1679: Countdown

Tomorrow is a bank holiday here in the UK — a public holiday to you Americans; I’m not entirely sure why we place so much emphasis on the “bank” part, aside from the fact that it means the banks are usually shut — and also my last day of “freedom” before I become a cog in the corporate machine.

I’ve mentioned before that I’m actually quite looking forward to starting my new job. It’s a daunting prospect, of course — it’s a new place of work, new people to work alongside, a new role and a whole new industry to be a part of — but it’s something that I’m eagerly anticipating, rather than dreading. Why? Well, partly because it’s something new to do, and something that will help me feel like I’m leading a more “normal” existence — as pleasant as the freedom of working from home can be, it’s a lonely existence that can become surprisingly stressful and trying after a while, particularly when you have no-one around you to bounce ideas off or just vent a bit of stress — and actually building a career rather than just constantly treading water.

The other reason is something that’s become readily apparent since I stepped back from the games industry. In fact, it was already becoming apparent when I was still involved with it. And that “something” is the confrontation that seems to be at the heart of the various parts of the industry’s interactions with one another on a daily basis.

Frankly I don’t want to get into a discussion of what’s been going on recently because it’s all been done to death elsewhere, and it tends to lead to frayed tempers on all sides. If you’re that curious, I’ll point out that it started here, passed through here and will hopefully end here and leave you to make your own mind up, perhaps with some of your own research filling in the blanks. If you’re shocked at what you read — if indeed you can be bothered to read all of it, since there’s a whole lot there — then good, you should be; there are plenty of things under discussion that need examining without one side complaining about “social justice warriors” and the other complaining about “neckbeards”. But unfortunately that’s never going to happen because the games industry has a collective mental age of about 14 — and yes, I count all sides of the debacle in this group in this instance — and is thus unable to discuss anything reasonably or rationally without immediately jumping to the most extreme viewpoints possible.

I’m happy to be out of it, frankly. My new job may be in a somewhat more stereotypically “boring” sector — utilities — but I can pretty much guarantee that said “boringness” (and I use that term relative to the dynamism of the games industry) will bring with it a lovely atmosphere of calm in which people don’t feel the need to aggressively state and restate their views on a daily basis; in which Internet hate mobs aren’t dispatched to harass and belittle other people; in which I can just get on with my work, come home in the evening, switch off and just enjoy some video games.

Two more days to go then. Hopefully my posts towards the end of this week will continue with a positive outlook!

 

#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.

#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.

#oneaday Day 568: iOS Gaming Not Proper Gaming? To That I Say “Balls!”

There’s a degree of at least partly-justifiable snobbery surrounding iOS devices such as the iPhone and iPod touch — an assumption that they’re not “proper” game platforms because they don’t have the words “Nintendo”, “Sony” or “Microsoft” emblazoned anywhere upon them, and that software for them is much cheaper than for aforementioned devices with “Nintendo”, “Sony” or “Microsoft” emblazoned upon them.

This is a flawed assumption. However, as I say, it is at least partly understandable given the meteoric popularity of titles such as the ubiquitous Angry Birds and all manner of other casual-friendly games. In many ways, iOS devices are the Wii of the handheld world, featuring a lot of casual games, a lot of shovelware and a surprising number of diamonds in the rough which it’s entirely possible that self-professed “hardcore” gamers will gloss over on the grounds that they’re “just mobile phone games”.

That in itself isn’t a negative thing, though; if you’re waiting for a bus/train/poo to fall out/tardy date/kettle to boil then these quick-fire, quick-play games are ideal. You can load up Bejeweled Blitz, play a game and post your score to Facebook in the amount of time it takes to make a cup of coffee. You can play a level of Angry Birds in the time it takes your toast to be toasted. If you’re as bad at Flight Control as I am you’ll have caused a hideous air traffic accident by the time you’ve finished a poo.

But here’s the key thing: iOS gaming isn’t just about this kind of game, but that’s where the flawed perception of it comes from. Take Square’s recently-released Final Fantasy Tactics: The War of the Lions, for example. This has attracted widespread bewilderment and criticism for its “unreasonable” £10.99 price point — but this is a game for which I paid £50 for an import version upon its original release 14 years ago (Christ, that makes me feel old — that game’s nearly half as old as I am), and whose PSP version released at £35. Okay, sure, you can grab it for less than a tenner from PSN now, but for a couple of extra quid you can get a version with new touchscreen controls — touchscreen controls that work extremely well with the game, I might add (yes, I caved and bought it — I love me some FFT) along with a ridiculous number of hours of gameplay. Final Fantasy Tactics is not a short game — so consider its £10.99 price point in terms of “price per hour” and you’ll find it a bit more reasonable.

At the other end of the pricing spectrum is the excellent (if poorly-translated) Zenonia series of action-JRPGs, the latest entry of which is completely free with a few optional microtransaction items available for those happy to pay some money or watch some ads. Zenonia is an excellent 16-bit style RPG that is simple to play yet deep and very addictive. And again, it’s not a small game. The touchscreen controls are a bit fiddly — any game that attempts to incorporate a traditional control scheme usually is — but once you get used to them and customize them to your liking there’s a lengthy RPG that will keep you occupied for many commutes there. The kind of lengthy RPG that you’d pay at least £20 for on DS. For free. And despite featuring microtransactions and premium items, the game never hassles you to spend money on it — it’s just an option that’s there if you want it, but I haven’t paid a penny and it still feels like a proper game.

The list goes on: Kairosoft’s series of management/sim games have provided a resurgence in popularity of a genre which has laid fairly stagnant for some time. Virtual renditions of well-established boardgames allow multiplayer action at times convenient to both players — even if that’s not at the same time. And some of the finest roguelikes in existence (100 Rogues, Sword of Fargoal) are to be found on the platform.

iOS is here to stay as a gaming platform, and the sooner people wake up and stop seeing it as some sort of bastard offspring to the “mainstream” gaming industry, the better. Sure, there’s a ton of amateurish shovelware out there — but that doesn’t by any means diminish the significance of the some the games which are available for the platform — a platform which is growing more and more likely to give both Nintendo and Sony in particular cause for concern as the months roll by.

#oneaday, Day 35: In Praise of Last Gen

An oft-had discussion in gaming is what constitutes the “golden age” of gaming, or indeed if there has even been one.

For some, it’s the age of the arcade, when games were designed for pure fun and nothing else—besides emptying your pocket of quarters/local equivalents, of course. For others, it’s the home consoles of the NES era; others still, the 16-bit wonderment of the SNES and Genesis/Mega Drive. For yet others… You get where this is going, I’m sure.

For me, the golden age will forever be the PS2 era. I didn’t always think this was going to be the case; I remember playing PS2 games for the first time and thinking they were graphically impressive, but somehow lacking the “magic” of my favourite PS1-era games, particularly when it came to JRPGs. It took time, but the PS2 gradually proved itself as a force to be reckoned with, with a gigantic library of excellent titles (and an even bigger library of fucking awful ones) and the kind of backing from the public that Microsoft and Nintendo could only have dreamed of in those days. Funny how things change.

The thing is, being unemployed and skint as I am at the moment, I’m finally getting around to attempting to beat some of the PS2 titles that have sat, under-loved, on my shelf for years now. Final Fantasy XII is my current project: I’m now over 60 hours into it and still loving every minute. It’s struck me while playing FFXII that it seems to be a much more infrequent occurrence that a current-gen (360, PS3 or Wii) game will grab me in quite the same way as numerous titles from the PS2 era did… and indeed still are.

I wonder how much of this is down to graphics. Naughty Dog aren’t far from the truth with their jokey “next-gen filter” option in Uncharted; an increasing number of games in the current generation are looking increasingly interchangeable, with “gritty”, “realistic” graphics often winning out over vibrant colours. There are exceptions, of course, and I discussed a number of these the other day.

I don’t think it’s just visual character, though; I think the way games are designed and consumed has changed considerably since the PS2 days, too. Look at the number of people who Achievement-whore these days. More often than not, this takes place not through a desire to see everything the game has to offer, but instead to line up their shiny virtual trophies on their virtual shelf and brag to their friends. The social side of gaming is cool, sure, but what happened to gaming just purely for the sake of fun?

There’s no reason for these people to want to 100% Final Fantasy XII, for example. There’s no public way of recognising your achievement besides actually telling people. But I think that’s kind of a good thing, personally—if you want to be a hardcore insane idiot and complete every insanely difficult hunt, clear out every unnecessarily difficult area just for the satisfaction of knowing you have, that’s great. But there’s no feeling of “obligation” to do so—the person who storms straight through FFXII‘s main quest without exploring the side content is getting their money’s worth just as much as the hardcore insane idiot.

But in games with Achievements these days, many people feel that they haven’t got their money’s worth unless they 1000G/Platinum Trophy the game. And in many cases, some of those Achievements and Trophies are enormously tedious collectathons (Assassin’s Creed), forced replays of lengthy games (Mass Effect, Dragon Age) or encouragement to completely remove any “meaning” and sense of consequence from moral choices in games (any game that has separate Achievements for completing quests/levels in multiple different ways, thereby encouraging saving before “important” bits, then reloading and replaying just to get said Achievements).

Screw that; I’m just as guilty as the next man or woman of Achievement-whoring at times. But spending such a protracted period of time in the company of a last-gen game without all that bollocks to think about is giving me pause for thought. Are things really moving in the right direction?

It makes me a little sad to think that there’s a generation of gamers now who have no idea what gaming life pre-Achievements was like—and with Sony’s ditching of PS2 support on the PS3 and Microsoft’s woeful “backward compatibility” (I use the term loosely) on the Xbox 360, it’s becoming more and more unlikely that newer gamers will have the opportunity to explore that side of gaming—and then even if they do, they’ll probably be put off by “ugly” SD graphics. Look at how much snobbery people have towards the Wii’s graphics now.

Do I have rose-tinted specs when it comes to looking at last-gen gaming? Perhaps. But I’m more than happy to live in the past, if so.

#oneaday, Day 332: Fire The Canon… He’s Not Pulling His Weight

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.

#oneaday, Day 224: Patch Notes

Thank you for continuing to play Life. We are pleased to announce that Patch 2.0 is almost ready for release. It is currently awaiting approval from Apple, and we hope to have it available to all users very soon.

While you wait, here is a list of the exciting new features you can soon be enjoying from your Life experience.

Quick-Save. The most-requested feature is finally here! Are you about to get yourself into a situation which you’re a little concerned about the outcome of? No matter! Simply press the Quick-Save button (assigned to your genitals by default) and, should things not go the way you intend, you can simply try again! Please note: there are certain situations when the Quick-Save command will be unavailable. Please ensure your brain has enough free space for the save data before using the Quick-Save function.

Difficulty Adjustment. Some users have commented that Life is too easy or too difficult for them. As such, we have added a difficulty slider to the main menu (accessible by closing your eyes for five seconds and then coughing). If life’s getting you down a bit, simply drop back the difficulty slider for a while and enjoy increased fame and fortune for less effort. Similarly, if you’re enjoying the trappings of wealth a little too much, simply bump up the difficulty slider to increase the number of scandals you’ll encounter. Please note: Adjusting the difficulty slider will affect the experience points gained.

RealID. We’ve added a facility where once you know a person’s name and have added them to your Friends List (assigned to that notebook in your dusty old chest of drawers by default) you will never forget their name ever again thanks to a handy pop-up over their head. You will also see all contact information they have made available and be able to track them via GPS. Please note: GPS tracking is not intended for use by stalkers. Misuse of this facility will be punishable by account suspension.

Common Sense. Long-time subscribers will receive an exclusive “Common Sense” special ability. When entering a situation which is potentially dangerous, illegal and/or stupid, a large red flashing sign will appear saying “STOP IT”. It will continue to flash until the user removes themself from the situation in question. Please note: the “Common Sense” ability will not be automatically available to anyone who has been a subscriber for less than 25 years. They are, however, able to obtain it via questing.

Chat Filters. Another oft-requested feature, the Chat Filter facility will allow users to filter out any or all of the following depending on their own personal preferences: Profanity, blasphemy, religious fanaticism, racism, homophobia, tolerance, sexism, corporate jargon and foreign languages. These phrases can either be muted or automatically replaced via a seamless automatic translation algorithm. For example, when the corporate jargon filter is activated, the sentence “Let’s table this then bluesky and run it up the flagpole for mind-showering purposes whilst leveraging our monetization strategies in the name of excellence” is replaced by “BULLSHIT”.

Item Rebalancing. Coffee now restores twice as many MP. Brussels Sprouts still cause flatulence and nausea, but no longer restore any HP, thereby making them more of a novelty item than an unpleasant healing item. HP Sauce now works as intended by fully restoring HP upon consumption of an entire bottle. Kit-Kat Chunky may no longer be equipped as a weapon. Jaffa Cakes now add the Happiness effect, which stacks up to ten times.

New Dungeon. Haunted by the past? Jump into the new Personal Demons solo dungeon and fight against your worst fears. The new dungeon is only accessible at night and features our toughest boss encounters yet! Please note: Players are not able to take party or raid members into the Personal Demons dungeon.

Adjustable Day Length. Not enough time to complete all your Daily Quests? Simply pop into the Main Menu and extend the day by up to 48 hours.

Graphical Enhancements. A new “Tango” slider enables users blinded by the bright orangeness of those making use of the Fake Tan item to tone down this effect.

Social Networking. Now you can share everything you do via both Facebook and Twitter completely automatically. No longer will players need to make use of “Computer” or “Phone” items in order to inform other users that they are going to the toilet or having lunch. Please note: No responsibility will be accepted for quests failed due to inadvertent tweets/Facebook updates from places/people you are not supposed to be in.

Thank you for your continued support of Life. We hope to have the Version 2.0 patch rolled out as soon as possible. It’s been many years in the making and we think you’ll be really pleased with it.

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