar) emotions. Thus came the concept of "the feels", which my buddy Mark was good enough to educate me about recently. (Forgive my apparent Internet ignorance.)

Those who follow this blog will know that I'm not averse to talking about emotions, feelings, memories and the like. But some people online choose to cultivate a deliberately aloof persona free of such earthly considerations like emotions. What happens when one of these people is confronted with an experience like Katawa Shoujo, finds themself enjoying it and wants to talk about the experience? They can't crack that cold facade, surely? No. Thus came the concept of talking about "your feels" which is somehow more manly than talking about "your emotions". I don't know. It even spawned its own meme — granted, the "I Know That Feel Bro" guy had been around since the end of 2010, but he was the ideal barrier for those who wanted to talk about emotions they were feeling without, you know, admitting they had feelings.

What is it that makes Katawa Shoujo so emotional, though? Simply put, it's the relatable nature of the characters and the situations. While relatively few people can know exactly what it's like to suffer with the disabilities the cast of the game have, it becomes apparent relatively early on in the story that very few characters let their disability define them. Some, like Rin, overcome their disability by learning to cope in different ways. Some, like Emi, use their limitations as a means to spur themselves on — her mother explains to Hisao that "she doesn't see herself as 'the girl with no legs', she sees herself as 'The Fastest Thing On No Legs'." Some, like Lilly, seem to treat their disability almost as something completely inconsequential, even though it means they can never experience the world in the same way as others. And some, like Shizune, develop their own means of coping with the difficult lot which life has thrown them, whether that's using a close friend for interpretation, or developing personality traits that naturally draw people close to them.

It's these aspects of the characters that are most interesting — they're all traits that even people who don't suffer from disabilities can and do possess. Emi's drive, Rin's creativity, Lilly's grace, Shizune's determination — everyone knows at least one person with one or more of these character traits. This makes the characters immensely relatable, and the fact that each of the five paths has clearly been written from the perspective of someone who has "been there, done that" means that the conversations between Hisao and the girls are sometimes spookily familiar.

Hanako is an interesting character. Unlike the other girls, she has difficulty coping. It's not that her scarring causes her physical pain, but the associated memories, guilt and depression have had a profound impact on her personality, making it hard for her to trust anyone, and easy for her to cling on to those people that she does find herself trusting, like Lilly and Hisao. Hanako's story was, for me, one of the most touching, because it focused on her having to overcome one of the most terrifying obstacles in one's life — self-doubt. I could relate to both Hanako and Hisao in this story, since I've felt the way Hanako does in the past, and I've been in the position of Hisao, too, desperately wanting to help someone and not knowing if the help you're offering is actually making it more and more difficult for them to recover.

Fifth and finally, Katawa Shoujo has taken on cult status to a bizarrely huge degree. There are nearly 1,500 photos attached to the Katawa Shoujo entry on Know Your Meme, and the game has spawned several submemes of its own, including Hisao's "HHNNNGGG" heart attack reaction to anything that proves to be too cute for him; Misha's infectious "Wahaha~" (the tilde is important) laughter; and numerous others, including this utterly bizarre but hilarious Flash game. Notably, too, Katawa Shoujo is included on game-tracking site Raptr. This may not seem like a particularly big deal, but very few freeware titles for PC find themselves listed on Raptr, let alone auto-tracked by the Raptr client software. Its inclusion is a sign that it is recognised as a title of relative importance, rather than just some throwaway freeware fan project.

Because that's exactly what it isn't. Katawa Shoujo took five years to make it from conceptual artwork to the finished, professional quality and free product we have today. It was put together by a team of 21 individuals from around the world, who assembled under the "4 Leaf Studios" banner for the sole purpose of making this game a reality. It is a game that exists through sheer bloodymindedness and a refusal to give up, and the result is one of the most memorable experiences I've ever had with a game — even if its relative lack of traditional "gameplay" makes calling it that somewhat questionable.

My time with the girls of Yamaku High School is drawing to a close, and I'm genuinely sad to leave them behind. I very nearly didn't play this game at all, initially making the usual assumptions about free, fan-made projects — assumptions that you, dear reader, may still be making about this game.

Boy, am I glad that I didn't pass up the opportunity. Don't you miss it, either.

Wahaha~!

The post #oneaday Day 753: I Love You, Katawa Shoujo appeared first on I'm Not Doctor Who.

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#oneaday Day 752: I Love You, Rin https://imnotdoctorwho.moegamer.net/2012/02/10/oneaday-day-752-i-love-you-rin/ https://imnotdoctorwho.moegamer.net/2012/02/10/oneaday-day-752-i-love-you-rin/#comments Fri, 10 Feb 2012 01:54:18 +0000 http://angryjedi.wordpress.com/?p=3370 This is the fifth (and possibly final… maybe) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Rin” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t … Continue reading #oneaday Day 752: I Love You, Rin

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This is the fifth (and possibly final… maybe) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Rin” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Shizune can be found here, the previous day's post on Hanako can be found here, and the day before that's post on Lilly can be found here. I'm at 96% completion as of tonight, with only a few scenes and endings left to clear up. In for a penny, in for a pound…

Rin is an infuriating enigma from the moment Hisao first meets her, and remains so for pretty much the whole of her story. She's calm, aloof, frequently nonsensical and, more often than not, completely self-absorbed. Despite this, she's not disliked by the other students and indeed has developed a surprisingly close bond with Emi who, being outgoing, bubbly and the sort of person who wears her heart on her sleeve, is the absolute antithesis to Rin. The pair admit shortly after Hisao meets them that they were put together in the dorms because it was felt they "complement each other well". They chose to interpret this as meaning that they had all their limbs between them — Rin missing her arms, Emi her legs — but it's actually much deeper than that, as their personalities also complement each other.

Hisao's interest in Rin is piqued just as he is wallowing in self-pity over his life situation. He feels depressed about being at Yamaku, at not being normal and at his bad memories of lying in the hospital bed. It bothers him significantly more than it does on the other paths through the game, and causes him to wear a perpetually grim expression on his face. He's not naturally the most outgoing, smiley person in the world at the best of times, but his relentless grimness intrigues Rin, who is a self-professed "people collector."

"I'm sorry I'm such a mess," says Hisao to Rin once they start to get to know each other.

"It's okay," she replies. "It's the best part of you."

Hisao doesn't quite know what to make of that, but finds himself drawn to Rin regardless. Later he comes to the conclusion that it was Rin's carefree nature that attracted him to her in the first place — she, in her own way, acted as a "muse" for him, inspiring him to pull himself out of the pit of darkness he was slowly drowning in.

"Maybe that's why I latched so tightly on to Rin," he muses, reflecting back on their relationship. "Trying to get inside her world that was so different from my own bleak life."

Whether or not he actually realises it, Hisao does manage to get inside Rin's world, but perhaps not in the way he expects. Through her, he starts to take an interest in the smaller details, seeing things with the perceptive eye of an artist. On a trip to town, he notices a woman's subtle gesture; in class, he catches a fleeting glimpse of a passing bird and feels inspired to try and draw it, even with his own self-doubt in his skills. Even his internal monologues become more riddled with imagery as he observes things, relating things to nature and the things he sees around him. It's an interesting yet subtle change to Hisao's personality compared to some of the other paths, but an apt way for the more contemplative protagonist he becomes to behave.

Rin, however, isn't as carefree as Hisao assumes. Inside her seemingly spaced-out exterior is a great deal of turmoil. She doesn't like to talk about it because she can never find the right words, and it's questionable as to whether or not she really understands what it is she is so conflicted about, either. One thing does seem to comfort her, though, and that is her art. When she paints, she feels like she can freely express the things inside her mind, and hopes, by extension, that anyone looking at them will be able to catch a glimpse of her soul and gain a better understanding of her. She wants to be understood, but has such difficulty expressing herself that most of the time it simply causes her to retreat into her own world. Planet Rin, around which Hisao establishes himself as a satellite.

Rin is lost and directionless, pulled in several directions at once, swept up in a current of people doing things she doesn't want or understand. Her pushy art teacher, apparently seeking to live vicariously through her and correct his own past mistakes, seizes the opportunity to push her into exhibiting her paintings and move into becoming a career artist. It's abundantly clear from her initial hesitation and resistance to the idea, however, that she's not sure she really wants to do this — even after Hisao's gentle nudging pushes her over the edge into letting it happen.

She feels she has to change, but she confesses to Hisao that change is "the scariest thing in the world" to her. She also doesn't seem to understand what she is supposed to change into, and doesn't understand the emotions that well up inside her — except for loneliness, which becomes painfully obvious to Hisao when he catches her all alone in the atelier in which she takes up residence: cutting a pathetic image, kneeling on the floor naked except for a shirt, seemingly masturbating as best she could with no arms.

"I thought that all that is inside me could become a picture if I tried really hard," she explains. "And it could. But it doesn't feel like it's enough any more. Because if nobody else can see that, I will still be alone."

Rin, it seems, is just as frustrated as Hisao, though for different reasons. Hisao is frustrated at the yawning chasm that seems to open up between the pair of them whenever they talk, and Rin is frustrated by the fact she just can't seem to explain her emotions and put them across to other people, even with the help of their art.

But after some reflection, Hisao comes to the conclusion that nobody can ever express their true feelings exactly in a manner that others can understand. He explains this to Rin, noting that wanting to do something for self-expression — be that talking, writing or art — isn't wrong in and of itself, but assuming that everyone else will somehow then magically be able to "understand" them is wrong. Why? Because everyone sees the world differently — something which becomes very apparent every time Emi shows up in Rin's story, as she is always filled with energy, rushing around with a smile on her face, compared to Rin and Hisao, neither of whom crack a smile for almost the entire time they know one another.

Hisao realises throughout the course of his relationship with Rin that he wants her to be something more than a friend. He has fallen in love with her despite the fact that she drives him crazy at times. The feeling of "inspiration" that she gave him in his darkest moments is what allowed him to pick himself up, pull his head above water and start living his life. He gradually comes to accept himself and his own disability, and this in turn allows him to take a more objective view of things.

Rin, meanwhile, isn't sure what she wants. She wants Hisao as a friend, because she doesn't want to be lonely, but at the same time, she doesn't know how to behave around him, doesn't understand his feelings and is even more confused by her own. It's not until she shows up on his doorstep, drenched by the rain from the outside and shares arguably the most intimate sex scene in the whole game with him that she really "lets go", releasing the walls she has up around herself, guarding her emotions and feelings from the outside world. Ironically, it's then she who tells Hisao that he needs to let go and, for once, live in the present.

Rin does change through the course of her knowing Hisao, but it's a slow, gradual process rather than the "destroy and rebuild" approach she assumes she must take earlier in the story. By the end of her tale, she's still the same spacey, weird girl she always was, but with a newfound acceptance of herself — more able to communicate what she's feeling, and more accepting of the fact that sometimes there will be things that other people just won't understand.

Hisao changes in the same way. While his relationship with Rin has signs of severely self-destructive tendencies at several points throughout the narrative, his inherently tenacious nature (which we see in several of the other paths, particularly Emi and Shizune's) means that he refuses to give up — either on Rin, or on himself. It's a difficult journey for them both, but one which ends with them not necessarily understanding each other completely, but having a much better understanding of themselves.

This, I feel, is an apt way to end Katawa Shoujo, since each of the five paths throughout the game is designed to have a particular emotional impact on the player, with each of the girls representing a particular trait or quality. Some of these will resonate with the player a little more; some of them the player will find more attractive; some of them the player will find less desirable or even offputting.

For me, I felt like I understood Hanako the best — her fear of social rejection, of being judged, of being scared to put trust and support in others. But I found Emi's drive and determination coupled with Lilly's grace and empathy to be the most attractive qualities. While I would describe myself as a creative type, I'm not sure I've felt such inner turmoil as Rin does over her own self-identity — though I have felt the desire (or, rather, "need") to change myself on more than one occasion. Meanwhile, my initial reaction to Shizune was one of dislike, though on reflection I do recognise certain aspects of her personality in myself — her practical nature, wanting to succeed and, at times, wanting to compete over even the silliest things.

So, then, as trite as it might sound, like in Rin's ending, I feel that in my time with Katawa Shoujo I have come to know myself a little better. Certain paths and situations resonated with me a lot more than other for various reasons, whether it was because I recognised the situations, whether I recognised traits in myself or whether, in several cases, I had had those exact conversations with someone.

Playing Katawa Shoujo has truly been a remarkable experience that I'm incredibly happy I had the opportunity to go through. The only thing I'm sorry about is that I won't ever be able to experience those stories for the first time again. If you haven't already, though, you can, right here.

The post #oneaday Day 752: I Love You, Rin appeared first on I'm Not Doctor Who.

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#oneaday Day 751: I Love You, Shizune https://imnotdoctorwho.moegamer.net/2012/02/08/oneaday-day-751-i-love-you-shizune/ https://imnotdoctorwho.moegamer.net/2012/02/08/oneaday-day-751-i-love-you-shizune/#comments Wed, 08 Feb 2012 15:47:10 +0000 http://angryjedi.wordpress.com/?p=3366 This is the fourth of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Shizune” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 751: I Love You, Shizune

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This is the fourth of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Shizune” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Hanako can be found here, and the previous day's post on Lilly can be found here. Following this, there's only Rin left to go.

I found playing Shizune's path quite interesting because I actually spent a lot of it not being entirely sure if I liked her or not. Her competitive, dominant, bossy nature is somewhat at odds with what I personally find attractive, and so I found myself wondering if pursuing her would have the same degree of emotional impact as the other girls. I still haven't quite made my mind up about it, as yet, but it was certainly an interesting story, despite being the least interactive of all the paths through the game, with only one meaningful choice to make.

At the outset of the game, the player is trained to think of the deaf and mute Shizune and her bubbly interpreter Misha as a single unit. It's difficult not to, as they're always together at the beginning of the game, Shizune only appears to speak in ellipses, and Hisao has to understand everything she says through Misha. Misha, being something of a wild child, has no sense of when Shizune is being sarcastic or scathing, but Hisao proves himself to be fairly astute early on, mostly understanding the intent behind Shizune's words but occasionally being surprised.

Despite her businesslike exterior, Shizune is actually quite immature and childlike underneath. She enjoys competition — making everything a game. At the slightest possibility of something becoming competitive, she'll challenge Hisao to "beat" her at it, usually offering punishments for the loser rather than rewards for the winner. She is proud, though, and doesn't back out of the consequences she set for herself, even if she does lose at times. We see this in the scene where the pair are carrying Kenji's inexplicably huge crate back to his room — she's the first to stumble and is perfectly willing to wind up carrying it herself.

Shizune's competitive nature is a coping mechanism she developed to get people to interact with her. As someone who could neither hear nor speak, she was isolated by her very nature. When we meet the rest of her family, including her cross-dressing brother and her irrational, trolling father, it becomes very clear that her childhood couldn't have been easy. The rest of her family clearly had no desire to learn how to communicate with her in sign language, and she came to resent having to communicate with her notepad. This is abundantly clear from how resistant she is to using it in her conversations with Hisao.

Shizune's story ends up being as much about Misha as it is about Shizune, however. When we're initially introduced to her, the player is left wondering exactly what she's doing at Yamaku. It's actually one of the other paths where we find out that the school isn't solely composed of disabled students, and since Misha appears to be free of physical deformities, we find ourselves wondering if she either has some sort of chronic condition, or some kind of mental disorder. Her seemingly unstable personality is arguably strong evidence for the latter, but we also find out in another path that Yamaku doesn't cater to those with mental disabilities, either, so it can't be that.

Misha, it seems, is simply there because she wants to learn sign language and go on to become a teacher in it. Hisao, to his credit, doesn't immediately assume that there's something "wrong" with Misha, but it's something of a natural conclusion for the player. As we get to know her throughout Shizune's path, however, it becomes clear that it's simply the sort of person she is — wild and bubbly for most of the time, but with occasional moments of clarity. And a love for the tilde.

The most interesting scenes with Misha come towards the end of the story, as Hisao's relationship with Shizune deepens. Misha comes to Hisao, utterly depressed, and asks him to comfort her. If he does, the two end up having curiously dispassionate sex, with the feeling afterwards that things have irreversibly changed. And sure enough, down this route lies the "bad ending", down which Shizune's nature causes her to end up alone.

It's this side of Shizune that is the most interesting thing about her, and a key part of her relationship with Misha, also. Shizune says to Hisao throughout the course of the story that the games she plays are a means to draw people in, to bring them closer. It works, too — we see even the chronically shy, retiring Hanako join Shizune in a game of chess at one point, drawn in by Shizune's magnetism.

What Shizune has trouble with, though, is knowing what to do with people once they are close. This is perhaps partly due to her difficulty in communicating with them, but it's also part of her personality. Given that we've established she grew up in a family environment that wouldn't have been all that supportive of her disability, she wouldn't have had a good model of what "people who are close" did with one another. This explains her detachment, and her businesslike nature in all matters. It also perhaps explains why when she and Hisao have sex for the first time, she ties him down and takes total control of the situation.

This detachment is a source of difficulty for Misha, who fell in love with Shizune some time ago. She sees how well Hisao and Shizune's relationship goes, and this depresses her, leading her to her potential late night liaison with Hisao. If Hisao displays some strength of will and refuses to go with it, Misha eventually gets back to her old self — thanks to Shizune's positive influence on Hisao.

Shizune spurs Hisao on to learn something out of his comfort zone — in this case, sign language. Her competitive nature also has a positive impact on his own personality. While he doesn't become as outright competitive as she does, he takes on some of her better traits, such as refusing to give up on people when they have given up on themselves. This particularly helps Misha, as Hisao absolutely refuses to let her sink so deeply into a pit of depression when it's clear that the two were such good friends. Eventually, we see Misha realising that she can't keep trailing along behind Shizune the whole time — Shizune has her own plans for the future, which involve becoming by turns a ruthless businesswoman and subsequently a philanthropist. Misha, meanwhile, elects to pursue what she is good at, even going so far as to take out-of-hours classes to improve her grades and score herself an international scholarship to continue her signing studies.

In fact, by the end of the story, it's only Hisao who ends up left without a firm idea of what he has to do by the time he graduates, and the realisation dawns on him that after the journey he took over the course of the year, he wants to help others. He wants to make sure that others turning up to Yamaku as depressed as he was when he first arrived are met with the same degree of friendship and support as he found when Shizune and Misha latched onto him. He decides he wants to become a teacher, accepting the fact that his heart condition means he'll probably die younger than other people, but wanting to make the most of the years he has.

Ultimately, Shizune's ending is much like Shizune the person — practical and businesslike. It doesn't have the romance of Lilly's ending, the raw emotion of Hanako's ending, the "finally, we understand each other" nature of Emi's ending — but it is a positive outcome for everyone involved. Hisao's life looks set to take a turn for the better as he has a clear goal, and his time with Shizune taught him that.

So while personally speaking Shizune may not have been the most appealing character, she has a positive, inspirational effect on Our Hero. And such is true for many things in life; the things that are best for us, the things that lead us on to Great Things aren't necessarily the things that provide us with the most instant of gratification. I can certainly relate to that.

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#oneaday Day 750: I Love You, Hanako https://imnotdoctorwho.moegamer.net/2012/02/07/oneaday-day-750-i-love-you-hanako/ https://imnotdoctorwho.moegamer.net/2012/02/07/oneaday-day-750-i-love-you-hanako/#comments Tue, 07 Feb 2012 17:23:31 +0000 http://angryjedi.wordpress.com/?p=3361 This is the third of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Hanako” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 750: I Love You, Hanako

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This is the third of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Hanako” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven't read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you're too lazy to scroll down, yesterday's post on Lilly can be found here.

Before I proceed, I should probably explain a few things — primarily, why the hell I am blogging more about this game than pretty much anything else I've ever played?

I don't have an easy answer to that save for the fact that it's resonated with me. And that's pretty much all there is to it — gameplay consists almost entirely of reading, looking at pictures and listening to music with the occasional choice between two (or, on very rare occasions, three) options. So it's certainly not the in-depth gameplay that has made me so interested in and enthusiastic about this title. The quality of writing, the well-defined characters and the emotional stories that they're used to tell, though? That's the prime attraction for me, and simultaneously what might put some others off.

So, on to Hanako.

I was expecting Hanako's path to be one of the most difficult to deal with, not necessarily from a choice-making perspective, but from an emotional perspective. While I can't relate to the trauma Hanako suffered when she lost her parents in the fire that caused the scars over half her body, I can relate to her social anxiety — that urgent feeling in your brain that when surrounded by unfamiliar people you really, really want to be somewhere else, and fast.

Like Hanako, I don't suffer it all the time. I have close friends with whom I can hang out, relax and chill out with for indefinite periods of time, just as she has Lilly and subsequently Hisao. But at the same time when thrust into a situation that will require socialising with people that I don't particularly know — or, worse, like — I often have a "fight or flight" response, usually ending in the latter. It's something that has got somewhat better over the years, but I can vividly recall on a number of occasions at university being out with a group of friends on the town, and just quietly slipping away at some point throughout the course of the evening because I couldn't take it any more. Often my absence went unnoticed.

Back to Hanako, though. In Hanako, we see a scared, fragile little girl in a teenager's body. She's afraid to leave her childhood behind, even after it was ripped from her by the death of her parents. She latched on to Lilly as a mother figure, and Lilly, as the caring, kind and gentle sort of person, accepted her. The two enjoy a good relationship, though Hanako becomes extremely dependent on Lilly's support, as we see by how terrified she is when it becomes necessary for her to talk to people when Lilly isn't there. She stammers, she fumbles her words and, occasionally, she simply bolts.

When Hisao comes on the scene, it's the beginning of something new for both him and Hanako. Hisao and Hanako both feel as if they are damaged goods, for different reasons — Hisao for his heart problems, and Hanako for her visible scars, which she does the best to cover up at all times with her hair and clothing. They begin to discover that they're able to relate to one another for these conditions that they're ashamed of, and, on the "good" route, come to bond over their scars. Hisao may only have a single scar on his chest as opposed to burns all over the side of his body, but it's still there as a constant reminder of his weakness.

Their finding each other comes to be less beneficial for one another than initially appears. While they support each other, they quickly fall into a codependent relationship, with one relying on the other. Hisao uses Hanako as an excuse not to have to think about the future, thinking of her as a special case who needs protecting. Lilly picks up on this and calls Hisao on it towards the end of the story.

If following the "good" path, Hisao ends up with Hanako late at night. He shows her his scar, the reminder of his painful past. In response, she strips down and shows him her body, scars and all — "this is me, all of me," she says — and the two end up having rather awkward sex. It's not until afterwards that Hisao has the sickening feeling that he wasn't even sure if she said "yes" — it was just something that happened, though he feels afterwards that it shouldn't have, that all it has achieved is put more walls up between the two of them.

Up until this point, Hisao has been somewhat absorbed in his own "white knight" quest to "fix" Hanako. Indeed, Hanako's "bad" ending sees her flying into a furious rage as he gets so absorbed in his role, so utterly convinced that he can somehow "save" her that he fails to see — or accept — that she wants and needs the space to work things out for herself, and to be independent, despite how much she has relied on others.

The final scene of Hanako's "good" path, however, reveals the girl's true intentions — "I wanted you to see me as someone more than someone you had to protect," she says. "All I ever was to you was a useless person, like a child." Hisao initially wants to deny this, but realisation finally dawns on him.

"She had become to me what I had been to my friends after my heart attack," he thinks. "A broken person."

He realises that this is actually the last thing he wanted to happen. He knows how awful it felt to have people he loved fall away from him because of his own issues, and at this point, he realises that he's been doing the same to Hanako. She didn't want to lose him, but her own feelings of inadequacy meant she felt she was unable to pursue him and admit her true feelings. We see this from the last thing she says in the story — her kiss is a "gift", and "something she should have given [him] a long time ago".

Hanako's feelings cut deep. I can't count the number of times over the years that I have felt similar feelings to her. Feelings of inadequacy, of being unable to measure up to impossible, undefinable standards that I've conjured up from somewhere. Feelings of being "useless", of being a "broken person". Feelings that came to a head as my marriage and life as I knew it came tumbling down around me. I had fucked up, made a mistake, ruined everything. And who would want someone so broken?

My own feelings, of course, don't come from physical scars of feeling responsibility for a past traumatic event. In my case, they're born from depression and, I imagine, whatever mental scars my less-than-pleasant life at school left me with. The result is the same, though — a depleted sense of self-worth, the feeling that you'll lose people simply for being somehow "useless" or "inadequate".

I haven't felt those feelings to the same degree for some time now, but Hanako's story resonated deeply with me precisely because I understood what running through her mind, if not the exact circumstances which caused such thoughts. While I shan't say that experiencing her story was particularly "comfortable", containing as many truths and familiar things as it did, I'm glad I went through it.

The post #oneaday Day 750: I Love You, Hanako appeared first on I'm Not Doctor Who.

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#oneaday Day 749: I Love You, Lilly https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-749-i-love-you-lilly/ https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-749-i-love-you-lilly/#comments Mon, 06 Feb 2012 15:05:08 +0000 http://angryjedi.wordpress.com/?p=3356 This is the second of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Lilly” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 749: I Love You, Lilly

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This is the second of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Lilly” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi's path can be found here.

Lilly is an interesting character. From the moment Hisao first meets her in the secluded abandoned classroom that she and Hanako have been using as an improvised tearoom, it's clear that she's cut from a different cloth to many of the other students at Yamaku. Of course, the other students at Yamaku are also cut from a different cloth to the rest of society thanks to their various disabilities, so for Lilly to set herself apart must make her pretty remarkable.

Of all the characters you come across in Katawa Shoujo, Lilly arguably seems the most at ease with her condition. She has never known anything other than life as a blind girl, and so she has adapted to this life. She can find her way around without the help of another person; she doesn't get offended when people make faux pas like Hisao's blurted-out "I see"; she doesn't depend on anyone else for support. She is, in many ways, one of the strongest characters in the narrative, which is one of the things that attracts Hisao to her in the first place.

Lilly may not depend on others for support, but others certainly depend on her. Hanako, despite being shy, retiring and reluctant to talk about her scarred body, relies on Lilly's support to an unhealthy degree. Lilly doesn't resent this at all, seeing Hanako almost like a daughter in many scenes. In fact, as Hisao's relationship with Lilly and Hanako grows, they start to feel more like a family — a "misshapen family" as both Lilly and Hisao refer to the situation, independently of one another.

Lilly hides her pain well. It's questionable at times as to whether or not it is "pain" as such, because of her good nature and calm demeanour. She misses her parents, though, and is curious about them. When she goes to visit them in Scotland during her aunt's illness, it becomes clear that she enjoyed the experience more than she thought she would. Her sister Akira has other ideas, however, and still feels bitter resentment towards the fact that they effectively abandoned both her and Lilly in Japan while her father went to work in Scotland. While Akira went on to work for the Japanese branch of her father's company, there's an obvious distance between them that Lilly doesn't feel to such a degree — or if she does, she doesn't show it.

Lilly lets down her guard during the trio's trip to her family's Hokkaido summerhouse. Hisao comes across her standing alone in a field in oddly pensive mood, seeming somehow more fragile than she's ever been. He manages to get her to admit the things that she fears. She doesn't want Hisao to go away — especially not to be snatched away by death, as she fears when he almost suffers another heart attack while with her and Hanako.

Lilly's tentative desire to rejoin her family comes to a head when Akira is invited to go and work with the family business in Scotland, and Lilly's family gives her a "summons". Lilly initially doesn't appear to know what she is going to do, remaining evasive on the subject when Hisao questions her about the future. It eventually transpires that she has decided to accept their summons, however, and travel to Scotland, leaving behind Hisao, Hanako and the life they are growing to love together. It's clear she's conflicted about this. She doesn't want to lose the people she loves — Hanako and Hisao — but at the same time doesn't want to lose her family, either. Despite being opposite to her sister in almost every way — she's feminine, calm, quiet and reserved compared to Akira's masculine, brash, loud and confident demeanour — she loves her very much and doesn't want to lose her, nor does she want to lose the chance to be with the family she hasn't seen since her early teens.

Hisao is partly to blame for what subsequently happens. In his relationship with Lilly, he grows more caring of others — particularly Hanako, whom he starts to see less as the fragile little porcelain doll she appears to be and more as someone who just needs to feel security — but also comes to depend on Lilly for support. She's the first person he turns to when he needs help — when Hanako locks herself in her room around her birthday, he immediately phones Lilly in Scotland asking for advice, before coming to the realisation afterwards that he should have made more of an effort to make his feelings for Lilly clearer.

Later, in contemplative mood, Hisao comes to realise that Lilly's sense of independence and aloofness is born from her internalised pain of having lost people dear to her. While they're not dead, the distance between her and her family is a source of pain to her, and when her sister decides to leave, too, she feels that she is obliged to go and be with them.

Hisao realises that Lilly, believing herself to be strong and independent as well as aware that both Hisao and Hanako depend on her for support, felt she had to make a decision for herself without relying on others. He mentally kicks himself for not having realised her inner turmoil sooner, and for having remained focused on his own problems and worries far more than about her. He realises that he should have talked about it with her, seen she was in pain, conflicted about what was to come. But instead he selfishly focused on the single future that he saw for himself — he put everything, including Lilly, in place and expected to be able to just sit back and let things run their course.

Real life, unfortunately, is rarely that simple, so it is the prospect of losing Lilly once and for all — even though she said herself that she didn't want to lose him — that spurs him into action. Unfortunately, the pressure of chasing her down as she is about to board her flight proves too much for Hisao's delicate heart, and he suffers another heart attack. His final thoughts are that he has failed, dying on the pavement with the girl he loved just out of his reach — and that it is his fault or, more specifically, his body's fault, snatching happiness away from him due to his own physical weakness.

Assuming Hisao remained honest and true with Lilly throughout the narrative, however, that's not where the story ends. While he ends up in hospital attached to a variety of machines — a place he never wanted to return, and an event which only adds to his worries that he has "ended up back at square one" — it transpires that Lilly hasn't left his life just yet, and he has one last chance to save things.

Hisao comes to realise that he sees a lot of himself in Lilly — the desire to be independent, not wanting to burden others with his problems, the fear of having his hopes, dreams and precious people snatched away from him. Hisao promises Lilly that he won't let that happen to her, because he knows firsthand how awful it is to find it difficult to trust someone — something Lilly has struggled with due to the losses she has suffered in her life — and how terrible it is to lose everything once held dear. In a rare and uncharacteristic display of forthrightness and stubbornness, he asks her to stay, not because he needs her, but because he wants to share her burdens and her happiness.

Ultimately, the biggest struggle Lilly has to overcome is not her disability, which remains almost irrelevant for most of her story. Instead, it is her way of thinking, and the walls she put up around herself. They're different to the walls Hanako puts up around herself, but they're still walls nonetheless. It's almost as if she can't see them from within, however, which is why it takes Hisao's bold gestures and words to show that her life can take a different route.

Tomorrow: Hanako. If you're playing Katawa Shoujo yourself, it's worth playing the Lilly and Hanako arcs close to one another so you can observe the similarities. During Hanako's story, you also learn quite a lot about Lilly that isn't explored in the same way in her own arc.

The post #oneaday Day 749: I Love You, Lilly appeared first on I'm Not Doctor Who.

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#oneaday Day 746: I Love You, Emi https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-746-i-love-you-emi/ https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-746-i-love-you-emi/#comments Sat, 04 Feb 2012 02:06:35 +0000 http://angryjedi.wordpress.com/?p=3342 This post regards the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the "Emi" path and would like to avoid spoilers, I recommend you skip this post. I've even put the spoilery discussion below the break. Aren't I nice? If you're still reading this, it's highly … Continue reading #oneaday Day 746: I Love You, Emi

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This post regards the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the "Emi" path and would like to avoid spoilers, I recommend you skip this post. I've even put the spoilery discussion below the break. Aren't I nice?

If you're still reading this, it's highly likely you already know what Katawa Shoujo is but just in case you aren't, it's a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a "labour of love", having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It's been described by some as "eroge" or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a "victory" for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

If you want to check out Katawa Shoujo for yourself, take a peek at the official website.

Right. Now everyone who is here actually wants to be here or doesn't care about spoilers, let's talk about the game, and specifically Emi.

I have played through one of the several "paths" available through the game so far — the one which focuses on the aforementioned Emi. The nature of the cast (and, for that matter, the protagonist's personal journey) in Katawa Shoujo pushes the player into initially identifying characters by their disabilities, meaning that at the outset Emi's distinguishing characteristic is that she doesn't have any legs. Progress through the narrative, however, and certainly in Emi's case, her disability becomes arguably the least important aspect of her whole.

Emi is a runner — she describes herself at one point as "the fastest thing on no legs". Her early interactions with the protagonist Hisao see her as a bubbly, enthusiastic, popular and young-looking girl who is really into sports, and who really wants to help Hisao better himself through the sport that the school nurse ordered. Hisao quickly notices that Emi seems like a different person when she runs — while she's ditzy, girlish and flirtatious when she's talking, while she runs she is determined and focused. Nothing matters except the task she has immediately in front of her.

This particular aspect of Emi's personality is the most important thing about her. She is independent and determined. She makes her way around on her prosthetic limbs without needing help from anyone, and pushes herself physically daily. She doesn't like to admit when she gets hurt, and on the one occasion in the story where she finds herself confined to a wheelchair for a limited period, is bummed out when she has this feeling of power taken away from her. When she is in the wheelchair, she has to rely on other people, and she is not used to that. She is used to being in control — both of herself, and of the situations she finds herself in.

This extends to her attitude towards sex, also. While we never quite find out whether or not Emi is actually a virgin prior to her first liaison with Hisao, it's clear that she knows what she likes, but is not necessarily that experienced. She quickly takes control of proceedings, often dominates Hisao and is very difficult to embarrass — the one exception being the occasion where the two decide to try anal sex and both end up finding it a somewhat disappointing, mildly humiliating experience. Emi also uses sex as a way of getting what she wants or as a diversionary tactic to get her out of difficult conversations — further evidence of her need to remain in control of the situations in which she finds herself.

What Emi discovers through her relationship with Hisao, however, is that despite his reticence he is someone who causes her to lose control and relax her grip on the power she holds over herself. We see this on the occasion where she falls asleep in his arms and has one of her regularly-occurring nightmares about the death of her father in the accident that cost her her legs. Emi realises this around exam time, and regains control of the situation by informing Hisao that they can't see each other until after exams. She even tells him why. Hisao accepts this, but feels like he is being pushed away.

Emi's biggest fear is losing the control and sense of independence she has. She feels that she is obliged to struggle through life by herself. She was very close to her father, and having both him and her legs suddenly removed from her life after the accident left her hesitant to get too close to anyone or anything for fear that she would once again lose everything she held dear. When she is confined to the wheelchair, she is upset because she feels like she has lost the independence that her prosthetic legs brought her — even though it is only for a short time. She resents the few occasions on which she has to ask for help, such as when she can't get the wheelchair over the lip of a doorway.

Emi's relationship with her first boyfriend initially mirrors the journey which she and Hisao subsequently take. The difference is that the first boyfriend couldn't take the being pushed away by Emi's refusal to rely on anyone but herself, while Hisao remains determined and resolute in the face of adversity and resistance — traits which he learned from Emi — and stands by her, even as she claims she doesn't want or need help. While this leads to conflict between the two on several occasions, with Emi showing uncharacteristic anger when pushed too hard, she eventually comes to the conclusion that Hisao is just as determined as she is, and wants to be a part of her life — not to be her knight in shining armour and "fix" her, but to simply be there for her.

Her opening up to Hisao is both sudden and gradual simultaneously. After a particularly nasty spat between the two, they eventually make up. Emi invites Hisao to "come and see her dad" on a particular day — an invitation which everyone else who knows Emi realises is a big deal, but which Hisao is hesitant to make assumptions about. It's clear to the player long before Hisao that the visit to her father is a regular trip to visit his graveside, and that letting Hisao in on this deeply personal experience is a huge, sudden step for Emi.

She can't handle it all at once, however, so while they are standing by the graveside, she works her way up through a string of personal, private admissions, starting with her favourite colour that very few people actually know, and eventually concluding with what really happened on the night of the accident. As Hisao observes, she handles this difficult process of opening up much like she handles physical activity — starting with something easy and simple to warm up, working into a good rhythm and then ending with the most demanding and difficult challenges. By the time she has burst through that "wall", she has come to the conclusion that having Hisao around might not be such a bad idea after all. She accepts that opening up to another person is not a sign of weakness or a lack of independence.

Emi, like the rest of the cast in Katawa Shoujo, is a deep and complex character. While she has a disability, she does not let it define her, nor does she let it be an inconvenience to herself or others throughout the course of the game. She is strong, determined and initially unwilling to accept help even though she needs it — not because she is weak, but because she needs an outlet. Her nature changes Hisao, too — he becomes stronger, more impulsive, determined and willing to take risks. Not only that, he, too, refuses to let his disability define him. While he is embarrassed about his heart condition at the game's outset and strongly wishes to distance himself from the rest of the student body whom he sees as not "normal", by the conclusion of the Emi plotline he's ceased to think of things in such black and white terms. He stops using the word "normal" and instead focuses on the person he's talking to. He becomes determined to overcome adversity and push his own boundaries without breaking them. It's the determination and stubbornness that he learns from Emi that cause her to eventually open up to him in the end.

The very fact that I've managed to write 1,500 words about a character in Katawa Shoujo should convince you that this is a title worth investigating if you haven't already. There aren't that many games out there in which you can explore the characters in such depth, and it's this aspect that makes Katawa Shoujo a truly special thing to experience. The visual novel genre may be light on the interaction side of things by its very nature, but I can say without a doubt that even after one playthrough, Katawa Shoujo is one of the most engrossing character-led gaming experiences I've had since Persona 3 and 4.

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#oneaday Day 744: Being a Sidebar to That Interminable Games and Art Discussion, Regarding Visual Novels https://imnotdoctorwho.moegamer.net/2012/02/02/oneaday-day-744-being-a-sidebar-to-that-interminable-games-and-art-discussion-regarding-visual-novels/ https://imnotdoctorwho.moegamer.net/2012/02/02/oneaday-day-744-being-a-sidebar-to-that-interminable-games-and-art-discussion-regarding-visual-novels/#respond Thu, 02 Feb 2012 01:00:45 +0000 http://angryjedi.wordpress.com/?p=3330 Games are art, games aren't art, games can never be art. Who gives a toss? Actually, judging by the amount of discussion this topic has been generating over the years, quite a few people. For me and my friends, it was Final Fantasy VII that first made us even consider it. Nowadays, of course, Final … Continue reading #oneaday Day 744: Being a Sidebar to That Interminable Games and Art Discussion, Regarding Visual Novels

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Games are art, games aren't art, games can never be art. Who gives a toss? Actually, judging by the amount of discussion this topic has been generating over the years, quite a few people. For me and my friends, it was Final Fantasy VII that first made us even consider it. Nowadays, of course, Final Fantasy VII and the JRPG genre in general is regarded as something of a cliche, but that's not what I'm going to get into here.

Instead, inspired by finally getting around to downloading, installing and starting Katawa Shoujo, I wanted to say a few words about the visual novel genre of interactive entertainment, and its tangential relevance to the "games as art" issue.

For the uninitiated (and those too lazy to click on the link above), Katawa Shoujo, which apparently literally translates to Cripple Girls, is a visual novel-cum-dating sim developed by members of notorious Internet cesspit 4Chan. It casts the players in the role of a teenage boy struggling to come to terms with his own condition — arrhythmia. As part of his rehabilitation and treatment, he's transferred to a special school that specifically caters to students with disabilities, and from here he comes to know a variety of strange and wonderful characters, most of whom each have some sort of disability. After the first act, the game then proceeds down one of several paths depending on which girl in the cast the player decides our protagonist is going to pursue.

I shan't talk any more about Katawa Shoujo specifically at this time, as I'm still partway through my first playthrough and don't want to draw any conclusions just yet. But what playing it is reminding me is that visual novels are one of my favourite styles of games — and yet, ironically, they're barely games at all by the traditional definition.

I know I said I wouldn't talk any more about Katawa Shoujo yet, but in Katawa Shoujo so far, I have pressed the "continue" button a whole lot and made approximately four choices in about two and a half hours of gameplay. I do not feel short-changed by this, as the stuff for which I am pressing "continue" is interesting, compelling and utterly addictive in exactly the same way that a good book is.

The situation is pretty much the same with titles like the Ace Attorney series, arguably my favourite series of all time. The vast majority of your time in these games is spent pressing a large "continue" button, with the occasional choice of where to go next, what to examine and, in the series' iconic courtroom scenes, using what you have discovered at the appropriate time to prove your case. In these games, there's one set solution and no deviating from it — but again, I don't feel short-changed at all.

Why? Well, the technical limitations of the genre mean that you find yourself filling in the blanks with your imagination a lot more than you might if the game were fully-voiced, fully-animated and provided complete freedom of interactivity. Instead, you're presented with static backdrops; character stills overlaid with maybe three or four different frames of animation to represent different emotions; and text. Lots of text.

The latter part is what puts a lot of people off visual novel titles — the "it's too much reading" argument — but it's from all the text that these titles gain all their power. Typically involving the player getting inside the head of the protagonist and playing things from a first-person narrative perspective, the use of text throughout allows for a far more in-depth exploration of the character than we get in even the lengthiest of RPG. We know what the protagonist is feeling; how he reacts to events; what his attitudes towards the other characters are; and any conflicts he might be feeling. It's a curiously intimate relationship that the player of a visual novel has with the character they're ostensibly "controlling", but this intimacy is oddly often amplified by how infrequently you get to make choices or speak for the protagonist. The choices you make, in many cases, are extremely important, and in some cases can cause the entire plot to veer off in a completely different direction. Their relative infrequence makes them powerful moments to mull over.

But what of the relevance to the "games and art" debate? Well, visual novels present an interesting medium for a variety of artists to express themselves. A novel is typically the work of one person — the writer, perhaps with an illustrator in tow depending on what type of book it is. A painting is the work of a visual artist. A piece of music is the work of a composer. But a visual novel requires all of these things — art, music, sound, writing and in some cases, animation and acting — making it a distinctively collaborative, cross-disciplinary medium. Alongside this, it's one of the most accessible forms of game there is — if you can read, you can play, understand and enjoy a visual novel even if you've never, ever picked up a controller before — meaning it has an inherently larger potential audience than the relatively specialised "gamey games" markets. It distinguishes itself from movies, animation and TV shows by providing a middle ground between the "show, don't tell" of moving pictures and the pure imaginative effort required when reading a novel.

In short, it allows for stories to be told in a way that is unique to its own medium. These stories, while often following similar patterns and very often involving big-eyed anime girls, are no less valid and worthy of study, interpretation and criticism than those presented in more "traditional" media. In fact, if anything, the fact that the visual novel is a relatively new and emergent art form merits more attention than it actually gets.

And sure, while many visual novels descend into Japanese absurdity, titles like Katawa Shoujo; Digital: A Love Story; Don't Take It Personally, Babe, It Just Ain't Your Story; and numerous others all push the boundaries of what it's possible to make interesting interactive entertainment from, along with taking on subject matter I can't recall ever being dealt with (tastefully, anyway) in other types of game.

Consider how simple early movies were and how sophisticated they are now in comparison. Given visual novels' relative infancy compared to other media, imagine what the possibilities might hold in the future. Will we ever see a title like this regarded as "interactive literature" or equivalent?

Who knows. All I know right now is this: if your primary motivation for playing interactive entertainment is to be told a story that draws you into its world and characters, you'd do well to check out titles like those that I've mentioned above.

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#oneaday Day 733: The Greatest iOS Game You've Never Played https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-733-the-greatest-ios-game-youve-never-played/ https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-733-the-greatest-ios-game-youve-never-played/#respond Sat, 21 Jan 2012 20:18:44 +0000 https://angryjedi.wordpress.com/?p=3289 Oh boy do I have a treat for you iOS owners out there. A free game that is brilliant, doesn't try to con you out of any money and doesn't have a single ad in it anywhere. Not only that, but it also features the most spectacular Engrish you will ever see, as evidenced by … Continue reading #oneaday Day 733: The Greatest iOS Game You've Never Played

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Oh boy do I have a treat for you iOS owners out there. A free game that is brilliant, doesn't try to con you out of any money and doesn't have a single ad in it anywhere. Not only that, but it also features the most spectacular Engrish you will ever see, as evidenced by the screenshot which accompanies this post.

The game in question is HungryMaster by xionchannel. I found it completely by chance while browsing titles related to Square Enix's catalogue on iPad, and downloaded it out of sheer curiosity. I was expecting it to be a five minute novelty, to be deleted immediately afterward.

What I instead found was a wonderfully silly, addictive little game whose use of touch controls puts big-name developers to shame.

The premise is simple and insane. Delica is hungry and walking in the woods one day when she comes across a talking white cat called Saten [sic]. Saten offers to give Delica magical powers for some reason I feel is somewhat lost in translation. Said magical powers allow Delica to defeat monsters by turning them into food, which kills two birds with one stone.

In gameplay terms, the player controls Delica by touching on the screen anywhere, and she follows. In order to use her new-found magical girl powers, the player must draw a line starting from her and running through enemies. The player can lock on to as many enemies as they can draw a line through while a brief timer is running, then they explode and turn into food when the player releases their finger. Delica can then collect the food by running over it. Collecting more food in rapid succession gives a combo bonus, and the main objective of most levels is to collect enough food to deliver to houses scattered around the map. There are occasional boss fights, too, where twenty pieces of food can inexplicably be used to set off a bomb.

It's as gloriously ridiculous as it sounds, but the gameplay is very solid thanks to the excellent touch controls. The whole thing is presented on the iPad or iPhone screen in portraitwise orientation, features 80s-style pixel art and scanlines. It's like holding a forgotten 80s arcade machine in your hand — the sort you only ever found at that one arcade at that one seaside resort, but would always insist on going to whenever possible because that hidden gem of a game was just so good.

I'm very happy that I've found such a hidden gem on iOS. Check it out for yourself here.

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#oneaday Day 694: BUNNNNNNDLE https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-694-bunnnnnndle/ https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-694-bunnnnnndle/#respond Tue, 13 Dec 2011 23:56:48 +0000 http://angryjedi.wordpress.com/?p=3177 There's been some discussion recently over whether or not superdeals like the Humble Indie Bundle and IndieRoyale are beneficial or detrimental to the industry at large — particularly the independent developers whose work is featured in the packages. For consumers, it's pretty much an unquestionable win. To be able to pick up substantial packages of games … Continue reading #oneaday Day 694: BUNNNNNNDLE

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There's been some discussion recently over whether or not superdeals like the Humble Indie Bundle and IndieRoyale are beneficial or detrimental to the industry at large — particularly the independent developers whose work is featured in the packages.

For consumers, it's pretty much an unquestionable win. To be able to pick up substantial packages of games for a fraction of their normal cost (the latest Humble Bundle offers 7 titles, a value of approximately $100) is brilliant, and in both cases, those who want to pay more can if they desire. Likewise, those on a budget can pay the minimum without guilt. The Humble Bundle also has the added karmic bonus of an optional charity donation, too, so you can justify filling your Steam library with stuff you might not get around to for a few months on the grounds of it being "for the children".

For developers, though, you can see how it might be something of a mixed blessing. On the one hand, these bundles often take on a higher public profile than the individual component games themselves. This exposes a variety of quality, unknown titles to the world, encouraging consumers to step out of the comfort zone of triple-A titles to explore the wider world of gaming. Sick of hearing about Call of Duty all the time? Don't play it — check out the rapidly-expanding indie market and you'll never need to even think about Activision ever again.

On the other hand, all the time these bundles are selling games for a fraction of their normal price, developers are losing out on those sweet, sweet monies. And unlike publishing behemoths like EA and Activision, these developers are often counting on the income from their creations to ensure their continued existence as studios. In the case of some developers, your buying their game might even be helping to put food on their table.

You might be feeling a bit guilty for putting in that bare minimum donation now. However, you probably shouldn't — many developers, including Robert Boyd of Cthulhu Saves the World developer Zeboyd Games, report that strong sales actually continue for some time after a Steam sale or bundle deal — and the cheapest sale isn't necessarily the one where a title will sell the most. It's all about visibility — during Steam's Halloween sale, during which Zeboyd's titles were 33% off, the developer sold more copies than during the larger Thanksgiving sale, where they were 66% off. The difference? The Halloween sale was small enough that customers could see all of the titles on offer, while the Thanksgiving offering was a traditionally huge Steam sale, with a huge variety of content on offer for a fraction of its usual price.

Valve have often reported that sales of titles like Team Fortress 2 (before it went free to play, obviously) and Left 4 Dead took an upward turn after a sale in which they had been reduced by a considerable margin. The most likely explanation for this is related to the "visibility" issue that Boyd mentioned — once a sale is over and done with, players are going to be trying out all these weird and wonderful games that they took a chance on, and Steam being an inherently social platform, their friends are going to see what they're up to. Cue a number of conversations about "what on earth is that you're playing?" coupled with enthusiastic gibbering about how awesome Recettear: An Item Shop's Tale is and you can see how this "word of mouth" effect could have a powerful impact on sales, even after special offers are long gone.

So in summary, no, I don't think these indie bundles are bad for the industry. I'm happy they exist because they've certainly introduced me to a variety of wonderful games over the years — and proven that even if you find the way the triple-A sector does business to be somewhat distasteful, there's always something to play.

So if you haven't already, go pick up a copy of the latest Humble and IndieRoyale bundles now — links at the top of this post.

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#oneaday Day 685: I'm In Hell https://imnotdoctorwho.moegamer.net/2011/12/05/oneaday-day-685-im-in-hell/ https://imnotdoctorwho.moegamer.net/2011/12/05/oneaday-day-685-im-in-hell/#comments Mon, 05 Dec 2011 01:29:27 +0000 http://angryjedi.wordpress.com/?p=3157 Bullet hell, that is. Despite not being very good at them, bullet hell shooters are rapidly becoming one of my favourite genres to unwind with. Actually, "unwind" might not be quite the right word, given the sense of tension they tend to provoke, but… oh, I don't know. They're fun, all right? Most recently, I've … Continue reading #oneaday Day 685: I'm In Hell

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Bullet hell, that is.

Despite not being very good at them, bullet hell shooters are rapidly becoming one of my favourite genres to unwind with. Actually, "unwind" might not be quite the right word, given the sense of tension they tend to provoke, but… oh, I don't know. They're fun, all right?

Most recently, I've been playing Gundemonium Recollection, which is available on PSN and Steam. It's cheap, too — at about £8 for it and two other excellent shmups, it's certainly one of the more low-cost entries in the genre out there. Hell, even Cave's iPhone games cost more than that.

Not only does Gundemonium Recollection have a fabulous title, it also exemplifies many of the things that I — as a relative newcomer — believe are "typical" for the genre. We have a cute, big-eyed anime art style. We have lots and lots of bullets. We have game mechanics that go a little beyond "move" and "shoot" but not by much. And we have beautifully, wonderfully cheesy music.

The whole aesthetic is one of the things I find most endearing about the whole thing. Speak to your stereotypical dudebro about what constitutes a "hardcore" game and, depending on how into their games they are, you'll get all manner of different answers. They will likely involve either first person shooters or MOBA games, however, and almost certainly will feature the colour brown prominently. What they likely won't feature is 18th century anime girls with Old West-style revolvers flying through the sky and shooting down everything from things that look like Angry Birds to scantily-clad women with massive knockers sitting astride gigantic rocket launchers.

And yet, from experience, I know what the more hardcore game is.

You can get good at, say, Call of Duty or Halo relatively quickly, and certainly be able to beat the games on their Normal difficulties without too much, well, difficulty. They're friendly to short, quick-fire play sessions in multiplayer, and even the single player campaigns tend to be split into bite-size, episodic chunks, with you running from one setpiece to the next — in Call of Duty's case, perpetually following along behind an NPC who gets to have all the fun while you watch — towards an eventual, inevitable conclusion.

Gundemonium Recollection, meanwhile, is hard with a capital ARRRRRRGH. While the whole game is no more than about 15-20 minutes in length, as is typical for the genre, reaching the end of the game is a significant feat, particularly as you're encouraged to attempt it without continuing. And once you do manage to make it through to the end, you then have your score to consider. How can you pump it up? How can you maximise your scoring potential in each stage?

Bullet hell shooters are less mindless than their name suggests. The stereotypical "shmup" involves dodging up and down while hurling increasingly-ridiculous weaponry at incoming enemies. And yet in bullet hell shooters, the actual "shooting" side of things is the least important factor. The skill you have to practice is dodging all those bullets — no easy task, but successfully pulling it off makes you feel like a badass.

In fact, achieving anything in the game, whether it's progressing twenty seconds further than you did previously or beating your high score, makes you feel like a badass. There is, in fact, quite a comic juxtaposition between how badass you feel having achieved something in the game and the incredibly cute anime art style and music.

Such is the way of Japanese games, though. The culture of "gamer" (whatever that actually means) is significantly different over there, meaning we get little gems such as Gundemonium Recollection and its two sequels springing up out of nowhere and providing something infinitely more fun that Brown Shooty War-Bang Soldier of Duty XIV.

Assuming you don't mind failing. A lot. Perhaps that's the key difference. In a title like Gundemonium Recollection, you can fail. You can fail embarrassingly quickly if you suck as much as I do. Conversely, to go back to our earlier examples of supposedly "hardcore" Western games, there's little to no consequence for failure. Die in a single player Call of Duty level and you just restart from your last checkpoint. Lose a multiplayer match and you can just try again — it doesn't matter at all, because you still got XP and a little closer to the next batch of unlocks.

In practice, you're actually achieving much the same kind of thing in Gundemonium Recollection, only the progress you've made isn't necessarily reflected with perpetually-filling progress bars and unlocks. Rather, you're making progress with your own skills, improving your own abilities at playing the game, and as a natural extension of that, you'll be able to get further, score better, or take on the more frightening difficulty levels. (I haven't graduated off "Novice" yet, and still felt like a badass when I finally took down the final boss.)

So, then, the next time you describe yourself as a "hardcore gamer" to someone, just consider that somewhere out there there's someone playing a game about flying magical girls with revolvers who is infinitely more hardcore than you could ever hope to be.

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#oneaday Day 681.5: RIP GamePro https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-5-rip-gamepro/ https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-5-rip-gamepro/#comments Thu, 01 Dec 2011 01:24:04 +0000 http://angryjedi.wordpress.com/?p=3147 [Apologies for the interruption to the ongoing story — it will end tomorrow. This needed to be said today, though.] Today, an era came to an end, as the announcement came that GamePro in its current form would be no more as of December 5, 2011. Both the website and the new quarterly magazine have … Continue reading #oneaday Day 681.5: RIP GamePro

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[Apologies for the interruption to the ongoing story — it will end tomorrow. This needed to be said today, though.]

Today, an era came to an end, as the announcement came that GamePro in its current form would be no more as of December 5, 2011. Both the website and the new quarterly magazine have been shuttered, and all of us on staff suddenly find ourselves without a job. The GamePro brand itself will be folded into PC World, where it will most likely die a quiet death, unnoticed.

This is, of course, suckitude of the highest magnitude, but it wasn't entirely unexpected. It is tough times in the super-competitive publishing industry, particularly in the overcrowded video games market. I shan't pretend to understand the business reasons behind the closure of GamePro when we were enjoying viewing figures the likes of which the site had never seen — but it seems to be something of a sad truth in today's games journalism industry that nothing lasts forever. If you want job security, it ain't the sector you should get yourself into.

What has been touching is the amount of support people have shown for GamePro on Twitter and various other social networks today. The magazine and site was a lot more widely-known than I thought — at times I'd wondered if UK journos and industry types were even aware of it — and everyone, it seems, was sorry to see the back of what had, after all, been a fixture in gamer culture for many, many years, particularly in the U.S.

GamePro, of course, has personal meaning to me, too. My brother spent ten months giving both the magazine and its web presence a much-needed shakeup (see his blog post today for more) and made it something that was interesting and relevant to the modern gamer. And once he left and I had the opportunity to jump in on news reporting duties, I know my contributions played a part in the site's growing success — growth that has been sadly cut short by today's news.

While I'd never met many of the GamePro team face to face, it was a close-knit bunch of people who got on well together, from what I could make out, anyway! I felt like a valuable member of the team despite being halfway across the world, and I always felt like my hard work was appreciated — which is why I continued to work so hard and contribute as much quality content as I could to the site. I made a distinct effort to not cover the same stories that all the big news blogs did — that's counter-productive. Rather, I took inspiration from sources such as GameSetWatch (which, coincidentally, also died today), Kill/Screen and numerous others to dig up interesting nuggets of information on fascinating indie titles, peculiar happenings in gamer culture and opportunities for discussion and debate. I was happy with the approach; I feel it gave GamePro a unique take on the news which wasn't just a case of rewriting press releases and rewording stories from other sites. And on the occasions where I did write stories based on press releases, I made a conscious effort to actually write a story rather than just reword the press release. I'd read up on the background of the companies involved, find out precedents for interesting events and throw in some interesting trivia if I had some to hand.

And now it's all over. I'm sorry to see GamePro go, but I'm hopeful that the staff will be able to find themselves suitably awesome positions to move on to. As for me? I couldn't say. Working for an American site has been a great deal of fun but it's had the side-effect that I'm known more in the States than I am in my own country. While I'd hope my experience and output would speak for itself regardless of the geographical location of the site on which it was published, I do wonder which side of the pond any future writing gigs might come from.

With that, then, ladies and gentlemen, please raise your glasses and toast the late GamePro. You'll be missed.

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#oneaday Day 651: Circle of Blood https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-651-circle-of-blood/ https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-651-circle-of-blood/#comments Mon, 31 Oct 2011 22:41:21 +0000 http://angryjedi.wordpress.com/?p=3073 Having beaten Xenoblade, I was in two minds as to what to play next. Should I go and grab something brand new, or should I delve into the Pile of Shame? I opted for the latter. Broken Sword, to be specific, and the new(er) Director's Cut version, which features (marginally) updated graphics and some extra Nico-centric … Continue reading #oneaday Day 651: Circle of Blood

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Having beaten Xenoblade, I was in two minds as to what to play next. Should I go and grab something brand new, or should I delve into the Pile of Shame?

I opted for the latter. Broken Sword, to be specific, and the new(er) Director's Cut version, which features (marginally) updated graphics and some extra Nico-centric scenarios. The new stuff so far is cool — some immensely satisfying codebreaking puzzles are a particular highlight — but the fact that the sound quality is so markedly different to that from the original game is a little jarring.

I have fond memories of Broken Sword. It came out when I was doing work experience down on PC Zone. That particular issue saw me writing a bunch of captions for some material about Quake, and publishing an entire review on Virtua Fighter PC in which I used the then-fashionable terminology on Zone of "turbo nutter ninja bastard" to mean "very powerful". But that's beside the point.

Broken Sword comes from a very different era to the console-centric experiences we have today. This is obvious in a number of ways. Firstly, it's a point and click adventure, and while we do still get some of those nowadays, they're a lot rarer than they used to be — and I can't remember the last time a point and click adventure would have been regarded as a triple-A title. Secondly, none of the characters feel the need to run everywhere. They saunter around at a leisurely pace, mercifully just short of being infuriatingly slow. This relative slowness, however, gives the game a much more "sedate" feeling pace while you're playing — it's almost relaxing to play, despite the fact that you're chasing down a murderer.

Perhaps it's the sensation of using your brain in ways it hasn't been used for a while. The concept of "puzzles" in a lot of adventure-style games these days tends to (still) involve pushing blocks around or finding ways to get to switches. Broken Sword, meanwhile, involves good old fashioned adventure game puzzles. In order to open a door early in the game, you need to pull on a cross on the wall, wedge it open with a shell casing you found earlier, insert a stone tube into a socket that opens up, pull out the shell casing (which hopefully you had remembered to flatten under the door earlier, otherwise you'll have to repeat the above process) and use it to lever open the stuck door that had been partly activated by your insertion of the stone tube. It sounds a little silly, sure, but it makes sense while you're playing — and by golly it's satisfying when you work it out for yourself without the aid of GameFAQs. And it's not as stupid as the rubber ducky puzzle in The Longest Journey, a game I'm finding myself hankering to replay very soon.

Broken Sword is quite impressive in that it has been around for a very long time in computer game terms and still "works" as a game today. Sure, the pace may seem relatively snail-like to console gamers (though the original did come out on PS1 and Game Boy Advance, among others) but there's nothing fundamentally wrong with the puzzle and dialogue-heavy gameplay. In fact, we could stand for a few more games like that these days, and a few less that involve you staring down the barrel of a gun.

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#oneaday Day 648: Xenoblade Chronicled https://imnotdoctorwho.moegamer.net/2011/10/28/oneaday-day-648-xenoblade-chronicled/ https://imnotdoctorwho.moegamer.net/2011/10/28/oneaday-day-648-xenoblade-chronicled/#comments Fri, 28 Oct 2011 23:38:47 +0000 http://angryjedi.wordpress.com/?p=3067 Finished Xenoblade Chronicles and can say with some confidence that it's my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it's looking good for Monolithsoft's epic RPG extravaganza. Of course, my Game of the Year vote is of interest only … Continue reading #oneaday Day 648: Xenoblade Chronicled

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Finished Xenoblade Chronicles and can say with some confidence that it's my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it's looking good for Monolithsoft's epic RPG extravaganza.

Of course, my Game of the Year vote is of interest only to my friends. Gamer culture at large will undoubtedly vote Battlefield 3, Modern Warfare 3 or Uncharted 3 (hang on a minute… there's a pattern there somewhere) as GotY. But that doesn't matter.

Xenoblade Chronicles toes the line perfectly between JRPG and WRPG. On the J front, you have your floppy-haired protagonists who wield physically improbable weapons; you have your large-breasted female companions (one of whom spends most of the game clad in "armour" that really wouldn't protect anything besides her modesty — and even then only just); you have your small, annoying creature; you have your ultimately quite predictable JRPG finale (I still love 'em, I don't care how cliched they are). On the W front, you have a huge open world with minimal loading breaks — individual zones are huge in area and packed with things to do: monsters to kill, quests to complete, people to find. Straddling the line between both, we have an excellent combat system somewhat reminiscent of MMOs like World of Warcraft or, probably more accurately, Guild Wars.

Why the Guild Wars comparison? Well, like that game, you only have a finite number of skills which can be "equipped" at once, from a larger potential bank. The number of skills you acquire in Xenoblade Chronicles isn't as ridiculous as NCSoft's title, but then you do have several characters to manage all at once. Mercifully, you only have to control one of them at once, with the AI doing an excellent job of performing whatever role each character is ideally suited to in the party.

Gameplay-wise, it's top notch. Simply proceeding through the areas, completing quests and following the story when I'd "cleared" an area was enough to get me almost to the very end — there was only a few levels' worth of grinding required to safely get through the home straight, and by that point you've learned plenty of EXP-boosting skills so it's not as painful as it could be.

This is all very clinical and mechanical — and that's fine, as an RPG can live or die on its mechanics. But the real star of the show in Xenoblade Chronicles is its cast. Brilliantly voiced by an English cast, the characters are all memorable and, despite my "floppy haired protagonist" comment earlier, manage to not fall into the usual stereotypes. Each of them is an interesting individual whom you get to know throughout the course of the game, both through story sequences and through optional "heart to heart" conversations, where two characters have a chat and come away from it either liking each other a little more or a little less.

Characterisation isn't just limited to story sequences, however — different combinations of characters in a battle party elicit different battle cries and responses to one another. And, as characters develop their Affinity for one another, they start to talk to each other during battle differently, often engaging in some light-hearted banter that makes them seem a lot more human. Okay, you'll hear "what a bunch of jokers!" and "my rifle's getting hotter!" an awful lot throughout the course of the game, but on the rare occasions where they start teasing each other after a successful battle, it'll definitely raise a smile.

For me, the sign of a good RPG is whether you have a kind of "empty" feeling after it's all over — you won't be spending any more time with these characters, and that's sad. I felt it particularly strongly with Persona 4, whose ending sequence made me tear up, and I'm not ashamed at all to admit it. Xenoblade Chronicles gives me that feeling, too. It's a different sort of ending to Persona, but once it's over you have very much left those characters behind to get on with their lives in their post-adventure world. It's a bittersweet moment.

By far the saddest thing about Xenoblade Chronicles, however, is how few people will get to play it. While it got a release in this country, it's likely to become harder and harder to find as the months go on — and there's sure to be plenty of people who will dismiss it out of hand purely because it's on the Wii. This isn't even getting into the whole fiasco of Nintendo of America stubbornly refusing to bring the game to the States, despite there clearly being an audience for it. The game is already translated and ready to go — we Europeans have to deal with American spellings in most games, so would it really kill you to put up with the words "armour" and "learnt"? No — but Nintendo of America apparently doesn't see it that way, presumably believing that sales will be poor.

The thing is, though, Nintendo is in a difficult position right now. The 3DS is ailing, the Wii is fading and the core of the gamer community has all but left the company behind. For Nintendo of America to bring Xenoblade Chronicles to the States would be a gesture of goodwill to all the loyal fans who still defend the company, even amid its gradual move away from the core audience. It would give people more faith in Nintendo's current and future products, and, in the long term, it would help attract people to the Wii U as people see it as a system that will cater to the core.

Sadly, it doesn't appear it's going to happen — so if you're an American and you would very much like to play Xenoblade Chronicles, I would say don't hesitate — import it, mod your Wii and enjoy. There's over a hundred hours of absolutely top-tier entertainment there, and you will not regret the time you spend in its highly distinctive world.

Now I better go to bed. Off to Legoland tomorrow!

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#oneaday Day 642: M-M-M-Multiplay! https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-642-m-m-m-multiplay/ https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-642-m-m-m-multiplay/#comments Sun, 23 Oct 2011 00:25:30 +0000 http://angryjedi.wordpress.com/?p=3053 I don't generally play a lot of multiplayer games. There are a number of reasons for this, chief among which being the fact that I never seem to be any good at any I try out — or perhaps it's just that the sort of people who play multiplayer-focused games tend to play them to … Continue reading #oneaday Day 642: M-M-M-Multiplay!

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I don't generally play a lot of multiplayer games. There are a number of reasons for this, chief among which being the fact that I never seem to be any good at any I try out — or perhaps it's just that the sort of people who play multiplayer-focused games tend to play them to such a degree that they get really, really good at them and take great delight in "pwning noobs" or whatever imbeciles like to call it.

Cooperative games fare a little better but I've always found myself hesitant to take on cooperative challenges with anyone other than friends that I know well and trust. I have never played Left 4 Dead with anyone other than people I have been talking to and playing with for many years now. Perhaps this reflects my own idealised view of what I would like the situation to be were a real zombie apocalypse to happen — I would want to be with people I trust.

Part of the matter is due to the attitude of some people online, however. I recall giving Dungeons and Dragons Online: Stormreach a go a while back and liking the game a great deal, until I did a dungeon run with a party, at least one of whom had obviously done the quest before. I was still new to the game and learning how it worked, so I made a few mistakes along the way, and a rather poorly-designed platforming part towards the end of the quest caused me a bit of difficulty. Rather than having a good laugh about it afterwards, like I would have done were it someone else in the same situation, I ended up with a torrent of abuse hurled in my direction. I logged off and never went back. An overreaction perhaps, but I was in no hurry to spoil something that was supposed to be fun with the bad attitude of arrogant people who think they know best.

I don't play much multiplayer on Xbox because I don't like voice chat, for reasons outlined here. And also, there aren't that many games that support multiplayer on Live that I'm in a great hurry to indulge in — the Xbox has a reputation as "the shooter console" for a reason. There are exceptions — I loved Need for Speed Hot Pursuit online, and Burnout Paradise could often be a lot of fun, but driving games were often also prone to the "everyone else is better than you" problem.

This lengthy preamble is a way of leading up to the fact that I am very much enjoying playing Trendy Entertainment's excellent Dungeon Defenders in the manner in which it is supposed to be enjoyed — multiplayer. Sure, you can play it single-player, but you'd be a fool to do so, since it's extremely difficult solo, and even more so with certain classes. Rather, it's a game that is well balanced for its four player cooperative action, and features a good balance between cooperation, competitiveness and communication.

I've played a few games of it now, and the best sessions I've had were the ones where people were communicating — not in a "hurry up u noob" sort of way, but in a helpful "this is going to happen on this wave, so put that there and then be ready for it" sort of way. I'm always pleasantly surprised when I come across people like that, and I always make a point of thanking them after the game when I do so. It's a genuine pleasure to play this sort of game in the way it was designed — with up to four people working together for a common goal and helping each other out along the way, rather than berating each other for their mistakes.

To cut a long story short, I'm of the strong belief that Dungeon Defenders will be the first game in a very long time that will see me regularly playing online with random strangers. My first experiences have been so good that I don't feel any of the usual uneasiness about partying up with randomers to hack a few orcs to pieces. It helps that the game itself is excellent and easily understandable, too, and challenging without being unfair.

If you haven't checked it out yet and the idea of an action RPG crossed with a tower defense game sounds like something that appeals, I strongly recommend you give it a shot. It's $15 (or local equivalent) on Steam, and also available via PSN and Xbox Live Arcade. I haven't played the console versions, but I will say that the mouse and keyboard controls of the PC version work extremely well

Now, if you'll excuse me, I have another dungeon to defend before bed.

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#oneaday Day 629: The Hypocrisy of Isaac https://imnotdoctorwho.moegamer.net/2011/10/09/oneaday-day-629-the-hypocrisy-of-isaac/ https://imnotdoctorwho.moegamer.net/2011/10/09/oneaday-day-629-the-hypocrisy-of-isaac/#comments Sun, 09 Oct 2011 21:51:53 +0000 http://angryjedi.wordpress.com/?p=3021 I've posed this question on a couple of social networks today, but I thought I'd discuss it here, too. I'm not sure what the "right" answer is, if any, but I'd be interested to hear anyone else's thoughts on the subject. This year, two games have come out that feature gross, puerile humour and content … Continue reading #oneaday Day 629: The Hypocrisy of Isaac

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I've posed this question on a couple of social networks today, but I thought I'd discuss it here, too. I'm not sure what the "right" answer is, if any, but I'd be interested to hear anyone else's thoughts on the subject.

This year, two games have come out that feature gross, puerile humour and content obviously deliberately intended to offend, shock or make people guiltily laugh. Those two games are the high-profile, legendarily-delayed Duke Nukem Forever, and independent developer Edmund McMillen's latest opus The Binding of Isaac, which I discussed a little here. Despite both featuring extreme gross-out humour, one of them was lambasted as being a smear against all that is good and pure, while the other has been praised and hailed as being daring, forthright and all manner of other superlatives expressing positivity towards its utterly shameless nature.

Those who are gamers will already know that Duke Nukem, the high-profile, well-known title, was the one which got seven shades of shit beaten out of it by the press, while McMillen's more recent The Binding of Isaac has been hailed — by the same critics who ripped Duke a new one in some cases — as something excellent.

Those readers who are not gamers may not already be familiar with the content of both of these games, so permit me a moment to summarise both titles in an attempt to compare and contrast the type of material on display therein.

Duke Nukem Forever is the fourth in a very long-running series of games which stars the titular Duke — a parody of 80s action heroes with a flat top, an arsenal of bizarre weaponry and a fine line in one-liners. The first two Duke Nukem games were very simple and featured no offensive content whatsoever. From Duke Nukem 3D, the third in the series, the developers let loose and had Duke raising hell in all manner of locations that had not previously been seen in many games — strip clubs, porn theatres, dodgy "rent by the hour" hotels and, eventually, space stations, moon bases and strangely organic alien vessels. Dotted through the bloody carnage — which was all against alien villains — were women. These ranged from strippers in the strip club, who'd flash their pasties at you if you walked up to them and pressed the "Use" key, to women imprisoned by the aliens, who were all nude and typically tied down to something with plant-like tendrils snaking around them, conveniently covering their lady-parts.

The sequel, some 13-plus years in development, featured a lot of similar content, only with the vastly improved graphics that 13-plus years of development will give you. (Some would argue that the game's visuals don't represent 13-plus years of progress, but that's not the matter we're discussing here.) The game, once again, features the grittier, seedier side of human existence, with one non-violent dream sequence taking place in a strip club. At various other intervals, numerous things happen: it's implied that Duke is getting fellated by a pair of twins dressed as schoolgirls who may or may not be incestuous lesbians; Duke has the opportunity to pick up a piece of poo and fling it around; Duke can draw whatever he likes on a whiteboard and in the book of a fan who asks him to autograph it; there's numerous groanworthy puns throughout; there's a lot of swearing; and one level, dubbed "The Hive" and representing by far the most infamous piece of offensive content in the game, features women very much like those in Duke Nukem 3D tied to things with alien tentacly things wrapped around them, evidently being raped and impregnated with alien offspring. At one point during this level, Duke comes across the twins from earlier in the game, who are caught in this inescapable situation. There's a wince-worthy joke about them losing pregnancy weight, then they explode as their alien offspring burst forth and attack Duke. (Later in the same level there's also, inexplicably, a set of tits on the wall, which Duke can wander up to and slap to watch them wobble, giggling as he does so.)

Pretty offensive — or at least of questionable taste — I'm sure you'll agree. Now, what about The Binding of Isaac?

McMillen's game is a parody of the '80s Nintendo Entertainment System game The Legend of Zelda. It features a top-down view of a randomly-generated dungeon which players have to explore, kill monsters, retrieve special items and make their way to the level's boss and, subsequently, exit.

So far so good. Nothing to worry about here, right?

Wrong.

The Binding of Isaac's protagonist is the titular Isaac who, as in the Biblical story, was about to be offered up to God as a sacrifice from his apparently insane and abusive mother. Isaac decided not to stick around to find out if God would stay his mother's hand so instead escapes, naked and crying, into the basement of the house. Said basement is inexplicably filled with monsters, most of which resemble Isaac to one degree or another, all of which bleed copiously when attacked. Most of these monsters have a degree of "body horror" about them, with swollen heads, growths, body parts such as eyes missing, blood dribbling from places that it shouldn't dribble from, and all manner of other things. One boss monster attacks you by pissing on you, while others bleed, vomit, bite and shit on you. Isaac attacks his enemies by firing his tears at them.

Isaac can upgrade his abilities by picking up special items which randomly appear on each level. Each one of these has an effect on Isaac's appearance as well as his abilities. For example, taking growth hormones causes his head to swell up with tumorous growths, while finding a wire coat hanger (a possible reference to abortion) sees Isaac jam it through his head to make him cry more. He gains health by eating dog food, as he is obviously used to it from his abusive mother, and special weaponry on offer include a suicide bomber vest, a sanitary towel, the Anarchist's Cookbook, a glass of lemonade which immediately causes him to piss himself and numerous other items.

The eventual aim of The Binding of Isaac is to kill Isaac's mother. By the end of the game, the crying infant of the outset is usually unrecognisable, clad in the random combination of special items he has picked up on his quest — on one occasion he might be wearing his mother's pants, have horns growing out of his head, be crying blood from his bleeding eye sockets and have a beating heart strapped to his chest. On another, he might have made a pact with the Devil and turned completely black. On yet another, he might have cybernetic implants and vampiric teeth.

The main point is, though, The Binding of Isaac is pretty consistently horrifying and amusing at the same time. Like Duke Nukem Forever, the offensive, horrifying content is in there quite deliberately to provoke a reaction — to attempt to provoke a guilty laugh, or if not, to offend and repulse. If anything, I'd argue that Isaac's content is more repulsive than that of Duke Nukem Forever, but this fact seems to have been totally skimmed over in many critics' appraisals of the game.

Note that I'm not arguing in favour of censorship of either game here. I have played and enjoyed both, and found both amusing in a very dark sort of way. Duke's humour was mostly lowbrow and silly, with the exception of the Hive level, while The Binding of Isaac consistently mixes the lowbrow poo and fart jokes with sadistic body horror elements.

So, then, given that these two games are arguably on a par with each other in terms of "offensive" content, why did Duke get his ass handed to him by critics? It can't surely be because of the quality of the game, can it?

Well, perhaps it can. Duke's gameplay was regarded as too little, too late by many critics, and roundly panned as a result. (I liked it precisely because it was like old shooters, but you know me, ever contrary.) Smelling blood, said critics decided to denounce it as The Worst Thing Ever, drawing particular attention to the Hive level and declaring it morally bankrupt, seemingly losing their black senses of humour in the process.

Along comes The Binding of Isaac, meanwhile, and it can do no wrong. It's a potent allegory, say the critics. It's refreshingly brave. It's up-front and honest. That's as maybe, but those things you're laughing at — poo, wee, farts and some gross bloody violence — are pretty similar to those you denounced Duke Nukem for. But The Binding of Isaac is a good game, they argue, meaning that the questionable content can be taken in your stride.

To that, I say simply this: one of the most common reasons Duke Nukem was panned was because it felt dated. However, as I said earlier, The Binding of Isaac takes inspiration from The Legend of Zelda, a game from 1986. It couples this inspiration with material from roguelikes (Rogue itself also appearing in the mid-80s) and Gauntlet (1985). Hmmmm.

As I said at the start, I'm not sure there's a right answer to this, as your take on both games' content will be largely subjective — and, like it or not, will seemingly depend on how much you like the game as well — but to me, it certainly smells like there's more than a whiff of hypocrisy about the whole thing. Do indie developers get a free pass to be more gross and offensive/"daring" simply for being indie developers who aren't tied to a big publisher?

Oh well. I shan't worry too much. I have played and enjoyed both games and, for me, that's the important thing. 

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#oneaday Day 627: Hashashin https://imnotdoctorwho.moegamer.net/2011/10/07/oneaday-day-627-hashashin/ https://imnotdoctorwho.moegamer.net/2011/10/07/oneaday-day-627-hashashin/#comments Fri, 07 Oct 2011 23:01:16 +0000 https://angryjedi.wordpress.com/2011/10/07/oneaday-day-627-hashashin/ Finally started playing Assassin's Creed again tonight — yes, the first one, and yes, I know the later ones are much better, but I want to know the story from the beginning. Assassin's Creed is a story whose premise intrigued me immensely as soon as the details of its now well known "meta plot" leaked … Continue reading #oneaday Day 627: Hashashin

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Finally started playing Assassin's Creed again tonight — yes, the first one, and yes, I know the later ones are much better, but I want to know the story from the beginning.

Assassin's Creed is a story whose premise intrigued me immensely as soon as the details of its now well known "meta plot" leaked out. I mean, sure, simply leaping around various cities and stabbing people in the neck is fun, but having a context for your actions that went beyond just Altaïr's story was a cool idea — and I'm looking forward to seeing what they do with the upcoming Revelations.

Assassin's Creed the first has its problems, sure, mostly relating to the "investigation" segment of the game, which tends to get a bit repetitive. (Also, the sheer pointlessness of the flag-collecting, which needless to say I shan't be bothering with.) But it does so many things right. It has a wonderful sense of scale and height. Freerunning across rooftops and nimbly hopping from beam to beam never gets old. And the combat system, though relatively simple, is cinematic and satisfying.

I'm not sure why I didn't finish it first time around — I think something "higher priority" came around and I never got around to returning to it — but I'm looking forward to seeing how the series pans out. I know Assassin's Creed II and Brotherhood are better, for example, but I don't know how. Since I've managed to find super-cheap copies, I will shortly be finding out.

The thing that's struck me the most from playing this first game though is how much you can forget that top-tier games can feel truly "alive". When you spend all day reading the marketingspeak that publishers of said top-tier games spout in press releases (coupled with utterly meaningless quotes from their VP of Talking Nonsense In As Many Words As Possible) it's easy to forget that these games are exciting creative works, and the teams who work on them treat them as such.

Assassin's Creed, for example, is awash with gorgeous details in its graphics and sound. Its cities are satisfying to explore and climb all over, even if there's not really any incentive to beyond "woo, look at that view!" But if all the information you had on the game came from Ubi press releases, you wouldn't know it, because they describe it as a product to be sold, not a creative endeavour to be enjoyed. And that's kind of sad — though somewhat inevitable given the times we live in.

I shall be romping through the Assassin's Creed series alongside Xenoblade at present. Maybe I'll finish all of them before Revelations comes out. Or perhaps if I take my time a bit I can finish them all by the time Revelations gets a bit cheaper!

Oh, and if you spoil anything about any of the series, I will kill you dead.

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#oneaday Day 619: Bound by Isaac https://imnotdoctorwho.moegamer.net/2011/09/29/oneaday-day-619-bound-by-isaac/ https://imnotdoctorwho.moegamer.net/2011/09/29/oneaday-day-619-bound-by-isaac/#comments Thu, 29 Sep 2011 21:54:08 +0000 http://angryjedi.wordpress.com/?p=2995 Edmund "Super Meat Boy" McMillen and Florian "I Work With Edmund 'Super Meat Boy' McMillen Quite A Bit" Himsl have a new game out — you may have heard of it. It's called The Binding of Isaac and it costs just £3.59, or $5 to you American types. It's also a prime example of a project … Continue reading #oneaday Day 619: Bound by Isaac

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Edmund "Super Meat Boy" McMillen and Florian "I Work With Edmund 'Super Meat Boy' McMillen Quite A Bit" Himsl have a new game out — you may have heard of it. It's called The Binding of Isaac and it costs just £3.59, or $5 to you American types. It's also a prime example of a project that would never have got greenlit by a large publisher, for many reasons.

These reasons start with the very premise of the game — you play a nude, crying child attempting to escape from his mother who has been hearing messages from God and believes that she must rid her child of corruption by, as in the Biblical story, killing him. Little Isaac isn't willing to stick around and wait and see if God stays his psychotic mother's hand, however, so he escapes into the basement, only to be confronted with numerous manifestations of his own fears and nightmares. What follows is a genuinely horrifying yet darkly amusing quest through a series of Zelda-inspired randomly generated dungeons where Isaac dispatches his enemies by crying on them and powers up through a series of items, most of which affect his appearance in some sort of particularly grotesque and inappropriate manner. Sound fun? Or just plain weird? It's both.

The exact items you'll encounter are different on each playthrough, making each run through the game's short dungeons a genuinely unpredictable experience. On one run you might come across a syringe full of steroids first of all, which beefs up Isaac and makes his head swell in an unpleasantly tumorous manner. On another run you might come across a wire coat hanger which, revoltingly, he impales through his own head and increases his capacity for crying. On yet another run you may find something else — there's about 100 different items to find and discover the uses of, and every one of them affects little Isaac's appearance in one way or another.

This being a game from McMillen, it's got a distinctive art style that is entertaining, amusing and horrifying all at once. Cute little worms slither around, only to come flying at you with fang-filled maws agape as soon as they become aware of your presence. Nightmarish clones of Isaac with no eyes in their sockets stagger around — and continue to do so even after Isaac has blown their heads off. And flies buzz around destructible lumps of shit before turning on Isaac in anger.

It's an utterly bewildering game, but strangely compelling and addictive. The fact that a single death forces you to go back to the start of a new dungeon and try again means potentially limitless replay value, and a huge number of unlockable items — including extra characters — only add to this. The game parodies the NES original Zelda dungeons perfectly, right down to the mostly mute shopkeepers with just three wares lined up before them — only in the case of Isaac's adventure, the shopkeepers are effigies of him that have been strung up by their necks and hang from the ceiling.

At $3.50, it's certainly worth giving a shot, even if you play it once and are too horrified and disgusted to play it ever again. If nothing else, it's refreshing to see fairly traditional play mechanics married to an aesthetic and setting which is utterly shameless and doesn't hold back from showing things that are either darkly hilarious or stomach-churningly revolting — I haven't quite made my mind up yet.

One thing's certain — for more reasons than one, you're never going to see this one on Xbox Live Arcade.

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#oneaday Day 604: TrackMania 2, Day 1 https://imnotdoctorwho.moegamer.net/2011/09/14/oneaday-day-604-trackmania-2-day-1/ https://imnotdoctorwho.moegamer.net/2011/09/14/oneaday-day-604-trackmania-2-day-1/#respond Wed, 14 Sep 2011 22:32:38 +0000 http://angryjedi.wordpress.com/?p=2950 It's been a good week for game releases that I'm excited about, and not one of them has been on console or what I'd call a "mainstream" title — further confirmation that there's more than enough entertainment out there for people without having to always play the "biggest" and "best" games there are. In just … Continue reading #oneaday Day 604: TrackMania 2, Day 1

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It's been a good week for game releases that I'm excited about, and not one of them has been on console or what I'd call a "mainstream" title — further confirmation that there's more than enough entertainment out there for people without having to always play the "biggest" and "best" games there are. In just the last couple of days, we've seen Minecraft's official update to version 1.8, which adds some significant new content; the re-release of Wing Commander III on Good Old Games; and, of course, TrackMania 2 Canyon being unleashed on the public.

I've been playing it a bit tonight so I thought I'd share some observations.

First up: it's good. It's still recognizably TrackMania — the interface and sound effects are pretty much identical. The driving model for the cars on offer in the Canyon environment is fun, though — strongly drift-based and very reminiscent of arcade racers such as Burnout, Daytona and Ridge Racer. This is a little different from the variety of cars seen in TrackMania United, where for the most part, drifting was discouraged as it lowered your speed. In the Canyon, however, if a corner is more than a slight wiggle you're encouraged to throw your car around it sideways. Always fun.

The potential disappointment of the game that I had on my radar was the fact that it only has a single environment — the titular Canyon. Fortunately, there are enough blocks and combinations thereof to mean that this environment offers more than enough variety to carry a whole game. And the single player campaign is nicely paced, alternating between twisty mountain roads, rollercoasteresque elevated tracks and traditional speedway circuits. Despite remaining in the same cars in the same canyon for the whole game, it's not a worry — for now, at least, and by the time it may start feeling a bit stale, there'll surely be some modders out there with new textures and addons to improve the game. And following that, the Valley environment will be released — and who knows what beyond that?

If you're not a TrackMania fan then the fact the base of the game is fundamentally not that different probably won't be enough to sway you — though the improved driving model makes it a little more accessible than the sometimes-idiosyncratic handling of United's lineup. Series purists are bemoaning the lack of Platform and Stunt levels in the single player campaign, though these were always lesser-played modes anyway, and Nadeo have also said that there's the possibility of putting these modes back in through a future update — the whole point of the "ManiaPlanet" platform is to be able to evolve it on a regular basis.

A pleasing new addition is the four-player split screen mode. I haven't tried it as yet, but if you have your PC hooked up to your TV as I do, this will make for some highly entertaining party play. The Hotseat mode of the original is present and correct, too, as is LAN play. And online is as fun as ever, with servers already offering a wide variety of creative community tracks and intense competition for up to 200 people at once.

So first impressions of the game are very good, then, and especially as it's just £20. While the lack of other environments is a shame, with the game releasing at a lower price point I certainly won't object to paying more for extra environments in the future — particularly if each comes with its own campaign, as is likely to happen. And the future also holds the highly intriguing possibilities offered by ShootMania and QuestMania, information on which is very limited right now. QuestMania is probably the one I'm most excited about, as I'm very interested in the implementation of user-created RPG quests. I hope it turns out to be good. We'll see!

You can grab TrackMania 2 Canyon now from its official website, and I recommend that you do.

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#oneaday Day 602: The Systematic Destruction of Everything You Once Held Dear https://imnotdoctorwho.moegamer.net/2011/09/12/oneaday-day-602-the-systematic-destruction-of-everything-you-once-held-dear/ https://imnotdoctorwho.moegamer.net/2011/09/12/oneaday-day-602-the-systematic-destruction-of-everything-you-once-held-dear/#comments Mon, 12 Sep 2011 22:43:05 +0000 http://angryjedi.wordpress.com/?p=2946 So EA has officially confirmed the existence of Syndicate from The Darkness developer Starbreeze, and lo and behold, it's a first person shooter. After X-COM, this makes two once-beloved PC strategy franchises pillaged in the name of popularity and commercialism. Now, to be fair to both the new X-COM and Syndicate games, no-one's played them in any great … Continue reading #oneaday Day 602: The Systematic Destruction of Everything You Once Held Dear

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So EA has officially confirmed the existence of Syndicate from The Darkness developer Starbreeze, and lo and behold, it's a first person shooter. After X-COM, this makes two once-beloved PC strategy franchises pillaged in the name of popularity and commercialism.

Now, to be fair to both the new X-COM and Syndicate games, no-one's played them in any great detail yet. (Except the developers, obviously.) So there's every possibility that they might be very good. Syndicate in particular has a setting which lends itself to Deus Ex-style first person exploration and cyberpunk shenanigans. Perhaps it will even be able to out-Deus Ex Deus Ex: Human Revolution — given the somewhat mixed opinions I've heard regarding that game (mostly of the "it's great but the boss fights suck" variety) that's a distinct possibility.

X-COM, though, is missing the point to a spectacular degree. The whole point of the X-COM series was to repel an alien invasion through careful management of your strike teams, of your vehicles and bases. It was a complex series of games, but an immensely satisfying one as a result. Its isometric turn-based battles laid the foundations for many future games and indeed, some might say, the whole strategy RPG genre. And it's not as if strategy RPGs have fallen out of favour, as the recent Tactics Ogre release on PSP, Disgaea 4 on PS3 and Final Fantasy Tactics on iPhone will attest. So why pillage a beloved franchise and turn it into a shooter?

Perhaps they believe that they'll be telling an excellent story from the first person perspective. It worked for BioShock, after all (right up until that stupid ending) and it worked for the Half-Life series. But herein lies the rub — the original X-COM was an emergent experience where the story unfolded naturally as you played, and everyone's experience was a little different. Sure, there was an end to the game (which very few people saw, I'd wager) but the route you took to get there was up to your own strategic mind and the decisions you made — and not in a BioWare RPG binary choice sort of way, all the decisions you made regarding the makeup of your team, their equipment, where they were based, how you developed them and so on. To pre-script the whole thing again seems to be missing the point somewhat.

Perhaps it's just misplaced nostalgia that makes us ageing gamers want to remember these games as they once were, not as the populist reboots that they're getting. After all, as gaming has become more and more mainstream and more and more people come to these big-name titles, games in once-niche franchises use the cachet of their name to attract veteran gamers while providing the quick-hit thrills of the popular FPS genre to attract younger players reared on a diet of Call of Duty.

Sadly, though, it doesn't really work — the younger players haven't heard of the series in question and simply come to the game because it looks interesting (and because people are talking about it) and the veteran gamers take one look at it, think it doesn't bear even a passing resemblance to the game they once loved and thus dismiss it. They'd be much better off making proper sequels to Syndicate and X-COM in their original styles (with appropriately upgraded graphics, obviously) to appeal to those veterans — who would doubtless snap up such products in a trice — and leave the youngsters to newer IPs.

Alternatively, as someone said on Twitter earlier (I forget who, sorry if you're reading) — if X-COM and Syndicate can become first-person shooters, why can't Ghost Recon become an isometric turn-based strategy game? I'd play that. (And yes, I know it has already done this on the 3DS — with X-COM creator Julian Gollop behind it, no less — but I'm talking about a proper computer version, preferably PC exclusive, with renamable characters.)

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#oneaday Day 601: Whatcha Been Playin'? https://imnotdoctorwho.moegamer.net/2011/09/11/oneaday-day-601-whatcha-been-playin/ https://imnotdoctorwho.moegamer.net/2011/09/11/oneaday-day-601-whatcha-been-playin/#respond Sun, 11 Sep 2011 21:43:03 +0000 https://angryjedi.wordpress.com/2011/09/11/oneaday-day-601-whatcha-been-playin/ I have been playing precisely two games recently, one of which I only returned to today and the other of which you can likely deduce from recent blog posts. Yes, Xenoblade Chronicles is still going strong and is still magnificent in its excellence. So solid is the gameplay that very quickly you cease to notice … Continue reading #oneaday Day 601: Whatcha Been Playin'?

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I have been playing precisely two games recently, one of which I only returned to today and the other of which you can likely deduce from recent blog posts.

Yes, Xenoblade Chronicles is still going strong and is still magnificent in its excellence. So solid is the gameplay that very quickly you cease to notice the little presentational defects such as the blurry faces, the Final Fantasy X-style nonexistent lip-syncing in certain scenes (but perfect in others) and, of course, the fact it's on the Wii.

Final Fantasy XII was often compared by its players to MMOs. Structure-wise, it was quite similar, with large, sprawling, expansive zones making up a large interlinked open world which could be freely explored assuming you didn't aggro some beast 30 levels higher than you. Combat was quasi-real time, with auto-attacks and triggered abilities. And the Gambit system worked in the same way as being a party leader in an MMO — you were explaining what you wanted your teammates to do and when. The only thing really missing from the MMO structure was a wealth of quests to undertake in place of grinding simply by killing enemies. Sure, there were the Hunts, and those were cool, but ultimately they were all quite similar, albeit with increasingly ridiculous challenge factors as the game progressed.

Xenoblade Chronicles doesn't deviate too far from this formula, though the changes it makes are quite welcome. The Gambit system has been ditched in favour of some excellent party AI who genuinely seem to know what the right thing to do in a given situation is, so long as you've made sure their equipment and skills are levelled appropriately. Unlike FFXII, you can't switch characters at will during battle to trigger specific abilities, though when protagonist Shulk gets a premonition of a particularly devastating attack, it is possible to warn your teammates, which then allows you to pick one of their abilities to use.

The Tension system is an interesting addition, too. Characters' morale is tracked during combat and reflected in their portraits by their health bars. Should a battle go badly, teammates will get demotivated and start missing or generally being crap. Cheering them on and praising them for cries or dodges helps get their morale back up, and the background music and battle cries all reflect how the fight is going. It's a nice touch.

Quests are present, too, by the hundreds. Unlike FFXII's relatively limited number of Hunts available at once, entering a new zone in Xenoblade generally means you're about to be bombarded with quests. Some are simple and formulaic for each area — kill x beasts, find x collectibles, kill x boss — but then there's a range of mini-stories to follow too, most of which allow you to build up your Affinity Chart, a worryingly comprehensive "family tree" of every named character in the game and their relationship to one another. I'm yet to see if this information becomes super useful, but even if not it's neat to see it all mapped out.

So; 34 hours in so far and I now have a nice selection of characters to play with. Between battles you can switch your lineup whenever you like, so you can spend the whole game controlling a character who fits your preferred playstyle if you like, whether that's tank, healer or damage dealer. Of course, changing things up not only adds variety but also allows you to build up Affinities between different combinations of party members, so you're indirectly encouraged to do so. And mercifully, inactive characters receive XP at the same rate as active ones so there's never any need to switch up characters just because someone's 10 levels behind, unlike FFXII.

But enough enthusing about that. It's certainly on track to be my Game of the Year so far. Which is nice.

The other game I went back to playing today was Minecraft, thanks to the "leaked" version 1.8 patch. This "Adventure" update gives Minecraft a good kick up the bottom and while it still doesn't structure the game as such, it gives much more incentive to wander off in hope of discovering cool things. The new landscape generation makes for some spectacularly diverse worlds with deserts, canyons, plains, forests, dungeons, caves and all sorts to discover. I have taken to a strategy I should have used a long time ago — when going off exploring, I build a path as I go, making it significantly easier to find my way back to my buildings and storage when I need to. This hasn't stopped me being murdered horribly by monsters down one of the horribly inviting deep holes dotted across the landscape which lead to the many random dungeons. But I don't mind — adventuring is risky business. Sure, you could stay above ground and chop down trees and whatnot, but don't you really want to see what's down there…?

While 1.8 clearly still needs work — it's occasionally buggy and experience points do literally nothing right now — it's very exciting to see the game getting closer and closer to the state it will be in when it's eventually declared "finished". We all know that won't be the case, though, as the team at Mojang is more than likely to keep adding stuff even after release. And even if they don't, the mod community is likely to step up and show their stuff, too. It's going to be a big deal.

Another working week beckons from tomorrow so it's time to bid you good night.

So… Good night.

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#oneaday Day 589: Further Enthusing Regarding Xenoblade Chronicles https://imnotdoctorwho.moegamer.net/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/ https://imnotdoctorwho.moegamer.net/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/#comments Tue, 30 Aug 2011 22:13:41 +0000 https://angryjedi.wordpress.com/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/ Xenoblade Chronicles is the reason you kept your Wii and didn't play with it for months. Xenoblade Chronicles is the game Final Fantasy XII fans wished Final Fantasy XIII was. And Xenoblade Chronicles is, I feel, shaping up to be a strong contender for Game of the Year. Why is it so good, though? Perhaps … Continue reading #oneaday Day 589: Further Enthusing Regarding Xenoblade Chronicles

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Xenoblade Chronicles is the reason you kept your Wii and didn't play with it for months. Xenoblade Chronicles is the game Final Fantasy XII fans wished Final Fantasy XIII was. And Xenoblade Chronicles is, I feel, shaping up to be a strong contender for Game of the Year.

Why is it so good, though? Perhaps it's the fact that you're straight into open world adventuring from the very beginning. Perhaps it's the fact that exploration is rewarded with fast travel landmarks, collectibles and unique named monsters to defeat. Perhaps it's the fact that the combat system is an excellent evolution of that seen in Final Fantasy XII, offering an excellent balance between having to quickly respond to incoming threats, manage aggro like in an MMO and trigger positional abilities for maximum effect. Perhaps it's the fact that the in-game Achievement system, which rewards specific accomplishments with XP and other quest-like rewards carries some sort of in-game worth to it rather than simply online bragging rights. Or perhaps it's all of the above.

I'm aware I'm gushing somewhat but, you know, it really is that good. So far (10 hours in) there's been a healthy mix of tooling around killing shit in the open world; hunting down collectibles; hunting specific named monsters; solving interpersonal dilemmas in town — often with several solutions; and, of course, appropriately JRPGish melodrama. What would a JRPG be without it?

Fortunately, though, the plot so far has been interesting and well paced, though it suffers from that perennial RPG problem of "characters say 'hey! Let's move on!', player hangs around for 5 hours collecting bugs and lettuces" though when there's as much to do as there is here, it's worth exploring every nook and cranny. All the sidequests are optional, of course, and if I'd ignored them I'd have probably progressed a lot further through the story by now. But part of the attraction of Xenoblade is its world and its characters, and by allowing you a brief snapshot into the lives of these people going about their business you develop the sense that this is a well-realised game world that is worth exploring and far more than just a pretty backdrop to kill rabbits in.

So if you have a Wii and the means to play Xenoblade, I'd encourage you to do so right now. Deus Ex may be the high profile hotness right now, but Xenoblade will offer you an altogether different — and far less orange — experience.

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#oneaday, Day 560: Enchanté, Elise https://imnotdoctorwho.moegamer.net/2011/08/01/oneaday-day-560-enchante-elise/ https://imnotdoctorwho.moegamer.net/2011/08/01/oneaday-day-560-enchante-elise/#comments Mon, 01 Aug 2011 21:48:19 +0000 http://angryjedi.wordpress.com/?p=2852 I very much enjoyed EasyGameStation's Recettear: An Item Shop's Tale, mostly due to the wonderful localization job done by Carpe Fulgur. I booted it up for the first time half expecting to be done with it within less than an hour — most games involving supposed "shop management" and the like these days are in … Continue reading #oneaday, Day 560: Enchanté, Elise

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I very much enjoyed EasyGameStation's Recettear: An Item Shop's Tale, mostly due to the wonderful localization job done by Carpe Fulgur. I booted it up for the first time half expecting to be done with it within less than an hour — most games involving supposed "shop management" and the like these days are in fact social games and therefore pretty much devoid of any meaningful thought whatsoever. Recettear, though, was different — by blending the loot-whoring dungeon crawler with a simple business sim and some lovable characters, EasyGameStation and Carpe Fulgur managed to create easily one of the most memorable games of last year for me.

So it was with some anticipation that I heard the team was hard at work on localizing another EasyGameStation title — Chantelise: A Tale of Two Sisters. From what I'd heard of it, it sounded like a more conventional action RPG than Recettear, but I was confident that Carpe Fulgur's translation would prove super-effective once more.

The game came out the other day so I grabbed a copy — it was cheap, and I'm happy to take a risk on something from a developer I trust, particularly for a low price. I've been playing it for a few hours now, and while it's quite a different experience from Recettear, the similarities are pleasing — you can still heal yourself by eating egg on toast, for example, and a lot of the "miscellaneous treasure" items are the same. The monsters are almost identical, too, and protagonist Elise looks somewhat like what Recette would probably look like if she were a little older. And there's a fairy involved again, too.

What's been a pleasant surprise about Chantelise, though, is how unconventional it is. Despite looking to all intents and purposes like a fairly generic action JRPG, there's some inventive ideas in there.

For starters, there's no grinding for experience points, levelling up and that sort of thing. Powering up Elise is done entirely through purchasing items and/or completing parts of the story. This negates the need for tedious grinding, as money seems reasonably easy to come by.

Then there's the magic system. Rather than simply learning an arsenal of spells and then using magic points to cast them, Elise's sister Chante (who has been turned into a fairy) handles magic. If Elise collects magic gems dropped by monsters, Chante can then use these to cast spells — each colour causes a different effect. Multiple gems can be used at once, too, with different combinations yielding different effects. The twist is that Chante will only cast a spell using the last gem you picked up, meaning that there's an element of almost puzzle game-like strategy to picking up loot from the floor as you need to ensure you have a helpful arsenal of spells on hand to use.

The game structure is peculiar but effective, too. Split into various areas which are then subdivided into stages, Chante and Elise must batter their way through all the monsters in a stage to unlock the path to the next. The final stage in an area features a boss fight. Getting KOed along the way sends the heroic duo back to town, and re-entering the area requires them to start again — only this time they can charge straight through stages that have already been completed to quickly get back to where they were. This makes getting KOed mildly inconvenient, but not inordinately frustrating.

Alongside the basic game structure, every stage also has a secret treasure chest to find, too. Requirements for revealing this range from killing special enemies to destroying parts of the scenery, and the game keeps track of which areas you've found the secrets in and which you haven't. Interestingly, you don't have to run the whole gauntlet of stages if you're just going for a treasure chest — you can play individual stages in a time attack mode if you're just treasure hunting, but you have to follow the linear "story mode" path if you want to progress through the, well, story. Obviously.

In practice, the game is more of an action game with an upgradeable character than an RPG. The first few stages are deceptively easy but by the time you're into the second dungeon you'll find yourself having to thoroughly understand what Chante and Elise are capable of if you hope to succeed. Hordes of enemies — some of whom can only be defeated in a specific manner — attack the pair and it becomes rather more important to think tactically rather than charge in mashing the Attack button.

Chantelise likely isn't going to appeal to everyone. Its animé visuals look like pretty much every budget JRPG ever. There's a lot of repetition involved, particularly if you keep dying. The tutorial is rudimentary at best, leaving you to discover the vast majority of how the game works for yourself. The music's a bit annoying. And the Zelda-style BLING! BLING! BLING! BLING! noise when you're low on health will drive you nuts (pro-tip: don't get low health). But I happen to love all these things (even the annoying music and BLING! BLING! BLING!) so I'm looking forward to what promises to be a reasonably lengthy adventure with plenty of hack and slash action and the same wonderful localization that set Recettear apart as one of my favourite games of last year.

Carpe Fulgur have great things ahead of them — they're already working on two new titles, one of which is secret. Discovery of games like Recettear and now Chantelise — both blissfully Achievement, Online Pass and DLC-free — is why I'm very glad I'm now doing most of my gaming on PC.

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#oneaday Day 531: Steam-Powered Sales https://imnotdoctorwho.moegamer.net/2011/07/03/oneaday-day-531-steam-powered-sales/ https://imnotdoctorwho.moegamer.net/2011/07/03/oneaday-day-531-steam-powered-sales/#respond Sun, 03 Jul 2011 21:24:13 +0000 http://angryjedi.wordpress.com/?p=2741 One of the best things about a Steam sale is not the fact that you can get packs of high-profile triple-A titles for ludicrous prices (although that's welcome too) but the fact that you can afford to take risks on obscure indie titles that you may not have thought to investigate in the past. This … Continue reading #oneaday Day 531: Steam-Powered Sales

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One of the best things about a Steam sale is not the fact that you can get packs of high-profile triple-A titles for ludicrous prices (although that's welcome too) but the fact that you can afford to take risks on obscure indie titles that you may not have thought to investigate in the past.

This has paid off on a number of separate occasions for me in the past, with some real gems coming to my attention purely by virtue of the fact that they were either dirt cheap or bundled with some other titles which had piqued my interest. Some of these have become a little more well known since I first picked them up, others haven't.

Let's take a peek at a few of them.

Recettear: An Item Shop's Tale

This utterly charming JRPG-cum-light management game is oozing with charm and character, not least from the protagonist Recette and her money-loving fairy companion Tear. The writing (or rather, localisation) of the game is probably the best thing about this game, but it helps that it's a solid (if slightly repetitive) game. The repetition ceases to matter, though, when the incidental scenes featuring well-defined and well-written characters are so entertaining, and happen just often enough to break up the curious combination of loot-whoring dungeon crawling and shop management.

BIT.TRIP BEAT

I'd never played a BIT.TRIP game prior to this one but was dimly aware of their existence. BEAT is, in simple terms, one-player pong but combined with a rhythm game and the sort of things you'd see if an Atari 2600 took too much LSD. It's a strange, hypnotic game that turns into you fusing with your mouse in an intricate dance, bouncing back the huge pixels in time with the music and going slightly dizzy in the process.

Hacker Evolution

If you've played Uplink, you'd be forgiven for thinking Hacker Evolution was something similar — but it's actually a bit different. Where Uplink was most akin to something like Elite, only you were travelling around the world's computer networks rather than the galaxy, Hacker Evolution is more tightly-focused and level-based. It's also quite unforgiving, and from my experiences so far it appears that there's relatively few "correct" ways to complete a level — but that gives it something of a puzzle game feeling which isn't entirely unwelcome. The fact that you interact with the game by typing authentic-looking commands into a text-based console helps with the whole immersion thing, too.

Altitude

If you've often thought that Team Fortress 2 would be better if everyone was in aeroplanes and it was in 2D, then Altitude is the game for you. Featuring a wide selection of aircraft, each with special CoD-style perks — unlockable via CoD-style levelling up — and a decent mix of game types and levels, this is a fun multiplayer title, even if you're shite at it, which I am.

I'd write more but I appear to have developed an absolutely screaming headache. Night all!

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#oneaday Day 526: The Adventures of Many Rogues https://imnotdoctorwho.moegamer.net/2011/06/28/oneaday-day-526-the-adventures-of-many-rogues/ https://imnotdoctorwho.moegamer.net/2011/06/28/oneaday-day-526-the-adventures-of-many-rogues/#comments Tue, 28 Jun 2011 21:44:42 +0000 http://angryjedi.wordpress.com/?p=2721 Amarysse the Cornac Fighter set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and was ready for anything the forest could throw at her. Chop! Down fell a … Continue reading #oneaday Day 526: The Adventures of Many Rogues

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Amarysse the Cornac Fighter set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and was ready for anything the forest could throw at her.

Chop! Down fell a forest wolf.

Hack! A fox, cleft in twain.

Slice! A swarm of midges, scattered to the four winds.

Smack! A troll biffed her on the head and she keeled over, dead.

Laramee the Higher Arcane Blade set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and her innate magical abilities ready to burn any monsters to a crisp.

Chop! Down went a forest wolf.

Sizzle! A fox, burned beyond recognition.

Slicefizz! Her flaming blade tore through the flesh of an unwitting troll.

She found her way deep into the forest and was momentarily taken aback by a loud roar. Suddenly, a large troll, bigger than anything she'd ever seen before, bounded out of the shadows, punched her in the face, knocked her to the ground and then squeezed the life out of her.

Pierre the Cornac Archer set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn't let such petty concerns as monsters worry him — he had his trusty bow ready to turn any monsters into a pincushion.

SUDDENLY, TROLLS.

Pierre died having fired off just two shots. The monsters that surrounded his corpse tore him to pieces.

Lord Bath the Higher Alchemist set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn't let such petty concerns as monsters worry him — he had a massive golem with laser eyes as a companion.

Boom! He threw a bomb at a clump of wolves and laughed as they burned to a crisp.

Stomp! His golem squashed a snake underfoot like it was a tiny bug.

He heard a roar off in the distance, but instead of setting out to foolishly investigate what it was, he turned around and left the forest, planning on spending the afternoon in the local halfling village.

He wandered into the local shops, offloaded his ill-gotten gains to the local merchants (who looked a little intimidated by the giant golem) but was soon accosted by a shady-looking halfling.

"Come with me," he said.

"Okay," replied Lord Bath without a moment's hesitation.

"I like a warrior who doesn't shy away from a fight," said the halfling, chuckling to himself. "Try not to die too quickly."

"Wait, wha-?" said Lord Bath, suddenly finding himself in an arena with a gladiator bearing down on him.

"Golem! Strike him down!" he commanded, hiding behind a pillar and fumbling in his quiver for some alchemical bombs to hurl at his would-be assailant. The gladiator, fortunately, was more focused on the giant rock monster than Lord Bath.

Eventually, with a shattering crunch, the golem disintegrated and Lord Bath was left facing his assailant across the arena. Taking a few steps back, he continued hurling bombs at the gladiator, watching him gradually weaken with each successful hit.

The gladiator fell, then a halfling with a sling entered the arena.

"You have got to be joking," said Lord Bath to himself, glancing over at the ruins of his companion and fumbling in his pack for more gemstones to transmute into bombs.

Eventually, the halfling slinger fell, but not before Lord Bath had taken a few blows to the skull. He lightly touched the runes infused into his skin and felt his wounds begin to heal, just as another swordsman entered the arena.

A few swift bombs later and the swordsman, too, was down for the count. Lord Bath was declared the champion of the Arena — for now — and let out to go on his way.

And he's still alive to this day.

You can join the brutal permadeath fun with a free copy of Tales of Maj'Eyal, the only Roguelike I know of with online stat-tracking.

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#oneaday Day 523: The Adventures of Lord Bath https://imnotdoctorwho.moegamer.net/2011/06/25/oneaday-day-523-the-adventures-of-lord-bath/ https://imnotdoctorwho.moegamer.net/2011/06/25/oneaday-day-523-the-adventures-of-lord-bath/#respond Sat, 25 Jun 2011 21:30:35 +0000 http://angryjedi.wordpress.com/?p=2709 I finished The Witcher 2 today after quite some time. It's a beautiful game with a few niggly, tickly little flaws, but overall a fantastic experience for those with the hardware to back it up. Even better, Xbox 360 owners will be able to enjoy it for themselves at some point in the near future, too. … Continue reading #oneaday Day 523: The Adventures of Lord Bath

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I finished The Witcher 2 today after quite some time. It's a beautiful game with a few niggly, tickly little flaws, but overall a fantastic experience for those with the hardware to back it up. Even better, Xbox 360 owners will be able to enjoy it for themselves at some point in the near future, too. This post won't contain spoilers, for those of you still intending to play it.

The best thing about it is its uncompromisingly adult nature. It doesn't do this in the slightly tacky way that its predecessor did with its collectible "sex cards" — instead, it keeps the best bits of its predecessor, which is a feeling that your choices throughout have consequence — and that said choices don't have a "correct" option. You say your words, you deal with the consequences. This has such a big effect on the game that once you've finished Chapter I, the rest of the game is completely different based on a choice that you make — and then within each chapter, there are plenty of smaller choices to make that affect the way things transpire and indeed the way the whole thing draws to a conclusion. It is, in short, a Good Thing.

The combat is the biggest hang-up for a lot of people. Taking its cues from Demon's Souls, this is a game that's not afraid to stick its cock in your ear and thrust until it hurts — or, indeed, some equally unpleasant metaphor. You fuck up in combat and you will die against regular enemies. Several times. You will learn to block and you will learn how to use your spells effectively rather than just hacking away a la Zelda or Diablo.

For the most part, this is cool. Swordfights feel like swordfights. Boss encounters require strategy rather than endurance. But there were just a couple of points throughout where it just felt a little bit unfair — mostly when it came to situations where our titular Witcher Geralt was attacked by multiple assailaints from all angles. There were several occasions where I couldn't see how I was supposed to defend against the barrage of incoming blows — this alone would be enough to put some people off, I feel. I, fortunately, have a bit more patience than that, and settled for a few expletives. Only once did I feel the need to lower the difficulty level — and I put it straight back up again to complete the game, and the bosses towards the end weren't as difficult as this relatively incidental confrontation.

So in summary then, if you're looking for an RPG that treats you like a grown-up without feeling tacky, The Witcher 2 will scratch that itch. If you're not one for overly-technical action RPG combat, then bumping the difficulty down to Easy allows for a satisfying experience from the story without the frustration of dying repeatedly on a battle that really shouldn't be that difficult.

And if you're wondering why I titled this post "The Adventures of Lord Bath"? Well, when I explained the concept of the original The Witcher to my girlfriend Andie by pointing out that the protagonist was a "white haired dude who kills people and has sex with a lot of women", her immediate response was "Oh, like Lord Bath?" (Disclaimer: I have no evidence as to Lord Bath's extracurricular activities. But I find the alternative name for The Witcher amusing, so it stays.)

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#oneaday Day 518: Championing the Free to Play Model https://imnotdoctorwho.moegamer.net/2011/06/20/oneaday-day-518-championing-the-free-to-play-model/ https://imnotdoctorwho.moegamer.net/2011/06/20/oneaday-day-518-championing-the-free-to-play-model/#respond Mon, 20 Jun 2011 21:43:06 +0000 http://angryjedi.wordpress.com/?p=2691 I mentioned a few days ago that I was going to give some of Steam's free to play games a try, and mentioned I might investigate APB Reloaded and World of Tanks. I have played a tiny bit of APB (it's quite fun, if nigh-on-incomprehensible to begin with) but haven't touched World of Tanks yet. I also … Continue reading #oneaday Day 518: Championing the Free to Play Model

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I mentioned a few days ago that I was going to give some of Steam's free to play games a try, and mentioned I might investigate APB Reloaded and World of Tanks. I have played a tiny bit of APB (it's quite fun, if nigh-on-incomprehensible to begin with) but haven't touched World of Tanks yet. I also continue to enjoy Spiral Knights, although with the game's lack of quest structure and progression system tied to your equipment rather than your character I'm not entirely sure what the "point" is — but it's fun, regardless.

Instead, though, I've been spending a fair amount of time playing Champions Online, aka City of Heroes 2. This is one of a growing number of MMORPGs that used to be full-price products with subscription fees, but which have adopted the free to play model as a means of drawing in more customers and potentially earn more money via microtransactions.

Champions Online takes an interesting approach in that you can still pay a subscription fee for a "Gold" membership if you prefer, and that keeps the game pretty much in its original form — you get free access to all new content, are able to play a hero with your own completely customised set of powers and have a bit more flexibility in terms of how much currency you can own and the like. Free "Silver" members, on the other hand, are limited to selecting preset archetypes for their heroes and have to pay for episodic "adventure packs" — story-heavy instanced missions that offer experiences a little different from the regular world-and-instance-based PvE that the main game offers. Regular promotions allow Silver members to get access to some things for free for a limited period, and players can always buy individual things via microtransaction if they don't want to pony up for a full-on subscription every month.

The way this is implemented is incredibly smart. The fact that Silver players are limited to preset archetypes which are nigh-on-impossible to fuck up while Gold members actually have to plan out their builds in advance means that people are less likely to get themselves into a situation where it's impossible to proceed due to some unfortunate decisions 20 levels ago. It also allows players to effectively try out the various combinations of powers with characters that actually work properly — and have a lot of fun in the process. I'm playing a "Soldier" character right now and she doesn't feel gimped at all — she feels like a preset character class in a traditional action RPG. There's just enough level of choice to allow me to customise her a little bit without daunting me with complete freedom.

Champions Online falls into the usual traps that MMOs do — the interface is a bit clunky, the animations in cutscenes are either laughable or non-existent and aforementioned cutscenes have been put together by someone who doesn't know what "directing" or "cinematography" is. But that doesn't stop it being fun — and definitely higher quality than some of the crap that has been released under the free to play banner in the past. Quality of these games is definitely increasing, and I foresee that Champions Online will hold my attention for quite a while yet. So if you're a player, do join me! Look for "Lap Cat@AngryJedi" or just add me on Steam to see when I'm playing. Feel free to give me a shout and we can team up.

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#oneaday Day 515: Rational Discussion Forever https://imnotdoctorwho.moegamer.net/2011/06/17/oneaday-day-515-rational-discussion-forever/ https://imnotdoctorwho.moegamer.net/2011/06/17/oneaday-day-515-rational-discussion-forever/#comments Fri, 17 Jun 2011 22:22:25 +0000 http://angryjedi.wordpress.com/?p=2679 I've said it before, but one of the best things about the Squadron of Shame is their willingness to engage in reasoned (usually, anyway) debate on a wide variety of subjects. Given the venom and bile that's been the hallmark of most high-profile Duke Nukem Forever reviews over the last week or so, I figured it … Continue reading #oneaday Day 515: Rational Discussion Forever

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I've said it before, but one of the best things about the Squadron of Shame is their willingness to engage in reasoned (usually, anyway) debate on a wide variety of subjects. Given the venom and bile that's been the hallmark of most high-profile Duke Nukem Forever reviews over the last week or so, I figured it would probably be down to the Squad to have a reasoned debate on the matter.

How right I was. I present to you a selection of highlights from today's discussion of the matter. I'm sharing this here because I believe this was a very interesting discussion and I want more people to know about it. If you like what you read and would like to join us, use your WordPress account to contribute over at the Squawkbox — we're very welcoming of newcomers and, as you'll see below the fold, have absolutely no problem with "Walls of Text" so long as you know how to use paragraphs!

This is an extremely long post so I'm putting a Read More tag here. Do take the time to have a read if you're interested, though — I maintain this is the most reasoned, rational discussion of Duke Nukem Forever you'll find anywhere on the Internet.

We'll start with my response to "cgrajko's" desire to find out a little more about the now-infamous "The Hive" level, which many critics have objected to based on the imagery of imprisoned women being forcibly impregnated by aliens — the central "Bad Thing" of Duke's flimsy plot. One scene sees two characters who were set up to be relatively major parts crack an off-colour joke about losing pregnancy weight before exploding with their alien offspring.

That’s about accurate — although one additional point it doesn’t state is the fact that every single character in Duke Nukem Forever that isn’t Duke is completely disposable. Everyone is dead by the end, not just the women. Duke, being Duke, doesn’t seem to care about the fact that everyone is dead, whether it’s the “Holsem twins” or the president of the USA. He just cares that he kicked ass.

I agree that The Hive level is largely unnecessary and the dialogue is risible — though no more dumb than the rest of the game, and running around in the slimy dark was a change in pace from the destroyed Vegas streets. But hey. Let’s discuss, that’s what we do here!

It’s the context that makes it unpleasant and unpalatable in this case. The “Holsem Twins” characters in question are written to be airheaded girls whose only desire is to please Duke. In the context of the story, it’s a comment on the nature of celebrity and what it does to people — the extreme lengths they’d go to to be close to their idol. That’s what the whole opening of the game is about — Duke’s status as a celebrity and the blind idol-worship of his fans who don’t care what he writes in the front cover of their book as long as he “signed” it. As poorly-written as Duke is, there’s clearly at least some attempt at social commentary and satire in there — his increasing irrelevance to modern society made all the more apparent due to the game’s long development cycle. The intent is there, even if the execution is (arguably) left wanting.

As a “joke”, though, this scene in The Hive misfires with most because of the context. Is the level supposed to be horrific or amusing? It’s difficult to know — because it is horrific, though no more graphic than other games and horror movies — but the dialogue makes you wonder if you’re supposed to find it darkly amusing. I’ll freely admit that my reaction upon reaching that sequence wasn’t shock, offense or disgust — it was a kind of shocked “I can’t believe they just said that!” half-laugh, the kind you make when your drunk old Grandad says something outrageously sexist or racist that is actually sort of funny or you kind of agree with, but you know you shouldn’t laugh or publicly admit that you kind of see where he’s coming from in his tactless way.

That reaction doesn’t make me a misogynist, a rapist or someone who thinks less of women. You know why? Because this is a game. It’s not real. The characters aren’t real. The characters obviously aren’t real in Duke Nukem, because they’re all exaggerated stereotypes to such a huge degree. As such, it didn’t bother me, the same way that the existence of tentacle porn doesn’t bother me. I’m not saying this scene should have been in there — judging by reactions, it was ill-judged, to say the least — but similarly, the sheer fact it exists 1) doesn’t mean people are going out and thinking that treating women that way is all right and 2) doesn’t make the game itself bad.

It’s difficult to explain, actually, and I’m not sure why I’m bothering because, as I’ve said, people seem to pick a “side” on this issue and stick to it. But I guess it’s like the violence debate — you can blow someone’s head off in a video game and just shrug and move on because you know it’s nothing more than a fantasy. See it in reality and you’d be scarred for life. Likewise, see a topless, plastic-looking, questionable quality 3D model strapped to a leafy, planty thing and making sobbing noises (I’ll add that you don’t actually witness them being raped as such — like in DN3D, which featured the exact same plot and no-one batted an eyelid at, they’re just sort of strapped to things) and my reaction is significantly less “severe” than if I were to witness something so horrific happening to a woman in reality.

The only narrative justification I can think of for that level’s existence is to make it clear what the alien antagonists are guilty of — an atrocity — but then the weight of that is diminished by an off-colour joke. As Duke is otherwise very much a parody game, the attempt to inject it with a touch of seriousness — or indeed give it a narrative — clashes with the otherwise ridiculous nature of its plot, setting and characters.

This is an interesting discussion, I feel. What is “too far” and why? Games are often criticised for shying away from being anywhere near as graphic as movies and books when it comes to sexual issues in particular, whether that’s plain ol’ sex, deviancy or sexual violence — perhaps down to technological constraints — but how far is too far? Is there a “too far” at all, or should we accept that different people find a different severity of content “acceptable”? Movies and animé run the gamut from kid-friendly to stuff only those with strong stomachs can deal with, and many of them, particularly in the gross-out comedy genre, appear “misogynistic” — why shouldn’t games be the same? To clarify, this isn’t an argument in favour of misogyny — far from it, women are awesome. It’s an argument for off-colour, offensive, black humour — and a broad range of content in general. Some people dig it, whether they admit it publicly or not. Otherwise the careers of morally-questionable comedians such as Roy Chubby Brown (look him up — for the record, I think he’s a cunt) would never have got off the ground.

One thing I would add, though, is that this sort of thing makes me feel that age ratings should be enforced more strictly. While I couldn’t care less about the content, I would not want a hypothetical child of mine playing it and seeing that scene without an adult awareness of Duke’s irony — or at least, without their parents making sure they knew what was going on first.

*looks up at wall of text*

Wow, seriously. It’s Duke Nukem Forever. Who’d have thought there’d be that much to say?

"Shingro" followed up my discussion with the interesting argument that Duke has done exactly what it set out to do — to troll everyone:

Actually, It isn’t surprising at all that Duke brought up deep issues, because this is the nature of Duke, it’s just not in the way people are thinking about it.

————————————————————————————————-

Huh! Well we’ve gotten a bit far afield, but it is roaming into some interesting territory, taboos and their influence is something I’ve always kinda been interested in, even if the questions asked often result in answers that infuriate me.

In the states we’ve had a long long history of having very little respect for people, not in the way of objectification, but in the way that we somehow feel that media can totally rewrite a human being. We could go as far back as “Dungeons & Dragons will lead you to witchcraft” we could reference rock and roll being satanic, Harry potter, Pokemon, Anime, Rap, violent TV and yes, video games. There was a time not very long ago, where people stroked their chins over a copy of Doom found in the columbine shooter’s house. People as a whole freak out, have their little furor and then come back and realize “Look, it’s not actually doing anything to anyone. It’s not real”

Every time I think “Alright, we’ve been kinda dumb, but surely we understand now that people can handle fictional content. No one watches Die Hard and mourns like someone *actually* got shot. No one takes the shit out of the plumbers union because a porn actor “came to lay some pipe” Heck we actually have vaguely legitimate sex in console games! Surely we’re finally letting go of some of our sexual/violence double standards.

Now from that perspective it’s not very hard to see why Duke had that level in there. Duke’s job as far back as Duke existed was to tweak your nose with your own taboos. That’s what he’s done *forever* and he does it in forever. In a way that hive level proves that Duke DID make a proper transition to modern day, because the whole point is to make you feel shock that they were ‘actually willing to do that’. It *doesn’t matter what that “that” is.* Could have been anything. If you find yourself getting upset at something in a Duke game, that is raging at a troll on a message board. That is why people troll, not because they really believe what they say, but because half the audience says “my god I can’t believe they went there” and finds it hilarious. The other half totally loses their mind and accuses the troll of being the worst that humankind could possibly offer.

Duke Nukem has *Always* been a troll game, why are people suddenly surprised?

Maybe it’s the same reason we always freak out about the next great thing, it’s easy to believe you’ve seen it all, and hard to believe you still have society and culture based hangups. Then when you’re confronted with them, you write things like that quote, it oozes with condemnation not only of the game (the troll post) but condemnation of the people who made the game (the troll.) Even to the point of suggesting that the creator is entirely sexually deranged.

Really? Is this really what we want? Are we going to say that that level shouldn’t have been allowed to be made? Would we be happier closing our eyes to the fact that in the west, we’re fine with the worst violence possible, but are so easily disconcerted by sexual imagery? There are large amounts of people who believe there’s somehow a parity between something happening in a fiction and something happening in reality.

This… Is… Silly.

I cannot support in any way the position of “How Dare You” in relation to a fictional work. It is fiction. That is the purpose fiction serves, and it’s a purpose we should as gamers be vastly more familiar with then anyone else. We have shot dudes in San Andres, and when we hit reset, they’re all back again. We understand that fictions are there for a great many reasons, and that many different people will get many different things from any given fiction. Some people will find the hive level hilarious, others will find it shocking, and yes, some people will find it sexy.

None of those people are ‘wrong’ to do so. Furthermore, *no one* is harmed for any of it. Do you remember how South Park was a “horrific abomination” because a child died in every episode? We don’t even blink at South Park these days because after the initial outrage the populous at large realized “oh, society didn’t collapse after all” It evoked the same feelings where you think “Oh god that’s terrible” at the same time you’re laughing. Whether you find that tasteful or not, I doubt anyone could claim it’s ‘evil’

So yes, some people find alien impregnation sexy, and some people pretend to be elves in other peoples basements. Are you uncomfortable realizing this? If so, realize that the onus is on you, not them, to make your peace with it.

Duke’s just trying to rub your nose in the fact, and amuse the rest along the way.

TL:DR: Duke’s trolling you, people like to think they’re world weary but they just get offended by different things, the only question is how far you gotta go. Someone consuming a fictional work you find upsetting for any reason isn’t something to get the torches and pitchforks out for, nor should we ever encourage this attitude, because that sort of thing always eventually turns around and bites you on the ass.

Don’t Panic, and don’t encourage panic. Society will be fine.

(Funnily enough, the idea that there’s people out there being so pejorative about fictional works distresses me almost as much as your average taboo-troll, Ironic!)

"cgrajko" responded with his thoughts on why he found the scene personally distasteful, he didn't think it should be banned or censored because your response to it is entirely down to your response to fiction:

I’m just going to say a few introductory things before I begin responding, largely because I feel like it’s possible for this type of discussion to get heated, and I think some people are likely to misconstrue this discussion as an attack or something hostile. So, as far as the Squad is concerned, I always assume that you all are arguing in good faith, and I would never personally attack anyone or assume that anyone is a racist/sexist/misogynist/homophobe etc… I feel like the moment people feel they’re being attacked is the moment discourse stops, and I want to mention that I’m debating in good faith, all classy and whatnot.

I feel like the real discussion as to why the game is problematic, or elements of the game are problematic, is being mischaracterized on the message boards and whatnot. I don’t think that DNF is going to cause anyone to become a misogynist or a rapist. At all. It’s very obviously make believe, and anyone who finds DNF to be the catalyst for their own deviance was almost certainly going to be pushed in to action by something else. It’s not really about that; it’s about culture and how culture shapes attitudes and beliefs.

I don’t think DNF is harmful in any way for the people who post here. All of us are capable of turning a critical eye towards the media we consume and engage it both in terms of context, history, etc… But, the likelihood that people will not turn a critical gaze towards DNF (or not even realize that they should) means that people are consuming this super tiny unit of culture that reifies a lot of shitty beliefs and attitudes. By itself, this doesn’t mean much, but DNF is a drop in a pretty vile pond of sexism and misogyny. DNF normalizes rape, and while a lot of folks will realize “hey, this is a pretty shitty way to entice Duke in to killing some aliens,” a lot of people won’t see the subtext (and won’t even interpret Duke as a hypermasculine 80′s action hero).

Rape is already an underreported crime that tends to have shitty conviction rates because defense attorneys know they can call a victim a slut and have the jury side with them. This is a gross exaggeration, of course, but those attitudes are incredibly prevalent in the US, and what I’ve described happens pretty regularly. The rape joke in this game is problematic for me because it reifies that type of patriarchy and sexism that makes rape routine or as a location for a joke and nothing more.

For what it’s worth, I also detest it when people get all high and mighty about fiction and suggest just turning away from it. I think that’s shitty, and I think critical thought is largely what allows us to contextualize and discuss media intelligently. It’s obviously silly for anyone to suggest that the latest South Park/GTA/Duke Nuke/ Mass Effect is going to erode anyone’s morality. That’s a non-issue as far as I’m concerned. But, I do think it’s worthwhile for folks who find something problematic to discuss why they find it problematic, particularly when their objections amount to more than “BUT WHAT ABOUT THE CHILDREN?!?!?”

I don’t want the game censored, and I don’t really want people to boycott it or anything. While it makes me personally uncomfortable, I get that other people don’t experience it the same way. I think this discussion might be more accurately summarized as “what is your relationship with fiction?”

Shingro continued the discussion by bringing up the darker side of fiction, including Japan's fascination with the more deviant side of sex in its pornography.

Hey don’t sweat it, it takes a loooong and overt set of profanity to feel someone is personally attacking me, discussion boards are for discussions and that requires two people minimum. Please also accept my returned assurance that nothing here is personal, it’s all for the chin strokey. We’re all Squadmates here, we few, we proud, we Band of Brothers. so, without more ado, lets dive into some analysis!

As far as I’m given to understand, Duke didn’t “normalize” rape at all, it did the opposite! Though I might be wrong any rape in the game is very specifically made insane and over the top and committed by the inhuman antagonists, hardly the best ‘sell’ if it really was pushing for that.

It would have been one thing if the game came out and everyone said “Fuck yeah! rape wooooo~!” but they didn’t, the majority opinion has been either “Ick!” or alternately “omgwtf XD” neither is the “hey yeah, maybe that IS the way it should be, those aliens sure have the right idea! Go aliens!”

DNF actually pushes for the negative reaction itself with the setting and circumstance. It isn’t rape by a 1950s american dad father figure set to some patriotic hymn. The protagonist himself isn’t raping anyone. DNF is *trying* to disgust you by making it alien and weird and very difficult to enjoy in a normal sexual way. . Even if you are part of the 1% that have a thing for big bellies and alien protuberances, they’re cracking jokes the whole way through.

Hell, according to that post, in the most overt part of it where you would have the most investment the game *literally* attacks you. Like sarcasm, just because the topic is brought up without a disclaimer or denouncement doesn’t mean the same thing as supporting it. Certainly it’s done in a more crass, less artistic manner then say, Heavy Rain’s “feeling of powerlessness” scene, but still in its own way, saying the same thing

You just have to think of it like South Park, are they actually for the things they parody and portray? For example, the NAMBLA episode. They’re taking the piss out of it, basically saying “dude, check this out, is this not the most fucked up thing you ever did see?” Hardly a ringing endorsement, and you can hear those exact words echoing throughout the Hive level just as loud.

—————————————————-

Now here is where I separate from games a bit, and thus, this is the most likely place where someone gets offended (probably unmanneddrone, sorry! =) ) I hope it’s not too controversial or anything, I don’t know if this is the time or place for it, I’ll take it down if it isn’t, but there are a few facts that I would feel are better discussed then not. This part doesn’t answer what my personal relationship to fiction is, but it does suggest a very important Human/Fiction relationship that I feel isn’t commonly considered.

—————————————————-

Japan, I guarantee you *does* have the oddest fictional porn in all the world fairly available and has had such for years. I know unmanneddrone, it’s not like they’re all into it, but there is a market there you gotta admit that. =P A significant portion of it rape fantasy even in the nonfiction, (though the fiction also checks boxes by guro, vore, loli, unbirthing, kemono, and other things that would make you go all Macbeth “Out Damned Spot!” on your brain, trust me, don’t google search any of that, monitor 4chan’s /D/ board for a few days if you must that’ll edge near it.)

Simultaneously it has has some of the lowest actual rape numbers in all the world and tenths the numbers of our own puritan “what about the children” based culture. According to Google as of 2010 per 1000 people .3(us) vs .01(Japan)

The closest thing I remember to institutionalized sexual abuse, was in churches where the culture not only promoted abstinence (no catharsis whatsoever) but also taught that getting your rocks off by yourself was a sin, correlation is not causation, but in my opinion this at least indicates that the culture of prohibition is definitely Not Healthy to the average human animal.

I remember a quote from one of Dennis Miller’s HBO “I don’t want to get off on a rant here” rants back when he wasn’t crazy that went something like the following (I think it was about eating but it holds just as true for any taboo) “We desperately try to remove it from our lives and in our panic to avoid it at all costs we become obsessed with it, abstinence leads to craving and we’re right back to square one on the crash and burn game board.”

So at least when it comes to sexual things, I tolerate fiction (<- key word) of even the worst and most despicable types even if I personally find it repugnant, because I'd much rather someone with darker impulses have catharsis and be at peace Dexter style. As opposed to someone being sexually frustrated and antsy on the street as it were. I honestly don't know the science behind this, but that reasoning makes sense to me.

If you want to save culture from humankind's darker impulses, the way to do it isn't to ban or rail against certain types of media or topics, whether the hive level or the Penny Arcade Dickwolves comic, it's to educate your populous. Encourage people to read to develop imagination and by extension, empathy. Provide a good example to a person, better yet *be* that example. Protect the real victims of sexual crime rather then trying to socially crucify people for drawing a picture, writing a book or making a game that involves the topic *especially* if it’s not an actual outright polemic. Rape is definitely a problem, but I just can’t see DNF or any related media pushing towards rape, if anything it pushes away and forgetting that the topic is a problem I think is more dangerous then a background loop of oohs and ahhs in someone’s free time.

And by all means if you find a certain media appalling, then feel free to say so! That feeling is true too, and worth expressing just to ensure that culture remembers where people stand on the real issue, but always always always be reasonable and reasoned. don’t put words in peoples mouth or start linking “A Causes B because: Common Sense, also: Ick” If you’re going to say that violent video games fuel a culture of violence, or the hive fuels a culture of rape, examine the matter very very carefully, and be very very sure what you’re saying is what you mean. Find the science of the matter. Dig deep and consider it from all angles. The worst thing anyone can do is get into a group think knee-jerk mentality triggered by emotion. The last time this country did that as a whole we got Iraq and the Patriot Act. We live in a world where no information or taboo can be kept out of the light, so I feel the best thing to do is to own the taboo, face it, and eliminate its power over us. If we become stronger, more well adjusted people in the process? So much the better.

(Addendum: Games and their associative issues go wayyyy deeper then I think most people give them credit for.)

TL:DR: DNF doesn’t support rape clearly, you can see the signs in the events. Mentioning a thing without decrying or throwing up a disclaimer doesn’t mean you support it. “In our panic to avoid it at all costs we become obsessed with it, abstinance leads to craving and we’re right back to square 1 on the crash and burn game board.” You catch more flies with honey then with vinegar. The majority of us have our hearts in the right places, so we’re okay. Love and Peace!

A few crossed wires led "cgrajko" to post this:

One of the scenes in question, in case you are unaware is as follows:

*Duke comes across two blonde twins in the nude, wrapped to the waist in alien testicles/stuff*

Girls: Duke, what’s happening to us?
Duke: Looks like you’re ….. fucked!
Girls: Duke it was our first time! Okay, with an alien. Duke! We’ll get the weight off in like a week, we swear!
*Girls scream, explode, and alien crab-things pour out*

If I were a bit more crass I would post that JPEG of McBain: “That’s the joke.” There is no irony here. There is no metatextual analysis or nudge nudge wink wink tongue in cheek component to this scene. The “joke” is that following being raped two women are only concerned with the male gaze and being objects for Duke’s sexual pleasure. There is no critique there.

You are mischaracterizing my argument by suggesting I believe this:
“hey yeah, maybe that IS the way it should be, those aliens sure have the right idea! Go alien”

I very explicitly stated that there is no component to the game that blatantly and outright suggests this behavior or will cause someone to commit a crime. I was really, really clear to state exactly that. I also never stated that Duke raped anyone. I have no idea where you’re getting this, but you’re clearly not responding to something I wrote.

You don’t know what the ACTUAL rape numbers are in Japan or in the United States. Neither do I. That’s a huge part of the problem. Rape is an underreported crime in both countries, but treatment of rape victims is significantly better in the US. It’s also more likely that rape is reported or taken seriously in the US.

http://www.japantoday.com/category/kuchikomi/view/few-authorities-know-how-to-deal-with-rape-victims-in-japan

http://news.bbc.co.uk/2/hi/asia-pacific/3025240.stm

I don’t know what you’re getting at with your Japan example, but that’s probably not the country you want to look to for sane attitudes towards gender inequalities.

I’m also not arguing for any culture of prohibition. Knock that shit off and respond to stuff I actually write not the strawman arguments you construct.

I’m going to state this one more time: I do not think that Duke Nukem is going to cause anyone to rape anyone else. I do not believe that the game should be banned, censored, rated AO, or dumped in the desert like extra copies of ET. I will criticize it, however, if I think it does something silly or offensive, not because I want to protect anyone from it, but because I think it belies a shitty attitude and a shitty sense of privilege that makes it seem okay to tell shitty jokes about rape without any type of commentary.

Before you go and say that I think rape should be off limits, I am going to say that that’s not the case. My favorite novel is Lolita, which is quite a bit more graphic and fucked up than anything the folks who made DNF could come up with. I also find certain tellings of the Aristocats joke (even those with incest and pedophilia) to be hilarious. (Of course, a bad telling of that joke tends to come off like, well, DNF.)

…to which "Shingro" replied:

well, I guess things have gotten heated regardless of intention, such is the way of emotionally charged topics I suppose. For the record, the second part of that post wasn’t addressed to your points at all, it was just a poke at the relationship of humans and media when it comes to sexual taboos while the topic was up (a topic like that doesn’t arise anywhere very often, and I wanted to bounce it off some people with intellect) No slight or strawman intended, and honestly it probably got a little too far afield for the Squad so we’ll just curtail that OT thread for some other board entirely.

So just to be sure I understand you 100% right, your problem isn’t with the material, and you don’t think it should be any sort of prohibited, socially harangued or anything. You just want the right to say you don’t like it?

If that’s so, well, yeah go ahead, in fact I think I specifically wrote a full paragraph in the last post saying “hey, if you think it’s shitty say it’s shitty for any reason you like” I really didn’t intend to accuse you of any sort of wrongdoing or prohibitive beliefs.

The thrust which may have come out wrong was “Hey, I feel the game is intentionally trolling it’s audience, like South park, or Jackass or any of a dozen things, it set this stuff up just to put you further out of sorts, Jackass could just throw some fecees at a dude, but they don’t, they put him in a body bag and flip a portapotty upside down with him inside it. That is the joke, bad and crass as it is, and if you don’t find that feeling of “that is meeeeessed up” then yeah it’s going to be a bad experience for you. The game didn’t *have* to have a whole level of alien impregnation of hundreds of whatever to tell a rape joke or objectify anyone. I suspect the creators did because they wanted to punch the player in the arm not to expand their mind or do any big anything, they don’t keep it as a core theme of the game, it was a single volly, one that was looking for one of the two reactions, “ick” or “omgwtf”"

As for all the contention under numbers I guess yeah, no one knows the exact numbers of any of it, if the per capita numbers were within even a factor of 10 I’d not have even brought it up. Still, unless you use something as a guideline you’re never going to be able to talk or theorize anything. I looked up what I could, maybe it was wrong who knows. Maybe the conclusions I drew were wrong, it happens more then I’d care to admit.

I didn’t intend to imply you thought duke raped anyone (you didn’t give any indication of that, and as far as I intended, neither did I), and the “go alien” bit was to paraphrase what I expected a “pro-rape” statement from someone would have to sound like, trying to indicate that it requires some serious stretching to reach that.

If you just want to have the right to criticize it for its sense of humor go right on and do so, there’s no reason you shouldn’t. However I also can’t think of any circumstance under which I’d like to tell someone they shouldn’t be able to tell a joke, regardless of how bleh it is. If you want me to feel like a scumbag for defending the right of people to tell Terrible and/or Offensive jokes, then I’ll do so though with some reluctance. I like to personally act like a gentleman when I can so I expect the level woulda gotten a “ick” reaction from me though I don’t expect to find out. I guess I feel the system is Working as Intended. They tell their Bad Joke, you criticize it for being silly or offensive. Seems fair. Not sure why things went a bit brutal when we’re saying pretty much the exact same thing.

I kinda hesitate to put this out there since it appears we’re not exactly in “objective discussion mode” anymore, but I’ll trust to the fact that this is mostly born of misunderstanding. I don’t know where it went bad exactly, such is the trouble of my slightly dysfunctional brain, but trust me when I say that only about 10% of that post was directly addressed to you, the rest is basically dumping a bunch of related stuff out of a backpack onto the table. Not at all trying to cast you as the antithesis of the stuff I said.

I will be totally honest though here, I might have a misunderstanding of your position still because it seems like you want it both ways, “I’m not saying it shouldn’t be able to tell it’s joke I’m just saying that the joke is completely out of line and a blight upon our culture” I guess that can be construed as “not saying it’s a bad thing” but only with difficulty. If the distinction you want to make is your reasons for doing so that kinda doesn’t change the end result of it as I understand it.

If you want to say the ‘trolling’ nature is done poorly there then that’s also fair, though I’d say that when it comes to trolling, becoming deeply personally offended is sorta the point

If you’re saying that duke isn’t a trolling game at all then I have to disagree, it just seems pretty obvious that Duke is scandalous explicitly for the sake of being scandalous and it doesn’t really care how it has to do that.

If you want me to say personally I feel it’s a scene done in poor taste that’s fine too, though I don’t see why that’s important. Poor taste is taste too.

If I got any of it wrong, feel free to correct me (gently please), I’d honestly like to continue the conversation. I am trying to communicate in good faith but it seems we’ve got some sort of desynch. If it’s getting too hot by all means let me know.

Fortunately for the quality of discussion, the "heated" nature of the debate wasn't intentional on either Shingro or cgrajko's part (or mine, for that matter) and so we continued, with this post from cgrajko:

I didn’t mean to come off as brusque and angry. I’m definitely not. At all. I tend to use words like “shit” the way a telegram uses “stop.” Sorry about that. I definitely didn’t realize that you had stopped talking to me directly, though, and I apologize for not getting that you had shifted to a general audience.

I’m not deeply personally offended. Like, at all. I think DNF is incredibly stupid, but I can see why someone looking for something silly, simple, and base would pick it up and enjoy shooting some pig cops. And there’s nothing wrong with that. I would probably turn my head askance and back away slowly if someone playing The Hive got a little too in to it and started cackling maniacally, but that’s about the extent to which I am personally engaged in the topic.

I get the impression that you don’t actually know a whole lot about me, and you don’t really have any reason to. I’m a professional academic. I make a living analyzing and deconstructing culture. In particular, I study media and the manner in which media intersects with areas of critical theory, specifically, gender and queer theory. Talking about gender and sexual issues in Duke is my bread and butter, and what you’re perceiving as outrage on my part is really just my desire to engage in some type of discourse, particularly with gender issues in games, because the vast majority of people who discuss these issues are just straight up wrong in their analyses and a lot of the time it reads like armchair feminism 101.

I do think it’s important that there are dissenting opinions out there for people to read. I’m somewhat disheartened that so many people (elsewhere, not here) are willing to claim that “it’s just a game” (or movie, book, whatever…). I think that goes back to my original question of what one’s relationship is with fiction. I personally subscribe to the belief that art is not created in a vacuum, and I’m proud to say that Reader-Response theory and New Criticism are pretty much dead. The individual who creates something does so as the result of various social factors that influence the themes and ideas being explored in a piece of art, so while I am talking about DNF specifically, I’m also talking about all of the reasons that DNF is the way that it is.

Does that clarify my position somewhat?

My turn, then:

As (I think) the only person here who has played, beaten and enjoyed Duke Nukem Forever, let me explain why I enjoyed it:

I like games. I like a diverse array of games. I like the weighty philosophical nature of games where decisions have consequences such as The Witcher and Planescape Torment. But I also have baser instincts — I like to shoot things and, frankly, I like tits, too. Crucially, when it comes to a shooter, I generally want to have “fun”. This means I’m looking for something where story either isn’t particularly important, or where it’s “light-hearted”, bubblegum fluff. This is a key part of the reason why Gears of War, Call of Duty and Halo (which all take themselves far too seriously) don’t hold my interest, but No-One Lives Forever, Duke Nukem and even the original Far Cry (whose protagonist is either a work of comic genius or irrefutable evidence of the damage that terrible voice acting can do to your narrative) do.

Duke Nukem took those base instincts, embraced them and built a whole game around them. The experience was fun for me. I wasn’t expected to think too hard about anything. Within the first two minutes of the game you’re handed a marker pen in first person perspective and although the game doesn’t tell you do, the first thing you’ll (well, I’ll) likely do is write an obscenity or draw a penis while a soldier guy applauds you for doing something he didn’t think of. This sets the tone for the whole game — it’s not the kind of experience where you’re expected to engage your brain or do any deep thinking. You’re expected to run, point your gun at things and run some more — a theory backed up by the fact that there’s none of that “you can’t aim as well while you’re running” business of more recent titles, making it literally a run-and-gun title.

As a result of all this, though, by the time you reach the Hive level, you’re well into the mindset of Duke. Everything around you has become dehumanised — even the humans who, as I say, are generally in the game in order to get killed horribly. People you meet are generally either the butt of a joke or characters purely there to idol-worship Duke and emphasise his sense of self-importance. Even the Twins, who are probably the most recurring characters in the game, are cardboard cutouts of porn clichés, and end up being both of these things — the butt of a joke and Duke worshippers. Duke is furious upon their death, and as a player I was momentarily surprised that they’d kill off named characters in such a way, but ultimately, my reaction was of the “omgwtfbbq XD” school that Shingro described below. I wasn’t appalled, I wasn’t disgusted, because everything the game had done up until that point had emphasised the point that Duke is the only one who matters to Duke. As such, the scene serves as a kick up the ass for the player to, well, go and kick some alien ass — nothing more.

Now, I can see why people might not like that because the dehumanisation of, well, humans makes you feel guilty in retrospect — and quite rightly, too. If you dehumanise people in reality, well, then you’re getting into sociopath territory. But this is where the “fiction vs. reality” thing comes in. The vast majority of well-adjusted human beings can distinguish the two from one another. I find rape and tentacle porn distasteful — I’d hope everyone agrees on the former but as for the latter, that’s your business — but that doesn’t mean they have no place in fiction, as I believe both Calin and Shingro have said. Furthermore, if “general” violence can be treated in such a blasé manner in movies and video games particularly, why not rape?

Well, the answer to that is pretty simple: rape is taboo, rape causes feelings of shame for the victim and, as Calin says, is an under-reported crime. These are all bad things. Rape is a horrific experience, and the “best” (by that, read “most effective”) dramas which include rape scenes are genuinely harrowing.

But I’m not sure that women being forcibly impregnated by aliens — a relatively common plot in the horror genre — is quite the same thing. I don’t think I agree that DNF “normalises” rape because it’s not “conventional” (for want of a better word) rape. I would feel very differently if Duke was fighting against humans, or even if the more humanoid aliens were seen sexually abusing women in a “recognisable” manner. But they’re not — and it could be argued that, whether it’s down to graphical/animation shortcomings or whatever, you don’t actually see the women being abused by the structures they’re tied to either — just the after-effects.

It seems the key thing that most people are offended about is the “I’ll lose the weight for you, Duke!” line. Here’s a question: would you feel differently about this scene if that line wasn’t in there, if the Twins (who are in the dark and difficult to distinguish from the other women in the Hive were it not for this dialogue) said nothing at all? How about if they said something more generic like “Oh, God! Help me, Duke!” — making them recognisable but not cracking an off-colour joke — and more like the women in the exact same situation in Duke 3D, who just moaned “kiiiiill meeeee” when you approached them?

At this point, Squad mainstay "unmanneddrone" popped his head in and contributed this nugget:

Yeah, a veritable heavyweight championship of the mouths, hearts and minds here at the SoS. All I can say is that, as strongly as folks may feel about particular contents of DNF, I severely doubt the title and franchise has enough cultural currency remaining to perhaps cause any sort of social or medium bleedthrough – however infinitesimal.

Having now seen the offending scene, it might stick in your craw, @cgrajko, but damn…it struck me as completely awful for all the wrong reasons. Hokey delivery, confused and ineffectual animations, tacky bared breasts. I’m going to agree with the Jedi here (no mind tricks!), it did a lot more to harken back to the cinema horror notion of infection/incubation/birth such as Alien and the schlocky Xtro than emphasising a depiction or inference of sexual abuse or assault.

I’m not palming off or making light of the issue, but hell, I can’t read too much from these scenes because – in all honesty – I bet more thought and dissection has gone into the narrative of DNF on the Squawkbox over the last day or so than within the development cycle of the game itself.

And, with cgrajko's final comments at the time of writing, we're brought up to the present:

I’ve seen the Alien/Aliens comparison brought up a few times with regards to DNF, and I feel that the comparison is entirely a matter of opinion. I don’t think the comparison is particularly apt, because I don’t think the scene in DNF is effective at being either horrifying (in the sense of being scary, harrowing, etc…) or parodying something like the facehuggers. But, your mileage will almost certainly vary, and I can’t force anyone to see the scene the way I do (or vice versa). If you “buy” the scene in DNF, then I think it’s definitely an apt comparison.

The creatures in the Alien franchise squick me out in all of the right ways. It’s obvious when they have the facehugger in containment it is trying to forceably fuck Ripley’s face, but it’s pulled off in a way that’s convincing to me. It’s shocking, but the tone of the movie gives the alien insemination a (necessary for me) sense of gravitas. When I watch those movies, I don’t expect Lance Henriksen to make a joke about deepthroating, for instance, when a facehugger attaches itself to someone. Not that they couldn’t pull this off, but it would be damn hard for them to, and I feel like that’s ultimately the sticking point with DNF for me. I just don’t think the scene is funny (although I think it could have been with the right touch and a lot, lot, lot more effort), so it comes off as awkward and eye rolly.

@Angryjedi That scene is definitely the biggest sticking point for me, but the screaming women is a bit bothersome as well, particularly in the context of Duke slapping breasts that are attached to the wall. I can’t think of anyone who would find that hot, especially when Duke has people willing to fellate him on command, apparently. There’s a bizarre juxtaposition there that bothers me a bit.

The women in D3D were a pretty clear homage to that scene in Aliens, I think. And, I think that sound bite was recognizable enough as to be almost like cultural shorthand for what was going on. I’m not sure Duke needs a reason to kill aliens, so it’s a little strange that they give him a really compelling reason to kill some aliens in The Hive and he ends up making stupid jokes. Eh, maybe that’s just Duke.

I kind of feel like I should pick up D3D from GOG after all of this discussion…

@everyone I’ll work on sounding less like an asshole when I respond to stuff, by the way. I realize that I do that sometimes, and I don’t mean to. Sometimes what I interpret as a neutral tone when I’m writing it is something I’ll read a day later and be like “this person is all worked up. What’s their deal? Oh, it’s me…”

Bowley sums up how you are probably feeling if you read all that:

I need to eat a bigger breakfast before I come here.

G'night folks.

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#oneaday Day 512: Freebie-Jeebies https://imnotdoctorwho.moegamer.net/2011/06/14/oneaday-day-512-freebie-jeebies/ https://imnotdoctorwho.moegamer.net/2011/06/14/oneaday-day-512-freebie-jeebies/#comments Tue, 14 Jun 2011 22:00:08 +0000 http://angryjedi.wordpress.com/?p=2667 Free to play games are here to stay, it seems, with Steam launching a dedicated category for the little buggers today — complete with Achievement support and Steam-powered microtransactions. With that in mind, I've decided I'm going to delve into some of them and try to determine if any of them are actually any good. … Continue reading #oneaday Day 512: Freebie-Jeebies

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Free to play games are here to stay, it seems, with Steam launching a dedicated category for the little buggers today — complete with Achievement support and Steam-powered microtransactions.

With that in mind, I've decided I'm going to delve into some of them and try to determine if any of them are actually any good. A lot of people hear the words "free to play" and assume it's going to be some lame-ass Facebook game with no gameplay whatsoever (seriously, I played one earlier that literally gave you experience points for doing nothing at all) but in actual fact, there's a surprisingly rich range of titles on offer out there.

I've just spent about half an hour with Spiral Knights from SEGA. This one appealed because of a recommendation from a friend, the most excellent CampfireBurning, who described it as a cross between Zelda and Phantasy Star Online. This sounded like an excellent combination of awesomeness, so I set Steam to downloading while I did some work.

It's a small download — less than a gig (when did that become "small"?) — and works on both PC and Mac. It has endearingly simplistic graphics that will likely run smoothly on absolutely anything and, unlike many other F2P titles, understands widescreen resolutions. It also has a pleasantly chiptuney sort of soundtrack, a straightforward control system and a no-nonsense approach to getting you into a party for some dungeon-delving.

Gameplay is similarly straightforward. You have a sword, with which you can slash, and a gun, with which you can pew. The sword does more damage than the gun, but the gun can pew at things that can't reach you. There are also blocks and bushes that hide coins and hearts, as well as "treasure blocks", which are self-explanatory.

I've only played the tutorial so far so I can't speak for the variety of the dungeons, but the simple, cartoonish nature of the graphics means that little more than a palette-swap is all that's really needed to give a level a distinct look — hopefully it offers a little more than that, though, as time goes on.

Hopefully the ease with which these games are apparently going to integrate with Steam will convince a lot more people to check them out. And the fact Steam has introduced a full free to play section should mean we get a lot more of these games on Steam, too, bringing them to a potentially huge audience. The future's bright for people who don't like paying for things but also don't want to pirate them!

I'm going to spend a bit of time with Spiral Knights and then post some more detailed thoughts in the very near future. After that, I'm going to investigate APB Reloaded and World of Tanks. Any other suggestions for free to play excellence?

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#oneaday Day 511: Your Opinion is Valid, Unless It's Wrong https://imnotdoctorwho.moegamer.net/2011/06/13/oneaday-day-511-your-opinion-is-valid-unless-its-wrong/ https://imnotdoctorwho.moegamer.net/2011/06/13/oneaday-day-511-your-opinion-is-valid-unless-its-wrong/#comments Mon, 13 Jun 2011 22:42:04 +0000 http://angryjedi.wordpress.com/?p=2663 The few days since Duke Nukem Forever has been released have been interesting ones, from the perspective of looking at reactions to it, if nothing else. As I mentioned the other day, I've been playing the PC version and enjoying it a great deal. It's a thoroughly silly game full of ridiculous diversions, some old-school shooting … Continue reading #oneaday Day 511: Your Opinion is Valid, Unless It's Wrong

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The few days since Duke Nukem Forever has been released have been interesting ones, from the perspective of looking at reactions to it, if nothing else. As I mentioned the other day, I've been playing the PC version and enjoying it a great deal. It's a thoroughly silly game full of ridiculous diversions, some old-school shooting coupled with some new-school sensibilities.

The combination doesn't always quite work, but to call it a "broken mess" and a "terrible game" as some people are doing seems a bit harsh, particularly when you bear the game's troubled history into account.

But I'm not going to go off on one defending Duke Nukem. Instead, what I will ponder is how many people will avoid playing it altogether based on the negative buzz surrounding it? And more to the point, how many people will pass up the PC version, which is significantly more technically competent than the apparently-dodgy console ports, based solely on reviews — pretty much all of which I've seen have been based on the console versions?

I picked up Duke Nukem because it's a piece of gaming history — the world's most notorious piece of vapourware. I enjoyed Duke Nukem 3D but wasn't obsessed with it or anything — it was simply an enjoyable game. For its sequel to come so many years later after it looking like it was never going to arrive at all? That's kind of cool — like, as one person on Rock Paper Shotgun pointed out earlier, witnessing an unfinished novel, symphony, play, whatever that was completed posthumously. I'm by no means saying Duke Nukem Forever is a work of art — it really isn't — but I'm also saying that it's an interesting curiosity that I fear people will pass by completely purely because the opinion-formers of the world say they should.

Perhaps they won't, though. Perhaps the game will drop to a bargain price at some point in the near future and people will be inclined to pick it up out of sheer curiosity. I'll be pleased if that happens, for even if you end up hating the game, I believe that the sheer amount of history that this title has is worth the price of admission alone. As many have pointed out, you can practically see where George Broussard insisted the team take the game back to the drawing board time after time after time — it's manifested itself in a game that's trying to be the biggest, the best, the greatest at everything it does and not really achieving it — but what it does achieve is provide one of the most varied experiences you'll ever have in a first-person shooter. One minute you'll be driving a remote-control car through a burning casino. The next you might be scaling the outside of a tower that has alien tentacles wrapped around it. The next you may be deep underground, exploring a genuinely unpleasant and disturbing level where you witness first-hand exactly what the aliens are doing to the "babes". And the next, you might be wandering around a strip club, looking for popcorn, a vibrator and a condom.

So if you've been put off by the early reviews of Duke Nukem Forever but have always been intrigued by the idea, I'd encourage you to check it out. Maybe not while it's full price if you're not happy with that idea, but certainly once it drops in price. It's an interesting and genuinely fun game despite its flaws, and it also has a simplistic but excellently entertaining multiplayer mode which is being rather unfairly dismissed by much of the media.

Shake it, baby. Never thought Duke Nukem Forever would have serious potential to become Squadron of Shame material.

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#oneaday Day 154: Shame on You https://imnotdoctorwho.moegamer.net/2011/06/03/oneaday-day-154-shame-on-you/ https://imnotdoctorwho.moegamer.net/2011/06/03/oneaday-day-154-shame-on-you/#comments Fri, 03 Jun 2011 22:02:23 +0000 http://angryjedi.wordpress.com/?p=2626 Have I told you about The Squadron of Shame? If you're a long-time reader, then I probably have, several times. But if you're here by chance, you might not be familiar with our little group. Born in the dim and distant past of 1up, before the various 1upocalypses which have hit the site since then, … Continue reading #oneaday Day 154: Shame on You

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Have I told you about The Squadron of Shame? If you're a long-time reader, then I probably have, several times. But if you're here by chance, you might not be familiar with our little group.

Born in the dim and distant past of 1up, before the various 1upocalypses which have hit the site since then, The Squadron of Shame came about as a result of a podcast feature dubbed "The Pile of Shame". The concept of The Pile of Shame seems to have entered into popular consciousness in recent years, but the first time I ever heard it was on 1up Yours, when it was used to describe that ever-growing pile of shrink-wrapped games (or, these days, things in your Steam Library) that you somehow never get around to playing for one reason or another.

The 1up Yours guys agreed to play Tim Schafer's Psychonauts, which was widely regarded as being "good" and somewhat overlooked by the masses. They lasted a week before they gave up, so a number of members of the community stepped up to the plate in an attempt to succeed where they had failed.

Putting together forum threads and a 1up Club page to discuss the game, we found a number of like-minded gamers who enjoyed coming together to discuss games at considerable length, and in a markedly more intelligent manner than many of the "lol noob"-type people out there on the Internet. Over time, we took on a wide variety of other "missions" — taking on games which the masses had passed by and delving into them to discover whether it was actually worth going back and exploring them. Sometimes it was, sometimes it wasn't.

The turning point came when 1up merged its largely-disparate forums into just three general-purpose areas. The formerly intelligent discourse found on the 1up Radio boards was drowned out by the million voices of 12 year olds who thought Master Chief was da bomb, and our experiences were sullied by trolls coming on to our threads, criticising us for "walls of text" and completely derailing the discussion.

Before UGO took over 1up, we decided it was time to leave once and for all. We took to Twitter for a while, but we were scattered, and not everyone in our group used Twitter. It felt too "public" — although we always were a public group, there was an element of the "book club" mentality about it — a group of friends who knew each other well and enjoyed each other's company, but were still welcoming to newcomers.

Over time, we tried to come up with a way to resurrect the Squad formula. Thus, the Squadron of Shame SquadCast was born. Beginning as a game-focused podcast in which we concentrated on a single game and discussed it at great length and morphing into the topic-led discussion show we have today, the show has always been an enjoyable thing to be part of — and to listen to. We also have a small but active community at our "temporary" home: the Squadron of Shame Squawkbox. And we've all remained fast friends through thick and thin, through everything life's thrown at each one of us.

This, ladies and gentlemen, is what the Internet is all about. And you can be part of it, too — our latest episode was released today, with a discussion of game worlds. You can check it out by paying the Squawkbox a visit, and there are links to subscribe there if you so desire, too. If you have a WordPress account, too, you can join the discussions on the 'box, too — don't be shy. We like new people, and we also don't mind "walls of text". So long as you use paragraphs. So far as conditions for entry go, that's not an unreasonable one, I don't think.

Anyway. There you have it. They're my favourite group of people on the Internet, and I haven't given them a plug for a while, so there you are. Join us. Or at least listen to our new episode.

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#oneaday Day 148: People, The Mutant's Pursuing Me! https://imnotdoctorwho.moegamer.net/2011/05/28/oneaday-day-148-people-the-mutants-pursuing-me/ https://imnotdoctorwho.moegamer.net/2011/05/28/oneaday-day-148-people-the-mutants-pursuing-me/#respond Sat, 28 May 2011 22:33:56 +0000 http://angryjedi.wordpress.com/?p=2605 It's been a very long time since a game has genuinely gobsmacked me with its obvious technological marvellousness, but The Witcher 2 has gone and done a sterling job of it so far. I beat the first game this morning and enjoyed it so much I wanted to go straight on to the sequel, which I'd … Continue reading #oneaday Day 148: People, The Mutant's Pursuing Me!

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It's been a very long time since a game has genuinely gobsmacked me with its obvious technological marvellousness, but The Witcher 2 has gone and done a sterling job of it so far. I beat the first game this morning and enjoyed it so much I wanted to go straight on to the sequel, which I'd had the foresight to download in advance from Good Old Games.

I wasn't quite ready for the leap in graphical fidelity between the two. I thought the first game looked pretty good — it used to bring my old computer to its knees, after all, and it was one of the first games I installed on my new computer to enjoy in its "full glory" — but wow. The Witcher 2 makes its predecessor look decidedly primitive in many respects.

Gone are the stilted, uncomfortable character animations when people are standing around talking to each other. Gone are people's inability to remain seated while talking to you. Gone are the sex cards (replaced with good, old fashioned full frontal nudity — are you paying attention, BioWare?) and gone is the fun but arguably overcomplicated combat system. (Also gone are some of the original voice cast, which is a little disappointing, but perhaps understandable given the amount of time between the two games.)

In is a decidely cinematic presentation (including an entertaining ability to wiggle the camera around veeery slightly using the mouse in conversation scenes, giving it a "hand-held camera" look). In are more than five different character models. In is background scenery featuring realistic foliage best described as "lush". In is a motion blur effect that makes rotating the camera look infinitely more realistic than in 99% of other games out there. And in is a Demon's Souls-style combat system that at first appears to be hack and slash, but isn't afraid to punish you mercilessly for thinking so until you learn that it's actually based on timing, patience, blocking and carefully watching your opponents to look for an opportunity. A combat system which has divided people somewhat, with many impatient types upset that it's "too hard". Hard it may be, but there's nothing wrong with a challenge.

One of the things that has impressed me most so far, though, is the potential for the branching of the plot, with different resolutions to problems and different major and minor choices. Already in discussion with a friend, I've seen that at least four or five parts of just the prologue branch off into alternative paths — some of which meet in common places, others of which diverge. And, like the original The Witcher, there's no obviously "right" choice in many situations. This is a Good Thing, as it makes you think about what you're doing, and also forces you to live with consequences which don't necessarily make themselves obvious until much, much later.

In short, The Witcher 2 is looking like being an absolutely amazing game. A lot of people have been quietly anticipating it for a long time — this is a game from a company that doesn't saturate the market with announcements of TV ads for their games, after all — and it's gratifying to see firstly that they've made an excellent game, and secondly that a lot of people seem to be thinking very highly of it. It deserves it, and CD Projekt Red deserves a huge amount of success for creating such an excellent RPG franchise.

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#oneaday Day 145: Wotcher, Witcher https://imnotdoctorwho.moegamer.net/2011/05/25/oneaday-day-145-wotcher-witcher/ https://imnotdoctorwho.moegamer.net/2011/05/25/oneaday-day-145-wotcher-witcher/#comments Wed, 25 May 2011 21:57:08 +0000 http://angryjedi.wordpress.com/?p=2594 I've been playing a shit-ton of The Witcher recently, and if you haven't played it, you probably should. Unless you have a PC that won't run it very well. And even then, you should at least try and play it, because even on low detail it's still an excellent game — as is the sequel, from … Continue reading #oneaday Day 145: Wotcher, Witcher

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I've been playing a shit-ton of The Witcher recently, and if you haven't played it, you probably should. Unless you have a PC that won't run it very well. And even then, you should at least try and play it, because even on low detail it's still an excellent game — as is the sequel, from what I've heard… though the sequel is significantly more demanding on your poor old graphics card and processor than its predecessor.

But anyway. Why is The Witcher good? Many reasons. Sure, it has approximately ten different character models, many of which are used for both major NPCs and minor ones, making visual identification of characters a bit jarring sometimes. And sure, some of the animations are a bit clunky, and characters standing talking to each other look distinctly uncomfortable, unintentionally. And the interface isn't wonderful, though I've seen worse. But despite these little flaws, the game is a genuine gem.

Probably the biggest selling point is the titular Witcher himself, Geralt of Rivia. PC RPG purists often baulk at the idea of playing a fixed, non-customizable protagonist, but the (slightly cliched) amnesia subplot helps go some way to justifying the player moulding Geralt into the protagonist they'd like him to be. More than that, though, it's the fact that The Witcher features choices with genuine consequences, and a complete lack of an oversimplified "good/evil" or "paragon/renegade" meter. Simply put, there is no good and evil in the world of The Witcher, only shades of grey. Geralt is often thrown into awkward situations and asked to make a decision to side with one or the other of the parties involved — but notably, abstention is often an option, also, and that, too, carries with it consequences.

The best thing about these choices, though, is that the consequences don't make themselves immediately apparent. This helps get around the "quicksave/try out dialogue options" problem that some games are plagued with. In The Witcher, you have to make choices, and live with the consequences of those choices — because said consequences might not become obvious until a good 5 or 6 hours of play later.

This is a Good Thing. If nothing else, it forces players to immerse themselves in the role of the protagonist and decide What Would Geralt Do? on a regular basis. But beyond that, it neatly sidesteps the accusations of overly-simplified morality systems that are sometimes levelled at BioWare's otherwise-excellent games.

Then there's the fact that the game treats you like a grown-up. Sure, there's the notorious "sex cards" (abolished in the sequel in favour of some good old-fashioned full frontal nudity) but besides that, characters speak to each other in an unashamedly adult way that never feels forced. There's some very strong swearing from a number of characters, but it's worked into conversations in a pretty natural way, rather than a Kingpin (the game, not the movie) sort of way. It's nice to see a game have the guts to unashamedly use the word "cunt," for example, and it's also nice for the sequel to avoid BioWare's prudishness when it comes to sex scenes. There's no keeping underwear on and dry-humping here. Gratifyingly, in the first game, there's even a Captain Kirk-style "let me show you that sex without procreation can be good" scene with a thoroughly naked dryad. And for those who feel that Geralt's naked adventures are a bit gratuitous — well, there's always the option to not shag your way around Temeria.

I haven't finished the first game yet but I'm looking forward to seeing how it concludes. The story so far has been interesting, combining political intrigue, magic, monsters and world lore into an engrossing "dark fantasy" setting that — dare I say it? — is much better than Dragon Age. If you've never spent a night with Geralt, then what are you waiting for? Get thee over to Good Old Games and score yourself a copy for just $9.99 — bargain.

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#oneaday Day 139: Tr-Tr-TrackMania https://imnotdoctorwho.moegamer.net/2011/05/19/oneaday-day-139-tr-tr-trackmania/ https://imnotdoctorwho.moegamer.net/2011/05/19/oneaday-day-139-tr-tr-trackmania/#respond Thu, 19 May 2011 21:08:02 +0000 http://angryjedi.wordpress.com/?p=2571 Those who have — ooh. Hold on. [gets momentarily distracted by the new WordPress interface that has apparently launched today.] Pretty. Ahem. What was I saying? Oh yes. Those who have known me for a while will know all about my love affair with Trackmania United Forever Star Edition, née Trackmania United Forever, née Trackmania … Continue reading #oneaday Day 139: Tr-Tr-TrackMania

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Those who have — ooh. Hold on. [gets momentarily distracted by the new WordPress interface that has apparently launched today.] Pretty.

Ahem. What was I saying?

Oh yes. Those who have known me for a while will know all about my love affair with Trackmania United Forever Star Edition, née Trackmania United Forever, née Trackmania United. And indeed my Steam usage statistics would seem to back this up — with 24 hours' playtime recorded on it, and nothing else close. Granted, Steam doesn't seem to have tracked my playtime on quite a few games I know I've played through to completion, but 24 hours on a silly driving game is pretty substantial, and it just doesn't get old.

Yes, it's unpolished. Yes, certain aspects of it are inaccessible. Yes, it doesn't tell you about a good 95% of the possibilities it offers anywhere in the documentation — but somehow, despite all this, a huge, dedicated community has sprung up around the game and has been supporting it and driving it forward ever since its release. So much so, in fact, that it's spawning a proper, bona fide sequel, along with two exciting-sounding companion games.

TrackMania 2 Canyon looks like it will be a lot of fun from what I've seen so far — though the Canyon subtitle does make me wonder if it'll have the variety of environments and vehicles that United offers, but it's the other two ManiaPlanet games that intrigue me more, if anything. The possibilities on offer in ShootMania and QuestMania, offering the facility to create FPS levels and RPG games respectively, are potentially limitless. And while little has been revealed about how — and if — the three games will interact, the fact that they share a common community portal in the form of ManiaPlanet is immensely intriguing and offers some very exciting possibilities for those, like me, who are interested in game design but whose experience with building tools is limited to Lego, Scalextric and the Wolfenstein 3D map editor. (I remember trying to make a Duke Nukem 3D level once. That didn't end well, much like several efforts to make a Doom level work in any shape or form. And those games weren't even proper 3D. I like tiles. Tiles are good.)

For those who have never experienced the joy of TrackMania, it's worth remembering that the game's probably most oft-used environment — the stadium — is available as a completely free game to download, with a significant amount of content and the ability to make your own tracks as well as play online. It's not often you see that sort of generosity from a developer offering what is essentially a "demo", but there you go. Steam users? Knock yourself out.

Okay. That's enough TrackMania ranting for this year. See you next year.

So I'll see you on the loop-the-looped circuits, no?

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#oneaday Day 131: Thoughts on Star Raiders https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-131-thoughts-on-star-raiders/ https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-131-thoughts-on-star-raiders/#respond Thu, 12 May 2011 00:17:37 +0000 http://angryjedi.wordpress.com/?p=2543 1979's Star Raiders and its 1986 sequel are, to me, two of the most memorable games I've ever played. The original Star Raiders was notable for being a pretty convincing simulation of what it might like to be to fly a spaceship and defend a galaxy that absolutely, 100% wasn't ripped off from Battlestar Galactica, oh no, … Continue reading #oneaday Day 131: Thoughts on Star Raiders

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1979's Star Raiders and its 1986 sequel are, to me, two of the most memorable games I've ever played. The original Star Raiders was notable for being a pretty convincing simulation of what it might like to be to fly a spaceship and defend a galaxy that absolutely, 100% wasn't ripped off from Battlestar Galactica, oh no, from the "Zylons". Sure, it had crude graphics and sound, but its interesting blend of spaceflight, combat and light strategic elements made it a compelling example of early gaming that is actually still perfectly playable today, unlike many other retro "classics". It also taught me what "red alert" meant long before I ever saw my first Star Trek episode.

Its sequel upped the ante with better graphics, a wider variety of foes to battle against and more things to do than just fly around and shoot Zylons in space — you got to orbit planets, take on motherships, bomb bases and all sorts of things.

Now, some 25 years after the last Star Raiders game made an appearance, we have a brand new one for both Xbox 360 and Windows (and, if Sony ever gets PSN up and running again, PS3.)

I will preface this by saying that if you are thinking about playing this game on a console, just don't, all right? If you never played Wing Commander III on PlayStation 1, you've never known the horror of having too many controls and not enough buttons on your joypad. Hint to developers: if you need to include a "shift" button in your joypad-based control scheme, you may wish to rethink it somewhat.

Try it on a PC with a proper Giger alien-penis joystick and some not-inconsiderable control redefining, though? Now that's more like it. What we have here is a relatively simplistic space game that, unlike many recent examples, remembers that space is three-dimensional, and that it is, in fact, possible to "loop the loop" in space, along with go up and down, turn left and right and roll around your axis.

A good start. Add a transforming ship to that mix and you have some interesting possibilities. Your all-new Star Raiders ship (called, inexplicably, "Jasper") can transform between "Attack" (constant forward movement, high top speed, poor turning, guns and missiles), "Assault" (mech-like move-and-strafe, lower top speed, excellent turning, guns and heavy laser beam) and "Turret" (rapid aiming, snail's pace movement, super-powerful heavy weapons) modes. When I first started playing, I wondered why you'd ever want to switch out of "Attack" mode, until I realised that I was spending an awfully long time chasing down Zylon fighters that were more manoeuvrable than me. So I switched to "Assault" mode and found that I could kill them rather more easily. And "Turret" mode came in handy for dealing with capital ships.

The first few missions were a bit samey, despite claiming to be "recon" and "combat" missions — they all seemed to involve "destroy [x] number of Zylon fighters", possibly against a time limit. But then the fourth "story" mission came along, which tasks you with finding a piece of a secret weapon that will help you deal with a Zylon secret weapon. Said piece of secret weapon is stashed somewhere in an asteroid. And this asteroid is pretty big. So big that when you're flying over its surface, you'd be forgiven for thinking you were conducting a planetside mission. Not only that, but part of the mission involves going inside the asteroid, at which point switching to Assault mode effectively turns the game into Descent, which is awesome. I'll ignore, for now, the fact that the game crashed on me at this point just as I was about to finish that mission.

I wasn't sure what to think of Star Raiders when I first started playing it. Then I looked at the clock and realised I'd been playing for nearly two hours. So something must be right somewhere. It's clearly not the original game in any shape or form — the "galactic map" interface in the game is a glorified mission select screen rather than the strategic overview of the original — but what it does offer is a good, fun, if simplistic space combat game with some nice ideas and a horrendously poor control scheme on console.

At £6.99, though, you can probably afford to take a chance on it, though, right?

Oh, if you're interested, then…

Old:

New (previously-mentioned Descent bit):

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#oneaday Day 96: Don't Take It Personally, Babe https://imnotdoctorwho.moegamer.net/2011/04/06/oneaday-day-96-dont-take-it-personally-babe/ https://imnotdoctorwho.moegamer.net/2011/04/06/oneaday-day-96-dont-take-it-personally-babe/#comments Wed, 06 Apr 2011 22:33:46 +0000 http://angryjedi.wordpress.com/?p=2390 The thing I like about games that are a bit off the beaten track is the fact that they're not afraid to break with every gaming convention under the sun in order to try something a bit different. Objectively, sometimes they're not great "games" in the traditional sense, but they are definitely worthwhile experiences that … Continue reading #oneaday Day 96: Don't Take It Personally, Babe

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The thing I like about games that are a bit off the beaten track is the fact that they're not afraid to break with every gaming convention under the sun in order to try something a bit different. Objectively, sometimes they're not great "games" in the traditional sense, but they are definitely worthwhile experiences that explore interesting new ways of telling stories.

One "author" who produces such games is Christine Love, who is fond of creating ren'ai titles. For the uninitiated, ren'ai games have strong plot elements of romantic love. They're not necessarily dating sims or hentai games—though some are—but all of them have a narrative which explores love and emotions. Final Fantasy VIII, for example, is regarded as a ren'ai game. Stretching the definition somewhat, you could even argue Silent Hill 2 has elements of the genre.

The appropriately-named Love's titles, however, are much more up-front about their intentions. Digital: A Love Story and the oddly-named Don't Take It Personally, Babe, It Just Ain't Your Story are two games which go about telling a ren'ai tale in similar, though markedly different fashions. Both of them revolve heavily around the use of technology and its role in interpersonal relations.

I'll resist spoiling either of them, but I think they're well worth exploring for anyone interested in the "visual novel" genre—anyone who liked games such as the Ace Attorney series, 999 or Hotel Dusk, for example.

Digital: A Love Story sits you at the desk of an Amiga (or rather, a non-copyright infringing equivalent) five minutes into the future of 1988. Purely by interacting with your computer and dialling up a number of virtual BBS systems, a genuinely compelling tale is told without any graphics whatsoever. You don't "break character" for a single instant in the game, and it's this gameplay "hook" that keeps you playing to see what's going on. I'll say nothing else, as that would spoil it. But it's excellent—if only for nostalgia value. It happens to tell a good story, too.

Don't Take It Personally… is a little different. Taking a more Japanese style to its art, it looks like a dating game, though it isn't one. Casting players in the role of John Rook, a 38-year old double divorcee who came to high school teaching in 2027 as part of a mid-life crisis, it tells a tale which explores interpersonal and social issues that you don't generally see in games. It's a relatively simplistic visual novel in terms of gameplay, with only a few choices to make, but like Digital, it's the story that matters. And it's told in a very interesting way through three different "layers". There's the face-to-face action, where the player, as John, sees and hears what's going on in front of him. John also has access to his students' Facebook-like social network, though, and is able to read any of his students' communications—even the private ones—giving an ethically-questionable insight into what they're thinking and what is really going on behind the dramas that unfold. And thirdly, this game features possibly the only time you'll ever see 4chan (sorry, "12channel") being used as a Greek chorus.

Both games have a "message" and while Don't Take It Personally in particular is a little heavy-handed with it towards the end, it's cool to see games trying to say something a little more than the usual melodrama.

So check 'em out. They take, like, two hours at most each. And they're free. You love free stuff, right?

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#oneaday Day 76: The Alternative Video Game BAFTAs https://imnotdoctorwho.moegamer.net/2011/03/17/oneaday-day-76-the-alternative-video-game-baftas/ https://imnotdoctorwho.moegamer.net/2011/03/17/oneaday-day-76-the-alternative-video-game-baftas/#respond Thu, 17 Mar 2011 21:12:05 +0000 http://angryjedi.wordpress.com/?p=2306 So the BAFTA Video Games Awards happened. Last night, in fact. And while the nominations were fairly predictable, there was a relatively pleasing spread of different titles that actually won. In fact, I did a lovely writeup over at GamePro that you should probably go read. But enough of that. Those awards are all very … Continue reading #oneaday Day 76: The Alternative Video Game BAFTAs

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So the BAFTA Video Games Awards happened. Last night, in fact. And while the nominations were fairly predictable, there was a relatively pleasing spread of different titles that actually won. In fact, I did a lovely writeup over at GamePro that you should probably go read.

But enough of that. Those awards are all very conventional. So I thought I'd come up with some of my own. Without further ado, I present the Alternative Video Game BAFTAs.

Most Opportunities To Go To The Toilet In A Video Game

Winner: Heavy Rain, where despite the fact there is no logical reason for you to make your characters go to the toilet, you find yourself doing so anyway.

Honourable mention: The Sims 3, which only didn't win because it didn't come out in 2010, unless you count the console version, which I don't, except when putting it in as an Honourable Mention.

Game No-One Had Heard Of When I Played But Now Most People Have Heard Of

Winner: Recettear: An Item Shop's Tale, one of the most charming games I played last year, promptly got very excited about and some months later everyone else seemed to discover.

Game That Has Been On My Shelf The Longest, Unopened

Winner: Resident Evil 4 on PlayStation 2, which I'm not sure counts any more because I started playing it last night.

Former Winner: Final Fantasy XII.

The "MMO That Isn't Boring" Award

Winner: DC Universe Online, which I am aware came out in January of this year, not last year, but these are my awards, so my rules.

Game Most Likely To Make You Feel Uncomfortable If Someone Walks In On You Playing It

Winner: Deathsmiles, for reasons that are well-documented.

Runner-Up: Recettear: An Item Shop's Tale. "That looks shit and cheesy and their voices are really annoying and my God that music!" "No, but it's really funny! Seriously!" "Shut up. I'm going to go and play Starcraft."

Honourable Mention: Dead or Alive Xtreme 2, the most summery game in the Universe. I know it didn't come out last year, but I still play it in the summertime because it's like being on holiday with improbably-proportioned women who like jetskiing. I have an Achievement and everything.

Sadomasochism Award

Winner: Castlevania: Harmony of Dissonance, a game which enjoys kicking you in the balls so much that it's enough to put most people off within a matter of minutes. I, on the other hand, have sunk over 20 hours into it and have just started playing it again.

The "I Love You But You Make Me Angry" Award

Winner: Mass Effect 2, for being a magnificent game that I finished before all the DLC came out and considered going back to just to play the extra stuff but then decided to wait for the "definitive" PS3 version, which then has some extra DLC announced for it, too. STOP IT. STOP MAKING THAT GAME. YOU FINISHED IT. MAKE THE SEQUEL. AND DON'T FUCK IT UP OR RUSH IT OR POST REVIEWS FOR IT ON METACRITIC.

The Game I Keep Forgetting Exists But Is Actually Really Good

Winner: Frozen Synapse, a wonderfully inventive take on the competitive shooter that is turn-based and play-by-email. And awesome.

The Game I Got Best At While I Was Really Totally Off My Face On Expensive Cider

Winner: Joe Danger, a game which my friend Sam and I started playing early in the evening, got drunk and accidentally played for over 3 hours. Highlight of the night was when I discovered how to get massive scores while Sam was in the toilet, meaning that when he came back my average score was roughly 1,000 times more than when he left.

Best Game

Winner: Deadly Premonition. No further explanation required.

Best Video Game Podcast

Winner: The Squadron of Shame SquadCast. Of course.

The Alternative BAFTA Fellowship

Winner: @SpaceDrakeCF from Carpe Fulgur for the magnificent localisation job on Recettear. We're talking a translation of Phoenix Wright quality here. Not only that, but he was consistently entertaining to follow during GDC and provided some excellent "liveblogs" of the sessions he attended.

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#oneaday Day 69: PAX Bostona https://imnotdoctorwho.moegamer.net/2011/03/10/oneaday-day-69-pax-bostona/ https://imnotdoctorwho.moegamer.net/2011/03/10/oneaday-day-69-pax-bostona/#comments Thu, 10 Mar 2011 22:20:39 +0000 http://angryjedi.wordpress.com/?p=2277 PAX East is happening tomorrow, and I'm not there. This makes me inordinately sad for a number of reasons. Firstly, PAX East last year was the last time I could legitimately say that I was 100% completely, totally and utterly happy. For those few days, I had left all my growing troubles behind in the … Continue reading #oneaday Day 69: PAX Bostona

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PAX East is happening tomorrow, and I'm not there. This makes me inordinately sad for a number of reasons. Firstly, PAX East last year was the last time I could legitimately say that I was 100% completely, totally and utterly happy. For those few days, I had left all my growing troubles behind in the UK and was able to immerse myself in the culture that I loved so much. I was able to be an unabashed nerd and surround myself with thousands of other people like myself.

Secondly, PAX East represented the last time I had the chance to see some of the people I consider to be my best friends in the world. It sounds sappy, I'm sure, but the relationships I've cultivated online over the last few years are some of the strongest friendships I've ever had—and in some cases, I've met these people once or twice… and in many cases, not at all.

Thirdly, PAX East last year pretty much marked the start of the career path that I'd very much like to follow full-time, given the opportunity: being part of the games press. At the time I was writing for Kombo.com and between meeting up with people and seeing cool panel discussions (some of which didn't feature my brother) I was hunting down interesting stories and reporting on them. I'd been writing the news for a little while by then, but attending an event and spotting the new hotness was a lot of fun, and something I want to do more of in the future.

The best thing about PAX East, though, I've already touched on, and I blogged about at length last year. It's a place to call home. A place where people who enjoy video games can come together and nerd out to their hearts' content without fear of judgement, without feeling like they have to "hide" their hobby or play it down. No, this is a place where girls could dress as Bayonetta without (much) shame, where people could experience new aspects to their hobby, where people could meet some of their idols and where people could get together and meet each other.

In short, it was awesome. And that's why right now I am very much wishing I was there in Boston, scoping out the nearest coffee shops and Dunkin' Donuts to the convention centre, arguing about which places to go for food and playing "spot the influential industry figure".

So to all of you over there in Boston right now, I hope you have the best time of your lives over the next few days. Because if you don't have the best time of your lives, I could clearly have had your tickets and had the best time of my life instead. (Assuming I could have actually flown over to Boston, of course. Planes are expensive. But that's beside the point.)

Yeah. I JELLY. Deal with it.

Have an awesome time, PAX East. Wish I was there.

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#oneaday Day 67: Cultural Differences https://imnotdoctorwho.moegamer.net/2011/03/08/oneaday-day-67-cultural-differences/ https://imnotdoctorwho.moegamer.net/2011/03/08/oneaday-day-67-cultural-differences/#comments Tue, 08 Mar 2011 23:17:46 +0000 http://angryjedi.wordpress.com/?p=2268 Games are a fairly unique medium in that they allow pretty much anyone easy access to material from other cultures without the language barrier necessarily getting in the way. A book in a language you don't understand, for example, is pretty much useless. A film can be appreciated for its direction and cinematography if not … Continue reading #oneaday Day 67: Cultural Differences

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Games are a fairly unique medium in that they allow pretty much anyone easy access to material from other cultures without the language barrier necessarily getting in the way. A book in a language you don't understand, for example, is pretty much useless. A film can be appreciated for its direction and cinematography if not understood. Music can be enjoyed on a certain level. But a foreign game, assuming its not too story-heavy, can be enjoyed by anyone.

It's here that we run into the East-West divide. Both parts of the world enjoy producing games with stories, though Western stories often tend to err on the side of "gritty" while Japanese tales tend for the most part to be more on the colourful, melodramatic side, often derided by people who don't enjoy them as being "emo". Let's leave narrative-heavy games aside for a moment, though, and look at games that are "gameplay experiences" first and foremost.

For comparison purposes, I'm going to take dear departed Bizarre Creations' Geometry Wars 2 for the Western front, and CAVE's Deathsmiles for the Eastern front. Both are Xbox 360 titles, both released at a low price point, though Deathsmiles saw a retail release as opposed to Geometry Wars 2's Xbox LIVE Arcade-only release. This, in itself, is somewhat telling.

Let's consider the games' respective aesthetics first. Geometry Wars 2 is, as you may expect from the title, abstract in nature. There are no "characters", there's no "story", it's just a bunch of neon shapes against one little white abstract "ship", and everything explodes into a shower of beautiful fireworks. It's spectacular to behold (assuming the person playing is any good) and recognisably "next-gen" (or "current-gen" if you prefer, since it's technically more accurate).

Deathsmiles, on the other hand, looks like a SNES game, albeit one with enough things on screen to make the little Nintendo box explode. It's all sprite-based, it has chunky pixel-art backgrounds that have been upscaled to HD but not quite by enough, it has animations done by hand rather than generated procedurally and suffers from occasional slowdown due to the sheer amount of shit happening on screen at once.

Not only that, though, but Deathsmiles has "character". Rather than the abstract appearance of Geometry Wars 2, the player "ship" in Deathsmiles is a person. Specifically, it's one of four underage Gothic Lolita angels dressed in borderline-inappropriate costumes accompanied by a familiar. Similarly, all the enemies are recognisable as "monsters", be they humanoid, dragons, flying eye things with bat wings, spiders or indeed the wonderfully named final boss, Tyrannosatan.

The key thing about the two games' respective aesthetics, though, is that Geometry Wars 2 is consciously trying to look shiny and new, while Deathsmiles is more than happy to look like an arcade game from at least 10 years ago—the "if it ain't broke, don't fix it" approach. Neither approach is necessarily more or less valid than the other, but it's an interesting contrast.

Then we come to how the two games play. Geometry Wars 2 has a variety of modes, all of which can be explained very easily. They all involve killing things before they touch your ship, with only a couple of modes (King, in which you may only fire while sitting in certain temporary "zones"; and Pacifism, in which you can't fire at all and can only destroy things by detonating "gates" by passing through them) varying even slightly from this formula.

Deathsmiles, on the other hand, should be a simple matter to explain. It's a shoot 'em up, after all—how complicated can it be? But I attempted to explain it to a friend earlier and ended up confusing both myself and him. The game's tutorial makes it sound rather straightforward—fire in either direction, use a smart bomb, charge up shots or use a lock-on attack—but in fact there's a surprising amount of hidden depth.

Firstly, since it, like Geometry Wars 2, is a game about getting high scores, there's a somewhat intricate method to attaining the highest scores that involves destroying the correct enemies with the correct type of shots. The game mentions this in passing, but it's up to the player to determine what it actually means. Geometry Wars 2, on the other hand, is about shooting shit and using a bomb if you're in an inescapable situation.

Secondly, there's the key element of the "bullet hell" shooter—the hitbox. Graze any enemy in Geometry Wars 2 and your ship explodes. But the same isn't true in Deathsmiles—mercifully, since the player sprite is relatively large. No, instead there's a pulsing "heart" symbol in the middle of your characters chest and that—and only that—is the thing that can be damaged. Because this is so small, it means you can navigate your player character through intricate arrangements of bullets that initially seem impossible to avoid. Much of the game becomes about less about shooting things and more about learning how and when these patterns appear, and finding an appropriate path through them. The patterns are the same each time, too, so you certainly can "learn" the game, as opposed to Geometry Wars 2's more random chaos.

Then there's the matter of replay value. Both games are designed to be replayed in a "score attack" style. But Geometry Wars 2's sessions tend to be rather short for the most part—a few minutes at most. In most modes, the game ends when you're dead. More skilled players get to play for longer in most cases.

Deathsmiles, on the other hand, takes you through at least 6 levels, the order of which you can select to a certain degree, and offers you unlimited continues. The whole game takes about 20-30 minutes from start to finish. This means that "beating" the game is within the reach of absolutely anyone, even on the hardest difficulty settings. Sure, you'll get crap scores, since your score resets to zero every time you continue, but you can at least reach the end and whore for Achievements if that's your bag. The sign of a skilled Deathsmiles player, then, is not how long they play for, but how long they can survive without their score resetting. This doesn't necessarily have to be from the beginning of the game, as tackling the levels in different orders can provide optimum bonus-point scoring potential, but then we get into a whole other order of depth.

It's interesting to see two wildly different approaches to what is essentially the same genre—the shmup—and contrast them. I like both games very much, but I feel that most people will probably find themselves favouring one or the other, much like game design philosophy in general.

I'll leave you with one of the most interesting things to ponder: whether Deathsmiles' character designs would have ever been green-lit by a Western developer, even knowing the fact that the arguably "sexualised" nature of them doesn't factor into the game itself at all? I somehow doubt it. Don't believe me? Take a look:

Cute, right? Bit of a stockings and thighs and boobs theme going on. We've seen self-consciously sexy Western female characters before, so surely nothing new there. How about if I tell you how old they're all supposed to be?

Yeah. Pervert.

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#oneaday, Day 44: The Late Review - Final Fantasy XII https://imnotdoctorwho.moegamer.net/2011/02/13/oneaday-day-44-the-late-review-final-fantasy-xii/ https://imnotdoctorwho.moegamer.net/2011/02/13/oneaday-day-44-the-late-review-final-fantasy-xii/#comments Sun, 13 Feb 2011 20:53:38 +0000 http://angryjedi.wordpress.com/?p=2178 Since I'm currently going through my backlog of games and beating them one at a time, it seems only fitting that I should write a sort of "review" of each one as I come to their (hopefully inevitable) conclusion. So tonight it's the turn of Final Fantasy XII, one of several "black sheep" of the … Continue reading #oneaday, Day 44: The Late Review - Final Fantasy XII

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Since I'm currently going through my backlog of games and beating them one at a time, it seems only fitting that I should write a sort of "review" of each one as I come to their (hopefully inevitable) conclusion. So tonight it's the turn of Final Fantasy XII, one of several "black sheep" of the series thanks to its complete defiance of established series conventions and adoption of a quasi-Western RPG style of gameplay. I will try and avoid as many spoilers in this post as possible.

I will preface this by saying, as always, that I am a total Final Fantasy fanboy. I don't care if they're clichéd, I don't care if big tentacley angel monsters as final bosses are overdone, it's what I expect from a JRPG, and it's what I inevitably get from the Final Fantasy series in particular. Overwrought melodrama, gratuitous and unnecessary love stories and the inevitable destruction of the world that only a plucky band of teenagers (and one guy in his twenties who inevitably gets referred to as "old man" throughout) can prevent? Sign me up. I love it.

So it was something of a surprise that Final Fantasy XII eschews most of these things. The melodrama is kept to a minimum, any romantic subplots are handled with the subtlest of nudges and winks rather than faintly embarrassing scenes accompanied by someone singing and the small ensemble cast is likeable, realistic and "human", typically ridiculous Final Fantasy costumes aside. (Penelo must be really sweaty by the end of the game.)

In fact, for once in a Final Fantasy game, the plot almost takes a back seat to the gameplay. There are large tracts of the game where you're given a lot of freedom—something happens, the party comes to the conclusion that what they really need to do next is travel to something that is inevitably on the complete opposite side of the game world to where they are right now and then it's up to the player how to proceed. They could go straight there using the various means of fast travel. They could walk straight there. Or they could wander off and go and do some of the many, many sidequests, most of which are available throughout the game rather than the usual Final Fantasy trick of saving them all until just before the world really needs to be saved right now please. Granted, you still have the somewhat silly opportunity to go and do all these things while the final confrontation patiently waits for you right in the middle of the map, but you just know that people would bitch and moan if you didn't have the opportunity to do this. It's also worth noting that the amount of time between the "point of no return" and the ending of the game is actually pretty short, so it's not as if you have to go off and do all the sidequests then spend 6 hours battling through the final dungeon. This is a refreshing change.

By far the most refreshing thing about the game is the battle system, though. I waxed lyrical about this back on Day 5, but it's worth mentioning again. The combat system, combining the best bits of a quasi-real-time MMO-style combat system and the "active pause" style of a BioWare RPG whilst keeping it optimised for a console, works astoundingly well, especially once you get the hang of using Gambits. By automating common actions such as curing and buffing, you're not making the game unnecessarily easy, you're making your play more efficient. Are you really getting any more from a game where you're manually selecting to cast "Haste" on your attackers every few turns?

I described the Gambit system as being akin to the "huddle" you have when playing an MMO with a well-organised group. The best way to use it appears to be to give everyone clearly defined roles. For me, this means one tanking attacker, one who solely focused on healing HP and status effects and a third who focused on buffing the tanking attacker with Protect, Shell, Regen and Haste. All of them got stuck in hitting things with sticks and hammers when they didn't have anything else to do, but this setup worked extremely well and saw me through most of the game. Any mishaps could be quickly dealt with by popping up the menu and dealing with them manually. And in boss battles where circumstances suddenly shifted, such as them suddenly becoming immune to physical attacks? Well, that was just a case of popping open the main menu and adjusting the attacking Gambits to use Magicks instead.

It's a great-looking game for a PS2 game, too. Sure, there's rough edges when playing on an HDTV, but it's clear to see this is a well-crafted, well-designed world with distinctive-looking characters. The animations in cutscenes are excellent, too, with some high-quality facial animations doing a great deal to help forget the laughing scene in Final Fantasy X. One tiny bugbear with the graphics is that all the FMV sequences are in 4:3 while the game itself happily runs in 16:9 but this is a minor issue, as the vast majority of story sequences are rendered in-engine.

The sound is probably the weakest bit of the game. The voices are heavily, heavily compressed, though the acting itself is generally very good. The music is unmemorable, however, which is quite unusual for a Final Fantasy game. It has character, and sounds like Final Fantasy Tactics (which is understandable, given their common setting) but there's nothing anywhere near as iconic as One Winged Angel on display here, which is a shame. There's also a couple of areas that repeat music from earlier in the game, too, which seems a little lazy, given that the vast majority of areas have unique music. It's hardly a deal-breaker, though.

Final Fantasy XII is often described as the FF for people who don't like FF. And it's absolutely true—the crushing linearity of earlier entries in the series is nowhere to be seen (although the main plot is firmly on rails, you're free to wander off and do your own thing at any time right up until the finale) and there's very little need to "grind" by running around in circles waiting for random battles to happen. In fact, it's possible to "grind" without noticing simply by travelling from one place to another—the numerous long-distance journeys that the plot tasks you with seem to set you up to take advantage of this fact.

At the same time, these elements may put some people off. Some people enjoy the tight focus that a strictly linear plot gives, and indeed in FFXII it's very easy to lose track of what happened in the story when your last cutscene was eight hours ago. The plot picks up pace towards the end, though, and you find yourself wanting to press forward and see things through to their conclusion. How quickly you choose to do so is entirely up to you—so if you're a fan of a tight plot, you could probably romp through fairly quickly. If you're a completionist, though, there's plenty to keep you occupied here. I beat the game after 98 hours with barely half of the sidequests completed. Then there's secret weapons to find, a boss with 35 million HP to take down, secret Summons, optional areas to explore and doubtless many other things besides.

So in summary then, I was very, very impressed with the whole game. As a Final Fantasy fanboy, I enjoyed the fact that it still felt like a Final Fantasy game whilst playing very differently to the more "traditional" entries in the series. And as a fan of good games? Well, this is very much a Good Game.

The only thing that makes me a little sad is how few people will probably be inclined to play it these days. With the lack of backward-compatibility on new PS3s, playing it will either involve tracking down a PS2 or using an emulator. It's wholly worth it, though, as it is without doubt one of the best RPGs I've had the pleasure to play for a long time, and certainly one of the finest entries in the Final Fantasy series. A pity we probably won't see its like from Squeenix again.

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#oneaday, Day 340: Blogrollin', Like They Do In Canada https://imnotdoctorwho.moegamer.net/2010/12/24/oneaday-day-340-blogrollin-like-they-do-in-canada/ https://imnotdoctorwho.moegamer.net/2010/12/24/oneaday-day-340-blogrollin-like-they-do-in-canada/#comments Fri, 24 Dec 2010 00:12:27 +0000 http://angryjedi.wordpress.com/?p=1945 I was going to write this post yesterday but then I got all wrapped up in the whole next-year thing, which you should read about if you're interested. It's the entry before this one. Which means it's after this one on the page. Which… oh, be quiet. Anyway. To the point. I reorganised my blogroll … Continue reading #oneaday, Day 340: Blogrollin', Like They Do In Canada

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I was going to write this post yesterday but then I got all wrapped up in the whole next-year thing, which you should read about if you're interested. It's the entry before this one. Which means it's after this one on the page. Which… oh, be quiet.

Anyway. To the point. I reorganised my blogroll yesterday. No, that doesn't mean I hung the toilet paper with the sheets hanging down the other way to normal, it means I sorted out the links in the sidebar. I nuked the lot and started again, because there were a bunch of defunct places that some people hadn't updated for ages and a few sites that just didn't exist any more.

Then I put out the call on Twitter for anyone who wanted to be included. I figured it'd be a good opportunity for me to have a chance to check out some other people's work, too. When you're writing a blog for yourself (particularly if it's a daily one) it's very easy to focus entirely on your own work and never pay any attention to what anyone else is writing. So, let's rectify that right now, shall we? Here's a bunch of the links I added yesterday and what they're all about.

First up, the fellow #oneaday survivors, who are well on their way to finishing their first year on the "job". You should check out all of 'em, since they've all got a veritable plethora of content for you to read and enjoy now. Like this dusty little corner of the Internet, all their blogs have evolved and changed over time, and hopefully they've all got something out of the experience, whether or not they intend on joining us next year.

So, in no particular order, then:

  • Game Design Scrapbook—Krystian Majewski's account of the trials and tribulations of developing an actual proper game that you'll be able to actually play and everything.
  • Halycopter—The daily blog of Jen Allen, editor of the slick and awesome Resolution Magazine, featuring candid thoughts on all manner of subjects.
  • Mat Murray—The man with the fastest Retweet finger in the West. He got married a short while ago and also takes nice photographs.
  • Mr. Writer—The #oneaday blog of Ian Richardson, veteran of Staffordshire (we salute you), motorsports enthusiast and aspiring journalist.
  • The Mirrorball—Daily blog of Mike Grant, Bristol-based writer and novelist.
  • Worthless Prattle Makes the World Go Round—Play Magazine's Ian Dransfield sets the world to rights with a variety of amusing posts and a classic Gran Turismo 5 tutorial video.

Next up, here's some of my friends, many of whom are members of the Squadron of Shame.

  • 4X.Scope—Alex "Unmannedpylondronecommandsomethinglikethat" Connolly's blog, which hasn't been updated for a while but since he and his wife have been busy having a kid, I think we can excuse. Alex writes detailed, in-depth commentary on a variety of interesting games that you probably haven't heard of, and also draws rather well.
  • Alternate Course—Chris "RocGaude" Whittington's site, which he promises will provide a veritable cornucopia of audio-visual-textual entertainment in the coming year. Oh yes indeedy.
  • Cerebral Pop—As the name implies, this is a site that covers the more cerebral side of pop culture, run by a wide variety of delicious-smelling gentlemen, many of whom also frequent Bitmob (which I think I've been capitalising incorrectly for time immemorial).
  • First Time Flowing—Andre Monserrat's blog, deserving special mention for buying me a copy of Baldur's Gate today along with being a formidable opponent at Carcassonne.
  • Nice Guy Gamer—Cody Winn is the nicest person on the Internet. He likes video games, knit caps and kittens and writes about them here. Pay him a visit.
  • Press The Buttons—Matt Green is another ex-Kombo refugee and runs this gaming site with podcasting contributions from the sexygorgeous Brad Hilderbrand and Joey Davidson. Check in for some well-written commentary on games and the industry.
  • Rhymes With Chaos—Jesse Bowline's blog covers all manner of arty, musicy, gamey, geeky thoughts and opinions and is well worth your time. But what rhymes with "Chaos"?
  • Starfuckers, Inc.—The online home of Ashton Raze, formidable writer-about-games, man-about-town, hat-wearer, champion of DEADLY PREMONITION's cause and starfucker.
  • We Clock—Ian Scott appeared in my Facebook friend requests one day with a mutual friend, so I added him. His blog covers a variety of topics, from general geekery to eye-opening slice-of-life stuff. He's also an active member of the GOG.com and Reddit communities, so is a fountain of information on old games and Internet memes.

If I missed you, it's 'cause you didn't get back to me on Twitter. I know there's a couple of you out there but you're escaping me right now. Give me a poke in the comments and I will add your links to my sidebar (and this post) post-haste!

For now, enjoy all the hot and spicy content these fine folks have conjured up for you and I'll see you tomorrow.

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#oneaday, Day 335: My Synapses Are Cold https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-335-my-synapses-are-cold/ https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-335-my-synapses-are-cold/#respond Sun, 19 Dec 2010 03:47:35 +0000 http://angryjedi.wordpress.com/?p=1921 I think it's pretty much a given now that I'm a fan of creative indie games, particularly ones that put unusual twists on established formulae. There's one I haven't really talked about here yet, and I feel I should rectify this forthwith. My brother (John Davison of GameSpot, for those three of you who haven't … Continue reading #oneaday, Day 335: My Synapses Are Cold

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I think it's pretty much a given now that I'm a fan of creative indie games, particularly ones that put unusual twists on established formulae. There's one I haven't really talked about here yet, and I feel I should rectify this forthwith.

My brother (John Davison of GameSpot, for those three of you who haven't realised that yet and are now going "Oh, yeah!") mentioned on Twitter the other day that asynchronous multiplayer was "multiplayer for grown-ups". Or specifically, multiplayer for people with little to no free time. Eminently suitable for those with jobs. Or those with families. Or those who simply suck at action/skill-based multiplayer titles.

Mode 7 Games' Frozen Synapse caters for this crowd, specifically the subset of it who wish that they could pull off a headshot at a hundred paces but no longer have the reflexes of a twelve-year old with too much sugar and caffeine in their system. Frozen Synapse is, at heart, a team-based first-person shooter, albeit one represented from a top-down view played in turns by only two people. So not a lot like a first-person shooter at all, really.

Except that it kind of is. For the uninitiated, Frozen Synapse features a wide selection of different game modes, many of which will be familiar to players of shooty-shooty-bang-bang games. The simplest is Extermination mode, which simply tasks one team with killing the other team before five turns are up.

Each turn represents a five-second period of time, during which your little people can run, walk, duck, crawl, aim, shoot and focus on specific targets. It's your job to set up a plan of action for them by setting waypoints and actions, then testing your plan to see where they'll end up after five seconds, then committing your plan. At the same time, your opponent is also doing this, and when both of you have committed your plans, the outcome is shown, and it may not be what you had anticipated.

The cool thing about it, though, is that you don't both have to be online to play. It's essentially play-by-email, with the game sending a message to your opponent when you've taken your turn and it's time to check out the carnage. This means that you can have a whole bunch of games on the go at the same time, and be able to rattle through them all in a matter of minutes. It's a great idea, and it's awesome to see this kind of idea work in a setting other than a game with With Friends in the title.

Best of all, the game plays well and it's not even finished yet. The final product promises a single-player campaign mode, puzzle mode and all manner of other goodies. Those who are keen to support the game can pre-order and play the beta version right now, though, and you get a free copy to give to a friend, too. Which is nice.

Even better than that, the game is 30% off until Christmas. So if you're the slightest bit interested in the unusual concept—and it genuinely does work really rather well—I'd encourage you to support the hard-working three-man team that is Mode 7 and pre-order a copy now.

If you do, be sure to send me a challenge. I cordially invite you to the turn-based bloodbath.

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#oneaday, Day 332: Fire The Canon... He's Not Pulling His Weight https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-332-fire-the-canon-hes-not-pulling-his-weight/ https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-332-fire-the-canon-hes-not-pulling-his-weight/#comments Wed, 15 Dec 2010 19:06:52 +0000 http://angryjedi.wordpress.com/?p=1906 What are those games you have to play? The answer, of course, is none at all, but there are plenty of people out there who believe that you can't call yourself a "true gamer" (whatever that means) unless you've played this game or that game. And for sure, at one point that was true, simply … Continue reading #oneaday, Day 332: Fire The Canon... He's Not Pulling His Weight

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What are those games you have to play?

The answer, of course, is none at all, but there are plenty of people out there who believe that you can't call yourself a "true gamer" (whatever that means) unless you've played this game or that game. And for sure, at one point that was true, simply because the volume of games being released was such that it was easy enough to keep up to speed on at least all the big releases, if not absolutely everything that was available.

Nowadays, though, gaming is such big business that it's impossible to keep up with triple-A releases, let alone delve into the increasingly-awesome pool of independent and/or smaller titles out there.

Rather than this being a frustrating thing, though, this is a very positive sign. Speak to someone who's a film snob and they will probably turn their nose up at the prospect of a Michael Bay film, yet there are plenty of people out there who go and watch various childhood-raping movies that ensure you can never look at Transformers in quite the same way ever again.

And it's the same with gaming. There is no one set "canon" of games that you absolutely must play. I've come around to this idea, having had it first mooted by my good buddy and fine, upstanding gentleman Calin. There are games that are important to the history of gaming, sure. But they're not things that everyone has to play. If everyone plays all of the stuff from history that is supposedly "important", they'll never get to anything from today. It's a balancing act.

What I've been wondering is if it's possible for someone who is a full-on gaming enthusiast to spend their time playing nothing but non-triple A titles. Surely there are enough indie and "cheap-fu" titles out there now to enable someone to have an enjoyable experience without having to spend $60 a time for the privilege? And yes, I'm using dollars to illustrate my point because I'm in the States. When in Rome and all that.

This approach isn't for every gamer, just like watching only foreign and/or arthouse movies isn't for everyone who purports to "like movies". I love ASCII-based roguelike Angband, for example, and have sent any number of heroic @-signs to their death now, but I don't expect everyone to find that sort of experience palatable. I can certainly play that game and find it enjoyable, however, and there are times when I'd pick playing that over something like, say, Halo. I'd certainly always pick it over Call of Duty.

But there are people who feel the opposite too. And it's pretty cool that we've reached a stage where we can say that about the gaming industry. The only difficulty that comes with this territory is the fact that the gaming press is not able to cover everything that is out there, meaning some spectacular stuff can get completely overlooked, or sell poorly, or be unfairly judged.

This is where word of mouth comes in. You found something awesome you think friends might enjoy too? Tell them. Don't keep it to yourself. I know that I've convinced at least a few people to play Recettear: An Item Shop's Tale since I started banging on about it a few weeks back, and I'm sure there are others out there who might be interested in trying other things I've mentioned. Similarly, my obsession with Persona 3 and 4 can be entirely attributed to a blog post my friend Mark wrote extolling the virtues of Persona 3, a post which was enough to make me think "I have to play this game."

We're in an age of active involvement and active socialisation. The gaming press still certainly has a place—I should hope so, anyway, since I'm involved in it—but there's just as much importance, if not more, on word-of-mouth recommendations and discussion.

Think about the last game you played. Was it something you played because reviews were good? Because people were talking about it? Or something you took a chance on and then felt like telling everyone how good/bad it was?

In my case, the last two games I played (Recettear and DEADLY PREMONITION) were the latter two. I took a chance on Recettear and adored it. And I couldn't not play DEADLY PREMONITION after hearing some of my closest friends discussing it in appropriately reverent tones. I actually can't remember the last time I bought a game purely on the strength of a review.

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#oneaday, Day 325: Interactive Fiction https://imnotdoctorwho.moegamer.net/2010/12/08/oneaday-day-325-interactive-fiction/ https://imnotdoctorwho.moegamer.net/2010/12/08/oneaday-day-325-interactive-fiction/#respond Wed, 08 Dec 2010 19:48:35 +0000 http://angryjedi.wordpress.com/?p=1872 There's a lot to be said for interactivity (or at least the illusion of interactivity) in storytelling. It allows things to be done that are simply impossible with non-interactive media such as books, TV and film. I spent a couple of hours this afternoon playing Digital: A Love Story, a wonderful game set on the … Continue reading #oneaday, Day 325: Interactive Fiction

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There's a lot to be said for interactivity (or at least the illusion of interactivity) in storytelling. It allows things to be done that are simply impossible with non-interactive media such as books, TV and film.

I spent a couple of hours this afternoon playing Digital: A Love Story, a wonderful game set on the desktop of an Amiga "five minutes into the future of 1988". If you haven't played it yet and are intrigued by the premise, I suggest you play it before reading on, because I'm probably going to spoil some things about it. I'll try not to be too explicit.

At the outset of the game, the player is the proud recipient of a brand-new "Amie" computer with a built-in modem. Your benefactor also provides you with a phone number of a BBS that you might want to check out. And so the story begins with the player dialing into the BBS, complete with terrifyingly authentic-sounding dial and modem tones screeching from your computer's speakers. The player quickly gets friendly with a person named Emilia and things develop quickly in a manner that will be immediately familiar to anyone who has ever had an online relationship.

All is not as it seems, however, and the player, through a bit of investigation, discovers that there are strange things at work. The BBS crashes, and there is no way of getting in contact with Emilia. Just prior to the crash, she said she was "leaving home" and "getting out". Thus begins a quest across several BBSes, ARPANet and Sprint's long-distance calling-card system to track down Emilia and discover what happened.

The game is completely linear. Things happen in a set order, right up to the ending, when the player is faced with an inevitable conclusion that there really is no way around. At this point, we reach one of the most powerful things that gaming can do, and ironically one of the least interactive things about narrative games.

Offer the player the opportunity to do two things: do something, or walk away. Walking away is usually not an option, though Heavy Rain managed to convincingly offer this as an alternative at several points throughout its narrative. Digital: A Love Story, however, makes it abundantly clear that there is only one course of action open to you, and it's an unpleasant one. Given the great pains that the game has taken up until this point to make you "feel" for the characters involved, despite being based around screens of text, it is difficult to make that final mouse click.

This is something you just can't do with a book. Stopping halfway down the page and printing "Turn the page to see what happens next" is not an established literary convention, nor should it be. Same with TV and film; with those media, we're just along for the ride. It's the reason very few books save the Fighting Fantasy and Choose Your Own Adventure series are written in second-person perspective.

But with a game, the player has been driving the story all along, even if there is only really ever one thing they can do at a time to advance the plot to the next "event". That illusion of interactivity allows the player to be all the more invested in the story, as if they're part of the game world. This is further aided in titles such as Digital: A Love Story, which don't break "character" for a moment. As far as the player is concerned, they're using an Amiga… sorry, "Amie". They're not playing a game, they've been transported back in time to 1988, a land of 320×200 graphics, questionable multitasking capabilities and scanlines.

The ending of Digital: A Love Story is bittersweet and if you've engaged with the game up until that point in the way it is intended to be engaged with, you'll find it genuinely emotionally affecting. It's always interesting when a title which looks so unassuming can actually end up being more powerful than self-consciously "epic" CG cutscenes and over-the-top orchestral music with people singing in Latin.

So, if you remember 1988, if you ever had an Amiga or you remember the golden age of the BBS, check out Digital: A Love Story. It's free, and well worth your time.

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#oneaday, Day 316: Pity The Poor Shopkeeper https://imnotdoctorwho.moegamer.net/2010/11/29/oneaday-day-316-pity-the-poor-shopkeeper/ https://imnotdoctorwho.moegamer.net/2010/11/29/oneaday-day-316-pity-the-poor-shopkeeper/#comments Mon, 29 Nov 2010 23:34:49 +0000 http://angryjedi.wordpress.com/?p=1835 The poor shopkeeper doesn't have it easy, whatever form they take. If they're a retail monkey working for minimum wage in some sweaty hell-hole where chavs repeatedly come up and ask if the nearly-black garment they have in their hands is available in black, then they're probably losing the will to live by the second. … Continue reading #oneaday, Day 316: Pity The Poor Shopkeeper

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The poor shopkeeper doesn't have it easy, whatever form they take. If they're a retail monkey working for minimum wage in some sweaty hell-hole where chavs repeatedly come up and ask if the nearly-black garment they have in their hands is available in black, then they're probably losing the will to live by the second. If they're working in a, shall we say, "premium" retail environment they're probably having a better time but rapidly growing sick of the fixed grins they're forced to wear, not to mention the stock phrases that spew forth from their mouths like some form of verbal effluvia.

And then there's the poor, downtrodden RPG merchant, forced to sell all manner of crap, apparently only to adventurers, who then helpfully restock them with an endless supply of boar intestines, bits of wood, crystal chippings and used swords that they don't need any more. It must be a difficult life. And frequently a tedious one, as anyone who entered the online world of Ultima Online with lofty ambitions of owning a huge retail empire will attest.

It's this odd premise that quirky Japanese indie game Recettear: An Item Shop's Tale (available on Steam, as well as directly from the distributor's website) decides to explore in great depth. Playing the role of Recette, an adorable young girl with an absentee father, it's the player's job to help her run a successful RPG item store and make enough money to pay off the debt her father left her with. She's not in it alone, of course. She has a fairy assistant named Tear. Tear works for the financial institution with which Recette's father took out the loan, "because fairies are good at administration" and is there to help Recette pay off the debt she's been saddled with. The two become friends quickly, but should Recette be unable to make any of the weekly payments she's required to, Tear will quickly repossess her house and leave the poor girl living in a box.

So far, so Animal Crossing, you might say. And you'd kind of be right. Except not. There really isn't another game quite like Recettear out there. There are games which focus on individual elements of the game, sure. But none which blend together such peculiar and diverse elements with such successful results.

The game is split into three main sections. Firstly, there's the item shop itself. Recette can dump anything from her inventory onto the shelves in the store. Stuff in the window is likely to attract customers. If she chooses to open the shop, she has to deal with a flow of customers coming in and asking for things. If they're on display, all she has to do is agree a suitable price with the customer. If they agree, cha-ching. If they disagree, Recette has one chance to make a more reasonable offer before they leave.

Simple enough. As the game progresses, though, more elements are added to this formula. For starters, in true RPG tradition, people start selling stuff to Recette, too. This can be a good way for her to build up stock, as she can often get stuff for knock-down prices with a bit of shrewd haggling. Then people will place special orders, requesting that she deliver, say, three hats in two days' time. Recette has to not only make sure she has the hats in stock but also remember to have the store open when the customer plans to return. And finally, some customers will come in not quite sure of what they want, and Recette will have to make recommendations from the stock she has on display and in her inventory.

It's a straightforward mechanic, and you soon get to know how much certain customers are willing to pay over base prices. A few twists come in later with a news ticker informing Recette of increased or decreased prices in the market, but it's mostly a case of buy low, sell high.

If Recette chooses to leave the store, she can wander around town and occasionally bump into the people who frequent her store. These come in the form of random townsfolk and adventurers. Completing requests for adventurers will sometimes net her their Guild Card, which enables her to make use of them for expeditions to the local dungeons.

Yes, there are dungeons. Because sometimes the local markets just don't have the things people want to buy. When that's the case, Recette is free to pop down to the local Adventurers' Guild and hire one of the guildies she's made friends with. It's then into an action-RPG dungeon crawler to kick monster booty and gather lots of crap that people might want to buy.

It works, brilliantly well. The item shop stuff occurs quickly enough that it never gets tiresome. The storytelling scenes feature attractive artwork and a truly excellent localisation from the Japanese. And the dungeon-crawling, while simplistic, is fun and satisfying, broken up by regular boss battles and in-dungeon special events.

The whole game is distinctly adorable, but deceptive. The artwork, music and squeaky-voiced Japanese girls make it look like something which should be incredibly embarrassing and cringeworthy to play. But in fact, there's a distinctly acidic sense of humour underneath all the sweetness, and a large number of the dialogue exchanges are genuinely laugh-out-loud funny. The kawaii presentation coupled with fairly sophisticated, intelligent humour and a wonderfully self-aware nature reminds me a lot of the Disgaea series.

I'm probably about halfway through the game now, having made two of Recette's repayments successfully. There's the hints of a bigger plot at work, and a bunch of new characters have been introduced, most of whom will presumably end up being playable adventurers for the dungeoneering sections.

If you're after something that is both comfortably familiar and quite different to any JRPG you've ever played, then Recettear: An Item Shop's Tale is well worth checking out. I fully intend on posting a full review somewhere once I've beaten it.

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#oneaday, Day 314: In Which I Spoil The Crap Out Of DEADLY PREMONITION https://imnotdoctorwho.moegamer.net/2010/11/27/oneaday-day-314-in-which-i-spoil-the-crap-out-of-deadly-premonition/ https://imnotdoctorwho.moegamer.net/2010/11/27/oneaday-day-314-in-which-i-spoil-the-crap-out-of-deadly-premonition/#comments Sat, 27 Nov 2010 23:50:02 +0000 http://angryjedi.wordpress.com/?p=1829 I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won't be everyone's Game of the Year for 2010 by any means, for various reasons. But personally speaking, it's very much the most satisfying gaming experience I've had … Continue reading #oneaday, Day 314: In Which I Spoil The Crap Out Of DEADLY PREMONITION

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I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won't be everyone's Game of the Year for 2010 by any means, for various reasons. But personally speaking, it's very much the most satisfying gaming experience I've had all year. Which is nice.

Throughout the course of this post, I am going to spoil the crap out of the game, so if you haven't beaten it and are intending to, you may wish to skip this one. If you have no intention of beating the game, feel free to stick around. And if you have beaten the game, you're probably in a similar position to me right now.

I can pin down DEADLY PREMONITION's appeal to me on a personal level very simply. It takes elements from two of my favourite game series of all time—Silent Hill and Persona—and blends them together to produce a game which skitters precariously along the boundary between madness and sanity and somehow doesn't ever completely fall into the trap of "indecipherable nonsense".

First, the Persona angle. DEADLY PREMONITION's world of the town of Greenvale is a well-realised one. As you progress through the game, you get to know the layout of the town and the routines of its residents. You also get to know each and every one of the residents throughout the course of the story. If you choose to take on the 50 "side missions", then you get to know many of the characters very well indeed. This is just like Persona's Social Link system: optional material which fleshes out the game world and its characters enormously. If you take your time to enjoy this material, then events which occur later in the story take on much greater emotional significance as you really "know" the people concerned. It also means that when the time finally comes to say goodbye to Greenvale at the end of the game, it's a difficult thing to do.

Next, the Silent Hill angle. It becomes very apparent early in the game that protagonist Francis York Morgan is not all he seems. For starters, he spends a huge amount of his time conversing with someone you can't see named Zach. For much of the game, it seems that "Zach" is a cypher through which York can communicate directly with the player. Indeed, it certainly seems that way when York asks a question of Zach and it's up to the player to choose Zach's response.

But the wonderful thing about DEADLY PREMONITION's story is that we get to know York very well as the narrative progresses. It becomes apparent that he is scarred mentally by something terrible which happened in his past—his father killing his mother, and then himself. As the investigation into the murders in Greenvale proceeds, it becomes apparent to York why this incident took place. He accepts why his father did it when he is put into the exact same situation—the person he loves is "soiled" with the red seeds the murderer is so obsessed with. With this acceptance, York also admits who he really is—he is Zach, and York is the dual personality he invented to deal with the situation, not the other way around.

York's mental scars show themselves in other ways, too—any time he begins profiling the killer and tracking down clues with which to determine what happened, he lapses into a dark "Other World", much like Dark Silent Hill. It's never explained exactly why this happens, but my belief upon beating the game is that the things seen as York and Zach aren't to be taken literally. We can tell this by the fact that Zach fights a giant, monstrous version of Kaysen at the end of the game as the town's iconic clock tower lies in ruins, yet when everything gets back to "normal", the clock tower is perfectly intact. Similarly, after fighting George as a giant, muscular "immortal" monster, he dies as a normal man. My guess is that York and Zach view these monstrous people simply as monsters, perhaps to distance him/themself from their "humanity". This is also borne out by the fact that when York visits Diane's art gallery with George and Emily and Greenvale apparently becomes "Other Greenvale", they don't comment on it at all—because they don't see it.

Of course, a question is raised when Emily has to rescue York from the clock tower—she sees the Other World and the creatures. Why? Is it because she has come to understand and love York and is seeing things the way he does? Perhaps. The fact that this isn't explained may be unsatisfying to some people, but I like the fact that there are some questions which are open to interpretation.

I could be wrong about all of this, of course. I'm sure there's plenty of interpretations all over the web by now—I haven't looked at them yet. But the fact that a game offers such scope for discussion and interpretation is admirable.

Deep part over. Let's also talk about some of the quirky things that make DEADLY PREMONITION such a memorable game. For one, the music. There are several points throughout the game where the only rational explanation for the choice of music is to be as inappropriate as possible. Take, for example, Emily following the dog Willie to track down the missing York. This sequence is accompanied by what can only be described as Latino J-hip-hop-electronica. Somehow it works.

By far the most striking use of bizarre music, though, is a flashback sequence where the player controls the Raincoat Killer, who is running through the town of Greenvale slaughtering anyone who gets in his way with a gigantic axe. The musical accompaniment to this scene? A really quite beautiful version of Amazing Grace. The juxtaposition between the music and the horrors taking place on screen actually ends up being profoundly emotional, and sets the tone for the last part of the game, which is a veritable rollercoaster of drama and emotion.

I think my favourite thing, though, is that despite the fact the game appears to be a horror/crime story, there's a convincing love story element to it, too. The growing feelings between York (or, specifically, Zach) and Emily throughout the course of the game is handled incredibly well. The love story reaches its peak just as Emily is killed, making what could have been a ridiculous scene—she pulls a whole tree out of her stomach, for heaven's sake—one with considerable impact and shock value, and one which spurs the player, York and Zach on to see the whole debacle through to its conclusion. It's also refreshing to see a game which isn't afraid to end some of its story threads in tragedy for principal characters.

I could rabbit on about this game for hours, but at a little over 1,000 words I'll end that there. Several members of The Squadron of Shame are interested in recording a special DEADLY PREMONITION podcast at some point. If you've beaten it and you're interested in joining us for some discussion (I'm looking at you, Raze, Schilling) then let me know and perhaps you can be a special guest. You can also drop by the Squawkbox and share your thoughts there, too.

So with that, then, it's back to Fallout: New Vegas as the next entry in the Pile of Shame, I believe I said.

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#oneaday, Day 313: The Pile of Shame, November 2010 Edition https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-313-the-pile-of-shame-november-2010-edition/ https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-313-the-pile-of-shame-november-2010-edition/#comments Fri, 26 Nov 2010 20:04:26 +0000 http://angryjedi.wordpress.com/?p=1826 We're coming up on holiday season. If you're American, it's already started with Thanksgiving. And you know what that means if you're a gamer: Steam sales. Steam sales are terrible, awful things in the most wonderful way imaginable. Top quality games up to 90% off their regular price. Bundles of games a fraction of the … Continue reading #oneaday, Day 313: The Pile of Shame, November 2010 Edition

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We're coming up on holiday season. If you're American, it's already started with Thanksgiving. And you know what that means if you're a gamer: Steam sales.

Steam sales are terrible, awful things in the most wonderful way imaginable. Top quality games up to 90% off their regular price. Bundles of games a fraction of the cost of their individual components. And, of course, the resignation to the fact that your Pile of Shame will inevitably be getting bigger, because after all, you'd be stupid not to purchase these games while they're so cheap, right?

Right. Glad we're on the same page. With that in mind, and with my broke-and-unemployed status in mind, I thought I would attempt to list my current Pile(s) of Shame in an attempt to convince me that I don't really need Assassin's Creed: Brotherhood, despite the fact that I'd very much like to play the multiplayer with the Squadron of Shame.

All right. Here goes. Let's start with the least-depressing part of the list:

Games I'm Currently Playing And Intend To Finish Before Playing Or Buying Anything Else, Dammit

Deadly Premonition (Xbox 360) – fantastic game, and contender for Game of the Year 2010 in my eyes. Definite contender for "most memorable protagonist of all time" and "best ensemble cast". And "worst use of next-gen graphics technology", but that's really not the issue here.

Need for Speed: Hot Pursuit (Xbox 360) – one of the most entertaining driving games I've ever played, and looking likely to be the second driving game I ever beat, after Split/Second. I would beat this much quicker if the stupid Autolog "YOUR FRIEND BEAT YOU BY 0.02 SECONDS! DON'T YOU THINK YOU SHOULD GO AND BEAT THEM?!" thing wasn't in place… but that's part of the fun.

Pac-Man Championship Edition DX (Xbox 360) – You can't "finish" this, unless you give up on it after getting all the Achievements, which you will do after approximately 30 minutes of play. But it's worth noting that this is perhaps the perfect retro reimagining. It's Pac-Man, but not Pac-Man. It has the perfect blend of frantic gameplay coupled with some modes that actually force you to think quite a bit.

Games I Stopped Playing When I Got Deadly Premonition But Intend To Go Back To When I've Finished Deadly Premonition, Dammit

Fallout: New Vegas (Xbox 360) – Controversial to some, but I was enjoying this a bunch more than Fallout 3. I'm a particular fan of how much the main quest appears to branch.

Castlevania: Lords of Shadow (PS3) – Epic is not the word. A stunning soundtrack and the most gorgeous graphics I've seen since Uncharted 2. Looking forward to getting back into this one.

Games I Think I Should Probably Play At Some Point But Don't Own, Dammit

Assassin's Creed, Assassin's Creed II, Assassin's Creed: Brotherhood – I played a bit of the first one and enjoyed it, but traded it in when something better came out, as I recall. I'd like to go back to it and play through the whole series, up to and including Brotherhood. The multiplayer in Brotherhood is a lot of fun, for sure.

The Mario Galaxy series – I have not played a mainline Mario game since Sunshine, which I didn't like much. I hear the two Galaxies are rather good, though.

Games I'm Not Sure If I Want But Think I Might At Some Point, Maybe When They're A Bit Cheaper, Like After Christmas, Dammit

Gran Turismo 5 (PS3) – I said on Twitter yesterday that I probably wouldn't bother with this, but I've since watched a few videos and read a few bits and pieces and it sounds potentially interesting, if a bit flawed in its current state. I like cars, too, though I don't know anything about gear ratios and whatnot, apart from the fact my friend Woody and I once got some Mitsubishi thing up to over 300km/h in the original Gran Turismo by playing with gear ratios and not really knowing what we were doing.

Fable III (Xbox 360) – I really enjoyed Fable II, late to the party as I was, and I was impressed with Fable III's initial showing at the Eurogamer Expo. But reports of it have been far too mixed for my liking, coupled with the fact that you can exploit the game's main "moral dilemma" by simply leaving your console turned on overnight for a couple of days. Still, I like the voice cast, I like the concept and I do like the Fable world, so perhaps I'll come to this one very late like I did with Fable II.

And now, the main event(s). I'm going to split this into several lists to be less depressing.

Games I Own And Haven't Played At All Yet And Feel A Bit Bad About, Dammit

Steam

And Yet It Moves
Gish
HeXen II
Jade Empire
Jolly Rover
King's Bounty: The Legend
Multiwinia
Puzzle Agent
Recettear: An Item Shop's Tale
Sam & Max 105, 106, 201, 202, 203, 204, 205
Time Gentlemen, Please!
Unreal II
Unreal Tournament 2004
Unreal Tournament 3
X-COM: Terror from the Deep
X-COM: Apocalypse

Console

killer7 (PS2)
Resident Evil 4 (PS2)
Metal Gear Solid 3: Snake Eater (PS2)

Games I Have Played Before (Maybe A Few Times) And Enjoyed, And Intend To Go Back And Finish Sometime (Probably Restarting From The Beginning… Again) Because They Were Rather Good, Really, Dammit

Steam/PC

Aquaria
Darwinia
The Elder Scrolls III: Morrowind
King's Bounty: Armored Princess
Left 4 Dead
Left 4 Dead 2
Mount & Blade
Peggle Nights
Plants vs Zombies
Torchlight
TrackMania United
Trials 2
Unreal Gold
Vampire: Bloodlines
The Witcher
World of Goo
X-COM: UFO Defense
Baldur's Gate II
Icewind Dale
Ghost Master
Realms of Arkania
Myst
Riven
URU
Martian Memorandum
Mean Streets

Handhelds

Professor Layton and the Curious Village (DS)
Kingdom Hearts: Chain of Memories (GBA)
R-Type Command (PSP)
Ratchet and Clank: I Forgot The Subtitle (PSP)
Final Fantasy Tactics (PSP, though I have beaten the PS1 version)

Xbox LIVE Arcade

Castle Crashers
Lode Runner
Peggle
Perfect Dark
Puzzle Quest
Rocket Riot
Shadow Complex
Splosion Man
Super Meat Boy

Consoles

ICO (PS2)
Shadow of the Colossus (PS2)
Project Zero (aka Fatal Frame, PS2)
Psi-Ops: The Mindgate Conspiracy (PS2)
Persona 3: FES (PS2)
Grand Theft Auto: San Andreas (PS2)
Final Fantasy XII (PS2)
Darksiders (PS3)
Final Fantasy XIII (PS3)
3D Dot Game Heroes (PS3)
Silent Hill: Shattered Memories (Wii)
Zak and Wiki Make A Porno… wait, that's not right, whatever it was called (Wii)
Demon's Souls (PS3)
Disgaea 3 (aka The Game I Always Forget I Actually Own, PS3)

Games I Own But Will Probably Never Finish Even If I Kept Playing Them Non-Stop Until The End Of Time, Either Because Of Immense Difficulty Or Sheer Volume Of Content Therein But I'm Still Glad I Played Them, Dammit

Alien Hominid HD (XBLA, difficulty)
Braid (XBLA, difficulty, overratedness)
Forza 3 (Xbox 360, volume of content)
Trials 2: SE (Steam, difficulty)

Games I Own And Have Finished But Would Like To Go Back And Replay Or 100% Or Achievement Whore Them, Dammit

Dragon Age: Origins (Xbox 360, would like to play Awakening too)
Bayonetta (Xbox 360)
Canis Canem Edit/Bully (PS2, though I'd like to try the Xbox 360 version)
Persona 4 (PS2)
Star Wars: Knights of the Old Republic (Steam)
Gabriel Knight: Sins of the Fathers (PC)

Sooo… maybe I don't need to play the Assassin's Creed series just yet, huh.

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#oneaday, Day 297: Read This Or I'll Punch You In The Balls/Face https://imnotdoctorwho.moegamer.net/2010/11/10/oneaday-day-297-read-this-or-ill-punch-you-in-the-ballsface/ https://imnotdoctorwho.moegamer.net/2010/11/10/oneaday-day-297-read-this-or-ill-punch-you-in-the-ballsface/#comments Wed, 10 Nov 2010 20:10:03 +0000 http://angryjedi.wordpress.com/?p=1752 The latest episode of The Squadron of Shame SquadCast is currently uploading. In it, we discuss the ever-present topic of video game violence. Is it really destroying our children and turning them into violent assholes? Well, you'll have to listen to the podcast for our group conclusions, but here's my take on the whole thing. … Continue reading #oneaday, Day 297: Read This Or I'll Punch You In The Balls/Face

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The latest episode of The Squadron of Shame SquadCast is currently uploading. In it, we discuss the ever-present topic of video game violence. Is it really destroying our children and turning them into violent assholes?

Well, you'll have to listen to the podcast for our group conclusions, but here's my take on the whole thing. Video game violence has now been around for some time. In fact, it's been around for quite a bit longer than some people realise. A couple of the guys brought up Forbidden Forest on the Commodore 64, a game which, while laughable now, was pretty shocking and gory for the time. I know that certainly five-year old me would have been freaked out by the big-ass spiders.

One side-effect of the violence issue being around for so long is that it's now somewhat taken for granted. Whether or not this is "desensitisation" per se is a matter of opinion. But the fact is, violence in video games is very rarely shocking these days. Shoot someone in Call of Duty and it doesn't carry much in the way of emotional impact, because you do it so much. Shoot someone in Heavy Rain, though, and it carries much more gravitas due to the context, and the fact it happens less.

But desensitisation to violence in the video games medium doesn't mean that we as a culture are desensitised to violence as a whole. I've played a ton of games that involve ultra-violence, dismemberment, heads exploding, that sort of thing. One of my favourite games in recent memory was Bayonetta, which features a huge range of over-the-top violence and implements of extreme torture. But if I saw something like that happening in real life, I would be horrified and disgusted. I see a photograph of something violent and I feel sick. And anything involving eyes—even if it's just on a TV show or a movie—ugh, count me out.

So it's clear, then, that video games haven't desensitised me, personally, to anything except video game violence, which is something much more akin to cartoon violence than anyone else. I doubt there's anything that can adequately prepare you for real-world violence and gore, save being immersed in it for some time by being either a psychopath or a soldier on active duty. And neither of those things are particularly desirable.

What I have observed, though, is a knock-on effect from some of these games, and it's not necessarily the violence itself that is to blame. Back where I used to live, a lot of kids used to play in the streets rather noisily. Nothing unusual, you might say, until you heard the language they were coming out with. It became abundantly clear to me from listening to them, and the fact I had played through Modern Warfare 2 relatively recently, that they were re-enacting something they'd seen in a video game. And the parents didn't seem to care that their kids—aged between about 5 and 10, I'd wager—were out in the street, yelling "MOTHERFUCKER!" at each other and threatening to blow each others' legs off.

"Kids will be kids," is the easy response, of course. But these kids picked up on this material from somewhere, and obviously hadn't had a discussion with their parent(s) about what was appropriate to be shouting in the street, and what wasn't.

I don't envy the task that parents have these days. There is so much crap out there that kids can access easily. So the challenge is not to stop them from seeing it at all—that's an impossible mission that grows more impossible by the day—but to help them understand what is and isn't "appropriate" in certain contexts. And some parents, it seems, just can't be bothered to have those conversations. And, as a result, assholes beget assholes.

It's a big topic, far more than just one blog post can cover. Want to hear more? Then check out the latest episode of the SquadCast, which will be up online very soon. Head over to the Squadron of Shame Squawkbox in the meantime to debate the issue.

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#oneaday, Day 296: DEADLY PREMONITION Must Always Be In Capslock https://imnotdoctorwho.moegamer.net/2010/11/09/oneaday-day-296-deadly-premonition-must-always-be-in-capslock/ https://imnotdoctorwho.moegamer.net/2010/11/09/oneaday-day-296-deadly-premonition-must-always-be-in-capslock/#comments Tue, 09 Nov 2010 22:27:27 +0000 http://angryjedi.wordpress.com/?p=1749 Ahh, all you people out there playing Call of Duty: Black Ops. I hope you're having a good time. I seriously doubt you're having as good a time as me. Because I'm playing DEADLY PREMONITION, a game so remarkable it insists on its title being in capitals whenever it announced you're playing it on Xbox … Continue reading #oneaday, Day 296: DEADLY PREMONITION Must Always Be In Capslock

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Ahh, all you people out there playing Call of Duty: Black Ops. I hope you're having a good time. I seriously doubt you're having as good a time as me. Because I'm playing DEADLY PREMONITION, a game so remarkable it insists on its title being in capitals whenever it announced you're playing it on Xbox LIVE.

Here in Europe, we're late to the DEADLY PREMONITION party, of course, but at least the game finally made it over here. And at a knock-down price of £24.99, too. This is very much a Good Thing, though I'm concerned that within a few weeks the game will have disappeared without trace, never to be seen again. As such, I decided that I should probably pick up a copy before that happened. I did the same with 3D Dot Game Heroes a while back, and still haven't got around to finishing that. One day.

DEADLY PREMONITION, though, I decided to make a start on tonight after Fallout: New Vegas decided to throw a wobbly earlier on. So here, then, are my first impressions of a game I knew pretty much nothing about prior to tonight, save the fact that it's supposedly "so bad it's good" territory.

The first thing that will strike you upon firing up Deadly… I mean DEADLY PREMONITION is that it looks like ass. Coming off a game with sparkly hi-definition graphics like Fallout: New Vegas, or Vanquish (which I reviewed this week for The Big Pixels… go check it out) it's a jarring change to see muddy textures and that weird "sparkly texture" effect that we used to see all the time on previous-gen consoles. But after a few short moments it ceases to matter. And if anything, so far I am feeling that the shoddy graphics are, in fact, part of this game's charm.

The second thing which is striking about the game is that it is genuinely atmospheric. Some good use of creepy sounds, reminiscent of Silent Hill, coupled with some ugly, horrifying enemies that remind me somewhat of Fatal Frame (aka Project Zero) make for a nerve-wracking walk into town. I haven't got very far yet, so I couldn't say for certain if this atmosphere continues throughout. But I'm certainly impressed with the feeling of dread which the game is producing so far.

Controls are initially clunky but you soon adjust to them when you remember that this isn't supposed to be a fast-action shooter. Yes, being rooted to the spot while aiming a gun is a pain. But it forces you to think a little bit more carefully about getting into a suitable position to fire rather than spraying bullet fire around randomly. I'm certainly fine with it, though it would be understandable for some people to hate it.

In fact, that last statement pretty much sums up what I'm expecting from DEADLY PREMONITION as a whole: something which I'm going to enjoy a huge amount, which other people will probably hate, loathe and despise for various reasons. Some may be immediately turned off by the graphics (whores that you are). Some may be put off by the control scheme (which is easier for me to sympathise with). And others simply would probably rather play something like Call of Duty. Which, as I said yesterday, is absolutely fine by me.

Me? I'll be exploring Greenvale and trying not to get chopped up by the "Raincort Killer" [sic], as the European box would have it. And I wouldn't have it any other way.

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#oneaday, Day 255: The Big Pixels are Here! https://imnotdoctorwho.moegamer.net/2010/09/29/oneaday-day-255-the-big-pixels-are-here/ https://imnotdoctorwho.moegamer.net/2010/09/29/oneaday-day-255-the-big-pixels-are-here/#comments Wed, 29 Sep 2010 22:43:33 +0000 http://angryjedi.wordpress.com/?p=1532 Ladies and gents, it's my great pleasure to reveal The Big Pixels to you. You may recall some days ago that I was mourning the loss of Kombo. Kombo's still not dead yet—feel free to drop by and support the remaining writers—but, to be frank, it's probably only a matter of time. It's very sad to … Continue reading #oneaday, Day 255: The Big Pixels are Here!

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Ladies and gents, it's my great pleasure to reveal The Big Pixels to you.

You may recall some days ago that I was mourning the loss of Kombo. Kombo's still not dead yet—feel free to drop by and support the remaining writers—but, to be frank, it's probably only a matter of time. It's very sad to see the end of something which has clearly had love, care and attention poured into it over the last few years, and I'm happy that I was part of the experience for a short while.

But this post isn't about mourning the past; it's about celebrating the future. And that future begins with today's launch of The Big Pixels.

The Big Pixels are a group of friends first and foremost, video game writers second, and we decided to band together to produce something that we'd want to read ourselves. Intelligent, thought-provoking games writing. No flamebait. No traffic-whoring. Just the kind of thing that gets people stroking their chin and going "Hmmm", and hopefully provoking some discussion. Those of you who follow The Squadron of Shame will undoubtedly dig what we're doing. And those of you who are tired of the same old news stories posted everywhere day after day will surely enjoy our work, too. It's an N4G commenter-free zone!

We're there to have fun and build a community, not to chase page hits. So the important thing for you (yes, you!), the reader, is that you enjoy it. Read our work. Tell us what you think in the comments. Feel free to share any pieces you find particularly interesting or entertaining. And help us to build up our own unique little corner of the internet; a home away from home for those who are sick of "Top Ten Tuesdays" featuring boobies, guns or any combination thereof, or people who are sick of seeing the same picture of Michael Pachter on every article where he says something contentious and/or stupid.

Since you're reading my blog, I'm going to draw particular attention to my own posts, of course. I am nothing if not a whore, after all. So while you're over there, feel free to check out a "reprint" of my article on game development's gender divide (featuring much-appreciated assistance from the very lovely Mitu Khandaker and Lauren Wainwright), a companion article to the most recent SquadCast on video game music, and a discussion of adult gaming. I hope you like them; and be sure to check out my buddies' work while you're over there. And don't forget the Looney Bin, receptacle for all manner of game-related crap that we've encountered in our journeys around the web.

It's been an interesting journey over the last few days, and it's only just beginning, for sure. Stay tuned to The Big Pixels, as we'll all be pushing out a wide variety of articles on all manner of game-related subjects every week. Follow us on Twitter and/or Facebook for the latest and to make us look popular and awesome.

Also, our review scoring system has a rainbow unicorn pixel in it. And there is absolutely no way you can say that isn't the most amazing thing you've ever seen. Unless Maru is your cat.

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#oneaday, Day 245: Obituary or Rebirth? https://imnotdoctorwho.moegamer.net/2010/09/19/oneaday-day-245-obituary-or-rebirth/ https://imnotdoctorwho.moegamer.net/2010/09/19/oneaday-day-245-obituary-or-rebirth/#comments Sun, 19 Sep 2010 19:00:50 +0000 http://angryjedi.wordpress.com/?p=1494 Dear GOG users, We have recently had to give serious thought to whether we could really keep GOG.com the way it is. We've debated on it for quite some time and, unfortunately, we've decided that GOG.com simply cannot remain in its current form. We're very grateful for all support we've received from all of you … Continue reading #oneaday, Day 245: Obituary or Rebirth?

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Dear GOG users,

We have recently had to give serious thought to whether we could really keep GOG.com the way it is. We've debated on it for quite some time and, unfortunately, we've decided that GOG.com simply cannot remain in its current form.

We're very grateful for all support we've received from all of you in the past two years. Working on GOG.com was a great adventure for all of us and an unforgettable journey to the past, through the long and wonderful history of PC gaming.

This doesn't mean the idea behind GOG.com is gone forever. We're closing down the service and putting this era behind us as new challenges await.

On a technical note, this week we'll put in place a solution to allow everyone to re-download their games. Stay tuned to this page and follow us on Twitter and Facebook for updates.

All the best,
GOG.com Team

An hour or two ago, that message had done the rounds of the Internet. If you hadn't seen it yet, I apologise for being the bearer of bad news. If you head on over to Good Old Games right now, that's all you'll see. No store. No games. No community. All gone.

For the uninitiated, Good Old Games was the place to go to purchase and download DRM-free copies of old (and not so old) classic games for low, low prices. It was, for a long time, the only place to go to find the classic Sierra adventures, or sci-fi Wolfenstein 3D spinoff Blake Stone: Aliens of Gold, or the best puzzle game of all time, The Incredible Machine. I wrote a number of pieces for that site, so yes, I have something of a vested interest in it and actually feel pretty sad about its apparent demise. But even if I didn't have such a personal stake in it, it was a fantastic place to go to pick up the games of my youth. Even better, they'd been tweaked and optimised to work on current hardware.

The tragic news above comes after a tweet posted by the company a few days ago:

Sometimes it's really hard being DRM-free… hard to keep things the way they are and keep management and publishers happy 🙁

It didn't sound good. Someone was obviously putting a bit of pressure on the company, and some cracks were starting to form. Those who had supported the service since the beginning knew that a DRM-free service in an age of rampant piracy was going to have its work cut out for it. But was that really the reason?

No-one knows as yet. No-one except the people at GOG, who are playing their cards close to their chest. The community are assured that this isn't the end of GOG, however, just the end of this chapter of its existence. Those who have purchased games from the service in the past will be directed to a "solution" to re-download these games in the next few days. And some announcements will hopefully be forthcoming very soon.

Personally speaking, I'm hoping it's good news. There were a ton of games on the site that I'd love to have had the chance to play again. Games like Gabriel Knight 2, which a friend borrowed some time ago and never gave back, and now I can't remember which friend it was.

The games of this era represent a time when gameplay was everything and graphics were necessarily limited by the hardware of the time. And it may just be nostalgia talking, but some of my fondest memories of childhood and adolescence come from the games I was playing at the time. It'd be shame if the memories of these games fade. But, as I say, GOG claims that this is not the end, just the end for the service in its current form.

So pour out a stiff drink, take off your hat and, I don't know, sing a mournful song in honour of GOG or something. Hopefully they'll be back better than ever sometime soon.

Rest in peace, GOG. For a little while. Then come back as an awesome zombie who wants to sell us old games rather than eat our brains.

WHATAREYABUYIN'?

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#oneaday, Day 210: Literacy https://imnotdoctorwho.moegamer.net/2010/08/15/oneaday-day-210-literacy/ https://imnotdoctorwho.moegamer.net/2010/08/15/oneaday-day-210-literacy/#respond Sun, 15 Aug 2010 23:50:51 +0000 http://angryjedi.wordpress.com/?p=1272 Well, tonight was the night we recorded the first episode of the all-new Squadron of Shame SquadCast. And we think you're going to like it a lot. There's going to be a lot more community involvement in the whole thing, too. This is led by the Squawkbox, a communal blog where anyone with a WordPress … Continue reading #oneaday, Day 210: Literacy

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Well, tonight was the night we recorded the first episode of the all-new Squadron of Shame SquadCast. And we think you're going to like it a lot.

There's going to be a lot more community involvement in the whole thing, too. This is led by the Squawkbox, a communal blog where anyone with a WordPress account can contribute and join the discussion. But there's nothing to stop people blogging about the things we talk about, either. In fact, it'd be awesome to see some lengthy written thoughts about the things we discuss.

So I thought I'd kick that off with some material related to a discussion we had on the show. Not to spoil anything, but it's an interesting topic.

The question is that of being "literate" in a medium versus that of being "well-read". On the podcast, we particularly focused on gaming, as you might expect. You'll find the conclusions we came to on the podcast itself. See, I like to tease.

But it's true for any medium, and not just books, either. My old friend Ed "Roth Dog" Padgett (follow him on Twitter just to stop him moaning, too, if you would) is most certainly well-read in the medium of movies, for example. He knows what makes a "good" or a "bad" movie. He knows about different directors, actors, genres, stylistic approaches, all manner of things I could never even begin to understand right now because I am merely literate in the medium of movies. I know what makes a decent structure of a movie, and I know what I enjoy. But I don't watch movies that often, and as such there may be some things that I don't appreciate in the same way that others do.

Take my recent reaction to the movie Predators. I thought Predators was a festering pile of horseshit, yet many people whom I've spoken to about it since claimed to rather enjoy it. Does this mean that I'm "wrong"? No; it simply means that my reaction is different to other people. In the case of a lot of those people, misty-eyed nostalgia over the original Predator films probably played a part. And in some cases, they quite possibly genuinely liked the generic, sprawling mess that was that movie. I have only ever seen Predator once and I'm not even convinced I've ever seen Predator 2. I think I have. But I can't remember.

I'll freely admit that I'm not particularly well-read when it comes to movies. I've never seen Citizen Kane, Clockwork Orange or Rocky Horror Picture Show. I haven't seen the vast majority of Arnie's output. I can name about three directors off the top of my head. I struggle to name a "favourite movie". But I can at least appreciate a decent movie when I see one.

With books, it's the most literal kind of, well, literacy. You can read. Or you can be well-read. If you can read, there may be stuff you enjoy. Perhaps you enjoy Mills and Boon romance novels, but only for the naughty bits. Perhaps you like the cheesiest kind of epic fantasy there is. Perhaps you like a diverse range of stuff.

In every medium, everyone has the opportunity to become "literate", and to understand that medium on a level that is sufficient to make it accessible and enjoyable. But it takes a lot more work to become truly "well-read" and to understand what the "canonical" titles in that medium are. And in media as diverse as these, it's entirely likely that everyone has their own opinions on what the "canon" might include.

So, anyone interested enough to comment, then: pick a medium that you feel particularly "well-read" in, and give us some examples of what you think might be "essentials"—the "canon" for that medium. I'm intrigued to hear some responses.

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#oneaday, Day 209: Coming Soon https://imnotdoctorwho.moegamer.net/2010/08/14/oneaday-day-209-coming-soon/ https://imnotdoctorwho.moegamer.net/2010/08/14/oneaday-day-209-coming-soon/#comments Sat, 14 Aug 2010 22:51:16 +0000 http://angryjedi.wordpress.com/?p=1269 Tomorrow night, The Squadron of Shame are back in action after something of a hiatus. For those of you unfamiliar with our unique brand of discussion and podcastery, let me explain what it's all about, and when the new podcast hits, you'll be able to come and join the fun. The Squadron of Shame started … Continue reading #oneaday, Day 209: Coming Soon

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Tomorrow night, The Squadron of Shame are back in action after something of a hiatus.

For those of you unfamiliar with our unique brand of discussion and podcastery, let me explain what it's all about, and when the new podcast hits, you'll be able to come and join the fun.

The Squadron of Shame started as a result of a feature on 1up Yours dubbed "The Pile of Shame". The term has since spread around the Internet somewhat, and it refers to all of the things that you've bought and never got around to reading, listening to or playing. In the case of the original 1up feature, it referred to that pile of games you have on your shelf that are begging to be played, but somehow inevitably get left behind whenever the latest triple-A hotness makes an appearance. The first game they took on was the excellent Psychonauts.

As it happened, the feature was somewhat short-lived on the 1up podcast. But a number of community members ran with the concept on the companion forums for the 1up "radio" output. We formed a club page on 1up which is still there, though largely inactive these days. We'd pick a game which was supposed to be good (or at least interesting), play it through as a group and discuss it all together. Some fascinating discussions resulted, and it also allowed many people to expose themselves to a variety of games which they might not have done otherwise. Games like Star Control II, Freespace 2, Call of Cthulhu: Dark Corners of the Earth and Psi-Ops.

As time moved on, the group wanted more. The merging of all the 1up boards into one mangled mess meant that the reasoned debate of the old threads was much more difficult. Topics would get derailed and it was clear that a new approach was needed.

Thus began the SquadCast, the Squadron of Shame's official podcast. Starting with independent rabbinical adventure game The Shivah, select members of the group banded together to do what they did best: play through a game together, then put their heads together and have a discussion about it. Ably hosted by the fine Mr Chris Whittington and edited/produced in a sort-of OKish manner by my good self, the show is now 29 episodes strong and has covered subjects as diverse as the Commodore 64, Russian FPS-adventure depress 'em up Pathologic and charming indie puzzler Machinarium.

Following circumstances beyond their control (mostly beyond my control, I admit) there's been something of a gap since our last episode. So we've thought that now is the time to take a break, consider how to make the show better and come back stronger than ever with some brand new output in a whole new format.

So, tomorrow we're recording. And next week we'll be proudly presenting The Squadron of Shame SquadCast, Season Two. Taking some of the advice we got from Jeff Green, Shawn Elliott, Ken Levine and some others who I've forgotten speaking on the Podcasting for PR panel at PAX East, we've made some changes.

The show's going to be bi-weekly. This means that rather than have variable gaps as everyone clamours to complete a "mission" before we talk about it, some regularity will allow us to build up a more, well, regular listenership.

Next up, it's going to have a static cast of host Chris Whittington, Mark Whiting, Jeff Parsons and myself with occasional guest spots available where appropriate. Jeff is in the process of composing us a brand new theme tune, too, so it's going to be a complete sonic reboot.

Most importantly, though, each episode is no longer going to be focused on a specific game. Instead, the focus will be on particular "topics", with occasional traditional "mission" podcasts interspersed as appropriate. This means that people will hopefully be more inclined to tune in regularly and hear what we have to say, rather than skipping episodes about games they have no interest in. As part of this, the official Squawkbox of the Squad will be playing a more prominent role, with community questions and discussions a regular occurrence. If you already have a WordPress account, you can head right over and start chatting with us. If not, it's simple to sign up. Everyone who's interested in discussing video games and who isn't afraid of the odd (all right, frequent) wall of text is very welcome to pay us a visit.

Besides the changes, it'll be our same wordy, intellectual, chin-stroking discussion about video games, representing one of the most unique podcasts on the Internet. We'd love it if you could join us for our relaunch. Visit the Squawkbox, follow us on Twitter, become a Fan… sorry, Like us on Facebook and find our past episodes and those of our sister podcast The Exploding Barrel Podcast here.

2010 is going to be a great year for the Squad. We hope you'll come along for the ride.

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#oneaday, Day 206: Hello. https://imnotdoctorwho.moegamer.net/2010/08/11/oneaday-day-206-hello/ https://imnotdoctorwho.moegamer.net/2010/08/11/oneaday-day-206-hello/#comments Wed, 11 Aug 2010 23:33:57 +0000 http://angryjedi.wordpress.com/?p=1251 First up, please excuse me for just one moment. AAAARRRRGHH!! AAAAAGGGHHHH!!! GRRRAAAARRR!!! RAWWWRRR!!! Thanks for bearing with that for a moment. It was deeply and completely necessary. Also, I had to reformat it so it didn't mess up the formatting of the page. Rawr. Right. So, this post then. I thought I'd introduce myself. Why? … Continue reading #oneaday, Day 206: Hello.

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First up, please excuse me for just one moment.

AAAARRRRGHH!!
AAAAAGGGHHHH!!!
GRRRAAAARRR!!!
RAWWWRRR!!!

Thanks for bearing with that for a moment. It was deeply and completely necessary. Also, I had to reformat it so it didn't mess up the formatting of the page. Rawr.

Right. So, this post then. I thought I'd introduce myself. Why? Because my first ever post on this blog was a long time ago, and many things have changed since then. Also, due to various things that I'm not going to go into and rant about right now, I am still looking for work.

Particularly writing work.

I am a writer. That's what I do. First and foremost. More than anything. It is what I spend the vast majority of my days doing. I write this blog every day. I write news for the very awesome Kombo, staffed by some of the finest people I've ever had the good fortune to work with but not meet in many cases. I've written two articles for IGN. I've scribed a number of articles for utterly wonderful DRM-free digital-distribution site Good Old Games. I've submitted a bunch of stuff to BitMob, most of which was promoted to the front page as a "featured article". I've covered a variety of things for parental gaming advice site WhatTheyPlay. And I edit and produce the podcast for the Squadron of Shame, which will shortly be relaunching in a triumphant new format. I also set up the Squad's community site, the Squadron of Shame Squawkbox, which you're welcome to join. In fact, there's a big-ass list of most of the things I've done right here.

I have been semi-to-moderately prolific. And I love it. There's more stuff in the pipeline, too. Find out more as it happens.

So, using the power of Web 2.0, I'd like to ask a favour of anyone reading this.

Pimp me out. Share my stuff. Tell people how awesome I am. Point them at this blog, and the #oneaday project. Tell them about my stupid stickmen drawings. Show them my in-depth, opinionated news articles on Kombo which actually provoke discussion when I dare to mention Phantasy Star in anything less than positive terms. Dazzle them with my mad interviewing skills on my IGN articles about Crackdown 2, the first time I'd ever visited a developer.

'Cause I'd very much like this all to work out. Writing is awesome, and through it I've learned a lot about myself, met some fantastic and awesome people and joined a community of people who are as passionate about the things we love as I am. It may not always pay well (or indeed at all in many cases), but it's what I love to do. So if you can help me gain any exposure using your undoubtedly fabulous amounts of influence that you hold on the web—that's a really nice shirt, by the way—then I'd of course be eternally grateful and will buy you a bag of chocolate raisins or something.

In the meantime, a good friend (and Captain #oneaday), Mr Chris Schilling, has convinced me I should be pitching stuff around the place. So if you're a writer or involved in the publishing industry yourself and have any contacts you'd be willing and able to introduce me to, I'd very much appreciate that, too.

Shameless, I know. But whadyagunnado?

Like This!

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#oneaday, Day 148: We Live In The Future https://imnotdoctorwho.moegamer.net/2010/06/15/oneaday-day-148-we-live-in-the-future/ https://imnotdoctorwho.moegamer.net/2010/06/15/oneaday-day-148-we-live-in-the-future/#comments Tue, 15 Jun 2010 02:04:53 +0000 http://angryjedi.wordpress.com/?p=1022 Screw this motion control crap – I just watched a press conference on the other side of the world while lying in bed with my phone. That was a tweet from Alex Martin that I received a few minutes ago. And when I think about what I've done today, it's pretty clear that we are … Continue reading #oneaday, Day 148: We Live In The Future

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Screw this motion control crap – I just watched a press conference on the other side of the world while lying in bed with my phone.

That was a tweet from Alex Martin that I received a few minutes ago. And when I think about what I've done today, it's pretty clear that we are most definitely living in the future.

I started my day feeling a bit lonely as I hadn't seen any actual real people for a little while. So I went out to the coffee shop and took my netbook with me. While I was there, I gratuitously solicited questions for my Formspring account (which people were more than happy to furnish me with) and also dropped in on the freshly-created Squadron of Shame Squawkbox.

I ended up sitting in that coffee shop for about four hours, discussing things with people from all over the world – some deep and profound, other things less so. Then it was time to come home, because as part of my job as a News Editor for Kombo.com I was on the "home team" for the E3 coverage.

I'm gutted that I'm not actually at E3. But the experience I've had throughout the course of this evening is the next best thing. I've had IM windows open with people frantically telling me to cover stories. I've had the Squawkbox open to see the Squad's reactions. And I've had Twitter open to see everyone else's reactions. As sad as it sounds, despite sitting on my own in my study in front of the computer, I've not been alone tonight. There have been many people with me, all following the same things, watching the live streams on their computers. It's as if we were all in the audience together, making sly comments to one another.

Whenever Microsoft showed off the ability to watch, say, Netflix movies as an Xbox party, I always thought it seemed a bit pointless. But after sitting watching the E3 conferences with a group of friends who aren't even on the same continent let alone in the same room as me, I think I've reconsidered a little bit.

Obviously there's no substitute for real human interaction. But when the real thing isn't possible, the fact that we live in the future makes a very adequate substitute. So big love, kudos and respect to everyone who's helped make today a huge amount of fun, and I look forward to doing it all again very soon.

I have plenty of thoughts about what's been shown at E3 so far but I've been posting news articles all day and frankly I'm completely burnt out. So I'll save further thoughts until I'm a bit more awake.

Job interview tomorrow. Quite looking forward to it. It may not be the ideal job for my current situation, but it's a foot back on the ladder and has the potential to lead onto better things. So right now I'll take what I can get.

One thing's clear to me right now as it approaches 3AM where I'm sitting: I'm certainly feeling a lot more positive than I did when I woke up this morning. And it's thanks to you, Internet. Big love to you all.

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#oneaday, Day 136: Massive Pianist https://imnotdoctorwho.moegamer.net/2010/06/03/oneaday-day-136-massive-pianist/ https://imnotdoctorwho.moegamer.net/2010/06/03/oneaday-day-136-massive-pianist/#comments Thu, 03 Jun 2010 01:49:22 +0000 http://angryjedi.wordpress.com/?p=974 Some more music for you today as it's awfully late and I feel like I've been busy all day today, even though the only thing I achieved in the daytime was to buy two shirts which actually look good on me. Oh, and record these two pieces, of course. A bit of background on these … Continue reading #oneaday, Day 136: Massive Pianist

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Some more music for you today as it's awfully late and I feel like I've been busy all day today, even though the only thing I achieved in the daytime was to buy two shirts which actually look good on me. Oh, and record these two pieces, of course.

A bit of background on these pieces for those who aren't familiar with them. Final Fantasy has been a big part of my life for many years – at least since Final Fantasy VII came out. I believe I've talked about the fond memories I have associated with this game in the past – the long, hot summer days, the thirty-six hour playing stint which culminated with my friend Woody and I suffering strange hallucinations of items that didn't exist in the game – but the thing that's stuck with me longer than the game itself is its music. FFVII was the first time I really noticed game music as a positive thing and, just to make this even more clichéd, it was One Winged Angel which impressed me the most.

After playing FFVII to death, I tracked down the previous games in the series, which I'd never experienced before, not really knowing what an RPG was before that point. I discovered that they, too, had great music, and not only that, there were piano arrangements available.

After a considerable amount of time searching, I managed to track down some dodgy scans of the piano scores for IV, V and VI. Later, I acquired genuine copies of the VII, VIII and IX books. The arrangements of the pieces are gorgeous – proper piano arrangements in a variety of styles rather than simple transcriptions. I've been playing them ever since and everyone seems to think that they're very "me".

Persona is a bit different. I came to Persona with the third game in the series a year or two back thanks to the Squadron of Shame. We even did a podcast about it. What struck nearly all of us about that series was its peculiarly quirky and enormously Japanese soundtrack. I was very interested to discover earlier this year that both Persona 3 and Persona 4 have piano scores available too. Unfortunately, they're not nearly as well-arranged as the Final Fantasy scores, but they certainly sound good enough – for some pieces at least. The J-hip-hop tracks don't sound particularly good on a piano, so there is no way I am ever playing any of them in public.

Much like Final Fantasy, the Persona games hold a very fond place in my heart. Rather than having memories attached to them, though, I found the stories of both games to be very emotionally resonant. I identified a great deal with many of the characters, as Persona deals a lot with friendships, personal identity and figuring out who you are, both in yourself and in relation to other people. While I can't point a fake gun at my head and summon a mythical beast to do my bidding, I do at least understand what some of the characters have been through, and empathise with others. It's rare that a game is written well enough for that to happen, so both games hold a special place in my heart.

Without further ado, then, here's two more pieces for your delectation. Just like last time, iPhone users can click on the titles to hear the tracks.

*pauses* I wish I'd remembered to upload these tracks before I started writing this. *drums fingers* Tra la la la la…

Aha! They're done. Here. *Enjoy* the *sauce*. And yes, I know there's a couple of bum notes. I was in a hurry. 🙂

The Oath from Final Fantasy VIII

Heaven from Persona 4

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#oneaday, Day 135: Blurred Socialization https://imnotdoctorwho.moegamer.net/2010/06/02/oneaday-day-135-blurred-socialization/ https://imnotdoctorwho.moegamer.net/2010/06/02/oneaday-day-135-blurred-socialization/#comments Wed, 02 Jun 2010 00:30:20 +0000 https://angryjedi.wordpress.com/?p=970 "Social games" are crap. There, I've said it. Now everyone else can breathe a sigh of relief that the elephant in the room has been well and truly pointed out. But why are they crap? Well, the main reason is that they just aren't very fun to either play as games or use as a … Continue reading #oneaday, Day 135: Blurred Socialization

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"Social games" are crap. There, I've said it. Now everyone else can breathe a sigh of relief that the elephant in the room has been well and truly pointed out.

But why are they crap? Well, the main reason is that they just aren't very fun to either play as games or use as a means of socialising. I've tried out Mafia Wars and We Rule in particular. And neither of them are very fun.

Both of them involve a lot of clicking and waiting. Click on a button to complete a task. Wait for something to happen… in real time. While you wait, why not spam your friends to "help" you by clicking on the same button that you did? You'll both get XP! Yay XP! Of course your level means little more than how long you have bothered to waste your time playing what is basically an Access database, but that's beside the point.

The social angle is flawed too. There's no interaction. You can request "help" from other players but there's no means of actually playing together concurrently. In some games you can't even send messages to each other.

Then came Blur. Blur single-handedly shows the correct way to develop a good social game: by building a good game first, then a social network around it. Too many other titles do this the other way round, and that's what causes them to be the shallow, meaningless garbage that they are.

Blur is different, though. Even without the social features it would be a great racer featuring the "why hasn't anyone done this before?" combination of realistic racing and Mario Kart-style powerups. But add in the ability to taunt friends publicly via Facebook and Twitter, not to mention the incredibly solid "Friend Challenge" system, and you've got a winning experience on your hands.

Playing Blur is actually remarkably akin to logging into something like Facebook. Starting the game greets you with a "Previously on Blur" feature showing you the next milestones you might reach, a bit like Facebook's News Feed shows you recent happenings. Then you might want to check your messages, so you look at the Friend Challenges screen. You see that three of your friends have challenged you to beat their times, so you while away a short while beating them senseless… or not. Then you take on some of the single-player, and achieve something you know none of your friends have, so you post it to Facebook. Then… the list goes on. All the while you're having a good time playing a great game AND sharing the experience with friends.

So, social game developers? Please stop being satisfied with the derivative shit you're coming out with. The shit you are deriving your new shit from wasn't very good in the first place. So actually hire someone who has played a video game before to design your game, then build the social features around it.

Rant over. I'm off to play Blur.

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#oneaday, Day 125: 3D Red Split Dot Dead Second Game Redemption Velocity Heroes https://imnotdoctorwho.moegamer.net/2010/05/22/oneaday-day-125-3d-red-split-dot-dead-second-game-redemption-velocity-heroes/ https://imnotdoctorwho.moegamer.net/2010/05/22/oneaday-day-125-3d-red-split-dot-dead-second-game-redemption-velocity-heroes/#comments Sat, 22 May 2010 21:18:06 +0000 http://angryjedi.wordpress.com/?p=917 No, this isn't another blog post about search terms that will find my blog, though it's entirely possible that the phrase above can now be used to locate me. This is going to be a short post waxing enthusiastic about some of the awesome new releases us gamers have seen recently. And it's not even … Continue reading #oneaday, Day 125: 3D Red Split Dot Dead Second Game Redemption Velocity Heroes

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No, this isn't another blog post about search terms that will find my blog, though it's entirely possible that the phrase above can now be used to locate me. This is going to be a short post waxing enthusiastic about some of the awesome new releases us gamers have seen recently. And it's not even all of the ones that are available.

Through some judicious trading-in and knowing where to go to get some decent deals, I managed to score copies of 3D Dot Game Heroes, Red Dead Redemption and Split/Second. And you know what? They're all awesome. Here's why:

3D Dot Game Heroes

Well you try drawing a fucking 3D stickman, then, smart-arse.This one is incredibly simple to discuss. If you liked The Legend of Zelda: A Link To The Past then you will like this, because it's the same game. Well, actually, that's not quite fair as there are a few extra bits and pieces that the old Zelda games didn't do, such as the ability to customise how your sword upgrades and so forth. But overworld, dungeons, bombs, hookshot, boomerang, bow and arrow, empty bottles and all manner of other distinctly familiar things are present and correct.

The twist is, of course, it's in 3D. Sort of. It still plays like the 2.5D game that LttP was, it's just rendered in a gloriously different "3D pixel" look, where characters are still familiarly 8-bit in appearance and animation, but have some depth to their appearance. There's also a gorgeous tilt-shift effect on the camera as your character moves from the foreground to the background, too, which gives you the impression you're looking down onto a tiny, tiny world made of blocks.

One of the most entertaining things about the game is the character editor. You can build your own character one block at a time and animate them to be your avatar in the game. It's great fun, and enormously satisfying to see your creation wandering around the game world wielding a sword which is about five times their size.

It's a tough game, as the older Zelda titles tended to be, but never overly unfair, at least not in the part I've played thus far. There's plenty to see and do and, in good Zelda tradition, there's a ton of completely optional sidequests too.

Split/Second

Actual in-game footage.

Or Split/Second: Velocity to give it its full name, complete with unnecessary subtitle. How many people have wandered into a shop, seen that and asked if they have "the original Split/Second in stock"? Some people really are that stupid.

Anyway. If you've played the demo you probably know what to expect. Race cars, blow things up. What the demo doesn't quite prepare you for is how utterly involving and terrifying the full game is. The whole thing is tied together with a beautifully-produced "TV show" aesthetic that uses graphic design, special effects and music straight out of an American version of a TV show such as Ramsay's Kitchen Nightmares or the like. Only instead of dealing with an ailing restaurant, there are cars and big explosions. And the explosions are big. Many levels see you gripping on to the controller for dear life as, for example, a cruise liner in drydock comes sliding down towards you as you pray desperately you make it through to the other side.

Then there's the non-race game modes. "Air Strike" sees you attempting to survive as long as possible while a helicopter gunship fires missiles at you, for example. It's an enormous amount of very silly fun, and is a game that features one of the most consistent and stylistically-appropriate aesthetics that I've ever seen in a game. So hats off to Disney's Black Rock Studios for that.

Red Dead Redemption

Ah'm a cowboy. Not the Brokeback Mountain kind.

Aka "that cowboy game" or Grand Theft Horse-o. Red Dead Redemption is a spectacular achievement, with an enormous world to explore and ride around, tons of things to do besides the "story missions" and a real sense that you're part of the twilight years of the Old West. The game is plain fun to play, whether it's in single-player or the peculiar multiplayer mode, and there is enough stuff there to keep you busy for a very long time. Hopefully, though, this won't mean that it falls into the trap Grand Theft Auto has traditionally fallen into, meaning that no-one will ever finish it. That would be a shame, as the writing and voice acting are very good and deserve to be seen.

The one thing I will say about this one, though, is that it's one of those games that almost feels too big. Once you get to the stage where you can ride off freely, a couple of hours into the game, you're confronted with this massive open world and your brain's first reaction is to go "Which way? MAAAAAAAHHH" before dribbling out through your ears. Fortunately though, whichever way you ride off in you'll find something to do, whether it's one of the "challenges" that require you to hunt down particular pieces of wildlife, a "Stranger" who gives you a sidequest that you can complete at your leisure, a random in-world event such as bandits attacking a stagecoach or, indeed, the game's story missions.

EDIT: Also, you can punch a horse in the face. How could I have forgotten to mention that?

EDIT: Also, this.

So these three are certainly plenty to keep me busy for a while. And there's still a growing pile of shame to get through as well. Ye Gods, what have I done?

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#oneaday, Day 124: Evergreen Entertainment https://imnotdoctorwho.moegamer.net/2010/05/21/oneaday-day-124-evergreen-entertainment/ https://imnotdoctorwho.moegamer.net/2010/05/21/oneaday-day-124-evergreen-entertainment/#comments Fri, 21 May 2010 14:11:14 +0000 http://angryjedi.wordpress.com/?p=914 Throughout most people's lives, there are certain things that give them comfort. Certain things that they know they can always turn to. Certain things that are evergreen and never seem to lose their appeal, regardless of how long they've been in your life. It's nice to have things like this, because it reminds you that … Continue reading #oneaday, Day 124: Evergreen Entertainment

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Throughout most people's lives, there are certain things that give them comfort. Certain things that they know they can always turn to. Certain things that are evergreen and never seem to lose their appeal, regardless of how long they've been in your life. It's nice to have things like this, because it reminds you that however chaotic life in general might seem, there will always be a few constants out there that will keep you happy.

I have a few of these things. One of these, as you may have deduced by now, is Borderlands. One of last year's sleeper hits, Borderlands was a winning combination of first-person shooter and Diablo-esque loot whoring action RPG. A whole bunch of people bought it on its release, which is good. But how many of those people 1) finished it and 2) are still playing it now?

I enjoy Borderlands because it's entertainment you can "dip" into. It doesn't have a particularly demanding story. Some might say the story is something of an afterthought. But that's not important. In fact, that's what makes it so "dip-friendly", if that's even a term. Because you never feel like you've lost the plot (literally) and there's always something in the mission log to go and do, it can be months between play sessions and you can still have a good time with it regardless. I still haven't finished the game with a single character, but I do enjoy going back to it time and time again, whether it's solo, with a split-screen partner or with some companions on Xbox LIVE. In fact, I've played it far too little online, as it's great fun in multiplayer. But for me at least, it's evergreen entertainment. I can happily go back to it. If you still have a copy, hit me up. I have a level 31 Siren just waiting to show you a good time.

The same is true for Geometry Wars 2. Although the Squadron of Shame's battle for high score supremacy is long over, with me claiming the top spot in everything except the Waves and Pacifism modes, it's still a game I come back to time and time again, because it's low-maintenance entertainment. And it has a kicking soundtrack. Bizarre even released an awesome megamix MP3 of it that you can pick up here.

Besides games, my other choices are TV shows, because they're short enough to sit down and watch with dinner without feeling like you're committing several hours of time to, and because they're comfortably familiar. In particular, I've lost count of the number of times that I've watched Black Books and Spaced. Spaced in particular, for me, represents possibly the very best of British television. It's clever, it's funny, it's well-written and above all, it's evergreen. It's still just as relevant today as it is now, though watching it as a slightly older person changes my perspective on it somewhat. Black Books, on the other hand, represents the other extreme of what British comedy does well – the bizarre and the uncanny. Black Books makes absolutely no sense and thus, going by past experience, it utterly confuses Americans. Admittedly I base this assumption on the fact that my brother found it really funny and my sister-in-law didn't get it at all, so it may be a somewhat hasty conclusion. But if you want to switch your brain off and enjoy some purely comic situations, there's few things that will beat it.

As you can probably imagine, in recent weeks I've been turning quite a lot to some of these pieces of evergreen entertainment to bring me some comfort. Of course, some of them have memories attached to them. But many of the memories attached to them are even older than those ones that are painful. They've been the constant presence in my life, and that brings me comfort.

What are some of your evergreens?

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#oneaday, Day 82: The Pile of Shame https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/ https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/#respond Sat, 10 Apr 2010 01:23:05 +0000 http://angryjedi.wordpress.com/?p=605 Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time. Few fun things to report. Well, one really, and one I … Continue reading #oneaday, Day 82: The Pile of Shame

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Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time.

Few fun things to report. Well, one really, and one I can't talk about yet until I know a bit more. First up, I'm going to be writing for an upcoming retro-gaming site called B4HD, which specialises in games from the pre-HD era. (B4 HD. Geddit?) It was brought to my attention by the lovely and talented Jennifer Allen, who is also partaking in this One A Day nonsense (one of the few people who are still left) and also happens to be the deputy editor of the site. So thanks, Jen, for pointing it out. It's right up my alley. Now I just need to write something ready for its launch.

I also have several potential freelancing irons in the fire, so we'll have to wait and see if those come to anything. I'm being more proactive about it now, though, and badgering people I haven't heard from for a while. It's not really in my nature to act like that, but I'm learning. Assertiveness and all that. Plus journalism can be pretty cut-throat, so I better toughen up, right?

For the remainder of this post, I think I may just be lazy and list my current Pile of Shame – in this case, games I haven't finished – since it was Jen's post I linked to that inspired this one. So here goes. Starred games indicate games that I have at least started and played a reasonably significant amount of in the past. Non-starred ones have either not been played at all or very little. Some of these I will probably never get around to ever. But they're still there, mocking me.

PS1

  • Final Fantasy V
  • Final Fantasy VI

PS2

  • Final Fantasy XII*
  • ICO
  • Metal Gear Solid 3
  • Resident Evil 4
  • killer7
  • Persona 3 FES*
  • Odin Sphere
  • Project Zero/Fatal Frame*
  • Psi-Ops
  • Shadow of the Colossus*

GameCube

  • Resident Evil Zero*
  • Resident Evil Remake

Xbox 360/XBLA

  • Borderlands*
  • Numerous titles in the Sega Mega Drive Ultimate Collection (particularly the Phantasy Star series, Story of Thor, Shining Force II and Shining in the Darkness)
  • Alien Hominid*
  • Braid*
  • Castle Crashers*
  • Forza 3*
  • Lode Runner*
  • Perfect Dark*
  • Puzzle Quest*
  • Shadow Complex*
  • Splosion Man*

PS3/PSN

  • Matt Hazard: Blood, Bath and Beyond
  • Final Fantasy XIII*
  • Disgaea 3
  • Shatter's last two Trophies
  • Uncharted 2 multiplayer
  • Building a level in LittleBigPlanet

PC – god-damn Steam sale in early January saw to this one.

  • King's Bounty
  • King's Bounty: Armored Princess
  • Mount & Blade
  • Uplink*
  • Jade Empire
  • KOTOR as Dark Side
  • Neverwinter Nights: Hordes of the Underdark
  • Neverwinter Nights 2
  • Baldur's Gate 2*
  • Baldur's Gate 2: Throne of Bhaal
  • Icewind Dale
  • Icewind Dale: Heart of Winter
  • Morrowind* (played EXTENSIVELY, never got anywhere NEAR finishing)
  • Homeworld 2
  • Dungeon Siege 2
  • The entire Myst series
  • Gabriel Knight 3*
  • The Police Quest series
  • King's Quest IV
  • The Witcher*
  • Freelancer*
  • Startopia*
  • Ghost Master
  • Martian Memorandum/Mean Streets
  • Realms of Arkania
  • Relams of Arkania 2
  • No-One Lives Forever 2
  • Unreal Tournament 3

Yeah, that's right. Kicking it old-school with some of those PC games. It's actually quite fortunate I have little-to-no money coming in right now as I clearly have a backlog to last me until the end of time. Couple that with the fact that I'm in a World of Warcraft phase right now (halfway to level 75 with my best character now) and there's clearly plenty to be getting on with. So a big middle finger to all the triple-A games that have come out since Assassin's Creed 2.

Of course, when Blur and Split/Second come out soon, this will all go to pot. Still, never mind.

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#oneaday, Day 78: It Never Rains But It Podcasts... https://imnotdoctorwho.moegamer.net/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/ https://imnotdoctorwho.moegamer.net/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/#comments Tue, 06 Apr 2010 02:11:50 +0000 http://angryjedi.wordpress.com/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/ It's 3 in the morning and I've just finished recording the latest SquadCast on the subject of David Cage's Heavy Rain. Featuring me, Chris Whittington, Mark Whiting and Jeff Parsons, we certainly all have plenty to say on the subject of the game. It should be a good episode, and I'll keep you all posted … Continue reading #oneaday, Day 78: It Never Rains But It Podcasts...

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It's 3 in the morning and I've just finished recording the latest SquadCast on the subject of David Cage's Heavy Rain.

Featuring me, Chris Whittington, Mark Whiting and Jeff Parsons, we certainly all have plenty to say on the subject of the game. It should be a good episode, and I'll keep you all posted as to when it's up online and available to download.

For any of you reading this through the One A Day project, or stumbling across this blog for non-games reasons, the Squadron of Shame are a group of gamers who have come together with the express purpose of digging up overlooked underdogs and giving them a damn good (and often lengthy) critiquing. We podcast on a semi-regular basis about these games and tell you why you should play them… or not, in some cases.

For more information, if this sounds like something you might be interested in, check out our official (work-in-progress) site here or follow us on Twitter. You can also become a Fan on Facebook. Just search for our Page. I'd post the link but I'm on my iPhone right now. I'm sure you can find it. You're big boys and girls.

Gratuitous self-promotion now over, it's time for bed. Yes, that's it for today. It is 3am, after all.

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#oneaday, Day 70: Thank You For Playing #PAX!! https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-70-thank-you-for-playing-pax/ https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-70-thank-you-for-playing-pax/#comments Mon, 29 Mar 2010 04:48:04 +0000 http://angryjedi.wordpress.com/?p=576 These last few days have been the absolute best few days I've had for a very long time, representing not only some much-needed rest and relaxation but also an opportunity to meet some beloved friends face-to-face for the first (or, in some cases, second) time, hang out and talk shit about video games for hours … Continue reading #oneaday, Day 70: Thank You For Playing #PAX!!

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These last few days have been the absolute best few days I've had for a very long time, representing not only some much-needed rest and relaxation but also an opportunity to meet some beloved friends face-to-face for the first (or, in some cases, second) time, hang out and talk shit about video games for hours on end. That was a very long sentence but it pretty much reflects how my mind is racing right now; I'm stoked to have met all these awesome people and I'm more convinced than ever that these long-distance friendships are not just "an Internet thing", they are very much real relationships that many of us have built up without, in some cases, having any idea what the others really look like – not that that should matter.

So I'd like to say a very public thank you to the following people for making this weekend a huge success from my perspective: Mike Minotti (because he'll complain like a bitch if he's not first), AJ Minotti, Chris Minotti, Chris Whittington, Mark Whiting, Lynette Terrill, Christopher Bowley, Chris Person, Jeff Grubb, Derek Lavigne, Brett Bates, Eric Majkut, Chris IforgotyourlastnameandamverysorryandamnotsureifIknewitinthefirstplace, Lik Chan (sorry we didn't get more time to chat!), Joey Chiu, N'Gai Croal, Shawn Elliott, the other guys I went to lunch with and can't remember your names (sorry!) and, of course, my awesome brother John Davison.

I may have missed someone inadvertently. If so, I apologise profusely, and it wasn't deliberate. Give me a slap in the comments and I will correct the above list forthwith.

I missed Wil Wheaton's keynote speech on Friday, but he was good enough to post an excerpt from it on his blog, summing up the way I think most of the 60,000 nerds who descended on Boston this weekend feel. "Games are important. Games matter. PAX is where we come together to celebrate that. Gaming is the foundation of the best friendships I've ever had, and it's the mortar that has held my group of friends together for almost 25 years."

The Squad has only known each other for a fraction of that time, but already it's clear that we're a tightly-knit group of people despite being scattered to the seven winds. (Are there seven winds? I just made that up, I think.) Meeting this weekend for the first time (in most cases) cemented that relationship and it makes me feel good to know that I've got friends that I trust and respect, friends that I can share what's important to me with – even if they're all thousands of miles away. Thanks to the Internet, we're always close enough to chat or play something together, and I know these friendships will continue for years to come.

I have a ton of awesome photos to share but haven't unloaded them from my camera yet. That will probably have to wait until I get back home on Tuesday, but rest assured there are some gloriously nerdy things to share.

One more time: PAX has been the most awesome time. If you're a nerd reading this and you've never been to a gathering of this magnitude, take the next opportunity to do so that you get. You won't regret it.

Sentimentality over. Flying back home tomorrow evening, arriving back in the UK early on Tuesday morning.

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One A Day, Day 35: Eve of the War https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-35-eve-of-the-war/ https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-35-eve-of-the-war/#comments Mon, 22 Feb 2010 00:10:58 +0000 http://angryjedi.wordpress.com/?p=460 Don't know what happened with yesterday's post – I definitely wrote the whole thing, but for some inexplicable reason, half of it disappeared. Oh well. Can't go back now. Well, here it is – the end of my week-long vacation, which has gone by far too quickly for my liking. I feel suitably rested – … Continue reading One A Day, Day 35: Eve of the War

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Don't know what happened with yesterday's post – I definitely wrote the whole thing, but for some inexplicable reason, half of it disappeared. Oh well. Can't go back now.

Well, here it is – the end of my week-long vacation, which has gone by far too quickly for my liking. I feel suitably rested – or I did, at least. Right now? I don't feel very good about tomorrow. I have a 40 mile drive followed by 8 hours of being somewhere I don't want to be with people I don't want to be with, followed by another 40 mile drive back. But at least there are only four weeks to go. Four weeks! I can manage that, right? Of course I can.

It's the other obstacles that are in my way that are stressing me out more, to be honest. The daily grind I can just about deal with, by simply telling myself "It doesn't matter" (in the style of The Rock) repeatedly, over and over again. The things I'm not looking forward to are the two-day Parents Evening (yes, you read that correctly – a two-day Parents Evening), where I will inevitably be stuck 40 miles from home until late at night; the inevitable re-inspection of the school (which, knowing it doesn't matter, I don't really care about the result of but still don't want to have to put up with the stupidity of); and finding a new job.

I don't have a new job yet. I have applied to several. I haven't heard anything back from any of them yet, but going on past experiences of applying for jobs, HR departments are extremely slow. I haven't given up hope yet, and the Universe may well surprise me by throwing something I actually want to do for a good amount of money my way. Until then, though, the uncertainty is the killer. If I had the security of knowing that I had a new job to go to – to look forward to – after the end of this particular nightmare, I'd feel a lot better about my remaining time.

Still, can't be helped. All I can do is just keep applying for things and eventually someone will appreciate me. Right? Right. Of course.

On a lighter note, we recorded the SquadCast for Machinarium tonight – an adorable little indie point-and-click adventure featuring robots and no language. My current tentative plan is to edit that next weekend, so keep an eye out for that one. Also watch this space for more exciting Squadron of Shame podcast news.

See, I like doing that stuff. The annoying thing is no-one wants to pay me for it!

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One A Day, Day 29: Netbook 'em, Danno https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-29-netbook-em-danno/ https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-29-netbook-em-danno/#respond Mon, 15 Feb 2010 19:07:05 +0000 http://angryjedi.wordpress.com/?p=447 I bought a netbook today – specifically, an Asus Eee PC 1005P. Why that one? Well, it seemed to have a number of decent reviews around the Net, was reasonably up-to-date specs wise (though it could possibly do with another gig of RAM) and was reasonably priced. A while back, I was under the impression … Continue reading One A Day, Day 29: Netbook 'em, Danno

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I bought a netbook today – specifically, an Asus Eee PC 1005P. Why that one? Well, it seemed to have a number of decent reviews around the Net, was reasonably up-to-date specs wise (though it could possibly do with another gig of RAM) and was reasonably priced.

A while back, I was under the impression that netbooks were particularly pointless. I even remember a number of us fairly mercilessly laying into our buddy Luke for picking one up – though this was largely due to the fact that at the time he bought one, netbooks were very much in their infancy, no-one really understood quite what they were for, no-one really understood Linux (which was all you could get them preinstalled with) and, of course, we all worked for Apple at the time.

Nowadays, they're a different beast to what they were. This machine – which I'm typing on right now, in fact – runs Windows 7 Starter (with the opportunity to upgrade to Home Premium) and seems plenty quick enough to do most things on the Internet. The 10-inch widescreen is a comfortable size – not too small to be illegible, yet compact enough to be endearingly cute. The speakers are on a par with most laptops – i.e. shit – but they're plenty loud enough to be able to hear the soundtrack on a video.

The reason I bought this was so that I actually have my own portable computer to take with me to PAX. My wife has a MacBook but I would only be able to pry that out of her cold, dead fingers – and I don't particularly want to kill her purely for the sake of having something to blog on in Boston. We have several laptops in the house right now – my wife's old ThinkPad (complete with that dumb "nipple" pointing device), a Sony Vaio laptop that switches on if it's in the right mood (which it usually isn't) and the MacBook – and now this.

Every time I buy a new computer, it strikes me how far things have come. This thing that's sitting on my lap right now is about ten times more powerful than the first desktop PC that I owned, yet it's an "entry-level" machine with "limited" use. Hell, I remember being excited the day we upgraded our 386 to a 486 DX2 66MHz – finally we were able to run DOOM in high detail mode.

I'll be intrigued to see how well it handles various tasks. It's certainly more than fine for email and web browsing – I'm going to be seeing if latest Squadron of Shame mission Machinarium will run on it as soon as it's finished downloading. Reports will inevitably follow on Twitter.

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One A Day, Day 8: Success! https://imnotdoctorwho.moegamer.net/2010/01/25/one-a-day-day-8-success/ https://imnotdoctorwho.moegamer.net/2010/01/25/one-a-day-day-8-success/#comments Mon, 25 Jan 2010 21:14:28 +0000 http://angryjedi.wordpress.com/?p=359 I have successfully managed to arrange my escape from my job! Went to see my boss today and, as it turns out, I was only obliged to give one week's notice to quit. As tempting as it was to say "Well, I'll bugger off next week then. Ta-ra!" I decided against it so I can … Continue reading One A Day, Day 8: Success!

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I have successfully managed to arrange my escape from my job! Went to see my boss today and, as it turns out, I was only obliged to give one week's notice to quit. As tempting as it was to say "Well, I'll bugger off next week then. Ta-ra!" I decided against it so I can actually have a bit of money on hand in order to go to PAX.

Because this exciting news means that I will definitely be going! I'm stoked. The last time I went to a big industry event was when they still did them in Europe. I attended ECTS (the European Computer Trade Show, if I remember rightly) with my bro, and that was a long time back now. I've heard my buddies in the Squadron of Shame wax lyrical about PAX in the past and have been incredibly jealous. Now I get to join in the fun. It's going to be an awesome time, and I can't wait to finally meet some of the guys I've only ever spoken to on Skype before… or in some cases (Mr Bowlissimo!) only ever typed things to.

Also, my Bayonetta article got promoted to the front page on BitMob. People dig the IF thing, so I wrote another one. I also downloaded the Inform interactive fiction toolset to have a play with. Inform is bizarre – it's a programming language that works very similarly to plain English. I'm going to knuckle down and have a good go with it this week – probably at the weekend.

So – two good things in one day. It's a nice change. It even managed to distract me from the fact that the kids in my class were being stupid noisy bastards all day and the meeting we had after school was beyond pointless. Now I have a countdown (which I haven't calculated yet) I can relax a bit more. Except for the fact I don't have a new job to go to yet. Still, I have a couple of applications in for some exciting jobs, the closing date for one of which is this Friday, so I'll have to wait and see if anything comes of that.

Then there's the possibility of doing some freelance work. This would be ideal, especially if I could combine it with some music teaching work. I like music teaching. People pay you and you work with them on an individual basis. You don't have thirty annoying children all talking to each other and not listening in front of you. Much more pleasant and less inclined to make you want to throw things.

That's that for today. I'm going to go play some Star Trek now.

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One A Day, Day 7: Achievement Unlocked! https://imnotdoctorwho.moegamer.net/2010/01/24/one-a-day-day-7-achievement-unlocked/ https://imnotdoctorwho.moegamer.net/2010/01/24/one-a-day-day-7-achievement-unlocked/#comments Sun, 24 Jan 2010 17:30:11 +0000 http://angryjedi.wordpress.com/?p=355 That's one week of continuous blogging. Achievement unlocked! Okay, some of the entries have been fairly pointless so far, but at least I'm writing something, and there's no better practice at writing than to actually do it. Just been for a run – my third this week. This means I've successfully completed the first week … Continue reading One A Day, Day 7: Achievement Unlocked!

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That's one week of continuous blogging. Achievement unlocked! Okay, some of the entries have been fairly pointless so far, but at least I'm writing something, and there's no better practice at writing than to actually do it.

Just been for a run – my third this week. This means I've successfully completed the first week of the course I linked to yesterday. Achievement unlocked! Here's the route I took today, in case you were curious. Going over the Itchen Bridge meant there were a lot more hills than usual, so my legs feel like they've had a decent workout today.

I have a meeting with my boss on Monday to discuss my leaving date! Achievement unlocked! Possibly!

Enough of that. Achievement un… Stop it. Seriously.

Today's been another quiet, dull day. Played a bit more of the Star Trek Online beta earlier and tried out a character on the Klingon side. It seems that Klingon players mainly play PvP missions – or perhaps that's just what's in the Klingon sectors. I wonder what happens if you go further afield?

On the writing front, it's been great to see members of the Squadron of Shame getting well into contributing to BitMob, one of the best community-driven games sites out there, with lots of "alumni" from the 1up blogosphere (ugh… hate that word) finding a new home there. I'll definitely be contributing more as time goes on – if nothing else, it's good practice for thinking up interesting ideas for articles which I could pitch to potential freelance clients. If you haven't checked out my articles there yet, go do so! (The Bayonetta article is by far the most popular. I'm not sure what that says to me.)

That's about all I have to say today, apart from the usual "I really don't want to go back to work on Monday". But let's try and be positive. There's still some of Sunday night left. Dinner, avoiding seeing Dancing on Ice and probably Star Trek Online await.

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Dear Esther https://imnotdoctorwho.moegamer.net/2009/08/24/dear-esther/ https://imnotdoctorwho.moegamer.net/2009/08/24/dear-esther/#comments Mon, 24 Aug 2009 13:30:47 +0000 http://angryjedi.wordpress.com/?p=298 I remember first hearing about Dear Esther a while back, during one of those interminable "games as art" discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and … Continue reading Dear Esther

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I remember first hearing about Dear Esther a while back, during one of those interminable "games as art" discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and gameplay together, but Dear Esther set out to be something altogether different. Designer Dan Pinchbeck describes it as a "multimodal, environmental storytelling experiment" which "presents a sparse environment with no embedded agents, relying purely on the player's engagement with and interpretation of a narrative delivered through semi-randomised audio fragments". (source)

That's a very dry description of what this mod is doing, but it's an accurate one.

Dear Esther places the unnamed player on a seemingly-deserted island, starting on a jetty facing an abandoned house. The beautifully-delivered narration begins immediately, reading from a letter to the titular Esther and gradually developing as the player passes around the island.

The interesting thing about the story is that there are several threads running at once, and the randomised delivery of the audio cues throughout means that after a while, they all begin to blur together until it's not clear where one story ends and the other begins. Pinchbeck notes that "two plots develop simultaneously: the avatar's visit to the island following the historical record of a 17th century cartographer, and repressed memories of a car accident". The way these plots intertwine and seem to share themes and ideas in common, as well as wildly disparate elements too, mean that, in Pinchbeck's words, "a closed reading, or understanding, of the events is impossible to ever reach."

In this sense, Dear Esther is a dream come true for people who enjoy finding their own interpretations of games. The mod reminded me a lot of Flower, if not in execution then certainly in atmosphere. Flower makes very little of its story (if indeed there is one) explicit and is very open to wildly different interpretations. One could take it literally or metaphorically – and it is the same with Dear Esther. The game raises unspoken questions about whether or not the island you are walking around is actually real, who the mysterious characters the narrator refers to really are and, of course, who Esther actually is.

Pinchbeck himself was surprised at the positive response to his deliberately open narrative, noting that "the notion of an unfolding mystery that is never solved actually appeals to [players]" and that "the atmosphere and drive to find out more about the story is enough of a pull to get them all the way through the experience".

It's true. Dear Esther presents an intriguing mystery that makes it clear from the outset that there are no specific answers, yet there is a clear "goal" for the player to attain. This was achieved through use of the environment combined with the spoken narrative. Although the environment of the game is very "open-plan", being based on an island, at no point did it become difficult to determine where to go next, as there was always something that "looked interesting" over the next ridge. As the narrative progresses, a huge aerial in the middle of the island becomes visible with a large flashing red light, and the fact that this is almost constantly visible gives the player some indication of 1) where they are going and 2) how much longer they have to go.

Music is also used very effectively throughout. Haunting piano and string themes drift eerily over the speakers as the narrator slowly speaks his lines. As the story builds to something of a climax towards its "conclusion" (for want of a better word) the music becomes thicker, more intense, and with more mysterious, unidentifiable noises creeping into it. It gives a sense of progression in a game which leaves more questions unanswered than answered at the end.

There's certainly no denying that Dear Esther, like Flower, is an experience that will make you feel something. That "something" will be different to different people, as Pinchbeck notes that:

"…we have been surprised how many players report being scared. Several others describe the experience as eerie, moving and very sad. These last two are emotions that normally fall beyond the affective range of games, especially first-person games."

Lewis Denby, writing on Rock, Paper, Shotgun, had plenty to say on this subject, and it's well worth reading his excellent article. One particularly interesting point he had to mention was:

"I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff."

Dear Esther, he says, is noteworthy for taking players into uncomfortable emotional territory and refusing to give in throughout. The whole experience is infused with a kind of melancholy throughout, and the final moments of the story as it comes to a close without any real "resolution" are heartbreaking.

All this in a barren, empty landscape with no human interaction, no speech besides that of the anonymous narrator, no guns, no white-haired pretty boys, no anime cutscenes – and yet somehow, deprived of all that exterior fluff, Dear Esther manages to present an intriguing story which has compelled more than a few people to play it through several times and develop their own interpretations further – and all this using an engine which is renowned for its fast-action run-and-gun FPS gameplay. It just goes to show what a little bit of creativity can achieve.

Dear Esther can be downloaded here.

Pinchbeck's notes on the mod can be read here.

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What is Your Alternate Reality? https://imnotdoctorwho.moegamer.net/2009/04/24/what-is-your-alternate-reality/ https://imnotdoctorwho.moegamer.net/2009/04/24/what-is-your-alternate-reality/#comments Fri, 24 Apr 2009 23:09:41 +0000 http://angryjedi.wordpress.com/?p=196 I've been banging on about ancient 8-bit RPG Alternate Reality since the last SquadCast now and am finding the process of revisiting it with an adult's mind (i.e. one that understands what an RPG is) equal parts addictive and frustrating. The reason for this is that Alternate Reality itself is an incredibly ambitious game with … Continue reading What is Your Alternate Reality?

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I've been banging on about ancient 8-bit RPG Alternate Reality since the last SquadCast now and am finding the process of revisiting it with an adult's mind (i.e. one that understands what an RPG is) equal parts addictive and frustrating. The reason for this is that Alternate Reality itself is an incredibly ambitious game with very grand designs… yet its difficulty level at the outset is absolutely maddening… and yet (again) this difficulty level makes it incredibly addictive. You start think that if you could just get a little further… or if you hadn't tried to punch that knight in the face while not wearing any armour… things would be better.

At this point, let's pause for a typical playthrough from beginning to inevitable early death. Strap yourself in, we're going to another world.

It's a typical day in the city. Perhaps I'm on the way to work, or on my way to meet a friend. But disaster is waiting just around the corner, because…

Holy shit! Aliens! AAAAHHH!!

And now they're abducting people! Interestingly, I'm not the only one abducted… it looks like the ship picks up three others. (I'm not sure if these other three people are ever mentioned… or perhaps it's a reference to the fact you have four "save slots" on your character disk)

Uh-oh… we're leaving. But where are we going…?

Ah, yes, space. Of course. They are aliens, after all. Wait a minute, I know how we can lift our spirits…

A little sing-song! Maybe this won't be so bad…

As the song ends, two sets of big scary doors slam shut and I'm locked in a green room where I am invited to "become a new person".

When the doors slide open again, I'm in front of a gate with a force field over it. Numbers rotate over the gate. As soon as I step through the force field, the numbers freeze in place, defining who I am to be in this new world.

There's a flash of… lightning? Static? Something, and then…

Apparently I am "joined", and ready to enter an alternate reality.

(In the subsequent loading break, you have to swap disks twice unless you have more than one drive. You thought you had it rough with JRPGs.)

And here I am at the Floating Gate, ready to begin my adventure. You'll notice my statistics are distinctly average. From left to right, we have Stamina, Charisma/Charm, Strength, Intelligence, Wisdom and Skill/Dexterity. These have a potential initial maximum of 21, so Stamina, Charisma and Skill are pretty good, but Strength, Intelligence and Wisdom are pretty feeble. Fortunately, Skill is probably one of the most helpful stats early in the game, as it allows you sufficient mobility to avoid attacks from early enemies.

So, first job? Find a weapon. You begin your adventure in the city of Xebec's Demise with only the money given to you by the strange portal at the beginning, no equipment and only some basic clothing. Fortunately, your starting area is the City Square, with the Floating Gate in the middle and shops all around. So, let's take a look.

A smithy, huh? This sounds promising. I know he's in at the moment, too, because I can hear him hammering away inside. (And yes, you actually can. This is just one of the cool "environmental effects" that you hear throughout your travels). So, let's pay him a visit.

(Single-drive users can expect a disk swap at this point.)

The Best Armorers, huh? Sounds expensive. However, as the smith seems quite happy to stand there singing while I browse his wares, I take my time and consider my options carefully.

7,424 coppers? I was right, this place is expensive. In fact, there's nothing I can even nearly afford in here. I tell him to forget it rather than risk offending him by making him a paltry offer (which might make the smith reluctant to deal with you in the future, when you could potentially afford his wares – one of the many things that AR keeps track of in the background). I step back onto the windy streets, still distinctly lacking in equipment. Time to explore.

As I leave the Best Armorers, it starts raining, which makes it difficult to see where I'm going and slows me down. Thunder crashes and lightning flashes. But at least I haven't run into any ne'er-do-wells as yet.

Spoke too soon. A wandering zombie notices me but doesn't have time to act. I don't fancy taking it on in my current state, so I run for it. Fortunately, I managed to get away before it was able to do anything unpleasant to me.

A little further down the road, I surprised a rabid-looking Giant Rat. I elect to leave it alone as I don't fancy adding a disease to the list of my woes. It's still early days in this strange place.

After a little exploring (and a Hobbit surprising me, then running away without saying a word) I hear the sound of a smithy again… but there's no doors in this building. Curious. I press against a wall and find myself slipping straight through it. A secret door!

Sure enough, it's another smithy. Occums Weaponsmiths, to be precise. It's cheaper… but still way out of my price range. Curses.

Outside, it's still raining, and worse, I run into a Goblin. Desperate, I try and sweet-talk it into stepping down and maybe giving me some of its treasure and equipment. The conversation doesn't go well, with the Goblin responding to my polite request by trying to stab me. This place is just like Southampton. Maybe I haven't gone anywhere at all.

I respond in kind to the Goblin by punching it in the face. It's a feeble attack, but at least it connects, which is more than can be said for the Goblin's attacks. With my high Skill, I nimbly avoid and parry all of his blows and manage to knock the foe to the ground without sustaining any injuries myself. Unfortunately, the Goblin doesn't seem to be carrying anything of value. I do, however, gain a total of 59 experience points from the whole encounter.

Night falls, and it's still raining. I surprise a Fighter in the street, but he looks tough so I decide to avoid him while he's still surprised. I begin to think it might be an idea to try and find somewhere to spend the night. It's clear the City is an inhospitable place, but I imagine this becomes even more apparent in the night-time.

In search of an inn, I get mugged by a Skeleton. What a bastard. Fortunately, I manage to get away before he can attack properly. But how much did he steal…?

I check my pockets. Fortunately, I don't seem to have lost anything irreplaceable, and I still have a few copper coins to my name. Enough to spend the night somewhere, hopefully.

I encounter a Dwarf a little further down the road. I'm not sure if he's friendly or unfriendly, so I decide to turn on the Charm and see what he has to say about that. Bizarrely, he dies. I think this is AR's way of telling me that this was a successful encounter, not that my tongue was so silver he simply collapsed and died in wonderment at my words. Possibly. Whatever actually happened (and I guess we'll never know), I now have 205 experience points. Not yet enough to reach level 1 (You have to earn level 1! The indignity!) but a step closer, nonetheless.

A Troll shows its face next. It looks scary, so I try and disengage from it and escape. I do so, but not before it steals some of my water and food. This isn't going well.

picture-33For a worrying moment, despite working with a map (an absolute necessity, as this was, of course, the days long before automapping) I think I'm lost, and I haven't bought a compass yet. Fortunately, I get my bearings shortly afterwards and manage to stumble my way to the doorway of Mom's Bar, where the giant rat I ran away from earlier (possibly) is waiting for me. The rat tries to steal some more of my food and water then tries to bite me, but I dodge it and duck into the bar to get out of the rain.

picture-35The bartender informs me that the band are on a break, but invites me to watch a dwarf dancing. Since I'm hungry and thirsty, I decide to take him up on his offer and sit at the bar watching the dwarf and listening to his quirky music.

picture-36I order some water and a food packet to take with me. This only costs me a few coppers, fortunately, and should give me enough sustenance to get through the night… I hope. I step back out of the door. I wonder if it's stopped raining yet…

picture-37It has. But it's still dark and I need a place to sleep. I stumble through the city streets some more, pausing only for another giant rat (the same one again?) to steal the food packet I just bought.

picture-38Eventually I come across a welcome sight – a door marked "Inn". Unfortunately, as I reach for the handle, I'm attacked by a Gremlin. I ask it very politely if it wouldn't mind awfully stepping aside if it would be so kind, and it dies at my words, finally giving me enough experience to reach level 1. Not only that…

picture-411TREASURE! The Gremlin drops a potion. I can't work out what it is, but it tastes dry and is red in colour. I decide not to quaff it right now just in case it is deadly poison, which is entirely possible in this harsh world. The Gremlin also drops a shield, which looks "mundane", apparently. I pick it up and wield it on my off-hand, not caring that I look ridiculous wielding a shield but not a sword. Cutting a rain-drenched yet distinctly self-satisfied figure, I barge into the Green Boar Inn.

picture-481I elect to spend the night on the common room floor as despite having my first taste of acquiring treasure, I'm not exactly flush with cash. I hand over 10 coppers and spend the night on the floor, asking to be woken at 9am the next day.

(Aside: This is, I think, the longest I've ever survived. It figures that the one time I decide to show you a "typical playthrough" and make reference to "inevitable early death" I'm here for ages.)

picture-51I step outside the door and give a charming greeting to a passing commoner. The commoner is obviously in a bad mood and promptly stabs me in the stomach. I try and apologise, but he stabs me again, so I run away, bleeding a bit. I'm also now very hungry and very thirsty. Time to pay that tavern another visit.

picture-52Seriously hungry and thirsty now, and my stats now starting to drop from thirst, I impulsively spent my remaining coins on food and drink – some grape juice, a couple of food packets and some chocolate cake. When I leave a few hours later, I'm still thirsty but I'm not hungry any more. Plus I enjoyed the band's song.

picture-531Back on the street, the sun is setting (Already? I must have been in that tavern longer than I thought) and I encounter a Thief. I charm him successfully and take his two pieces of silver that he was carrying – this equates to twenty copper pieces. It paid for the chocolate cake if nothing else.

Incidentally, reading the official guidebooks and cluebooks for The City indicate that successfully Charming someone is indeed killing them – you pretend to be their friend then stab them in the back. So to the Dwarf I met earlier… uhh… sorry! This is something you have to be careful of in your time in the City. Encounters fall into three categories – Good, Neutral and Evil. You can safely do whatever you like to Evil creatures. Attacking a Neutral creature (and these include most of the humanoid ne'er-do-wells such as thieves and fighters) first before they do anything to you is considered an evil act… and tricking or charming a Good creature is a very evil act. As you might expect, dropping your reputation in this way is a sure-fire way to get the whole city pissed at you.

In a case of art mirroring life, I find myself "very thirsty" again, much as I am feeling now, sitting here writing this with a sore throat. Keen to prevent my already feeble statistics (in-game) from dropping any further, I head back to Mom's Bar to rehydrate myself.

picture-54

I order three glasses of water and sit at the table for a while, sipping them. It'll be time to sleep again soon, which should help me recover the injuries I sustained with my ill-advised encounter with the Commoner earlier. The band sings an entertaining if unnerving song about not going into bad parts of town at night for fear of being set on fire.

I stagger out of the tavern and head back towards the inn. Perhaps tomorrow will be a more productive day.

picture-55I wake up and, once again, I'm hungry and thirsty. Time for breakfast at Mom's Bar.

picture-56Unfortunately, I get jumped by a Swordsman outside the inn. The swordsman steals all my coppers then cuts me up with his sword. Fortunately, he proves easy to Charm. I hold my hands up in truce until he comes over, then I snap his neck. Unfortunately, he seems to have eaten my coins, so I'm now penniless, hungry and thirsty.

picture-58I'm not proud of what I do next. I use my not-inconsiderable skills of persuasion to "convince" a passing Courier to part with what he was carrying. Unfortunately, he was the walking equivalent of a white van with a "NO TOOLS ARE KEPT IN THIS VAN OVERNIGHT" sign posted on the back, as he is carrying nothing but a bitter-tasting potion which disappears in a puff of smoke when I attempt to quaff it.

I do hit level 2, though, so it's not all bad news.

picture-59I'm reaching desperation point now. I come across a Fighter and attempt to sweet-talk him out of some coins. This fails and I get hit again. I manage to run away before too much injury is done to me, but things are starting to go downhill.

picture-60Saved! I find another tavern – this one called the Misty Mountain. But they want three thousand copper coins before they'll let me in. Given that I don't have any copper coins whatsoever, I am quickly ejected from the premises.

I begin to feel that my demise might be on its way. Death is peering over my shoulder. I slink back onto the street, dejected, weary and very thirsty. I manage to dredge up a food packet from my pocket to satiate my hunger for the moment, but there's no water anywhere to be seen.

picture-61Unable to help myself, I stumble into the path of a robber and attempt to beat him back, but I fail. He takes my last remaining possessions and runs away. By now I'm parched and starving, and I can feel myself weakening moment by moment. I must cut a pitiful sight.

picture-64I collapse somewhere around the city's walls and am confronted by a guard. My attempts to mug the populace out of desperation have not gone unnoticed, it seems, as he attacks me without warning. By now, I am grateful for the attention. I put up some meager resistance but secretly, within, am hoping for the sweet release of death as this existence has become too difficult.

I am slain by his greatsword and crumple to the ground, never to be heard from again.

picture-65Alas, I am dead.

So there you go – in slightly longer format than I anticipated, but never mind.

Alternate Reality: The City is one of those games that is infinitely better when you treat it much as I did above – as a "playground" where you make your own story. This is largely because the game has no aim as such – partly due to its design, and also partly due to the fact that the whole series was never finished – a crying shame, as the whole series had a huge amount of potential.

For the unfamiliar, the series was originally planned to be split into several interconnected volumes – The City (and the Dungeon beneath its streets), The Wilderness, The Palace, The Arena, Revelation and Destiny. Only The Dungeon ever made it out onto shop shelves – as a separate game rather than part of the original City package. The Dungeon had much more structure and actually had an "end" too – or more specifically, a point that clearly led onto the final two chapters, Revelation and Destiny.

Revelation and Destiny were the interesting-sounding ones. Towards the end of The Dungeon, the player character was supposed to acquire a keycard, which could be used to enter the Revelation area where everything suddenly became a bit more futuristic. The player would find themselves walking the corridors of an alien spacecraft, looking out through windows into a dramatic spacescape, while Destiny would allow the player to finally discover the truth – that abducted humans had been placed into a form of suspended animation within "cocoons", each living out their own parallel life in the city of Xebec's Demise and its surroundings.

Hold on a minute, you might think. This all sounds a little bit familiar. A bit Matrix-y if you will. And you'd be right.

Philip Price, author of the series, claims he once met a pair of movie directors who wanted to discuss Alternate Reality. It's never been verified whether or not this was the Wachowski brothers, but there are certainly plenty of similarities between the two series, and it makes a nice story for geek folklore nonetheless. It's a crying shame that Price never got to realise his ambition, however, as the whole thing would have been a magnificent achievement had it come to fruition.

As it is, The City and The Dungeon stand as two extremely interesting (not to mention playable and addictive) curios – role-playing games that were many, many years ahead of their time that arguably could finally have their original intentions fulfilled nowadays. It would certainly be interesting to see Bethesda working on a re-imagining of the series. But I guess we'll never know.

Some great info and links on Alternate Reality can be found here and here. Check it out. Oh, and here's that glorious intro sequence in full – a five-minute long intro on a 48k machine isn't bad going, is it?

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POKEY my SID https://imnotdoctorwho.moegamer.net/2009/04/24/pokey-my-sid/ https://imnotdoctorwho.moegamer.net/2009/04/24/pokey-my-sid/#comments Fri, 24 Apr 2009 12:47:02 +0000 http://angryjedi.wordpress.com/?p=187 Forget Sega vs Nintendo, it's time for the battle of the old sound chips. As I commented on the recently-released 8-Bit Computer Retrospectacular Squadcast (which I really do recommend you go and listen to – it's our best yet), I was an Atari boy growing up, largely because that's the system we had at home … Continue reading POKEY my SID

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Forget Sega vs Nintendo, it's time for the battle of the old sound chips.

As I commented on the recently-released 8-Bit Computer Retrospectacular Squadcast (which I really do recommend you go and listen to – it's our best yet), I was an Atari boy growing up, largely because that's the system we had at home – there was none of this "own every system" malarkey that goes on now, partly because the systems were a lot more expensive in relative terms than today's consoles, and partly because pretty much the same stuff came out on all of them anyway.

The bitterest battles that we Atari people fought were against the might of the Commodore 64, a machine of roughly equivalent power and capabilities to the Atari 8-bit series of computers. Both had very similar specifications, so it was common for owners of the two systems to try and outdo each other whenever possible. This constant effort of oneupmanship often took the form of trying to outdo each others' graphics as seen here in this equivalent screenshot from Alternate Reality: The Dungeon on Atari (first) and Commodore (second).

Alternate Reality: The Dungeon (Atari)
Alternate Reality: The Dungeon (Atari)

Alternate Reality: The Dungeon (C64)
Alternate Reality: The Dungeon (C64)

Atari fans were quick to point out that clever programmers were able to get 256 colours on screen at any one time while the Commodore often seemed to have a more limited colour palette. But then Commodore would strike back with something like this shot, the title screen from Draconus (again, Atari first, C64 second):

Draconus (Atari)
Draconus (Atari)

Draconus (C64)
Draconus (C64)

Facepalm. "Hey, where's all your colours now, Mr Atari?"

Graphics were all very well and good, but some of the bitterest battles were fought on the aural front, with both systems having a great sound chip far ahead of anything else at the time – Atari being armed with POKEY, Commodore with SID.

Okay, I may be exaggerating when I say "bitter battles" but it's clear that there was some rivalry here. Some compositions sound clearly better on Atari while others are clearly superior on the C64. And it's the SID chip's sound which has endured in today's chiptunes. There's still POKEY players and archives out there, sure, but nothing on the scale of, say, the High Voltage SID collection, an exhaustive library of pretty much every piece of SID chip music, both retro and contemporary, you would ever want.

So, let's take a look at a few examples. That is why you've read this far, right? To hear some funky old chiptunes? All right. Here we go.

Zybex – Adam Gilmore

Atari version:

C64 version:

Two versions of a cool song that you'll be familiar with if you've read my past entries on game music. Adam Gilmore worked on a lot of music tracks for both the Atari and the C64 (including the theme for Draconus, pictured above) and was clearly very familiar with how to get the best out of both of them. It's difficult to say which one is the best out of these two – or even if there is a "best" one. The Atari version, to me, has a cleaner sound, while the C64 version has some more interesting synth effects.

Warhawk – Rob Hubbard

Atari version:

C64 version:

Rob Hubbard was one of the undisputed masters of the 8-bit sound chips, with games featuring his music frequently marketed due to that fact – even if said music only appeared on the title screen, as was the case with most games, including Warhawk here. In many cases, the demands that pushing the sound chip hard enough to produce complex music put on the processor meant that having in-game music was often impractical.

I've gotta hand it to the C64's SID chip here, the Warhawk theme sounds hugely better on it – partly because it seems that Hubbard actually wrote a more complex piece of music for it. Listen through, though, and you'll hear the kind of effects that you'd expect to hear on a standalone synth – vibrato, tremolo, chorus, echo – it's impressive stuff.

M.U.L.E – Roy Glover

Atari version:

C64 version:

A much older and simpler piece of music than the kinds of things Rob Hubbard dreamt up, the M.U.L.E. theme is still a catchy little piece. For my money, I prefer the POKEY version of this one as the sound envelopes that are used, particularly on the melody line, just give the whole thing a bit more "fullness" than the C64 version which sounds a bit "dry".

Action Biker – Rob Hubbard

Atari version:

C64 version:

Oh dear. It's clear where Mr Hubbard's loyalties lie now, isn't it? The pathetic, short loop used in the Atari version of Action Biker becomes an actual piece of music on the C64. Thanks. Thanks a lot.

Digital music

Bonanza Digi (Atari):

Digi Freaks Digi (C64):

What many people didn't realise (even now, in some cases, and definitely not in the early days) was that both of these sound chips were more than capable of reproducing and sequencing sampled sounds, leading to much more realistic-sounding pieces. Of course, the sound quality is nothing to write home about, but there's something gloriously 80s about the sound of "noisetracker" pieces such as these – a phenomenon which continued with the 16-bit machines, particularly with the C64's 16-bit successor, the Amiga, whose sound chip was so far ahead of Atari's equivalent effort for the ST (which in many cases sounded inferior to POKEY) it was ridiculous.

So there you have it. A few selected examples from the Atari and C64's sound chip back catalogues. Back in the day, I was genetically predisposed to hate everything Commodore but on reflection, there are many examples of its superiority in music production. There's certainly got to be a reason that the sound of the SID chip has endured as long as it has and remains popular to this day, while POKEY remains relatively obscure. I'll always have a soft spot for those Atari sounds, though.

If you're interested in making chiptunes, this plug-in for VST- and AU-based DAWs provides a good way to get started for low-cost, while fans of the old NES sound should check this (free!) one out.

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The Squadron of Shame Squadcast #12: No Shame https://imnotdoctorwho.moegamer.net/2009/01/19/the-squadron-of-shame-squadcast-12-no-shame/ https://imnotdoctorwho.moegamer.net/2009/01/19/the-squadron-of-shame-squadcast-12-no-shame/#comments Mon, 19 Jan 2009 23:33:28 +0000 http://angryjedi.wordpress.com/?p=113 The long-awaited first 2009 episode of The Squadron of Shame SquadCast is now available for download! Subscribe now using one of the following links: Subscribe via iTunes (M4A version) Subscribe via RSS (M4A version) Subscribe via iTunes (MP3 version) Subscribe via RSS (MP3 version) Direct download this episode (M4A version) Direct download this episode (MP3 … Continue reading The Squadron of Shame Squadcast #12: No Shame

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The long-awaited first 2009 episode of The Squadron of Shame SquadCast is now available for download!

Subscribe now using one of the following links:

Subscribe via iTunes (M4A version)
Subscribe via RSS (M4A version)

Subscribe via iTunes (MP3 version)
Subscribe via RSS (MP3 version)

Direct download this episode (M4A version)
Direct download this episode (MP3 version)

You can also follow the Squad's updates on Twitter here.

This episode, we delve into Games of No Shame. These fall into several categories – the games everyone loves that you hate, the games everyone loves that you love too, the games that everyone hates that you love and the games you're terrified of being caught playing.

Also on this episode, Beige talks about jizz and Pokémon, we use the phrase "sucks like a banshee" and Pishu goes a-hustlin'.

Follow us on Twitter for up to date news, including rollout information of our exciting new website now that 1up has witnessed the power of that fully operational battle station that is UGO.

Stay tuned!

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Art/Fart https://imnotdoctorwho.moegamer.net/2008/12/18/artfart/ https://imnotdoctorwho.moegamer.net/2008/12/18/artfart/#comments Wed, 17 Dec 2008 23:24:31 +0000 http://angryjedi.wordpress.com/?p=87 Now with pictures! Happy now? 🙂 The idea of "games as art" is an over-discussed topic and has been since the days of the later Final Fantasy games, which many regard as one of many points where video games just started to show their potential to tell interesting stories in interesting ways. So I'm not … Continue reading Art/Fart

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Now with pictures! Happy now? 🙂

The idea of "games as art" is an over-discussed topic and has been since the days of the later Final Fantasy games, which many regard as one of many points where video games just started to show their potential to tell interesting stories in interesting ways.

So I'm not going to talk about games as art – at least, not "mainstream" games. I want to take a moment to share a few curious experiences I've had recently. I hesitate to call all of these examples except one "games" by virtue of the fact that they're not really traditional "games" as such, more interactive artistic works, and I think that's fast becoming a genre of its own – something I'm all for.

A few of these games are probably quite well known by the side of the gamer community that is interested in this sort of thing, a couple of others you may not have heard of. So I hope that by the end of this post you might be inspired to check out some things a little bit outside the box. You may well find them pretentious, boring and crap – I'm sure many people do – but like any work of "art", there are bound to be differing opinions, expectations and feelings about them.

So let's jump in with probably the most well-known of the titles I'm going to discuss today. There may be spoilarz ahead… and you can click the game titles to visit the sites for them. (If you're reading this on Facebook, you might not be able to. Click here to read this post properly.)

Braid

Braid
Braid

Braid is a game by Jonathan Blow that represents, to me, one of the interesting things about the Xbox 360 – the fact that this is a console with such diversity that triple-A "blockbuster" titles like Gears of War 2 and independent "arthouse" (for want of a better term) games like this can happily coexist on the platform quite comfortably. With the recent launch of the NXE and the Community Games project, I think it's relatively safe to say that Braid will not be the last game of its type that we'll see.

But what is Braid? Ostensibly it's a platform game that largely centres around puzzles rather than action. The central game mechanic is an interesting "time rewind" system which has an interesting twist put onto it in each of the game's worlds. In some worlds, you can simply rewind time if you make a mistake. In others, certain areas or objects are immune to time manipulation, so you can rewind time in the areas around the object and remain unaffected by this. In yet others, time winds forwards while you run to the right and backwards while you run to the left. It's an interesting mechanic that makes for some absolute brain-benders, and I maintain that I'm far too stupid to ever solve the game without help.

Still, the interesting thing about Braid for me, and the thing which divides opinion the most, is the "meaning" behind it all. Each world is preceded by a series of text interludes, describing the main character's quest to reach a princess in floaty, dreamy, vague language and tying the central mechanic of each world in with the main character's conflicting emotions and feelings about time, place, love and loss as he proceeds through the game. It's a fine line between "emo bullshit" and "existential masterpiece" – and there's plenty of people on both sides of the debate on this one. One thing is certain though, everyone who has played the game has plenty to say about it, whether it's good or bad.

Passage and Gravitation

Gravitation
Gravitation

These two "autobiographical" games by Jason Rohrer at first glance appear to be simplistic "retro" style games with eye-catching super low-res pixel art. But look into them a little deeper (or, if you need a little prompting, as I did, read the Creator's Statement that Rohrer has thoughtfully posted for each game) and you'll find that each of these two games represent a deeply personal exploration of a certain aspect of "life" to Rohrer – with Passage offering a look at mortality, companionship, ambition, love, loss and the balance between these things and Gravitation looking at the concept of fatherhood, the creative process and again, the balance between these things.

Each is represented very simply with the aforementioned low-resolution pixel art. But it's the little things about the presentation and the games themselves that carry the deeper meaning. In Passage you start on the left of the screen, with more of the "world" – your life – stretching out ahead of you. Very shortly after the beginning, you have the choice of picking up a companion, who then stays with you until almost the end of the game. This makes you unable to reach some areas of the game, but it's actually quite difficult to consider leaving her behind. If you're me, anyway.

As you progress through the game, you gradually move across the screen towards the right side, meaning that at the beginning, you are looking forward to what is ahead, while at the end you are looking back on where you have just been. Shortly before the end, had you chosen to take your companion with you, she dies, leaving you as an old, lonely man left to trudge on towards his own death alone. This moment, although it is represented simply by the companion suddenly turning into a gravestone and the speed of movement of your character suddenly cutting to a quarter of what it was originally, is a hugely touching moment due to how understated it is. For me, it put across the idea that death is unglamorous, is unavoidable, but there is always someone left behind to trudge on without the person who is gone. I found it to be quite a beautiful, thought-provoking sentiment that is all the more poignant when you read Rohrer's description of the meaning behind the game.

Gravitation, conversely, does not deal with a subject such as death, but rather the struggle that a creative person has between his art and his family. The game starts with you playing "catch" with a child figure. Each time you bounce the ball back to the child, a little heart appears above their head, but you cannot make any progress in the game itself by doing this. To score "points", you have to leap up a huge tower, with gravity that is constantly changing, presumably representing varying degrees of motivation (or "mania" as the Rohrer puts it), and collect stars, which fall to the ground and form rocks. Following this, you have to drop back down and push these blocks into a furnace.

The twist is, the more stars that drop, the less able you are to get to your child to play with them, as the rocks that appear form directly in front of your child, blocking your way to her, and this also seems to have an effect on the gravity of the game. So it becomes a balancing act between play with your child and the "work" of pushing the blocks into the furnace.

These two games are two of my favourite examples of this subgenre because of their simplicity of presentation and gameplay, and the amount of "interpretation" that can be had by looking more closely at what is happening. I think it's also really interesting to see "autobiographical" games, as Rohrer calls them, and he himself points out that this is not something that many developers have done as yet.

The Majesty of Colors

The Majesty of Colors
The Majesty of Colors

This is another game that chooses to use 8-bit style pixel art as its means of presentation, giving it a distinctive look and character that seems entirely appropriate for the game. I can't pin down why this is, but I love it. This is also the first of two games hosted on Kongregate, which originally became my favourite Flash games site purely for the presence of Desktop Tower Defense following my brother's recommendations, but seems to be developing into an interesting community of indie developers, "interesting game enthusiasts" like myself, and illiterate 12 year olds who just want to play stuff with badly-drawn animé-style characters. Fortunately, like the Xbox 360, the groups seem to coexist quite happily, meaning we get titles like this.

In The Majesty of Colors, you play a betentacled sea monster. The game opens in black and white with balloons floating past your face and the "monster's" inner monologue represented as text across the top of the screen. Grabbing a balloon and bringing it close to the monster's eyes suddenly brings the world into vibrant colour, and the story itself begins. Essentially, the player can choose to manipulate the humans who appear on the scene either through violence or helping them, and this eventually leads to one of five endings, each of which involves the "monster" (whom, it transpires, is actually a person having a dream) awakening in very different ways.

I kind of don't want to say anything else about this one, because I believe it's worth experiencing. It's a simplistic game with not a lot of "point" to it as a game, but it's very much an interactive work of art to me.

Coil

Coil
Coil

The first of two games by Edmund McMillen, Coil is a self-professed game with no instructions that requests you "keep an open mind while playing". It's presented in a rather abstract manner, with mouse-driven mini-games interspersed with Braid-style text interludes. The story of the game appears to be deliberately ambiguous to provoke discussion, but the consensus from many people seems to be that it is about a woman who was raped and the feelings she develops towards the child that is the product of that incident.

Like The Majesty of Colors, I believe this is a "game" that's somewhat open to interpretation, and another that will probably split opinion. The lack of instructions can make it challenging to progress, but it's worth persevering with the story to see what you think of it.

Aether

Aether
Aether

Another from McMillen, Aether seems to be a rather personal story about childhood feelings of inadequacy in the eyes of others. Players swing through space atop the back of a curious blob-like monster trying to solve simple puzzles on planets to restore colour to their lives. The game is a somewhat abstract "journey into imagination" that seems to represent an individual's struggle for validation and acceptance by others. It also has some fabulously hypnotic dynamically remixing music which really helps with the atmosphere.

So there you have them. Pretentious crap or an interesting method of displaying a work of art and telling a deeply personal story? I vote the latter, though I am more than prepared to hear people disagree, which they no doubt will!

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Pile of Shame: Oct 08 https://imnotdoctorwho.moegamer.net/2008/10/13/pile-of-shame-oct-08/ https://imnotdoctorwho.moegamer.net/2008/10/13/pile-of-shame-oct-08/#comments Mon, 13 Oct 2008 21:11:03 +0000 http://angryjedi.wordpress.com/?p=64 I've had a personal pile of shame lingering for many years now of video games that I bought, played, loved and never got around to finishing. It seems to keep growing, and PC games seem to be ones that I am particularly guilty of leaving ignored for some time. So it was with that in … Continue reading Pile of Shame: Oct 08

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I've had a personal pile of shame lingering for many years now of video games that I bought, played, loved and never got around to finishing. It seems to keep growing, and PC games seem to be ones that I am particularly guilty of leaving ignored for some time. So it was with that in mind that I started to delve into said pile of shame to actually finish some of them. Prior to this post, Divine Divinity was the game that kept me occupied. I remember when I first bought it, my PC wasn't quite up to the job of running it particularly quickly, so that put me off playing it a bit. When I bought a more powerful PC, it was left on the shelf in favour of more fancy-pants games that showed off my shiny new processor and graphics capabilities.

Now I've got my even-more-powerful-than-that Mac happily Boot Camped up to the gills, I find I've been returning to the older games more and more. I think the fact that I can run said older games at 60+fps at 1920×1200 is one of the somewhat attractive aspects of this arrangement – especially when I consider that the intro to The Witcher, which I also picked up recently, ran at approximately 1.5fps at 1920×1200. Ouch.

Anyway, now DD is out of the way I'm going to talk about one game in particular which I've always had genuine affection for because it's just so utterly charming. It's moderately well-known in certain circles for many reasons, but I think there's an equal or possibly even greater number of people out there who won't be familiar with it at all. So what is it?

No One Lives Forever
No One Lives Forever

No One Lives Forever, of course; or, to give it its full title, The Operative: No One Lives Forever, hereafter referred to as NOLF for the sake of my sanity.

NOLF is a first-person perspective shooter from the era of games such as the original Deus Ex. DX is actually quite an apt comparison to this game as both proudly boast of the player's ability to approach situations in a manner of their choosing (normally boiling down to either bursting into a room making lots of noise and shooting everyone in the face, or sneaking into a room quietly and then shooting everyone in the face) and the then-trendy "stealth action" elements.

Where NOLF shines is in its characterisation – both of the game world and of the people in it. NOLF's world is a brightly-coloured Sixties-inspired caricature of the world of secret agents and acronym-based criminal organisations. Many have compared it to Austin Powers but NOLF's humour is in many places far more subtle and less slap-you-around-the-face-with-a-vaguely-phallic-object-whilst-shouting-"Laugh dammit!" than Myers' ouevre. The protagonist Cate Archer, for example, is far from being a wisecracking caricature. In fact, she's actually quite a realistically-portrayed character battling against the sexist tendencies and chauvinistic attitudes of many people from the Sixties who just happens to get into some spectacularly over-the-top scenarious, including, amongst other things, falling out of a plane without a parachute and having to steal one from an enemy goon on the way down.

This is one of the brilliant things about NOLF – juxtaposition. Cate's deadpan and sarcastic delivery of many of her lines (including some brilliantly cutting comebacks to aforementioned chauvinism) contrasts brilliantly with the absurdity of some of the situations she finds herself in. Couple this with the famous "overheard conversations" which few games have handled quite as brilliantly as this game, and you get a great spy tale with a wonderful sense of humour infused throughout.

One thing struck me while playing this game, and it was this: first-person shooters used to be fun. I don't know what it is about recent FPSes but I just don't enjoy the new ones. I've never been inclined to finish a Halo game since the first one, I have absolutely no interest in Crysis and don't even get me started on Gears of War. Yes, yes, I know, it's a third-person shooter but it might as well be in first-person for all the blood, gore, shooting, unimaginative gameplay and brown backdrops. (Yeah, you heard.)

NOLF and other games of its era (and earlier) were something else, though. I haven't been able to pin down exactly what it is I find so compelling about them, though. Maybe it's the fact that they're more colourful. Maybe it's the fact that the gameplay is more varied – for all the great set-pieces in Halo, you were still running around sci-fi themed areas for the duration, whereas NOLF sees you doing everything from diving out of aforementioned plane to doing a deep sea dive to heading to a brilliantly camp Sixties space station, with different gameplay conceits to take into account in each environment. Or maybe it's the fact that the protagonist is an interesting, compelling character that you feel inclined to stick around with for the duration of their journey. I know I couldn't give a crap about Master Chief as he's dull as ditchwater as a character, at least in the way he's represented in the Halo games – the books may be another matter but as Halo interests me so little I've never felt inclined to check it out. Cate, on the other hand, is intelligent, sexy, sarcastic and has a wonderfully dry sense of humour.

I think many modern developers and publishers could learn a lot from revisiting some games from five to ten years ago rather than churning out identikit shooters with pretty graphics. I'd love to see a modern sequel to NOLF. Who knows if it will ever happen?

Next on the Pile are the X-COM games and NOLF2, along with The Witcher, which I'll post some thoughts on soon.

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SquadCast: Persona 3 https://imnotdoctorwho.moegamer.net/2008/09/21/squadcast-persona-3/ https://imnotdoctorwho.moegamer.net/2008/09/21/squadcast-persona-3/#comments Sun, 21 Sep 2008 15:52:58 +0000 http://angryjedi.wordpress.com/?p=60 It's the first of our irregular special side-mission podcasts today as we explore the world of teenagers pointing guns at their heads, the tarot and giant penises riding chariots. Yes, you read that correctly. Persona 3 is an incredibly long game – too long, perhaps, for a Squad main mission, so those of us who … Continue reading SquadCast: Persona 3

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It's the first of our irregular special side-mission podcasts today as we explore the world of teenagers pointing guns at their heads, the tarot and giant penises riding chariots. Yes, you read that correctly. Persona 3 is an incredibly long game – too long, perhaps, for a Squad main mission, so those of us who have played, finished (or "almost" finished) it decided to get together for a chat and a chin-stroke.

This podcast also features Beige and Pishu's report from PAX 08, our regular Personal Piles of Shame section and selections from the soundtrack of the game.

Featuring: Chris "RocGaude" Whittington, Mark "Beige" Whiting, Chris "Papapishu" Person and Pete "Angry_Jedi" Davison.

Subscribe using one of the links below:

M4A Enhanced version via iTunes
M4A Enhanced version via RSS

MP3 Standard version via iTunes
MP3 Standard version via RSS

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Antiquity, Rarity, Hilarity https://imnotdoctorwho.moegamer.net/2008/08/30/antiquity-rarity-hilarity/ https://imnotdoctorwho.moegamer.net/2008/08/30/antiquity-rarity-hilarity/#comments Sat, 30 Aug 2008 17:06:39 +0000 http://angryjedi.wordpress.com/?p=46 I've got three games to talk about today. Depending on my stamina and how long it takes dinner to be ready, this may take more than one post. But I'm sure you can cope with that, and I'll endeavour not to finish on a cliffhanger… unlike current DVD-du-jour Alias which is currently driving Jane nuts … Continue reading Antiquity, Rarity, Hilarity

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I've got three games to talk about today. Depending on my stamina and how long it takes dinner to be ready, this may take more than one post. But I'm sure you can cope with that, and I'll endeavour not to finish on a cliffhanger… unlike current DVD-du-jour Alias which is currently driving Jane nuts with the cliffhanger that every single episode ends on. Me? I love it, but then I'm a sucker for that sort of thing and could happily sit and watch a whole box set in one go. I'm that lazy.

But I digress. Let's begin this triptych.

The Antiquity

Divine Divinity
Divine Divinity

Antiquity in question is actually not that old, hailing from 2002, but it's actually been sitting on my shelf gathering dust almost since I bought it for full price back upon its release. I've started it several times but never played it in any great depth.

"What is it?" I hear you ask. Well, it's a game with a ridiculous name. Divine Divinity, to be precise, which I can only assume is more meaningful in the original Flemish. It's an RPG by Belgian developers Larian Studios, who remain relatively little-known to this day, but are currently working on a sequel to DD.

Why did I start playing this? Well, several reasons. When I'm between "big releases" on the consoles, I often think about picking this game up again and playing through it but inevitably something else distracts me. This is much the same reason I have never completed Baldur's Gate II, despite the fact that I would very much like to. The main reasons I've decided to stick with it this time include firstly a thread over on the Quarter to Three forums discussing "Diablolikes" in anticipation for the as-yet-undated release of Diablo III, where DD's name came up, and secondly remembering that DD was one of the earliest suggestions for the Squadron of Shame to cover, being a game that garnered considerable critical acclaim on its initial release but is still a relative unknown.

So what is it, and why did it gain such acclaim? At first glance, it appears very much to be a Diablolike, right down to having an interface lifted almost wholesale from Blizzard's classic. However, it's once you get into the gameplay that it becomes very apparent that it's an extremely well-thought out game with a lot more depth than the hack-and-slash of Diablo. If you must compare it to things, it's a curious blend of Diablo, Baldur's Gate and Fallout – taking, as it does, the real-time "twitch" combat and single-character focus from Diablo, the huge world, character interaction, quest systems and ability to strategically pause from Baldur's Gate and the interesting barter-based trading system from Fallout.

It's a blend that works well. What we end up with is a game with considerably more variety than Diablo (not that that game's purity works against it – on the contrary, it is probably one of the contributing factors that makes it so addictive) and the depth of story and interaction of Baldur's Gate without any of the scary intimidating (for some) cogs and gears of AD&D 2nd Edition.

Plus it's huge. We're talking Baldur's Gate II huge here. You spend a considerable amount of time in the first village and the dungeon underneath it before going out into the wider world. And said world is pretty huge – particularly due to the fact that what initially appears to be the "overworld" map is actually just a fraction of a much bigger game area filled with things to kill and quests to complete. Part of the joy of the game is just exploring this world and discovering what it has to offer, but there's a well-structured quest system in place to give you a bit of direction too.

In the foreword to the game manual, the game's designers note that they hope that people will find "their own way" to play the game, and while there are always obvious limitations on any RPG system to do EXACTLY what you want, I do get the impression that you could play DD quite happily as a Diablo clone, wandering around the wilderness and killing things for experience and only completing storyline-critical quests. On the other hand, the way I'm playing is more like a "traditional" (for want of a better word) RPG where I'm travelling between places and attempting to complete quests in an efficient manner.

It's a really excellent game, but I can see the size and length putting some people off. I'm certainly glad I've decided to give it a chance though, as I'm really enjoying it and fully intend to see it through to the end.

The Rarity

Ulala
Ulala

This is a game I actually didn't think existed. I remember reading about it before it came out and then it disappearing without trace. The game in question is Space Channel 5 Part 2. I adored the first game on the Dreamcast and then again on PS2 when it was re-released, despite it being absolutely 100% the most gay game on the planet. And I don't mean that in an Internet-Fuckwad-"Gay-means-crap" sort of way, I mean that this game is super-gay. Don't believe me? Watch this clip.

Convinced now? But didn't you find it utterly infectious? That's the charm of Space Channel 5, a game which is essentially Simple Simon in a camp 1960s sci-fi parallel universe. Part 2 is more of the same, but it has the dubious honour of being one of the rarest PS2 games ever, at least here in the UK.

The reasoning? It has Michael Jackson in it for a few minutes, and was released around the same time as the TV report that suggested that MJ might be… you know, a bit wrong in the head (like no-one knew that already). As a result, the game was hastily pulled, never to be seen again – so much so that boxed copies of the game now go for up to £100.00 apiece. Yes, US-based readers, that's about $200 for one game without any peripherals or anything.

Fortunately, I had a stroke of luck in a browse through Amazon and managed to locate a seller who had the game for considerably less than £100 because it wasn't brand new, but it was pretty much untouched. As a result, I scored the game for under £50 including shipping, and I didn't think it was going to get any cheaper than that to get my hands on a genuine rarity.

But enough about the hard-to-findness. What's it like?

Again, it's super-gay, and super-fun. The gameplay remains fundamentally unchanged, though it adds both a strange two-player mode where one player is in charge of directional inputs and the other is in charge of pressing X and O to "Chu!" and "Hey!" as appropriate along with a survival mode. There's something about it, though, that makes you want to play it again and again, even though the whole game can be beaten in about an hour, and I think it's the infectious cheerfulness of the damn thing.

With the number of damn games that have been predominantly brown ever since Quake came along, it's always refreshing to play a game with lots of bright colours and cheerful music, where even the villains are entertaining rather than threatening. It is impossible to play either Space Channel 5 game and not come out sporting a huge grin on your face. And that's worth a lot – to have something that's genuinely uplifting to play is always a pleasure, and it's something we seem to get a lot less these days as graphics improve to the point where the Holy Grail of "photo-realism" is getting closer and closer.

The Hilarity

Castle Crashers
Castle Crashers

Castle Crashers hit Xbox Live Arcade this week after three years of anticipation and I'm pleased to report that it's an excellent game bringing back memories of chugging 50p pieces into the Turtles, Simpsons and Asterix arcade games (and being inevitably frustrated by the shoddy home ports).

It's also, to tie in with what I said about Space Channel 5, genuinely funny. Developers The Behemoth make a point of creating visually appealing games, as Alien Hominid will attest, but CC is filled with so many laugh-out-loud funny visual jokes that again, it's a game that makes you smile, and a game best experienced with friends, while drunk.

I'm out of time. There may be more discussion of any or all of these titles later. For now, I hope that's given you a taste of my current gaming. Screw big releases, these three are keeping me more than busy enough for the moment!

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The Squadron of Shame SquadCast #7: Okami https://imnotdoctorwho.moegamer.net/2008/08/13/podcast-alert-the-squadron-of-shame-squadcast-7-okami/ https://imnotdoctorwho.moegamer.net/2008/08/13/podcast-alert-the-squadron-of-shame-squadcast-7-okami/#comments Wed, 13 Aug 2008 22:31:15 +0000 http://angryjedi.wordpress.com/?p=35 Released today is the seventh episode of The Squadron of Shame SquadCast focusing on Clover Studios' beautiful game (poncey as it sounds, there really is no other way to describe it) Okami. Along the way we take in a lengthy journey into the depths of Papapishu's mind (fueled by Dance Mania and ADD meds), discuss … Continue reading The Squadron of Shame SquadCast #7: Okami

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Released today is the seventh episode of The Squadron of Shame SquadCast focusing on Clover Studios' beautiful game (poncey as it sounds, there really is no other way to describe it) Okami. Along the way we take in a lengthy journey into the depths of Papapishu's mind (fueled by Dance Mania and ADD meds), discuss why good is boring and evil is awesome (and Braid is either a work of art or emo bullshit) and delve into the "this could go on for months" territory of Eastern vs Western game design philosophy.

We also, as usual, discuss our personal piles of shame, including comment on Geometry Wars 2, Braid (twice), Soul Calibur IV, Star Control 2 (hold on, haven't we done that one already?), Siren: Blood Curse and, much to Pishu's disgust, EVE Online.

This episode features a triumvirate of hot Chris action, with Chrises "RocGaude" Whittington, "Iscariot83" Hernandez and "Papapishu" Person making an appearance, along with myself, Mark "Beige" Whiting, Tom "sinfony" Haley and George "Regulus Loves EVE" Kokoris.

Grab the M4A file here, or the MP3 file here. Alternatively, subscribe in iTunes or via RSS.

Enjoy! Please feel free to post comments here or on the Squadron of Shame's club page on 1up.com.

The post The Squadron of Shame SquadCast #7: Okami appeared first on I'm Not Doctor Who.

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