2403: My First Dragon Quest

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I had my first Dragon Quest experience recently. As a big fan of RPGs, particularly those of the J-variety, Dragon Quest was a gaping hole in my knowledge that I’d never gotten around to filling. Until now!

I’ve been giving the DS remake of Dragon Quest IV: Chapters of the Chosen a go first of all. (Technically I’ve also played about half an hour of the Game Boy Colour version of the very first game.) So far my feelings are a little mixed, but overall leaning in a positive direction, though I will happily admit I am very early in the game so far and thus haven’t had an opportunity to see all its systems at work.

From what I understand about Dragon Quest from speaking to others, its main distinction from its longstanding rival Final Fantasy is that there’s less emphasis on characterisation and plot — at least as far as the main playable characters are concerned — and more in the way of mechanical and strategic depth. Thus far in my time with Chapters of the Chosen this would at least partially seem to be the case: the game features a number of different chapters focusing on an individual or small group of characters before the plot “proper” gets going in the final chapter, and these playable characters never speak a word. Nonetheless, you do get a decent sense of who they are through a combination of their character art and the way other people react to them.

The first real chapter of the game focuses on a soldier called Ragnar who is called in by the pseudo-Scottish king to find out what’s been happening to a number of children that have gone missing recently. The actual solution to this issue isn’t all that complicated, but Ragnar’s roughly hour-long quest acts as a good introduction to what Dragon Quest appears to be all about. There’s a bit of world map wandering, a bit of dungeoneering — and Dragon Quest dungeons aren’t at all linear, featuring numerous branching paths and secret areas filled with treasure — and lots and lots of fighting.

So far so RPG, though I did find Ragnar’s quest a little lacking in mechanical depth: as a straight fighter-type character, he didn’t have access to any interesting abilities whatsoever and his main role in the party appeared to be exclusively confined to hitting ATTACK every turn and dealing damage. Things got mildly more interesting when he recruited a friendly Healslime called Healie into the party, but there still wasn’t a lot to it.

I understand that the “chapters” of Dragon Quest IV are primarily intended to act as an introduction to the characters and their mechanics, but starting with the barebones simplicity of Ragnar isn’t the strongest of openings. Combat wasn’t interesting with just Ragnar and the entirely automated Healie in the party, and boy is it frequent in Dragon Quest; for many people I can see that being a turnoff. That said, it’s worth remembering that we’re essentially dealing with a remake of an NES game here, where the main overhaul the DS version received was with regard to its visuals rather than mechanics.

I’m also not one to write off a game after an hour of play, either, so I fully intend to continue my Dragon Quest adventure; I’m just hoping the characters that come after Ragnar are a bit more interesting to play, and I’m confident that once all the characters are together in one big party with the “real” protagonist, things will get a lot more interesting.

Mixed feelings aside, it’s been an interesting experience so far. It has a markedly different feel to Final Fantasies of the same era, giving it its own distinctive identity. There’s a pleasant air of whimsy about the whole thing, helped along by a humorous localisation featuring lots of regional accents and dialects. And the focus on the ongoing story — as compared to the focus on the main characters as in most Final Fantasies — is a noticeable shift in perspective.

I’m looking forward to getting to know the series a bit better. I feel it may have a slightly stronger barrier to entry than Final Fantasy, but I also know that people who love Dragon Quest really love Dragon Quest, so I’m intrigued to see what gets them so passionate about this long-running series.

2144: Link’s Awakening

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Closing in on the end of The Legend of Zelda: Link’s Awakening, and I’ve really enjoyed it — quite possibly more than A Link to the Past, which was previously one of my favourite Zelda games alongside Majora’s Mask.

I haven’t quite finished it yet so I’m not sure of the complete “truth” behind everything, but I’ll comment on what I have seen so far, which is up to about halfway through the eighth dungeon, Turtle Rock.

One of the things I like a lot about Link’s Awakening is its strange blend of melancholy and silly humour. This is something that Nintendo has been quite good at with the Zelda series in particular, but it’s particularly pronounced in Link’s Awakening. The frequent suggestion that everything that is going on is a dream of the “Wind Fish” — and whether or not this is the case is yet to be revealed to me, so no spoilers, please! — allows the game to throw in peculiar and unconventional things along the way, as well as cameos from numerous other Nintendo characters.

Pleasingly, these cameos don’t feel overly forced and, in most cases, aren’t shoehorned in — they’re just there. For example, there are characters who look like Mario and Luigi, but they’re never referred to as such. There’s a Yoshi doll in one of the shops that kicks off one of the major sidequests in the game. Mr Write from the SNES version of SimCity is there, indulging in a romantic, long-distance letter-writing relationship with a young goat-woman, who is misrepresenting herself using a photograph of Princess Peach. Goombas show up in several dungeons as enemies, as does a monsters that looks and acts remarkably like Kirby. The list goes on.

Another thing I like is how the game blends elements of the original Legend of Zelda and A Link to the Past. There’s the stronger sense of narrative from the latter coupled with the challenging but satisfying exploration of the former. Dungeons incorporate the side-view “cellars” from the original Legend of Zelda, but in a more fleshed-out manner — rather than simply being somewhere that you either get an item or find a route to another part of the dungeon, these cellars are often mini platforming challenges in their own right that make use of the “Roc Feather” item that allows Link to jump manually for, so far as I can remember, the only time in the series.

The dungeons are beautifully designed, too. While their layout is simpler than their counterparts in A Link to the Past, being single-screen rooms rather than larger, scrolling rooms, navigating them is a pleasure, and very often the game rewards experimentation with its mechanics, and even demands it in places. This is not a game that holds your hand in the slightest, which I appreciate, but I also very much appreciate that the game does have the facility for you to get a hint or two to nudge you in the right direction if you’re really struggling.

For me, the only slightly underwhelming part has been the bosses, which, although decent enough, don’t seem to be quite as interesting and challenging as those seen in some other Zelda games, and several of them are reused once or twice in later dungeons. At least they’re better than the ones from the original Legend of Zelda, mind, and there are a few interesting mechanics to play with on some of them. I also like the use of “mid-bosses” in dungeons as well as the big bosses at the end; I’m a fan of boss fights in general, so getting more than one per dungeon is something I enjoy.

Anyway. I’m hoping I finally beat the game this evening, because when I get home from holiday, it’s going to be Xenoblade Chronicles X time for the foreseeable future, and I’d just feel bad if I got this far in Link’s Awakening and didn’t see it all through until the end!

1192: Take That!

(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!

1162: Launch Lineup

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.

1161: Hospital Affairs

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.